android 游戏 实战打飞机游戏 怪物(敌机)类的实现(4)

这里写图片描述

分析 : 根据敌机类型区分 敌机 运动逻辑 以及绘制

/**
 * 敌机
 * 
 * @author liuml
 * @time 2016-5-31 下午4:14:59
 */
public class Enemy {

    // 敌机的种类标识
    public int type;
    // 苍蝇
    public static final int TYPE_FLY = 1;
    // 鸭子(从左往右运动)
    public static final int TYPE_DUCKL = 2;
    // 鸭子(从右往左运动)
    public static final int TYPE_DUCKR = 3;
    // 敌机图片资源
    public Bitmap bmpEnemy;
    // 敌机坐标
    public int x, y;
    // 敌机每帧的宽高
    public int frameW, frameH;
    // 敌机当前帧下标
    private int frameIndex;
    // 敌机的移动速度
    private int speed;;
    // 判断敌机是否已经出屏
    public boolean isDead;

    // 敌机的构造函数
    public Enemy(Bitmap bmpEnemy, int enemyType, int x, int y) {
        this.bmpEnemy = bmpEnemy;
        frameW = bmpEnemy.getWidth() / 10;
        frameH = bmpEnemy.getHeight();
        this.type = enemyType;
        this.x = x;
        this.y = y;
        // 不同种类的敌机血量不同
        switch (type) {
        // 苍蝇
        case TYPE_FLY:
            speed = 25;
            break;
        // 鸭子
        case TYPE_DUCKL:
            speed = 3;
            break;
        case TYPE_DUCKR:
            speed = 3;
            break;
        }
    }

    // 敌机绘图函数
    public void draw(Canvas canvas, Paint paint) {
        canvas.save();
        canvas.clipRect(x, y, x + frameW, y + frameH);
        canvas.drawBitmap(bmpEnemy, x - frameIndex * frameW, y, paint);
        canvas.restore();
    }

    // 敌机逻辑AI
    public void logic() {
        // 不断循环播放帧形成动画
        frameIndex++;
        if (frameIndex >= 10) {
            frameIndex = 0;
        }
        // 不同种类的敌机拥有不同的AI逻辑
        switch (type) {
        case TYPE_FLY:
            if (isDead == false) {
                // 减速出现,加速返回
                speed -= 1;
                y += speed;
                if (y <= -200) {
                    isDead = true;
                }
            }
            break;
        case TYPE_DUCKL:
            if (isDead == false) {
                // 斜右下角运动
                x += speed / 2;
                y += speed;
                if (x > MySurfaceView.screenW) {
                    isDead = true;
                }
            }
            break;
        case TYPE_DUCKR:
            if (isDead == false) {
                // 斜左下角运动
                x -= speed / 2;
                y += speed;
                if (x < -50) {
                    isDead = true;
                }
            }
            break;
        }
    }

}

在MySurfaceView 中 生成敌机

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;

    /**
     * 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);

        // 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);
                        }

                    } else {
                        // boss 绘制
                    }
                    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++;
                    }
                }
            }
            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;
    }
}

碰撞检测
修改Player类

package com.gsf;

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

public class Player {

    private int playerHp = 3;

    private Bitmap bmpPlayerHP;
    // 主角坐标以及位图
    private int x, y;
    private Bitmap bmpPlayer;
    // 主角移动速度

    private int speed = 5;
    // 主角移动标识
    private boolean isUp, isDown, isLeft, isRight;

    // 主角的构造函数
    public Player(Bitmap bmpPlayer, Bitmap bmpPlayerHp) {
        this.bmpPlayer = bmpPlayer;
        this.bmpPlayerHP = bmpPlayerHp;
        // 飞机初始位置
        x = MySurfaceView.screenW / 2 - bmpPlayer.getWidth() / 2;
        y = MySurfaceView.screenH - bmpPlayer.getHeight();
    }

    // 主角游戏绘制方法
    public void draw(Canvas canvas, Paint paint) {

        // 绘制主角
        canvas.drawBitmap(bmpPlayer, x, y, paint);
        // 绘制血量

        for (int i = 0; i < playerHp; i++) {
            canvas.drawBitmap(bmpPlayerHP, i * bmpPlayerHP.getWidth(),
                    MySurfaceView.screenH - bmpPlayerHP.getHeight(), paint);
        }

    }

    /**
     * 按键事件监听
     */
    public void onKeyDown(int keyCode, KeyEvent event) {
        if (keyCode == KeyEvent.KEYCODE_DPAD_UP) {
            isUp = true;
        }
        if (keyCode == KeyEvent.KEYCODE_DPAD_DOWN) {
            isDown = true;
        }
        if (keyCode == KeyEvent.KEYCODE_DPAD_LEFT) {
            isLeft = true;
        }
        if (keyCode == KeyEvent.KEYCODE_DPAD_RIGHT) {
            isRight = true;
        }
    }

    public void onKeyUp(int keyCode, KeyEvent event) {
        if (keyCode == KeyEvent.KEYCODE_DPAD_UP) {
            isUp = false;
        }
        if (keyCode == KeyEvent.KEYCODE_DPAD_DOWN) {
            isDown = false;
        }
        if (keyCode == KeyEvent.KEYCODE_DPAD_LEFT) {
            isLeft = false;
        }
        if (keyCode == KeyEvent.KEYCODE_DPAD_RIGHT) {
            isRight = false;
        }
    }

    /**
     * 游戏逻辑
     */
    public void logic() {
        if (isUp) {
            y -= speed;
        }
        if (isDown) {
            y += speed;
        }
        if (isLeft) {
            x -= speed;
        }
        if (isRight) {
            x += speed;
        }
        // 判断屏幕X边界
        if (x + bmpPlayer.getWidth() >= MySurfaceView.screenW) {
            x = MySurfaceView.screenW - bmpPlayer.getWidth();
        } else if (x <= 0) {
            x = 0;
        }
        // 判断屏幕Y边界
        if (y + bmpPlayer.getHeight() >= MySurfaceView.screenH) {
            y = MySurfaceView.screenH - bmpPlayer.getHeight();
        } else if (y <= 0) {
            y = 0;
        }

    }


    //设置主角血量
    public void setPlayerHp(int hp) {
        this.playerHp = hp;
    }

    //获取主角血量
    public int getPlayerHp() {
        return playerHp;
    }


    //判断碰撞(敌机与主角子弹碰撞)
    public boolean isCollsionWith(Enemy bullet) {
            int x2 = bullet.x;
            int y2 = bullet.y;
            int w2 = bullet.frameW;
            int h2 = bullet.frameH;
            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;
            }
            //发生碰撞,让其死亡
            //isDead = true;
            return true;
        }


}

在MySurface中 加上碰撞逻辑

    /**
     * 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++;
                    }
                }
                //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;
                        }
                    }
                }
            }
            break;

这里写图片描述

// 计时器
    private int noCollisionCount = 0;
    // 因为无敌时间
    private int noCollisionTime = 60;
    // 是否碰撞的标识位
    private boolean isCollision;
//判断碰撞(主角与敌机)
    public boolean isCollsionWith(Enemy en) {
        //是否处于无敌时间
        if (isCollision == false) {
            int x2 = en.x;
            int y2 = en.y;
            int w2 = en.frameW;
            int h2 = en.frameH;
            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;
        }
    }

修改逻辑方法

    /**
     * 游戏逻辑
     */
    public void logic() {
        if (isUp) {
            y -= speed;
        }
        if (isDown) {
            y += speed;
        }
        if (isLeft) {
            x -= speed;
        }
        if (isRight) {
            x += speed;
        }
        // 判断屏幕X边界
        if (x + bmpPlayer.getWidth() >= MySurfaceView.screenW) {
            x = MySurfaceView.screenW - bmpPlayer.getWidth();
        } else if (x <= 0) {
            x = 0;
        }
        // 判断屏幕Y边界
        if (y + bmpPlayer.getHeight() >= MySurfaceView.screenH) {
            y = MySurfaceView.screenH - bmpPlayer.getHeight();
        } else if (y <= 0) {
            y = 0;
        }

        // 处理无敌状态
        if (isCollision) {
            // 计时器开始计时
            noCollisionCount++;
            if (noCollisionCount >= noCollisionTime) {
                // 无敌时间过后,接触无敌状态及初始化计数器
                isCollision = false;
                noCollisionCount = 0;
            }
        }

    }

这里写图片描述

修改主角的绘制
Player 类

// 主角游戏绘制方法
    public void draw(Canvas canvas, Paint paint) {

        // 绘制主角
        // 当处于无敌时间时,让主角闪烁
        if (isCollision) {
            // 每2次游戏循环,绘制一次主角
            if (noCollisionCount % 2 == 0) {
                canvas.drawBitmap(bmpPlayer, x, y, paint);
            }
        } else {
            canvas.drawBitmap(bmpPlayer, x, y, paint);
        }
        // 绘制血量

        for (int i = 0; i < playerHp; i++) {
            canvas.drawBitmap(bmpPlayerHP, i * bmpPlayerHP.getWidth(),
                    MySurfaceView.screenH - bmpPlayerHP.getHeight(), paint);
        }

    }
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