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Android游戏开发的入门实例
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?????在Android系統(tǒng)上開發(fā)游戲是Android開發(fā)學(xué)習(xí)者所向往的,有成就感也有樂趣,還能取得經(jīng)濟(jì)上的報(bào)酬。那怎樣開發(fā)Android游戲呢?下面介紹一個(gè)簡單的入門實(shí)例。
?????? 一、創(chuàng)建新工程
?????? 首先,我們?cè)贓clipse中新建一個(gè)名為Movement的工程,并且選擇合適的Android SDK,在這里,我們選用的API是比較低的1.5版本,這樣可以讓其適應(yīng)性更強(qiáng)。接下來,我們新建兩個(gè)類,一個(gè)是UpdateThread類,一個(gè)是SurfaceView類,它們?cè)陧?xiàng)目中分別是負(fù)責(zé)處理線程和畫面的兩個(gè)類,在接下來會(huì)有詳細(xì)介紹,如下圖,分別建立這兩個(gè)類,注意選擇正確它們繼承的父類:
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???????在建立完成后,系統(tǒng)的項(xiàng)目結(jié)構(gòu)看上去應(yīng)該象如下的樣子:
?????? 二、編寫Movment.java啟動(dòng)程序
???????任何一個(gè)Android應(yīng)用都必須有一個(gè)主啟動(dòng)程序來啟動(dòng),我們這里把這個(gè)啟動(dòng)程序命名為Movment,代碼很簡單如下:
Java代碼 public?class?Movement?extends?Activity??{ ???@Override???public?void?onCreate(Bundle?savedInstanceState)?{ ?????????super.onCreate(savedInstanceState); ???????setContentView(new?MovementView(this)); ???} ??
注意的是,我們這個(gè)啟動(dòng)程序不象其他程序一樣,在啟動(dòng)的時(shí)候,在setContentView中傳入界面布局文件,而是直接將MovementView的實(shí)例傳遞進(jìn)來,也就是說,直接啟動(dòng)了MovementView這個(gè)類,在這個(gè)類中,我們將繪畫我們的小球。
?????? 三、什么是SurfaceView
?????? 在Android中,SurfaceView是一個(gè)重要的繪圖容器,它可以可以直接從或者DMA等硬件接口取得圖像數(shù)據(jù)。通常情況程序的View和用戶響應(yīng)都是在同一個(gè)線程中處理的,這也是為什么處理長時(shí)間事件(例如訪問網(wǎng)絡(luò))需要放到另外的線程中去(防止阻塞當(dāng)前UI線程的操作和繪制)。但是在其他線程中卻不能修改UI元素,例如用后臺(tái)線程更新自定義View(調(diào)用View的在自定義View中的onDraw函數(shù))是不允許的。
?????? 如果需要在另外的線程繪制界面、需要迅速的更新界面或則渲染UI界面需要較長的時(shí)間,這種情況就要使用SurfaceView了。SurfaceView中包含一個(gè)Surface對(duì)象,而Surface是可以在后臺(tái)線程中繪制的。
?????? 在本文中,我們將使用它,直接通過代碼創(chuàng)建一個(gè)小球,并且隨著UpdateThread線程的更新,不斷改變小球的位置,下面我們開始學(xué)習(xí)MovementView的編寫,先看下如何運(yùn)用SurfaceView。
???????首先導(dǎo)入SurfaceView及繪圖的相關(guān)庫文件,如下所示:
Java代碼 package?example.movement; ????import?android.content.Context; ??import?android.graphics.Canvas; ??import?android.graphics.Color; ??import?android.graphics.Paint; ??import?android.graphics.Rect; ??import?android.view.SurfaceHolder; ??import?android.view.SurfaceView;??
接著,我們要繼承SurfaceView并且實(shí)現(xiàn)SurfaceHolder.Callback接口,這是一個(gè)SurfaceHolder的內(nèi)部接口,可以實(shí)現(xiàn)該接口獲得界面改變的信息,代碼如下,并且我們聲明了一些成員變量:
Java代碼 public?class?MovementView?extends?SurfaceView?implements?SurfaceHolder.Callback?{ ??????private?int?xPos; ??????private?int?yPos; ????????private?int?xVel; ??????private?int?yVel; ????????private?int?width; ??????private?int?height; ????????private?int?circleRadius; ??????private?Paint?circlePaint; ????????UpdateThread?updateThread; ??} ??
??????? 而在MovementView的構(gòu)造函數(shù)中,我們?cè)O(shè)置了小球的大小和在X,Y方向上的初始坐標(biāo),如下:??
Java代碼???? public?MovementView(Context?context)?{??? ??????super(context);??? ??????getHolder().addCallback(this);??? ???? ??????circleRadius?=?10;??? ??????circlePaint?=?new?Paint();??? ??????circlePaint.setColor(Color.BLUE);??? ???? ??????xVel?=?2;??? ??????yVel?=?2;??? ??}??? ???? ??
?????? 接著我們來看下ondraw方法的編寫,在這里,我們將繪畫小球,并且每次都把畫布Canvas的背景色設(shè)置為白色,以重新覆蓋之前一幀,代碼如下:
Java代碼 protected?void?onDraw(Canvas?canvas)?{ ????????????canvas.drawColor(Color.WHITE); ????????????canvas.drawCircle(xPos,?yPos,?circleRadius,?circlePaint); ??} ??
?????? 我們?cè)賮砜聪聈pdatePhysics這個(gè)方法如何編寫。富貴這個(gè)方法的作用有兩個(gè):一是處理小球的運(yùn)動(dòng),二是更新小球的實(shí)時(shí)位置,因?yàn)樾∏蛟谄聊恢胁粩嗟剡\(yùn)動(dòng),因此當(dāng)小球到達(dá)比如屏幕繪畫區(qū)域的頂端后,要被彈回,因此代碼如下:
Java代碼 public?void?updatePhysics()?{ ????//更新當(dāng)前的x,y坐標(biāo)???????????xPos?+=?xVel; ??????????yPos?+=?yVel; ????????????if?(yPos?-?circleRadius?<?0?||?yPos?+?circleRadius?>?height)?{ ???????????????? ??????????????if?(yPos?-?circleRadius?<?0)?{ ????????????????????//如果小球到達(dá)畫布區(qū)域的上頂端,則彈回?????????????????????yPos?=?circleRadius; ??????????????}else{ ????????????????????//如果小球到達(dá)了畫布的下端邊界,則彈回?????????????????????yPos?=?height?-?circleRadius; ??????????????} ????????????????//?將Y坐標(biāo)設(shè)置為相反方向???????????????yVel?*=?-1; ??????????} ??????????if?(xPos?-?circleRadius?<?0?||?xPos?+?circleRadius?>?width)?{ ???????????????? ??????????????if?(xPos?-?circleRadius?<?0)?{ ????????????????????//?如果小球到達(dá)左邊緣?????????????????????xPos?=?circleRadius; ??????????????}?else?{ ????????????????????//?如果小球到達(dá)右邊緣?????????????????????xPos?=?width?-?circleRadius; ??????????????} ????????????????//?重新設(shè)置x軸坐標(biāo)???????????????xVel?*=?-1; ??????????} ??????} ????
?????? 最后我們看下surfaceCreated這個(gè)方法的代碼,在這個(gè)方法中,主要是取得了可用的SurfaceView的區(qū)域的高度和寬度,然后設(shè)置了小球的起始坐標(biāo)(將其設(shè)置在屏幕的正中央位置),并且啟動(dòng)了UpdateThread線程,代碼如下:
Java代碼 public?void?surfaceCreated(SurfaceHolder?holder)?{ ????????????Rect?surfaceFrame?=?holder.getSurfaceFrame(); ??????????width?=?surfaceFrame.width(); ??????????height?=?surfaceFrame.height(); ????????????xPos?=?width?/?2; ??????????yPos?=?circleRadius; ????????????updateThread?=?new?UpdateThread(this); ??????????updateThread.setRunning(true); ??????????updateThread.start(); ??????} ??
?????? 此外,我們要補(bǔ)上surfaceChanged這個(gè)方法,這個(gè)方法意思是界面尺寸改變時(shí)才調(diào)用,在我們這個(gè)應(yīng)用中并沒用到,所以我們保留為空的方法實(shí)現(xiàn):
Java代碼 public?void?surfaceChanged(SurfaceHolder?holder,?int?format,?int?width,?int?height) ??????{ ????????}???
?????? 而surfaceDestroyed方法中,主要實(shí)現(xiàn)的是界面被銷毀時(shí)才調(diào)用,這里我們停止了當(dāng)前的線程所處理的任務(wù),這里使用了線程的join方法:
Java代碼 public?void?surfaceDestroyed(SurfaceHolder?holder)?{ ????????????boolean?retry?=?true; ????????????updateThread.setRunning(false); ??????????while?(retry)?{ ??????????????try?{ ??????????????????updateThread.join(); ??????????????????retry?=?false; ??????????????}?catch?(InterruptedException?e)?{ ????????????????} ??????????} ??????} ??
?????? 歸納下,完整的MovementView代碼如下:
Java代碼 package?example.movement; ????import?android.content.Context; ??import?android.graphics.Canvas; ??import?android.graphics.Color; ??import?android.graphics.Paint; ??import?android.graphics.Rect; ??import?android.view.SurfaceHolder; ??import?android.view.SurfaceView; ????public?class?MovementView?extends?SurfaceView?implements?SurfaceHolder.Callback?{ ????????private?int?xPos; ??????private?int?yPos; ????????private?int?xVel; ??????private?int?yVel; ????????private?int?width; ??????private?int?height; ????????private?int?circleRadius; ??????private?Paint?circlePaint; ????????UpdateThread?updateThread; ????????public?MovementView(Context?context)?{ ????????????super(context); ??????????getHolder().addCallback(this); ????????????circleRadius?=?10; ??????????circlePaint?=?new?Paint(); ??????????circlePaint.setColor(Color.BLUE); ????????????xVel?=?2; ??????????yVel?=?2; ??????} ??????@Override??????protected?void?onDraw(Canvas?canvas)?{ ????????????canvas.drawColor(Color.WHITE); ??????????canvas.drawCircle(xPos,?yPos,?circleRadius,?circlePaint); ??????} ????????public?void?updatePhysics()?{ ??????????xPos?+=?xVel; ??????????yPos?+=?yVel; ????????????if?(yPos?-?circleRadius?<?0?||?yPos?+?circleRadius?>?height)?{ ??????????????if?(yPos?-?circleRadius?<?0)?{ ??????????????????yPos?=?circleRadius; ??????????????}else{ ??????????????????yPos?=?height?-?circleRadius; ??????????????} ??????????????yVel?*=?-1; ??????????} ??????????if?(xPos?-?circleRadius?<?0?||?xPos?+?circleRadius?>?width)?{ ??????????????if?(xPos?-?circleRadius?<?0)?{ ??????????????????xPos?=?circleRadius; ??????????????}?else?{ ??????????????????xPos?=?width?-?circleRadius; ??????????????} ??????????????xVel?*=?-1; ??????????} ??????} ????????public?void?surfaceCreated(SurfaceHolder?holder)?{ ????????????Rect?surfaceFrame?=?holder.getSurfaceFrame(); ??????????width?=?surfaceFrame.width(); ??????????height?=?surfaceFrame.height(); ????????????xPos?=?width?/?2; ??????????yPos?=?circleRadius; ????????????updateThread?=?new?UpdateThread(this); ??????????updateThread.setRunning(true); ??????????updateThread.start(); ??????} ????????public?void?surfaceChanged(SurfaceHolder?holder,?int?format,?int?width,?int?height)?{ ??????} ????????public?void?surfaceDestroyed(SurfaceHolder?holder)?{ ????????????boolean?retry?=?true; ????????????updateThread.setRunning(false); ??????????while?(retry)?{ ??????????????try?{ ??????????????????updateThread.join(); ??????????????????retry?=?false; ??????????????}?catch?(InterruptedException?e)?{ ??????????????} ??????????} ??????} ??} ??
?????? 四、UpdateThread線程程序
?????? 下面,我們開始著手編寫UpdateThread線程程序。這個(gè)程序主要是啟動(dòng)一個(gè)線程去不斷更新當(dāng)前小球的位置。先看聲明及構(gòu)造函數(shù)部分:
Java代碼 package?licksquid.movement; ????import?android.graphics.Canvas; ??import?android.view.SurfaceHolder; ????public?class?UpdateThread?extends?Thread?{ ??????private?long?time; ??????private?final?int?fps?=?20; ??????private?boolean?toRun?=?false; ??????private?MovementView?movementView; ??????private?SurfaceHolder?surfaceHolder; ????} ??public?UpdateThread(MovementView?rMovementView)?{ ??????????movementView?=?rMovementView; ??????????surfaceHolder?=?movementView.getHolder(); ??????} ?? public?void?setRunning(boolean?run)?{ ??????????toRun?=?run; ??????} ??
??????? 注意這里的setRunning方法中設(shè)置了線程是否應(yīng)該停止的標(biāo)記,下面來看重要的方法run:
Java代碼 public?void?run()?{ ????????????Canvas?c; ??????????while?(toRun)?{ ????????????????long?cTime?=?System.currentTimeMillis(); ????????????????if?((cTime?-?time)?<=?(1000?/?fps))?{ ????????????????????c?=?null; ??????????????????try?{ ??????????????????????c?=?surfaceHolder.lockCanvas(null); ????????????????????????movementView.updatePhysics(); ??????????????????????movementView.onDraw(c); ??????????????????}?finally?{ ??????????????????????if?(c?!=?null)?{ ??????????????????????????surfaceHolder.unlockCanvasAndPost(c); ??????????????????????} ??????????????????} ??????????????} ??????????????time?=?cTime; ??????????} ??????}??
?????? 在run方法中,主要實(shí)現(xiàn)了如下幾個(gè)任務(wù):首先檢查是否有允許啟動(dòng)該線程(在開始運(yùn)行后,由于在MovementView中,啟動(dòng)UpdateThread的時(shí)候,已經(jīng)設(shè)置了其值為true,即updateThread.setRunning(true)),接下來檢查是否在指定的時(shí)間內(nèi)(這里設(shè)置的是每秒20幀),如果是的話,則調(diào)用surfaceHolder的lockCanvas方法,鎖定當(dāng)前的畫布繪畫區(qū)域,并且調(diào)用movementView的updatePhysics方法及onDraw方法去畫小球并判斷小球的運(yùn)動(dòng),最后記得要在finally中調(diào)用unlockCanvasAndPost方法。
?????? 五、啟動(dòng)并運(yùn)行程序
?????? 最后啟動(dòng)并運(yùn)行程序,可以看到如下的效果,可以看到小球在做各個(gè)方向的彈跳運(yùn)動(dòng)。
?????? 到此就完成了這個(gè)Android游戲開發(fā)的入門實(shí)例,其實(shí)編寫Android游戲就是這么簡單。
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