This is improved code from the previous post. This mini game which we call "Moon Buggy" is available in beta .
The action is that you control a vechicle on the moon and you defend yourself against evil UFO:s.
I have written a separate class for the UFO which is instanciated once for every UFO:
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Paint;
import android.os.Handler;
import android.os.Looper;
import java.util.Random;
public class AttackingAlien extends Alien {
private Bitmap alien;
static boolean recent = true; // switch this in beginning
private long changeDirections = System.currentTimeMillis();
private long fireTimeout = System.currentTimeMillis();
private int screenWidth;
private int screenHeight;
private int ufoY = 0;
private int ufoX = 0;
private int missileX = 25;
private int deltaUfoY = 7;
private int deltaUfoX = 7;
private int missileOffSetY = 0;
private int missileYstart = 0;
private boolean wasHit = false;
private boolean alienexplode;
private boolean waitForTimer, waitForUfoTimer;
private boolean toggleDeltaY = true;
private boolean runOnce = true;
private boolean startMissile = true;
public AttackingAlien(ParallaxView view, Context context, String name, final int screenWidth, int screenHeight, int p) {
super(context, name);
this.deltaUfoY = p;
int alienResID = context.getResources().getIdentifier(name,
"drawable", context.getPackageName());
alien = BitmapFactory.decodeResource(context.getResources(), alienResID);
int max = (int) (0.75 * screenWidth);
int min = 20;
int diff = max - min;
Random rn = new Random();
int i5 = rn.nextInt(diff + 1);
i5 += min;
missileX = i5;
ufoX = missileX;
max = 200;
diff = max - min;
this.screenHeight = screenHeight;
this.screenWidth = screenWidth;
ufoY = 0;
waitForUfoTimer = true;
int max2 = 20000;
int min2 = 18000;
int diff2 = max2 - min2;
Random rn2 = new Random();
int result = rn2.nextInt(diff2 + 1);
result += min2;
Handler handler = new Handler(Looper.getMainLooper());
handler.postDelayed(new Runnable() {
@Override
public void run() {
missileX = ufoX;
setRecent();
waitForUfoTimer = false;
}
}, result);
}
private void changeDirections() {
int max2 = 500;
int min2 = 100;
int diff2 = max2 - min2;
Random rn2 = new Random();
int result = rn2.nextInt(diff2 + 1);
result += min2;
if (System.currentTimeMillis() - changeDirections >= result) {
// Change direction here
toggleDeltaY = !toggleDeltaY;
changeDirections = System.currentTimeMillis();
}
}
public void update(Canvas canvas, Paint paint, boolean toggleDeltaY, int screenWidth, int screenHeight) {
if (ufoX > screenWidth - 250 || ufoX < 10) { // UFO change horizontal direction
deltaUfoX = -deltaUfoX;
}
//make sure UFO does not move too low
if (ufoY >= 20) {
deltaUfoY = -deltaUfoY;
}
if ((ufoY + screenHeight / 100 * 25) <= 0) // don't move outside the top
deltaUfoY = -deltaUfoY;
if (!waitForUfoTimer && Background.checkpoint >= 'A') { // && sectionComplete > 0) {
runOnce = true;
//alienY++;
canvas.drawBitmap(alien, ufoX + 10, ufoY + screenHeight / 100 * 25, paint);
}
//missileX = missileX + speedAlienX;
ufoX = ufoX + deltaUfoX;
if (waitForTimer) missileX = ufoX;
if (toggleDeltaY) {
deltaUfoY = -deltaUfoY;
}
ufoY = ufoY + deltaUfoY;
changeDirections();
}
public void checkBeingHit(int[] missiles, int buggyXDisplacement, double buggyXDistance, Canvas canvas, Bitmap explode2, Paint paint, int score, ParallaxView pview, int i1, int xbuggy2) {
// if UFO is being hit by buggy
if (!waitForTimer && java.lang.Math.abs(ufoX + 10 - 400 - buggyXDistance) * 2 < (alien.getWidth()) && java.lang.Math.abs(ufoY + screenHeight / 100 * 25 - (screenHeight / 100 * 95 - missiles[i1] - xbuggy2)) * 2 < (alien.getHeight())) {
missileOffSetY = -9999;
canvas.drawBitmap(explode2, ufoX + 10, ufoY + screenHeight / 100 * 25, paint);
if (runOnce) {
ParallaxView.score = ParallaxView.score + 100;
Handler handler = new Handler(Looper.getMainLooper());
handler.postDelayed(new Runnable() {
@Override
public void run() {
int max = (int) (0.75 * screenWidth);
int min = 20;
int diff = max - min;
Random rn = new Random();
int i5 = rn.nextInt(diff + 1);
i5 += min;
missileX = i5;//25;
ufoX = missileX;
ufoY = 0;
alienexplode = false;
waitForTimer = false;
waitForUfoTimer = false;
startMissile = true;
}
}, 3000);
}
runOnce = false;
waitForUfoTimer = true;
startMissile = false;
waitForTimer = true;
if (!alienexplode) {
pview.changeText();
}
alienexplode = true;
}
}
private void checkFire() {
int max = 15000;
int min = 12000;
int diff = max - min;
Random rn = new Random();
int i5 = rn.nextInt(diff + 1);
i5 += min;
if (System.currentTimeMillis() - fireTimeout >= i5) { // means how often the alien fires
fireTimeout = System.currentTimeMillis();
missileOffSetY = 0;
missileX = ufoX;
}
}
private void setRecent() {
AttackingAlien.recent = false;
}
public boolean drawMissile(ParallaxView view, Canvas canvas, Paint paint, int buggyXDisplacement, double buggyXDistance, Bitmap buggy, int jumpHeight, int screenHeight) {
wasHit = false;
checkFire();
// if buggy was hit by a missile
if (!AttackingAlien.recent && !view.waitForTimer && java.lang.Math.abs(((buggyXDisplacement + buggyXDistance) + buggy.getWidth() / 2) - (missileX + 10 + alien.getWidth() / 2)) < buggy.getWidth() / 2 && java.lang.Math.abs((ufoY + screenHeight / 100 * 25 + 75 + missileOffSetY) - ((screenHeight * 0.3) - jumpHeight + buggy.getHeight())) < 65) {
AttackingAlien.recent = true;
canvas.drawBitmap(view.explode, (float) (buggyXDisplacement + buggyXDistance), (float) (screenHeight * 0.5) - jumpHeight, paint);
ParallaxView.bombed--;
missileOffSetY = 0;
wasHit = true;
view.recent = true;
Handler handler = new Handler(Looper.getMainLooper());
handler.postDelayed(new Runnable() {
@Override
public void run() {
setRecent();
waitForTimer = false;
wasHit = false;
}
}, 7000);
waitForTimer = true;
} else {
// buggy was not hit so UFO fires more missiles
//TODO: check if the movements are realistic
if (!waitForTimer && !waitForUfoTimer && Background.checkpoint >= 'A') {
if (startMissile) {
startMissile = false;
missileYstart = ufoY;
}
canvas.drawText("●", missileX + alien.getWidth() / 2, missileYstart + screenHeight / 100 * 25 + alien.getHeight() + missileOffSetY, paint);
missileOffSetY = missileOffSetY + 4;
}
wasHit = false;
}
return wasHit;
}
}
The remainder of the code is available on request.
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