android 游戏 实战打飞机游戏 BOSS的设计 以及胜利失败页面(6结束)

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这里写图片描述

修改子弹类:

public class Bullet {
    //子弹图片资源
    public Bitmap bmpBullet;
    //子弹的坐标
    public int bulletX, bulletY;
    //子弹的速度
    public int speed;
    //子弹的种类以及常量
    public int bulletType;
    //主角的
    public static final int BULLET_PLAYER = -1;
    //鸭子的
    public static final int BULLET_DUCK = 1;
    //苍蝇的
    public static final int BULLET_FLY = 2;
    //Boss的
    public static final int BULLET_BOSS = 3;
    //子弹是否超屏, 优化处理
    public boolean isDead;

    //Boss疯狂状态下子弹相关成员变量
    private int dir;//当前Boss子弹方向
    //8方向常量
    public static final int DIR_UP = -1;
    public static final int DIR_DOWN = 2;
    public static final int DIR_LEFT = 3;
    public static final int DIR_RIGHT = 4;
    public static final int DIR_UP_LEFT = 5;
    public static final int DIR_UP_RIGHT = 6;
    public static final int DIR_DOWN_LEFT = 7;
    public static final int DIR_DOWN_RIGHT = 8;

    //子弹当前方向
    public Bullet(Bitmap bmpBullet, int bulletX, int bulletY, int bulletType) {
        this.bmpBullet = bmpBullet;
        this.bulletX = bulletX;
        this.bulletY = bulletY;
        this.bulletType = bulletType;
        //不同的子弹类型速度不一
        switch (bulletType) {
        case BULLET_PLAYER:
            speed = 4;
            break;
        case BULLET_DUCK:
            speed = 3;
            break;
        case BULLET_FLY:
            speed = 4;
            break;
        case BULLET_BOSS:
            speed = 5;
            break;
        }
    }

    /**
     * 专用于处理Boss疯狂状态下创建的子弹
     * @param bmpBullet
     * @param bulletX
     * @param bulletY
     * @param bulletType
     * @param Dir
     */
    public Bullet(Bitmap bmpBullet, int bulletX, int bulletY, int bulletType, int dir) {
        this.bmpBullet = bmpBullet;
        this.bulletX = bulletX;
        this.bulletY = bulletY;
        this.bulletType = bulletType;
        speed = 5;
        this.dir = dir;
    }

    //子弹的绘制
    public void draw(Canvas canvas, Paint paint) {
        canvas.drawBitmap(bmpBullet, bulletX, bulletY, paint);
    }

    //子弹的逻辑
    public void logic() {
        //不同的子弹类型逻辑不一
        //主角的子弹垂直向上运动
        switch (bulletType) {
        case BULLET_PLAYER:
            bulletY -= speed;
            if (bulletY < -50) {
                isDead = true;
            }
            break;
        //鸭子和苍蝇的子弹都是垂直下落运动
        case BULLET_DUCK:
        case BULLET_FLY:
            bulletY += speed;
            if (bulletY > MySurfaceView.screenH) {
                isDead = true;
            }
            break;
        //Boss疯狂状态下的8方向子弹逻辑
        case BULLET_BOSS:
            //Boss疯狂状态下的子弹逻辑待实现
            switch (dir) {
            //方向上的子弹
            case DIR_UP:
                bulletY -= speed;
                break;
            //方向下的子弹
            case DIR_DOWN:
                bulletY += speed;
                break;
            //方向左的子弹
            case DIR_LEFT:
                bulletX -= speed;
                break;
            //方向右的子弹
            case DIR_RIGHT:
                bulletX += speed;
                break;
            //方向左上的子弹
            case DIR_UP_LEFT:
                bulletY -= speed;
                bulletX -= speed;
                break;
            //方向右上的子弹
            case DIR_UP_RIGHT:
                bulletX += speed;
                bulletY -= speed;
                break;
            //方向左下的子弹
            case DIR_DOWN_LEFT:
                bulletX -= speed;
                bulletY += speed;
                break;
            //方向右下的子弹
            case DIR_DOWN_RIGHT:
                bulletY += speed;
                bulletX += speed;
                break;
            }
            //边界处理
            if (bulletY > MySurfaceView.screenH || bulletY <= -40 || bulletX > MySurfaceView.screenW || bulletX <= -40) {
                isDead = true;
            }
            break;
        }
    }
}

下面 新建BOSS类

创建BOSS

public class Boss {
    //Boss的血量
    public int hp = 50;
    //Boss的图片资源
    private Bitmap bmpBoss;
    //Boss坐标
    public int x, y;
    //Boss每帧的宽高
    public int frameW, frameH;
    //Boss当前帧下标
    private int frameIndex;
    //Boss运动的速度
    private int speed = 5;
    //Boss的运动轨迹
    //一定时间会向着屏幕下方运动,并且发射大范围子弹,(是否狂态)
    //正常状态下 ,子弹垂直朝下运动
    private boolean isCrazy;
    //进入疯狂状态的状态时间间隔
    private int crazyTime = 200;
    //计数器
    private int count;

    //Boss的构造函数
    public Boss(Bitmap bmpBoss) {
        this.bmpBoss = bmpBoss;
        frameW = bmpBoss.getWidth() / 10;
        frameH = bmpBoss.getHeight();
        //Boss的X坐标居中
        x = MySurfaceView.screenW / 2 - frameW / 2;
        y = 0;
    }

    //Boss的绘制
    public void draw(Canvas canvas, Paint paint) {
        canvas.save();
        canvas.clipRect(x, y, x + frameW, y + frameH);
        canvas.drawBitmap(bmpBoss, x - frameIndex * frameW, y, paint);
        canvas.restore();
    }

    //Boss的逻辑
    public void logic() {
        //不断循环播放帧形成动画
        frameIndex++;
        if (frameIndex >= 10) {
            frameIndex = 0;
        }
        //没有疯狂的状态
        if (isCrazy == false) {
            x += speed;
            if (x + frameW >= MySurfaceView.screenW) {
                speed = -speed;
            } else if (x <= 0) {
                speed = -speed;
            }
            count++;
            if (count % crazyTime == 0) {
                isCrazy = true;
                speed = 24;
            }
            //疯狂的状态
        } else {
            speed -= 1;
            //当Boss返回时创建大量子弹
            if (speed == 0) {
                //添加8方向子弹
                MySurfaceView.vcBulletBoss.add(new Bullet(MySurfaceView.bmpBossBullet, x+40, y+10, Bullet.BULLET_BOSS, Bullet.DIR_UP));
                MySurfaceView.vcBulletBoss.add(new Bullet(MySurfaceView.bmpBossBullet, x+40, y+10, Bullet.BULLET_BOSS, Bullet.DIR_DOWN));
                MySurfaceView.vcBulletBoss.add(new Bullet(MySurfaceView.bmpBossBullet, x+40, y+10, Bullet.BULLET_BOSS, Bullet.DIR_LEFT));
                MySurfaceView.vcBulletBoss.add(new Bullet(MySurfaceView.bmpBossBullet, x+40, y+10, Bullet.BULLET_BOSS, Bullet.DIR_RIGHT));
                MySurfaceView.vcBulletBoss.add(new Bullet(MySurfaceView.bmpBossBullet, x+40, y+10, Bullet.BULLET_BOSS, Bullet.DIR_UP_LEFT));
                MySurfaceView.vcBulletBoss.add(new Bullet(MySurfaceView.bmpBossBullet, x+40, y+10, Bullet.BULLET_BOSS, Bullet.DIR_UP_RIGHT));
                MySurfaceView.vcBulletBoss.add(new Bullet(MySurfaceView.bmpBossBullet, x+40, y+10, Bullet.BULLET_BOSS, Bullet.DIR_DOWN_LEFT));
                MySurfaceView.vcBulletBoss.add(new Bullet(MySurfaceView.bmpBossBullet, x+40, y+10, Bullet.BULLET_BOSS, Bullet.DIR_DOWN_RIGHT));
            }
            y += speed;
            if (y <= 0) {
                //恢复正常状态
                isCrazy = false;
                speed = 5;
            }
        }
    }

    //判断碰撞(Boss被主角子弹击中)
    public boolean isCollsionWith(Bullet bullet) {
        int x2 = bullet.bulletX;
        int y2 = bullet.bulletY;
        int w2 = bullet.bmpBullet.getWidth();
        int h2 = bullet.bmpBullet.getHeight();
        if (x >= x2 && x >= x2 + w2) {
            return false;
        } else if (x <= x2 && x + frameW <= x2) {
            return false;
        } else if (y >= y2 && y >= y2 + h2) {
            return false;
        } else if (y <= y2 && y + frameH <= y2) {
            return false;
        }
        return true;
    }

    //设置Boss血量
    public void setHp(int hp) {
        this.hp = hp;
    }
}

在主界面实例化 子弹 以及boss

public class MySurfaceView extends SurfaceView implements Callback, Runnable {
    private SurfaceHolder sfh;
    private Paint paint;
    private Thread th;
    private boolean flag;
    private Canvas canvas;
    public static int screenW, screenH;
    //定义游戏状态常量
    public static final int GAME_MENU = 0;//游戏菜单
    public static final int GAMEING = 1;//游戏中
    public static final int GAME_WIN = 2;//游戏胜利
    public static final int GAME_LOST = 3;//游戏失败
    public static final int GAME_PAUSE = -1;//游戏菜单
    //当前游戏状态(默认初始在游戏菜单界面)
    public static int gameState = GAME_MENU;
    //声明一个Resources实例便于加载图片
    private Resources res = this.getResources();
    //声明游戏需要用到的图片资源(图片声明)
    private Bitmap bmpBackGround;//游戏背景
    private Bitmap bmpBoom;//爆炸效果
    private Bitmap bmpBoosBoom;//Boos爆炸效果
    private Bitmap bmpButton;//游戏开始按钮
    private Bitmap bmpButtonPress;//游戏开始按钮被点击
    private Bitmap bmpEnemyDuck;//怪物鸭子
    private Bitmap bmpEnemyFly;//怪物苍蝇
    private Bitmap bmpEnemyBoos;//怪物猪头Boos
    private Bitmap bmpGameWin;//游戏胜利背景
    private Bitmap bmpGameLost;//游戏失败背景
    private Bitmap bmpPlayer;//游戏主角飞机
    private Bitmap bmpPlayerHp;//主角飞机血量
    private Bitmap bmpMenu;//菜单背景
    public static Bitmap bmpBullet;//子弹
    public static Bitmap bmpEnemyBullet;//敌机子弹
    public static Bitmap bmpBossBullet;//Boss子弹
    //声明一个菜单对象
    private GameMenu gameMenu;
    //声明一个滚动游戏背景对象
    private GameBg backGround;
    //声明主角对象
    private Player player;
    //声明一个敌机容器
    private Vector<Enemy> vcEnemy;
    //每次生成敌机的时间(毫秒)
    private int createEnemyTime = 50;
    private int count;//计数器
    //敌人数组:1和2表示敌机的种类,-1表示Boss
    //二维数组的每一维都是一组怪物
    private int enemyArray[][] = { { 1, 2 }, { 1, 1 }, { 1, 3, 1, 2 }, { 1, 2 }, { 2, 3 }, { 3, 1, 3 }, { 2, 2 }, { 1, 2 }, { 2, 2 }, { 1, 3, 1, 1 }, { 2, 1 },
            { 1, 3 }, { 2, 1 }, { -1 } };
    //当前取出一维数组的下标
    private int enemyArrayIndex;
    //是否出现Boss标识位
    private boolean isBoss;
    //随机库,为创建的敌机赋予随即坐标
    private Random random;
    //敌机子弹容器
    private Vector<Bullet> vcBullet;
    //添加子弹的计数器
    private int countEnemyBullet;
    //主角子弹容器
    private Vector<Bullet> vcBulletPlayer;
    //添加子弹的计数器
    private int countPlayerBullet;
    //爆炸效果容器
    private Vector<Boom> vcBoom;
    //声明Boss
    private Boss boss;
    //Boss的子弹容器
    public static Vector<Bullet> vcBulletBoss;

    /**
     * SurfaceView初始化函数
     */
    public MySurfaceView(Context context) {
        super(context);
        sfh = this.getHolder();
        sfh.addCallback(this);
        paint = new Paint();
        paint.setColor(Color.WHITE);
        paint.setAntiAlias(true);
        setFocusable(true);
        setFocusableInTouchMode(true);
        //设置背景常亮
        this.setKeepScreenOn(true);
    }

    /**
     * SurfaceView视图创建,响应此函数
     */
    @Override
    public void surfaceCreated(SurfaceHolder holder) {
        screenW = this.getWidth();
        screenH = this.getHeight();
        initGame();
        flag = true;
        //实例线程
        th = new Thread(this);
        //启动线程
        th.start();
    }

    /*
     * 自定义的游戏初始化函数
     */
    private void initGame() {
        //放置游戏切入后台重新进入游戏时,游戏被重置!
        //当游戏状态处于菜单时,才会重置游戏
        if (gameState == GAME_MENU) {
            //加载游戏资源
            bmpBackGround = BitmapFactory.decodeResource(res, R.drawable.background);
            bmpBoom = BitmapFactory.decodeResource(res, R.drawable.boom);
            bmpBoosBoom = BitmapFactory.decodeResource(res, R.drawable.boos_boom);
            bmpButton = BitmapFactory.decodeResource(res, R.drawable.button);
            bmpButtonPress = BitmapFactory.decodeResource(res, R.drawable.button_press);
            bmpEnemyDuck = BitmapFactory.decodeResource(res, R.drawable.enemy_duck);
            bmpEnemyFly = BitmapFactory.decodeResource(res, R.drawable.enemy_fly);
            bmpEnemyBoos = BitmapFactory.decodeResource(res, R.drawable.enemy_pig);
            bmpGameWin = BitmapFactory.decodeResource(res, R.drawable.gamewin);
            bmpGameLost = BitmapFactory.decodeResource(res, R.drawable.gamelost);
            bmpPlayer = BitmapFactory.decodeResource(res, R.drawable.player);
            bmpPlayerHp = BitmapFactory.decodeResource(res, R.drawable.hp);
            bmpMenu = BitmapFactory.decodeResource(res, R.drawable.menu);
            bmpBullet = BitmapFactory.decodeResource(res, R.drawable.bullet);
            bmpEnemyBullet = BitmapFactory.decodeResource(res, R.drawable.bullet_enemy);
            bmpBossBullet = BitmapFactory.decodeResource(res, R.drawable.boosbullet);
            //爆炸效果容器实例
            vcBoom = new Vector<Boom>();
            //敌机子弹容器实例
            vcBullet = new Vector<Bullet>();
            //主角子弹容器实例
            vcBulletPlayer = new Vector<Bullet>();
            //菜单类实例
            gameMenu = new GameMenu(bmpMenu, bmpButton, bmpButtonPress);
            //实例游戏背景
            backGround = new GameBg(bmpBackGround);
            //实例主角
            player = new Player(bmpPlayer, bmpPlayerHp);
            //实例敌机容器
            vcEnemy = new Vector<Enemy>();
            //实例随机库
            random = new Random();
            //---Boss相关
            //实例boss对象
            boss = new Boss(bmpEnemyBoos);
            //实例Boss子弹容器
            vcBulletBoss = new Vector<Bullet>();
        }
    }

    /**
     * 游戏绘图
     */
    public void myDraw() {
        try {
            canvas = sfh.lockCanvas();
            if (canvas != null) {
                canvas.drawColor(Color.WHITE);
                //绘图函数根据游戏状态不同进行不同绘制
                switch (gameState) {
                case GAME_MENU:
                    //菜单的绘图函数
                    gameMenu.draw(canvas, paint);
                    break;
                case GAMEING:
                    //游戏背景
                    backGround.draw(canvas, paint);
                    //主角绘图函数
                    player.draw(canvas, paint);
                    if (isBoss == false) {
                        //敌机绘制
                        for (int i = 0; i < vcEnemy.size(); i++) {
                            vcEnemy.elementAt(i).draw(canvas, paint);
                        }
                        //敌机子弹绘制
                        for (int i = 0; i < vcBullet.size(); i++) {
                            vcBullet.elementAt(i).draw(canvas, paint);
                        }
                    } else {
                        //Boos的绘制
                        boss.draw(canvas, paint);
                        //Boss子弹逻辑
                        for (int i = 0; i < vcBulletBoss.size(); i++) {
                            vcBulletBoss.elementAt(i).draw(canvas, paint);
                        }
                    }
                    //处理主角子弹绘制
                    for (int i = 0; i < vcBulletPlayer.size(); i++) {
                        vcBulletPlayer.elementAt(i).draw(canvas, paint);
                    }
                    //爆炸效果绘制
                    for (int i = 0; i < vcBoom.size(); i++) {
                        vcBoom.elementAt(i).draw(canvas, paint);
                    }
                    break;
                case GAME_PAUSE:
                    break;
                case GAME_WIN:
                    canvas.drawBitmap(bmpGameWin, 0, 0, paint);
                    break;
                case GAME_LOST:
                    canvas.drawBitmap(bmpGameLost, 0, 0, paint);
                    break;
                }
            }
        } catch (Exception e) {
            // TODO: handle exception
        } finally {
            if (canvas != null)
                sfh.unlockCanvasAndPost(canvas);
        }
    }

    /**
     * 触屏事件监听
     */
    @Override
    public boolean onTouchEvent(MotionEvent event) {
        //触屏监听事件函数根据游戏状态不同进行不同监听
        switch (gameState) {
        case GAME_MENU:
            //菜单的触屏事件处理
            gameMenu.onTouchEvent(event);
            break;
        case GAMEING:
            break;
        case GAME_PAUSE:
            break;
        case GAME_WIN:
            break;
        case GAME_LOST:

            break;
        }
        return true;
    }

    /**
     * 按键按下事件监听
     */
    @Override
    public boolean onKeyDown(int keyCode, KeyEvent event) {
        //处理back返回按键
        if (keyCode == KeyEvent.KEYCODE_BACK) {
            //游戏胜利、失败、进行时都默认返回菜单
            if (gameState == GAMEING || gameState == GAME_WIN || gameState == GAME_LOST) {
                gameState = GAME_MENU;
                //Boss状态设置为没出现
                isBoss = false;
                //重置游戏
                initGame();
                //重置怪物出场
                enemyArrayIndex = 0;
            } else if (gameState == GAME_MENU) {
                //当前游戏状态在菜单界面,默认返回按键退出游戏
                MainActivity.instance.finish();
                System.exit(0);
            }
            //表示此按键已处理,不再交给系统处理,
            //从而避免游戏被切入后台
            return true;
        }
        //按键监听事件函数根据游戏状态不同进行不同监听
        switch (gameState) {
        case GAME_MENU:
            break;
        case GAMEING:
            //主角的按键按下事件
            player.onKeyDown(keyCode, event);
            break;
        case GAME_PAUSE:
            break;
        case GAME_WIN:
            break;
        case GAME_LOST:
            break;
        }
        return super.onKeyDown(keyCode, event);
    }

    /**
     * 按键抬起事件监听
     */
    @Override
    public boolean onKeyUp(int keyCode, KeyEvent event) {
        //处理back返回按键
        if (keyCode == KeyEvent.KEYCODE_BACK) {
            //游戏胜利、失败、进行时都默认返回菜单
            if (gameState == GAMEING || gameState == GAME_WIN || gameState == GAME_LOST) {
                gameState = GAME_MENU;
            }
            //表示此按键已处理,不再交给系统处理,
            //从而避免游戏被切入后台
            return true;
        }
        //按键监听事件函数根据游戏状态不同进行不同监听
        switch (gameState) {
        case GAME_MENU:
            break;
        case GAMEING:
            //按键抬起事件
            player.onKeyUp(keyCode, event);
            break;
        case GAME_PAUSE:
            break;
        case GAME_WIN:
            break;
        case GAME_LOST:
            break;
        }
        return super.onKeyDown(keyCode, event);
    }

    /**
     * 游戏逻辑
     */
    private void logic() {
        //逻辑处理根据游戏状态不同进行不同处理
        switch (gameState) {
        case GAME_MENU:
            break;
        case GAMEING:
            //背景逻辑
            backGround.logic();
            //主角逻辑
            player.logic();
            //敌机逻辑
            if (isBoss == false) {
                //敌机逻辑
                for (int i = 0; i < vcEnemy.size(); i++) {
                    Enemy en = vcEnemy.elementAt(i);
                    //因为容器不断添加敌机 ,那么对敌机isDead判定,
                    //如果已死亡那么就从容器中删除,对容器起到了优化作用;
                    if (en.isDead) {
                        vcEnemy.removeElementAt(i);
                    } else {
                        en.logic();
                    }
                }
                //生成敌机
                count++;
                if (count % createEnemyTime == 0) {
                    for (int i = 0; i < enemyArray[enemyArrayIndex].length; i++) {
                        //苍蝇
                        if (enemyArray[enemyArrayIndex][i] == 1) {
                            int x = random.nextInt(screenW - 100) + 50;
                            vcEnemy.addElement(new Enemy(bmpEnemyFly, 1, x, -50));
                            //鸭子左
                        } else if (enemyArray[enemyArrayIndex][i] == 2) {
                            int y = random.nextInt(20);
                            vcEnemy.addElement(new Enemy(bmpEnemyDuck, 2, -50, y));
                            //鸭子右
                        } else if (enemyArray[enemyArrayIndex][i] == 3) {
                            int y = random.nextInt(20);
                            vcEnemy.addElement(new Enemy(bmpEnemyDuck, 3, screenW + 50, y));
                        }
                    }
                    //这里判断下一组是否为最后一组(Boss)
                    if (enemyArrayIndex == enemyArray.length - 1) {
                        isBoss = true;
                    } else {
                        enemyArrayIndex++;
                    }
                }
                //处理敌机与主角的碰撞
                for (int i = 0; i < vcEnemy.size(); i++) {
                    if (player.isCollsionWith(vcEnemy.elementAt(i))) {
                        //发生碰撞,主角血量-1
                        player.setPlayerHp(player.getPlayerHp() - 1);
                        //当主角血量小于0,判定游戏失败
                        if (player.getPlayerHp() <= -1) {
                            gameState = GAME_LOST;
                        }
                    }
                }
                //每2秒添加一个敌机子弹
                countEnemyBullet++;
                if (countEnemyBullet % 40 == 0) {
                    for (int i = 0; i < vcEnemy.size(); i++) {
                        Enemy en = vcEnemy.elementAt(i);
                        //不同类型敌机不同的子弹运行轨迹
                        int bulletType = 0;
                        switch (en.type) {
                        //苍蝇
                        case Enemy.TYPE_FLY:
                            bulletType = Bullet.BULLET_FLY;
                            break;
                        //鸭子
                        case Enemy.TYPE_DUCKL:
                        case Enemy.TYPE_DUCKR:
                            bulletType = Bullet.BULLET_DUCK;
                            break;
                        }
                        vcBullet.add(new Bullet(bmpEnemyBullet, en.x + 10, en.y + 20, bulletType));
                    }
                }
                //处理敌机子弹逻辑
                for (int i = 0; i < vcBullet.size(); i++) {
                    Bullet b = vcBullet.elementAt(i);
                    if (b.isDead) {
                        vcBullet.removeElement(b);
                    } else {
                        b.logic();
                    }
                }
                //处理敌机子弹与主角碰撞
                for (int i = 0; i < vcBullet.size(); i++) {
                    if (player.isCollsionWith(vcBullet.elementAt(i))) {
                        //发生碰撞,主角血量-1
                        player.setPlayerHp(player.getPlayerHp() - 1);
                        //当主角血量小于0,判定游戏失败
                        if (player.getPlayerHp() <= -1) {
                            gameState = GAME_LOST;
                        }
                    }
                }
                //处理主角子弹与敌机碰撞
                for (int i = 0; i < vcBulletPlayer.size(); i++) {
                    //取出主角子弹容器的每个元素
                    Bullet blPlayer = vcBulletPlayer.elementAt(i);
                    for (int j = 0; j < vcEnemy.size(); j++) {
                        //添加爆炸效果
                        //取出敌机容器的每个元与主角子弹遍历判断
                        if (vcEnemy.elementAt(j).isCollsionWith(blPlayer)) {
                            vcBoom.add(new Boom(bmpBoom, vcEnemy.elementAt(j).x, vcEnemy.elementAt(j).y, 7));
                        }
                    }
                }
            } else {//Boss相关逻辑
                //每0.5秒添加一个主角子弹
                boss.logic();
                if (countPlayerBullet % 10 == 0) {
                    //Boss的没发疯之前的普通子弹
                    vcBulletBoss.add(new Bullet(bmpBossBullet, boss.x + 35, boss.y + 40, Bullet.BULLET_FLY));
                }
                //Boss子弹逻辑
                for (int i = 0; i < vcBulletBoss.size(); i++) {
                    Bullet b = vcBulletBoss.elementAt(i);
                    if (b.isDead) {
                        vcBulletBoss.removeElement(b);
                    } else {
                        b.logic();
                    }
                }
                //Boss子弹与主角的碰撞
                for (int i = 0; i < vcBulletBoss.size(); i++) {
                    if (player.isCollsionWith(vcBulletBoss.elementAt(i))) {
                        //发生碰撞,主角血量-1
                        player.setPlayerHp(player.getPlayerHp() - 1);
                        //当主角血量小于0,判定游戏失败
                        if (player.getPlayerHp() <= -1) {
                            gameState = GAME_LOST;
                        }
                    }
                }
                //Boss被主角子弹击中,产生爆炸效果
                for (int i = 0; i < vcBulletPlayer.size(); i++) {
                    Bullet b = vcBulletPlayer.elementAt(i);
                    if (boss.isCollsionWith(b)) {
                        if (boss.hp <= 0) {
                            //游戏胜利
                            gameState = GAME_WIN;
                        } else {
                            //及时删除本次碰撞的子弹,防止重复判定此子弹与Boss碰撞、
                            b.isDead = true;
                            //Boss血量减1
                            boss.setHp(boss.hp - 1);
                            //在Boss上添加三个Boss爆炸效果
                            vcBoom.add(new Boom(bmpBoosBoom, boss.x + 25, boss.y + 30, 5));
                            vcBoom.add(new Boom(bmpBoosBoom, boss.x + 35, boss.y + 40, 5));
                            vcBoom.add(new Boom(bmpBoosBoom, boss.x + 45, boss.y + 50, 5));
                        }
                    }
                }
            }
            //每1秒添加一个主角子弹
            countPlayerBullet++;
            if (countPlayerBullet % 20 == 0) {
                vcBulletPlayer.add(new Bullet(bmpBullet, player.x + 15, player.y - 20, Bullet.BULLET_PLAYER));
            }
            //处理主角子弹逻辑
            for (int i = 0; i < vcBulletPlayer.size(); i++) {
                Bullet b = vcBulletPlayer.elementAt(i);
                if (b.isDead) {
                    vcBulletPlayer.removeElement(b);
                } else {
                    b.logic();
                }
            }
            //爆炸效果逻辑
            for (int i = 0; i < vcBoom.size(); i++) {
                Boom boom = vcBoom.elementAt(i);
                if (boom.playEnd) {
                    //播放完毕的从容器中删除
                    vcBoom.removeElementAt(i);
                } else {
                    vcBoom.elementAt(i).logic();
                }
            }
            break;
        case GAME_PAUSE:
            break;
        case GAME_WIN:
            break;
        case GAME_LOST:
            break;

        }
    }

    @Override
    public void run() {
        while (flag) {
            long start = System.currentTimeMillis();
            myDraw();
            logic();
            long end = System.currentTimeMillis();
            try {
                if (end - start < 50) {
                    Thread.sleep(50 - (end - start));
                }
            } catch (InterruptedException e) {
                e.printStackTrace();
            }
        }
    }

    /**
     * SurfaceView视图状态发生改变,响应此函数
     */
    @Override
    public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {
    }

    /**
     * SurfaceView视图消亡时,响应此函数
     */
    @Override
    public void surfaceDestroyed(SurfaceHolder holder) {
        flag = false;
    }
}

以及胜利和失败页面

最后附上 MainActivit

public class MainActivity extends Activity {
    public static MainActivity instance;
    @Override
    public void onCreate(Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);
        instance = this;
        //设置全屏
        this.getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN);
        requestWindowFeature(Window.FEATURE_NO_TITLE);
        //显示自定义的SurfaceView视图
        setContentView(new MySurfaceView(this));
    }

    @Override
    protected void onDestroy() {
        // TODO Auto-generated method stub
        MySurfaceView.gameState = MySurfaceView.GAME_MENU;
        super.onDestroy();
    }
}

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