Android实战打飞机游戏之实现主角以及主角相关元素(3)
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2024-03-06 10:48:31
先看效果图
新建player 类
public class player {
private int playerhp = 3;
pri...
先看效果图
新建player 类
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, x, y, 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; } }
再在mysurfaceview中调用
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; 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); gamebg = new gamebg(bmpbackground); player = new player(bmpplayer,bmpplayerhp); } /** * 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); 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(); 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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