先看看效果图:
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;
// 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; } } }
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); } }
以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持脚本之家。