I'm writing a little game as part of a programming assignment. I've got my sprites/images moving the way I want to, except they're very jerky. Here's how I'm loading up the image:
//missile and paint are private members of the animation thread
missile = Bitmap.createBitmap(BitmapFactory.decodeResource(getResources(), R.drawable.missile));
paint = new Paint();
paint.setAntiAlias(true);
startTime = new Date().getTime();
The run method of my thread is like this:
#Override
public void run() {
while(running) {
Canvas canvas = null;
try {
canvas = surfaceHolder.lockCanvas(null);
synchronized (surfaceHolder) {
updatePhysics();
doDraw(canvas);
}
} finally {
if(canvas != null) {
surfaceHolder.unlockCanvasAndPost(canvas);
}
}
}
}
updatePhysics simply performs calculations and stores the value inside a private member of the thread called projectilePosition:
function updatePhysics() {
projectilePosition = interceptionCalculationService.positionAtTime((startTime - new Date().getTime()) / 1000);
}
Then, in my doDraw method I do:
private void doDraw(Canvas canvas) {
canvas.drawColor(Color.BLACK);
...
//I update the position of the missile
canvas.drawBitmap(missile, (int) projectilePosition.getDistance() * 2, (int) (getHeight() - (95 + projectilePosition.getHeight())), paint);
canvas.restore();
}
The problem is that the animation is extremely jerky. The missile follows the correct path, but it's not smooth at all. I assume that's because I don't really control the interval when the thread's run method is called. How can I make my animation more smooth? I was looking at TranslateAnimation, but I can't figure out how to use it.
This is my first time writing a game and doing graphics/animation, so I'm not well aware of the best practices or even the tools. I got this far by looking up numerous tutorials.
Yes the doDraw method is called as fast as the processor can handle and operating system allows, which means it is affected by other processes and also means it is using a ton of processor time. As a fairly simple but not recommended solution add Thread.Sleep(50) in your while loop. Look up how to use timers for animation.
My solution was to stop relying on the system time and to use a variable (that is a private member of the thread) called currentTime that gets incremented in either doDraw or updatePhysics. So updatePhysics becomes:
function updatePhysics() {
projectilePosition = interceptionCalculationService.positionAtTime(currentTime);
currentTime++;
}
currentTime is initialized to 0 in the constructor of the thread. This made my animation smooth.
Related
Yesterday I asked a question pertaining to Android graphics, and now that I have the basis up and running, I've made a rendering loop inside of my custom view class.
protected void render() {
long startTime = System.nanoTime();
long elapsedTime;
while (Main.running) {
Bitmap image = Bitmap.createBitmap(Main.WIDTH, Main.HEIGHT, null); //creates new Bitmap to draw onto
Canvas canvas = new Canvas(image); //new Canvas with the attached blank Bitmap
long newTime = System.nanoTime();
elapsedTime = newTime - startTime;
if (elapsedTime >= 1000000000/60) { //if enough time has passed for it to update
startTime = newTime;
Main.player.render(canvas); //this renders a test object, see below
}
display = Bitmap.createBitmap(image); //this writes to the display Bitmap that is drawn in onDraw, see below
invalidate(); //invoke onDraw()
}
}
Here is the code for drawing my player image (which DOES work if I draw it once rather than in a loop.)
public void render(Canvas c) {
int xp = (int) x;
int yp = (int) y;
c.drawBitmap(Images.box, xp, yp, null);
}
And inside onDraw:
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
canvas.drawBitmap(display, 0, 0, null);
}
If I just render the player and call invalidate() once, rather than looping it multiple times, it displays fine (and dandy). However, when I put it in the loop block it does not render.
According to my logging, the loop is functional and calls invalidate(), but it never actually enters the onDraw method during the loop.
If anybody could explain why this is happening that would be very grand, and if you need more information please let me know and I will provide.
EDIT:
In my main Activity class, I have a thread for game logic and then enter the render loop with the main thread after starting the logic thread.
Thread update = new Thread() { //game logic thread
public void run() {
loop(); //game logic loop
}
};
update.start(); //start logic thread
surface.render(); //start render loop (surface is the name of my custom view)
I have tried making a separate thread for rendering and entering the game loop with my main thread, however that still did not work.
I have a live wallpaper which I created using the android canvas. Upon testing, I felt it necessary to harness the power of OpenGL, and so am experimenting with AndEngine. I am wondering how I can achieve the following.
I have a background image that fills the whole screen, with many smaller bitmaps floating over the top (not animated movements)
So far I have this for the background image:
#Override
public void onLoadResources()
{
mtexture = new Texture(1024, 1024, TextureOptions.BILINEAR);
TextureRegionFactory.setAssetBasePath("gfx/");
mtextureRegion = TextureRegionFactory.createFromResource(mtexture , this, R.drawable.background1, 0, 0);
this.mEngine.getTextureManager().loadTexture(this.mtexture );
}
#Override
public Scene onLoadScene(){
final Scene scene = new Scene(1);
Sprite background = new Sprite(0, 0, CAMERA_WIDTH*2, CAMERA_HEIGHT, mtextureRegion )
SpriteBackground sb = new SpriteBackground(background);
scene.setBackground(sb);
scene.setBackgroundEnabled(true);
return scene;
}
This works fine for the background, but I require moving sprites.
In my canvas code, I do the following to update the position & physics of the moving objects and draw the canvas every few ms
private final Runnable drawScreen = new Runnable() {
public void run() {
drawFrame();
}};
-
void drawFrame() {
final SurfaceHolder holder = getSurfaceHolder();
Canvas c = null;
try {
c = holder.lockCanvas();
if (c != null) {
//draw
}
} finally {
if (c != null) holder.unlockCanvasAndPost(c);
}
mHandler.removeCallbacks(drawScreen);
mHandler.postDelayed(drawScreen, 10);
}
What is the appropriate way to do this on AndEngine? do I use the same code and substitute openGL calls?
I had a look at GLEngine, am I supposed to send Runnables to the GlThread queue?
EDIT - I think I found the answer...an UpdateHandler. But how can I inform the handler of an update (i.e. to call the onUpdate method). If I make a timed Handler, what happens if I call too often, does a queue of requests build up?
First of all, don't use the constructor Scene(int), it's deprecated. Use Scene() instead.
Correct, you should use an update handler.
You can create an UpdateHandler, and then register it to your scene:
scene.registerUpdateHandler(mUpdateHandler);
This way, the code in mUpdateHandler.onUpdate method is executed each time the scene updates (Each frame.). You don't call it manually. If you want to stop it, call:
scene.unregisterUpdateHandler(mUpdateHandler);
So, the onUpdate method is always executed in the UpdateThread, so you can be sure you can do any change to entities you want there. So you can move around and sprite you want, etc...
By the way, why is the background's width CAMERA_WIDTH*2? It means that only the left half of your sprite is shown. If you don't plan moving the camera, then the right half won't ever show.
I created a custom view from scratch. Extended View and overrided onDraw().
When comes down in animating the view i generate a custom animation using offsets.
eg.
while(!isOnTop){
mOffset++;
//draw the component a a it higher using the offset
if(position == 0)
isOnTop==true;
invalidate();
}
The thinking is that my frames come from invalidate it self. The problem is that invalidation of this view can come just by scrolling a listview at the same screen.
This "shared invalidation()" causes lag to my animation.So is there a way out of that lag?
Do you have any other suggestion of performing animations in that shared enviroment?
Creating an animation using a seperate thread that calculates the offset also needs forced invalidation() calls to display the animation (correct me if i'm wrong).
Is the only solution to perform the animation in eg 10 invalidation requests with a larger step? It will ease the lag out but i think i can use a different approach on that.
"What is best" of course depends greatly on exactly what you are trying to do. You haven't said what you are trying to accomplish, so we can only guess at what may be best for you.
Here are some simple things:
If you want to animate bitmap frames, use AnimationDrawable: http://developer.android.com/reference/android/graphics/drawable/AnimationDrawable.html
If you want to animate the movement of views within your hierarchy, use the view animation framework: http://developer.android.com/guide/topics/graphics/view-animation.html
The new more general animation framework can do a lot more stuff an is often easier to use: http://developer.android.com/guide/topics/graphics/animation.html. This is natively available in Android 3.0+ but can also be used in Android API level 7 with the support v7 library.
If you want to write a custom widget that is an integrated part of its view hierarchy and manually does its own animation drawing, you can use a Handler to time the updates (usually you'll want 60fps or 20ms between each invalidate()) and then in your onDraw() method draw your view's state based on SystemClock.uptimeMillis() as a delta from when the animation started.
Here's a simple repeated invalidate using Handler:
long mAnimStartTime;
Handler mHandler = new Handler();
Runnable mTick = new Runnable() {
public void run() {
invalidate();
mHandler.postDelayed(this, 20); // 20ms == 60fps
}
}
void startAnimation() {
mAnimStartTime = SystemClock.uptimeMillis();
mHandler.removeCallbacks(mTick);
mHandler.post(mTick);
}
void stopAnimation() {
mHandler.removeCallbacks(mTick);
}
Since this question has some interest I will reply.
The best way to to that is to have a separate canvas thread. A "separate" canvas can only be achieved with a SurfaceView. LunarLanding is an excelent example of that use. Each frame is calculated separately than the main view sharing only CPU time, not drawing time. Therefore is faster, even with the combination of for e.g a regular view at the top and an animating view at the bottom.
But you have to set an interval if you are in that shared environment. That interval is used for the FPS cap. If you don't set FPS cap then the CPU will running wild managing to get good animation to the SurfaceView if it was alone. Capping it at 60fps or even less will do the trick to draw all views efficiently with no CPU overload.
So see the drawing thread of the Lunar Landing from the API demos and set a FPS cap.
private long timeNow;
private long timeDelta;
private long timePrevFrame;
private void capFps(int fps) {
timeNow = System.currentTimeMillis();
timeDelta = timeNow - timePrevFrame;
try {
//ps you can always set 16 instead of 1000/fps for 60FPS to avoid the calculation every time
Thread.sleep((1000 / fps) - timeDelta);
} catch (InterruptedException e) {
}
timePrevFrame = System.currentTimeMillis();
}
and then the drawing thread will look something like this:
#Override
public void run() {
Canvas c;
while (run) {
c = null;
sleepFps(60, false);
try {
synchronized (surfaceHolder) {
c = surfaceHolder.lockCanvas(null);
widgetView.doDraw(c);
}
} finally {
if (c != null) {
surfaceHolder.unlockCanvasAndPost(c);
}
}
}
}
I'm making a game that displays some numbers on a canvas (score, time, etc).
The way that I currently do this is with the drawtext command on a canvas
// score is some int
draw(Canvas c) {
c.drawText(score+"", x, y, paintSyle);
}
I hear that object creation and garbage collection are expensive operations, and I think this is creating a new string every time it is called.
Right now my game with all bitmap drawing and everything jumps around from 25 to 60 fps. I'd like it to stay closer to the higher number and I'm trying to find ways to speed it up.
Would it be faster/better to make(or find?) some mutable subclass of string and work around this problem? Is there another way to solve this issue? Or is this just how it is?
Introduce two new private member variables String renderedScoreString and int rederedScore and rewrite your draw()-method like that:
draw(Canvas c) {
if (this.score != this.renderedScore || this.renderedScoreString == null) {
this.renderedScore = this.score;
this.renderedScoreString = Integer.toString(this.renderedScore);
}
c.drawText(this.renderedScore, x, y, paintStyle);
}
that should save you a lot! of object creations. You could also hide the boilerplate code behind a getter method, e.g. String getScoreString() which does the same, so you don't have it in the draw()-method.
A friend of mine tipped me in on a solution to this problem. When you want to draw something over time, one of the best (and simplest) mechanisms to do so is to split up what you need to do into two completely separate processes.
ie. Only use the draw command exclusively for drawing stuff, keep logic/assignment in Draw() to an absolute minimum.
private final long TIMER_PERIOD = 500;
private String timeString;
private Runnable updateRunnable;
private Handler updateHandler = new Handler();
public void onCreate(Bundle savedInstanceState) {
updateRunnable = new Runnable() {
#Override
public void run() {
timeString = GetTimeString();
updateHandler.postDelayed(updateRunnable, TIMER_PERIOD);
}
}
}
Draw(Canvas c) {
c.drawText(timeString, x, y, paintStyle);
}
In this example the Draw command simply takes timeString in its current state and draws it to the screen. This is highly efficient use of the draw function as it does not require any object creation, and no logic is present that is not immediately required for any drawing to occur. . In the background a Runnable is executing the run() function every 500 miliseconds (approximately). Simply update the Run() function with whatever logic you need to calculate the time (example has a dummy function GetTimeString())
I hope this is helpful.
I know I'm resurrecting a dead thread, but there is one extra optimisation you can add to this which restricts String creation to a one-time thing and thus only triggers the GC once at the start and not during the game (which is quite important for an android game).
Somewhere during the start of your game (onCreate, onResume, as part of a singleton during application startup, etc) create a large String[] which can hold the maximum score (my game fills an array of 10000, so the max score would be 9999). Then loop over it with a for loop, filling each index with a String.valueOf(i).
for (int i = 0; i <scoreStrings.length; i++)
{
scoreStrings[i] = String.valueOf(i);
}
Now, when you need to draw the score, just use the int you use to store the score in as an index to that array, and "hey, presto!", you get the correct string for your score.
canvas.drawText(scoreStrings[score], x, y, paint);
I based my game off of the lunar lander demo, although heavily modified, and I can get around 40-50fps but the problem is it fluctuates between 40-50fps so much that it causes the moving graphics to jitter! Its very annoying and makes my game look really shitty when in fact its running at a good frame rate.
I tried setting the thread priority higher but that just made it worse... now it will fluctuate between 40-60fps...
I was thinking of limiting the FPS to about 30 so that it will be constant. Is this a good idea and does anyone else have experience or a different solution?
Thanks!
This is my run loop
#Override
public void run() {
while (mRun) {
Canvas c = null;
try {
c = mSurfaceHolder.lockCanvas(null);
synchronized (mSurfaceHolder) {
if(mMode == STATE_RUNNING){
updatePhysics();
}
doDraw(c);
}
} finally {
// do this in a finally so that if an exception is thrown
// during the above, we don't leave the Surface in an
// inconsistent state
if (c != null) {
mSurfaceHolder.unlockCanvasAndPost(c);
}
}
}
}
private void updatePhysics() {
now = android.os.SystemClock.uptimeMillis();
elapsed = (now - mLastTime) / 1000.0;
posistionY += elapsed * speed;
mLastTime = now;
}
Don't base your game's logic (object movement, etc.) updating rate on the framerate. In other words, put your drawing and logic updating code in two separate components/threads. This way your game logic is completely independent from your framerate.
Logic updating should be based on how much time has passed since the last update (let's call it delta). Therefore, if you have an object moving at 1px/millisecond, then during each update your object should do something like this:
public void update(int delta) {
this.x += this.speed * delta;
}
So now even if your FPS lags, it won't affect your object's movement speed, since the delta will just be larger, making the object move farther to compensate (there are complications in some cases, but that's the gist of it).
And this is one way of calculating delta within your logic updating object (running in some thread loop):
private long lastUpdateTime;
private long currentTime;
public void update() {
currentTime = System.currentTimeMillis();
int delta = (int) (currentTime - lastUpdateTime);
lastUpdateTime = currentTime;
myGameObject.update(delta); // This would call something like the update method above.
}
Hope that helps! Please ask if you have any other questions; I've been making Android games myself. :)
Sample code:
Copy these two snippets (1 activity and 1 view) and run the code. The result should be a white dot smoothly falling down your screen, no matter what your FPS is. The code looks kinda complicated and long, but it's actually quite simple; the comments should explain everything.
This activity class isn't too important. You can ignore most of the code in it.
public class TestActivity extends Activity {
private TestView view;
public void onCreate(Bundle savedInstanceState) {
// These lines just add the view we're using.
super.onCreate(savedInstanceState);
setContentView(R.layout.randomimage);
RelativeLayout rl = (RelativeLayout) findViewById(R.id.relative_layout);
view = new TestView(this);
RelativeLayout.LayoutParams params = new RelativeLayout.LayoutParams(
10000, 10000);
rl.addView(view, params);
// This starts our view's logic thread
view.startMyLogicThread();
}
public void onPause() {
super.onPause();
// When our activity pauses, we want our view to stop updating its logic.
// This prevents your application from running in the background, which eats up the battery.
view.setActive(false);
}
}
This class is where the exciting stuff is!
public class TestView extends View {
// Of course, this stuff should be in its own object, but just for this example..
private float position; // Where our dot is
private float velocity; // How fast the dot's moving
private Paint p; // Used during onDraw()
private boolean active; // If our logic is still active
public TestView(Context context) {
super(context);
// Set some initial arbitrary values
position = 10f;
velocity = .05f;
p = new Paint();
p.setColor(Color.WHITE);
active = true;
}
// We draw everything here. This is by default in its own thread (the UI thread).
// Let's just call this thread THREAD_A.
public void onDraw(Canvas c) {
c.drawCircle(150, position, 1, p);
}
// This just updates our position based on a delta that's given.
public void update(int delta) {
position += delta * velocity;
postInvalidate(); // Tells our view to redraw itself, since our position changed.
}
// The important part!
// This starts another thread (let's call this THREAD_B). THREAD_B will run completely
// independent from THREAD_A (above); therefore, FPS changes will not affect how
// our velocity increases our position.
public void startMyLogicThread() {
new Thread() {
public void run() {
// Store the current time values.
long time1 = System.currentTimeMillis();
long time2;
// Once active is false, this loop (and thread) terminates.
while (active) {
try {
// This is your target delta. 25ms = 40fps
Thread.sleep(25);
} catch (InterruptedException e1) {
e1.printStackTrace();
}
time2 = System.currentTimeMillis(); // Get current time
int delta = (int) (time2 - time1); // Calculate how long it's been since last update
update(delta); // Call update with our delta
time1 = time2; // Update our time variables.
}
}
}.start(); // Start THREAD_B
}
// Method that's called by the activity
public void setActive(boolean active) {
this.active = active;
}
}
I am thinking there might be, not really something wrong with some of the above code, but rather an inefficiency. I am talking about this code...
// The important part!
// This starts another thread (let's call this THREAD_B). THREAD_B will run completely
// independent from THREAD_A (above); therefore, FPS changes will not affect how
// our velocity increases our position.
public void startMyLogicThread() {
new Thread() {
public void run() {
// Store the current time values.
long time1 = System.currentTimeMillis();
long time2;
// Once active is false, this loop (and thread) terminates.
while (active) {
try {
// This is your target delta. 25ms = 40fps
Thread.sleep(25);
} catch (InterruptedException e1) {
e1.printStackTrace();
}
time2 = System.currentTimeMillis(); // Get current time
int delta = (int) (time2 - time1); // Calculate how long it's been since last update
update(delta); // Call update with our delta
time1 = time2; // Update our time variables.
}
}
}.start(); // Start THREAD_B
}
Specifically, I am thinking about the following lines...
// This is your target delta. 25ms = 40fps
Thread.sleep(25);
It seems to me that just having the thread hang out doing nothing is a waste of valuable processing time, when in fact what you want to be doing is performing the updates, then, if the updates have taken less time than the 25 millis, then sleep the thread for the difference of what was used during the update and 25 millis (or whatever your chosen frame rate is). In this way the update will happen while the current frame is being rendered, and will be completed so the next frame update uses the updated values.
The only problem I can think of here is that some kind of syncronization will need to occur so that the current frame render does not use partially updated values. Perhaps update into a new instance of your set of values, and then make the new instance the current instance just before rendering.
I think I remember reading something in a graphics book about the goal being to perform as many updates as you can while staying within your desired frame rate, then, and only them, perform a screen update.
This of course will require one thread to drive the updates - if you use a SurfaceView, the render is controlled by this thread when you lock the canvas (in theory, according to my understanding anyway).
So, in code, it would be more like...
// Calculate next render time
nextRender = System.currentTimeInMillis() + 25;
while (System.currentTimeInMillis() < nextRender)
{
// All objects must be updated here
update();
// I could see maintaining a pointer to the next object to be updated,
// such that you update as many objects as you can before the next render, and
// then continue the update from where you left off in the next render...
}
// Perform a render (if using a surface view)
c = lockCanvas() blah, blah...
// Paint and unlock
// If using a standard view
postInvalidate();
Good luck and any feedback from anyone using this would surely help us all learn something...
rpbarbati
I think it's about Garbage collector
I would use SurfaceView instead of View if your game is action heavy. If you don't need to update the GUI rapidly then View is fine but for 2D games it's always better to use SurfaceView.
I have a similar issue, the jitter makes large object moves look uneven. Even though the "speed" is the same, different lengths of steps make the movements look jumpy.
Broody - You say a SurfaceView is beter, however, this is not true after Android 3.0 as the View is HW accelerated but the canvas returned by .lockCanvas is not.
Steven - Yes, this is likely causing poroblems, but is easy to detect.
/Jacob