Android Open Source - endlessJourney Main Thread






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Back to project page endlessJourney.

License

The source code is released under:

GNU General Public License

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Java Source Code

package com.kambashi.endlessjourney;
//w  w  w  .  j  a  v  a2  s.c om
import android.graphics.Canvas;
import android.util.Log;
import android.view.SurfaceHolder;

import java.text.DecimalFormat;

public class MainThread extends Thread {

  private static final String TAG = MainThread.class.getSimpleName();

  // desired fps
  private final static int MAX_FPS = 50;
  // maximum number of frames to be skipped
  private final static int MAX_FRAME_SKIPS = 5;
  // the frame period
  private final static int FRAME_PERIOD = 1000 / MAX_FPS;

  // Stuff for stats */
  private DecimalFormat df = new DecimalFormat("0.##"); // 2 dp
  // we'll be reading the stats every second
  private final static int STAT_INTERVAL = 1000; // ms
  // the average will be calculated by storing
  // the last n FPSs
  private final static int FPS_HISTORY_NR = 10;
  // last time the status was stored
  private long lastStatusStore = 0;
  // the status time counter
  private long statusIntervalTimer = 0l;
  // number of frames skipped since the game started
  private long totalFramesSkipped = 0l;
  // number of frames skipped in a store cycle (1 sec)
  private long framesSkippedPerStatCycle = 0l;

  // number of rendered frames in an interval
  private int frameCountPerStatCycle = 0;
  private long totalFrameCount = 0l;
  // the last FPS values
  private double fpsStore[];
  // the number of times the stat has been read
  private long statsCount = 0;
  // the average FPS since the game started
  private double averageFps = 0.0;

  // Surface holder that can access the physical surface
  private SurfaceHolder surfaceHolder;
  // The actual view that handles inputs
  // and draws to the surface
  private MainGamePanel gamePanel;

  // flag to hold game state
  private boolean running;

  public void setRunning(boolean running) {
    this.running = running;
  }

  public MainThread(SurfaceHolder surfaceHolder, MainGamePanel gamePanel) {
    super();
    this.surfaceHolder = surfaceHolder;
    this.gamePanel = gamePanel;
  }

  @Override
  public void run() {
    Canvas canvas;
    Log.d(TAG, "Starting game loop");
    // initialise timing elements for stat gathering
    initTimingElements();

    long beginTime; // the time when the cycle begun
    long timeDiff; // the time it took for the cycle to execute
    int sleepTime; // ms to sleep (<0 if we're behind)
    int framesSkipped; // number of frames being skipped

    sleepTime = 0;

    while (running) {
      canvas = null;
      // try locking the canvas for exclusive pixel editing
      // in the surface
      try {
        canvas = this.surfaceHolder.lockCanvas();
        synchronized (surfaceHolder) {
          beginTime = System.currentTimeMillis();
          framesSkipped = 0; // resetting the frames skipped
          // update game state
          this.gamePanel.update();
          // render state to the screen
          // draws the canvas on the panel
          this.gamePanel.render(canvas);
          // calculate how long did the cycle take
          timeDiff = System.currentTimeMillis() - beginTime;
          // calculate sleep time
          sleepTime = (int) (FRAME_PERIOD - timeDiff);

          if (sleepTime > 0) {
            // if sleepTime > 0 we're OK
            try {
              // send the thread to sleep for a short period
              // very useful for battery saving
              Thread.sleep(sleepTime);
            } catch (InterruptedException e) {
            }
          }

          while (sleepTime < 0 && framesSkipped < MAX_FRAME_SKIPS) {
            // we need to catch up
            this.gamePanel.update(); // update without rendering
            sleepTime += FRAME_PERIOD; // add frame period to check
                          // if in next frame
            framesSkipped++;
          }

          if (framesSkipped > 0) {
            Log.d(TAG, "Skipped:" + framesSkipped);
          }
          // for statistics
          framesSkippedPerStatCycle += framesSkipped;
          // calling the routine to store the gathered statistics
          storeStats();
        }
      } finally {
        // in case of an exception the surface is not left in
        // an inconsistent state
        if (canvas != null) {
          surfaceHolder.unlockCanvasAndPost(canvas);
        }
      } // end finally
    }
  }

  /**
   * The statistics - it is called every cycle, it checks if time since last
   * store is greater than the statistics gathering period (1 sec) and if so
   * it calculates the FPS for the last period and stores it.
   * 
   * It tracks the number of frames per period. The number of frames since the
   * start of the period are summed up and the calculation takes part only if
   * the next period and the frame count is reset to 0.
   */
  private void storeStats() {
    frameCountPerStatCycle++;
    totalFrameCount++;

    // check the actual time
    statusIntervalTimer += (System.currentTimeMillis() - statusIntervalTimer);

    if (statusIntervalTimer >= lastStatusStore + STAT_INTERVAL) {
      // calculate the actual frames pers status check interval
      double actualFps = (double) (frameCountPerStatCycle / (STAT_INTERVAL / 1000));

      // stores the latest fps in the array
      fpsStore[(int) statsCount % FPS_HISTORY_NR] = actualFps;

      // increase the number of times statistics was calculated
      statsCount++;

      double totalFps = 0.0;
      // sum up the stored fps values
      for (int i = 0; i < FPS_HISTORY_NR; i++) {
        totalFps += fpsStore[i];
      }

      // obtain the average
      if (statsCount < FPS_HISTORY_NR) {
        // in case of the first 10 triggers
        averageFps = totalFps / statsCount;
      } else {
        averageFps = totalFps / FPS_HISTORY_NR;
      }
      // saving the number of total frames skipped
      totalFramesSkipped += framesSkippedPerStatCycle;
      // resetting the counters after a status record (1 sec)
      framesSkippedPerStatCycle = 0;
      statusIntervalTimer = 0;
      frameCountPerStatCycle = 0;

      statusIntervalTimer = System.currentTimeMillis();
      lastStatusStore = statusIntervalTimer;
      // Log.d(TAG, "Average FPS:" + df.format(averageFps));
      gamePanel.setAvgFps("FPS: " + df.format(averageFps));
    }
  }

  private void initTimingElements() {
    // initialise timing elements
    fpsStore = new double[FPS_HISTORY_NR];
    for (int i = 0; i < FPS_HISTORY_NR; i++) {
      fpsStore[i] = 0.0;
    }
    Log.d(TAG + ".initTimingElements()",
        "Timing elements for stats initialised");
  }

}




Java Source Code List

com.kambashi.endlessjourney.EndlessActivity.java
com.kambashi.endlessjourney.MainGamePanel.java
com.kambashi.endlessjourney.MainThread.java
com.kambashi.endlessjourney.model.Bot.java
com.kambashi.endlessjourney.model.components.Speed.java