Android|Android 2d游戏开发之贪吃蛇基于surfaceview
前两个游戏是基于View游戏框架的,View游戏框架只适合做静止的,异步触发的游戏,如果做一直在动的游戏,View的效率就不高了,我们需要一种同步触发的游戏框架,也就是surfaceview游戏框架,你可能会问,什么乱七八糟的,啥叫同步?啥叫异步?。。。我就不告诉你。。。我们先看一下这个同步框架,看看骚年你能不能自己领悟。
GameView.java(继承自SurfaceView)
package com.next.eatsnake; import android.content.Context; import android.graphics.Canvas; import android.graphics.Color; import android.graphics.Paint; import android.view.MotionEvent; import android.view.SurfaceHolder; import android.view.SurfaceView; import android.view.View; import android.view.View.OnTouchListener; import java.util.Random; /** * Created by Next on 2016/3/24 0024. */public class GameView extends SurfaceView implements SurfaceHolder.Callback,OnTouchListener,Runnable {enum GameState{Menu,Playing,Over; }GameState gameState; //游戏状态Thread thread; //游戏线程Boolean flag; //游戏循环控制标志Canvas canvas; //画布Paint paint; //画笔SurfaceHolder holder; //SurfaceView控制句柄Random random; //随机数NextEvent nextEvent; //游戏输入事件int scrW,scrH; //屏幕的宽和高public GameView(Context context) {super(context); gameState = GameState.Menu; flag = true; paint = new Paint(); paint.setAntiAlias(true); //笔迹平滑thread = new Thread(this); random = new Random(); nextEvent = new NextEvent(); holder = this.getHolder(); holder.addCallback(this); this.setOnTouchListener(this); setKeepScreenOn(true); scrW = ((MainActivity)context).getWindowManager().getDefaultDisplay().getWidth(); scrH = ((MainActivity)context).getWindowManager().getDefaultDisplay().getHeight(); }@Overridepublic boolean onTouch(View v, MotionEvent event) {if (event.getAction() == MotionEvent.ACTION_DOWN) {nextEvent.setDownX((int) event.getX()); nextEvent.setDownY((int) event.getY()); }else if (event.getAction() == MotionEvent.ACTION_UP) {nextEvent.setUpX((int) event.getX()); nextEvent.setUpY((int) event.getY()); }return true; }private void mLogic(){switch (gameState){case Menu:menuLogic(); break; case Playing:playingLogic(); break; case Over:overLogic(); break; }nextEvent.init(); //每次逻辑循环后,清空事件}private void menuLogic(){if(nextEvent.getUpX() > 0){gameState = GameState.Playing; }}private void playingLogic(){if(nextEvent.getDir() == NextEvent.DOWN){gameState = GameState.Over; }}private void overLogic(){if(nextEvent.getDir() == NextEvent.RIGHT){gameState = GameState.Menu; }}private void mDraw(){try {canvas = holder.lockCanvas(); canvas.drawColor(Color.WHITE); switch (gameState){case Menu:menuDraw(canvas); break; case Playing:playingDraw(canvas); break; case Over:overDraw(canvas); break; }}catch (Exception e){e.printStackTrace(); }finally {holder.unlockCanvasAndPost(canvas); }}private void menuDraw(Canvas canvas){paint.setColor(Color.RED); paint.setTextSize(50); canvas.drawText("I am in menu.Touch me to next scence",100,100,paint); }private void playingDraw(Canvas canvas){paint.setColor(Color.RED); paint.setTextSize(50); canvas.drawText("I am in playing,Slide down to next scence ",100,100,paint); }private void overDraw(Canvas canvas){paint.setColor(Color.RED); paint.setTextSize(50); canvas.drawText("I am in over,Slide right to next scence",100,100,paint); }//这里就是同步触发机制了//每一个时钟周期,执行一次逻辑方法和绘图方法@Overridepublic void run() {while(flag){mLogic(); mDraw(); try {Thread.sleep(500); }catch (Exception e){e.printStackTrace(); }}}//SurfaceView创建时调用@Overridepublic void surfaceCreated(SurfaceHolder holder) {thread.start(); }//SurfaceView发生改变时调用@Overridepublic void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {}//SurfaceView销毁时调用@Overridepublic void surfaceDestroyed(SurfaceHolder holder) {flag = false; }}
这只是一个游戏框架,还没有往里写任何内容,但根据我的经验(虽然我也没有很多经验),这里已经包括了所有游戏(这里特指小游戏-_-)的主体框架代码,有了这个框架,我们就只需要写游戏的逻辑和绘图方法了,不用纠结怎么搭建游戏框架了。
这里我还加了一个NextEvent的方法,在里面我封装了上个游戏用到的滑动手势,在这个挨踢圈里,人们最常说的一句话就是:不要重复造轮子。当我们看到写了很多重复代码时,就是我们需要精简的时候了。
上代码:
NextEvent.java
package com.next.eatsnake; /** * Created by Next on 2016/3/24 0024. */public class NextEvent {public static final int LEFT = 1; public static final int RIGHT = 2; public static final int UP = 3; public static final int DOWN = 4; public static final int QUIET = -1; //没有滑动private int dir; private int downX,downY,upX,upY; public NextEvent(){init(); }public void init(){this.dir = QUIET; this.downX = -1; this.downY = -1; this.upX = -1; this.upY = -1; }public int getDir(){float offsetX,offsetY; offsetX = upX - downX; offsetY = upY - downY; if (Math.abs(offsetX) > Math.abs(offsetY)) {if (offsetX > 5 ) {dir = RIGHT; }else if (offsetX < -5) {dir = LEFT; }}else {if (offsetY > 5) {dir = DOWN; }else if (offsetY < -5) {dir = UP; }}return dir; }public int getDownX() {return downX; }public void setDownX(int downX) {this.downX = downX; }public int getDownY() {return downY; }public void setDownY(int downY) {this.downY = downY; }public int getUpX() {return upX; }public void setUpX(int upX) {this.upX = upX; }public int getUpY() {return upY; }public void setUpY(int upY) {this.upY = upY; }}
这个NextEvent是用来存储用户输入事件的,我们只是存储,而没有直接触发游戏逻辑。那么什么时候用到读取这个NextEvent呢?如果你仔细看了第一段代码,应该已经知道了——在每一个时钟周期的逻辑方法里判断NextEvent,并由此改变游戏逻辑。这种就是同步机制,而用户输入事件游戏逻辑就随之改变的就是异步机制。
下面我们用这个框架做一个贪吃蛇游戏,效果图如下:
文章图片
【Android|Android 2d游戏开发之贪吃蛇基于surfaceview】
文章图片
文章图片
MainActivity.java
package com.next.eatsnake; import android.app.Activity; import android.os.Bundle; import android.view.Window; import android.view.WindowManager; public class MainActivity extends Activity {@Overrideprotected void onCreate(Bundle savedInstanceState) {super.onCreate(savedInstanceState); requestWindowFeature(Window.FEATURE_NO_TITLE); getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,WindowManager.LayoutParams.FLAG_FULLSCREEN); setContentView(new GameView(this)); }}
GameView.java
package com.next.eatsnake; import android.content.Context; import android.graphics.Canvas; import android.graphics.Color; import android.graphics.Paint; import android.view.MotionEvent; import android.view.SurfaceHolder; import android.view.SurfaceView; import android.view.View; import android.view.View.OnTouchListener; import java.util.ArrayList; import java.util.Random; /** * Created by Administrator on 2016/3/24 0024. */public class GameView extends SurfaceView implements SurfaceHolder.Callback,OnTouchListener,Runnable {enum GameState{Menu,Playing,Over; }GameState gameState; //游戏状态Thread thread; //游戏线程Boolean flag; //游戏循环控制标志Canvas canvas; //画布Paint paint; //画笔SurfaceHolder holder; //SurfaceView控制句柄public static Random random; //随机数NextEvent nextEvent; //游戏输入事件int scrW,scrH; //屏幕的宽和高final int MAX_X = 15; int MAX_Y; //竖向tile数量根据MAX_X动态计算,保证tile是正方形public static Tile[][] tiles; Snake snake; public static boolean isEatFood; public GameView(Context context) {super(context); gameState = GameState.Menu; flag = true; paint = new Paint(); paint.setAntiAlias(true); //笔迹平滑paint.setTextAlign(Paint.Align.CENTER); //文字中间对齐thread = new Thread(this); random = new Random(); nextEvent = new NextEvent(); holder = this.getHolder(); holder.addCallback(this); this.setOnTouchListener(this); setKeepScreenOn(true); scrW = ((MainActivity)context).getWindowManager().getDefaultDisplay().getWidth(); scrH = ((MainActivity)context).getWindowManager().getDefaultDisplay().getHeight(); Tile.width = scrW/MAX_X; MAX_Y = scrH/Tile.width; tiles = new Tile[MAX_X][MAX_Y]; isEatFood = false; }private void newGame(){for (int x = 0; x < MAX_X; x++){for (int y = 0; y < MAX_Y; y++){if (x == 0||y == 0||x == MAX_X-1||y == MAX_Y-1){tiles[x][y] = new Tile(x,y,Tile.TYPE_WALL); }else {tiles[x][y] = new Tile(x,y,Tile.TYPE_NULL); }}}snake = new Snake(tiles[4][4],tiles[5][4],tiles[6][4], NextEvent.DOWN); addFood(); addFood(); addFood(); }public void addFood(){ArrayListnullList = new ArrayList (); for (int x = 0; x < MAX_X; x++){for (int y = 0; y < MAX_Y; y++){if (tiles[x][y].getType() == Tile.TYPE_NULL){nullList.add(tiles[x][y]); }}}if (nullList.size()!=0){nullList.get(random.nextInt(nullList.size())).setType(Tile.TYPE_FOOD); }}@Overridepublic boolean onTouch(View v, MotionEvent event) {if (event.getAction() == MotionEvent.ACTION_DOWN) {nextEvent.setDownX((int) event.getX()); nextEvent.setDownY((int) event.getY()); }else if (event.getAction() == MotionEvent.ACTION_UP) {nextEvent.setUpX((int) event.getX()); nextEvent.setUpY((int) event.getY()); }return true; }private void mLogic(){switch (gameState){case Menu:menuLogic(); break; case Playing:playingLogic(); break; case Over:overLogic(); break; }nextEvent.init(); //每次逻辑循环后,清空事件}private void menuLogic(){if(nextEvent.getUpX() > 0){gameState = GameState.Playing; newGame(); }}private void playingLogic(){if (nextEvent.getDir()!=NextEvent.QUIET){snake.setDir(nextEvent.getDir()); }snake.move(); if (isEatFood){addFood(); isEatFood = false; }if(!snake.isAlive()){gameState = GameState.Over; }}private void overLogic(){if(nextEvent.getUpX() > 0){gameState = GameState.Playing; newGame(); }}private void mDraw(){try {canvas = holder.lockCanvas(); canvas.drawColor(Color.WHITE); switch (gameState){case Menu:menuDraw(canvas); break; case Playing:playingDraw(canvas); break; case Over:overDraw(canvas); break; }}catch (Exception e){e.printStackTrace(); }finally {holder.unlockCanvasAndPost(canvas); }}private void menuDraw(Canvas canvas){paint.setColor(Color.BLACK); paint.setTextSize(50); canvas.drawText("Eat Snake,Touch me and start",scrW/2,scrH/2,paint); }private void playingDraw(Canvas canvas){for (int x = 0; x < MAX_X; x++){for (int y = 0; y < MAX_Y; y++){tiles[x][y].draw(canvas,paint); }}}private void overDraw(Canvas canvas){paint.setColor(Color.BLACK); paint.setTextSize(50); canvas.drawText("Your score is:"+snake.getLength(),scrW/2,scrH/4,paint); canvas.drawText("Touch me and try again",scrW/2,scrH/2,paint); }@Overridepublic void run() {while(flag){mLogic(); mDraw(); try {Thread.sleep(500); }catch (Exception e){e.printStackTrace(); }}}@Overridepublic void surfaceCreated(SurfaceHolder holder) {thread.start(); }@Overridepublic void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {}@Overridepublic void surfaceDestroyed(SurfaceHolder holder) {flag = false; }}
Tile.java
package com.next.eatsnake; import android.graphics.Canvas; import android.graphics.Color; import android.graphics.Paint; /** * Created by Next on 2016/3/26 0026. */public class Tile {public static final int TYPE_NULL = 0; //空public static final int TYPE_WALL = 1; //墙public static final int TYPE_HEAD = 2; //蛇头public static final int TYPE_BODY = 3; //蛇身public static final int TYPE_TAIL = 4; //蛇尾public static final int TYPE_FOOD = 5; //食物private int x,y; private int type; public static int width; public Tile(int x, int y, int type) {this.x = x; this.y = y; this.type = type; }public void draw(Canvas canvas,Paint paint){switch (type){case TYPE_NULL:break; case TYPE_WALL:paint.setColor(Color.BLACK); canvas.drawCircle(x*width+width/2,y*width+width/2,width/2,paint); break; case TYPE_HEAD:paint.setColor(Color.MAGENTA); canvas.drawCircle(x*width+width/2,y*width+width/2,width/2,paint); paint.setColor(Color.WHITE); canvas.drawCircle(x*width+width/2,y*width+width/2,width/8,paint); break; case TYPE_BODY:paint.setColor(Color.MAGENTA); canvas.drawCircle(x*width+width/2,y*width+width/2,width/2,paint); break; case TYPE_TAIL:paint.setColor(Color.MAGENTA); paint.setStrokeWidth(10); canvas.drawLine(x * width, y * width + width / 2, x * width + width / 2, y * width, paint); canvas.drawLine(x*width+ width / 2,y*width,x*width+width,y*width+width/2,paint); canvas.drawLine(x*width+width,y*width+width/2,x*width+width/2,y*width+width,paint); canvas.drawLine(x*width+width/2,y*width+width,x*width,y*width+ width / 2,paint); break; case TYPE_FOOD:switch (GameView.random.nextInt(3)){case 0:paint.setColor(Color.YELLOW); break; case 1:paint.setColor(Color.GREEN); break; case 2:paint.setColor(Color.CYAN); break; }canvas.drawCircle(x*width+width/2,y*width+width/2,width/2,paint); break; }}public int getX() {return x; }public void setX(int x) {this.x = x; }public int getY() {return y; }public void setY(int y) {this.y = y; }public int getType() {return type; }public void setType(int type) {this.type = type; }}
Snake.java
package com.next.eatsnake; import java.util.ArrayList; /** * Created by Administrator on 2016/3/26 0026. */public class Snake {private ArrayListsnake; private int dir; private boolean isAlive; public Snake(Tile head,Tile body,Tile tail,int dir){snake = new ArrayList (); head.setType(Tile.TYPE_HEAD); body.setType(Tile.TYPE_BODY); tail.setType(Tile.TYPE_TAIL); snake.add(head); snake.add(body); snake.add(tail); isAlive = true; this.dir = dir; }public void move(){if (!isAlive)return; switch (dir){case NextEvent.LEFT:switch (GameView.tiles[snake.get(0).getX()-1][snake.get(0).getY()].getType()){case Tile.TYPE_WALL:case Tile.TYPE_BODY:case Tile.TYPE_TAIL:isAlive = false; break; case Tile.TYPE_FOOD:GameView.tiles[snake.get(0).getX()-1][snake.get(0).getY()].setType(Tile.TYPE_HEAD); GameView.tiles[snake.get(0).getX()][snake.get(0).getY()].setType(Tile.TYPE_BODY); snake.add(0, GameView.tiles[snake.get(0).getX() - 1][snake.get(0).getY()]); GameView.isEatFood = true; break; case Tile.TYPE_NULL:GameView.tiles[snake.get(0).getX()-1][snake.get(0).getY()].setType(Tile.TYPE_HEAD); GameView.tiles[snake.get(0).getX()][snake.get(0).getY()].setType(Tile.TYPE_BODY); snake.add(0, GameView.tiles[snake.get(0).getX() - 1][snake.get(0).getY()]); snake.get(snake.size()-1).setType(Tile.TYPE_NULL); snake.remove(snake.size()-1); snake.get(snake.size()-1).setType(Tile.TYPE_TAIL); break; }break; case NextEvent.RIGHT:switch (GameView.tiles[snake.get(0).getX()+1][snake.get(0).getY()].getType()){case Tile.TYPE_WALL:case Tile.TYPE_BODY:case Tile.TYPE_TAIL:isAlive = false; break; case Tile.TYPE_FOOD:GameView.tiles[snake.get(0).getX()+1][snake.get(0).getY()].setType(Tile.TYPE_HEAD); GameView.tiles[snake.get(0).getX()][snake.get(0).getY()].setType(Tile.TYPE_BODY); snake.add(0, GameView.tiles[snake.get(0).getX() + 1][snake.get(0).getY()]); GameView.isEatFood = true; break; case Tile.TYPE_NULL:GameView.tiles[snake.get(0).getX()+1][snake.get(0).getY()].setType(Tile.TYPE_HEAD); GameView.tiles[snake.get(0).getX()][snake.get(0).getY()].setType(Tile.TYPE_BODY); snake.add(0, GameView.tiles[snake.get(0).getX() + 1][snake.get(0).getY()]); snake.get(snake.size()-1).setType(Tile.TYPE_NULL); snake.remove(snake.size() - 1); snake.get(snake.size()-1).setType(Tile.TYPE_TAIL); break; }break; case NextEvent.UP:switch (GameView.tiles[snake.get(0).getX()][snake.get(0).getY()-1].getType()){case Tile.TYPE_WALL:case Tile.TYPE_BODY:case Tile.TYPE_TAIL:isAlive = false; break; case Tile.TYPE_FOOD:GameView.tiles[snake.get(0).getX()][snake.get(0).getY()-1].setType(Tile.TYPE_HEAD); GameView.tiles[snake.get(0).getX()][snake.get(0).getY()].setType(Tile.TYPE_BODY); snake.add(0, GameView.tiles[snake.get(0).getX()][snake.get(0).getY()-1]); GameView.isEatFood = true; break; case Tile.TYPE_NULL:GameView.tiles[snake.get(0).getX()][snake.get(0).getY()-1].setType(Tile.TYPE_HEAD); GameView.tiles[snake.get(0).getX()][snake.get(0).getY()].setType(Tile.TYPE_BODY); snake.add(0, GameView.tiles[snake.get(0).getX()][snake.get(0).getY()-1]); snake.get(snake.size()-1).setType(Tile.TYPE_NULL); snake.remove(snake.size()-1); snake.get(snake.size()-1).setType(Tile.TYPE_TAIL); break; }break; case NextEvent.DOWN:switch (GameView.tiles[snake.get(0).getX()][snake.get(0).getY()+1].getType()){case Tile.TYPE_WALL:case Tile.TYPE_BODY:case Tile.TYPE_TAIL:isAlive = false; break; case Tile.TYPE_FOOD:GameView.tiles[snake.get(0).getX()][snake.get(0).getY()+1].setType(Tile.TYPE_HEAD); GameView.tiles[snake.get(0).getX()][snake.get(0).getY()].setType(Tile.TYPE_BODY); snake.add(0, GameView.tiles[snake.get(0).getX()][snake.get(0).getY() + 1]); GameView.isEatFood = true; break; case Tile.TYPE_NULL:GameView.tiles[snake.get(0).getX()][snake.get(0).getY()+1].setType(Tile.TYPE_HEAD); GameView.tiles[snake.get(0).getX()][snake.get(0).getY()].setType(Tile.TYPE_BODY); snake.add(0, GameView.tiles[snake.get(0).getX()][snake.get(0).getY()+1]); snake.get(snake.size()-1).setType(Tile.TYPE_NULL); snake.remove(snake.size()-1); snake.get(snake.size()-1).setType(Tile.TYPE_TAIL); break; }break; }}public void setDir(int dir){if (this.dir == dir||this.dir == -dir||dir == NextEvent.QUIET)return; elsethis.dir = dir; }public boolean isAlive(){return isAlive; }public int getLength(){return snake.size(); }}
NextEvent.java
就是刚开始介绍的那个类,这里就不重复贴出了
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