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简易弹球游戏 (2)

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发布于: 10 小时前

//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.baf


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fleX[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;

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简易弹球游戏 (2)