飞机大战游戏详解

1.整体实现思路

答:实现飞机大战的简单思路:

①要先建MySurfaceView这个类,在这个类中绘制画布,有画布的高度和宽度,还有画笔,然后在这个建好的画布上开始继续“作画”画布利用了canvas实现,画笔利用paint实现。

②然后将飞机大战的部分闯关背景“画”上画布,实现绘图操作,利用多线程的方法,调用runable方法并用stater启动子线程。记得解锁画布,显示到屏幕上。

③选择背景图片,建立BackGround类,利用两张相同背景图片利用if循环语句实现背景图片的移动。并在MySurfaceView中调用。

④建立Myplane和BossPlane类,利用if语句和for循环和onTouchEvent和isCollision和noisCollision和noisCollisioncount等实现飞机的飞行移动,并可以实现屏幕触摸,还创建hp,来实现飞机血量的减少。还要利用isCrazy,time,count实现boss飞机的疯狂模式时间。并在MySurfaceView中调用。

⑤创建子弹Bullet的类,利用get set方法,以及if语句实现子弹的移动速度和击中飞机范围。最后要移除子弹,减少内存负荷。并在MySurfaceView中调用。

⑥创建Boom类,利用clipRect裁剪图片以及totalFrame来实现爆炸现象,currenFrame用来显示当前显示的第几幅画。最后记得结束爆炸。并在MySurfaceView中调用。

⑦添加结束游戏输赢的图片,利用SoundPool,switch语句实现,利用RectF完成图片的大小与屏幕吻合,还有调用GAEM_STATE和switch在MySurfaceView中调用实现图片的运用。



2.如何实现循环滚动的背景图片

答:利用两张相同背景图片,画好背景图片的坐标即大小,利用if语句判断实现两张图片的循环滚动。

代码:

package com.example.jinxin.myapplication;

import android.graphics.Bitmap;
import android.graphics.Canvas;
import android.graphics.Paint;

/**
 * Created by lenovo64
 */

public class BackGround {
    private int y1;
    private  int y2;
    private  Bitmap bitmap ;
    public BackGround( Bitmap bitmap){
        this.bitmap = bitmap;
        y1 = 0;
        y2 = y1 - bitmap.getHeight();

    }



    public void draw(Canvas canvas,Paint paint){
        logic();
        canvas.drawBitmap(bitmap,0,y1,paint);
        canvas.drawBitmap(bitmap,0,y2,paint);

    }

        public void logic(){
            y1+=5;
            y2+=5;
            if (y1>MySurfaceView.height){
                y1 = y2 - bitmap.getHeight();//移动到第二张图片的顶部

            }
            if (y2>MySurfaceView.height){
                y2 = y1 - bitmap.getHeight();

            }

        }

}


3.如何绘制飞机

答:建立Myplane和BossPlane类,利用if语句和for循环和onTouchEvent和isCollision和noisCollision和noisCollisioncount等实现飞机的飞行移动,并可以实现屏幕触摸,还创建hp,来实现飞机血量的减少。还要利用isCrazy,time,count实现boss飞机的疯狂模式时间。并在MySurfaceView中调用。

代码:

MyPlane:

package com.example.jinxin.myapplication;

import android.graphics.Bitmap;
import android.graphics.Canvas;
import android.graphics.Paint;
import android.graphics.YuvImage;
import android.util.Log;
import android.view.MotionEvent;

public class MyPlane {

    private Bitmap bitmap;
    private int x, y;
    private static int width, height;
    private int fx;

    private boolean noCollision;
    private int noCollisionCount;//碰撞计数器
    private Bitmap bitmapHp;
    private int hp = 3;


    public MyPlane(Bitmap bitmap, Bitmap bitmapHp) {
        this.bitmap = bitmap;
        x = MySurfaceView.width / 2 - bitmap.getWidth() / 2;
        y = MySurfaceView.height - bitmap.getHeight();
        width = bitmap.getWidth();
        height = bitmap.getHeight();
        this.bitmapHp = bitmapHp;


    }


    public void draw(Canvas canvas, Paint paint) {
        if (hp<=0){
            MySurfaceView.GAME_STATE =3;

        }

        if (noCollision) {
            noCollisionCount++;
            if (noCollisionCount % 10 == 0) {
                Log.e("&&&&&", "****");
                canvas.drawBitmap(bitmap, x, y, paint);//飞机闪烁
            }
            if (noCollisionCount > 100) {//无敌时间
                noCollision = false;
                noCollisionCount = 0;
            }

        } else {
            //非无敌状态
            canvas.drawBitmap(bitmap, x, y, paint);

        }

        for (int i = 0; i < hp; i++) {
            canvas.drawBitmap(bitmapHp, i * bitmapHp.getWidth(), MySurfaceView.height - bitmapHp.getHeight(), paint);

        }

    }


    public void touchEvent(MotionEvent event) {
        if (event.getAction() == MotionEvent.ACTION_MOVE) {
            float ex = event.getX();
            float ey = event.getY();
            if (ex > x && ex < x + width && ey > y && ey < y + height) {
                x = (int) ex - width / 2;
                y = (int) ey - height / 2;
                if (y < 0) {
                    y = 0;
                }
                if (y + height > MySurfaceView.height) {
                    y = MySurfaceView.height - height;
                }
            }
            if (x < 0) {
                x = 0;
            }
            if (x + width > MySurfaceView.width) {
                y = MySurfaceView.width - width;
            }

        }

    }

    public boolean isCollision(Bullet bullet) {
        if (noCollision) {
            return false;
        } else {
            if (bullet.getX() > x && bullet.getX() < x + width && bullet.getY() > y && bullet.getY() < y + height) {
                Log.e("***", "------------------");
                noCollision = true;
                if (hp > 0) {
                    hp--;
                }
                return true;
            }


        }
        return false;
    }

    public boolean isCollision(BossPlane bossPlane) {
        if (noCollision) {
            return false;
        } else {
            if (bossPlane.getY() + bossPlane.getFrameH() > y && bossPlane.getY() + bossPlane.getFrameH() < y + height) {

                if (x < bossPlane.getX() && x + width > bossPlane.getX()) {
                    Log.e("AAAAAAAAAa", "isCollision: ...................................");
                    noCollision = true;
                    if (hp > 0) {
                        hp--;
                    }
                    return true;

                }
                if (x > bossPlane.getX() && x + width < bossPlane.getX() + bossPlane.getFrameW()) {
                    noCollision = true;
                    if (hp > 0) {
                        hp--;
                    }
                    return true;

                }
                if (x > bossPlane.getX() && x + width > bossPlane.getX() + bossPlane.getFrameW()) {
                    noCollision = true;
                    if (hp > 0) {
                        hp--;
                    }
                    return true;
                }
            }

        }
        return false;
    }


    public int getX() {
        return x;
    }

    public int getY() {
        return y;
    }


    public int getWidth() {
        return width;


    }

}

BossPlane:

package com.example.jinxin.myapplication;

import android.graphics.Bitmap;
import android.graphics.Canvas;
import android.graphics.Paint;
import android.util.Log;

public class BossPlane {
    private Bitmap bitmap;
    private int x, y;
    private int frameW, frameH;
    private int speed = 10;
    private int count;//计数器
    private int time = 100;//疯狂模式间隔时间
    private boolean isCrazy;
    private int crazySpeed = 50;


    private int bossHp = 10;


    public BossPlane(Bitmap bitmap) {
        this.bitmap = bitmap;
        this.frameW = bitmap.getWidth() / 10;
        this.frameH = bitmap.getHeight();
        x = MySurfaceView.width / 2 - frameW / 2;


    }


    public void draw(Canvas canvas, Paint paint) {
        canvas.save();
        canvas.clipRect(x, y, x + frameW, y + frameH);
        canvas.drawBitmap(bitmap, x, y, paint);
        canvas.restore();
        logic();
    }

    public void logic() {
        count++;
        //疯狂模式
        if (isCrazy) {
            y = y + crazySpeed;
            crazySpeed--;
            if (y == 0) {
                isCrazy = false;
                crazySpeed = 50;

            }

        } else {
            if (count % time == 0) {
                isCrazy = true;

            }
            x = x + speed;
            if (x > MySurfaceView.width - frameW) {
                speed = -speed;

            }
            if (x < 0) {
                speed = -speed;

            }
        }

    }








    public boolean isCollision(Bullet bullet) {
        if (bullet.getX()>x&&bullet.getX()+bullet.getBitmap().getWidth()<x+frameW&&bullet.getY()>y&&bullet.getY()<y+frameH){
            bossHp--;

            bullet.setDead(true);//设置子弹状态,碰撞后修改子弹状态为dead,从数组中移除
            if (bossHp<0){
                MySurfaceView.GAME_STATE =2;
            }
            return true;


        }

        return false;
    }

    public int getX() {
        return x;
    }

    public int getY() {
        return y;
    }

    public int getFrameW() {
        return frameW;
    }

    public int getFrameH() {
        return frameH;
    }

}



4.如何绘制子弹

答:创建子弹Bullet的类,利用get set方法,以及if语句实现子弹的移动速度和击中飞机范围。最后要移除子弹,减少内存负荷。

代码:

package com.example.jinxin.myapplication;

import android.graphics.Bitmap;
import android.graphics.Canvas;
import android.graphics.Paint;

public class Bullet {

        private Bitmap bitmap;
        private int x,y;
        private int speed =10;
        public boolean isDead;
        private int type;


        public Bullet(Bitmap bitmap,int x,int y,int type){
            this.bitmap = bitmap;
            this.x = x;
            this.y = y;
            this.type = type;



        }
        public void draw(Canvas canvas, Paint paint){
            canvas.drawBitmap(bitmap,x,y,paint);
            logic();


        }
        public void logic(){
            switch (type){
                case 0:
                        y-=speed;
                        if (y<0){
                            isDead = true;
                        }
                    break;

                case 1:
                    y+=speed+5;
                    if (y>MySurfaceView.height){
                        isDead = true;
                    }

                    break;

            }

        }


    public int getX() {
        return x;
    }

    public int getY() {
        return y;
    }

    public boolean isDead() {
        return isDead;


    }

    public void setDead(boolean dead) {
        isDead = dead;
    }

    public Bitmap getBitmap() {
        return bitmap;
    }
}



5.如何判断碰撞

飞机与子弹的碰撞

public boolean isCollision(Bullet bullet) {
        if (noCollision) {
            return false;
        } else {
            if (bullet.getX() > x && bullet.getX() < x + width && bullet.getY() > y && bullet.getY() < y + height) {
                Log.e("***", "------------------");
                noCollision = true;
                if (hp > 0) {
                    hp--;
                }
                return true;
            }


        }
        return false;
    }

飞机与飞机的碰撞:

public boolean isCollision(BossPlane bossPlane) {
        if (noCollision) {
            return false;
        } else {
            if (bossPlane.getY() + bossPlane.getFrameH() > y && bossPlane.getY() + bossPlane.getFrameH() < y + height) {

                if (x < bossPlane.getX() && x + width > bossPlane.getX()) {
                    Log.e("AAAAAAAAAa", "isCollision: ...................................");
                    noCollision = true;
                    if (hp > 0) {
                        hp--;
                    }
                    return true;

                }
                if (x > bossPlane.getX() && x + width < bossPlane.getX() + bossPlane.getFrameW()) {
                    noCollision = true;
                    if (hp > 0) {
                        hp--;
                    }
                    return true;

                }
                if (x > bossPlane.getX() && x + width > bossPlane.getX() + bossPlane.getFrameW()) {
                    noCollision = true;
                    if (hp > 0) {
                        hp--;
                    }
                    return true;
                }
            }

        }
        return false;
    }

6.如何绘制爆炸效果:

答:创建Boom类,利用clipRect裁剪图片以及totalFrame来实现爆炸现象,currenFrame用来显示当前显示的第几幅画。最后记得结束爆炸。

代码:

package com.example.jinxin.myapplication;

import android.graphics.Bitmap;
import android.graphics.Canvas;
import android.graphics.Paint;

public class Boom {
    private int totalFrame;
    private Bitmap bitmap;
    private int x,y;
    private int currenFrame;//当前显示的第几幅画面
    private int frameW;
    private int frameH;
    private boolean isEnd;



    public Boom(Bitmap bitmap, int x, int y,int totalFrame) {
        this.bitmap = bitmap;
        this.x = x;
        this.y = y;
        this.totalFrame = totalFrame;
        frameW = bitmap.getWidth()/totalFrame;
        frameH = bitmap.getHeight();
    }


    public void draw(Canvas canvas, Paint paint){
        canvas.save();
        canvas.clipRect(x,y,x+frameW,y+frameH);
        canvas.drawBitmap(bitmap,x-currenFrame*frameW,y,paint);
        canvas.restore();
        logic();



    }
    public void logic(){
        if (currenFrame<totalFrame){
            currenFrame++;
        }else {
            isEnd = true;
        }
    }
    public boolean isEnd(){
        return isEnd;
    }

}

7.如何添加音效:

利用MediaPlayer来实现

MediaPlayer mediaPlayer = null;
        mediaPlayer = MediaPlayer.create(getContext(),R.raw.bgm_zhuxuanlv);
        mediaPlayer.setLooping(true);
        mediaPlayer.start();
        Paint paint = new Paint();

8.哪些地方用到封装,继续,多态,方法的重载,接口等。

运用到封装的地方为(代码):

封装就是把对象的信息和内部逻辑的结构隐藏起来。在MySurfaceView,Bullet,MyPlane,BossPlane,Boom,GameSounPool几个类中都用到了,如下:

MySurfaceView

 public static int height;
    private SurfaceHolder surfaceHolder;
    private Canvas canvas;//绘制图形的画布
    private boolean isDrawing = true;//标志位
    public static int width;
    private MyPlane plane;
    //Vector是线程安全的,ArrayList是非线程安全的
    private Vector<Bullet> bulletVector = new Vector<>();
    private Vector<Bullet> bossbulletVector = new Vector<>();
    private Vector<Boom>boomVector = new Vector<>();
    private int count;
    private BossPlane bossPlane;
    private GameSoundPool gameSoundPool;
    public static int GAME_STATE = 4;
    private MediaPlayer mediaPlayer;
BossPlane
private Bitmap bitmap;
    private int x, y;
    private int frameW, frameH;
    private int speed = 10;
    private int count;//计数器
    private int time = 100;//疯狂模式间隔时间
    private boolean isCrazy;
    private int crazySpeed = 50;
MyPlane
 private Bitmap bitmap;
    private int x, y;
    private static int width, height;
    private int fx;

    private boolean noCollision;
    private int noCollisionCount;//碰撞计数器
    private Bitmap bitmapHp;
    private int hp = 3;
Bullet
  private Bitmap bitmap;
        private int x,y;
        private int speed =10;
        public boolean isDead;
        private int type;
GameSounPool
private SoundPool soundPool;
    private int s1;
    private int s2;

Boom

private int totalFrame;
    private Bitmap bitmap;
    private int x,y;
    private int currenFrame;//当前显示的第几幅画面
    private int frameW;
    private int frameH;
    private boolean isEnd;


方法的重载:两个或多个方法名一样,参数列表不一样。(代码)

MySurfaceView

 @Override
    public void surfaceCreated(SurfaceHolder holder) {
        new Thread(this).start();//启动子线程
        height = getHeight();
        width = getWidth();
    }

    @Override
    public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {

    }

    @Override
    public void surfaceDestroyed(SurfaceHolder holder) {
        isDrawing = false;
    }

BossPlane

public BossPlane(Bitmap bitmap) {
        this.bitmap = bitmap;
        this.frameW = bitmap.getWidth() / 10;
        this.frameH = bitmap.getHeight();
        x = MySurfaceView.width / 2 - frameW / 2;


    }





public boolean isCollision(Bullet bullet) {
        if (bullet.getX()>x&&bullet.getX()+bullet.getBitmap().getWidth()<x+frameW&&bullet.getY()>y&&bullet.getY()<y+frameH){
            bossHp--;

            bullet.setDead(true);//设置子弹状态,碰撞后修改子弹状态为dead,从数组中移除
            if (bossHp<0){
                MySurfaceView.GAME_STATE =2;
            }
            return true;


        }

        return false;
    
 public void draw(Canvas canvas, Paint paint) {
        canvas.save();
        canvas.clipRect(x, y, x + frameW, y + frameH);
        canvas.drawBitmap(bitmap, x, y, paint);
        canvas.restore();
        logic();
    }


MyPlane

public void draw(Canvas canvas, Paint paint) {
        if (hp<=0){
            MySurfaceView.GAME_STATE =3;

        }

        if (noCollision) {
            noCollisionCount++;
            if (noCollisionCount % 10 == 0) {
                Log.e("&&&&&", "****");
                canvas.drawBitmap(bitmap, x, y, paint);//飞机闪烁
            }
            if (noCollisionCount > 100) {//无敌时间
                noCollision = false;
                noCollisionCount = 0;
            }

        } else {
            //非无敌状态
            canvas.drawBitmap(bitmap, x, y, paint);

        }

        for (int i = 0; i < hp; i++) {
            canvas.drawBitmap(bitmapHp, i * bitmapHp.getWidth(), MySurfaceView.height - bitmapHp.getHeight(), paint);

        }

    }


    public void touchEvent(MotionEvent event) {
        if (event.getAction() == MotionEvent.ACTION_MOVE) {
            float ex = event.getX();
            float ey = event.getY();
            if (ex > x && ex < x + width && ey > y && ey < y + height) {
                x = (int) ex - width / 2;
                y = (int) ey - height / 2;
                if (y < 0) {
                    y = 0;
                }
                if (y + height > MySurfaceView.height) {
                    y = MySurfaceView.height - height;
                }
            }
            if (x < 0) {
                x = 0;
            }
            if (x + width > MySurfaceView.width) {
                y = MySurfaceView.width - width;
            }

        }

    }

    public boolean isCollision(Bullet bullet) {
        if (noCollision) {
            return false;
        } else {
            if (bullet.getX() > x && bullet.getX() < x + width && bullet.getY() > y && bullet.getY() < y + height) {
                Log.e("***", "------------------");
                noCollision = true;
                if (hp > 0) {
                    hp--;
                }
                return true;
            }


        }
        return false;
    }

    public boolean isCollision(BossPlane bossPlane) {
        if (noCollision) {
            return false;
        } else {
            if (bossPlane.getY() + bossPlane.getFrameH() > y && bossPlane.getY() + bossPlane.getFrameH() < y + height) {

                if (x < bossPlane.getX() && x + width > bossPlane.getX()) {
                    Log.e("AAAAAAAAAa", "isCollision: ...................................");
                    noCollision = true;
                    if (hp > 0) {
                        hp--;
                    }
                    return true;

                }
                if (x > bossPlane.getX() && x + width < bossPlane.getX() + bossPlane.getFrameW()) {
                    noCollision = true;
                    if (hp > 0) {
                        hp--;
                    }
                    return true;

                }
                if (x > bossPlane.getX() && x + width > bossPlane.getX() + bossPlane.getFrameW()) {
                    noCollision = true;
                    if (hp > 0) {
                        hp--;
                    }
                    return true;
                }
            }

        }
        return false;
    }

Boom

 public void draw(Canvas canvas, Paint paint){
        canvas.save();
        canvas.clipRect(x,y,x+frameW,y+frameH);
        canvas.drawBitmap(bitmap,x-currenFrame*frameW,y,paint);
        canvas.restore();
        logic();



    }
    public void logic(){
        if (currenFrame<totalFrame){
            currenFrame++;
        }else {
            isEnd = true;
        }
    }
    public boolean isEnd(){
        return isEnd;
    }

}



Bullet

 public void draw(Canvas canvas, Paint paint){
            canvas.drawBitmap(bitmap,x,y,paint);
            logic();


        }
        public void logic(){
            switch (type){
                case 0:
                        y-=speed;
                        if (y<0){
                            isDead = true;
                        }
                    break;

                case 1:
                    y+=speed+5;
                    if (y>MySurfaceView.height){
                        isDead = true;
                    }

                    break;

            }

        }


多态:两个或多个属于不同类的对象,对于同一个消息(方法调用)做出不同响应的方式。
在飞机大战中,我的理解是MySurView里的private修饰的bitmap,height ,width,count等在bossplane,myplane,bullet,boom等中,都做出了不同的反应,比如高度,MySurfaceView中定义好了高度,在bossplane中的高度和myplane中的高度是不同的,都做出了各自的响应,hight在bossplane是指boosplane的高度,在myplane中指myplane的的高度,以此类推.。


接口:接口是一种特殊的抽象类,特点是不被interface修饰,接口也有抽象类,但不被abstr修饰,实现接口需要用implements。

代码:

public class MySurfaceView extends SurfaceView implements SurfaceHolder.Callback,Runnable {


    public static int height;
    private SurfaceHolder surfaceHolder;
    private Canvas canvas;//绘制图形的画布
    private boolean isDrawing = true;//标志位
    public static int width;
    private MyPlane plane;
    //Vector是线程安全的,ArrayList是非线程安全的
    private Vector<Bullet> bulletVector = new Vector<>();
    private Vector<Bullet> bossbulletVector = new Vector<>();
    private Vector<Boom>boomVector = new Vector<>();
    private int count;
    private BossPlane bossPlane;
    private GameSoundPool gameSoundPool;
    public static int GAME_STATE = 4;
    private MediaPlayer mediaPlayer;


    public MySurfaceView(Context context) {
        super(context);
        gameSoundPool = new GameSoundPool(getContext());
        init();

    }

    /**
     * 初始化操作
     */

    private void init() {
        surfaceHolder = getHolder();
        surfaceHolder.addCallback(this);//添加回调事件监听
        setFocusable(true);//设置可聚焦
        setKeepScreenOn(true);//设置屏幕常亮
        setFocusableInTouchMode(true);//设置触摸模式


    }

    @Override
    public void surfaceCreated(SurfaceHolder holder) {
        new Thread(this).start();//启动子线程
        height = getHeight();
        width = getWidth();
    }

    @Override
    public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {

    }

    @Override
    public void surfaceDestroyed(SurfaceHolder holder) {
        isDrawing = false;
    }

    /**
     * 实现绘图操作
     */

    @Override
    public void run() {
        MediaPlayer mediaPlayer = null;
        mediaPlayer = MediaPlayer.create(getContext(),R.raw.bgm_zhuxuanlv);
        mediaPlayer.setLooping(true);
        mediaPlayer.start();
        Paint paint = new Paint();




//        BackGround1 backGround1= new BackGround1(BitmapFactory.decodeResource(getResources(), mipmap.mainmenu));
        BackGround backGround = new BackGround(BitmapFactory.decodeResource(getResources(), mipmap.bk));
        plane = new MyPlane(BitmapFactory.decodeResource(getResources(), mipmap.myplane),BitmapFactory.decodeResource(getResources(), mipmap.myhp));
        BossPlane bossPlane = new BossPlane(BitmapFactory.decodeResource(getResources(), mipmap.bossplane));

        while (isDrawing) {
            count++;
            try {
                canvas = surfaceHolder.lockCanvas();//锁定(选定)画布
                canvas.drawColor(Color.WHITE);
                switch (GAME_STATE){

                    case 1:
                        backGround.draw(canvas, paint);
                        plane.draw(canvas, paint);
                        bossPlane.draw(canvas, paint);

                        if(count%30==0){
                            Bullet bullet = new Bullet(BitmapFactory.decodeResource(getResources(), mipmap.mybullet), plane.getX() , plane.getY(),0);
                            Bullet bullet1 = new Bullet(BitmapFactory.decodeResource(getResources(), mipmap.mybullet), plane.getX()+ plane.getWidth(), plane.getY(),0);
                            bulletVector.add(bullet);
                            bulletVector.add(bullet1);
                            gameSoundPool.playSound(1);


                        }




                        //移除消失的子弹
                        for (int i = 0; i < bulletVector.size(); i++) {

                            if (bulletVector.elementAt(i).isDead()) {
                                bulletVector.remove(i);

                            }
                        }
                        //绘制玩家子弹
                        for (int i = 0; i < bulletVector.size(); i++){

                            bulletVector.elementAt(i).draw(canvas, paint);
                            if (bossPlane.isCollision(bulletVector.elementAt(i))){
                                gameSoundPool.playSound(2);
                                Boom boom = new Boom(BitmapFactory.decodeResource(getResources(),R.mipmap.boom),bossPlane.getX(),bossPlane.getY(),7);
                                boomVector.add(boom);
                            }
                        }




                        for (int i =0;i<boomVector.size();i++){
                            if (boomVector.elementAt(i).isEnd()){
                                boomVector.remove(i);
                            }else {

                                boomVector.elementAt(i).draw(canvas,paint);
                                //Log.e("..","....");
                            }
                        }


                        if(count%30==0){
                            Bullet bullet = new Bullet(BitmapFactory.decodeResource(getResources(), mipmap.bossbullet), bossPlane.getX() , bossPlane.getY()+bossPlane.getFrameH(),1);
                            Bullet bullet1 = new Bullet(BitmapFactory.decodeResource(getResources(), mipmap.bossbullet), bossPlane.getX()+ bossPlane.getFrameW(), bossPlane.getY()+bossPlane.getFrameH(),1);
                            bossbulletVector.add(bullet);
                            bossbulletVector.add(bullet1);

                        }
                        //移除boss的子弹
                        for (int i = 0; i < bossbulletVector.size(); i++) {
                            if (bossbulletVector.elementAt(i).isDead()) {
                                bossbulletVector.remove(i);

                            }
                        }
                        //绘制boss子弹
                        for (int i = 0; i < bossbulletVector.size(); i++) {
                            bossbulletVector.elementAt(i).draw(canvas, paint);
                            plane.isCollision(bossbulletVector.elementAt(i));


                        }

                        plane.isCollision(bossPlane);//一定不要忘了调用这个方法
                        break;
                    case 2://RectF矩形
                        RectF rectF0 = new RectF(0,0,getWidth(),getHeight());
                        canvas.drawBitmap(BitmapFactory.decodeResource(getResources(), mipmap.gamewin),null,rectF0,paint);
                        break;
                    case 3:
                        RectF rectF = new RectF(0,0,getWidth(),getHeight());
                        canvas.drawBitmap(BitmapFactory.decodeResource(getResources(), mipmap.gamelost),null,rectF,paint);
                        break;
                    case 4:
                        RectF rectF1 = new RectF(0,0,getWidth(),getHeight());
                        canvas.drawBitmap(BitmapFactory.decodeResource(getResources(), mipmap.mainmenu),null,rectF1,paint);
                        RectF rectF2 = new RectF(0,getHeight()*2/5,getWidth(),getHeight()*3/5);
                        canvas.drawBitmap(BitmapFactory.decodeResource(getResources(), mipmap.logo),null,rectF2,paint);
                        if(count>20){
                            MySurfaceView.GAME_STATE = 1;
                        }
                        break;


                }




                } catch(Exception e){
            e.printStackTrace();
        } finally{
            if (canvas != null) {
                surfaceHolder.unlockCanvasAndPost(canvas);//解锁画布,显示到屏幕上
            }

        }
        
    }

}

    @Override
    public boolean onTouchEvent(MotionEvent event) {
//        if (event.getAction()==MotionEvent.ACTION_MOVE){
//            Log.e("MySurfaceView","onTouchEvent:"+event.getX());
//        }else if (event.getAction() == MotionEvent.ACTION_UP){
//            Log.d("MySurfaceView","手指按起");
//        }else if (event.getAction() == MotionEvent.ACTION_DOWN){
//            Log.d("MySurfaceView","手指按下");

        plane.touchEvent(event);
            return true;//永远监听屏幕触摸事件

    }

}



继承:继承是从已有的类中派生出新类,新的类能吸收已有类的数据属性行为并能扩展新的能力。

代码:

public class MySurfaceView extends SurfaceView implements SurfaceHolder.Callback,Runnable {


    public static int height;
    private SurfaceHolder surfaceHolder;
    private Canvas canvas;//绘制图形的画布
    private boolean isDrawing = true;//标志位
    public static int width;
    private MyPlane plane;
    //Vector是线程安全的,ArrayList是非线程安全的
    private Vector<Bullet> bulletVector = new Vector<>();
    private Vector<Bullet> bossbulletVector = new Vector<>();
    private Vector<Boom>boomVector = new Vector<>();
    private int count;
    private BossPlane bossPlane;
    private GameSoundPool gameSoundPool;
    public static int GAME_STATE = 4;
    private MediaPlayer mediaPlayer;


    public MySurfaceView(Context context) {
        super(context);
        gameSoundPool = new GameSoundPool(getContext());
        init();

    }

    /**
     * 初始化操作
     */

    private void init() {
        surfaceHolder = getHolder();
        surfaceHolder.addCallback(this);//添加回调事件监听
        setFocusable(true);//设置可聚焦
        setKeepScreenOn(true);//设置屏幕常亮
        setFocusableInTouchMode(true);//设置触摸模式


    }

    @Override
    public void surfaceCreated(SurfaceHolder holder) {
        new Thread(this).start();//启动子线程
        height = getHeight();
        width = getWidth();
    }

    @Override
    public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {

    }

    @Override
    public void surfaceDestroyed(SurfaceHolder holder) {
        isDrawing = false;
    }

    /**
     * 实现绘图操作
     */

    @Override
    public void run() {
        MediaPlayer mediaPlayer = null;
        mediaPlayer = MediaPlayer.create(getContext(),R.raw.bgm_zhuxuanlv);
        mediaPlayer.setLooping(true);
        mediaPlayer.start();
        Paint paint = new Paint();




//        BackGround1 backGround1= new BackGround1(BitmapFactory.decodeResource(getResources(), mipmap.mainmenu));
        BackGround backGround = new BackGround(BitmapFactory.decodeResource(getResources(), mipmap.bk));
        plane = new MyPlane(BitmapFactory.decodeResource(getResources(), mipmap.myplane),BitmapFactory.decodeResource(getResources(), mipmap.myhp));
        BossPlane bossPlane = new BossPlane(BitmapFactory.decodeResource(getResources(), mipmap.bossplane));

        while (isDrawing) {
            count++;
            try {
                canvas = surfaceHolder.lockCanvas();//锁定(选定)画布
                canvas.drawColor(Color.WHITE);
                switch (GAME_STATE){

                    case 1:
                        backGround.draw(canvas, paint);
                        plane.draw(canvas, paint);
                        bossPlane.draw(canvas, paint);

                        if(count%30==0){
                            Bullet bullet = new Bullet(BitmapFactory.decodeResource(getResources(), mipmap.mybullet), plane.getX() , plane.getY(),0);
                            Bullet bullet1 = new Bullet(BitmapFactory.decodeResource(getResources(), mipmap.mybullet), plane.getX()+ plane.getWidth(), plane.getY(),0);
                            bulletVector.add(bullet);
                            bulletVector.add(bullet1);
                            gameSoundPool.playSound(1);


                        }




                        //移除消失的子弹
                        for (int i = 0; i < bulletVector.size(); i++) {

                            if (bulletVector.elementAt(i).isDead()) {
                                bulletVector.remove(i);

                            }
                        }
                        //绘制玩家子弹
                        for (int i = 0; i < bulletVector.size(); i++){

                            bulletVector.elementAt(i).draw(canvas, paint);
                            if (bossPlane.isCollision(bulletVector.elementAt(i))){
                                gameSoundPool.playSound(2);
                                Boom boom = new Boom(BitmapFactory.decodeResource(getResources(),R.mipmap.boom),bossPlane.getX(),bossPlane.getY(),7);
                                boomVector.add(boom);
                            }
                        }




                        for (int i =0;i<boomVector.size();i++){
                            if (boomVector.elementAt(i).isEnd()){
                                boomVector.remove(i);
                            }else {

                                boomVector.elementAt(i).draw(canvas,paint);
                                //Log.e("..","....");
                            }
                        }


                        if(count%30==0){
                            Bullet bullet = new Bullet(BitmapFactory.decodeResource(getResources(), mipmap.bossbullet), bossPlane.getX() , bossPlane.getY()+bossPlane.getFrameH(),1);
                            Bullet bullet1 = new Bullet(BitmapFactory.decodeResource(getResources(), mipmap.bossbullet), bossPlane.getX()+ bossPlane.getFrameW(), bossPlane.getY()+bossPlane.getFrameH(),1);
                            bossbulletVector.add(bullet);
                            bossbulletVector.add(bullet1);

                        }
                        //移除boss的子弹
                        for (int i = 0; i < bossbulletVector.size(); i++) {
                            if (bossbulletVector.elementAt(i).isDead()) {
                                bossbulletVector.remove(i);

                            }
                        }
                        //绘制boss子弹
                        for (int i = 0; i < bossbulletVector.size(); i++) {
                            bossbulletVector.elementAt(i).draw(canvas, paint);
                            plane.isCollision(bossbulletVector.elementAt(i));


                        }

                        plane.isCollision(bossPlane);//一定不要忘了调用这个方法
                        break;
                    case 2://RectF矩形
                        RectF rectF0 = new RectF(0,0,getWidth(),getHeight());
                        canvas.drawBitmap(BitmapFactory.decodeResource(getResources(), mipmap.gamewin),null,rectF0,paint);
                        break;
                    case 3:
                        RectF rectF = new RectF(0,0,getWidth(),getHeight());
                        canvas.drawBitmap(BitmapFactory.decodeResource(getResources(), mipmap.gamelost),null,rectF,paint);
                        break;
                    case 4:
                        RectF rectF1 = new RectF(0,0,getWidth(),getHeight());
                        canvas.drawBitmap(BitmapFactory.decodeResource(getResources(), mipmap.mainmenu),null,rectF1,paint);
                        RectF rectF2 = new RectF(0,getHeight()*2/5,getWidth(),getHeight()*3/5);
                        canvas.drawBitmap(BitmapFactory.decodeResource(getResources(), mipmap.logo),null,rectF2,paint);
                        if(count>20){
                            MySurfaceView.GAME_STATE = 1;
                        }
                        break;


                }




                } catch(Exception e){
            e.printStackTrace();
        } finally{
            if (canvas != null) {
                surfaceHolder.unlockCanvasAndPost(canvas);//解锁画布,显示到屏幕上
            }

        }
        
    }

}

    @Override
    public boolean onTouchEvent(MotionEvent event) {
//        if (event.getAction()==MotionEvent.ACTION_MOVE){
//            Log.e("MySurfaceView","onTouchEvent:"+event.getX());
//        }else if (event.getAction() == MotionEvent.ACTION_UP){
//            Log.d("MySurfaceView","手指按起");
//        }else if (event.getAction() == MotionEvent.ACTION_DOWN){
//            Log.d("MySurfaceView","手指按下");

        plane.touchEvent(event);
            return true;//永远监听屏幕触摸事件

    }

}

我的收获与感悟:


五月是我学习编程以来最累的一个月,但是也是收获最多的一

个月,这一个月是真正意义的开始接触Java和Android 

Studio.我开始知道什么是类什么是对象,理解了封装,多态,

继承,方法的重载,方法的重写,接口的概念等等。我做出了

第一个游戏程序,虽然不算自己亲自编程出来了的,但是通过

飞机大战这个游戏我对Java的概念又进一步的理解和运用,在

游戏运行出来的时候,心里压抑不住的欢喜,特别想把这个游

戏继续优化下去,想让他变得更加完美,我自知我现在的知识

还不够,但是我会继续努力,巩固这个月所学习的知识,并继

续学习更多的知识,为亲自做出属于自己的编程。非常感谢江

哥在五月教授我们那么的知识,在我遇到困难时候耐心的为我

解决问题,我一定会继续好好学习,向江哥提出更多的问题,

成为优秀的程序员。



评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值