سورس بازی Breakout در اندروید
چهارشنبه 27 اردیبهشت 1396در این مقاله قصد داریم که یک سورس بازی بزاریم این سورس بازی به این صورت است که یک توپ دارید و شما باید با حرکت دادن به چپ و راست توپ را هدایت کنید و خانه ها را از بین ببرید ولی نباید توپ به زمین بیفتد و گرنه می بازید.
در این بازی لایه ی xml به صورت زیر خواهد بود:
<?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:orientation="vertical" android:layout_width="fill_parent" android:layout_height="fill_parent" > <TextView android:layout_width="fill_parent" android:layout_height="wrap_content" android:text="@string/hello" /> </LinearLayout>
و کلاس جاوای آن به صورت زیر خواهد بود:
import java.util.ArrayList; import java.util.List; import org.anddev.andengine.audio.sound.Sound; import org.anddev.andengine.audio.sound.SoundFactory; import org.anddev.andengine.engine.Engine; import org.anddev.andengine.engine.camera.Camera; import org.anddev.andengine.engine.handler.IUpdateHandler; import org.anddev.andengine.engine.options.EngineOptions; import org.anddev.andengine.engine.options.EngineOptions.ScreenOrientation; import org.anddev.andengine.engine.options.resolutionpolicy.RatioResolutionPolicy; import org.anddev.andengine.entity.scene.Scene; import org.anddev.andengine.entity.scene.background.ColorBackground; import org.anddev.andengine.entity.sprite.AnimatedSprite; import org.anddev.andengine.entity.sprite.Sprite; import org.anddev.andengine.entity.text.ChangeableText; import org.anddev.andengine.entity.util.FPSLogger; import org.anddev.andengine.input.touch.TouchEvent; import org.anddev.andengine.opengl.font.Font; import org.anddev.andengine.opengl.texture.Texture; import org.anddev.andengine.opengl.texture.TextureOptions; import org.anddev.andengine.opengl.texture.region.TextureRegion; import org.anddev.andengine.opengl.texture.region.TextureRegionFactory; import org.anddev.andengine.opengl.texture.region.TiledTextureRegion; import org.anddev.andengine.ui.activity.BaseGameActivity; import org.anddev.andengine.util.Debug; import android.graphics.Color; import android.graphics.Typeface; public class Breakout extends BaseGameActivity { // the width of the game screen private static final int CAMERA_WIDTH = 720; // the height of the game screen private static final int CAMERA_HEIGHT = 480; // the speed of the game private static final float DEMO_VELOCITY = 200.0f; // variable used to manipulate the camera private Camera mCamera; // texture for the entire screen private Texture mTexture; // texture region for the ball private TextureRegion mPongTextureRegion; // texture region for the paddle private TextureRegion mBoxTextureRegion; // texture region for the tiles private TiledTextureRegion mBallTextureRegion; // List that holds all of the boxes private List<Sprite> boxSpritesList = new ArrayList<Sprite>(); // holds the font for the scoreboard private Font mFont; // holds the texture for the scoreboard private Texture mFontTexture; // the actual text of the scoreboard ChangeableText scoreText; // initialize score to 0 when the game loads private int score = 0; // sounds used in the program private Sound mTileHit; private Sound mPaddleHit; private Sound mDeath; // the point where the engine starts drawing the tiles int startX; // the width of the blocks to be drawn final int blockWidth = 32; // number of rows to draw on the scene final int numRows = 5; // this is run when the game is first loaded. // i.e. when the application is launched @Override public Engine onLoadEngine() { // sets the camera to the dimensions declared above this.mCamera = new Camera(0, 0, CAMERA_WIDTH, CAMERA_HEIGHT); // returns an engine with the properties set by the passed arguments // below // true: fullscreen // ScreenOrientation.LANDSCAPE: sets to landscape orientation // RatioResolutionPolicy({width},{height}): sets the software renderer's // resolution policy // this.mCamera: sets to this class' instantiation of the camera return new Engine(new EngineOptions(true, ScreenOrientation.LANDSCAPE, new RatioResolutionPolicy(CAMERA_WIDTH, CAMERA_HEIGHT), this.mCamera).setNeedsSound(true)); } // runs when resources are loaded // that is, when the actual pictures and textures are being loaded into the // game @Override public void onLoadResources() { initTextures(); initSounds(); setupScoreBoard(); } @Override public Scene onLoadScene() { this.mEngine.registerUpdateHandler(new FPSLogger()); // creates a Scene with 1 player final Scene scene = new Scene(1); // this is an example of how to place a background image rather than a // solid color // scene.setBackground(new RepeatingSpriteBackground(CAMERA_WIDTH, // CAMERA_HEIGHT, this.mEngine.getTextureManager(), new // AssetTextureSource(this, "gfx/background.png"))); scene.setBackground(new ColorBackground(0.1f, 0.5f, 0.5f)); // sets the score display with the given font scoreText = new ChangeableText(0, CAMERA_HEIGHT - 50, this.mFont, "Score: ", "Score: xxxxx".length()); // adds the score display to the screen scene.getTopLayer().addEntity(scoreText); // these are used to set the position for the paddle sprite final int centerX = (CAMERA_WIDTH - this.mPongTextureRegion.getWidth()) / 2; final int centerY = CAMERA_HEIGHT - this.mPongTextureRegion.getHeight(); final Sprite paddle = setupPaddle(centerX, centerY); // creates the ball object that bounces around final Ball ball = new Ball(CAMERA_WIDTH / 2, CAMERA_HEIGHT / 3, this.mBallTextureRegion); // sets the speed of the ball according to the demo velocity ball.setVelocity(DEMO_VELOCITY, DEMO_VELOCITY); // adds the paddle and the ball to the current scene scene.getTopLayer().addEntity(paddle); scene.getTopLayer().addEntity(ball); fillBoxArea(scene); // adds a listener for the paddle in order to receive input scene.registerTouchArea(paddle); scene.setTouchAreaBindingEnabled(true); // handles all updates (frames) for the game scene.registerUpdateHandler(new IUpdateHandler() { @Override public void reset() { } @Override public void onUpdate(final float pSecondsElapsed) { // detects if the ball falls below the paddle // i.e. lose condition // this subtracts 1 point from the score // this may be changed to have more drastic consequences such as // restarting the entire game if (ballBelowPaddle(paddle, ball)) { playerDeath(ball); } // reflect the ball when it hits the paddle if (paddle.collidesWith(ball)) { Breakout.this.mPaddleHit.play(); ball.setVelocityY(-DEMO_VELOCITY); } final List<Sprite> toRemoved = checkForCollisions(ball); removeSprite(scene, toRemoved); } }); return scene; } private List<Sprite> checkForCollisions(final Ball ball) { final List<Sprite> toRemoved = new ArrayList<Sprite>(); boxCheckLoop: for (Sprite box : boxSpritesList) { // if the ball collides with the box // AND it hits the bottom specifically if (ball.collidesWith(box)) { // increment the score and change the text score++; scoreText.setText("Score: " + score); // add the box to the list of sprites to remove toRemoved.add(box); // play the "tile hit" sound Breakout.this.mTileHit.play(); checkCollisionDirection(ball, box); break boxCheckLoop; } } return toRemoved; } private void removeSprite(final Scene scene, final List<Sprite> toRemoved) { // this runs once per update/frame Breakout.this.runOnUpdateThread(new Runnable() { @Override public void run() { for (Sprite sprite : toRemoved) { // remove all of the sprites in the "toRemoved" list scene.getTopLayer().removeEntity(sprite); boxSpritesList.remove(sprite); } } }); } private void fillBoxArea(final Scene scene) { // this places blocks until there is no more room on the screen for (int h = 0; h < numRows * blockWidth; h += blockWidth) { startX = 10; for (int i = 0; i < Math.floor(CAMERA_WIDTH / blockWidth); i++) { Sprite boxSprite = new Sprite(startX, 10 + h, this.mBoxTextureRegion); boxSpritesList.add(boxSprite); startX += blockWidth; } } // adds all boxes to the screen for (Sprite boxSprite : boxSpritesList) { scene.getTopLayer().addEntity(boxSprite); } } private Sprite setupPaddle(final int centerX, final int centerY) { final Sprite paddle = new Sprite(centerX, centerY, this.mPongTextureRegion) { @Override public boolean onAreaTouched(final TouchEvent pSceneTouchEvent, final float pTouchAreaLocalX, final float pTouchAreaLocalY) { // this gets the X coordinate of the finger touch, // then subtracts the width of the paddle, // setting the paddle location to the bottom even if // the touch is not directly on top of the paddle. this.setPosition(pSceneTouchEvent.getX() - this.getWidth() / 2, centerY); return true; } }; return paddle; } @Override public void onLoadComplete() { } // used to hold game logic information for the ball private static class Ball extends AnimatedSprite { public Ball(final float pX, final float pY, final TiledTextureRegion pTextureRegion) { super(pX, pY, pTextureRegion); } // occurs every update/frame // this handles the bouncing on the borders of the window @Override protected void onManagedUpdate(final float pSecondsElapsed) { // if the ball hits the left border if (this.mX < 0) { this.setVelocityX(DEMO_VELOCITY); } // // if the ball hits the right border else if (this.mX + this.getWidth() > CAMERA_WIDTH) { this.setVelocityX(-DEMO_VELOCITY); } // if the ball hits the bottom border if (this.mY < 0) { this.setVelocityY(DEMO_VELOCITY); } // // if the ball hits the top border else if (this.mY + this.getHeight() > CAMERA_HEIGHT) { this.setVelocityY(-DEMO_VELOCITY); } super.onManagedUpdate(pSecondsElapsed); } } private void initSounds() { // sets the root for the sound effects to the mfx folder SoundFactory.setAssetBasePath("mfx/"); // initialize all the sounds try { this.mTileHit = SoundFactory.createSoundFromAsset( this.mEngine.getSoundManager(), this, "crush.ogg"); this.mPaddleHit = SoundFactory.createSoundFromAsset( this.mEngine.getSoundManager(), this, "paddlehit.ogg"); this.mDeath = SoundFactory.createSoundFromAsset( this.mEngine.getSoundManager(), this, "death.ogg"); } catch (Exception e) { Debug.e("Error: " + e); } } private void initTextures() { // initializes all of the texture regions // do not change this area unless you know what you're doing this.mTexture = new Texture(256, 32, TextureOptions.BILINEAR_PREMULTIPLYALPHA); this.mPongTextureRegion = TextureRegionFactory.createFromAsset( this.mTexture, this, "gfx/pong.png", 0, 0); this.mBallTextureRegion = TextureRegionFactory.createTiledFromAsset( this.mTexture, this, "gfx/ball.png", 97, 0, 1, 1); this.mBoxTextureRegion = TextureRegionFactory.createFromAsset( this.mTexture, this, "gfx/box.png", 114, 0); // end initialize textures // loads the texture for the entire screen this.mEngine.getTextureManager().loadTexture(this.mTexture); } private void setupScoreBoard() { // sets up font for scoreboard this.mFontTexture = new Texture(256, 256, TextureOptions.BILINEAR); this.mFont = new Font(this.mFontTexture, Typeface.create( Typeface.DEFAULT, Typeface.BOLD), 48, true, Color.BLACK); this.mEngine.getTextureManager().loadTexture(this.mFontTexture); this.mEngine.getFontManager().loadFont(this.mFont); } private void checkCollisionDirection(final Ball ball, Sprite box) { // the tolerance for collision detection float eps = 0.2f; // coordinates for top left of the ball float aX = ball.getX(); float aY = ball.getY(); // height and width of the ball float aH = ball.getBaseHeight(); float aW = ball.getBaseWidth(); // coordinates for top left of the collided box float bX = box.getX(); float bY = box.getY(); // height and width of the collided box float bH = box.getBaseHeight(); float bW = box.getBaseWidth(); // bottom of ball hits the top of a block if (Math.abs((aY + aH) - bY) <= bH * eps) { ball.setVelocityY(-ball.getVelocityY()); } // top of ball hits the bottom of a block else if (Math.abs(aY - (bH + bY)) <= bH * eps) { ball.setVelocityY(-ball.getVelocityY()); } // right side of ball hits the left side of a block else if (Math.abs((aX + aW) - bX) <= bW * eps) { ball.setVelocityX(-ball.getVelocityX()); } // left side of ball hits the right side of a block else if (Math.abs(aX - (bW + bX)) <= bW * eps) { ball.setVelocityX(-ball.getVelocityX()); } } private void playerDeath(final Ball ball) { Breakout.this.mDeath.play(); score -= 1; scoreText.setText("Score: " + score); ball.setPosition(CAMERA_WIDTH / 2, CAMERA_HEIGHT / 3); } private boolean ballBelowPaddle(final Sprite paddle, final Ball ball) { return ball.getY() + ball.getBaseHeight() > paddle.getY() * 1.05; } }
در کلاس بالا رویدادی است که شما با آن صفحه ی گوشی خود را مدیریت می کنید
خروجی بازی به صورت زیر خواهد بود:
- Android
- 1k بازدید
- 1 تشکر