Android实战打飞机游戏之子弹生成与碰撞以及爆炸效果(5)

2019/7/7 19:40:25

本文主要是介绍Android实战打飞机游戏之子弹生成与碰撞以及爆炸效果(5),对大家解决编程问题具有一定的参考价值,需要的程序猿们随着小编来一起学习吧!

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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