新建player 类
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; }}再在MySurfaceView中调用
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; 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*/ @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);player = new Player(bmpPlayer,bmpPlayerHp); } /*** 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); 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(); 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。