This article describes the basic game loop of Android. Share it for your reference. The details are as follows:
// 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; @Override public void run() { Canvas canvas; (TAG, "Starting game loop"); 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 = (); synchronized (surfaceHolder) { beginTime = (); framesSkipped = 0; // resetting the frames skipped // update game state (); // render state to the screen // draws the canvas on the panel (canvas); // calculate how long did the cycle take timeDiff = () - 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 (sleepTime); } catch (InterruptedException e) {} } while (sleepTime < 0 && framesSkipped < MAX_FRAME_SKIPS) { // we need to catch up // update without rendering (); // add frame period to check if in next frame sleepTime += FRAME_PERIOD; framesSkipped++; } } } finally { // in case of an exception the surface is not left in // an inconsistent state if (canvas != null) { (canvas); } } // end finally } }
I hope this article will be helpful to everyone's Android programming design.