Android實(shí)戰(zhàn)打飛機(jī)游戲之實(shí)現(xiàn)主角以及主角相關(guān)元素(3)
先看效果圖

新建player 類
public class Player {
private int playerHp = 3;
private Bitmap bmpPlayerHP;
// 主角坐標(biāo)以及位圖
private int x, y;
private Bitmap bmpPlayer;
// 主角移動(dòng)速度
private int speed = 5;
// 主角移動(dòng)標(biāo)識(shí)
private boolean isUp, isDown, isLeft, isRight;
// 主角的構(gòu)造函數(shù)
public Player(Bitmap bmpPlayer, Bitmap bmpPlayerHp) {
this.bmpPlayer = bmpPlayer;
this.bmpPlayerHP = bmpPlayerHp;
// 飛機(jī)初始位置
x = MySurfaceView.screenW / 2 - bmpPlayer.getWidth() / 2;
y = MySurfaceView.screenH - bmpPlayer.getHeight();
}
// 主角游戲繪制方法
public void draw(Canvas canvas, Paint paint) {
// 繪制主角
canvas.drawBitmap(bmpPlayer, x, y, paint);
// 繪制血量
for (int i = 0; i < playerHp; i++) {
canvas.drawBitmap(bmpPlayerHP, i * bmpPlayerHP.getWidth(),
MySurfaceView.screenH - bmpPlayerHP.getHeight(), paint);
}
}
/**
* 按鍵事件監(jiān)聽
*/
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;
}
}
/**
* 游戲邏輯
*/
public void logic() {
if (isUp) {
y -= speed;
}
if (isDown) {
y += speed;
}
if (isLeft) {
x -= speed;
}
if (isRight) {
x += speed;
}
// 判斷屏幕X邊界
if (x + bmpPlayer.getWidth() >= MySurfaceView.screenW) {
x = MySurfaceView.screenW - bmpPlayer.getWidth();
} else if (x <= 0) {
x = 0;
}
// 判斷屏幕Y邊界
if (y + bmpPlayer.getHeight() >= MySurfaceView.screenH) {
y = MySurfaceView.screenH - bmpPlayer.getHeight();
} else if (y <= 0) {
y = 0;
}
}
//設(shè)置主角血量
public void setPlayerHp(int hp) {
this.playerHp = hp;
}
//獲取主角血量
public int getPlayerHp() {
return playerHp;
}
}
再在MySurfaceView中調(diào)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 定義游戲狀態(tài)常量
public static final int GAME_MENU = 0;// 游戲菜單
public static final int GAMEING = 1;// 游戲中
public static final int GAME_WIN = 2;// 游戲勝利
public static final int GAME_LOST = 3;// 游戲失敗
public static final int GAME_PAUSE = -1;// 游戲菜單
// 當(dāng)前游戲狀態(tài)(默認(rèn)初始在游戲菜單界面)
public static int gameState = GAME_MENU;
// 聲明一個(gè)Resources實(shí)例便于加載圖片
private Resources res = this.getResources();
// 聲明游戲需要用到的圖片資源(圖片聲明)
private Bitmap bmpBackGround;// 游戲背景
private Bitmap bmpBoom;// 爆炸效果
private Bitmap bmpBoosBoom;// Boos爆炸效果
private Bitmap bmpButton;// 游戲開始按鈕
private Bitmap bmpButtonPress;// 游戲開始按鈕被點(diǎn)擊
private Bitmap bmpEnemyDuck;// 怪物鴨子
private Bitmap bmpEnemyFly;// 怪物蒼蠅
private Bitmap bmpEnemyBoos;// 怪物豬頭Boos
private Bitmap bmpGameWin;// 游戲勝利背景
private Bitmap bmpGameLost;// 游戲失敗背景
private Bitmap bmpPlayer;// 游戲主角飛機(jī)
private Bitmap bmpPlayerHp;// 主角飛機(jī)血量
private Bitmap bmpMenu;// 菜單背景
public static Bitmap bmpBullet;// 子彈
public static Bitmap bmpEnemyBullet;// 敵機(jī)子彈
public static Bitmap bmpBossBullet;// Boss子彈
public static int screenW;
public static int screenH;
//
private GameMenu gameMenu;
private GameBg gameBg;
private Player player;
/**
* SurfaceView初始化函數(shù)
*/
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視圖創(chuàng)建,響應(yīng)此函數(shù)
*/
@Override
public void surfaceCreated(SurfaceHolder holder) {
screenW = this.getWidth();
screenH = this.getHeight();
initGame();
flag = true;
// 實(shí)例線程
th = new Thread(this);
// 啟動(dòng)線程
th.start();
}
/**
* 加載游戲資源
*/
private void initGame() {
// 加載游戲資源
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);
//菜單類實(shí)例化
gameMenu = new GameMenu(bmpMenu, bmpButton, bmpButtonPress);
gameBg = new GameBg(bmpBackGround);
player = new Player(bmpPlayer,bmpPlayerHp);
}
/**
* 游戲繪圖
*/
public void myDraw() {
try {
canvas = sfh.lockCanvas();
if (canvas != null) {
canvas.drawColor(Color.WHITE);
// 繪圖函數(shù)根據(jù)游戲狀態(tài)不同進(jìn)行不同繪制
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);
}
}
/**
* 觸屏事件監(jiān)聽
*/
@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;
}
/**
* 按鍵事件監(jiān)聽
*/
@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);
}
/**
* 游戲邏輯
*/
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視圖狀態(tài)發(fā)生改變,響應(yīng)此函數(shù)
*/
@Override
public void surfaceChanged(SurfaceHolder holder, int format, int width,
int height) {
}
/**
* SurfaceView視圖消亡時(shí),響應(yīng)此函數(shù)
*/
@Override
public void surfaceDestroyed(SurfaceHolder holder) {
flag = false;
}
}
以上就是本文的全部內(nèi)容,希望對(duì)大家的學(xué)習(xí)有所幫助,也希望大家多多支持腳本之家。
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