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打飞机游戏终极BOSS Android实战打飞机游戏完结篇

2022-06-06 07:59

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本文实例为大家分享了打飞机游戏BOSS以及胜利失败页面设计的Android代码,具体内容如下

修改子弹类:


public class Bullet {
 //子弹图片资源
 public Bitmap bmpBullet;
 //子弹的坐标
 public int bulletX, bulletY;
 //子弹的速度
 public int speed;
 //子弹的种类以及常量
 public int bulletType;
 //主角的
 public static final int BULLET_PLAYER = -1;
 //鸭子的
 public static final int BULLET_DUCK = 1;
 //苍蝇的
 public static final int BULLET_FLY = 2;
 //Boss的
 public static final int BULLET_BOSS = 3;
 //子弹是否超屏, 优化处理
 public boolean isDead;
 //Boss疯狂状态下子弹相关成员变量
 private int dir;//当前Boss子弹方向
 //8方向常量
 public static final int DIR_UP = -1;
 public static final int DIR_DOWN = 2;
 public static final int DIR_LEFT = 3;
 public static final int DIR_RIGHT = 4;
 public static final int DIR_UP_LEFT = 5;
 public static final int DIR_UP_RIGHT = 6;
 public static final int DIR_DOWN_LEFT = 7;
 public static final int DIR_DOWN_RIGHT = 8;
 //子弹当前方向
 public Bullet(Bitmap bmpBullet, int bulletX, int bulletY, int bulletType) {
 this.bmpBullet = bmpBullet;
 this.bulletX = bulletX;
 this.bulletY = bulletY;
 this.bulletType = bulletType;
 //不同的子弹类型速度不一
 switch (bulletType) {
 case BULLET_PLAYER:
  speed = 4;
  break;
 case BULLET_DUCK:
  speed = 3;
  break;
 case BULLET_FLY:
  speed = 4;
  break;
 case BULLET_BOSS:
  speed = 5;
  break;
 }
 }
 
 public Bullet(Bitmap bmpBullet, int bulletX, int bulletY, int bulletType, int dir) {
 this.bmpBullet = bmpBullet;
 this.bulletX = bulletX;
 this.bulletY = bulletY;
 this.bulletType = bulletType;
 speed = 5;
 this.dir = dir;
 }
 //子弹的绘制
 public void draw(Canvas canvas, Paint paint) {
 canvas.drawBitmap(bmpBullet, bulletX, bulletY, paint);
 }
 //子弹的逻辑
 public void logic() {
 //不同的子弹类型逻辑不一
 //主角的子弹垂直向上运动
 switch (bulletType) {
 case BULLET_PLAYER:
  bulletY -= speed;
  if (bulletY < -50) {
  isDead = true;
  }
  break;
 //鸭子和苍蝇的子弹都是垂直下落运动
 case BULLET_DUCK:
 case BULLET_FLY:
  bulletY += speed;
  if (bulletY > MySurfaceView.screenH) {
  isDead = true;
  }
  break;
 //Boss疯狂状态下的8方向子弹逻辑
 case BULLET_BOSS:
  //Boss疯狂状态下的子弹逻辑待实现
  switch (dir) {
  //方向上的子弹
  case DIR_UP:
  bulletY -= speed;
  break;
  //方向下的子弹
  case DIR_DOWN:
  bulletY += speed;
  break;
  //方向左的子弹
  case DIR_LEFT:
  bulletX -= speed;
  break;
  //方向右的子弹
  case DIR_RIGHT:
  bulletX += speed;
  break;
  //方向左上的子弹
  case DIR_UP_LEFT:
  bulletY -= speed;
  bulletX -= speed;
  break;
  //方向右上的子弹
  case DIR_UP_RIGHT:
  bulletX += speed;
  bulletY -= speed;
  break;
  //方向左下的子弹
  case DIR_DOWN_LEFT:
  bulletX -= speed;
  bulletY += speed;
  break;
  //方向右下的子弹
  case DIR_DOWN_RIGHT:
  bulletY += speed;
  bulletX += speed;
  break;
  }
  //边界处理
  if (bulletY > MySurfaceView.screenH || bulletY <= -40 || bulletX > MySurfaceView.screenW || bulletX <= -40) {
  isDead = true;
  }
  break;
 }
 }
}

下面 新建BOSS类

创建BOSS


public class Boss {
 //Boss的血量
 public int hp = 50;
 //Boss的图片资源
 private Bitmap bmpBoss;
 //Boss坐标
 public int x, y;
 //Boss每帧的宽高
 public int frameW, frameH;
 //Boss当前帧下标
 private int frameIndex;
 //Boss运动的速度
 private int speed = 5;
 //Boss的运动轨迹
 //一定时间会向着屏幕下方运动,并且发射大范围子弹,(是否狂态)
 //正常状态下 ,子弹垂直朝下运动
 private boolean isCrazy;
 //进入疯狂状态的状态时间间隔
 private int crazyTime = 200;
 //计数器
 private int count;
 //Boss的构造函数
 public Boss(Bitmap bmpBoss) {
 this.bmpBoss = bmpBoss;
 frameW = bmpBoss.getWidth() / 10;
 frameH = bmpBoss.getHeight();
 //Boss的X坐标居中
 x = MySurfaceView.screenW / 2 - frameW / 2;
 y = 0;
 }
 //Boss的绘制
 public void draw(Canvas canvas, Paint paint) {
 canvas.save();
 canvas.clipRect(x, y, x + frameW, y + frameH);
 canvas.drawBitmap(bmpBoss, x - frameIndex * frameW, y, paint);
 canvas.restore();
 }
 //Boss的逻辑
 public void logic() {
 //不断循环播放帧形成动画
 frameIndex++;
 if (frameIndex >= 10) {
  frameIndex = 0;
 }
 //没有疯狂的状态
 if (isCrazy == false) {
  x += speed;
  if (x + frameW >= MySurfaceView.screenW) {
  speed = -speed;
  } else if (x <= 0) {
  speed = -speed;
  }
  count++;
  if (count % crazyTime == 0) {
  isCrazy = true;
  speed = 24;
  }
  //疯狂的状态
 } else {
  speed -= 1;
  //当Boss返回时创建大量子弹
  if (speed == 0) {
  //添加8方向子弹
  MySurfaceView.vcBulletBoss.add(new Bullet(MySurfaceView.bmpBossBullet, x+40, y+10, Bullet.BULLET_BOSS, Bullet.DIR_UP));
  MySurfaceView.vcBulletBoss.add(new Bullet(MySurfaceView.bmpBossBullet, x+40, y+10, Bullet.BULLET_BOSS, Bullet.DIR_DOWN));
  MySurfaceView.vcBulletBoss.add(new Bullet(MySurfaceView.bmpBossBullet, x+40, y+10, Bullet.BULLET_BOSS, Bullet.DIR_LEFT));
  MySurfaceView.vcBulletBoss.add(new Bullet(MySurfaceView.bmpBossBullet, x+40, y+10, Bullet.BULLET_BOSS, Bullet.DIR_RIGHT));
  MySurfaceView.vcBulletBoss.add(new Bullet(MySurfaceView.bmpBossBullet, x+40, y+10, Bullet.BULLET_BOSS, Bullet.DIR_UP_LEFT));
  MySurfaceView.vcBulletBoss.add(new Bullet(MySurfaceView.bmpBossBullet, x+40, y+10, Bullet.BULLET_BOSS, Bullet.DIR_UP_RIGHT));
  MySurfaceView.vcBulletBoss.add(new Bullet(MySurfaceView.bmpBossBullet, x+40, y+10, Bullet.BULLET_BOSS, Bullet.DIR_DOWN_LEFT));
  MySurfaceView.vcBulletBoss.add(new Bullet(MySurfaceView.bmpBossBullet, x+40, y+10, Bullet.BULLET_BOSS, Bullet.DIR_DOWN_RIGHT));
  }
  y += speed;
  if (y <= 0) {
  //恢复正常状态
  isCrazy = false;
  speed = 5;
  }
 }
 }
 //判断碰撞(Boss被主角子弹击中)
 public boolean isCollsionWith(Bullet bullet) {
 int x2 = bullet.bulletX;
 int y2 = bullet.bulletY;
 int w2 = bullet.bmpBullet.getWidth();
 int h2 = bullet.bmpBullet.getHeight();
 if (x >= x2 && x >= x2 + w2) {
  return false;
 } else if (x <= x2 && x + frameW <= x2) {
  return false;
 } else if (y >= y2 && y >= y2 + h2) {
  return false;
 } else if (y <= y2 && y + frameH <= y2) {
  return false;
 }
 return true;
 }
 //设置Boss血量
 public void setHp(int hp) {
 this.hp = hp;
 }
}

在主界面实例化 子弹 以及boss


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;
 
 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);
 }
 
 @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();
 }
 
 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>();
 }
 }
 
 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);
 }
 }
 
 @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;
 }
 
 @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);
 }
 
 @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);
 }
 
 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();
  }
 }
 }
 
 @Override
 public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {
 }
 
 @Override
 public void surfaceDestroyed(SurfaceHolder holder) {
 flag = false;
 }
}

以及胜利和失败页面

最后附上 MainActivit


public class MainActivity extends Activity {
 public static MainActivity instance;
 @Override
 public void onCreate(Bundle savedInstanceState) {
 super.onCreate(savedInstanceState);
 instance = this;
 //设置全屏
 this.getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN);
 requestWindowFeature(Window.FEATURE_NO_TITLE);
 //显示自定义的SurfaceView视图
 setContentView(new MySurfaceView(this));
 }
 @Override
 protected void onDestroy() {
 // TODO Auto-generated method stub
 MySurfaceView.gameState = MySurfaceView.GAME_MENU;
 super.onDestroy();
 }
}
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