实例介绍
【实例截图】
【核心代码】
package com.bg;
import org.jbox2d.collision.AABB;
import org.jbox2d.collision.CircleDef;
import org.jbox2d.collision.PolygonDef;
import org.jbox2d.common.Vec2;
import org.jbox2d.dynamics.Body;
import org.jbox2d.dynamics.BodyDef;
import org.jbox2d.dynamics.ContactListener;
import org.jbox2d.dynamics.World;
import org.jbox2d.dynamics.contacts.ContactPoint;
import org.jbox2d.dynamics.contacts.ContactResult;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
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.MotionEvent;
import android.view.SurfaceHolder;
import android.view.SurfaceView;
import android.view.SurfaceHolder.Callback;
public class MySurfaceView extends SurfaceView implements Callback, Runnable, ContactListener {
private Thread th;
private SurfaceHolder sfh;
private Canvas canvas;
private Paint paint;
private boolean flag;
// ----添加一个物理世界---->>
private final float RATE = 30;// 屏幕到现实世界的比例 30px:1m;
private World world;// 声明一个物理世界对象
private AABB aabb;// 声明一个物理世界的范围对象
private Vec2 gravity;// 声明一个重力向量对象
private float timeStep = 1f / 60f;// 物理世界模拟的的频率
private int iterations = 10;// 迭代值,迭代越大模拟越精确,但性能越低
// 声明小球的Body,便于后续对小球进行操作
private Body bodyBall;
//声明胜利与失败的body,用于判定游戏的胜负
private Body lostBody1, lostBody2, winBody;
// 声明屏幕宽高
private int screenW, screenH;
// 声明游戏状态
private final int GAMESTATE_MENU = 0;
private final int GAMESTATE_HELP = 1;
private final int GAMESTATE_GAMEING = 2;
private int gameState = GAMESTATE_MENU;
// 为了游戏暂停时,失败,胜利能继续可能到游戏中的状态,所以并没有将其写成一个状态
private boolean gameIsPause, gameIsLost, gameIsWin;
// Body图片资源
private Bitmap bmpH, bmpS, bmpSh, bmpSs, bmpBall;
// 菜单、按钮、游戏背景图片资源
private Bitmap bmpMenu_help, bmpMenu_play, bmpMenu_exit, bmpMenu_resume, bmpMenu_replay, bmp_menubg, bmp_gamebg, bmpMenuBack, bmp_smallbg, bmpMenu_menu,
bmp_helpbg, bmpBody_lost, bmpBody_win, bmpWinbg, bmpLostbg;
// 创建按钮
private HButton hbHelp, hbPlay, hbExit, hbResume, hbReplay, hbBack, hbMenu;
public MySurfaceView(Context context) {
super(context);
this.setKeepScreenOn(true);
sfh = this.getHolder();
sfh.addCallback(this);
paint = new Paint();
paint.setAntiAlias(true);
paint.setStyle(Style.STROKE);
this.setFocusable(true);
this.setFocusableInTouchMode(true);
// --添加一个物理世界--->>
aabb = new AABB();
gravity = new Vec2(0, 10);
aabb.lowerBound.set(-100, -100);
aabb.upperBound.set(100, 100);
world = new World(aabb, gravity, true);
// ---实例化Body图片资源
bmpH = BitmapFactory.decodeResource(getResources(), R.drawable.h);
bmpS = BitmapFactory.decodeResource(getResources(), R.drawable.s);
bmpSh = BitmapFactory.decodeResource(getResources(), R.drawable.sh);
bmpSs = BitmapFactory.decodeResource(getResources(), R.drawable.ss);
bmpBall = BitmapFactory.decodeResource(getResources(), R.drawable.ball);
// 实例菜单、按钮、游戏背景图片资源
bmpMenu_help = BitmapFactory.decodeResource(getResources(), R.drawable.menu_help);
bmpMenu_play = BitmapFactory.decodeResource(getResources(), R.drawable.menu_play);
bmpMenu_exit = BitmapFactory.decodeResource(getResources(), R.drawable.menu_exit);
bmpMenu_resume = BitmapFactory.decodeResource(getResources(), R.drawable.menu_resume);
bmpMenu_replay = BitmapFactory.decodeResource(getResources(), R.drawable.menu_replay);
bmp_menubg = BitmapFactory.decodeResource(getResources(), R.drawable.menu_bg);
bmp_gamebg = BitmapFactory.decodeResource(getResources(), R.drawable.game_bg);
bmpMenuBack = BitmapFactory.decodeResource(getResources(), R.drawable.menu_back);
bmp_smallbg = BitmapFactory.decodeResource(getResources(), R.drawable.smallbg);
bmpMenu_menu = BitmapFactory.decodeResource(getResources(), R.drawable.menu_menu);
bmp_helpbg = BitmapFactory.decodeResource(getResources(), R.drawable.helpbg);
bmpBody_lost = BitmapFactory.decodeResource(getResources(), R.drawable.lostbody);
bmpBody_win = BitmapFactory.decodeResource(getResources(), R.drawable.winbody);
bmpWinbg = BitmapFactory.decodeResource(getResources(), R.drawable.gamewin);
bmpLostbg = BitmapFactory.decodeResource(getResources(), R.drawable.gamelost);
}
//SurfaceView创建
public void surfaceCreated(SurfaceHolder holder) {
//防止Home按键导致游戏重置
if (gameState == GAMESTATE_MENU) {
screenW = this.getWidth();
screenH = this.getHeight();
// 实例化按钮
hbPlay = new HButton(bmpMenu_play, screenW / 2 - bmpMenu_help.getWidth() / 2, 150);
hbHelp = new HButton(bmpMenu_help, hbPlay.getX(), hbPlay.getY() 50);
hbExit = new HButton(bmpMenu_exit, hbPlay.getX(), hbHelp.getY() 50);
hbBack = new HButton(bmpMenuBack, 0, screenH - bmpMenu_help.getHeight());
hbResume = new HButton(bmpMenu_resume, screenW / 2 - bmpMenu_help.getWidth() / 2, 200);
hbReplay = new HButton(bmpMenu_replay, hbResume.getX(), hbResume.getY() 50);
hbMenu = new HButton(bmpMenu_menu, hbResume.getX(), hbReplay.getY() 50);
// 创建主角小球
bodyBall = createCircle(bmpBall, bmpH.getHeight(), bmpH.getHeight(), bmpBall.getWidth() / 2, 5);
//创建胜负Body
lostBody1 = createCircle(bmpBody_lost, screenW - bmpH.getHeight() - bmpBody_lost.getWidth(), bmpH.getHeight(), bmpBody_lost.getWidth() / 2, 0);
lostBody2 = createCircle(bmpBody_lost, bmpH.getHeight(), screenH - bmpH.getHeight() - bmpBody_lost.getHeight(), bmpBody_lost.getWidth() / 2, 0);
winBody = createCircle(bmpBody_win, screenW - bmpH.getHeight() - bmpBody_win.getWidth(), screenH - bmpH.getHeight() - bmpBody_win.getHeight(),
bmpBody_win.getWidth() / 2, 0);
//设置传感器,发生碰撞,但无碰撞效果
lostBody1.getShapeList().m_isSensor = true;
lostBody2.getShapeList().m_isSensor = true;
winBody.getShapeList().m_isSensor = true;
// 创建边界
createRect(bmpH, 0, 0, bmpH.getWidth(), bmpH.getHeight(), 0);// 上
createRect(bmpH, 0, getHeight() - bmpH.getHeight(), bmpH.getWidth(), bmpH.getHeight(), 0);// 下
createRect(bmpS, 0, 0, bmpS.getWidth(), bmpS.getHeight(), 0);// 左
createRect(bmpS, getWidth() - bmpS.getWidth(), 0, bmpS.getWidth(), bmpS.getHeight(), 0);// 右
// -----创建障碍物
createRect(bmpSh, 0, 90, bmpSh.getWidth(), bmpSh.getHeight(), 0);
createRect(bmpSh, 110, 170, bmpSh.getWidth(), bmpSh.getHeight(), 0);
createRect(bmpSs, 110, 170, bmpSs.getWidth(), bmpSs.getHeight(), 0);
createRect(bmpSs, getWidth() - 102, screenH - bmpSs.getHeight(), bmpSs.getWidth(), bmpSs.getHeight(), 0);
//绑定监听器
world.setContactListener(this);
}
flag = true;
th = new Thread(this);
th.start();
}
//在物理世界中添加矩形Body
public Body createRect(Bitmap bmp, float x, float y, float w, float h, float density) {
PolygonDef pd = new PolygonDef();
pd.density = density;
pd.friction = 0.8f;
pd.restitution = 0.3f;
pd.setAsBox(w / 2 / RATE, h / 2 / RATE);
BodyDef bd = new BodyDef();
bd.position.set((x w / 2) / RATE, (y h / 2) / RATE);
Body body = world.createBody(bd);
body.m_userData = new MyRect(bmp, x, y);
body.createShape(pd);
body.setMassFromShapes();
return body;
}
//在物理世界中添加圆形Body
public Body createCircle(Bitmap bmp, float x, float y, float r, float density) {
CircleDef cd = new CircleDef();
cd.density = density;
cd.friction = 0.8f;
cd.restitution = 0.3f;
cd.radius = r / RATE;
BodyDef bd = new BodyDef();
bd.position.set((x r) / RATE, (y r) / RATE);
Body body = world.createBody(bd);
body.m_userData = new MyCircle(bmp, x, y, r);
body.createShape(cd);
body.setMassFromShapes();
//放置小球进入休眠,导致改变重力方向,小球无法移动
body.allowSleeping(false);
return body;
}
public void myDraw() {
try {
canvas = sfh.lockCanvas();
canvas.drawColor(Color.BLACK);
switch (gameState) {
case GAMESTATE_MENU:
//绘制主菜单背景
canvas.drawBitmap(bmp_menubg, 0, 0, paint);
//绘制Play按钮
hbPlay.draw(canvas, paint);
//绘制Help按钮
hbHelp.draw(canvas, paint);
//绘制Exit按钮
hbExit.draw(canvas, paint);
break;
case GAMESTATE_HELP:
//绘制帮助界面背景
canvas.drawBitmap(bmp_helpbg, 0, 0, paint);
//绘制Back按钮
hbBack.draw(canvas, paint);
break;
case GAMESTATE_GAMEING:
//绘制游戏背景
canvas.drawBitmap(bmp_gamebg, 0, 0, paint);
//遍历物理世界中所有存在的Body;
Body body = world.getBodyList();
for (int i = 1; i < world.getBodyCount(); i ) {
if ((body.m_userData) instanceof MyRect) {
MyRect rect = (MyRect) (body.m_userData);
rect.drawMyRect(canvas, paint);
} else if ((body.m_userData) instanceof MyCircle) {
MyCircle mcc = (MyCircle) (body.m_userData);
mcc.drawArc(canvas, paint);
}
body = body.m_next;
}
//当游戏暂停或失败或成功时
if (gameIsPause || gameIsLost || gameIsWin) {
// 当游戏暂停或失败或成功时画一个半透明黑色矩形,突出界面
Paint paintB = new Paint();
paintB.setAlpha(0x77);
canvas.drawRect(0, 0, screenW, screenH, paintB);
}
// 游戏暂停
if (gameIsPause) {
//绘制暂停背景
canvas.drawBitmap(bmp_smallbg, screenW / 2 - bmp_smallbg.getWidth() / 2, screenH / 2 - bmp_smallbg.getHeight() / 2, paint);
//绘制Resume按钮
hbResume.draw(canvas, paint);
//绘制Replay按钮
hbReplay.draw(canvas, paint);
//绘制Menu按钮
hbMenu.draw(canvas, paint);
} else
//游戏失败
if (gameIsLost) {
//绘制游戏背景
canvas.drawBitmap(bmpLostbg, screenW / 2 - bmpLostbg.getWidth() / 2, screenH / 2 - bmpLostbg.getHeight() / 2, paint);
//绘制Replay按钮
hbReplay.draw(canvas, paint);
//绘制Menu按钮
hbMenu.draw(canvas, paint);
} else
//游戏胜利
if (gameIsWin) {
//绘制失败背景
canvas.drawBitmap(bmpWinbg, screenW / 2 - bmpWinbg.getWidth() / 2, screenH / 2 - bmpWinbg.getHeight() / 2, paint);
//绘制Replay按钮
hbReplay.draw(canvas, paint);
//绘制Menu按钮
hbMenu.draw(canvas, paint);
}
break;
}
} catch (Exception e) {
Log.e("Himi", "myDraw is Error!");
} finally {
if (canvas != null)
sfh.unlockCanvasAndPost(canvas);
}
}
/**
* 触屏按键事件处理
*/
@Override
public boolean onTouchEvent(MotionEvent event) {
switch (gameState) {
case GAMESTATE_MENU:
//判断Play按钮是否被点击
if (hbPlay.isPressed(event)) {
//Play按钮被点击开始游戏
gameState = GAMESTATE_GAMEING;
//判断Help按钮是否被点击
} else if (hbHelp.isPressed(event)) {
//Play按钮被点击进入游戏游戏帮助界面
gameState = GAMESTATE_HELP;
//判断Exit按钮是否被点击
} else if (hbExit.isPressed(event)) {
//Exit按钮被点击调用退出函数
MainActivity.main.exit();
}
break;
case GAMESTATE_HELP:
//判断Back按钮是否被点击
if (hbBack.isPressed(event)) {
//Back按钮被点击进入主菜单界面
gameState = GAMESTATE_MENU;
}
break;
case GAMESTATE_GAMEING:
// 游戏暂停(因为游戏失败和游戏胜利中按钮处理事件一样,所以就不需要重写)
if (gameIsPause || gameIsLost || gameIsWin) {
if (hbResume.isPressed(event)) {
gameIsPause = false;
} else if (hbReplay.isPressed(event)) {
//因为在重置前小球可能拥有力,所以重置游戏要先使用putToSleep()方法
//让其Body进入睡眠,并让Body停止模拟,速度置为0
bodyBall.putToSleep();
// 然后对小球的坐标进行重置
bodyBall.setXForm(new Vec2((bmpH.getHeight() bmpBall.getWidth() / 2 2) / RATE, (bmpH.getHeight() bmpBall.getWidth() / 2 2) / RATE),
0);
//并且设置默认重力方向为向下
world.setGravity(new Vec2(0, 10));
//唤醒小球
bodyBall.wakeUp();
//游戏暂停、胜利、失败条件还原默认false
gameIsPause = false;
gameIsLost = false;
gameIsWin = false;
} else if (hbMenu.isPressed(event)) {
//因为在重置前小球可能拥有力,所以重置游戏要先使用putToSleep()方法
//让其Body进入睡眠,并让Body停止模拟,速度置为0
bodyBall.putToSleep();
// 然后对小球的坐标进行重置
bodyBall.setXForm(new Vec2((bmpH.getHeight() bmpBall.getWidth() / 2 2) / RATE, (bmpH.getHeight() bmpBall.getWidth() / 2 2) / RATE),
0);
//并且设置默认重力方向为向下
world.setGravity(new Vec2(0, 10));
//唤醒小球
bodyBall.wakeUp();
//重置游戏状态为主菜单
gameState = GAMESTATE_MENU;
//游戏暂停、胜利、失败条件还原默认false
gameIsPause = false;
gameIsLost = false;
gameIsWin = false;
}
}
break;
}
return true;
}
/**
* 实体键盘按键处理
*/
@Override
public boolean onKeyDown(int keyCode, KeyEvent event) {
// 当前游戏状态不处于正在游戏中时,屏蔽“返回”实体按键,避免程序进入后台;
if (keyCode == KeyEvent.KEYCODE_BACK && gameState != GAMESTATE_GAMEING) {
return true;
}
switch (gameState) {
case GAMESTATE_MENU:
break;
case GAMESTATE_HELP:
break;
case GAMESTATE_GAMEING:
// 游戏没有暂停、失败、胜利
if (!gameIsPause && !gameIsLost && !gameIsWin) {
//如果方向键左键被按下
if (keyCode == KeyEvent.KEYCODE_DPAD_LEFT)
//设置物理世界的重力方向向左
world.setGravity(new Vec2(-10, 2));
//如果方向键右键被按下
else if (keyCode == KeyEvent.KEYCODE_DPAD_RIGHT)
//设置物理世界的重力方向向右
world.setGravity(new Vec2(10, 2));
//如果方向键上键被按下
else if (keyCode == KeyEvent.KEYCODE_DPAD_UP)
//设置物理世界的重力方向向上
world.setGravity(new Vec2(0, -10));
//如果方向键下键被按下
else if (keyCode == KeyEvent.KEYCODE_DPAD_DOWN)
//设置物理世界的重力方向向下
world.setGravity(new Vec2(0, 10));
//如果返回键被按下
else if (keyCode == KeyEvent.KEYCODE_BACK) {
//进入游戏暂停界面
gameIsPause = true;
}
}
//屏蔽“返回”实体按键,避免程序进入后台;
return true;
}
return super.onKeyDown(keyCode, event);
}
//游戏逻辑函数
public void Logic() {
switch (gameState) {
case GAMESTATE_MENU:
break;
case GAMESTATE_HELP:
break;
case GAMESTATE_GAMEING:
// 游戏没有暂停
if (!gameIsPause && !gameIsLost && !gameIsWin) {
// --开始模拟物理世界--->>
world.step(timeStep, iterations);
Body body = world.getBodyList();
for (int i = 1; i < world.getBodyCount(); i ) {
if ((body.m_userData) instanceof MyRect) {
MyRect rect = (MyRect) (body.m_userData);
rect.setX(body.getPosition().x * RATE - rect.getW() / 2);
rect.setY(body.getPosition().y * RATE - rect.getH() / 2);
} else if ((body.m_userData) instanceof MyCircle) {
MyCircle mcc = (MyCircle) (body.m_userData);
mcc.setX(body.getPosition().x * RATE - mcc.getR());
mcc.setY(body.getPosition().y * RATE - mcc.getR());
mcc.setAngle((float) (body.getAngle() * 180 / Math.PI));
}
body = body.m_next;
}
}
break;
}
}
public void run() {
while (flag) {
myDraw();
Logic();
try {
Thread.sleep((long) timeStep * 1000);
} catch (Exception ex) {
Log.e("Himi", "Thread is Error!");
}
}
}
public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {
}
public void surfaceDestroyed(SurfaceHolder holder) {
flag = false;
}
@Override
public void add(ContactPoint point) {
//当前游戏状态为进行游戏时
if (gameState == GAMESTATE_GAMEING) {
//游戏没有进入暂停、失败、胜利界面
if (!gameIsPause && !gameIsLost && !gameIsWin) {
//判定主角小球是否与失败小球1发生碰撞
if (point.shape1.getBody() == bodyBall && point.shape2.getBody() == lostBody2) {
//游戏失败
gameIsLost = true;
//判定主角小球是否与失败小球2发生碰撞
} else if (point.shape1.getBody() == bodyBall && point.shape2.getBody() == lostBody1) {
//游戏失败
gameIsLost = true;
//判定主角小球是否与胜利小球发生碰撞
} else if (point.shape1.getBody() == bodyBall && point.shape2.getBody() == winBody) {
//游戏胜利
gameIsWin = true;
}
}
}
}
@Override
public void persist(ContactPoint point) {
// TODO Auto-generated method stub
}
@Override
public void remove(ContactPoint point) {
// TODO Auto-generated method stub
}
@Override
public void result(ContactResult point) {
// TODO Auto-generated method stub
}
}
标签: 顽皮的小球
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