Android中一组TranslateAnimation中的持续时间问题

Android中一组TranslateAnimation中的持续时间问题,android,animation,duration,Android,Animation,Duration,我必须按照(x,y)从一个点到另一个点,然后再从该点到另一个点,依此类推。我有大约300分。为此,我使用以下代码 /** code starts **/ public class CircleAnimation extends Activity implements OnPreparedListener { /** Called when the activity is first created. */ ImageView imv1; int totalAnimTime =

我必须按照(x,y)从一个点到另一个点,然后再从该点到另一个点,依此类推。我有大约300分。为此,我使用以下代码

/** code starts **/

public class CircleAnimation extends Activity implements OnPreparedListener {

    /** Called when the activity is first created. */

 ImageView imv1;
 int totalAnimTime = 0;
 double[][] points =  {{258.8505,143.2875,67},
        {259.642, 143.3665,120},
        {260.429, 142.992,240},
             {259.257, 139.3575,180},
        ......................
                   ......................
        {255.1335,146.8135,67},
        {255.1395,146.794,67},
        {255.0635,146.7785,67},
        {254.9045,146.797,1200}
         };
 int j=0;

 double loc[] = new double[2];
 double x1 = 0,y1 = 0,x2 = 0,y2 = 0,anim_end=0, xstart=258.8505, ystart=143.2875, xnow, ynow;
 protected boolean _active = true;
    protected int _animTime = 66;  
    int k=1;

    double xFactor = 1.779167, yFactor = 1.5;
    private int displayWidth, displayHeight;


 @Override
    public void onCreate(Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);
        setContentView(R.layout.main);        

        imv1 = (ImageView)findViewById(R.id.imv1);

        try{
            LaunchInAnimation();
        }catch(Exception e){
         e.printStackTrace();
        }

    }

    class LocalAnimationListener implements AnimationListener {

  public void onAnimationEnd(Animation animation){
   imv1.post(mLaunchSecondAnimation);    
   k = k ++;
  }
  public void onAnimationRepeat(Animation animation)
  {
  }

  public void onAnimationStart(Animation animation)
  {
  }
 };

 private Runnable mLaunchSecondAnimation = new Runnable(){

  public void run(){
   LaunchInAnimation();
  }
 };

 LocalAnimationListener MyAnimationListener = new LocalAnimationListener();


 public void LaunchInAnimation() {


  //animation
  if(k<points.length) {
   if(k==0) {
    x1 = xstart;
          y1 = ystart;
          anim_end=1;
   } else {
       x1 = points[k-1][0];
          y1 = points[k-1][1];
   }
      x2 = points[k][0];
      y2 = points[k][1];
      _animTime = (int) (points[k][2]);

      TranslateAnimation translateAnimation = new TranslateAnimation((float)x1, (float)x2, (float)y1, (float)y2);
      translateAnimation.setDuration(_animTime); 
      translateAnimation.setFillBefore(true);
      translateAnimation.setFillAfter(true);
      translateAnimation.setAnimationListener(MyAnimationListener);
      imv1.startAnimation(translateAnimation);

      totalAnimTime +=  _animTime;
  }
 }
}

/** code ends **/
/**代码开始**/
公共类CircleAnimation扩展了PreparedListener上的活动实现{
/**在首次创建活动时调用*/
ImageView imv1;
整数时间=0;
双[]点={{258.8505143.2875,67},
{259.642, 143.3665,120},
{260.429, 142.992,240},
{259.257, 139.3575,180},
......................
......................
{255.1335,146.8135,67},
{255.1395,146.794,67},
{255.0635,146.7785,67},
{254.9045,146.797,1200}
};
int j=0;
双loc[]=新双[2];
双x1=0,y1=0,x2=0,y2=0,动画结束=0,xstart=258.8505,ystart=143.2875,xnow,ynow;
受保护布尔值_active=true;
受保护的整数时间=66;
int k=1;
双xFactor=1.779167,yFactor=1.5;
私有int显示宽度、显示高度;
@凌驾
创建时的公共void(Bundle savedInstanceState){
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
imv1=(ImageView)findViewById(R.id.imv1);
试一试{
启动通气();
}捕获(例外e){
e、 printStackTrace();
}
}
类LocalAnimationListener实现AnimationListener{
onAnimationEnd上的公共无效(动画){
imv1.post(mLaunchSecondAnimation);
k=k++;
}
onAnimationRepeat上的公共无效(动画)
{
}
onAnimationStart上的公共无效(动画)
{
}
};
private Runnable mLaunchSecondAnimation=new Runnable(){
公开募捐{
启动通气();
}
};
LocalAnimationListener MyAnimationListener=新建LocalAnimationListener();
公共空间启动融资(){
//动画

如果(k我自己也在处理性能上的差异,然后我切换到OpenGL来进行所有渲染,并且发现一旦你理解了你在做什么,一切都会变得更加平滑和简单

  • 如果您觉得OpenGL/SurfaceView对于您所要求的内容来说有点过于密集,请尝试使用Canvas
使用其中一个应该更容易,因为它们在不同的设备之间更稳定。XML动画只是诱使你认为它们是动画,它们的实际X/Y永远不会真正改变。如果我是正确的,它们必须在绘制之前从原始X/Y“闪烁”到“下一步X/Y”