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首页 / 移动开发 / Android / Android实战打飞机游戏之怪物(敌机)类的实现(4)

先看看效果图:


分析: 根据敌机类型区分 敌机 运动逻辑 以及绘制

/** * 敌机 ** @author liuml * @time 2016-5-31 下午4:14:59 */public class Enemy {// 敌机的种类标识public int type;// 苍蝇public static final int TYPE_FLY = 1;// 鸭子(从左往右运动)public static final int TYPE_DUCKL = 2;// 鸭子(从右往左运动)public static final int TYPE_DUCKR = 3;// 敌机图片资源public Bitmap bmpEnemy;// 敌机坐标public int x, y;// 敌机每帧的宽高public int frameW, frameH;// 敌机当前帧下标private int frameIndex;// 敌机的移动速度private int speed;;// 判断敌机是否已经出屏public boolean isDead;// 敌机的构造函数public Enemy(Bitmap bmpEnemy, int enemyType, int x, int y) {this.bmpEnemy = bmpEnemy;frameW = bmpEnemy.getWidth() / 10;frameH = bmpEnemy.getHeight();this.type = enemyType;this.x = x;this.y = y;// 不同种类的敌机血量不同switch (type) {// 苍蝇case TYPE_FLY:speed = 25;break;// 鸭子case TYPE_DUCKL:speed = 3;break;case TYPE_DUCKR:speed = 3;break;}}// 敌机绘图函数public void draw(Canvas canvas, Paint paint) {canvas.save();canvas.clipRect(x, y, x + frameW, y + frameH);canvas.drawBitmap(bmpEnemy, x - frameIndex * frameW, y, paint);canvas.restore();}// 敌机逻辑AIpublic void logic() {// 不断循环播放帧形成动画frameIndex++;if (frameIndex >= 10) {frameIndex = 0;}// 不同种类的敌机拥有不同的AI逻辑switch (type) {case TYPE_FLY:if (isDead == false) {// 减速出现,加速返回speed -= 1;y += speed;if (y <= -200) {isDead = true;}}break;case TYPE_DUCKL:if (isDead == false) {// 斜右下角运动x += speed / 2;y += speed;if (x > MySurfaceView.screenW) {isDead = true;}}break;case TYPE_DUCKR:if (isDead == false) {// 斜左下角运动x -= speed / 2;y += speed;if (x < -50) {isDead = true;}}break;}}}
在MySurfaceView 中 生成敌机

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Boosprivate 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;/** * 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 */@Overridepublic 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);// 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);}} else {// boss 绘制}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 */@Overridepublic 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 */@Overridepublic 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);}@Overridepublic 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++;}}}break;case GAME_WIN:break;case GAME_LOST:break;case GAME_PAUSE:break;}}@Overridepublic 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 */@Overridepublic void surfaceChanged(SurfaceHolder holder, int format, int width,int height) {}/** * SurfaceView视图消亡时,响应此函数 */@Overridepublic void surfaceDestroyed(SurfaceHolder holder) {flag = false;}}
碰撞检测
修改Player类
package com.gsf;import android.graphics.Bitmap;import android.graphics.Canvas;import android.graphics.Paint;import android.view.KeyEvent;public class Player {private int playerHp = 3;private Bitmap bmpPlayerHP;// 主角坐标以及位图private int x, y;private Bitmap bmpPlayer;// 主角移动速度private int speed = 5;// 主角移动标识private boolean isUp, isDown, isLeft, isRight;// 主角的构造函数public Player(Bitmap bmpPlayer, Bitmap bmpPlayerHp) {this.bmpPlayer = bmpPlayer;this.bmpPlayerHP = bmpPlayerHp;// 飞机初始位置x = MySurfaceView.screenW / 2 - bmpPlayer.getWidth() / 2;y = MySurfaceView.screenH - bmpPlayer.getHeight();}// 主角游戏绘制方法public void draw(Canvas canvas, Paint paint) {// 绘制主角canvas.drawBitmap(bmpPlayer, x, y, paint);// 绘制血量for (int i = 0; i < playerHp; i++) {canvas.drawBitmap(bmpPlayerHP, i * bmpPlayerHP.getWidth(),MySurfaceView.screenH - bmpPlayerHP.getHeight(), paint);}}/** * 按键事件监听 */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;}}/** * 游戏逻辑 */public void logic() {if (isUp) {y -= speed;}if (isDown) {y += speed;}if (isLeft) {x -= speed;}if (isRight) {x += speed;}// 判断屏幕X边界if (x + bmpPlayer.getWidth() >= MySurfaceView.screenW) {x = MySurfaceView.screenW - bmpPlayer.getWidth();} else if (x <= 0) {x = 0;}// 判断屏幕Y边界if (y + bmpPlayer.getHeight() >= MySurfaceView.screenH) {y = MySurfaceView.screenH - bmpPlayer.getHeight();} else if (y <= 0) {y = 0;}}//设置主角血量public void setPlayerHp(int hp) {this.playerHp = hp;}//获取主角血量public int getPlayerHp() {return playerHp;}//判断碰撞(敌机与主角子弹碰撞)public boolean isCollsionWith(Enemy bullet) {int x2 = bullet.x;int y2 = bullet.y;int w2 = bullet.frameW;int h2 = bullet.frameH;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;}//发生碰撞,让其死亡//isDead = true;return true;}}
在MySurface中 加上碰撞逻辑
/** * 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++;}}//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;}}}}break;



// 计时器private int noCollisionCount = 0;// 因为无敌时间private int noCollisionTime = 60;// 是否碰撞的标识位private boolean isCollision;//判断碰撞(主角与敌机)public boolean isCollsionWith(Enemy en) {//是否处于无敌时间if (isCollision == false) {int x2 = en.x;int y2 = en.y;int w2 = en.frameW;int h2 = en.frameH;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;}}
修改逻辑方法

/** * 游戏逻辑 */public void logic() {if (isUp) {y -= speed;}if (isDown) {y += speed;}if (isLeft) {x -= speed;}if (isRight) {x += speed;}// 判断屏幕X边界if (x + bmpPlayer.getWidth() >= MySurfaceView.screenW) {x = MySurfaceView.screenW - bmpPlayer.getWidth();} else if (x <= 0) {x = 0;}// 判断屏幕Y边界if (y + bmpPlayer.getHeight() >= MySurfaceView.screenH) {y = MySurfaceView.screenH - bmpPlayer.getHeight();} else if (y <= 0) {y = 0;}// 处理无敌状态if (isCollision) {// 计时器开始计时noCollisionCount++;if (noCollisionCount >= noCollisionTime) {// 无敌时间过后,接触无敌状态及初始化计数器isCollision = false;noCollisionCount = 0;}}}


修改主角的绘制
Player 类

// 主角游戏绘制方法public void draw(Canvas canvas, Paint paint) {// 绘制主角// 当处于无敌时间时,让主角闪烁if (isCollision) {// 每2次游戏循环,绘制一次主角if (noCollisionCount % 2 == 0) {canvas.drawBitmap(bmpPlayer, x, y, paint);}} else {canvas.drawBitmap(bmpPlayer, x, y, paint);}// 绘制血量for (int i = 0; i < playerHp; i++) {canvas.drawBitmap(bmpPlayerHP, i * bmpPlayerHP.getWidth(),MySurfaceView.screenH - bmpPlayerHP.getHeight(), paint);}}
以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持脚本之家。