Android实战打飞机游戏之子弹生成与碰撞以及爆炸效果(5)
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2024-03-05 09:47:54
android实战打飞机游戏子弹生成,新建子弹类
public class bullet {
// 子弹图片资源
public bitmap bmpbul...
android实战打飞机游戏子弹生成,新建子弹类
public class bullet { // 子弹图片资源 public bitmap bmpbullet; // 子弹的坐标 public int bulletx, bullety; // 子弹的速度 public int speed; // 子弹的种类以及常量 public int bullettype; // 主角的 public static final int bullet_player = -1; // 鸭子的 public static final int bullet_duck = 1; // 苍蝇的 public static final int bullet_fly = 2; // boss的 public static final int bullet_boss = 3; // 子弹是否超屏, 优化处理 public boolean isdead; // boss疯狂状态下子弹相关成员变量 private int dir;// 当前boss子弹方向 // 8方向常量 public static final int dir_up = -1; public static final int dir_down = 2; public static final int dir_left = 3; public static final int dir_right = 4; public static final int dir_up_left = 5; public static final int dir_up_right = 6; public static final int dir_down_left = 7; public static final int dir_down_right = 8; // 子弹当前方向 public bullet(bitmap bmpbullet, int bulletx, int bullety, int bullettype) { this.bmpbullet = bmpbullet; this.bulletx = bulletx; this.bullety = bullety; this.bullettype = bullettype; // 不同的子弹类型速度不一 switch (bullettype) { case bullet_player: speed = 4; break; case bullet_duck: speed = 3; break; case bullet_fly: speed = 4; break; case bullet_boss: speed = 5; break; } } public void draw(canvas canvas, paint paint) { canvas.drawbitmap(bmpbullet, bulletx, bullety, paint); } // 子弹的逻辑 public void logic() { // 不同的子弹类型逻辑不一 // 主角的子弹垂直向上运动 switch (bullettype) { case bullet_player: bullety -= speed; if (bullety < -50) { isdead = true; } break; // 鸭子和苍蝇的子弹都是垂直下落运动 case bullet_duck: case bullet_fly: bullety += speed; if (bullety > mysurfaceview.screenh) { isdead = true; } break; case bullet_boss: // boss疯狂状态下的子弹逻辑待实现 // 边界处理 if (bullety > mysurfaceview.screenh || bullety <= -40 || bulletx > mysurfaceview.screenw || bulletx <= -40) { isdead = true; } break; } } }
在在mysurfacview里面调用 生成子弹主角的和自己的
package com.gsf; import java.util.random; import java.util.vector; import android.content.context; import android.content.res.resources; import android.graphics.bitmap; import android.graphics.bitmapfactory; import android.graphics.canvas; import android.graphics.color; import android.graphics.paint; import android.view.keyevent; import android.view.motionevent; import android.view.surfaceholder; import android.view.surfaceholder.callback; import android.view.surfaceview; 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; // 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 }, { 1, 3, 1, 2 }, { 1, 2 }, { 2, 3 }, { 3, 1, 3 }, { 2, 2 }, { 1, 2 }, { 2, 2 }, { 1, 3, 1, 1 }, { 2, 1 }, { 1, 3 }, { 2, 1 }, { -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; // 敌机子弹容器 private vector<bullet> vcbullet; // 添加子弹的计数器 private int countenemybullet; // 主角子弹容器 private vector<bullet> vcbulletplayer; // 添加子弹的计数器 private int countplayerbullet; /** * 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); //敌机子弹容器实例 vcbullet = new vector<bullet>(); //主角子弹容器实例 vcbulletplayer = new vector<bullet>(); // 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); } //敌机子弹绘制 for (int i = 0; i < vcbullet.size(); i++) { vcbullet.elementat(i).draw(canvas, paint); } } else { // boss 绘制 } // 处理主角子弹绘制 for (int i = 0; i < vcbulletplayer.size(); i++) { vcbulletplayer.elementat(i).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(); // 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, 1, 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, 3, 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++; } } // 每2秒添加一个敌机子弹 countenemybullet++; if (countenemybullet % 40 == 0) { for (int i = 0; i < vcenemy.size(); i++) { enemy en = vcenemy.elementat(i); // 不同类型敌机不同的子弹运行轨迹 int bullettype = 0; switch (en.type) { // 苍蝇 case enemy.type_fly: bullettype = bullet.bullet_fly; break; // 鸭子 case enemy.type_duckl: case enemy.type_duckr: bullettype = bullet.bullet_duck; break; } vcbullet.add(new bullet(bmpenemybullet, en.x + 10, en.y + 20, bullettype)); } } // 处理敌机子弹逻辑 for (int i = 0; i < vcbullet.size(); i++) { bullet b = vcbullet.elementat(i); if (b.isdead) { vcbullet.removeelement(b); } else { b.logic(); } } //每1秒添加一个主角子弹 countplayerbullet++; if (countplayerbullet % 20 == 0) { vcbulletplayer.add(new bullet(bmpbullet, player.x + 15, player.y - 20, bullet.bullet_player)); } // 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; } } } //处理主角子弹逻辑 for (int i = 0; i < vcbulletplayer.size(); i++) { bullet b = vcbulletplayer.elementat(i); if (b.isdead) { vcbulletplayer.removeelement(b); } else { b.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; } }
现在子弹碰撞主角 并没有发生事情 需要子弹和主角的碰撞检测
//修改player类 添加碰撞检测 // // 判断碰撞(主角与敌机子弹) public boolean iscollsionwith(bullet bullet) { // 是否处于无敌时间 if (iscollision == false) { int x2 = bullet.bulletx; int y2 = bullet.bullety; int w2 = bullet.bmpbullet.getwidth(); int h2 = bullet.bmpbullet.getheight(); 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; } }
在主界面 mysrufaceview 的逻辑函数中添加 主角和敌机子弹的碰撞
//处理敌机子弹与主角碰撞 for (int i = 0; i < vcbullet.size(); i++) { if (player.iscollsionwith(vcbullet.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; } } }
当然 主角的子弹碰撞了敌机 也需要进行碰撞检测 修改 敌机类 enemy
//判断碰撞(敌机与主角子弹碰撞) public boolean iscollsionwith(bullet bullet) { int x2 = bullet.bulletx; int y2 = bullet.bullety; int w2 = bullet.bmpbullet.getwidth(); int h2 = bullet.bmpbullet.getheight(); if (x >= x2 && x >= x2 + w2) { return false; } else if (x <= x2 && x + framew <= x2) { return false; } else if (y >= y2 && y >= y2 + h2) { return false; } else if (y <= y2 && y + frameh <= y2) { return false; } //发生碰撞,让其死亡 isdead = true; return true; }
在主视图中添加逻辑 主角子弹和敌机碰撞的逻辑
//处理主角子弹与敌机碰撞 for (int i = 0; i < vcbulletplayer.size(); i++) { //取出主角子弹容器的每个元素 bullet blplayer = vcbulletplayer.elementat(i); for (int j = 0; j < vcenemy.size(); j++) { //添加爆炸效果 待完成 } }
上面完成 的效果图
下面完成爆炸的效果
新建一个爆炸类 boom
/** * 瞬间爆炸 类 * @author liuml * @time 2016-6-1 上午11:32:56 */ public class boom { //爆炸效果资源图 private bitmap bmpboom; //爆炸效果的位置坐标 private int boomx, boomy; //爆炸动画播放当前的帧下标 private int cureentframeindex; //爆炸效果的总帧数 private int totleframe; //每帧的宽高 private int framew, frameh; //是否播放完毕,优化处理 public boolean playend; //爆炸效果的构造函数 public boom(bitmap bmpboom, int x, int y, int totleframe) { this.bmpboom = bmpboom; this.boomx = x; this.boomy = y; this.totleframe = totleframe; framew = bmpboom.getwidth() / totleframe; frameh = bmpboom.getheight(); } //爆炸效果绘制 public void draw(canvas canvas, paint paint) { canvas.save(); canvas.cliprect(boomx, boomy, boomx + framew, boomy + frameh); canvas.drawbitmap(bmpboom, boomx - cureentframeindex * framew, boomy, paint); canvas.restore(); } //爆炸效果的逻辑 public void logic() { if (cureentframeindex < totleframe) { cureentframeindex++; } else { playend = true; } } }
下面就还是老套路了 在主界面 声明爆炸容器 然后绘制 然后是逻辑实现
package com.gsf; import java.util.random; import java.util.vector; import android.content.context; import android.content.res.resources; import android.graphics.bitmap; import android.graphics.bitmapfactory; import android.graphics.canvas; import android.graphics.color; import android.graphics.paint; import android.view.keyevent; import android.view.motionevent; import android.view.surfaceholder; import android.view.surfaceholder.callback; import android.view.surfaceview; 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; // 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 }, { 1, 3, 1, 2 }, { 1, 2 }, { 2, 3 }, { 3, 1, 3 }, { 2, 2 }, { 1, 2 }, { 2, 2 }, { 1, 3, 1, 1 }, { 2, 1 }, { 1, 3 }, { 2, 1 }, { -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; // 敌机子弹容器 private vector<bullet> vcbullet; // 添加子弹的计数器 private int countenemybullet; // 主角子弹容器 private vector<bullet> vcbulletplayer; // 添加子弹的计数器 private int countplayerbullet; //爆炸效果容器 private vector<boom> vcboom; /** * 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); //敌机子弹容器实例 vcbullet = new vector<bullet>(); //主角子弹容器实例 vcbulletplayer = new vector<bullet>(); // 实例敌机容器 vcenemy = new vector<enemy>(); // 实例随机库 random = new random(); //爆炸效果容器实例 vcboom = new vector<boom>(); } /** * 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); } //敌机子弹绘制 for (int i = 0; i < vcbullet.size(); i++) { vcbullet.elementat(i).draw(canvas, paint); } //爆炸效果绘制 for (int i = 0; i < vcboom.size(); i++) { vcboom.elementat(i).draw(canvas, paint); } } else { // boss 绘制 } // 处理主角子弹绘制 for (int i = 0; i < vcbulletplayer.size(); i++) { vcbulletplayer.elementat(i).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(); // 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, 1, 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, 3, 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++; } } // 每2秒添加一个敌机子弹 countenemybullet++; if (countenemybullet % 40 == 0) { for (int i = 0; i < vcenemy.size(); i++) { enemy en = vcenemy.elementat(i); // 不同类型敌机不同的子弹运行轨迹 int bullettype = 0; switch (en.type) { // 苍蝇 case enemy.type_fly: bullettype = bullet.bullet_fly; break; // 鸭子 case enemy.type_duckl: case enemy.type_duckr: bullettype = bullet.bullet_duck; break; } vcbullet.add(new bullet(bmpenemybullet, en.x + 10, en.y + 20, bullettype)); } } // 处理敌机子弹逻辑 for (int i = 0; i < vcbullet.size(); i++) { bullet b = vcbullet.elementat(i); if (b.isdead) { vcbullet.removeelement(b); } else { b.logic(); } } //每1秒添加一个主角子弹 countplayerbullet++; if (countplayerbullet % 20 == 0) { vcbulletplayer.add(new bullet(bmpbullet, player.x + 15, player.y - 20, bullet.bullet_player)); } // 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; } } } //处理主角子弹逻辑 for (int i = 0; i < vcbulletplayer.size(); i++) { bullet b = vcbulletplayer.elementat(i); if (b.isdead) { vcbulletplayer.removeelement(b); } else { b.logic(); } } //处理敌机子弹与主角碰撞 for (int i = 0; i < vcbullet.size(); i++) { if (player.iscollsionwith(vcbullet.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; } } } //处理主角子弹与敌机碰撞 for (int i = 0; i < vcbulletplayer.size(); i++) { //取出主角子弹容器的每个元素 bullet blplayer = vcbulletplayer.elementat(i); for (int j = 0; j < vcenemy.size(); j++) { //添加爆炸效果 //取出敌机容器的每个元与主角子弹遍历判断 if (vcenemy.elementat(j).iscollsionwith(blplayer)) { vcboom.add(new boom(bmpboom, vcenemy.elementat(j).x, vcenemy.elementat(j).y, 7)); } } } } 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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