Android实战打飞机游戏子弹生成,新建子弹类
public class Bullet { // 子弹图片资源 public Bitmap bmpBullet; // 子弹的坐标 public int bulletX, bulletY; // 子弹的速度 public int speed; // 子弹的种类以及常量 public int bulletType; // 主角的 public static final int BULLET_PLAYER = -1; // 鸭子的 public static final int BULLET_DUCK = 1; // 苍蝇的 public static final int BULLET_FLY = 2; // Boss的 public static final int BULLET_BOSS = 3; // 子弹是否超屏, 优化处理 public boolean isDead; // Boss疯狂状态下子弹相关成员变量 private int dir;// 当前Boss子弹方向 // 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; // 子弹当前方向 public Bullet(Bitmap bmpBullet, int bulletX, int bulletY, int bulletType) { this.bmpBullet = bmpBullet; this.bulletX = bulletX; this.bulletY = bulletY; this.bulletType = bulletType; // 不同的子弹类型速度不一 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); } // 子弹的逻辑 public void logic() { // 不同的子弹类型逻辑不一 // 主角的子弹垂直向上运动 switch (bulletType) { case BULLET_PLAYER: bulletY -= speed; if (bulletY < -50) { isDead = true; } break; // 鸭子和苍蝇的子弹都是垂直下落运动 case BULLET_DUCK: case BULLET_FLY: bulletY += speed; if (bulletY > MySurfaceView.screenH) { isDead = true; } break; case BULLET_BOSS: // Boss疯狂状态下的子弹逻辑待实现 // 边界处理 if (bulletY > MySurfaceView.screenH || bulletY <= -40 || bulletX > MySurfaceView.screenW || bulletX <= -40) { isDead = true; } break; } } }
在在MySurfacview里面调用 生成子弹主角的和自己的
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; // 声明一个敌机容器 private VectorvcEnemy; // 每次生成敌机的时间(毫秒) private int createEnemyTime = 50; private int count;// 计数器 // 敌人数组:1和2表示敌机的种类,-1表示Boss // 二维数组的每一维都是一组怪物 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 } }; // 当前取出一维数组的下标 private int enemyArrayIndex; // 是否出现Boss标识位 private boolean isBoss; // 随机库,为创建的敌机赋予随即坐标 private Random random; // private GameMenu gameMenu; private GameBg gameBg; private Player player; // 敌机子弹容器 private Vector vcBullet; // 添加子弹的计数器 private int countEnemyBullet; // 主角子弹容器 private Vector vcBulletPlayer; // 添加子弹的计数器 private int countPlayerBullet; /** * 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); // 实例游戏背景 gameBg = new GameBg(bmpBackGround); // 实例主角 player = new Player(bmpPlayer, bmpPlayerHp); //敌机子弹容器实例 vcBullet = new Vector (); //主角子弹容器实例 vcBulletPlayer = new Vector (); // 实例敌机容器 vcEnemy = new Vector (); // 实例随机库 random = new Random(); } /** * 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: gameBg.draw(canvas, paint); player.draw(canvas, paint); if (isBoss == false) { // 敌机绘制 for (int i = 0; i < vcEnemy.size(); i++) { vcEnemy.elementAt(i).draw(canvas, paint); } //敌机子弹绘制 for (int i = 0; i < vcBullet.size(); i++) { vcBullet.elementAt(i).draw(canvas, paint); } } else { // boss 绘制 } // 处理主角子弹绘制 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); } } /** * 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: 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); } /** * 游戏逻辑 */ private void logic() { switch (gameState) { case GAME_MENU: break; case GAMEING: gameBg.logic(); player.logic(); // 敌机逻辑 if (isBoss == false) { // 敌机逻辑 for (int i = 0; i < vcEnemy.size(); i++) { Enemy en = vcEnemy.elementAt(i); // 因为容器不断添加敌机 ,那么对敌机isDead判定, // 如果已死亡那么就从容器中删除,对容器起到了优化作用; if (en.isDead) { vcEnemy.removeElementAt(i); } else { en.logic(); } } // 生成敌机 count++; if (count % createEnemyTime == 0) { for (int i = 0; i < enemyArray[enemyArrayIndex].length; i++) { // 苍蝇 if (enemyArray[enemyArrayIndex][i] == 1) { int x = random.nextInt(screenW - 100) + 50; vcEnemy.addElement(new Enemy(bmpEnemyFly, 1, x, -50)); // 鸭子左 } else if (enemyArray[enemyArrayIndex][i] == 2) { int y = random.nextInt(20); vcEnemy.addElement(new Enemy(bmpEnemyDuck, 2, -50, y)); // 鸭子右 } else if (enemyArray[enemyArrayIndex][i] == 3) { int y = random.nextInt(20); vcEnemy.addElement(new Enemy(bmpEnemyDuck, 3, screenW + 50, y)); } } // 这里判断下一组是否为最后一组(Boss) if (enemyArrayIndex == enemyArray.length - 1) { isBoss = true; } else { enemyArrayIndex++; } } // 每2秒添加一个敌机子弹 countEnemyBullet++; if (countEnemyBullet % 40 == 0) { for (int i = 0; i < vcEnemy.size(); i++) { Enemy en = vcEnemy.elementAt(i); // 不同类型敌机不同的子弹运行轨迹 int bulletType = 0; switch (en.type) { // 苍蝇 case Enemy.TYPE_FLY: bulletType = Bullet.BULLET_FLY; break; // 鸭子 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)); } } // 处理敌机子弹逻辑 for (int i = 0; i < vcBullet.size(); i++) { Bullet b = vcBullet.elementAt(i); if (b.isDead) { vcBullet.removeElement(b); } else { b.logic(); } } //每1秒添加一个主角子弹 countPlayerBullet++; if (countPlayerBullet % 20 == 0) { vcBulletPlayer.add(new Bullet(bmpBullet, player.x + 15, player.y - 20, Bullet.BULLET_PLAYER)); } // 处理敌机与主角的碰撞 for (int i = 0; i < vcEnemy.size(); i++) { if (player.isCollsionWith(vcEnemy.elementAt(i))) { // 发生碰撞,主角血量-1 player.setPlayerHp(player.getPlayerHp() - 1); // 当主角血量小于0,判定游戏失败 if (player.getPlayerHp() <= -1) { gameState = GAME_LOST; } } } //处理主角子弹逻辑 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; } }
现在子弹碰撞主角 并没有发生事情 需要子弹和主角的碰撞检测
//修改Player类 添加碰撞检测 // // 判断碰撞(主角与敌机子弹) public boolean isCollsionWith(Bullet bullet) { // 是否处于无敌时间 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; } // 碰撞即进入无敌状态 isCollision = true; return true; // 处于无敌状态,无视碰撞 } else { return false; } }
在主界面 MySrufaceView 的逻辑函数中添加 主角和敌机子弹的碰撞
//处理敌机子弹与主角碰撞 for (int i = 0; i < vcBullet.size(); i++) { if (player.isCollsionWith(vcBullet.elementAt(i))) { //发生碰撞,主角血量-1 player.setPlayerHp(player.getPlayerHp() - 1); //当主角血量小于0,判定游戏失败 if (player.getPlayerHp() <= -1) { gameState = GAME_LOST; } } }
当然 主角的子弹碰撞了敌机 也需要进行碰撞检测 修改 敌机类 Enemy
//判断碰撞(敌机与主角子弹碰撞) 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; } //发生碰撞,让其死亡 isDead = true; return true; }
在主视图中添加逻辑 主角子弹和敌机碰撞的逻辑
//处理主角子弹与敌机碰撞 for (int i = 0; i < vcBulletPlayer.size(); i++) { //取出主角子弹容器的每个元素 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 的效果图
下面完成爆炸的效果
新建一个爆炸类 Boom
/** * 瞬间爆炸 类 * @author liuml * @time 2016-6-1 上午11:32:56 */ public class Boom { //爆炸效果资源图 private Bitmap bmpBoom; //爆炸效果的位置坐标 private int boomX, boomY; //爆炸动画播放当前的帧下标 private int cureentFrameIndex; //爆炸效果的总帧数 private int totleFrame; //每帧的宽高 private int frameW, frameH; //是否播放完毕,优化处理 public boolean playEnd; //爆炸效果的构造函数 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(); } //爆炸效果绘制 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(); } //爆炸效果的逻辑 public void logic() { if (cureentFrameIndex < totleFrame) { cureentFrameIndex++; } else { playEnd = true; } } }
下面就还是老套路了 在主界面 声明爆炸容器 然后绘制 然后是逻辑实现
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; // 声明一个敌机容器 private VectorvcEnemy; // 每次生成敌机的时间(毫秒) private int createEnemyTime = 50; private int count;// 计数器 // 敌人数组:1和2表示敌机的种类,-1表示Boss // 二维数组的每一维都是一组怪物 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 } }; // 当前取出一维数组的下标 private int enemyArrayIndex; // 是否出现Boss标识位 private boolean isBoss; // 随机库,为创建的敌机赋予随即坐标 private Random random; // private GameMenu gameMenu; private GameBg gameBg; private Player player; // 敌机子弹容器 private Vector vcBullet; // 添加子弹的计数器 private int countEnemyBullet; // 主角子弹容器 private Vector vcBulletPlayer; // 添加子弹的计数器 private int countPlayerBullet; //爆炸效果容器 private Vector vcBoom; /** * 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); // 实例游戏背景 gameBg = new GameBg(bmpBackGround); // 实例主角 player = new Player(bmpPlayer, bmpPlayerHp); //敌机子弹容器实例 vcBullet = new Vector (); //主角子弹容器实例 vcBulletPlayer = new Vector (); // 实例敌机容器 vcEnemy = new Vector (); // 实例随机库 random = new Random(); //爆炸效果容器实例 vcBoom = new Vector (); } /** * 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: gameBg.draw(canvas, paint); player.draw(canvas, paint); if (isBoss == false) { // 敌机绘制 for (int i = 0; i < vcEnemy.size(); i++) { vcEnemy.elementAt(i).draw(canvas, paint); } //敌机子弹绘制 for (int i = 0; i < vcBullet.size(); i++) { vcBullet.elementAt(i).draw(canvas, paint); } //爆炸效果绘制 for (int i = 0; i < vcBoom.size(); i++) { vcBoom.elementAt(i).draw(canvas, paint); } } else { // boss 绘制 } // 处理主角子弹绘制 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); } } /** * 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: 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); } /** * 游戏逻辑 */ private void logic() { switch (gameState) { case GAME_MENU: break; case GAMEING: gameBg.logic(); player.logic(); // 敌机逻辑 if (isBoss == false) { // 敌机逻辑 for (int i = 0; i < vcEnemy.size(); i++) { Enemy en = vcEnemy.elementAt(i); // 因为容器不断添加敌机 ,那么对敌机isDead判定, // 如果已死亡那么就从容器中删除,对容器起到了优化作用; if (en.isDead) { vcEnemy.removeElementAt(i); } else { en.logic(); } } // 生成敌机 count++; if (count % createEnemyTime == 0) { for (int i = 0; i < enemyArray[enemyArrayIndex].length; i++) { // 苍蝇 if (enemyArray[enemyArrayIndex][i] == 1) { int x = random.nextInt(screenW - 100) + 50; vcEnemy.addElement(new Enemy(bmpEnemyFly, 1, x, -50)); // 鸭子左 } else if (enemyArray[enemyArrayIndex][i] == 2) { int y = random.nextInt(20); vcEnemy.addElement(new Enemy(bmpEnemyDuck, 2, -50, y)); // 鸭子右 } else if (enemyArray[enemyArrayIndex][i] == 3) { int y = random.nextInt(20); vcEnemy.addElement(new Enemy(bmpEnemyDuck, 3, screenW + 50, y)); } } // 这里判断下一组是否为最后一组(Boss) if (enemyArrayIndex == enemyArray.length - 1) { isBoss = true; } else { enemyArrayIndex++; } } // 每2秒添加一个敌机子弹 countEnemyBullet++; if (countEnemyBullet % 40 == 0) { for (int i = 0; i < vcEnemy.size(); i++) { Enemy en = vcEnemy.elementAt(i); // 不同类型敌机不同的子弹运行轨迹 int bulletType = 0; switch (en.type) { // 苍蝇 case Enemy.TYPE_FLY: bulletType = Bullet.BULLET_FLY; break; // 鸭子 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)); } } // 处理敌机子弹逻辑 for (int i = 0; i < vcBullet.size(); i++) { Bullet b = vcBullet.elementAt(i); if (b.isDead) { vcBullet.removeElement(b); } else { b.logic(); } } //每1秒添加一个主角子弹 countPlayerBullet++; if (countPlayerBullet % 20 == 0) { vcBulletPlayer.add(new Bullet(bmpBullet, player.x + 15, player.y - 20, Bullet.BULLET_PLAYER)); } // 处理敌机与主角的碰撞 for (int i = 0; i < vcEnemy.size(); i++) { if (player.isCollsionWith(vcEnemy.elementAt(i))) { // 发生碰撞,主角血量-1 player.setPlayerHp(player.getPlayerHp() - 1); // 当主角血量小于0,判定游戏失败 if (player.getPlayerHp() <= -1) { gameState = GAME_LOST; } } } //处理主角子弹逻辑 for (int i = 0; i < vcBulletPlayer.size(); i++) { Bullet b = vcBulletPlayer.elementAt(i); if (b.isDead) { vcBulletPlayer.removeElement(b); } else { b.logic(); } } //处理敌机子弹与主角碰撞 for (int i = 0; i < vcBullet.size(); i++) { if (player.isCollsionWith(vcBullet.elementAt(i))) { //发生碰撞,主角血量-1 player.setPlayerHp(player.getPlayerHp() - 1); //当主角血量小于0,判定游戏失败 if (player.getPlayerHp() <= -1) { gameState = GAME_LOST; } } } //处理主角子弹与敌机碰撞 for (int i = 0; i < vcBulletPlayer.size(); i++) { //取出主角子弹容器的每个元素 Bullet blPlayer = vcBulletPlayer.elementAt(i); for (int j = 0; j < vcEnemy.size(); j++) { //添加爆炸效果 //取出敌机容器的每个元与主角子弹遍历判断 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; } }
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。