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打飞机游戏终极BOSS Android实战打飞机游戏完结篇

2019-12-12 05:52:18
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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(); }}

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