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 程式師世界 >> 編程語言 >> C語言 >> C++ >> 關於C++ >> ubuntu 下編譯C++代碼湧現的成績處理

ubuntu 下編譯C++代碼湧現的成績處理

編輯:關於C++

ubuntu 下編譯C++代碼湧現的成績處理。本站提示廣大學習愛好者:(ubuntu 下編譯C++代碼湧現的成績處理)文章只能為提供參考,不一定能成為您想要的結果。以下是ubuntu 下編譯C++代碼湧現的成績處理正文


Android實戰打飛機游伶人彈生成,新建槍彈類

public class Bullet {
 // 槍彈圖片資本
 public Bitmap bmpBullet;
 // 槍彈的坐標
 public int bulletX, bulletY;
 // 槍彈的速度
 public int speed;
 // 槍彈的品種和常量
 public int bulletType;
 // 配角的
 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;
 // 槍彈能否超屏, 優化處置
 public boolean isDead;

 // Boss猖狂狀況下槍彈相干成員變量
 private int dir;// 以後Boss槍彈偏向
 // 8偏向常量
 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;

 // 槍彈以後偏向
 public Bullet(Bitmap bmpBullet, int bulletX, int bulletY, int bulletType) {
  this.bmpBullet = bmpBullet;
  this.bulletX = bulletX;
  this.bulletY = bulletY;
  this.bulletType = bulletType;
  // 分歧的槍彈類型速度紛歧
  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);
 }

 // 槍彈的邏輯
 public void logic() {
  // 分歧的槍彈類型邏輯紛歧
  // 配角的槍彈垂直向上活動
  switch (bulletType) {
  case BULLET_PLAYER:
   bulletY -= speed;
   if (bulletY < -50) {
    isDead = true;
   }
   break;
  // 鴨子和蒼蠅的槍彈都是垂直著落活動
  case BULLET_DUCK:
  case BULLET_FLY:
   bulletY += speed;
   if (bulletY > MySurfaceView.screenH) {
    isDead = true;
   }
   break;
  case BULLET_BOSS:
   // Boss猖狂狀況下的槍彈邏輯待完成
   // 界限處置
   if (bulletY > MySurfaceView.screenH || bulletY <= -40
     || bulletX > MySurfaceView.screenW || bulletX <= -40) {
    isDead = true;
   }
   break;
  }
 }

}

在在MySurfacview外面挪用 生成槍彈配角的和本身的

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 界說游戲狀況常量
 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;// 游戲成功
 public static final int GAME_LOST = 3;// 游戲掉敗
 public static final int GAME_PAUSE = -1;// 游戲菜單
 // 以後游戲狀況(默許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();
 // 聲明游戲須要用到的圖片資本(圖片聲明)
 private Bitmap bmpBackGround;// 游戲配景
 private Bitmap bmpBoom;// 爆炸後果
 private Bitmap bmpBoosBoom;// Boos爆炸後果
 private Bitmap bmpButton;// 游戲開端按鈕
 private Bitmap bmpButtonPress;// 游戲開端按鈕被點擊
 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;// 游戲成功配景
 private Bitmap bmpGameLost;// 游戲掉敗配景
 private Bitmap bmpPlayer;// 游戲配角飛機
 private Bitmap bmpPlayerHp;// 配角飛機血量
 private Bitmap bmpMenu;// 菜單配景
 public static Bitmap bmpBullet;// 槍彈
 public static Bitmap bmpEnemyBullet;// 敵機槍彈
 public static Bitmap bmpBossBullet;// Boss槍彈
 public static int screenW;
 public static int screenH;

 // 聲明一個敵機容器
 private Vector<Enemy> vcEnemy;
 // 每次生成敵機的時光(毫秒)
 private int createEnemyTime = 50;
 private int count;// 計數器
 // 仇敵數組:1和2表現敵機的品種,-1表現Boss
 // 二維數組的每維都是一組怪物
 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 } };
 // 以後掏出一維數組的下標
 private int enemyArrayIndex;
 // 能否湧現Boss標識位
 private boolean isBoss;
 // 隨機庫,為創立的敵機付與隨即坐標
 private Random random;

 //
 private GameMenu gameMenu;
 private GameBg gameBg;

 private Player player;

 // 敵機槍彈容器
 private Vector<Bullet> vcBullet;
 // 添加槍彈的計數器
 private int countEnemyBullet;
 // 配角槍彈容器
 private Vector<Bullet> vcBulletPlayer;
 // 添加槍彈的計數器
 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視圖創立,呼應此函數
  */
 @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();
 }

 /**
  * 加載游戲資本
  */
 private void initGame() {
  // 加載游戲資本
  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);
  // 實例游戲配景
  gameBg = new GameBg(bmpBackGround);
  // 實例配角
  player = new Player(bmpPlayer, bmpPlayerHp);
  //敵機槍彈容器實例
  vcBullet = new Vector<Bullet>();
  //配角槍彈容器實例
  vcBulletPlayer = new Vector<Bullet>();
  // 實例敵機容器
  vcEnemy = new Vector<Enemy>();
  // 實例隨機庫
  random = new Random();
 }

 /**
  * 游戲畫圖
  */
 public void myDraw() {
  try {
   canvas = sfh.lockCanvas();
   if (canvas != null) {
    canvas.drawColor(Color.WHITE);
    // 畫圖函數依據游戲狀況分歧停止分歧繪制

    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);
      }
      //敵機槍彈繪制
      for (int i = 0; i < vcBullet.size(); i++) {
       vcBullet.elementAt(i).draw(canvas, paint);
      }

     } else {
      // boss 繪制

     }
     // 處置配角槍彈繪制
     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);
  }
 }

 /**
  * 觸屏事宜監聽
  */
 @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;
 }

 /**
  * 按鍵事宜監聽
  */
 @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);
     // 由於容器赓續添加敵機 ,那末對敵機isDead剖斷,
     // 假如已逝世亡那末就自在器中刪除,對容器起到了優化感化;
     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));
      }
     }
     // 這裡斷定下一組能否為最初一組(Boss)
     if (enemyArrayIndex == enemyArray.length - 1) {
      isBoss = true;
     } else {
      enemyArrayIndex++;
     }
    }

    // 每2秒添加一個敵機槍彈
    countEnemyBullet++;
    if (countEnemyBullet % 40 == 0) {
     for (int i = 0; i < vcEnemy.size(); i++) {
      Enemy en = vcEnemy.elementAt(i);
      // 分歧類型敵機分歧的槍彈運轉軌跡
      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));
     }
    }
    // 處置敵機槍彈邏輯
    for (int i = 0; i < vcBullet.size(); i++) {
     Bullet b = vcBullet.elementAt(i);
     if (b.isDead) {
      vcBullet.removeElement(b);
     } else {
      b.logic();
     }
    }

    //每1秒添加一個配角槍彈
    countPlayerBullet++;
    if (countPlayerBullet % 20 == 0) {
     vcBulletPlayer.add(new Bullet(bmpBullet, player.x + 15, player.y - 20, Bullet.BULLET_PLAYER));
    }

    // 處置敵機與配角的碰撞
    for (int i = 0; i < vcEnemy.size(); i++) {
     if (player.isCollsionWith(vcEnemy.elementAt(i))) {
      // 產生碰撞,配角血量-1
      player.setPlayerHp(player.getPlayerHp() - 1);
      // 當配角血量小於0,剖斷游戲掉敗
      if (player.getPlayerHp() <= -1) {
       gameState = GAME_LOST;
      }
     }
    }

    //處置配角槍彈邏輯
    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視圖狀況產生轉變,呼應此函數
  */
 @Override
 public void surfaceChanged(SurfaceHolder holder, int format, int width,
   int height) {
 }

 /**
  * SurfaceView視圖滅亡時,呼應此函數
  */
 @Override
 public void surfaceDestroyed(SurfaceHolder holder) {
  flag = false;
 }
}

如今槍彈碰撞配角 並沒有產生工作 須要槍彈和配角的碰撞檢測

//修正Player類 添加碰撞檢測
 // // 斷定碰撞(配角與敵機槍彈)
 public boolean isCollsionWith(Bullet bullet) {
  // 能否處於無敵時光
  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;
   }
   // 碰撞即進入無敵狀況
   isCollision = true;
   return true;
   // 處於無敵狀況,疏忽碰撞
  } else {
   return false;
  }
 }

 在主界面 MySrufaceView 的邏輯函數中添加 配角和敵機槍彈的碰撞

 //處置敵機槍彈與配角碰撞
    for (int i = 0; i < vcBullet.size(); i++) {
     if (player.isCollsionWith(vcBullet.elementAt(i))) {
      //產生碰撞,配角血量-1
      player.setPlayerHp(player.getPlayerHp() - 1);
      //當配角血量小於0,剖斷游戲掉敗
      if (player.getPlayerHp() <= -1) {
       gameState = GAME_LOST;
      }
     }
    }

固然 配角的槍彈碰撞了敵機 也須要停止碰撞檢測 修正 敵機類 Enemy

 //斷定碰撞(敵機與配角槍彈碰撞)
 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;
  }
  //產生碰撞,讓其逝世亡
  isDead = true;
  return true;
 }

在主視圖中添加邏輯 配角槍彈和敵機碰撞的邏輯

 //處置配角槍彈與敵機碰撞
    for (int i = 0; i < vcBulletPlayer.size(); i++) {
     //掏出配角槍彈容器的每一個元素
     Bullet blPlayer = vcBulletPlayer.elementAt(i);
     for (int j = 0; j < vcEnemy.size(); j++) {
      //添加爆炸後果 待完成
     }
    }

下面完成 的後果圖

上面完成爆炸的後果

新建一個爆炸類 Boom

/**
 * 剎時爆炸 類
 * @author liuml
 * @time 2016-6-1 上午11:32:56
 */
public class Boom {
 //爆炸後果資本圖
 private Bitmap bmpBoom;
 //爆炸後果的地位坐標
 private int boomX, boomY;
 //爆炸動畫播放以後的幀下標
 private int cureentFrameIndex;
 //爆炸後果的總幀數
 private int totleFrame;
 //每幀的寬高
 private int frameW, frameH;
 //能否播放終了,優化處置
 public boolean playEnd;

 //爆炸後果的結構函數
 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();
 }

 //爆炸後果繪制
 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();
 }

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

上面就照樣老套路了 在主界面 聲明爆炸容器 然後繪制 然後是邏輯完成

 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 界說游戲狀況常量
 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;// 游戲成功
 public static final int GAME_LOST = 3;// 游戲掉敗
 public static final int GAME_PAUSE = -1;// 游戲菜單
 // 以後游戲狀況(默許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();
 // 聲明游戲須要用到的圖片資本(圖片聲明)
 private Bitmap bmpBackGround;// 游戲配景
 private Bitmap bmpBoom;// 爆炸後果
 private Bitmap bmpBoosBoom;// Boos爆炸後果
 private Bitmap bmpButton;// 游戲開端按鈕
 private Bitmap bmpButtonPress;// 游戲開端按鈕被點擊
 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;// 游戲成功配景
 private Bitmap bmpGameLost;// 游戲掉敗配景
 private Bitmap bmpPlayer;// 游戲配角飛機
 private Bitmap bmpPlayerHp;// 配角飛機血量
 private Bitmap bmpMenu;// 菜單配景
 public static Bitmap bmpBullet;// 槍彈
 public static Bitmap bmpEnemyBullet;// 敵機槍彈
 public static Bitmap bmpBossBullet;// Boss槍彈
 public static int screenW;
 public static int screenH;

 // 聲明一個敵機容器
 private Vector<Enemy> vcEnemy;
 // 每次生成敵機的時光(毫秒)
 private int createEnemyTime = 50;
 private int count;// 計數器
 // 仇敵數組:1和2表現敵機的品種,-1表現Boss
 // 二維數組的每維都是一組怪物
 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 } };
 // 以後掏出一維數組的下標
 private int enemyArrayIndex;
 // 能否湧現Boss標識位
 private boolean isBoss;
 // 隨機庫,為創立的敵機付與隨即坐標
 private Random random;

 //
 private GameMenu gameMenu;
 private GameBg gameBg;

 private Player player;

 // 敵機槍彈容器
 private Vector<Bullet> vcBullet;
 // 添加槍彈的計數器
 private int countEnemyBullet;
 // 配角槍彈容器
 private Vector<Bullet> vcBulletPlayer;
 // 添加槍彈的計數器
 private int countPlayerBullet;

 //爆炸後果容器
 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視圖創立,呼應此函數
  */
 @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();
 }

 /**
  * 加載游戲資本
  */
 private void initGame() {
  // 加載游戲資本
  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);
  // 實例游戲配景
  gameBg = new GameBg(bmpBackGround);
  // 實例配角
  player = new Player(bmpPlayer, bmpPlayerHp);
  //敵機槍彈容器實例
  vcBullet = new Vector<Bullet>();
  //配角槍彈容器實例
  vcBulletPlayer = new Vector<Bullet>();
  // 實例敵機容器
  vcEnemy = new Vector<Enemy>();
  // 實例隨機庫
  random = new Random();
  //爆炸後果容器實例
  vcBoom = new Vector<Boom>();
 }

 /**
  * 游戲畫圖
  */
 public void myDraw() {
  try {
   canvas = sfh.lockCanvas();
   if (canvas != null) {
    canvas.drawColor(Color.WHITE);
    // 畫圖函數依據游戲狀況分歧停止分歧繪制

    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);
      }
      //敵機槍彈繪制
      for (int i = 0; i < vcBullet.size(); i++) {
       vcBullet.elementAt(i).draw(canvas, paint);
      }
      //爆炸後果繪制
      for (int i = 0; i < vcBoom.size(); i++) {
       vcBoom.elementAt(i).draw(canvas, paint);
      }
     } else {
      // boss 繪制

     }
     // 處置配角槍彈繪制
     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);
  }
 }

 /**
  * 觸屏事宜監聽
  */
 @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;
 }

 /**
  * 按鍵事宜監聽
  */
 @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);
     // 由於容器赓續添加敵機 ,那末對敵機isDead剖斷,
     // 假如已逝世亡那末就自在器中刪除,對容器起到了優化感化;
     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));
      }
     }
     // 這裡斷定下一組能否為最初一組(Boss)
     if (enemyArrayIndex == enemyArray.length - 1) {
      isBoss = true;
     } else {
      enemyArrayIndex++;
     }
    }

    // 每2秒添加一個敵機槍彈
    countEnemyBullet++;
    if (countEnemyBullet % 40 == 0) {
     for (int i = 0; i < vcEnemy.size(); i++) {
      Enemy en = vcEnemy.elementAt(i);
      // 分歧類型敵機分歧的槍彈運轉軌跡
      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));
     }
    }
    // 處置敵機槍彈邏輯
    for (int i = 0; i < vcBullet.size(); i++) {
     Bullet b = vcBullet.elementAt(i);
     if (b.isDead) {
      vcBullet.removeElement(b);
     } else {
      b.logic();
     }
    }

    //每1秒添加一個配角槍彈
    countPlayerBullet++;
    if (countPlayerBullet % 20 == 0) {
     vcBulletPlayer.add(new Bullet(bmpBullet, player.x + 15, player.y - 20, Bullet.BULLET_PLAYER));
    }

    // 處置敵機與配角的碰撞
    for (int i = 0; i < vcEnemy.size(); i++) {
     if (player.isCollsionWith(vcEnemy.elementAt(i))) {
      // 產生碰撞,配角血量-1
      player.setPlayerHp(player.getPlayerHp() - 1);
      // 當配角血量小於0,剖斷游戲掉敗
      if (player.getPlayerHp() <= -1) {
       gameState = GAME_LOST;
      }
     }
    }

    //處置配角槍彈邏輯
    for (int i = 0; i < vcBulletPlayer.size(); i++) {
     Bullet b = vcBulletPlayer.elementAt(i);
     if (b.isDead) {
      vcBulletPlayer.removeElement(b);
     } else {
      b.logic();
     }
    }

    //處置敵機槍彈與配角碰撞
    for (int i = 0; i < vcBullet.size(); i++) {
     if (player.isCollsionWith(vcBullet.elementAt(i))) {
      //產生碰撞,配角血量-1
      player.setPlayerHp(player.getPlayerHp() - 1);
      //當配角血量小於0,剖斷游戲掉敗
      if (player.getPlayerHp() <= -1) {
       gameState = GAME_LOST;
      }
     }
    }

    //處置配角槍彈與敵機碰撞
    for (int i = 0; i < vcBulletPlayer.size(); i++) {
     //掏出配角槍彈容器的每一個元素
     Bullet blPlayer = vcBulletPlayer.elementAt(i);
     for (int j = 0; j < vcEnemy.size(); j++) {
      //添加爆炸後果
      //掏出敵機容器的每一個元與配角槍彈遍歷斷定
      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視圖狀況產生轉變,呼應此函數
  */
 @Override
 public void surfaceChanged(SurfaceHolder holder, int format, int width,
   int height) {
 }

 /**
  * SurfaceView視圖滅亡時,呼應此函數
  */
 @Override
 public void surfaceDestroyed(SurfaceHolder holder) {
  flag = false;
 }
}

以上就是本文的全體內容,願望對年夜家的進修有所贊助,也願望年夜家多多支撐。

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