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打飞机游戏终极BOSS Android实战打飞机游戏完结篇

2019年07月24日  | 移动技术网移动技术  | 我要评论

本文实例为大家分享了打飞机游戏boss以及胜利失败页面设计的android代码,具体内容如下

修改子弹类:

public class bullet {
 //子弹图片资源
 public bitmap bmpbullet;
 //子弹的坐标
 public int bulletx, bullety;
 //子弹的速度
 public int speed;
 //子弹的种类以及常量
 public int bullettype;
 //主角的
 public static final int bullet_player = -1;
 //鸭子的
 public static final int bullet_duck = 1;
 //苍蝇的
 public static final int bullet_fly = 2;
 //boss的
 public static final int bullet_boss = 3;
 //子弹是否超屏, 优化处理
 public boolean isdead;

 //boss疯狂状态下子弹相关成员变量
 private int dir;//当前boss子弹方向
 //8方向常量
 public static final int dir_up = -1;
 public static final int dir_down = 2;
 public static final int dir_left = 3;
 public static final int dir_right = 4;
 public static final int dir_up_left = 5;
 public static final int dir_up_right = 6;
 public static final int dir_down_left = 7;
 public static final int dir_down_right = 8;

 //子弹当前方向
 public bullet(bitmap bmpbullet, int bulletx, int bullety, int bullettype) {
 this.bmpbullet = bmpbullet;
 this.bulletx = bulletx;
 this.bullety = bullety;
 this.bullettype = bullettype;
 //不同的子弹类型速度不一
 switch (bullettype) {
 case bullet_player:
  speed = 4;
  break;
 case bullet_duck:
  speed = 3;
  break;
 case bullet_fly:
  speed = 4;
  break;
 case bullet_boss:
  speed = 5;
  break;
 }
 }

 /**
 * 专用于处理boss疯狂状态下创建的子弹
 * @param bmpbullet
 * @param bulletx
 * @param bullety
 * @param bullettype
 * @param dir
 */
 public bullet(bitmap bmpbullet, int bulletx, int bullety, int bullettype, int dir) {
 this.bmpbullet = bmpbullet;
 this.bulletx = bulletx;
 this.bullety = bullety;
 this.bullettype = bullettype;
 speed = 5;
 this.dir = dir;
 }

 //子弹的绘制
 public void draw(canvas canvas, paint paint) {
 canvas.drawbitmap(bmpbullet, bulletx, bullety, paint);
 }

 //子弹的逻辑
 public void logic() {
 //不同的子弹类型逻辑不一
 //主角的子弹垂直向上运动
 switch (bullettype) {
 case bullet_player:
  bullety -= speed;
  if (bullety < -50) {
  isdead = true;
  }
  break;
 //鸭子和苍蝇的子弹都是垂直下落运动
 case bullet_duck:
 case bullet_fly:
  bullety += speed;
  if (bullety > mysurfaceview.screenh) {
  isdead = true;
  }
  break;
 //boss疯狂状态下的8方向子弹逻辑
 case bullet_boss:
  //boss疯狂状态下的子弹逻辑待实现
  switch (dir) {
  //方向上的子弹
  case dir_up:
  bullety -= speed;
  break;
  //方向下的子弹
  case dir_down:
  bullety += speed;
  break;
  //方向左的子弹
  case dir_left:
  bulletx -= speed;
  break;
  //方向右的子弹
  case dir_right:
  bulletx += speed;
  break;
  //方向左上的子弹
  case dir_up_left:
  bullety -= speed;
  bulletx -= speed;
  break;
  //方向右上的子弹
  case dir_up_right:
  bulletx += speed;
  bullety -= speed;
  break;
  //方向左下的子弹
  case dir_down_left:
  bulletx -= speed;
  bullety += speed;
  break;
  //方向右下的子弹
  case dir_down_right:
  bullety += speed;
  bulletx += speed;
  break;
  }
  //边界处理
  if (bullety > mysurfaceview.screenh || bullety <= -40 || bulletx > mysurfaceview.screenw || bulletx <= -40) {
  isdead = true;
  }
  break;
 }
 }
}

下面 新建boss类

创建boss

public class boss {
 //boss的血量
 public int hp = 50;
 //boss的图片资源
 private bitmap bmpboss;
 //boss坐标
 public int x, y;
 //boss每帧的宽高
 public int framew, frameh;
 //boss当前帧下标
 private int frameindex;
 //boss运动的速度
 private int speed = 5;
 //boss的运动轨迹
 //一定时间会向着屏幕下方运动,并且发射大范围子弹,(是否狂态)
 //正常状态下 ,子弹垂直朝下运动
 private boolean iscrazy;
 //进入疯狂状态的状态时间间隔
 private int crazytime = 200;
 //计数器
 private int count;

 //boss的构造函数
 public boss(bitmap bmpboss) {
 this.bmpboss = bmpboss;
 framew = bmpboss.getwidth() / 10;
 frameh = bmpboss.getheight();
 //boss的x坐标居中
 x = mysurfaceview.screenw / 2 - framew / 2;
 y = 0;
 }

 //boss的绘制
 public void draw(canvas canvas, paint paint) {
 canvas.save();
 canvas.cliprect(x, y, x + framew, y + frameh);
 canvas.drawbitmap(bmpboss, x - frameindex * framew, y, paint);
 canvas.restore();
 }

 //boss的逻辑
 public void logic() {
 //不断循环播放帧形成动画
 frameindex++;
 if (frameindex >= 10) {
  frameindex = 0;
 }
 //没有疯狂的状态
 if (iscrazy == false) {
  x += speed;
  if (x + framew >= mysurfaceview.screenw) {
  speed = -speed;
  } else if (x <= 0) {
  speed = -speed;
  }
  count++;
  if (count % crazytime == 0) {
  iscrazy = true;
  speed = 24;
  }
  //疯狂的状态
 } else {
  speed -= 1;
  //当boss返回时创建大量子弹
  if (speed == 0) {
  //添加8方向子弹
  mysurfaceview.vcbulletboss.add(new bullet(mysurfaceview.bmpbossbullet, x+40, y+10, bullet.bullet_boss, bullet.dir_up));
  mysurfaceview.vcbulletboss.add(new bullet(mysurfaceview.bmpbossbullet, x+40, y+10, bullet.bullet_boss, bullet.dir_down));
  mysurfaceview.vcbulletboss.add(new bullet(mysurfaceview.bmpbossbullet, x+40, y+10, bullet.bullet_boss, bullet.dir_left));
  mysurfaceview.vcbulletboss.add(new bullet(mysurfaceview.bmpbossbullet, x+40, y+10, bullet.bullet_boss, bullet.dir_right));
  mysurfaceview.vcbulletboss.add(new bullet(mysurfaceview.bmpbossbullet, x+40, y+10, bullet.bullet_boss, bullet.dir_up_left));
  mysurfaceview.vcbulletboss.add(new bullet(mysurfaceview.bmpbossbullet, x+40, y+10, bullet.bullet_boss, bullet.dir_up_right));
  mysurfaceview.vcbulletboss.add(new bullet(mysurfaceview.bmpbossbullet, x+40, y+10, bullet.bullet_boss, bullet.dir_down_left));
  mysurfaceview.vcbulletboss.add(new bullet(mysurfaceview.bmpbossbullet, x+40, y+10, bullet.bullet_boss, bullet.dir_down_right));
  }
  y += speed;
  if (y <= 0) {
  //恢复正常状态
  iscrazy = false;
  speed = 5;
  }
 }
 }

 //判断碰撞(boss被主角子弹击中)
 public boolean iscollsionwith(bullet bullet) {
 int x2 = bullet.bulletx;
 int y2 = bullet.bullety;
 int w2 = bullet.bmpbullet.getwidth();
 int h2 = bullet.bmpbullet.getheight();
 if (x >= x2 && x >= x2 + w2) {
  return false;
 } else if (x <= x2 && x + framew <= x2) {
  return false;
 } else if (y >= y2 && y >= y2 + h2) {
  return false;
 } else if (y <= y2 && y + frameh <= y2) {
  return false;
 }
 return true;
 }

 //设置boss血量
 public void sethp(int hp) {
 this.hp = hp;
 }
}

在主界面实例化 子弹 以及boss

public class mysurfaceview extends surfaceview implements callback, runnable {
 private surfaceholder sfh;
 private paint paint;
 private thread th;
 private boolean flag;
 private canvas canvas;
 public static int screenw, screenh;
 //定义游戏状态常量
 public static final int game_menu = 0;//游戏菜单
 public static final int gameing = 1;//游戏中
 public static final int game_win = 2;//游戏胜利
 public static final int game_lost = 3;//游戏失败
 public static final int game_pause = -1;//游戏菜单
 //当前游戏状态(默认初始在游戏菜单界面)
 public static int gamestate = game_menu;
 //声明一个resources实例便于加载图片
 private resources res = this.getresources();
 //声明游戏需要用到的图片资源(图片声明)
 private bitmap bmpbackground;//游戏背景
 private bitmap bmpboom;//爆炸效果
 private bitmap bmpboosboom;//boos爆炸效果
 private bitmap bmpbutton;//游戏开始按钮
 private bitmap bmpbuttonpress;//游戏开始按钮被点击
 private bitmap bmpenemyduck;//怪物鸭子
 private bitmap bmpenemyfly;//怪物苍蝇
 private bitmap bmpenemyboos;//怪物猪头boos
 private bitmap bmpgamewin;//游戏胜利背景
 private bitmap bmpgamelost;//游戏失败背景
 private bitmap bmpplayer;//游戏主角飞机
 private bitmap bmpplayerhp;//主角飞机血量
 private bitmap bmpmenu;//菜单背景
 public static bitmap bmpbullet;//子弹
 public static bitmap bmpenemybullet;//敌机子弹
 public static bitmap bmpbossbullet;//boss子弹
 //声明一个菜单对象
 private gamemenu gamemenu;
 //声明一个滚动游戏背景对象
 private gamebg background;
 //声明主角对象
 private player player;
 //声明一个敌机容器
 private vector<enemy> vcenemy;
 //每次生成敌机的时间(毫秒)
 private int createenemytime = 50;
 private int count;//计数器
 //敌人数组:1和2表示敌机的种类,-1表示boss
 //二维数组的每一维都是一组怪物
 private int enemyarray[][] = { { 1, 2 }, { 1, 1 }, { 1, 3, 1, 2 }, { 1, 2 }, { 2, 3 }, { 3, 1, 3 }, { 2, 2 }, { 1, 2 }, { 2, 2 }, { 1, 3, 1, 1 }, { 2, 1 },
  { 1, 3 }, { 2, 1 }, { -1 } };
 //当前取出一维数组的下标
 private int enemyarrayindex;
 //是否出现boss标识位
 private boolean isboss;
 //随机库,为创建的敌机赋予随即坐标
 private random random;
 //敌机子弹容器
 private vector<bullet> vcbullet;
 //添加子弹的计数器
 private int countenemybullet;
 //主角子弹容器
 private vector<bullet> vcbulletplayer;
 //添加子弹的计数器
 private int countplayerbullet;
 //爆炸效果容器
 private vector<boom> vcboom;
 //声明boss
 private boss boss;
 //boss的子弹容器
 public static vector<bullet> vcbulletboss;

 /**
 * surfaceview初始化函数
 */
 public mysurfaceview(context context) {
 super(context);
 sfh = this.getholder();
 sfh.addcallback(this);
 paint = new paint();
 paint.setcolor(color.white);
 paint.setantialias(true);
 setfocusable(true);
 setfocusableintouchmode(true);
 //设置背景常亮
 this.setkeepscreenon(true);
 }

 /**
 * surfaceview视图创建,响应此函数
 */
 @override
 public void surfacecreated(surfaceholder holder) {
 screenw = this.getwidth();
 screenh = this.getheight();
 initgame();
 flag = true;
 //实例线程
 th = new thread(this);
 //启动线程
 th.start();
 }

 /*
 * 自定义的游戏初始化函数
 */
 private void initgame() {
 //放置游戏切入后台重新进入游戏时,游戏被重置!
 //当游戏状态处于菜单时,才会重置游戏
 if (gamestate == game_menu) {
  //加载游戏资源
  bmpbackground = bitmapfactory.decoderesource(res, r.drawable.background);
  bmpboom = bitmapfactory.decoderesource(res, r.drawable.boom);
  bmpboosboom = bitmapfactory.decoderesource(res, r.drawable.boos_boom);
  bmpbutton = bitmapfactory.decoderesource(res, r.drawable.button);
  bmpbuttonpress = bitmapfactory.decoderesource(res, r.drawable.button_press);
  bmpenemyduck = bitmapfactory.decoderesource(res, r.drawable.enemy_duck);
  bmpenemyfly = bitmapfactory.decoderesource(res, r.drawable.enemy_fly);
  bmpenemyboos = bitmapfactory.decoderesource(res, r.drawable.enemy_pig);
  bmpgamewin = bitmapfactory.decoderesource(res, r.drawable.gamewin);
  bmpgamelost = bitmapfactory.decoderesource(res, r.drawable.gamelost);
  bmpplayer = bitmapfactory.decoderesource(res, r.drawable.player);
  bmpplayerhp = bitmapfactory.decoderesource(res, r.drawable.hp);
  bmpmenu = bitmapfactory.decoderesource(res, r.drawable.menu);
  bmpbullet = bitmapfactory.decoderesource(res, r.drawable.bullet);
  bmpenemybullet = bitmapfactory.decoderesource(res, r.drawable.bullet_enemy);
  bmpbossbullet = bitmapfactory.decoderesource(res, r.drawable.boosbullet);
  //爆炸效果容器实例
  vcboom = new vector<boom>();
  //敌机子弹容器实例
  vcbullet = new vector<bullet>();
  //主角子弹容器实例
  vcbulletplayer = new vector<bullet>();
  //菜单类实例
  gamemenu = new gamemenu(bmpmenu, bmpbutton, bmpbuttonpress);
  //实例游戏背景
  background = new gamebg(bmpbackground);
  //实例主角
  player = new player(bmpplayer, bmpplayerhp);
  //实例敌机容器
  vcenemy = new vector<enemy>();
  //实例随机库
  random = new random();
  //---boss相关
  //实例boss对象
  boss = new boss(bmpenemyboos);
  //实例boss子弹容器
  vcbulletboss = new vector<bullet>();
 }
 }

 /**
 * 游戏绘图
 */
 public void mydraw() {
 try {
  canvas = sfh.lockcanvas();
  if (canvas != null) {
  canvas.drawcolor(color.white);
  //绘图函数根据游戏状态不同进行不同绘制
  switch (gamestate) {
  case game_menu:
   //菜单的绘图函数
   gamemenu.draw(canvas, paint);
   break;
  case gameing:
   //游戏背景
   background.draw(canvas, paint);
   //主角绘图函数
   player.draw(canvas, paint);
   if (isboss == false) {
   //敌机绘制
   for (int i = 0; i < vcenemy.size(); i++) {
    vcenemy.elementat(i).draw(canvas, paint);
   }
   //敌机子弹绘制
   for (int i = 0; i < vcbullet.size(); i++) {
    vcbullet.elementat(i).draw(canvas, paint);
   }
   } else {
   //boos的绘制
   boss.draw(canvas, paint);
   //boss子弹逻辑
   for (int i = 0; i < vcbulletboss.size(); i++) {
    vcbulletboss.elementat(i).draw(canvas, paint);
   }
   }
   //处理主角子弹绘制
   for (int i = 0; i < vcbulletplayer.size(); i++) {
   vcbulletplayer.elementat(i).draw(canvas, paint);
   }
   //爆炸效果绘制
   for (int i = 0; i < vcboom.size(); i++) {
   vcboom.elementat(i).draw(canvas, paint);
   }
   break;
  case game_pause:
   break;
  case game_win:
   canvas.drawbitmap(bmpgamewin, 0, 0, paint);
   break;
  case game_lost:
   canvas.drawbitmap(bmpgamelost, 0, 0, paint);
   break;
  }
  }
 } catch (exception e) {
  // todo: handle exception
 } finally {
  if (canvas != null)
  sfh.unlockcanvasandpost(canvas);
 }
 }

 /**
 * 触屏事件监听
 */
 @override
 public boolean ontouchevent(motionevent event) {
 //触屏监听事件函数根据游戏状态不同进行不同监听
 switch (gamestate) {
 case game_menu:
  //菜单的触屏事件处理
  gamemenu.ontouchevent(event);
  break;
 case gameing:
  break;
 case game_pause:
  break;
 case game_win:
  break;
 case game_lost:

  break;
 }
 return true;
 }

 /**
 * 按键按下事件监听
 */
 @override
 public boolean onkeydown(int keycode, keyevent event) {
 //处理back返回按键
 if (keycode == keyevent.keycode_back) {
  //游戏胜利、失败、进行时都默认返回菜单
  if (gamestate == gameing || gamestate == game_win || gamestate == game_lost) {
  gamestate = game_menu;
  //boss状态设置为没出现
  isboss = false;
  //重置游戏
  initgame();
  //重置怪物出场
  enemyarrayindex = 0;
  } else if (gamestate == game_menu) {
  //当前游戏状态在菜单界面,默认返回按键退出游戏
  mainactivity.instance.finish();
  system.exit(0);
  }
  //表示此按键已处理,不再交给系统处理,
  //从而避免游戏被切入后台
  return true;
 }
 //按键监听事件函数根据游戏状态不同进行不同监听
 switch (gamestate) {
 case game_menu:
  break;
 case gameing:
  //主角的按键按下事件
  player.onkeydown(keycode, event);
  break;
 case game_pause:
  break;
 case game_win:
  break;
 case game_lost:
  break;
 }
 return super.onkeydown(keycode, event);
 }

 /**
 * 按键抬起事件监听
 */
 @override
 public boolean onkeyup(int keycode, keyevent event) {
 //处理back返回按键
 if (keycode == keyevent.keycode_back) {
  //游戏胜利、失败、进行时都默认返回菜单
  if (gamestate == gameing || gamestate == game_win || gamestate == game_lost) {
  gamestate = game_menu;
  }
  //表示此按键已处理,不再交给系统处理,
  //从而避免游戏被切入后台
  return true;
 }
 //按键监听事件函数根据游戏状态不同进行不同监听
 switch (gamestate) {
 case game_menu:
  break;
 case gameing:
  //按键抬起事件
  player.onkeyup(keycode, event);
  break;
 case game_pause:
  break;
 case game_win:
  break;
 case game_lost:
  break;
 }
 return super.onkeydown(keycode, event);
 }

 /**
 * 游戏逻辑
 */
 private void logic() {
 //逻辑处理根据游戏状态不同进行不同处理
 switch (gamestate) {
 case game_menu:
  break;
 case gameing:
  //背景逻辑
  background.logic();
  //主角逻辑
  player.logic();
  //敌机逻辑
  if (isboss == false) {
  //敌机逻辑
  for (int i = 0; i < vcenemy.size(); i++) {
   enemy en = vcenemy.elementat(i);
   //因为容器不断添加敌机 ,那么对敌机isdead判定,
   //如果已死亡那么就从容器中删除,对容器起到了优化作用;
   if (en.isdead) {
   vcenemy.removeelementat(i);
   } else {
   en.logic();
   }
  }
  //生成敌机
  count++;
  if (count % createenemytime == 0) {
   for (int i = 0; i < enemyarray[enemyarrayindex].length; i++) {
   //苍蝇
   if (enemyarray[enemyarrayindex][i] == 1) {
    int x = random.nextint(screenw - 100) + 50;
    vcenemy.addelement(new enemy(bmpenemyfly, 1, x, -50));
    //鸭子左
   } else if (enemyarray[enemyarrayindex][i] == 2) {
    int y = random.nextint(20);
    vcenemy.addelement(new enemy(bmpenemyduck, 2, -50, y));
    //鸭子右
   } else if (enemyarray[enemyarrayindex][i] == 3) {
    int y = random.nextint(20);
    vcenemy.addelement(new enemy(bmpenemyduck, 3, screenw + 50, y));
   }
   }
   //这里判断下一组是否为最后一组(boss)
   if (enemyarrayindex == enemyarray.length - 1) {
   isboss = true;
   } else {
   enemyarrayindex++;
   }
  }
  //处理敌机与主角的碰撞
  for (int i = 0; i < vcenemy.size(); i++) {
   if (player.iscollsionwith(vcenemy.elementat(i))) {
   //发生碰撞,主角血量-1
   player.setplayerhp(player.getplayerhp() - 1);
   //当主角血量小于0,判定游戏失败
   if (player.getplayerhp() <= -1) {
    gamestate = game_lost;
   }
   }
  }
  //每2秒添加一个敌机子弹
  countenemybullet++;
  if (countenemybullet % 40 == 0) {
   for (int i = 0; i < vcenemy.size(); i++) {
   enemy en = vcenemy.elementat(i);
   //不同类型敌机不同的子弹运行轨迹
   int bullettype = 0;
   switch (en.type) {
   //苍蝇
   case enemy.type_fly:
    bullettype = bullet.bullet_fly;
    break;
   //鸭子
   case enemy.type_duckl:
   case enemy.type_duckr:
    bullettype = bullet.bullet_duck;
    break;
   }
   vcbullet.add(new bullet(bmpenemybullet, en.x + 10, en.y + 20, bullettype));
   }
  }
  //处理敌机子弹逻辑
  for (int i = 0; i < vcbullet.size(); i++) {
   bullet b = vcbullet.elementat(i);
   if (b.isdead) {
   vcbullet.removeelement(b);
   } else {
   b.logic();
   }
  }
  //处理敌机子弹与主角碰撞
  for (int i = 0; i < vcbullet.size(); i++) {
   if (player.iscollsionwith(vcbullet.elementat(i))) {
   //发生碰撞,主角血量-1
   player.setplayerhp(player.getplayerhp() - 1);
   //当主角血量小于0,判定游戏失败
   if (player.getplayerhp() <= -1) {
    gamestate = game_lost;
   }
   }
  }
  //处理主角子弹与敌机碰撞
  for (int i = 0; i < vcbulletplayer.size(); i++) {
   //取出主角子弹容器的每个元素
   bullet blplayer = vcbulletplayer.elementat(i);
   for (int j = 0; j < vcenemy.size(); j++) {
   //添加爆炸效果
   //取出敌机容器的每个元与主角子弹遍历判断
   if (vcenemy.elementat(j).iscollsionwith(blplayer)) {
    vcboom.add(new boom(bmpboom, vcenemy.elementat(j).x, vcenemy.elementat(j).y, 7));
   }
   }
  }
  } else {//boss相关逻辑
  //每0.5秒添加一个主角子弹
  boss.logic();
  if (countplayerbullet % 10 == 0) {
   //boss的没发疯之前的普通子弹
   vcbulletboss.add(new bullet(bmpbossbullet, boss.x + 35, boss.y + 40, bullet.bullet_fly));
  }
  //boss子弹逻辑
  for (int i = 0; i < vcbulletboss.size(); i++) {
   bullet b = vcbulletboss.elementat(i);
   if (b.isdead) {
   vcbulletboss.removeelement(b);
   } else {
   b.logic();
   }
  }
  //boss子弹与主角的碰撞
  for (int i = 0; i < vcbulletboss.size(); i++) {
   if (player.iscollsionwith(vcbulletboss.elementat(i))) {
   //发生碰撞,主角血量-1
   player.setplayerhp(player.getplayerhp() - 1);
   //当主角血量小于0,判定游戏失败
   if (player.getplayerhp() <= -1) {
    gamestate = game_lost;
   }
   }
  }
  //boss被主角子弹击中,产生爆炸效果
  for (int i = 0; i < vcbulletplayer.size(); i++) {
   bullet b = vcbulletplayer.elementat(i);
   if (boss.iscollsionwith(b)) {
   if (boss.hp <= 0) {
    //游戏胜利
    gamestate = game_win;
   } else {
    //及时删除本次碰撞的子弹,防止重复判定此子弹与boss碰撞、
    b.isdead = true;
    //boss血量减1
    boss.sethp(boss.hp - 1);
    //在boss上添加三个boss爆炸效果
    vcboom.add(new boom(bmpboosboom, boss.x + 25, boss.y + 30, 5));
    vcboom.add(new boom(bmpboosboom, boss.x + 35, boss.y + 40, 5));
    vcboom.add(new boom(bmpboosboom, boss.x + 45, boss.y + 50, 5));
   }
   }
  }
  }
  //每1秒添加一个主角子弹
  countplayerbullet++;
  if (countplayerbullet % 20 == 0) {
  vcbulletplayer.add(new bullet(bmpbullet, player.x + 15, player.y - 20, bullet.bullet_player));
  }
  //处理主角子弹逻辑
  for (int i = 0; i < vcbulletplayer.size(); i++) {
  bullet b = vcbulletplayer.elementat(i);
  if (b.isdead) {
   vcbulletplayer.removeelement(b);
  } else {
   b.logic();
  }
  }
  //爆炸效果逻辑
  for (int i = 0; i < vcboom.size(); i++) {
  boom boom = vcboom.elementat(i);
  if (boom.playend) {
   //播放完毕的从容器中删除
   vcboom.removeelementat(i);
  } else {
   vcboom.elementat(i).logic();
  }
  }
  break;
 case game_pause:
  break;
 case game_win:
  break;
 case game_lost:
  break;

 }
 }

 @override
 public void run() {
 while (flag) {
  long start = system.currenttimemillis();
  mydraw();
  logic();
  long end = system.currenttimemillis();
  try {
  if (end - start < 50) {
   thread.sleep(50 - (end - start));
  }
  } catch (interruptedexception e) {
  e.printstacktrace();
  }
 }
 }

 /**
 * surfaceview视图状态发生改变,响应此函数
 */
 @override
 public void surfacechanged(surfaceholder holder, int format, int width, int height) {
 }

 /**
 * surfaceview视图消亡时,响应此函数
 */
 @override
 public void surfacedestroyed(surfaceholder holder) {
 flag = false;
 }
}

以及胜利和失败页面

最后附上 mainactivit

public class mainactivity extends activity {
 public static mainactivity instance;
 @override
 public void oncreate(bundle savedinstancestate) {
 super.oncreate(savedinstancestate);
 instance = this;
 //设置全屏
 this.getwindow().setflags(windowmanager.layoutparams.flag_fullscreen, windowmanager.layoutparams.flag_fullscreen);
 requestwindowfeature(window.feature_no_title);
 //显示自定义的surfaceview视图
 setcontentview(new mysurfaceview(this));
 }

 @override
 protected void ondestroy() {
 // todo auto-generated method stub
 mysurfaceview.gamestate = mysurfaceview.game_menu;
 super.ondestroy();
 }
}

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