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安卓飞机游戏 示例源码下载

Android平台开发

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  • 开发语言:Java
  • 实例大小:3.26M
  • 下载次数:75
  • 浏览次数:543
  • 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

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【核心代码】


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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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