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Android實(shí)戰(zhàn)打飛機(jī)游戲之菜單頁(yè)面設(shè)計(jì)(1)

 更新時(shí)間:2016年07月26日 11:32:16   作者:liudao7994  
這篇文章主要為大家詳細(xì)介紹了Android實(shí)戰(zhàn)打飛機(jī)游戲之菜單頁(yè)面設(shè)計(jì),具有一定的參考價(jià)值,感興趣的小伙伴們可以參考一下

本文目標(biāo)實(shí)現(xiàn)控制小飛機(jī)的左右移動(dòng)、躲避子彈、打boss。

本節(jié)實(shí)現(xiàn) 開始菜單界面

1、首先 資源文件拷過來

2、劃分游戲狀態(tài)

 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(dāng)前游戲狀態(tài)(默認(rèn)初始在游戲菜單界面)
 public static int gameState = GAME_MENU;

定義五種狀態(tài)

 定義完方法后 在繪圖方法中 ,實(shí)體鍵 按下方法 ,抬起方法,觸屏監(jiān)聽,邏輯方法,switch

//在那幾個(gè)方法中加這個(gè)

  switch (gameState) {
  case GAME_MENU:

   break;
  case GAMEING:
   break;

  case GAME_WIN:

   break;
  case GAME_LOST:

   break;
  case GAME_PAUSE:
   break;
  default:
   break;
  }

下面再聲明一些東西

//聲明一個(gè)Resources實(shí)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(diǎn)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(jī)
 private Bitmap bmpPlayerHp;//主角飛機(jī)血量
 private Bitmap bmpMenu;//菜單背景
 public static Bitmap bmpBullet;//子彈
 public static Bitmap bmpEnemyBullet;//敵機(jī)子彈
 public static Bitmap bmpBossBullet;//Boss子彈

初始化 游戲

 /**
 * SurfaceView視圖創(chuàng)建,響應(yīng)此函數(shù)
 */
 @Override
 public void surfaceCreated(SurfaceHolder holder) {
 screenW = this.getWidth();
 screenH = this.getHeight();
 initGame();
 flag = true;
 // 實(shí)例線程
 th = new Thread(this);
 // 啟動(dòng)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 GameMenu

菜單類
包括 初始化繪制按鈕和背景圖

package com.gsf;

import android.graphics.Bitmap;
import android.graphics.Canvas;
import android.graphics.Paint;
import android.view.MotionEvent;

/**
 * 
 * @author liuml
 * @time 2016-5-27 下午5:43:34
 */
public class GameMenu {

 // 菜單背景圖
 private Bitmap bmpMenu;
 // 按鈕圖片資源(按下和未按下圖)
 private Bitmap bmpButton, bmpButtonPress;
 // 按鈕的坐標(biāo)
 private int btnX, btnY;
 // 按鈕是否按下標(biāo)識(shí)位
 private Boolean isPress;

 // 菜單初始化
 public GameMenu(Bitmap bmpMenu, Bitmap bmpButton, Bitmap bmpButtonPress) {
 this.bmpMenu = bmpMenu;
 this.bmpButton = bmpButton;
 this.bmpButtonPress = bmpButtonPress;
 // X居中,Y緊接屏幕底部
 btnX = MySurfaceView.screenW / 2 - bmpButton.getWidth() / 2;
 btnY = MySurfaceView.screenH - bmpButton.getHeight();
 isPress = false;
 }

 public void draw(Canvas canvas, Paint paint) {
 // 繪制菜單背景圖
 canvas.drawBitmap(bmpMenu, 0, 0, paint);
 if (isPress) {
  canvas.drawBitmap(bmpButtonPress, btnX, btnY, paint);
 } else {
  canvas.drawBitmap(bmpButton, btnX, btnY, paint);

 }

 }

 public void onTouchEvent(MotionEvent event) {
 // 獲取當(dāng)前觸控位置
 int pointX = (int) event.getX();
 int pointyY = (int) event.getY();

 // 當(dāng)用戶是按下和移動(dòng)時(shí)
 if (event.getAction() == MotionEvent.ACTION_DOWN
  || event.getAction() == MotionEvent.ACTION_MOVE) {

  // 判定用戶是否點(diǎn)擊按鈕
  if (pointX > btnX && pointX < btnX + bmpButton.getWidth()) {
  if (pointyY > btnY && pointyY < btnY + bmpButton.getHeight()) {
   isPress = true;
  } else {
   isPress = false;
  }
  } else {
  isPress = false;
  }

  // 當(dāng)用于是抬起動(dòng)作時(shí)
 } else if (event.getAction() == MotionEvent.ACTION_UP) {
  // 判斷抬起時(shí)是否點(diǎn)擊按鈕,防止用戶移動(dòng)到別處
  if (pointX > btnX && pointX < btnX + bmpButton.getWidth()) {
  if (pointyY > btnY && pointyY < btnY + bmpButton.getHeight()) {
   isPress = false;//抬起后重置 還原Button狀態(tài)為未按下狀態(tài)
   //改變當(dāng)前游戲狀態(tài)為開始游戲
   MySurfaceView.gameState = MySurfaceView.GAMEING;
  }
  }
 }

 }
}


然后 在MySurfaceView中使用 GameMenu 使用菜單類

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(tài)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(dāng)前游戲狀態(tài)(默認(rèn)初始在游戲菜單界面)
 public static int gameState = GAME_MENU;
 // 聲明一個(gè)Resources實(shí)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(diǎn)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(jī)
 private Bitmap bmpPlayerHp;// 主角飛機(jī)血量
 private Bitmap bmpMenu;// 菜單背景
 public static Bitmap bmpBullet;// 子彈
 public static Bitmap bmpEnemyBullet;// 敵機(jī)子彈
 public static Bitmap bmpBossBullet;// Boss子彈
 public static int screenW;
 public static int screenH;

 //
 private GameMenu gameMenu;

 /**
 * SurfaceView初始化函數(shù)
 */
 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(chuàng)建,響應(yīng)此函數(shù)
 */
 @Override
 public void surfaceCreated(SurfaceHolder holder) {
 screenW = this.getWidth();
 screenH = this.getHeight();
 initGame();
 flag = true;
 // 實(shí)例線程
 th = new Thread(this);
 // 啟動(dòng)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(shí)例化
 gameMenu = new GameMenu(bmpMenu, bmpButton, bmpButtonPress);

 }

 /**
 * 游戲繪圖
 */
 public void myDraw() {
 try {
  canvas = sfh.lockCanvas();
  if (canvas != null) {
  canvas.drawColor(Color.WHITE);
  // 繪圖函數(shù)根據(jù)游戲狀態(tài)不同進(jìn)行不同繪制

  switch (gameState) {
  case GAME_MENU:

   gameMenu.draw(canvas, paint);
   break;
  case GAMEING:
   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(jiān)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(jiān)聽
 */
 @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);
 }

 /**
 * 游戲邏輯
 */
 private void logic() {
 switch (gameState) {
 case GAME_MENU:

  break;
 case GAMEING:
  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(tài)發(fā)生改變,響應(yīng)此函數(shù)
 */
 @Override
 public void surfaceChanged(SurfaceHolder holder, int format, int width,
  int height) {
 }

 /**
 * SurfaceView視圖消亡時(shí),響應(yīng)此函數(shù)
 */
 @Override
 public void surfaceDestroyed(SurfaceHolder holder) {
 flag = false;
 }

}

效果圖:

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