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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。