简易弹球游戏 (2)

简单弹球游戏

一.小游戏功能描述
功能一:进入小游戏界面,点击play,游戏开始,点击exit可继续上一局游戏。
功能二:小球和球拍分别以圆形区域和矩形区域代替,小球开始以随机速度向下运动,遇到上方的障碍或下方的球拍时小球反弹,球拍由用户控制,球拍按左右键时,球拍会左右移动。
功能三:若没有接住球,游戏失败,则屏幕显示goodbye。

二.过程及重要代码
1.定义屏幕、球拍、球、障碍并设置属性

//屏幕宽高
    int screenWidth = 0;
    int screenHeight = 0;

    //障碍挡板宽
    public int baffleWith;
    //每份宽
    int perWidth = 0;
    //间隔宽
    int InterWidth = 0;

    //每份高
    int perHeight = 0;
    //间隔高
    int InterHeight = 0;

    //挡板层数
    public int baffleLev = 8;
    //每层挡板数
    public int baffleNum = 5;
    //挡板颜色
    public int[] colors = {
    
    Color.BLUE, Color.RED, Color.GREEN, Color.YELLOW, Color.BLUE, Color.RED, Color.GREEN, Color.YELLOW};
    //挡板总数
    public int baffleTotle = baffleLev * baffleNum;

    //障碍物X坐标
    int  baffleX [] = null;
    //障碍物Y坐标
    int baffleY [] = null;
    //障碍物标签
    int baffleArr[][] = null;
 /**画障碍物*/
    public void drawBaffle(Canvas canvas){
    
    
        //屏幕宽高
        screenWidth = screenWidth != 0 ? screenWidth : MainActivity.tableWidth;
        screenHeight = screenHeight != 0 ? screenHeight: MainActivity.tableHeight;

        //宽
        perWidth = perWidth != 0 ? perWidth : screenWidth/(baffleNum+2);
        //间隔宽
        InterWidth = InterWidth != 0 ? InterWidth : perWidth*2/(baffleNum+1);

        int tempLev = baffleLev/2;
        //每份高
        perHeight = perHeight != 0 ? perHeight :  screenHeight/2/(colors.length+tempLev+2);
        //间隔高
        InterHeight = InterHeight !=0 ? InterHeight : perHeight/2;

        int tempHeight = 0;
        int tempH = 0;
        int tempWidht = 0;
        int tempW = 0;
 //屏幕宽
    public static int tableWidth;
    //屏幕高
    public static int tableHeight;
    //常亮属性
    PowerManager powerManager = null;
    WakeLock wakeLock = null;

    MediaPlayer media = null;


@Override
    protected void onCreate(Bundle savedInstanceState) {
    
    
        super.onCreate(savedInstanceState);
        setContentView(R.layout.activity_main);

 //设置常亮
    this.powerManager = (PowerManager)this.getSystemService(Context.POWER_SERVICE);
    this.wakeLock = this.powerManager.newWakeLock(PowerManager.FULL_WAKE_LOCK, "My Lock");

    //获取窗口管理器
    WindowManager  windowManager = getWindowManager();
    Display display = windowManager.getDefaultDisplay();
    DisplayMetrics metrics = new DisplayMetrics();
    display.getMetrics(metrics);
    //获取屏幕宽和高
    tableWidth = metrics.widthPixels;
    tableHeight = metrics.heightPixels;

2.设置按钮属性

 //按钮宽和高
    int botwidth = (int) ((int) tableWidth/2.5);
    int botheight = (int) ((int) tableHeight/8);

    //设置play
    ImageButton playbot =(ImageButton) findViewById(R.id.play);
    ViewGroup.LayoutParams playbotn = (ViewGroup.LayoutParams) playbot.getLayoutParams();
    playbotn.width = botwidth;
    playbotn.height = botheight;

    playbot.setOnClickListener(new OnClickListener() {
    
    

        @Override
        public void onClick(View source) {
    
    
            Intent intent = new Intent(MainActivity.this, PlayActivity.class);
            startActivity(intent);
        }
    });

    //设置 exit
    ImageButton exitbot =(ImageButton) findViewById(R.id.exit);
    ViewGroup.LayoutParams exitbotn = (ViewGroup.LayoutParams) exitbot.getLayoutParams();
    exitbotn.width = botwidth;
    exitbotn.height = botheight;

3.设置游戏

 final Timer timer = new Timer();
        timer.schedule(new TimerTask() {
    
    

            @Override
            public void run() {
    
    
                //结束判断
                if( (playView.circleY + playView.radius) > (playView.paiY + playView.paiHeight) ){
    
    
                    timer.cancel();
                    playView.isOver = true;
                }else{
    
    
                    //碰到墙壁时X的改变
                    if( playView.circleX <= playView.radius
                            || playView.circleX >= playView.screenWidth - playView.radius ){
    
    
                        playView.speedX = -playView.speedX;
                    }
                    //碰到墙壁时Y的改变
                    if( playView.circleY <= playView.radius
                            || ( playView.circleX >= playView.paiX
                            && playView.circleX <= (playView.paiX + playView.paiWidth)
                            && (playView.circleY + playView.radius) >= playView.paiY
                            && (playView.circleY + playView.radius) <= playView.paiY + playView.paiHeight)  ){
    
    
                        playView.speedY = -playView.speedY;
                    }

                    //初始化后才判断
                    if( playView.baffleX != null ){
    
    
                        //碰到障碍时X的改变
                        for( int i = 0; i < playView.baffleLev; i++ ){
    
    
                            int tag = 0;
                            if( playView.circleY >= playView.baffleY[i]
                                    && playView.circleY <= (playView.baffleY[i] + playView.perHeight) ){
    
    
                                for( int j = 0; j < playView.baffleNum; j++ ){
    
    
                                    if( playView.baffleArr[j][i] == 0 ){
    
    
                                        if( playView.circleX >= (playView.baffleX[j] - playView.radius)
                                                && playView.circleX <= (playView.baffleX[j] + playView.perWidth + playView.radius) ){
    
    
                                            playView.speedX = -playView.speedX;
                                            playView.baffleArr[j][i] = 1;
                                            playView.baffleTotle--;
                                            tag = 1;
                                            break;
                                        }
                                    }
                                }
                                if( tag == 1 ) break;
                            }
                        }
                        //碰到障碍时Y的改变
                        for( int i = 0; i < playView.baffleNum; i++ ){
    
    
                            int tag = 0;
                            if( playView.circleX >=  playView.baffleX[i]
                                    && playView.circleX <= ( playView.baffleX[i] + playView.perWidth ) ){
    
    
                                for( int j = 0; j < playView.baffleLev; j++ ){
    
    
                                    if( playView.baffleArr[i][j] == 0 ){
    
    
                                        if( playView.circleY >= (playView.baffleY[j] - playView.radius)
                                                && playView.circleY <= (playView.baffleY[j] + playView.perHeight+ playView.radius) ){
    
    
                                            playView.speedY = -playView.speedY;
                                            playView.baffleArr[i][j] = 1;
                                            playView.baffleTotle--;
                                            tag = 1;
                                            break;
                                        }
                                    }
                                }
                                if( tag == 1) break;
                            }
                        }
                    }
                    playView.circleX += playView.speedX;
                    playView.circleY += playView.speedY;
                }
                handler.sendEmptyMessage(0x123);
            }
        }, 0, 10);

    }

三.效果截图
功能一:
点击play开始游戏,点击exit可继续上一局游戏
功能二:
开始游戏
游戏中
功能三:
游戏结束
作者:邓雅心
原文链接

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转载自blog.csdn.net/fjnu_se/article/details/112170770