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Android游戏开发的入门实例
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?????在Android系統上開發游戲是Android開發學習者所向往的,有成就感也有樂趣,還能取得經濟上的報酬。那怎樣開發Android游戲呢?下面介紹一個簡單的入門實例。
?????? 一、創建新工程
?????? 首先,我們在Eclipse中新建一個名為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,這樣可以讓其適應性更強。接下來,我們新建兩個類,一個是UpdateThread類,一個是SurfaceView類,它們在項目中分別是負責處理線程和畫面的兩個類,在接下來會有詳細介紹,如下圖,分別建立這兩個類,注意選擇正確它們繼承的父類:
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???????在建立完成后,系統的項目結構看上去應該象如下的樣子:
?????? 二、編寫Movment.java啟動程序
???????任何一個Android應用都必須有一個主啟動程序來啟動,我們這里把這個啟動程序命名為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,我們這個啟動程序不象其他程序一樣,在啟動的時候,在setContentView中傳入界面布局文件,而是直接將MovementView的實例傳遞進來,也就是說,直接啟動了MovementView這個類,在這個類中,我們將繪畫我們的小球。
?????? 三、什么是SurfaceView
?????? 在Android中,SurfaceView是一個重要的繪圖容器,它可以可以直接從或者DMA等硬件接口取得圖像數據。通常情況程序的View和用戶響應都是在同一個線程中處理的,這也是為什么處理長時間事件(例如訪問網絡)需要放到另外的線程中去(防止阻塞當前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,例如用后臺線程更新自定義View(調用View的在自定義View中的onDraw函數)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界面需要較長的時間,這種情況就要使用SurfaceView了。SurfaceView中包含一個Surface對象,而Surface是可以在后臺線程中繪制的。
?????? 在本文中,我們將使用它,直接通過代碼創建一個小球,并且隨著UpdateThread線程的更新,不斷改變小球的位置,下面我們開始學習MovementView的編寫,先看下如何運用SurfaceView。
???????首先導入SurfaceView及繪圖的相關庫文件,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并且實現SurfaceHolder.Callback接口,這是一個SurfaceHolder的內部接口,可以實現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的構造函數中,我們設置了小球的大小和在X,Y方向上的初始坐標,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); ??} ??
?????? 我們再來看下updatePhysics這個方法如何編寫。富貴這個方法的作用有兩個:一是處理小球的運動,二是更新小球的實時位置,因為小球在屏幕中不斷地運動,因此當小球到達比如屏幕繪畫區域的頂端后,要被彈回,因此代碼如下:
Java代碼 public?void?updatePhysics()?{ ????//更新當前的x,y坐標???????????xPos?+=?xVel; ??????????yPos?+=?yVel; ????????????if?(yPos?-?circleRadius?<?0?||?yPos?+?circleRadius?>?height)?{ ???????????????? ??????????????if?(yPos?-?circleRadius?<?0)?{ ????????????????????//如果小球到達畫布區域的上頂端,則彈回?????????????????????yPos?=?circleRadius; ??????????????}else{ ????????????????????//如果小球到達了畫布的下端邊界,則彈回?????????????????????yPos?=?height?-?circleRadius; ??????????????} ????????????????//?將Y坐標設置為相反方向???????????????yVel?*=?-1; ??????????} ??????????if?(xPos?-?circleRadius?<?0?||?xPos?+?circleRadius?>?width)?{ ???????????????? ??????????????if?(xPos?-?circleRadius?<?0)?{ ????????????????????//?如果小球到達左邊緣?????????????????????xPos?=?circleRadius; ??????????????}?else?{ ????????????????????//?如果小球到達右邊緣?????????????????????xPos?=?width?-?circleRadius; ??????????????} ????????????????//?重新設置x軸坐標???????????????xVel?*=?-1; ??????????} ??????} ????
?????? 最后我們看下surfaceCreated這個方法的代碼,在這個方法中,主要是取得了可用的SurfaceView的區域的高度和寬度,然后設置了小球的起始坐標(將其設置在屏幕的正中央位置),并且啟動了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,我們要補上surfaceChanged這個方法,這個方法意思是界面尺寸改變時才調用,在我們這個應用中并沒用到,所以我們保留為空的方法實現:
Java代碼 public?void?surfaceChanged(SurfaceHolder?holder,?int?format,?int?width,?int?height) ??????{ ????????}???
?????? 而surfaceDestroyed方法中,主要實現的是界面被銷毀時才調用,這里我們停止了當前的線程所處理的任務,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。這個程序主要是啟動一個線程去不斷更新當前小球的位置。先看聲明及構造函數部分:
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方法中設置了線程是否應該停止的標記,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,主要實現了如下幾個任務:首先檢查是否有允許啟動該線程(在開始運行后,由于在MovementView中,啟動UpdateThread的時候,已經設置了其值為true,即updateThread.setRunning(true)),接下來檢查是否在指定的時間內(這里設置的是每秒20幀),如果是的話,則調用surfaceHolder的lockCanvas方法,鎖定當前的畫布繪畫區域,并且調用movementView的updatePhysics方法及onDraw方法去畫小球并判斷小球的運動,最后記得要在finally中調用unlockCanvasAndPost方法。
?????? 五、啟動并運行程序
?????? 最后啟動并運行程序,可以看到如下的效果,可以看到小球在做各個方向的彈跳運動。
?????? 到此就完成了這個Android游戲開發的入門實例,其實編寫Android游戲就是這么簡單。
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