本文目标实现控制小飞机的左右移动、躲避子弹、打boss。
本节实现 开始菜单界面
1、首先 资源文件拷过来
2、划分游戏状态
public static final int GAME_MENU = 0;// 游戏菜单 public static final int GAMEING = 1;// 游戏中 public static final int GAME_WIN = 2;// 游戏胜利 public static final int GAME_LOST = 3;// 游戏失败 public static final int GAME_PAUSE = -1;// 游戏菜单 // 当前游戏状态(默认初始在游戏菜单界面) public static int gameState = GAME_MENU;
定义五种状态
定义完方法后 在绘图方法中 ,实体键 按下方法 ,抬起方法,触屏监听,逻辑方法,switch
//在那几个方法中加这个 switch (gameState) { case GAME_MENU: break; case GAMEING: break; case GAME_WIN: break; case GAME_LOST: break; case GAME_PAUSE: break; default: break; }
下面再声明一些东西
//声明一个Resources实例便于加载图片 private Resources res = this.getResources(); //声明游戏需要用到的图片资源(图片声明) private Bitmap bmpBackGround;//游戏背景 private Bitmap bmpBoom;//爆炸效果 private Bitmap bmpBoosBoom;//Boos爆炸效果 private Bitmap bmpButton;//游戏开始按钮 private Bitmap bmpButtonPress;//游戏开始按钮被点击 private Bitmap bmpEnemyDuck;//怪物鸭子 private Bitmap bmpEnemyFly;//怪物苍蝇 private Bitmap bmpEnemyBoos;//怪物猪头Boos private Bitmap bmpGameWin;//游戏胜利背景 private Bitmap bmpGameLost;//游戏失败背景 private Bitmap bmpPlayer;//游戏主角飞机 private Bitmap bmpPlayerHp;//主角飞机血量 private Bitmap bmpMenu;//菜单背景 public static Bitmap bmpBullet;//子弹 public static Bitmap bmpEnemyBullet;//敌机子弹 public static Bitmap bmpBossBullet;//Boss子弹
初始化 游戏
/** * SurfaceView视图创建,响应此函数 */ @Override public void surfaceCreated(SurfaceHolder holder) { screenW = this.getWidth(); screenH = this.getHeight(); initGame(); flag = true; // 实例线程 th = new Thread(this); // 启动线程 th.start(); }
/** * 加载游戏资源 */ private void initGame() { //加载游戏资源 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); }
菜单类 GameMenu
菜单类
包括 初始化绘制按钮和背景图
package com.gsf; import android.graphics.Bitmap; import android.graphics.Canvas; import android.graphics.Paint; import android.view.MotionEvent; /** * * @author liuml * @time 2016-5-27 下午5:43:34 */ public class GameMenu { // 菜单背景图 private Bitmap bmpMenu; // 按钮图片资源(按下和未按下图) private Bitmap bmpButton, bmpButtonPress; // 按钮的坐标 private int btnX, btnY; // 按钮是否按下标识位 private Boolean isPress; // 菜单初始化 public GameMenu(Bitmap bmpMenu, Bitmap bmpButton, Bitmap bmpButtonPress) { this.bmpMenu = bmpMenu; this.bmpButton = bmpButton; this.bmpButtonPress = bmpButtonPress; // X居中,Y紧接屏幕底部 btnX = MySurfaceView.screenW / 2 - bmpButton.getWidth() / 2; btnY = MySurfaceView.screenH - bmpButton.getHeight(); isPress = false; } public void draw(Canvas canvas, Paint paint) { // 绘制菜单背景图 canvas.drawBitmap(bmpMenu, 0, 0, paint); if (isPress) { canvas.drawBitmap(bmpButtonPress, btnX, btnY, paint); } else { canvas.drawBitmap(bmpButton, btnX, btnY, paint); } } public void onTouchEvent(MotionEvent event) { // 获取当前触控位置 int pointX = (int) event.getX(); int pointyY = (int) event.getY(); // 当用户是按下和移动时 if (event.getAction() == MotionEvent.ACTION_DOWN || event.getAction() == MotionEvent.ACTION_MOVE) { // 判定用户是否点击按钮 if (pointX > btnX && pointX < btnX + bmpButton.getWidth()) { if (pointyY > btnY && pointyY < btnY + bmpButton.getHeight()) { isPress = true; } else { isPress = false; } } else { isPress = false; } // 当用于是抬起动作时 } else if (event.getAction() == MotionEvent.ACTION_UP) { // 判断抬起时是否点击按钮,防止用户移动到别处 if (pointX > btnX && pointX < btnX + bmpButton.getWidth()) { if (pointyY > btnY && pointyY < btnY + bmpButton.getHeight()) { isPress = false;//抬起后重置 还原Button状态为未按下状态 //改变当前游戏状态为开始游戏 MySurfaceView.gameState = MySurfaceView.GAMEING; } } } } }
然后 在MySurfaceView中使用 GameMenu 使用菜单类
public class MySurfaceView extends SurfaceView implements Callback, Runnable { private SurfaceHolder sfh; private Paint paint; private Thread th; private boolean flag; private Canvas canvas; // 1 定义游戏状态常量 public static final int GAME_MENU = 0;// 游戏菜单 public static final int GAMEING = 1;// 游戏中 public static final int GAME_WIN = 2;// 游戏胜利 public static final int GAME_LOST = 3;// 游戏失败 public static final int GAME_PAUSE = -1;// 游戏菜单 // 当前游戏状态(默认初始在游戏菜单界面) public static int gameState = GAME_MENU; // 声明一个Resources实例便于加载图片 private Resources res = this.getResources(); // 声明游戏需要用到的图片资源(图片声明) private Bitmap bmpBackGround;// 游戏背景 private Bitmap bmpBoom;// 爆炸效果 private Bitmap bmpBoosBoom;// Boos爆炸效果 private Bitmap bmpButton;// 游戏开始按钮 private Bitmap bmpButtonPress;// 游戏开始按钮被点击 private Bitmap bmpEnemyDuck;// 怪物鸭子 private Bitmap bmpEnemyFly;// 怪物苍蝇 private Bitmap bmpEnemyBoos;// 怪物猪头Boos private Bitmap bmpGameWin;// 游戏胜利背景 private Bitmap bmpGameLost;// 游戏失败背景 private Bitmap bmpPlayer;// 游戏主角飞机 private Bitmap bmpPlayerHp;// 主角飞机血量 private Bitmap bmpMenu;// 菜单背景 public static Bitmap bmpBullet;// 子弹 public static Bitmap bmpEnemyBullet;// 敌机子弹 public static Bitmap bmpBossBullet;// Boss子弹 public static int screenW; public static int screenH; // private GameMenu gameMenu; /** * SurfaceView初始化函数 */ 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视图创建,响应此函数 */ @Override public void surfaceCreated(SurfaceHolder holder) { screenW = this.getWidth(); screenH = this.getHeight(); initGame(); flag = true; // 实例线程 th = new Thread(this); // 启动线程 th.start(); } /** * 加载游戏资源 */ private void initGame() { // 加载游戏资源 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); //菜单类实例化 gameMenu = new GameMenu(bmpMenu, bmpButton, bmpButtonPress); } /** * 游戏绘图 */ public void myDraw() { try { canvas = sfh.lockCanvas(); if (canvas != null) { canvas.drawColor(Color.WHITE); // 绘图函数根据游戏状态不同进行不同绘制 switch (gameState) { case GAME_MENU: gameMenu.draw(canvas, paint); break; case GAMEING: 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); } } /** * 触屏事件监听 */ @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; } /** * 按键事件监听 */ @Override public boolean onKeyDown(int keyCode, KeyEvent event) { switch (gameState) { case GAME_MENU: break; case GAMEING: 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: break; case GAME_WIN: break; case GAME_LOST: break; case GAME_PAUSE: break; } return super.onKeyUp(keyCode, event); } /** * 游戏逻辑 */ private void logic() { switch (gameState) { case GAME_MENU: break; case GAMEING: 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视图状态发生改变,响应此函数 */ @Override public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) { } /** * SurfaceView视图消亡时,响应此函数 */ @Override public void surfaceDestroyed(SurfaceHolder holder) { flag = false; } }
效果图:
以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持脚本之家。