Android 仿doodle jump小游戏

这个游戏的逻辑主要在上升和下降以及触碰原理

图片:
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没有做开始游戏 暂停游戏 和结束游戏,但是主要逻辑全部都做出来了

思路,那个类创建的数据那个类管理

链式模拟Android 的Handler做出来的

d代码如下:

   //存入梯子数据
    public void saveInitData(LadderData ladderData) {


        if (mLadderData == null) {

            mLadderData = ladderData;
            //mLadderData.setIndex(mLadderData.getIndex() == 0 ? 0 : -1);

        } else {

            LadderData ladderData1 = new LadderData();

            ladderData1.setLadderX(ladderData.getLadderX());

            ladderData1.setLadderY(ladderData.getLadderY());

            ladderData1.setmLadderData(mLadderData);


            mLadderData = ladderData1;


        }

        initIndex();
    }

这块逻辑是类似于一个个引用在一块,Handler的代码逻辑:

  Message next() {
        // Return here if the message loop has already quit and been disposed.
        // This can happen if the application tries to restart a looper after quit
        // which is not supported.
        final long ptr = mPtr;
        if (ptr == 0) {
            return null;
        }

        int pendingIdleHandlerCount = -1; // -1 only during first iteration
        int nextPollTimeoutMillis = 0;
        for (;;) {
            if (nextPollTimeoutMillis != 0) {
                Binder.flushPendingCommands();
            }

            nativePollOnce(ptr, nextPollTimeoutMillis);

            synchronized (this) {
                // Try to retrieve the next message.  Return if found.
                final long now = SystemClock.uptimeMillis();
                Message prevMsg = null;
                Message msg = mMessages;
                if (msg != null && msg.target == null) {
                    // Stalled by a barrier.  Find the next asynchronous message in the queue.
                    do {
              //-------------------------------------------------------------------------------------------------------------------------
            
                        prevMsg = msg;

                //这块↓↓
                        msg = msg.next;
                    } while (msg != null && !msg.isAsynchronous());
                }
                if (msg != null) {
                    if (now < msg.when) {
                        // Next message is not ready.  Set a timeout to wake up when it is ready.
                        nextPollTimeoutMillis = (int) Math.min(msg.when - now, Integer.MAX_VALUE);
                    } else {
                        // Got a message.
                        mBlocked = false;
                        if (prevMsg != null) {
                            prevMsg.next = msg.next;
                        } else {

                            mMessages = msg.next;
                        }
                        msg.next = null;
                        if (DEBUG) Log.v(TAG, "Returning message: " + msg);
                        msg.markInUse();
                        return msg;
                    }
                } else {
                    // No more messages.
                    nextPollTimeoutMillis = -1;
                }

                // Process the quit message now that all pending messages have been handled.
                if (mQuitting) {
                    dispose();
                    return null;
                }

                // If first time idle, then get the number of idlers to run.
                // Idle handles only run if the queue is empty or if the first message
                // in the queue (possibly a barrier) is due to be handled in the future.
                if (pendingIdleHandlerCount < 0
                        && (mMessages == null || now < mMessages.when)) {
                    pendingIdleHandlerCount = mIdleHandlers.size();
                }
                if (pendingIdleHandlerCount <= 0) {
                    // No idle handlers to run.  Loop and wait some more.
                    mBlocked = true;
                    continue;
                }

                if (mPendingIdleHandlers == null) {
                    mPendingIdleHandlers = new IdleHandler[Math.max(pendingIdleHandlerCount, 4)];
                }
                mPendingIdleHandlers = mIdleHandlers.toArray(mPendingIdleHandlers);
            }

            // Run the idle handlers.
            // We only ever reach this code block during the first iteration.
            for (int i = 0; i < pendingIdleHandlerCount; i++) {
                final IdleHandler idler = mPendingIdleHandlers[i];
                mPendingIdleHandlers[i] = null; // release the reference to the handler

                boolean keep = false;
                try {
                    keep = idler.queueIdle();
                } catch (Throwable t) {
                    Log.wtf(TAG, "IdleHandler threw exception", t);
                }

                if (!keep) {
                    synchronized (this) {
                        mIdleHandlers.remove(idler);
                    }
                }
            }

            // Reset the idle handler count to 0 so we do not run them again.
            pendingIdleHandlerCount = 0;

            // While calling an idle handler, a new message could have been delivered
            // so go back and look again for a pending message without waiting.
            nextPollTimeoutMillis = 0;
        }
    }

a363f102f2e7efffde3f9ec003210bb.png

根据这个原理,它官方这个就是一个套一个

这个是重力加速度,复习了一下初中知识啊啊啊啊。。。。。。。

    /**
     * 返回抛物位置
     *
     * @return
     */

    private double getParabolic(long time) {


        return mV * (time * 0.001) - (0.5 * g * ((time * 0.001) * (time * 0.001)));


    }

    /**
     * 返回重力坐标
     *
     * @param time
     * @return
     */

    private double gravityM(long time) {


        return 0.5 * g * kg * ((time * 0.001) * (time * 0.001));
    }

主要控制阶梯往上移在这块:

 //开始弹跳

    private void startJumpUp() {


        final int[] x = {0};

        new Thread(new Runnable() {
            @Override
            public void run() {


                while (true) {

                    try {
                        Thread.sleep(5);
                    } catch (InterruptedException e) {
                        e.printStackTrace();
                    }
                    x[0]++;

                    if (arrayListladder != null && arrayListladder.size() > 0) {

                        for (int i = 0; i < arrayListladder.size(); i++) {


                            arrayListladder.get(i).setLadderY(arrayListladder.get(i).getLadderY() + x[0]);


                        }

                    }

                    if (x[0] > 40) {
                        break;
                    }


                }

            }
        }).start();

    }

这块是链式最RAO的一段,可能网络上的大神一下就看明白了,哈哈哈

 //删除最后一个

    private void deleteLast() {

        if (mLadderData == null) {

            return;
        } else {


            LadderData temp = mLadderData;
            LadderData temp2 = null;
            if (mLadderData.getmLadderData() == null) {
                mLadderData = null;
            }


            while (true) {

                if (temp == null) {

                    if (temp2 != null) {
                        temp2.setmLadderData(null);
                    } else {
                        mLadderData = null;
                    }

                    break;
                }

                if (temp != null && temp.getmLadderData() != null)
                    temp2 = temp;
                temp = temp.getmLadderData();


            }

            // showData();

            initIndex();


        }


    }

碰撞的检测功能类

 public void collision(ArrayList arrayList, int mLocationY, int x, GravityThread gravityThread, Context mContext) {

        garr.clear();

        for (int i = 0; i < arrayList.size(); i++) {
            LadderTempData ladderTempData = arrayList.get(i);
            int ladderY = ladderTempData.getLadderY();

            if (ladderY > 0) {
                garr.add(ladderTempData);

            }

            if (arrayList.size() < 5) {

                Ladder.temp.addAll(arrayList);
                arrayList.clear();


                Ladder.getInstance().initData(mContext);
                return;
            }

            if (arrayList.get(i).getLadderY() > mContext.getResources().getDisplayMetrics().heightPixels) {

                LadderTempData remove = arrayList.remove(i);
                i--;

            }

        }


        for (int i = 0; i < garr.size(); i++) {


            LadderTempData ladderTempData = garr.get(i);

            int ladderY = ladderTempData.getLadderY();
            int ladderX = ladderTempData.getLadderX();

            Log.e("坐标 X", "x:" + x + " ladderX:" + ladderX + " stopladderX:" + (ladderX + 300));
            Log.e("坐标 Y", "t:" + (ladderY + 5) + " b:" + (ladderY - 5) + " mLocationY:" + mLocationY);

            if (mLocationY < (ladderY + 50) && mLocationY > (ladderY - 50) && x > (ladderX - 40) && x < (ladderX + 300)) {

                gravityThread.height = ladderY + 20;

                Log.e("坐标", "--------------------------");
                break;

            } else {

                gravityThread.initX();
            }


            //ladderY 底部坐标
            //ladderY -40 顶部坐标
            //ladderX 左部坐标
            // ladderX + 300右部坐标


           /* int t = ladderY - 50;
            int b = ladderY;


            int l = ladderX;
            int r = ladderX + 300;

            int pY = mLocationY;
            int pX = x;

            Log.e("坐标", "top: " + (ladderY - 50) + " b:" + b + " mLocationY:" + mLocationY);

            if (pY < b && pY > t && pX > l && pY < r) {
                gravityThread.height = ladderY + 20;

                break;
            } else {
                gravityThread.initX();
            }
*/
        }


    }

类的主要说明

类说明:
XHApplication : 主要的Context
Accelerometer: 方向重力控制类
ControlTheCollision : 碰撞控制类
Gravity:   重力控制类
GravityThread : 重力控制线程
Ladder:梯子数据制造者
GameMainView:绘画

Demo:https://github.com/hanxinhao000/jumpgame

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