android 抖音游戏潜艇大挑战 Android 实现抖音小游戏潜艇大挑战的思路详解
fundroid_方卓 人气:0《潜水艇大挑战》是抖音上的一款小游戏,以面部识别来驱动潜艇通过障碍物,最近特别火爆,相信很多人都玩过。
一时兴起自己用Android自定义View也撸了一个,发现只要有好的创意,不用高深的技术照样可以开发出好玩的应用。开发过程现拿出来与大家分享一下。
项目地址:
https://github.com/vitaviva/ugame
基本思路
整个游戏视图可以分成三层:
- camera(相机):处理相机的preview以及人脸识别
- background(后景):处理障碍物相关逻辑
- foreground(前景):处理潜艇相关
代码也是按上面三个层面组织的,游戏界面的布局可以简单理解为三层视图的叠加,然后在各层视图中完成相关工作
<FrameLayout xmlns:android="http://schemas.android.com/apk/res/android" xmlns:tools="http://schemas.android.com/tools" android:layout_width="match_parent" android:layout_height="match_parent"> <!-- 相机 --> <TextureView android:layout_width="match_parent" android:layout_height="match_parent"/> <!-- 后景 --> <com.my.ugame.bg.BackgroundView android:layout_width="match_parent" android:layout_height="match_parent"/> <!-- 前景 --> <com.my.ugame.fg.ForegroundView android:layout_width="match_parent" android:layout_height="match_parent"/> </Framelayout>
开发中会涉及以下技术的使用,没有高精尖、都是大路货:
- 相机:使用Camera2完成相机的预览和人脸识别
- 自定义View:定义并控制障碍物和潜艇
- 属性动画:控制障碍物和潜艇的移动及各种动效
少啰嗦,先看东西!下面介绍各部分代码的实现。
后景(Background)Bar
首先定义障碍物基类Bar
,主要负责是将bitmap资源绘制到指定区域。由于障碍物从屏幕右侧定时刷新时的高度随机,所以其绘制区域的x、y、w、h
需要动态设置
/** * 障碍物基类 */ sealed class Bar(context: Context) { protected open val bmp = context.getDrawable(R.mipmap.bar)!!.toBitmap() protected abstract val srcRect: Rect private lateinit var dstRect: Rect private val paint = Paint() var h = 0F set(value) { field = value dstRect = Rect(0, 0, w.toInt(), h.toInt()) } var w = 0F set(value) { field = value dstRect = Rect(0, 0, w.toInt(), h.toInt()) } var x = 0F set(value) { view.x = value field = value } val y get() = view.y internal val view by lazy { BarView(context) { it?.apply { drawBitmap( bmp, srcRect, dstRect, paint ) } } } } internal class BarView(context: Context?, private val block: (Canvas?) -> Unit) : View(context) { override fun onDraw(canvas: Canvas?) { block((canvas)) } }
障碍物分为上方和下方两种,由于使用了同一张资源,所以绘制时要区别对待,因此定义了两个子类:UpBar
和DnBar
/** * 屏幕上方障碍物 */ class UpBar(context: Context, container: ViewGroup) : Bar(context) { private val _srcRect by lazy(LazyThreadSafetyMode.NONE) { Rect(0, (bmp.height * (1 - (h / container.height))).toInt(), bmp.width, bmp.height) } override val srcRect: Rect get() = _srcRect }
下方障碍物的资源旋转180度后绘制
/** * 屏幕下方障碍物 */ class DnBar(context: Context, container: ViewGroup) : Bar(context) { override val bmp = super.bmp.let { Bitmap.createBitmap( it, 0, 0, it.width, it.height, Matrix().apply { postRotate(-180F) }, true ) } private val _srcRect by lazy(LazyThreadSafetyMode.NONE) { Rect(0, 0, bmp.width, (bmp.height * (h / container.height)).toInt()) } override val srcRect: Rect get() = _srcRect }
BackgroundView
接下来创建后景的容器BackgroundView
,容器用来定时地创建、并移动障碍物。
通过列表barsList
管理当前所有的障碍物,onLayout
中,将障碍物分别布局到屏幕上方和下方
/** * 后景容器类 */ class BackgroundView(context: Context, attrs: AttributeSet?) : FrameLayout(context, attrs) { internal val barsList = mutableListOf<Bars>() override fun onLayout(changed: Boolean, left: Int, top: Int, right: Int, bottom: Int) { barsList.flatMap { listOf(it.up, it.down) }.forEach { val w = it.view.measuredWidth val h = it.view.measuredHeight when (it) { is UpBar -> it.view.layout(0, 0, w, h) else -> it.view.layout(0, height - h, w, height) } } }
提供两个方法start
和stop
,控制游戏的开始和结束:
- 游戏结束时,要求所有障碍物停止移动。
- 游戏开始后会通过
Timer
,定时刷新障碍物
/** * 游戏结束,停止所有障碍物的移动 */ @UiThread fun stop() { _timer.cancel() _anims.forEach { it.cancel() } _anims.clear() } /** * 定时刷新障碍物: * 1. 创建 * 2. 添加到视图 * 3. 移动 */ @UiThread fun start() { _clearBars() Timer().also { _timer = it }.schedule(object : TimerTask() { override fun run() { post { _createBars(context, barsList.lastOrNull()).let { _addBars(it) _moveBars(it) } } } }, FIRST_APPEAR_DELAY_MILLIS, BAR_APPEAR_INTERVAL_MILLIS ) } /** * 游戏重启时,清空障碍物 */ private fun _clearBars() { barsList.clear() removeAllViews() }
刷新障碍物
障碍物的刷新经历三个步骤:
- 创建:上下两个为一组创建障碍物
- 添加:将对象添加到barsList,同时将View添加到容器
- 移动:通过属性动画从右侧移动到左侧,并在移出屏幕后删除
创建障碍物时会为其设置随机高度,随机不能太过,要以前一个障碍物为基础进行适当调整,保证随机的同时兼具连贯性
/** * 创建障碍物(上下两个为一组) */ private fun _createBars(context: Context, pre: Bars?) = run { val up = UpBar(context, this).apply { h = pre?.let { val step = when { it.up.h >= height - _gap - _step -> -_step it.up.h <= _step -> _step _random.nextBoolean() -> _step else -> -_step } it.up.h + step } ?: _barHeight w = _barWidth } val down = DnBar(context, this).apply { h = height - up.h - _gap w = _barWidth } Bars(up, down) } /** * 添加到屏幕 */ private fun _addBars(bars: Bars) { barsList.add(bars) bars.asArray().forEach { addView( it.view, ViewGroup.LayoutParams( it.w.toInt(), it.h.toInt() ) ) } } /** * 使用属性动画移动障碍物 */ private fun _moveBars(bars: Bars) { _anims.add( ValueAnimator.ofFloat(width.toFloat(), -_barWidth) .apply { addUpdateListener { bars.asArray().forEach { bar -> bar.x = it.animatedValue as Float if (bar.x + bar.w <= 0) { post { removeView(bar.view) } } } } duration = BAR_MOVE_DURATION_MILLIS interpolator = LinearInterpolator() start() }) } }
前景(Foreground)
Boat
定会潜艇类Boat
,创建自定义View,并提供方法移动到指定坐标
/** * 潜艇类 */ class Boat(context: Context) { internal val view by lazy { BoatView(context) } val h get() = view.height.toFloat() val w get() = view.width.toFloat() val x get() = view.x val y get() = view.y /** * 移动到指定坐标 */ fun moveTo(x: Int, y: Int) { view.smoothMoveTo(x, y) } }
BoatView
自定义View中完成以下几个事情
- 通过两个资源定时切换,实现探照灯闪烁的效果
- 通过OverScroller让移动过程更加顺滑
- 通过一个Rotation Animation,让潜艇在移动时可以调转角度,更加灵动
internal class BoatView(context: Context?) : AppCompatImageView(context) { private val _scroller by lazy { OverScroller(context) } private val _res = arrayOf( R.mipmap.boat_000, R.mipmap.boat_002 ) private var _rotationAnimator: ObjectAnimator? = null private var _cnt = 0 set(value) { field = if (value > 1) 0 else value } init { scaleType = ScaleType.FIT_CENTER _startFlashing() } private fun _startFlashing() { postDelayed({ setImageResource(_res[_cnt++]) _startFlashing() }, 500) } override fun computeScroll() { super.computeScroll() if (_scroller.computeScrollOffset()) { x = _scroller.currX.toFloat() y = _scroller.currY.toFloat() // Keep on drawing until the animation has finished. postInvalidateOnAnimation() } } /** * 移动更加顺换 */ internal fun smoothMoveTo(x: Int, y: Int) { if (!_scroller.isFinished) _scroller.abortAnimation() _rotationAnimator?.let { if (it.isRunning) it.cancel() } val curX = this.x.toInt() val curY = this.y.toInt() val dx = (x - curX) val dy = (y - curY) _scroller.startScroll(curX, curY, dx, dy, 250) _rotationAnimator = ObjectAnimator.ofFloat( this, "rotation", rotation, Math.toDegrees(atan((dy / 100.toDouble()))).toFloat() ).apply { duration = 100 start() } postInvalidateOnAnimation() } }
ForegroundView
- 通过boat成员持有潜艇对象,并对其进行控制
- 实现CameraHelper.FaceDetectListener根据人脸识别的回调,移动潜艇到指定位置
- 游戏开始时,创建潜艇并做开场动画
/** * 前景容器类 */ class ForegroundView(context: Context, attrs: AttributeSet?) : FrameLayout(context, attrs), CameraHelper.FaceDetectListener { private var _isStop: Boolean = false internal var boat: Boat? = null /** * 游戏停止,潜艇不再移动 */ @MainThread fun stop() { _isStop = true } /** * 接受人脸识别的回调,移动位置 */ override fun onFaceDetect(faces: Array<Face>, facesRect: ArrayList<RectF>) { if (_isStop) return if (facesRect.isNotEmpty()) { boat?.run { val face = facesRect.first() val x = (face.left - _widthOffset).toInt() val y = (face.top + _heightOffset).toInt() moveTo(x, y) } _face = facesRect.first() } } }
开场动画
游戏开始时,将潜艇通过动画移动到起始位置,即y轴的二分之一处
/** * 游戏开始时通过动画进入 */ @MainThread fun start() { _isStop = false if (boat == null) { boat = Boat(context).also { post { addView(it.view, _width, _width) AnimatorSet().apply { play( ObjectAnimator.ofFloat( it.view, "y", 0F, this@ForegroundView.height / 2f ) ).with( ObjectAnimator.ofFloat(it.view, "rotation", 0F, 360F) ) doOnEnd { _ -> it.view.rotation = 0F } duration = 1000 }.start() } } } }
相机(Camera)
相机部分主要有TextureView
和CameraHelper
组成。TextureView
提供给Camera承载preview;工具类CameraHelper
主要完成以下功能:
- 开启相机:通过CameraManger代开摄像头
- 摄像头切换:切换前后置摄像头,
- 预览:获取Camera提供的可预览尺寸,并适配TextureView显示
- 人脸识别:检测人脸位置,进行TestureView上的坐标变换
相机硬件提供的可预览尺寸与屏幕实际尺寸(即TextureView尺寸)可能不一致,所以需要在相机初始化时,选取最合适的PreviewSize,避免TextureView
上发生画面拉伸等异常
class CameraHelper(val mActivity: Activity, private val mTextureView: TextureView) { private lateinit var mCameraManager: CameraManager private var mCameraDevice: CameraDevice? = null private var mCameraCaptureSession: CameraCaptureSession? = null private var canExchangeCamera = false //是否可以切换摄像头 private var mFaceDetectMatrix = Matrix() //人脸检测坐标转换矩阵 private var mFacesRect = ArrayList<RectF>() //保存人脸坐标信息 private var mFaceDetectListener: FaceDetectListener? = null //人脸检测回调 private lateinit var mPreviewSize: Size /** * 初始化 */ private fun initCameraInfo() { mCameraManager = mActivity.getSystemService(Context.CAMERA_SERVICE) as CameraManager val cameraIdList = mCameraManager.cameraIdList if (cameraIdList.isEmpty()) { mActivity.toast("没有可用相机") return } //获取摄像头方向 mCameraSensorOrientation = mCameraCharacteristics.get(CameraCharacteristics.SENSOR_ORIENTATION)!! //获取StreamConfigurationMap,它是管理摄像头支持的所有输出格式和尺寸 val configurationMap = mCameraCharacteristics.get(CameraCharacteristics.SCALER_STREAM_CONFIGURATION_MAP)!! val previewSize = configurationMap.getOutputSizes(SurfaceTexture::class.java) //预览尺寸 // 当屏幕为垂直的时候需要把宽高值进行调换,保证宽大于高 mPreviewSize = getBestSize( mTextureView.height, mTextureView.width, previewSize.toList() ) //根据preview的size设置TextureView mTextureView.surfaceTexture.setDefaultBufferSize(mPreviewSize.width, mPreviewSize.height) mTextureView.setAspectRatio(mPreviewSize.height, mPreviewSize.width) }
选取preview尺寸的原则与TextureView的长宽比尽量一致,且面积尽量接近。
private fun getBestSize( targetWidth: Int, targetHeight: Int, sizeList: List<Size> ): Size { val bigEnough = ArrayList<Size>() //比指定宽高大的Size列表 val notBigEnough = ArrayList<Size>() //比指定宽高小的Size列表 for (size in sizeList) { //宽高比 == 目标值宽高比 if (size.width == size.height * targetWidth / targetHeight ) { if (size.width >= targetWidth && size.height >= targetHeight) bigEnough.add(size) else notBigEnough.add(size) } } //选择bigEnough中最小的值 或 notBigEnough中最大的值 return when { bigEnough.size > 0 -> Collections.min(bigEnough, CompareSizesByArea()) notBigEnough.size > 0 -> Collections.max(notBigEnough, CompareSizesByArea()) else -> sizeList[0] } initFaceDetect() }
initFaceDetect()用来进行人脸的Matrix初始化,后文介绍
人脸识别
为相机预览,创建一个CameraCaptureSession对象,会话通过CameraCaptureSession.CaptureCallback返回TotalCaptureResult,通过参数可以让其中包括人脸识别的相关信息
/** * 创建预览会话 */ private fun createCaptureSession(cameraDevice: CameraDevice) { // 为相机预览,创建一个CameraCaptureSession对象 cameraDevice.createCaptureSession( arrayListOf(surface), object : CameraCaptureSession.StateCallback() { override fun onConfigured(session: CameraCaptureSession) { mCameraCaptureSession = session session.setRepeatingRequest( captureRequestBuilder.build(), mCaptureCallBack, mCameraHandler ) } }, mCameraHandler ) } private val mCaptureCallBack = object : CameraCaptureSession.CaptureCallback() { override fun onCaptureCompleted( session: CameraCaptureSession, request: CaptureRequest, result: TotalCaptureResult ) { super.onCaptureCompleted(session, request, result) if (mFaceDetectMode != CaptureRequest.STATISTICS_FACE_DETECT_MODE_OFF) handleFaces(result) } }
通过mFaceDetectMatrix对人脸信息进行矩阵变化,确定人脸坐标以使其准确应用到TextureView。
/** * 处理人脸信息 */ private fun handleFaces(result: TotalCaptureResult) { val faces = result.get(CaptureResult.STATISTICS_FACES)!! mFacesRect.clear() for (face in faces) { val bounds = face.bounds val left = bounds.left val top = bounds.top val right = bounds.right val bottom = bounds.bottom val rawFaceRect = RectF(left.toFloat(), top.toFloat(), right.toFloat(), bottom.toFloat()) mFaceDetectMatrix.mapRect(rawFaceRect) var resultFaceRect = if (mCameraFacing == CaptureRequest.LENS_FACING_FRONT) { rawFaceRect } else { RectF( rawFaceRect.left, rawFaceRect.top - mPreviewSize.width, rawFaceRect.right, rawFaceRect.bottom - mPreviewSize.width ) } mFacesRect.add(resultFaceRect) } mActivity.runOnUiThread { mFaceDetectListener?.onFaceDetect(faces, mFacesRect) } }
最后,在UI线程将包含人脸坐标的Rect通过回调传出:
mActivity.runOnUiThread { mFaceDetectListener?.onFaceDetect(faces, mFacesRect) }
FaceDetectMatrix
mFaceDetectMatrix是在获取PreviewSize之后创建的
/** * 初始化人脸检测相关信息 */ private fun initFaceDetect() { val faceDetectModes = mCameraCharacteristics.get(CameraCharacteristics.STATISTICS_INFO_AVAILABLE_FACE_DETECT_MODES) //人脸检测的模式 mFaceDetectMode = when { faceDetectModes!!.contains(CaptureRequest.STATISTICS_FACE_DETECT_MODE_FULL) -> CaptureRequest.STATISTICS_FACE_DETECT_MODE_FULL faceDetectModes!!.contains(CaptureRequest.STATISTICS_FACE_DETECT_MODE_SIMPLE) -> CaptureRequest.STATISTICS_FACE_DETECT_MODE_FULL else -> CaptureRequest.STATISTICS_FACE_DETECT_MODE_OFF } if (mFaceDetectMode == CaptureRequest.STATISTICS_FACE_DETECT_MODE_OFF) { mActivity.toast("相机硬件不支持人脸检测") return } val activeArraySizeRect = mCameraCharacteristics.get(CameraCharacteristics.SENSOR_INFO_ACTIVE_ARRAY_SIZE)!! //获取成像区域 val scaledWidth = mPreviewSize.width / activeArraySizeRect.width().toFloat() val scaledHeight = mPreviewSize.height / activeArraySizeRect.height().toFloat() val mirror = mCameraFacing == CameraCharacteristics.LENS_FACING_FRONT mFaceDetectMatrix.setRotate(mCameraSensorOrientation.toFloat()) mFaceDetectMatrix.postScale(if (mirror) -scaledHeight else scaledHeight, scaledWidth)// 注意交换width和height的位置! mFaceDetectMatrix.postTranslate( mPreviewSize.height.toFloat(), mPreviewSize.width.toFloat() ) }
控制类(GameController)
三大视图层组装完毕,最后需要一个总控类,对游戏进行逻辑控制
GameController
主要完成以下工作:
- 控制游戏的开启/停止
- 计算游戏的当前得分
- 检测潜艇的碰撞
- 对外(Activity或者Fragment等)提供游戏状态监听的接口
游戏开始时进行相机的初始化,创建GameHelper类并建立setFaceDetectListener回调到ForegroundView
class GameController( private val activity: AppCompatActivity, private val textureView: AutoFitTextureView, private val bg: BackgroundView, private val fg: ForegroundView ) { private var camera2HelperFace: CameraHelper? = null /** * 相机初始化 */ private fun initCamera() { cameraHelper ?: run { cameraHelper = CameraHelper(activity, textureView).apply { setFaceDetectListener(object : CameraHelper.FaceDetectListener { override fun onFaceDetect(faces: Array<Face>, facesRect: ArrayList<RectF>) { if (facesRect.isNotEmpty()) { fg.onFaceDetect(faces, facesRect) } } }) } } }
游戏状态
定义GameState,对外提供状态的监听。目前支持三种状态
- Start:游戏开始
- Over:游戏结束
- Score:游戏得分
sealed class GameState(open val score: Long) { object Start : GameState(0) data class Over(override val score: Long) : GameState(score) data class Score(override val score: Long) : GameState(score) }
可以在stop、start的时候,更新状态
/** * 游戏状态 */ private val _state = MutableLiveData<GameState>() internal val gameState: LiveData<GameState> get() = _state /** * 游戏停止 */ fun stop() { bg.stop() fg.stop() _state.value = GameState.Over(_score) _score = 0L } /** * 游戏再开 */ fun start() { initCamera() fg.start() bg.start() _state.value = GameState.Start handler.postDelayed({ startScoring() }, FIRST_APPEAR_DELAY_MILLIS) }
计算得分
游戏启动时通过startScoring开始计算得分并通过GameState上报。
目前的规则设置很简单,存活时间即游戏得分
/** * 开始计分 */ private fun startScoring() { handler.postDelayed( { fg.boat?.run { bg.barsList.flatMap { listOf(it.up, it.down) } .forEach { bar -> if (isCollision( bar.x, bar.y, bar.w, bar.h, this.x, this.y, this.w, this.h ) ) { stop() return@postDelayed } } } _score++ _state.value = GameState.Score(_score) startScoring() }, 100 ) }
检测碰撞
isCollision根据潜艇和障碍物当前位置,计算是否发生了碰撞,发生碰撞则GameOver
/** * 碰撞检测 */ private fun isCollision( x1: Float, y1: Float, w1: Float, h1: Float, x2: Float, y2: Float, w2: Float, h2: Float ): Boolean { if (x1 > x2 + w2 || x1 + w1 < x2 || y1 > y2 + h2 || y1 + h1 < y2) { return false } return true }
Activity
Activity的工作简单:
- 权限申请:动态申请Camera权限
- 监听游戏状态:创建GameController,并监听GameState状态
private fun startGame() { PermissionUtils.checkPermission(this, Runnable { gameController.start() gameController.gameState.observe(this, Observer { when (it) { is GameState.Start -> score.text = "DANGER\nAHEAD" is GameState.Score -> score.text = "${it.score / 10f} m" is GameState.Over -> AlertDialog.Builder(this) .setMessage("游戏结束!成功推进 ${it.score / 10f} 米! ") .setNegativeButton("结束游戏") { _: DialogInterface, _: Int -> finish() }.setCancelable(false) .setPositiveButton("再来一把") { _: DialogInterface, _: Int -> gameController.start() }.show() } }) }) }
最后
项目结构很清晰,用到的大都是常规技术,即使是新入坑Android的同学看起来也不费力。在现有基础上还可以通过添加BGM、增加障碍物种类等,进一步提高游戏性。喜欢的话留个star鼓励一下作者吧 ^^
https://github.com/vitaviva/ugame
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