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 Android教程網 >> Android技術 >> 關於Android編程 >> Android實戰打飛機游戲之子彈生成與碰撞以及爆炸效果(5)

Android實戰打飛機游戲之子彈生成與碰撞以及爆炸效果(5)

編輯:關於Android編程

Android實戰打飛機游戲子彈生成,新建子彈類

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;
  }
 }

 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;
  case BULLET_BOSS:
   // Boss瘋狂狀態下的子彈邏輯待實現
   // 邊界處理
   if (bulletY > MySurfaceView.screenH || bulletY <= -40
     || bulletX > MySurfaceView.screenW || bulletX <= -40) {
    isDead = true;
   }
   break;
  }
 }

}

在在MySurfacview裡面調用 生成子彈主角的和自己的

package com.gsf;

import java.util.Random;
import java.util.Vector;

import android.content.Context;
import android.content.res.Resources;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.view.KeyEvent;
import android.view.MotionEvent;
import android.view.SurfaceHolder;
import android.view.SurfaceHolder.Callback;
import android.view.SurfaceView;

public class MySurfaceView extends SurfaceView implements Callback, Runnable {
 private SurfaceHolder sfh;
 private Paint paint;
 private Thread th;
 private boolean flag;
 private Canvas canvas;

 // 1 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
 public static int screenW;
 public static int screenH;

 // 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;

 //
 private GameMenu gameMenu;
 private GameBg gameBg;

 private Player player;

 // 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;

 /**
  * 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);
 }

 /**
  * 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();
 }

 /**
  * 加載游戲資源
  */
 private void initGame() {
  // 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);

  // 菜單類實例化
  gameMenu = new GameMenu(bmpMenu, bmpButton, bmpButtonPress);
  // 實例游戲背景
  gameBg = new GameBg(bmpBackGround);
  // 實例主角
  player = new Player(bmpPlayer, bmpPlayerHp);
  //敵機子彈容器實例
  vcBullet = new Vector<Bullet>();
  //主角子彈容器實例
  vcBulletPlayer = new Vector<Bullet>();
  // 實例敵機容器
  vcEnemy = new Vector<Enemy>();
  // 實例隨機庫
  random = new Random();
 }

 /**
  * 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:

     gameMenu.draw(canvas, paint);
     break;
    case GAMEING:
     gameBg.draw(canvas, paint);
     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 {
      // boss 繪制

     }
     // 處理主角子彈繪制
     for (int i = 0; i < vcBulletPlayer.size(); i++) {
      vcBulletPlayer.elementAt(i).draw(canvas, paint);
     }

     break;

    case GAME_WIN:

     break;
    case GAME_LOST:

     break;
    case GAME_PAUSE:

     break;
    default:
     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) {
  switch (gameState) {
  case GAME_MENU:

   gameMenu.onTouchEvent(event);
   break;
  case GAMEING:

   break;

  case GAME_WIN:

   break;
  case GAME_LOST:

   break;
  case GAME_PAUSE:

   break;
  }
  return true;
 }

 /**
  * 按鍵事件監聽
  */
 @Override
 public boolean onKeyDown(int keyCode, KeyEvent event) {
  switch (gameState) {
  case GAME_MENU:

   break;
  case GAMEING:
   player.onKeyDown(keyCode, event);
   break;

  case GAME_WIN:

   break;
  case GAME_LOST:

   break;
  case GAME_PAUSE:
   break;
  }
  return super.onKeyDown(keyCode, event);
 }

 @Override
 public boolean onKeyUp(int keyCode, KeyEvent event) {
  switch (gameState) {
  case GAME_MENU:

   break;
  case GAMEING:
   player.onKeyUp(keyCode, event);
   break;

  case GAME_WIN:

   break;
  case GAME_LOST:

   break;
  case GAME_PAUSE:
   break;
  }
  return super.onKeyUp(keyCode, event);
 }

 /**
  * 游戲邏輯
  */
 private void logic() {
  switch (gameState) {
  case GAME_MENU:

   break;
  case GAMEING:
   gameBg.logic();
   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++;
     }
    }

    // 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();
     }
    }

    //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;
      }
     }
    }

    //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();
     }
    }
   }
   break;

  case GAME_WIN:

   break;
  case GAME_LOST:

   break;
  case GAME_PAUSE:
   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;
 }
}

現在子彈碰撞主角 並沒有發生事情 需要子彈和主角的碰撞檢測

//修改Player類 添加碰撞檢測
 // // 判斷碰撞(主角與敵機子彈)
 public boolean isCollsionWith(Bullet bullet) {
  // 是否處於無敵時間
  if (isCollision == false) {
   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 + bmpPlayer.getWidth() <= x2) {
    return false;
   } else if (y >= y2 && y >= y2 + h2) {
    return false;
   } else if (y <= y2 && y + bmpPlayer.getHeight() <= y2) {
    return false;
   }
   // 碰撞即進入無敵狀態
   isCollision = true;
   return true;
   // 處於無敵狀態,無視碰撞
  } else {
   return false;
  }
 }

 在主界面 MySrufaceView 的邏輯函數中添加 主角和敵機子彈的碰撞

 //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;
      }
     }
    }

當然 主角的子彈碰撞了敵機 也需要進行碰撞檢測 修改 敵機類 Enemy

 //判斷碰撞(敵機與主角子彈碰撞)
 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;
  }
  //發生碰撞,讓其死亡
  isDead = true;
  return true;
 }

在主視圖中添加邏輯 主角子彈和敵機碰撞的邏輯

 //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 待完成
     }
    }

上面完成 的效果圖

下面完成爆炸的效果

新建一個爆炸類 Boom

/**
 * 瞬間爆炸 類
 * @author liuml
 * @time 2016-6-1 上午11:32:56
 */
public class Boom {
 //爆炸效果資源圖
 private Bitmap bmpBoom;
 //爆炸效果的位置坐標
 private int boomX, boomY;
 //爆炸動畫播放當前的幀下標
 private int cureentFrameIndex;
 //爆炸效果的總幀數
 private int totleFrame;
 //每幀的寬高
 private int frameW, frameH;
 //是否播放完畢,優化處理
 public boolean playEnd;

 //爆炸效果的構造函數
 public Boom(Bitmap bmpBoom, int x, int y, int totleFrame) {
  this.bmpBoom = bmpBoom;
  this.boomX = x;
  this.boomY = y;
  this.totleFrame = totleFrame;
  frameW = bmpBoom.getWidth() / totleFrame;
  frameH = bmpBoom.getHeight();
 }

 //爆炸效果繪制
 public void draw(Canvas canvas, Paint paint) {
  canvas.save();
  canvas.clipRect(boomX, boomY, boomX + frameW, boomY + frameH);
  canvas.drawBitmap(bmpBoom, boomX - cureentFrameIndex * frameW, boomY, paint);
  canvas.restore();
 }

 //爆炸效果的邏輯
 public void logic() {
  if (cureentFrameIndex < totleFrame) {
   cureentFrameIndex++;
  } else {
   playEnd = true;
  }
 }
}

下面就還是老套路了 在主界面 聲明爆炸容器 然後繪制 然後是邏輯實現

 package com.gsf;

import java.util.Random;
import java.util.Vector;

import android.content.Context;
import android.content.res.Resources;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.view.KeyEvent;
import android.view.MotionEvent;
import android.view.SurfaceHolder;
import android.view.SurfaceHolder.Callback;
import android.view.SurfaceView;

public class MySurfaceView extends SurfaceView implements Callback, Runnable {
 private SurfaceHolder sfh;
 private Paint paint;
 private Thread th;
 private boolean flag;
 private Canvas canvas;

 // 1 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
 public static int screenW;
 public static int screenH;

 // 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;

 //
 private GameMenu gameMenu;
 private GameBg gameBg;

 private Player player;

 // 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;

 /**
  * 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);
 }

 /**
  * 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();
 }

 /**
  * 加載游戲資源
  */
 private void initGame() {
  // 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);

  // 菜單類實例化
  gameMenu = new GameMenu(bmpMenu, bmpButton, bmpButtonPress);
  // 實例游戲背景
  gameBg = new GameBg(bmpBackGround);
  // 實例主角
  player = new Player(bmpPlayer, bmpPlayerHp);
  //敵機子彈容器實例
  vcBullet = new Vector<Bullet>();
  //主角子彈容器實例
  vcBulletPlayer = new Vector<Bullet>();
  // 實例敵機容器
  vcEnemy = new Vector<Enemy>();
  // 實例隨機庫
  random = new Random();
  //爆炸效果容器實例
  vcBoom = new Vector<Boom>();
 }

 /**
  * 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:

     gameMenu.draw(canvas, paint);
     break;
    case GAMEING:
     gameBg.draw(canvas, paint);
     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);
      }
      //爆炸效果繪制
      for (int i = 0; i < vcBoom.size(); i++) {
       vcBoom.elementAt(i).draw(canvas, paint);
      }
     } else {
      // boss 繪制

     }
     // 處理主角子彈繪制
     for (int i = 0; i < vcBulletPlayer.size(); i++) {
      vcBulletPlayer.elementAt(i).draw(canvas, paint);
     }

     break;

    case GAME_WIN:

     break;
    case GAME_LOST:

     break;
    case GAME_PAUSE:

     break;
    default:
     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) {
  switch (gameState) {
  case GAME_MENU:

   gameMenu.onTouchEvent(event);
   break;
  case GAMEING:

   break;

  case GAME_WIN:

   break;
  case GAME_LOST:

   break;
  case GAME_PAUSE:

   break;
  }
  return true;
 }

 /**
  * 按鍵事件監聽
  */
 @Override
 public boolean onKeyDown(int keyCode, KeyEvent event) {
  switch (gameState) {
  case GAME_MENU:

   break;
  case GAMEING:
   player.onKeyDown(keyCode, event);
   break;

  case GAME_WIN:

   break;
  case GAME_LOST:

   break;
  case GAME_PAUSE:
   break;
  }
  return super.onKeyDown(keyCode, event);
 }

 @Override
 public boolean onKeyUp(int keyCode, KeyEvent event) {
  switch (gameState) {
  case GAME_MENU:

   break;
  case GAMEING:
   player.onKeyUp(keyCode, event);
   break;

  case GAME_WIN:

   break;
  case GAME_LOST:

   break;
  case GAME_PAUSE:
   break;
  }
  return super.onKeyUp(keyCode, event);
 }

 /**
  * 游戲邏輯
  */
 private void logic() {
  switch (gameState) {
  case GAME_MENU:

   break;
  case GAMEING:
   gameBg.logic();
   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++;
     }
    }

    // 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();
     }
    }

    //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;
      }
     }
    }

    //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();
     }
    }

    //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));
      }
     }
    }
   }
   break;

  case GAME_WIN:

   break;
  case GAME_LOST:

   break;
  case GAME_PAUSE:
   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;
 }
}

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