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android - 在安卓中开始游戏

转载 作者:塔克拉玛干 更新时间:2023-11-02 20:16:49 26 4
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我有 PAC MAN 游戏代码如何在 Android 中将此游戏称为 Activity ..我想在 android 应用程序中调用在线游戏而不是如何在链接上调用 android 应用程序中的在线游戏,如果用户单击该特定游戏链接,而不是网络在线游戏午餐.. PAC MAN 等游戏。谢谢

public class Board extends JPanel implements ActionListener {

Dimension d;
Font smallfont = new Font("Helvetica", Font.BOLD, 14);

FontMetrics fmsmall, fmlarge;
Image ii;
Color dotcolor = new Color(192, 192, 0);
Color mazecolor;

boolean ingame = false;
boolean dying = false;

final int blocksize = 24;
final int nrofblocks = 15;
final int scrsize = nrofblocks * blocksize;
final int pacanimdelay = 2;
final int pacmananimcount = 4;
final int maxghosts = 12;
final int pacmanspeed = 6;

int pacanimcount = pacanimdelay;
int pacanimdir = 1;
int pacmananimpos = 0;
int nrofghosts = 6;
int pacsleft, score;
int deathcounter;
int[] dx, dy;
int[] ghostx, ghosty, ghostdx, ghostdy, ghostspeed;

Image ghost;
Image pacman1, pacman2up, pacman2left, pacman2right, pacman2down;
Image pacman3up, pacman3down, pacman3left, pacman3right;
Image pacman4up, pacman4down, pacman4left, pacman4right;

int pacmanx, pacmany, pacmandx, pacmandy;
int reqdx, reqdy, viewdx, viewdy;

final short leveldata[] =
{ 19, 26, 26, 26, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 22,
21, 0, 0, 0, 17, 16, 16, 16, 16, 16, 16, 16, 16, 16, 20,
21, 0, 0, 0, 17, 16, 16, 16, 16, 16, 16, 16, 16, 16, 20,
21, 0, 0, 0, 17, 16, 16, 24, 16, 16, 16, 16, 16, 16, 20,
17, 18, 18, 18, 16, 16, 20, 0, 17, 16, 16, 16, 16, 16, 20,
17, 16, 16, 16, 16, 16, 20, 0, 17, 16, 16, 16, 16, 24, 20,
25, 16, 16, 16, 24, 24, 28, 0, 25, 24, 24, 16, 20, 0, 21,
1, 17, 16, 20, 0, 0, 0, 0, 0, 0, 0, 17, 20, 0, 21,
1, 17, 16, 16, 18, 18, 22, 0, 19, 18, 18, 16, 20, 0, 21,
1, 17, 16, 16, 16, 16, 20, 0, 17, 16, 16, 16, 20, 0, 21,
1, 17, 16, 16, 16, 16, 20, 0, 17, 16, 16, 16, 20, 0, 21,
1, 17, 16, 16, 16, 16, 16, 18, 16, 16, 16, 16, 20, 0, 21,
1, 17, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 20, 0, 21,
1, 25, 24, 24, 24, 24, 24, 24, 24, 24, 16, 16, 16, 18, 20,
9, 8, 8, 8, 8, 8, 8, 8, 8, 8, 25, 24, 24, 24, 28 };

final int validspeeds[] = { 1, 2, 3, 4, 6, 8 };
final int maxspeed = 6;

int currentspeed = 3;
short[] screendata;
Timer timer;


public Board() {

GetImages();

addKeyListener(new TAdapter());

screendata = new short[nrofblocks * nrofblocks];
mazecolor = new Color(5, 100, 5);
setFocusable(true);

d = new Dimension(400, 400);

setBackground(Color.black);
setDoubleBuffered(true);

ghostx = new int[maxghosts];
ghostdx = new int[maxghosts];
ghosty = new int[maxghosts];
ghostdy = new int[maxghosts];
ghostspeed = new int[maxghosts];
dx = new int[4];
dy = new int[4];
timer = new Timer(40, this);
timer.start();
}

public void addNotify() {
super.addNotify();
GameInit();
}


public void DoAnim() {
pacanimcount--;
if (pacanimcount <= 0) {
pacanimcount = pacanimdelay;
pacmananimpos = pacmananimpos + pacanimdir;
if (pacmananimpos == (pacmananimcount - 1) || pacmananimpos == 0)
pacanimdir = -pacanimdir;
}
}


public void PlayGame(Graphics2D g2d) {
if (dying) {
Death();
} else {
MovePacMan();
DrawPacMan(g2d);
moveGhosts(g2d);
CheckMaze();
}
}


public void ShowIntroScreen(Graphics2D g2d) {

g2d.setColor(new Color(0, 32, 48));
g2d.fillRect(50, scrsize / 2 - 30, scrsize - 100, 50);
g2d.setColor(Color.white);
g2d.drawRect(50, scrsize / 2 - 30, scrsize - 100, 50);

String s = "Press s to start.";
Font small = new Font("Helvetica", Font.BOLD, 14);
FontMetrics metr = this.getFontMetrics(small);

g2d.setColor(Color.white);
g2d.setFont(small);
g2d.drawString(s, (scrsize - metr.stringWidth(s)) / 2, scrsize / 2);
}


public void DrawScore(Graphics2D g) {
int i;
String s;

g.setFont(smallfont);
g.setColor(new Color(96, 128, 255));
s = "Score: " + score;
g.drawString(s, scrsize / 2 + 96, scrsize + 16);
for (i = 0; i < pacsleft; i++) {
g.drawImage(pacman3left, i * 28 + 8, scrsize + 1, this);
}
}


public void CheckMaze() {
short i = 0;
boolean finished = true;

while (i < nrofblocks * nrofblocks && finished) {
if ((screendata[i] & 48) != 0)
finished = false;
i++;
}

if (finished) {
score += 50;

if (nrofghosts < maxghosts)
nrofghosts++;
if (currentspeed < maxspeed)
currentspeed++;
LevelInit();
}
}

public void Death() {

pacsleft--;
if (pacsleft == 0)
ingame = false;
LevelContinue();
}


public void moveGhosts(Graphics2D g2d) {
short i;
int pos;
int count;

for (i = 0; i < nrofghosts; i++) {
if (ghostx[i] % blocksize == 0 && ghosty[i] % blocksize == 0) {
pos =
ghostx[i] / blocksize + nrofblocks * (int)(ghosty[i] / blocksize);

count = 0;
if ((screendata[pos] & 1) == 0 && ghostdx[i] != 1) {
dx[count] = -1;
dy[count] = 0;
count++;
}
if ((screendata[pos] & 2) == 0 && ghostdy[i] != 1) {
dx[count] = 0;
dy[count] = -1;
count++;
}
if ((screendata[pos] & 4) == 0 && ghostdx[i] != -1) {
dx[count] = 1;
dy[count] = 0;
count++;
}
if ((screendata[pos] & 8) == 0 && ghostdy[i] != -1) {
dx[count] = 0;
dy[count] = 1;
count++;
}

if (count == 0) {
if ((screendata[pos] & 15) == 15) {
ghostdx[i] = 0;
ghostdy[i] = 0;
} else {
ghostdx[i] = -ghostdx[i];
ghostdy[i] = -ghostdy[i];
}
} else {
count = (int)(Math.random() * count);
if (count > 3)
count = 3;
ghostdx[i] = dx[count];
ghostdy[i] = dy[count];
}

}
ghostx[i] = ghostx[i] + (ghostdx[i] * ghostspeed[i]);
ghosty[i] = ghosty[i] + (ghostdy[i] * ghostspeed[i]);
DrawGhost(g2d, ghostx[i] + 1, ghosty[i] + 1);

if (pacmanx > (ghostx[i] - 12) && pacmanx < (ghostx[i] + 12) &&
pacmany > (ghosty[i] - 12) && pacmany < (ghosty[i] + 12) &&
ingame) {

dying = true;
deathcounter = 64;

}
}
}


public void DrawGhost(Graphics2D g2d, int x, int y) {
g2d.drawImage(ghost, x, y, this);
}


public void MovePacMan() {
int pos;
short ch;

if (reqdx == -pacmandx && reqdy == -pacmandy) {
pacmandx = reqdx;
pacmandy = reqdy;
viewdx = pacmandx;
viewdy = pacmandy;
}
if (pacmanx % blocksize == 0 && pacmany % blocksize == 0) {
pos =
pacmanx / blocksize + nrofblocks * (int)(pacmany / blocksize);
ch = screendata[pos];

if ((ch & 16) != 0) {
screendata[pos] = (short)(ch & 15);
score++;
}

if (reqdx != 0 || reqdy != 0) {
if (!((reqdx == -1 && reqdy == 0 && (ch & 1) != 0) ||
(reqdx == 1 && reqdy == 0 && (ch & 4) != 0) ||
(reqdx == 0 && reqdy == -1 && (ch & 2) != 0) ||
(reqdx == 0 && reqdy == 1 && (ch & 8) != 0))) {
pacmandx = reqdx;
pacmandy = reqdy;
viewdx = pacmandx;
viewdy = pacmandy;
}
}

// Check for standstill
if ((pacmandx == -1 && pacmandy == 0 && (ch & 1) != 0) ||
(pacmandx == 1 && pacmandy == 0 && (ch & 4) != 0) ||
(pacmandx == 0 && pacmandy == -1 && (ch & 2) != 0) ||
(pacmandx == 0 && pacmandy == 1 && (ch & 8) != 0)) {
pacmandx = 0;
pacmandy = 0;
}
}
pacmanx = pacmanx + pacmanspeed * pacmandx;
pacmany = pacmany + pacmanspeed * pacmandy;
}


public void DrawPacMan(Graphics2D g2d) {
if (viewdx == -1)
DrawPacManLeft(g2d);
else if (viewdx == 1)
DrawPacManRight(g2d);
else if (viewdy == -1)
DrawPacManUp(g2d);
else
DrawPacManDown(g2d);
}

public void DrawPacManUp(Graphics2D g2d) {
switch (pacmananimpos) {
case 1:
g2d.drawImage(pacman2up, pacmanx + 1, pacmany + 1, this);
break;
case 2:
g2d.drawImage(pacman3up, pacmanx + 1, pacmany + 1, this);
break;
case 3:
g2d.drawImage(pacman4up, pacmanx + 1, pacmany + 1, this);
break;
default:
g2d.drawImage(pacman1, pacmanx + 1, pacmany + 1, this);
break;
}
}


public void DrawPacManDown(Graphics2D g2d) {
switch (pacmananimpos) {
case 1:
g2d.drawImage(pacman2down, pacmanx + 1, pacmany + 1, this);
break;
case 2:
g2d.drawImage(pacman3down, pacmanx + 1, pacmany + 1, this);
break;
case 3:
g2d.drawImage(pacman4down, pacmanx + 1, pacmany + 1, this);
break;
default:
g2d.drawImage(pacman1, pacmanx + 1, pacmany + 1, this);
break;
}
}


public void DrawPacManLeft(Graphics2D g2d) {
switch (pacmananimpos) {
case 1:
g2d.drawImage(pacman2left, pacmanx + 1, pacmany + 1, this);
break;
case 2:
g2d.drawImage(pacman3left, pacmanx + 1, pacmany + 1, this);
break;
case 3:
g2d.drawImage(pacman4left, pacmanx + 1, pacmany + 1, this);
break;
default:
g2d.drawImage(pacman1, pacmanx + 1, pacmany + 1, this);
break;
}
}


public void DrawPacManRight(Graphics2D g2d) {
switch (pacmananimpos) {
case 1:
g2d.drawImage(pacman2right, pacmanx + 1, pacmany + 1, this);
break;
case 2:
g2d.drawImage(pacman3right, pacmanx + 1, pacmany + 1, this);
break;
case 3:
g2d.drawImage(pacman4right, pacmanx + 1, pacmany + 1, this);
break;
default:
g2d.drawImage(pacman1, pacmanx + 1, pacmany + 1, this);
break;
}
}


public void DrawMaze(Graphics2D g2d) {
short i = 0;
int x, y;

for (y = 0; y < scrsize; y += blocksize) {
for (x = 0; x < scrsize; x += blocksize) {
g2d.setColor(mazecolor);
g2d.setStroke(new BasicStroke(2));

if ((screendata[i] & 1) != 0) // draws left
{
g2d.drawLine(x, y, x, y + blocksize - 1);
}
if ((screendata[i] & 2) != 0) // draws top
{
g2d.drawLine(x, y, x + blocksize - 1, y);
}
if ((screendata[i] & 4) != 0) // draws right
{
g2d.drawLine(x + blocksize - 1, y, x + blocksize - 1,
y + blocksize - 1);
}
if ((screendata[i] & 8) != 0) // draws bottom
{
g2d.drawLine(x, y + blocksize - 1, x + blocksize - 1,
y + blocksize - 1);
}
if ((screendata[i] & 16) != 0) // draws point
{
g2d.setColor(dotcolor);
g2d.fillRect(x + 11, y + 11, 2, 2);
}
i++;
}
}
}

public void GameInit() {
pacsleft = 3;
score = 0;
LevelInit();
nrofghosts = 6;
currentspeed = 3;
}


public void LevelInit() {
int i;
for (i = 0; i < nrofblocks * nrofblocks; i++)
screendata[i] = leveldata[i];

LevelContinue();
}


public void LevelContinue() {
short i;
int dx = 1;
int random;

for (i = 0; i < nrofghosts; i++) {
ghosty[i] = 4 * blocksize;
ghostx[i] = 4 * blocksize;
ghostdy[i] = 0;
ghostdx[i] = dx;
dx = -dx;
random = (int)(Math.random() * (currentspeed + 1));
if (random > currentspeed)
random = currentspeed;
ghostspeed[i] = validspeeds[random];
}

pacmanx = 7 * blocksize;
pacmany = 11 * blocksize;
pacmandx = 0;
pacmandy = 0;
reqdx = 0;
reqdy = 0;
viewdx = -1;
viewdy = 0;
dying = false;
}

public void GetImages()
{

ghost = new ImageIcon(Board.class.getResource("../pacpix/ghost.png")).getImage();
pacman1 = new ImageIcon(Board.class.getResource("../pacpix/pacman.png")).getImage();
pacman2up = new ImageIcon(Board.class.getResource("../pacpix/up1.png")).getImage();
pacman3up = new ImageIcon(Board.class.getResource("../pacpix/up2.png")).getImage();
pacman4up = new ImageIcon(Board.class.getResource("../pacpix/up3.png")).getImage();
pacman2down = new ImageIcon(Board.class.getResource("../pacpix/down1.png")).getImage();
pacman3down = new ImageIcon(Board.class.getResource("../pacpix/down2.png")).getImage();
pacman4down = new ImageIcon(Board.class.getResource("../pacpix/down3.png")).getImage();
pacman2left = new ImageIcon(Board.class.getResource("../pacpix/left1.png")).getImage();
pacman3left = new ImageIcon(Board.class.getResource("../pacpix/left2.png")).getImage();
pacman4left = new ImageIcon(Board.class.getResource("../pacpix/left3.png")).getImage();
pacman2right = new ImageIcon(Board.class.getResource("../pacpix/right1.png")).getImage();
pacman3right = new ImageIcon(Board.class.getResource("../pacpix/right2.png")).getImage();
pacman4right = new ImageIcon(Board.class.getResource("../pacpix/right3.png")).getImage();

}

public void paint(Graphics g)
{
super.paint(g);

Graphics2D g2d = (Graphics2D) g;

g2d.setColor(Color.black);
g2d.fillRect(0, 0, d.width, d.height);

DrawMaze(g2d);
DrawScore(g2d);
DoAnim();
if (ingame)
PlayGame(g2d);
else
ShowIntroScreen(g2d);

g.drawImage(ii, 5, 5, this);
Toolkit.getDefaultToolkit().sync();
g.dispose();
}

class TAdapter extends KeyAdapter {
public void keyPressed(KeyEvent e) {

int key = e.getKeyCode();

if (ingame)
{
if (key == KeyEvent.VK_LEFT)
{
reqdx=-1;
reqdy=0;
}
else if (key == KeyEvent.VK_RIGHT)
{
reqdx=1;
reqdy=0;
}
else if (key == KeyEvent.VK_UP)
{
reqdx=0;
reqdy=-1;
}
else if (key == KeyEvent.VK_DOWN)
{
reqdx=0;
reqdy=1;
}
else if (key == KeyEvent.VK_ESCAPE && timer.isRunning())
{
ingame=false;
}
else if (key == KeyEvent.VK_PAUSE) {
if (timer.isRunning())
timer.stop();
else timer.start();
}
}
else
{
if (key == 's' || key == 'S')
{
ingame=true;
GameInit();
}
}
}

public void keyReleased(KeyEvent e) {
int key = e.getKeyCode();

if (key == Event.LEFT || key == Event.RIGHT ||
key == Event.UP || key == Event.DOWN)
{
reqdx=0;
reqdy=0;
}
}
}

public void actionPerformed(ActionEvent e) {
repaint();
}
}

最佳答案

您不能简单地“调用游戏代码”。您可以研究、理解和重用逻辑并在 Android 中构建新游戏。即使重用此代码也需要大量重构。

如果你想构建安卓游戏,那么你可以使用像 Cocos2D 这样的框架。

这是一个很好的教程:

http://dan.clarke.name/2011/04/how-to-make-a-simple-android-game-with-cocos2d/

关于android - 在安卓中开始游戏,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/13597908/

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