編輯:關於Android編程
分析 : 根據敵機類型區分 敵機 運動邏輯 以及繪制
public class Enemy {
// 敵機的種類標識
public int type;
// 蒼蠅
public static final int TYPE_FLY = 1;
// 鴨子(從左往右運動)
public static final int TYPE_DUCKL = 2;
// 鴨子(從右往左運動)
public static final int TYPE_DUCKR = 3;
// 敵機圖片資源
public Bitmap bmpEnemy;
// 敵機坐標
public int x, y;
// 敵機每幀的寬高
public int frameW, frameH;
// 敵機當前幀下標
private int frameIndex;
// 敵機的移動速度
private int speed;;
// 判斷敵機是否已經出屏
public boolean isDead;
// 敵機的構造函數
public Enemy(Bitmap bmpEnemy, int enemyType, int x, int y) {
this.bmpEnemy = bmpEnemy;
frameW = bmpEnemy.getWidth() / 10;
frameH = bmpEnemy.getHeight();
this.type = enemyType;
this.x = x;
this.y = y;
// 不同種類的敵機血量不同
switch (type) {
// 蒼蠅
case TYPE_FLY:
speed = 25;
break;
// 鴨子
case TYPE_DUCKL:
speed = 3;
break;
case TYPE_DUCKR:
speed = 3;
break;
}
}
// 敵機繪圖函數
public void draw(Canvas canvas, Paint paint) {
canvas.save();
canvas.clipRect(x, y, x + frameW, y + frameH);
canvas.drawBitmap(bmpEnemy, x - frameIndex * frameW, y, paint);
canvas.restore();
}
// 敵機邏輯AI
public void logic() {
// 不斷循環播放幀形成動畫
frameIndex++;
if (frameIndex >= 10) {
frameIndex = 0;
}
// 不同種類的敵機擁有不同的AI邏輯
switch (type) {
case TYPE_FLY:
if (isDead == false) {
// 減速出現,加速返回
speed -= 1;
y += speed;
if (y <= -200) {
isDead = true;
}
}
break;
case TYPE_DUCKL:
if (isDead == false) {
// 斜右下角運動
x += speed / 2;
y += speed;
if (x > MySurfaceView.screenW) {
isDead = true;
}
}
break;
case TYPE_DUCKR:
if (isDead == false) {
// 斜左下角運動
x -= speed / 2;
y += speed;
if (x < -50) {
isDead = true;
}
}
break;
}
}
}
在MySurfaceView 中 生成敵機
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;
/**
* 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);
// 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);
}
} else {
// boss 繪制
}
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++;
}
}
}
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;
}
}
碰撞檢測
修改Player類
package com.gsf;
import android.graphics.Bitmap;
import android.graphics.Canvas;
import android.graphics.Paint;
import android.view.KeyEvent;
public class Player {
private int playerHp = 3;
private Bitmap bmpPlayerHP;
// 主角坐標以及位圖
private int x, y;
private Bitmap bmpPlayer;
// 主角移動速度
private int speed = 5;
// 主角移動標識
private boolean isUp, isDown, isLeft, isRight;
// 主角的構造函數
public Player(Bitmap bmpPlayer, Bitmap bmpPlayerHp) {
this.bmpPlayer = bmpPlayer;
this.bmpPlayerHP = bmpPlayerHp;
// 飛機初始位置
x = MySurfaceView.screenW / 2 - bmpPlayer.getWidth() / 2;
y = MySurfaceView.screenH - bmpPlayer.getHeight();
}
// 主角游戲繪制方法
public void draw(Canvas canvas, Paint paint) {
// 繪制主角
canvas.drawBitmap(bmpPlayer, x, y, paint);
// 繪制血量
for (int i = 0; i < playerHp; i++) {
canvas.drawBitmap(bmpPlayerHP, i * bmpPlayerHP.getWidth(),
MySurfaceView.screenH - bmpPlayerHP.getHeight(), paint);
}
}
/**
* 按鍵事件監聽
*/
public void onKeyDown(int keyCode, KeyEvent event) {
if (keyCode == KeyEvent.KEYCODE_DPAD_UP) {
isUp = true;
}
if (keyCode == KeyEvent.KEYCODE_DPAD_DOWN) {
isDown = true;
}
if (keyCode == KeyEvent.KEYCODE_DPAD_LEFT) {
isLeft = true;
}
if (keyCode == KeyEvent.KEYCODE_DPAD_RIGHT) {
isRight = true;
}
}
public void onKeyUp(int keyCode, KeyEvent event) {
if (keyCode == KeyEvent.KEYCODE_DPAD_UP) {
isUp = false;
}
if (keyCode == KeyEvent.KEYCODE_DPAD_DOWN) {
isDown = false;
}
if (keyCode == KeyEvent.KEYCODE_DPAD_LEFT) {
isLeft = false;
}
if (keyCode == KeyEvent.KEYCODE_DPAD_RIGHT) {
isRight = false;
}
}
/**
* 游戲邏輯
*/
public void logic() {
if (isUp) {
y -= speed;
}
if (isDown) {
y += speed;
}
if (isLeft) {
x -= speed;
}
if (isRight) {
x += speed;
}
// 判斷屏幕X邊界
if (x + bmpPlayer.getWidth() >= MySurfaceView.screenW) {
x = MySurfaceView.screenW - bmpPlayer.getWidth();
} else if (x <= 0) {
x = 0;
}
// 判斷屏幕Y邊界
if (y + bmpPlayer.getHeight() >= MySurfaceView.screenH) {
y = MySurfaceView.screenH - bmpPlayer.getHeight();
} else if (y <= 0) {
y = 0;
}
}
//設置主角血量
public void setPlayerHp(int hp) {
this.playerHp = hp;
}
//獲取主角血量
public int getPlayerHp() {
return playerHp;
}
//判斷碰撞(敵機與主角子彈碰撞)
public boolean isCollsionWith(Enemy bullet) {
int x2 = bullet.x;
int y2 = bullet.y;
int w2 = bullet.frameW;
int h2 = bullet.frameH;
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;
}
//發生碰撞,讓其死亡
//isDead = true;
return true;
}
}
在MySurface中 加上碰撞邏輯
/**
* 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++;
}
}
//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;
}
}
}
}
break;
// 計時器
private int noCollisionCount = 0;
// 因為無敵時間
private int noCollisionTime = 60;
// 是否碰撞的標識位
private boolean isCollision;
//判斷碰撞(主角與敵機)
public boolean isCollsionWith(Enemy en) {
//是否處於無敵時間
if (isCollision == false) {
int x2 = en.x;
int y2 = en.y;
int w2 = en.frameW;
int h2 = en.frameH;
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;
}
}
修改邏輯方法
/**
* 游戲邏輯
*/
public void logic() {
if (isUp) {
y -= speed;
}
if (isDown) {
y += speed;
}
if (isLeft) {
x -= speed;
}
if (isRight) {
x += speed;
}
// 判斷屏幕X邊界
if (x + bmpPlayer.getWidth() >= MySurfaceView.screenW) {
x = MySurfaceView.screenW - bmpPlayer.getWidth();
} else if (x <= 0) {
x = 0;
}
// 判斷屏幕Y邊界
if (y + bmpPlayer.getHeight() >= MySurfaceView.screenH) {
y = MySurfaceView.screenH - bmpPlayer.getHeight();
} else if (y <= 0) {
y = 0;
}
// 處理無敵狀態
if (isCollision) {
// 計時器開始計時
noCollisionCount++;
if (noCollisionCount >= noCollisionTime) {
// 無敵時間過後,接觸無敵狀態及初始化計數器
isCollision = false;
noCollisionCount = 0;
}
}
}
修改主角的繪制
Player 類
// 主角游戲繪制方法
public void draw(Canvas canvas, Paint paint) {
// 繪制主角
// 當處於無敵時間時,讓主角閃爍
if (isCollision) {
// 每2次游戲循環,繪制一次主角
if (noCollisionCount % 2 == 0) {
canvas.drawBitmap(bmpPlayer, x, y, paint);
}
} else {
canvas.drawBitmap(bmpPlayer, x, y, paint);
}
// 繪制血量
for (int i = 0; i < playerHp; i++) {
canvas.drawBitmap(bmpPlayerHP, i * bmpPlayerHP.getWidth(),
MySurfaceView.screenH - bmpPlayerHP.getHeight(), paint);
}
}
現在有這麼一個需求:開啟一個Service服務,獲取當前位置的經緯度數據,將獲取的數據以廣播的方式發送出去,注冊廣播的Activity接收廣播信息,並將接收到的數據在當前
Android提供了很多控件便於開發者進行UI相關的程序設計。但是很多時候,默認的一些UI設置不足以滿足我們的需求,要麼不好看,要麼高度不夠,亦或者是與應用界面不協調。於
最近學習android時發現,很多書上都介紹了preference首選項這個東西,但是大部分的書都是直接上來講怎麼用,對其的用途和來歷都是只字不提,筆者本人對於這種做法是
一、ANR異常(Application Not Responding)應用程序無響應ANR定義:一個流暢的合理的應用程序中不能出現anr,而讓用戶每次都要處理這個對話框。