Android游戏——学习小结(一个简单的设计小游戏)动画射击

           学android也将近一个月了。也练习了许多的功能点(比较分散)的代码,所以想做一个简单demo来把学习的总结一下。

    我的思路很简单,一个敌人在上方左右移动,没两秒中向下发出一颗子弹,主角在下方,但是可以上下移动,并朝上方发射子弹。相互检查对方的子弹击中对方,如击中就判断出胜负,并且游戏结束。其中也运用到程序切割图片用来展示主角的上下左右移动时的动画。

    游戏中用到了两张图片,主角和敌人共用一张,子弹一张

             

  下面我将分别展示开发练习中所用到的类,以及代码。

    动画类:MyAnimation.java

View Code
import java.io.InputStream;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Paint;

public class MyAnimation {
    
    
    /**
     * 帧动画的图片数组
     */
    Bitmap[] frameBitmaps;
    /**
     * 当前播放的图片帧ID
     */
    int currentFrameID=0;
    /**
     * 是否循环播放
     */
    boolean isLoop;
    /**
     * 是否播放结束
     */
    boolean isEnd;
    /**
     * 帧动画图片的数量
     */
    int frameCount;
    /**
     * 上一次播放的时间
     */
    long lastPlayTime=0;
    /**
     * 每一帧的间隔时间
     */
    final int Anim_Time=100;
    
    
    /**
     * 构造
     * @param context
     * @param FrameBitmapIDs 帧动画所需图片的资源ID数组
     * @param IsLoop 是否循环播放
     */
    public MyAnimation(Context context,int[]FrameBitmapIDs,boolean IsLoop) {
        this.frameCount=FrameBitmapIDs.length;
        frameBitmaps=new Bitmap[frameCount];
        for (int i = 0; i <frameCount; i++) {
            frameBitmaps[i]=ReadBitMap(context, FrameBitmapIDs[i]);
        }
        this.isEnd=true;
        this.isLoop=IsLoop;
    }
    
    /**
     * 构造
     * @param context
     * @param framBitmaps 帧动画所需图片的bitmap数组
     * @param IsLoop 是否循环播放
     */
    public MyAnimation(Context context, Bitmap[]framBitmaps,boolean IsLoop){
        this.frameCount=framBitmaps.length;
        this.frameBitmaps=framBitmaps;
        this.isLoop=IsLoop;
    }
    
    /**
     * 绘制某一帧
     * @param canvas
     * @param paint
     * @param x  
     * @param y
     * @param PlayFrameID  某一帧所在数组的索引
     */
    public void DrawFrame(Canvas canvas,Paint paint,int x,int y,int PlayFrameID) {
        canvas.drawBitmap(frameBitmaps[PlayFrameID], x, y, paint);
    }
    
    /**
     * 绘制动画
     * @param canvas
     * @param paint
     * @param x
     * @param y
     */
    public void DrawAnimation(Canvas canvas,Paint paint,int x,int y) {
        if(!isEnd){
            canvas.drawBitmap(frameBitmaps[currentFrameID], x, y, paint);
            long time=System.currentTimeMillis();
            if(time-lastPlayTime>Anim_Time){
                currentFrameID++;
                lastPlayTime=time;
                if(currentFrameID>=frameCount){//播放的是最后一帧
                    isEnd=true;
                    if(isLoop){//是循环播放
                        isEnd=false;
                        currentFrameID=0;
                    }
                }
            }
        }
    }
    
    /**
     * 绘制动画
     * @param bitmaps 动画集合
     * @param canvas
     * @param paint
     * @param x
     * @param y
     */
    public void DrawAnimation(Bitmap[] bitmaps,Canvas canvas,Paint paint,int x,int y) {
        if(!isEnd){
            canvas.drawBitmap(frameBitmaps[currentFrameID], x, y, paint);
            long time=System.currentTimeMillis();
            if(time-lastPlayTime>Anim_Time){
                currentFrameID++;
                lastPlayTime=time;
                if(currentFrameID>=frameCount){//播放的是最后一帧
                    isEnd=true;
                    if(isLoop){//是循环播放
                        isEnd=false;
                        currentFrameID=0;
                    }
                }
            }
        }
    }
    
    /**
     * 停止动画
     */
    public void StopAnimation() {
        isEnd=true;
    }
    /**
     * 开始动画
     */
    public void StartAnimation() {
        isEnd=false;
    }
    /**
     * 设置动画所需的bitmap数组
     * @param bitmaps
     */
    public void setBitmap(Bitmap[] bitmaps) {
        this.frameBitmaps=bitmaps;
    }
    
    
    
    
    
    
    /** 
     * 读取图片资源 
     * @param context 
     * @param resId 
     * @return 
     */  
    public static Bitmap ReadBitMap(Context context, int resId) {  
        BitmapFactory.Options opt = new BitmapFactory.Options();  
        opt.inPreferredConfig = Bitmap.Config.RGB_565;  
        opt.inPurgeable = true;  
        opt.inInputShareable = true;  
        // 获取资源图片  
        InputStream is = context.getResources().openRawResource(resId);  
        return BitmapFactory.decodeStream(is, null, opt);  
       } 
    
}

     BitmapHelper.java(切割图片的一个公用类)

View Code
/**
     * 将一张图片分割
     * @param bitmap 源图片
     * @param Currentlengthways 当前所在的纵行
     * @param crosswiseCount 横向的小图个数
     * @param lengthwaysCount 纵向的小图个数
     * @return
     */
    public static Bitmap[] ClipBitmap(Bitmap bitmap,int Currentlengthways,int crosswiseCount,int lengthwaysCount) {
        Bitmap[] bitmaps=new Bitmap[crosswiseCount];
        int frameW=bitmap.getWidth()/crosswiseCount;
        int frameH=bitmap.getHeight()/lengthwaysCount;
        for (int i = 0; i < crosswiseCount; i++) {
            bitmaps[i]=Bitmap.createBitmap(bitmap, i*frameW, (Currentlengthways-1)*frameH, frameW, frameH);
        }
        return bitmaps;
    }

    主角类:Player.java

View Code
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.Canvas;
import android.graphics.Paint;
import android.util.Log;
import android.view.KeyEvent;

public class Player {
    /**
     * 主角的x,y坐标 以及手机屏幕的宽高
     */
    int x,y,screenH,screenW;
    /**
     * 主角的移动速度
     */
    final int speed=3;
    /**
     * 主角所用的所有图片和当前使用的图片
     */
    Bitmap[] playBitmapDown,playBitmapUp,playBitmapLeft,playBitmapRight,playBitmapCurrent;
    /**
     * 主角的方向
     */
    boolean isUp=false,isDown=false,isLeft=false,isRight=false;
    /**
     * 检测主角是否发生了碰撞
     */
    boolean isCollsion;
    /**
     * 主角图片的宽高
     */
    int frameW,frameH;
    /**
     * 引用的动画类实例
     */
    MyAnimation animation;
    Context context;
    /**
     * 构造
     * @param context
     * @param playBitmapDown 主角向下移动所需的bitmap数组
     * @param playBitmapUp   主角向上移动所需的bitmap数组
     * @param playBitmapLeft  主角向左移动所需的bitmap数组
     * @param playBitmapRight  主角向右移动所需的bitmap数组
     * @param x 
     * @param y
     * @param screenW
     * @param screenH
     */
    public Player(Context context,Bitmap[] playBitmapDown,Bitmap[] playBitmapUp,Bitmap[] playBitmapLeft,Bitmap[] playBitmapRight,int x,int y,int screenW,int screenH){
        this.playBitmapDown=playBitmapDown;
        this.playBitmapUp=playBitmapUp;
        this.playBitmapLeft=playBitmapLeft;
        this.playBitmapRight=playBitmapRight;
        frameW=playBitmapDown[0].getWidth();
        frameH=playBitmapDown[0].getHeight();
        this.x=x;
        this.y=y;
        this.screenW=screenW;
        this.screenH=screenH;
        playBitmapCurrent=playBitmapUp;
        animation=new MyAnimation(context, playBitmapCurrent, true);
        Log.e("mygemebitmap",playBitmapCurrent.toString());
    }
    /**
     * 绘制主角
     * @param canvas
     * @param paint
     */
    public void Draw(Canvas canvas,Paint paint) {
        canvas.save();
        canvas.clipRect(x, y, x + frameW, y + frameH);
        animation.DrawFrame(canvas, paint, x, y, animation.currentFrameID);
        canvas.restore();
    }
    
    /**
     * 玩家按钮向下操作主角
     * @param keyCode
     */
    public void onKeyDown(int keyCode) {
        switch (keyCode) {
        case KeyEvent.KEYCODE_DPAD_DOWN:
            isDown=true;
            Log.e("mygamedir", "向下");
            animation.StartAnimation();
            animation.setBitmap(playBitmapDown);
            break;
        case KeyEvent.KEYCODE_DPAD_UP:
            Log.e("mygamedir", "向上");
            isUp=true;
            animation.StartAnimation();
            animation.setBitmap(playBitmapUp);
            break;
        case KeyEvent.KEYCODE_DPAD_LEFT:
            Log.e("mygamedir", "向坐");
            isLeft=true;
            animation.StartAnimation();
            animation.setBitmap(playBitmapLeft);
            break;
        case KeyEvent.KEYCODE_DPAD_RIGHT:
            Log.e("mygamedir", "向右");
            isRight=true;
            animation.StartAnimation();
            animation.setBitmap(playBitmapRight);
            break;
        default:
            break;
        }
    }
    
    /**
     * 玩家按钮向上操作主角
     * @param keyCode
     */
    public void onKeyUp(int keyCode) {
        switch (keyCode) {
        case KeyEvent.KEYCODE_DPAD_DOWN:
            isDown=false;
            animation.StopAnimation();
            break;
        case KeyEvent.KEYCODE_DPAD_UP:
            isUp=false;
            animation.StopAnimation();
            break;
        case KeyEvent.KEYCODE_DPAD_LEFT:
            isLeft=false;
            animation.StopAnimation();
            break;
        case KeyEvent.KEYCODE_DPAD_RIGHT:
            isRight=false;
            animation.StopAnimation();
            break;
        default:
            break;
        }
    }
    
    /**
     * 业务逻辑
     */
    public void logic() {
        //判断移动方向
        if(isDown){
            y+=speed;
        }
        else if(isUp) {
            y-=speed;
        }
        else if(isLeft){
            x-=speed;
        }
        else if (isRight) {
            x+=speed;
        }
        //超出边界
        //判断屏幕X边界
        if (x + frameW>= screenW) {
            x =screenW - frameW;
        } else if (x <= 0) {
            x = 0;
        }
        //判断屏幕Y边界
        if (y +frameH >= screenH) {
            y = screenH - frameH;
        } else if (y <= 0) {
            y = 0;
        }
    }
    /**
     * 检测主角是否与子弹发生了碰撞
     * @param bullet 子弹对象
     * @return
     */
    public boolean CheckCollsionWithBullet(Bullet bullet) {
        int BulletX=bullet.x;
        int BulletY=bullet.y;
        int BulletWidth=bullet.bulletBitmap.getWidth();
        int BulletHeight=bullet.bulletBitmap.getHeight();
        if(x>BulletX&&x>BulletX+BulletWidth){
            isCollsion=false;
        }
        else if (x<BulletX&&x+frameW<BulletX) {
            isCollsion=false;
        } 
        else if (y >BulletY  && y >= BulletY + BulletHeight) {
            isCollsion=false;
        } else if (y < BulletY && y + frameH < BulletY) {
            isCollsion=false;
        }
        else{
            isCollsion=true;
        }
        return isCollsion;
    }
}

    敌人类:Enemy.java

View Code
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.Canvas;
import android.graphics.Paint;

/**
 * 敌人
 */
public class Enemy {
    /**
     * 敌人的坐标以及屏幕的宽高
     */
    int x,y,screenH,screenW;
    /**
     * 敌人的所需图片
     */
    Bitmap[] enemyBitmap;
    boolean isCollsion; //是否发生碰撞
    Context context;
    int frameW,frameH;
    MyAnimation animation;
    /**
     * 敌人移动的方向 1:向右,2:向左
     */
    int dir=1;
    /**
     * 构造
     * @param enemyBitmap
     * @param x
     * @param y
     * @param screenW
     * @param screenH
     */
    public Enemy(Context context,Bitmap[] enemyBitmap,int x,int y,int screenW,int screenH){
        this.enemyBitmap=enemyBitmap;
        frameW=enemyBitmap[0].getWidth();
        frameH=enemyBitmap[0].getHeight();
        this.x=x;
        this.y=y;
        this.screenW=screenW;
        this.screenH=screenH;
        this.context=context;
        animation=new MyAnimation(context, enemyBitmap, true);
    }
    /**
     * 绘制敌人
     * @param canvas
     * @param paint
     */
    public void Draw(Canvas canvas,Paint paint) {
        canvas.save();
        canvas.clipRect(x, y, x + frameW, y + frameH);
        animation.DrawFrame(canvas, paint, x, y, animation.currentFrameID);
        canvas.restore();
    }
    /**
     * 业务逻辑
     */
    public void logic(){
        if(x+frameW>=screenW){ //敌人到达右边界 就设置下次的移动方向是左
            dir=2;
        }
        else if(x<=0){//敌人到达左边界 就设置下次的移动方向是右
            dir=1;
        }
        //设置敌人的位置坐标
        if(dir==1){
            x++;
        }
        else if(dir==2){
             x--;
        }
        //动画的设置
        animation.currentFrameID++;
        if(animation.currentFrameID>=4){
            animation.currentFrameID=0;
        }
    }
     /**
     * 检测敌人是否与子弹发生了碰撞
     * @param bullet 子弹对象
     * @return
     */
    public boolean CheckCollsionWithBullet(Bullet bullet) {
        int BulletX=bullet.x;
        int BulletY=bullet.y;
        int BulletWidth=bullet.bulletBitmap.getWidth();
        int BulletHeight=bullet.bulletBitmap.getHeight();
        if(x>=BulletX&&x>=BulletX+BulletWidth){
            isCollsion=false;
        }
        else if (x<=BulletX&&x+enemyBitmap[animation.currentFrameID].getWidth()<=BulletX) {
            isCollsion=false;
        } 
        else if (y >=BulletY  && y >= BulletY + BulletHeight) {
            isCollsion=false;
        } else if (y <= BulletY && y + enemyBitmap[animation.currentFrameID].getHeight() <= BulletY) {
            isCollsion=false;
        }
        else{
            isCollsion=true;
        }
        return isCollsion;
    }
}

   子弹类:Bullet.java

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

/**
 * 子弹对象
 */
public class Bullet {
    int x,y,screenH,screenW;
    Bitmap bulletBitmap;
    /**
     * 子弹的类型
     */
    int bullet_Type;
    /**
     * 子弹类型:是来自主角还是敌人
     */
    final int Bullet_Type_Player=1,Bullet_Type_Enemy=2;
    /**
     * 是否超出手机屏幕
     */
    boolean isDead;
    /**
     * 方向
     */
    int Dir;
    /*
     * 子弹的速度
     */
    int speed=5;
    //8方向常量
    public static final int DIR_UP = 1,DIR_DOWN = 2, DIR_LEFT = 3,DIR_RIGHT = 4,DIR_UP_LEFT = 5,DIR_UP_RIGHT = 6,DIR_DOWN_LEFT = 7,DIR_DOWN_RIGHT = 8;
    
    /**
     * 构造
     * @param bulletBitmap
     * @param x
     * @param y
     * @param bullet_Type 子弹类型:来自主角1,来自敌人2
     * @param Dir 子弹的方向
     * @param screenW
     * @param screenH
     */
    public  Bullet(Bitmap bulletBitmap,int x,int y,int bullet_Type,int Dir,int screenW,int screenH) {
        this.bulletBitmap=bulletBitmap;
        this.x=x;
        this.y=y;
        this.bullet_Type=bullet_Type;
        this.Dir=Dir;
        this.screenH=screenH;
        this.screenW=screenW;
        isDead=false;
    }
    
    /**
     * 绘制子弹
     * @param canvas
     * @param paint
     */
    public void Draw(Canvas canvas,Paint paint) {
        if(!isDead){
            canvas.drawBitmap(bulletBitmap, x, y, paint);
        }
    }
    /**
     * 逻辑
     */
    public void logic() {
        if(Dir==DIR_DOWN){
            y+=speed;
        }
        else if (Dir==DIR_LEFT) {
            x-=speed;
        }
        else if (Dir==DIR_RIGHT) {
            x+=speed;
        }
        else if (Dir==DIR_UP) {
            y-=speed;
        }
        //边界处理
        if (y+bulletBitmap.getHeight() >screenH || y <=0 ||  x+bulletBitmap.getWidth()> screenW || x <= 0) {
            isDead = true;
        }
    }
    
}

  显示类: MySurfaceView.java

View Code
import java.util.Vector;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.Paint.Style;
import android.util.Log;
import android.view.KeyEvent;
import android.view.SurfaceHolder;
import android.view.SurfaceHolder.Callback;
import android.view.SurfaceView;

public class MySurfaceView extends SurfaceView implements Callback, Runnable {
    // 主角上线左右移动
    Bitmap[] hero_DwonBitmaps;
    Bitmap[] hero_UpBitmaps;
    Bitmap[] hero_LeftBitmaps;
    Bitmap[] hero_RightBitmaps;
    // 敌人上下左右移动
    Bitmap[] enemy_DwonBitmaps;
    Bitmap[] enemy_UpBitmaps;
    Bitmap[] enemy_LeftBitmaps;
    Bitmap[] enemy_RightBitmaps;

    Canvas canvas;
    Paint paint;
    SurfaceHolder surfaceHolder;
    Thread thread;
    boolean flag;
    
    /**
     * 主角和敌人共用了一张大图
     */
    Bitmap hero_enemy_bitmap;

    // 背景子弹图片
     //Bitmap bgBitmap;
    Bitmap bulletBitmap;

    MyAnimation animation;
    
    Player player;
    Enemy enemy;
    /**
     * 敌人的子弹
     */
    Vector<Bullet> enemyBullets;
    /**
     * 主角的子弹
     */
    Vector<Bullet> playerBullets;
    /**
     * 最后一次发子弹的时间
     */
    long lastSendBulletTime;
    
    /**
     *是否胜利 1:进行中,2:胜利,3:失败了 
     */
    int isWin=1;
    int screenW, screenH;
    
    int timesleep = 100;//刷新的间隔时间
    
    /**
     * 构造
     * @param context
     * @param screenW
     * @param screenH
     */
    public MySurfaceView(Context context,int screenW,int screenH) {
        super(context);
        surfaceHolder = this.getHolder();
        surfaceHolder.addCallback(this);
        paint = new Paint();
        paint.setStyle(Style.STROKE);
        paint.setAntiAlias(true);
        paint.setColor(Color.RED);
        // 子弹
        bulletBitmap = MyAnimation.ReadBitMap(context, R.drawable.bullet);
        // 主角与敌人公用的大图
        hero_enemy_bitmap = MyAnimation.ReadBitMap(context, R.drawable.hero);
        // 主角
        hero_DwonBitmaps = BitmapHelper.ClipBitmap(hero_enemy_bitmap, 1, 4, 4);
        hero_UpBitmaps = BitmapHelper.ClipBitmap(hero_enemy_bitmap, 4, 4, 4);
        hero_LeftBitmaps = BitmapHelper.ClipBitmap(hero_enemy_bitmap, 2, 4, 4);
        hero_RightBitmaps = BitmapHelper.ClipBitmap(hero_enemy_bitmap, 3, 4, 4);

        enemy_DwonBitmaps = BitmapHelper.ClipBitmap(hero_enemy_bitmap, 1, 4, 4);
        enemy_UpBitmaps = BitmapHelper.ClipBitmap(hero_enemy_bitmap, 4, 4, 4);
        enemy_LeftBitmaps = BitmapHelper.ClipBitmap(hero_enemy_bitmap, 2, 4, 4);
        enemy_RightBitmaps = BitmapHelper
                .ClipBitmap(hero_enemy_bitmap, 3, 4, 4);
        this.screenW =screenW;
        this.screenH =screenH;
        player = new Player(context,hero_DwonBitmaps,hero_UpBitmaps,hero_LeftBitmaps,hero_RightBitmaps, 200, 600,screenW,screenH);
        enemy = new Enemy(context, enemy_DwonBitmaps, 100, 100, screenW,
                screenH);
        enemyBullets = new Vector<Bullet>();
        playerBullets = new Vector<Bullet>();
        //设置焦点
        this.setFocusable(true);
        this.setFocusableInTouchMode(true);
    }
    
    public void draw() {
        try {
            canvas = surfaceHolder.lockCanvas();
            synchronized (canvas) {
                //canvas.drawBitmap(bgBitmap, 0, 0, paint);
                canvas.drawColor(Color.GRAY);
                player.Draw(canvas, paint);    
                paint.setColor(Color.GREEN);
                canvas.drawText("这个是主角", player.x, player.y, paint);
                player.animation.DrawAnimation(canvas, paint, player.x, player.y);
                enemy.Draw(canvas, paint);
                paint.setColor(Color.RED);
                canvas.drawText("这个是敌人", enemy.x, enemy.y, paint);
                if(isWin==2){
                    paint.setTextSize(20);
                    paint.setColor(Color.GREEN);
                    canvas.drawText("我赢了", 10, 100, paint);
                    Log.e("mygame","我赢了");
                    flag=false;
                }
                else if(isWin==3){
                    paint.setTextSize(20);
                    paint.setColor(Color.RED);
                    canvas.drawText("我输了", 10, 100, paint);
                    Log.e("mygame","我输了");
                    flag=false;
                    return;
                }
                for (Bullet bullet : enemyBullets) {
                    //Log.e("mygame", "敌人子弹当前位置:"+bullet.x+"/"+bullet.y+"。玩家当前位置:"+player.x+"/"+player.y);
                    bullet.Draw(canvas, paint);
                }
                for (Bullet bullet : playerBullets) {
                    //Log.e("mygame", "玩家子弹当前位置:"+bullet.x+"/"+bullet.y+"。敌人当前位置:"+player.x+"/"+player.y);
                    bullet.Draw(canvas, paint);
                }
            }
        } catch (Exception e) {
            Log.e("mygame", e.getMessage());
        } finally {
            if (canvas != null) {
                surfaceHolder.unlockCanvasAndPost(canvas);
            }
        }
    }

    public void logic() {
        long time = System.currentTimeMillis();
        if (time - lastSendBulletTime >= 2000) {
            lastSendBulletTime = time;
            Bullet bullet = new Bullet(bulletBitmap, enemy.x, enemy.y, 2, 2,
                    screenW, screenH);
            enemyBullets.addElement(bullet);
        }
        player.logic();
        enemy.logic();
        for (int i = 0; i < enemyBullets.size(); i++) {
            Bullet bullet=enemyBullets.elementAt(i);
            if(player.CheckCollsionWithBullet(bullet)){
                isWin=3;
            }
            if(bullet.isDead){
                Log.e("mygame", "敌人子弹超屏,移出他");
                enemyBullets.removeElement(bullet);
            }
            else{
                bullet.logic();
            }
        }
        for (int i = 0; i < playerBullets.size(); i++) {
            Bullet bullet=playerBullets.elementAt(i);
            if(enemy.CheckCollsionWithBullet(bullet)){
                isWin=2;
            }
            if(bullet.isDead){
                Log.e("mygame", "玩家子弹超屏,移出他");
                playerBullets.removeElement(bullet);
            }
            else{
                bullet.logic();
            }
        }
        
    }

    @Override
    public boolean onKeyDown(int keyCode, KeyEvent event) {
        player.onKeyDown(keyCode);
        if(keyCode==KeyEvent.KEYCODE_DPAD_CENTER){
            Bullet bullet=new Bullet(bulletBitmap, player.x, player.y,1, 1, screenW, screenH);
            playerBullets.add(bullet);
        }
        return true;
    }
    @Override
    public boolean onKeyUp(int keyCode, KeyEvent event) {
        player.onKeyUp(keyCode);
        return true;
    }
    
    @Override
    public void run() {
        while (flag) {
            draw();
            logic();
            try {
                Thread.sleep(timesleep);
            } catch (Exception e) {
                Log.e("mygame", e.getMessage());
            }
        }
    }

    @Override
    public void surfaceChanged(SurfaceHolder arg0, int arg1, int arg2, int arg3) {
        // TODO Auto-generated method stub

    }

    @Override
    public void surfaceCreated(SurfaceHolder arg0) {
        // TODO Auto-generated method stub
        flag = true;
        thread = new Thread(this);
        thread.start();
    }

    @Override
    public void surfaceDestroyed(SurfaceHolder arg0) {
        // TODO Auto-generated method stub
        flag = false;
        thread=null;
        System.exit(0);
    }

}

  MainActivity.java

View Code
import android.os.Bundle;
import android.view.Display;
import android.view.Window;
import android.view.WindowManager;
import android.app.Activity;

public class MainActivity extends Activity {

    @Override
    protected void onCreate(Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);
        requestWindowFeature(Window.FEATURE_NO_TITLE);
         getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,
                    WindowManager.LayoutParams.FLAG_FULLSCREEN);
         Display display= getWindowManager().getDefaultDisplay();
        setContentView(new MySurfaceView(this,display.getWidth(),display.getHeight()));
        
    }
}

    下一步,研究一下敌人的AI,努力实现敌人的智能设置,以及子弹方向的多元化设置(跟踪弹这种)。

    还是附上源代码 附件下载

转载于:https://www.cnblogs.com/cindyOne/archive/2013/04/10/3011522.html

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