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Android實戰打飛機游戲之實現主角以及主角相關元素(3)

2019-12-12 05:53:00
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供稿:網友

先看效果圖

新建player 類

public class Player { private int playerHp = 3; private Bitmap bmpPlayerHP; // 主角坐標以及位圖 private int x, y; private Bitmap bmpPlayer; // 主角移動速度 private int speed = 5; // 主角移動標識 private boolean isUp, isDown, isLeft, isRight; // 主角的構造函數 public Player(Bitmap bmpPlayer, Bitmap bmpPlayerHp) {  this.bmpPlayer = bmpPlayer;  this.bmpPlayerHP = bmpPlayerHp;  // 飛機初始位置  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 // 當前游戲狀態(默認初始在游戲菜單界面) public static int gameState = GAME_MENU; // 聲明一個Resources實例便于加載圖片 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 private Bitmap bmpPlayerHp;// 主角飛機血量 private Bitmap bmpMenu;// 菜單背景 public static Bitmap bmpBullet;// 子彈 public static Bitmap bmpEnemyBullet;// 敵機子彈 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  */ 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視圖創建,響應此函數  */ @Override public void surfaceCreated(SurfaceHolder holder) {  screenW = this.getWidth();  screenH = this.getHeight();  initGame();  flag = true;  // 實例線程  th = new Thread(this);  // 啟動線程  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);    // 繪圖函數根據游戲狀態不同進行不同繪制    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視圖狀態發生改變,響應此函數  */ @Override public void surfaceChanged(SurfaceHolder holder, int format, int width,   int height) { } /**  * SurfaceView視圖消亡時,響應此函數  */ @Override public void surfaceDestroyed(SurfaceHolder holder) {  flag = false; }}

以上就是本文的全部內容,希望對大家的學習有所幫助,也希望大家多多支持武林網。

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