快乐打小鸟游戏的开发


1.程序主界面:

快乐打小鸟游戏的开发_第1张图片

屏幕有猎枪,每一轮5发子弹,游戏可以一直玩下去。通过晃动手机,可以重力加速度传感器控制准星和猎枪角度的移动。为了增加啊趣味性,同时增加了小鸟移动的场景,白云也是可以移动的。

2在游戏开始的过程中,可以点击返回键暂停游戏。

 

下面从源码角度以及代码功能角度讲解一下快乐打小鸟的游戏。

首先,游戏含有5部分,移动的小鸟,移动的云,小鸟散落的羽毛,游戏相关的场景布局和设置以及射击小鸟部分。下面将分别对这5各部分进行介绍。

(1)   移动的小鸟。

关于小鸟的各种属性设置其实在bird.java文件中,在eclipse中的目录文件层次结构如下图所示:

快乐打小鸟游戏的开发_第2张图片

Bird有以下几种状态,下落状态,已下落,正在飞行,已经飞走,是否受惊吓(枪声),小鸟的速度。分别对应如下几个属性:

    private boolean falling = false; //下落状态

    private boolean fallen = false //已落下

    private boolean flying = true;   //正在飞

    private boolean flyAway = false; //已经飞走

   

    private boolean wasScared = true; //是否受惊吓

   

    private int deadRotation = 0; //死亡时旋转角度

   

    private float xSpeed = 1, ySpeed = 0;

    private int speed = 4;  //速度

    private Random r = new Random();

    private final long creationTime;

    private long pauseTime=0;

private final long lifeTime = 30*1000;//存活时间,默认30 secs

调用update函数可以对小鸟的各种状态进行更新,从而在画面上实时显示,达到动态的效果。

    public void update()

    {

       float currX = getX();

       float currY = getY();

   

       if(System.currentTimeMillis() - creationTime-pauseTime > lifeTime && isFlying())

       {

           setFlyAway(true);

       }

      

       if(flying)

       {

           if(wasScared)

           {

              ySpeed=-ySpeed;

              wasScared = false;

           }

          

           currX =currX + speed * xSpeed;

           if(currX<0)

           {

              currX= 0;

              getTextureRegion().setFlippedHorizontal(!getTextureRegion().isFlippedHorizontal());

              xSpeed=-xSpeed;     

           }

           else if(currX+getWidth()>ShotBirdGame.CAMERA_WIDTH)

           {

              currX= ShotBirdGame.CAMERA_WIDTH-getWidth();

              getTextureRegion().setFlippedHorizontal(!getTextureRegion().isFlippedHorizontal());

              xSpeed=-xSpeed;

           }

          

           currY =currY + speed * ySpeed;

           if(currY<0)

           {

              currY= 0;

              ySpeed=-ySpeed;     

           }

           else if(currY+getHeight()>ShotBirdGame.CAMERA_HEIGHT-ShotBirdGame.grass.getHeight())

           {

              currY= ShotBirdGame.CAMERA_HEIGHT-ShotBirdGame.grass.getHeight()-getWidth();

              ySpeed=-ySpeed;

           }

          

           int rotCoeff = 1;

          

           if(xSpeed>0)

           {

              rotCoeff= 1;

           }

           else

           {

              rotCoeff= -1;

           }

          

           if(ySpeed>0)

           {

              setRotation(15*rotCoeff);

           }

           else

           {

              setRotation(-15*rotCoeff);

           }

          

          

           setPosition(currX,currY);

       }

       else if(flyAway)

       {

           ySpeed =Math.abs(ySpeed)*-1;

          

           currX =currX + speed * xSpeed*2;

           currY =currY + speed * ySpeed*2;

          

           if(currX+getWidth()<0)

           {

              fallen = true;      

           }else if(currX>ShotBirdGame.CAMERA_WIDTH)

           {

              fallen = true;

           }

          

           if(currY+getHeight()<0)

           {

              fallen = true;

           }

          

           int rotCoeff = 1;

           if(xSpeed>0)

           {

              rotCoeff= 1;

           }

           else

           {

              rotCoeff= -1;

           }

           setRotation(-15*rotCoeff);

           setPosition(currX,currY);

       }

       else if (falling)

       {

           currX =currX + 2 * xSpeed;

           if(currX+getWidth()<0)

           {

              currX= ShotBirdGame.CAMERA_WIDTH;       

           }else if(currX>ShotBirdGame.CAMERA_WIDTH)

           {

              currX= 0-getWidth();

           }

          

           currY+=10;

          

           if(currY > ShotBirdGame.CAMERA_HEIGHT-ShotBirdGame.grass.getHeight())

           {

              currY= ShotBirdGame.CAMERA_HEIGHT-ShotBirdGame.grass.getHeight();

             

              fallen = true;

              falling = false;

           }

          

           setPosition(currX,currY);

           deadRotation += 5*xSpeed;

           setRotation(deadRotation);

       }

      

    }

(2)  移动的云。

   为了是游戏的画面感更具动态性,增加了移动的云朵。云朵主要含有速度这一个属性,对应的class文件为Cloud.java。其中定时对云朵的状态进行更新,可以达到动态的效果。更新状态的功能主要如下:

    //更新云朵的位置信息

    public void update()

    {

       float currX = getX() + cloudSpeed;

       if(currX+getWidth()<0)

       {

           currX =ShotBirdGame.CAMERA_WIDTH;       

       }else if(currX>ShotBirdGame.CAMERA_WIDTH)

       {

           currX =0-getWidth();

       }

      

       setPosition(currX,getY());

    }

(3)  散落的羽毛。

散落的羽毛主要是在小鸟被子弹打中时出现,含有动态的散落的效果。主要对应的是class文件为Feather.java文件。更新羽毛所在的位置信息的代码如下:

    //更新羽毛所在的位置信息

    public void update()

    {

       if(System.currentTimeMillis()-creationTime<lifeTime)

       {         

           if(random.nextBoolean())

           {

              setPosition(getX()+random.nextInt(10), getY()+1);

           }

           else

           {

              setPosition(getX()+random.nextInt(10)*-1, getY()+1);

           }

       }

       else

       {

           dead  = true;

       }

}

(4)快乐打小鸟游戏的主要部分。

这部分包含应用程序的入口,已经游戏所需资源文件的一些初始化操作。游戏场景的加载和游戏中涉及的对象的初始化。比如山,陆地,草坪,小的云朵,射击的音效等。加载UI元素的代码如下:

    private final int add = 50;

 

    protected static final String PREFS_NAME = "GAME_SETTINGS";

    protected static final String USE_SOUND = "SOUND";

    protected static final String USE_VIBRO = "VIBRO";

    protected static final String USE_ACC = "ACC";

    protected static final String USE_TOUCH = "TOUCH";

    public static int CAMERA_WIDTH = 800;//480;

    public static int CAMERA_HEIGHT = 480;//320;

 

    private Camera mCamera;

    private Texture mTexture,mTexture2,mTexture3;

    public static TextureRegion /*background,*/

    hills,

    sky,

    largeCloud,

    mediumCloud,

    smallCloud,

    grass,

    aim,

    barrel,

    feather,

    featherFlipped,

    shootbutton,

    shell,

    flash,

    shot,

    logo,

    startButton,

    settingsButton;

    public static TiledTextureRegion birdFly,birdFlyFlipped;

 

    public static Sound sShotReload;

 

    public static Font mDuckFont;

    public static Texture mDuckFontTexture;

 

    private Game game;

    private boolean musicPaused;

本游戏主要用到了andengine游戏开发引擎,加载游戏引擎的带阿妈如下(其中本游戏的最小分辨率是320X480,最佳分辨率是480x800):

    //加载游戏引擎

    public Engine onLoadEngine() {

       Displaydisplay = getWindowManager().getDefaultDisplay();

       CAMERA_WIDTH = display.getWidth();

       CAMERA_HEIGHT = display.getHeight();

       if(CAMERA_WIDTH<=480 && CAMERA_HEIGHT<=320)

       {

           CAMERA_WIDTH=480;

           CAMERA_HEIGHT=320;

       }

 

       this.mCamera = new Camera(0,0,CAMERA_WIDTH,CAMERA_HEIGHT);

       return new Engine(newEngineOptions(true,ScreenOrientation.LANDSCAPE,new RatioResolutionPolicy(CAMERA_WIDTH,CAMERA_HEIGHT),this.mCamera).setNeedsSound(true).setNeedsMusic(true));

    }

加载游戏所用的所有资源:

    //加载游戏所需的资源

    public void onLoadResources() {

       Log.i("WIDTHxHEIGHT", CAMERA_WIDTH+"x"+CAMERA_HEIGHT);

       if(CAMERA_WIDTH<=480 && CAMERA_HEIGHT<=320)

       {

           this.mTexture = newTexture(1024,1024,TextureOptions.BILINEAR);

           ShotBirdGame.hills = TextureRegionFactory.createFromAsset(this.mTexture, this, "graphics/background480hills.png",0,0);

           ShotBirdGame.sky = TextureRegionFactory.createFromAsset(this.mTexture, this, "graphics/background480sky.png",0,306);

           ShotBirdGame.grass= TextureRegionFactory.createFromAsset(this.mTexture, this,"graphics/background480grass.png",0,642);

           ShotBirdGame.barrel= TextureRegionFactory.createFromAsset(this.mTexture, this,"graphics/barrel480.png",802,0);

           ShotBirdGame.aim= TextureRegionFactory.createFromAsset(this.mTexture, this,"graphics/crosshairs480.png",802,352);    

           ShotBirdGame.birdFly = TextureRegionFactory.createTiledFromAsset(this.mTexture, this,"graphics/birdallframes480.png",0,642+82,4,4);

           ShotBirdGame.birdFlyFlipped = birdFly.clone();

           ShotBirdGame.birdFlyFlipped.setFlippedHorizontal(true);

           ShotBirdGame.shell= TextureRegionFactory.createFromAsset(this.mTexture, this,"graphics/shell480.png",322,642+82);

           ShotBirdGame.shootbutton= TextureRegionFactory.createFromAsset(this.mTexture, this,"graphics/shootbutton480.png",322+50,642+82);

           ShotBirdGame.feather = TextureRegionFactory.createFromAsset(this.mTexture, this,"graphics/feather.png",0,642+82+256);

           ShotBirdGame.featherFlipped = feather.clone();

           ShotBirdGame.featherFlipped.setFlippedHorizontal(true);

           this.mEngine.getTextureManager().loadTexture(this.mTexture);

 

           //no enough space in mTexture left :)

           this.mTexture2 = newTexture(1024,1024,TextureOptions.BILINEAR);

           ShotBirdGame.largeCloud = TextureRegionFactory.createFromAsset(this.mTexture2, this, "graphics/largecloud.png",0,0);

           ShotBirdGame.mediumCloud = TextureRegionFactory.createFromAsset(this.mTexture2, this, "graphics/mediumcloud.png",242,0);

           ShotBirdGame.smallCloud = TextureRegionFactory.createFromAsset(this.mTexture2, this, "graphics/smallcloud.png",242+130,0);

           ShotBirdGame.flash= TextureRegionFactory.createFromAsset(this.mTexture2, this, "graphics/muzzleflash480.png",0,66);

           ShotBirdGame.shot= TextureRegionFactory.createFromAsset(this.mTexture2, this, "graphics/shot480.png",98,66);   

           this.mEngine.getTextureManager().loadTexture(this.mTexture2);

 

           this.mTexture3 = newTexture(1024,1024,TextureOptions.BILINEAR);

           ShotBirdGame.logo = TextureRegionFactory.createFromAsset(this.mTexture3, this, "graphics/title480.png",0,0);

           ShotBirdGame.startButton = TextureRegionFactory.createFromAsset(this.mTexture3, this, "graphics/startbutton.png",0,226);

           ShotBirdGame.settingsButton = TextureRegionFactory.createFromAsset(this.mTexture3, this, "graphics/settingsbutton.png",0,226+50);

           this.mEngine.getTextureManager().loadTexture(this.mTexture3);

 

           ShotBirdGame.mDuckFontTexture = new Texture(256,256, TextureOptions.BILINEAR_PREMULTIPLYALPHA);

           FontFactory.setAssetBasePath("font/");

           ShotBirdGame.mDuckFont = FontFactory.createFromAsset(ShotBirdGame.mDuckFontTexture, this, "comixheavy.ttf", 28, true, Color.BLACK);

           this.mEngine.getTextureManager().loadTexture(ShotBirdGame.mDuckFontTexture);

           this.mEngine.getFontManager().loadFont(ShotBirdGame.mDuckFont);           

       }

       else

       {

           this.mTexture = newTexture(1024,1024,TextureOptions.BILINEAR);

           ShotBirdGame.hills = TextureRegionFactory.createFromAsset(this.mTexture, this, "graphics/background800hills.png",0,0);

           ShotBirdGame.sky = TextureRegionFactory.createFromAsset(this.mTexture, this, "graphics/background800sky.png",0,306+add);

           ShotBirdGame.grass= TextureRegionFactory.createFromAsset(this.mTexture, this,"graphics/background800grass.png",0,642+add);

           ShotBirdGame.barrel= TextureRegionFactory.createFromAsset(this.mTexture, this,"graphics/barrel800.png",802+add,0);

           ShotBirdGame.aim= TextureRegionFactory.createFromAsset(this.mTexture, this,"graphics/crosshairs800.png",802+add,352);     

           ShotBirdGame.birdFly = TextureRegionFactory.createTiledFromAsset(this.mTexture, this,"graphics/birdallframes800.png",0,642+82+add*4/5,4,4);

           ShotBirdGame.birdFlyFlipped = birdFly.clone();

           ShotBirdGame.birdFlyFlipped.setFlippedHorizontal(true);

           ShotBirdGame.shell= TextureRegionFactory.createFromAsset(this.mTexture, this,"graphics/shell800.png",322,642+82+add);

           ShotBirdGame.shootbutton= TextureRegionFactory.createFromAsset(this.mTexture, this,"graphics/shootbutton800.png",322+50,642+82+add);

           ShotBirdGame.feather = TextureRegionFactory.createFromAsset(this.mTexture, this,"graphics/feather.png",0,642+82+256);

           ShotBirdGame.featherFlipped = feather.clone();

           ShotBirdGame.featherFlipped.setFlippedHorizontal(true);

           this.mEngine.getTextureManager().loadTexture(this.mTexture);

 

           //no enough space in mTexture left :)

           this.mTexture2 = newTexture(1024,1024,TextureOptions.BILINEAR);

           ShotBirdGame.largeCloud = TextureRegionFactory.createFromAsset(this.mTexture2, this, "graphics/largecloud.png",0,0);

           ShotBirdGame.mediumCloud = TextureRegionFactory.createFromAsset(this.mTexture2, this, "graphics/mediumcloud.png",242+add,0);

           ShotBirdGame.smallCloud = TextureRegionFactory.createFromAsset(this.mTexture2, this, "graphics/smallcloud.png",242+130+add,0);

           ShotBirdGame.flash= TextureRegionFactory.createFromAsset(this.mTexture2, this, "graphics/muzzleflash800.png",0,66);

           ShotBirdGame.shot= TextureRegionFactory.createFromAsset(this.mTexture2, this, "graphics/shot800.png",98,66);   

           this.mEngine.getTextureManager().loadTexture(this.mTexture2);

 

           this.mTexture3 = newTexture(1024,1024,TextureOptions.BILINEAR);

           ShotBirdGame.logo = TextureRegionFactory.createFromAsset(this.mTexture3, this, "graphics/title800.png",0,0);

           ShotBirdGame.startButton = TextureRegionFactory.createFromAsset(this.mTexture3, this, "graphics/startbutton.png",0,226+add);

           ShotBirdGame.settingsButton = TextureRegionFactory.createFromAsset(this.mTexture3, this, "graphics/settingsbutton.png",0,226+50+add);

           this.mEngine.getTextureManager().loadTexture(this.mTexture3);

 

           ShotBirdGame.mDuckFontTexture = new Texture(256,256, TextureOptions.BILINEAR_PREMULTIPLYALPHA);

           FontFactory.setAssetBasePath("font/");

           ShotBirdGame.mDuckFont = FontFactory.createFromAsset(ShotBirdGame.mDuckFontTexture, this, "comixheavy.ttf", 48, true, Color.BLACK);

           this.mEngine.getTextureManager().loadTexture(ShotBirdGame.mDuckFontTexture);

           this.mEngine.getFontManager().loadFont(ShotBirdGame.mDuckFont);

 

       }

 

 

 

       SoundFactory.setAssetBasePath("sounds/");

       MusicFactory.setAssetBasePath("sounds/");

       try {

           ShotBirdGame.sShotReload = SoundFactory.createSoundFromAsset(this.mEngine.getSoundManager(), this, "gunshotreload.ogg");

       } catch (final IOException e) {

           Debug.e("Error", e);

       }

    }

(4)  Game也是本游戏中很重要的一个类,仅次于ShotBirdGame类,主要是游戏中场景对象的一些控制,游戏画面的更新等。Game类中定义了一些基本的属性,比如每一轮子弹数量的多少(一般为5发),云朵数量的最大值,更新数据的时间,手机返回键的获取,游戏状态的设置(开始,暂停,继续)等。其属性信息如下:

private int GAME_STATE;

 

    public static final int STATE_MENU=0;

    public static final int STATE_RUN=1;

    public static final int STATE_DIALOGS=2;

 

    private Random random = new Random();

 

    private ArrayList<Bird> birds = new ArrayList<Bird>();

    private ArrayList<Bird> birdsToRemove = new ArrayList<Bird>();

    private ArrayList<Feather> feathers = new ArrayList<Feather>();

    private ArrayList<Feather> feathersBuffer = new ArrayList<Feather>();

    private ArrayList<Feather> feathersToRemove = new ArrayList<Feather>();

 

    private ArrayList<Cloud> clouds = new ArrayList<Cloud>();

    private int maxClouds = 5;

 

    private Sprite grass, /*background,*/shootbutton,hills,sky;

    private Sprite aim;

    private float aimXSpeed = 0;

 

    private float aimYSpeed = 0;

    private Sprite barrel;

    private Sprite flash;

    private Sprite shot;

 

    private int shells=5;

    private boolean updateShells = false;

    private ArrayList<Sprite> shellSprites = new ArrayList<Sprite>();

 

    private boolean roundOver = false;

 

    private final int birdsLeft = 1000;

    private int birdsCreated = 0;

    private float birdSpeed = 0.6f;

    private Text nextLevelMsg;

    private Scene gameScene;

射击小鸟的函数主要代码如下:

private void makeShoot() {

       if(useSound)ShotBirdGame.sShotReload.play();

 

       flash.setAlpha(1.0f);

 

       shot.setPosition(aim.getX()+aim.getWidth()/2-shot.getWidth()/2, aim.getY()+aim.getHeight()/2-shot.getHeight()/2);

       shot.setAlpha(1.0f);

       //

 

       for(final Bird bird: birds)

       {

           if(bird.isFlying() && aim.collidesWith(bird))

           {

              //如果子弹碰到小鸟,小鸟会死

              float birdCenterX =bird.getX()+bird.getWidth()/2;

              float birdCenterY =bird.getY()+bird.getHeight()/2;

 

              float shotCenterX =shot.getX()+shot.getWidth()/2;

              float shotCenterY =shot.getY()+shot.getHeight()/2;

 

              if(BaseCollisionChecker.checkAxisAlignedRectangleCollision(

                     birdCenterX-bird.getWidth()*0.6f/2,

                     birdCenterY-bird.getHeight()*0.6f/2,

                     birdCenterX+bird.getWidth()*0.6f/2,

                     birdCenterY+bird.getHeight()*0.6f/2,

 

                     shotCenterX-shot.getWidth()*0.9f/2,

                     shotCenterY-shot.getHeight()*0.9f/2,

                     shotCenterX+shot.getWidth()*0.9f/2,

                     shotCenterY+shot.getHeight()*0.9f/2))

              {

                  bird.setFalling(true);

                  bird.stopAnimation(12);

 

                  synchronized (feathersBuffer) {

 

                     for(int i=0;i<10;i++)

                     {

                         float featherSize = 1+(1+random.nextInt(9))/10;

                         //first bird

                         Featherfeather;

                         if(random.nextBoolean())

                         {

                            feather= newFeather(bird.getX()-bird.getWidth()*featherSize/2+random.nextInt((int) (bird.getWidth())),

                                   bird.getY()-bird.getHeight()*featherSize/2+random.nextInt((int) (bird.getHeight()))/*random.nextInt(320-40grass*/,

                                   ShotBirdGame.feather.getWidth()*featherSize,

                                   ShotBirdGame.feather.getHeight()*featherSize,ShotBirdGame.feather);  

                         }

                         else

                         {

                            feather= new Feather(/*-20*/bird.getX()-bird.getWidth()*featherSize/2+random.nextInt((int) (bird.getWidth())),

                                   bird.getY()-bird.getHeight()*featherSize/2+random.nextInt((int) (bird.getHeight()))/*random.nextInt(320-40grass*/,

                                   ShotBirdGame.featherFlipped.getWidth()*featherSize,

                                   ShotBirdGame.featherFlipped.getHeight()*featherSize,ShotBirdGame.featherFlipped);

                         }

                         feathersBuffer.add(feather);

                         gameScene.getLayer(1).addEntity(feather);

                     }  

                  }

 

                  break;

              }

              else

              {

                  bird.setWasScared(true);

                  bird.animate(new long[]{100,100,100,100}, 8, 11, 4,new IAnimationListener()

                  {

 

                     public void onAnimationEnd(

                            AnimatedSpriteanimatedSprite) {

                         bird.animate(new long[]{100,100,100,100}, 0, 3, true);

                     }

 

                  });

              }

           }                   

       }

 

       shells--;//子弹数量减一

       if(shells<0)

       {

           shells=0;//如果没有子弹了,子弹数量为0

       }

       updateShells = true;

 

       if(birds.size()>0 && shells == 0)

       {

           roundOver = true;

       }

    }

 

更新游戏状态信息:

public void update() {

 

       if(!loadComplete)//游戏是否加载完成

       {

           loadComplete = true;

           gameActivity.hideScoreLoop(false,true);

 

       }

 

       {

           for (Cloud cloud : clouds) {

              cloud.update();

           }

       }

       if(GAME_STATE == STATE_RUN && !paused)

       {

 

           updateCrosshair();

           updateFeathers();

 

           if(updateShells)

           {

              updateShellsIndicator();

              updateShells = false;

           }

           if(birds.size() == 0 )

           {

              if(birdsCreated<birdsLeft)

              {

                  //第一只鸟

                  Birdbird = new Bird(0, random.nextInt((int) (grass.getY()-grass.getHeight())),

                         ShotBirdGame.birdFly.getTileWidth(),

                         ShotBirdGame.birdFly.getTileHeight(),ShotBirdGame.birdFly,useSound);

 

                  birds.add(bird);

                  gameScene.getLayer(1).addEntity( bird);

                  bird.setXSpeed(birdSpeed);

                  ShotBirdGame.birdFly.setFlippedHorizontal(false);

                  bird.animate(new long[]{100,100,100,100}, 0, 3, true);

 

                  //第二只鸟飞向另一边

                  bird= new Bird(ShotBirdGame.CAMERA_WIDTH-ShotBirdGame.birdFlyFlipped.getTileWidth(),  random.nextInt((int) (grass.getY()-grass.getHeight())),

                         ShotBirdGame.birdFlyFlipped.getTileWidth(),

                         ShotBirdGame.birdFlyFlipped.getTileHeight(),ShotBirdGame.birdFlyFlipped,useSound);            

                  birds.add(bird);

                  bird.setXSpeed(-birdSpeed);

                  gameScene.getLayer(1).addEntity(bird);

                  ShotBirdGame.birdFlyFlipped.setFlippedHorizontal(true);

                  bird.animate(new long[]{100,100,100,100}, 0, 3, true);

 

                  shells = 5;

                  updateShells = true;

 

                  birdsCreated+=2;

              }

           }

           else

           {

              for (Bird bird : birds) {

                  if(roundOver && !bird.isFalling() && !bird.isFallen())

                  {

                     bird.setFlyAway(true);

 

                  }

 

                  bird.update();

 

                  if(bird.isFallen())

                  {

                     birdsToRemove.add(bird);

                  }

              }

 

              roundOver = false;

 

              for(Bird bird: birdsToRemove)

              {

                  birds.remove(bird);

                  gameScene.getLayer(1).removeEntity(bird);

              }

              birdsToRemove.clear();

           }

       }

       else if(GAME_STATE == STATE_MENU)

       {

           if(birds.size()>0)

           {

              for(Bird bird:birds)

              {

                  gameScene.getLayer(1).removeEntity(bird);           

              }

              birds.clear();

           }

 

           if(feathers.size()>0)

           {

              for(Feather feather:feathers)

              {

                  gameScene.getLayer(1).removeEntity(feather);           

              }

              feathers.clear();

           }

 

           if(feathersBuffer.size()>0)

           {

              for(Feather feather:feathersBuffer)

              {

                  gameScene.getLayer(1).removeEntity(feather);           

              }

              feathersBuffer.clear();

           }

       }

    }

对获取的加速度计的数值进行处理,从而通过调整手机的姿态信息达到调整猎枪准心角度的目的。监听加速度计数值变化的代码如下:

    public void onAccelerometerChanged(AccelerometerDataaccelerometerData) {

       if(accelerometer){

 

 

           aimYSpeed = (accelerometerData.getX()-5)*2;

           if(aimYSpeed>0)aimYSpeed*=1.5f;

 

           aimXSpeed = accelerometerData.getY()*3;

       }

    }

没开枪一下,更新子弹数量的指示器函数的代码如下:

    public void updateShellsIndicator()

    {

       float shellOffset = 0;

 

       while (shells<shellSprites.size()) {

           gameScene.getLayer(2).removeEntity(shellSprites.get(0));

           shellSprites.remove(0);

       }

 

       for(int i=0;i<shells;i++)

       {

           Spriteshell;

           if(i+1>shellSprites.size()){

              shell= new Sprite(ShotBirdGame.shell.getWidth()/2 + shellOffset,ShotBirdGame.CAMERA_HEIGHT-ShotBirdGame.shell.getHeight()*1.5f,ShotBirdGame.shell.getWidth(),ShotBirdGame.shell.getHeight(),ShotBirdGame.shell);

              gameScene.getLayer(2).addEntity(shell);             

              shellSprites.add(shell);

           }

           else

           {

              shell= shellSprites.get(i);

              shell.setPosition(ShotBirdGame.shell.getWidth()/2 + shellOffset, shell.getY());

           }

 

           shellOffset+= shell.getWidth();

       }

    }

更新猎枪的准心状态的显示函数主要如下:

    public void updateCrosshair()

    {

       aim.setPosition(aim.getX() + aimXSpeed, aim.getY()+aimYSpeed);

 

       if(aim.getY()+aim.getHeight()/2>grass.getY())

       {

           aim.setPosition(aim.getX(),grass.getY()-aim.getHeight()/2);

       }

       else if(aim.getY()+aim.getHeight()/2<0)

       {

           aim.setPosition(aim.getX(),0-aim.getHeight()/2);

       }

 

       if(aim.getX()+aim.getWidth()/2>ShotBirdGame.CAMERA_WIDTH)

       {

           aim.setPosition(ShotBirdGame.CAMERA_WIDTH-aim.getWidth()/2,aim.getY());

       }

       else if(aim.getX()+aim.getWidth()/2<0)

       {

           aim.setPosition(0-aim.getWidth()/2,aim.getY());

       }

 

       //移动枪的位置

       float barrelYOffset = aim.getY()*(barrel.getHeight()*0.2f)/grass.getY();

 

       barrel.setPosition(barrel.getX(),

              ShotBirdGame.CAMERA_HEIGHT-barrel.getHeight()/2

              +barrelYOffset);

       //旋转枪

       Vector2 src =new Vector2(barrel.getX()+barrel.getWidth()/2,barrel.getY()+barrel.getHeight()/2);

       Vector2 dst =new Vector2(aim.getX()+aim.getWidth()/2, aim.getY()+aim.getHeight()/2);

 

 

       float angle = (float) (Math.atan2(src.y-dst.y,src.x-dst.x)*180/Math.PI-90);

       barrel.setRotation(angle);

 

       //枪射击效果

       flash.setPosition(barrel.getX()+barrel.getWidth()/2-flash.getWidth()/2, barrel.getY()-flash.getHeight()/2);

       flash.setRotationCenter(flash.getWidth()/2, barrel.getHeight()-flash.getHeight());

       flash.setRotation(barrel.getRotation());

 

       if(flash.getAlpha()>0)

       {

           flash.setAlpha(flash.getAlpha()-0.4f);

           if(flash.getAlpha()<0)

           {

              flash.setAlpha(0);

           }

       }

 

       if(shot.getAlpha()>0)

       {

           shot.setAlpha(shot.getAlpha()-0.3f);

           if(shot.getAlpha()<0)

           {

              shot.setAlpha(0);

           }

       }

 

       if(nextLevelMsg.getAlpha()>0)

       {

           nextLevelMsg.setAlpha(nextLevelMsg.getAlpha()-0.025f);

           if(nextLevelMsg.getAlpha()<0)

           {

              nextLevelMsg.setAlpha(0);

           }

       }

    }a

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