Android,Jetpack Compose,坦克大战游戏案例Demo
代码如下(这只是个简单案例而已):
package com.example.myapplicationimport android.os.Bundle
import androidx.activity.ComponentActivity
import androidx.activity.compose.setContent
import androidx.compose.foundation.Canvas
import androidx.compose.foundation.background
import androidx.compose.foundation.border
import androidx.compose.foundation.gestures.detectDragGestures
import androidx.compose.foundation.layout.*
import androidx.compose.foundation.shape.CircleShape
import androidx.compose.material3.*
import androidx.compose.runtime.*
import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier
import androidx.compose.ui.geometry.Offset
import androidx.compose.ui.graphics.Color
import androidx.compose.ui.input.pointer.pointerInput
import androidx.compose.ui.platform.LocalDensity
import androidx.compose.ui.text.font.FontWeight
import androidx.compose.ui.tooling.preview.Preview
import androidx.compose.ui.unit.Dp
import androidx.compose.ui.unit.dp
import androidx.compose.ui.unit.sp
import kotlinx.coroutines.delay
import kotlin.math.pow
import kotlin.math.sqrt
import kotlin.random.Randomclass MainActivity : ComponentActivity() {override fun onCreate(savedInstanceState: Bundle?) {super.onCreate(savedInstanceState)setContent {TankBattleTheme {// 使用系统UI设置,确保内容不被状态栏遮挡Box(modifier = Modifier.fillMaxSize()) {// 使用系统内边距,为状态栏和导航栏留出空间Column(modifier = Modifier.fillMaxSize().padding(top = with(LocalDensity.current) { WindowInsets.systemBars.getTop(this).toDp() },bottom = with(LocalDensity.current) { WindowInsets.systemBars.getBottom(this).toDp() }),horizontalAlignment = Alignment.CenterHorizontally) {TankBattleGame()}}}}}
}// ======================
// 数据模型
// ======================
data class Tank(val id: String = "tank_${Random.nextLong()}",var x: Int,var y: Int,var direction: Direction,val color: Color,val isPlayer: Boolean = false,var isAlive: Boolean = true
)// 为子弹添加颜色属性
data class Bullet(var x: Int,var y: Int,val direction: Direction,val ownerId: String,val color: Color = Color.Yellow // 默认颜色,但会在创建时指定
)data class Wall(val x: Int, val y: Int, val width: Int = GRID_SIZE, val height: Int = GRID_SIZE)enum class Direction { UP, DOWN, LEFT, RIGHT }data class PlayerStats(var score: Int = 0,var lives: Int = 3
)data class GameSettings(val tankSpeed: Int,val pointsPerExtraLife: Int
)enum class GameState { PLAYING, PAUSED, GAME_OVER, VICTORY, MENU }// ======================
// 常量 (适配小米手机) - 增大GRID_SIZE使坦克变大
// ======================
const val GRID_SIZE = 45 // 增大网格大小使坦克更大 (原为30)
const val MAP_WIDTH_GRIDS = 20 // 调整地图宽度以适应屏幕
const val MAP_HEIGHT_GRIDS = 20 // 调整地图高度以适应屏幕
const val BULLET_SPEED = 5
const val GAME_LOOP_DELAY = 50L
// 定义子弹半径
const val BULLET_RADIUS = 6f // 增大子弹大小// ======================
// 主游戏入口
// ======================
@Composable
fun TankBattleGame() {var gameState by remember { mutableStateOf(GameState.MENU) }var gameSettings by remember {mutableStateOf(GameSettings(tankSpeed = 2,pointsPerExtraLife = 10))}when (gameState) {GameState.MENU -> {GameSettingsScreen(initialSettings = gameSettings,onStart = { settings ->gameSettings = settingsgameState = GameState.PLAYING})}else -> {val density = LocalDensity.currentval gameWidthDp: Dp = with(density) { (MAP_WIDTH_GRIDS * GRID_SIZE).toDp() }val gameHeightDp: Dp = with(density) { (MAP_HEIGHT_GRIDS * GRID_SIZE).toDp() }RunningGame(gameSettings = gameSettings,gameState = gameState,gameWidthDp = gameWidthDp,gameHeightDp = gameHeightDp,onBackToMenu = { gameState = GameState.MENU },onTogglePause = {gameState = if (gameState == GameState.PLAYING) GameState.PAUSED else GameState.PLAYING})}}
}// ======================
// 设置界面
// ======================
@Composable
fun GameSettingsScreen(initialSettings: GameSettings,onStart: (GameSettings) -> Unit
) {MaterialTheme {Surface(color = Color.Black, modifier = Modifier.fillMaxSize()) {Column(modifier = Modifier.fillMaxSize().padding(20.dp),horizontalAlignment = Alignment.CenterHorizontally,verticalArrangement = Arrangement.Center) {Text("🎮 坦克大战", color = Color.White, fontSize = 24.sp, fontWeight = FontWeight.Bold)Spacer(Modifier.height(40.dp))var speed by remember { mutableStateOf(initialSettings.tankSpeed.toString()) }var pointsForLife by remember { mutableStateOf(initialSettings.pointsPerExtraLife.toString()) }OutlinedTextField(value = speed,onValueChange = { speed = it },label = { Text("坦克移动速度", color = Color.White) },colors = OutlinedTextFieldDefaults.colors(focusedTextColor = Color.White,unfocusedTextColor = Color.White,cursorColor = Color.White,focusedLabelColor = Color.White,unfocusedLabelColor = Color.Gray,focusedBorderColor = Color.White,unfocusedBorderColor = Color.Gray),modifier = Modifier.fillMaxWidth())Spacer(Modifier.height(20.dp))OutlinedTextField(value = pointsForLife,onValueChange = { pointsForLife = it },label = { Text("多少分加一条命", color = Color.White) },colors = OutlinedTextFieldDefaults.colors(focusedTextColor = Color.White,unfocusedTextColor = Color.White,cursorColor = Color.White,focusedLabelColor = Color.White,unfocusedLabelColor = Color.Gray,focusedBorderColor = Color.White,unfocusedBorderColor = Color.Gray),modifier = Modifier.fillMaxWidth())Spacer(Modifier.height(20.dp))val isPointsValid = (pointsForLife.toIntOrNull() ?: 0) >= 5 &&(pointsForLife.toIntOrNull() ?: 0) % 5 == 0Button(onClick = {val s = speed.toIntOrNull() ?: 2val p = pointsForLife.toIntOrNull() ?: 10if (isPointsValid) {onStart(GameSettings(tankSpeed = s.coerceIn(1, 8), pointsPerExtraLife = p))}},enabled = isPointsValid) {Text("开始游戏")}if (!isPointsValid) {Text("⚠️ 必须 ≥5 且是 5 的倍数", color = Color.Red, fontSize = 12.sp)}}}}
}// ======================
// 主游戏逻辑
// ======================
@Composable
fun RunningGame(gameSettings: GameSettings,gameState: GameState,gameWidthDp: Dp,gameHeightDp: Dp,onBackToMenu: () -> Unit,onTogglePause: () -> Unit
) {val edgeWalls = remember {val wallThickness = GRID_SIZEval mapWidthPixels = MAP_WIDTH_GRIDS * GRID_SIZEval mapHeightPixels = MAP_HEIGHT_GRIDS * GRID_SIZEbuildList {for (x in 0 until MAP_WIDTH_GRIDS) {add(Wall(x * GRID_SIZE, 0))}for (x in 0 until MAP_WIDTH_GRIDS) {add(Wall(x * GRID_SIZE, mapHeightPixels - wallThickness))}for (y in 1 until MAP_HEIGHT_GRIDS - 1) {add(Wall(0, y * GRID_SIZE))}for (y in 1 until MAP_HEIGHT_GRIDS - 1) {add(Wall(mapWidthPixels - wallThickness, y * GRID_SIZE))}}}val innerWalls = remember {listOf(Wall(5 * GRID_SIZE, 5 * GRID_SIZE),Wall(6 * GRID_SIZE, 5 * GRID_SIZE),Wall(7 * GRID_SIZE, 5 * GRID_SIZE),Wall(9 * GRID_SIZE, 5 * GRID_SIZE),Wall(10 * GRID_SIZE, 5 * GRID_SIZE),Wall(7 * GRID_SIZE, 10 * GRID_SIZE),Wall(7 * GRID_SIZE, 11 * GRID_SIZE),Wall(7 * GRID_SIZE, 12 * GRID_SIZE),Wall(15 * GRID_SIZE, 8 * GRID_SIZE),Wall(15 * GRID_SIZE, 9 * GRID_SIZE),Wall(15 * GRID_SIZE, 10 * GRID_SIZE),Wall(3 * GRID_SIZE, 15 * GRID_SIZE),Wall(4 * GRID_SIZE, 15 * GRID_SIZE),Wall(5 * GRID_SIZE, 15 * GRID_SIZE),Wall(15 * GRID_SIZE, 15 * GRID_SIZE),Wall(16 * GRID_SIZE, 15 * GRID_SIZE),Wall(17 * GRID_SIZE, 15 * GRID_SIZE))}val walls = remember { edgeWalls + innerWalls }var playerTank by remember {mutableStateOf(Tank(x = MAP_WIDTH_GRIDS / 2 * GRID_SIZE,y = (MAP_HEIGHT_GRIDS - 3) * GRID_SIZE,direction = Direction.UP,color = Color.Green,isPlayer = true,isAlive = true))}// 1. 修复:敌方坦克不能出现在墙壁内部var enemyTanks by remember {mutableStateOf(generateEnemyTanks(walls) // 使用新函数生成敌方坦克)}val bullets = remember { mutableStateListOf<Bullet>() }var currentGameState by remember { mutableStateOf(gameState) }var playerMovingDirection by remember { mutableStateOf<Direction?>(null) }var stats by remember { mutableStateOf(PlayerStats()) }var lastExtraLifeScore by remember { mutableStateOf(0) }LaunchedEffect(gameState) {currentGameState = gameState}LaunchedEffect(currentGameState) {while (currentGameState == GameState.PLAYING || currentGameState == GameState.PAUSED) {if (currentGameState == GameState.PLAYING) {// ... (玩家移动逻辑保持不变)playerMovingDirection?.let { dir ->val nextX = playerTank.x + when (dir) {Direction.LEFT -> -gameSettings.tankSpeedDirection.RIGHT -> gameSettings.tankSpeedelse -> 0}val nextY = playerTank.y + when (dir) {Direction.UP -> -gameSettings.tankSpeedDirection.DOWN -> gameSettings.tankSpeedelse -> 0}playerTank = playerTank.copy(direction = dir)if (canMove(nextX, nextY, GRID_SIZE, GRID_SIZE, walls, listOf(playerTank) + enemyTanks, playerTank.id)) {playerTank = playerTank.copy(x = nextX, y = nextY)}}// 敌方坦克移动逻辑enemyTanks = enemyTanks.map { tank ->if (!tank.isAlive) return@map tankvar newTank = tankif (Random.nextInt(100) < 5) {newTank = newTank.copy(direction = Direction.entries.random())}// 敌方坦克开火,子弹为蓝色if (Random.nextInt(100) < 2) {// 修复:确保子弹从炮管发射val (bulletX, bulletY) = getBulletSpawnPosition(tank.x, tank.y, tank.direction)bullets.add(Bullet(x = bulletX, y = bulletY, direction = tank.direction, ownerId = tank.id, color = Color.Blue))}val nextX = newTank.x + when (newTank.direction) {Direction.LEFT -> -2Direction.RIGHT -> 2else -> 0}val nextY = newTank.y + when (newTank.direction) {Direction.UP -> -2Direction.DOWN -> 2else -> 0}if (canMove(nextX, nextY, GRID_SIZE, GRID_SIZE, walls, listOf(playerTank) + enemyTanks, newTank.id)) {newTank.copy(x = nextX, y = nextY)} else {val newDirection = when(newTank.direction) {Direction.UP -> Direction.DOWNDirection.DOWN -> Direction.UPDirection.LEFT -> Direction.RIGHTDirection.RIGHT -> Direction.LEFT}newTank.copy(direction = newDirection)}}// ... (子弹移动和碰撞检测逻辑保持不变)val updatedBullets = bullets.map { bullet ->val newX = bullet.x + when (bullet.direction) {Direction.LEFT -> -BULLET_SPEEDDirection.RIGHT -> BULLET_SPEEDelse -> 0}val newY = bullet.y + when (bullet.direction) {Direction.UP -> -BULLET_SPEEDDirection.DOWN -> BULLET_SPEEDelse -> 0}bullet.copy(x = newX, y = newY)}bullets.clear()bullets.addAll(updatedBullets)val bulletsToRemove = mutableStateListOf<Bullet>()val enemiesToKill = mutableStateListOf<Tank>()for (bullet in bullets) {if (walls.any { wall ->bullet.x >= wall.x && bullet.x < wall.x + wall.width &&bullet.y >= wall.y && bullet.y < wall.y + wall.height}) {bulletsToRemove.add(bullet)}for (tank in enemyTanks) {if (tank.isAlive && bullet.ownerId != tank.id && isColliding(bullet.x, bullet.y, tank.x, tank.y, 2, GRID_SIZE)) {bulletsToRemove.add(bullet)enemiesToKill.add(tank)}}if (playerTank.isAlive && bullet.ownerId != playerTank.id && isColliding(bullet.x, bullet.y, playerTank.x, playerTank.y, 2, GRID_SIZE)) {bulletsToRemove.add(bullet)playerTank.isAlive = false}}if (enemiesToKill.isNotEmpty()) {enemiesToKill.forEach { it.isAlive = false }stats.score += enemiesToKill.sizeval fullSegments = stats.score / gameSettings.pointsPerExtraLifeval prevSegments = lastExtraLifeScore / gameSettings.pointsPerExtraLifeif (fullSegments > prevSegments) {stats.lives += 1lastExtraLifeScore = stats.score}}bullets.removeAll(bulletsToRemove.toSet())if (!playerTank.isAlive) {stats.lives--if (stats.lives <= 0) {currentGameState = GameState.GAME_OVER} else {playerTank = playerTank.copy(isAlive = true, x = MAP_WIDTH_GRIDS / 2 * GRID_SIZE, y = (MAP_HEIGHT_GRIDS - 3) * GRID_SIZE)}} else if (enemyTanks.all { !it.isAlive }) {currentGameState = GameState.VICTORY}}delay(GAME_LOOP_DELAY)}}// 3. 修复:调整布局,将分数和生命值移动到地图和按钮之间// 4. 修复:使用系统内边距防止状态栏遮挡Box(modifier = Modifier.fillMaxSize()) {Column(horizontalAlignment = Alignment.CenterHorizontally,modifier = Modifier.fillMaxSize()) {// 游戏画布 - 居中显示Box(modifier = Modifier.weight(1f) // 占据剩余空间.fillMaxWidth(),contentAlignment = Alignment.Center) {GameCanvas(playerTank = playerTank,enemyTanks = enemyTanks,bullets = bullets,walls = walls,gameWidthDp = gameWidthDp,gameHeightDp = gameHeightDp)}// 3. 将分数和生命值移动到画布和按钮之间,并减少间距Row(modifier = Modifier.fillMaxWidth().background(Color.DarkGray).padding(8.dp),horizontalArrangement = Arrangement.SpaceBetween) {Text("分数: ${stats.score}", color = Color.Yellow, fontSize = 16.sp)Text("生命: ${stats.lives}", color = Color.Red, fontSize = 16.sp)}// 控制区域Column(modifier = Modifier.fillMaxWidth()) {GameControls(onMove = { playerMovingDirection = it },onStopMove = { playerMovingDirection = null },onFire = {if (currentGameState == GameState.PLAYING) {// 修复:确保玩家子弹从炮管发射val (bulletX, bulletY) = getBulletSpawnPosition(playerTank.x, playerTank.y, playerTank.direction)// 玩家坦克开火,子弹为红色bullets.add(Bullet(x = bulletX, y = bulletY, direction = playerTank.direction, ownerId = playerTank.id, color = Color.Red))}})// 2. 修复:确保按钮完全显示,调整按钮布局Row(modifier = Modifier.fillMaxWidth().padding(8.dp),horizontalArrangement = Arrangement.SpaceEvenly) {// 使用 weight 来平均分配空间,确保按钮完整显示Button(onClick = onTogglePause,modifier = Modifier.weight(1f) // 平均分配宽度.padding(horizontal = 4.dp)) {Text(if (currentGameState == GameState.PLAYING) "⏸️ 暂停" else "▶️ 继续")}Button(onClick = onBackToMenu,modifier = Modifier.weight(1f) // 平均分配宽度.padding(horizontal = 4.dp),colors = ButtonDefaults.buttonColors(containerColor = Color.Red)) {Text("🚪 退出")}}}}if (currentGameState != GameState.PLAYING && currentGameState != GameState.PAUSED) {GameOverOverlay(state = currentGameState,score = stats.score,onRestart = {playerTank = playerTank.copy(isAlive = true, x = MAP_WIDTH_GRIDS / 2 * GRID_SIZE, y = (MAP_HEIGHT_GRIDS - 3) * GRID_SIZE)enemyTanks = generateEnemyTanks(walls) // 重新生成敌方坦克bullets.clear()stats = PlayerStats(score = 0, lives = 3)lastExtraLifeScore = 0currentGameState = GameState.PLAYING},onExit = onBackToMenu)}if (currentGameState == GameState.PAUSED) {Box(modifier = Modifier.fillMaxSize().background(Color.Black.copy(alpha = 0.6f)),contentAlignment = Alignment.Center) {Text("⏸️ 游戏已暂停", color = Color.White, fontSize = 30.sp, fontWeight = FontWeight.Bold)}}}
}@Composable
fun GameOverOverlay(state: GameState,score: Int,onRestart: () -> Unit,onExit: () -> Unit
) {Box(modifier = Modifier.fillMaxSize().background(Color.Black.copy(alpha = 0.8f)),contentAlignment = Alignment.Center) {Column(horizontalAlignment = Alignment.CenterHorizontally) {Text(text = when (state) {GameState.GAME_OVER -> "💀 GAME OVER"GameState.VICTORY -> "🎉 VICTORY!"else -> ""},fontSize = 40.sp,fontWeight = FontWeight.Bold,color = if (state == GameState.GAME_OVER) Color.Red else Color.Green)Text("最终得分: $score", color = Color.White, fontSize = 20.sp)Spacer(Modifier.height(20.dp))Row {Button(onClick = onRestart, modifier = Modifier.padding(4.dp)) {Text("🔄 重新开始")}Button(onClick = onExit, modifier = Modifier.padding(4.dp), colors = ButtonDefaults.buttonColors(containerColor = Color.Gray)) {Text("🏠 返回菜单")}}}}
}// ======================
// 游戏画布
// ======================
@Composable
fun GameCanvas(playerTank: Tank,enemyTanks: List<Tank>,bullets: List<Bullet>,walls: List<Wall>,gameWidthDp: Dp,gameHeightDp: Dp
) {Canvas(modifier = Modifier.size(gameWidthDp, gameHeightDp).border(2.dp, Color.Gray)) {walls.forEach { wall ->drawRect(color = Color.Gray,topLeft = Offset(wall.x.toFloat(), wall.y.toFloat()),size = androidx.compose.ui.geometry.Size(wall.width.toFloat(), wall.height.toFloat()))}if (playerTank.isAlive) {drawTank(playerTank)}enemyTanks.forEach { tank ->if (tank.isAlive) {drawTank(tank)}}// 绘制子弹,使用子弹自身的颜色和大小bullets.forEach { bullet ->drawCircle(color = bullet.color,radius = BULLET_RADIUS,center = Offset(bullet.x.toFloat(), bullet.y.toFloat()))}}
}fun androidx.compose.ui.graphics.drawscope.DrawScope.drawTank(tank: Tank) {val centerX = tank.x + GRID_SIZE / 2fval centerY = tank.y + GRID_SIZE / 2f// 增大坦克主体drawCircle(color = tank.color,radius = GRID_SIZE / 2.2f, // 稍微调整比例使看起来更好center = Offset(centerX, centerY))// 增大炮管val barrelLength = GRID_SIZE / 1.8f // 增加炮管长度val (dx, dy) = when (tank.direction) {Direction.UP -> Pair(0f, -barrelLength)Direction.DOWN -> Pair(0f, barrelLength)Direction.LEFT -> Pair(-barrelLength, 0f)Direction.RIGHT -> Pair(barrelLength, 0f)}drawLine(color = Color.Black,start = Offset(centerX, centerY),end = Offset(centerX + dx, centerY + dy),strokeWidth = 8f // 增加炮管粗细)
}// ======================
// 控制按钮
// ======================
@Composable
fun GameControls(onMove: (Direction) -> Unit,onStopMove: () -> Unit,onFire: () -> Unit
) {Row(modifier = Modifier.fillMaxWidth().padding(16.dp),horizontalArrangement = Arrangement.SpaceAround,verticalAlignment = Alignment.CenterVertically) {// 虚拟摇杆区域Box(modifier = Modifier.size(150.dp) // 增大摇杆区域.background(Color.LightGray.copy(alpha = 0.5f), shape = CircleShape).pointerInput(Unit) {detectDragGestures(onDragStart = { },onDragEnd = { onStopMove() },onDragCancel = { onStopMove() },onDrag = { change, _ ->change.consume()val position = change.positionval centerX = size.width / 2fval centerY = size.height / 2fval dx = position.x - centerXval dy = position.y - centerYval absDx = kotlin.math.abs(dx)val absDy = kotlin.math.abs(dy)if (absDx > 20 || absDy > 20) {val direction = if (absDx > absDy) {if (dx > 0) Direction.RIGHT else Direction.LEFT} else {if (dy > 0) Direction.DOWN else Direction.UP}onMove(direction)}})},contentAlignment = Alignment.Center) {// 可视化摇杆中心点Box(modifier = Modifier.size(50.dp) // 增大摇杆中心点.background(Color.DarkGray, shape = CircleShape))}// 开火按钮Button (onClick = onFire,modifier = Modifier.size(100.dp) // 增大开火按钮.padding(start = 20.dp),shape = CircleShape,colors = ButtonDefaults.buttonColors(containerColor = Color(0xFF2196F3))) {Text("开火", fontSize = 18.sp) // 增大文字}}
}// ======================
// 辅助函数
// ======================
fun canMove(x: Int, y: Int, width: Int, height: Int, walls: List<Wall>, tanks: List<Tank>, selfId: String): Boolean {val objectRight = x + widthval objectBottom = y + heightif (x < 0 || y < 0 || objectRight > MAP_WIDTH_GRIDS * GRID_SIZE || objectBottom > MAP_HEIGHT_GRIDS * GRID_SIZE) return falsefor (wall in walls) {if (x < wall.x + wall.width &&objectRight > wall.x &&y < wall.y + wall.height &&objectBottom > wall.y) {return false}}for (tank in tanks) {if (tank.id != selfId && tank.isAlive) {if (x < tank.x + GRID_SIZE &&objectRight > tank.x &&y < tank.y + GRID_SIZE &&objectBottom > tank.y) {return false}}}return true
}fun isColliding(x1: Int, y1: Int, x2: Int, y2: Int, size1: Int, size2: Int): Boolean {val centerX1 = x1 + size1 / 2val centerY1 = y1 + size1 / 2val radius1 = size1 / 2.2f // 使用新的半径计算val centerX2 = x2 + size2 / 2val centerY2 = y2 + size2 / 2val radius2 = size2 / 2.2f // 使用新的半径计算val distance = sqrt((centerX1 - centerX2).toDouble().pow(2) + (centerY1 - centerY2).toDouble().pow(2))return distance < (radius1 + radius2)
}// 1. 新增:生成不与墙壁重叠的敌方坦克
fun generateEnemyTanks(walls: List<Wall>): List<Tank> {val enemyTankCount = 7val enemyTanks = mutableListOf<Tank>()repeat(enemyTankCount) {var x: Intvar y: Intdo {// 随机选择一个网格位置x = Random.nextInt(0, MAP_WIDTH_GRIDS) * GRID_SIZEy = Random.nextInt(0, MAP_HEIGHT_GRIDS) * GRID_SIZE} while (// 检查该位置是否与任何墙壁重叠walls.any { wall ->x < wall.x + wall.width &&x + GRID_SIZE > wall.x &&y < wall.y + wall.height &&y + GRID_SIZE > wall.y} ||// 避免生成在最底部的玩家出生区域y >= (MAP_HEIGHT_GRIDS - 3) * GRID_SIZE)enemyTanks.add(Tank(x = x,y = y,direction = Direction.entries.random(),color = Color.Red))}return enemyTanks
}// 新增:计算子弹从炮管发射的确切位置
fun getBulletSpawnPosition(tankX: Int, tankY: Int, tankDirection: Direction): Pair<Int, Int> {val centerX = tankX + GRID_SIZE / 2val centerY = tankY + GRID_SIZE / 2val barrelLength = (GRID_SIZE / 1.8f).toInt() // 与炮管长度一致val (offsetX, offsetY) = when (tankDirection) {Direction.UP -> Pair(0, -barrelLength)Direction.DOWN -> Pair(0, barrelLength)Direction.LEFT -> Pair(-barrelLength, 0)Direction.RIGHT -> Pair(barrelLength, 0)}// 将 Float 转换为 Int 以匹配 Bullet 的构造函数return Pair(centerX + offsetX, centerY + offsetY)
}// ======================
// 预览
// ======================
@Preview(showBackground = true, backgroundColor = 0xFF000000, widthDp = 400, heightDp = 800)
@Composable
fun GameWithHUDPreview() {MaterialTheme {val previewPlayerTank = remember {Tank(x = MAP_WIDTH_GRIDS / 2 * GRID_SIZE,y = (MAP_HEIGHT_GRIDS - 3) * GRID_SIZE,direction = Direction.UP,color = Color.Green,isPlayer = true,isAlive = true)}val previewWalls = remember {val wallThickness = GRID_SIZEval mapWidthPixels = MAP_WIDTH_GRIDS * GRID_SIZEval mapHeightPixels = MAP_HEIGHT_GRIDS * GRID_SIZEval edgeWalls = buildList {for (x in 0 until MAP_WIDTH_GRIDS) {add(Wall(x * GRID_SIZE, 0))}for (x in 0 until MAP_WIDTH_GRIDS) {add(Wall(x * GRID_SIZE, mapHeightPixels - wallThickness))}for (y in 1 until MAP_HEIGHT_GRIDS - 1) {add(Wall(0, y * GRID_SIZE))}for (y in 1 until MAP_HEIGHT_GRIDS - 1) {add(Wall(mapWidthPixels - wallThickness, y * GRID_SIZE))}}val innerWalls = listOf(Wall(5 * GRID_SIZE, 5 * GRID_SIZE),Wall(6 * GRID_SIZE, 5 * GRID_SIZE),Wall(7 * GRID_SIZE, 5 * GRID_SIZE),Wall(9 * GRID_SIZE, 5 * GRID_SIZE),Wall(10 * GRID_SIZE, 5 * GRID_SIZE),Wall(7 * GRID_SIZE, 10 * GRID_SIZE),Wall(7 * GRID_SIZE, 11 * GRID_SIZE),Wall(7 * GRID_SIZE, 12 * GRID_SIZE),Wall(15 * GRID_SIZE, 8 * GRID_SIZE),Wall(15 * GRID_SIZE, 9 * GRID_SIZE),Wall(15 * GRID_SIZE, 10 * GRID_SIZE),Wall(3 * GRID_SIZE, 15 * GRID_SIZE),Wall(4 * GRID_SIZE, 15 * GRID_SIZE),Wall(5 * GRID_SIZE, 15 * GRID_SIZE))edgeWalls + innerWalls}// 使用生成函数确保预览中的坦克也不在墙内val previewEnemyTanks = remember { generateEnemyTanks(previewWalls) }// 预览中的子弹也使用新的颜色和大小val previewBullets = remember {listOf(Bullet(x = 5 * GRID_SIZE, y = 10 * GRID_SIZE, direction = Direction.UP, ownerId = "player", color = Color.Red),Bullet(x = 8 * GRID_SIZE, y = 5 * GRID_SIZE, direction = Direction.RIGHT, ownerId = "enemy_1", color = Color.Blue))}val previewStats = remember { PlayerStats(score = 15, lives = 2) }val density = LocalDensity.currentval previewGameWidthDp: Dp = with(density) { (MAP_WIDTH_GRIDS * GRID_SIZE).toDp() }val previewGameHeightDp: Dp = with(density) { (MAP_HEIGHT_GRIDS * GRID_SIZE).toDp() }Box(modifier = Modifier.fillMaxSize()) {Column(horizontalAlignment = Alignment.CenterHorizontally,modifier = Modifier.fillMaxSize()) {Box(modifier = Modifier.weight(1f).fillMaxWidth(),contentAlignment = Alignment.Center) {GameCanvas(playerTank = previewPlayerTank,enemyTanks = previewEnemyTanks,bullets = previewBullets,walls = previewWalls,gameWidthDp = previewGameWidthDp,gameHeightDp = previewGameHeightDp)}Row(modifier = Modifier.fillMaxWidth().background(Color.DarkGray).padding(8.dp),horizontalArrangement = Arrangement.SpaceBetween) {Text("分数: ${previewStats.score}", color = Color.Yellow, fontSize = 16.sp)Text("生命: ${previewStats.lives}", color = Color.Red, fontSize = 16.sp)}Column(modifier = Modifier.fillMaxWidth()) {Row(modifier = Modifier.padding(16.dp),horizontalArrangement = Arrangement.SpaceAround,verticalAlignment = Alignment.CenterVertically) {Box(modifier = Modifier.size(150.dp).background(Color.LightGray.copy(alpha = 0.5f), shape = CircleShape),contentAlignment = Alignment.Center) {Box(modifier = Modifier.size(50.dp).background(Color.DarkGray, shape = CircleShape))}Button (onClick = { },modifier = Modifier.size(100.dp).padding(start = 20.dp),shape = CircleShape,colors = ButtonDefaults.buttonColors(containerColor = Color(0xFF2196F3))) {Text("开火", fontSize = 18.sp)}}Row(modifier = Modifier.fillMaxWidth().padding(8.dp),horizontalArrangement = Arrangement.SpaceEvenly) {Button(onClick = { }, modifier = Modifier.weight(1f).padding(horizontal = 4.dp)) {Text("⏸️ 暂停")}Button(onClick = { },modifier = Modifier.weight(1f).padding(horizontal = 4.dp),colors = ButtonDefaults.buttonColors(containerColor = Color.Red)) {Text("🚪 退出")}}}}Box(modifier = Modifier.fillMaxSize().background(Color.Black.copy(alpha = 0.3f)),contentAlignment = Alignment.TopStart) {Text("🖼️ UI 预览模式",color = Color.White,fontSize = 16.sp,modifier = Modifier.padding(8.dp))}}}
}@Preview(showBackground = true, widthDp = 400, heightDp = 800)
@Composable
fun SettingsPreview() {GameSettingsScreen(initialSettings = GameSettings(tankSpeed = 2, pointsPerExtraLife = 10),onStart = {})
}// ======================
// 主题
// ======================
@Composable
fun TankBattleTheme(content: @Composable () -> Unit) {MaterialTheme(colorScheme = lightColorScheme(primary = Color(0xFF006064),secondary = Color(0xFF00B8D4)),typography = Typography(bodyLarge = androidx.compose.material3.Typography().bodyLarge.copy(fontSize = 16.sp)),content = content)
}
最终效果如下: