java – 改善太空外星人的移动
发布时间:2020-05-24 12:35:03 所属栏目:Java 来源:互联网
导读:我编写了一个受Space Invaders和Moon Patrol启发的迷你Android游戏场景.可以水平拍摄外星人(见上文). 也可以垂直射击外星人(见下文). 但是添加外星人并没有“扩展”,例如15个外星人在所有可能的碰撞中移动将是非常困难的.最初的太空入侵者和月球巡逻队解决了
|
我编写了一个受Space Invaders和Moon Patrol启发的迷你Android游戏场景.可以水平拍摄外星人(见上文). 也可以垂直射击外星人(见下文). 但是添加外星人并没有“扩展”,例如15个外星人在所有可能的碰撞中移动将是非常困难的.最初的太空入侵者和月球巡逻队解决了这个问题,是否有可能制定出与我使用的战略不同的战略?外星人的确切运动并不重要,只是它“有趣”. import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.Rect;
import android.support.v4.view.MotionEventCompat;
import android.util.Log;
import android.view.MotionEvent;
import android.view.SurfaceHolder;
import android.view.SurfaceView;
import java.util.ArrayList;
import java.util.List;
public class ParallaxView extends SurfaceView implements Runnable {
List<Background> backgrounds;
private volatile boolean running;
private Thread gameThread = null;
// For drawing
private Paint paint;
private Canvas canvas;
private SurfaceHolder ourHolder;
// Holds a reference to the Activity
Context context;
// Control the fps
long fps = 60;
// Screen resolution
int screenWidth;
int screenHeight;
private void update() {
// Update all the background positions
for (Background bg : backgrounds) {
bg.update(fps);
}
}
ParallaxView(Context context,int screenWidth,int screenHeight) {
super(context);
this.context = context;
this.screenWidth = screenWidth;
this.screenHeight = screenHeight;
// Initialize our drawing objects
ourHolder = getHolder();
paint = new Paint();
// Initialize our array list
backgrounds = new ArrayList<>();
//load the background data into the Background objects and
// place them in our GameObject arraylist
backgrounds.add(new Background(
this.context,screenWidth,screenHeight,"bg",120,50));
backgrounds.add(new Background(
this.context,"grass",70,110,200));
// Add more backgrounds here
}
@Override
public void run() {
while (running) {
long startFrameTime = System.currentTimeMillis();
update();
if (j > 2000) {
j = -50;
k = 0;
}
if (o > 2000) {
o = -50;
l = 0;
}
draw();
// Calculate the fps this frame
long timeThisFrame = System.currentTimeMillis() - startFrameTime;
if (timeThisFrame >= 1) {
fps = 1000 / timeThisFrame;
}
}
}
int numberOfshots = 1;
int[] i = new int[200];
int j = 0;
int k = 0;
int l = 0;
int m = 0;
int o = 0;
boolean down = true;
long lastTurn = System.currentTimeMillis();
int xbuggy = 0;
int xbuggy2 = 0;
boolean down2 = true;
long lastTurn2 = System.currentTimeMillis();
long lastTurn3 = System.currentTimeMillis();
boolean jump = false;
boolean shoot = false;
int ind = 0;
private void draw() {
if (ourHolder.getSurface().isValid()) {
//First we lock the area of memory we will be drawing to
canvas = ourHolder.lockCanvas();
if (jump) {
xbuggy = xbuggy + 4;
}
if (shoot) {
xbuggy2 = xbuggy2 + 4;
}
if (System.currentTimeMillis() - lastTurn3 >= 1000) {
// Change direction here
jump = false;
lastTurn3 = System.currentTimeMillis();
xbuggy = 0;
}
//draw a background color
canvas.drawColor(Color.argb(255,0));
// Draw the background parallax
drawBackground(0);
// Draw the rest of the game
paint.setTextSize(60);
paint.setColor(Color.argb(255,255,255));
//canvas.drawText("MOONPATROL3000",350,screenHeight / 100 * 5,paint);
int resID = context.getResources().getIdentifier("vehicle","drawable",context.getPackageName());
int alienResID = context.getResources().getIdentifier("object3_hdpi",context.getPackageName());
int alienResID2 = context.getResources().getIdentifier("object2_hdpi",context.getPackageName());
int alienResID3 = context.getResources().getIdentifier("object1_hdpi",context.getPackageName());
// Load the bitmap using the id
Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(),resID);
Bitmap alienbitmap = BitmapFactory.decodeResource(context.getResources(),alienResID);
Bitmap alienbitmap2 = BitmapFactory.decodeResource(context.getResources(),alienResID2);
Bitmap alienbitmap3 = BitmapFactory.decodeResource(context.getResources(),alienResID3);
//paint.setTextSize(220);
for (int i1 = 0; i1 < numberOfshots; i1++) {
// if horizontal missile hits alien 0
if (java.lang.Math.abs(j - i[i1]) * 2 < (alienbitmap.getWidth() + 60) && java.lang.Math.abs(k +150+ screenHeight / 100 * 45 - (float) (screenHeight * 0.61)) * 2 < (alienbitmap.getHeight() + 60)) {
//y1[i2] = -random.nextInt(1000); // reset to new vertical position
//score += 1;
//onScoreListener.onScore(score);
Log.d("missile","missile hit! ");
j=-200;
}
// if vertical missile hits alien 0
if (java.lang.Math.abs(j - 185) * 2 < (alienbitmap.getWidth() + 60) && java.lang.Math.abs(j + 150 + screenHeight / 100 * 45 - (screenHeight / 100 * 95 - i[i1] - xbuggy2)) * 2 < (alienbitmap.getHeight() + 60)) {
//y1[i2] = -random.nextInt(1000); // reset to new vertical position
//score += 1;
//onScoreListener.onScore(score);
Log.d("missile","missile hit! ");
j=-200;
}
// if horizontal missile hits alien 1,right now this won't happen
if (java.lang.Math.abs(j - i[i1]) * 2 < (alienbitmap.getWidth() + 60) && java.lang.Math.abs(k +150+ screenHeight / 100 * 45 - (float) (screenHeight * 0.61)) * 2 < (alienbitmap.getHeight() + 60)) {
//y1[i2] = -random.nextInt(1000); // reset to new vertical position
//score += 1;
//onScoreListener.onScore(score);
Log.d("missile","missile hit! ");
j=-200;
}
// if vertical missile hits alien 1
if (java.lang.Math.abs(o + 10 - 185) * 2 < (alienbitmap.getWidth() + 60) && java.lang.Math.abs(l + screenHeight / 100 * 25 - (screenHeight / 100 * 95 - i[i1] - xbuggy2)) * 2 < (alienbitmap.getHeight() + 60)) {
//y1[i2] = -random.nextInt(1000); // reset to new vertical position
//score += 1;
//onScoreListener.onScore(score);
Log.d("missile","missile hit! ");
o=-200;
}
canvas.drawText("o",i[i1],(float) (screenHeight * 0.61),paint);
canvas.drawText("o",185,screenHeight / 100 * 95 - i[i1] - xbuggy2,paint);
if (i1 == numberOfshots - 1 && i[i1] > screenWidth) {
if (numberOfshots > 0) numberOfshots--;
if (ind > 0) ind--;
}
}
if (System.currentTimeMillis() - lastTurn >= 2000) {
// Change direction here
down = !down;
lastTurn = System.currentTimeMillis();
}
if (System.currentTimeMillis() - lastTurn2 >= 7000) {
// Change direction here
down2 = !down2;
lastTurn2 = System.currentTimeMillis();
}
canvas.drawBitmap(alienbitmap,j,k +150+ screenHeight / 100 * 45,paint);
canvas.drawBitmap(alienbitmap2,o + 10,l + screenHeight / 100 * 25,paint);
//canvas.drawBitmap(alienbitmap3,j+20,k+screenHeight / 100 * 5,paint);
drawBackground(1);
canvas.drawBitmap(bitmap,50,(float) (screenHeight * 0.5) - xbuggy,paint);
// Draw the foreground parallax
for (int n = 0; n < numberOfshots; n++)
i[n] = i[n] + 20;
j = j + 10;
o = o + 7;
if (!down)
k=k+2;
else
k=k-2;
if (!down2)
l++;
else
l--;
// Unlock and draw the scene
ourHolder.unlockCanvasAndPost(canvas);
}
}
// Clean up our thread if the game is stopped
public void pause() {
running = false;
try {
gameThread.join();
} catch (InterruptedException e) {
// Error
}
}
// Make a new thread and start it
// Execution moves to our run method
public void resume() {
running = true;
gameThread = new Thread(this);
gameThread.start();
}
private void drawBackground(int position) {
// Make a copy of the relevant background
Background bg = backgrounds.get(position);
// define what portion of images to capture and
// what coordinates of screen to draw them at
// For the regular bitmap
Rect fromRect1 = new Rect(0,bg.width - bg.xClip,bg.height);
Rect toRect1 = new Rect(bg.xClip,bg.startY,bg.width,bg.endY);
// For the reversed background
Rect fromRect2 = new Rect(bg.width - bg.xClip,bg.height);
Rect toRect2 = new Rect(0,bg.xClip,bg.endY);
//draw the two background bitmaps
if (!bg.reversedFirst) {
canvas.drawBitmap(bg.bitmap,fromRect1,toRect1,paint);
canvas.drawBitmap(bg.bitmapReversed,fromRect2,toRect2,paint);
} else {
canvas.drawBitmap(bg.bitmap,paint);
}
}
// Because we call this from onTouchEvent,this code will be executed for both
// normal touch events and for when the system calls this using Accessibility
@Override
public boolean performClick() {
super.performClick();
launchMissile();
return true;
}
private void launchMissile() {
i[ind] = 350;
ind++;
xbuggy2 = 0;
shoot = true;
}
// event listener for when the user touches the screen
@Override
public boolean onTouchEvent(MotionEvent event) {
boolean gameOver = false;
//if (paused) {
// paused = false;
/ |
