本文实例为大家分享了打飞机游戏BOSS以及胜利失败页面设计的Android代码,具体内容如下
修改子弹类:
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; } } /** * 专用于处理Boss疯狂状态下创建的子弹 * @param bmpBullet * @param bulletX * @param bulletY * @param bulletType * @param Dir */ public Bullet(Bitmap bmpBullet, int bulletX, int bulletY, int bulletType, int dir) { this.bmpBullet = bmpBullet; this.bulletX = bulletX; this.bulletY = bulletY; this.bulletType = bulletType; speed = 5; this.dir = dir; } //子弹的绘制 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; //Boss疯狂状态下的8方向子弹逻辑 case BULLET_BOSS: //Boss疯狂状态下的子弹逻辑待实现 switch (dir) { //方向上的子弹 case DIR_UP: bulletY -= speed; break; //方向下的子弹 case DIR_DOWN: bulletY += speed; break; //方向左的子弹 case DIR_LEFT: bulletX -= speed; break; //方向右的子弹 case DIR_RIGHT: bulletX += speed; break; //方向左上的子弹 case DIR_UP_LEFT: bulletY -= speed; bulletX -= speed; break; //方向右上的子弹 case DIR_UP_RIGHT: bulletX += speed; bulletY -= speed; break; //方向左下的子弹 case DIR_DOWN_LEFT: bulletX -= speed; bulletY += speed; break; //方向右下的子弹 case DIR_DOWN_RIGHT: bulletY += speed; bulletX += speed; break; } //边界处理 if (bulletY > MySurfaceView.screenH || bulletY <= -40 || bulletX > MySurfaceView.screenW || bulletX <= -40) { isDead = true; } break; } } }
下面 新建BOSS类
创建BOSS
public class Boss { //Boss的血量 public int hp = 50; //Boss的图片资源 private Bitmap bmpBoss; //Boss坐标 public int x, y; //Boss每帧的宽高 public int frameW, frameH; //Boss当前帧下标 private int frameIndex; //Boss运动的速度 private int speed = 5; //Boss的运动轨迹 //一定时间会向着屏幕下方运动,并且发射大范围子弹,(是否狂态) //正常状态下 ,子弹垂直朝下运动 private boolean isCrazy; //进入疯狂状态的状态时间间隔 private int crazyTime = 200; //计数器 private int count; //Boss的构造函数 public Boss(Bitmap bmpBoss) { this.bmpBoss = bmpBoss; frameW = bmpBoss.getWidth() / 10; frameH = bmpBoss.getHeight(); //Boss的X坐标居中 x = MySurfaceView.screenW / 2 - frameW / 2; y = 0; } //Boss的绘制 public void draw(Canvas canvas, Paint paint) { canvas.save(); canvas.clipRect(x, y, x + frameW, y + frameH); canvas.drawBitmap(bmpBoss, x - frameIndex * frameW, y, paint); canvas.restore(); } //Boss的逻辑 public void logic() { //不断循环播放帧形成动画 frameIndex++; if (frameIndex >= 10) { frameIndex = 0; } //没有疯狂的状态 if (isCrazy == false) { x += speed; if (x + frameW >= MySurfaceView.screenW) { speed = -speed; } else if (x <= 0) { speed = -speed; } count++; if (count % crazyTime == 0) { isCrazy = true; speed = 24; } //疯狂的状态 } else { speed -= 1; //当Boss返回时创建大量子弹 if (speed == 0) { //添加8方向子弹 MySurfaceView.vcBulletBoss.add(new Bullet(MySurfaceView.bmpBossBullet, x+40, y+10, Bullet.BULLET_BOSS, Bullet.DIR_UP)); MySurfaceView.vcBulletBoss.add(new Bullet(MySurfaceView.bmpBossBullet, x+40, y+10, Bullet.BULLET_BOSS, Bullet.DIR_DOWN)); MySurfaceView.vcBulletBoss.add(new Bullet(MySurfaceView.bmpBossBullet, x+40, y+10, Bullet.BULLET_BOSS, Bullet.DIR_LEFT)); MySurfaceView.vcBulletBoss.add(new Bullet(MySurfaceView.bmpBossBullet, x+40, y+10, Bullet.BULLET_BOSS, Bullet.DIR_RIGHT)); MySurfaceView.vcBulletBoss.add(new Bullet(MySurfaceView.bmpBossBullet, x+40, y+10, Bullet.BULLET_BOSS, Bullet.DIR_UP_LEFT)); MySurfaceView.vcBulletBoss.add(new Bullet(MySurfaceView.bmpBossBullet, x+40, y+10, Bullet.BULLET_BOSS, Bullet.DIR_UP_RIGHT)); MySurfaceView.vcBulletBoss.add(new Bullet(MySurfaceView.bmpBossBullet, x+40, y+10, Bullet.BULLET_BOSS, Bullet.DIR_DOWN_LEFT)); MySurfaceView.vcBulletBoss.add(new Bullet(MySurfaceView.bmpBossBullet, x+40, y+10, Bullet.BULLET_BOSS, Bullet.DIR_DOWN_RIGHT)); } y += speed; if (y <= 0) { //恢复正常状态 isCrazy = false; speed = 5; } } } //判断碰撞(Boss被主角子弹击中) 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; } return true; } //设置Boss血量 public void setHp(int hp) { this.hp = hp; } }
在主界面实例化 子弹 以及boss
public class MySurfaceView extends SurfaceView implements Callback, Runnable { private SurfaceHolder sfh; private Paint paint; private Thread th; private boolean flag; private Canvas canvas; public static int screenW, screenH; //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 //声明一个菜单对象 private GameMenu gameMenu; //声明一个滚动游戏背景对象 private GameBg backGround; //声明主角对象 private Player player; //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; //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; //声明Boss private Boss boss; //Boss的子弹容器 public static Vector vcBulletBoss; /** * 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); setFocusableInTouchMode(true); //设置背景常亮 this.setKeepScreenOn(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(); } /* * 自定义的游戏初始化函数 */ private void initGame() { //放置游戏切入后台重新进入游戏时,游戏被重置! //当游戏状态处于菜单时,才会重置游戏 if (gameState == GAME_MENU) { //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); //爆炸效果容器实例 vcBoom = new Vector (); //敌机子弹容器实例 vcBullet = new Vector (); //主角子弹容器实例 vcBulletPlayer = new Vector (); //菜单类实例 gameMenu = new GameMenu(bmpMenu, bmpButton, bmpButtonPress); //实例游戏背景 backGround = new GameBg(bmpBackGround); //实例主角 player = new Player(bmpPlayer, bmpPlayerHp); //实例敌机容器 vcEnemy = new Vector (); //实例随机库 random = new Random(); //---Boss相关 //实例boss对象 boss = new Boss(bmpEnemyBoos); //实例Boss子弹容器 vcBulletBoss = 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: //菜单的绘图函数 gameMenu.draw(canvas, paint); break; case GAMEING: //游戏背景 backGround.draw(canvas, paint); //主角绘图函数 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 { //Boos的绘制 boss.draw(canvas, paint); //Boss子弹逻辑 for (int i = 0; i < vcBulletBoss.size(); i++) { vcBulletBoss.elementAt(i).draw(canvas, paint); } } //处理主角子弹绘制 for (int i = 0; i < vcBulletPlayer.size(); i++) { vcBulletPlayer.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); } break; case GAME_PAUSE: break; case GAME_WIN: canvas.drawBitmap(bmpGameWin, 0, 0, paint); break; case GAME_LOST: canvas.drawBitmap(bmpGameLost, 0, 0, paint); 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) { //触屏监听事件函数根据游戏状态不同进行不同监听 switch (gameState) { case GAME_MENU: //菜单的触屏事件处理 gameMenu.onTouchEvent(event); break; case GAMEING: break; case GAME_PAUSE: break; case GAME_WIN: break; case GAME_LOST: break; } return true; } /** * 按键按下事件监听 */ @Override public boolean onKeyDown(int keyCode, KeyEvent event) { //处理back返回按键 if (keyCode == KeyEvent.KEYCODE_BACK) { //游戏胜利、失败、进行时都默认返回菜单 if (gameState == GAMEING || gameState == GAME_WIN || gameState == GAME_LOST) { gameState = GAME_MENU; //Boss状态设置为没出现 isBoss = false; //重置游戏 initGame(); //重置怪物出场 enemyArrayIndex = 0; } else if (gameState == GAME_MENU) { //当前游戏状态在菜单界面,默认返回按键退出游戏 MainActivity.instance.finish(); System.exit(0); } //表示此按键已处理,不再交给系统处理, //从而避免游戏被切入后台 return true; } //按键监听事件函数根据游戏状态不同进行不同监听 switch (gameState) { case GAME_MENU: break; case GAMEING: //主角的按键按下事件 player.onKeyDown(keyCode, event); break; case GAME_PAUSE: break; case GAME_WIN: break; case GAME_LOST: break; } return super.onKeyDown(keyCode, event); } /** * 按键抬起事件监听 */ @Override public boolean onKeyUp(int keyCode, KeyEvent event) { //处理back返回按键 if (keyCode == KeyEvent.KEYCODE_BACK) { //游戏胜利、失败、进行时都默认返回菜单 if (gameState == GAMEING || gameState == GAME_WIN || gameState == GAME_LOST) { gameState = GAME_MENU; } //表示此按键已处理,不再交给系统处理, //从而避免游戏被切入后台 return true; } //按键监听事件函数根据游戏状态不同进行不同监听 switch (gameState) { case GAME_MENU: break; case GAMEING: //按键抬起事件 player.onKeyUp(keyCode, event); break; case GAME_PAUSE: break; case GAME_WIN: break; case GAME_LOST: break; } return super.onKeyDown(keyCode, event); } /** * 游戏逻辑 */ private void logic() { //逻辑处理根据游戏状态不同进行不同处理 switch (gameState) { case GAME_MENU: break; case GAMEING: //背景逻辑 backGround.logic(); //主角逻辑 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++; } } //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; } } } //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(); } } //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)); } } } } else {//Boss相关逻辑 //每0.5秒添加一个主角子弹 boss.logic(); if (countPlayerBullet % 10 == 0) { //Boss的没发疯之前的普通子弹 vcBulletBoss.add(new Bullet(bmpBossBullet, boss.x + 35, boss.y + 40, Bullet.BULLET_FLY)); } //Boss子弹逻辑 for (int i = 0; i < vcBulletBoss.size(); i++) { Bullet b = vcBulletBoss.elementAt(i); if (b.isDead) { vcBulletBoss.removeElement(b); } else { b.logic(); } } //Boss子弹与主角的碰撞 for (int i = 0; i < vcBulletBoss.size(); i++) { if (player.isCollsionWith(vcBulletBoss.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; } } } //Boss被主角子弹击中,产生爆炸效果 for (int i = 0; i < vcBulletPlayer.size(); i++) { Bullet b = vcBulletPlayer.elementAt(i); if (boss.isCollsionWith(b)) { if (boss.hp <= 0) { //游戏胜利 gameState = GAME_WIN; } else { //及时删除本次碰撞的子弹,防止重复判定此子弹与Boss碰撞、 b.isDead = true; //Boss血量减1 boss.setHp(boss.hp - 1); //在Boss上添加三个Boss爆炸效果 vcBoom.add(new Boom(bmpBoosBoom, boss.x + 25, boss.y + 30, 5)); vcBoom.add(new Boom(bmpBoosBoom, boss.x + 35, boss.y + 40, 5)); vcBoom.add(new Boom(bmpBoosBoom, boss.x + 45, boss.y + 50, 5)); } } } } //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(); } } //爆炸效果逻辑 for (int i = 0; i < vcBoom.size(); i++) { Boom boom = vcBoom.elementAt(i); if (boom.playEnd) { //播放完毕的从容器中删除 vcBoom.removeElementAt(i); } else { vcBoom.elementAt(i).logic(); } } break; case GAME_PAUSE: break; case GAME_WIN: break; case GAME_LOST: 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; } }
以及胜利和失败页面
最后附上 MainActivit
public class MainActivity extends Activity { public static MainActivity instance; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); instance = this; //设置全屏 this.getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN); requestWindowFeature(Window.FEATURE_NO_TITLE); //显示自定义的SurfaceView视图 setContentView(new MySurfaceView(this)); } @Override protected void onDestroy() { // TODO Auto-generated method stub MySurfaceView.gameState = MySurfaceView.GAME_MENU; super.onDestroy(); } }
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。