Android實(shí)戰(zhàn)打飛機(jī)游戲之無(wú)限循環(huán)的背景圖(2)
首先分析下游戲界面內(nèi)的元素:
無(wú)限滾動(dòng)的背景圖, 可以操作的主角,主角的子彈, 主角的血量,兩種怪物(敵機(jī)),一個(gè)boss, boss的爆炸效果.
先看效果圖

1、首先實(shí)現(xiàn)無(wú)限滾動(dòng)的背景圖 原理: 定義兩個(gè)位圖對(duì)象 當(dāng)?shù)谝粋€(gè)位圖到末尾是 第二個(gè)位圖從第一個(gè)位圖的末尾跟上.
public class GameBg {
// 游戲背景的圖片資源
// 為了循環(huán)播放,這里定義兩個(gè)位圖對(duì)象,
// 其資源引用的是同一張圖片
private Bitmap bmpBackGround1;
private Bitmap bmpBackGround2;
// 游戲背景坐標(biāo)
private int bg1x, bg1y, bg2x, bg2y;
private int speed = 3;
public GameBg(Bitmap bmpBackGround) {
this.bmpBackGround1 = bmpBackGround;
this.bmpBackGround2 = bmpBackGround;
// 首先讓第一張?zhí)顫M(mǎn)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里面調(diào)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(kāi)始按鈕
private Bitmap bmpButtonPress;// 游戲開(kāi)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;
private GameBg gameBg;
/**
* 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(lèi)實(shí)例化
gameMenu = new GameMenu(bmpMenu, bmpButton, bmpButtonPress);
gameBg = new GameBg(bmpBackGround);
}
/**
* 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);
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(tīng)
*/
@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(tīng)
*/
@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:
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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