我有PAC MAN游戏代码
如何在 Android中将此游戏称为活动..
我想在Android应用程序中调用在线游戏,而不是如何在链接上调用Android应用程序中的在线游戏,如果用户点击该特定游戏链接,则比游戏午餐形式网络在线…游戏如PAC MAN.
谢谢
如何在 Android中将此游戏称为活动..
我想在Android应用程序中调用在线游戏,而不是如何在链接上调用Android应用程序中的在线游戏,如果用户点击该特定游戏链接,则比游戏午餐形式网络在线…游戏如PAC MAN.
谢谢
public class Board extends JPanel implements ActionListener { Dimension d; Font smallfont = new Font("Helvetica",Font.BOLD,14); FontMetrics fmsmall,fmlarge; Image ii; Color dotcolor = new Color(192,192,0); Color mazecolor; boolean ingame = false; boolean dying = false; final int blocksize = 24; final int nrofblocks = 15; final int scrsize = nrofblocks * blocksize; final int pacanimdelay = 2; final int pacmananimcount = 4; final int maxghosts = 12; final int pacmanspeed = 6; int pacanimcount = pacanimdelay; int pacanimdir = 1; int pacmananimpos = 0; int nrofghosts = 6; int pacsleft,score; int deathcounter; int[] dx,dy; int[] ghostx,ghosty,ghostdx,ghostdy,ghostspeed; Image ghost; Image pacman1,pacman2up,pacman2left,pacman2right,pacman2down; Image pacman3up,pacman3down,pacman3left,pacman3right; Image pacman4up,pacman4down,pacman4left,pacman4right; int pacmanx,pacmany,pacmandx,pacmandy; int reqdx,reqdy,viewdx,viewdy; final short leveldata[] = { 19,26,18,22,21,17,16,20,24,25,28,1,19,9,8,28 }; final int validspeeds[] = { 1,2,3,4,6,8 }; final int maxspeed = 6; int currentspeed = 3; short[] screendata; Timer timer; public Board() { GetImages(); addKeyListener(new TAdapter()); screendata = new short[nrofblocks * nrofblocks]; mazecolor = new Color(5,100,5); setFocusable(true); d = new Dimension(400,400); setBackground(Color.black); setDoubleBuffered(true); ghostx = new int[maxghosts]; ghostdx = new int[maxghosts]; ghosty = new int[maxghosts]; ghostdy = new int[maxghosts]; ghostspeed = new int[maxghosts]; dx = new int[4]; dy = new int[4]; timer = new Timer(40,this); timer.start(); } public void addNotify() { super.addNotify(); GameInit(); } public void DoAnim() { pacanimcount--; if (pacanimcount <= 0) { pacanimcount = pacanimdelay; pacmananimpos = pacmananimpos + pacanimdir; if (pacmananimpos == (pacmananimcount - 1) || pacmananimpos == 0) pacanimdir = -pacanimdir; } } public void PlayGame(Graphics2D g2d) { if (dying) { Death(); } else { MovePacMan(); DrawPacMan(g2d); moveGhosts(g2d); CheckMaze(); } } public void ShowIntroScreen(Graphics2D g2d) { g2d.setColor(new Color(0,32,48)); g2d.fillRect(50,scrsize / 2 - 30,scrsize - 100,50); g2d.setColor(Color.white); g2d.drawRect(50,50); String s = "Press s to start."; Font small = new Font("Helvetica",14); FontMetrics metr = this.getFontMetrics(small); g2d.setColor(Color.white); g2d.setFont(small); g2d.drawString(s,(scrsize - metr.stringWidth(s)) / 2,scrsize / 2); } public void Drawscore(Graphics2D g) { int i; String s; g.setFont(smallfont); g.setColor(new Color(96,128,255)); s = "score: " + score; g.drawString(s,scrsize / 2 + 96,scrsize + 16); for (i = 0; i < pacsleft; i++) { g.drawImage(pacman3left,i * 28 + 8,scrsize + 1,this); } } public void CheckMaze() { short i = 0; boolean finished = true; while (i < nrofblocks * nrofblocks && finished) { if ((screendata[i] & 48) != 0) finished = false; i++; } if (finished) { score += 50; if (nrofghosts < maxghosts) nrofghosts++; if (currentspeed < maxspeed) currentspeed++; LevelInit(); } } public void Death() { pacsleft--; if (pacsleft == 0) ingame = false; LevelContinue(); } public void moveGhosts(Graphics2D g2d) { short i; int pos; int count; for (i = 0; i < nrofghosts; i++) { if (ghostx[i] % blocksize == 0 && ghosty[i] % blocksize == 0) { pos = ghostx[i] / blocksize + nrofblocks * (int)(ghosty[i] / blocksize); count = 0; if ((screendata[pos] & 1) == 0 && ghostdx[i] != 1) { dx[count] = -1; dy[count] = 0; count++; } if ((screendata[pos] & 2) == 0 && ghostdy[i] != 1) { dx[count] = 0; dy[count] = -1; count++; } if ((screendata[pos] & 4) == 0 && ghostdx[i] != -1) { dx[count] = 1; dy[count] = 0; count++; } if ((screendata[pos] & 8) == 0 && ghostdy[i] != -1) { dx[count] = 0; dy[count] = 1; count++; } if (count == 0) { if ((screendata[pos] & 15) == 15) { ghostdx[i] = 0; ghostdy[i] = 0; } else { ghostdx[i] = -ghostdx[i]; ghostdy[i] = -ghostdy[i]; } } else { count = (int)(Math.random() * count); if (count > 3) count = 3; ghostdx[i] = dx[count]; ghostdy[i] = dy[count]; } } ghostx[i] = ghostx[i] + (ghostdx[i] * ghostspeed[i]); ghosty[i] = ghosty[i] + (ghostdy[i] * ghostspeed[i]); DrawGhost(g2d,ghostx[i] + 1,ghosty[i] + 1); if (pacmanx > (ghostx[i] - 12) && pacmanx < (ghostx[i] + 12) && pacmany > (ghosty[i] - 12) && pacmany < (ghosty[i] + 12) && ingame) { dying = true; deathcounter = 64; } } } public void DrawGhost(Graphics2D g2d,int x,int y) { g2d.drawImage(ghost,x,y,this); } public void MovePacMan() { int pos; short ch; if (reqdx == -pacmandx && reqdy == -pacmandy) { pacmandx = reqdx; pacmandy = reqdy; viewdx = pacmandx; viewdy = pacmandy; } if (pacmanx % blocksize == 0 && pacmany % blocksize == 0) { pos = pacmanx / blocksize + nrofblocks * (int)(pacmany / blocksize); ch = screendata[pos]; if ((ch & 16) != 0) { screendata[pos] = (short)(ch & 15); score++; } if (reqdx != 0 || reqdy != 0) { if (!((reqdx == -1 && reqdy == 0 && (ch & 1) != 0) || (reqdx == 1 && reqdy == 0 && (ch & 4) != 0) || (reqdx == 0 && reqdy == -1 && (ch & 2) != 0) || (reqdx == 0 && reqdy == 1 && (ch & 8) != 0))) { pacmandx = reqdx; pacmandy = reqdy; viewdx = pacmandx; viewdy = pacmandy; } } // Check for standstill if ((pacmandx == -1 && pacmandy == 0 && (ch & 1) != 0) || (pacmandx == 1 && pacmandy == 0 && (ch & 4) != 0) || (pacmandx == 0 && pacmandy == -1 && (ch & 2) != 0) || (pacmandx == 0 && pacmandy == 1 && (ch & 8) != 0)) { pacmandx = 0; pacmandy = 0; } } pacmanx = pacmanx + pacmanspeed * pacmandx; pacmany = pacmany + pacmanspeed * pacmandy; } public void DrawPacMan(Graphics2D g2d) { if (viewdx == -1) DrawPacManLeft(g2d); else if (viewdx == 1) DrawPacManRight(g2d); else if (viewdy == -1) DrawPacManUp(g2d); else DrawPacManDown(g2d); } public void DrawPacManUp(Graphics2D g2d) { switch (pacmananimpos) { case 1: g2d.drawImage(pacman2up,pacmanx + 1,pacmany + 1,this); break; case 2: g2d.drawImage(pacman3up,this); break; case 3: g2d.drawImage(pacman4up,this); break; default: g2d.drawImage(pacman1,this); break; } } public void DrawPacManDown(Graphics2D g2d) { switch (pacmananimpos) { case 1: g2d.drawImage(pacman2down,this); break; case 2: g2d.drawImage(pacman3down,this); break; case 3: g2d.drawImage(pacman4down,this); break; } } public void DrawPacManLeft(Graphics2D g2d) { switch (pacmananimpos) { case 1: g2d.drawImage(pacman2left,this); break; case 2: g2d.drawImage(pacman3left,this); break; case 3: g2d.drawImage(pacman4left,this); break; } } public void DrawPacManRight(Graphics2D g2d) { switch (pacmananimpos) { case 1: g2d.drawImage(pacman2right,this); break; case 2: g2d.drawImage(pacman3right,this); break; case 3: g2d.drawImage(pacman4right,this); break; } } public void DrawMaze(Graphics2D g2d) { short i = 0; int x,y; for (y = 0; y < scrsize; y += blocksize) { for (x = 0; x < scrsize; x += blocksize) { g2d.setColor(mazecolor); g2d.setStroke(new BasicStroke(2)); if ((screendata[i] & 1) != 0) // draws left { g2d.drawLine(x,y + blocksize - 1); } if ((screendata[i] & 2) != 0) // draws top { g2d.drawLine(x,x + blocksize - 1,y); } if ((screendata[i] & 4) != 0) // draws right { g2d.drawLine(x + blocksize - 1,y + blocksize - 1); } if ((screendata[i] & 8) != 0) // draws bottom { g2d.drawLine(x,y + blocksize - 1,y + blocksize - 1); } if ((screendata[i] & 16) != 0) // draws point { g2d.setColor(dotcolor); g2d.fillRect(x + 11,y + 11,2); } i++; } } } public void GameInit() { pacsleft = 3; score = 0; LevelInit(); nrofghosts = 6; currentspeed = 3; } public void LevelInit() { int i; for (i = 0; i < nrofblocks * nrofblocks; i++) screendata[i] = leveldata[i]; LevelContinue(); } public void LevelContinue() { short i; int dx = 1; int random; for (i = 0; i < nrofghosts; i++) { ghosty[i] = 4 * blocksize; ghostx[i] = 4 * blocksize; ghostdy[i] = 0; ghostdx[i] = dx; dx = -dx; random = (int)(Math.random() * (currentspeed + 1)); if (random > currentspeed) random = currentspeed; ghostspeed[i] = validspeeds[random]; } pacmanx = 7 * blocksize; pacmany = 11 * blocksize; pacmandx = 0; pacmandy = 0; reqdx = 0; reqdy = 0; viewdx = -1; viewdy = 0; dying = false; } public void GetImages() { ghost = new ImageIcon(Board.class.getResource("../pacpix/ghost.png")).getImage(); pacman1 = new ImageIcon(Board.class.getResource("../pacpix/pacman.png")).getImage(); pacman2up = new ImageIcon(Board.class.getResource("../pacpix/up1.png")).getImage(); pacman3up = new ImageIcon(Board.class.getResource("../pacpix/up2.png")).getImage(); pacman4up = new ImageIcon(Board.class.getResource("../pacpix/up3.png")).getImage(); pacman2down = new ImageIcon(Board.class.getResource("../pacpix/down1.png")).getImage(); pacman3down = new ImageIcon(Board.class.getResource("../pacpix/down2.png")).getImage(); pacman4down = new ImageIcon(Board.class.getResource("../pacpix/down3.png")).getImage(); pacman2left = new ImageIcon(Board.class.getResource("../pacpix/left1.png")).getImage(); pacman3left = new ImageIcon(Board.class.getResource("../pacpix/left2.png")).getImage(); pacman4left = new ImageIcon(Board.class.getResource("../pacpix/left3.png")).getImage(); pacman2right = new ImageIcon(Board.class.getResource("../pacpix/right1.png")).getImage(); pacman3right = new ImageIcon(Board.class.getResource("../pacpix/right2.png")).getImage(); pacman4right = new ImageIcon(Board.class.getResource("../pacpix/right3.png")).getImage(); } public void paint(Graphics g) { super.paint(g); Graphics2D g2d = (Graphics2D) g; g2d.setColor(Color.black); g2d.fillRect(0,d.width,d.height); DrawMaze(g2d); Drawscore(g2d); DoAnim(); if (ingame) PlayGame(g2d); else ShowIntroScreen(g2d); g.drawImage(ii,5,this); Toolkit.getDefaultToolkit().sync(); g.dispose(); } class TAdapter extends KeyAdapter { public void keyPressed(KeyEvent e) { int key = e.getKeyCode(); if (ingame) { if (key == KeyEvent.VK_LEFT) { reqdx=-1; reqdy=0; } else if (key == KeyEvent.VK_RIGHT) { reqdx=1; reqdy=0; } else if (key == KeyEvent.VK_UP) { reqdx=0; reqdy=-1; } else if (key == KeyEvent.VK_DOWN) { reqdx=0; reqdy=1; } else if (key == KeyEvent.VK_ESCAPE && timer.isRunning()) { ingame=false; } else if (key == KeyEvent.VK_PAUSE) { if (timer.isRunning()) timer.stop(); else timer.start(); } } else { if (key == 's' || key == 'S') { ingame=true; GameInit(); } } } public void keyReleased(KeyEvent e) { int key = e.getKeyCode(); if (key == Event.LEFT || key == Event.RIGHT || key == Event.UP || key == Event.DOWN) { reqdx=0; reqdy=0; } } } public void actionPerformed(ActionEvent e) { repaint(); } }
解决方法
你不能简单地“调用游戏代码”.您可以学习,理解和重用逻辑,并在Android中构建新游戏.即使重用此代码也需要大量重构.
如果你想构建安卓游戏,那么你可以使用像Cocos2D这样的框架.
这是一个很好的教程:
http://dan.clarke.name/2011/04/how-to-make-a-simple-android-game-with-cocos2d/