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-1player.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-1player.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-1player.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-1player.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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