Android子弹生成与碰撞以及爆炸效果 Android实战打飞机游戏之子弹生成与碰撞以及爆炸效果(5)

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Android子弹生成与碰撞以及爆炸效果 Android实战打飞机游戏之子弹生成与碰撞以及爆炸效果(5)

liudao7994   2021-03-22 我要评论
想了解Android实战打飞机游戏之子弹生成与碰撞以及爆炸效果(5)的相关内容吗,liudao7994在本文为您仔细讲解Android子弹生成与碰撞以及爆炸效果的相关知识和一些Code实例,欢迎阅读和指正,我们先划重点:Android打飞机子弹生成碰撞,Android打飞机爆炸效果,Android打飞机游戏,下面大家一起来学习吧。

Android实战打飞机游戏子弹生成,新建子弹类

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 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;
 case BULLET_BOSS:
 // Boss疯狂状态下的子弹逻辑待实现
 // 边界处理
 if (bulletY > MySurfaceView.screenH || bulletY <= -40
  || bulletX > MySurfaceView.screenW || bulletX <= -40) {
 isDead = true;
 }
 break;
 }
 }

}

在在MySurfacview里面调用 生成子弹主角的和自己的

package com.gsf;

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.SurfaceHolder.Callback;
import android.view.SurfaceView;

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;

 // 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;

 //
 private GameMenu gameMenu;
 private GameBg gameBg;

 private Player player;

 // 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;

 /**
 * 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);
 // 实例游戏背景
 gameBg = new GameBg(bmpBackGround);
 // 实例主角
 player = new Player(bmpPlayer, bmpPlayerHp);
 //敌机子弹容器实例
 vcBullet = new Vector<Bullet>();
 //主角子弹容器实例
 vcBulletPlayer = new Vector<Bullet>();
 // 实例敌机容器
 vcEnemy = new Vector<Enemy>();
 // 实例随机库
 random = new Random();
 }

 /**
 * 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:
  gameBg.draw(canvas, paint);
  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 {
  // boss 绘制

  }
  // 处理主角子弹绘制
  for (int i = 0; i < vcBulletPlayer.size(); i++) {
  vcBulletPlayer.elementAt(i).draw(canvas, paint);
  }

  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:
 player.onKeyDown(keyCode, event);
 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:
 player.onKeyUp(keyCode, event);
 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:
 gameBg.logic();
 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++;
  }
 }

 // 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();
  }
 }

 //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;
  }
  }
 }

 //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();
  }
 }
 }
 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;
 }
}

现在子弹碰撞主角 并没有发生事情 需要子弹和主角的碰撞检测

//修改Player类 添加碰撞检测
 // // 判断碰撞(主角与敌机子弹)
 public boolean isCollsionWith(Bullet bullet) {
 // 是否处于无敌时间
 if (isCollision == false) {
 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 + bmpPlayer.getWidth() <= x2) {
 return false;
 } else if (y >= y2 && y >= y2 + h2) {
 return false;
 } else if (y <= y2 && y + bmpPlayer.getHeight() <= y2) {
 return false;
 }
 // 碰撞即进入无敌状态
 isCollision = true;
 return true;
 // 处于无敌状态,无视碰撞
 } else {
 return false;
 }
 }

 在主界面 MySrufaceView 的逻辑函数中添加 主角和敌机子弹的碰撞

 //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;
  }
  }
 }

当然 主角的子弹碰撞了敌机 也需要进行碰撞检测 修改 敌机类 Enemy

 //判断碰撞(敌机与主角子弹碰撞)
 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;
 }
 //发生碰撞,让其死亡
 isDead = true;
 return true;
 }

在主视图中添加逻辑 主角子弹和敌机碰撞的逻辑

 //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 待完成
  }
 }

上面完成 的效果图

下面完成爆炸的效果

新建一个爆炸类 Boom

/**
 * 瞬间爆炸 类
 * @author liuml
 * @time 2016-6-1 上午11:32:56
 */
public class Boom {
 //爆炸效果资源图
 private Bitmap bmpBoom;
 //爆炸效果的位置坐标
 private int boomX, boomY;
 //爆炸动画播放当前的帧下标
 private int cureentFrameIndex;
 //爆炸效果的总帧数
 private int totleFrame;
 //每帧的宽高
 private int frameW, frameH;
 //是否播放完毕,优化处理
 public boolean playEnd;

 //爆炸效果的构造函数
 public Boom(Bitmap bmpBoom, int x, int y, int totleFrame) {
 this.bmpBoom = bmpBoom;
 this.boomX = x;
 this.boomY = y;
 this.totleFrame = totleFrame;
 frameW = bmpBoom.getWidth() / totleFrame;
 frameH = bmpBoom.getHeight();
 }

 //爆炸效果绘制
 public void draw(Canvas canvas, Paint paint) {
 canvas.save();
 canvas.clipRect(boomX, boomY, boomX + frameW, boomY + frameH);
 canvas.drawBitmap(bmpBoom, boomX - cureentFrameIndex * frameW, boomY, paint);
 canvas.restore();
 }

 //爆炸效果的逻辑
 public void logic() {
 if (cureentFrameIndex < totleFrame) {
 cureentFrameIndex++;
 } else {
 playEnd = true;
 }
 }
}

下面就还是老套路了 在主界面 声明爆炸容器 然后绘制 然后是逻辑实现

 package com.gsf;

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.SurfaceHolder.Callback;
import android.view.SurfaceView;

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;

 // 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;

 //
 private GameMenu gameMenu;
 private GameBg gameBg;

 private Player player;

 // 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;

 /**
 * 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);
 // 实例游戏背景
 gameBg = new GameBg(bmpBackGround);
 // 实例主角
 player = new Player(bmpPlayer, bmpPlayerHp);
 //敌机子弹容器实例
 vcBullet = new Vector<Bullet>();
 //主角子弹容器实例
 vcBulletPlayer = new Vector<Bullet>();
 // 实例敌机容器
 vcEnemy = new Vector<Enemy>();
 // 实例随机库
 random = new Random();
 //爆炸效果容器实例
 vcBoom = new Vector<Boom>();
 }

 /**
 * 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:
  gameBg.draw(canvas, paint);
  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);
  }
  //爆炸效果绘制
  for (int i = 0; i < vcBoom.size(); i++) {
  vcBoom.elementAt(i).draw(canvas, paint);
  }
  } else {
  // boss 绘制

  }
  // 处理主角子弹绘制
  for (int i = 0; i < vcBulletPlayer.size(); i++) {
  vcBulletPlayer.elementAt(i).draw(canvas, paint);
  }

  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:
 player.onKeyDown(keyCode, event);
 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:
 player.onKeyUp(keyCode, event);
 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:
 gameBg.logic();
 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++;
  }
 }

 // 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();
  }
 }

 //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;
  }
  }
 }

 //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();
  }
 }

 //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));
  }
  }
 }
 }
 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;
 }
}

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