編輯:關於Android編程
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 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 vcBullet;
//添加子彈的計數器
private int countEnemyBullet;
//主角子彈容器
private Vector vcBulletPlayer;
//添加子彈的計數器
private int countPlayerBullet;
//爆炸效果容器
private Vector vcBoom;
//聲明Boss
private Boss boss;
//Boss的子彈容器
public static Vector 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();
//敵機子彈容器實例
vcBullet = new Vector();
//主角子彈容器實例
vcBulletPlayer = new Vector();
//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();
//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();
}
}
/**
* 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();
}
}
效果圖思路首先我們來分析一下實現九宮格解鎖的思路:當用戶的手指觸摸到某一個點時,先判斷該點是否在九宮格的某一格范圍之內,若在范圍內,則該格變成選中的狀態;之後用戶手指滑動
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