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打飞机游戏终极BOSS Android实战打飞机游戏完结篇

2016-07-26 17:26 621 查看

本文实例为大家分享了打飞机游戏BOSS以及胜利失败页面设计的Android代码,具体内容如下

修改子弹类:

public class Bullet {
//子弹图片资源
public Bitmap bmpBullet;
//子弹的坐标
public int bulletX, bulletY;
//子弹的速度
public int speed;
//子弹的种类以及常量
public int bulletType;
//主角的
public static final int BULLET_PLAYER = -1;
//鸭子的
public static final int BULLET_DUCK = 1;
//苍蝇的
public static final int BULLET_FLY = 2;
//Boss的
public static final int BULLET_BOSS = 3;
//子弹是否超屏, 优化处理
public boolean isDead;
//Boss疯狂状态下子弹相关成员变量
private int dir;//当前Boss子弹方向
//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;
//子弹当前方向
public Bullet(Bitmap bmpBullet, int bulletX, int bulletY, int bulletType) {
this.bmpBullet = bmpBullet;
this.bulletX = bulletX;
this.bulletY = bulletY;
this.bulletType = bulletType;
//不同的子弹类型速度不一
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;
}
}
/**
* 专用于处理Boss疯狂状态下创建的子弹
* @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;
}
//子弹的绘制
public void draw(Canvas canvas, Paint paint) {
canvas.drawBitmap(bmpBullet, bulletX, bulletY, paint);
}
//子弹的逻辑
public void logic() {
//不同的子弹类型逻辑不一
//主角的子弹垂直向上运动
switch (bulletType) {
case BULLET_PLAYER:
bulletY -= speed;
if (bulletY < -50) {
isDead = true;
}
break;
//鸭子和苍蝇的子弹都是垂直下落运动
case BULLET_DUCK:
case BULLET_FLY:
bulletY += speed;
if (bulletY > MySurfaceView.screenH) {
isDead = true;
}
break;
//Boss疯狂状态下的8方向子弹逻辑
case BULLET_BOSS:
//Boss疯狂状态下的子弹逻辑待实现
switch (dir) {
//方向上的子弹
case DIR_UP:
bulletY -= speed;
break;
//方向下的子弹
case DIR_DOWN:
bulletY += speed;
break;
//方向左的子弹
case DIR_LEFT:
bulletX -= speed;
break;
//方向右的子弹
case DIR_RIGHT:
bulletX += speed;
break;
//方向左上的子弹
case DIR_UP_LEFT:
bulletY -= speed;
bulletX -= speed;
break;
//方向右上的子弹
case DIR_UP_RIGHT:
bulletX += speed;
bulletY -= speed;
break;
//方向左下的子弹
case DIR_DOWN_LEFT:
bulletX -= speed;
bulletY += speed;
break;
//方向右下的子弹
case DIR_DOWN_RIGHT:
bulletY += speed;
bulletX += speed;
break;
}
//边界处理
if (bulletY > MySurfaceView.screenH || bulletY <= -40 || bulletX > MySurfaceView.screenW || bulletX <= -40) {
isDead = true;
}
break;
}
}
}

下面 新建BOSS类

创建BOSS

public class Boss {
//Boss的血量
public int hp = 50;
//Boss的图片资源
private Bitmap bmpBoss;
//Boss坐标
public int x, y;
//Boss每帧的宽高
public int frameW, frameH;
//Boss当前帧下标
private int frameIndex;
//Boss运动的速度
private int speed = 5;
//Boss的运动轨迹
//一定时间会向着屏幕下方运动,并且发射大范围子弹,(是否狂态)
//正常状态下 ,子弹垂直朝下运动
private boolean isCrazy;
//进入疯狂状态的状态时间间隔
private int crazyTime = 200;
//计数器
private int count;
//Boss的构造函数
public Boss(Bitmap bmpBoss) {
this.bmpBoss = bmpBoss;
frameW = bmpBoss.getWidth() / 10;
frameH = bmpBoss.getHeight();
//Boss的X坐标居中
x = MySurfaceView.screenW / 2 - frameW / 2;
y = 0;
}
//Boss的绘制
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的逻辑
public void logic() {
//不断循环播放帧形成动画
frameIndex++;
if (frameIndex >= 10) {
frameIndex = 0;
}
//没有疯狂的状态
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;
}
//疯狂的状态
} else {
speed -= 1;
//当Boss返回时创建大量子弹
if (speed == 0) {
//添加8方向子弹
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) {
//恢复正常状态
isCrazy = false;
speed = 5;
}
}
}
//判断碰撞(Boss被主角子弹击中)
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;
}
//设置Boss血量
public void setHp(int hp) {
this.hp = hp;
}
}

在主界面实例化 子弹 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
//声明一个菜单对象
private GameMenu gameMenu;
//声明一个滚动游戏背景对象
private GameBg backGround;
//声明主角对象
private Player player;
//声明一个敌机容器
private Vector<Enemy> vcEnemy;
//每次生成敌机的时间(毫秒)
private int createEnemyTime = 50;
private int count;//计数器
//敌人数组:1和2表示敌机的种类,-1表示Boss
//二维数组的每一维都是一组怪物
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 } };
//当前取出一维数组的下标
private int enemyArrayIndex;
//是否出现Boss标识位
private boolean isBoss;
//随机库,为创建的敌机赋予随即坐标
private Random random;
//敌机子弹容器
private Vector<Bullet> vcBullet;
//添加子弹的计数器
private int countEnemyBullet;
//主角子弹容器
private Vector<Bullet> vcBulletPlayer;
//添加子弹的计数器
private int countPlayerBullet;
//爆炸效果容器
private Vector<Boom> vcBoom;
//声明Boss
private Boss boss;
//Boss的子弹容器
public static Vector<Bullet> vcBulletBoss;
/**
* 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);
setFocusableInTouchMode(true);
//设置背景常亮
this.setKeepScreenOn(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();
}
/*
* 自定义的游戏初始化函数
*/
private void initGame() {
//放置游戏切入后台重新进入游戏时,游戏被重置!
//当游戏状态处于菜单时,才会重置游戏
if (gameState == GAME_MENU) {
//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);
//爆炸效果容器实例
vcBoom = new Vector<Boom>();
//敌机子弹容器实例
vcBullet = new Vector<Bullet>();
//主角子弹容器实例
vcBulletPlayer = new Vector<Bullet>();
//菜单类实例
gameMenu = new GameMenu(bmpMenu, bmpButton, bmpButtonPress);
//实例游戏背景
backGround = new GameBg(bmpBackGround);
//实例主角
player = new Player(bmpPlayer, bmpPlayerHp);
//实例敌机容器
vcEnemy = new Vector<Enemy>();
//实例随机库
random = new Random();
//---Boss相关
//实例boss对象
boss = new Boss(bmpEnemyBoos);
//实例Boss子弹容器
vcBulletBoss = new Vector<Bullet>();
}
}
/**
* 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:
//菜单的绘图函数
gameMenu.draw(canvas, paint);
break;
case GAMEING:
//游戏背景
backGround.draw(canvas, paint);
//主角绘图函数
player.draw(canvas, paint);
if (isBoss == false) {
//敌机绘制
for (int i = 0; i < vcEnemy.size(); i++) {
vcEnemy.elementAt(i).draw(canvas, paint);
}
//敌机子弹绘制
for (int i = 0; i < vcBullet.size(); i++) {
vcBullet.elementAt(i).draw(canvas, paint);
}
} else {
//Boos的绘制
boss.draw(canvas, paint);
//Boss子弹逻辑
for (int i = 0; i < vcBulletBoss.size(); i++) {
vcBulletBoss.elementAt(i).draw(canvas, paint);
}
}
//处理主角子弹绘制
for (int i = 0; i < vcBulletPlayer.size(); i++) {
vcBulletPlayer.elementAt(i).draw(canvas, paint);
}
//爆炸效果绘制
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);
}
}
/**
* 触屏事件监听
*/
@Override
public boolean onTouchEvent(MotionEvent event) {
//触屏监听事件函数根据游戏状态不同进行不同监听
switch (gameState) {
case GAME_MENU:
//菜单的触屏事件处理
gameMenu.onTouchEvent(event);
break;
case GAMEING:
break;
case GAME_PAUSE:
break;
case GAME_WIN:
break;
case GAME_LOST:
break;
}
return true;
}
/**
* 按键按下事件监听
*/
@Override
public boolean onKeyDown(int keyCode, KeyEvent event) {
//处理back返回按键
if (keyCode == KeyEvent.KEYCODE_BACK) {
//游戏胜利、失败、进行时都默认返回菜单
if (gameState == GAMEING || gameState == GAME_WIN || gameState == GAME_LOST) {
gameState = GAME_MENU;
//Boss状态设置为没出现
isBoss = false;
//重置游戏
initGame();
//重置怪物出场
enemyArrayIndex = 0;
} else if (gameState == GAME_MENU) {
//当前游戏状态在菜单界面,默认返回按键退出游戏
MainActivity.instance.finish();
System.exit(0);
}
//表示此按键已处理,不再交给系统处理,
//从而避免游戏被切入后台
return true;
}
//按键监听事件函数根据游戏状态不同进行不同监听
switch (gameState) {
case GAME_MENU:
break;
case GAMEING:
//主角的按键按下事件
player.onKeyDown(keyCode, event);
break;
case GAME_PAUSE:
break;
case GAME_WIN:
break;
case GAME_LOST:
break;
}
return super.onKeyDown(keyCode, event);
}
/**
* 按键抬起事件监听
*/
@Override
public boolean onKeyUp(int keyCode, KeyEvent event) {
//处理back返回按键
if (keyCode == KeyEvent.KEYCODE_BACK) {
//游戏胜利、失败、进行时都默认返回菜单
if (gameState == GAMEING || gameState == GAME_WIN || gameState == GAME_LOST) {
gameState = GAME_MENU;
}
//表示此按键已处理,不再交给系统处理,
//从而避免游戏被切入后台
return true;
}
//按键监听事件函数根据游戏状态不同进行不同监听
switch (gameState) {
case GAME_MENU:
break;
case GAMEING:
//按键抬起事件
player.onKeyUp(keyCode, event);
break;
case GAME_PAUSE:
break;
case GAME_WIN:
break;
case GAME_LOST:
break;
}
return super.onKeyDown(keyCode, event);
}
/**
* 游戏逻辑
*/
private void logic() {
//逻辑处理根据游戏状态不同进行不同处理
switch (gameState) {
case GAME_MENU:
break;
case GAMEING:
//背景逻辑
backGround.logic();
//主角逻辑
player.logic();
//敌机逻辑
if (isBoss == false) {
//敌机逻辑
for (int i = 0; i < vcEnemy.size(); i++) {
Enemy en = vcEnemy.elementAt(i);
//因为容器不断添加敌机 ,那么对敌机isDead判定,
//如果已死亡那么就从容器中删除,对容器起到了优化作用;
if (en.isDead) {
vcEnemy.removeElementAt(i);
} else {
en.logic();
}
}
//生成敌机
count++;
if (count % createEnemyTime == 0) {
for (int i = 0; i < enemyArray[enemyArrayIndex].length; i++) {
//苍蝇
if (enemyArray[enemyArrayIndex][i] == 1) {
int x = random.nextInt(screenW - 100) + 50;
vcEnemy.addElement(new Enemy(bmpEnemyFly, 1, x, -50));
//鸭子左
} else if (enemyArray[enemyArrayIndex][i] == 2) {
int y = random.nextInt(20);
vcEnemy.addElement(new Enemy(bmpEnemyDuck, 2, -50, y));
//鸭子右
} else if (enemyArray[enemyArrayIndex][i] == 3) {
int y = random.nextInt(20);
vcEnemy.addElement(new Enemy(bmpEnemyDuck, 3, screenW + 50, y));
}
}
//这里判断下一组是否为最后一组(Boss)
if (enemyArrayIndex == enemyArray.length - 1) {
isBoss = true;
} else {
enemyArrayIndex++;
}
}
//处理敌机与主角的碰撞
for (int i = 0; i < vcEnemy.size(); i++) {
if (player.isCollsionWith(vcEnemy.elementAt(i))) {
//发生碰撞,主角血量-1
player.setPlayerHp(player.getPlayerHp() - 1);
//当主角血量小于0,判定游戏失败
if (player.getPlayerHp() <= -1) {
gameState = GAME_LOST;
}
}
}
//每2秒添加一个敌机子弹
countEnemyBullet++;
if (countEnemyBullet % 40 == 0) {
for (int i = 0; i < vcEnemy.size(); i++) {
Enemy en = vcEnemy.elementAt(i);
//不同类型敌机不同的子弹运行轨迹
int bulletType = 0;
switch (en.type) {
//苍蝇
case Enemy.TYPE_FLY:
bulletType = Bullet.BULLET_FLY;
break;
//鸭子
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));
}
}
//处理敌机子弹逻辑
for (int i = 0; i < vcBullet.size(); i++) {
Bullet b = vcBullet.elementAt(i);
if (b.isDead) {
vcBullet.removeElement(b);
} else {
b.logic();
}
}
//处理敌机子弹与主角碰撞
for (int i = 0; i < vcBullet.size(); i++) {
if (player.isCollsionWith(vcBullet.elementAt(i))) {
//发生碰撞,主角血量-1
player.setPlayerHp(player.getPlayerHp() - 1);
//当主角血量小于0,判定游戏失败
if (player.getPlayerHp() <= -1) {
gameState = GAME_LOST;
}
}
}
//处理主角子弹与敌机碰撞
for (int i = 0; i < vcBulletPlayer.size(); i++) {
//取出主角子弹容器的每个元素
Bullet blPlayer = vcBulletPlayer.elementAt(i);
for (int j = 0; j < vcEnemy.size(); j++) {
//添加爆炸效果
//取出敌机容器的每个元与主角子弹遍历判断
if (vcEnemy.elementAt(j).isCollsionWith(blPlayer)) {
vcBoom.add(new Boom(bmpBoom, vcEnemy.elementAt(j).x, vcEnemy.elementAt(j).y, 7));
}
}
}
} else {//Boss相关逻辑
//每0.5秒添加一个主角子弹
boss.logic();
if (countPlayerBullet % 10 == 0) {
//Boss的没发疯之前的普通子弹
vcBulletBoss.add(new Bullet(bmpBossBullet, boss.x + 35, boss.y + 40, Bullet.BULLET_FLY));
}
//Boss子弹逻辑
for (int i = 0; i < vcBulletBoss.size(); i++) {
Bullet b = vcBulletBoss.elementAt(i);
if (b.isDead) {
vcBulletBoss.removeElement(b);
} else {
b.logic();
}
}
//Boss子弹与主角的碰撞
for (int i = 0; i < vcBulletBoss.size(); i++) {
if (player.isCollsionWith(vcBulletBoss.elementAt(i))) {
//发生碰撞,主角血量-1
player.setPlayerHp(player.getPlayerHp() - 1);
//当主角血量小于0,判定游戏失败
if (player.getPlayerHp() <= -1) {
gameState = GAME_LOST;
}
}
}
//Boss被主角子弹击中,产生爆炸效果
for (int i = 0; i < vcBulletPlayer.size(); i++) {
Bullet b = vcBulletPlayer.elementAt(i);
if (boss.isCollsionWith(b)) {
if (boss.hp <= 0) {
//游戏胜利
gameState = GAME_WIN;
} else {
//及时删除本次碰撞的子弹,防止重复判定此子弹与Boss碰撞、
b.isDead = true;
//Boss血量减1
boss.setHp(boss.hp - 1);
//在Boss上添加三个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秒添加一个主角子弹
countPlayerBullet++;
if (countPlayerBullet % 20 == 0) {
vcBulletPlayer.add(new Bullet(bmpBullet, player.x + 15, player.y - 20, Bullet.BULLET_PLAYER));
}
//处理主角子弹逻辑
for (int i = 0; i < vcBulletPlayer.size(); i++) {
Bullet b = vcBulletPlayer.elementAt(i);
if (b.isDead) {
vcBulletPlayer.removeElement(b);
} else {
b.logic();
}
}
//爆炸效果逻辑
for (int i = 0; i < vcBoom.size(); i++) {
Boom boom = vcBoom.elementAt(i);
if (boom.playEnd) {
//播放完毕的从容器中删除
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;
}
}

以及胜利和失败页面

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;
//设置全屏
this.getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN);
requestWindowFeature(Window.FEATURE_NO_TITLE);
//显示自定义的SurfaceView视图
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。

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