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Boosprivate 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Bossprivate 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 */@Overridepublic 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 */@Overridepublic 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 */@Overridepublic 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 */@Overridepublic 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-1player.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-1player.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-1player.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1boss.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;}}@Overridepublic 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 */@Overridepublic void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {}/** * SurfaceView视图消亡时,响应此函数 */@Overridepublic void surfaceDestroyed(SurfaceHolder holder) {flag = false;}}
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