基本信息
源码名称:android 防抢滩登陆游戏 源码
源码大小:7.38M
文件格式:.zip
开发语言:Java
更新时间:2018-05-22
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嘿,亲!知识可是无价之宝呢,但咱这精心整理的资料也耗费了不少心血呀。小小地破费一下,绝对物超所值哦!如有下载和支付问题,请联系我们QQ(微信同号):813200300
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源码介绍
防做的是一款游戏软件,可以使用
生成的apk在bin文件夹下,可以将apk文件先取出来,再生成你想要的apk,本apk用AndioStudio
编辑而成,请导入时查看版本兼容问题
代码是基于Android 5.0版本开发的,最低的调试环境要求是Android 4.0。
package dfzy.QTDL; import static dfzy.QTDL.Constant.*; import java.util.HashMap; import java.util.Map; import dfzy.QTDL.R; import android.app.Activity; import android.content.pm.ActivityInfo; import android.media.AudioManager; import android.media.MediaPlayer; import android.media.SoundPool; import android.os.Bundle; import android.os.Handler; import android.os.Message; import android.view.KeyEvent; import android.view.Window; import android.view.WindowManager; public class Activity_GL extends Activity { static int flag;//界面标志 //界面引用 private SurfaceTag tagView; private SurfaceSound soundView; private SurfaceMenu menuView; GLGameView myView; //消息处理器 Handler hd; //背景音乐播放器 MediaPlayer bei; //缓冲池 SoundPool soundPool; Map<Integer,Integer> soundPoolMap; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); requestWindowFeature(Window.FEATURE_NO_TITLE); getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN); setRequestedOrientation(ActivityInfo.SCREEN_ORIENTATION_LANDSCAPE); tagView=new SurfaceTag(this);//灰度闪屏 setContentView(tagView); initSounds();//声音初始化 hd=new Handler()//消息处理器 { @Override public void handleMessage(Message msg) { super.handleMessage(msg); switch(msg.what) { case GAME_SOUND: flag=GAME_SOUND; soundView=new SurfaceSound(Activity_GL.this); setContentView(soundView); break; case GAME_MENU: flag=GAME_MENU; menuView=new SurfaceMenu(Activity_GL.this); setContentView(menuView); break; case GAME_LOAD: flag=GAME_LOAD; setContentView(R.layout.load); new Thread() { public void run() { try { Thread.sleep(3000); } catch(Exception e) { e.printStackTrace(); } hd.sendEmptyMessage(GAME_START); } }.start(); break; case GAME_START: myView=new GLGameView(Activity_GL.this); setContentView(myView); myView.setFocusableInTouchMode(true); //在获得焦点之前触控 myView.requestFocus(); new Thread() { boolean flag=true;//标志位 public void run() { while(flag) { if(Count>=MAX_COUNT) { flag=false; extracted(); } try { Thread.sleep(1000); } catch (InterruptedException e) { e.printStackTrace(); } } } private void extracted() { { myView.bgt.flag=false; myView.gtlt.flag=false; myView.gtwt.flag=false; myView.tl.flag=false;//关闭光源旋转 myView.xk.flag=false;//关闭星空旋转 myView.tm.flag=false;//关闭月球公转 inGame=false; bei.pause();//停止播放背景声音 Count=0; hd.sendEmptyMessage(GAME_OVER); } } }.start(); break; case GAME_OVER: flag=GAME_OVER; SurfaceOver overView=new SurfaceOver(Activity_GL.this,myView); setContentView(overView); break; case GAME_HELP: flag=GAME_HELP; Help helpView=new Help(Activity_GL.this); setContentView(helpView); break; case GAME_ABOUT: flag=GAME_ABOUT; About aboutView=new About(Activity_GL.this); setContentView(aboutView); break; } } }; } @Override public void onResume() { super.onResume(); if(B_FLAG&&inGame)//声音控制 { bei.start(); } pauseFlag=false; } public void onPause() { pauseFlag=true; super.onPause(); if(B_FLAG)//声音控制 { bei.pause(); } } public void initSounds() { bei=MediaPlayer.create(this,R.raw.seasound); bei.setLooping(true);//循环播放 soundPool=new SoundPool ( 4, AudioManager.STREAM_MUSIC, 100 ); soundPoolMap=new HashMap<Integer,Integer>(); soundPoolMap.put(1,soundPool.load(this, R.raw.bulletsound, 1));//发射炮弹音效 soundPoolMap.put(2,soundPool.load(this, R.raw.explode, 1));//炮弹爆炸音效 } public void playSound(int soundId,int Loop) { if(pauseFlag)return; AudioManager mgr=(AudioManager) this.getSystemService(AUDIO_SERVICE); float volumnCurr=mgr.getStreamVolume(AudioManager.STREAM_MUSIC); float volumnMax=mgr.getStreamMaxVolume(AudioManager.STREAM_MUSIC); float volumn=volumnCurr/volumnMax; soundPool.play(soundPoolMap.get(soundId), volumn, volumn, 1, Loop, 0.5f); } public boolean onKeyDown(int keyCode,KeyEvent e) { if(keyCode==4) { switch(flag) { case GAME_ABOUT: case GAME_HELP: case GAME_OVER: case GAME_SOUND: this.hd.sendEmptyMessage(GAME_MENU); break; case GAME_MENU: System.exit(0); break; } return true; } return false; } }