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android 打飞机游戏 源码下载
import com.pic.SpriteCmd.MainState;import android.app.Activity;import android.content.Context;import android.graphics.Bitmap;import android.graphics.Canvas;import android.graphics.Color;import android.graphics.Paint;import android.graphics.Rect;import android.graphics.drawable.BitmapDrawable;import android.hardware.Sensor;import android.hardware.SensorEvent;import android.hardware.SensorEventListener;import android.hardware.SensorManager;import android.media.MediaPlayer;import android.os.Bundle;import android.view.MotionEvent;import android.view.View;import android.widget.Button;import android.widget.EditText;import android.widget.TextView;public class PictureView extends View implements Runnable,SensorEventListener{private Context context;private int scrWidth;//屏幕的宽度private int scrHeight;//屏幕的高度private int MainTime = 0; //主计时器private Bitmap imgBackground = null;//背景图片private Bitmap imgBackground2 = null;private ButtonUtil ButtonStart = null;//开始按钮private ButtonUtil ButtonHelp = null;//帮助按钮private ButtonUtil ButtonScore = null;private ButtonUtil ButtonDetail = null;private Bitmap imgStart = null;//开始按钮对应的图片private Bitmap imgHelp = null;//帮助按钮对应的图片private Bitmap imgScore = null;private Bitmap imgDetail = null;private ButtonUtil ButtonFirst = null;//选关界面第一关对应按钮private ButtonUtil ButtonSecond = null;//选关界面第二关对应按钮private Bitmap imgFirst = null;//第一关对应图片private Bitmap imgSecond = null;//第二关对应图片private Bitmap imgHelpDisplay = null;//帮助图片private Bitmap imgScoreDisplay = null;//高分图片private Bitmap imgDetailDisplay = null;private ButtonUtil ButtonReturn = null;//返回按钮private Bitmap imgReturn = null;//返回按钮对应图片private ButtonUtil ButtonSound = null;//声音开关按钮private Bitmap imgSoundOn = null;//开声音对应图片private Bitmap imgSoundOff = null;//关声音对应图片private Boolean is_SoundOn = true;//声音是否开private Boolean is_LeverUp = false;//是否过关private int DeadEnemyCnt = 0;//敌人死亡计数器 当死亡敌人个数达到某个数时 过关private int LeverCnt = 0;//过关界面的计数器private static MediaPlayer mediaPlayer = null;//声音播放对象public enum GameState//游戏状态{GAMESTATE_MENU, //菜单GAMESTATE_LEVELGUIDE, //关数提示,显示第一关,第二关 。。GAMESTATE_HELP, GAMESTATE_SCORE,GAMESTATE_DETAIL,GAMESTATE_GAME, //游戏}public GameState GameState; // 游戏状态public static final int STAR_NUM = 30;public SpriteCmd rgSpriteCmd = new SpriteCmd();////主角SpriteCmd类对象实例化public SpriteCmd rgCmdStar[] = new SpriteCmd[30];//星星对象public SpriteCmd rgBulletCmd[] = new SpriteCmd[20];//主角子弹对象public SpriteCmd rgEnemy1Cmd = new SpriteCmd();//敌人1的SpriteCmd类对象public SpriteCmd rgEnemy2Cmd = new SpriteCmd();//敌人2对象public SpriteCmd rgEnemy3Cmd = new SpriteCmd();//敌人3对象public SpriteCmd rgEnemy4Cmd = new SpriteCmd();public SpriteCmd rgEnemy5Cmd = new SpriteCmd();public SpriteCmd rgBombCmds[] = new SpriteCmd[5];//敌人死亡时候爆炸的对象private int LeverNum;//关数计数器public Bitmap imgPlane;//主角飞机对应图片public Bitmap imgStar;//星星对应图片public Bitmap imgBullet;//子弹图片public Bitmap imgEnemy1;//敌人1对应图片public Bitmap imgEnemy2;//敌人2对象图片public Bitmap imgEnemy3;public Bitmap imgEnemy4;public Bitmap imgEnemy5;public Bitmap imgBomb; //炸弹对应图片public Bitmap imgPassLerver;//过关图片public SpriteCmd rgGameover = new SpriteCmd();public Bitmap imgBloodBg;//血量框图片public Bitmap imgBlood;//血量图片public boolean IsRightKeyRealess = true;//右键是否释放public boolean IsLeftKeyRealess = true;//左键是否释放public boolean IsUpKeyRealess = true;//上键是否释放public boolean IsDownKeyRealess = true;//下键是否释放private SensorManager sm;//传感器管理器private Sensor sensor;//重力传感器对象public float x_sensor = 0;//重力传感器x方向的位置偏移public float y_sensor = 0;//重力传感器y方向的位置偏移public float z_sensor = 0;//重力传感器z方向的位置偏移public SpriteCmd rgBackground1 = new SpriteCmd();//背景对象1public SpriteCmd rgBackground2 = new SpriteCmd();//背景对象2public SpriteCmd rgLerver = new SpriteCmd();//“恭喜过关”对象public SpriteCmd rgBloodBg = new SpriteCmd();//“血量框”对象public SpriteCmd rgBlood = new SpriteCmd();//“血量”对象public boolean Is_exit = false;//是否退出游戏public PictureView(Context context){ super(context);//调用父类的构造方法 MainTime = 0; // 主计时清零 sm = (SensorManager) context.getSystemService(Context.SENSOR_SERVICE); sensor = sm.getDefaultSensor(Sensor.TYPE_ACCELEROMETER);// 得到一个重力传感器实例 sm.registerListener(this, sensor, SensorManager.SENSOR_DELAY_GAME); new Thread(this).start(); //启动线程 通过start()方法找到run()方法 this.context = context; Is_exit = false; }public void TurnToMenu()//进入菜单{imgBackground =((BitmapDrawable)getResources().getDrawable(R.drawable.bg1)).getBitmap();//背景图片if (imgStart == null){imgStart = ((BitmapDrawable)getResources().getDrawable(R.drawable.start)).getBitmap();//“开始游戏”的图片}if (imgHelp == null){imgHelp = ((BitmapDrawable)getResources().getDrawable(R.drawable.help)).getBitmap();//“游戏帮助”的图片}if (imgScore == null){imgScore = ((BitmapDrawable)getResources().getDrawable(R.drawable.score)).getBitmap();//“高分”的图}if (imgDetail == null){imgDetail = ((BitmapDrawable)getResources().getDrawable(R.drawable.detail)).getBitmap();//“信息”的图}if (imgReturn == null){imgReturn = ((BitmapDrawable)getResources().getDrawable(R.drawable.back)).getBitmap();//“返回”的图片}ButtonStart = new ButtonUtil(imgStart,(scrWidth - imgStart.getWidth())/2,100);//把“开始游戏”的图片与按钮绑定ButtonHelp = new ButtonUtil(imgHelp,(scrWidth - imgHelp.getWidth())/2,200);ButtonScore = new ButtonUtil(imgScore,(scrWidth - imgScore.getWidth())/2,300);ButtonDetail = new ButtonUtil(imgDetail,(scrWidth - imgDetail.getWidth())/2,400);ButtonReturn = new ButtonUtil(imgReturn,scrWidth - imgReturn.getWidth() - 10,scrHeight - 50);//把“返回”的图片与按钮绑定GameState = GameState.GAMESTATE_MENU; //状态转换成菜单状态}public void TurnToLeverGuide()//进入选关{ReleaseImage(imgBackground);imgBackground =((BitmapDrawable)getResources().getDrawable(R.drawable.bg2)).getBitmap();//背景图片if (imgFirst == null){imgFirst = ((BitmapDrawable)getResources().getDrawable(R.drawable.firstlever)).getBitmap();//“第1关”的图片}if (imgSecond == null){imgSecond = ((BitmapDrawable)getResources().getDrawable(R.drawable.secondlever)).getBitmap();//“第2关”的图片}ButtonFirst = new ButtonUtil(imgFirst,(scrWidth - imgFirst.getWidth())/2,150);ButtonSecond = new ButtonUtil(imgSecond,(scrWidth - imgSecond.getWidth())/2,300);GameState = GameState.GAMESTATE_LEVELGUIDE;}public void TurnToHelp()//进入帮助{if (imgHelpDisplay == null){imgHelpDisplay = ((BitmapDrawable)getResources().getDrawable(R.drawable.helpdisplay)).getBitmap();}GameState = GameState.GAMESTATE_HELP;}public void TurnToScore()//进入高分榜{if (imgScoreDisplay == null){TextView a=new TextView(context);a.setText("a");//imgScoreDisplay = ((BitmapDrawable)getResources().getDrawable(R.drawable.scoredisplay)).getBitmap();}GameState = GameState.GAMESTATE_SCORE;}public void TurnToDetail()//进入信息{if (imgDetailDisplay == null){imgDetailDisplay = ((BitmapDrawable)getResources().getDrawable(R.drawable.detaildisplay)).getBitmap();}GameState = GameState.GAMESTATE_DETAIL;}public void TurnToGame()//进入游戏{ LoadResource();InitLever();//GameState = GameState.GAMESTATE_GAME;//////////为背景图定义了SpriteCmd类的两个对象,为背景图设定两个位置同时画出来//// rgBackground1.x = 0;rgBackground1.y = -scrHeight;rgBackground1.unLayer = 0;rgBackground1.unWidth = scrWidth; //背景图的宽度设为全屏rgBackground1.unHeight = scrHeight;//背景图的宽度设为全屏rgBackground2.x = 0;rgBackground2.y = 0;rgBackground2.unLayer = 0;rgBackground2.unWidth = scrWidth;//背景图的宽度设为全屏rgBackground2.unHeight = scrHeight; //背景图的宽度设为全屏///////////////////////////////////////////////////////////// imgSoundOn =((BitmapDrawable)getResources().getDrawable(R.drawable.bgsoundon)).getBitmap();imgSoundOff =((BitmapDrawable)getResources().getDrawable(R.drawable.bgsoundoff)).getBitmap();ButtonSound = new ButtonUtil(imgSoundOn,10,scrHeight - 20);rgLerver.unWidth = 200;rgLerver.unHeight = 40;rgLerver.unLayer = 255;rgGameover.unWidth = 200;rgGameover.unHeight = 40;rgGameover.unLayer = 255;rgBloodBg.unWidth = 100;rgBloodBg.unHeight = 32;rgBloodBg.unLayer = 0;rgBloodBg.x = 0;rgBloodBg.y = 0;rgBlood.unWidth = 96;rgBlood.unHeight = 14;rgBlood.unLayer = 0;rgBlood.x = rgBloodBg.x;rgBlood.y = rgBloodBg.y 10;mediaPlayer = MediaPlayer.create(context, R.raw.game); mediaPlayer.start(); mediaPlayer.setLooping(true);is_LeverUp = false;}void InitLever(){int i;switch (LeverNum) {case 1: //第一关rgSpriteCmd.unWidth = 36;rgSpriteCmd.unHeight = 34;rgSpriteCmd.x = (scrWidth - rgSpriteCmd.unWidth)/2;rgSpriteCmd.y = scrHeight - rgSpriteCmd.unHeight;rgSpriteCmd.unLayer = 0;rgSpriteCmd.unSpriteIndex = 0;rgSpriteCmd.CurrentState = MainState.enSTAND;rgSpriteCmd.WalkCount = 0;rgSpriteCmd.IsHurt = false;rgSpriteCmd.IsLeftStop = false;rgSpriteCmd.IsRight = false;rgSpriteCmd.IsTopStop = false;rgSpriteCmd.IsDownStop = false;//敌人初始化rgEnemy1Cmd.unWidth = 35;rgEnemy1Cmd.unHeight = 30;rgEnemy1Cmd.unLayer = 255;rgEnemy3Cmd.unWidth = 35;rgEnemy3Cmd.unHeight = 30;rgEnemy3Cmd.unLayer = 255;rgEnemy3Cmd.IsRight = false;rgEnemy4Cmd.unWidth = 35;rgEnemy4Cmd.unHeight = 30;rgEnemy4Cmd.unLayer = 255;rgEnemy4Cmd.IsRight = false;break;case 2: //第二关rgSpriteCmd.unWidth = 36;rgSpriteCmd.unHeight = 34;rgSpriteCmd.x = (scrWidth - rgSpriteCmd.unWidth)/4;rgSpriteCmd.y = scrHeight - rgSpriteCmd.unHeight;rgSpriteCmd.unLayer = 0;rgSpriteCmd.unSpriteIndex = 0;rgSpriteCmd.CurrentState = MainState.enSTAND;rgSpriteCmd.WalkCount = 0;rgSpriteCmd.IsHurt = false;rgSpriteCmd.IsLeftStop = false;rgSpriteCmd.IsRight = false;rgSpriteCmd.IsTopStop = false;rgSpriteCmd.IsDownStop = false;//敌人初始化rgEnemy1Cmd.unWidth = 35;rgEnemy1Cmd.unHeight = 30;rgEnemy1Cmd.unLayer = 255;rgEnemy2Cmd.unWidth = 35;rgEnemy2Cmd.unHeight = 30;rgEnemy2Cmd.unLayer = 255;rgEnemy3Cmd.unWidth = 35;rgEnemy3Cmd.unHeight = 30;rgEnemy3Cmd.unLayer = 255;rgEnemy3Cmd.IsRight = false;rgEnemy4Cmd.unWidth = 35;rgEnemy4Cmd.unHeight = 30;rgEnemy4Cmd.unLayer = 255;rgEnemy5Cmd.unWidth = 35;rgEnemy5Cmd.unHeight = 30;rgEnemy5Cmd.unLayer = 255;rgEnemy5Cmd.IsRight = false;break;default:break;}////星星的初始化///////////////////////////////for (i = 0; i < STAR_NUM; i = 1){rgCmdStar[i] = new SpriteCmd();//每颗星星都实例化SpriteCmd类对象}for (i = 0; i < STAR_NUM; i = 2) //偶数个星星的图片索引值为0{rgCmdStar[i].unSpriteIndex = 0;}for (i = 1; i < STAR_NUM; i = 2) //基数个星星的图片索引值为1{rgCmdStar[i].unSpriteIndex = 1;}for (i = 0; i < STAR_NUM; i ){rgCmdStar[i].unWidth = 3; //每颗星星图片的宽度和高度rgCmdStar[i].unHeight = 3;rgCmdStar[i].x = scrWidth/STAR_NUM*i 10;//每颗星星图片绘制在屏幕上的位置rgCmdStar[i].y = scrHeight/STAR_NUM*i;} //////////////每颗子弹实例化SpriteCmd类对象,初始化////////for(i=0;i scrHeight) {//到达地图下边界rgSpriteCmd.IsDownStop = true;rgSpriteCmd.y = scrHeight - rgSpriteCmd.unHeight;}else {rgSpriteCmd.IsDownStop = false;}////主机与敌机的碰撞判断及处理///////////////////////////////if ((CheckHitEnemy(rgSpriteCmd, rgEnemy1Cmd) || CheckHitEnemy(rgSpriteCmd, rgEnemy2Cmd)|| CheckHitEnemy(rgSpriteCmd, rgEnemy3Cmd)) || CheckHitEnemy(rgSpriteCmd, rgEnemy4Cmd)|| CheckHitEnemy(rgSpriteCmd, rgEnemy5Cmd)&& !rgSpriteCmd.IsHurt) {rgSpriteCmd.CurrentState = MainState.enHURT;rgSpriteCmd.ProtectCount = 18;rgSpriteCmd.IsHurt = true;rgBlood.unWidth -= 19;if (rgBlood.unWidth < 0) {rgBlood.unWidth = 96;}}/////主机子弹与敌机1的碰撞////////////////////////////////for(i=0;i -1 && y_sensor < 1) {rgSpriteCmd.CurrentState = MainState.enSTAND;}else {rgSpriteCmd.unSpriteIndex = 0;rgSpriteCmd.y = 10;}}else if (rgSpriteCmd.CurrentState == MainState.enHURT) {rgSpriteCmd.unSpriteIndex = MainTime%2 - 1; rgSpriteCmd.ProtectCount--;if (rgSpriteCmd.ProtectCount == 0) {rgSpriteCmd.CurrentState = MainState.enSTAND;rgSpriteCmd.IsHurt = false;}}} ///////把图片画成全屏///////////////////////////////////////////public void DisplayImage(Canvas canvas, Bitmap bitmap,int width, int height){ if(bitmap!=null) { Rect scrRect = new Rect(); //绘制区域在屏幕上的矩形范围 scrRect.left = 0; //绘制区域左上角顶点在屏幕上的x坐标 scrRect.top = 0; //绘制区域左上角顶点在屏幕上的y坐标 scrRect.right = scrWidth;//width; //绘制区域右下角顶点在屏幕上的x坐标 scrRect.bottom = scrHeight;//height; //绘制区域右下角顶点在屏幕上的y坐标 Rect imgRect = new Rect(); //绘制区域在图片上的矩形范围 imgRect.left = 0; //绘制区域左上角顶点距离图片左上角的x坐标 imgRect.top = 0; //绘制区域左上角顶点距离图片左上角的y坐标 imgRect.right = 0 width; //绘制区域右下角顶点距离图片左上角的x坐标 imgRect.bottom = 0 height; //绘制区域右下角顶点距离图片左上角的y坐标 canvas.drawBitmap(bitmap, imgRect, scrRect, null); //绘制图片 } }/////////////////////////////////////////////////////////////////////////// ////////画精灵(相对于屏幕的相对位置)//////////////////////public void DrawSprites(Canvas canvas, Bitmap bitmap, SpriteCmd spriteCmd){if (spriteCmd.unLayer != 255) {DisplayImage(canvas, bitmap, //要画的图片spriteCmd.x, //图片左上角画在屏幕上的x位置spriteCmd.y, //图片左上角画在屏幕上的y位置spriteCmd.unWidth, //图片的宽度spriteCmd.unHeight, //图片的高度0, //要画的图片在整个图片中的x方向位置spriteCmd.unSpriteIndex * spriteCmd.unHeight); //要画的图片在整个图片中的y方向位置}}//画图片//参数依次为画布Canvas对象,位图对象,在屏幕上的x坐标,在屏幕上的y坐标,//绘制的宽度,绘制的高度,在图片上的x坐标,在图片上的y坐标public void DisplayImage(Canvas canvas, Bitmap bitmap, int scrX, int scrY, int width, int height, int imgX, int imgY){if(bitmap!=null){Rect scrRect = new Rect(); //绘制区域在屏幕上的矩形范围scrRect.left = scrX; //绘制区域左上角顶点在屏幕上的x坐标scrRect.top = scrY; //绘制区域左上角顶点在屏幕上的y坐标scrRect.right = scrX width; //绘制区域右下角顶点在屏幕上的x坐标scrRect.bottom = scrY height; //绘制区域右下角顶点在屏幕上的y坐标Rect imgRect = new Rect(); //绘制区域在图片上的矩形范围imgRect.left = imgX; //绘制区域左上角顶点距离图片左上角的x坐标imgRect.top = imgY; //绘制区域左上角顶点距离图片左上角的y坐标imgRect.right = imgX width; //绘制区域右下角顶点距离图片左上角的x坐标imgRect.bottom = imgY height; //绘制区域右下角顶点距离图片左上角的y坐标canvas.drawBitmap(bitmap, imgRect, scrRect, null); //绘制图片}}//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////触屏事件////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////public boolean onTouchEvent(MotionEvent event){switch (event.getAction()){case MotionEvent.ACTION_DOWN: // 当触摸到屏幕IsRightKeyRealess = false;IsLeftKeyRealess = false;IsUpKeyRealess = false;IsDownKeyRealess = false;switch (GameState){case GAMESTATE_MENU:onTouchEventInMenu(event); // 菜单界面的触屏事件处理break;case GAMESTATE_LEVELGUIDE:onTouchEventLeverGuide(event);// 选关界面的触屏事件处理break;case GAMESTATE_HELP:onTouchEventHelp(event);// 帮助界面的触屏事件处理break;case GAMESTATE_SCORE:onTouchEventScore(event);// 分数界面的触屏事件处理break;case GAMESTATE_DETAIL:onTouchEventHelp(event);// 信息界面的触屏事件处理break;case GAMESTATE_GAME:onTouchEventInGame(event);// 游戏界面的触屏事件处理break;default:break;}return true;case MotionEvent.ACTION_UP:// 当手抬起,离开屏幕IsRightKeyRealess = true;IsLeftKeyRealess = true;IsUpKeyRealess = true;IsDownKeyRealess = true;return true;default:break;} return super.onTouchEvent(event);}public void onTouchEventInMenu(MotionEvent event)// 菜单界面的触屏事件处理{float x, y;x = event.getX();y = event.getY();if (ButtonStart.isClick(x, y)) {TurnToLeverGuide();}else if (ButtonHelp.isClick(x, y)) {TurnToHelp();}else if (ButtonScore.isClick(x, y)) {TurnToScore();}else if (ButtonDetail.isClick(x, y)) {TurnToDetail();}else if (ButtonReturn.isClick(x, y)) {Is_exit = true;CloseGame();}}public void onTouchEventLeverGuide(MotionEvent event)// 选关界面的触屏事件处理{float x, y;x = event.getX();y = event.getY();if (ButtonReturn.isClick(x, y)) {TurnToMenu();}else if (ButtonFirst.isClick(x, y)) {LeverNum = 1;TurnToGame();}else if (ButtonSecond.isClick(x, y)) {LeverNum = 2;TurnToGame();}}public void onTouchEventHelp(MotionEvent event)// 帮助界面的触屏事件处理{float x, y;x = event.getX();y = event.getY();if (ButtonReturn.isClick(x, y)) {TurnToMenu();}}public void onTouchEventScore(MotionEvent event)// 帮助界面的触屏事件处理{float x, y;x = event.getX();y = event.getY();if (ButtonReturn.isClick(x, y)) {TurnToMenu();}}public void onTouchEventInGame(MotionEvent event)// 游戏界面的触屏事件处理{float x, y;x = event.getX();y = event.getY();//////处理返回键/////////////////////////////// if (ButtonReturn.isClick(x, y)) {TurnToMenu();mediaPlayer.pause();}/////////////////////////////////////////// ///////////////声音处理///////////////////////////else if(ButtonSound.isClick(x, y)){if (is_SoundOn) {ButtonSound.setButtonPic(imgSoundOff);is_SoundOn = false;mediaPlayer.pause();}else {ButtonSound.setButtonPic(imgSoundOn);is_SoundOn = true; mediaPlayer.start(); mediaPlayer.setLooping(true);}}/////////////////////////////////////////////////////////////////根据触摸点的位置判断主角飞机的运动状态////////////////////if ((x- rgSpriteCmd.x - rgSpriteCmd.unWidth/2) > (y - rgSpriteCmd.y - rgSpriteCmd.unHeight / 2)&& (x- rgSpriteCmd.x - rgSpriteCmd.unWidth/2) > -(y - rgSpriteCmd.y - rgSpriteCmd.unHeight / 2)&& !rgSpriteCmd.IsRigtStop && rgSpriteCmd.CurrentState != MainState.enHURT &&!ButtonSound.isClick(x, y)){rgSpriteCmd.CurrentState = MainState.enWALKRIGHT;//向右走}else if ((x - rgSpriteCmd.x - rgSpriteCmd.unWidth / 2 < (y - rgSpriteCmd.y - rgSpriteCmd.unHeight / 2)) && (x- rgSpriteCmd.x - rgSpriteCmd.unWidth/2) < -(y - rgSpriteCmd.y - rgSpriteCmd.unHeight / 2)&& !rgSpriteCmd.IsLeftStop && rgSpriteCmd.CurrentState != MainState.enHURT &&!ButtonSound.isClick(x, y)){rgSpriteCmd.CurrentState = MainState.enWALKLEFT;//向左走}else if ((y - rgSpriteCmd.y - rgSpriteCmd.unHeight / 2) = (x - rgSpriteCmd.x - rgSpriteCmd.unWidth / 2) && (y - rgSpriteCmd.y - rgSpriteCmd.unHeight / 2) >= -(x - rgSpriteCmd.x - rgSpriteCmd.unWidth / 2)&& !rgSpriteCmd.IsDownStop && rgSpriteCmd.CurrentState != MainState.enHURT &&!ButtonSound.isClick(x, y)){rgSpriteCmd.CurrentState = MainState.enWALKDOWN;//向下走}}/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// public Boolean CheckHitEnemy(SpriteCmd Cmd,SpriteCmd SpCmd) {if (Cmd.unLayer!=255 && SpCmd.unLayer != 255) {if (Cmd.x Cmd.unWidth > SpCmd.x && Cmd.x < SpCmd.x SpCmd.unWidth && Cmd.y Cmd.unHeight > SpCmd.y && Cmd.y < SpCmd.y SpCmd.unHeight) {return true;}} return false;}/////////////////////////////////////////////////////////////////////////////////////////////////////////////// public void onAccuracyChanged(Sensor sensor, int accuracy) {// TODO Auto-generated method stub}public void onSensorChanged(SensorEvent event) {// TODO Auto-generated method stubx_sensor = event.values[0]; 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Android中使用图形处理引擎,2D部分是android SDK内部自己提供,3D部分是用Open GL ES 1.0。今天我们主要要了解的是2D相关的,如果你想看3D的话那么可以跳过这篇文章。 大部分2D使用的api都在android.graphics和android.graphics.drawable包中。他们提供了图形处理相关的: Canvas、ColorFilter、Point(点)和RetcF(矩形)等,还有一些动画相关的:AnimationDrawable、 BitmapDrawable和TransitionDrawable等。以图形处理来说,我们最常用到的就是在一个View上画一些图片、形状或者自定义的文本内容,这里我们都是使用Canvas来实现的。你可以获取View中的Canvas对象,绘制一些自定义形状,然后调用View. invalidate方法让View重新刷新,然后绘制一个新的形状,这样达到2D动画效果。下面我们就主要来了解下Canvas的使用方法。 Canvas对象的获取方式有两种:一种我们通过重写View.onDraw方法,View中的Canvas对象会被当做参数传递过来,我们操作这个Canvas,效果会直接反应在View中。另一种就是当你想创建一个Canvas对象时使用的方法: 1 2 Bitmap b = Bitmap.createBitmap(100, 100, Bitmap.Config.ARGB_8888); Canvas c =newCanvas(b); 上面代码创建了一个尺寸是100*100的Bitmap,使用它作为Canvas操作的对象,这时候的Canvas就是使用创建的方式。当你使用创建的Canvas在bitmap上执行绘制方法后,你还可以将绘制的结果提交给另外一个Canvas,这样就可以达到两个Canvas协作完成的效果,简化逻辑。但是android SDK建议使用View.onDraw参数里提供的Canvas就好,没必要自己创建一个新的Canvas对象。接下来我们看看Canvas提供我们哪些绘制图形的方法。我们创建一个自定义View对象,使用onDraw方法提供的Canvas进行绘制图形。 CanvasDemoActivity.java: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 package com.android777.demo.uicontroller.graphics; import android.app.Activity; import android.content.Context; import android.graphics.Canvas; import android.graphics.Color; import android.graphics.Paint; import android.os.Bundle; import android.view.View; public class CanvasDemoActivity extends Activity { @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(newCustomView1(this)); } /** * 使用内部类 自定义一个简单的View * @author Administrator * */ class CustomView1 extends View{ Paint paint; public CustomView1(Context context) { super(context); paint =newPaint();//设置一个笔刷大小是3的黄色的画笔 paint.setColor(Color.YELLOW); paint.setStrokeJoin(Paint.Join.ROUND); paint.setStrokeCap(Paint.Cap.ROUND); paint.setStrokeWidth(3); } //在这里我们将测试canvas提供的绘制图形方法 @Override protected void onDraw(Canvas canvas) { } } } 执行结果是一片黑色的区域,因为在自定义的CustomView1中,我们没有做任何的绘制操作。canvas提供的绘制图形的方法都是以draw开头的,我们可以查看api: 从上面方法的名字看来我们可以知道Canvas可以绘制的对象有:弧线(arcs)、填充颜色(argb和color)、 Bitmap、圆(circle和oval)、点(point)、线(line)、矩形(Rect)、图片(Picture)、圆角矩形 (RoundRect)、文本(text)、顶点(Vertices)、路径(path)。通过组合这些对象我们可以画出一些简单有趣的界面出来,但是光有这些功能还是不够的,如果我要画一个仪表盘(数字围绕显示在一个圆圈中)呢? 幸好Android还提供了一些对Canvas位置转换的方法:rorate、scale、translate、skew(扭曲)等,而且它允许你通过获得它的转换矩阵对象(getMatrix方法,不知道什么是转换矩阵?看这里) 直接操作它。这些操作就像是虽然你的笔还是原来的地方画,但是画纸旋转或者移动了,所以你画的东西的方位就产生变化。为了方便一些转换操作,Canvas 还提供了保存和回滚属性的方法(save和restore),比如你可以先保存目前画纸的位置(save),然后旋转90度,向下移动100像素后画一些图形,画完后调用restore方法返回到刚才保存的位置。下面我们就演示下canvas的一些简单用法: 1 2 3 4 protected void onDraw(Canvas canvas) { canvas.drawCircle(100, 100, 90, paint); } 效果是: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 @Override protected void onDraw(Canvas canvas) { //绘制弧线区域 RectF rect =newRectF(0, 0, 100, 100); canvas.drawArc(rect,//弧线所使用的矩形区域大小 0, //开始角度 90,//扫过的角度 false,//是否使用中心 paint); } 使用下面的代码: 1 2 3 4 5 6 7 8 9 10 11 12 13 protected void onDraw(Canvas canvas) { //绘制弧线区域 RectF rect =newRectF(0, 0, 100, 100); canvas.drawArc(rect,//弧线所使用的矩形区域大小 0, //开始角度 90,//扫过的角度 true,//是否使用中心 paint); } 两图对比我们可以发现,当 drawArcs(rect,startAngel,sweepAngel,useCenter,paint)中的useCenter为false时,弧线区域是用弧线开始角度和结束角度直接连接起来的,当useCenter为true时,是弧线开始角度和结束角度都与中心点连接,形成一个扇形。 1 2 3 4 5 protected void onDraw(Canvas canvas) { canvas.drawColor(Color.BLUE); } canvas.drawColor是直接将View显示区域用某个颜色填充满。 1 2 3 4 5 6 7 @Override protected void onDraw(Canvas canvas) { //画一条线 canvas.drawLine(10, 10, 100, 100, paint); } Canvas.drawOval: 1 2 3 4 5 6 7 8 9 @Override protected void onDraw(Canvas canvas) { //定义一个矩形区域 RectF oval =newRectF(0,0,200,300); //矩形区域内切椭圆 canvas.drawOval(oval, paint); } canvas.drawPosText: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 @Override protected void onDraw(Canvas canvas) { //按照既定点 绘制文本内容 canvas.drawPosText("Android777",newfloat[]{ 10,10,//第一个字母在坐标10,10 20,20,//第二个字母在坐标20,20 30,30,//.... 40,40, 50,50, 60,60, 70,70, 80,80, 90,90, 100,100 }, paint); } canvas.drawRect: 1 2 3 4 5 6 7 8 9 10 @Override protected void onDraw(Canvas canvas) { RectF rect =newRectF(50, 50, 200, 200); canvas.drawRect(rect, paint); } } canvas.drawRoundRect: 1 2 3 4 5 6 7 8 9 10 11 @Override protected void onDraw(Canvas canvas) { RectF rect =newRectF(50, 50, 200, 200); canvas.drawRoundRect(rect, 30,//x轴的半径 30,//y轴的半径 paint); } canvas.drawPath: 1 2 3 4 5 6 7 8 9 10 11 12 @Override protected void onDraw(Canvas canvas) { Path path =newPath();//定义一条路径 path.moveTo(10, 10);//移动到 坐标10,10 path.lineTo(50, 60); path.lineTo(200,80); path.lineTo(10, 10); canvas.drawPath(path, paint); } canvas.drawTextOnPath: 1 2 3 4 5 6 7 8 9 10 11 12 13 @Override protected void onDraw(Canvas canvas) { Path path =newPath();//定义一条路径 path.moveTo(10, 10);//移动到 坐标10,10 path.lineTo(50, 60); path.lineTo(200,80); path.lineTo(10, 10); // canvas.drawPath(path, paint); canvas.drawTextOnPath("Android777开发者博客", path, 10, 10, paint); } 位置转换方法,canvas.rorate和canvas.translate: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 @Override protected void onDraw(Canvas canvas) { paint.setAntiAlias(true); paint.setStyle(Style.STROKE); canvas.translate(canvas.getWidth()/2, 200);//将位置移动画纸的坐标点:150,150 canvas.drawCircle(0, 0, 100, paint);//画圆圈 //使用path绘制路径文字 canvas.save(); canvas.translate(-75, -75); Path path =newPath(); path.addArc(newRectF(0,0,150,150), -180, 180); Paint citePaint =newPaint(paint); citePaint.setTextSize(14); citePaint.setStrokeWidth(1); canvas.drawTextOnPath("http://www.android777.com", path, 28, 0, citePaint); canvas.restore(); Paint tmpPaint =newPaint(paint);//小刻度画笔对象 tmpPaint.setStrokeWidth(1); float y=100; int count = 60;//总刻度数 for(int i=0 ; i
- 2015-12-03下载
- 积分:1
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android 循环轮播图片 viewpager 焦点图 实例源码下载
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android 下不错的 播放器实例 SeeJoPlayer 附源码 带截图
android 下播放器实例 供学习和研究使用
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网络获取图片(缓存)
package com.hsx.imageloader.adapter;import android.content.Context;import android.view.LayoutInflater;import android.view.View;import android.view.ViewGroup;import android.widget.BaseAdapter;import android.widget.ImageView;import android.widget.TextView;import com.hsx.imageloader.listener.AnimateFirstDisplayListener;import com.nostra13.universalimageloader.core.DisplayImageOptions;import com.nostra13.universalimageloader.core.ImageLoader;import com.nostra13.universalimageloader.core.assist.ImageLoadingListener;import com.nostra13.universalimageloader.core.display.RoundedBitmapDisplayer;import com.hsx.imageloader.R;public class ItemAdapter extends BaseAdapter {DisplayImageOptions options;private ImageLoadingListener animateFirstListener = new AnimateFirstDisplayListener();String[] imageUrls;Context context;public ItemAdapter(String[] imageUrls, Context context) {super();this.imageUrls = imageUrls;this.context = context;options = new DisplayImageOptions.Builder().showStubImage(R.drawable.ic_launcher)//设置图片在下载期间显示的图片.showImageForEmptyUri(R.drawable.ic_launcher)//设置图片Uri为空或是错误的时候显示的图片.showImageOnFail(R.drawable.ic_launcher)//设置图片加载/解码过程中错误时候显示的图片.cacheInMemory(true)//是否緩存都內存中.cacheOnDisc(true)//是否緩存到sd卡上.displayer(new RoundedBitmapDisplayer(20)).build();}private class ViewHolder {public TextView text;public ImageView image;}@Overridepublic int getCount() {return imageUrls.length;}@Overridepublic Object getItem(int position) {return position;}@Overridepublic long getItemId(int position) {return position;}@Overridepublic View getView(final int position, View convertView, ViewGroup parent) {final ViewHolder holder;if (convertView == null) {LayoutInflater inflater = (LayoutInflater) context.getSystemService(Context.LAYOUT_INFLATER_SERVICE);convertView = inflater.inflate(R.layout.item_list_image, parent, false);holder = new ViewHolder();holder.text = (TextView) convertView.findViewById(R.id.text);holder.image = (ImageView) convertView.findViewById(R.id.image);convertView.setTag(holder);} else {holder = (ViewHolder) convertView.getTag();}holder.text.setText("Item " (position 1));// ImageLoaderImageLoader imageLoader = ImageLoader.getInstance();imageLoader.displayImage(imageUrls[position], holder.image, options, animateFirstListener);return convertView;}}
- 2015-03-05下载
- 积分:1
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android 仿QQ菜单设计 实例源码
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