編輯:關於Android編程
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 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 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;
/**
* 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();
//主角子彈容器實例
vcBulletPlayer = new Vector();
// 實例敵機容器
vcEnemy = new Vector();
// 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 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 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;
/**
* 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();
//主角子彈容器實例
vcBulletPlayer = new Vector();
// 實例敵機容器
vcEnemy = new Vector();
// 實例隨機庫
random = new Random();
//爆炸效果容器實例
vcBoom = 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:
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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