序言
作为一个android开发人员,时常想开发一个小游戏娱乐一下大家,今天就说说,我是怎么样一天写出一个简单的“飞机大战”的.
作为一个android开发人员,时常想开发一个小游戏娱乐一下大家,今天就说说,我是怎么样一天写出一个简单的“飞机大战”的.
体验地址:http://www.wandoujia.com/apps/edu.njupt.zhb.planegame
源码:https://github.com/nuptboyzhb/newplanegame
游戏分析
玩过“飞机大战”游戏的都知道,飞机大战中的主要“角色”有:
1.玩家飞机
2.敌方飞机
3.玩家飞机发送的子弹
4.敌方Boss飞机发送的子弹
我们须要控制的有:
1.绘制屏幕内的角色
2.控制角色的逻辑。比方:敌方飞机与我方飞机的碰撞检測,我方飞机发射的子弹与敌方飞机之间的碰撞检測,敌方Boss飞机发射的子弹与我方飞机直接的碰撞检測等等。
资源:
要完毕一个游戏,还要有资源的载入。比方飞机,子弹等图片的载入等,音效的载入。
游戏背景的绘制
事实上是一张图,这张图能够首尾相接。也即是“卷轴”,原理就是卡马克卷轴算法的原理。
以下分析代码区:
事实上,抛开android平台,不论什么一个平台,做这样一个游戏。都须要这些逻辑。针对android平台。我们看一下,SurfaceView的绘制框架。
直接贴代码:
package edu.njupt.zhb.game.view; /**
*
* @author Zheng Haibo
* @webset: http://www.mobctrl.net
* @android开发联盟QQ群:272209595
*/
public class PlaneView extends SurfaceView implements Callback, Runnable { private SurfaceHolder surfaceHolder;
private long sleep_time = 16;//绘制周期
private int screenHeight;
private int screenWidth;
private Thread thread;
private Canvas canvas;
private Paint paint;
private GameScreen currentScreen;
private int level = 0;
private int backgroundSpeed = 1; public PlaneView(Context context) {
super(context);
System.out.println("debug:PlaneView()");
surfaceHolder = this.getHolder();
surfaceHolder.addCallback(this);
surfaceHolder.setFormat(PixelFormat.TRANSLUCENT);
paint = new Paint();
paint.setAntiAlias(true);
paint.setDither(true);
} @Override
public void surfaceCreated(SurfaceHolder holder) {
System.out.println("debug:surfaceCreated");
setZOrderOnTop(false);
isGameOver = false;
if (isPause) {
return;
}
screenHeight = this.getHeight();
screenWidth = this.getWidth();
initPlane();
thread = new Thread(this);
thread.start();
} @Override
public void surfaceChanged(SurfaceHolder holder, int format, int width,
int height) {
System.out.println("debug:surfaceChanged");
} @Override
public void surfaceDestroyed(SurfaceHolder holder) {
System.out.println("debug:surfaceDestroyed");
if (lift > 0) {
planeViewCallback.onGamePause();
}
isPause = true;
} @Override
public void run() {
while (!isGameOver) {//控制绘制周期
if (isPause) {
try {
Thread.sleep(sleep_time);
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
continue;
}
long starttime = System.currentTimeMillis();
drawScreen();
long time = System.currentTimeMillis() - starttime;
if (time < sleep_time) {
try {
Thread.sleep(sleep_time - time);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
} /**
* 绘制场景
*/
private void drawScreen() {
canvas = surfaceHolder.lockCanvas();
if (null == canvas) {
return;
}
//清除
canvas.drawColor(Color.WHITE, PorterDuff.Mode.CLEAR);
paint.setAlpha(255);
gameLogic();
gameDraw();
if (null != canvas) {
surfaceHolder.unlockCanvasAndPost(canvas);
}
} /**
* 游戏逻辑
*/
private void gameLogic() {
//TO DO 控制游戏逻辑
...
} private void gameDraw() {
//先绘制游戏背景
drawBackground(backgroundSpeed * frameSeq);
if (currentScreen == GameScreen.NORMAL) {
synchronized (planes) {
drawPlanes();
drawBullets();
drawMasterPlane();
}
} else if (currentScreen == GameScreen.BOSS) {
drawBullets();
drawBossPlane();
drawBossBullets();
drawMasterPlane();
}
} private void drawBossPlane() {
if (null != bossPlane) {
if (bossPlane.isClicked()) {// draw blast img
bossPlane.onBlastDraw(canvas, paint);
if (bossPlane.isBlastFrameEnd()) {
bossPlane.setClicked(false);
}
}
bossPlane.onDraw(canvas, paint);
}
} @Override
protected void onDraw(Canvas canvas) {
// TODO Auto-generated method stub
super.onDraw(canvas);
System.out.println("debug:onDraw");
} @Override
protected void onDetachedFromWindow() {
super.onDetachedFromWindow();
System.out.println("debug:onDetachedFromWindow...");
isPause = false;
isGameOver = true;
//释放资源
for (PlaneRes plane : planesRes) {
plane.getBitmap().recycle();
}
for (BulletRes bulletRes : bulletsRes) {
bulletRes.getBitmap().recycle();
}
} /**
* 用户交互
*/
@Override
public boolean onTouchEvent(MotionEvent e) {
int x = (int) e.getX();
int y = (int) e.getY();
switch (e.getAction()) {
case MotionEvent.ACTION_DOWN:
if (masterPlane.isContainPoint(x, y)) {
isMove = true;
}
break;
case MotionEvent.ACTION_MOVE:
if (isMove) {
synchronized (masterPlane) {
masterPlane.updatePosition(x, y);//控制玩家飞机的移动
}
}
break;
case MotionEvent.ACTION_UP:
isMove = false;
break;
}
return true;
}
}
对于背景的绘制。事实上是循环绘制一张图:本游戏的绘制逻辑:
private void drawBackground(int yOffset) {
yOffset %= screenHeight;
if (yOffset == 0) {
canvas.drawBitmap(backgroundBmp, 0, 0, paint);
} else {
canvas.drawBitmap(backgroundBmp, new Rect(0,
screenHeight - yOffset, screenWidth, screenHeight),
new Rect(0, 0, screenWidth, yOffset + 1), paint);
canvas.drawBitmap(backgroundBmp, new Rect(0, 0, screenWidth,
screenHeight - yOffset), new Rect(0, yOffset, screenWidth,
screenHeight), paint);
}
}
然后,我们仅仅须要在一个布局上,将PlaneView加入进去就可以:
如:
planeView = new PlaneView(this);
planeView.setPlaneViewCallback(this);
planeView.setGameOverCallback(this);
planeView.isMediaOpen = this.isMediaOpen;
LayoutParams lp = new LayoutParams(LayoutParams.MATCH_PARENT,
LayoutParams.MATCH_PARENT);
rl_plane.addView(planeView, lp);
未完待续。
。。
。
。
watermark/2/text/aHR0cDovL2Jsb2cuY3Nkbi5uZXQvbnVwdDEyMzQ1Njc4OQ==/font/5a6L5L2T/fontsize/400/fill/I0JBQkFCMA==/dissolve/70/gravity/Center" alt="" />