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。
1、放置防御塔
- 新建类ActivityTower5,主要控制放置塔的回调
- 新建BattlefieldView5,主要渲染战场
- 新建TowerView5,主要绘制防御塔,(其实野怪也需要单独创建view)
1.1ActivityTower5首页该做些什么?
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)。
1.2、BattlefieldView5渲染战场
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,
- moveTo(x,y) 移动的起始点
- lineTo(x,y) 从起始点到该点画一条线。
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。
1.3、动态添加野怪
/** * 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() { } }; }
1.4、添加防御塔 ,动态创建A炮
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)); } }
1.5、炮弹动画
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。