Check out the LunarLander example that comes with the Android SDK.  It
is a very simple game that runs in it's own thread (separate from the
UI thread).  While it's not my favorite design (too much locking) for
a large game, for most cell phone games (ie: simple) it gets the job
done.

On Jul 22, 5:31 am, Streets Of Boston <[email protected]> wrote:
> A seperate thread should not implement/extend SurfaceView or any other
> view.
>
> You still create your GameView as you had before, but you add a new
> class called (for example) GameRenderer.
> This GameRenderer will implement a Thread.
>
> The GameRenderer will execute its 'run()' method at some point. This
> method should contain a 'while' loop, that only stops/pauses when the
> game is halting (e.g. halt when onPause is called on your activity;
> stop when onDestroy is called).
>
> In the while loop, get hold of the GameView (actually; get hold of a
> SurfaceHolder from your GameView) lock it and obtain a Canvas from it
> when you're about to draw onto it.
> When done, unlock the canvas.
>
> Search a little more on these forums and you'll find more info.
>
> On Jul 22, 6:15 am, klirr <[email protected]> wrote:
>
>
>
> > I want to do the drawing in another thread to speed up the game(it is
> > way to slow right now). I was told to do this but don't quite
> > understand why that would speed things up.
> > Is it GameView that should implement Runnable?
> > Should I make the thread sleep when not drawing?
> > where should I start the thread?
>
> > package com.android.WWS;
>
> > import android.app.Activity;
> > import android.content.Context;
> > import android.graphics.*;
> > import android.os.Bundle;
> > import android.view.SurfaceView;
> > import android.view.KeyEvent;
> > import android.view.View;
> > import android.view.View.OnKeyListener;
> > import java.lang.Runnable;
> > import java.lang.Thread;
>
> > public class WWS extends Activity {
>
> >     @Override
> >     protected void onCreate(Bundle savedInstanceState) {
> >         super.onCreate(savedInstanceState);
> >         GameView gv = new GameView(this);
> >         setContentView(gv);
> >         gv.setOnKeyListener(new OnKeyListener() {
> >             public boolean onKey(View v, int keyCode, KeyEvent event)
> > {
> >                 GameView gv = (GameView) v;
> >                 if (keyCode == KeyEvent.KEYCODE_DPAD_UP) {
> >                     gv.decrY(3);
> >                     v.invalidate();
> >                 } else if (keyCode == KeyEvent.KEYCODE_DPAD_LEFT) {
> >                     gv.decrX(3);
> >                     v.invalidate();
> >                 } else if (keyCode == KeyEvent.KEYCODE_DPAD_DOWN) {
> >                     gv.incrY(3);
> >                     v.invalidate();
> >                 } else if (keyCode == KeyEvent.KEYCODE_DPAD_RIGHT) {
> >                     gv.incrX(3);
> >                     v.invalidate();
> >                 }
> >                 return true;
> >             }
> >         });
> >     }
>
> >     private static class GameView extends SurfaceView implements
> > Runnable {
> >         private Paint mPaint = new Paint();
> >         private int x;
> >         private int y;
>
> >         public GameView(Context context) {
> >             super(context);
> >             x = 135;
> >             y = 303;
> >             setWillNotDraw(false);
> >             setFocusable(true);
> >             requestFocus();
> >             Thread t = new Thread(this);
> >             t.start();
> >         }
>
> >         public void run() {}
>
> >         @Override
> >         public void onDraw(Canvas canvas) {
> >             Paint paint = mPaint;
> >             canvas.translate(10, 10);
> >             canvas.drawColor(Color.rgb(184,134,11));
> >             paint.setColor(Color.rgb(107,142,35));
> >             paint.setStrokeWidth(1);
> >             canvas.drawRect(x, y, x+30, y+7, paint);
> >             canvas.drawRect(x+10, y+7, x+20, y+27, paint);
> >             canvas.drawRect(x+5, y+27, x+25, y+32, paint);
> >         }
>
> >         public void decrY(int length) {
> >                 y -= length;
> >         }
>
> >         public void incrY(int length) {
> >                 y += length;
> >         }
>
> >         public void decrX(int length) {
> >                 x -= length;
> >         }
>
> >         public void incrX(int length) {
> >                 x += length;
> >         }
>
> >     }
>
> > }- Hide quoted text -
>
> > - Show quoted text -
--~--~---------~--~----~------------~-------~--~----~
You received this message because you are subscribed to the Google
Groups "Android Developers" group.
To post to this group, send email to [email protected]
To unsubscribe from this group, send email to
[email protected]
For more options, visit this group at
http://groups.google.com/group/android-developers?hl=en
-~----------~----~----~----~------~----~------~--~---

Reply via email to