1.首先创建一个继承activity窗口的类,并且设置该窗口显示的是自定义视图
import android.os.Bundle;
import android.view.Window;
import android.app.Activity;
import android.view.Display;
import android.view.WindowManager;
import android.app.ActivityManager;
import android.content.pm.ActivityInfo;
public class MainActivity extends Activity {
public static int SCREEN_WIDTH;
public static int SCREEN_HEIGHT;
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
// 设置竖屏
setRequestedOrientation(ActivityInfo.SCREEN_ORIENTATION_PORTRAIT);
// 隐藏标题
requestWindowFeature(Window.FEATURE_NO_TITLE);
// 设置全屏
getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,
WindowManager.LayoutParams.FLAG_FULLSCREEN);
// 获取屏幕宽高
WindowManager wm = getWindowManager();
Display display = wm.getDefaultDisplay();
SCREEN_WIDTH = display.getWidth();
SCREEN_HEIGHT = display.getHeight();
// 设置窗口展示的界面视图
setContentView(new GameView(this));
}
}
2.游戏的核心实现,自定义游戏视图。首先通过SurfaceHolder对象来拿到画布,再启动一个线程去绘制游戏界面,接着我们又来现实onTouchEvent回调函数,玩家通过点击屏幕来移动坐标
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Color;
import android.graphics.Paint;
import android.content.Context;
import android.graphics.Canvas;
import android.view.MotionEvent;
import android.view.SurfaceView;
import android.view.SurfaceHolder;
import android.view.SurfaceHolder.Callback;
public class GameView extends SurfaceView implements Runnable, Callback {
private SurfaceHolder holder = null;
private boolean subThread = true;
private Ball ball;
private Player player;
private int mark = 0;
private Bitmap imgGameover;
private boolean gameOver = false;
private boolean clockwise = true;
private int orientationState = 1;
public GameView(Context context) {
super(context);
initData();
holder = getHolder();
holder.addCallback(this);
setKeepScreenOn(true);
requestFocusFromTouch();
}
private void initData() {
ball = new Ball(getContext());
player = new Player(getContext());
imgGameover = BitmapFactory.decodeResource(getResources(),
R.drawable.gameover);
}
private void drawGameView() {
Canvas canvas = null;
if (!gameOver) {
mark += 1;
canvas = holder.lockCanvas();
if (canvas != null) {
canvas.drawColor(Color.WHITE);
ball.drawBall(canvas);
player.drawBall(canvas);
ballMoveLocation();
judgeBallImpactScreen(canvas);
Paint paint = new Paint();
paint.setAntiAlias(true);
paint.setTextSize(15);
paint.setColor(Color.GREEN);
canvas.drawText("分数值: "+mark, 50, 20, paint);
holder.unlockCanvasAndPost(canvas);
}
}
}
private void ballMoveLocation() {
int ballSpeedX = 3;
int ballSpeedY = 3;
switch (orientationState) {
case 1:
ball.ballX += ballSpeedX;
ball.ballY += ballSpeedY;
break;
case 2:
ball.ballX -= ballSpeedX;
ball.ballY += ballSpeedY;
break;
case 3:
ball.ballX -= ballSpeedX;
ball.ballY -= ballSpeedY;
break;
case 4:
ball.ballX += ballSpeedX;
ball.ballY -= ballSpeedY;
break;
case 5:
ball.ballX -= ballSpeedX;
ball.ballY += ballSpeedY;
break;
case 6:
ball.ballX -= ballSpeedX;
ball.ballY -= ballSpeedY;
break;
case 7:
ball.ballX += ballSpeedX;
ball.ballY -= ballSpeedY;
break;
case 8:
ball.ballX += ballSpeedX;
ball.ballY += ballSpeedY;
break;
}
}
private void judgeBallImpactScreen(Canvas canvas) {
int random = (int)(Math.random()*10);
if (clockwise) {
if (ball.ballY <= 0) {
orientationState = 1;
if(random<=4) {
clockwise = false;
}
} else if (ball.ballX + ball.imgBallX > getWidth()) {
orientationState = 2;
if(random<=4) {
clockwise = false;
}
} else if (ball.ballY + ball.imgBallY >= player.playerY &&
ball.ballY + ball.imgBallY<=player.playerY+5) {
if ((ball.ballX+ball.imgBallX >= player.playerX)
&& ball.ballX <= (player.playerX + player.imgPlayerW)) {
orientationState = 3;
if(random<=4) {
clockwise = false;
}
}
} else if (ball.ballX <= 0) {
orientationState = 4;
if(random<=4) {
clockwise = false;
}
} if(ball.ballY>= getHeight()){
canvas.drawBitmap(imgGameover, 50, 150, null);
canvas.save();
gameOver = true;
}
} else if (!clockwise) {
if (ball.ballY <= 0) {
orientationState = 5;
if(random>4) {
clockwise = true;
}
} else if (ball.ballX + ball.imgBallX > getWidth()) {
orientationState = 6;
if(random>4) {
clockwise = true;
}
} else if (ball.ballY + ball.imgBallY >= player.playerY &&
ball.ballY + ball.imgBallY<=player.playerY+5) {
if ((ball.ballX+ball.imgBallX >= player.playerX)
&& ball.ballX <= (player.playerX + player.imgPlayerW)) {
orientationState = 7;
if(random>4) {
clockwise = true;
}
}
} else if (ball.ballX <= 0) {
orientationState = 8;
if(random>4) {
clockwise = true;
}
} if(ball.ballY>= getHeight()){
canvas.drawBitmap(imgGameover, 50, 150, null);
canvas.save();
gameOver = true;
}
}
}
public void run() {
while (subThread) {
drawGameView();
try {
Thread.sleep(10);
} catch (InterruptedException e) {
}
}
}
@Override
public boolean onTouchEvent(MotionEvent event) {
float touchX = event.getX();
float touchY = event.getY();
if ((event.getAction() == MotionEvent.ACTION_DOWN)
&& touchY >= player.playerY) {
if (touchX >= (player.playerX + player.imgPlayerW)) {
player.playerX += 5;
} else if (touchX <= player.playerX) {
player.playerX -= 5;
}
}
return super.onTouchEvent(event);
}
public void surfaceChanged(SurfaceHolder holder, int format, int width,
int height) {
}
public void surfaceCreated(SurfaceHolder holder) {
new Thread(this).start();
}
public void surfaceDestroyed(SurfaceHolder holder) {
subThread = false;
}
}
3.创建球类
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.Canvas;
import android.graphics.BitmapFactory;
public class Ball {
private Context context;
public int ballX;
public int ballY;
public Bitmap imgBall;
public int imgBallX;
public int imgBallY;
public Ball(Context c) {
context = c;
ballX = 100;
ballY = 100;
imgBall = BitmapFactory.decodeResource(context.getResources(), R.drawable.ball);
imgBallX = imgBall.getWidth();
imgBallY = imgBall.getHeight();
}
public void drawBall(Canvas canvas) {
canvas.drawBitmap(imgBall, ballX, ballY, null);
}
}
4.创建玩家类
import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
public class Player {
private Context context;
public int playerX;
public int playerY;
public Bitmap imgPlayer;
public int imgPlayerW;
public int imgPlayerH;
public Player(Context c) {
context = c;
imgPlayer = BitmapFactory.decodeResource(context.getResources(), R.drawable.player);
imgPlayerW = imgPlayer.getWidth();
imgPlayerH = imgPlayer.getHeight();
playerX = (int)((Main.SCREEN_WIDTH-imgPlayerW)/2);
playerY = (int)(Main.SCREEN_HEIGHT-imgPlayerH-10);
}
public void drawBall(Canvas canvas) {
canvas.drawBitmap(imgPlayer, playerX, playerY, null);
}
}
游戏运行截图: