android行星战争小游戏实现

近来学习android,看到一款flash游戏,挺不错,游戏比较简单.想山寨一下.呵呵.

链接是: http://f.game.china.com/html/2010-07-13/146128.htm

一个空中射击类游戏.

游戏介绍:

游戏需要你控制UFO飞碟粘住小行星子弹,然后把他们发射出去,撞击其他的行星就可以了。大行星被撞击以后会分裂成小行星。你的小行星子弹也会越来越多。所以抓紧粘抓紧射击。注意!后面的关卡里会有其他敌对飞碟,也一样要干掉。

游戏玩法:

方向键上下左右移动,中间键弹出子弹.

游戏框架设计:

主角,敌对星球,子弹,脚本继承同一个父类,提供和实现一些共有信息.

有个圆的工具类,用来记录圆的坐标和半径,可以检测两个圆是否碰撞(这是这个游戏的碰撞检测).

工程结构如下:

基类的代码为:

package com.st;

 

import android.graphics.Bitmap;

import android.graphics.Canvas;

 

public abstract class SObject {

    protected int speedX;

    protected int speedY;

    protected Bitmap img;

    protected Round round;

    protected int curState;

   

    public SObject(int x, int y,int speedX,int speedY,Bitmap img) {

       super();

       this.speedX = speedX;

       this.speedY = speedY;

       this.img = img;

       round = new Round(x,y,img.getHeight()/2);

    }

   

    /*

     * 检测两个对象是否相碰撞

     */

    protected boolean collide(SObject obj){

       return this.round.collide(obj.round);

    }

   

    protected abstract void paint(Canvas myCanvas);

   

    protected abstract void update();

   

}

Hero主角类代码:

package com.st;

 

import java.util.ArrayList;

import java.util.List;

import android.graphics.Bitmap;

import android.graphics.Canvas;

import android.graphics.Paint;

 

public class Hero extends SObject {

 

    public static final int NORMAL = 0;//一般状态

   

    public static final int HURT = 1;//受伤状态

   

    public static final int SHOOT = 2;//射击状态

   

    List<Bullet> bullets;//主角的子弹列表

   

    public Hero(int x, int y, Bitmap img) {

       super(x, y, 0, 0,img);

       bullets = new ArrayList<Bullet>();

    }

 

    @Override

    public void update() {

       checkCollide();

       checkKey();

       switch(curState){

       case NORMAL:

           break;

       case HURT:

           break;

       case SHOOT:

           break;

       }

    }

 

    private void checkKey() {

       for(int i=0;i<STView.keyContral.length;i++){

           if(STView.keyContral[i]){

              switch(i){

              case 0:

                  round.x -= 5;

                  break;

              case 1:

                  round.x += 5;

                  break;

              case 2:

                  round.y -= 5;

                  break;

              case 3:

                  round.y += 5;

                  break;

              case 4:

                  curState = SHOOT;

                  shoot();

                  break;

              }

           }

       }

    }

 

    private void shoot() {

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

           Bullet bullet = bullets.get(i);

           double dis = Math.sqrt(bullet.offsetX*bullet.offsetX+bullet.offsetY*bullet.offsetY);

           double v = 20;

           double vx = bullet.offsetX*v/dis;

           double vy = bullet.offsetY*v/dis;

           bullet.speedX = (int)vx;

           bullet.speedY = (int)vy;

           bullet.curState = Bullet.NORMAL;

           bullet.bulletType = Bullet.HEROBULLET;

           bullets.remove(i);

       }

    }

 

    private void checkCollide() {

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

           SObject obj = STView.objs.get(i);

           //

           if(obj instanceof Enemy ){

              if(this.collide(obj)){

                  curState = HURT;

              }

           }

           //

           if(obj instanceof Bullet ){

              if(((Bullet) obj).bulletType != Bullet.ENEMYBULLET && obj.curState == Bullet.NORMAL && this.collide(obj)){

                  bullets.add((Bullet)obj);

                  obj.curState = Bullet.STICK;

                  ((Bullet)obj).offsetHero(obj.round.x - this.round.x,obj.round.y - this.round.y);

              }

           }

       }

    }

 

    private int curFrame;

   

    @Override

    protected void paint(Canvas myCanvas) {

       curFrame++;

       if(curFrame > 500){

           curFrame = 0;

       }

       if(curState == HURT){

           if(curFrame % 2 == 0){

              return;

           }

           if(curFrame > 10){

              curState = NORMAL;

           }

       }

       Paint paint = new Paint();

       myCanvas.drawBitmap(img, round.x-img.getWidth()/2, round.y-img.getHeight()/2, paint);

 

    }

 

}

主角需要检测跟敌机的碰撞检测,当碰撞了,主角就会变成受伤状态;当主角与子弹碰撞了,子弹就会变成粘附状态.主角也可以射击,这是粘附在主角上的子弹将会按照与主角的角度进行移动.

 

敌对星球代码实现:

package com.st;

 

import android.graphics.Bitmap;

import android.graphics.Canvas;

import android.graphics.Paint;

 

public class Enemy extends SObject {

 

    public Enemy(int x, int y,int speedX,int speedY, Bitmap img) {

       super(x, y, speedX, speedY,img);

    }

 

    @Override

    public void update() {

       round.x+=speedX;

       round.y+=speedY;

       //top

       if(round.y < 0 && Math.abs(round.y) > round.r){

           round.y = STView.height + round.r;

       }

       //bottom

       if(Math.abs(round.y) > STView.height+round.r){

           round.y = -round.r;

       }

       //left

       if(round.x < 0 && Math.abs(round.x) > round.r){

           round.x = STView.width + round.r;

       }

       //right

       if(Math.abs(round.x) > STView.width+round.r){

           round.x = -round.r;

       }

       checkCollide();

    }

   

    private void checkCollide() {

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

           SObject obj = STView.objs.get(i);

           //子弹

           if(obj instanceof Bullet ){

              if(((Bullet) obj).bulletType == Bullet.HEROBULLET && obj.curState == Bullet.NORMAL && this.collide(obj)){

                  STView.objs.remove(obj);

                  STView.objs.remove(this);

              }

           }

       }

    }

   

    @Override

    protected void paint(Canvas myCanvas) {

       Paint paint = new Paint();

       myCanvas.drawBitmap(img, round.x-img.getWidth()/2, round.y-img.getHeight()/2, paint);

    }

 

}

敌机需要检测是否与主角发射的子弹相撞,如果相撞就销毁.这里我处理为敌机销毁,那个子弹也销毁.

 

子弹的代码实现:

package com.st;

 

import android.graphics.Bitmap;

import android.graphics.Canvas;

import android.graphics.Paint;

 

public class Bullet extends SObject {

 

    public static final int NORMAL = 0;//普通

   

    public static final int STICK = 1;//粘附主角

   

    public static final int FREEBULLET = 0;//游离的子弹

   

    public static final int HEROBULLET = 1;//主角的子弹

   

    public static final int ENEMYBULLET = 2;//敌机的子弹

   

    public int bulletType;//子弹的类型

   

    public int offsetX;//跟主角粘附时的X偏移

   

    public int offsetY;//跟主角粘附时的Y偏移

   

    public Bullet(int x, int y,int speedX,int speedY,Bitmap img) {

       super(x, y, speedX, speedY,img);

    }

 

    public void offsetHero(int offsetX,int offsetY){

       this.offsetX = offsetX;

       this.offsetY = offsetY;

    }

   

    @Override

    public void update() {

       switch(curState){

       case NORMAL:

           updateNormal();

           break;

       case STICK:

           updateStick();

           break;

       }

    }

 

    private void updateNormal() {

       round.x+=speedX;

       round.y+=speedY;

       //top

       if(round.y < 0 && Math.abs(round.y) > round.r){

           round.y = STView.height + round.r;

       }

       //bottom

       if(Math.abs(round.y) > STView.height+round.r){

           round.y = -round.r;

       }

       //left

       if(round.x < 0 && Math.abs(round.x) > round.r){

           round.x = STView.width + round.r;

       }

       //right

       if(Math.abs(round.x) > STView.width+round.r){

           round.x = -round.r;

       }

    }

   

    private void updateStick() {

       round.x = STView.hero.round.x + offsetX;

       round.y = STView.hero.round.y + offsetY;

    }

 

    @Override

    protected void paint(Canvas myCanvas) {

       Paint paint = new Paint();

       myCanvas.drawBitmap(img, round.x-img.getWidth()/2, round.y-img.getHeight()/2, paint);

    }

 

}

它主要是状态之间的切换,还有子弹的类型,是属于谁的.还是游离的.

 

脚本的实现代码:

package com.st;

 

import java.io.DataInputStream;

 

import android.graphics.Bitmap;

import android.graphics.Canvas;

import android.graphics.Paint;

 

public class Script extends SObject implements IScript{

 

    private int timer;

   

    private int allTimer;

   

    private boolean isCheck;

   

    public Script(int x, int y,Bitmap img,int allTimer) {

       super(x, y, 0, 0,img);

       this.allTimer = allTimer;

       isCheck = true;

    }

 

    @Override

    public void update() {

       timer++;

       if(isCheck){

           checkScript();

       }

    }

 

    @Override

    public void checkScript() {

       if(timer > allTimer){

           runScript();

           isCheck = false;

       }

    }

 

    @Override

    public void loadScript(DataInputStream is) {

       // TODO Auto-generated method stub

      

    }

 

    @Override

    public void runScript() {

       //假设已经在如果脚本文件

       //下面为执行脚本文件

      

       //生成两个敌人

       Bitmap enemy1Img = STView.getImageFromAssetFile("enemy1.png");

       SObject enemy1 = new Enemy(50,50,10,10,enemy1Img);

      

       Bitmap enemy2Img = STView.getImageFromAssetFile("enemy2.png");

       SObject enemy2 = new Enemy(200,200,-10,10,enemy2Img);

      

       //一个子弹

       Bitmap bullut1Img = STView.getImageFromAssetFile("bullet.png");

       SObject bullut1 = new Bullet(100,100,10,-10,bullut1Img);//top

       SObject bullut2 = new Bullet(100,100,-3,-3,bullut1Img);//top

       SObject bullut3 = new Bullet(100,100,-3,3,bullut1Img);//left

       SObject bullut4 = new Bullet(100,100,3,-3,bullut1Img);//left

      

       STView.objs.add(enemy1);

       STView.objs.add(enemy2);

       STView.objs.add(bullut1);

       STView.objs.add(bullut2);

       STView.objs.add(bullut3);

       STView.objs.add(bullut4);

    }

 

    @Override

    protected void paint(Canvas myCanvas) {

//     Paint paint = new Paint();

//     myCanvas.drawBitmap(img, x-img.getWidth()/2, y-img.getHeight()/2, paint);

    }

 

}

我模拟了一个脚本的实现,包括脚本的检测,脚本的执行.

 

好了,基本上就是这样.代码我一会上传下.后续的游戏要素没有加上,因为还有其他更重要的是要做,这个就这样了。虽然程序小,但也学到了不少东西,算是一个j2meandroid的移植版本了。算是一个菜鸟的学习过程,呵呵。

 

一直在看himiandroid游戏开发博客教程,感觉不错,谢谢分享。呵呵。

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