【Android游戏开发之四】基础的Android 游戏框架(一个游戏角色在屏幕行走的demo)

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本站文章均为 李华明Himi 原创,转载务必在明显处注明:(作者新浪微博: @李华明Himi ) 

转载自【黑米GameDev街区】 原文链接: http://www.himigame.com/android-game/298.html 

其实上一篇分析surfaceview的文章就是一个简单的游戏框架了,当然这里再强调一下,简单的游戏框架,以不要高手们不要乱喷哦 :kl: ~

这个Demo是给群里一童鞋写的一个对图片操作以及按键处理,游戏简单框架的一个demo,这里放出给大家分享~

package com.himi;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.util.Log;import android.view.KeyEvent;import android.view.SurfaceHolder;import android.view.SurfaceView;import android.view.SurfaceHolder.Callback;public class MySurfaceView extends SurfaceView implements Callback, Runnable {    private Thread th = new Thread(this);    private SurfaceHolder sfh;    private int SH, SW;    private Canvas canvas;    private Paint p;    private Paint p2;    private Resources res;    private Bitmap bmp;    private int bmp_x = 100, bmp_y = 100;    private boolean UP, DOWN, LEFT, RIGHT;    private int animation_up[] = { 3, 4, 5 };    private int animation_down[] = { 0, 1, 2 };    private int animation_left[] = { 6, 7, 8 };    private int animation_right[] = { 9, 10, 11 };    private int animation_init[] = animation_down;    private int frame_count;    public MySurfaceView(Context context) {        super(context);        this.setKeepScreenOn(true);        res = this.getResources();        bmp = BitmapFactory.decodeResource(res, R.drawable.enemy1);        sfh = this.getHolder();        sfh.addCallback(this);        p = new Paint();        p.setColor(Color.YELLOW);        p2 = new Paint();        p2.setColor(Color.RED);        p.setAntiAlias(true);        setFocusable(true);  //备注1    }    public void surfaceCreated(SurfaceHolder holder) {        SH = this.getHeight();        SW = this.getWidth();        th.start();    }    public void draw() {        canvas = sfh.lockCanvas();        canvas.drawRect(0, 0, SW, SH, p);   //备注2        canvas.save();   //备注3        canvas.drawText("Himi", bmp_x-2, bmp_y-10, p2);        canvas.clipRect(bmp_x, bmp_y, bmp_x + bmp.getWidth() / 13, bmp_y+bmp.getHeight());        if (animation_init == animation_up) {            canvas.drawBitmap(bmp, bmp_x - animation_up[frame_count] * (bmp.getWidth() / 13), bmp_y, p);        } else if (animation_init == animation_down) {            canvas.drawBitmap(bmp, bmp_x - animation_down[frame_count] * (bmp.getWidth() / 13), bmp_y, p);        } else if (animation_init == animation_left) {            canvas.drawBitmap(bmp, bmp_x - animation_left[frame_count] * (bmp.getWidth() / 13), bmp_y, p);        } else if (animation_init == animation_right) {            canvas.drawBitmap(bmp, bmp_x - animation_right[frame_count] * (bmp.getWidth() / 13), bmp_y, p);        }        canvas.restore();  //备注3        sfh.unlockCanvasAndPost(canvas);    }    public void cycle() {        if (DOWN) {            bmp_y += 5;        } else if (UP) {            bmp_y -= 5;        } else if (LEFT) {            bmp_x -= 5;        } else if (RIGHT) {            bmp_x += 5;        }        if (DOWN || UP || LEFT || RIGHT) {            if (frame_count < 2) {                frame_count++;            } else {                frame_count = 0;            }        }        if (DOWN == false && UP == false && LEFT == false && RIGHT == false) {            frame_count = 0;        }    }    @Override    public boolean onKeyDown(int key, KeyEvent event) {        if (key == KeyEvent.KEYCODE_DPAD_UP) {            if (UP == false) {                animation_init = animation_up;            }            UP = true;        } else if (key == KeyEvent.KEYCODE_DPAD_DOWN) {            if (DOWN == false) {                animation_init = animation_down;            }            DOWN = true;        } else if (key == KeyEvent.KEYCODE_DPAD_LEFT) {            if (LEFT == false) {                animation_init = animation_left;            }            LEFT = true;        } else if (key == KeyEvent.KEYCODE_DPAD_RIGHT) {            if (RIGHT == false) {                animation_init = animation_right;            }            RIGHT = true;        }        return super.onKeyDown(key, event);    }    /* (non-Javadoc)     * @see android.view.View#onKeyUp(int, android.view.KeyEvent)     */    @Override    public boolean onKeyUp(int keyCode, KeyEvent event) {        if (DOWN) {            DOWN = false;        } else if (UP) {            UP = false;        } else if (LEFT) {            LEFT = false;        } else if (RIGHT) {            RIGHT = false;        }        return super.onKeyUp(keyCode, event);    }    @Override    public void run() {        // TODO Auto-generated method stub        while (true) {            draw();            cycle();            try {                Thread.sleep(100);            } catch (Exception ex) {            }        }    }    @Override    public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {        // TODO Auto-generated method stub    }    @Override    public void surfaceDestroyed(SurfaceHolder holder) {        // TODO Auto-generated method stub    }}

备注1

此方法是用来响应按键!如果是自己定义一个继承自View的类,重新实现onKeyDown方法后,只有当该View获得焦点时才会调用onKeyDown方法,Actvity中的onKeyDown方法是当所有控件均没有处理该按键事件时,才会调用.

 备注2

   这里也是对屏幕进行刷屏操作,其实这也只是一种,之前文章里我也用到drawRGB的方法同样实现,当然也可以用fillRect等来刷屏。

那么这里我想说下,在继承view中,因为onDraw方法是系统自动调用的,不像在surfaceview这里这样去在run里面自己去不断调用,在view中我们可以抵用 invalidate()/postInvalidate() 这两种方法实现让系统调用onDraw方法,这里也是和surfaceview中的不同之一!

 备注3

   这里canvas.save();和canvas.restore();是两个相互匹配出现的,作用是用来保存画布的状态和取出保存的状态的。这里稍微解释一下,

当我们对画布进行旋转,缩放,平移等操作的时候其实我们是想对特定的元素进行操作,比如图片,一个矩形等,但是当你用canvas的方法来进行这些操作的时候,其实是对整个画布进行了操作,那么之后在画布上的元素都会受到影响,所以我们在操作之前调用canvas.save()来保存画布当前的状态,当操作之后取出之前保存过的状态,这样就不会对其他的元素进行影响

对于 canvas.save();和canvas.restore();  还有不少童鞋不懂,OK、我再补充点:

代码段1:

public void draw() {  Canvas canvas = sfh.lockCanvas();  canvas.drawColor(Color.BLACK);  canvas.drawBitmap(bmp1, 0,0,paint);  canvas.save();  canvas.scale(1.5f, 1.5f);  canvas.restore();  canvas.drawBitmap(bmp2, 0,0,paint);  sfh.unlockCanvasAndPost(canvas);}

代码段2:

public void draw() {  Canvas canvas = sfh.lockCanvas();  canvas.drawColor(Color.BLACK);  canvas.drawBitmap(bmp1, 0,0,paint);  canvas.scale(1.5f, 1.5f);  canvas.drawBitmap(bmp2, 0,0,paint);  sfh.unlockCanvasAndPost(canvas);}

上面这两个代码片段中我们都假设有两张图片 bmp1和bmp2,并且都画在画布上!

那么代码段1和代码段2的不同:

代码段1中我们进行画布缩放的之前保存了画布状态,做了缩放操作之后又取出之前保存的状态,这样做是为了保证bmp2正常画出来不受到缩放的影响!

代码段2里,画了bmp1后就执行了缩放操作,并且没有保存状态!紧接着画了bmp2,那么bmp2也会一样受到缩放的影响!!

所以我们如果单独处理一张图片的时候,而且不想影响其他部分的绘制,那么应该如下来做:

public void draw() {    Canvas canvas = sfh.lockCanvas();    canvas.drawColor(Color.BLACK);    canvas.drawBitmap(bmp1, 0,0,paint);    canvas.save();    canvas.scale(1.5f, 1.5f);    canvas.drawBitmap(bmp2, 0,0,paint);    canvas.restore();    sfh.unlockCanvasAndPost(canvas);  }

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