android 2D 游戏的开发的方法

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                                 最近学习了android 2D 应用的开发,拿来和大家分享一下,学习2D 开发前我们先了解一下SurfaceView的使用以及贴图技术的使用,最后呢,是一个简单的2的游戏的实现。


 1.SurfaceView的一些用法


                     提供了一个专门的绘图渲染的图形嵌入在一个视图层次;SurfaceView负责将图形正确的显示在屏幕上,访问底层图形是通过SurfaceHolder提供接口,可通过调用getHolder(),图形创建SurfaceView的窗口是可见的;实现方法是surfaceCreated(SurfaceHolder)和surfaceDestroyed(SurfaceHolder)销毁图形

 


                    简单的例子如下

package com.nyist.wj;import android.app.Activity;import android.content.Context;import android.graphics.Canvas;import android.graphics.Color;import android.graphics.Paint;import android.graphics.Rect;import android.graphics.RectF;import android.graphics.Paint.Style;import android.os.Bundle;import android.view.SurfaceHolder;import android.view.SurfaceView;public class SurfaceViewActivity extends Activity {MySurfaceView mySurfaceView;/** Called when the activity is first created. */@Overridepublic void onCreate(Bundle savedInstanceState) {super.onCreate(savedInstanceState);mySurfaceView = new MySurfaceView(this);setContentView(mySurfaceView);}public class MySurfaceView extends SurfaceView implementsSurfaceHolder.Callback {SurfaceViewActivity surfaceViewActivity; // Activity的引用Paint paint; // 画笔的引用public MySurfaceView(Context context) // 构造器{super(context);this.surfaceViewActivity = (SurfaceViewActivity) context; // 拿到Activity引用this.getHolder().addCallback(this); // 设置生命周期回调接口的实现者paint = new Paint(); // 创建画笔paint.setAntiAlias(true); // 打开抗锯齿}@Overrideprotected void onDraw(Canvas canvas) // onDraw方法{paint.setColor(Color.WHITE); // 设置画笔颜色为白色canvas.drawRect(0, 0, getWidth(), getHeight(), paint); // 绘制白色矩形背景paint.reset(); // 清除画笔设置paint.setARGB(50, 0, 255, 0); // 设置画笔颜色和透明度paint.setStrokeWidth(5); // 设置画笔宽度RectF rf = new RectF(50, 100, 160, 180); // 创建一个矩形canvas.drawRect(rf, paint); // 绘制矩形paint.setARGB(50, 0, 0, 255); // 设置画笔颜色和透明度paint.setStyle(Style.STROKE); // 设置风格为边框paint.setStrokeWidth(5); // 设置画笔宽度Rect r = new Rect(200, 100, 300, 180); // 创建一个矩形canvas.drawRect(r, paint); // 画一个矩形边框paint.setColor(Color.RED); // 设置画笔颜色paint.setAntiAlias(true); // 打开抗锯齿canvas.drawCircle(100, 250, 30, paint);// 画一个圆paint.setColor(Color.YELLOW); // 设置画笔颜色rf = new RectF(200, 250, 300, 300); // 创建一个矩形canvas.drawOval(rf, paint); // 画一个椭圆,充满矩形paint.reset(); // 清除画笔设置paint.setColor(Color.RED); // 设置画笔颜色paint.setTextSize(40); // 设置文字大小paint.setStyle(Style.FILL_AND_STROKE);canvas.drawText("loading...", 50, 350, paint); // 画一个字符串}@Overridepublic void surfaceCreated(SurfaceHolder holder) // 创建时被调用{Canvas canvas = holder.lockCanvas(); // 获取画布try {synchronized (holder) {onDraw(canvas);} // 绘制} catch (Exception e) {e.printStackTrace();} finally {if (canvas != null) {holder.unlockCanvasAndPost(canvas);}}}@Overridepublic void surfaceDestroyed(SurfaceHolder holder) {} // 继承方法,空实现@Override// 继承方法,空实现public void surfaceChanged(SurfaceHolder holder, int format, int width,int height) {}}}

实现的效果是:

2.贴图技术的使用

    贴图技术主要包括图片的移动、旋转、透明度、等变化

下面是关于贴图技术的使用方法  首先是自定义的一个布局

 <com.nyist.wj.MysurfaceView        android:id="@+id/mysurfaceview"        android:layout_width="fill_parent"        android:layout_height="fill_parent" />

然后就是实现自定义布局引用的类

package com.nyist.wj;import android.content.Context;import android.graphics.Bitmap;import android.graphics.BitmapFactory;import android.graphics.Canvas;import android.graphics.Matrix;import android.graphics.Paint;import android.util.AttributeSet;import android.view.View;public class MysurfaceView extends View { Bitmap bitmap; Paint paint; public MysurfaceView(Context context,AttributeSet attributeSet) {  super(context,attributeSet);  // TODO Auto-generated constructor stub  this.initBitmap();   } public  void initBitmap() {  // TODO Auto-generated method stub  paint=new Paint();  bitmap=BitmapFactory.decodeResource(getResources(), R.drawable.ball);   } @Override protected void onDraw(Canvas canvas) {  // TODO Auto-generated method stub  super.onDraw(canvas);  //打开抗锯齿  paint.setAntiAlias(true);  canvas.drawBitmap(bitmap, 50,50,paint);  canvas.save();    Matrix matrix=new Matrix();  //移动  matrix.setTranslate(100, 100);  Matrix matrix2=new Matrix();//  旋转  matrix2.setRotate(50);  Matrix matrix3=new Matrix();  matrix3.setConcat(matrix, matrix2);  //缩放  matrix.setScale(0.5f, 0.5f);  matrix2.setConcat(matrix3, matrix);  canvas.drawBitmap(bitmap, matrix2, paint);  canvas.restore();  canvas.save();  paint.setAlpha(200);  matrix.setTranslate(150, 150);  //放大  matrix2.setScale(1.3f, 1.3f);  //设置总矩阵  matrix3.setConcat(matrix, matrix2);  canvas.drawBitmap(bitmap, matrix3, paint);  paint.reset();   } }


实现的效果如下   解释一下:这是横屏显示的结果,左上方是原图片大小  接着是缩放的和放大的图片

3.广告条的实现方法

广告虽不好,但是这确实为android开发者提供了一点微薄的力量,下面就看看广告条的开发

效果图:

实现的过程有自定义的View

<com.nyist.wj.myView        android:layout_width="fill_parent"        android:layout_height="50dip"        />

实现view的方法

package com.nyist.wj;import android.content.Context;import android.content.Intent;import android.content.res.Resources;import android.graphics.Bitmap;import android.graphics.BitmapFactory;import android.graphics.Canvas;import android.graphics.Matrix;import android.graphics.Paint;import android.os.Bundle;import android.util.AttributeSet;import android.view.MotionEvent;import android.view.View;public class myView extends View {Bitmap[] bitmap;int currentindex = 1;int time = 3000;boolean isAnima = false;Paint paint;int[] imageID;// 初始化图片数阻boolean initFlag = false;float prex, prey;int xoffset;public myView(Context context, AttributeSet attributeSet) {super(context, attributeSet);// TODO Auto-generated constructor stubthis.imageID = new int[] { R.drawable.test1, R.drawable.test2,R.drawable.test3, R.drawable.test4 };// 生成图片数组bitmap = new Bitmap[imageID.length];paint = new Paint();// 抗锯齿paint.setFlags(Paint.ANTI_ALIAS_FLAG);this.setOnTouchListener(null);new Thread() {public void run() {while (true) {if (!isAnima) {currentindex = (currentindex + 1) % imageID.length;}// 刷帧重绘myView.this.postInvalidate();try {Thread.sleep(time);} catch (Exception e) {// TODO: handthele exception}}};}.start();}public void initBitmap() {Resources resources = this.getResources();for (int i = 0; i < imageID.length; i++) {// ------------------------------// 实现图片 的缩放bitmap[i] = scaleChange(BitmapFactory.decodeResource(resources,imageID[i]));}}public static Bitmap scaleChange(Bitmap bitmap) {int w = bitmap.getWidth();int h = bitmap.getHeight();double xratio = (double) Constant.SCREEN_WIDTH / w;double yratio = 50.0 / h;// 生成矩阵Matrix matrix = new Matrix();matrix.postScale((float) xratio, (float) yratio);Bitmap result = Bitmap.createBitmap(bitmap, 0, 0, w, h, matrix, true);return result;}@Overridepublic void onDraw(Canvas canvas) {// TODO Auto-generated method stub// 第一次运行onDraw方法的时候,调用初始化图片数组的方法if (!initFlag) {initBitmap();initFlag = true;}if (canvas == null) {return;}if (!isAnima) {// -------------------------------------// 当没有播放动画时候绘制当前图片drawAD(canvas, xoffset, currentindex);}if (isAnima) {// 当向右滑动时候if (xoffset > 0) {int size = imageID.length;// 得到上一张图片的索引int preIndex = (currentindex - 1 + size) % size;// 根据x轴偏移量,算出上一张图片绘制时的x坐标int nextIndex = xoffset - Constant.SCREEN_WIDTH;// 绘制当前索引图片drawAD(canvas, xoffset, (preIndex + 1) % size);drawAD(canvas, nextIndex, preIndex);} // 当往左抹时else if (xoffset < 0) {int size = imageID.length;// 得到下一张图片的索引int preIndex = (currentindex + 1 + size) % size;int nextIndex = xoffset + Constant.SCREEN_WIDTH;// 绘制当前图片的索引drawAD(canvas, xoffset, (preIndex - 1 + size) % size);drawAD(canvas, nextIndex, preIndex);}}}public void drawAD(Canvas canvas, int offset, int Index) {canvas.drawBitmap(bitmap[Index], offset, 0, paint);}@Overridepublic boolean onTouchEvent(MotionEvent event) {// TODO Auto-generated method stubfloat x = event.getX();float y = event.getY();switch (event.getAction()) {case MotionEvent.ACTION_DOWN:prex = x;prey = y;System.out.println("------------------------------------");System.out.println("+++++++++++++++++++++++++++++++++++"+ currentindex);return true;case MotionEvent.ACTION_MOVE:if (!isAnima && Math.abs(x - prex) > 10) {isAnima = true;}if (isAnima) {xoffset = (int) (xoffset + x - prex);prex = x;prey = y;}this.postInvalidate();return true;case MotionEvent.ACTION_UP:if (isAnima) {if (x < Constant.SCREEN_WIDTH / 4 && xoffset < 0) {int size = imageID.length;currentindex = (currentindex + 1) % size;} else if (x > Constant.SCREEN_WIDTH * 3 / 4 && xoffset > 0) {int size = imageID.length;currentindex = (currentindex - 1 + size) % size;}}isAnima = false;xoffset = 0;this.postInvalidate();return true;}return false;}}


接着是在activity中的插入

package com.nyist.wj;import android.app.Activity;import android.content.pm.ActivityInfo;import android.os.Bundle;import android.util.DisplayMetrics;import android.view.Window;import android.view.WindowManager;public class GuangGaoActivity extends Activity {    /** Called when the activity is first created. */    @Override    public void onCreate(Bundle savedInstanceState) {        super.onCreate(savedInstanceState);        requestWindowFeature(Window.FEATURE_NO_TITLE);        getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,WindowManager.LayoutParams.FLAG_FULLSCREEN);//        setRequestedOrientation(ActivityInfo.SCREEN_ORIENTATION_LANDSCAPE);                        setContentView(R.layout.main);        DisplayMetrics displayMetrics=new DisplayMetrics();        getWindowManager().getDefaultDisplay().getMetrics(displayMetrics);        Constant.SCREEN_HEIGHT=displayMetrics.heightPixels;//获取具体的屏幕分辨率数值        Constant.SCREEN_WIDTH=displayMetrics.widthPixels;    }}

 

4.下面是介绍2D下简单的游戏开发

效果图如下

主要用到的SurfaceView 和贴图技术以及声音的处理

用到的处理方法共有5个类

1.BallGameActivity                        设置屏幕的相关属性

2.GameSurfaceView                    实现显示界面的设置

3.ThreadForDraw                       刷帧线程重新绘制游戏界面

4.ThreadForGo                            控制小球移动

5.ThreadForTimecControl         计算小球运行的时间

下面分别介绍每个类是如何实现的

1.BallGameActivity

package com.nyist.wj;import java.util.HashMap;import org.apache.http.auth.AUTH;import android.app.Activity;import android.content.Context;import android.media.AudioManager;import android.media.SoundPool;import android.os.Bundle;import android.view.Window;import android.view.WindowManager;public class BallGameActivity extends Activity {GameSurfaceView gameSurfaceView;// 声音缓冲池SoundPool soundPool;// 存放声音ID的 mapHashMap<Integer, Integer> soundpoolMap;/** Called when the activity is first created. */@Overridepublic void onCreate(Bundle savedInstanceState) {super.onCreate(savedInstanceState);// 初始化声音initSounds();// 设置全屏requestWindowFeature(Window.FEATURE_NO_TITLE);getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,WindowManager.LayoutParams.FLAG_FULLSCREEN);gameSurfaceView = new GameSurfaceView(this);setContentView(gameSurfaceView);// 循环播放音乐playSound(1, -1);}public void playSound(int sound, int loop) {// TODO Auto-generated method stub// 播放声音的方法AudioManager audioManager = (AudioManager) this.getSystemService(Context.AUDIO_SERVICE);float streamVolumeMax = audioManager.getStreamMaxVolume(audioManager.STREAM_MUSIC);float streamVolumeCurrent = audioManager.getStreamVolume(AudioManager.STREAM_MUSIC);float volume = streamVolumeCurrent / streamVolumeMax;// 参数 声音资源的ID 左声道 右声道 优先级 循环次数 回访速度soundPool.play(soundpoolMap.get(sound), volume, volume, 1, loop, 0.5f);}public void initSounds() {// TODO Auto-generated method stub// 参数 播放的个数 音频类型 播放的质量soundPool = new SoundPool(4, AudioManager.STREAM_MUSIC, 100);// 创建声音资源的MAPsoundpoolMap = new HashMap<Integer, Integer>();// 将加载声音的资源 放在map中soundpoolMap.put(1, soundPool.load(this, R.raw.bg, 1));}}


 

2.GameSurfaceView

package com.nyist.wj;import android.graphics.Bitmap;import android.graphics.BitmapFactory;import android.graphics.Canvas;import android.view.MotionEvent;import android.view.SurfaceHolder;import android.view.SurfaceView;public class GameSurfaceView extends SurfaceView implementsSurfaceHolder.Callback {BallGameActivity ballGameActivity;ThreadForTimecControl threadForTimecControl;ThreadForGo threadForGo;ThreadForDraw threadForDraw;int backSize = 16; // 背景块大小int screenWidth = 320; // 屏幕宽度int screenHeight = 480; // 屏幕高度int bannerWidth = 40; // 挡板宽度int bannerHeight = 6; // 挡板高度int bottomSpance = 16; // 下端留白int bannerSpan = 5; // 板每次移动的距离int ballSpan = 8; // 球每次移动的距离int ballSize = 16; // 小球大小int hintWidth = 100; // 游戏说明宽度int hintHeight = 20; // 游戏说明高度int status = 0; // 游戏状态控制 0-等待开始 1-进行中 2-游戏结束 3-游戏胜利int score = 0; // 得分int ballx; // 小球x坐标int bally; // 小球y坐标int direction = 0; // 小球方向int bannerX; // 挡板X坐标int bannerY; // 挡板Y坐标int scoreWidth = 32;Bitmap iback; // 背景图Bitmap[] iscore = new Bitmap[10];// 得分图Bitmap iball; // 小球用图Bitmap ibanner; // 挡板用图Bitmap ibegin; // 开始用图Bitmap igameover; // 游戏结束用图Bitmap iwin; // 游戏结束用图Bitmap iexit; // 退出用图Bitmap ireplay; // 重玩用图public GameSurfaceView(BallGameActivity ballGameActivity) {super(ballGameActivity);// 注册回调接口getHolder().addCallback(this);this.ballGameActivity = ballGameActivity;initBitmap();// /////////----------------------------------------------threadForDraw = new ThreadForDraw(this);// TODO Auto-generated constructor stub}public void initBitmap() {iback = BitmapFactory.decodeResource(getResources(), R.drawable.back);iscore[0] = BitmapFactory.decodeResource(getResources(), R.drawable.d0);iscore[1] = BitmapFactory.decodeResource(getResources(), R.drawable.d1);iscore[2] = BitmapFactory.decodeResource(getResources(), R.drawable.d2);iscore[3] = BitmapFactory.decodeResource(getResources(), R.drawable.d3);iscore[4] = BitmapFactory.decodeResource(getResources(), R.drawable.d4);iscore[5] = BitmapFactory.decodeResource(getResources(), R.drawable.d5);iscore[6] = BitmapFactory.decodeResource(getResources(), R.drawable.d6);iscore[7] = BitmapFactory.decodeResource(getResources(), R.drawable.d7);iscore[8] = BitmapFactory.decodeResource(getResources(), R.drawable.d8);iscore[9] = BitmapFactory.decodeResource(getResources(), R.drawable.d9);iball = BitmapFactory.decodeResource(getResources(), R.drawable.ball);ibanner = BitmapFactory.decodeResource(getResources(),R.drawable.banner);ibegin = BitmapFactory.decodeResource(getResources(), R.drawable.begin);igameover = BitmapFactory.decodeResource(getResources(),R.drawable.gameover);iwin = BitmapFactory.decodeResource(getResources(), R.drawable.win);iexit = BitmapFactory.decodeResource(getResources(), R.drawable.exit);ireplay = BitmapFactory.decodeResource(getResources(),R.drawable.replay);// 初始化小球位置及板X坐标initBallAndBanner();}public void initBallAndBanner() {// 初始化小球位置bally = screenHeight - bottomSpance - bannerHeight - ballSize;ballx = screenWidth / 2 - ballSize / 2;// 初始化板X坐标bannerX = screenWidth / 2 - bannerWidth / 2;bannerY = screenHeight - bottomSpance - bannerHeight;}public void replay() {if (status == 2 || status == 3) {// 初始化小球的位置initBallAndBanner();score = 0;status = 0;direction = 3;}}@Overrideprotected void onDraw(Canvas canvas) {// TODO Auto-generated method stubsuper.onDraw(canvas);// 清除背景int colum = screenWidth / backSize+ ((scoreWidth % backSize == 0) ?0:1);int rows = screenHeight / backSize+ ((screenHeight % backSize == 0) ? 0 : 1);for (int i = 0; i < rows; i++) {for (int j = 0; j < colum; j++) {canvas.drawBitmap(iback, 16*j, 16*i, null);}}// 绘制得分String scorestr = score + "";int loop = 3 - scorestr.length();for (int i = 0; i < loop; i++) {scorestr = "0" + scorestr;}int startX = screenWidth - scoreWidth * 3 - 10;for (int i = 0; i < 3; i++) {int tempScore = scorestr.charAt(i) - '0';canvas.drawBitmap(iscore[tempScore], startX + i * scoreWidth, 5,null);}// 绘制小球canvas.drawBitmap(iball, ballx, bally, null);// 绘制板canvas.drawBitmap(ibanner, bannerX, bannerY, null);// 绘制开始提示if (status == 0) {canvas.drawBitmap(ibegin, screenWidth / 2 - hintWidth / 2,screenHeight / 2 - hintHeight / 2, null);}// 绘制失败提示if (status == 2) {canvas.drawBitmap(igameover, screenWidth / 2 - hintWidth / 2,screenHeight / 2 - hintHeight / 2, null);}// 绘制胜利提示if (status == 3) {canvas.drawBitmap(iwin, screenWidth / 2 - hintWidth / 2,screenHeight / 2 - hintHeight / 2, null);}// 绘制退出提示canvas.drawBitmap(iexit, screenWidth - 32, screenHeight - 16, null);// /绘制重玩提示if (status == 2 || status == 3) {canvas.drawBitmap(ireplay, 0, screenHeight - 16, null);}}@Overridepublic boolean onTouchEvent(MotionEvent event) {int x = (int) event.getX();int y = (int) event.getY();if (x < screenWidth && x > screenWidth - 32 && y < screenHeight&& y > screenHeight - 16) {// ----------------------------------------------------------// 按下退出选项退出系统ballGameActivity.soundPool.stop(1);System.exit(0);}// 等待状态if (status == 0) {status = 1;// ----------------------------------------------threadForTimecControl = new ThreadForTimecControl(this);threadForGo = new ThreadForGo(this);threadForTimecControl.start();threadForGo.start();} else if (status == 1) {bannerX = x;} else if (status == 2 || status == 3) {if (x < 32 && x > 0 && y < screenHeight && y > screenHeight - 16) {//按下重玩replay();}}// TODO Auto-generated method stubreturn super.onTouchEvent(event);}@Overridepublic void surfaceChanged(SurfaceHolder holder, int format, int width,int height) {// TODO Auto-generated method stub}@Overridepublic void surfaceCreated(SurfaceHolder holder) {// TODO Auto-generated method stub// ----------------------------------// 创建时候启动相关进程this.threadForDraw.flag = true;threadForDraw.start();}@Overridepublic void surfaceDestroyed(SurfaceHolder holder) {// 释放相应的进程boolean retry = true;this.threadForDraw.flag = false;// 不断的循环知道刷帧结束while (retry) {try {threadForDraw.join();retry = false;} catch (InterruptedException e) {// TODO: handle exception}}}}


 

3.ThreadForDraw

package com.nyist.wj;import android.graphics.Canvas;import android.view.SurfaceHolder;public class ThreadForDraw extends Thread {boolean flag=true;int sleep=100;GameSurfaceView gameSurfaceView;SurfaceHolder surfaceHolder;public ThreadForDraw (GameSurfaceView gameSurfaceView){this.gameSurfaceView=gameSurfaceView;this.surfaceHolder=gameSurfaceView.getHolder();}@Overridepublic void run() {// TODO Auto-generated method stubCanvas canvas;while (this.flag) {canvas=null;try {canvas=this.surfaceHolder.lockCanvas(null);synchronized (this.surfaceHolder) {gameSurfaceView.onDraw(canvas);}} catch (Exception e) {}finally{if (canvas!=null) {this.surfaceHolder.unlockCanvasAndPost(canvas);}}try {Thread.sleep(sleep);} catch (Exception e) {// TODO: handle exception}}super.run();}}


 

4.ThreadForGo

package com.nyist.wj;//游戏过程中移动小球的线程public class ThreadForGo extends Thread {// 设置线程执行的标志boolean flag = true;// 游戏界面的引用GameSurfaceView gameSurfaceView;public ThreadForGo(GameSurfaceView gameSurfaceView) {this.gameSurfaceView = gameSurfaceView;}@Overridepublic void run() {// TODO Auto-generated method stubwhile (flag) {switch (gameSurfaceView.direction) {case 0:// 右上控制当前方向移动球gameSurfaceView.ballx = gameSurfaceView.ballx+ gameSurfaceView.ballSpan;gameSurfaceView.bally = gameSurfaceView.bally- gameSurfaceView.ballSpan;// 判断是否碰壁if (gameSurfaceView.ballx >= gameSurfaceView.screenWidth- gameSurfaceView.ballSize) {// 碰到上壁gameSurfaceView.direction = 3;} else if (gameSurfaceView.bally <= 0) {gameSurfaceView.direction = 1;}break;case 1:// 右下gameSurfaceView.ballx = gameSurfaceView.ballx+ gameSurfaceView.ballSpan;gameSurfaceView.bally = gameSurfaceView.bally+ gameSurfaceView.ballSpan;// 碰到下壁if (gameSurfaceView.bally >= gameSurfaceView.screenHeight- gameSurfaceView.bannerHeight- gameSurfaceView.bottomSpance- gameSurfaceView.ballSize) {// /-----------------------------------------checkCollision(1);// 碰到右臂} else if (gameSurfaceView.ballx >= gameSurfaceView.screenWidth- gameSurfaceView.ballSize) {gameSurfaceView.direction = 2;}break;case 2:// 左下gameSurfaceView.ballx = gameSurfaceView.ballx- gameSurfaceView.ballSpan;gameSurfaceView.bally = gameSurfaceView.bally+ gameSurfaceView.ballSpan;// 碰到下壁if (gameSurfaceView.bally >= gameSurfaceView.screenHeight- gameSurfaceView.bannerHeight- gameSurfaceView.bottomSpance- gameSurfaceView.ballSize) {// ////////////////////-----------------------------------checkCollision(2);}// 碰到左壁else if (gameSurfaceView.ballx <= 0) {gameSurfaceView.direction = 1;}break;case 3:gameSurfaceView.ballx = gameSurfaceView.ballx- gameSurfaceView.ballSpan;gameSurfaceView.bally = gameSurfaceView.bally- gameSurfaceView.ballSpan;// /碰到左壁if (gameSurfaceView.ballx <= 0) {gameSurfaceView.direction = 0;}// 碰到上壁else if (gameSurfaceView.bally <= 0) {gameSurfaceView.direction = 2;}break;default:break;}try {Thread.sleep(100);} catch (Exception e) {// TODO: handle exception}}}public void checkCollision(int dirction) {if (gameSurfaceView.ballx >= gameSurfaceView.bannerX- gameSurfaceView.ballSize&& gameSurfaceView.ballx <= gameSurfaceView.bannerX+ gameSurfaceView.bannerWidth) {switch (dirction) {case 1:gameSurfaceView.direction = 0;break;case 2:gameSurfaceView.direction = 3;break;default:break;}} else {// 没有碰到板gameSurfaceView.threadForTimecControl.flag = false;gameSurfaceView.threadForGo.flag = false;gameSurfaceView.status = 2;}}}


 

 

 5.ThreadForTimecControl

 

package com.nyist.wj;public class ThreadForTimecControl extends Thread {//计算生存时间的线程//判断是否胜利的值int highest = 200;//游戏界面的引入GameSurfaceView gameSurfaceView;//线程标志位boolean flag = true;public ThreadForTimecControl(GameSurfaceView gameSurfaceView) {this.gameSurfaceView = gameSurfaceView;}@Overridepublic void run() {// TODO Auto-generated method stubwhile(flag){gameSurfaceView.score++;if (gameSurfaceView.score==highest) {//游戏胜利gameSurfaceView.status=3;//----------------------------------------gameSurfaceView.threadForTimecControl.flag=false;gameSurfaceView.threadForGo.flag=false;}try {Thread.sleep(1000);} catch (Exception e) {// TODO: handle exception}}}}



 

ps:个人总结

小球的初始位置确定

代码是

// 初始化小球位置bally = screenHeight - bottomSpance - bannerHeight - ballSize;ballx = screenWidth / 2 - ballSize / 2;// 初始化板X坐标bannerX = screenWidth / 2 - bannerWidth / 2;bannerY = screenHeight - bottomSpance - bannerHeight;


 

 

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