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android 游戏 实战打飞机游戏 菜单页面(1)

发布时间:2023/12/29 编程问答 34 豆豆
生活随笔 收集整理的这篇文章主要介绍了 android 游戏 实战打飞机游戏 菜单页面(1) 小编觉得挺不错的,现在分享给大家,帮大家做个参考.

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Boosprivate 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*/@Overridepublic 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 GameMenu

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Boosprivate 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*/@Overridepublic 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*/@Overridepublic 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*/@Overridepublic 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);}@Overridepublic 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;}}@Overridepublic 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*/@Overridepublic void surfaceChanged(SurfaceHolder holder, int format, int width,int height) {}/*** SurfaceView视图消亡时,响应此函数*/@Overridepublic void surfaceDestroyed(SurfaceHolder holder) {flag = false;}}

效果图

总结

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