java – 改善太空外星人的移动

前端之家收集整理的这篇文章主要介绍了java – 改善太空外星人的移动前端之家小编觉得挺不错的,现在分享给大家,也给大家做个参考。

我编写了一个受Space Invaders和Moon Patrol启发的迷你Android游戏场景.可以水平拍摄外星人(见上文).

也可以垂直射击外星人(见下文).

但是添加外星人并没有“扩展”,例如15个外星人在所有可能的碰撞中移动将是非常困难的.最初的太空入侵者和月球巡逻队解决了这个问题,是否有可能制定出与我使用的战略不同的战略?外星人的确切运动并不重要,只是它“有趣”.

import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.Rect;
import android.support.v4.view.MotionEventCompat;
import android.util.Log;
import android.view.MotionEvent;
import android.view.SurfaceHolder;
import android.view.SurfaceView;

import java.util.ArrayList;
import java.util.List;

public class ParallaxView extends SurfaceView implements Runnable {

    List<Background> backgrounds;

    private volatile boolean running;
    private Thread gameThread = null;

    // For drawing
    private Paint paint;
    private Canvas canvas;
    private SurfaceHolder ourHolder;

    // Holds a reference to the Activity
    Context context;

    // Control the fps
    long fps = 60;

    // Screen resolution
    int screenWidth;
    int screenHeight;

    private void update() {
        // Update all the background positions
        for (Background bg : backgrounds) {
            bg.update(fps);
        }

    }

    ParallaxView(Context context,int screenWidth,int screenHeight) {
        super(context);

        this.context = context;

        this.screenWidth = screenWidth;
        this.screenHeight = screenHeight;

        // Initialize our drawing objects
        ourHolder = getHolder();
        paint = new Paint();

        // Initialize our array list
        backgrounds = new ArrayList<>();

        //load the background data into the Background objects and
        // place them in our GameObject arraylist

        backgrounds.add(new Background(
                this.context,screenWidth,screenHeight,"bg",120,50));

        backgrounds.add(new Background(
                this.context,"grass",70,110,200));

        // Add more backgrounds here

    }

    @Override
    public void run() {

        while (running) {
            long startFrameTime = System.currentTimeMillis();

            update();
            if (j > 2000) {
                j = -50;
                k = 0;
            }
            if (o > 2000) {
                o = -50;
                l = 0;
            }
            draw();

            // Calculate the fps this frame
            long timeThisFrame = System.currentTimeMillis() - startFrameTime;
            if (timeThisFrame >= 1) {
                fps = 1000 / timeThisFrame;
            }
        }
    }

    int numberOfshots = 1;
    int[] i = new int[200];
    int j = 0;
    int k = 0;
    int l = 0;
    int m = 0;
    int o = 0;
    boolean down = true;
    long lastTurn = System.currentTimeMillis();
    int xbuggy = 0;
    int xbuggy2 = 0;
    boolean down2 = true;
    long lastTurn2 = System.currentTimeMillis();
    long lastTurn3 = System.currentTimeMillis();
    boolean jump = false;
    boolean shoot = false;
    int ind = 0;

    private void draw() {

        if (ourHolder.getSurface().isValid()) {
            //First we lock the area of memory we will be drawing to
            canvas = ourHolder.lockCanvas();
            if (jump) {
                xbuggy = xbuggy + 4;
            }
            if (shoot) {
                xbuggy2 = xbuggy2 + 4;
            }

            if (System.currentTimeMillis() - lastTurn3 >= 1000) {
                // Change direction here
                jump = false;
                lastTurn3 = System.currentTimeMillis();
                xbuggy = 0;
            }
            //draw a background color
            canvas.drawColor(Color.argb(255,0));

            // Draw the background parallax
            drawBackground(0);

            // Draw the rest of the game
            paint.setTextSize(60);
            paint.setColor(Color.argb(255,255,255));

            //canvas.drawText("MOONPATROL3000",350,screenHeight / 100 * 5,paint);

            int resID = context.getResources().getIdentifier("vehicle","drawable",context.getPackageName());

            int alienResID = context.getResources().getIdentifier("object3_hdpi",context.getPackageName());

            int alienResID2 = context.getResources().getIdentifier("object2_hdpi",context.getPackageName());

            int alienResID3 = context.getResources().getIdentifier("object1_hdpi",context.getPackageName());

            // Load the bitmap using the id
            Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(),resID);
            Bitmap alienbitmap = BitmapFactory.decodeResource(context.getResources(),alienResID);
            Bitmap alienbitmap2 = BitmapFactory.decodeResource(context.getResources(),alienResID2);
            Bitmap alienbitmap3 = BitmapFactory.decodeResource(context.getResources(),alienResID3);




            //paint.setTextSize(220);
            for (int i1 = 0; i1 < numberOfshots; i1++) {


                // if horizontal missile hits alien 0
                if (java.lang.Math.abs(j - i[i1]) * 2  < (alienbitmap.getWidth() + 60) && java.lang.Math.abs(k +150+ screenHeight / 100 * 45 - (float) (screenHeight * 0.61)) * 2  < (alienbitmap.getHeight() + 60)) {
                    //y1[i2] = -random.nextInt(1000); // reset to new vertical position
                    //score += 1;
                    //onscoreListener.onscore(score);
                    Log.d("missile","missile hit! ");
                    j=-200;
                }

                // if vertical missile hits alien 0
                if (java.lang.Math.abs(j - 185) * 2  < (alienbitmap.getWidth() + 60) && java.lang.Math.abs(j + 150 + screenHeight / 100 * 45 - (screenHeight / 100 * 95 - i[i1] - xbuggy2)) * 2  < (alienbitmap.getHeight() + 60)) {
                    //y1[i2] = -random.nextInt(1000); // reset to new vertical position
                    //score += 1;
                    //onscoreListener.onscore(score);
                    Log.d("missile","missile hit! ");
                    j=-200;
                }


                // if horizontal missile hits alien 1,right now this won't happen
                if (java.lang.Math.abs(j - i[i1]) * 2  < (alienbitmap.getWidth() + 60) && java.lang.Math.abs(k +150+ screenHeight / 100 * 45 - (float) (screenHeight * 0.61)) * 2  < (alienbitmap.getHeight() + 60)) {
                    //y1[i2] = -random.nextInt(1000); // reset to new vertical position
                    //score += 1;
                    //onscoreListener.onscore(score);
                    Log.d("missile","missile hit! ");
                    j=-200;
                }

                // if vertical missile hits alien 1
                if (java.lang.Math.abs(o + 10 - 185) * 2  < (alienbitmap.getWidth() + 60) && java.lang.Math.abs(l + screenHeight / 100 * 25 - (screenHeight / 100 * 95 - i[i1] - xbuggy2)) * 2  < (alienbitmap.getHeight() + 60)) {
                    //y1[i2] = -random.nextInt(1000); // reset to new vertical position
                    //score += 1;
                    //onscoreListener.onscore(score);
                    Log.d("missile","missile hit! ");
                    o=-200;
                }


                canvas.drawText("o",i[i1],(float) (screenHeight * 0.61),paint);
                canvas.drawText("o",185,screenHeight / 100 * 95 - i[i1] - xbuggy2,paint);




                if (i1 == numberOfshots - 1 && i[i1] > screenWidth) {
                    if (numberOfshots > 0) numberOfshots--;
                    if (ind > 0) ind--;
                }
            }
            if (System.currentTimeMillis() - lastTurn >= 2000) {
                // Change direction here
                down = !down;
                lastTurn = System.currentTimeMillis();
            }

            if (System.currentTimeMillis() - lastTurn2 >= 7000) {
                // Change direction here
                down2 = !down2;
                lastTurn2 = System.currentTimeMillis();
            }

            canvas.drawBitmap(alienbitmap,j,k +150+ screenHeight / 100 * 45,paint);
            canvas.drawBitmap(alienbitmap2,o + 10,l + screenHeight / 100 * 25,paint);
            //canvas.drawBitmap(alienbitmap3,j+20,k+screenHeight / 100 * 5,paint);
            drawBackground(1);
            canvas.drawBitmap(bitmap,50,(float) (screenHeight * 0.5) - xbuggy,paint);
            // Draw the foreground parallax

            for (int n = 0; n < numberOfshots; n++)
                i[n] = i[n] + 20;

            j = j + 10;
            o = o + 7;
            if (!down)
                k=k+2;
            else
                k=k-2;

            if (!down2)
                l++;
            else
                l--;

            // Unlock and draw the scene
            ourHolder.unlockCanvasAndPost(canvas);
        }
    }

    // Clean up our thread if the game is stopped
    public void pause() {
        running = false;
        try {
            gameThread.join();
        } catch (InterruptedException e) {
            // Error
        }
    }

    // Make a new thread and start it
    // Execution moves to our run method
    public void resume() {
        running = true;
        gameThread = new Thread(this);
        gameThread.start();
    }

    private void drawBackground(int position) {

        // Make a copy of the relevant background
        Background bg = backgrounds.get(position);

        // define what portion of images to capture and
        // what coordinates of screen to draw them at

        // For the regular bitmap
        Rect fromRect1 = new Rect(0,bg.width - bg.xClip,bg.height);
        Rect toRect1 = new Rect(bg.xClip,bg.startY,bg.width,bg.endY);

        // For the reversed background
        Rect fromRect2 = new Rect(bg.width - bg.xClip,bg.height);
        Rect toRect2 = new Rect(0,bg.xClip,bg.endY);

        //draw the two background bitmaps
        if (!bg.reversedFirst) {
            canvas.drawBitmap(bg.bitmap,fromRect1,toRect1,paint);
            canvas.drawBitmap(bg.bitmapReversed,fromRect2,toRect2,paint);
        } else {
            canvas.drawBitmap(bg.bitmap,paint);
        }
    }

    // Because we call this from onTouchEvent,this code will be executed for both
    // normal touch events and for when the system calls this using Accessibility
    @Override
    public boolean performClick() {
        super.performClick();
        launchMissile();
        return true;
    }

    private void launchMissile() {
        i[ind] = 350;
        ind++;
        xbuggy2 = 0;
        shoot = true;
    }

    // event listener for when the user touches the screen
    @Override
    public boolean onTouchEvent(MotionEvent event) {
        boolean gameOver = false;
        //if (paused) {
        //   paused = false;
        //}
        int action = MotionEventCompat.getActionMasked(event);
        int coordX = (int) event.getX();
        int coordY = (int) event.getY();
        Log.d("coordY","coordY " + coordY);
        if (coordX < 220 && xbuggy == 0 && action == MotionEvent.ACTION_MOVE) {
            jump = true;
            shoot = false;
            lastTurn3 = System.currentTimeMillis();
            return true; // do nothing
        }

        if (coordX > 219 && action == MotionEvent.ACTION_DOWN) {
            numberOfshots++;
            performClick();
            return true;
        }
        return true;
    }
}

更新

我已经开始根据以下内容封装外星人的逻辑.

import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;

public class Alien {
    public Alien(){}
    public Alien(Context context,String name) {
        setAlienResID(context.getResources().getIdentifier("object3_hdpi",context.getPackageName()));
        setAlienbitmap(BitmapFactory.decodeResource(context.getResources(),this.getAlienResID()));
    }
    public int getAlienResID() {
        return alienResID;
    }

    public void setAlienResID(int alienResID) {
        this.alienResID = alienResID;
    }

    public Bitmap getAlienbitmap() {
        return alienbitmap;
    }

    public void setAlienbitmap(Bitmap alienbitmap) {
        this.alienbitmap = alienbitmap;
    }

    public int getWidth() {
        return width;
    }

    public void setWidth(int width) {
        this.width = width;
    }

    public int getHeight() {
        return height;
    }

    public void setHeight(int height) {
        this.height = height;
    }

    int alienResID;
    Bitmap alienbitmap;
    int width;
    int height;
}


public class AttackingAlien extends Alien {
    public AttackingAlien(Context context,String name) {
        super(context,name);
    }
}

更新2

我改变了策略.现在我正在画一艘宇宙飞船,它将轰炸月球车.

相关代码

import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.Rect;
import android.support.v4.view.MotionEventCompat;
import android.util.Log;
import android.view.MotionEvent;
import android.view.SurfaceHolder;
import android.view.SurfaceView;

import java.util.ArrayList;
import java.util.List;

public class ParallaxView extends SurfaceView implements Runnable {

    List<Background> backgrounds;

    private volatile boolean running;
    private Thread gameThread = null;

    // For drawing
    private Paint paint;
    private Canvas canvas;
    private SurfaceHolder ourHolder;

    // Holds a reference to the Activity
    Context context;

    // Control the fps
    long fps = 60;

    // Screen resolution
    int screenWidth;
    int screenHeight;

    private void update() {
        // Update all the background positions
        for (Background bg : backgrounds) {
            bg.update(fps);
        }

    }

    ParallaxView(Context context,200));

        // Add more backgrounds here

    }

    @Override
    public void run() {

        while (running) {
            long startFrameTime = System.currentTimeMillis();

            update();
            if (j > 2000) {
                j = -50;
                k = 0;
            }
            if (o > 2000) {
                o = -50;
                l = 0;
            }
            draw();

            // Calculate the fps this frame
            long timeThisFrame = System.currentTimeMillis() - startFrameTime;
            if (timeThisFrame >= 1) {
                fps = 1000 / timeThisFrame;
            }
        }
    }

    int numberOfshots = 1;
    int[] i = new int[200];
    int j = 0;
    int k = 0;
    int l = 0;
    int m = 0;
    int o = 0;
    boolean down = true;
    long lastTurn = System.currentTimeMillis();
    int xbuggy = 0;
    int xbuggy2 = 0;
    boolean down2 = true;
    long lastTurn2 = System.currentTimeMillis();
    long lastTurn3 = System.currentTimeMillis();
    long lastTurn4 = System.currentTimeMillis();
    boolean jump = false;
    boolean shoot = false;
    int ind = 0;
    int numberOfAlienshots = 1;
    int missileOffSetY = 0;
    private void draw() {

        if (ourHolder.getSurface().isValid()) {
            //First we lock the area of memory we will be drawing to
            canvas = ourHolder.lockCanvas();
            if (jump) {
                xbuggy = xbuggy + 4;
            }
            if (shoot) {
                xbuggy2 = xbuggy2 + 4;
            }



            if (System.currentTimeMillis() - lastTurn4 >= 2000) {
                // Change direction here
               //jump = false;
                lastTurn4 = System.currentTimeMillis();
                missileOffSetY = 0;
            }

            if (System.currentTimeMillis() - lastTurn3 >= 1000) {
                // Change direction here
                jump = false;
                lastTurn3 = System.currentTimeMillis();
                xbuggy = 0;
            }
            //draw a background color
            canvas.drawColor(Color.argb(255,context.getPackageName());

            Alien alien1 = new AttackingAlien(context,"right_side_hdpi");
            Alien alien2 = new AttackingAlien(context,"object2_hdpi");
            Alien alien3 = new AttackingAlien(context,"object1_hdpi");

            int alienResID = context.getResources().getIdentifier("right_side_hdpi",context.getPackageName());

            int alienResID2 = context.getResources().getIdentifier("right_side_hdpi",context.getPackageName());

            int alienResID3 = context.getResources().getIdentifier("right_side_hdpi",alienResID3);

            //paint.setTextSize(220);

            //for (int i1 = 0; i1 < numberOfAlienshots; i1++) {
            if (missileOffSetY < 300) {
                canvas.drawText("|",o + 10 + alienbitmap2.getWidth() / 2,l + screenHeight / 100 * 25 + 75 + missileOffSetY,paint);

                missileOffSetY = missileOffSetY + 10;
            }

            for (int i1 = 0; i1 < numberOfshots; i1++) {


                // if horizontal missile hits alien 0
                if (java.lang.Math.abs(j - i[i1]) * 2  < (alien1.getWidth() + 60) && java.lang.Math.abs(k +150+ screenHeight / 100 * 45 - (float) (screenHeight * 0.61)) * 2  < (alien1.getHeight() + 60)) {
                    //y1[i2] = -random.nextInt(1000); // reset to new vertical position
                    //score += 1;
                    //onscoreListener.onscore(score);
                    Log.d("missile","missile hit! ");
                    j=-200;
                }

                // if vertical missile hits alien 0
                if (java.lang.Math.abs(j - 185) * 2  < (alienbitmap.getWidth() + 60) && java.lang.Math.abs(j + 150 + screenHeight / 100 * 45 - (screenHeight / 100 * 95 - i[i1] - xbuggy2)) * 2  < (alienbitmap.getHeight() + 60)) {
                    j=-200;
                }


                // if horizontal missile hits alien 1,right now this won't happen
                if (java.lang.Math.abs(j - i[i1]) * 2  < (alienbitmap.getWidth() + 60) && java.lang.Math.abs(k +150+ screenHeight / 100 * 45 - (float) (screenHeight * 0.61)) * 2  < (alienbitmap.getHeight() + 60)) {
                    j=-200;
                }

                // if vertical missile hits alien 1
                if (java.lang.Math.abs(o + 10 - 185) * 2  < (alienbitmap.getWidth() + 60) && java.lang.Math.abs(l + screenHeight / 100 * 25 - (screenHeight / 100 * 95 - i[i1] - xbuggy2)) * 2  < (alienbitmap.getHeight() + 60)) {
                    o=-200;
                }


                canvas.drawText("o",paint);




                if (i1 == numberOfshots - 1 && i[i1] > screenWidth) {
                    if (numberOfshots > 0) numberOfshots--;
                    if (ind > 0) ind--;
                }
            }
            if (System.currentTimeMillis() - lastTurn >= 2000) {
                // Change direction here
                down = !down;
                lastTurn = System.currentTimeMillis();
            }

            if (System.currentTimeMillis() - lastTurn2 >= 7000) {
                // Change direction here
                down2 = !down2;
                lastTurn2 = System.currentTimeMillis();
            }

          //  canvas.drawBitmap(alien1.getAlienbitmap(),this code will be executed for both
    // normal touch events and for when the system calls this using Accessibility
    @Override
    public boolean performClick() {
        super.performClick();
        launchMissile();
        return true;
    }

    private void launchMissile() {
        i[ind] = 350; // what does it do?
        ind++;
        xbuggy2 = 0;
        shoot = true;
    }

    // event listener for when the user touches the screen
    @Override
    public boolean onTouchEvent(MotionEvent event) {
        boolean gameOver = false;
        //if (paused) {
        //   paused = false;
        //}
        int action = MotionEventCompat.getActionMasked(event);
        int coordX = (int) event.getX();
        int coordY = (int) event.getY();
        Log.d("coordY","coordY " + coordY);
        if (coordX < 220 && xbuggy == 0 && action == MotionEvent.ACTION_MOVE) {
            jump = true;
            shoot = false;
            lastTurn3 = System.currentTimeMillis();
            return true; // do nothing
        }

        if (coordX > 219 && action == MotionEvent.ACTION_DOWN) {
            numberOfshots++;
            performClick();
            return true;
        }
        return true;
    }
}

解决方法

您最大的错误似乎是在绘制例程中分配4位图.在onCreate中分配这些位图,并简单地调用您在onCreate()上初始化的全局位图.这将解决您的问题.您可以在他们的位置绘制它们.
private void draw() {
        Alien alien1 = new AttackingAlien(context,"right_side_hdpi");
        Alien alien2 = new AttackingAlien(context,"object2_hdpi");
        Alien alien3 = new AttackingAlien(context,"object1_hdpi");

你分配了一堆内存对象来调用上下文并扩展drawable和一堆其他工作.你可能刚刚使用了同一个外星人.

int alienResID = context.getResources().getIdentifier("right_side_hdpi",context.getPackageName());

        int alienResID2 = context.getResources().getIdentifier("right_side_hdpi",context.getPackageName());

        int alienResID3 = context.getResources().getIdentifier("right_side_hdpi",context.getPackageName());

外星人ID与之前的勾号没有变化.

// Load the bitmap using the id
        Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(),resID);
        Bitmap alienbitmap = BitmapFactory.decodeResource(context.getResources(),alienResID);
        Bitmap alienbitmap2 = BitmapFactory.decodeResource(context.getResources(),alienResID2);
        Bitmap alienbitmap3 = BitmapFactory.decodeResource(context.getResources(),alienResID3);

这些是与最后一个滴答相同的位图,位图是巨型的,从资源获取它们很慢,而且你正在做这个每一个滴答.

}
}

大多数其他的东西都会在这里和那里刮掉半个小时,但这里可能会让你到达正确的FPS棒球场.

不要担心,尽管你有其他人.

通过使例程更快来解决您的大部分问题.现在是时候说,你做错了.这样做的典型和正确方法是每17ms左右循环一次.其余时间暂停了.有些错误很明显.

您最大的错误似乎是在绘制例程中分配4位图.

但是,抽奖程序只会绘制.你绘制了画布上需要发生的东西,就是这样.你没有分配任何你不夸大任何东西的东西,你拿出你所拥有的数字,并把你已经加载的东西绘制在那个位置的内存中.

你正在勾选并在绘图程序中进行碰撞检测,并且当它们必须在一瞬间被扔在木刻器中时为它分配一堆对象.

您不应在初始化之外或在存在新外星人的特殊情况下创建任何对象.你不应该在绘图程序中的任何地方使用“新”.永远.

你正在使用蛮力进行碰撞检测,最终没有.找到你喜欢的漂亮加速结构并使用它.对于1个对象,它无关紧要.

不要打电话给一些外星人,虽然它看起来更漂亮,你想要外星人的边界框的原始数字.然后,您希望将它们保留在某种允许非常快速地引用它们的结构中(您需要在不到17ms的时间内使用该帧).调用一堆宽度命令并不是很有用,即使它们改变了大小只是更改了hitBox数量.这些方法允许您为数据提供一些不错的结构,例如具有已排序的命中箱数组,您可以对其进行二进制搜索,并查找移动的对象是否在log(n)时间内通过对结构进行log(n)更新来命中对象,或者一些用于遍历轴对齐边界框树的方法.这是你最终需要的东西,但只要你保持简单就可以没有这个.但是,实际上只是你的位图在那里做了大部分的减速.

还有很多其他基本问题,比如将边界框放在if语句中,而不是另外制作两个矩形.但还有其他问题,比如制作矩形!你用实际的位置调用绘图而不是一些用一个大的ass对象来调用一个函数.只需使用数字调用函数即可.

你应该有一个例程,根据东西的位置为你做绘图.它应该能够在不到17ms的时间内绘制所需的一切.如果它不能,你将不会达到你需要击中的60fps.因此,在这种情况下,减少一些东西并做得更好.那个空间背景需要是位图吗?你能不能为天空绘制一堆点,并相应地调整图形.你的绘制程序从不分配任何东西.期.如果你需要分配它应该在init期间的东西.分配是你生存的祸根.

你的触摸更新了东西的位置. AI / Physics勾选还会更新事物的位置并检查串通.平局只根据记忆中的位置和内容绘制内容.

在自己的线程中运行更新位置标记.您只需要处理读取和写入相同数据的并发位.它只需要同步绘制数据的变化数据读取,因此在具有相同对象的同步块中抛出这些部分(触摸位置更新,勾选位置更新,以及获取绘图例程本身的位置).

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