android 游戏 实战打飞机游戏 实现无限循环的背景图(2)

分析下游戏界面内的元素 :
无限滚动的背景图, 可以操作的主角,主角的子弹, 主角的血量,两种怪物(敌机),一个boss, boss的爆炸效果.

先看效果图

这里写图片描述

1, 首先实现无限滚动的背景图 原理: 定义两个位图对象 当第一个位图到末尾是 第二个位图从第一个位图的末尾跟上.

public class GameBg {
    // 游戏背景的图片资源
    // 为了循环播放,这里定义两个位图对象,
    // 其资源引用的是同一张图片
    private Bitmap bmpBackGround1;
    private Bitmap bmpBackGround2;

    // 游戏背景坐标
    private int bg1x, bg1y, bg2x, bg2y;

    private int speed = 3;

    public GameBg(Bitmap bmpBackGround) {
        this.bmpBackGround1 = bmpBackGround;
        this.bmpBackGround2 = bmpBackGround;
        // 首先让第一张填满屏幕
        bg1y = -Math.abs(bmpBackGround.getHeight() - MySurfaceView.screenH);

        bg2y = bg1y - bmpBackGround1.getHeight() +50;
    }

    public void draw(Canvas canvas,Paint paint){

        canvas.drawBitmap(bmpBackGround1, bg1x, bg1y, paint);
        canvas.drawBitmap(bmpBackGround2, bg2x, bg2y, paint);
    }
    public void logic(){
        bg1y +=speed;
        bg2y +=speed;

        if(bg1y > MySurfaceView.screenH){
            bg1y = bg2y - bmpBackGround1.getHeight() +50;
        }
        if(bg2y > MySurfaceView.screenH){
            bg2y = bg1y - bmpBackGround1.getHeight() +50;
        }
    }

}

然后再在MySurfaceview里面调用方法


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;

    //
    private GameMenu gameMenu;
    private GameBg gameBg;

    /**
     * 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);

        gameBg = new GameBg(bmpBackGround);

    }

    /**
     * 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);
                    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:
            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:
            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();
            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;
    }
}
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