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手機游戲的設(shè)計與實現(xiàn)畢業(yè)論文(參考版)

2025-06-24 17:19本頁面
  

【正文】 t block ot。s possible to connect to (bind to) an ongoing service (and start the service if it39。s window by the () method. The content view is the View object at the root of the hierarchy. (See the separate User Interface document for more information on views and the hierarchy.)2)ServicesA service doesn39。t have a single entry point for everything in the application (no main()function, for example). Rather, they have essential ponents that the system can instantiate and run as needed. There are four types of ponents:1)ActivitiesAn activity presents a visual user interface for one focused endeavor the user can undertake. For example, an activity might present a list of menu items users can choose from or it might display photographs along with their captions. A text messaging application might have one activity that shows a list of contacts to send messages to, a second activity to write the message to the chosen contact, and other activities to review old messages or change settings. Though they work together to form a cohesive user interface, each activity is independent of the others. Each one is implemented as a subclass of the Activity base class.An application might consist of just one activity or, like the text messaging application just mentioned, it may contain several. What the activities are, and how many there are depends, of course, on the application and its design. Typically, one of the activities is marked as the first one that should be presented to the user when the application is launched. Moving from one activity to another is acplished by having the current activity start the next one.Each activity is given a default window to draw in. Typically, the window fills the screen, but it might be smaller than the screen and float on top of other windows. An activity can also make use of additional windows — for example, a popup dialog that calls for a user response in the midst of the activity, or a window that presents users with vital information when they select a particular item onscreen.The visual content of the window is provided by a hierarchy of views — objects derived from the base view class. Each view controls a particular rectangular space within the window. Parent views contain and organize the layout of their children. Leaf views (those at the bottom of the hierarchy) draw in the rectangles they control and respond to user actions directed at that space. Thus, views are where the activity39。s files. To conserve system resources, applications with the same ID can also arrange to run in the same Linux process, sharing the same VM. ComponentsA central feature of Android is that one application can make use of elements of other applications (provided those applications permit it). For example, if your application needs to display a scrolling list of images and another application has developed a suitable scroller and made it available to others, you can call upon that scroller to do the work, rather than develop your own. Your application doesn39。s files are visible only to that user and only to the application itself — although there are ways to export them to other applications as well.It39。s code needs to be executed, and shuts down the process when it39。 it39。感謝他們在系統(tǒng)設(shè)計期間給予的無私幫助,幫助我實現(xiàn)和完善系統(tǒng)的各項功能,使系統(tǒng)能按時順利的完成。在老師的帶領(lǐng)下我接受了全新的思想觀念,樹立了宏偉的學術(shù)目標,領(lǐng)會了基本的思考方式。從論文的選題、系統(tǒng)設(shè)計思想、理論的構(gòu)造以至最終的完稿,老師都給予了無私的幫助。再次感謝全體老師對我的栽培,是他們帶領(lǐng)我走向計算機知識的大門,也促使我對計算機產(chǎn)生了濃厚的興趣。今后我要更加努力的學習,爭取實現(xiàn)這些功能,使系統(tǒng)更加完善。這些正是我今后努力的方向。我認為可以嘗試為游戲擴展新的功能。本系統(tǒng)的功能雖然還不完善,但是幾乎涵蓋了Android的所有開發(fā)技術(shù)以及手機游戲的基本功能,達到了綜合應(yīng)用所學知識的目的。從技術(shù)方面講,本系統(tǒng)使用了Android SDK與SQLite的結(jié)合。另外,該系統(tǒng)的設(shè)計也體現(xiàn)了Eclipse用來開發(fā)手機游戲的優(yōu)點,從系統(tǒng)設(shè)計到系統(tǒng)實現(xiàn)完全遵循了手機游戲的思想,思路清晰,結(jié)構(gòu)合理。不僅接觸到了許多新的技術(shù)和知識,而且通過親手實踐,了解了如何把書本上所學的東西應(yīng)用到實踐中去。(4) 關(guān)于界面本游戲關(guān)于界面主要是開發(fā)者,以及開發(fā)者的聯(lián)系方式,關(guān)于界面如下:圖59 關(guān)于測試圖 第 6 章 結(jié)束語不知不覺,畢業(yè)設(shè)計已接近尾聲了。武器選擇子菜單測試結(jié)果如下:圖55 武器選擇菜單測試圖道具選擇成功時測試結(jié)果如下:圖56道具選擇測試圖a等級不足道具穿戴失敗測試結(jié)果如下:圖57道具選擇測試圖b(3) 游戲設(shè)置模塊測試一個游戲玩的地點以及場景可能不能,我們創(chuàng)建設(shè)置模塊,讓用戶根據(jù)不同的需要進行設(shè)置,該游戲主要是音效的設(shè)置,音效設(shè)置菜單如下:圖58 音效設(shè)置測試圖其中開啟音效后,游戲時后播放背景音樂,關(guān)閉音效后,游戲時不會播放背景音樂。道具等級越高,加成效果越好。下圖左為暴擊時顯示,下圖右為閃避和暴擊同時產(chǎn)生的效果:圖54暴擊和閃避效果測試圖 闖關(guān)結(jié)束顯示效果如下圖:圖55 闖關(guān)結(jié)果測試圖(2) 道具模塊設(shè)置 闖關(guān)時,可以進行道具選擇。為了測試方便,我首先將人物等級玩到11級,然后分別進行了繼續(xù)游戲和開始新游戲測試,然后分別顯示等級,測試結(jié)果如下圖52 開始游戲測試圖 開始游戲后,選擇關(guān)卡,等級不足,會進行提示,測試結(jié)果如下圖53 關(guān)卡選擇等級不足測試圖 選擇等級足夠的城市以后,就可以進行怪物洞府選擇。 系統(tǒng)測試運行結(jié)果 Android 游戲開發(fā)完成后,可以打包成apk包,然后下載到手機中,或者在模擬器中進行應(yīng)用。你同時也要對某個模塊或者集成模塊進行非功能性的抽樣測試。(4)開發(fā)以上通過后,將開發(fā)系統(tǒng),完成系統(tǒng)的整個框架結(jié)構(gòu)并對開發(fā)的模塊進行單元測試等。(2)概要分析概要設(shè)計期間,測試的主要工作為:審核概要設(shè)計報告,概要設(shè)計是否符合全部需求,概要設(shè)計是否存在問題。 系統(tǒng)測試模型選擇介紹考慮到手機游戲的特性,軟件測試使用了V模型進行測試工作,如圖51所示。為了盡可能多地找出程序中的錯誤,生產(chǎn)出高質(zhì)量的軟件產(chǎn)品,加強對測試工作的組織和管理就顯得尤為重要。作為軟件開發(fā)過程的重要環(huán)節(jié),軟件測試越來越受到人們的關(guān)注。 第 5 章 系統(tǒng)測試軟件系統(tǒng)的測試時在系統(tǒng)正式使用之前,對系統(tǒng)的需求分析、設(shè)計規(guī)格說明和編碼的最終復(fù)審,是保證系統(tǒng)質(zhì)量的關(guān)鍵步驟。 } public void onCreate(SQLiteDatabase db) {(create table actor (name varchar(20) primary key, grade integer,empiricalValue integer))。 private static final String DBNAME = 。import 。import 。本程序繼承SQLiteOpenHelper寫了DBOperHelper類,來進行SQLite數(shù)據(jù)庫的鏈接。表410角色的數(shù)據(jù)表字段名稱數(shù)據(jù)類型說明NameChar(10)名稱GradeEmppiricalAttackDefenseLifeintintintintint等級經(jīng)驗值攻擊力防御力生命值(2)地圖表(article)角色可以選擇地圖如表411所示。以下是此系統(tǒng)的部分數(shù)據(jù)表。為一個給定的邏輯數(shù)據(jù)模型選取一個最合適應(yīng)用要求的物理結(jié)構(gòu)的過程,就是數(shù)據(jù)庫的物理模型設(shè)計。(4)一個m:n聯(lián)系轉(zhuǎn)化為一個關(guān)系模式。(2)一個1:1聯(lián)系可以轉(zhuǎn)化為一個獨立的關(guān)系模式,也可以與任意一端對應(yīng)的關(guān)系模式合并。轉(zhuǎn)換的一般原則如下:(1)一個實體性轉(zhuǎn)換為一個關(guān)系模式。圖45 系統(tǒng)全局ER圖 邏輯模型設(shè)計概念模型是獨立于任何一種數(shù)據(jù)模型的信息結(jié)構(gòu)。它獨立于計算機的數(shù)據(jù)模型,獨立于特定的數(shù)據(jù)庫管理系統(tǒng),便于向關(guān)系、層次、網(wǎng)絡(luò)等各種數(shù)據(jù)模型轉(zhuǎn)換。(4)保存關(guān)卡信息,包括城鎮(zhèn),洞府 由于手機游戲面向手機所有者單人操作,所以本游戲的面向用戶也就只有玩家自己,本系統(tǒng)采用了如下數(shù)據(jù)項和數(shù)據(jù)結(jié)構(gòu):(1) actor表,保存玩家等級,經(jīng)驗值等等(2) body表,保存的是與怪物相關(guān)的信息(3) prop表,保存的是與怪物有關(guān)的信息等(4) map表,保存的是地圖信息。(2)保存怪物信息,包括怪物名稱,等級,攻擊力等。要設(shè)計出這樣的表,需要根據(jù)系統(tǒng)充分了解用戶各個方面的需求,包括現(xiàn)有的以及將來可能增加的需求。合理的數(shù)據(jù)庫結(jié)構(gòu)設(shè)計可以提高數(shù)據(jù)存儲的效率,保證數(shù)據(jù)的完整性和一致性。有一定的機率獲得40級裝備。有一定機率獲得30級裝備。有一定機率獲得20級裝備。有一定機率獲得10級裝備。有一定機率獲得10級裝備。有一定機率獲得1級裝備。但是這妖道李易實力相當高,雖然這一次他逃離了小漁村,但他以后一定會再出現(xiàn),想要看看后面他還會使出什么高招來,那就等待他的出現(xiàn)吧。然后你依次會遇見樹妖、天狼妖、小山賊、酒劍仙、張麻子和妖道李易。在小漁村中,若是你成功闖關(guān),就可以開啟下一個城鎮(zhèn)大門繼續(xù)修仙。所以你在小漁村中的目標就是快快成長起來,增強自己的實力。你的起步將從小漁村開始,這里你會找到你的師父,他會教導你基本武功。每個豆腐都有怪物把守關(guān)卡,擊敗怪物可以獲得經(jīng)驗道具等等。 } else { setGrade(getGrade1) }
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