How do I make this rendering thread run together with the main one?
Posted
by
funk
on Game Development
See other posts from Game Development
or by funk
Published on 2014-06-13T07:37:52Z
Indexed on
2014/06/13
9:44 UTC
Read the original article
Hit count: 308
I'm developing an Android game and need to show an animation of an exploding bomb. It's a spritesheet with 1 row and 13 different images. Each image should be displayed in sequence, 200 ms apart.
There is one Thread
running for the entire game:
package com.android.testgame;
import android.graphics.Canvas;
public class GameLoopThread extends Thread
{
static final long FPS = 10; // 10 Frames per Second
private final GameView view;
private boolean running = false;
public GameLoopThread(GameView view) {
this.view = view;
}
public void setRunning(boolean run) {
running = run;
}
@Override
public void run() {
long ticksPS = 1000 / FPS;
long startTime;
long sleepTime;
while (running) {
Canvas c = null;
startTime = System.currentTimeMillis();
try {
c = view.getHolder().lockCanvas();
synchronized (view.getHolder()) {
view.onDraw(c);
}
} finally {
if (c != null) {
view.getHolder().unlockCanvasAndPost(c);
}
}
sleepTime = ticksPS - (System.currentTimeMillis() - startTime);
try {
if (sleepTime > 0)
{
sleep(sleepTime);
} else
{
sleep(10);
}
} catch (Exception e) {}
}
}
}
As far as I know I would have to create a second Thread
for the bomb.
package com.android.testgame;
import android.graphics.Bitmap;
import android.graphics.Canvas;
import android.graphics.Rect;
public class Bomb
{
private final Bitmap bmp;
private final int width;
private final int height;
private int currentFrame = 0;
private static final int BMPROWS = 1;
private static final int BMPCOLUMNS = 13;
private int x = 0;
private int y = 0;
public Bomb(GameView gameView, Bitmap bmp)
{
this.width = bmp.getWidth() / BMPCOLUMNS;
this.height = bmp.getHeight() / BMPROWS;
this.bmp = bmp;
x = 250;
y = 250;
}
private void update()
{
currentFrame++;
new BombThread().start();
}
public void onDraw(Canvas canvas)
{
update();
int srcX = currentFrame * width;
int srcY = height;
Rect src = new Rect(srcX, srcY, srcX + width, srcY + height);
Rect dst = new Rect(x, y, x + width, y + height);
canvas.drawBitmap(bmp, src, dst, null);
}
class BombThread extends Thread
{
@Override
public void run()
{
try
{
sleep(200);
} catch(InterruptedException e){ }
}
}
}
The Thread
s would then have to run simultaneously. How do I do this?
© Game Development or respective owner