使用 Canvas 和 SurfaceView 的遊戲

這包括如何使用 SurfaceView 建立基本的 2D 遊戲。

首先,我們需要一項活動:

public class GameLauncher extends AppCompatActivity {

    private Game game;
    @Override
    public void onCreate(Bundle sis){
        super.onCreate(sis);
        game = new Game(GameLauncher.this);//Initialize the game instance
        setContentView(game);//setContentView to the game surfaceview
        //Custom XML files can also be used, and then retrieve the game instance using findViewById.
    }

}

該活動還必須在 Android Manifest 中宣告。

現在為遊戲本身。首先,我們從實現遊戲執行緒開始:

public class Game extends SurfaceView implements SurfaceHolder.Callback, Runnable{

    /**
     * Holds the surface frame
     */
    private SurfaceHolder holder;

    /**
     * Draw thread
     */
    private Thread drawThread;

    /**
     * True when the surface is ready to draw
     */
    private boolean surfaceReady = false;

    /**
     * Drawing thread flag
     */

    private boolean drawingActive = false;

    /**
     * Time per frame for 60 FPS
     */
    private static final int MAX_FRAME_TIME = (int) (1000.0 / 60.0);

    private static final String LOGTAG = "surface";    

    /*
     * All the constructors are overridden to ensure functionality if one of the different constructors are used through an XML file or programmatically
     */
    public Game(Context context) {
        super(context);
        init();
    }
    public Game(Context context, AttributeSet attrs) {
        super(context, attrs);
        init();
    }
    public Game(Context context, AttributeSet attrs, int defStyleAttr) {
        super(context, attrs, defStyleAttr);
        init();
    }
    @TargetApi(21)
    public Game(Context context, AttributeSet attrs, int defStyleAttr, int defStyleRes) {
        super(context, attrs, defStyleAttr, defStyleRes);
        init();
    }

    public void init(Context c) {
        this.c = c;
        
        SurfaceHolder holder = getHolder();
        holder.addCallback(this);
        setFocusable(true);
        //Initialize other stuff here later
    }

    public void render(Canvas c){
        //Game rendering here
    }

    public void tick(){
        //Game logic here
    }

    @Override
    public void surfaceChanged(SurfaceHolder holder, int format, int width, int height)
    {
        if (width == 0 || height == 0){
            return;
        }

        // resize your UI
    }

    @Override
    public void surfaceCreated(SurfaceHolder holder){
        this.holder = holder;

        if (drawThread != null){
            Log.d(LOGTAG, "draw thread still active..");
            drawingActive = false;
            try{
                drawThread.join();
            } catch (InterruptedException e){}
        }

        surfaceReady = true;
        startDrawThread();
        Log.d(LOGTAG, "Created");
    }

    @Override
    public void surfaceDestroyed(SurfaceHolder holder){
        // Surface is not used anymore - stop the drawing thread
        stopDrawThread();
        // and release the surface
        holder.getSurface().release();

        this.holder = null;
        surfaceReady = false;
        Log.d(LOGTAG, "Destroyed");
    }

    @Override
    public boolean onTouchEvent(MotionEvent event){
        // Handle touch events
        return true;
    }

    /**
     * Stops the drawing thread
     */
    public void stopDrawThread(){
        if (drawThread == null){
            Log.d(LOGTAG, "DrawThread is null");
            return;
        }
        drawingActive = false;
        while (true){
            try{
                Log.d(LOGTAG, "Request last frame");
                drawThread.join(5000);
                break;
            } catch (Exception e) {
                Log.e(LOGTAG, "Could not join with draw thread");
            }
        }
        drawThread = null;
    }

    /**
     * Creates a new draw thread and starts it.
     */
    public void startDrawThread(){
        if (surfaceReady && drawThread == null){
            drawThread = new Thread(this, "Draw thread");
            drawingActive = true;
            drawThread.start();
        }
    }

    @Override
    public void run() {
        Log.d(LOGTAG, "Draw thread started");
        long frameStartTime;
        long frameTime;

        /*
         * In order to work reliable on Nexus 7, we place ~500ms delay at the start of drawing thread
         * (AOSP - Issue 58385)
         */
        if (android.os.Build.BRAND.equalsIgnoreCase("google") && android.os.Build.MANUFACTURER.equalsIgnoreCase("asus") && android.os.Build.MODEL.equalsIgnoreCase("Nexus 7")) {
            Log.w(LOGTAG, "Sleep 500ms (Device: Asus Nexus 7)");
            try {
                Thread.sleep(500);
            } catch (InterruptedException ignored) {}
        }

        while (drawing) {
            if (sf == null) {
                return;
            }

            frameStartTime = System.nanoTime();
            Canvas canvas = sf.lockCanvas();
            if (canvas != null) {
                try {
                    synchronized (sf) {
                        tick();
                        render(canvas);
                    }
                } finally {

                    sf.unlockCanvasAndPost(canvas);
                }
            }

            // calculate the time required to draw the frame in ms
            frameTime = (System.nanoTime() - frameStartTime) / 1000000;

            if (frameTime < MAX_FRAME_TIME){
                try {
                    Thread.sleep(MAX_FRAME_TIME - frameTime);
                } catch (InterruptedException e) {
                    // ignore
                }
            }

        }
        Log.d(LOGTAG, "Draw thread finished");
    }
}

這是基本部分。現在你可以在螢幕上繪圖了。

現在,讓我們從新增到整數開始:

public final int x = 100;//The reason for this being static will be shown when the game is runnable
public int y;
public int velY;

對於下一部分,你將需要一個影象。它應該是大約 100x100 但它可以更大或更小。對於學習,也可以使用 Rect(但這需要稍微改變程式碼)

現在,我們宣告一個點陣圖:

private Bitmap PLAYER_BMP = BitmapFactory.decodeResource(getResources(), R.drawable.my_player_drawable);

在渲染中,我們需要繪製這個點陣圖。

...
c.drawBitmap(PLAYER_BMP, x, y, null);
...

在發射之前還有一些事情要做

我們首先需要一個布林值:

boolean up = false;

在 onTouchEvent 中,我們新增:

if(ev.getAction() == MotionEvent.ACTION_DOWN){
    up = true;
}else if(ev.getAction() == MotionEvent.ACTION_UP){
    up = false;
}

在勾選中我們需要這個來移動玩家:

if(up){
    velY -=1;
}
else{
    velY +=1;
}
if(velY >14)velY = 14;
if(velY <-14)velY = -14;
y += velY *2;

現在我們在 init 中需要這個:

WindowManager wm = (WindowManager) c.getSystemService(Context.WINDOW_SERVICE);
Display display = wm.getDefaultDisplay();
Point size = new Point();
display.getSize(size);
WIDTH = size.x;
HEIGHT = size.y;
y = HEIGHT/ 2 - PLAYER_BMP.getHeight();

我們需要這些變數:

public static int WIDTH, HEIGHT;

此時,遊戲可以執行。意思是你可以啟動並測試它。

現在你應該有一個播放器影象或矩形在螢幕上下移動。如果需要,可以將播放器建立為自定義類。然後,所有與玩家相關的東西都可以移動到該類中,並使用該類的例項來移動,渲染和執行其他邏輯。

現在,正如你可能在測試中看到的那樣,它飛離了螢幕。所以我們需要限制它。

首先,我們需要宣告 Rect:

private Rect screen;

在 init 中,在初始化寬度和高度之後,我們建立一個新的 rect 作為螢幕。

screen = new Rect(0,0,WIDTH,HEIGHT);

現在我們需要一個方法形式的另一個 rect:

private Rect getPlayerBound(){
    return new Rect(x, y, x + PLAYER_BMP.getWidth(), y + PLAYER_BMP.getHeight();
}

並打勾:

if(!getPlayerBound().intersects(screen){
    gameOver = true;
}

gameOVer 的實現也可用於顯示遊戲的開始。

遊戲的其他方面值得注意:

儲存(目前文件中缺少)