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    ▪AndEngine 分析之三-AsyncTask,BaseActivity备忘        AndEngine 分析之三-----AsyncTask,BaseActivity备忘   不用handler更细页面的另一种更新方式:   AsyncTask enables proper and easy use of the UI thread. This class allows to perform background operations and publish results on the U.........
    ▪ AndEngine 分析之4-Engine        AndEngine 分析之四-----Engine Engine: The Engine make the game proceed in small discrete steps of time. The Engine manages to synchronize a periodic drawing and updating of the Scene, which contains all the content that your game is currentl.........
    ▪ AndEngine 分析之5-Scene       AndEngine 分析之五-----Scene Scene: The Scene class is the root container for all objects to be drawn on the screen. A Scene has a specific amount of Layers, which themselves can contain a (fixed or dynamic) amount of Entities. There are sub.........

[1]AndEngine 分析之三-AsyncTask,BaseActivity备忘
    来源: 互联网  发布时间: 2014-02-18
AndEngine 分析之三-----AsyncTask,BaseActivity备忘

 

不用handler更细页面的另一种更新方式:

 

AsyncTask enables proper and easy use of the UI thread. This class allows to perform background operations and publish results on the UI thread without having to manipulate threads and/or handlers.

 

When an asynchronous task is executed, the task goes through 4 steps:

   1. onPreExecute(), invoked on the UI thread immediately after the task is executed. This step is normally used to setup the task, for instance by showing a progress bar in the user interface.
   2. doInBackground(Params...), invoked on the background thread immediately after onPreExecute() finishes executing. This step is used to perform background computation that can take a long time. The parameters of the asynchronous task are passed to this step. The result of the computation must be returned by this step and will be passed back to the last step. This step can also use publishProgress(Progress...) to publish one or more units of progress. These values are published on the UI thread, in the onProgressUpdate(Progress...) step.
   3. onProgressUpdate(Progress...), invoked on the UI thread after a call to publishProgress(Progress...). The timing of the execution is undefined. This method is used to display any form of progress in the user interface while the background computation is still executing. For instance, it can be used to animate a progress bar or show logs in a text field.
   4. onPostExecute(Result), invoked on the UI thread after the background computation finishes. The result of the background computation is passed to this step as a parameter.

 

 

BaseActivity中用到了AsyncTask的概念:

 

public abstract class BaseActivity extends Activity {
	
	/**
	 * Performs a task in the background, showing a {@link ProgressDialog},
	 * while the {@link Callable} is being processed.
	 * 
	 * @param <T>
	 * @param pTitleResID
	 * @param pMessageResID
	 * @param pErrorMessageResID
	 * @param pCallable
	 * @param pCallback
	 */
	protected <T> void doAsync(final int pTitleResID, final int pMessageResID, final Callable<T> pCallable, final Callback<T> pCallback) {
		this.doAsync(pTitleResID, pMessageResID, pCallable, pCallback, null);
	}

	/**
	 * Performs a task in the background, showing a indeterminate {@link ProgressDialog},
	 * while the {@link Callable} is being processed.
	 * 
	 * @param <T>
	 * @param pTitleResID
	 * @param pMessageResID
	 * @param pErrorMessageResID
	 * @param pCallable
	 * @param pCallback
	 * @param pExceptionCallback
	 */
	protected <T> void doAsync(final int pTitleResID, final int pMessageResID, final Callable<T> pCallable, final Callback<T> pCallback, final Callback<Exception> pExceptionCallback) {
		new AsyncTask<Void, Void, T>() {
			private ProgressDialog mPD;
			private Exception mException = null;

			@Override
			public void onPreExecute() {
				this.mPD = ProgressDialog.show(BaseActivity.this, BaseActivity.this.getString(pTitleResID), BaseActivity.this.getString(pMessageResID));
				super.onPreExecute();
			}

			@Override
			public T doInBackground(final Void... params) {
				try {
					return pCallable.call();
				} catch (final Exception e) {
					this.mException = e;
				}
				return null;
			}

			@Override
			public void onPostExecute(final T result) {
				try {
					this.mPD.dismiss();
				} catch (final Exception e) {
					Debug.e("Error", e);
				}

				if(this.isCancelled()) {
					this.mException = new CancelledException();
				}

				if(this.mException == null) {
					pCallback.onCallback(result);
				} else {
					if(pExceptionCallback == null) {
						Debug.e("Error", this.mException);
					} else {
						pExceptionCallback.onCallback(this.mException);
					}
				}

				super.onPostExecute(result);
			}
		}.execute((Void[]) null);
	}

	/**
	 * Performs a task in the background, showing a {@link ProgressDialog} with an ProgressBar,
	 * while the {@link AsyncCallable} is being processed.
	 * 
	 * @param <T>
	 * @param pTitleResID
	 * @param pMessageResID
	 * @param pErrorMessageResID
	 * @param pAsyncCallable
	 * @param pCallback
	 */
	protected <T> void doProgressAsync(final int pTitleResID, final ProgressCallable<T> pCallable, final Callback<T> pCallback) {
		this.doProgressAsync(pTitleResID, pCallable, pCallback, null);
	}

	/**
	 * Performs a task in the background, showing a {@link ProgressDialog} with a ProgressBar,
	 * while the {@link AsyncCallable} is being processed.
	 * 
	 * @param <T>
	 * @param pTitleResID
	 * @param pMessageResID
	 * @param pErrorMessageResID
	 * @param pAsyncCallable
	 * @param pCallback
	 * @param pExceptionCallback
	 */
	protected <T> void doProgressAsync(final int pTitleResID, final ProgressCallable<T> pCallable, final Callback<T> pCallback, final Callback<Exception> pExceptionCallback) {
		new AsyncTask<Void, Integer, T>() {
			private ProgressDialog mPD;
			private Exception mException = null;

			@Override
			public void onPreExecute() {
				this.mPD = new ProgressDialog(BaseActivity.this);
				this.mPD.setTitle(pTitleResID);
				this.mPD.setIcon(android.R.drawable.ic_menu_save);
				this.mPD.setIndeterminate(false);
				this.mPD.setProgressStyle(ProgressDialog.STYLE_HORIZONTAL);
				this.mPD.show();
				super.onPreExecute();
			}

			@Override
			public T doInBackground(final Void... params) {
				try {
					return pCallable.call(new IProgressListener() {
						@Override
						public void onProgressChanged(final int pProgress) {
							onProgressUpdate(pProgress);
						}
					});
				} catch (final Exception e) {
					this.mException = e;
				}
				return null;
			}

			@Override
			public void onProgressUpdate(final Integer... values) {
				this.mPD.setProgress(values[0]);
			}

			@Override
			public void onPostExecute(final T result) {
				try {
					this.mPD.dismiss();
				} catch (final Exception e) {
					Debug.e("Error", e);
					/* Nothing. */
				}

				if(this.isCancelled()) {
					this.mException = new CancelledException();
				}

				if(this.mException == null) {
					pCallback.onCallback(result);
				} else {
					if(pExceptionCallback == null) {
						Debug.e("Error", this.mException);
					} else {
						pExceptionCallback.onCallback(this.mException);
					}
				}

				super.onPostExecute(result);
			}
		}.execute((Void[]) null);
	}

	/**
	 * Performs a task in the background, showing an indeterminate {@link ProgressDialog},
	 * while the {@link AsyncCallable} is being processed.
	 * 
	 * @param <T>
	 * @param pTitleResID
	 * @param pMessageResID
	 * @param pErrorMessageResID
	 * @param pAsyncCallable
	 * @param pCallback
	 * @param pExceptionCallback
	 */
	protected <T> void doAsync(final int pTitleResID, final int pMessageResID, final AsyncCallable<T> pAsyncCallable, final Callback<T> pCallback, final Callback<Exception> pExceptionCallback) {
		final ProgressDialog pd = ProgressDialog.show(BaseActivity.this, this.getString(pTitleResID), this.getString(pMessageResID));
		pAsyncCallable.call(new Callback<T>() {
			@Override
			public void onCallback(final T result) {
				try {
					pd.dismiss();
				} catch (final Exception e) {
					Debug.e("Error", e);
					/* Nothing. */
				}

				pCallback.onCallback(result);
			}
		}, pExceptionCallback);
	}

	// ===========================================================
	// Inner and Anonymous Classes
	// ===========================================================

	public static class CancelledException extends Exception {
		private static final long serialVersionUID = -78123211381435596L;
	}
}
 

    
[2] AndEngine 分析之4-Engine
    来源: 互联网  发布时间: 2014-02-18
AndEngine 分析之四-----Engine

Engine:
The Engine make the game proceed in small discrete steps of time. The Engine manages to synchronize a periodic drawing and updating of the Scene, which contains all the content that your game is currently handling actively. There usually is one Scene per Engine, except for the SplitScreenEngines.

 

Engine使游戏在不连续的时间进行,它设法同步更新和画场景,通常每一个Engine对应一个Scene,除了SplitScreenEngines

 

1.通常在客户端实现BaseGameActivity时在覆写onLoadEngine()方法时执行的操作:

public Engine onLoadEngine() {
		this.mCamera = new Camera(0, 0, CAMERA_WIDTH, CAMERA_HEIGHT);
		return new Engine(new EngineOptions(true, ScreenOrientation.LANDSCAPE, new RatioResolutionPolicy(CAMERA_WIDTH, CAMERA_HEIGHT), this.mCamera));
	}

 其中在Engine类中的Engine(EngineOptions opts)具体方法如下:

 

public Engine(final EngineOptions pEngineOptions) {
		TextureRegionFactory.setAssetBasePath("");
		SoundFactory.setAssetBasePath("");
		MusicFactory.setAssetBasePath("");
		FontFactory.setAssetBasePath("");

		BufferObjectManager.setActiveInstance(this.mBufferObjectManager);

		this.mEngineOptions = pEngineOptions;
		this.setTouchController(new SingleTouchControler());
		this.mCamera = pEngineOptions.getCamera();

		if(this.mEngineOptions.needsSound()) {
			this.mSoundManager = new SoundManager();
		}

		if(this.mEngineOptions.needsMusic()) {
			this.mMusicManager = new MusicManager();
		}

		if(this.mEngineOptions.hasLoadingScreen()) {
			this.initLoadingScreen();
		}

		this.mUpdateThread.start();
	}

 

其中,在代码的后部分:

		if(this.mEngineOptions.hasLoadingScreen()) {
			this.initLoadingScreen();
		}

初始化下载Screen的操作:

 
private void initLoadingScreen() {
		final ITextureSource loadingScreenTextureSource = this.mEngineOptions.getLoadingScreenTextureSource();
		final Texture loadingScreenTexture = TextureFactory.createForTextureSourceSize(loadingScreenTextureSource);
		final TextureRegion loadingScreenTextureRegion = TextureRegionFactory.createFromSource(loadingScreenTexture, loadingScreenTextureSource, 0, 0);
		this.setScene(new SplashScene(this.getCamera(), loadingScreenTextureRegion));
	}
 

至此Engine初始化了Scene,并后续对Scene进行更新操作。

 

2.Engine主要做的操作:

    SoundManager

    MusicManager

    BufferObjectManager

    TouchController

    FontManager

完成基础服务的初始化和注册操作。

 

 

 

 


    
[3] AndEngine 分析之5-Scene
    来源: 互联网  发布时间: 2014-02-18
AndEngine 分析之五-----Scene

Scene:
The Scene class is the root container for all objects to be drawn on the screen. A Scene has a specific amount of Layers, which themselves can contain a (fixed or dynamic) amount of Entities. There are subclasses, like the CameraScene/HUD/MenuScene that are drawing themselves to the same position of the Scene no matter where the camera is positioned to.

 

Scene是屏幕上所有对象的根容器,它有许多的曾用来包含其他实体,它可以有许多特定的子类。

 

一般情况下继承BaseGameActivity的类会覆写onLoadScene()方法

	public Scene onLoadScene() {
		this.mEngine.registerUpdateHandler(new FPSLogger());

		final Scene scene = new Scene(1);
		scene.setBackground(new ColorBackground(0.09804f, 0.6274f, 0.8784f));

		final Text textCenter = new Text(100, 60, this.mFont, "Hello AndEngine!\nYou can even have multilined text!", HorizontalAlign.CENTER);
		final Text textLeft = new Text(100, 200, this.mFont, "Also left aligned!\nLorem ipsum dolor sit amat...", HorizontalAlign.LEFT);
		final Text textRight = new Text(100, 340, this.mFont, "And right aligned!\nLorem ipsum dolor sit amat...", HorizontalAlign.RIGHT);

		scene.getTopLayer().addEntity(textCenter);
		scene.getTopLayer().addEntity(textLeft);
		scene.getTopLayer().addEntity(textRight);

		return scene;
	}
 

 

1.Scene构造方法

	public Scene(final int pLayerCount) {
		this.mLayerCount = pLayerCount;
		this.mLayers = new ILayer[pLayerCount];
		this.createLayers();
	}
 

2.创建层

	private void createLayers() {
		final ILayer[] layers = this.mLayers;
		for(int i = this.mLayerCount - 1; i >= 0; i--) {
			layers[i] = new DynamicCapacityLayer();
		}
	}
 

3.获取最上面的层:

	public ILayer getTopLayer() {
		return this.mLayers[this.mLayerCount - 1];
	}

 

 

 

从Scene类上看public class Scene extends Entity {}

 

他继承自Entity,它的层上面又可以添加新的Entity,所以在接受上属于合成模式。

 

 



    
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