弹球
public class MainActivity extends Activity {
//随机数。每次进入游戏初始不一样
Random rand = new Random();
private double xyRate = rand.nextDouble() - 0.5; //一个-0.5~0.5的比率,控制小球的方向
//屏幕宽,高
private int tablewidth;
private int tableheight;
//球拍的水平位置,垂直位置,宽度,高度
private int racketx = rand.nextint(200);//***每次进入游戏得到随机球拍初始位置
private int rackety ;
private int RACKET_WIDTH = 200;
private int RACKET_HEIGHT = 30;
//球的大小,x和Y坐标
private int BALL_SIZE = 16;
private int ballx = rand.nextInt(200) + 20;//***每次进入游戏得到随机小球初始位置
private int bally = rand.nextInt(10) + 20;//***
//球的纵向速度,横向速度
private int yspeed = 40;
private int xspped = (int) (yspeed*xyRate*2); //***每次进入游戏得到一个随机的横向速度
//游戏是否结束的标志
private boolean isLose = false;
//球拍的旧xy坐标
int oldx;
int oldy;
@Override
protected void onCreate(Bundle savedinstanceState) {
super.onCreate(savedInstanceState);
setcontentView(R.layout.activity_main);
final GameView gameView = new GameView(this);
setContentView(gameView);
//requestWindowFeature(Window.FEATURE_NO_title);//因为已经没有标题了,加上该代码会出错
getWindow().setFlags(WindowManager.layoutparams.FLAG_FULLSCREEN , WindowManager.LayoutParams.FLAG_FULLSCREEN);
WindowManager windowManager = getWindowManager();
display display = windowManager.getDefaultDisplay();
DisplayMetrics metrics = new DisplayMetrics();
display.getMetrics(metrics);
tablewidth = metrics.widthPixels;
tableheight = metrics.heightPixels;
Log.i("mydate" , tablewidth +" " + tableheight);
rackety = tableheight - 80;
final handler handler = new Handler(){
@Override
public void handlemessage(Message msg) {
if (msg.what == 1){
gameView.invalidate();
}
}
};
gameView.setOnKeyListener(new View.OnKeyListener() { //按键
@Override
public boolean onKey(View v, int keyCode, KeyEvent event) {
switch (event.getKeyCode()){
case KeyEvent.KEYCODE_A:
if (racketx > 0) racketx -= 10;
break;
case KeyEvent.KEYCODE_D:
if (racketx < tablewidth - RACKET_WIDTH) racketx += 10;
break;
}
gameView.invalidate();//控制球拍左右移动
return true;
}
});
gameView.setOnTouchListener(new View.OnTouchListener() { //触摸
@Override
public boolean onTouch(View v, motionevent event) {
int nowx = (int) event.getX();
//int nowy = (int) event.getY();
switch (event.getAction()){
case MotionEvent.ACTION_DOWN:
oldx = nowx;
//oldy = nowy;
break;
case MotionEvent.ACTION_MOVE:
if (nowx > oldx){ //向右移动
racketx += 10;
} else if (nowx < oldx) {//向左移动
racketx -= 10;
}
oldx = nowx;
break;
case MotionEvent.ACTION_UP:
oldx = nowx;
break;
}
gameView.invalidate();
return true;
}
});
final Timer timer = new Timer();
timer.schedule(new TimerTask() {
@Override
public void run() {
//小球碰到游戏界面左右边框时
if (ballx <= 0 || ballx >= tablewidth - BALL_SIZE){
xspped = -xspped; //横向速度反向
}
//如果小球的高度超出了球拍的位置,且横向不在球拍的范围内,则GAME OVER
if (bally >= rackety - BALL_SIZE && (ballx < racketx || ballx > racketx+RACKET_WIDTH)){
timer.cancel();
isLose = true; //游戏结束标志
} //如果小球在拍的范围内或碰到顶部,小球反弹
else if (bally <= 0 || (bally >= rackety-BALL_SIZE && ballx > racketx && ballx < racketx + RACKET_WIDTH)){
yspeed = -yspeed; //纵向速度反向
}
//小球坐标不停的改变
bally += yspeed;
ballx += xspped;
handler.sendemptyMessage(1);
}
} , 0 , 100); //每0.1秒执行刷新
}
class GameView extends View{
Paint paint = new Paint();
public GameView(context context) {
super(context);
setFocusable(true);
}
@Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
paint.setStyle(Paint.Style.FILL);
paint.setAntiAlias(true);
if (isLose){
paint.setcolor(Color.RED);
paint.setTextSize(40);
canvas.drawtext("GAME OVER" , tablewidth/2-100 , 200 , paint);
} else {
paint.setColor(Color.BLACK);
canvas.drawCircle(ballx , bally , BALL_SIZE , paint); //绘制小球
canvas.drawRect(racketx , rackety , racketx + RACKET_WIDTH , rackety + RACKET_HEIGHT , paint);//绘制球拍
}
}
}
}
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