随着转化的进行,难度也在增加,这次的实例我弄了一天,当然有些时间是在弄其他的,随着代码量的增加,要更加理解源代码的结构,我这次采用uml弄出他们的各个类图和结构,这样让我更了解原作者的思想...然后再用android的方法的实现,当然因为都是java开发的,有些类是直接用的,这次还是使用了我本来的写的android_midp包,在androidSprite类中添加了碰撞方法.
下面是效果图:
MainView.java
package com.wjh.demon_17;
import java.util.Random;
import com.wjh.midp_me.GameView;
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.util.Log;
import android.view.MotionEvent;
import android.view.SurfaceHolder;
import android.view.SurfaceView;
import android.view.SurfaceHolder.Callback;
public class MainView extends SurfaceView implements Callback,Runnable{
public static final int GAME_UI = 0; //进入用户界面
public static final int GAME_GAMING = 1; //进行游戏
public static final int GAME_END = 2; //游戏结束
public static final int GAME_STATE_NUM = 3; //状态总数
private int m_nState = GAME_UI; //存储当前的游戏状态
private boolean m_bRunning; //控制线程运行
private MyBack m_Back; //游戏背景
private MyUI m_UI; //用户界面
private ChickSprite m_Chick; //管理小鸡对象
private GoodsSprite m_Goods[]; //管理物品对象
private int m_nScore = 0; //当前得分
private int m_nTime = 60 * 10; //游戏总时间
private Random m_Random;
private int screenStartX = 0;//游戏界面开始坐标X
private int screenStartY = 0;//游戏界面开始坐标Y
private int screenWidth = 0;//游戏界面宽度
private int screenHeight =0;//游戏界面高度
private Context context ;
int keyState = 0;
Thread gameThread = null;
SurfaceHolder holder = null;
public MainView(Context context) {
super(context);
// TODO Auto-generated constructor stub
this.context = context;
setFocusable(true);
setFocusableInTouchMode(true);
holder = this.getHolder();
holder.addCallback(this);
}
private void initView()
{
m_Random = new Random();
m_Back = new MyBack(context);
m_UI = new MyUI(context);
screenStartX = (getWidth() - m_Back.getBackImageWidth())/2;
screenStartY = (getHeight()-m_Back.getBackImageHeight())/2;
screenWidth = screenStartX+m_Back.getBackImageWidth();
screenHeight = screenStartY+m_Back.getBackImageHeight();
try{
//读取小鸡精灵图片,并设置小鸡的初始位置
Bitmap img = BitmapFactory.decodeResource(getResources(), R.drawable.chick);
m_Chick = new ChickSprite( img, 31, 29);
m_Chick.setRefPixelPosition( getWidth() / 2, screenHeight- 18 );
//读取物品图片,屏幕上最多同时掉落6个物品
img = BitmapFactory.decodeResource(getResources(), R.drawable.goods);
m_Goods = new GoodsSprite[6];
for( int n = 0; n < m_Goods.length; n ++ )
m_Goods[n] = new GoodsSprite( img, 19, 19 );
}
catch (Exception ex){}
setState(GAME_UI); //设置游戏状态
}
private void setState( int state ){ //设置当前的游戏状态
if( state < 0 || state >= GAME_STATE_NUM )
return;
m_nState = state;
}
@Override
public void run() {
// TODO Auto-generated method stub
while(m_bRunning)
{
input();
logic();
doDraw();
try {
Thread.sleep(100);
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
}
//开始游戏主线程
public void start()
{
if(gameThread == null)
{
gameThread = new Thread(this);
gameThread.start();
m_bRunning = true;
}
}
//停止游戏主线程
public void stop()
{
m_bRunning = false;
if(gameThread != null)
{
try {
gameThread.join();
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
}
private int getKeyStates()
{
return keyState;
}
private void setKeyStates(int keyStates)
{
this.keyState = keyStates;
}
//输入判断
public void input()
{
//根据不同的游戏状态,处理按键操作
int keyStates = getKeyStates();
switch( m_nState ){
case GAME_UI: //进入用户界面
m_UI.Input(keyStates);
if( m_UI.getState() == MyUI.UI_HIDE ) //当用户界面被隐藏时进入游戏
setState(GAME_GAMING);
break;
case GAME_GAMING: //进入游戏
if( m_nTime <= 0 ) //如果游戏超时
return;
m_Chick.Input(keyStates,screenStartX,screenStartY,screenWidth,screenStartY);
break;
}
}
//逻辑判断
public void logic()
{
//根据不同的游戏状态,处理逻辑操作
switch( m_nState ){
case GAME_UI: //进入用户界面
break;
case GAME_GAMING: //进入游戏
m_Chick.Logic();
for( int n = 0; n < m_Goods.length; n ++ )
m_Goods[n].Logic(screenHeight-10);
Collides(); //碰撞检测
CreateGoods(); //随机生成新物品
m_nTime --;
if( m_nTime <= 0 ) //如果游戏超时
setState(GAME_END);
break;
}
}
private void Collides(){ //碰撞检测
for( int n = 0; n < m_Goods.length; n ++ ){
if( m_Chick.collidesWith(m_Goods[n]) )
{//如果小鸡与物品发生碰撞,即小鸡接到了物品
switch( m_Goods[n].getType() ){
case GoodsSprite.GODDS_GOLD: //接到金元宝
m_nScore += 5; //增加5个积分点
break;
case GoodsSprite.GODDS_DIAMOND: //接到钻石
m_nScore += 10; //增加10个积分点
break;
case GoodsSprite.GODDS_FRUIT: //接到圆形水果会被砸倒
m_Chick.setState( ChickSprite.CHICK_DOWN );
break;
}
m_Goods[n].setVisible(false); //让物品消失
}
}
}
private void CreateGoods(){ //随机产生新物品
//以1比20的概率产生新物品
int rand = m_Random.nextInt() % 10; //rand在-10~10之间
if( rand != 0 )
return;
for( int n = 0; n < m_Goods.length; n ++ ){
if( m_Goods[n].isVisible() == false ){
//随机设置新物品的种类及初始位置
int type = Math.abs( m_Random.nextInt());
type = type % GoodsSprite.GODDS_TYPE_NUM;
m_Goods[n].setType(type);
int x = m_Random.nextInt() % (screenWidth-screenStartX-10);
x = Math.abs(x)+screenStartX;
m_Goods[n].StartDrop( x,screenStartY+10);
break;
}
}
}
public void doDraw()
{
Canvas c = null;
try
{
c = holder.lockCanvas();
synchronized (holder) {
paint(c);
}
}finally{
if(c != null)
{
holder.unlockCanvasAndPost(c);
}
}
}
//画图
public void paint(Canvas canvas)
{
//用黑色清屏
Paint backpaint = new Paint();
backpaint.setColor(Color.BLACK);
canvas.drawRect(0, 0, getWidth(), getHeight(), backpaint);
Paint forePaint = new Paint();
forePaint.setColor(Color.RED);
forePaint.setTextSize(20);
switch( m_nState ){
case GAME_UI: //显示标题界面
m_UI.Paint(canvas, forePaint,getWidth(), getHeight());
break;
case GAME_GAMING: //显示游戏画面
m_Back.Paint(canvas, forePaint,getWidth(), getHeight());
m_Chick.paint(canvas,forePaint);
for( int n = 0; n < m_Goods.length; n ++ )
m_Goods[n].paint(canvas,forePaint);
//显示文字信息
StringBuffer strText = new StringBuffer();
strText.append("Time:");
strText.append(m_nTime / 10);
strText.append(" Score:");
strText.append(m_nScore);
canvas.drawText( strText.toString(),20,20,forePaint);
break;
case GAME_END: //显示结束信息
m_Back.Paint(canvas,forePaint, getWidth(), getHeight());
StringBuffer strEndText = new StringBuffer();
strEndText.append("游戏结束,本次得分:");
strEndText.append(m_nScore);
canvas.drawText( strEndText.toString(), 20, getHeight()/2,forePaint );
break;
}
}
@Override
public void surfaceChanged(SurfaceHolder holder, int format, int width,
int height) {
// TODO Auto-generated method stub
}
@Override
public void surfaceCreated(SurfaceHolder holder) {
// TODO Auto-generated method stub
initView();
start();
}
@Override
public void surfaceDestroyed(SurfaceHolder holder) {
// TODO Auto-generated method stub
stop();
}
float x1 = 0;
float x2 = 0;
@Override
public boolean onTouchEvent(MotionEvent event) {
// TODO Auto-generated method stub
switch(event.getAction())
{
case MotionEvent.ACTION_DOWN:
setKeyStates(GameView.ACTION_FIRE);
x1 = event.getX();
x2 = 0;
break;
case MotionEvent.ACTION_UP:
x2 =event.getX();
if(x2-x1>50)
{
setKeyStates(GameView.ACTION_RIGHT);
}else if(x1-x2>50)
{
setKeyStates(GameView.ACTION_LEFT);
}
x1= 0;
x2 = 0;
break;
default :
break;
}
return true;
}
}
源代码:Demon_17.rar
apk文件(后缀改为apk):Demon_17.zip