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 -
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