Android实战打飞机游戏之怪物(敌机)类的实现(4)

Android实战打飞机游戏之怪物(敌机)类的实现(4),第1张

概述先看看效果图:分析:根据敌机类型区分敌机运动逻辑以及绘制/***敌机**@authorliuml

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,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d  public static Bitmap bmpEnemyBullet;// 敌机子d  public static Bitmap bmpBossBullet;// Boss子d  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 },3,1,{ 2,3 },{ 3,{ -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,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,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,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d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,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,paint);      }    } else {      canvas.drawBitmap(bmpPlayer,paint);    }    // 绘制血量    for (int i = 0; i < playerHp; i++) {      canvas.drawBitmap(bmpPlayerHP,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编程小技巧。

总结

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