我正在为Android编写一个游戏,每隔几秒钟就会出现明显的暂停,这是由于GC运行所导致的。我已将分配降至最低,并且Allocation Tracker显示的仅剩下
现在我的问题是:是否有其他方式来读取事件和创建位图?或者预先分配所需的操作内存并告诉它们使用它?
InputHandler类(包含监听器):
Bitmap.createBitmap(..)
、onTouchEvent
和onKeyEvent
的分配。每帧调用两次Bitmap.createBitmap(..)
,无法删除。现在我的问题是:是否有其他方式来读取事件和创建位图?或者预先分配所需的操作内存并告诉它们使用它?
InputHandler类(包含监听器):
public class InputHandler {
private ISwarmInput mGame;
// Declare input types
public static final int USE_TOUCH = 0;
public static final int USE_MOTION = 1;
public static final int USE_KEY = 2;
public static final int USE_TOUCH_AND_KEY = 3;
private int mInputType;
public OrientationEventListener mOrientationListener;
public OnTouchListener mTouchListener;
public OnKeyListener mKeyListener;
public InputHandler(Context context, ISwarmInput game) {
mGame = game;
mTouchListener = createTouchListener();
mKeyListener = createKeyListener();
}
public OrientationEventListener createTiltListener(Context context) {
return new OrientationEventListener(context) {
@Override
public void onOrientationChanged(int orientation) {
if (mInputType == USE_MOTION) {
mGame.setAngle(orientation);
}
}
};
}
public OnTouchListener createTouchListener() {
return new OnTouchListener() {
public boolean onTouch(View v, MotionEvent event){
if (mInputType == USE_TOUCH || mInputType == USE_TOUCH_AND_KEY) {
if (readPointIn(event.getX(), event.getY())) {
mGame.addNewPoint((int) event.getX(),
(int) event.getY());
}
}
return true;
}
};
}
public OnKeyListener createKeyListener() {
return new OnKeyListener() {
public boolean onKey(View v, int keyCode, KeyEvent event) {
if (mInputType == USE_KEY || mInputType == USE_TOUCH_AND_KEY) {
switch (keyCode) {
case KeyEvent.KEYCODE_DPAD_UP:
mGame.setAngle(-90);
break;
case KeyEvent.KEYCODE_DPAD_LEFT:
mGame.setAngle(180);
break;
case KeyEvent.KEYCODE_DPAD_DOWN:
mGame.setAngle(90);
break;
case KeyEvent.KEYCODE_DPAD_RIGHT:
mGame.setAngle(0);
break;
}
}
return false;
}
};
}
}
位图创建部分
public void drawHead(Canvas canv) {
mat.reset();
nextFrame();
setRotationAndFlip(mat);
this.bmp = Bitmap.createBitmap(SPRITESHEET, Bird.mCurFrame * BIG_W[mUseBird], 0,
BIG_W[mUseBird], BIG_H[mUseBird], mat, true);
super.drawPlaceable(canv);
mat.preScale((float)0.6, (float)0.6);
this.bmp = Bitmap.createBitmap(SPRITESHEET, Bird.mCurFrame * BIG_W[mUseBird], 0,
BIG_W[mUseBird], BIG_H[mUseBird], mat, true);
}
这个游戏类似于贪吃蛇,你是一只鸟,每吃掉一条虫子,就会有一只更小的鸟跟随在你后面。第二个位图是用来表示跟随的小鸟的。