1、首先实现无限滚动的背景图 原理: 定义两个位图对象 当第一个位图到末尾是 第二个位图从第一个位图的末尾跟上.
public class GameBg { // 游戏背景的图片资源 // 为了循环播放,这里定义两个位图对象, // 其资源引用的是同一张图片 private Bitmap bmpBackGround1; private Bitmap bmpBackGround2; // 游戏背景坐标 private int bg1x, bg1y, bg2x, bg2y; private int speed = 3; public GameBg(Bitmap bmpBackGround) {this.bmpBackGround1 = bmpBackGround;this.bmpBackGround2 = bmpBackGround;// 首先让第一张填满屏幕bg1y = -Math.abs(bmpBackGround.getHeight() - MySurfaceView.screenH);bg2y = bg1y - bmpBackGround1.getHeight() +50; } public void draw(Canvas canvas,Paint paint){canvas.drawBitmap(bmpBackGround1, bg1x, bg1y, paint);canvas.drawBitmap(bmpBackGround2, bg2x, bg2y, paint); } public void logic(){bg1y +=speed;bg2y +=speed;if(bg1y > MySurfaceView.screenH){ bg1y = bg2y - bmpBackGround1.getHeight() +50;}if(bg2y > MySurfaceView.screenH){ bg2y = bg1y - bmpBackGround1.getHeight() +50;} }}然后再在MySurfaceview里面调用方法
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; // private GameMenu gameMenu; private GameBg gameBg; /*** 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);gameBg = new GameBg(bmpBackGround); } /*** 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); 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: 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: 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(); 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; }}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。