Back to project page GameWorker.
The source code is released under:
Apache License
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package com.al.gameengine; /*w w w. j av a2 s.c o m*/ import android.graphics.Canvas; import android.util.Log; import android.view.SurfaceHolder; import com.al.gameengine.sprite.GameView; /** * Game Loop for the game view, this will update the position of the images in the view. * @author AL * */ public class GameEngine extends Thread { private static final String TAG = GameEngine.class.getSimpleName(); private boolean running; private SurfaceHolder surfaceHolder; private GameView gamePanel; // desired fps private final static int MAX_FPS = 50; // maximum number of frames to be skipped private final static int MAX_FRAME_SKIPS = 5; // the frame period private final static int FRAME_PERIOD = 1000 / MAX_FPS; // @Override // public void run() // { // super.run(); // SpriteManager.update(); // } public GameEngine() { running = false; } public GameEngine(SurfaceHolder surfaceHolder, GameView gamePanel) { super(); //Lock for the canvas. this.surfaceHolder = surfaceHolder; //Pointer to the game view, where the images will be displayed. this.gamePanel = gamePanel; } @Override public void run() { //Pointer to the canvas where things will be displayed. Canvas canvas; Log.d(TAG, "Starting game loop"); // the time when the cycle begun long beginTime; // the time it took for the cycle to execute long timeDiff; // ms to sleep (<0 if we're behind) int sleepTime; // number of frames being skipped int framesSkipped; sleepTime = 0; //Loops the game if the running flag is true. while (running) { canvas = null; // try locking the canvas for exclusive pixel editing // in the surface try { canvas = this.surfaceHolder.lockCanvas(); synchronized (surfaceHolder) { beginTime = System.currentTimeMillis(); // resetting the frames skipped framesSkipped = 0; // update game state this.gamePanel.update(); // render state to the screen // draws the canvas on the panel this.gamePanel.render(canvas); // calculate how long did the cycle take timeDiff = System.currentTimeMillis() - beginTime; // calculate sleep time sleepTime = (int)(FRAME_PERIOD - timeDiff); if (sleepTime > 0) { // if sleepTime > 0 we're OK try { // send the thread to sleep for a short period // very useful for battery saving Thread.sleep(sleepTime); } catch (InterruptedException e) {} } while (sleepTime < 0 && framesSkipped < MAX_FRAME_SKIPS) { // we need to catch up // update without rendering this.gamePanel.update(); // add frame period to check if in next frame sleepTime += FRAME_PERIOD; framesSkipped++; } } } finally { // in case of an exception the surface is not left in // an inconsistent state if (canvas != null) { surfaceHolder.unlockCanvasAndPost(canvas); } } // end finally } } public boolean isRunning() { return running; } /** * Sets the running state of the engine. * @param running */ public void setRunning(boolean running) { this.running = running; } }