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使用自定義方法繪制到 canvas?

[英]Drawing to a canvas using a custom method?

我正在為 android 2-D 游戲編碼,但遇到了一些麻煩。

目前,在我的 package 中,我有一個利用 canvas 實例的線程。 我正在從資源中繪制可繪制位圖。 我想做的是讓線程處理背景圖像的繪制。 但是讓自定義對象的實例能夠使用可繪制對象繪制到相同的 canvas。 這在邏輯上似乎可行,但我無法讓它發揮作用。 每當我嘗試在我的自定義 class 中檢索資源時,應用程序都會在啟動時崩潰。

這是我的一些努力:(如果我做了一些愚蠢的事情,請不要笑,我正在努力。)

public class Worker{

//Get drawables
//  Resources res = getResources();
//  Drawable man1 = res.getDrawable(R.drawable.workertest);


//  Context mContext;
//  Resources res = mContext.getResources();

//  Drawable man1 = mContext.getResources().getDrawable(R.drawable.workertest);
//  Drawable man2 = mContext.getResources().getDrawable(R.drawable.workertest1);

//  Drawable man1 = res.getDrawable(R.drawable.workertest);
//  Drawable man2 = res.getDrawable(R.drawable.workertest1);

}

如您所見,我嘗試了幾種不同的方法,還嘗試將(擴展活動)添加到我的 class,但我無法弄清楚。

這段代碼並沒有解決實際繪制到 canvas 的問題,我還沒有越過那座橋

編輯:這是活動。 如您所見,它在 lunarview 中調用了一個線程。 該線程實例化需要檢索 Drawable 的 object。 我如何以上帝的名義獲得 object 的應用程序上下文? 還是有其他方法可以做到這一點? 是的,這是來自 android 示例代碼的代碼。

public class LunarLander extends Activity {
    private static final int MENU_EASY = 1;

    private static final int MENU_HARD = 2;

    private static final int MENU_MEDIUM = 3;

    private static final int MENU_PAUSE = 4;

    private static final int MENU_RESUME = 5;

    private static final int MENU_START = 6;

    private static final int MENU_STOP = 7;


    /** A handle to the thread that's actually running the animation. */
    public static LunarThread mLunarThread;

    /** A handle to the View in which the game is running. */
    public LunarView mLunarView;



    /**
     * Invoked during init to give the Activity a chance to set up its Menu.
     *
     * @param menu the Menu to which entries may be added
     * @return true
     */
    @Override
    public boolean onCreateOptionsMenu(Menu menu) {
        super.onCreateOptionsMenu(menu);

        menu.add(0, MENU_START, 0, R.string.menu_start);
        menu.add(0, MENU_STOP, 0, R.string.menu_stop);
        menu.add(0, MENU_PAUSE, 0, R.string.menu_pause);
        menu.add(0, MENU_RESUME, 0, R.string.menu_resume);
        menu.add(0, MENU_EASY, 0, R.string.menu_easy);
        menu.add(0, MENU_MEDIUM, 0, R.string.menu_medium);
        menu.add(0, MENU_HARD, 0, R.string.menu_hard);

        return true;
    }

    /**
     * Invoked when the user selects an item from the Menu.
     *
     * @param item the Menu entry which was selected
     * @return true if the Menu item was legit (and we consumed it), false
     *         otherwise
     */
    @Override
    public boolean onOptionsItemSelected(MenuItem item) {
        switch (item.getItemId()) {
            case MENU_START:
                mLunarThread.doStart();
                return true;
            case MENU_STOP:
                mLunarThread.setState(LunarThread.STATE_LOSE,
                        getText(R.string.message_stopped));
                return true;
            case MENU_PAUSE:
                mLunarThread.pause();
                return true;
            case MENU_RESUME:
                mLunarThread.unpause();
                return true;
            case MENU_EASY:
                mLunarThread.setDifficulty(LunarThread.DIFFICULTY_EASY);
                return true;
            case MENU_MEDIUM:
                mLunarThread.setDifficulty(LunarThread.DIFFICULTY_MEDIUM);
                return true;
            case MENU_HARD:
                mLunarThread.setDifficulty(LunarThread.DIFFICULTY_HARD);
                return true;
        }

        return false;
    }

    /**
     * Invoked when the Activity is created.
     *
     * @param savedInstanceState a Bundle containing state saved from a previous
     *        execution, or null if this is a new execution
     */
    @Override
    protected void onCreate(Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);

        // tell system to use the layout defined in our XML file
        setContentView(R.layout.lunar_layout);

        // get handles to the LunarView from XML, and its LunarThread
        mLunarView = (LunarView) findViewById(R.id.lunar);
        mLunarThread = mLunarView.getThread();


        // give the LunarView a handle to the TextView used for messages
        mLunarView.setTextView((TextView) findViewById(R.id.text));




        if (savedInstanceState == null) {
            // we were just launched: set up a new game
            mLunarThread.setState(LunarThread.STATE_READY);
            Log.w(this.getClass().getName(), "SIS is null");
        } else {
            // we are being restored: resume a previous game
            mLunarThread.restoreState(savedInstanceState);
            Log.w(this.getClass().getName(), "SIS is nonnull");
        }
    }

    /**
     * Invoked when the Activity loses user focus.
     */
    @Override
    protected void onPause() {
        super.onPause();
        mLunarView.getThread().pause(); // pause game when Activity pauses
    }

    /**
     * Notification that something is about to happen, to give the Activity a
     * chance to save state.
     *
     * @param outState a Bundle into which this Activity should save its state
     */
    @Override
    protected void onSaveInstanceState(Bundle outState) {
        // just have the View's thread save its state into our Bundle
        super.onSaveInstanceState(outState);
        mLunarThread.saveState(outState);
        Log.w(this.getClass().getName(), "SIS called");
    }
    public boolean onTouchEvent(MotionEvent event){
        int clickX = Math.round(event.getX()/10)*10;
        int clickY = Math.round(event.getY()/10)*10;

        LunarView.xCo = clickX;
        LunarView.yCo = clickY;

        return true;

    }

正如 Greg 建議的那樣,問題在於獲取正確的Context來檢索資源。 解決此問題的一種簡單方法是將主Activity作為參數傳遞給Worker class 構造函數,並將其保存為private Context字段。 就像是:

public class Worker{
  private Context mContext;
  public Worker (Context context) {
    mContext = context;
    Resources res = mContext.getResources();
    // all the rest of your code
  }
}

您將在主要活動中使用它:

Worker worker = new Worker(this);

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