android studio游戏摇杆开发教程

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猴君
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以下是一个简单的Android Studio游戏摇杆开发教程的步骤:

步骤1:创建一个新的Android Studio项目并命名为“GameJoystickDemo”。

步骤2:在“app”模块的“res”文件夹下创建一个新的文件夹“drawable”。在该文件夹下创建一个名为“joystick_background.png”的图片文件。这将作为摇杆的背景。

步骤3:在“drawable”文件夹下创建一个名为“joystick_handle.png”的图片文件。这将作为摇杆的手柄。

步骤4:在“app”模块的“res”文件夹下创建一个名为“values”的文件夹。在该文件夹下创建一个名为“attrs.xml”的文件,并在其中添加以下代码:

<resources>     <declare-styleable name="GameJoystickView">         <attr name="joystickBackground" format="reference" />         <attr name="joystickHandle" format="reference" />     </declare-styleable> </resources> 

步骤5:在“app”模块的“java”文件夹下创建一个新的Java类文件,并命名为“GameJoystickView”。在该类中添加以下代码:

public class GameJoystickView extends View {     private Paint paint;     private Bitmap joystickBackground;     private Bitmap joystickHandle;     private int handleX, handleY;     private float centerX, centerY, radius, handleRadius;     private boolean isPressed = false;      public GameJoystickView(Context context) {         super(context);         init(context, null);     }      public GameJoystickView(Context context, @Nullable AttributeSet attrs) {         super(context, attrs);         init(context, attrs);     }      public GameJoystickView(Context context, @Nullable AttributeSet attrs, int defStyleAttr) {         super(context, attrs, defStyleAttr);         init(context, attrs);     }      private void init(Context context, AttributeSet attrs) {         paint = new Paint();         paint.setAntiAlias(true);          if (attrs != null) {             TypedArray ta = context.obtainStyledAttributes(attrs, R.styleable.GameJoystickView);             joystickBackground = BitmapFactory.decodeResource(getResources(), ta.getResourceId(R.styleable.GameJoystickView_joystickBackground, R.drawable.joystick_background));             joystickHandle = BitmapFactory.decodeResource(getResources(), ta.getResourceId(R.styleable.GameJoystickView_joystickHandle, R.drawable.joystick_handle));             ta.recycle();         } else {             joystickBackground = BitmapFactory.decodeResource(getResources(), R.drawable.joystick_background);             joystickHandle = BitmapFactory.decodeResource(getResources(), R.drawable.joystick_handle);         }     }      @Override     protected void onSizeChanged(int w, int h, int oldw, int oldh) {         super.onSizeChanged(w, h, oldw, oldh);         centerX = w / 2f;         centerY = h / 2f;         radius = Math.min(w, h) / 3f;         handleRadius = Math.min(w, h) / 6f;     }      @Override     protected void onDraw(Canvas canvas) {         super.onDraw(canvas);         canvas.drawBitmap(joystickBackground, centerX - radius, centerY - radius, paint);         canvas.drawBitmap(joystickHandle, handleX - handleRadius, handleY - handleRadius, paint);     }      @Override     public boolean onTouchEvent(MotionEvent event) {         switch (event.getAction()) {             case MotionEvent.ACTION_DOWN:                 isPressed = true;                 updateHandlePosition(event);                 break;             case MotionEvent.ACTION_MOVE:                 updateHandlePosition(event);                 break;             case MotionEvent.ACTION_UP:                 isPressed = false;                 handleX = (int) centerX;                 handleY = (int) centerY;                 break;         }         invalidate();         return true;     }      private void updateHandlePosition(MotionEvent event) {         float dx = event.getX() - centerX;         float dy = event.getY() - centerY;         float distance = (float) Math.sqrt(dx * dx + dy * dy);          if (distance <= radius) {             handleX = (int) event.getX();             handleY = (int) event.getY();         } else {             float ratio = radius / distance;             handleX = (int) (centerX + dx * ratio);             handleY = (int) (centerY + dy * ratio);         }     }      public int getHandleX() {         return handleX;     }      public int getHandleY() {         return handleY;     }      public boolean isPressed() {         return isPressed;     } } 

步骤6

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