Android实战打飞机游戏之无限循环的背景图(2)
程序员文章站
2024-03-06 12:15:20
首先分析下游戏界面内的元素:
无限滚动的背景图, 可以操作的主角,主角的子弹, 主角的血量,两种怪物(敌机),一个boss, boss的爆炸效果.
先看效果图
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首先分析下游戏界面内的元素:
无限滚动的背景图, 可以操作的主角,主角的子弹, 主角的血量,两种怪物(敌机),一个boss, boss的爆炸效果.
先看效果图
1、首先实现无限滚动的背景图 原理: 定义两个位图对象 当第一个位图到末尾是 第二个位图从第一个位图的末尾跟上.
public class gamebg { // 游戏背景的图片资源 // 为了循环播放,这里定义两个位图对象, // 其资源引用的是同一张图片 private bitmap bmpbackground1; private bitmap bmpbackground2; // 游戏背景坐标 private int bg1x, bg1y, bg2x, bg2y; private int speed = 3; public gamebg(bitmap bmpbackground) { this.bmpbackground1 = bmpbackground; this.bmpbackground2 = bmpbackground; // 首先让第一张填满屏幕 bg1y = -math.abs(bmpbackground.getheight() - mysurfaceview.screenh); bg2y = bg1y - bmpbackground1.getheight() +50; } public void draw(canvas canvas,paint paint){ canvas.drawbitmap(bmpbackground1, bg1x, bg1y, paint); canvas.drawbitmap(bmpbackground2, bg2x, bg2y, paint); } public void logic(){ bg1y +=speed; bg2y +=speed; if(bg1y > mysurfaceview.screenh){ bg1y = bg2y - bmpbackground1.getheight() +50; } if(bg2y > mysurfaceview.screenh){ bg2y = bg1y - bmpbackground1.getheight() +50; } } }
然后再在mysurfaceview里面调用方法
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; /** * 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); } /** * 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); 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: gamebg.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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