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Android游戏开发学习之引擎用法实例详解

程序员文章站 2023-11-12 10:05:10
本文实例讲述了android游戏开发学习之引擎用法。分享给大家供大家参考。具体如下: 汽车引擎是汽车的心脏,其决定了汽车的性能和稳定性,是人们在购车时相当关注的。而游戏中...

本文实例讲述了android游戏开发学习之引擎用法。分享给大家供大家参考。具体如下:

汽车引擎是汽车的心脏,其决定了汽车的性能和稳定性,是人们在购车时相当关注的。而游戏中的物理引擎就如汽车的引擎一样,占据了非常重要的位置。一款好的物理引擎可以非常真实地模拟现实世界,使得游戏更加逼真,提供更好的娱乐体验。

一、jbox2d简介

jbox2d是开源物理引擎box2d的java版本,可以直接用于android。由于jbox2d的图形渲染使用的是processing库,因此在android平台上使用jbox2d时,图形渲染工作只能自行开发。该引擎能够根据开发人员设定的参数,如重力、密度、摩擦系数和弹性系数等,自动地进行2d刚体物理运动的全方位模拟。

二、示例

1.小球弹跳进阶版

在第1节中小球的下落、碰撞、弹起都是用代码来维护的,下面使用物理引擎来实现,并且加入了刚体之间的碰撞。

(1)常量类constant

package box2d.bheap; 
public class constant { 
  public static final float rate=10; //屏幕与现实世界的比例 
  public static final boolean draw_thread_flag=true; //绘制线程工作标识位 
  public static final float time_step=2.0f/60.0f; //模拟的频率 
  public static final int itera=10; //迭代次数 
  public static int screen_width; //屏幕宽度 
  public static int screen_height; //屏幕高度 
}

(2)抽象类mybody

该类为自定义的抽象类,是所有自定义刚体类的基类。由于jbox2d中的刚体类对象仅具有物理仿真计算的功能,并没有提供android平台下的绘制功能,直接使用不是很方便。因此,这里定义了mybody对自定义刚体的绘制及jbox2d物理仿真对象进行了封装。

package box2d.bheap; 
import org.jbox2d.dynamics.body; 
import android.graphics.canvas; 
import android.graphics.paint; 
public abstract class mybody { 
  body body; //jbox2d物理引擎中的刚体  
  int color; //刚体的颜色 
  public abstract void drawself(canvas canvas,paint paint); //绘制的方法 
}

(3)圆形刚体类mycirclecolor

package box2d.bheap; 
import org.jbox2d.dynamics.body; 
import android.graphics.canvas; 
import android.graphics.paint; 
import android.graphics.paint.style; 
import static box2d.bheap.constant.*; //静态导入 
public class mycirclecolor extends mybody { 
  float radius; //圆形半径 
  public mycirclecolor(body body,float radius,int color) { 
    this.body=body; 
    this.radius=radius; 
    this.color=color; 
  } 
  @override 
  public void drawself(canvas canvas, paint paint) { 
    paint.setcolor(color&0xcffffff); //设置颜色 
    float x=body.getposition().x*rate; 
    float y=body.getposition().y*rate; 
    canvas.drawcircle(x, y, radius, paint); //画圆 
    paint.setstyle(style.stroke); //设置空心无填充 
    paint.setstrokewidth(1); 
    paint.setcolor(color); //画边 
    canvas.drawcircle(x, y, radius, paint); 
    paint.reset(); //恢复画笔设置 
  } 
}

(4)矩形刚体类myrectcolor

package box2d.bheap; 
import static box2d.bheap.constant.rate; 
import org.jbox2d.dynamics.body; 
import android.graphics.canvas; 
import android.graphics.matrix; 
import android.graphics.paint; 
public class myrectcolor extends mybody { 
  float halfwidth;//半宽 
  float halfheight;//半高 
  public myrectcolor(body body,float halfwidth,float halfheight,int color) 
  { 
    this.body=body; 
    this.halfwidth=halfwidth; 
    this.halfheight=halfheight;    
    this.color=color; 
  } 
  public void drawself(canvas canvas,paint paint) 
  {      
    paint.setcolor(color&0x8cffffff);  
    float x=body.getposition().x*rate; 
    float y=body.getposition().y*rate; 
    float angle=body.getangle(); 
    canvas.save(); 
    matrix m1=new matrix(); 
    m1.setrotate((float)math.todegrees(angle),x, y); 
    canvas.setmatrix(m1); 
    canvas.drawrect(x-halfwidth, y-halfheight, x+halfwidth, y+halfheight, paint);  
    paint.setstyle(paint.style.stroke); 
    paint.setstrokewidth(1);//设置线条宽度 
    paint.setcolor(color); 
    canvas.drawrect(x-halfwidth, y-halfheight, x+halfwidth, y+halfheight, paint);  
    paint.reset();    
    canvas.restore(); 
  } 
}

(5)生成刚体形状的工具类box2dutil

package box2d.bheap; 
import static box2d.bheap.constant.rate; 
import org.jbox2d.collision.circledef; 
import org.jbox2d.collision.polygondef; 
import org.jbox2d.dynamics.body; 
import org.jbox2d.dynamics.bodydef; 
import org.jbox2d.dynamics.world; 
public class box2dutil { 
  /** 
   * 创建矩形物体(颜色) 
   */ 
  public static myrectcolor createbox ( 
      float x, 
      float y, 
      float halfwidth, 
      float halfheight, 
      boolean isstatic, //是否为静止的 
      world world, 
      int color 
  ) { 
    polygondef shape=new polygondef(); //创建多边形描述对象 
    if(isstatic) { 
      shape.density=0; 
    } else { 
      shape.density=1.0f; 
    } 
    shape.friction=0.0f; //设置摩擦系数 
    shape.restitution=0.6f; //设置能量损失率 
    shape.setasbox(halfwidth/rate, halfheight/rate); 
    bodydef bodydef=new bodydef(); //创建刚体描述对象 
    bodydef.position.set(x/rate,y/rate); //设置位置 
    body bodytemp=world.createbody(bodydef); //在世界中创建刚体 
    bodytemp.createshape(shape); //指定刚体形状 
    bodytemp.setmassfromshapes(); //设置物体质量 
    return new myrectcolor(bodytemp, halfwidth, halfheight, color);
  } 
  /** 
   * 创建圆形物体(颜色) 
   */ 
  public static mycirclecolor createcircle ( 
      float x, 
      float y, 
      float radius, 
      world world, 
      int color 
  ) { 
    circledef shape=new circledef(); //创建圆描述对象 
    shape.density=2; //设置密度 
    shape.friction=0.0f; //设置摩擦系数 
    shape.restitution=0.95f; //设置能量损失率 
    shape.radius=radius/rate;//设置半径 
    bodydef bodydef=new bodydef(); //创建刚体描述对象 
    bodydef.position.set(x/rate,y/rate); //设置位置 
    body bodytemp=world.createbody(bodydef); //在世界中创建刚体 
    bodytemp.createshape(shape); //指定刚体形状 
    bodytemp.setmassfromshapes(); //设置物体质量 
    return new mycirclecolor(bodytemp, radius, color); 
  } 
}

(6)颜色工具类colorutil

package box2d.bheap; 
public class colorutil { 
  static int[][] result=  
    { 
      {56,225,254},   
      {41,246,239}, 
      {34,244,197}, 
      {44,241,161}, 
      {65,239,106}, 
      {45,238,59}, 
      {73,244,51},   
      {99,233,58}, 
      {129,243,34}, 
      {142,245,44}, 
      {187,243,32}, 
      {232,250,28}, 
      {242,230,46}, 
      {248,196,51}, 
      {244,125,31}, 
      {247,88,46}, 
      {249,70,40}, 
      {249,70,40}, 
      {248,48,48}, 
      {250,30,30}, 
      {252,15,15}, 
      {255,0,0},  
    }; 
    public static int getcolor(int index) 
    { 
      int[] rgb=result[index%result.length]; 
      int result=0xff000000; 
      result=result|(rgb[0]<<16); 
      result=result|(rgb[1]<<8); 
      result=result|(rgb[2]); 
      return result; 
    } 
}

(7)主控制类mybox2dactivity

package box2d.bheap;    
import java.util.arraylist; 
import java.util.random; 
import org.jbox2d.collision.aabb;   
import org.jbox2d.common.vec2;   
import org.jbox2d.dynamics.world;    
import android.app.activity;   
import android.content.pm.activityinfo; 
import android.os.bundle;   
import android.util.displaymetrics; 
import android.view.window;   
import android.view.windowmanager;  
import static box2d.bheap.constant.*; 
public class mybox2dactivity extends activity  
{   
  aabb worldaabb;//创建 一个管理碰撞的世界   
  world world; 
  random random=new random(); 
  //物体列表 
  arraylist<mybody> bl=new arraylist<mybody>(); 
  public void oncreate(bundle savedinstancestate)  
  {   
    super.oncreate(savedinstancestate); 
    //设置为全屏 
    requestwindowfeature(window.feature_no_title);   
    getwindow().setflags(windowmanager.layoutparams. flag_fullscreen ,   
    windowmanager.layoutparams. flag_fullscreen);  
    //设置为横屏模式 
    setrequestedorientation(activityinfo.screen_orientation_portrait); 
    //获取屏幕尺寸 
    displaymetrics dm=new displaymetrics(); 
    getwindowmanager().getdefaultdisplay().getmetrics(dm);  
    if(dm.widthpixels<dm.heightpixels) 
    { 
       screen_width=dm.widthpixels; 
       screen_height=dm.heightpixels; 
    } 
    else 
    { 
      screen_width=dm.heightpixels; 
      screen_height=dm.widthpixels;   
    } 
    worldaabb = new aabb();   
    //上下界,以屏幕的左上方为 原点,如果创建的刚体到达屏幕的边缘的话,会停止模拟   
    worldaabb.lowerbound.set(-100.0f,-100.0f); 
    worldaabb.upperbound.set(100.0f, 100.0f);//注意这里使用的是现实世界的单位   
    vec2 gravity = new vec2(0.0f,10.0f); 
    boolean dosleep = true; 
    //创建世界  
    world = new world(worldaabb, gravity, dosleep);      
    //创建4边 
    final int kd=40;//宽度或高度 
    myrectcolor mrc=box2dutil.createbox(kd/4, screen_height/2, kd/4, screen_height/2, true,world,0xffe6e4ff); 
    bl.add(mrc); 
    mrc=box2dutil.createbox(screen_width-kd/4, screen_height/2, kd/4, screen_height/2, true,world,0xffe6e4ff); 
    bl.add(mrc); 
    mrc=box2dutil.createbox(screen_width/2, kd/4, screen_width/2, kd/4, true,world,0xffe6e4ff); 
    bl.add(mrc); 
    mrc=box2dutil.createbox(screen_width/2, screen_height-kd/4, screen_width/2, kd/4, true,world,0xffe6e4ff); 
    bl.add(mrc); 
    //创建砖块 
    //砖块间距 行间距为20   模块宽度为10 最多一行为9块 
    final int bs=20; 
    final int bw=(int)((screen_width-2*kd-11*bs)/18); 
    //============================================================
    for(int i=2;i<10;i++) 
    { 
      if((i%2)==0) 
      { 
        //左侧蓝木块 
        for(int j=0;j<9-i;j++) 
        { 
          mrc=box2dutil.createbox 
          ( 
            kd/2+bs+bw/2+i*(kd+5)/2+j*(kd+5)+3, 
            screen_height+bw-i*(bw+kd)/2, 
            bw/2, 
            kd/2, 
            false, 
            world, 
            colorutil.getcolor(math.abs(random.nextint())) 
          ); 
          bl.add(mrc); 
        } 
        //右侧蓝木块 
        for(int j=0;j<9-i;j++) 
        { 
          mrc=box2dutil.createbox 
          ( 
            3*kd/2+bs-bw/2+i*(kd+5)/2+j*(kd+5)-3, 
            screen_height+bw-i*(bw+kd)/2, 
            bw/2, 
            kd/2, 
            false, 
            world, 
            colorutil.getcolor(math.abs(random.nextint())) 
          ); 
          bl.add(mrc); 
        } 
      }   
      if((i%2)!=0) 
      { 
        for(int j=0;j<10-i;j++) 
        { 
          mrc=box2dutil.createbox 
          ( 
            kd/2+bs+kd/2+(i-1)*(kd+5)/2+j*(kd+5), 
            screen_height-(kd-bw)/2-(i-1)*(bw+kd)/2, 
            kd/2, 
            bw/2, 
            false, 
            world, 
            colorutil.getcolor(math.abs(random.nextint())) 
          ); 
          bl.add(mrc); 
        } 
      } 
    } 
    mrc=box2dutil.createbox 
    ( 
      5*kd+bs+20, 
      screen_height-(kd+bw)*4-kd, 
      bw/2, 
      kd/2, 
      false, 
      world, 
      colorutil.getcolor(math.abs(random.nextint())) 
    ); 
    bl.add(mrc); 
    //创建球 
    mycirclecolor ball=box2dutil.createcircle(screen_width/2-24, kd, kd/2, world,colorutil.getcolor(math.abs(random.nextint()))); 
    bl.add(ball); 
    ball.body.setlinearvelocity(new vec2(0,50)); 
    gameview gv= new gameview(this);
    setcontentview(gv);
  }
}

(8)显示界面类gameview

package box2d.bheap;
import android.graphics.canvas; 
import android.graphics.paint; 
import android.view.surfaceholder; 
import android.view.surfaceholder.callback; 
import android.view.surfaceview; 
public class gameview extends surfaceview implements callback{ 
  mybox2dactivity activity; 
  paint paint; 
  drawthread dt; 
  public gameview(mybox2dactivity activity) { 
    super(activity); 
    this.activity=activity; 
    this.getholder().addcallback(this);  
    paint =new paint(); 
    paint.setantialias(true); 
    dt=new drawthread(this); 
    dt.start(); 
  } 
  public void ondraw(canvas canvas) { 
    if(canvas==null) { 
      return ; 
    } 
    canvas.drawargb(255, 255, 255, 255); //设置背景颜色白色 
    for (mybody mb : activity.bl) { 
      mb.drawself(canvas, paint); 
    } 
  } 
  @override 
  public void surfacechanged(surfaceholder holder, int format, int width, 
      int height) { 
  } 
  @override 
  public void surfacecreated(surfaceholder holder) { 
        repaint(); 
  } 
  @override 
  public void surfacedestroyed(surfaceholder holder) { 
  } 
  public void repaint() { 
    surfaceholder holder=this.getholder(); 
    canvas canvas=holder.lockcanvas(); 
    try { 
      synchronized(holder){ 
        ondraw(canvas); 
      } 
    } catch(exception e){ 
      e.printstacktrace(); 
    } finally { 
      if(canvas!=null) { 
        holder.unlockcanvasandpost(canvas);  
      } 
    } 
  } 
}

(9)绘制线程类drawthread

package box2d.bheap; 
import static box2d.bheap.constant.*; 
//绘制线程 
public class drawthread extends thread 
{ 
  gameview gv; 
  public drawthread(gameview gv) 
  { 
    this.gv=gv; 
  } 
  @override 
  public void run() 
  { 
    while(draw_thread_flag) 
    { 
      gv.activity.world.step(time_step, itera);//开始模拟 
      gv.repaint(); 
      try  
      { 
        thread.sleep(20); 
      } catch (interruptedexception e)  
      { 
        e.printstacktrace(); 
      } 
    } 
  } 
}

希望本文所述对大家的jsp程序设计有所帮助。