打飞机游戏终极BOSS Android实战打飞机游戏完结篇
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2024-03-05 10:09:12
本文实例为大家分享了打飞机游戏boss以及胜利失败页面设计的android代码,具体内容如下
修改子弹类:
public class bullet {...
本文实例为大家分享了打飞机游戏boss以及胜利失败页面设计的android代码,具体内容如下
修改子弹类:
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; } } /** * 专用于处理boss疯狂状态下创建的子弹 * @param bmpbullet * @param bulletx * @param bullety * @param bullettype * @param dir */ public bullet(bitmap bmpbullet, int bulletx, int bullety, int bullettype, int dir) { this.bmpbullet = bmpbullet; this.bulletx = bulletx; this.bullety = bullety; this.bullettype = bullettype; speed = 5; this.dir = dir; } //子弹的绘制 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; //boss疯狂状态下的8方向子弹逻辑 case bullet_boss: //boss疯狂状态下的子弹逻辑待实现 switch (dir) { //方向上的子弹 case dir_up: bullety -= speed; break; //方向下的子弹 case dir_down: bullety += speed; break; //方向左的子弹 case dir_left: bulletx -= speed; break; //方向右的子弹 case dir_right: bulletx += speed; break; //方向左上的子弹 case dir_up_left: bullety -= speed; bulletx -= speed; break; //方向右上的子弹 case dir_up_right: bulletx += speed; bullety -= speed; break; //方向左下的子弹 case dir_down_left: bulletx -= speed; bullety += speed; break; //方向右下的子弹 case dir_down_right: bullety += speed; bulletx += speed; break; } //边界处理 if (bullety > mysurfaceview.screenh || bullety <= -40 || bulletx > mysurfaceview.screenw || bulletx <= -40) { isdead = true; } break; } } }
下面 新建boss类
创建boss
public class boss { //boss的血量 public int hp = 50; //boss的图片资源 private bitmap bmpboss; //boss坐标 public int x, y; //boss每帧的宽高 public int framew, frameh; //boss当前帧下标 private int frameindex; //boss运动的速度 private int speed = 5; //boss的运动轨迹 //一定时间会向着屏幕下方运动,并且发射大范围子弹,(是否狂态) //正常状态下 ,子弹垂直朝下运动 private boolean iscrazy; //进入疯狂状态的状态时间间隔 private int crazytime = 200; //计数器 private int count; //boss的构造函数 public boss(bitmap bmpboss) { this.bmpboss = bmpboss; framew = bmpboss.getwidth() / 10; frameh = bmpboss.getheight(); //boss的x坐标居中 x = mysurfaceview.screenw / 2 - framew / 2; y = 0; } //boss的绘制 public void draw(canvas canvas, paint paint) { canvas.save(); canvas.cliprect(x, y, x + framew, y + frameh); canvas.drawbitmap(bmpboss, x - frameindex * framew, y, paint); canvas.restore(); } //boss的逻辑 public void logic() { //不断循环播放帧形成动画 frameindex++; if (frameindex >= 10) { frameindex = 0; } //没有疯狂的状态 if (iscrazy == false) { x += speed; if (x + framew >= mysurfaceview.screenw) { speed = -speed; } else if (x <= 0) { speed = -speed; } count++; if (count % crazytime == 0) { iscrazy = true; speed = 24; } //疯狂的状态 } else { speed -= 1; //当boss返回时创建大量子弹 if (speed == 0) { //添加8方向子弹 mysurfaceview.vcbulletboss.add(new bullet(mysurfaceview.bmpbossbullet, x+40, y+10, bullet.bullet_boss, bullet.dir_up)); mysurfaceview.vcbulletboss.add(new bullet(mysurfaceview.bmpbossbullet, x+40, y+10, bullet.bullet_boss, bullet.dir_down)); mysurfaceview.vcbulletboss.add(new bullet(mysurfaceview.bmpbossbullet, x+40, y+10, bullet.bullet_boss, bullet.dir_left)); mysurfaceview.vcbulletboss.add(new bullet(mysurfaceview.bmpbossbullet, x+40, y+10, bullet.bullet_boss, bullet.dir_right)); mysurfaceview.vcbulletboss.add(new bullet(mysurfaceview.bmpbossbullet, x+40, y+10, bullet.bullet_boss, bullet.dir_up_left)); mysurfaceview.vcbulletboss.add(new bullet(mysurfaceview.bmpbossbullet, x+40, y+10, bullet.bullet_boss, bullet.dir_up_right)); mysurfaceview.vcbulletboss.add(new bullet(mysurfaceview.bmpbossbullet, x+40, y+10, bullet.bullet_boss, bullet.dir_down_left)); mysurfaceview.vcbulletboss.add(new bullet(mysurfaceview.bmpbossbullet, x+40, y+10, bullet.bullet_boss, bullet.dir_down_right)); } y += speed; if (y <= 0) { //恢复正常状态 iscrazy = false; speed = 5; } } } //判断碰撞(boss被主角子弹击中) 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; } return true; } //设置boss血量 public void sethp(int hp) { this.hp = hp; } }
在主界面实例化 子弹 以及boss
public class mysurfaceview extends surfaceview implements callback, runnable { private surfaceholder sfh; private paint paint; private thread th; private boolean flag; private canvas canvas; public static int screenw, screenh; //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 //声明一个菜单对象 private gamemenu gamemenu; //声明一个滚动游戏背景对象 private gamebg background; //声明主角对象 private player player; //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; //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; //声明boss private boss boss; //boss的子弹容器 public static vector<bullet> vcbulletboss; /** * 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); setfocusableintouchmode(true); //设置背景常亮 this.setkeepscreenon(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(); } /* * 自定义的游戏初始化函数 */ private void initgame() { //放置游戏切入后台重新进入游戏时,游戏被重置! //当游戏状态处于菜单时,才会重置游戏 if (gamestate == game_menu) { //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); //爆炸效果容器实例 vcboom = new vector<boom>(); //敌机子弹容器实例 vcbullet = new vector<bullet>(); //主角子弹容器实例 vcbulletplayer = new vector<bullet>(); //菜单类实例 gamemenu = new gamemenu(bmpmenu, bmpbutton, bmpbuttonpress); //实例游戏背景 background = 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(); //---boss相关 //实例boss对象 boss = new boss(bmpenemyboos); //实例boss子弹容器 vcbulletboss = new vector<bullet>(); } } /** * 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: //菜单的绘图函数 gamemenu.draw(canvas, paint); break; case gameing: //游戏背景 background.draw(canvas, paint); //主角绘图函数 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 { //boos的绘制 boss.draw(canvas, paint); //boss子弹逻辑 for (int i = 0; i < vcbulletboss.size(); i++) { vcbulletboss.elementat(i).draw(canvas, paint); } } //处理主角子弹绘制 for (int i = 0; i < vcbulletplayer.size(); i++) { vcbulletplayer.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); } break; case game_pause: break; case game_win: canvas.drawbitmap(bmpgamewin, 0, 0, paint); break; case game_lost: canvas.drawbitmap(bmpgamelost, 0, 0, paint); 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) { //触屏监听事件函数根据游戏状态不同进行不同监听 switch (gamestate) { case game_menu: //菜单的触屏事件处理 gamemenu.ontouchevent(event); break; case gameing: break; case game_pause: break; case game_win: break; case game_lost: break; } return true; } /** * 按键按下事件监听 */ @override public boolean onkeydown(int keycode, keyevent event) { //处理back返回按键 if (keycode == keyevent.keycode_back) { //游戏胜利、失败、进行时都默认返回菜单 if (gamestate == gameing || gamestate == game_win || gamestate == game_lost) { gamestate = game_menu; //boss状态设置为没出现 isboss = false; //重置游戏 initgame(); //重置怪物出场 enemyarrayindex = 0; } else if (gamestate == game_menu) { //当前游戏状态在菜单界面,默认返回按键退出游戏 mainactivity.instance.finish(); system.exit(0); } //表示此按键已处理,不再交给系统处理, //从而避免游戏被切入后台 return true; } //按键监听事件函数根据游戏状态不同进行不同监听 switch (gamestate) { case game_menu: break; case gameing: //主角的按键按下事件 player.onkeydown(keycode, event); break; case game_pause: break; case game_win: break; case game_lost: break; } return super.onkeydown(keycode, event); } /** * 按键抬起事件监听 */ @override public boolean onkeyup(int keycode, keyevent event) { //处理back返回按键 if (keycode == keyevent.keycode_back) { //游戏胜利、失败、进行时都默认返回菜单 if (gamestate == gameing || gamestate == game_win || gamestate == game_lost) { gamestate = game_menu; } //表示此按键已处理,不再交给系统处理, //从而避免游戏被切入后台 return true; } //按键监听事件函数根据游戏状态不同进行不同监听 switch (gamestate) { case game_menu: break; case gameing: //按键抬起事件 player.onkeyup(keycode, event); break; case game_pause: break; case game_win: break; case game_lost: break; } return super.onkeydown(keycode, event); } /** * 游戏逻辑 */ private void logic() { //逻辑处理根据游戏状态不同进行不同处理 switch (gamestate) { case game_menu: break; case gameing: //背景逻辑 background.logic(); //主角逻辑 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++; } } //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; } } } //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(); } } //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)); } } } } else {//boss相关逻辑 //每0.5秒添加一个主角子弹 boss.logic(); if (countplayerbullet % 10 == 0) { //boss的没发疯之前的普通子弹 vcbulletboss.add(new bullet(bmpbossbullet, boss.x + 35, boss.y + 40, bullet.bullet_fly)); } //boss子弹逻辑 for (int i = 0; i < vcbulletboss.size(); i++) { bullet b = vcbulletboss.elementat(i); if (b.isdead) { vcbulletboss.removeelement(b); } else { b.logic(); } } //boss子弹与主角的碰撞 for (int i = 0; i < vcbulletboss.size(); i++) { if (player.iscollsionwith(vcbulletboss.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; } } } //boss被主角子弹击中,产生爆炸效果 for (int i = 0; i < vcbulletplayer.size(); i++) { bullet b = vcbulletplayer.elementat(i); if (boss.iscollsionwith(b)) { if (boss.hp <= 0) { //游戏胜利 gamestate = game_win; } else { //及时删除本次碰撞的子弹,防止重复判定此子弹与boss碰撞、 b.isdead = true; //boss血量减1 boss.sethp(boss.hp - 1); //在boss上添加三个boss爆炸效果 vcboom.add(new boom(bmpboosboom, boss.x + 25, boss.y + 30, 5)); vcboom.add(new boom(bmpboosboom, boss.x + 35, boss.y + 40, 5)); vcboom.add(new boom(bmpboosboom, boss.x + 45, boss.y + 50, 5)); } } } } //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(); } } //爆炸效果逻辑 for (int i = 0; i < vcboom.size(); i++) { boom boom = vcboom.elementat(i); if (boom.playend) { //播放完毕的从容器中删除 vcboom.removeelementat(i); } else { vcboom.elementat(i).logic(); } } break; case game_pause: break; case game_win: break; case game_lost: 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; } }
以及胜利和失败页面
最后附上 mainactivit
public class mainactivity extends activity { public static mainactivity instance; @override public void oncreate(bundle savedinstancestate) { super.oncreate(savedinstancestate); instance = this; //设置全屏 this.getwindow().setflags(windowmanager.layoutparams.flag_fullscreen, windowmanager.layoutparams.flag_fullscreen); requestwindowfeature(window.feature_no_title); //显示自定义的surfaceview视图 setcontentview(new mysurfaceview(this)); } @override protected void ondestroy() { // todo auto-generated method stub mysurfaceview.gamestate = mysurfaceview.game_menu; super.ondestroy(); } }
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