【读书笔记《Android游戏编程之从零开始》】17.游戏开发基础(游戏适屏的简述和作用、让游戏主角动起来)

时间:2021-12-03 21:49:37

1.游戏适屏的简述和作用

由于市面上安装 Android 系统的手机不断增多,出现了各种分辨率、各种屏幕尺寸的Android 系统手机。为了保证一个游戏或者一个软件能在所有的 Android 手机上正常显示,常用的适屏做法有:利用屏幕宽高、位图宽高来设置一些游戏元素的位置;字体的适屏做法最好的使用字体图,这样文字不会因为手机分辨率不同而不同,毕竟图片大小是固定不变的。

2.让游戏主角动起来
实例演示将一张由多行多列的动作帧组成的图片实现动态效果。

【读书笔记《Android游戏编程之从零开始》】17.游戏开发基础(游戏适屏的简述和作用、让游戏主角动起来)

新建项目,游戏框架为SurfaceView 框架,准备图片robot.png如下:

【读书笔记《Android游戏编程之从零开始》】17.游戏开发基础(游戏适屏的简述和作用、让游戏主角动起来)

修改MySurfaceView 类,代码如下:

package com.example.ex4_13;

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.view.KeyEvent;
import android.view.SurfaceHolder;
import android.view.SurfaceHolder.Callback;
import android.view.SurfaceView; public class MySurfaceView extends SurfaceView implements Callback,Runnable {
private SurfaceHolder sfh;
private Canvas canvas;
private Paint paint;
private boolean flag;
private Thread th;
//机器人位图
private Bitmap bmpRobot ;
//机器人的方向常量
private final int DIR_LEFT =0;
private final int DIR_RIGHT=1;
//机器人当前的方向
private int dir = DIR_RIGHT;
//动作帧下标
private int currentFrame;
//机器人的X,Y位置
private int robot_x,robot_y;
//处理按键卡现象
private boolean isUp, isDown, isLeft, isRight;
public MySurfaceView(Context context) {
super(context);
sfh = this.getHolder();
sfh.addCallback(this);
paint = new Paint();
paint.setColor(Color.WHITE);
paint.setAntiAlias(true);
setFocusable(true);
bmpRobot = BitmapFactory.decodeResource(this.getResources(), R.drawable.robot);
}
/**
* SurfaceView视图创建,响应此函数
*/
@Override
public void surfaceCreated(SurfaceHolder holder) {
flag = true;
//实例线程
th = new Thread(this);
//启动线程
th.start();
} /**
* SurfaceView视图状态发生改变,响应此函数
*/
@Override
public void surfaceChanged(SurfaceHolder holder, int format, int width,
int height) { }
/**
* SurfaceView视图消亡时,响应此函数
*/
@Override
public void surfaceDestroyed(SurfaceHolder holder) {
flag = false;
} /**
* 绘制函数
*/
private void myDraw()
{
try {
canvas = sfh.lockCanvas();
if(canvas!=null)
{
canvas.drawColor(Color.BLACK);
drawFrame(currentFrame,canvas,paint);
}
} catch (Exception e) {
// TODO: handle exception
}finally{
if(canvas!=null)
{
sfh.unlockCanvasAndPost(canvas);
}
}
}
/**
*
* @param currentFrame 绘制帧
* @param frameW
* 每帧的高
* @param frameH
* 每帧的高
* @param canvas
* 画布实例
* @param paint
* 画笔实例
*/
private void drawFrame(int currentFrame,Canvas canvas,Paint paint)
{
//每帧的宽
int frameW = bmpRobot.getWidth() / 6;
//每帧的高
int frameH = bmpRobot.getHeight() / 2;
//得到位图的列数
int col = bmpRobot.getWidth() / frameW;
//得到当前帧相对于位图的X坐标
int x = currentFrame % col * frameW;
//得到当前帧相对于位图的Y坐标
int y = currentFrame / col * frameH;
canvas.save();
//设置一个宽高与机器人每帧相同大小的可视区域
canvas.clipRect(robot_x, robot_y, robot_x + bmpRobot.getWidth() / 6, robot_y + bmpRobot.getHeight() / 2);
if (dir == DIR_LEFT) {//如果是向左侧移动
//镜像操作 - 反转 - 改变机器人动画的朝向
canvas.scale(-1, 1, robot_x - x + bmpRobot.getWidth() / 2, robot_y - y + bmpRobot.getHeight() / 2);
}
canvas.drawBitmap(bmpRobot, robot_x - x, robot_y - y, paint);
canvas.restore();
}
/**
* 游戏逻辑
*/
private void logic() {
//控制机器人位移方向
if (isUp) {
robot_y -= 5;
}
if (isDown) {
robot_y += 5;
}
if (isLeft) {
robot_x -= 5;
}
if (isRight) {
robot_x += 5;
}
//动作帧数的循环控制,让其动作帧不断重复播放
currentFrame++;
if (currentFrame >= 12) {
currentFrame = 0;
}
} @Override
public void run() {
while (flag) {
long start = System.currentTimeMillis();
myDraw();
logic();
long end = System.currentTimeMillis();
try {
if (end - start < 50) {
Thread.sleep(50 - (end - start));
}
} catch (InterruptedException e) {
e.printStackTrace();
}
}
} /**
* 按键事件监听
*/
@Override
public boolean onKeyDown(int keyCode, KeyEvent event) {
if (keyCode == KeyEvent.KEYCODE_DPAD_UP) {
isUp = true;
}
if (keyCode == KeyEvent.KEYCODE_DPAD_DOWN) {
isDown = true;
}
if (keyCode == KeyEvent.KEYCODE_DPAD_LEFT) {
isLeft = true;
dir = DIR_LEFT;
}
if (keyCode == KeyEvent.KEYCODE_DPAD_RIGHT) {
isRight = true;
dir = DIR_RIGHT;
}
return super.onKeyDown(keyCode, event);
} @Override
public boolean onKeyUp(int keyCode, KeyEvent event) {
if (keyCode == KeyEvent.KEYCODE_DPAD_UP) {
isUp = false;
}
if (keyCode == KeyEvent.KEYCODE_DPAD_DOWN) {
isDown = false;
}
if (keyCode == KeyEvent.KEYCODE_DPAD_LEFT) {
isLeft = false;
}
if (keyCode == KeyEvent.KEYCODE_DPAD_RIGHT) {
isRight = false;
}
return super.onKeyUp(keyCode, event);
} }

本文地址:http://www.cnblogs.com/yc-755909659/p/4179436.html

PS:本文由Y灬叶小超原创,如有转载请注明出处,谢谢!