【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)

时间:2022-12-04 03:33:24

本站文章均为 李华明Himi 原创,转载务必在明显处注明:(作者新浪微博: @李华明Himi 
转载自【黑米GameDev街区】 原文链接: http://www.himigame.com/android-game/298.html
 


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 【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) ~

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~

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150 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:

12345678910 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:

12345678 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:

12345678910 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