編輯:關於Android編程
本文實例為大家分享了打飛機游戲BOSS以及勝利失敗頁面設計的Android代碼,具體內容如下
修改子彈類:
public class Bullet { //子彈圖片資源 public Bitmap bmpBullet; //子彈的坐標 public int bulletX, bulletY; //子彈的速度 public int speed; //子彈的種類以及常量 public int bulletType; //主角的 public static final int BULLET_PLAYER = -1; //鴨子的 public static final int BULLET_DUCK = 1; //蒼蠅的 public static final int BULLET_FLY = 2; //Boss的 public static final int BULLET_BOSS = 3; //子彈是否超屏, 優化處理 public boolean isDead; //Boss瘋狂狀態下子彈相關成員變量 private int dir;//當前Boss子彈方向 //8方向常量 public static final int DIR_UP = -1; public static final int DIR_DOWN = 2; public static final int DIR_LEFT = 3; public static final int DIR_RIGHT = 4; public static final int DIR_UP_LEFT = 5; public static final int DIR_UP_RIGHT = 6; public static final int DIR_DOWN_LEFT = 7; public static final int DIR_DOWN_RIGHT = 8; //子彈當前方向 public Bullet(Bitmap bmpBullet, int bulletX, int bulletY, int bulletType) { this.bmpBullet = bmpBullet; this.bulletX = bulletX; this.bulletY = bulletY; this.bulletType = bulletType; //不同的子彈類型速度不一 switch (bulletType) { case BULLET_PLAYER: speed = 4; break; case BULLET_DUCK: speed = 3; break; case BULLET_FLY: speed = 4; break; case BULLET_BOSS: speed = 5; break; } } /** * 專用於處理Boss瘋狂狀態下創建的子彈 * @param bmpBullet * @param bulletX * @param bulletY * @param bulletType * @param Dir */ public Bullet(Bitmap bmpBullet, int bulletX, int bulletY, int bulletType, int dir) { this.bmpBullet = bmpBullet; this.bulletX = bulletX; this.bulletY = bulletY; this.bulletType = bulletType; speed = 5; this.dir = dir; } //子彈的繪制 public void draw(Canvas canvas, Paint paint) { canvas.drawBitmap(bmpBullet, bulletX, bulletY, paint); } //子彈的邏輯 public void logic() { //不同的子彈類型邏輯不一 //主角的子彈垂直向上運動 switch (bulletType) { case BULLET_PLAYER: bulletY -= speed; if (bulletY < -50) { isDead = true; } break; //鴨子和蒼蠅的子彈都是垂直下落運動 case BULLET_DUCK: case BULLET_FLY: bulletY += speed; if (bulletY > MySurfaceView.screenH) { isDead = true; } break; //Boss瘋狂狀態下的8方向子彈邏輯 case BULLET_BOSS: //Boss瘋狂狀態下的子彈邏輯待實現 switch (dir) { //方向上的子彈 case DIR_UP: bulletY -= speed; break; //方向下的子彈 case DIR_DOWN: bulletY += speed; break; //方向左的子彈 case DIR_LEFT: bulletX -= speed; break; //方向右的子彈 case DIR_RIGHT: bulletX += speed; break; //方向左上的子彈 case DIR_UP_LEFT: bulletY -= speed; bulletX -= speed; break; //方向右上的子彈 case DIR_UP_RIGHT: bulletX += speed; bulletY -= speed; break; //方向左下的子彈 case DIR_DOWN_LEFT: bulletX -= speed; bulletY += speed; break; //方向右下的子彈 case DIR_DOWN_RIGHT: bulletY += speed; bulletX += speed; break; } //邊界處理 if (bulletY > MySurfaceView.screenH || bulletY <= -40 || bulletX > MySurfaceView.screenW || bulletX <= -40) { isDead = true; } break; } } }
下面 新建BOSS類
創建BOSS
public class Boss { //Boss的血量 public int hp = 50; //Boss的圖片資源 private Bitmap bmpBoss; //Boss坐標 public int x, y; //Boss每幀的寬高 public int frameW, frameH; //Boss當前幀下標 private int frameIndex; //Boss運動的速度 private int speed = 5; //Boss的運動軌跡 //一定時間會向著屏幕下方運動,並且發射大范圍子彈,(是否狂態) //正常狀態下 ,子彈垂直朝下運動 private boolean isCrazy; //進入瘋狂狀態的狀態時間間隔 private int crazyTime = 200; //計數器 private int count; //Boss的構造函數 public Boss(Bitmap bmpBoss) { this.bmpBoss = bmpBoss; frameW = bmpBoss.getWidth() / 10; frameH = bmpBoss.getHeight(); //Boss的X坐標居中 x = MySurfaceView.screenW / 2 - frameW / 2; y = 0; } //Boss的繪制 public void draw(Canvas canvas, Paint paint) { canvas.save(); canvas.clipRect(x, y, x + frameW, y + frameH); canvas.drawBitmap(bmpBoss, x - frameIndex * frameW, y, paint); canvas.restore(); } //Boss的邏輯 public void logic() { //不斷循環播放幀形成動畫 frameIndex++; if (frameIndex >= 10) { frameIndex = 0; } //沒有瘋狂的狀態 if (isCrazy == false) { x += speed; if (x + frameW >= MySurfaceView.screenW) { speed = -speed; } else if (x <= 0) { speed = -speed; } count++; if (count % crazyTime == 0) { isCrazy = true; speed = 24; } //瘋狂的狀態 } else { speed -= 1; //當Boss返回時創建大量子彈 if (speed == 0) { //添加8方向子彈 MySurfaceView.vcBulletBoss.add(new Bullet(MySurfaceView.bmpBossBullet, x+40, y+10, Bullet.BULLET_BOSS, Bullet.DIR_UP)); MySurfaceView.vcBulletBoss.add(new Bullet(MySurfaceView.bmpBossBullet, x+40, y+10, Bullet.BULLET_BOSS, Bullet.DIR_DOWN)); MySurfaceView.vcBulletBoss.add(new Bullet(MySurfaceView.bmpBossBullet, x+40, y+10, Bullet.BULLET_BOSS, Bullet.DIR_LEFT)); MySurfaceView.vcBulletBoss.add(new Bullet(MySurfaceView.bmpBossBullet, x+40, y+10, Bullet.BULLET_BOSS, Bullet.DIR_RIGHT)); MySurfaceView.vcBulletBoss.add(new Bullet(MySurfaceView.bmpBossBullet, x+40, y+10, Bullet.BULLET_BOSS, Bullet.DIR_UP_LEFT)); MySurfaceView.vcBulletBoss.add(new Bullet(MySurfaceView.bmpBossBullet, x+40, y+10, Bullet.BULLET_BOSS, Bullet.DIR_UP_RIGHT)); MySurfaceView.vcBulletBoss.add(new Bullet(MySurfaceView.bmpBossBullet, x+40, y+10, Bullet.BULLET_BOSS, Bullet.DIR_DOWN_LEFT)); MySurfaceView.vcBulletBoss.add(new Bullet(MySurfaceView.bmpBossBullet, x+40, y+10, Bullet.BULLET_BOSS, Bullet.DIR_DOWN_RIGHT)); } y += speed; if (y <= 0) { //恢復正常狀態 isCrazy = false; speed = 5; } } } //判斷碰撞(Boss被主角子彈擊中) public boolean isCollsionWith(Bullet bullet) { int x2 = bullet.bulletX; int y2 = bullet.bulletY; int w2 = bullet.bmpBullet.getWidth(); int h2 = bullet.bmpBullet.getHeight(); if (x >= x2 && x >= x2 + w2) { return false; } else if (x <= x2 && x + frameW <= x2) { return false; } else if (y >= y2 && y >= y2 + h2) { return false; } else if (y <= y2 && y + frameH <= y2) { return false; } return true; } //設置Boss血量 public void setHp(int hp) { this.hp = hp; } }
在主界面實例化 子彈 以及boss
public class MySurfaceView extends SurfaceView implements Callback, Runnable { private SurfaceHolder sfh; private Paint paint; private Thread th; private boolean flag; private Canvas canvas; public static int screenW, screenH; //定義游戲狀態常量 public static final int GAME_MENU = 0;//游戲菜單 public static final int GAMEING = 1;//游戲中 public static final int GAME_WIN = 2;//游戲勝利 public static final int GAME_LOST = 3;//游戲失敗 public static final int GAME_PAUSE = -1;//游戲菜單 //當前游戲狀態(默認初始在游戲菜單界面) public static int gameState = GAME_MENU; //聲明一個Resources實例便於加載圖片 private Resources res = this.getResources(); //聲明游戲需要用到的圖片資源(圖片聲明) private Bitmap bmpBackGround;//游戲背景 private Bitmap bmpBoom;//爆炸效果 private Bitmap bmpBoosBoom;//Boos爆炸效果 private Bitmap bmpButton;//游戲開始按鈕 private Bitmap bmpButtonPress;//游戲開始按鈕被點擊 private Bitmap bmpEnemyDuck;//怪物鴨子 private Bitmap bmpEnemyFly;//怪物蒼蠅 private Bitmap bmpEnemyBoos;//怪物豬頭Boos private Bitmap bmpGameWin;//游戲勝利背景 private Bitmap bmpGameLost;//游戲失敗背景 private Bitmap bmpPlayer;//游戲主角飛機 private Bitmap bmpPlayerHp;//主角飛機血量 private Bitmap bmpMenu;//菜單背景 public static Bitmap bmpBullet;//子彈 public static Bitmap bmpEnemyBullet;//敵機子彈 public static Bitmap bmpBossBullet;//Boss子彈 //聲明一個菜單對象 private GameMenu gameMenu; //聲明一個滾動游戲背景對象 private GameBg backGround; //聲明主角對象 private Player player; //聲明一個敵機容器 private Vector<Enemy> vcEnemy; //每次生成敵機的時間(毫秒) private int createEnemyTime = 50; private int count;//計數器 //敵人數組:1和2表示敵機的種類,-1表示Boss //二維數組的每一維都是一組怪物 private int enemyArray[][] = { { 1, 2 }, { 1, 1 }, { 1, 3, 1, 2 }, { 1, 2 }, { 2, 3 }, { 3, 1, 3 }, { 2, 2 }, { 1, 2 }, { 2, 2 }, { 1, 3, 1, 1 }, { 2, 1 }, { 1, 3 }, { 2, 1 }, { -1 } }; //當前取出一維數組的下標 private int enemyArrayIndex; //是否出現Boss標識位 private boolean isBoss; //隨機庫,為創建的敵機賦予隨即坐標 private Random random; //敵機子彈容器 private Vector<Bullet> vcBullet; //添加子彈的計數器 private int countEnemyBullet; //主角子彈容器 private Vector<Bullet> vcBulletPlayer; //添加子彈的計數器 private int countPlayerBullet; //爆炸效果容器 private Vector<Boom> vcBoom; //聲明Boss private Boss boss; //Boss的子彈容器 public static Vector<Bullet> vcBulletBoss; /** * SurfaceView初始化函數 */ public MySurfaceView(Context context) { super(context); sfh = this.getHolder(); sfh.addCallback(this); paint = new Paint(); paint.setColor(Color.WHITE); paint.setAntiAlias(true); setFocusable(true); setFocusableInTouchMode(true); //設置背景常亮 this.setKeepScreenOn(true); } /** * SurfaceView視圖創建,響應此函數 */ @Override public void surfaceCreated(SurfaceHolder holder) { screenW = this.getWidth(); screenH = this.getHeight(); initGame(); flag = true; //實例線程 th = new Thread(this); //啟動線程 th.start(); } /* * 自定義的游戲初始化函數 */ private void initGame() { //放置游戲切入後台重新進入游戲時,游戲被重置! //當游戲狀態處於菜單時,才會重置游戲 if (gameState == GAME_MENU) { //加載游戲資源 bmpBackGround = BitmapFactory.decodeResource(res, R.drawable.background); bmpBoom = BitmapFactory.decodeResource(res, R.drawable.boom); bmpBoosBoom = BitmapFactory.decodeResource(res, R.drawable.boos_boom); bmpButton = BitmapFactory.decodeResource(res, R.drawable.button); bmpButtonPress = BitmapFactory.decodeResource(res, R.drawable.button_press); bmpEnemyDuck = BitmapFactory.decodeResource(res, R.drawable.enemy_duck); bmpEnemyFly = BitmapFactory.decodeResource(res, R.drawable.enemy_fly); bmpEnemyBoos = BitmapFactory.decodeResource(res, R.drawable.enemy_pig); bmpGameWin = BitmapFactory.decodeResource(res, R.drawable.gamewin); bmpGameLost = BitmapFactory.decodeResource(res, R.drawable.gamelost); bmpPlayer = BitmapFactory.decodeResource(res, R.drawable.player); bmpPlayerHp = BitmapFactory.decodeResource(res, R.drawable.hp); bmpMenu = BitmapFactory.decodeResource(res, R.drawable.menu); bmpBullet = BitmapFactory.decodeResource(res, R.drawable.bullet); bmpEnemyBullet = BitmapFactory.decodeResource(res, R.drawable.bullet_enemy); bmpBossBullet = BitmapFactory.decodeResource(res, R.drawable.boosbullet); //爆炸效果容器實例 vcBoom = new Vector<Boom>(); //敵機子彈容器實例 vcBullet = new Vector<Bullet>(); //主角子彈容器實例 vcBulletPlayer = new Vector<Bullet>(); //菜單類實例 gameMenu = new GameMenu(bmpMenu, bmpButton, bmpButtonPress); //實例游戲背景 backGround = new GameBg(bmpBackGround); //實例主角 player = new Player(bmpPlayer, bmpPlayerHp); //實例敵機容器 vcEnemy = new Vector<Enemy>(); //實例隨機庫 random = new Random(); //---Boss相關 //實例boss對象 boss = new Boss(bmpEnemyBoos); //實例Boss子彈容器 vcBulletBoss = new Vector<Bullet>(); } } /** * 游戲繪圖 */ public void myDraw() { try { canvas = sfh.lockCanvas(); if (canvas != null) { canvas.drawColor(Color.WHITE); //繪圖函數根據游戲狀態不同進行不同繪制 switch (gameState) { case GAME_MENU: //菜單的繪圖函數 gameMenu.draw(canvas, paint); break; case GAMEING: //游戲背景 backGround.draw(canvas, paint); //主角繪圖函數 player.draw(canvas, paint); if (isBoss == false) { //敵機繪制 for (int i = 0; i < vcEnemy.size(); i++) { vcEnemy.elementAt(i).draw(canvas, paint); } //敵機子彈繪制 for (int i = 0; i < vcBullet.size(); i++) { vcBullet.elementAt(i).draw(canvas, paint); } } else { //Boos的繪制 boss.draw(canvas, paint); //Boss子彈邏輯 for (int i = 0; i < vcBulletBoss.size(); i++) { vcBulletBoss.elementAt(i).draw(canvas, paint); } } //處理主角子彈繪制 for (int i = 0; i < vcBulletPlayer.size(); i++) { vcBulletPlayer.elementAt(i).draw(canvas, paint); } //爆炸效果繪制 for (int i = 0; i < vcBoom.size(); i++) { vcBoom.elementAt(i).draw(canvas, paint); } break; case GAME_PAUSE: break; case GAME_WIN: canvas.drawBitmap(bmpGameWin, 0, 0, paint); break; case GAME_LOST: canvas.drawBitmap(bmpGameLost, 0, 0, paint); break; } } } catch (Exception e) { // TODO: handle exception } finally { if (canvas != null) sfh.unlockCanvasAndPost(canvas); } } /** * 觸屏事件監聽 */ @Override public boolean onTouchEvent(MotionEvent event) { //觸屏監聽事件函數根據游戲狀態不同進行不同監聽 switch (gameState) { case GAME_MENU: //菜單的觸屏事件處理 gameMenu.onTouchEvent(event); break; case GAMEING: break; case GAME_PAUSE: break; case GAME_WIN: break; case GAME_LOST: break; } return true; } /** * 按鍵按下事件監聽 */ @Override public boolean onKeyDown(int keyCode, KeyEvent event) { //處理back返回按鍵 if (keyCode == KeyEvent.KEYCODE_BACK) { //游戲勝利、失敗、進行時都默認返回菜單 if (gameState == GAMEING || gameState == GAME_WIN || gameState == GAME_LOST) { gameState = GAME_MENU; //Boss狀態設置為沒出現 isBoss = false; //重置游戲 initGame(); //重置怪物出場 enemyArrayIndex = 0; } else if (gameState == GAME_MENU) { //當前游戲狀態在菜單界面,默認返回按鍵退出游戲 MainActivity.instance.finish(); System.exit(0); } //表示此按鍵已處理,不再交給系統處理, //從而避免游戲被切入後台 return true; } //按鍵監聽事件函數根據游戲狀態不同進行不同監聽 switch (gameState) { case GAME_MENU: break; case GAMEING: //主角的按鍵按下事件 player.onKeyDown(keyCode, event); break; case GAME_PAUSE: break; case GAME_WIN: break; case GAME_LOST: break; } return super.onKeyDown(keyCode, event); } /** * 按鍵抬起事件監聽 */ @Override public boolean onKeyUp(int keyCode, KeyEvent event) { //處理back返回按鍵 if (keyCode == KeyEvent.KEYCODE_BACK) { //游戲勝利、失敗、進行時都默認返回菜單 if (gameState == GAMEING || gameState == GAME_WIN || gameState == GAME_LOST) { gameState = GAME_MENU; } //表示此按鍵已處理,不再交給系統處理, //從而避免游戲被切入後台 return true; } //按鍵監聽事件函數根據游戲狀態不同進行不同監聽 switch (gameState) { case GAME_MENU: break; case GAMEING: //按鍵抬起事件 player.onKeyUp(keyCode, event); break; case GAME_PAUSE: break; case GAME_WIN: break; case GAME_LOST: break; } return super.onKeyDown(keyCode, event); } /** * 游戲邏輯 */ private void logic() { //邏輯處理根據游戲狀態不同進行不同處理 switch (gameState) { case GAME_MENU: break; case GAMEING: //背景邏輯 backGround.logic(); //主角邏輯 player.logic(); //敵機邏輯 if (isBoss == false) { //敵機邏輯 for (int i = 0; i < vcEnemy.size(); i++) { Enemy en = vcEnemy.elementAt(i); //因為容器不斷添加敵機 ,那麼對敵機isDead判定, //如果已死亡那麼就從容器中刪除,對容器起到了優化作用; if (en.isDead) { vcEnemy.removeElementAt(i); } else { en.logic(); } } //生成敵機 count++; if (count % createEnemyTime == 0) { for (int i = 0; i < enemyArray[enemyArrayIndex].length; i++) { //蒼蠅 if (enemyArray[enemyArrayIndex][i] == 1) { int x = random.nextInt(screenW - 100) + 50; vcEnemy.addElement(new Enemy(bmpEnemyFly, 1, x, -50)); //鴨子左 } else if (enemyArray[enemyArrayIndex][i] == 2) { int y = random.nextInt(20); vcEnemy.addElement(new Enemy(bmpEnemyDuck, 2, -50, y)); //鴨子右 } else if (enemyArray[enemyArrayIndex][i] == 3) { int y = random.nextInt(20); vcEnemy.addElement(new Enemy(bmpEnemyDuck, 3, screenW + 50, y)); } } //這裡判斷下一組是否為最後一組(Boss) if (enemyArrayIndex == enemyArray.length - 1) { isBoss = true; } else { enemyArrayIndex++; } } //處理敵機與主角的碰撞 for (int i = 0; i < vcEnemy.size(); i++) { if (player.isCollsionWith(vcEnemy.elementAt(i))) { //發生碰撞,主角血量-1 player.setPlayerHp(player.getPlayerHp() - 1); //當主角血量小於0,判定游戲失敗 if (player.getPlayerHp() <= -1) { gameState = GAME_LOST; } } } //每2秒添加一個敵機子彈 countEnemyBullet++; if (countEnemyBullet % 40 == 0) { for (int i = 0; i < vcEnemy.size(); i++) { Enemy en = vcEnemy.elementAt(i); //不同類型敵機不同的子彈運行軌跡 int bulletType = 0; switch (en.type) { //蒼蠅 case Enemy.TYPE_FLY: bulletType = Bullet.BULLET_FLY; break; //鴨子 case Enemy.TYPE_DUCKL: case Enemy.TYPE_DUCKR: bulletType = Bullet.BULLET_DUCK; break; } vcBullet.add(new Bullet(bmpEnemyBullet, en.x + 10, en.y + 20, bulletType)); } } //處理敵機子彈邏輯 for (int i = 0; i < vcBullet.size(); i++) { Bullet b = vcBullet.elementAt(i); if (b.isDead) { vcBullet.removeElement(b); } else { b.logic(); } } //處理敵機子彈與主角碰撞 for (int i = 0; i < vcBullet.size(); i++) { if (player.isCollsionWith(vcBullet.elementAt(i))) { //發生碰撞,主角血量-1 player.setPlayerHp(player.getPlayerHp() - 1); //當主角血量小於0,判定游戲失敗 if (player.getPlayerHp() <= -1) { gameState = GAME_LOST; } } } //處理主角子彈與敵機碰撞 for (int i = 0; i < vcBulletPlayer.size(); i++) { //取出主角子彈容器的每個元素 Bullet blPlayer = vcBulletPlayer.elementAt(i); for (int j = 0; j < vcEnemy.size(); j++) { //添加爆炸效果 //取出敵機容器的每個元與主角子彈遍歷判斷 if (vcEnemy.elementAt(j).isCollsionWith(blPlayer)) { vcBoom.add(new Boom(bmpBoom, vcEnemy.elementAt(j).x, vcEnemy.elementAt(j).y, 7)); } } } } else {//Boss相關邏輯 //每0.5秒添加一個主角子彈 boss.logic(); if (countPlayerBullet % 10 == 0) { //Boss的沒發瘋之前的普通子彈 vcBulletBoss.add(new Bullet(bmpBossBullet, boss.x + 35, boss.y + 40, Bullet.BULLET_FLY)); } //Boss子彈邏輯 for (int i = 0; i < vcBulletBoss.size(); i++) { Bullet b = vcBulletBoss.elementAt(i); if (b.isDead) { vcBulletBoss.removeElement(b); } else { b.logic(); } } //Boss子彈與主角的碰撞 for (int i = 0; i < vcBulletBoss.size(); i++) { if (player.isCollsionWith(vcBulletBoss.elementAt(i))) { //發生碰撞,主角血量-1 player.setPlayerHp(player.getPlayerHp() - 1); //當主角血量小於0,判定游戲失敗 if (player.getPlayerHp() <= -1) { gameState = GAME_LOST; } } } //Boss被主角子彈擊中,產生爆炸效果 for (int i = 0; i < vcBulletPlayer.size(); i++) { Bullet b = vcBulletPlayer.elementAt(i); if (boss.isCollsionWith(b)) { if (boss.hp <= 0) { //游戲勝利 gameState = GAME_WIN; } else { //及時刪除本次碰撞的子彈,防止重復判定此子彈與Boss碰撞、 b.isDead = true; //Boss血量減1 boss.setHp(boss.hp - 1); //在Boss上添加三個Boss爆炸效果 vcBoom.add(new Boom(bmpBoosBoom, boss.x + 25, boss.y + 30, 5)); vcBoom.add(new Boom(bmpBoosBoom, boss.x + 35, boss.y + 40, 5)); vcBoom.add(new Boom(bmpBoosBoom, boss.x + 45, boss.y + 50, 5)); } } } } //每1秒添加一個主角子彈 countPlayerBullet++; if (countPlayerBullet % 20 == 0) { vcBulletPlayer.add(new Bullet(bmpBullet, player.x + 15, player.y - 20, Bullet.BULLET_PLAYER)); } //處理主角子彈邏輯 for (int i = 0; i < vcBulletPlayer.size(); i++) { Bullet b = vcBulletPlayer.elementAt(i); if (b.isDead) { vcBulletPlayer.removeElement(b); } else { b.logic(); } } //爆炸效果邏輯 for (int i = 0; i < vcBoom.size(); i++) { Boom boom = vcBoom.elementAt(i); if (boom.playEnd) { //播放完畢的從容器中刪除 vcBoom.removeElementAt(i); } else { vcBoom.elementAt(i).logic(); } } break; case GAME_PAUSE: break; case GAME_WIN: break; case GAME_LOST: break; } } @Override public void run() { while (flag) { long start = System.currentTimeMillis(); myDraw(); logic(); long end = System.currentTimeMillis(); try { if (end - start < 50) { Thread.sleep(50 - (end - start)); } } catch (InterruptedException e) { e.printStackTrace(); } } } /** * SurfaceView視圖狀態發生改變,響應此函數 */ @Override public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) { } /** * SurfaceView視圖消亡時,響應此函數 */ @Override public void surfaceDestroyed(SurfaceHolder holder) { flag = false; } }
以及勝利和失敗頁面
最後附上 MainActivit
public class MainActivity extends Activity { public static MainActivity instance; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); instance = this; //設置全屏 this.getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN); requestWindowFeature(Window.FEATURE_NO_TITLE); //顯示自定義的SurfaceView視圖 setContentView(new MySurfaceView(this)); } @Override protected void onDestroy() { // TODO Auto-generated method stub MySurfaceView.gameState = MySurfaceView.GAME_MENU; super.onDestroy(); } }
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