Android实战打飞机游戏之菜单页面设计(1)
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2024-03-05 08:47:06
本文目标实现控制小飞机的左右移动、躲避子弹、打boss。
本节实现 开始菜单界面
1、首先 资源文件拷过来
2、划分游戏状态
public static...
本文目标实现控制小飞机的左右移动、躲避子弹、打boss。
本节实现 开始菜单界面
1、首先 资源文件拷过来
2、划分游戏状态
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;
定义五种状态
定义完方法后 在绘图方法中 ,实体键 按下方法 ,抬起方法,触屏监听,逻辑方法,switch
//在那几个方法中加这个 switch (gamestate) { case game_menu: break; case gameing: break; case game_win: break; case game_lost: break; case game_pause: break; default: break; }
下面再声明一些东西
//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
初始化 游戏
/** * 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 gamemenu
菜单类
包括 初始化绘制按钮和背景图
package com.gsf; import android.graphics.bitmap; import android.graphics.canvas; import android.graphics.paint; import android.view.motionevent; /** * * @author liuml * @time 2016-5-27 下午5:43:34 */ public class gamemenu { // 菜单背景图 private bitmap bmpmenu; // 按钮图片资源(按下和未按下图) private bitmap bmpbutton, bmpbuttonpress; // 按钮的坐标 private int btnx, btny; // 按钮是否按下标识位 private boolean ispress; // 菜单初始化 public gamemenu(bitmap bmpmenu, bitmap bmpbutton, bitmap bmpbuttonpress) { this.bmpmenu = bmpmenu; this.bmpbutton = bmpbutton; this.bmpbuttonpress = bmpbuttonpress; // x居中,y紧接屏幕底部 btnx = mysurfaceview.screenw / 2 - bmpbutton.getwidth() / 2; btny = mysurfaceview.screenh - bmpbutton.getheight(); ispress = false; } public void draw(canvas canvas, paint paint) { // 绘制菜单背景图 canvas.drawbitmap(bmpmenu, 0, 0, paint); if (ispress) { canvas.drawbitmap(bmpbuttonpress, btnx, btny, paint); } else { canvas.drawbitmap(bmpbutton, btnx, btny, paint); } } public void ontouchevent(motionevent event) { // 获取当前触控位置 int pointx = (int) event.getx(); int pointyy = (int) event.gety(); // 当用户是按下和移动时 if (event.getaction() == motionevent.action_down || event.getaction() == motionevent.action_move) { // 判定用户是否点击按钮 if (pointx > btnx && pointx < btnx + bmpbutton.getwidth()) { if (pointyy > btny && pointyy < btny + bmpbutton.getheight()) { ispress = true; } else { ispress = false; } } else { ispress = false; } // 当用于是抬起动作时 } else if (event.getaction() == motionevent.action_up) { // 判断抬起时是否点击按钮,防止用户移动到别处 if (pointx > btnx && pointx < btnx + bmpbutton.getwidth()) { if (pointyy > btny && pointyy < btny + bmpbutton.getheight()) { ispress = false;//抬起后重置 还原button状态为未按下状态 //改变当前游戏状态为开始游戏 mysurfaceview.gamestate = mysurfaceview.gameing; } } } } }
然后 在mysurfaceview中使用 gamemenu 使用菜单类
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; // private gamemenu gamemenu; /** * 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); } /** * 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: 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: 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; } }
效果图:
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