このコードを編集して、Rect のインスタンス化を onDraw メソッドから移動しました。いくつかのデバイスでテストしました。
public class BallBouncesActivity 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;
Rect toRect1, fromRect1;
Rect toRect2, fromRect2;
//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.rocket); //Load a ball image.
bgr = BitmapFactory.decodeResource(getResources(), R.drawable.sky_bgr); //Load a background.
ballW = ball.getWidth();
ballH = ball.getHeight();
toRect1 = new Rect(0, 0, bgr.getWidth(), bgr.getHeight());
fromRect1 = new Rect(0, 0, bgr.getWidth(), bgr.getHeight());
toRect2 = new Rect(0, 0, bgr.getWidth(), bgr.getHeight());
fromRect2 = new Rect(0, 0, bgr.getWidth(), bgr.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.
fromRect1.set(0, 0, bgrW - bgrScroll, bgrH);
toRect1.set(bgrScroll, 0, bgrW, bgrH);
fromRect2.set(bgrW - bgrScroll, 0, bgrW, bgrH);
toRect2.set(0, 0, bgrScroll, bgrH);
// 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);
}
}
}
}
}
}
お気づきの場合は、フレーム レートを測定するコードがあります。
now=System.currentTimeMillis();
canvas.drawText(framesCountAvg+" fps", 40, 70, fpsPaint);
framesCount++;
if(now-framesTimer>1000) {
framesTimer=now;
framesCountAvg=framesCount;
framesCount=0;
}
Android 4.0 と 4.2 を実行している両方の Galaxy Nexus デバイスで、約 22 ~ 24 fps であることがわかります。Android 2.2 を実行している私の HTC Desire では、60fps に近い速度です。
onDraw
また、メソッドに何も割り当てていないことにも気付くでしょう。私も新しいPaint
オブジェクトを作成していません。これがどのように実行されているのか本当にわかりません.Galaxy Nexusデバイスでは非常に遅くなります. スタッタリングが多く、ボールの動きが非常に遅い。
元に戻すことができる設定があるかどうか、またはGalaxy Nexusでの再描画に関する既知の問題があるかどうかを知っている人はいますか? これは、4.0を実行している Galaxy Nexus と4.2 を実行している Galaxy Nexus で発生しているため、OS 固有のものかどうかはわかりません。開発者向けオプションでウィンドウとトランジションのアニメーションをオフにしました。2D アクセラレーションを強制するかどうかは関係ありません。