在完成前面的基础性工作之后,接下来就到了重头戏:游戏主界面和游戏逻辑的搭建。
1.游戏主界面的搭建
今天我们要完成的工作是:点击play进入游戏界面,对应的在游戏界面显示一些东西.
效果:
看到以上四张图相信大家应该很明白要干什么了,下面我们上代码
GameScreen类:
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package
com.zhf.mylibgdx;
import
com.badlogic.gdx.Game;
import
com.badlogic.gdx.Gdx;
import
com.badlogic.gdx.Screen;
import
com.badlogic.gdx.graphics.GL10;
import
com.badlogic.gdx.graphics.GLCommon;
import
com.badlogic.gdx.graphics.OrthographicCamera;
import
com.badlogic.gdx.graphics.g2d.SpriteBatch;
import
com.badlogic.gdx.math.Rectangle;
import
com.badlogic.gdx.math.Vector3;
/**
* 游戏主界面
* @author ZHF
*
*/
public
class
GameScreen
implements
Screen {
//状态
static
final
int
GAME_READY =
0
;
//准备
static
final
int
GAME_RUNNING =
1
;
//运行
static
final
int
GAME_PAUSED =
2
;
//暂停
static
final
int
GAME_LEVEL_END =
3
;
//本关结束
static
final
int
GAME_OVER =
4
;
//游戏结束
Game game;
int
state;
//状态
OrthographicCamera guiCam;
//相机
Vector3 touchPoint;
//触点
SpriteBatch batcher;
//用于绘画的
Rectangle pauseBounds;
//暂停按钮
Rectangle resumeBounds;
//继续游戏按钮
Rectangle quitBounds;
//离开按钮
int
lastScore;
//最后得分
String scoreString;
//显示分数
public
GameScreen(Game game) {
this
.game = game;
//初始化工作
state = GAME_READY;
guiCam =
new
OrthographicCamera(
320
,
480
);
guiCam.position.set(
320
/
2
,
480
/
2
,
0
);
//将相机的视角设为中间
touchPoint =
new
Vector3();
batcher =
new
SpriteBatch();
pauseBounds =
new
Rectangle(
320
-
64
,
480
-
64
,
64
,
64
);
resumeBounds =
new
Rectangle(
160
-
96
,
240
,
192
,
36
);
quitBounds =
new
Rectangle(
160
-
96
,
240
-
36
,
192
,
36
);
lastScore =
0
;
scoreString =
"SCORE: 0"
;
}
/**刷新状态**/
public
void
update (
float
deltaTime) {
if
(deltaTime >
0
.1f) deltaTime =
0
.1f;
//根据游戏动向,刷新状态
switch
(state) {
case
GAME_READY:
updateReady();
//准备状态
break
;
case
GAME_RUNNING:
updateRunning(deltaTime);
//游戏运行状态
break
;
case
GAME_PAUSED:
updatePaused();
//游戏暂停状态
break
;
case
GAME_LEVEL_END:
//本关结束
updateLevelEnd();
break
;
case
GAME_OVER:
updateGameOver();
//游戏结束
break
;
}
}
/**准备状态**/
private
void
updateReady () {
if
(Gdx.input.justTouched()) {
state = GAME_RUNNING;
}
}
/**游戏运行状态**/
private
void
updateRunning (
float
deltaTime) {
if
(Gdx.input.justTouched()) {
guiCam.unproject(touchPoint.set(Gdx.input.getX(), Gdx.input.getY(),
0
));
//点击暂停
if
(OverlapTester.pointInRectangle(pauseBounds, touchPoint.x, touchPoint.y)) {
Assets.playSound(Assets.clickSound);
state = GAME_PAUSED;
return
;
}
}
}
/**游戏暂停状态**/
private
void
updatePaused () {
if
(Gdx.input.justTouched()) {
guiCam.unproject(touchPoint.set(Gdx.input.getX(), Gdx.input.getY(),
0
));
//点击继续游戏
if
(OverlapTester.pointInRectangle(resumeBounds, touchPoint.x, touchPoint.y)) {
Assets.playSound(Assets.clickSound);
state = GAME_RUNNING;
return
;
}
//点击离开,返回到主菜单界面
if
(OverlapTester.pointInRectangle(quitBounds, touchPoint.x, touchPoint.y)) {
Assets.playSound(Assets.clickSound);
game.setScreen(
new
MainMenuScreen(game));
return
;
}
}
}
/**本关结束**/
private
void
updateLevelEnd () {
if
(Gdx.input.justTouched()) {
state = GAME_READY;
}
}
/**游戏结束**/
private
void
updateGameOver () {
if
(Gdx.input.justTouched()) {
game.setScreen(
new
MainMenuScreen(game));
}
}
/**绘画**/
public
void
draw (
float
deltaTime) {
GLCommon gl = Gdx.gl;
gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
gl.glClearColor(0f, 0f, 0f, 0f);
guiCam.update();
batcher.setProjectionMatrix(guiCam.combined);
batcher.enableBlending();
batcher.begin();
//根据游戏状态刷新界面
switch
(state) {
case
GAME_READY:
presentReady();
//绘制准备界面
break
;
case
GAME_RUNNING:
presentRunning();
//绘制暂停和分数显示
break
;
case
GAME_PAUSED:
presentPaused();
//绘制暂停菜单和分数显示
break
;
case
GAME_LEVEL_END:
presentLevelEnd();
//绘制本关结束
break
;
case
GAME_OVER:
presentGameOver();
//绘制游戏结束
break
;
}
batcher.end();
}
/**绘制准备**/
private
void
presentReady () {
batcher.draw(Assets.ready,
160
-
192
/
2
,
240
-
32
/
2
,
192
,
32
);
}
/**绘制暂停和分数显示**/
private
void
presentRunning () {
batcher.draw(Assets.pause,
320
-
64
,
480
-
64
,
64
,
64
);
Assets.font.draw(batcher, scoreString,
16
,
480
-
20
);
}
/**绘制暂停菜单和分数显示**/
private
void
presentPaused () {
batcher.draw(Assets.pauseMenu,
160
-
192
/
2
,
240
-
96
/
2
,
192
,
96
);
Assets.font.draw(batcher, scoreString,
16
,
480
-
20
);
}
/**绘制本关结束**/
private
void
presentLevelEnd () {
String topText =
"the princess is ..."
;
String bottomText =
"in another castle!"
;
float
topWidth = Assets.font.getBounds(topText).width;
float
bottomWidth = Assets.font.getBounds(bottomText).width;
Assets.font.draw(batcher, topText,
160
- topWidth /
2
,
480
-
40
);
Assets.font.draw(batcher, bottomText,
160
- bottomWidth /
2
,
40
);
}
/**绘制游戏结束**/
private
void
presentGameOver () {
batcher.draw(Assets.gameOver,
160
-
160
/
2
,
240
-
96
/
2
,
160
,
96
);
float
scoreWidth = Assets.font.getBounds(scoreString).width;
Assets.font.draw(batcher, scoreString,
160
- scoreWidth /
2
,
480
-
20
);
}
@Override
public
void
render(
float
delta) {
update(delta);
draw(delta);
}
@Override
public
void
resize(
int
width,
int
height) {
// TODO Auto-generated method stub
}
@Override
public
void
show() {
// TODO Auto-generated method stub
}
@Override
public
void
hide() {
// TODO Auto-generated method stub
}
@Override
public
void
pause() {
if
(state == GAME_RUNNING) state = GAME_PAUSED;
}
@Override
public
void
resume() {
// TODO Auto-generated method stub
}
@Override
public
void
dispose() {
// TODO Auto-generated method stub
}
}
|
分析:
这里代码里的注释已经写得很清楚,这里我再讲一下框架,方便初学者学习,在构造方法里我们初始化了一些变量,接下来很重要的一步就是在render()方法里写了两个重要的方法:update() 和 draw(); 即:游戏的逻辑
update(float
deltaTime
): 根据游戏动向不断地刷新状态(准备状态、游戏运行状态、游戏暂停状态、本关结束、本关结束)
draw(float
deltaTime
): 根据游戏状态刷新界面(
presentReady();
//绘制准备界面
presentRunning();
//绘制暂停和分数显示
presentPaused();
//绘制暂停菜单和分数显示
presentLevelEnd();
//绘制本关结束
)presentGameOver();
//绘制游戏结束
我们别忘了和前面一样,在MainMneuScreen中将条状那行注释去掉:
1
|
game.setScreen(
new
GameScreen(game));
|
同样,游戏界面中包含一些元素(如暂停按钮,菜单等),自然要在Asset类中对应的加载资源进去。
声明:
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//游戏界面
public
static
TextureRegion pause;
//暂停按钮
public
static
TextureRegion pauseMenu;
//暂停弹出菜单
public
static
TextureRegion ready;
//准备
public
static
TextureRegion gameOver;
//游戏结束
|
实例化:
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3
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|
//游戏界面界面
pause =
new
TextureRegion(items,
64
,
64
,
64
,
64
);
pauseMenu =
new
TextureRegion(items,
224
,
128
,
192
,
96
);
ready =
new
TextureRegion(items,
320
,
224
,
192
,
32
);
gameOver =
new
TextureRegion(items,
352
,
256
,
160
,
96
);
|
ok!这一讲可能代码比较少,这里我们主要先将框架搭建起来,下一讲我们我涉及到游戏场景中各个元素以及世界的编写。
源码下载:http://down.51cto.com/data/894874
本文转自zhf651555765 51CTO博客,原文链接:
http://blog.51cto.com/smallwoniu/1262906
,如需转载请自行联系原作者