前面講解了<a href="http://www.lxweimin.com/p/8b65e7e73f70">主角</a>的誕生以及<a href="http://www.lxweimin.com/p/966a3e9d8bdf">武器配置</a>,只有主角在主場豈不是太寂寞?所以今天這里主要來實現(xiàn)敵方戰(zhàn)斗機的誕生。
1.敵機類型主要提供的樣式不多,主要實現(xiàn)一下不同敵機出場的飛行軌跡。創(chuàng)建一個DrawEnemy的敵機類,并且定義敵機類型
public class DrawEnemy extends DrawGame {
/**
* 敵機類型
*/
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;
/**
* 高級敵機
*/
public final static int TYPE_T=20;
/**
* 高級敵機
*/
public final static int TYPE_U=21;
/**
* 敵機自動跟蹤主角
*/
public final static int TYPE_V=22;
/**
* 敵機自動跟蹤主角
*/
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.敵機主要特性有生命值,飛行軌跡,飛行速度,旋轉運動,沖擊模式,是否死亡等自定義的一些屬性
/**
* 敵機的生命值
*/
private int mEnemyLife;
/**
* 當前敵機飛行模式
*/
private int mEnemyType;
/**
* 敵機飛行速度
*/
private float mEnemySpeed;
private float mEnemySpeedX;
private float mEnemySpeedY;
/**
* 敵機初始化位置距離左邊上邊的距離
*/
private float mMarginLeft;
private float mMarginTop;
/**
* 戰(zhàn)機是否死亡
*/
private boolean isDead;
private Random mRandom;
private float mAngle;
/**
* 敵機在某一位置停留
* 位置從屏幕左上角計算
*/
private boolean mEnemyStopLeft, mEnemyStopTop;
/**
* 讓敵機在某一個位置停留一段時常
*/
public int stopToTime;
private float mTempEnemyY = 1f;
3.初始化敵機樣式,類型包括追蹤主角類型以及普通類型,追蹤主角類型需要接收到主角在屏幕的位置,然后計算出敵機的追蹤速度。
@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){//敵機去追殺主角的戰(zhàn)機類型
mEnemySpeedY = ScreenUtils.getScreenHeight(getContext())/100;
mEnemySpeedX = ((float)objects[5]-this.mEnemyY)/100;
}else{//普通類型,不可追蹤主角
onSetSpeed();
}
}
4.為了體驗出游戲中的真實感,敵機的頭部朝向需要對著主角的位置,這樣才有一種靈活對戰(zhàn)的感覺,實時實現(xiàn)角度根據(jù)主角變化
/**
* 敵機相對于主角方向旋轉
* 保證敵機頭部朝向跟隨主機位置移動
*/
private Bitmap getMatrixBitmap(){
if(mAngle==0){
return mEnemy;
}
mMatrix.reset();
//旋轉角度
mMatrix.setRotate(mAngle);
return Bitmap.createBitmap(mEnemy,0, 0, mEnemy.getWidth(), mEnemy.getHeight(), mMatrix, true);
}
5.前面提到了兩種模式,其中追蹤主角模式就是敵機直接向主角方向移動
/**
* 面向主角方向 重新計算移動坐標
* isTrack 是否需要去追殺主角
*/
public void getAngleRotate(float playerX,float playerY,boolean isTrack){
float cx = playerX-mEnemyX;
float cy = playerY-mEnemyY;
float k = Math.abs(cy/cx);//計算偏移量 斜率
mAngle = (float) (90-Math.toDegrees(Math.atan(k)));//把弧度轉換成角度
if(cx>0){
mAngle = -mAngle;
}
if(isTrack){//重新計算坐標 追殺主角
mEnemySpeedX = cx/50;
mEnemySpeedY = cy/50;
if(cy<0){
mEnemySpeedY=-mEnemySpeedY;
}
if((cx<0&&mEnemySpeedX>0)||(cx>0&&mEnemySpeedX<0)){
mEnemySpeedX=-mEnemySpeedX;
}
}
}
6.根據(jù)不同敵機的類型計算出不同的戰(zhàn)機運行速度。
/**
* 計算敵機飛行速度
*/
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.通過updateGame的方法來進行戰(zhàn)機移動,updateGame中實現(xiàn)了26種運行的軌跡算法,其實就是通過改變敵機XY坐標進行對應的移動動畫。
/**
* 更新敵機運行軌跡
* 并且判斷敵機是否離開屏幕
/
@Override
void updateGame(){
float screenH = ScreenUtils.getScreenHeight(getContext());
float screenW = ScreenUtils.getScreenWidth(getContext());
switch (mEnemyType){
case TYPE_A://左邊垂直下降
if(!isDead){
if(mEnemySpeed<=3){
mEnemySpeed+=1;
}
mEnemyY+=mEnemySpeed;
if(mEnemyY>screenH){
isDead=true;
}
}
break;
case TYPE_B:
if(!isDead){//向右傾斜下降
mEnemyX+=mEnemySpeed/2;
mEnemyY+=mEnemySpeed;
}
break;
case TYPE_C:
if(!isDead){//向左傾斜下降
mEnemyX-=mEnemySpeed/2;
mEnemyY+=mEnemySpeed;
}
break;
case TYPE_D:
if(!isDead){//右邊垂直傾斜下降
if(mEnemySpeed<=3){
mEnemySpeed+=1;
}
mEnemyY+=mEnemySpeed;
}
break;
case TYPE_E:
if(!isDead){//普通模式 子彈自動追蹤主角
if(mEnemyY>screenH){
isDead = true;
break;
}
mEnemyY+=mEnemySpeed;
}
break;
case TYPE_F:
if(!isDead){//向右橫向移動循環(huán)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){//向左橫向移動循環(huán)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){//想右切面運行
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){//想左切面運行
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){//右邊V形運動
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){//左邊V形運動
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){//向上沖鋒戰(zhàn)斗機
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){//向下沖鋒戰(zhàn)斗機
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://左邊由上至上到中間
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://右邊由上至上到中間
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://左側Z字形運動
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://右側z字形運動
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://左邊中間螺旋出場
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://右邊中間螺旋出場
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://左邊高級將領
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://右邊高級將領
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://左邊自動追蹤
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://右邊自動追蹤
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://中空旋轉混戰(zhàn)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://高級將領
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;
}
//消失在屏幕以后敵機失效死亡
if(mEnemyX>screenW||mEnemyY>screenH||mEnemyX<-1){
isDead=true;
}
}
敵機和前面講過的子彈邏輯一樣,一旦移動出屏幕或者不可見了,通過判斷變量isDead移除畫布。
為了保證游戲后面的邏輯性以及學習思路的正常進行,并且保證打飛機的效果,最后實現(xiàn)出來感覺就跟一個正常游戲基本一樣,所以這里寫算法消耗的時間有點多,但是通過敵機類可以更好的學習一些移動,旋轉等動畫,能夠以后自定義實現(xiàn)高效率動畫控件的時候提供非常大的幫助,敵機類暫時還沒有在GameView中使用,考慮到后面學習過程的順暢性以及不饒彎路,那么在下一節(jié)我會模擬實現(xiàn)一個游戲關卡,通過關卡來模擬敵機出場的順序和游戲對戰(zhàn),包括后面的碰撞效果。
敵機類源碼已經(jīng)通過Git更新。
<a >我是持續(xù)性更新的源碼</a>
<a href="http://www.lxweimin.com/p/966a3e9d8bdf">上一篇</a> <a href="http://www.lxweimin.com/p/d1768755f1bc">下一篇</a>