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화면을 중심으로 움직이는 스프라이트가있는 안드로이드 게임이 있습니다. 한 명에게 명중하면 점수에 추가되거나 점수에서 벗어나 사라집니다.Android App의 임시 스프 라이트
내가하고 싶은 것은 피가 튈 때 피가 튄다는 것입니다.
나는 이것을 실제로 달성했지만 스프라이트가 닿은 곳에 피가 튀지 않는다. 항상 오른쪽 하단 코너로 이동합니다. 내 문제가 어디 있는지 알 수있는 사람이 있는지 궁금 해서요. 특히 doDraw 및 GameView 방법에서,
public class TempSprite {
private float x;
private float y;
private Bitmap bmp;
private int life = 12;
private List<TempSprite> temps;
public TempSprite(List<TempSprite> temps, GameView gameView, float x,
float y, Bitmap bmp) {
this.x = Math.min(Math.max(x - bmp.getWidth()/2, 0),
gameView.getWidth() - bmp.getWidth());
this.y = Math.min(Math.max(y - bmp.getHeight()/2, 0),
gameView.getHeight() - bmp.getHeight());
this.bmp = bmp;
this.temps = temps;
}
public void onDraw(Canvas canvas) {
update();
canvas.drawBitmap(bmp, x, y, null);
}
private void update() {
if (--life < 1) {
temps.remove(this);
}
}
}
다른 모든 코드가 GameView 클래스에 있습니다 :
난 그냥 혈액 튄의 TempSprite 클래스가이 아래입니다
public class GameView extends SurfaceView implements SurfaceHolder.Callback {
private final Bitmap bmpBlood;
/* Member (state) fields */
private GameLoopThread gameLoopThread;
private Paint paint; //Reference a paint object
/** The drawable to use as the background of the animation canvas */
private Bitmap mBackgroundImage;
// For creating the game Sprite
private Sprite sprite;
private BadSprite badSprite;
// For recording the number of hits
private int hitCount;
// For displaying the highest score
private int highScore;
// To track if a game is over
private boolean gameOver;
// To play sound
private SoundPool mySound;
private int zapSoundId;
private int screamSoundId;
// For multiple sprites
private ArrayList<Sprite> spritesArrayList;
private ArrayList<BadSprite> badSpriteArrayList;
// For the temp blood image
private List<TempSprite> temps = new ArrayList<TempSprite>();
//int backButtonCount = 0;
private void createSprites() {
// Initialise sprite object
spritesArrayList = new ArrayList<>();
badSpriteArrayList = new ArrayList<>();
for (int i = 0; i < 20; i++) {
spritesArrayList.add(new Sprite(this));
badSpriteArrayList.add(new BadSprite(this));
}
}
public GameView(Context context) {
super(context);
// Focus must be on GameView so that events can be handled.
this.setFocusable(true);
// For intercepting events on the surface.
this.getHolder().addCallback(this);
// Background image added
mBackgroundImage = BitmapFactory.decodeResource(this.getResources(), R.drawable.castle);
// Populate multiple sprites
//createSprites();
//Vibrator vibe = (Vibrator) sprite.getSystemService(Context.VIBRATOR_SERVICE);
//vibe.vibrate(500);
// For the temp blood splatter
bmpBlood = BitmapFactory.decodeResource(getResources(), R.drawable.blood1);
//Sound effects for the sprite touch
mySound = new SoundPool(10, AudioManager.STREAM_MUSIC, 0);
screamSoundId = mySound.load(context, R.raw.scream, 1);
zapSoundId = mySound.load(context, R.raw.zap, 1);
}
/* Called immediately after the surface created */
public void surfaceCreated(SurfaceHolder holder) {
createSprites();
// We can now safely setup the game start the game loop.
ResetGame();//Set up a new game up - could be called by a 'play again option'
mBackgroundImage = Bitmap.createScaledBitmap(mBackgroundImage, getWidth(), getHeight(), true);
gameLoopThread = new GameLoopThread(this.getHolder(), this);
gameLoopThread.running = true;
gameLoopThread.start();
}
// For the countdown timer
private long startTime; // Timer to count down from
private final long interval = 1 * 1000; // 1 sec interval
private CountDownTimer countDownTimer; // Reference to the class
private boolean timerRunning = false;
private String displayTime; // To display the time on the screen
//To initialise/reset game
private void ResetGame(){
/* Set paint details */
paint = new Paint();
paint.setColor(Color.WHITE);
paint.setTextSize(20);
sprite = new Sprite(this);
hitCount = 0;
// Set timer
startTime = 10; // Start at 10s to count down
// Create new object - convert startTime to milliseconds
countDownTimer = new MyCountDownTimer(startTime*1000, interval);
countDownTimer.start(); // Start the time running
timerRunning = true;
gameOver = false;
}
// Countdown Timer - private class
private class MyCountDownTimer extends CountDownTimer {
public MyCountDownTimer (long startTime, long interval) {
super(startTime, interval);
}
public void onFinish() {
//displayTime = "Time is up!";
timerRunning = false;
countDownTimer.cancel();
gameOver = true;
}
public void onTick (long millisUntilFinished) {
displayTime = " " + millisUntilFinished/1000;
}
}
//This class updates and manages the assets prior to drawing - called from the Thread
public void update(){
}
/**
* To draw the game to the screen
* This is called from Thread, so synchronisation can be done
*/
@SuppressWarnings("ResourceAsColor")
public void doDraw(Canvas canvas) {
canvas.drawBitmap(mBackgroundImage, 0, 0, null);
if (!gameOver) {
sprite.draw(canvas);
//paint.setColor(R.color.red);
canvas.drawText("Time Remaining: " + displayTime, 35, 50, paint);
canvas.drawText("Number of hits: " + hitCount, 35, 85, paint);
// Draw the blood splatter
for (int i = temps.size() - 1; i >= 0; i--) {
temps.get(i).onDraw(canvas);
}
// Draw all the objects on the canvas
for (int i = 0; i < spritesArrayList.size(); i++) {
Sprite sprite = spritesArrayList.get(i);
sprite.draw(canvas);
}
for (int i = 0; i < badSpriteArrayList.size(); i++) {
BadSprite badSprite = badSpriteArrayList.get(i);
badSprite.draw(canvas);
}
} else {
canvas.drawText("Game Over!", 35, 50, paint);
canvas.drawText("Your score was: " + hitCount, 35, 80, paint);
canvas.drawText("To go back home,", 280, 50, paint);
canvas.drawText("press the 'back' key", 280, 70, paint);
}
}
//To be used if we need to find where screen was touched
public boolean onTouchEvent(MotionEvent event) {
for (int i = spritesArrayList.size()-1; i>=0; i--) {
Sprite sprite = spritesArrayList.get(i);
if (sprite.wasItTouched(event.getX(), event.getY())) {
mySound.play(zapSoundId, 1.0f, 1.0f, 0,0, 1.5f);
spritesArrayList.remove(sprite);
//temps.add(new TempSprite(temps, this, x, y, bmpBlood));
hitCount--;
return super.onTouchEvent(event);
}
for (int i1 = badSpriteArrayList.size()-1; i1>=0; i1--) {
BadSprite badSprite = badSpriteArrayList.get(i1);
if (badSprite.wasItTouched(event.getX(), event.getY())) {
mySound.play(screamSoundId, 1.0f, 1.0f, 0, 0, 1.5f);
badSpriteArrayList.remove(badSprite);
temps.add(new TempSprite(temps, this, x, y, bmpBlood));
hitCount++;
return super.onTouchEvent(event);
}
}
}
//else {
return true;
// }
}
public void surfaceDestroyed(SurfaceHolder holder) {
gameLoopThread.running = false;
// Shut down the game loop thread cleanly.
boolean retry = true;
while(retry) {
try {
gameLoopThread.join();
retry = false;
} catch (InterruptedException e) {}
}
}
public int getHitCount() {
return hitCount;
}
public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {
}
}
언제나처럼, 어떤 도움을 주시면 감사하겠습니다.
감사