I am developing a simple 2d game. But im stuck at this point where i need to "spawn" 开发者_运维百科unlimited with the same enemy when i click the screen.
So i think the best choose for something with unlimited is an array but i have no idea how to get a bitmapArray and then for each item in BitmapArray do canvas.draw
Someone please help me out!
//Simon
First of all, you will end up with a sort of limited array. Secondly, I'm recommending the Memory Pool pattern when using stuff like this, so you don't create new instances during runtime.
Back to your question, a first implementation would look something like this:
public class BitmapObject {
private Bitmap mBitmap;
private int mPositionX;
private int mPositionY;
private int mBitmapWidth;
private int mBitmapHeight;
private boolean mIsAlive;
public BitmapObject(Bitmap bitmap) {
mBitmap = bitmap;
mBitmapWidth = bitmap.getWidth();
mBitmapHeight = bitmap.getHeight();
mIsAlive = false;
}
public void draw(Canvas canvas) {
if (mIsAlive) {
canvas.drawBitmap(mBitmap, mPositionX, mPositionY, null);
}
}
public void setNewPosition(int touchX, int touchY) {
mPositionX = touchX - mBitmapWidth / 2;
mPositionY = touchY - mBitmapHeight / 2;
}
public void setIsAlive(boolean isAlive) { mIsAlive = isAlive; }
public boolean getIsAlive() { return mIsAlive; }
}
And use it like this in your SurfaceView
class:
public class CanvasRenderer extends SurfaceView implements SurfaceHolder.Callback {
private static final int MAX_OBJECTS = 16;
private BitmapObject[] mBitmapObjectsArray;
public CanvasRenderer(Context context) {
super(context);
// Necessary SurfaceView initialization stuff.
Bitmap sprite = BitmapFactory.decodeResource(context.getResources(),
R.drawable.sprite);
mBitmapObjectsArray = new BitmapObject[MAX_OBJECTS];
for (int x = 0; x < MAX_OBJECTS; x++) {
mBitmapObjectsArray[x] = new BitmapObject(sprite);
}
}
@Override
public void onDraw(Canvas canvas) {
canvas.drawColor(Color.BLACK);
for (int x = 0; x < MAX_OBJECTS; x++) {
mBitmapObjectsArray[x].draw(canvas);
}
}
@Override
public void surfaceChanged(SurfaceHolder holder, int format, int width,
int height) {
// Stuff.
}
@Override
public void surfaceCreated(SurfaceHolder holder) {
// Stuff.
}
@Override
public void onTouchEvent(MotionEvent event) {
if (event.getAction() == MotionEvent.ACTION_DOWN) {
for (int x = 0; x < MAX_OBJECTS; x++) {
boolean isAlive = mBitmapObjectsArray[x].getIsAlive();
if (!isAlive) {
mBitmapObjectsArray[x].setNewPosition((int) event.getX(),
(int) event.getY());
mBitmapObjectsArray[x].setIsAlive(true);
break;
}
}
}
}
}
Ok, this is only the concept of drawing 2 bitmaps on a canvas. Actual implementation is much more serious.
Bitmap renderbmp1 = Bitmap.createBitmap( bitmapWidth,bitmapHeight,Bitmap.Config.RGB_565 );
Bitmap renderbmp2 = Bitmap.createBitmap( bitmapWidth,bitmapHeight,Bitmap.Config.RGB_565 );
Paint paint = new Paint(Paint.FILTER_BITMAP_FLAG);
Canvas c = getHolder().lockCanvas(null);
c.drawBitmap(renderbmp1, left1, top1, paint);
c.drawBitmap(renderbmp2, left2, top2, paint);
getHolder().unlockCanvasAndPost(c);
renderbmp1.recycle();
renderbmp2.recycle();
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