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; //} int action = MotionEventCompat.getActionMasked(event); int coordX = (int) event.getX(); int coordY = (int) event.getY(); Log.d("coordY","coordY " + coordY); if (coordX < 220 && xbuggy == 0 && action == MotionEvent.ACTION_MOVE) { jump = true; shoot = false; lastTurn3 = System.currentTimeMillis(); return true; // do nothing } if (coordX > 219 && action == MotionEvent.ACTION_DOWN) { numberOfshots++; performClick(); return true; } return true; } }
更新
我已经开始根据以下内容封装外星人的逻辑.
import android.content.Context; import android.graphics.Bitmap; import android.graphics.BitmapFactory; public class Alien { public Alien(){} public Alien(Context context,String name) { setAlienResID(context.getResources().getIdentifier("object3_hdpi",context.getPackageName())); setAlienbitmap(BitmapFactory.decodeResource(context.getResources(),this.getAlienResID())); } public int getAlienResID() { return alienResID; } public void setAlienResID(int alienResID) { this.alienResID = alienResID; } public Bitmap getAlienbitmap() { return alienbitmap; } public void setAlienbitmap(Bitmap alienbitmap) { this.alienbitmap = alienbitmap; } public int getWidth() { return width; } public void setWidth(int width) { this.width = width; } public int getHeight() { return height; } public void setHeight(int height) { this.height = height; } int alienResID; Bitmap alienbitmap; int width; int height; } public class AttackingAlien extends Alien { public AttackingAlien(Context context,String name) { super(context,name); } }
更新2
我改变了策略.现在我正在画一艘宇宙飞船,它将轰炸月球车.
相关代码是
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,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(); long lastTurn4 = System.currentTimeMillis(); boolean jump = false; boolean shoot = false; int ind = 0; int numberOfAlienshots = 1; int missileOffSetY = 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() - lastTurn4 >= 2000) { // Change direction here //jump = false; lastTurn4 = System.currentTimeMillis(); missileOffSetY = 0; } if (System.currentTimeMillis() - lastTurn3 >= 1000) { // Change direction here jump = false; lastTurn3 = System.currentTimeMillis(); xbuggy = 0; } //draw a background color canvas.drawColor(Color.argb(255,context.getPackageName()); Alien alien1 = new AttackingAlien(context,"right_side_hdpi"); Alien alien2 = new AttackingAlien(context,"object2_hdpi"); Alien alien3 = new AttackingAlien(context,"object1_hdpi"); int alienResID = context.getResources().getIdentifier("right_side_hdpi",context.getPackageName()); int alienResID2 = context.getResources().getIdentifier("right_side_hdpi",context.getPackageName()); int alienResID3 = context.getResources().getIdentifier("right_side_hdpi",alienResID3); //paint.setTextSize(220); //for (int i1 = 0; i1 < numberOfAlienshots; i1++) { if (missileOffSetY < 300) { canvas.drawText("|",o + 10 + alienbitmap2.getWidth() / 2,l + screenHeight / 100 * 25 + 75 + missileOffSetY,paint); missileOffSetY = missileOffSetY + 10; } for (int i1 = 0; i1 < numberOfshots; i1++) { // if horizontal missile hits alien 0 if (java.lang.Math.abs(j - i[i1]) * 2 < (alien1.getWidth() + 60) && java.lang.Math.abs(k +150+ screenHeight / 100 * 45 - (float) (screenHeight * 0.61)) * 2 < (alien1.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)) { 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)) { 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)) { o=-200; } canvas.drawText("o",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(alien1.getAlienbitmap(),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; // what does it do? 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; //} int action = MotionEventCompat.getActionMasked(event); int coordX = (int) event.getX(); int coordY = (int) event.getY(); Log.d("coordY","coordY " + coordY); if (coordX < 220 && xbuggy == 0 && action == MotionEvent.ACTION_MOVE) { jump = true; shoot = false; lastTurn3 = System.currentTimeMillis(); return true; // do nothing } if (coordX > 219 && action == MotionEvent.ACTION_DOWN) { numberOfshots++; performClick(); return true; } return true; } }
解决方法
private void draw() { Alien alien1 = new AttackingAlien(context,"right_side_hdpi"); Alien alien2 = new AttackingAlien(context,"object2_hdpi"); Alien alien3 = new AttackingAlien(context,"object1_hdpi");
你分配了一堆内存对象来调用上下文并扩展drawable和一堆其他工作.你可能刚刚使用了同一个外星人.
int alienResID = context.getResources().getIdentifier("right_side_hdpi",context.getPackageName()); int alienResID2 = context.getResources().getIdentifier("right_side_hdpi",context.getPackageName()); int alienResID3 = context.getResources().getIdentifier("right_side_hdpi",context.getPackageName());
外星人ID与之前的勾号没有变化.
// 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);
这些是与最后一个滴答相同的位图,位图是巨型的,从资源获取它们很慢,而且你正在做这个每一个滴答.
} }
大多数其他的东西都会在这里和那里刮掉半个小时,但这里可能会让你到达正确的FPS棒球场.
不要担心,尽管你有其他人.
通过使例程更快来解决您的大部分问题.现在是时候说,你做错了.这样做的典型和正确方法是每17ms左右循环一次.其余时间暂停了.有些错误很明显.
您最大的错误似乎是在绘制例程中分配4位图.
但是,抽奖程序只会绘制.你绘制了画布上需要发生的东西,就是这样.你没有分配任何你不夸大任何东西的东西,你拿出你所拥有的数字,并把你已经加载的东西绘制在那个位置的内存中.
你正在勾选并在绘图程序中进行碰撞检测,并且当它们必须在一瞬间被扔在木刻器中时为它分配一堆对象.
您不应在初始化之外或在存在新外星人的特殊情况下创建任何对象.你不应该在绘图程序中的任何地方使用“新”.永远.
你正在使用蛮力进行碰撞检测,最终没有.找到你喜欢的漂亮加速结构并使用它.对于1个对象,它无关紧要.
不要打电话给一些外星人,虽然它看起来更漂亮,你想要外星人的边界框的原始数字.然后,您希望将它们保留在某种允许非常快速地引用它们的结构中(您需要在不到17ms的时间内使用该帧).调用一堆宽度命令并不是很有用,即使它们改变了大小只是更改了hitBox的数量.这些方法允许您为数据提供一些不错的结构,例如具有已排序的命中箱数组,您可以对其进行二进制搜索,并查找移动的对象是否在log(n)时间内通过对结构进行log(n)更新来命中对象,或者一些用于遍历轴对齐边界框树的方法.这是你最终需要的东西,但只要你保持简单就可以没有这个.但是,实际上只是你的位图在那里做了大部分的减速.
还有很多其他基本问题,比如将边界框放在if语句中,而不是另外制作两个矩形.但还有其他问题,比如制作矩形!你用实际的位置调用绘图而不是一些用一个大的ass对象来调用一个函数.只需使用数字调用该函数即可.
你应该有一个例程,根据东西的位置为你做绘图.它应该能够在不到17ms的时间内绘制所需的一切.如果它不能,你将不会达到你需要击中的60fps.因此,在这种情况下,减少一些东西并做得更好.那个空间背景需要是位图吗?你能不能为天空绘制一堆点,并相应地调整图形.你的绘制程序从不分配任何东西.期.如果你需要分配它应该在init期间的东西.分配是你生存的祸根.
你的触摸更新了东西的位置. AI / Physics勾选还会更新事物的位置并检查串通.平局只根据记忆中的位置和内容绘制内容.
在自己的线程中运行更新位置标记.您只需要处理读取和写入相同数据的并发位.它只需要同步绘制数据的变化数据读取,因此在具有相同对象的同步块中抛出这些部分(触摸位置更新,勾选位置更新,以及获取绘图例程本身的位置).