老师说,我们要做个弹球游戏,好,我就做了个传说中的弹球游戏。
先看效果:
好吧,的确是简陋了点,不过基本功能还是实现了的。
先看主界面
activity_main.xml
<RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" xmlns:tools="http://schemas.android.com/tools" android:layout_width="match_parent" android:layout_height="match_parent" android:background="@drawable/ballbg1" > <ImageButton android:id="@+id/play" android:layout_width="120dp" android:layout_height="60dp" android:layout_above="@+id/exit" android:layout_centerHorizontal="true" android:layout_marginBottom="37dp" android:background="@drawable/play1" /> <ImageButton android:id="@+id/exit" android:layout_width="120dp" android:layout_height="60dp" android:layout_alignLeft="@+id/play" android:layout_alignParentBottom="true" android:layout_marginBottom="56dp" android:background="@drawable/exit1" /> </RelativeLayout>
ballbg1.png
play.png
exit.png
图片都是一手p出来的,水平虽然差了点,不过是血和泪的结晶啊。
再看主界面.java
package com.PinballGame.pinball; import android.media.MediaPlayer; import android.os.Bundle; import android.os.PowerManager; import android.os.PowerManager.WakeLock; import android.app.Activity; import android.app.AlertDialog; import android.content.Context; import android.content.DialogInterface; import android.content.Intent; import android.util.DisplayMetrics; import android.view.Display; import android.view.Menu; import android.view.View; import android.view.ViewGroup; import android.view.WindowManager; import android.view.View.OnClickListener; import android.widget.ImageButton; import android.widget.RelativeLayout; public class MainActivity extends Activity { //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); //音频 // media = MediaPlayer.create(this, R.raw.start); // media.start(); //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; //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; exitbot.setOnClickListener(new OnClickListener() { @Override public void onClick(View source) { /** 弹出对话框*/ new AlertDialog.Builder(MainActivity.this) //设置标题 .setTitle("天王盖地虎") //设置图标 .setIcon(R.drawable.goodbay) //设置内容 .setMessage("你确定要离开?") //添加确定按钮 .setPositiveButton("确定", new DialogInterface.OnClickListener() { @Override public void onClick(DialogInterface dialog, int which) { // TODO Auto-generated method stub System.exit(0); } }) //添加取消按钮 .setNegativeButton("取消", new DialogInterface.OnClickListener() { @Override public void onClick(DialogInterface dialog, int which) { // TODO Auto-generated method stub } }) .create() .show(); } }); } //唤醒 @Override protected void onResume(){ super.onResume(); // media.start(); this.wakeLock.acquire(); } //暂停 @Override protected void onPause(){ super.onPause(); // media.stop(); this.wakeLock.release(); } @Override public boolean onCreateOptionsMenu(Menu menu) { // Inflate the menu; this adds items to the action bar if it is present. getMenuInflater().inflate(R.menu.main, menu); return true; } }
好吧,里面有屏幕常亮啦,唤醒啦,bababab~,好吧。其他好像没什么
再看play_activity.xml
<?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/playRoot" android:layout_width="match_parent" android:layout_height="match_parent" android:orientation="vertical" > </LinearLayout>
平淡无奇,好继续。
看看 PlayActivity.java
package com.PinballGame.pinball; import java.util.Timer; import java.util.TimerTask; import android.os.Bundle; import android.os.Handler; import android.os.Message; import android.os.PowerManager; import android.os.PowerManager.WakeLock; import android.app.Activity; import android.content.Context; import android.util.Log; import android.view.GestureDetector; import android.view.GestureDetector.OnGestureListener; import android.view.Menu; import android.view.MotionEvent; import android.view.View; import android.view.View.OnTouchListener; public class PlayActivity extends Activity implements OnTouchListener, OnGestureListener { //常亮属性 PowerManager powerManager = null; WakeLock wakeLock = null; //playView PlayView playView = null; /**手势*/ private GestureDetector mGestureDetector; public PlayActivity(){ mGestureDetector = new GestureDetector( (OnGestureListener) this ); } @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.play_activity); //设置常亮 this.powerManager = (PowerManager)this.getSystemService(Context.POWER_SERVICE); this.wakeLock = this.powerManager.newWakeLock(PowerManager.FULL_WAKE_LOCK, "My Lock"); //创建PlayView组件 playView = new PlayView(this, null); setContentView(playView); playView.setOnTouchListener(new OnTouchListener() { @Override public boolean onTouch(View v, MotionEvent event) { return mGestureDetector.onTouchEvent(event); } }); //handler final Handler handler = new Handler(){ public void handleMessage(Message msg){ if( msg.what == 0x123){ playView.invalidate(); } } }; //定时器 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.baffleX[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; break; } } } if( tag == 1) break; } } } playView.circleX += playView.speedX; playView.circleY += playView.speedY; } handler.sendEmptyMessage(0x123); } }, 0, 10); } //唤醒 @Override protected void onResume(){ super.onResume(); this.wakeLock.acquire(); } //暂停 @Override protected void onPause(){ super.onPause(); this.wakeLock.release(); } @Override public boolean onCreateOptionsMenu(Menu menu) { // Inflate the menu; this adds items to the action bar if it is present. getMenuInflater().inflate(R.menu.main, menu); return true; } /**手势中的按下*/ public boolean onDown(MotionEvent e){ return true; } /**手势中的拖动*/ public boolean onScroll(MotionEvent e1, MotionEvent e2, float distanceX, float distanceY) { float tempX = playView.paiX - distanceX; if( tempX < 0 ) tempX = 0; if( tempX > playView.screenWidth - playView.paiWidth ) tempX = playView.screenWidth - playView.paiWidth; playView.paiX = tempX; playView.invalidate(); return true; } @Override public boolean onFling(MotionEvent arg0, MotionEvent arg1, float arg2, float arg3) { // TODO Auto-generated method stub return false; } @Override public void onLongPress(MotionEvent arg0) { // TODO Auto-generated method stub } @Override public void onShowPress(MotionEvent arg0) { // TODO Auto-generated method stub } @Override public boolean onSingleTapUp(MotionEvent arg0) { // TODO Auto-generated method stub return false; } @Override public boolean onTouch(View v, MotionEvent event) { // TODO Auto-generated method stub return false; } }
里面有手势,不过不是很懂。
在看PlayView.java
package com.PinballGame.pinball; import android.content.Context; import android.graphics.Canvas; import android.graphics.Color; import android.graphics.Paint; import android.graphics.Rect; import android.util.AttributeSet; import android.util.Log; import android.view.View; public class PlayView extends View{ //屏幕宽高 int screenWidth = 0; int screenHeight = 0; //障碍挡板宽 public int baffleWith; //每份宽 int perWidth = 0; //间隔宽 int InterWidth = 0; //每份高 int perHeight = 0; //间隔高 int InterHeight = 0; //挡板层数 public int baffleLev = 8; //每层挡板数 public int baffleNum = 5; //挡板颜色 public int[] colors = {Color.BLUE, Color.RED, Color.GREEN, Color.YELLOW, Color.BLUE, Color.RED, Color.GREEN, Color.YELLOW}; //挡板总数 public int baffleTotle = baffleLev * baffleNum; //障碍物X坐标 int baffleX [] = null; //障碍物Y坐标 int baffleY [] = null; //障碍物标签 int baffleArr[][] = null; //画笔 Paint paint = null; //弹球的X坐标 float circleX = -1; //弹球的Y坐标 float circleY = -1; //弹球的半径 int radius = 0; //弹球的X初速度 int speedX = 1; //弹球的Y初速度 int speedY = 1; //球拍X坐标 float paiX = -1; //球拍Y坐标 float paiY = -1; //球拍宽 int paiWidth = 0; //球拍高 int paiHeight = 0; //游戏是否结束 boolean isOver = false; //游戏得分 int scroe = 0; public PlayView(Context context, AttributeSet set) { super(context, set); // TODO Auto-generated constructor stub } @Override protected void onDraw(Canvas canvas){ super.onDraw(canvas); if( isOver ){ paint = paint != null ? paint : new Paint(); paint.setColor(Color.RED); paint.setTextSize(40); canvas.drawText("游戏结束啦", 50, 200, paint); }else if( baffleTotle == 0 ){ paint.setColor(Color.RED); paint.setTextSize(40); canvas.drawText("你胜利啦", 50, 200, paint); }else{ //把画布变成黑色 canvas.drawColor(Color.BLACK); //画障碍物 drawBaffle(canvas); //画球 drawCircle(canvas); //画拍子 drawPai(canvas); } } /**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; //每份宽 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; //画笔 paint = new Paint(); //去锯齿 paint.setAntiAlias(true); //设置画笔宽 paint.setStrokeWidth(3); //设置填充 paint.setStyle(Paint.Style.FILL); //初始化障碍物X坐标 baffleX = baffleX != null ? baffleX : new int[baffleNum]; //初始化障碍物Y坐标 baffleY = baffleY != null ? baffleY : new int[baffleLev]; //初始化障碍物标签 baffleArr = baffleArr != null ? baffleArr : new int[baffleNum][baffleLev]; for(int i = 0; i < baffleLev; i++ ){ //设置颜色 paint.setColor(colors[i]); if ( i == 0 ) tempHeight = InterHeight + perHeight; else tempHeight = tempHeight + InterHeight + perHeight; tempH = tempHeight + perHeight; //保存Y坐标 if( baffleY[i] == 0 ) baffleY[i] = tempHeight; for(int j = 0; j < baffleNum; j++ ){ tempWidht = (j+1)*InterWidth + j*perWidth; tempW = tempWidht + perWidth; //保存X坐标 if( baffleX[j] == 0 ) baffleX[j] = tempWidht; //判断是否已消除 if(baffleArr[j][i] == 0 ){ canvas.drawRect(tempWidht, tempHeight ,tempW ,tempH, paint); } } } } /**画弹球*/ public void drawCircle(Canvas canvas){ paint.setColor(Color.WHITE); circleX = circleX != -1 ? circleX : screenWidth/8; circleY = circleY != -1 ? circleY : screenHeight/2 + perHeight; radius = radius != 0 ? radius : perHeight/2; canvas.drawCircle(circleX, circleY, radius, paint); } /**画拍子*/ public void drawPai(Canvas canvas){ paiWidth = paiWidth != 0 ? paiWidth : screenWidth/5; paiHeight = paiHeight != 0 ? paiHeight : perHeight; paiX = paiX != -1 ? paiX : (screenWidth-paiWidth)/2; paiY = paiY != -1 ? paiY : screenHeight - perHeight*3; canvas.drawRect(paiX, paiY,paiX+paiWidth ,paiY+paiHeight ,paint); } }
然后展示给老师看,老师说,勉强给个及格。我操###,写了不少时间好么。
还说view不好,要改回surferView,不过太懒了,不想改了,凑合用着吧。
源码奉上,欢迎改造!
http://pan.baidu.com/s/1xhtxt
apk下载:
http://pan.baidu.com/share/link?shareid=3381226173&uk=1444496286
相关推荐
安卓游戏开发初学者非常有用,一款弹球游戏,基于Android Studio 2.2.2开发,代码内已含工程配置信息,在Android 5.0.2 上验证通过。滑屏退出游戏。 代码内增加了两个APP 启动阶段,可分别用于初始资源配置如网络...
学校作业的原型,以后会更新完整版,上传上来给大神们嘲笑一下
练习写的弹球小游戏,细节没有仔细雕琢,大致为了练习绘图、Activity跳转、SQLITE、SharedPrefereces等。具备初学参考价值。
Android studio 小游戏,弹球小游戏
AndBall Android弹球游戏 使用AndEngine引擎实现的弹球小游戏,android版本支持8~22 Contributors: 张舒贤,张俊,邬文怀,叶菁菁
Android应用源码开发Demo,主要用于毕业设计学习。
一款运行于Android环境 的3D重力弹球游戏源代码,是一个过关游戏,一关比一关难度增加,3D弹球在迷宫中弹跳,并附有迷宫地图设计器的源代码。测试时候不知道咋搞的,一运行APK,虚拟器就自动退出,有兴趣的帮我查找...
利用安卓开发的软件游戏弹球游戏,以eclipse为平台进行编写。
一款简单的Android单机游戏, 通过挡板将小球弹回,游戏模戏不一样,场会稍微不一样,没将小球挡住时,游戏结束。有五种模式:低级模式、中级模式、高级模式、特级模式、趣味模式。
android studio 平台下的开发的小游戏,只有大体的界面,萌新希望大佬能帮忙改进
是否因为两个补间动画不连贯而烦恼。其实这时可以使用属性动画进行两组动画的拼接,使动画看起来更流畅。这个例子就是使用属性动画开发的一个弹球动画效果,参考性很强。
在自学android的过程中自行开发的简单小游戏。为2.2系统,自行试验中可以在真机上运行。因为是自学作品,程序中或许会存在bug。 此程序用到UI编程,intent,Acitivity间跳转,xml资源使用,canvas绘图,SQLite数据库...
Vector Pinball是一款用于Android设备的弹球游戏。 它是根据GPL版本3发布的; 请参阅“以获取许可证文本。 图形刻意简单。 目前,所有内容均以直线和圆画出。 重点是游戏玩法和精确的物理原理。 它为Box2D物理引擎...
自己做的一个,基于Android的弹球小游戏,包含有一些基本的功能。
在自学android的过程中自行开发的简单小游戏。为2.2系统,自行试验中可以在真机上运行。因为是自学作品,程序中或许会存在bug。 此程序用到UI编程,intent,Acitivity间跳转,xml资源使用,canvas绘图,SQLite数据库...
游戏只有六关,按菜单键开始和暂停,每两关玩法界面不一样,砖块颜色分蓝、红、紫、绿,分数依次5、10、15、20,开始有3条命,用完Game Over。 ps:能力有限,游戏有点BUG,游戏时如果界面被切出去,回来是黑屏,按...
eclipes开发的android小游戏,弹球游戏源代码
完整的android源代码 可在Eclipse中运行
基于Android Studio的打砖块游戏,点开直接进入游戏界面,单击开始游戏,砖块颜色随机产生,小球消除砖块有音效。特点就是挡板随手机传感器变化而变化。有兴趣可以学习下。
基于Android Studio平台开发的经典打砖块游戏,包括游戏开始菜单选择界面、第一关、第二关、第三关。每一关砖块排列颜色都不同,掉落的宝物数量也有所不同,难度依次提升,拾取不同宝物,实现不同功能。有兴趣的可以...