• Android游戏——学习小结(一个简单的设计小游戏)动画射击


               学android也将近一个月了。也练习了许多的功能点(比较分散)的代码,所以想做一个简单demo来把学习的总结一下。

        我的思路很简单,一个敌人在上方左右移动,没两秒中向下发出一颗子弹,主角在下方,但是可以上下移动,并朝上方发射子弹。相互检查对方的子弹击中对方,如击中就判断出胜负,并且游戏结束。其中也运用到程序切割图片用来展示主角的上下左右移动时的动画。

        游戏中用到了两张图片,主角和敌人共用一张,子弹一张

                 

      下面我将分别展示开发练习中所用到的类,以及代码。

        动画类:MyAnimation.java

    View Code
    import java.io.InputStream;
    import android.content.Context;
    import android.graphics.Bitmap;
    import android.graphics.BitmapFactory;
    import android.graphics.Canvas;
    import android.graphics.Paint;
    
    public class MyAnimation {
        
        
        /**
         * 帧动画的图片数组
         */
        Bitmap[] frameBitmaps;
        /**
         * 当前播放的图片帧ID
         */
        int currentFrameID=0;
        /**
         * 是否循环播放
         */
        boolean isLoop;
        /**
         * 是否播放结束
         */
        boolean isEnd;
        /**
         * 帧动画图片的数量
         */
        int frameCount;
        /**
         * 上一次播放的时间
         */
        long lastPlayTime=0;
        /**
         * 每一帧的间隔时间
         */
        final int Anim_Time=100;
        
        
        /**
         * 构造
         * @param context
         * @param FrameBitmapIDs 帧动画所需图片的资源ID数组
         * @param IsLoop 是否循环播放
         */
        public MyAnimation(Context context,int[]FrameBitmapIDs,boolean IsLoop) {
            this.frameCount=FrameBitmapIDs.length;
            frameBitmaps=new Bitmap[frameCount];
            for (int i = 0; i <frameCount; i++) {
                frameBitmaps[i]=ReadBitMap(context, FrameBitmapIDs[i]);
            }
            this.isEnd=true;
            this.isLoop=IsLoop;
        }
        
        /**
         * 构造
         * @param context
         * @param framBitmaps 帧动画所需图片的bitmap数组
         * @param IsLoop 是否循环播放
         */
        public MyAnimation(Context context, Bitmap[]framBitmaps,boolean IsLoop){
            this.frameCount=framBitmaps.length;
            this.frameBitmaps=framBitmaps;
            this.isLoop=IsLoop;
        }
        
        /**
         * 绘制某一帧
         * @param canvas
         * @param paint
         * @param x  
         * @param y
         * @param PlayFrameID  某一帧所在数组的索引
         */
        public void DrawFrame(Canvas canvas,Paint paint,int x,int y,int PlayFrameID) {
            canvas.drawBitmap(frameBitmaps[PlayFrameID], x, y, paint);
        }
        
        /**
         * 绘制动画
         * @param canvas
         * @param paint
         * @param x
         * @param y
         */
        public void DrawAnimation(Canvas canvas,Paint paint,int x,int y) {
            if(!isEnd){
                canvas.drawBitmap(frameBitmaps[currentFrameID], x, y, paint);
                long time=System.currentTimeMillis();
                if(time-lastPlayTime>Anim_Time){
                    currentFrameID++;
                    lastPlayTime=time;
                    if(currentFrameID>=frameCount){//播放的是最后一帧
                        isEnd=true;
                        if(isLoop){//是循环播放
                            isEnd=false;
                            currentFrameID=0;
                        }
                    }
                }
            }
        }
        
        /**
         * 绘制动画
         * @param bitmaps 动画集合
         * @param canvas
         * @param paint
         * @param x
         * @param y
         */
        public void DrawAnimation(Bitmap[] bitmaps,Canvas canvas,Paint paint,int x,int y) {
            if(!isEnd){
                canvas.drawBitmap(frameBitmaps[currentFrameID], x, y, paint);
                long time=System.currentTimeMillis();
                if(time-lastPlayTime>Anim_Time){
                    currentFrameID++;
                    lastPlayTime=time;
                    if(currentFrameID>=frameCount){//播放的是最后一帧
                        isEnd=true;
                        if(isLoop){//是循环播放
                            isEnd=false;
                            currentFrameID=0;
                        }
                    }
                }
            }
        }
        
        /**
         * 停止动画
         */
        public void StopAnimation() {
            isEnd=true;
        }
        /**
         * 开始动画
         */
        public void StartAnimation() {
            isEnd=false;
        }
        /**
         * 设置动画所需的bitmap数组
         * @param bitmaps
         */
        public void setBitmap(Bitmap[] bitmaps) {
            this.frameBitmaps=bitmaps;
        }
        
        
        
        
        
        
        /** 
         * 读取图片资源 
         * @param context 
         * @param resId 
         * @return 
         */  
        public static Bitmap ReadBitMap(Context context, int resId) {  
            BitmapFactory.Options opt = new BitmapFactory.Options();  
            opt.inPreferredConfig = Bitmap.Config.RGB_565;  
            opt.inPurgeable = true;  
            opt.inInputShareable = true;  
            // 获取资源图片  
            InputStream is = context.getResources().openRawResource(resId);  
            return BitmapFactory.decodeStream(is, null, opt);  
           } 
        
    }

         BitmapHelper.java(切割图片的一个公用类)

    View Code
    /**
         * 将一张图片分割
         * @param bitmap 源图片
         * @param Currentlengthways 当前所在的纵行
         * @param crosswiseCount 横向的小图个数
         * @param lengthwaysCount 纵向的小图个数
         * @return
         */
        public static Bitmap[] ClipBitmap(Bitmap bitmap,int Currentlengthways,int crosswiseCount,int lengthwaysCount) {
            Bitmap[] bitmaps=new Bitmap[crosswiseCount];
            int frameW=bitmap.getWidth()/crosswiseCount;
            int frameH=bitmap.getHeight()/lengthwaysCount;
            for (int i = 0; i < crosswiseCount; i++) {
                bitmaps[i]=Bitmap.createBitmap(bitmap, i*frameW, (Currentlengthways-1)*frameH, frameW, frameH);
            }
            return bitmaps;
        }

        主角类:Player.java

    View Code
    import android.content.Context;
    import android.graphics.Bitmap;
    import android.graphics.Canvas;
    import android.graphics.Paint;
    import android.util.Log;
    import android.view.KeyEvent;
    
    public class Player {
        /**
         * 主角的x,y坐标 以及手机屏幕的宽高
         */
        int x,y,screenH,screenW;
        /**
         * 主角的移动速度
         */
        final int speed=3;
        /**
         * 主角所用的所有图片和当前使用的图片
         */
        Bitmap[] playBitmapDown,playBitmapUp,playBitmapLeft,playBitmapRight,playBitmapCurrent;
        /**
         * 主角的方向
         */
        boolean isUp=false,isDown=false,isLeft=false,isRight=false;
        /**
         * 检测主角是否发生了碰撞
         */
        boolean isCollsion;
        /**
         * 主角图片的宽高
         */
        int frameW,frameH;
        /**
         * 引用的动画类实例
         */
        MyAnimation animation;
        Context context;
        /**
         * 构造
         * @param context
         * @param playBitmapDown 主角向下移动所需的bitmap数组
         * @param playBitmapUp   主角向上移动所需的bitmap数组
         * @param playBitmapLeft  主角向左移动所需的bitmap数组
         * @param playBitmapRight  主角向右移动所需的bitmap数组
         * @param x 
         * @param y
         * @param screenW
         * @param screenH
         */
        public Player(Context context,Bitmap[] playBitmapDown,Bitmap[] playBitmapUp,Bitmap[] playBitmapLeft,Bitmap[] playBitmapRight,int x,int y,int screenW,int screenH){
            this.playBitmapDown=playBitmapDown;
            this.playBitmapUp=playBitmapUp;
            this.playBitmapLeft=playBitmapLeft;
            this.playBitmapRight=playBitmapRight;
            frameW=playBitmapDown[0].getWidth();
            frameH=playBitmapDown[0].getHeight();
            this.x=x;
            this.y=y;
            this.screenW=screenW;
            this.screenH=screenH;
            playBitmapCurrent=playBitmapUp;
            animation=new MyAnimation(context, playBitmapCurrent, true);
            Log.e("mygemebitmap",playBitmapCurrent.toString());
        }
        /**
         * 绘制主角
         * @param canvas
         * @param paint
         */
        public void Draw(Canvas canvas,Paint paint) {
            canvas.save();
            canvas.clipRect(x, y, x + frameW, y + frameH);
            animation.DrawFrame(canvas, paint, x, y, animation.currentFrameID);
            canvas.restore();
        }
        
        /**
         * 玩家按钮向下操作主角
         * @param keyCode
         */
        public void onKeyDown(int keyCode) {
            switch (keyCode) {
            case KeyEvent.KEYCODE_DPAD_DOWN:
                isDown=true;
                Log.e("mygamedir", "向下");
                animation.StartAnimation();
                animation.setBitmap(playBitmapDown);
                break;
            case KeyEvent.KEYCODE_DPAD_UP:
                Log.e("mygamedir", "向上");
                isUp=true;
                animation.StartAnimation();
                animation.setBitmap(playBitmapUp);
                break;
            case KeyEvent.KEYCODE_DPAD_LEFT:
                Log.e("mygamedir", "向坐");
                isLeft=true;
                animation.StartAnimation();
                animation.setBitmap(playBitmapLeft);
                break;
            case KeyEvent.KEYCODE_DPAD_RIGHT:
                Log.e("mygamedir", "向右");
                isRight=true;
                animation.StartAnimation();
                animation.setBitmap(playBitmapRight);
                break;
            default:
                break;
            }
        }
        
        /**
         * 玩家按钮向上操作主角
         * @param keyCode
         */
        public void onKeyUp(int keyCode) {
            switch (keyCode) {
            case KeyEvent.KEYCODE_DPAD_DOWN:
                isDown=false;
                animation.StopAnimation();
                break;
            case KeyEvent.KEYCODE_DPAD_UP:
                isUp=false;
                animation.StopAnimation();
                break;
            case KeyEvent.KEYCODE_DPAD_LEFT:
                isLeft=false;
                animation.StopAnimation();
                break;
            case KeyEvent.KEYCODE_DPAD_RIGHT:
                isRight=false;
                animation.StopAnimation();
                break;
            default:
                break;
            }
        }
        
        /**
         * 业务逻辑
         */
        public void logic() {
            //判断移动方向
            if(isDown){
                y+=speed;
            }
            else if(isUp) {
                y-=speed;
            }
            else if(isLeft){
                x-=speed;
            }
            else if (isRight) {
                x+=speed;
            }
            //超出边界
            //判断屏幕X边界
            if (x + frameW>= screenW) {
                x =screenW - frameW;
            } else if (x <= 0) {
                x = 0;
            }
            //判断屏幕Y边界
            if (y +frameH >= screenH) {
                y = screenH - frameH;
            } else if (y <= 0) {
                y = 0;
            }
        }
        /**
         * 检测主角是否与子弹发生了碰撞
         * @param bullet 子弹对象
         * @return
         */
        public boolean CheckCollsionWithBullet(Bullet bullet) {
            int BulletX=bullet.x;
            int BulletY=bullet.y;
            int BulletWidth=bullet.bulletBitmap.getWidth();
            int BulletHeight=bullet.bulletBitmap.getHeight();
            if(x>BulletX&&x>BulletX+BulletWidth){
                isCollsion=false;
            }
            else if (x<BulletX&&x+frameW<BulletX) {
                isCollsion=false;
            } 
            else if (y >BulletY  && y >= BulletY + BulletHeight) {
                isCollsion=false;
            } else if (y < BulletY && y + frameH < BulletY) {
                isCollsion=false;
            }
            else{
                isCollsion=true;
            }
            return isCollsion;
        }
    }

        敌人类:Enemy.java

    View Code
    import android.content.Context;
    import android.graphics.Bitmap;
    import android.graphics.Canvas;
    import android.graphics.Paint;
    
    /**
     * 敌人
     */
    public class Enemy {
        /**
         * 敌人的坐标以及屏幕的宽高
         */
        int x,y,screenH,screenW;
        /**
         * 敌人的所需图片
         */
        Bitmap[] enemyBitmap;
        boolean isCollsion; //是否发生碰撞
        Context context;
        int frameW,frameH;
        MyAnimation animation;
        /**
         * 敌人移动的方向 1:向右,2:向左
         */
        int dir=1;
        /**
         * 构造
         * @param enemyBitmap
         * @param x
         * @param y
         * @param screenW
         * @param screenH
         */
        public Enemy(Context context,Bitmap[] enemyBitmap,int x,int y,int screenW,int screenH){
            this.enemyBitmap=enemyBitmap;
            frameW=enemyBitmap[0].getWidth();
            frameH=enemyBitmap[0].getHeight();
            this.x=x;
            this.y=y;
            this.screenW=screenW;
            this.screenH=screenH;
            this.context=context;
            animation=new MyAnimation(context, enemyBitmap, true);
        }
        /**
         * 绘制敌人
         * @param canvas
         * @param paint
         */
        public void Draw(Canvas canvas,Paint paint) {
            canvas.save();
            canvas.clipRect(x, y, x + frameW, y + frameH);
            animation.DrawFrame(canvas, paint, x, y, animation.currentFrameID);
            canvas.restore();
        }
        /**
         * 业务逻辑
         */
        public void logic(){
            if(x+frameW>=screenW){ //敌人到达右边界 就设置下次的移动方向是左
                dir=2;
            }
            else if(x<=0){//敌人到达左边界 就设置下次的移动方向是右
                dir=1;
            }
            //设置敌人的位置坐标
            if(dir==1){
                x++;
            }
            else if(dir==2){
                 x--;
            }
            //动画的设置
            animation.currentFrameID++;
            if(animation.currentFrameID>=4){
                animation.currentFrameID=0;
            }
        }
         /**
         * 检测敌人是否与子弹发生了碰撞
         * @param bullet 子弹对象
         * @return
         */
        public boolean CheckCollsionWithBullet(Bullet bullet) {
            int BulletX=bullet.x;
            int BulletY=bullet.y;
            int BulletWidth=bullet.bulletBitmap.getWidth();
            int BulletHeight=bullet.bulletBitmap.getHeight();
            if(x>=BulletX&&x>=BulletX+BulletWidth){
                isCollsion=false;
            }
            else if (x<=BulletX&&x+enemyBitmap[animation.currentFrameID].getWidth()<=BulletX) {
                isCollsion=false;
            } 
            else if (y >=BulletY  && y >= BulletY + BulletHeight) {
                isCollsion=false;
            } else if (y <= BulletY && y + enemyBitmap[animation.currentFrameID].getHeight() <= BulletY) {
                isCollsion=false;
            }
            else{
                isCollsion=true;
            }
            return isCollsion;
        }
    }

       子弹类:Bullet.java

    View Code
    import android.graphics.Bitmap;
    import android.graphics.Canvas;
    import android.graphics.Paint;
    
    /**
     * 子弹对象
     */
    public class Bullet {
        int x,y,screenH,screenW;
        Bitmap bulletBitmap;
        /**
         * 子弹的类型
         */
        int bullet_Type;
        /**
         * 子弹类型:是来自主角还是敌人
         */
        final int Bullet_Type_Player=1,Bullet_Type_Enemy=2;
        /**
         * 是否超出手机屏幕
         */
        boolean isDead;
        /**
         * 方向
         */
        int Dir;
        /*
         * 子弹的速度
         */
        int speed=5;
        //8方向常量
        public static final int DIR_UP = 1,DIR_DOWN = 2, DIR_LEFT = 3,DIR_RIGHT = 4,DIR_UP_LEFT = 5,DIR_UP_RIGHT = 6,DIR_DOWN_LEFT = 7,DIR_DOWN_RIGHT = 8;
        
        /**
         * 构造
         * @param bulletBitmap
         * @param x
         * @param y
         * @param bullet_Type 子弹类型:来自主角1,来自敌人2
         * @param Dir 子弹的方向
         * @param screenW
         * @param screenH
         */
        public  Bullet(Bitmap bulletBitmap,int x,int y,int bullet_Type,int Dir,int screenW,int screenH) {
            this.bulletBitmap=bulletBitmap;
            this.x=x;
            this.y=y;
            this.bullet_Type=bullet_Type;
            this.Dir=Dir;
            this.screenH=screenH;
            this.screenW=screenW;
            isDead=false;
        }
        
        /**
         * 绘制子弹
         * @param canvas
         * @param paint
         */
        public void Draw(Canvas canvas,Paint paint) {
            if(!isDead){
                canvas.drawBitmap(bulletBitmap, x, y, paint);
            }
        }
        /**
         * 逻辑
         */
        public void logic() {
            if(Dir==DIR_DOWN){
                y+=speed;
            }
            else if (Dir==DIR_LEFT) {
                x-=speed;
            }
            else if (Dir==DIR_RIGHT) {
                x+=speed;
            }
            else if (Dir==DIR_UP) {
                y-=speed;
            }
            //边界处理
            if (y+bulletBitmap.getHeight() >screenH || y <=0 ||  x+bulletBitmap.getWidth()> screenW || x <= 0) {
                isDead = true;
            }
        }
        
    }

      显示类: MySurfaceView.java

    View Code
    import java.util.Vector;
    import android.content.Context;
    import android.graphics.Bitmap;
    import android.graphics.Canvas;
    import android.graphics.Color;
    import android.graphics.Paint;
    import android.graphics.Paint.Style;
    import android.util.Log;
    import android.view.KeyEvent;
    import android.view.SurfaceHolder;
    import android.view.SurfaceHolder.Callback;
    import android.view.SurfaceView;
    
    public class MySurfaceView extends SurfaceView implements Callback, Runnable {
        // 主角上线左右移动
        Bitmap[] hero_DwonBitmaps;
        Bitmap[] hero_UpBitmaps;
        Bitmap[] hero_LeftBitmaps;
        Bitmap[] hero_RightBitmaps;
        // 敌人上下左右移动
        Bitmap[] enemy_DwonBitmaps;
        Bitmap[] enemy_UpBitmaps;
        Bitmap[] enemy_LeftBitmaps;
        Bitmap[] enemy_RightBitmaps;
    
        Canvas canvas;
        Paint paint;
        SurfaceHolder surfaceHolder;
        Thread thread;
        boolean flag;
        
        /**
         * 主角和敌人共用了一张大图
         */
        Bitmap hero_enemy_bitmap;
    
        // 背景子弹图片
         //Bitmap bgBitmap;
        Bitmap bulletBitmap;
    
        MyAnimation animation;
        
        Player player;
        Enemy enemy;
        /**
         * 敌人的子弹
         */
        Vector<Bullet> enemyBullets;
        /**
         * 主角的子弹
         */
        Vector<Bullet> playerBullets;
        /**
         * 最后一次发子弹的时间
         */
        long lastSendBulletTime;
        
        /**
         *是否胜利 1:进行中,2:胜利,3:失败了 
         */
        int isWin=1;
        int screenW, screenH;
        
        int timesleep = 100;//刷新的间隔时间
        
        /**
         * 构造
         * @param context
         * @param screenW
         * @param screenH
         */
        public MySurfaceView(Context context,int screenW,int screenH) {
            super(context);
            surfaceHolder = this.getHolder();
            surfaceHolder.addCallback(this);
            paint = new Paint();
            paint.setStyle(Style.STROKE);
            paint.setAntiAlias(true);
            paint.setColor(Color.RED);
            // 子弹
            bulletBitmap = MyAnimation.ReadBitMap(context, R.drawable.bullet);
            // 主角与敌人公用的大图
            hero_enemy_bitmap = MyAnimation.ReadBitMap(context, R.drawable.hero);
            // 主角
            hero_DwonBitmaps = BitmapHelper.ClipBitmap(hero_enemy_bitmap, 1, 4, 4);
            hero_UpBitmaps = BitmapHelper.ClipBitmap(hero_enemy_bitmap, 4, 4, 4);
            hero_LeftBitmaps = BitmapHelper.ClipBitmap(hero_enemy_bitmap, 2, 4, 4);
            hero_RightBitmaps = BitmapHelper.ClipBitmap(hero_enemy_bitmap, 3, 4, 4);
    
            enemy_DwonBitmaps = BitmapHelper.ClipBitmap(hero_enemy_bitmap, 1, 4, 4);
            enemy_UpBitmaps = BitmapHelper.ClipBitmap(hero_enemy_bitmap, 4, 4, 4);
            enemy_LeftBitmaps = BitmapHelper.ClipBitmap(hero_enemy_bitmap, 2, 4, 4);
            enemy_RightBitmaps = BitmapHelper
                    .ClipBitmap(hero_enemy_bitmap, 3, 4, 4);
            this.screenW =screenW;
            this.screenH =screenH;
            player = new Player(context,hero_DwonBitmaps,hero_UpBitmaps,hero_LeftBitmaps,hero_RightBitmaps, 200, 600,screenW,screenH);
            enemy = new Enemy(context, enemy_DwonBitmaps, 100, 100, screenW,
                    screenH);
            enemyBullets = new Vector<Bullet>();
            playerBullets = new Vector<Bullet>();
            //设置焦点
            this.setFocusable(true);
            this.setFocusableInTouchMode(true);
        }
        
        public void draw() {
            try {
                canvas = surfaceHolder.lockCanvas();
                synchronized (canvas) {
                    //canvas.drawBitmap(bgBitmap, 0, 0, paint);
                    canvas.drawColor(Color.GRAY);
                    player.Draw(canvas, paint);    
                    paint.setColor(Color.GREEN);
                    canvas.drawText("这个是主角", player.x, player.y, paint);
                    player.animation.DrawAnimation(canvas, paint, player.x, player.y);
                    enemy.Draw(canvas, paint);
                    paint.setColor(Color.RED);
                    canvas.drawText("这个是敌人", enemy.x, enemy.y, paint);
                    if(isWin==2){
                        paint.setTextSize(20);
                        paint.setColor(Color.GREEN);
                        canvas.drawText("我赢了", 10, 100, paint);
                        Log.e("mygame","我赢了");
                        flag=false;
                    }
                    else if(isWin==3){
                        paint.setTextSize(20);
                        paint.setColor(Color.RED);
                        canvas.drawText("我输了", 10, 100, paint);
                        Log.e("mygame","我输了");
                        flag=false;
                        return;
                    }
                    for (Bullet bullet : enemyBullets) {
                        //Log.e("mygame", "敌人子弹当前位置:"+bullet.x+"/"+bullet.y+"。玩家当前位置:"+player.x+"/"+player.y);
                        bullet.Draw(canvas, paint);
                    }
                    for (Bullet bullet : playerBullets) {
                        //Log.e("mygame", "玩家子弹当前位置:"+bullet.x+"/"+bullet.y+"。敌人当前位置:"+player.x+"/"+player.y);
                        bullet.Draw(canvas, paint);
                    }
                }
            } catch (Exception e) {
                Log.e("mygame", e.getMessage());
            } finally {
                if (canvas != null) {
                    surfaceHolder.unlockCanvasAndPost(canvas);
                }
            }
        }
    
        public void logic() {
            long time = System.currentTimeMillis();
            if (time - lastSendBulletTime >= 2000) {
                lastSendBulletTime = time;
                Bullet bullet = new Bullet(bulletBitmap, enemy.x, enemy.y, 2, 2,
                        screenW, screenH);
                enemyBullets.addElement(bullet);
            }
            player.logic();
            enemy.logic();
            for (int i = 0; i < enemyBullets.size(); i++) {
                Bullet bullet=enemyBullets.elementAt(i);
                if(player.CheckCollsionWithBullet(bullet)){
                    isWin=3;
                }
                if(bullet.isDead){
                    Log.e("mygame", "敌人子弹超屏,移出他");
                    enemyBullets.removeElement(bullet);
                }
                else{
                    bullet.logic();
                }
            }
            for (int i = 0; i < playerBullets.size(); i++) {
                Bullet bullet=playerBullets.elementAt(i);
                if(enemy.CheckCollsionWithBullet(bullet)){
                    isWin=2;
                }
                if(bullet.isDead){
                    Log.e("mygame", "玩家子弹超屏,移出他");
                    playerBullets.removeElement(bullet);
                }
                else{
                    bullet.logic();
                }
            }
            
        }
    
        @Override
        public boolean onKeyDown(int keyCode, KeyEvent event) {
            player.onKeyDown(keyCode);
            if(keyCode==KeyEvent.KEYCODE_DPAD_CENTER){
                Bullet bullet=new Bullet(bulletBitmap, player.x, player.y,1, 1, screenW, screenH);
                playerBullets.add(bullet);
            }
            return true;
        }
        @Override
        public boolean onKeyUp(int keyCode, KeyEvent event) {
            player.onKeyUp(keyCode);
            return true;
        }
        
        @Override
        public void run() {
            while (flag) {
                draw();
                logic();
                try {
                    Thread.sleep(timesleep);
                } catch (Exception e) {
                    Log.e("mygame", e.getMessage());
                }
            }
        }
    
        @Override
        public void surfaceChanged(SurfaceHolder arg0, int arg1, int arg2, int arg3) {
            // TODO Auto-generated method stub
    
        }
    
        @Override
        public void surfaceCreated(SurfaceHolder arg0) {
            // TODO Auto-generated method stub
            flag = true;
            thread = new Thread(this);
            thread.start();
        }
    
        @Override
        public void surfaceDestroyed(SurfaceHolder arg0) {
            // TODO Auto-generated method stub
            flag = false;
            thread=null;
            System.exit(0);
        }
    
    }

      MainActivity.java

    View Code
    import android.os.Bundle;
    import android.view.Display;
    import android.view.Window;
    import android.view.WindowManager;
    import android.app.Activity;
    
    public class MainActivity extends Activity {
    
        @Override
        protected void onCreate(Bundle savedInstanceState) {
            super.onCreate(savedInstanceState);
            requestWindowFeature(Window.FEATURE_NO_TITLE);
             getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,
                        WindowManager.LayoutParams.FLAG_FULLSCREEN);
             Display display= getWindowManager().getDefaultDisplay();
            setContentView(new MySurfaceView(this,display.getWidth(),display.getHeight()));
            
        }
    }

        下一步,研究一下敌人的AI,努力实现敌人的智能设置,以及子弹方向的多元化设置(跟踪弹这种)。

        还是附上源代码 附件下载

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  • 原文地址:https://www.cnblogs.com/cindyOne/p/3011522.html
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