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首页 > 软件编程 > Android > Android打飞机游戏菜单页面设计

Android实战打飞机游戏之菜单页面设计(1)

作者:liudao7994

这篇文章主要为大家详细介绍了Android实战打飞机游戏之菜单页面设计,具有一定的参考价值,感兴趣的小伙伴们可以参考一下

本文目标实现控制小飞机的左右移动、躲避子弹、打boss。

本节实现 开始菜单界面

1、首先 资源文件拷过来

2、划分游戏状态

 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;

定义五种状态

 定义完方法后 在绘图方法中 ,实体键 按下方法 ,抬起方法,触屏监听,逻辑方法,switch

//在那几个方法中加这个

  switch (gameState) {
  case GAME_MENU:

   break;
  case GAMEING:
   break;

  case GAME_WIN:

   break;
  case GAME_LOST:

   break;
  case GAME_PAUSE:
   break;
  default:
   break;
  }

下面再声明一些东西

//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

初始化 游戏

 /**
 * 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();
 }

 /**
 * 加载游戏资源
 */
 private void initGame() {
 //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);

 }

菜单类 GameMenu

菜单类
包括 初始化绘制按钮和背景图

package com.gsf;

import android.graphics.Bitmap;
import android.graphics.Canvas;
import android.graphics.Paint;
import android.view.MotionEvent;

/**
 * 
 * @author liuml
 * @time 2016-5-27 下午5:43:34
 */
public class GameMenu {

 // 菜单背景图
 private Bitmap bmpMenu;
 // 按钮图片资源(按下和未按下图)
 private Bitmap bmpButton, bmpButtonPress;
 // 按钮的坐标
 private int btnX, btnY;
 // 按钮是否按下标识位
 private Boolean isPress;

 // 菜单初始化
 public GameMenu(Bitmap bmpMenu, Bitmap bmpButton, Bitmap bmpButtonPress) {
 this.bmpMenu = bmpMenu;
 this.bmpButton = bmpButton;
 this.bmpButtonPress = bmpButtonPress;
 // X居中,Y紧接屏幕底部
 btnX = MySurfaceView.screenW / 2 - bmpButton.getWidth() / 2;
 btnY = MySurfaceView.screenH - bmpButton.getHeight();
 isPress = false;
 }

 public void draw(Canvas canvas, Paint paint) {
 // 绘制菜单背景图
 canvas.drawBitmap(bmpMenu, 0, 0, paint);
 if (isPress) {
  canvas.drawBitmap(bmpButtonPress, btnX, btnY, paint);
 } else {
  canvas.drawBitmap(bmpButton, btnX, btnY, paint);

 }

 }

 public void onTouchEvent(MotionEvent event) {
 // 获取当前触控位置
 int pointX = (int) event.getX();
 int pointyY = (int) event.getY();

 // 当用户是按下和移动时
 if (event.getAction() == MotionEvent.ACTION_DOWN
  || event.getAction() == MotionEvent.ACTION_MOVE) {

  // 判定用户是否点击按钮
  if (pointX > btnX && pointX < btnX + bmpButton.getWidth()) {
  if (pointyY > btnY && pointyY < btnY + bmpButton.getHeight()) {
   isPress = true;
  } else {
   isPress = false;
  }
  } else {
  isPress = false;
  }

  // 当用于是抬起动作时
 } else if (event.getAction() == MotionEvent.ACTION_UP) {
  // 判断抬起时是否点击按钮,防止用户移动到别处
  if (pointX > btnX && pointX < btnX + bmpButton.getWidth()) {
  if (pointyY > btnY && pointyY < btnY + bmpButton.getHeight()) {
   isPress = false;//抬起后重置 还原Button状态为未按下状态
   //改变当前游戏状态为开始游戏
   MySurfaceView.gameState = MySurfaceView.GAMEING;
  }
  }
 }

 }
}


然后 在MySurfaceView中使用 GameMenu 使用菜单类

public class MySurfaceView extends SurfaceView implements Callback, Runnable {
 private SurfaceHolder sfh;
 private Paint paint;
 private Thread th;
 private boolean flag;
 private Canvas canvas;

 // 1 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
 public static int screenW;
 public static int screenH;

 //
 private GameMenu gameMenu;

 /**
 * 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);
 }

 /**
 * 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();
 }

 /**
 * 加载游戏资源
 */
 private void initGame() {
 // 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);

 //菜单类实例化
 gameMenu = new GameMenu(bmpMenu, bmpButton, bmpButtonPress);

 }

 /**
 * 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:

   gameMenu.draw(canvas, paint);
   break;
  case GAMEING:
   break;

  case GAME_WIN:

   break;
  case GAME_LOST:

   break;
  case GAME_PAUSE:
   break;
  default:
   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) {
 switch (gameState) {
 case GAME_MENU:

  gameMenu.onTouchEvent(event);
  break;
 case GAMEING:
  break;

 case GAME_WIN:

  break;
 case GAME_LOST:

  break;
 case GAME_PAUSE:

  break;
 }
 return true;
 }

 /**
 * 按键事件监听
 */
 @Override
 public boolean onKeyDown(int keyCode, KeyEvent event) {
 switch (gameState) {
 case GAME_MENU:

  break;
 case GAMEING:
  break;

 case GAME_WIN:

  break;
 case GAME_LOST:

  break;
 case GAME_PAUSE:
  break;
 }
 return super.onKeyDown(keyCode, event);
 }

 @Override
 public boolean onKeyUp(int keyCode, KeyEvent event) {
 switch (gameState) {
 case GAME_MENU:

  break;
 case GAMEING:
  break;

 case GAME_WIN:

  break;
 case GAME_LOST:

  break;
 case GAME_PAUSE:
  break;
 }
 return super.onKeyUp(keyCode, event);
 }

 /**
 * 游戏逻辑
 */
 private void logic() {
 switch (gameState) {
 case GAME_MENU:

  break;
 case GAMEING:
  break;

 case GAME_WIN:

  break;
 case GAME_LOST:

  break;
 case GAME_PAUSE:
  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;
 }

}

效果图:

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持脚本之家。

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