实例介绍
【实例简介】
【实例截图】
【核心代码】
package cn.m15.xys;
import java.io.InputStream;
import java.util.Random;
import android.app.Activity;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Paint;
import android.graphics.RectF;
import android.os.Bundle;
import android.view.Display;
import android.view.MotionEvent;
import android.view.SurfaceHolder;
import android.view.SurfaceView;
import android.view.Window;
import android.view.WindowManager;
import android.view.SurfaceHolder.Callback;
public class SurfaceViewAcitvity extends Activity{
AnimView mAnimView = null;
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
// 全屏显示窗口
requestWindowFeature(Window.FEATURE_NO_TITLE);
getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,
WindowManager.LayoutParams.FLAG_FULLSCREEN);
// 获取屏幕宽高
Display display = getWindowManager().getDefaultDisplay();
// 显示自定义的游戏View
mAnimView = new AnimView(this,display.getWidth(), display.getHeight());
setContentView(mAnimView);
}
public boolean onTouchEvent(MotionEvent event) {
// 获得触摸的坐标
int x = (int) event.getX();
int y = (int) event.getY();
switch (event.getAction()) {
// 触摸屏幕时刻
case MotionEvent.ACTION_DOWN:
mAnimView.UpdateTouchEvent(x, y,true);
break;
// 触摸并移动时刻
case MotionEvent.ACTION_MOVE:
break;
// 终止触摸时刻
case MotionEvent.ACTION_UP:
mAnimView.UpdateTouchEvent(x, y,false);
break;
}
return false;
}
public class AnimView extends SurfaceView implements Callback,Runnable{
/**屏幕的宽高**/
private int mScreenWidth = 0;
private int mScreenHeight = 0;
/**游戏主菜单状态**/
private static final int STATE_GAME = 0;
/**游戏状态**/
private int mState = STATE_GAME;
Paint mPaint = null;
/**游戏背景资源 两张图片进行切换让屏幕滚动起来**/
private Bitmap mBitMenuBG0 = null;
private Bitmap mBitMenuBG1 = null;
/**记录两张背景图片时时更新的Y坐标**/
private int mBitposY0 =0;
private int mBitposY1 =0;
/**飞机动画帧数**/
final static int PLAN_ANIM_COUNT = 6;
/**子弹动画帧数**/
final static int BULLET_ANIM_COUNT = 4;
/**子弹对象的数量**/
final static int BULLET_POOL_COUNT = 15 ;
/**飞机移动步长**/
final static int PLAN_STEP = 10;
/**没过500毫秒发射一颗子弹**/
final static int PLAN_TIME = 500;
/**子弹图片向上偏移量处理触屏**/
final static int BULLET_UP_OFFSET = 40;
/**子弹图片向左偏移量处理触屏**/
final static int BULLET_LEFT_OFFSET = 5;
/**敌人对象的数量**/
final static int ENEMY_POOL_COUNT = 5 ;
/**敌人行走动画帧数**/
final static int ENEMY_ALIVE_COUNT = 1 ;
/**敌人行死亡画帧数**/
final static int ENEMY_DEATH_COUNT = 6 ;
/**敌人飞机偏移量**/
final static int ENEMY_POS_OFF = 65 ;
/**游戏主线程**/
private Thread mThread = null;
/**线程循环标志**/
private boolean mIsRunning = false;
private SurfaceHolder mSurfaceHolder = null;
private Canvas mCanvas = null;
private Context mContext = null;
/**飞机动画**/
public Animation mAircraft =null;
/**飞机在屏幕中的坐标**/
public int mAirPosX = 0;
public int mAirPosY = 0;
/**敌人类**/
Enemy mEnemy[] = null;
/**子弹类**/
Bullet mBuilet[] = null;
Bitmap mBitbullet[] = null;
/**初始化发射子弹ID升序**/
public int mSendId = 0;
/**上一颗子弹发射的时间**/
public Long mSendTime = 0L;
/**手指在屏幕触摸的坐标**/
public int mTouchPosX = 0;
public int mTouchPosY = 0;
/**标志手指在屏幕触摸中**/
public boolean mTouching = false;
/**
* 构造方法
*
* @param context
*/
public AnimView(Context context,int screenWidth, int screenHeight) {
super(context);
mContext = context;
mPaint = new Paint();
mScreenWidth = screenWidth;
mScreenHeight = screenHeight;
/**获取mSurfaceHolder**/
mSurfaceHolder = getHolder();
mSurfaceHolder.addCallback(this);
setFocusable(true);
init();
setGameState(STATE_GAME);
}
protected void Draw() {
switch (mState) {
case STATE_GAME:
renderBg();
updateBg();
break;
}
}
private void init() {
/**游戏背景**/
mBitMenuBG0 = ReadBitMap(mContext,R.drawable.map_0);
mBitMenuBG1 = ReadBitMap(mContext,R.drawable.map_1);
/**创建主角飞机动画对象**/
mAircraft = new Animation(mContext,new int[] {R.drawable.plan_0,R.drawable.plan_1,R.drawable.plan_2,R.drawable.plan_3,R.drawable.plan_4,R.drawable.plan_5},true);
/**第一张图片津贴在屏幕00点,第二张图片在第一张图片上方**/
mBitposY0 = 0;
mBitposY1 =-mScreenHeight;
/**初始化飞机的坐标**/
mAirPosX = 150;
mAirPosY = 400;
/**这里敌人行走动画就1帧**/
Bitmap []bitmap0 = new Bitmap[ENEMY_ALIVE_COUNT];
bitmap0[0] = ReadBitMap(mContext,R.drawable.e1_0);
/**敌人死亡动画**/
Bitmap []bitmap1 = new Bitmap[ENEMY_DEATH_COUNT];
for(int i =0; i< ENEMY_DEATH_COUNT; i ) {
bitmap1[i] = ReadBitMap(mContext,R.drawable.bomb_enemy_0 i);
}
/**创建敌人对象**/
mEnemy = new Enemy[ENEMY_POOL_COUNT];
for(int i =0; i< ENEMY_POOL_COUNT; i ) {
mEnemy[i] = new Enemy(mContext,bitmap0,bitmap1);
mEnemy[i].init(i * ENEMY_POS_OFF, 0);
}
/**创建子弹类对象**/
mBuilet = new Bullet[BULLET_POOL_COUNT];
mBitbullet = new Bitmap[BULLET_ANIM_COUNT];
for(int i=0; i<BULLET_ANIM_COUNT;i ) {
mBitbullet[i] = ReadBitMap(mContext,i R.drawable.bullet_0);
}
for (int i =0; i< BULLET_POOL_COUNT;i ) {
mBuilet[i] = new Bullet(mContext,mBitbullet);
}
mSendTime = System.currentTimeMillis();
}
private void setGameState(int newState) {
mState = newState;
}
public void renderBg() {
/** 绘制游戏地图 **/
mCanvas.drawBitmap(mBitMenuBG0, 0, mBitposY0, mPaint);
mCanvas.drawBitmap(mBitMenuBG1, 0, mBitposY1, mPaint);
/**绘制飞机动画**/
mAircraft.DrawAnimation(mCanvas, mPaint, mAirPosX, mAirPosY);
/**绘制子弹动画*/
for (int i =0; i < BULLET_POOL_COUNT; i ) {
mBuilet[i].DrawBullet(mCanvas, mPaint);
}
/**绘制敌人动画**/
for(int i =0; i< ENEMY_POOL_COUNT; i ) {
mEnemy[i].DrawEnemy(mCanvas, mPaint);
}
}
private void updateBg() {
/** 更新游戏背景图片实现向下滚动效果 **/
mBitposY0 = 10;
mBitposY1 = 10;
if (mBitposY0 == mScreenHeight) {
mBitposY0 = -mScreenHeight;
}
if (mBitposY1 == mScreenHeight) {
mBitposY1 = -mScreenHeight;
}
/** 手指触摸屏幕更新飞机坐标 **/
if (mTouching) {
if (mAirPosX < mTouchPosX) {
mAirPosX = PLAN_STEP;
} else {
mAirPosX -= PLAN_STEP;
}
if (mAirPosY < mTouchPosY) {
mAirPosY = PLAN_STEP;
} else {
mAirPosY -= PLAN_STEP;
}
if (Math.abs(mAirPosX - mTouchPosX) <= PLAN_STEP) {
mAirPosX = mTouchPosX;
}
if (Math.abs(mAirPosY - mTouchPosY) <= PLAN_STEP) {
mAirPosY = mTouchPosY;
}
}
/** 更新子弹动画 **/
for (int i = 0; i < BULLET_POOL_COUNT; i ) {
/** 子弹出屏后重新赋值**/
mBuilet[i].UpdateBullet();
}
/**绘制敌人动画**/
for(int i =0; i< ENEMY_POOL_COUNT; i ) {
mEnemy[i].UpdateEnemy();
/**敌机死亡 或者 敌机超过屏幕还未死亡重置坐标**/
if(mEnemy[i].mState == Enemy.ENEMY_DEATH_STATE || mEnemy[i].m_posY >=mScreenHeight) {
mEnemy[i].init(UtilRandom(0,ENEMY_POOL_COUNT) *ENEMY_POS_OFF, 0);
}
}
/**根据时间初始化为发射的子弹**/
if (mSendId < BULLET_POOL_COUNT) {
long now = System.currentTimeMillis();
if (now - mSendTime >= PLAN_TIME) {
mBuilet[mSendId].init(mAirPosX - BULLET_LEFT_OFFSET, mAirPosY - BULLET_UP_OFFSET);
mSendTime = now;
mSendId ;
}
}else {
mSendId = 0;
}
//更新子弹与敌人的碰撞
Collision();
}
public void Collision() {
//更新子弹与敌人碰撞
for (int i = 0; i < BULLET_POOL_COUNT; i ) {
for (int j = 0; j < ENEMY_POOL_COUNT; j ) {
if(mBuilet[i].m_posX >= mEnemy[j].m_posX && mBuilet[i].m_posX<=mEnemy[j].m_posX 20
&&mBuilet[i].m_posY >= mEnemy[j].m_posY && mBuilet[i].m_posY<=mEnemy[j].m_posY 20
) {
mEnemy[j].mAnimState = Enemy.ENEMY_DEATH_STATE;
}
}
}
}
public void UpdateTouchEvent(int x, int y, boolean touching) {
// 在这里检测按钮按下播放不同的特效
switch (mState) {
case STATE_GAME:
mTouching = touching;
mTouchPosX = x;
mTouchPosY = y;
break;
}
}
/**
* 返回一个随机数
* @param botton
* @param top
* @return
*/
private int UtilRandom(int botton, int top) {
return ((Math.abs(new Random().nextInt()) % (top - botton)) botton);
}
/**
* 读取本地资源的图片
*
* @param context
* @param resId
* @return
*/
public 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);
}
/**
* 绘制画带阴影的文字
* @param canvas
* @param str
* @param color
* @param x
* @param y
*/
public final void drawRimString(Canvas canvas, String str, int color,int x, int y) {
int backColor = mPaint.getColor();
mPaint.setColor(~color);
canvas.drawText(str, x 1, y, mPaint);
canvas.drawText(str, x, y 1, mPaint);
canvas.drawText(str, x - 1, y, mPaint);
canvas.drawText(str, x, y - 1, mPaint);
mPaint.setColor(color);
canvas.drawText(str, x, y, mPaint);
mPaint.setColor(backColor);
}
/**
* 绘制一个矩形
* @param canvas
* @param color
* @param x
* @param y
* @param w
* @param h
*/
public void drawFillRect(Canvas canvas, int color, int x, int y, int w, int h) {
int backColor = mPaint.getColor();
mPaint.setColor(color);
canvas.drawRect(x, y, x w, y h, mPaint);
mPaint.setColor(backColor);
}
/**
* 绘制一个扇形
* @param canvas
* @param color
* @param oval
* @param startAngle
* @param sweepAngle
* @param useCenter
*/
public void drawFillCircle(Canvas canvas, int color, RectF oval, int startAngle, int sweepAngle, boolean useCenter) {
int backColor = mPaint.getColor();
mPaint.setColor(color);
canvas.drawArc(oval, startAngle, sweepAngle, useCenter, mPaint);
mPaint.setColor(backColor);
}
/**
* 程序切割图片
* @param bitmap
* @param x
* @param y
* @param w
* @param h
* @return
*/
public Bitmap BitmapClipBitmap(Bitmap bitmap,int x, int y, int w, int h) {
return Bitmap.createBitmap(bitmap, x, y, w, h);
}
@Override
public void run() {
while (mIsRunning) {
//在这里加上线程安全锁
synchronized (mSurfaceHolder) {
/**拿到当前画布 然后锁定**/
mCanvas =mSurfaceHolder.lockCanvas();
Draw();
/**绘制结束后解锁显示在屏幕上**/
mSurfaceHolder.unlockCanvasAndPost(mCanvas);
}
try {
Thread.sleep(100);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
@Override
public void surfaceChanged(SurfaceHolder arg0, int arg1, int arg2,
int arg3) {
// surfaceView的大小发生改变的时候
}
@Override
public void surfaceCreated(SurfaceHolder arg0) {
/**启动游戏主线程**/
mIsRunning = true;
mThread = new Thread(this);
mThread.start();
}
@Override
public void surfaceDestroyed(SurfaceHolder arg0) {
// surfaceView销毁的时候
mIsRunning = false;
}
}
}
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