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android 游戏 实战打飞机游戏 子弹生成与碰撞 以及爆炸效果(5)

标签: android游戏
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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 Vector<Enemy> vcEnemy;
    // 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<Bullet> vcBullet;
    // 添加子弹的计数器
    private int countEnemyBullet;
    // 主角子弹容器
    private Vector<Bullet> 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<Bullet>();
        //主角子弹容器实例
        vcBulletPlayer = new Vector<Bullet>();
        // 实例敌机容器
        vcEnemy = new Vector<Enemy>();
        // 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
                    }
                }

效果图

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 Vector<Enemy> vcEnemy;
    // 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<Bullet> vcBullet;
    // 添加子弹的计数器
    private int countEnemyBullet;
    // 主角子弹容器
    private Vector<Bullet> vcBulletPlayer;
    // 添加子弹的计数器
    private int countPlayerBullet;

    //爆炸效果容器
    private Vector<Boom> 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<Bullet>();
        //主角子弹容器实例
        vcBulletPlayer = new Vector<Bullet>();
        // 实例敌机容器
        vcEnemy = new Vector<Enemy>();
        // 实例随机库
        random = new Random();
        //爆炸效果容器实例
        vcBoom = new Vector<Boom>();
    }

    /**
     * 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;
    }
}

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