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  • 【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)

    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~

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    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:

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    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:

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    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:

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    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);
      }

              本章源码下载: ”Himi-Android游戏框架源码.rar”      下载地址: http://vdisk.weibo.com/s/hq1dQ

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  • 原文地址:https://www.cnblogs.com/daichangya/p/12959941.html
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