The app I'm developing is a Flappy Bird clone. I'm using a surfaceView object in which I have a gameThread and inside of its run method I draw the various components of the game on the canvas.
Everything runs smoothly as long as I just draw Rects to represent the objects, but as soon as I added the first Drawables i noticed a little bit of a loss in smoothness. If I try to draw the background as a Drawable the game suffers very significant frame rate loss.
What I tried:
- Using png and all different kinds of bitmap as assets
- Resizing the asset to fit the canvas perfectly, thus avoiding a rescale
None of this had any tangible effect.
Basically:
- If I only use drawRect: 60fps
- If I draw the back with drawRect and the other components with drawable.draw(canvas): 57fps
- If I draw everything (background included) with drawable.draw(canvas): 15fps
Somewhat relevant code:
public class CannonView extends SurfaceView
implements SurfaceHolder.Callback {
private CannonThread cannonThread; // controls the game loop
private Drawable background;
// constructor
public CannonView(Context context, AttributeSet attrs) {
super(context, attrs); // call superclass constructor
getHolder().addCallback(this);
background= ResourcesCompat.getDrawable(getResources(), R.drawable.background, null);
}
public void newGame() {
background.setBounds(0,0, getScreenWidth(),getScreenHeight());
}
public void drawGameElements(Canvas canvas) {
background.draw(canvas);
}
public void stopGame() {
if (cannonThread != null)
cannonThread.setRunning(false); // tell thread to terminate
}
@Override
public void surfaceCreated(SurfaceHolder holder) {
if (!dialogIsDisplayed) {
newGame(); // set up and start a new game
cannonThread = new CannonThread(holder); // create thread
cannonThread.setRunning(true); // start game running
cannonThread.start(); // start the game loop thread
}
}
private class CannonThread extends Thread {
private SurfaceHolder surfaceHolder; // for manipulating canvas
private boolean threadIsRunning = true; // running by default
// initializes the surface holder
public CannonThread(SurfaceHolder holder) {
surfaceHolder = holder;
setName("CannonThread");
}
// changes running state
public void setRunning(boolean running) {
threadIsRunning = running;
}
// controls the game loop
@Override
public void run() {
Canvas canvas = null; // used for drawing
while (threadIsRunning) {
try {
// get Canvas for exclusive drawing from this thread
canvas = surfaceHolder.lockCanvas(null);
synchronized(surfaceHolder) {
drawGameElements(canvas);
}
}
finally {
if (canvas != null)
surfaceHolder.unlockCanvasAndPost(canvas);
}
}
}
}
}