如何解决使用自定义方法绘制到画布上吗?
| 我正在为Android 2-D游戏编写代码,遇到了一些麻烦。 当前,在我的程序包中,我有一个线程可以绘制画布实例。我正在从资源中绘制Drawable位图。我想做的是保持线程处理背景图像的绘制。但是让自定义对象的实例能够使用可绘制对象绘制到同一画布上。从逻辑上讲,这似乎是可行的,但我无法使其正常工作。每当我尝试在自定义类中检索资源时,应用程序在启动时都会崩溃。 这是我的一些努力:(如果我做过一些蠢事,请尝试,请不要笑。)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);
}
如您所见,我尝试了几种不同的方法,并且还尝试向类中添加(扩展活动),但是我无法弄清楚。
这段代码并没有解决实际绘制到画布上的问题,我还没有过桥
编辑:这是活动。如您所见,它在lunarview中调用了一个线程。该线程实例化需要检索Drawable的对象。我该如何命名应用程序上下文到对象?还是有另一种方法?是的,这是来自android示例代码的代码。
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,R.string.menu_start);
menu.add(0,MENU_STOP,R.string.menu_stop);
menu.add(0,MENU_PAUSE,R.string.menu_pause);
menu.add(0,MENU_RESUME,R.string.menu_resume);
menu.add(0,MENU_EASY,R.string.menu_easy);
menu.add(0,MENU_MEDIUM,R.string.menu_medium);
menu.add(0,MENU_HARD,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;
}
解决方法
正如格雷格所建议的那样,问题在于获取正确的getting2来检索资源。
解决此问题的一种简单方法是将主
Activity
传递为Worker
类构造函数中的参数,并将其保存为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
}
}
您将在主要活动中使用它:
Worker worker = new Worker(this);
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