2011-02-08 14 views

Respuesta

145

La clase de animación de Android se aplica a objetos como vistas y diseños. El lienzo es solo una superficie para dibujar que es parte de una Vista o está vinculada a un mapa de bits. En onDraw en una vista personalizada, solo se dibuja un marco en el momento hasta que se invoca la siguiente invalidación, lo que significa que debe dibujar su animación cuadro por cuadro. Aquí hay un ejemplo de pelota que rebota y gira, que puede serle útil.

rotating bouncing ball

import android.app.Activity; 
import android.content.Context; 
import android.graphics.Bitmap; 
import android.graphics.BitmapFactory; 
import android.graphics.Canvas; 
import android.os.Bundle; 
import android.text.format.Time; 
import android.view.View; 

public class StartActivity extends Activity { 

    @Override 
    public void onCreate(Bundle savedInstanceState) { 
     super.onCreate(savedInstanceState); 
     setContentView(new BallBounce(this)); 
    } 
} 


class BallBounce extends View { 
    int screenW; 
    int screenH; 
    int X; 
    int Y; 
    int initialY ; 
    int ballW; 
    int ballH; 
    int angle; 
    float dY; 
    float acc; 
    Bitmap ball, bgr; 

    public BallBounce(Context context) { 
     super(context); 
     ball = BitmapFactory.decodeResource(getResources(),R.drawable.football); //load a ball image 
     bgr = BitmapFactory.decodeResource(getResources(),R.drawable.sky_bgr); //load a background 
     ballW = ball.getWidth(); 
     ballH = ball.getHeight(); 
     acc = 0.2f; //acceleration 
     dY = 0; //vertical speed 
     initialY = 100; //Initial vertical position. 
     angle = 0; //Start value for rotation angle. 
    } 

    @Override 
    public void onSizeChanged (int w, int h, int oldw, int oldh) { 
     super.onSizeChanged(w, h, oldw, oldh); 
     screenW = w; 
     screenH = h; 
     bgr = Bitmap.createScaledBitmap(bgr, w, h, true); //Resize background to fit the screen. 
     X = (int) (screenW /2) - (ballW/2) ; //Centre ball into the centre of the screen. 
     Y = initialY; 
    } 

    @Override 
    public void onDraw(Canvas canvas) { 
     super.onDraw(canvas); 

     //Draw background. 
     canvas.drawBitmap(bgr, 0, 0, null); 

     //Compute roughly ball speed and location. 
     Y+= (int) dY; //Increase or decrease vertical position. 
     if (Y > (screenH - ballH)) { 
      dY=(-1)*dY; //Reverse speed when bottom hit. 
     } 
     dY+= acc; //Increase or decrease speed. 

     //Increase rotating angle. 
     if (angle++ >360) 
      angle =0; 

     //Draw ball 
     canvas.save(); //Save the position of the canvas. 
     canvas.rotate(angle, X + (ballW/2), Y + (ballH/2)); //Rotate the canvas. 
     canvas.drawBitmap(ball, X, Y, null); //Draw the ball on the rotated canvas. 
     canvas.restore(); //Rotate the canvas back so that it looks like ball has rotated. 

     //Call the next frame. 
     invalidate(); 
    } 
} 

Esto es sólo un ejemplo sencillo, pero me gustaría utilizar SurfaceView e impulsar marcos de otro hilo, que es un poco más complicado, pero una forma correcta de hacerlo al hacer animaciones interactivas como juegos, etc. Este es un ejemplo de un apaisada el desplazamiento y el usuario puede mover el balón con su dedo:

import android.app.Activity; 
import android.content.Context; 
import android.graphics.Bitmap; 
import android.graphics.BitmapFactory; 
import android.graphics.Canvas; 
import android.graphics.Matrix; 
import android.graphics.Paint; 
import android.graphics.Rect; 
import android.os.Bundle; 
import android.view.MotionEvent; 
import android.view.SurfaceHolder; 
import android.view.SurfaceView; 

public class SurfaceViewActivity extends Activity { 
    BallBounces ball; 

    @Override 
    public void onCreate(Bundle savedInstanceState) { 
     super.onCreate(savedInstanceState); 
     ball = new BallBounces(this); 
     setContentView(ball); 
    } 
} 


class BallBounces extends SurfaceView implements SurfaceHolder.Callback { 
    GameThread thread; 
    int screenW; //Device's screen width. 
    int screenH; //Devices's screen height. 
    int ballX; //Ball x position. 
    int ballY; //Ball y position. 
    int initialY ; 
    float dY; //Ball vertical speed. 
    int ballW; 
    int ballH; 
    int bgrW; 
    int bgrH; 
    int angle; 
    int bgrScroll; 
    int dBgrY; //Background scroll speed. 
    float acc; 
    Bitmap ball, bgr, bgrReverse; 
    boolean reverseBackroundFirst; 
    boolean ballFingerMove; 

    //Measure frames per second. 
    long now; 
    int framesCount=0; 
    int framesCountAvg=0; 
    long framesTimer=0; 
    Paint fpsPaint=new Paint(); 

    //Frame speed 
    long timeNow; 
    long timePrev = 0; 
    long timePrevFrame = 0; 
    long timeDelta; 


    public BallBounces(Context context) { 
     super(context); 
     ball = BitmapFactory.decodeResource(getResources(),R.drawable.football); //Load a ball image. 
     bgr = BitmapFactory.decodeResource(getResources(),R.drawable.sky_bgr); //Load a background. 
     ballW = ball.getWidth(); 
     ballH = ball.getHeight(); 

     //Create a flag for the onDraw method to alternate background with its mirror image. 
     reverseBackroundFirst = false; 

     //Initialise animation variables. 
     acc = 0.2f; //Acceleration 
     dY = 0; //vertical speed 
     initialY = 100; //Initial vertical position 
     angle = 0; //Start value for the rotation angle 
     bgrScroll = 0; //Background scroll position 
     dBgrY = 1; //Scrolling background speed 

     fpsPaint.setTextSize(30); 

     //Set thread 
     getHolder().addCallback(this); 

     setFocusable(true); 
    } 

    @Override 
    public void onSizeChanged (int w, int h, int oldw, int oldh) { 
     super.onSizeChanged(w, h, oldw, oldh); 
     //This event-method provides the real dimensions of this custom view. 
     screenW = w; 
     screenH = h; 

     bgr = Bitmap.createScaledBitmap(bgr, w, h, true); //Scale background to fit the screen. 
     bgrW = bgr.getWidth(); 
     bgrH = bgr.getHeight(); 

     //Create a mirror image of the background (horizontal flip) - for a more circular background. 
     Matrix matrix = new Matrix(); //Like a frame or mould for an image. 
     matrix.setScale(-1, 1); //Horizontal mirror effect. 
     bgrReverse = Bitmap.createBitmap(bgr, 0, 0, bgrW, bgrH, matrix, true); //Create a new mirrored bitmap by applying the matrix. 

     ballX = (int) (screenW /2) - (ballW/2) ; //Centre ball X into the centre of the screen. 
     ballY = -50; //Centre ball height above the screen. 
    } 

    //*************************************** 
    //************* TOUCH ***************** 
    //*************************************** 
    @Override 
    public synchronized boolean onTouchEvent(MotionEvent ev) { 

     switch (ev.getAction()) { 
      case MotionEvent.ACTION_DOWN: { 
       ballX = (int) ev.getX() - ballW/2; 
       ballY = (int) ev.getY() - ballH/2; 

       ballFingerMove = true; 
       break; 
      } 

      case MotionEvent.ACTION_MOVE: { 
       ballX = (int) ev.getX() - ballW/2; 
       ballY = (int) ev.getY() - ballH/2; 

       break; 
      } 

      case MotionEvent.ACTION_UP: 
       ballFingerMove = false; 
       dY = 0; 
       break; 
      } 
     return true; 
    } 

    @Override 
    public void onDraw(Canvas canvas) { 
     super.onDraw(canvas); 

     //Draw scrolling background. 
     Rect fromRect1 = new Rect(0, 0, bgrW - bgrScroll, bgrH); 
     Rect toRect1 = new Rect(bgrScroll, 0, bgrW, bgrH); 

     Rect fromRect2 = new Rect(bgrW - bgrScroll, 0, bgrW, bgrH); 
     Rect toRect2 = new Rect(0, 0, bgrScroll, bgrH); 

     if (!reverseBackroundFirst) { 
      canvas.drawBitmap(bgr, fromRect1, toRect1, null); 
      canvas.drawBitmap(bgrReverse, fromRect2, toRect2, null); 
     } 
     else{ 
      canvas.drawBitmap(bgr, fromRect2, toRect2, null); 
      canvas.drawBitmap(bgrReverse, fromRect1, toRect1, null); 
     } 

     //Next value for the background's position. 
     if ((bgrScroll += dBgrY) >= bgrW) { 
      bgrScroll = 0; 
      reverseBackroundFirst = !reverseBackroundFirst; 
     } 

     //Compute roughly the ball's speed and location. 
     if (!ballFingerMove) { 
      ballY += (int) dY; //Increase or decrease vertical position. 
      if (ballY > (screenH - ballH)) { 
       dY=(-1)*dY; //Reverse speed when bottom hit. 
      } 
      dY+= acc; //Increase or decrease speed. 
     } 

     //Increase rotating angle 
     if (angle++ >360) 
      angle =0; 

     //DRAW BALL 
     //Rotate method one 
     /* 
     Matrix matrix = new Matrix(); 
     matrix.postRotate(angle, (ballW/2), (ballH/2)); //Rotate it. 
     matrix.postTranslate(ballX, ballY); //Move it into x, y position. 
     canvas.drawBitmap(ball, matrix, null); //Draw the ball with applied matrix. 

     */// Rotate method two 

     canvas.save(); //Save the position of the canvas matrix. 
     canvas.rotate(angle, ballX + (ballW/2), ballY + (ballH/2)); //Rotate the canvas matrix. 
     canvas.drawBitmap(ball, ballX, ballY, null); //Draw the ball by applying the canvas rotated matrix. 
     canvas.restore(); //Rotate the canvas matrix back to its saved position - only the ball bitmap was rotated not all canvas. 

     //*/ 

     //Measure frame rate (unit: frames per second). 
     now=System.currentTimeMillis(); 
     canvas.drawText(framesCountAvg+" fps", 40, 70, fpsPaint); 
     framesCount++; 
     if(now-framesTimer>1000) { 
       framesTimer=now; 
       framesCountAvg=framesCount; 
       framesCount=0; 
     } 
    } 

    @Override 
    public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) { 
    } 

    @Override 
    public void surfaceCreated(SurfaceHolder holder) { 
     thread = new GameThread(getHolder(), this); 
     thread.setRunning(true); 
     thread.start(); 
    } 

    @Override 
    public void surfaceDestroyed(SurfaceHolder holder) { 
     boolean retry = true; 
     thread.setRunning(false); 
     while (retry) { 
      try { 
       thread.join(); 
       retry = false; 
      } catch (InterruptedException e) { 

      } 
     } 
    } 


    class GameThread extends Thread { 
     private SurfaceHolder surfaceHolder; 
     private BallBounces gameView; 
     private boolean run = false; 

     public GameThread(SurfaceHolder surfaceHolder, BallBounces gameView) { 
      this.surfaceHolder = surfaceHolder; 
      this.gameView = gameView; 
     } 

     public void setRunning(boolean run) { 
      this.run = run; 
     } 

     public SurfaceHolder getSurfaceHolder() { 
      return surfaceHolder; 
     } 

     @Override 
     public void run() { 
      Canvas c; 
      while (run) { 
       c = null; 

       //limit frame rate to max 60fps 
       timeNow = System.currentTimeMillis(); 
       timeDelta = timeNow - timePrevFrame; 
       if (timeDelta < 16) { 
        try { 
         Thread.sleep(16 - timeDelta); 
        } 
        catch(InterruptedException e) { 

        } 
       } 
       timePrevFrame = System.currentTimeMillis(); 

       try { 
        c = surfaceHolder.lockCanvas(null); 
        synchronized (surfaceHolder) { 
         //call methods to draw and process next fame 
         gameView.onDraw(c); 
        } 
       } finally { 
        if (c != null) { 
         surfaceHolder.unlockCanvasAndPost(c); 
        } 
       } 
      } 
     } 
    } 
} 

Estas son las imágenes:

sky backround

enter image description here

+1

Un gran tutorial y mi solución trivial. gameView.onDraw (c); => if (gameView! = null && c! = null) gameView.onDraw (c); –

+1

Probablemente deberías usar 'postInvalidateOnAnimation()' para obtener animaciones fluidas. – Timmmm

+0

He intentado esta aplicación y se bloquea uno dos casos [1] cuando hago clic en el botón Atrás que cerrará la aplicación [2] cuando cambio la orientación de la pantalla de "Retrato" a "Paisaje" y VS, I tiene el mismo problema en mi ejemplo http://stackoverflow.com/questions/14212165/surfaceview-crashes-on-surfacechange-android#comment19709278_14212165 ¿Alguien me puede ayudar a resolver este problema? –

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