四、编写UpdateThread
下面,我们开始着手编写UpdateThread线程程序。这个程序主要是启动一个线程去不断更新当前小球的位置。先看声明及构造函数部分:
package licksquid.movement;
import android.graphics.Canvas;
import android.view.SurfaceHolder;
public class UpdateThread extends Thread {
private long time;
private final int fps = 20;
private boolean toRun = false;
private MovementView movementView;
private SurfaceHolder surfaceHolder;
}
public UpdateThread(MovementView rMovementView) {
movementView = rMovementView;
surfaceHolder = movementView.getHolder();
}
public void setRunning(boolean run) {
toRun = run;
}
import android.graphics.Canvas;
import android.view.SurfaceHolder;
public class UpdateThread extends Thread {
private long time;
private final int fps = 20;
private boolean toRun = false;
private MovementView movementView;
private SurfaceHolder surfaceHolder;
}
public UpdateThread(MovementView rMovementView) {
movementView = rMovementView;
surfaceHolder = movementView.getHolder();
}
public void setRunning(boolean run) {
toRun = run;
}
注意这里的setRunning方法中设置了线程是否应该停止的标记,下面来看重要的方法run:
public void run() {
Canvas c;
while (toRun) {
long cTime = System.currentTimeMillis();
if ((cTime - time) <= (1000 / fps)) {
c = null;
try {
c = surfaceHolder.lockCanvas(null);
movementView.updatePhysics();
movementView.onDraw(c);
} finally {
if (c != null) {
surfaceHolder.unlockCanvasAndPost(c);
}
}
}
time = cTime;
}
}
Canvas c;
while (toRun) {
long cTime = System.currentTimeMillis();
if ((cTime - time) <= (1000 / fps)) {
c = null;
try {
c = surfaceHolder.lockCanvas(null);
movementView.updatePhysics();
movementView.onDraw(c);
} finally {
if (c != null) {
surfaceHolder.unlockCanvasAndPost(c);
}
}
}
time = cTime;
}
}
在run方法中,主要实现了如下几个任务:首先检查是否有允许启动该线程(在开始运行后,由于在MovementView中,启动UpdateThread的时候,已经设置了其值为true,即updateThread.setRunning(true)),接下来检查是否在指定的时间内(这里设置的是每秒20帧),如果是的话,则调用surfaceHolder的lockCanvas方法,锁定当前的画布绘画区域,并且调用movementView的updatePhysics方法及onDraw方法去画小球并判断小球的运动,最后记得要在finally中调用unlockCanvasAndPost方法。
五、运行程序
最后运行程序,可以看到如下的效果,可以看到小球在做各个方向的弹跳运动。