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目标 实现 控制 小飞机 左右移动 躲避子弹 打boss.
本节 实现 开始菜单界面
1 首先 资源文件拷过来
2, 划分游戏状态
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;
定义五种状态
定义完方法后 在绘图方法中 ,实体键 按下方法 ,抬起方法,触屏监听,逻辑方法,switch
//在那几个方法中加这个
switch (gameState) {
case GAME_MENU:
break;
case GAMEING:
break;
case GAME_WIN:
break;
case GAME_LOST:
break;
case GAME_PAUSE:
break;
default:
break;
}
下面再声明一些东西
//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
初始化 游戏
/**
* 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();
}
/**
* 加载游戏资源
*/
private void initGame() {
//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);
}
菜单类
包括 初始化绘制按钮和背景图
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 {
// 菜单背景图
private Bitmap bmpMenu;
// 按钮图片资源(按下和未按下图)
private Bitmap bmpButton, bmpButtonPress;
// 按钮的坐标
private int btnX, btnY;
// 按钮是否按下标识位
private Boolean isPress;
// 菜单初始化
public GameMenu(Bitmap bmpMenu, Bitmap bmpButton, Bitmap bmpButtonPress) {
this.bmpMenu = bmpMenu;
this.bmpButton = bmpButton;
this.bmpButtonPress = bmpButtonPress;
// X居中,Y紧接屏幕底部
btnX = MySurfaceView.screenW / 2 - bmpButton.getWidth() / 2;
btnY = MySurfaceView.screenH - bmpButton.getHeight();
isPress = false;
}
public void draw(Canvas canvas, Paint paint) {
// 绘制菜单背景图
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) {
// 获取当前触控位置
int pointX = (int) event.getX();
int pointyY = (int) event.getY();
// 当用户是按下和移动时
if (event.getAction() == MotionEvent.ACTION_DOWN
|| event.getAction() == MotionEvent.ACTION_MOVE) {
// 判定用户是否点击按钮
if (pointX > btnX && pointX < btnX + bmpButton.getWidth()) {
if (pointyY > btnY && pointyY < btnY + bmpButton.getHeight()) {
isPress = true;
} else {
isPress = false;
}
} else {
isPress = false;
}
// 当用于是抬起动作时
} else if (event.getAction() == MotionEvent.ACTION_UP) {
// 判断抬起时是否点击按钮,防止用户移动到别处
if (pointX > btnX && pointX < btnX + bmpButton.getWidth()) {
if (pointyY > btnY && pointyY < btnY + bmpButton.getHeight()) {
isPress = false;//抬起后重置 还原Button状态为未按下状态
//改变当前游戏状态为开始游戏
MySurfaceView.gameState = MySurfaceView.GAMEING;
}
}
}
}
}
==============
然后 在MySurfaceView中使用 GameMenu 使用菜单类
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
public static int screenW;
public static int screenH;
//
private GameMenu gameMenu;
/**
* 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);
}
/**
* 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();
}
/**
* 加载游戏资源
*/
private void initGame() {
// 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);
//菜单类实例化
gameMenu = new GameMenu(bmpMenu, bmpButton, bmpButtonPress);
}
/**
* 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:
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);
}
}
/**
* 触屏事件监听
*/
@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;
}
/**
* 按键事件监听
*/
@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);
}
/**
* 游戏逻辑
*/
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;
}
}
效果图
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原文地址:http://blog.csdn.net/liudao7994/article/details/51517923