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Android實(shí)戰(zhàn)打飛機(jī)游戲之子彈生成與碰撞以及爆炸效果(5)

 更新時(shí)間:2016年07月26日 17:17:01   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)游戲之子彈生成與碰撞以及爆炸效果,具有一定的參考價(jià)值,感興趣的小伙伴們可以參考一下

Android實(shí)戰(zhàn)打飛機(jī)游戲子彈生成,新建子彈類

public class Bullet {
 // 子彈圖片資源
 public Bitmap bmpBullet;
 // 子彈的坐標(biāo)
 public int bulletX, bulletY;
 // 子彈的速度
 public int speed;
 // 子彈的種類以及常量
 public int bulletType;
 // 主角的
 public static final int BULLET_PLAYER = -1;
 // 鴨子的
 public static final int BULLET_DUCK = 1;
 // 蒼蠅的
 public static final int BULLET_FLY = 2;
 // Boss的
 public static final int BULLET_BOSS = 3;
 // 子彈是否超屏, 優(yōu)化處理
 public boolean isDead;

 // Boss瘋狂狀態(tài)下子彈相關(guān)成員變量
 private int dir;// 當(dāng)前Boss子彈方向
 // 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;

 // 子彈當(dāng)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;
 // 不同的子彈類型速度不一
 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);
 }

 // 子彈的邏輯
 public void logic() {
 // 不同的子彈類型邏輯不一
 // 主角的子彈垂直向上運(yùn)動(dòng)
 switch (bulletType) {
 case BULLET_PLAYER:
 bulletY -= speed;
 if (bulletY < -50) {
 isDead = true;
 }
 break;
 // 鴨子和蒼蠅的子彈都是垂直下落運(yùn)動(dòng)
 case BULLET_DUCK:
 case BULLET_FLY:
 bulletY += speed;
 if (bulletY > MySurfaceView.screenH) {
 isDead = true;
 }
 break;
 case BULLET_BOSS:
 // Boss瘋狂狀態(tài)下的子彈邏輯待實(shí)現(xiàn)
 // 邊界處理
 if (bulletY > MySurfaceView.screenH || bulletY <= -40
  || bulletX > MySurfaceView.screenW || bulletX <= -40) {
 isDead = true;
 }
 break;
 }
 }

}

在在MySurfacview里面調(diào)用 生成子彈主角的和自己的

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;

 // 聲明一個(gè)敵機(jī)容器
 private Vector<Enemy> vcEnemy;
 // 每次生成敵機(jī)的時(shí)間(毫秒)
 private int createEnemyTime = 50;
 private int count;// 計(jì)數(shù)器
 // 敵人數(shù)組:1和2表示敵機(jī)的種類,-1表示Boss
 // 二維數(shù)組的每一維都是一組怪物
 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 } };
 // 當(dāng)前取出一維數(shù)組的下標(biāo)
 private int enemyArrayIndex;
 // 是否出現(xiàn)Boss標(biāo)識(shí)位
 private boolean isBoss;
 // 隨機(jī)庫,為創(chuàng)建的敵機(jī)賦予隨即坐標(biāo)
 private Random random;

 //
 private GameMenu gameMenu;
 private GameBg gameBg;

 private Player player;

 // 敵機(jī)子彈容器
 private Vector<Bullet> vcBullet;
 // 添加子彈的計(jì)數(shù)器
 private int countEnemyBullet;
 // 主角子彈容器
 private Vector<Bullet> vcBulletPlayer;
 // 添加子彈的計(jì)數(shù)器
 private int countPlayerBullet;

 /**
 * 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);
 // 實(shí)例游戲背景
 gameBg = new GameBg(bmpBackGround);
 // 實(shí)例主角
 player = new Player(bmpPlayer, bmpPlayerHp);
 //敵機(jī)子彈容器實(shí)例
 vcBullet = new Vector<Bullet>();
 //主角子彈容器實(shí)例
 vcBulletPlayer = new Vector<Bullet>();
 // 實(shí)例敵機(jī)容器
 vcEnemy = new Vector<Enemy>();
 // 實(shí)例隨機(jī)庫
 random = new Random();
 }

 /**
 * 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:
  gameBg.draw(canvas, paint);
  player.draw(canvas, paint);
  if (isBoss == false) {
  // 敵機(jī)繪制
  for (int i = 0; i < vcEnemy.size(); i++) {
  vcEnemy.elementAt(i).draw(canvas, paint);
  }
  //敵機(jī)子彈繪制
  for (int i = 0; i < vcBullet.size(); i++) {
  vcBullet.elementAt(i).draw(canvas, paint);
  }

  } else {
  // boss 繪制

  }
  // 處理主角子彈繪制
  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);
 }
 }

 /**
 * 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:
 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);
 }

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

 break;
 case GAMEING:
 gameBg.logic();
 player.logic();
 // 敵機(jī)邏輯
 if (isBoss == false) {
 // 敵機(jī)邏輯
 for (int i = 0; i < vcEnemy.size(); i++) {
  Enemy en = vcEnemy.elementAt(i);
  // 因?yàn)槿萜鞑粩嗵砑訑硻C(jī) ,那么對(duì)敵機(jī)isDead判定,
  // 如果已死亡那么就從容器中刪除,對(duì)容器起到了優(yōu)化作用;
  if (en.isDead) {
  vcEnemy.removeElementAt(i);
  } else {
  en.logic();
  }
 }
 // 生成敵機(jī)
 count++;
 if (count % createEnemyTime == 0) {
  for (int i = 0; i < enemyArray[enemyArrayIndex].length; i++) {
  // 蒼蠅
  if (enemyArray[enemyArrayIndex][i] == 1) {
  int x = random.nextInt(screenW - 100) + 50;
  vcEnemy.addElement(new Enemy(bmpEnemyFly, 1, x, -50));
  // 鴨子左
  } else if (enemyArray[enemyArrayIndex][i] == 2) {
  int y = random.nextInt(20);
  vcEnemy.addElement(new Enemy(bmpEnemyDuck, 2, -50,
   y));
  // 鴨子右
  } else if (enemyArray[enemyArrayIndex][i] == 3) {
  int y = random.nextInt(20);
  vcEnemy.addElement(new Enemy(bmpEnemyDuck, 3,
   screenW + 50, y));
  }
  }
  // 這里判斷下一組是否為最后一組(Boss)
  if (enemyArrayIndex == enemyArray.length - 1) {
  isBoss = true;
  } else {
  enemyArrayIndex++;
  }
 }

 // 每2秒添加一個(gè)敵機(jī)子彈
 countEnemyBullet++;
 if (countEnemyBullet % 40 == 0) {
  for (int i = 0; i < vcEnemy.size(); i++) {
  Enemy en = vcEnemy.elementAt(i);
  // 不同類型敵機(jī)不同的子彈運(yùn)行軌跡
  int bulletType = 0;
  switch (en.type) {
  // 蒼蠅
  case Enemy.TYPE_FLY:
  bulletType = Bullet.BULLET_FLY;
  break;
  // 鴨子
  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));
  }
 }
 // 處理敵機(jī)子彈邏輯
 for (int i = 0; i < vcBullet.size(); i++) {
  Bullet b = vcBullet.elementAt(i);
  if (b.isDead) {
  vcBullet.removeElement(b);
  } else {
  b.logic();
  }
 }

 //每1秒添加一個(gè)主角子彈
 countPlayerBullet++;
 if (countPlayerBullet % 20 == 0) {
  vcBulletPlayer.add(new Bullet(bmpBullet, player.x + 15, player.y - 20, Bullet.BULLET_PLAYER));
 }

 // 處理敵機(jī)與主角的碰撞
 for (int i = 0; i < vcEnemy.size(); i++) {
  if (player.isCollsionWith(vcEnemy.elementAt(i))) {
  // 發(fā)生碰撞,主角血量-1
  player.setPlayerHp(player.getPlayerHp() - 1);
  // 當(dāng)主角血量小于0,判定游戲失敗
  if (player.getPlayerHp() <= -1) {
  gameState = GAME_LOST;
  }
  }
 }

 //處理主角子彈邏輯
 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;
 }
}

現(xiàn)在子彈碰撞主角 并沒有發(fā)生事情 需要子彈和主角的碰撞檢測(cè)

//修改Player類 添加碰撞檢測(cè)
 // // 判斷碰撞(主角與敵機(jī)子彈)
 public boolean isCollsionWith(Bullet bullet) {
 // 是否處于無敵時(shí)間
 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;
 }
 // 碰撞即進(jìn)入無敵狀態(tài)
 isCollision = true;
 return true;
 // 處于無敵狀態(tài),無視碰撞
 } else {
 return false;
 }
 }

 在主界面 MySrufaceView 的邏輯函數(shù)中添加 主角和敵機(jī)子彈的碰撞

 //處理敵機(jī)子彈與主角碰撞
 for (int i = 0; i < vcBullet.size(); i++) {
  if (player.isCollsionWith(vcBullet.elementAt(i))) {
  //發(fā)生碰撞,主角血量-1
  player.setPlayerHp(player.getPlayerHp() - 1);
  //當(dāng)主角血量小于0,判定游戲失敗
  if (player.getPlayerHp() <= -1) {
  gameState = GAME_LOST;
  }
  }
 }

當(dāng)然 主角的子彈碰撞了敵機(jī) 也需要進(jìn)行碰撞檢測(cè) 修改 敵機(jī)類 Enemy

 //判斷碰撞(敵機(jī)與主角子彈碰撞)
 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;
 }
 //發(fā)生碰撞,讓其死亡
 isDead = true;
 return true;
 }

在主視圖中添加邏輯 主角子彈和敵機(jī)碰撞的邏輯

 //處理主角子彈與敵機(jī)碰撞
 for (int i = 0; i < vcBulletPlayer.size(); i++) {
  //取出主角子彈容器的每個(gè)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 的效果圖

下面完成爆炸的效果

新建一個(gè)爆炸類 Boom

/**
 * 瞬間爆炸 類
 * @author liuml
 * @time 2016-6-1 上午11:32:56
 */
public class Boom {
 //爆炸效果資源圖
 private Bitmap bmpBoom;
 //爆炸效果的位置坐標(biāo)
 private int boomX, boomY;
 //爆炸動(dòng)畫播放當(dāng)前的幀下標(biāo)
 private int cureentFrameIndex;
 //爆炸效果的總幀數(shù)
 private int totleFrame;
 //每幀的寬高
 private int frameW, frameH;
 //是否播放完畢,優(yōu)化處理
 public boolean playEnd;

 //爆炸效果的構(gòu)造函數(shù)
 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();
 }

 //爆炸效果繪制
 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();
 }

 //爆炸效果的邏輯
 public void logic() {
 if (cureentFrameIndex < totleFrame) {
 cureentFrameIndex++;
 } else {
 playEnd = true;
 }
 }
}

下面就還是老套路了 在主界面 聲明爆炸容器 然后繪制 然后是邏輯實(shí)現(xiàn)

 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;

 // 聲明一個(gè)敵機(jī)容器
 private Vector<Enemy> vcEnemy;
 // 每次生成敵機(jī)的時(shí)間(毫秒)
 private int createEnemyTime = 50;
 private int count;// 計(jì)數(shù)器
 // 敵人數(shù)組:1和2表示敵機(jī)的種類,-1表示Boss
 // 二維數(shù)組的每一維都是一組怪物
 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 } };
 // 當(dāng)前取出一維數(shù)組的下標(biāo)
 private int enemyArrayIndex;
 // 是否出現(xiàn)Boss標(biāo)識(shí)位
 private boolean isBoss;
 // 隨機(jī)庫,為創(chuàng)建的敵機(jī)賦予隨即坐標(biāo)
 private Random random;

 //
 private GameMenu gameMenu;
 private GameBg gameBg;

 private Player player;

 // 敵機(jī)子彈容器
 private Vector<Bullet> vcBullet;
 // 添加子彈的計(jì)數(shù)器
 private int countEnemyBullet;
 // 主角子彈容器
 private Vector<Bullet> vcBulletPlayer;
 // 添加子彈的計(jì)數(shù)器
 private int countPlayerBullet;

 //爆炸效果容器
 private Vector<Boom> vcBoom;

 /**
 * 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);
 // 實(shí)例游戲背景
 gameBg = new GameBg(bmpBackGround);
 // 實(shí)例主角
 player = new Player(bmpPlayer, bmpPlayerHp);
 //敵機(jī)子彈容器實(shí)例
 vcBullet = new Vector<Bullet>();
 //主角子彈容器實(shí)例
 vcBulletPlayer = new Vector<Bullet>();
 // 實(shí)例敵機(jī)容器
 vcEnemy = new Vector<Enemy>();
 // 實(shí)例隨機(jī)庫
 random = new Random();
 //爆炸效果容器實(shí)例
 vcBoom = new Vector<Boom>();
 }

 /**
 * 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:
  gameBg.draw(canvas, paint);
  player.draw(canvas, paint);
  if (isBoss == false) {
  // 敵機(jī)繪制
  for (int i = 0; i < vcEnemy.size(); i++) {
  vcEnemy.elementAt(i).draw(canvas, paint);
  }
  //敵機(jī)子彈繪制
  for (int i = 0; i < vcBullet.size(); i++) {
  vcBullet.elementAt(i).draw(canvas, paint);
  }
  //爆炸效果繪制
  for (int i = 0; i < vcBoom.size(); i++) {
  vcBoom.elementAt(i).draw(canvas, paint);
  }
  } else {
  // boss 繪制

  }
  // 處理主角子彈繪制
  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);
 }
 }

 /**
 * 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:
 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);
 }

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

 break;
 case GAMEING:
 gameBg.logic();
 player.logic();
 // 敵機(jī)邏輯
 if (isBoss == false) {
 // 敵機(jī)邏輯
 for (int i = 0; i < vcEnemy.size(); i++) {
  Enemy en = vcEnemy.elementAt(i);
  // 因?yàn)槿萜鞑粩嗵砑訑硻C(jī) ,那么對(duì)敵機(jī)isDead判定,
  // 如果已死亡那么就從容器中刪除,對(duì)容器起到了優(yōu)化作用;
  if (en.isDead) {
  vcEnemy.removeElementAt(i);
  } else {
  en.logic();
  }
 }
 // 生成敵機(jī)
 count++;
 if (count % createEnemyTime == 0) {
  for (int i = 0; i < enemyArray[enemyArrayIndex].length; i++) {
  // 蒼蠅
  if (enemyArray[enemyArrayIndex][i] == 1) {
  int x = random.nextInt(screenW - 100) + 50;
  vcEnemy.addElement(new Enemy(bmpEnemyFly, 1, x, -50));
  // 鴨子左
  } else if (enemyArray[enemyArrayIndex][i] == 2) {
  int y = random.nextInt(20);
  vcEnemy.addElement(new Enemy(bmpEnemyDuck, 2, -50,
   y));
  // 鴨子右
  } else if (enemyArray[enemyArrayIndex][i] == 3) {
  int y = random.nextInt(20);
  vcEnemy.addElement(new Enemy(bmpEnemyDuck, 3,
   screenW + 50, y));
  }
  }
  // 這里判斷下一組是否為最后一組(Boss)
  if (enemyArrayIndex == enemyArray.length - 1) {
  isBoss = true;
  } else {
  enemyArrayIndex++;
  }
 }

 // 每2秒添加一個(gè)敵機(jī)子彈
 countEnemyBullet++;
 if (countEnemyBullet % 40 == 0) {
  for (int i = 0; i < vcEnemy.size(); i++) {
  Enemy en = vcEnemy.elementAt(i);
  // 不同類型敵機(jī)不同的子彈運(yùn)行軌跡
  int bulletType = 0;
  switch (en.type) {
  // 蒼蠅
  case Enemy.TYPE_FLY:
  bulletType = Bullet.BULLET_FLY;
  break;
  // 鴨子
  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));
  }
 }
 // 處理敵機(jī)子彈邏輯
 for (int i = 0; i < vcBullet.size(); i++) {
  Bullet b = vcBullet.elementAt(i);
  if (b.isDead) {
  vcBullet.removeElement(b);
  } else {
  b.logic();
  }
 }

 //每1秒添加一個(gè)主角子彈
 countPlayerBullet++;
 if (countPlayerBullet % 20 == 0) {
  vcBulletPlayer.add(new Bullet(bmpBullet, player.x + 15, player.y - 20, Bullet.BULLET_PLAYER));
 }

 // 處理敵機(jī)與主角的碰撞
 for (int i = 0; i < vcEnemy.size(); i++) {
  if (player.isCollsionWith(vcEnemy.elementAt(i))) {
  // 發(fā)生碰撞,主角血量-1
  player.setPlayerHp(player.getPlayerHp() - 1);
  // 當(dāng)主角血量小于0,判定游戲失敗
  if (player.getPlayerHp() <= -1) {
  gameState = GAME_LOST;
  }
  }
 }

 //處理主角子彈邏輯
 for (int i = 0; i < vcBulletPlayer.size(); i++) {
  Bullet b = vcBulletPlayer.elementAt(i);
  if (b.isDead) {
  vcBulletPlayer.removeElement(b);
  } else {
  b.logic();
  }
 }

 //處理敵機(jī)子彈與主角碰撞
 for (int i = 0; i < vcBullet.size(); i++) {
  if (player.isCollsionWith(vcBullet.elementAt(i))) {
  //發(fā)生碰撞,主角血量-1
  player.setPlayerHp(player.getPlayerHp() - 1);
  //當(dāng)主角血量小于0,判定游戲失敗
  if (player.getPlayerHp() <= -1) {
  gameState = GAME_LOST;
  }
  }
 }

 //處理主角子彈與敵機(jī)碰撞
 for (int i = 0; i < vcBulletPlayer.size(); i++) {
  //取出主角子彈容器的每個(gè)元素
  Bullet blPlayer = vcBulletPlayer.elementAt(i);
  for (int j = 0; j < vcEnemy.size(); j++) {
  //添加爆炸效果
  //取出敵機(jī)容器的每個(gè)元與主角子彈遍歷判斷
  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;
 }
}

以上就是本文的全部?jī)?nèi)容,希望對(duì)大家的學(xué)習(xí)有所幫助,也希望大家多多支持腳本之家。

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