第一篇:一个防御塔+多个野怪(简易版)
第二篇:防御塔随意放置
第三篇:防御塔随意放置+多组野怪1、动态addView防御塔
2、防御塔放置后不可以移动
3、弯曲道路
4、素材替换
第四篇:多波野怪
第五篇:杀死野怪获得金币
第六篇:防御塔可升级,增强攻击力,增大射程
描述:防御塔可以放置多个,每一个都是独立的,他们的攻击互不影响(防御塔随意拖动在第二篇),这里用到的知识是,自定义view的拖动,防御塔是否可以攻击的计算,防御塔的攻击路径。
这次我们想要做成动态的,由用户自行开启,玩累了还能暂停,而且有钱可以创建多个防御塔(后续加入攻击野怪获得金币),所以创建开启按钮,暂停按钮,创建A炮(后续有B炮,C炮…),代码如下
<?xml version="1.0" encoding="utf-8"?>
<layout>
<RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:id="@+id/layout_relative"
......
android:gravity="center"
......>
<com.liu.lib_view.tower.tower4.BattlefieldView4
android:id="@+id/TowerView"
......
/>
<LinearLayout
android:id="@+id/bottom"
......>
<Button
android:id="@+id/start"
......
android:text="开始"/>
<Button
android:id="@+id/pause"
......
android:text="暂停"/>
<Button
android:id="@+id/create"
......
android:text="创建A炮"/>
</LinearLayout>
</RelativeLayout>
</layout>
这次添加一些素材,这些都是在网上随便找的,一个背景图片,一个防御塔,一个野怪,这次做成横屏的,我们需要记录一下弯曲道路的xy坐标,封装成一个list(下面有解)。
集成ViewGroup,因为我们要在里面添加其他View,只有ViewGroup才有addView方法,这里我们声明一些属性,妖怪大道、野怪、防御塔画笔这些必不可少,我们这次是多个防御塔就要创建towerList来存储我们创建的防御塔,野怪数量也是如此。
注意:集成ViewGroup这里要写setWillNotDraw方法,不然onDraw()不执行。
我们设置完背景图片后,开始渲染战场,首先绘制道路,这次是弯曲的,会用到Path类,
我们按照背景图路线琢磨一下路线坐标(每个手机可能存在差异),大概是如下
@Override
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
super.onSizeChanged(w, h, oldw, oldh);
towerX = w / 2;
towerY = h / 2;
roadPath = new Path();
roadPath.moveTo(0,900);
roadPath.lineTo(500,900);
roadPath.lineTo(500,200);
roadPath.lineTo(800,200);
roadPath.lineTo(800,800);
roadPath.lineTo(1600,800);
roadPath.lineTo(1600,200);
roadPath.lineTo(towerX*2,200);
}
大体路线已经出来了,我们需要获取这条线上的坐标点,pathMeasure类可以获取path路径上的点数
源码解析
pathMeasure.getLength()获取点数
pathMeasure.getPosTan(距离,pos,tan);
源码解释:
* @param distance The distance along the current contour to sample 沿轮廓到样本的距离
* @param pos If not null, returns the sampled position (x==[0], y==[1])
* @param tan If not null, returns the sampled tangent (x==[0], y==[1])
* @return false if there was no path associated with this measure object
*/
public boolean getPosTan(float distance, float pos[], float tan[]) {
if (pos != null && pos.length < 2 ||
tan != null && tan.length < 2) {
throw new ArrayIndexOutOfBoundsException();
}
return native_getPosTan(native_instance, distance, pos, tan);
}
@Override
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
super.onSizeChanged(w, h, oldw, oldh);
......
pathMeasure = new PathMeasure();
pathMeasure.setPath(roadPath,false);
}
到这里,我们就可以拿到路径了,我们还需要把妖怪大道path集合存入到每个野怪属性里,让野怪沿着这条路线走,
public class BlameBean {
private int blameId;
public int x;
public int y;
public int speed;//行走速度
public int HP;//血量
public boolean isAttacks;//是否可以被攻击
public boolean wounded;//受伤效果
public int position=0;
public List<RoadXY> roadXYList = new ArrayList<>();
position是走到第几步,roadXYList就是路线,动态添加6个野怪,路线别忘记添加了,3000可以理解为整条路线野怪需要走3000步才能到终点。
/**
* 添加一个野怪
*/
private void addBlame() {
if (countDownTimer != null) {
return;
}
countDownTimer = new CountDownTimer(12000, 2000) {
@Override
public void onTick(long millisUntilFinished) {
if (blameList.size() >= 6) {
return;
}
BlameBean blameBean = new BlameBean();
blameBean.setHP(100);
blameBean.setSpeed(1);
blameBean.setX(towerX + 200);
blameBean.setY(0);
List<BlameBean.RoadXY> roadXYList = blameBean.getRoadXYList();
for (int i = 0; i < 3000; i++) {
pathMeasure.getPosTan(i/3000f * pathMeasure.getLength(),pos,tan);
BlameBean.RoadXY roadXY = new BlameBean.RoadXY();
roadXY.setRoadX((int) pos[0]);
roadXY.setRoadY((int) pos[1]);
roadXYList.add(roadXY);
}
blameBean.setRoadXYList(roadXYList);
blameList.add(blameBean);
}
@Override
public void onFinish() {
}
};
}
Activity中
mBinding.create.setOnClickListener(v -> {
TowerView5 towerView = new TowerView5(activity);
RelativeLayout.LayoutParams lp = new RelativeLayout.LayoutParams(ViewGroup.LayoutParams.MATCH_PARENT, ViewGroup.LayoutParams.MATCH_PARENT);
lp.width = 700;
lp.height = 700;
towerView.setLayoutParams(lp);
//一旦放置成功后调用
towerView.setTowerListener(() -> {
int raduis = 350;
towerView.setMove(false);
mBinding.TowerView.addTower((int)towerView.getX()+raduis,(int)towerView.getY()+raduis,raduis);
});
mBinding.layoutRelative.addView(towerView);
listTower.add(towerView);
});
View中
/**
* 添加一个防御塔
*/
public void addTower(int x, int y, int raduis) {
TowerBean towerBean = new TowerBean();
towerBean.setTowerId(towerList.size());
towerBean.setAttacksSpeed(500);
towerBean.setHarm(5);
towerBean.setX(x);
towerBean.setY(y);
towerBean.setRaduis(raduis);
towerList.add(towerBean);
}
我们添加完成需要在ondraw方法中绘制出来
@Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
//野怪路线
canvas.drawPath(roadPath,roadPaint);
//皇帝
for (int i = 0; i < blameList.size(); i++) {
if (blameList.get(i).getX() > (towerX * 2 - 100) && blameList.get(i).getHP() > 0) {
kingHP -= blameList.get(i).getHP();
}
}
if (kingHP <= 0) {
kingHP = 0;
canvas.drawText("失败", towerX, towerY, tp);
valueAnimator.cancel();
}
canvas.drawText("皇帝" + kingHP, towerX * 2 - 100, 200, tp);
//野怪移动
for (int i = 0; i < blameList.size(); i++) {
BlameBean blameBean = blameList.get(i);
if (blameBean.getHP() > 0) {
canvas.drawRect(blameBean.getX() - 40, blameBean.getY()-15, blameBean.getX() + 60, blameBean.getY()-5, towerPaint);
canvas.drawRect(blameBean.getX() - 39, blameBean.getY() - 10, blameBean.getX() + 58 - (100 - blameBean.getHP()), blameBean.getY() - 10, hpPaint);
bitmap = BitmapFactory.decodeResource(getResources(), R.mipmap.yeguai2);
canvas.drawBitmap(bitmap, blameBean.getX() - 20, blameBean.getY() , tp);
}
}
}
写到这里还没有写刷新view的代码,带着疑问,如何刷新数据,如何更新野怪行走的数据,如何判断是否在开炮射程内。
public BattlefieldView5(Context context, @Nullable AttributeSet attrs, int defStyleAttr) {
super(context, attrs, defStyleAttr);
//ViewGroup不跳过onDraw()方法,默认是跳过
setWillNotDraw(false);
......
valueAnimator = ValueAnimator.ofInt(0, 10);
valueAnimator.setDuration(5000);
valueAnimator.setInterpolator(new LinearInterpolator());
valueAnimator.setRepeatCount(-1);
valueAnimator.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() {
@Override
public void onAnimationUpdate(ValueAnimator valueAnimator) {
updateParticle();
invalidate();
}
});
}
解释:我们开启一个动画,让其不断的重绘。 updateParticle方法最关键,记录了野怪移动数据,开炮动画等
private void updateParticle() {
//野怪移动
for (int i = 0; i < blameList.size(); i++) {
BlameBean blameBean = blameList.get(i);
if(blameBean.getPosition()>=3000){
break;
}
int roadX = blameBean.getRoadXYList().get(blameBean.position).getRoadX();
int roadY = blameBean.getRoadXYList().get(blameBean.position).getRoadY();
blameBean.setPosition(blameBean.getPosition()+1);
blameBean.setX(roadX);
blameBean.setY(roadY);
//野怪进入防御塔范围
isAttacks(i);
//开炮动画
if (blameList.get(i) != null && blameList.get(i).getMapAttacksTower().size() > 0) {
Map<Integer, Integer> listAttacksTower = blameList.get(i).getMapAttacksTower();
for (Integer j : listAttacksTower.keySet()) {
shotMove(towerList.get(listAttacksTower.get(j)).getX(), towerList.get(listAttacksTower.get(j)).getY(), blameBean.getX(), blameBean.getY(), i, listAttacksTower.get(j));
}
}
}
}
是否进入防御塔范围,这里我们使用map来存int raduis = (int) Math.hypot(Math.abs(x), Math.abs(y));常用于勾股定理,如果在防御塔范围内,野怪就记录一下id,如果在两个防御塔内,就把两个防御塔的id记录一下,map的特性,不会有key重复。也就是不会有防御塔重复攻击。
public class BlameBean {
/**
*使用map的好处是唯一
* 被哪些防御塔攻击
* */
public Map<Integer,Integer> mapAttacksTower=new HashMap<>();
private void isAttacks(int position) {
for (int j = 0; j < towerList.size(); j++) {
int x = blameList.get(position).getX() - towerList.get(j).getX();
int y = blameList.get(position).getY() - towerList.get(j).getY();
int raduis = (int) Math.hypot(Math.abs(x), Math.abs(y));
Map<Integer, Integer> mapAttacksTower = blameList.get(position).getMapAttacksTower();
if (raduis < towerList.get(j).getRaduis() && blameList.get(position).getHP() > 0) {
mapAttacksTower.put(towerList.get(j).getTowerId(), towerList.get(j).getTowerId());
blameList.get(position).setMapAttacksTower(mapAttacksTower);
} else {
//移除防御塔
//攻击到该野怪 塔的集合
for (Integer key : mapAttacksTower.keySet()) {
if (mapAttacksTower.get(key) == towerList.get(j).getTowerId()) {
mapAttacksTower.remove(key);
blameList.get(position).setMapAttacksTower(mapAttacksTower);
break;
}
}
}
}
}
开炮动画,遍历野怪可被攻击的集合即可
//开炮动画
if (blameList.get(i) != null && blameList.get(i).getMapAttacksTower().size() > 0) {
Map<Integer, Integer> listAttacksTower = blameList.get(i).getMapAttacksTower();
for (Integer j : listAttacksTower.keySet()) {
shotMove(towerList.get(listAttacksTower.get(j)).getX(), towerList.get(listAttacksTower.get(j)).getY(), blameBean.getX(), blameBean.getY(), i, listAttacksTower.get(j));
}
}
判断如果可以攻击了,就开启一个从xy(防御塔),移动到x2y2 (野怪)的动画 ,动画结束后掉血。动画开始时不可能再次开启,要符合防御塔一次只能攻击一个野怪的效果,这里开炮动画有点问题,就是视觉上老是打偏,有的时候炮弹慢的话,就会打在野怪身后,也没有好的解决方式。博友有想法请留言。
//炮弹动画
private void shotMove(float x, float y, float x2, float y2, int blamePosition, int towerPosition) {
if (!towerList.get(towerPosition).isAttacking()) {
towerList.get(towerPosition).setAttacking(true);
shotView = new ImageView(this.getContext());
shotView.setImageDrawable(getContext().getDrawable(R.drawable.shot));
shotView.layout(0, 0, 20, 20);
addView(shotView);
//开炮音效回调
iShotService.shot();
translateAnimation = new TranslateAnimation(x, x2, y, y2);
translateAnimation.setDuration(towerList.get(0).getAttacksSpeed());
translateAnimation.setAnimationListener(new Animation.AnimationListener() {
@Override
public void onAnimationStart(Animation animation) {
}
@Override
public void onAnimationEnd(Animation animation) {
blameList.get(blamePosition).setHP(blameList.get(blamePosition).getHP() - towerList.get(towerPosition).getHarm());
towerList.get(towerPosition).setAttacking(false);
int childCount = getChildCount();
if (childCount > 1) {
removeView(getChildAt(childCount - 1));
}
}
@Override
public void onAnimationRepeat(Animation animation) {
}
});
shotView.startAnimation(translateAnimation);
}
}
我们需要控制开始与暂停和onResume下动画的释放等
public void start() {
if (valueAnimator != null) {
//开启动画
addBlame();
// addTower(450,450);
valueAnimator.start();
countDownTimer.start();
}
}
public void pause() {
if (valueAnimator != null) {
//开启动画
valueAnimator.pause();
countDownTimer.cancel();
}
}
/**
* hasWindowFocus:true 获得焦点,开启动画;false 失去焦点,停止动画
*/
@Override
public void onWindowFocusChanged(boolean hasWindowFocus) {
super.onWindowFocusChanged(hasWindowFocus);
if (!hasWindowFocus) {
if (valueAnimator != null) {
//开启动画
valueAnimator.pause();
countDownTimer.cancel();
countDownTimer = null;
}
if (countDownTimer != null) {
countDownTimer.cancel();
countDownTimer = null;
}
}
}
总结:这里加入了新的背景图、多个防御塔随意摆放、一旦摆放就无法移动(后续加入拆除、升级)等功能。难点还是在野怪移动上,还有多个防御塔攻击互相不影响。
问题:现在的思路是刷新一下,野怪走一步,后续如果加入减速防御塔的话,应该怎么走呢,多个野怪如何做到行走速度互不影响呢。
个人思路:可以正常野怪一次走5步,如果被减速防御塔打中后,就把5步见为2步,position+5调整为position+2。这里只是记录学习View的过程,不要较真哦。
手机扫一扫
移动阅读更方便
你可能感兴趣的文章