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();
    }



    @Override
    public 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
    @Override
    public void run() {
        while(flag){
            mLogic();
            mDraw();
            try {
                Thread.sleep(500);
            }catch (Exception e){
                e.printStackTrace();
            }
        }
    }

    //SurfaceView创建时调用
    @Override
    public void surfaceCreated(SurfaceHolder holder) {
        thread.start();
    }

    //SurfaceView发生改变时调用
    @Override
    public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {

    }

    //SurfaceView销毁时调用
    @Override
    public 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:

Android 2d游戏开发之贪吃蛇基于surfaceview_第1张图片

Android 2d游戏开发之贪吃蛇基于surfaceview_第2张图片

Android 2d游戏开发之贪吃蛇基于surfaceview_第3张图片

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 {

    @Override
    protected 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(){
        ArrayList nullList = 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);
        }
    }

    @Override
    public 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);
    }

    @Override
    public void run() {
        while(flag){
            mLogic();
            mDraw();
            try {
                Thread.sleep(500);
            }catch (Exception e){
                e.printStackTrace();
            }
        }
    }

    @Override
    public void surfaceCreated(SurfaceHolder holder) {
        thread.start();
    }

    @Override
    public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {

    }

    @Override
    public 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 ArrayList snake;
    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;
        else
            this.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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