libgdx游戏引擎开发笔记(九)SuperJumper游戏例子的讲解(篇三)---- 主游戏界面显示框架

简介:

 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:

121752500.png121917763.png121754151.png121954455.png


   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:

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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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//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


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