如何在android游戏中从y轴依次生成位图
How to generate bitmap one after another from y axis in android game
我正在开发一个简单的小游戏,其中的障碍从顶部出来,并且有一个静态球只能在 x-axis.When 上从顶部出来的障碍用户必须移动球避免碰撞。
我在 time.but 上放置了 3 个移动障碍,我的问题是它们一起出现,即所有三个障碍都有相同的 y 轴 values.I 希望它一个接一个地出现一些特定的距离。
我怎样才能做到这一点。
这是我的游戏面板 Class:
public class GamePanel extends SurfaceView implements Runnable {
private Thread thread = null;
private Ball ball;
private SurfaceHolder surfaceHolder;
private Paint paint;
private Canvas canvas;
volatile boolean playing = true;
private int hurdleCount = 3;
private Hurdles[] hurdles;
private int screenX, screenY;
private Rect ball_detectCollision;
public GamePanel(Context context, final int screenX, final int screenY) {
super(context);
ball = new Ball(context, screenX, screenY);
surfaceHolder = getHolder();
this.screenX = screenX;
this.screenY = screenY;
paint = new Paint();
canvas = new Canvas();
hurdles = new Hurdles[hurdleCount];
for (int i = 0; i < hurdleCount; i++) {
hurdles[i] = new Hurdles(context, screenX, screenY);
}
ball_detectCollision = new Rect(ball.getBall_x(), ball.getBall_y(), ball.getBitmap().getWidth(), ball.getBitmap().getHeight());
surfaceHolder.addCallback(new SurfaceHolder.Callback() {
@Override
public void surfaceCreated(SurfaceHolder holder) {
System.out.println("Surface Created");
}
@Override
public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {
System.out.println("Surface Changed");
thread = new Thread(GamePanel.this);
thread.start();
}
@Override
public void surfaceDestroyed(SurfaceHolder holder) {
System.out.println("Surface Destroyed");
}
});
}
private void draw() {
canvas = surfaceHolder.lockCanvas();
canvas.drawColor(Color.RED);
canvas.drawBitmap(ball.getBitmap(), updatedValue, ball.getBall_y(), paint);
ball.setBall_x(updatedValue);
ball_detectCollision.left = ball.getBall_x();
ball_detectCollision.top = screenY - ball.getBitmap().getHeight() - 260;
ball_detectCollision.right = ball.getBall_x() + ball.getBitmap().getWidth();
ball_detectCollision.bottom = screenY - ball.getBitmap().getHeight() - 260 + ball.getBitmap().getHeight();
for (int i = 0; i < hurdleCount; i++) {
canvas.drawBitmap(hurdles[i].getBitmap(), hurdles[i].getX(), hurdles[i].getY(), paint);
}
surfaceHolder.unlockCanvasAndPost(canvas);
}
@Override
public void run() {
while (playing) {
update();
draw();
control();
}
}
private void update() {
for (int i = 0; i < hurdleCount; i++) {
hurdles[i].update();
if (Rect.intersects(getBall_detectCollision(), hurdles[i].getDetectCollision())) {
System.out.println("Collision Detected");
playing = false;
Handler handler = new Handler(Looper.getMainLooper());
handler.post(new Runnable() {
@Override
public void run() {
showGameOverMessage();
}
});
}
}
}
public void pause() {
playing = false;
try {
thread.join();
} catch (InterruptedException e) {
e.printStackTrace();
}
}
这是我的障碍Class
public class Hurdles {
private Bitmap bitmap;
private int x;
private int y;
private int speed = 20;
private int maxX;
private int minX;
private int maxY;
private int minY;
private Rect detectCollision;
public Hurdles(Context context, int screenX, int screenY) {
bitmap = BitmapFactory.decodeResource(context.getResources(), R.drawable.hurdle);
maxX = screenX - bitmap.getWidth();
maxY = screenY;
minX = 0;
minY = 0;
Random generator = new Random();
detectCollision = new Rect(x, y, bitmap.getWidth(), bitmap.getHeight());
x = generator.nextInt(maxX);
y = minY;
}
public void update() {
y += speed;
if (y > maxY - getBitmap().getHeight()) {
Random generator = new Random();
y = minY;
x = generator.nextInt(maxX);
}
detectCollision.left = x;
detectCollision.right = x + bitmap.getWidth();
detectCollision.top = y;
detectCollision.bottom = y + bitmap.getHeight();
}
尝试像这样更改代码:
handler.postDelayed(new Runnable() {
@Override
public void run() {
showGameOverMessage();
}
},timeOffsetInMillis);
如果间隙可以相同你可以设置timeOffsetInMillis = i * gapInMillis
如果你想在障碍之间添加 delay/gap,你可以在你的 GamePanel 构造函数中这样做:
public GamePanel(Context context, final int screenX, final int screenY) {
super(context);
int gapBetweenHurdles = 100;
int gap = 0;
for (int i = 0; i < hurdleCount; i++) {
//(screenY - gap) will move your hurdle above the screen
hurdles[i] = new Hurdles(context, screenX, screenY - gap);
//increment the gap
gap += gapBetweenHurdles;
}
......
}
所以栏之间的差距是 100 像素,因为我是随机写的。如果你想要特定的差距,你可以设置 gapBetweenHurdles
到屏幕高度的某个百分比。
编辑:
您必须将初始 X
和 Y
位置传递给障碍构造函数,然后在障碍 class 的更新方法中增加 Y
值并在障碍 class, getY()
应该 return Y
.
我正在开发一个简单的小游戏,其中的障碍从顶部出来,并且有一个静态球只能在 x-axis.When 上从顶部出来的障碍用户必须移动球避免碰撞。
我在 time.but 上放置了 3 个移动障碍,我的问题是它们一起出现,即所有三个障碍都有相同的 y 轴 values.I 希望它一个接一个地出现一些特定的距离。
我怎样才能做到这一点。 这是我的游戏面板 Class:
public class GamePanel extends SurfaceView implements Runnable {
private Thread thread = null;
private Ball ball;
private SurfaceHolder surfaceHolder;
private Paint paint;
private Canvas canvas;
volatile boolean playing = true;
private int hurdleCount = 3;
private Hurdles[] hurdles;
private int screenX, screenY;
private Rect ball_detectCollision;
public GamePanel(Context context, final int screenX, final int screenY) {
super(context);
ball = new Ball(context, screenX, screenY);
surfaceHolder = getHolder();
this.screenX = screenX;
this.screenY = screenY;
paint = new Paint();
canvas = new Canvas();
hurdles = new Hurdles[hurdleCount];
for (int i = 0; i < hurdleCount; i++) {
hurdles[i] = new Hurdles(context, screenX, screenY);
}
ball_detectCollision = new Rect(ball.getBall_x(), ball.getBall_y(), ball.getBitmap().getWidth(), ball.getBitmap().getHeight());
surfaceHolder.addCallback(new SurfaceHolder.Callback() {
@Override
public void surfaceCreated(SurfaceHolder holder) {
System.out.println("Surface Created");
}
@Override
public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {
System.out.println("Surface Changed");
thread = new Thread(GamePanel.this);
thread.start();
}
@Override
public void surfaceDestroyed(SurfaceHolder holder) {
System.out.println("Surface Destroyed");
}
});
}
private void draw() {
canvas = surfaceHolder.lockCanvas();
canvas.drawColor(Color.RED);
canvas.drawBitmap(ball.getBitmap(), updatedValue, ball.getBall_y(), paint);
ball.setBall_x(updatedValue);
ball_detectCollision.left = ball.getBall_x();
ball_detectCollision.top = screenY - ball.getBitmap().getHeight() - 260;
ball_detectCollision.right = ball.getBall_x() + ball.getBitmap().getWidth();
ball_detectCollision.bottom = screenY - ball.getBitmap().getHeight() - 260 + ball.getBitmap().getHeight();
for (int i = 0; i < hurdleCount; i++) {
canvas.drawBitmap(hurdles[i].getBitmap(), hurdles[i].getX(), hurdles[i].getY(), paint);
}
surfaceHolder.unlockCanvasAndPost(canvas);
}
@Override
public void run() {
while (playing) {
update();
draw();
control();
}
}
private void update() {
for (int i = 0; i < hurdleCount; i++) {
hurdles[i].update();
if (Rect.intersects(getBall_detectCollision(), hurdles[i].getDetectCollision())) {
System.out.println("Collision Detected");
playing = false;
Handler handler = new Handler(Looper.getMainLooper());
handler.post(new Runnable() {
@Override
public void run() {
showGameOverMessage();
}
});
}
}
}
public void pause() {
playing = false;
try {
thread.join();
} catch (InterruptedException e) {
e.printStackTrace();
}
}
这是我的障碍Class
public class Hurdles {
private Bitmap bitmap;
private int x;
private int y;
private int speed = 20;
private int maxX;
private int minX;
private int maxY;
private int minY;
private Rect detectCollision;
public Hurdles(Context context, int screenX, int screenY) {
bitmap = BitmapFactory.decodeResource(context.getResources(), R.drawable.hurdle);
maxX = screenX - bitmap.getWidth();
maxY = screenY;
minX = 0;
minY = 0;
Random generator = new Random();
detectCollision = new Rect(x, y, bitmap.getWidth(), bitmap.getHeight());
x = generator.nextInt(maxX);
y = minY;
}
public void update() {
y += speed;
if (y > maxY - getBitmap().getHeight()) {
Random generator = new Random();
y = minY;
x = generator.nextInt(maxX);
}
detectCollision.left = x;
detectCollision.right = x + bitmap.getWidth();
detectCollision.top = y;
detectCollision.bottom = y + bitmap.getHeight();
}
尝试像这样更改代码:
handler.postDelayed(new Runnable() {
@Override
public void run() {
showGameOverMessage();
}
},timeOffsetInMillis);
如果间隙可以相同你可以设置timeOffsetInMillis = i * gapInMillis
如果你想在障碍之间添加 delay/gap,你可以在你的 GamePanel 构造函数中这样做:
public GamePanel(Context context, final int screenX, final int screenY) {
super(context);
int gapBetweenHurdles = 100;
int gap = 0;
for (int i = 0; i < hurdleCount; i++) {
//(screenY - gap) will move your hurdle above the screen
hurdles[i] = new Hurdles(context, screenX, screenY - gap);
//increment the gap
gap += gapBetweenHurdles;
}
......
}
所以栏之间的差距是 100 像素,因为我是随机写的。如果你想要特定的差距,你可以设置 gapBetweenHurdles
到屏幕高度的某个百分比。
编辑:
您必须将初始 X
和 Y
位置传递给障碍构造函数,然后在障碍 class 的更新方法中增加 Y
值并在障碍 class, getY()
应该 return Y
.