前面讲解了<a href="http://www.jianshu.com/p/8b65e7e73f70">主角</a>的诞生以及<a href="http://www.jianshu.com/p/966a3e9d8bdf">武器配置</a>,只有主角在主场岂不是太寂寞?所以今天这里主要来实现敌方战斗机的诞生。
1.敌机类型主要提供的样式不多,主要实现一下不同敌机出场的飞行轨迹。创建一个DrawEnemy的敌机类,并且定义敌机类型
public class DrawEnemy extends DrawGame {
/**
* 敌机类型
*/
public final static int TYPE_A=1;
public final static int TYPE_B=2;
public final static int TYPE_C=3;
public final static int TYPE_D=4;
public final static int TYPE_E=5;
public final static int TYPE_F=6;
public final static int TYPE_G=7;
public final static int TYPE_H=8;
public final static int TYPE_I=9;
public final static int TYPE_J=10;
public final static int TYPE_K=11;
public final static int TYPE_L=12;
public final static int TYPE_M=13;
public final static int TYPE_N=14;
public final static int TYPE_O=15;
public final static int TYPE_P=16;
public final static int TYPE_Q=17;
public final static int TYPE_R=18;
public final static int TYPE_S=19;
/**
* 高级敌机
*/
public final static int TYPE_T=20;
/**
* 高级敌机
*/
public final static int TYPE_U=21;
/**
* 敌机自动跟踪主角
*/
public final static int TYPE_V=22;
/**
* 敌机自动跟踪主角
*/
public final static int TYPE_W=23;
public final static int TYPE_X=24;
public final static int TYPE_Y=25;
public final static int TYPE_Z=26;
2.敌机主要特性有生命值,飞行轨迹,飞行速度,旋转运动,冲击模式,是否死亡等自定义的一些属性
/**
* 敌机的生命值
*/
private int mEnemyLife;
/**
* 当前敌机飞行模式
*/
private int mEnemyType;
/**
* 敌机飞行速度
*/
private float mEnemySpeed;
private float mEnemySpeedX;
private float mEnemySpeedY;
/**
* 敌机初始化位置距离左边上边的距离
*/
private float mMarginLeft;
private float mMarginTop;
/**
* 战机是否死亡
*/
private boolean isDead;
private Random mRandom;
private float mAngle;
/**
* 敌机在某一位置停留
* 位置从屏幕左上角计算
*/
private boolean mEnemyStopLeft, mEnemyStopTop;
/**
* 让敌机在某一个位置停留一段时常
*/
public int stopToTime;
private float mTempEnemyY = 1f;
3.初始化敌机样式,类型包括追踪主角类型以及普通类型,追踪主角类型需要接收到主角在屏幕的位置,然后计算出敌机的追踪速度。
@Override
void initialize(Object... objects) {
super.initialize(objects);
mRandom = new Random();
this.mEnemy = (Bitmap) objects[0];
this.mEnemyX = (float) objects[1];
this.mEnemyY = (float) objects[2];
this.mEnemyLife = (int) objects[3];
this.mEnemyType = (int) objects[4];
mMatrix = new Matrix();
if(objects.length==6){//敌机去追杀主角的战机类型
mEnemySpeedY = ScreenUtils.getScreenHeight(getContext())/100;
mEnemySpeedX = ((float)objects[5]-this.mEnemyY)/100;
}else{//普通类型,不可追踪主角
onSetSpeed();
}
}
4.为了体验出游戏中的真实感,敌机的头部朝向需要对着主角的位置,这样才有一种灵活对战的感觉,实时实现角度根据主角变化
/**
* 敌机相对于主角方向旋转
* 保证敌机头部朝向跟随主机位置移动
*/
private Bitmap getMatrixBitmap(){
if(mAngle==0){
return mEnemy;
}
mMatrix.reset();
//旋转角度
mMatrix.setRotate(mAngle);
return Bitmap.createBitmap(mEnemy,0, 0, mEnemy.getWidth(), mEnemy.getHeight(), mMatrix, true);
}
5.前面提到了两种模式,其中追踪主角模式就是敌机直接向主角方向移动
/**
* 面向主角方向 重新计算移动坐标
* isTrack 是否需要去追杀主角
*/
public void getAngleRotate(float playerX,float playerY,boolean isTrack){
float cx = playerX-mEnemyX;
float cy = playerY-mEnemyY;
float k = Math.abs(cy/cx);//计算偏移量 斜率
mAngle = (float) (90-Math.toDegrees(Math.atan(k)));//把弧度转换成角度
if(cx>0){
mAngle = -mAngle;
}
if(isTrack){//重新计算坐标 追杀主角
mEnemySpeedX = cx/50;
mEnemySpeedY = cy/50;
if(cy<0){
mEnemySpeedY=-mEnemySpeedY;
}
if((cx<0&&mEnemySpeedX>0)||(cx>0&&mEnemySpeedX<0)){
mEnemySpeedX=-mEnemySpeedX;
}
}
}
6.根据不同敌机的类型计算出不同的战机运行速度。
/**
* 计算敌机飞行速度
*/
private void onSetSpeed(){
float screenH = ScreenUtils.getScreenHeight(getContext());
float screenW = ScreenUtils.getScreenWidth(getContext());
switch (mEnemyType){
case TYPE_E:
float min = screenH/200;
mEnemySpeed = new Random().nextInt(3)+min;
break;
case TYPE_R:
mEnemySpeed = screenH/160;
mEnemySpeedX = 1;
mEnemySpeedY = mEnemySpeed;
break;
case TYPE_S:
mEnemySpeed = screenH/160;
mEnemySpeedX = 1;
mEnemySpeedY = mEnemySpeed;
break;
case TYPE_T:
mEnemySpeed = 6;
mEnemySpeedX = 2;
mMarginLeft = mEnemy.getWidth()*3;
mMarginTop = mEnemy.getHeight()*3;
break;
case TYPE_U:
mEnemySpeed = 6;
mEnemySpeedX = 2;
mMarginLeft = screenW - mEnemy.getWidth()*4;
mMarginTop = mEnemy.getHeight()*3;
break;
case TYPE_X:
mEnemySpeed = screenH/80;
mEnemySpeedX = mRandom.nextInt(10);
if(mRandom.nextBoolean()){
mEnemySpeedX = -mEnemySpeedX;
}
mEnemySpeedY = screenH/160;
break;
case TYPE_Y:
mEnemySpeed = screenH/160;
mEnemySpeedX =screenH/160;
mEnemySpeedY =screenH/160;
break;
case TYPE_Z:
mEnemySpeed = screenH/220;
break;
default:
mEnemySpeed = screenH/160f;
break;
}
}```
######7.通过updateGame的方法来进行战机移动,updateGame中实现了26种运行的轨迹算法,其实就是通过改变敌机XY坐标进行对应的移动动画。
/**
* 更新敌机运行轨迹
* 并且判断敌机是否离开屏幕
/
@Override
void updateGame(){
float screenH = ScreenUtils.getScreenHeight(getContext());
float screenW = ScreenUtils.getScreenWidth(getContext());
switch (mEnemyType){
case TYPE_A://左边垂直下降
if(!isDead){
if(mEnemySpeed<=3){
mEnemySpeed+=1;
}
mEnemyY+=mEnemySpeed;
if(mEnemyY>screenH){
isDead=true;
}
}
break;
case TYPE_B:
if(!isDead){//向右倾斜下降
mEnemyX+=mEnemySpeed/2;
mEnemyY+=mEnemySpeed;
}
break;
case TYPE_C:
if(!isDead){//向左倾斜下降
mEnemyX-=mEnemySpeed/2;
mEnemyY+=mEnemySpeed;
}
break;
case TYPE_D:
if(!isDead){//右边垂直倾斜下降
if(mEnemySpeed<=3){
mEnemySpeed+=1;
}
mEnemyY+=mEnemySpeed;
}
break;
case TYPE_E:
if(!isDead){//普通模式 子弹自动追踪主角
if(mEnemyY>screenH){
isDead = true;
break;
}
mEnemyY+=mEnemySpeed;
}
break;
case TYPE_F:
if(!isDead){//向右横向移动循环碰撞
if(mAngle>=360){
mAngle=0;
}
mAngle+=1;
if(mEnemyX>=screenW-mEnemy.getWidth()){
mEnemyStopLeft = true;
}else if(mEnemyX<=0){
mEnemyStopLeft = false;
}
if(mEnemyStopLeft){
mEnemyX-=mEnemySpeed;
}else{
mEnemyX+=mEnemySpeed;
}
mEnemyY+=mEnemySpeed/2;
}
break;
case TYPE_G:
if(!isDead){//向左横向移动循环碰撞
if(mAngle<=-360){
mAngle=0;
}
mAngle-=1;
if(mEnemyX<=0){
mEnemyStopLeft = true;
}else if(mEnemyX>screenW-mEnemy.getWidth()){
mEnemyStopLeft = false;
}
if(mEnemyStopLeft){
mEnemyX+=mEnemySpeed;
}else{
mEnemyX-=mEnemySpeed;
}
mEnemyY+=mEnemySpeed/2;
}
break;
case TYPE_H:
if(!isDead){//想右切面运行
if(mEnemyY>=screenH/2||mEnemyX>screenW-mEnemy.getWidth()){
mEnemyStopLeft = true;
}
if(mEnemyStopLeft){
if(mEnemyStopTop){
mEnemyX +=0;
mEnemyY +=mEnemySpeed;
}else{
mEnemyX-=mEnemySpeed/2;
mEnemyY-=mEnemySpeed/2;
}
if(mEnemyY<=0){
mEnemyStopTop = true;
}
}else{
mEnemyX+=mEnemySpeed/2;
mEnemyY+=mEnemySpeed/2;
}
}
break;
case TYPE_I:
if(!isDead){//想左切面运行
if(mEnemyY>=screenH/2||mEnemyX-mEnemy.getWidth()<=0){
mEnemyStopLeft = true;
}
if(mEnemyStopLeft){
if(mEnemyStopTop){
mEnemyX+=0;
mEnemyY+=mEnemySpeed;
}else{
mEnemyX+=mEnemySpeed/2;
mEnemyY-=mEnemySpeed/2;
}
if(mEnemyY<=0){
mEnemyStopTop = true;
}
}else{
mEnemyX-=mEnemySpeed/2;
mEnemyY+=mEnemySpeed/2;
}
}
break;
case TYPE_J:
if(!isDead){//右边V形运动
if(mEnemyY>=screenH/2){
mEnemyStopLeft = true;
}
if(mEnemyStopLeft){
mEnemyX+=mEnemySpeedX;
mEnemyY+=mEnemySpeedY;
}else{
mAngle=0;
mEnemyY+=mEnemySpeed;
mEnemyX+=mEnemySpeed/2;
}
}
break;
case TYPE_K:
if(!isDead){//左边V形运动
if(mEnemyY>=screenH/2){
mEnemyStopLeft = true;
}
if(mEnemyStopLeft){
mEnemyX+=mEnemySpeedX;
mEnemyY+=mEnemySpeedY;
}else{
mAngle=0;
mEnemyY+=mEnemySpeed;
mEnemyX-=mEnemySpeed/2;
}
}
break;
case TYPE_L:
if(!isDead){//向上冲锋战斗机
if(mEnemyStopLeft){
mEnemyY-=mEnemySpeed/2;
stopToTime++;
if(mEnemyY<0||mEnemyY>screenH){
isDead = true;
break;
}
if(mEnemyY<=screenH/7){
if(stopToTime >=500){
mEnemySpeed=20;
}else{
mEnemyStopLeft =false;
}
}
}else{
mEnemyY+=mEnemySpeed/2;
if(mEnemyY>=screenH/3){
mEnemyStopLeft = true;
}
}
}
break;
case TYPE_M:
if(!isDead){//向下冲锋战斗机
if(mEnemyStopLeft){
stopToTime++;
mEnemyY-=mEnemySpeed/2;
if(mEnemyY<=screenH/7){
mEnemyStopLeft =false;
}
}else{
if(stopToTime >=500){
mEnemySpeed=20;
}
mEnemyY+=mEnemySpeed/2;
if(mEnemyY>=screenH/4){
if(stopToTime <300){
mEnemyStopLeft = true;
}else if(mEnemyY<0||mEnemyY>screenH){
isDead = true;
break;
}
}
}
}
break;
case TYPE_N://左边由上至上到中间
if(mEnemyStopLeft){
mEnemyY-=mEnemySpeed;
mEnemyX+=mEnemySpeed/2;
if(mEnemyY<=mEnemy.getHeight()&&mEnemyX>=screenW/2-mEnemy.getWidth()){
mEnemyStopTop = true;
mEnemyStopLeft = false;
}
if(mEnemyY<mEnemy.getHeight()){
mEnemyY = mEnemy.getHeight();
}
if(mEnemyX>screenW/2-mEnemy.getWidth()){
mEnemyX = screenW/2-mEnemy.getWidth();
}
}else{
if(mEnemyStopTop){
mEnemyY+=mEnemySpeed;
if(mEnemyY>screenH){
isDead = true;
break;
}
}else{
mEnemyY+=mEnemySpeed3;
if(mEnemyY>=(screenH/2)){
mEnemyStopLeft = true;
}
}
}
break;
case TYPE_O://右边由上至上到中间
if(mEnemyStopLeft){
mEnemyY-=mEnemySpeed;
mEnemyX-=mEnemySpeed/2;
if(mEnemyY<=mEnemy.getHeight()&&mEnemyY<=screenW/2+mEnemy.getWidth()){
mEnemyStopTop = true;
mEnemyStopLeft = false;
}
if(mEnemyY<mEnemy.getHeight()){
mEnemyY = mEnemy.getHeight();
}
if(mEnemyX<screenW/2+mEnemy.getWidth()){
mEnemyX = screenW/2+mEnemy.getWidth();
}
}else{
if(mEnemyStopTop){
mEnemyY+=mEnemySpeed;
}else{
mEnemyY+=mEnemySpeed*3;
if(mEnemyY>=screenH/2){
mEnemyStopLeft = true;
}
}
}
break;
case TYPE_P://左侧Z字形运动
if(mEnemyX>=screenW-mEnemy.getWidth()){
mEnemyStopLeft = true;
}else if(mEnemyX<=0){
mEnemyStopLeft = false;
}
if(mEnemyY<=0){
mTempEnemyY = -mTempEnemyY;
}
if(mEnemyStopLeft){
mEnemyY-= mTempEnemyY *2;
mEnemyX-=mEnemySpeed;
}else{
mEnemyY-= mTempEnemyY *2;
mEnemyX+=mEnemySpeed;
}
break;
case TYPE_Q://右侧z字形运动
if(mEnemyX<=0){
mEnemyStopLeft = true;
}else if(mEnemyX>=screenW-mEnemy.getWidth()){
mEnemyStopLeft = false;
}
if(mEnemyY<=0){
mTempEnemyY = -mTempEnemyY;
}
if(mEnemyStopLeft){
mEnemyY-= mTempEnemyY 2;
mEnemyX+=mEnemySpeed;
}else{
mEnemyY-= mTempEnemyY 2;
mEnemyX-=mEnemySpeed;
}
break;
case TYPE_R://左边中间螺旋出场
if(mAngle>=360){
mAngle = 0;
}
mAngle+=20;
if(mEnemyY>screenH/2+100){
mEnemySpeedY = - (mRandom.nextInt(3)+2);
}else if(mEnemyY<screenH/2){
mEnemySpeedY =mRandom.nextInt(3)+5;
}
mEnemyX+=mEnemySpeedX;
mEnemyY+=mEnemySpeedY;
if(mEnemyX>screenW){
isDead=true;
}
break;
case TYPE_S://右边中间螺旋出场
if(mAngle<=-360){
mAngle = 0;
}
mAngle-=20;
if(mEnemyY>screenH/2+100){
mEnemySpeedY = - (new Random().nextInt(3)+2);
}else if(mEnemyY<screenH/2){
mEnemySpeedY = (new Random().nextInt(3)+5);
}
mEnemyX-=mEnemySpeedX;
mEnemyY+=mEnemySpeedY;
if(mEnemySpeedX<0){
isDead=true;
}
break;
case TYPE_T://左边高级将领
if(mEnemyStopLeft){
if(mEnemyX>=mMarginLeft||mEnemyX<=0){
mEnemySpeedX= -mEnemySpeedX;
}
mEnemyY+=mEnemySpeedX2;
if(mEnemyY>=mMarginTop){
mEnemyY = mMarginTop;
}
if(mEnemyY<=mEnemy.getHeight()){
mEnemyY=mEnemy.getHeight();
}
}else{
if(mEnemyX>=mMarginLeft){
mEnemySpeedX= -mEnemySpeedX;
mEnemyStopLeft =true;
}
}
mEnemyX+=mEnemySpeedX;
break;
case TYPE_U://右边高级将领
if(mEnemyStopLeft){
if(mEnemyX<=mMarginLeft||mEnemyX>screenW-mEnemy.getWidth()){
mEnemySpeedX= -mEnemySpeedX;
}
mEnemyX+=mEnemySpeedX2;
if(mEnemyY>=mMarginTop){
mEnemyY = mMarginTop;
}
if(mEnemyY<=mEnemy.getHeight()){
mEnemyY=mEnemy.getHeight();
}
}else{
if(mEnemyX<=mMarginLeft){
mEnemySpeedX= -mEnemySpeedX;
mEnemyStopLeft =true;
}
}
mEnemyX-=mEnemySpeedX;
break;
case TYPE_V://左边自动追踪
stopToTime++;
mEnemyY+=mEnemySpeedY;
mEnemyX+=mEnemySpeedX;
if(!mEnemyStopLeft){
if(mEnemyY>=screenH/4){
mEnemyStopLeft = true;
}
if(stopToTime %25==0){
mEnemyX = -mEnemySpeedX;
}
}else if(mEnemyY<0||mEnemyY>screenH||mEnemyX>screenW||mEnemyX<0){
isDead=true;
}
break;
case TYPE_W://右边自动追踪
stopToTime++;
mEnemyY+=mEnemySpeedY;
mEnemyX+=mEnemySpeedX;
if(!mEnemyStopLeft){
if(mEnemyY>=screenH/4){
mEnemyStopLeft = true;
}
if(stopToTime %25==0){
mEnemySpeedX = -mEnemySpeedX;
}
}else if(mEnemyY<0||mEnemyY>screenH||mEnemyX>screenW||mEnemyX<0){
isDead=true;
}
break;
case TYPE_X://中空旋转混战模式
if(mAngle>=360){
mAngle = 0;
}
mAngle++;
mEnemyX+=mEnemySpeedX;
mEnemyY+=mEnemySpeedY;
if((mEnemyY>=screenH/2&&mEnemySpeedY>=0)||(mEnemyY<=0&&mEnemySpeedY<=0)){
mEnemySpeedY=-mEnemySpeedY;
if(mEnemySpeedY>=0){
mEnemySpeedY =mRandom.nextInt((int) mEnemySpeed);
}
}
if((mEnemyX>=screenW-mEnemy.getWidth()&&mEnemySpeedX>=0)||(mEnemyX<=0&&mEnemySpeedX<=0)){
mEnemySpeedX = -mEnemySpeedX;
if(mEnemySpeedX>=0){
mEnemySpeedX = mRandom.nextInt((int) mEnemySpeed);
}
}
break;
case TYPE_Y://高级将领
if(mAngle<=-360){
mAngle=0;
}
mAngle-=2;
mEnemyX+=mEnemySpeedX;
mEnemyY+=mEnemySpeedY;
if((mEnemyY>=screenH-mEnemy.getHeight()&&mEnemySpeedY>=0)||(mEnemyY<=0&&mEnemySpeedY<=0)){
mEnemySpeedY=-mEnemySpeedY;
}
if((mEnemyX>=screenW-mEnemy.getWidth()&&mEnemySpeedX>=0)||(mEnemyX<=0&&mEnemySpeedX<=0)){
mEnemySpeedX = -mEnemySpeedX;
}
break;
case TYPE_Z:
mEnemyY+=mEnemySpeed;
break;
}
//消失在屏幕以后敌机失效死亡
if(mEnemyX>screenW||mEnemyY>screenH||mEnemyX<-1){
isDead=true;
}
}
敌机和前面讲过的子弹逻辑一样,一旦移动出屏幕或者不可见了,通过判断变量isDead移除画布。
为了保证游戏后面的逻辑性以及学习思路的正常进行,并且保证打飞机的效果,最后实现出来感觉就跟一个正常游戏基本一样,所以这里写算法消耗的时间有点多,但是通过敌机类可以更好的学习一些移动,旋转等动画,能够以后自定义实现高效率动画控件的时候提供非常大的帮助,敌机类暂时还没有在GameView中使用,考虑到后面学习过程的顺畅性以及不饶弯路,那么在下一节我会模拟实现一个游戏关卡,通过关卡来模拟敌机出场的顺序和游戏对战,包括后面的碰撞效果。
敌机类源码已经通过Git更新。
<a href="https://github.com/tangyxgit/GameCanvas">我是持续性更新的源码</a>
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