子弹生成 新建子弹类

public class Bullet {    // 子弹图片资源    public Bitmap bmpBullet;    // 子弹的坐标    public int bulletX, bulletY;    // 子弹的速度    public int speed;    // 子弹的种类以及常量    public int bulletType;    // 主角的    public static final int BULLET_PLAYER = -1;    // 鸭子的    public static final int BULLET_DUCK = 1;    // 苍蝇的    public static final int BULLET_FLY = 2;    // Boss的    public static final int BULLET_BOSS = 3;    // 子弹是否超屏, 优化处理    public boolean isDead;    // Boss疯狂状态下子弹相关成员变量    private int dir;// 当前Boss子弹方向    // 8方向常量    public static final int DIR_UP = -1;    public static final int DIR_DOWN = 2;    public static final int DIR_LEFT = 3;    public static final int DIR_RIGHT = 4;    public static final int DIR_UP_LEFT = 5;    public static final int DIR_UP_RIGHT = 6;    public static final int DIR_DOWN_LEFT = 7;    public static final int DIR_DOWN_RIGHT = 8;    // 子弹当前方向    public Bullet(Bitmap bmpBullet, int bulletX, int bulletY, int bulletType) {        this.bmpBullet = bmpBullet;        this.bulletX = bulletX;        this.bulletY = bulletY;        this.bulletType = bulletType;        // 不同的子弹类型速度不一        switch (bulletType) {        case BULLET_PLAYER:            speed = 4;            break;        case BULLET_DUCK:            speed = 3;            break;        case BULLET_FLY:            speed = 4;            break;        case BULLET_BOSS:            speed = 5;            break;        }    }    public void draw(Canvas canvas, Paint paint) {        canvas.drawBitmap(bmpBullet, bulletX, bulletY, paint);    }    // 子弹的逻辑    public void logic() {        // 不同的子弹类型逻辑不一        // 主角的子弹垂直向上运动        switch (bulletType) {        case BULLET_PLAYER:            bulletY -= speed;            if (bulletY < -50) {                isDead = true;            }            break;        // 鸭子和苍蝇的子弹都是垂直下落运动        case BULLET_DUCK:        case BULLET_FLY:            bulletY += speed;            if (bulletY > MySurfaceView.screenH) {                isDead = true;            }            break;        case BULLET_BOSS:            // Boss疯狂状态下的子弹逻辑待实现            // 边界处理            if (bulletY > MySurfaceView.screenH || bulletY <= -40                    || bulletX > MySurfaceView.screenW || bulletX <= -40) {                isDead = true;            }            break;        }    }}

在在MySurfacview里面调用 生成子弹主角的和自己的

package com.gsf;import java.util.Random;import java.util.Vector;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.view.KeyEvent;import android.view.MotionEvent;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 Paint paint;    private Thread th;    private boolean flag;    private Canvas canvas;    // 1 定义游戏状态常量    public static final int GAME_MENU = 0;// 游戏菜单    public static final int GAMEING = 1;// 游戏中    public static final int GAME_WIN = 2;// 游戏胜利    public static final int GAME_LOST = 3;// 游戏失败    public static final int GAME_PAUSE = -1;// 游戏菜单    // 当前游戏状态(默认初始在游戏菜单界面)    public static int gameState = GAME_MENU;    // 声明一个Resources实例便于加载图片    private Resources res = this.getResources();    // 声明游戏需要用到的图片资源(图片声明)    private Bitmap bmpBackGround;// 游戏背景    private Bitmap bmpBoom;// 爆炸效果    private Bitmap bmpBoosBoom;// Boos爆炸效果    private Bitmap bmpButton;// 游戏开始按钮    private Bitmap bmpButtonPress;// 游戏开始按钮被点击    private Bitmap bmpEnemyDuck;// 怪物鸭子    private Bitmap bmpEnemyFly;// 怪物苍蝇    private Bitmap bmpEnemyBoos;// 怪物猪头Boos    private Bitmap bmpGameWin;// 游戏胜利背景    private Bitmap bmpGameLost;// 游戏失败背景    private Bitmap bmpPlayer;// 游戏主角飞机    private Bitmap bmpPlayerHp;// 主角飞机血量    private Bitmap bmpMenu;// 菜单背景    public static Bitmap bmpBullet;// 子弹    public static Bitmap bmpEnemyBullet;// 敌机子弹    public static Bitmap bmpBossBullet;// Boss子弹    public static int screenW;    public static int screenH;    // 声明一个敌机容器    private Vector<Enemy> vcEnemy;    // 每次生成敌机的时间(毫秒)    private int createEnemyTime = 50;    private int count;// 计数器    // 敌人数组:1和2表示敌机的种类,-1表示Boss    // 二维数组的每一维都是一组怪物    private int enemyArray[][] = { { 1, 2 }, { 1, 1 }, { 1, 3, 1, 2 },            { 1, 2 }, { 2, 3 }, { 3, 1, 3 }, { 2, 2 }, { 1, 2 }, { 2, 2 },            { 1, 3, 1, 1 }, { 2, 1 }, { 1, 3 }, { 2, 1 }, { -1 } };    // 当前取出一维数组的下标    private int enemyArrayIndex;    // 是否出现Boss标识位    private boolean isBoss;    // 随机库,为创建的敌机赋予随即坐标    private Random random;    //    private GameMenu gameMenu;    private GameBg gameBg;    private Player player;    // 敌机子弹容器    private Vector<Bullet> vcBullet;    // 添加子弹的计数器    private int countEnemyBullet;    // 主角子弹容器    private Vector<Bullet> vcBulletPlayer;    // 添加子弹的计数器    private int countPlayerBullet;    /** * SurfaceView初始化函数 */    public MySurfaceView(Context context) {        super(context);        sfh = this.getHolder();        sfh.addCallback(this);        paint = new Paint();        paint.setColor(Color.WHITE);        paint.setAntiAlias(true);        setFocusable(true);    }    /** * SurfaceView视图创建,响应此函数 */    @Override    public void surfaceCreated(SurfaceHolder holder) {        screenW = this.getWidth();        screenH = this.getHeight();        initGame();        flag = true;        // 实例线程        th = new Thread(this);        // 启动线程        th.start();    }    /** * 加载游戏资源 */    private void initGame() {        // 加载游戏资源        bmpBackGround = BitmapFactory                .decodeResource(res, R.drawable.background);        bmpBoom = BitmapFactory.decodeResource(res, R.drawable.boom);        bmpBoosBoom = BitmapFactory.decodeResource(res, R.drawable.boos_boom);        bmpButton = BitmapFactory.decodeResource(res, R.drawable.button);        bmpButtonPress = BitmapFactory.decodeResource(res,                R.drawable.button_press);        bmpEnemyDuck = BitmapFactory.decodeResource(res, R.drawable.enemy_duck);        bmpEnemyFly = BitmapFactory.decodeResource(res, R.drawable.enemy_fly);        bmpEnemyBoos = BitmapFactory.decodeResource(res, R.drawable.enemy_pig);        bmpGameWin = BitmapFactory.decodeResource(res, R.drawable.gamewin);        bmpGameLost = BitmapFactory.decodeResource(res, R.drawable.gamelost);        bmpPlayer = BitmapFactory.decodeResource(res, R.drawable.player);        bmpPlayerHp = BitmapFactory.decodeResource(res, R.drawable.hp);        bmpMenu = BitmapFactory.decodeResource(res, R.drawable.menu);        bmpBullet = BitmapFactory.decodeResource(res, R.drawable.bullet);        bmpEnemyBullet = BitmapFactory.decodeResource(res,                R.drawable.bullet_enemy);        bmpBossBullet = BitmapFactory                .decodeResource(res, R.drawable.boosbullet);        // 菜单类实例化        gameMenu = new GameMenu(bmpMenu, bmpButton, bmpButtonPress);        // 实例游戏背景        gameBg = new GameBg(bmpBackGround);        // 实例主角        player = new Player(bmpPlayer, bmpPlayerHp);        //敌机子弹容器实例        vcBullet = new Vector<Bullet>();        //主角子弹容器实例        vcBulletPlayer = new Vector<Bullet>();        // 实例敌机容器        vcEnemy = new Vector<Enemy>();        // 实例随机库        random = new Random();    }    /** * 游戏绘图 */    public void myDraw() {        try {            canvas = sfh.lockCanvas();            if (canvas != null) {                canvas.drawColor(Color.WHITE);                // 绘图函数根据游戏状态不同进行不同绘制                switch (gameState) {                case GAME_MENU:                    gameMenu.draw(canvas, paint);                    break;                case GAMEING:                    gameBg.draw(canvas, paint);                    player.draw(canvas, paint);                    if (isBoss == false) {                        // 敌机绘制                        for (int i = 0; i < vcEnemy.size(); i++) {                            vcEnemy.elementAt(i).draw(canvas, paint);                        }                        //敌机子弹绘制                        for (int i = 0; i < vcBullet.size(); i++) {                            vcBullet.elementAt(i).draw(canvas, paint);                        }                    } else {                        // boss 绘制                    }                    // 处理主角子弹绘制                    for (int i = 0; i < vcBulletPlayer.size(); i++) {                        vcBulletPlayer.elementAt(i).draw(canvas, paint);                    }                    break;                case GAME_WIN:                    break;                case GAME_LOST:                    break;                case GAME_PAUSE:                    break;                default:                    break;                }            }        } catch (Exception e) {            // TODO: handle exception        } finally {            if (canvas != null)                sfh.unlockCanvasAndPost(canvas);        }    }    /** * 触屏事件监听 */    @Override    public boolean onTouchEvent(MotionEvent event) {        switch (gameState) {        case GAME_MENU:            gameMenu.onTouchEvent(event);            break;        case GAMEING:            break;        case GAME_WIN:            break;        case GAME_LOST:            break;        case GAME_PAUSE:            break;        }        return true;    }    /** * 按键事件监听 */    @Override    public boolean onKeyDown(int keyCode, KeyEvent event) {        switch (gameState) {        case GAME_MENU:            break;        case GAMEING:            player.onKeyDown(keyCode, event);            break;        case GAME_WIN:            break;        case GAME_LOST:            break;        case GAME_PAUSE:            break;        }        return super.onKeyDown(keyCode, event);    }    @Override    public boolean onKeyUp(int keyCode, KeyEvent event) {        switch (gameState) {        case GAME_MENU:            break;        case GAMEING:            player.onKeyUp(keyCode, event);            break;        case GAME_WIN:            break;        case GAME_LOST:            break;        case GAME_PAUSE:            break;        }        return super.onKeyUp(keyCode, event);    }    /** * 游戏逻辑 */    private void logic() {        switch (gameState) {        case GAME_MENU:            break;        case GAMEING:            gameBg.logic();            player.logic();            // 敌机逻辑            if (isBoss == false) {                // 敌机逻辑                for (int i = 0; i < vcEnemy.size(); i++) {                    Enemy en = vcEnemy.elementAt(i);                    // 因为容器不断添加敌机 ,那么对敌机isDead判定,                    // 如果已死亡那么就从容器中删除,对容器起到了优化作用;                    if (en.isDead) {                        vcEnemy.removeElementAt(i);                    } else {                        en.logic();                    }                }                // 生成敌机                count++;                if (count % createEnemyTime == 0) {                    for (int i = 0; i < enemyArray[enemyArrayIndex].length; i++) {                        // 苍蝇                        if (enemyArray[enemyArrayIndex][i] == 1) {                            int x = random.nextInt(screenW - 100) + 50;                            vcEnemy.addElement(new Enemy(bmpEnemyFly, 1, x, -50));                            // 鸭子左                        } else if (enemyArray[enemyArrayIndex][i] == 2) {                            int y = random.nextInt(20);                            vcEnemy.addElement(new Enemy(bmpEnemyDuck, 2, -50,                                    y));                            // 鸭子右                        } else if (enemyArray[enemyArrayIndex][i] == 3) {                            int y = random.nextInt(20);                            vcEnemy.addElement(new Enemy(bmpEnemyDuck, 3,                                    screenW + 50, y));                        }                    }                    // 这里判断下一组是否为最后一组(Boss)                    if (enemyArrayIndex == enemyArray.length - 1) {                        isBoss = true;                    } else {                        enemyArrayIndex++;                    }                }                // 每2秒添加一个敌机子弹                countEnemyBullet++;                if (countEnemyBullet % 40 == 0) {                    for (int i = 0; i < vcEnemy.size(); i++) {                        Enemy en = vcEnemy.elementAt(i);                        // 不同类型敌机不同的子弹运行轨迹                        int bulletType = 0;                        switch (en.type) {                        // 苍蝇                        case Enemy.TYPE_FLY:                            bulletType = Bullet.BULLET_FLY;                            break;                        // 鸭子                        case Enemy.TYPE_DUCKL:                        case Enemy.TYPE_DUCKR:                            bulletType = Bullet.BULLET_DUCK;                            break;                        }                        vcBullet.add(new Bullet(bmpEnemyBullet, en.x + 10,                                en.y + 20, bulletType));                    }                }                // 处理敌机子弹逻辑                for (int i = 0; i < vcBullet.size(); i++) {                    Bullet b = vcBullet.elementAt(i);                    if (b.isDead) {                        vcBullet.removeElement(b);                    } else {                        b.logic();                    }                }                //每1秒添加一个主角子弹                countPlayerBullet++;                if (countPlayerBullet % 20 == 0) {                    vcBulletPlayer.add(new Bullet(bmpBullet, player.x + 15, player.y - 20, Bullet.BULLET_PLAYER));                }                // 处理敌机与主角的碰撞                for (int i = 0; i < vcEnemy.size(); i++) {                    if (player.isCollsionWith(vcEnemy.elementAt(i))) {                        // 发生碰撞,主角血量-1                        player.setPlayerHp(player.getPlayerHp() - 1);                        // 当主角血量小于0,判定游戏失败                        if (player.getPlayerHp() <= -1) {                            gameState = GAME_LOST;                        }                    }                }                //处理主角子弹逻辑                for (int i = 0; i < vcBulletPlayer.size(); i++) {                    Bullet b = vcBulletPlayer.elementAt(i);                    if (b.isDead) {                        vcBulletPlayer.removeElement(b);                    } else {                        b.logic();                    }                }            }            break;        case GAME_WIN:            break;        case GAME_LOST:            break;        case GAME_PAUSE:            break;        }    }    @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();            }        }    }    /** * 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;    }}

==现在子弹碰撞主角 并没有发生事情 需要子弹和主角的碰撞检测===

//修改Player类 添加碰撞检测    // // 判断碰撞(主角与敌机子弹)    public boolean isCollsionWith(Bullet bullet) {        // 是否处于无敌时间        if (isCollision == false) {            int x2 = bullet.bulletX;            int y2 = bullet.bulletY;            int w2 = bullet.bmpBullet.getWidth();            int h2 = bullet.bmpBullet.getHeight();            if (x >= x2 && x >= x2 + w2) {                return false;            } else if (x <= x2 && x + bmpPlayer.getWidth() <= x2) {                return false;            } else if (y >= y2 && y >= y2 + h2) {                return false;            } else if (y <= y2 && y + bmpPlayer.getHeight() <= y2) {                return false;            }            // 碰撞即进入无敌状态            isCollision = true;            return true;            // 处于无敌状态,无视碰撞        } else {            return false;        }    }

在主界面 MySrufaceView 的逻辑函数中添加 主角和敌机子弹的碰撞

    //处理敌机子弹与主角碰撞                for (int i = 0; i < vcBullet.size(); i++) {                    if (player.isCollsionWith(vcBullet.elementAt(i))) {                        //发生碰撞,主角血量-1                        player.setPlayerHp(player.getPlayerHp() - 1);                        //当主角血量小于0,判定游戏失败                        if (player.getPlayerHp() <= -1) {                            gameState = GAME_LOST;                        }                    }                }

当然 主角的子弹碰撞了敌机 也需要进行碰撞检测 修改 敌机类 Enemy

    //判断碰撞(敌机与主角子弹碰撞)    public boolean isCollsionWith(Bullet bullet) {        int x2 = bullet.bulletX;        int y2 = bullet.bulletY;        int w2 = bullet.bmpBullet.getWidth();        int h2 = bullet.bmpBullet.getHeight();        if (x >= x2 && x >= x2 + w2) {            return false;        } else if (x <= x2 && x + frameW <= x2) {            return false;        } else if (y >= y2 && y >= y2 + h2) {            return false;        } else if (y <= y2 && y + frameH <= y2) {            return false;        }        //发生碰撞,让其死亡        isDead = true;        return true;    }

在主视图中添加逻辑 主角子弹和敌机碰撞的逻辑

                //处理主角子弹与敌机碰撞                for (int i = 0; i < vcBulletPlayer.size(); i++) {                    //取出主角子弹容器的每个元素                    Bullet blPlayer = vcBulletPlayer.elementAt(i);                    for (int j = 0; j < vcEnemy.size(); j++) {                        //添加爆炸效果 待完成                    }                }

上面完成 的效果图

===============下面完成爆炸的效果============

新建一个爆炸类 Boom

/** * 瞬间爆炸 类 * @author liuml * @time 2016-6-1 上午11:32:56 */public class Boom {    //爆炸效果资源图    private Bitmap bmpBoom;    //爆炸效果的位置坐标    private int boomX, boomY;    //爆炸动画播放当前的帧下标    private int cureentFrameIndex;    //爆炸效果的总帧数    private int totleFrame;    //每帧的宽高    private int frameW, frameH;    //是否播放完毕,优化处理    public boolean playEnd;    //爆炸效果的构造函数    public Boom(Bitmap bmpBoom, int x, int y, int totleFrame) {        this.bmpBoom = bmpBoom;        this.boomX = x;        this.boomY = y;        this.totleFrame = totleFrame;        frameW = bmpBoom.getWidth() / totleFrame;        frameH = bmpBoom.getHeight();    }    //爆炸效果绘制    public void draw(Canvas canvas, Paint paint) {        canvas.save();        canvas.clipRect(boomX, boomY, boomX + frameW, boomY + frameH);        canvas.drawBitmap(bmpBoom, boomX - cureentFrameIndex * frameW, boomY, paint);        canvas.restore();    }    //爆炸效果的逻辑    public void logic() {        if (cureentFrameIndex < totleFrame) {            cureentFrameIndex++;        } else {            playEnd = true;        }    }}

下面就还是老套路了 在主界面 声明爆炸容器 然后绘制 然后是逻辑实现

    package com.gsf;import java.util.Random;import java.util.Vector;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.view.KeyEvent;import android.view.MotionEvent;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 Paint paint;    private Thread th;    private boolean flag;    private Canvas canvas;    // 1 定义游戏状态常量    public static final int GAME_MENU = 0;// 游戏菜单    public static final int GAMEING = 1;// 游戏中    public static final int GAME_WIN = 2;// 游戏胜利    public static final int GAME_LOST = 3;// 游戏失败    public static final int GAME_PAUSE = -1;// 游戏菜单    // 当前游戏状态(默认初始在游戏菜单界面)    public static int gameState = GAME_MENU;    // 声明一个Resources实例便于加载图片    private Resources res = this.getResources();    // 声明游戏需要用到的图片资源(图片声明)    private Bitmap bmpBackGround;// 游戏背景    private Bitmap bmpBoom;// 爆炸效果    private Bitmap bmpBoosBoom;// Boos爆炸效果    private Bitmap bmpButton;// 游戏开始按钮    private Bitmap bmpButtonPress;// 游戏开始按钮被点击    private Bitmap bmpEnemyDuck;// 怪物鸭子    private Bitmap bmpEnemyFly;// 怪物苍蝇    private Bitmap bmpEnemyBoos;// 怪物猪头Boos    private Bitmap bmpGameWin;// 游戏胜利背景    private Bitmap bmpGameLost;// 游戏失败背景    private Bitmap bmpPlayer;// 游戏主角飞机    private Bitmap bmpPlayerHp;// 主角飞机血量    private Bitmap bmpMenu;// 菜单背景    public static Bitmap bmpBullet;// 子弹    public static Bitmap bmpEnemyBullet;// 敌机子弹    public static Bitmap bmpBossBullet;// Boss子弹    public static int screenW;    public static int screenH;    // 声明一个敌机容器    private Vector<Enemy> vcEnemy;    // 每次生成敌机的时间(毫秒)    private int createEnemyTime = 50;    private int count;// 计数器    // 敌人数组:1和2表示敌机的种类,-1表示Boss    // 二维数组的每一维都是一组怪物    private int enemyArray[][] = { { 1, 2 }, { 1, 1 }, { 1, 3, 1, 2 },            { 1, 2 }, { 2, 3 }, { 3, 1, 3 }, { 2, 2 }, { 1, 2 }, { 2, 2 },            { 1, 3, 1, 1 }, { 2, 1 }, { 1, 3 }, { 2, 1 }, { -1 } };    // 当前取出一维数组的下标    private int enemyArrayIndex;    // 是否出现Boss标识位    private boolean isBoss;    // 随机库,为创建的敌机赋予随即坐标    private Random random;    //    private GameMenu gameMenu;    private GameBg gameBg;    private Player player;    // 敌机子弹容器    private Vector<Bullet> vcBullet;    // 添加子弹的计数器    private int countEnemyBullet;    // 主角子弹容器    private Vector<Bullet> vcBulletPlayer;    // 添加子弹的计数器    private int countPlayerBullet;    //爆炸效果容器    private Vector<Boom> vcBoom;    /** * SurfaceView初始化函数 */    public MySurfaceView(Context context) {        super(context);        sfh = this.getHolder();        sfh.addCallback(this);        paint = new Paint();        paint.setColor(Color.WHITE);        paint.setAntiAlias(true);        setFocusable(true);    }    /** * SurfaceView视图创建,响应此函数 */    @Override    public void surfaceCreated(SurfaceHolder holder) {        screenW = this.getWidth();        screenH = this.getHeight();        initGame();        flag = true;        // 实例线程        th = new Thread(this);        // 启动线程        th.start();    }    /** * 加载游戏资源 */    private void initGame() {        // 加载游戏资源        bmpBackGround = BitmapFactory                .decodeResource(res, R.drawable.background);        bmpBoom = BitmapFactory.decodeResource(res, R.drawable.boom);        bmpBoosBoom = BitmapFactory.decodeResource(res, R.drawable.boos_boom);        bmpButton = BitmapFactory.decodeResource(res, R.drawable.button);        bmpButtonPress = BitmapFactory.decodeResource(res,                R.drawable.button_press);        bmpEnemyDuck = BitmapFactory.decodeResource(res, R.drawable.enemy_duck);        bmpEnemyFly = BitmapFactory.decodeResource(res, R.drawable.enemy_fly);        bmpEnemyBoos = BitmapFactory.decodeResource(res, R.drawable.enemy_pig);        bmpGameWin = BitmapFactory.decodeResource(res, R.drawable.gamewin);        bmpGameLost = BitmapFactory.decodeResource(res, R.drawable.gamelost);        bmpPlayer = BitmapFactory.decodeResource(res, R.drawable.player);        bmpPlayerHp = BitmapFactory.decodeResource(res, R.drawable.hp);        bmpMenu = BitmapFactory.decodeResource(res, R.drawable.menu);        bmpBullet = BitmapFactory.decodeResource(res, R.drawable.bullet);        bmpEnemyBullet = BitmapFactory.decodeResource(res,                R.drawable.bullet_enemy);        bmpBossBullet = BitmapFactory                .decodeResource(res, R.drawable.boosbullet);        // 菜单类实例化        gameMenu = new GameMenu(bmpMenu, bmpButton, bmpButtonPress);        // 实例游戏背景        gameBg = new GameBg(bmpBackGround);        // 实例主角        player = new Player(bmpPlayer, bmpPlayerHp);        //敌机子弹容器实例        vcBullet = new Vector<Bullet>();        //主角子弹容器实例        vcBulletPlayer = new Vector<Bullet>();        // 实例敌机容器        vcEnemy = new Vector<Enemy>();        // 实例随机库        random = new Random();        //爆炸效果容器实例        vcBoom = new Vector<Boom>();    }    /** * 游戏绘图 */    public void myDraw() {        try {            canvas = sfh.lockCanvas();            if (canvas != null) {                canvas.drawColor(Color.WHITE);                // 绘图函数根据游戏状态不同进行不同绘制                switch (gameState) {                case GAME_MENU:                    gameMenu.draw(canvas, paint);                    break;                case GAMEING:                    gameBg.draw(canvas, paint);                    player.draw(canvas, paint);                    if (isBoss == false) {                        // 敌机绘制                        for (int i = 0; i < vcEnemy.size(); i++) {                            vcEnemy.elementAt(i).draw(canvas, paint);                        }                        //敌机子弹绘制                        for (int i = 0; i < vcBullet.size(); i++) {                            vcBullet.elementAt(i).draw(canvas, paint);                        }                        //爆炸效果绘制                        for (int i = 0; i < vcBoom.size(); i++) {                            vcBoom.elementAt(i).draw(canvas, paint);                        }                    } else {                        // boss 绘制                    }                    // 处理主角子弹绘制                    for (int i = 0; i < vcBulletPlayer.size(); i++) {                        vcBulletPlayer.elementAt(i).draw(canvas, paint);                    }                    break;                case GAME_WIN:                    break;                case GAME_LOST:                    break;                case GAME_PAUSE:                    break;                default:                    break;                }            }        } catch (Exception e) {            // TODO: handle exception        } finally {            if (canvas != null)                sfh.unlockCanvasAndPost(canvas);        }    }    /** * 触屏事件监听 */    @Override    public boolean onTouchEvent(MotionEvent event) {        switch (gameState) {        case GAME_MENU:            gameMenu.onTouchEvent(event);            break;        case GAMEING:            break;        case GAME_WIN:            break;        case GAME_LOST:            break;        case GAME_PAUSE:            break;        }        return true;    }    /** * 按键事件监听 */    @Override    public boolean onKeyDown(int keyCode, KeyEvent event) {        switch (gameState) {        case GAME_MENU:            break;        case GAMEING:            player.onKeyDown(keyCode, event);            break;        case GAME_WIN:            break;        case GAME_LOST:            break;        case GAME_PAUSE:            break;        }        return super.onKeyDown(keyCode, event);    }    @Override    public boolean onKeyUp(int keyCode, KeyEvent event) {        switch (gameState) {        case GAME_MENU:            break;        case GAMEING:            player.onKeyUp(keyCode, event);            break;        case GAME_WIN:            break;        case GAME_LOST:            break;        case GAME_PAUSE:            break;        }        return super.onKeyUp(keyCode, event);    }    /** * 游戏逻辑 */    private void logic() {        switch (gameState) {        case GAME_MENU:            break;        case GAMEING:            gameBg.logic();            player.logic();            // 敌机逻辑            if (isBoss == false) {                // 敌机逻辑                for (int i = 0; i < vcEnemy.size(); i++) {                    Enemy en = vcEnemy.elementAt(i);                    // 因为容器不断添加敌机 ,那么对敌机isDead判定,                    // 如果已死亡那么就从容器中删除,对容器起到了优化作用;                    if (en.isDead) {                        vcEnemy.removeElementAt(i);                    } else {                        en.logic();                    }                }                // 生成敌机                count++;                if (count % createEnemyTime == 0) {                    for (int i = 0; i < enemyArray[enemyArrayIndex].length; i++) {                        // 苍蝇                        if (enemyArray[enemyArrayIndex][i] == 1) {                            int x = random.nextInt(screenW - 100) + 50;                            vcEnemy.addElement(new Enemy(bmpEnemyFly, 1, x, -50));                            // 鸭子左                        } else if (enemyArray[enemyArrayIndex][i] == 2) {                            int y = random.nextInt(20);                            vcEnemy.addElement(new Enemy(bmpEnemyDuck, 2, -50,                                    y));                            // 鸭子右                        } else if (enemyArray[enemyArrayIndex][i] == 3) {                            int y = random.nextInt(20);                            vcEnemy.addElement(new Enemy(bmpEnemyDuck, 3,                                    screenW + 50, y));                        }                    }                    // 这里判断下一组是否为最后一组(Boss)                    if (enemyArrayIndex == enemyArray.length - 1) {                        isBoss = true;                    } else {                        enemyArrayIndex++;                    }                }                // 每2秒添加一个敌机子弹                countEnemyBullet++;                if (countEnemyBullet % 40 == 0) {                    for (int i = 0; i < vcEnemy.size(); i++) {                        Enemy en = vcEnemy.elementAt(i);                        // 不同类型敌机不同的子弹运行轨迹                        int bulletType = 0;                        switch (en.type) {                        // 苍蝇                        case Enemy.TYPE_FLY:                            bulletType = Bullet.BULLET_FLY;                            break;                        // 鸭子                        case Enemy.TYPE_DUCKL:                        case Enemy.TYPE_DUCKR:                            bulletType = Bullet.BULLET_DUCK;                            break;                        }                        vcBullet.add(new Bullet(bmpEnemyBullet, en.x + 10,                                en.y + 20, bulletType));                    }                }                // 处理敌机子弹逻辑                for (int i = 0; i < vcBullet.size(); i++) {                    Bullet b = vcBullet.elementAt(i);                    if (b.isDead) {                        vcBullet.removeElement(b);                    } else {                        b.logic();                    }                }                //每1秒添加一个主角子弹                countPlayerBullet++;                if (countPlayerBullet % 20 == 0) {                    vcBulletPlayer.add(new Bullet(bmpBullet, player.x + 15, player.y - 20, Bullet.BULLET_PLAYER));                }                // 处理敌机与主角的碰撞                for (int i = 0; i < vcEnemy.size(); i++) {                    if (player.isCollsionWith(vcEnemy.elementAt(i))) {                        // 发生碰撞,主角血量-1                        player.setPlayerHp(player.getPlayerHp() - 1);                        // 当主角血量小于0,判定游戏失败                        if (player.getPlayerHp() <= -1) {                            gameState = GAME_LOST;                        }                    }                }                //处理主角子弹逻辑                for (int i = 0; i < vcBulletPlayer.size(); i++) {                    Bullet b = vcBulletPlayer.elementAt(i);                    if (b.isDead) {                        vcBulletPlayer.removeElement(b);                    } else {                        b.logic();                    }                }                //处理敌机子弹与主角碰撞                for (int i = 0; i < vcBullet.size(); i++) {                    if (player.isCollsionWith(vcBullet.elementAt(i))) {                        //发生碰撞,主角血量-1                        player.setPlayerHp(player.getPlayerHp() - 1);                        //当主角血量小于0,判定游戏失败                        if (player.getPlayerHp() <= -1) {                            gameState = GAME_LOST;                        }                    }                }                //处理主角子弹与敌机碰撞                for (int i = 0; i < vcBulletPlayer.size(); i++) {                    //取出主角子弹容器的每个元素                    Bullet blPlayer = vcBulletPlayer.elementAt(i);                    for (int j = 0; j < vcEnemy.size(); j++) {                        //添加爆炸效果                        //取出敌机容器的每个元与主角子弹遍历判断                        if (vcEnemy.elementAt(j).isCollsionWith(blPlayer)) {                            vcBoom.add(new Boom(bmpBoom, vcEnemy.elementAt(j).x, vcEnemy.elementAt(j).y, 7));                        }                    }                }            }            break;        case GAME_WIN:            break;        case GAME_LOST:            break;        case GAME_PAUSE:            break;        }    }    @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();            }        }    }    /** * 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;    }}

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