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打飛機(jī)游戲終極BOSS Android實(shí)戰(zhàn)打飛機(jī)游戲完結(jié)篇

 更新時(shí)間:2016年07月26日 17:26:58   作者:liudao7994  
打飛機(jī)游戲終極BOSS,Android實(shí)戰(zhàn)打飛機(jī)游戲完結(jié)篇,具有一定的參考價(jià)值,感興趣的小伙伴們可以參考一下

本文實(shí)例為大家分享了打飛機(jī)游戲BOSS以及勝利失敗頁面設(shè)計(jì)的Android代碼,具體內(nèi)容如下

修改子彈類:

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;
 }
 }

 /**
 * 專用于處理Boss瘋狂狀態(tài)下創(chuàng)建的子彈
 * @param bmpBullet
 * @param bulletX
 * @param bulletY
 * @param bulletType
 * @param Dir
 */
 public Bullet(Bitmap bmpBullet, int bulletX, int bulletY, int bulletType, int dir) {
 this.bmpBullet = bmpBullet;
 this.bulletX = bulletX;
 this.bulletY = bulletY;
 this.bulletType = bulletType;
 speed = 5;
 this.dir = dir;
 }

 //子彈的繪制
 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;
 //Boss瘋狂狀態(tài)下的8方向子彈邏輯
 case BULLET_BOSS:
  //Boss瘋狂狀態(tài)下的子彈邏輯待實(shí)現(xiàn)
  switch (dir) {
  //方向上的子彈
  case DIR_UP:
  bulletY -= speed;
  break;
  //方向下的子彈
  case DIR_DOWN:
  bulletY += speed;
  break;
  //方向左的子彈
  case DIR_LEFT:
  bulletX -= speed;
  break;
  //方向右的子彈
  case DIR_RIGHT:
  bulletX += speed;
  break;
  //方向左上的子彈
  case DIR_UP_LEFT:
  bulletY -= speed;
  bulletX -= speed;
  break;
  //方向右上的子彈
  case DIR_UP_RIGHT:
  bulletX += speed;
  bulletY -= speed;
  break;
  //方向左下的子彈
  case DIR_DOWN_LEFT:
  bulletX -= speed;
  bulletY += speed;
  break;
  //方向右下的子彈
  case DIR_DOWN_RIGHT:
  bulletY += speed;
  bulletX += speed;
  break;
  }
  //邊界處理
  if (bulletY > MySurfaceView.screenH || bulletY <= -40 || bulletX > MySurfaceView.screenW || bulletX <= -40) {
  isDead = true;
  }
  break;
 }
 }
}

下面 新建BOSS類

創(chuàng)建BOSS

public class Boss {
 //Boss的血量
 public int hp = 50;
 //Boss的圖片資源
 private Bitmap bmpBoss;
 //Boss坐標(biāo)
 public int x, y;
 //Boss每幀的寬高
 public int frameW, frameH;
 //Boss當(dāng)前幀下標(biāo)
 private int frameIndex;
 //Boss運(yùn)動(dòng)的速度
 private int speed = 5;
 //Boss的運(yùn)動(dòng)軌跡
 //一定時(shí)間會(huì)向著屏幕下方運(yùn)動(dòng),并且發(fā)射大范圍子彈,(是否狂態(tài))
 //正常狀態(tài)下 ,子彈垂直朝下運(yùn)動(dòng)
 private boolean isCrazy;
 //進(jìn)入瘋狂狀態(tài)的狀態(tài)時(shí)間間隔
 private int crazyTime = 200;
 //計(jì)數(shù)器
 private int count;

 //Boss的構(gòu)造函數(shù)
 public Boss(Bitmap bmpBoss) {
 this.bmpBoss = bmpBoss;
 frameW = bmpBoss.getWidth() / 10;
 frameH = bmpBoss.getHeight();
 //Boss的X坐標(biāo)居中
 x = MySurfaceView.screenW / 2 - frameW / 2;
 y = 0;
 }

 //Boss的繪制
 public void draw(Canvas canvas, Paint paint) {
 canvas.save();
 canvas.clipRect(x, y, x + frameW, y + frameH);
 canvas.drawBitmap(bmpBoss, x - frameIndex * frameW, y, paint);
 canvas.restore();
 }

 //Boss的邏輯
 public void logic() {
 //不斷循環(huán)播放幀形成動(dòng)畫
 frameIndex++;
 if (frameIndex >= 10) {
  frameIndex = 0;
 }
 //沒有瘋狂的狀態(tài)
 if (isCrazy == false) {
  x += speed;
  if (x + frameW >= MySurfaceView.screenW) {
  speed = -speed;
  } else if (x <= 0) {
  speed = -speed;
  }
  count++;
  if (count % crazyTime == 0) {
  isCrazy = true;
  speed = 24;
  }
  //瘋狂的狀態(tài)
 } else {
  speed -= 1;
  //當(dāng)Boss返回時(shí)創(chuàng)建大量子彈
  if (speed == 0) {
  //添加8方向子彈
  MySurfaceView.vcBulletBoss.add(new Bullet(MySurfaceView.bmpBossBullet, x+40, y+10, Bullet.BULLET_BOSS, Bullet.DIR_UP));
  MySurfaceView.vcBulletBoss.add(new Bullet(MySurfaceView.bmpBossBullet, x+40, y+10, Bullet.BULLET_BOSS, Bullet.DIR_DOWN));
  MySurfaceView.vcBulletBoss.add(new Bullet(MySurfaceView.bmpBossBullet, x+40, y+10, Bullet.BULLET_BOSS, Bullet.DIR_LEFT));
  MySurfaceView.vcBulletBoss.add(new Bullet(MySurfaceView.bmpBossBullet, x+40, y+10, Bullet.BULLET_BOSS, Bullet.DIR_RIGHT));
  MySurfaceView.vcBulletBoss.add(new Bullet(MySurfaceView.bmpBossBullet, x+40, y+10, Bullet.BULLET_BOSS, Bullet.DIR_UP_LEFT));
  MySurfaceView.vcBulletBoss.add(new Bullet(MySurfaceView.bmpBossBullet, x+40, y+10, Bullet.BULLET_BOSS, Bullet.DIR_UP_RIGHT));
  MySurfaceView.vcBulletBoss.add(new Bullet(MySurfaceView.bmpBossBullet, x+40, y+10, Bullet.BULLET_BOSS, Bullet.DIR_DOWN_LEFT));
  MySurfaceView.vcBulletBoss.add(new Bullet(MySurfaceView.bmpBossBullet, x+40, y+10, Bullet.BULLET_BOSS, Bullet.DIR_DOWN_RIGHT));
  }
  y += speed;
  if (y <= 0) {
  //恢復(fù)正常狀態(tài)
  isCrazy = false;
  speed = 5;
  }
 }
 }

 //判斷碰撞(Boss被主角子彈擊中)
 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;
 }
 return true;
 }

 //設(shè)置Boss血量
 public void setHp(int hp) {
 this.hp = hp;
 }
}

在主界面實(shí)例化 子彈 以及boss

public class MySurfaceView extends SurfaceView implements Callback, Runnable {
 private SurfaceHolder sfh;
 private Paint paint;
 private Thread th;
 private boolean flag;
 private Canvas canvas;
 public static int screenW, screenH;
 //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
 //聲明一個(gè)菜單對(duì)象
 private GameMenu gameMenu;
 //聲明一個(gè)滾動(dòng)游戲背景對(duì)象
 private GameBg backGround;
 //聲明主角對(duì)象
 private Player player;
 //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;
 //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;
 //聲明Boss
 private Boss boss;
 //Boss的子彈容器
 public static Vector<Bullet> vcBulletBoss;

 /**
 * 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);
 setFocusableInTouchMode(true);
 //設(shè)置背景常亮
 this.setKeepScreenOn(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();
 }

 /*
 * 自定義的游戲初始化函數(shù)
 */
 private void initGame() {
 //放置游戲切入后臺(tái)重新進(jìn)入游戲時(shí),游戲被重置!
 //當(dāng)游戲狀態(tài)處于菜單時(shí),才會(huì)重置游戲
 if (gameState == GAME_MENU) {
  //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);
  //爆炸效果容器實(shí)例
  vcBoom = new Vector<Boom>();
  //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>();
  //菜單類實(shí)例
  gameMenu = new GameMenu(bmpMenu, bmpButton, bmpButtonPress);
  //實(shí)例游戲背景
  backGround = new GameBg(bmpBackGround);
  //實(shí)例主角
  player = new Player(bmpPlayer, bmpPlayerHp);
  //實(shí)例敵機(jī)容器
  vcEnemy = new Vector<Enemy>();
  //實(shí)例隨機(jī)庫
  random = new Random();
  //---Boss相關(guān)
  //實(shí)例boss對(duì)象
  boss = new Boss(bmpEnemyBoos);
  //實(shí)例Boss子彈容器
  vcBulletBoss = new Vector<Bullet>();
 }
 }

 /**
 * 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:
   //菜單的繪圖函數(shù)
   gameMenu.draw(canvas, paint);
   break;
  case GAMEING:
   //游戲背景
   backGround.draw(canvas, paint);
   //主角繪圖函數(shù)
   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 {
   //Boos的繪制
   boss.draw(canvas, paint);
   //Boss子彈邏輯
   for (int i = 0; i < vcBulletBoss.size(); i++) {
    vcBulletBoss.elementAt(i).draw(canvas, paint);
   }
   }
   //處理主角子彈繪制
   for (int i = 0; i < vcBulletPlayer.size(); i++) {
   vcBulletPlayer.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);
   }
   break;
  case GAME_PAUSE:
   break;
  case GAME_WIN:
   canvas.drawBitmap(bmpGameWin, 0, 0, paint);
   break;
  case GAME_LOST:
   canvas.drawBitmap(bmpGameLost, 0, 0, paint);
   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) {
 //觸屏監(jiān)聽事件函數(shù)根據(jù)游戲狀態(tài)不同進(jìn)行不同監(jiān)聽
 switch (gameState) {
 case GAME_MENU:
  //菜單的觸屏事件處理
  gameMenu.onTouchEvent(event);
  break;
 case GAMEING:
  break;
 case GAME_PAUSE:
  break;
 case GAME_WIN:
  break;
 case GAME_LOST:

  break;
 }
 return true;
 }

 /**
 * 按鍵按下事件監(jiān)聽
 */
 @Override
 public boolean onKeyDown(int keyCode, KeyEvent event) {
 //處理back返回按鍵
 if (keyCode == KeyEvent.KEYCODE_BACK) {
  //游戲勝利、失敗、進(jìn)行時(shí)都默認(rèn)返回菜單
  if (gameState == GAMEING || gameState == GAME_WIN || gameState == GAME_LOST) {
  gameState = GAME_MENU;
  //Boss狀態(tài)設(shè)置為沒出現(xiàn)
  isBoss = false;
  //重置游戲
  initGame();
  //重置怪物出場(chǎng)
  enemyArrayIndex = 0;
  } else if (gameState == GAME_MENU) {
  //當(dāng)前游戲狀態(tài)在菜單界面,默認(rèn)返回按鍵退出游戲
  MainActivity.instance.finish();
  System.exit(0);
  }
  //表示此按鍵已處理,不再交給系統(tǒng)處理,
  //從而避免游戲被切入后臺(tái)
  return true;
 }
 //按鍵監(jiān)聽事件函數(shù)根據(jù)游戲狀態(tài)不同進(jìn)行不同監(jiān)聽
 switch (gameState) {
 case GAME_MENU:
  break;
 case GAMEING:
  //主角的按鍵按下事件
  player.onKeyDown(keyCode, event);
  break;
 case GAME_PAUSE:
  break;
 case GAME_WIN:
  break;
 case GAME_LOST:
  break;
 }
 return super.onKeyDown(keyCode, event);
 }

 /**
 * 按鍵抬起事件監(jiān)聽
 */
 @Override
 public boolean onKeyUp(int keyCode, KeyEvent event) {
 //處理back返回按鍵
 if (keyCode == KeyEvent.KEYCODE_BACK) {
  //游戲勝利、失敗、進(jìn)行時(shí)都默認(rèn)返回菜單
  if (gameState == GAMEING || gameState == GAME_WIN || gameState == GAME_LOST) {
  gameState = GAME_MENU;
  }
  //表示此按鍵已處理,不再交給系統(tǒng)處理,
  //從而避免游戲被切入后臺(tái)
  return true;
 }
 //按鍵監(jiān)聽事件函數(shù)根據(jù)游戲狀態(tài)不同進(jìn)行不同監(jiān)聽
 switch (gameState) {
 case GAME_MENU:
  break;
 case GAMEING:
  //按鍵抬起事件
  player.onKeyUp(keyCode, event);
  break;
 case GAME_PAUSE:
  break;
 case GAME_WIN:
  break;
 case GAME_LOST:
  break;
 }
 return super.onKeyDown(keyCode, event);
 }

 /**
 * 游戲邏輯
 */
 private void logic() {
 //邏輯處理根據(jù)游戲狀態(tài)不同進(jìn)行不同處理
 switch (gameState) {
 case GAME_MENU:
  break;
 case GAMEING:
  //背景邏輯
  backGround.logic();
  //主角邏輯
  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++;
   }
  }
  //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;
   }
   }
  }
  //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();
   }
  }
  //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));
   }
   }
  }
  } else {//Boss相關(guān)邏輯
  //每0.5秒添加一個(gè)主角子彈
  boss.logic();
  if (countPlayerBullet % 10 == 0) {
   //Boss的沒發(fā)瘋之前的普通子彈
   vcBulletBoss.add(new Bullet(bmpBossBullet, boss.x + 35, boss.y + 40, Bullet.BULLET_FLY));
  }
  //Boss子彈邏輯
  for (int i = 0; i < vcBulletBoss.size(); i++) {
   Bullet b = vcBulletBoss.elementAt(i);
   if (b.isDead) {
   vcBulletBoss.removeElement(b);
   } else {
   b.logic();
   }
  }
  //Boss子彈與主角的碰撞
  for (int i = 0; i < vcBulletBoss.size(); i++) {
   if (player.isCollsionWith(vcBulletBoss.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;
   }
   }
  }
  //Boss被主角子彈擊中,產(chǎn)生爆炸效果
  for (int i = 0; i < vcBulletPlayer.size(); i++) {
   Bullet b = vcBulletPlayer.elementAt(i);
   if (boss.isCollsionWith(b)) {
   if (boss.hp <= 0) {
    //游戲勝利
    gameState = GAME_WIN;
   } else {
    //及時(shí)刪除本次碰撞的子彈,防止重復(fù)判定此子彈與Boss碰撞、
    b.isDead = true;
    //Boss血量減1
    boss.setHp(boss.hp - 1);
    //在Boss上添加三個(gè)Boss爆炸效果
    vcBoom.add(new Boom(bmpBoosBoom, boss.x + 25, boss.y + 30, 5));
    vcBoom.add(new Boom(bmpBoosBoom, boss.x + 35, boss.y + 40, 5));
    vcBoom.add(new Boom(bmpBoosBoom, boss.x + 45, boss.y + 50, 5));
   }
   }
  }
  }
  //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();
  }
  }
  //爆炸效果邏輯
  for (int i = 0; i < vcBoom.size(); i++) {
  Boom boom = vcBoom.elementAt(i);
  if (boom.playEnd) {
   //播放完畢的從容器中刪除
   vcBoom.removeElementAt(i);
  } else {
   vcBoom.elementAt(i).logic();
  }
  }
  break;
 case GAME_PAUSE:
  break;
 case GAME_WIN:
  break;
 case GAME_LOST:
  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;
 }
}

以及勝利和失敗頁面

最后附上 MainActivit

public class MainActivity extends Activity {
 public static MainActivity instance;
 @Override
 public void onCreate(Bundle savedInstanceState) {
 super.onCreate(savedInstanceState);
 instance = this;
 //設(shè)置全屏
 this.getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN);
 requestWindowFeature(Window.FEATURE_NO_TITLE);
 //顯示自定義的SurfaceView視圖
 setContentView(new MySurfaceView(this));
 }

 @Override
 protected void onDestroy() {
 // TODO Auto-generated method stub
 MySurfaceView.gameState = MySurfaceView.GAME_MENU;
 super.onDestroy();
 }
}

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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