Android实战打飞机游戏之实现主角以及主角相关元素(3)

Android实战打飞机游戏之实现主角以及主角相关元素(3),第1张

概述先看效果图新建player类publicclassPlayer{privateintplayerHp=3;privateBitmapbmpPlayerHP;//主角坐标以及位图

先看效果图

新建player 类

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; }}

再在MySurfaceVIEw中调用

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; 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);  gameBg = new GameBg(bmpBackGround);  player = new Player(bmpPlayer,bmpPlayerHp); } /**  * 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);     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();   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; }}

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编程小技巧。

总结

以上是内存溢出为你收集整理的Android实战打飞机游戏之实现主角以及主角相关元素(3)全部内容,希望文章能够帮你解决Android实战打飞机游戏之实现主角以及主角相关元素(3)所遇到的程序开发问题。

如果觉得内存溢出网站内容还不错,欢迎将内存溢出网站推荐给程序员好友。

欢迎分享,转载请注明来源:内存溢出

原文地址: http://outofmemory.cn/web/1148795.html

(0)
打赏 微信扫一扫 微信扫一扫 支付宝扫一扫 支付宝扫一扫
上一篇 2022-05-31
下一篇 2022-05-31

发表评论

登录后才能评论

评论列表(0条)

保存