Reputation: 3
I'm making simple 2D game with canvas in android. I think it's enough for my game. But locking and unlocking canvas operations using around %40-%50 CPU. Is this normal? or What should i do? There is my game loop code:
while(GVars.isGameRunning){
c=holder.lockCanvas();
p.setColor(Color.argb(255, 229, 43, 68));
c.drawRect(GMethods.createRec(0,0,GVars.size[0], 90),p);
for (int i = 0; i < GVars.size[0]/110; i++){
c.drawRoundRect(new RectF(i*100+30,100,i*100+130,100+100),10,10,p);
}
p.setColor(Color.argb(255,255,255,255));
p.setTextSize(50);
c.drawText("Simple text:", 0,60, p);
holder.unlockCanvasAndPost(c);
try{Thread.sleep(GVars.waitTime/*waitTime =30*/);}catch(Exception ex){};
}
Sorry for my English.
Edit: I tried once again like this.(In main thread) And it's now using %10 of cpu. I think it's what i want. :D Thanks!
@Override
public void onDraw(Canvas c){
p.setTextSize(50);
for (int i = 0; i < GVars.size[0]/110; i++){
p.setColor(Color.argb(255,183, 33, 53));
c.drawRoundRect(new RectF(i*100+i*10, 100+5, i*100+100+i*10, 100+100+10),10,10,p);
}
p.setColor(Color.argb(255,255,255,255));
c.drawText("Test:", 0,60, p);
invalidate();
try{Thread.sleep(20);}catch (Exception ex){}
}
Upvotes: 0
Views: 228
Reputation: 83577
The loop in your code blocks the main event thread. Instead, you should use the event mechanism from the Android API. Specifically, you need to override View.onDraw()
.
Upvotes: 1