android 人物走动_Android游戏编程_人物移动Demo

1,SurfaceView的使用

2,实现view内部相应键盘的方法OnKeyDown,OnKeyUp事件

3,Canvas中drawClip方法

4,保存画布,恢复画布的运用 (Cavan.save,canvas.restore)

package mystyle.com;

import android.content.Context;

import android.graphics.Bitmap;

import android.graphics.BitmapFactory;

import android.graphics.Canvas;

import android.graphics.Color;

import android.graphics.Paint;

import android.view.KeyEvent;

import android.view.SurfaceHolder;

import android.view.SurfaceView;

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

private SurfaceHolder holder;

private Paint p,p1;

private Bitmap bmp;

private int bmpx = 100,bmpy = 100;

private int tileW;

private int tileH;

private Thread td = new Thread(this);

private int SH,SW;

private boolean UP,DOWN,LEFT,RIGHT;

private int animation_up[] ={3,4,5};

private int animation_down[]={0,1,2};

private int animation_left[]={6,7,8};

private int animation_right[]={9,10,11};

private int currentAnimation[] = animation_down;

private int frameIndex = 0;

private Canvas canvas;

public MySurfaceView(Context context) {

super(context);

bmp = BitmapFactory.decodeResource(getResources(), R.drawable.enemy1);

tileW = bmp.getWidth()/13;

tileH = bmp.getHeight();

holder = getHolder();

holder.addCallback(this);

p = new Paint();

p.setColor(Color.YELLOW);

p1 = new Paint();

p1.setColor(Color.RED);

p.setAntiAlias(true); //设置抗锯齿

this.setFocusable(true);//此view获得到焦点才可以处理keyEvent事件

}

private void doDraw(){

canvas = holder.lockCanvas();

canvas.drawRect(0,0,SW,SH, p); //相当于清屏

canvas.save();

canvas.drawText("style", bmpx-10, bmpy-5, p1);

canvas.clipRect(bmpx,bmpy,bmpx+tileW,bmpy+tileH); //裁剪出一个矩形区域 其他地方是不显示的

if(currentAnimation == animation_up){

canvas.drawBitmap(bmp, bmpx - animation_up[frameIndex]*tileW, bmpy, p);

}else if(currentAnimation == animation_down){

canvas.drawBitmap(bmp, bmpx - animation_down[frameIndex]*tileW, bmpy, p);

}else if(currentAnimation == animation_left){

canvas.drawBitmap(bmp, bmpx - animation_left[frameIndex]*tileW, bmpy, p);

}else if(currentAnimation == animation_right){

canvas.drawBitmap(bmp, bmpx-animation_right[frameIndex]*tileW,bmpy, p);

}

canvas.restore();//恢复画布

holder.unlockCanvasAndPost(canvas);

}

@Override

public void surfaceChanged(SurfaceHolder holder, int format, int width,

int height) {

// TODO Auto-generated method stub

}

private void doFrame(){

if(UP && bmpy > 5){

bmpy -= 5;

}else if(DOWN && bmpy

bmpy += 5;

}else if(LEFT && bmpx>5){

bmpx -= 5;

}else if(RIGHT && bmpx

bmpx += 5;

}

if(UP || DOWN || LEFT || RIGHT){

if(frameIndex < 2){

frameIndex ++;

}else{

frameIndex = 0;

}

}

if(!UP && !DOWN && !LEFT && !RIGHT){

frameIndex = 0;

}

}

@Override

public boolean onKeyDown(int keyCode, KeyEvent event) {

if(keyCode == KeyEvent.KEYCODE_DPAD_UP){

if(UP == false){

currentAnimation = animation_up;

}

UP = true;

}else if(keyCode == KeyEvent.KEYCODE_DPAD_DOWN){

if(DOWN == false){

currentAnimation = animation_down;

}

DOWN = true;

}else if(keyCode == KeyEvent.KEYCODE_DPAD_LEFT){

if(LEFT == false){

currentAnimation = animation_left;

}

LEFT = true;

}else if(keyCode == KeyEvent.KEYCODE_DPAD_RIGHT){

if(RIGHT == false){

currentAnimation = animation_right;

}

RIGHT = true;

}

// TODO Auto-generated method stub

return super.onKeyDown(keyCode, event);

}

@Override

public boolean onKeyUp(int keyCode, KeyEvent event) {

if(UP){

UP = false;

}else if(DOWN){

DOWN = false;

}else if(LEFT){

LEFT = false;

}else if(RIGHT){

RIGHT = false;

}

// TODO Auto-generated method stub

return super.onKeyUp(keyCode, event);

}

@Override

public void surfaceCreated(SurfaceHolder holder) {

// TODO Auto-generated method stub

SH = this.getHeight();

SW = this.getWidth();

System.out.println("sh, sw : "+ SH+" , "+SW);

td.start();

}

@Override

public void surfaceDestroyed(SurfaceHolder holder) {

// TODO Auto-generated method stub

}

@Override

public void run() {

// TODO Auto-generated method stub

while(true){

doDraw();

doFrame();

try {

Thread.sleep(100);

} catch (InterruptedException e) {

// TODO Auto-generated catch block

e.printStackTrace();

}

}

}

}

注:canvas.save()和canvas.restore()方法往往是匹配使用的,当我们需要对画布中的某一个元素绘制时,使用canvas是对整个画布进行绘制,这样就不能达到对某个特定元素进行绘制的要求,我们可以先用canvas.sava对画布进行保存,然后再对特定的元素进行平移、缩放、旋转等操作,最后再用canvas.restore恢复画布,就不会影响我们绘制特定元素了。

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