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基于android系統(tǒng)的busybee手游開發(fā)畢業(yè)論文(參考版)

2025-07-01 04:08本頁(yè)面
  

【正文】 } } catch (InterruptedException e) { ()。 long end = ()。 myDraw()。 } } } catch (Exception e) { } finally { if (canvas != null) (canvas)。 case GAME_WIN: //各種道具繪制 …… break。 case GAMEING: //各種道具繪制 …… break。 if (canvas != null) { ()。 new Thread(new MyThread()).start()。 …… // 實(shí)例線程 th = new Thread(this)。 screenH = ()。 /** * SurfaceView初始化函數(shù) */ public OneLevelSurfaceView(Context context) { super(context)。Playerplayer(Bitmap bmpPlayer, int playerX, int playerY)構(gòu)造函數(shù)void drawPlayer(Canvas canvas, Paint paint)draw()畫圖StarStar(Bitmap bmpStar, int StarX, int StarY)構(gòu)造函數(shù)void drawStar(Canvas canvas, Paint paint)draw()畫圖 順序圖 游戲評(píng)級(jí)順序圖 社交分享模塊設(shè)計(jì) 實(shí)現(xiàn)類設(shè)計(jì)1. 類圖圖57 社交分享實(shí)現(xiàn)類圖2. 屬性說明 社交分享屬性說明表類屬性說明NumLevelSurfaceViewgameBgGameBg對(duì)象lawnLawn對(duì)象playerPlayer對(duì)象obstacleObstacle對(duì)象scoreItemScoreItemcountDownCountDownbtnStartGameStartButton對(duì)象btnPauseGamePauseButton對(duì)象btnReStartGameReStartButton對(duì)象btnJumpPlayerJumpPlayer對(duì)象gameState游戲狀態(tài)ShareButtonbmpShareButton分享按鈕用圖shareButtonX分享按鈕X坐標(biāo)shareButtonY分享按鈕Y坐標(biāo)3. 方法設(shè)計(jì) 社交分享方法設(shè)計(jì)表NumGameActivityint onCreate(Bundle savedInstanceState)調(diào)用其父類Activity的onCreate方法來實(shí)現(xiàn)對(duì)界面的圖畫繪制工作,在其中設(shè)置布局文件或?qū)umLevelSurfaceViewvoid initGame()自定義的游戲初始化函數(shù)void myDraw()自定義的游戲繪圖void logic()自定義的游戲邏輯void run()線程相關(guān),在里面調(diào)用游戲繪圖和游戲邏輯boolean onTouchEvent(MotionEvent event)點(diǎn)擊事件(觸屏事件)Obstacleobstacle(Bitmap bmpObstacle, int obstacleX, int obstacleY)構(gòu)造函數(shù)void drawObstacle(Canvas canvas, Paint paint)draw()畫圖boolean isCollsionWith(Player player)碰撞檢測(cè),使用矩形碰撞檢測(cè),障礙物與主角蜜蜂。 順序圖 游戲失敗模塊設(shè)計(jì) 實(shí)現(xiàn)類設(shè)計(jì)1. 類圖2. 屬性說明 游戲失敗屬性說明表類屬性說明NumLevelSurfaceViewgameBgGameBg對(duì)象lawnLawn對(duì)象playerPlayer對(duì)象obstacleObstacle對(duì)象scoreItemScoreItemcountDownCountDownbtnStartGameStartButton對(duì)象btnPauseGamePauseButton對(duì)象btnReStartGameReStartButton對(duì)象btnJumpPlayerJumpPlayer對(duì)象gameState游戲狀態(tài)ObstaclebmpObstacle障礙物用圖obstacleX障礙物X坐標(biāo)obstacleY障礙物Y坐標(biāo)PlayerbmpPlayer主角用圖playerX主角X坐標(biāo)playerY主角Y坐標(biāo)3. 方法設(shè)計(jì) 游戲失方法設(shè)計(jì)表NumGameActivityint onCreate(Bundle savedInstanceState)調(diào)用其父類Activity的onCreate方法來實(shí)現(xiàn)對(duì)界面的圖畫繪制工作,在其中設(shè)置布局文件或?qū)umLevelSurfaceViewvoid initGame()自定義的游戲初始化函數(shù)void myDraw()自定義的游戲繪圖void logic()自定義的游戲邏輯void run()線程相關(guān),在里面調(diào)用游戲繪圖和游戲邏輯boolean onTouchEvent(MotionEvent event)點(diǎn)擊事件(觸屏事件)Obstacleobstacle(Bitmap bmpObstacle, int obstacleX, int obstacleY)構(gòu)造函數(shù)void drawObstacle(Canvas canvas, Paint paint)draw()畫圖boolean isCollsionWith(Player player)碰撞檢測(cè),使用矩形碰撞檢測(cè),障礙物與主角蜜蜂。void btnToTwoLevel_Click(View view)void btnToThreeLevel_Click(View view)void btnToFourLevel_Click(View view)void btnToFiveLevel_Click(View view) 順序圖 選擇關(guān)卡順序圖 開始游戲模塊設(shè)計(jì) 實(shí)現(xiàn)類設(shè)計(jì)1. 類圖 開始游戲?qū)崿F(xiàn)類圖2. 屬性說明 開始游戲?qū)傩哉f明表類屬性說明GameBg(游戲背景)bmpGameBg游戲背景圖片Lawn(草地)bmpLawn草地圖片bmpLawnX草地X坐標(biāo)bmpLawnY草地Y坐標(biāo)Door(通道)bmpDoor通道圖片doorX通道X坐標(biāo)doorY通道Y坐標(biāo)CountDown(倒計(jì)時(shí))bmpCountDown倒計(jì)時(shí)圖片countDownX倒計(jì)時(shí)X坐標(biāo)countDownY倒計(jì)時(shí)Y坐標(biāo)Obstacle(障礙物)bmpObstacle障礙物圖片obstacleX障礙物X坐標(biāo)obstacleY障礙物Y坐標(biāo)NumLevelSurfaceView(游戲界面)gameBgGameBg對(duì)象lawnLawn對(duì)象playerPlayer對(duì)象obstacleObstacle對(duì)象scoreItemScoreItemcountDownCountDownbtnStartGameStartButton對(duì)象btnPauseGamePauseButton對(duì)象btnReStartGameReStartButton對(duì)象btnJumpPlayerJumpPlayer對(duì)象gameState游戲狀態(tài)ScoreItem(得分道具)bmpScoreItem得分道具圖片scoreItemX得分道具X坐標(biāo)scoreItemY得分道具Y坐標(biāo)StartButton(開始按鈕)bmpBtnStartGame開始按鈕圖片btnStartX開始按鈕X坐標(biāo)btnStartY開始按鈕Y坐標(biāo)context上下文對(duì)象PauseButton(暫停按鈕)bmpBtnPauseGame暫停按鈕圖片btnPauseX暫停按鈕X坐標(biāo)btnPauseY暫停按鈕Y坐標(biāo)context上下文對(duì)象ReStartButton(重新開始按鈕)bmpBtnReStartGame重新開始按鈕圖片btnReStartX重新開始按鈕X坐標(biāo)btnReStartY重新開始按鈕Y坐標(biāo)context上下文對(duì)象JumpButton(跳轉(zhuǎn)按鈕)bmpBtnJumpGame跳轉(zhuǎn)按鈕圖片btnJumpX跳轉(zhuǎn)按鈕X坐標(biāo)btnJumpY跳轉(zhuǎn)按鈕Y坐標(biāo)context上下文對(duì)象Player(蜜蜂主角)bmpPlayer主角圖片playerX主角X坐標(biāo)playerY主角Y坐標(biāo)3. 方法設(shè)計(jì) 開始游戲方法設(shè)計(jì)表GameBggameBg(Bitmap bmpGameBg)構(gòu)造方法void drawGameBg(Canvas canvas, Paint paint)draw()畫圖Lawnlawn(bmpLawn bmpLawn, int lawnX, int lawnY)構(gòu)造方法void drawLawn(Canvas canvas, Paint paint)draw()畫圖Doordoor(Bitmap bmpDoor, int doorX, int doorY)構(gòu)造方法void drawDoor(Canvas canvas, Paint paint)draw()畫圖CountDowncountDown(Bitmap bmpCountDown, int countDownX, int countDownY)構(gòu)造方法void drawCountDown(Canvas canvas, Paint paint)draw()畫圖Obstacleobstacle(Bitmap bmpObstacle, int obstacleX, int obstacleY)構(gòu)造方法void drawObstacle(Canvas canvas, Paint paint)draw()畫圖NumGameActivityint onCreate(Bundle savedInstanceState)調(diào)用其父類Activity的onCreate方法來實(shí)現(xiàn)對(duì)界面的圖畫繪制工作,在其中設(shè)置布局文件或?qū)ο驨umLevelSurfaceViewvoid initGame()自定義的游戲初始化函數(shù)void myDraw()自定義的游戲繪圖void logic()自定義的游戲邏輯void run()線程相關(guān),在里面調(diào)用游戲繪圖和游戲邏輯boolean onTouchEvent(MotionEvent event)點(diǎn)擊事件(觸屏事件)void btnStartClick(int pointX, int pointY, MotionEvent event)點(diǎn)擊開始按鈕ScoreItemscoreItem(Bitmap bmpScoreItem, int scoreItemX, int scoreItemY)構(gòu)造方法void drawScoreItem(Canvas canvas, Paint paint)draw()畫圖StartButtonstartButton(Context context, Bitmap bmpBtnStartGame, int btnStartX, int btnStartY)構(gòu)造方法void drawStart(Canvas canvas, Paint paint)draw()畫圖void onTouchEvent(MotionEvent event)點(diǎn)擊事件PauseButtonpauseButton(Context context, Bitmap bmpBtnPauseGame, int btnPauseX, int btnPauseY)構(gòu)造方法void drawPause(Canvas canvas, Paint paint)draw()畫圖void onTouchEvent(MotionEvent event)點(diǎn)擊事件ReStartButtonstartReButton(Context context, Bitmap bmpBtnReStartGame, int btnReStartX, int btnReStartY)構(gòu)造方法void drawReStart(Canvas canvas, Paint paint)draw()畫圖void onTouchEvent(MotionEvent event)點(diǎn)擊事件JumpButtonjumpButton(Context context, Bitmap bmpBtnJumpGame, int btnJumpX, int btnJumpY)構(gòu)造方法void drawJump
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