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安卓飞机游戏 示例源码下载

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  • 开发语言:Java
  • 实例大小:3.26M
  • 下载次数:75
  • 浏览次数:517
  • 发布时间:2018-01-01
  • 实例类别:Android平台开发
  • 发 布 人:Blushbeauty
  • 文件格式:.zip
  • 所需积分:2
 相关标签: 游戏 飞机 安卓

实例介绍

【实例简介】

【实例截图】

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【核心代码】


package com.pg;

import java.util.Random;
import java.util.Vector;

import android.content.Context;
import android.content.res.Resources;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.view.KeyEvent;
import android.view.MotionEvent;
import android.view.SurfaceHolder;
import android.view.SurfaceView;
import android.view.SurfaceHolder.Callback;

/**
 * 
 * @author Himi
 *
 */
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;
	}
}


标签: 游戏 飞机 安卓

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