首先分析下游戏界面内的元素:
无限滚动的背景图,可以 *** 作的主角,主角的子d,主角的血量,两种怪物(敌机),一个boss,boss的爆炸效果.
先看效果图
1、首先实现无限滚动的背景图 原理: 定义两个位图对象 当第一个位图到末尾是 第二个位图从第一个位图的末尾跟上.
public class GameBg { // 游戏背景的图片资源 // 为了循环播放,这里定义两个位图对象, // 其资源引用的是同一张图片 private Bitmap bmpBackGround1; private Bitmap bmpBackGround2; // 游戏背景坐标 private int bg1x,bg1y,bg2x,bg2y; private int speed = 3; public GameBg(Bitmap bmpBackGround) { this.bmpBackGround1 = bmpBackGround; this.bmpBackGround2 = bmpBackGround; // 首先让第一张填满屏幕 bg1y = -Math.abs(bmpBackGround.getHeight() - MySurfaceVIEw.screenH); bg2y = bg1y - bmpBackGround1.getHeight() +50; } public voID draw(Canvas canvas,Paint paint){ canvas.drawBitmap(bmpBackGround1,bg1x,paint); canvas.drawBitmap(bmpBackGround2,bg2y,paint); } public voID logic(){ bg1y +=speed; bg2y +=speed; if(bg1y > MySurfaceVIEw.screenH){ bg1y = bg2y - bmpBackGround1.getHeight() +50; } if(bg2y > MySurfaceVIEw.screenH){ bg2y = bg1y - bmpBackGround1.getHeight() +50; } }}
然后再在MySurfacevIEw里面调用方法
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d public static Bitmap bmpEnemyBullet;// 敌机子d public static Bitmap bmpBossBullet;// Boss子d public static int screenW; public static int screenH; // private GameMenu gameMenu; private GameBg gameBg; /** * 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); gameBg = new GameBg(bmpBackGround); } /** * 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); 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: 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: 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(); 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; }}
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