xdcms
XDcms是南宁旭东网络科技有限公司推出的一套完全开源的通用的内容管理系统。主要使用php+mysql+smarty技术基础进行开发,XDcms采用OOP(面向对象)方式进行基础运行框架搭建。模块化开发方式做为功能开发形式。框架易于功能扩展,代码维护,二次开发能力优秀。
XDcms重点功能
A、内容管理模型,自定义字段,更方便扩展功能。自带模型:单页模型、新闻模型、产品模型、招聘模型
B、栏目自定义,便于内容管理
C、内容模块化,二次开发更便捷。自带模块:幻灯片、QQ客服、友情链接、自定义表单(在线留言、简历管理)
D、模板管理,后台编辑模板更方便
E、邮件发送,表单留言自动发送邮件到邮箱
F、数据缓存,访问速度更快
G、会员自定义模型、字段
H、结合Smarty开发的万能loop标签、get_block碎片标签,数据调用更简单、更方便
I、产品多图多方位展示
J、URL规则自定义,更有利于做搜索引擎优化(XDcms is Nanning Xudong network science and technology limited company launched a completely open source general-purpose content management system. The main use of php+mysql+smarty technology development, XDcms uses the OOP ( object-oriented ) way of running the framework to build foundation. The modular development mode as the functional forms of development. Frame easy functional expansion, code maintenance, two times the development of outstanding ability.
XDcms key function
A, content management model, custom fields, more convenient function expansion. Model: model with single page, news, products, recruitment model model model
Column B, custom, for content management
C, content modules, two times the development of more convenient. With module: slide, QQ service, links, custom form ( online message, resume management )
D, template management, more convenient background editing template
E, e-mail, message is automatically sent email to form
F, data cache, faster access speed)
- 2013-01-13 15:35:31下载
- 积分:1
android 打飞机游戏 源码下载
import com.pic.SpriteCmd.MainState;import android.app.Activity;import android.content.Context;import android.graphics.Bitmap;import android.graphics.Canvas;import android.graphics.Color;import android.graphics.Paint;import android.graphics.Rect;import android.graphics.drawable.BitmapDrawable;import android.hardware.Sensor;import android.hardware.SensorEvent;import android.hardware.SensorEventListener;import android.hardware.SensorManager;import android.media.MediaPlayer;import android.os.Bundle;import android.view.MotionEvent;import android.view.View;import android.widget.Button;import android.widget.EditText;import android.widget.TextView;public class PictureView extends View implements Runnable,SensorEventListener{private Context context;private int scrWidth;//屏幕的宽度private int scrHeight;//屏幕的高度private int MainTime = 0; //主计时器private Bitmap imgBackground = null;//背景图片private Bitmap imgBackground2 = null;private ButtonUtil ButtonStart = null;//开始按钮private ButtonUtil ButtonHelp = null;//帮助按钮private ButtonUtil ButtonScore = null;private ButtonUtil ButtonDetail = null;private Bitmap imgStart = null;//开始按钮对应的图片private Bitmap imgHelp = null;//帮助按钮对应的图片private Bitmap imgScore = null;private Bitmap imgDetail = null;private ButtonUtil ButtonFirst = null;//选关界面第一关对应按钮private ButtonUtil ButtonSecond = null;//选关界面第二关对应按钮private Bitmap imgFirst = null;//第一关对应图片private Bitmap imgSecond = null;//第二关对应图片private Bitmap imgHelpDisplay = null;//帮助图片private Bitmap imgScoreDisplay = null;//高分图片private Bitmap imgDetailDisplay = null;private ButtonUtil ButtonReturn = null;//返回按钮private Bitmap imgReturn = null;//返回按钮对应图片private ButtonUtil ButtonSound = null;//声音开关按钮private Bitmap imgSoundOn = null;//开声音对应图片private Bitmap imgSoundOff = null;//关声音对应图片private Boolean is_SoundOn = true;//声音是否开private Boolean is_LeverUp = false;//是否过关private int DeadEnemyCnt = 0;//敌人死亡计数器 当死亡敌人个数达到某个数时 过关private int LeverCnt = 0;//过关界面的计数器private static MediaPlayer mediaPlayer = null;//声音播放对象public enum GameState//游戏状态{GAMESTATE_MENU, //菜单GAMESTATE_LEVELGUIDE, //关数提示,显示第一关,第二关 。。GAMESTATE_HELP, GAMESTATE_SCORE,GAMESTATE_DETAIL,GAMESTATE_GAME, //游戏}public GameState GameState; // 游戏状态public static final int STAR_NUM = 30;public SpriteCmd rgSpriteCmd = new SpriteCmd();////主角SpriteCmd类对象实例化public SpriteCmd rgCmdStar[] = new SpriteCmd[30];//星星对象public SpriteCmd rgBulletCmd[] = new SpriteCmd[20];//主角子弹对象public SpriteCmd rgEnemy1Cmd = new SpriteCmd();//敌人1的SpriteCmd类对象public SpriteCmd rgEnemy2Cmd = new SpriteCmd();//敌人2对象public SpriteCmd rgEnemy3Cmd = new SpriteCmd();//敌人3对象public SpriteCmd rgEnemy4Cmd = new SpriteCmd();public SpriteCmd rgEnemy5Cmd = new SpriteCmd();public SpriteCmd rgBombCmds[] = new SpriteCmd[5];//敌人死亡时候爆炸的对象private int LeverNum;//关数计数器public Bitmap imgPlane;//主角飞机对应图片public Bitmap imgStar;//星星对应图片public Bitmap imgBullet;//子弹图片public Bitmap imgEnemy1;//敌人1对应图片public Bitmap imgEnemy2;//敌人2对象图片public Bitmap imgEnemy3;public Bitmap imgEnemy4;public Bitmap imgEnemy5;public Bitmap imgBomb; //炸弹对应图片public Bitmap imgPassLerver;//过关图片public SpriteCmd rgGameover = new SpriteCmd();public Bitmap imgBloodBg;//血量框图片public Bitmap imgBlood;//血量图片public boolean IsRightKeyRealess = true;//右键是否释放public boolean IsLeftKeyRealess = true;//左键是否释放public boolean IsUpKeyRealess = true;//上键是否释放public boolean IsDownKeyRealess = true;//下键是否释放private SensorManager sm;//传感器管理器private Sensor sensor;//重力传感器对象public float x_sensor = 0;//重力传感器x方向的位置偏移public float y_sensor = 0;//重力传感器y方向的位置偏移public float z_sensor = 0;//重力传感器z方向的位置偏移public SpriteCmd rgBackground1 = new SpriteCmd();//背景对象1public SpriteCmd rgBackground2 = new SpriteCmd();//背景对象2public SpriteCmd rgLerver = new SpriteCmd();//“恭喜过关”对象public SpriteCmd rgBloodBg = new SpriteCmd();//“血量框”对象public SpriteCmd rgBlood = new SpriteCmd();//“血量”对象public boolean Is_exit = false;//是否退出游戏public PictureView(Context context){ super(context);//调用父类的构造方法 MainTime = 0; // 主计时清零 sm = (SensorManager) context.getSystemService(Context.SENSOR_SERVICE); sensor = sm.getDefaultSensor(Sensor.TYPE_ACCELEROMETER);// 得到一个重力传感器实例 sm.registerListener(this, sensor, SensorManager.SENSOR_DELAY_GAME); new Thread(this).start(); //启动线程 通过start()方法找到run()方法 this.context = context; Is_exit = false; }public void TurnToMenu()//进入菜单{imgBackground =((BitmapDrawable)getResources().getDrawable(R.drawable.bg1)).getBitmap();//背景图片if (imgStart == null){imgStart = ((BitmapDrawable)getResources().getDrawable(R.drawable.start)).getBitmap();//“开始游戏”的图片}if (imgHelp == null){imgHelp = ((BitmapDrawable)getResources().getDrawable(R.drawable.help)).getBitmap();//“游戏帮助”的图片}if (imgScore == null){imgScore = ((BitmapDrawable)getResources().getDrawable(R.drawable.score)).getBitmap();//“高分”的图}if (imgDetail == null){imgDetail = ((BitmapDrawable)getResources().getDrawable(R.drawable.detail)).getBitmap();//“信息”的图}if (imgReturn == null){imgReturn = ((BitmapDrawable)getResources().getDrawable(R.drawable.back)).getBitmap();//“返回”的图片}ButtonStart = new ButtonUtil(imgStart,(scrWidth - imgStart.getWidth())/2,100);//把“开始游戏”的图片与按钮绑定ButtonHelp = new ButtonUtil(imgHelp,(scrWidth - imgHelp.getWidth())/2,200);ButtonScore = new ButtonUtil(imgScore,(scrWidth - imgScore.getWidth())/2,300);ButtonDetail = new ButtonUtil(imgDetail,(scrWidth - imgDetail.getWidth())/2,400);ButtonReturn = new ButtonUtil(imgReturn,scrWidth - imgReturn.getWidth() - 10,scrHeight - 50);//把“返回”的图片与按钮绑定GameState = GameState.GAMESTATE_MENU; //状态转换成菜单状态}public void TurnToLeverGuide()//进入选关{ReleaseImage(imgBackground);imgBackground =((BitmapDrawable)getResources().getDrawable(R.drawable.bg2)).getBitmap();//背景图片if (imgFirst == null){imgFirst = ((BitmapDrawable)getResources().getDrawable(R.drawable.firstlever)).getBitmap();//“第1关”的图片}if (imgSecond == null){imgSecond = ((BitmapDrawable)getResources().getDrawable(R.drawable.secondlever)).getBitmap();//“第2关”的图片}ButtonFirst = new ButtonUtil(imgFirst,(scrWidth - imgFirst.getWidth())/2,150);ButtonSecond = new ButtonUtil(imgSecond,(scrWidth - imgSecond.getWidth())/2,300);GameState = GameState.GAMESTATE_LEVELGUIDE;}public void TurnToHelp()//进入帮助{if (imgHelpDisplay == null){imgHelpDisplay = ((BitmapDrawable)getResources().getDrawable(R.drawable.helpdisplay)).getBitmap();}GameState = GameState.GAMESTATE_HELP;}public void TurnToScore()//进入高分榜{if (imgScoreDisplay == null){TextView a=new TextView(context);a.setText("a");//imgScoreDisplay = ((BitmapDrawable)getResources().getDrawable(R.drawable.scoredisplay)).getBitmap();}GameState = GameState.GAMESTATE_SCORE;}public void TurnToDetail()//进入信息{if (imgDetailDisplay == null){imgDetailDisplay = ((BitmapDrawable)getResources().getDrawable(R.drawable.detaildisplay)).getBitmap();}GameState = GameState.GAMESTATE_DETAIL;}public void TurnToGame()//进入游戏{ LoadResource();InitLever();//GameState = GameState.GAMESTATE_GAME;//////////为背景图定义了SpriteCmd类的两个对象,为背景图设定两个位置同时画出来//// rgBackground1.x = 0;rgBackground1.y = -scrHeight;rgBackground1.unLayer = 0;rgBackground1.unWidth = scrWidth; //背景图的宽度设为全屏rgBackground1.unHeight = scrHeight;//背景图的宽度设为全屏rgBackground2.x = 0;rgBackground2.y = 0;rgBackground2.unLayer = 0;rgBackground2.unWidth = scrWidth;//背景图的宽度设为全屏rgBackground2.unHeight = scrHeight; //背景图的宽度设为全屏///////////////////////////////////////////////////////////// imgSoundOn =((BitmapDrawable)getResources().getDrawable(R.drawable.bgsoundon)).getBitmap();imgSoundOff =((BitmapDrawable)getResources().getDrawable(R.drawable.bgsoundoff)).getBitmap();ButtonSound = new ButtonUtil(imgSoundOn,10,scrHeight - 20);rgLerver.unWidth = 200;rgLerver.unHeight = 40;rgLerver.unLayer = 255;rgGameover.unWidth = 200;rgGameover.unHeight = 40;rgGameover.unLayer = 255;rgBloodBg.unWidth = 100;rgBloodBg.unHeight = 32;rgBloodBg.unLayer = 0;rgBloodBg.x = 0;rgBloodBg.y = 0;rgBlood.unWidth = 96;rgBlood.unHeight = 14;rgBlood.unLayer = 0;rgBlood.x = rgBloodBg.x;rgBlood.y = rgBloodBg.y 10;mediaPlayer = MediaPlayer.create(context, R.raw.game); mediaPlayer.start(); mediaPlayer.setLooping(true);is_LeverUp = false;}void InitLever(){int i;switch (LeverNum) {case 1: //第一关rgSpriteCmd.unWidth = 36;rgSpriteCmd.unHeight = 34;rgSpriteCmd.x = (scrWidth - rgSpriteCmd.unWidth)/2;rgSpriteCmd.y = scrHeight - rgSpriteCmd.unHeight;rgSpriteCmd.unLayer = 0;rgSpriteCmd.unSpriteIndex = 0;rgSpriteCmd.CurrentState = MainState.enSTAND;rgSpriteCmd.WalkCount = 0;rgSpriteCmd.IsHurt = false;rgSpriteCmd.IsLeftStop = false;rgSpriteCmd.IsRight = false;rgSpriteCmd.IsTopStop = false;rgSpriteCmd.IsDownStop = false;//敌人初始化rgEnemy1Cmd.unWidth = 35;rgEnemy1Cmd.unHeight = 30;rgEnemy1Cmd.unLayer = 255;rgEnemy3Cmd.unWidth = 35;rgEnemy3Cmd.unHeight = 30;rgEnemy3Cmd.unLayer = 255;rgEnemy3Cmd.IsRight = false;rgEnemy4Cmd.unWidth = 35;rgEnemy4Cmd.unHeight = 30;rgEnemy4Cmd.unLayer = 255;rgEnemy4Cmd.IsRight = false;break;case 2: //第二关rgSpriteCmd.unWidth = 36;rgSpriteCmd.unHeight = 34;rgSpriteCmd.x = (scrWidth - rgSpriteCmd.unWidth)/4;rgSpriteCmd.y = scrHeight - rgSpriteCmd.unHeight;rgSpriteCmd.unLayer = 0;rgSpriteCmd.unSpriteIndex = 0;rgSpriteCmd.CurrentState = MainState.enSTAND;rgSpriteCmd.WalkCount = 0;rgSpriteCmd.IsHurt = false;rgSpriteCmd.IsLeftStop = false;rgSpriteCmd.IsRight = false;rgSpriteCmd.IsTopStop = false;rgSpriteCmd.IsDownStop = false;//敌人初始化rgEnemy1Cmd.unWidth = 35;rgEnemy1Cmd.unHeight = 30;rgEnemy1Cmd.unLayer = 255;rgEnemy2Cmd.unWidth = 35;rgEnemy2Cmd.unHeight = 30;rgEnemy2Cmd.unLayer = 255;rgEnemy3Cmd.unWidth = 35;rgEnemy3Cmd.unHeight = 30;rgEnemy3Cmd.unLayer = 255;rgEnemy3Cmd.IsRight = false;rgEnemy4Cmd.unWidth = 35;rgEnemy4Cmd.unHeight = 30;rgEnemy4Cmd.unLayer = 255;rgEnemy5Cmd.unWidth = 35;rgEnemy5Cmd.unHeight = 30;rgEnemy5Cmd.unLayer = 255;rgEnemy5Cmd.IsRight = false;break;default:break;}////星星的初始化///////////////////////////////for (i = 0; i < STAR_NUM; i = 1){rgCmdStar[i] = new SpriteCmd();//每颗星星都实例化SpriteCmd类对象}for (i = 0; i < STAR_NUM; i = 2) //偶数个星星的图片索引值为0{rgCmdStar[i].unSpriteIndex = 0;}for (i = 1; i < STAR_NUM; i = 2) //基数个星星的图片索引值为1{rgCmdStar[i].unSpriteIndex = 1;}for (i = 0; i < STAR_NUM; i ){rgCmdStar[i].unWidth = 3; //每颗星星图片的宽度和高度rgCmdStar[i].unHeight = 3;rgCmdStar[i].x = scrWidth/STAR_NUM*i 10;//每颗星星图片绘制在屏幕上的位置rgCmdStar[i].y = scrHeight/STAR_NUM*i;} //////////////每颗子弹实例化SpriteCmd类对象,初始化////////for(i=0;i scrHeight) {//到达地图下边界rgSpriteCmd.IsDownStop = true;rgSpriteCmd.y = scrHeight - rgSpriteCmd.unHeight;}else {rgSpriteCmd.IsDownStop = false;}////主机与敌机的碰撞判断及处理///////////////////////////////if ((CheckHitEnemy(rgSpriteCmd, rgEnemy1Cmd) || CheckHitEnemy(rgSpriteCmd, rgEnemy2Cmd)|| CheckHitEnemy(rgSpriteCmd, rgEnemy3Cmd)) || CheckHitEnemy(rgSpriteCmd, rgEnemy4Cmd)|| CheckHitEnemy(rgSpriteCmd, rgEnemy5Cmd)&& !rgSpriteCmd.IsHurt) {rgSpriteCmd.CurrentState = MainState.enHURT;rgSpriteCmd.ProtectCount = 18;rgSpriteCmd.IsHurt = true;rgBlood.unWidth -= 19;if (rgBlood.unWidth < 0) {rgBlood.unWidth = 96;}}/////主机子弹与敌机1的碰撞////////////////////////////////for(i=0;i -1 && y_sensor < 1) {rgSpriteCmd.CurrentState = MainState.enSTAND;}else {rgSpriteCmd.unSpriteIndex = 0;rgSpriteCmd.y = 10;}}else if (rgSpriteCmd.CurrentState == MainState.enHURT) {rgSpriteCmd.unSpriteIndex = MainTime%2 - 1; rgSpriteCmd.ProtectCount--;if (rgSpriteCmd.ProtectCount == 0) {rgSpriteCmd.CurrentState = MainState.enSTAND;rgSpriteCmd.IsHurt = false;}}} ///////把图片画成全屏///////////////////////////////////////////public void DisplayImage(Canvas canvas, Bitmap bitmap,int width, int height){ if(bitmap!=null) { Rect scrRect = new Rect(); //绘制区域在屏幕上的矩形范围 scrRect.left = 0; //绘制区域左上角顶点在屏幕上的x坐标 scrRect.top = 0; //绘制区域左上角顶点在屏幕上的y坐标 scrRect.right = scrWidth;//width; //绘制区域右下角顶点在屏幕上的x坐标 scrRect.bottom = scrHeight;//height; //绘制区域右下角顶点在屏幕上的y坐标 Rect imgRect = new Rect(); //绘制区域在图片上的矩形范围 imgRect.left = 0; //绘制区域左上角顶点距离图片左上角的x坐标 imgRect.top = 0; //绘制区域左上角顶点距离图片左上角的y坐标 imgRect.right = 0 width; //绘制区域右下角顶点距离图片左上角的x坐标 imgRect.bottom = 0 height; //绘制区域右下角顶点距离图片左上角的y坐标 canvas.drawBitmap(bitmap, imgRect, scrRect, null); //绘制图片 } }/////////////////////////////////////////////////////////////////////////// ////////画精灵(相对于屏幕的相对位置)//////////////////////public void DrawSprites(Canvas canvas, Bitmap bitmap, SpriteCmd spriteCmd){if (spriteCmd.unLayer != 255) {DisplayImage(canvas, bitmap, //要画的图片spriteCmd.x, //图片左上角画在屏幕上的x位置spriteCmd.y, //图片左上角画在屏幕上的y位置spriteCmd.unWidth, //图片的宽度spriteCmd.unHeight, //图片的高度0, //要画的图片在整个图片中的x方向位置spriteCmd.unSpriteIndex * spriteCmd.unHeight); //要画的图片在整个图片中的y方向位置}}//画图片//参数依次为画布Canvas对象,位图对象,在屏幕上的x坐标,在屏幕上的y坐标,//绘制的宽度,绘制的高度,在图片上的x坐标,在图片上的y坐标public void DisplayImage(Canvas canvas, Bitmap bitmap, int scrX, int scrY, int width, int height, int imgX, int imgY){if(bitmap!=null){Rect scrRect = new Rect(); //绘制区域在屏幕上的矩形范围scrRect.left = scrX; //绘制区域左上角顶点在屏幕上的x坐标scrRect.top = scrY; //绘制区域左上角顶点在屏幕上的y坐标scrRect.right = scrX width; //绘制区域右下角顶点在屏幕上的x坐标scrRect.bottom = scrY height; //绘制区域右下角顶点在屏幕上的y坐标Rect imgRect = new Rect(); //绘制区域在图片上的矩形范围imgRect.left = imgX; //绘制区域左上角顶点距离图片左上角的x坐标imgRect.top = imgY; //绘制区域左上角顶点距离图片左上角的y坐标imgRect.right = imgX width; //绘制区域右下角顶点距离图片左上角的x坐标imgRect.bottom = imgY height; //绘制区域右下角顶点距离图片左上角的y坐标canvas.drawBitmap(bitmap, imgRect, scrRect, null); //绘制图片}}//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////触屏事件////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////public boolean onTouchEvent(MotionEvent event){switch (event.getAction()){case MotionEvent.ACTION_DOWN: // 当触摸到屏幕IsRightKeyRealess = false;IsLeftKeyRealess = false;IsUpKeyRealess = false;IsDownKeyRealess = false;switch (GameState){case GAMESTATE_MENU:onTouchEventInMenu(event); // 菜单界面的触屏事件处理break;case GAMESTATE_LEVELGUIDE:onTouchEventLeverGuide(event);// 选关界面的触屏事件处理break;case GAMESTATE_HELP:onTouchEventHelp(event);// 帮助界面的触屏事件处理break;case GAMESTATE_SCORE:onTouchEventScore(event);// 分数界面的触屏事件处理break;case GAMESTATE_DETAIL:onTouchEventHelp(event);// 信息界面的触屏事件处理break;case GAMESTATE_GAME:onTouchEventInGame(event);// 游戏界面的触屏事件处理break;default:break;}return true;case MotionEvent.ACTION_UP:// 当手抬起,离开屏幕IsRightKeyRealess = true;IsLeftKeyRealess = true;IsUpKeyRealess = true;IsDownKeyRealess = true;return true;default:break;} return super.onTouchEvent(event);}public void onTouchEventInMenu(MotionEvent event)// 菜单界面的触屏事件处理{float x, y;x = event.getX();y = event.getY();if (ButtonStart.isClick(x, y)) {TurnToLeverGuide();}else if (ButtonHelp.isClick(x, y)) {TurnToHelp();}else if (ButtonScore.isClick(x, y)) {TurnToScore();}else if (ButtonDetail.isClick(x, y)) {TurnToDetail();}else if (ButtonReturn.isClick(x, y)) {Is_exit = true;CloseGame();}}public void onTouchEventLeverGuide(MotionEvent event)// 选关界面的触屏事件处理{float x, y;x = event.getX();y = event.getY();if (ButtonReturn.isClick(x, y)) {TurnToMenu();}else if (ButtonFirst.isClick(x, y)) {LeverNum = 1;TurnToGame();}else if (ButtonSecond.isClick(x, y)) {LeverNum = 2;TurnToGame();}}public void onTouchEventHelp(MotionEvent event)// 帮助界面的触屏事件处理{float x, y;x = event.getX();y = event.getY();if (ButtonReturn.isClick(x, y)) {TurnToMenu();}}public void onTouchEventScore(MotionEvent event)// 帮助界面的触屏事件处理{float x, y;x = event.getX();y = event.getY();if (ButtonReturn.isClick(x, y)) {TurnToMenu();}}public void onTouchEventInGame(MotionEvent event)// 游戏界面的触屏事件处理{float x, y;x = event.getX();y = event.getY();//////处理返回键/////////////////////////////// if (ButtonReturn.isClick(x, y)) {TurnToMenu();mediaPlayer.pause();}/////////////////////////////////////////// ///////////////声音处理///////////////////////////else if(ButtonSound.isClick(x, y)){if (is_SoundOn) {ButtonSound.setButtonPic(imgSoundOff);is_SoundOn = false;mediaPlayer.pause();}else {ButtonSound.setButtonPic(imgSoundOn);is_SoundOn = true; mediaPlayer.start(); mediaPlayer.setLooping(true);}}/////////////////////////////////////////////////////////////////根据触摸点的位置判断主角飞机的运动状态////////////////////if ((x- rgSpriteCmd.x - rgSpriteCmd.unWidth/2) > (y - rgSpriteCmd.y - rgSpriteCmd.unHeight / 2)&& (x- rgSpriteCmd.x - rgSpriteCmd.unWidth/2) > -(y - rgSpriteCmd.y - rgSpriteCmd.unHeight / 2)&& !rgSpriteCmd.IsRigtStop && rgSpriteCmd.CurrentState != MainState.enHURT &&!ButtonSound.isClick(x, y)){rgSpriteCmd.CurrentState = MainState.enWALKRIGHT;//向右走}else if ((x - rgSpriteCmd.x - rgSpriteCmd.unWidth / 2 < (y - rgSpriteCmd.y - rgSpriteCmd.unHeight / 2)) && (x- rgSpriteCmd.x - rgSpriteCmd.unWidth/2) < -(y - rgSpriteCmd.y - rgSpriteCmd.unHeight / 2)&& !rgSpriteCmd.IsLeftStop && rgSpriteCmd.CurrentState != MainState.enHURT &&!ButtonSound.isClick(x, y)){rgSpriteCmd.CurrentState = MainState.enWALKLEFT;//向左走}else if ((y - rgSpriteCmd.y - rgSpriteCmd.unHeight / 2) = (x - rgSpriteCmd.x - rgSpriteCmd.unWidth / 2) && (y - rgSpriteCmd.y - rgSpriteCmd.unHeight / 2) >= -(x - rgSpriteCmd.x - rgSpriteCmd.unWidth / 2)&& !rgSpriteCmd.IsDownStop && rgSpriteCmd.CurrentState != MainState.enHURT &&!ButtonSound.isClick(x, y)){rgSpriteCmd.CurrentState = MainState.enWALKDOWN;//向下走}}/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// public Boolean CheckHitEnemy(SpriteCmd Cmd,SpriteCmd SpCmd) {if (Cmd.unLayer!=255 && SpCmd.unLayer != 255) {if (Cmd.x Cmd.unWidth > SpCmd.x && Cmd.x < SpCmd.x SpCmd.unWidth && Cmd.y Cmd.unHeight > SpCmd.y && Cmd.y < SpCmd.y SpCmd.unHeight) {return true;}} return false;}/////////////////////////////////////////////////////////////////////////////////////////////////////////////// public void onAccuracyChanged(Sensor sensor, int accuracy) {// TODO Auto-generated method stub}public void onSensorChanged(SensorEvent event) {// TODO Auto-generated method stubx_sensor = event.values[0]; // 手机横向翻滚// x>0 说明当前手机左翻 x0 说明当前手机下翻 y0 手机屏幕朝上 z
- 2015-07-02下载
- 积分:1