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MySurfaceView.java
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MySurfaceView.java
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package com.pg;
import java.util.Random;
import java.util.Vector;
import android.content.Context;
import android.content.res.Resources;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.view.KeyEvent;
import android.view.MotionEvent;
import android.view.SurfaceHolder;
import android.view.SurfaceView;
import android.view.SurfaceHolder.Callback;
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[NO]
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 bmpButton;//游戏开始按钮
private Bitmap bmpButtonPress;//游戏开始按钮被点击
private Bitmap bmpEnemyDuck;//怪物漂浮物
private Bitmap bmpEnemyFly;//怪物章鱼怪
private Bitmap bmpEnemyBoss;//BOSS
private Bitmap bmpGameOver;//游戏失败背景
private Bitmap bmpGameReStart;//重新开始
private Bitmap bmpPlayer;//游戏主角
private Bitmap bmpPlayerHp;//主角血量
private Bitmap bmpMenu;//菜单背景
public static Bitmap bmpBullet;//子弹
public static Bitmap bmpEnemyBullet;//敌人子弹
public static Bitmap bmpBossBullet;//Boss子弹
//对象声明
private GameMenu gameMenu;//声明一个菜单对象
private GameBg backGround;//声明一个滚动游戏背景对象
private Player player;//声明主角对象
private Vector<Enemy> vcEnemy;//声明一个敌人容器
private int count;//计数器
//敌人数组:1和2表示敌人的种类
//二维数组的每一维都是一组怪物
private int enemyArray[][] = { { 1, 2,1 }, { 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, 3, 1, 1 },{ 3, 3, 3, 3 }};
private int enemyArrayIndex;//当前取出一维数组的下标
private Random random;//随人库,为创建的敌人赋予随即坐标
private Vector<Bullet> vcBullet;//敌人子弹容器
private int countEnemyBullet;//添加子弹的计数器
private Vector<Bullet> vcBulletPlayer;//主角子弹容器
private int countPlayerBullet;//添加子弹的计数器
private Vector<Boom> vcBoom;//爆炸效果容器
private Control control;//控制手柄
private GameLost gamelost;//游戏结束
public MySurfaceView(Context context) {
super(context);
sfh = this.getHolder();
sfh.addCallback(this);
paint = new Paint(Color.RED);
paint.setColor(Color.WHITE);
paint.setAntiAlias(true);
setFocusable(true);
setFocusableInTouchMode(true);
//设置背景常亮
this.setKeepScreenOn(true);
}//初始化函数
@Override
public void surfaceCreated(SurfaceHolder holder) {
screenW = this.getWidth();
screenH = this.getHeight();
initGame();
flag = true;
th = new Thread(this);//实例线程
th.start();//启动线程
}//SurfaceView视图创建,响应此函数
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);
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);
bmpEnemyBoss = BitmapFactory.decodeResource(res, R.drawable.enemy_pig);
bmpGameOver = BitmapFactory.decodeResource(res, R.drawable.gameover);
bmpGameReStart = BitmapFactory.decodeResource(res, R.drawable.restart);
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);
vcBoom = new Vector<Boom>();//爆炸效果容器实例
vcBullet = new Vector<Bullet>();//敌人子弹容器实例
vcBulletPlayer = new Vector<Bullet>();//主角子弹容器实例
gameMenu = new GameMenu(bmpMenu, bmpButton, bmpButtonPress);//菜1单类实例
backGround = new GameBg(bmpBackGround);//实例游戏背景
player = new Player(bmpPlayer, bmpPlayerHp);//实例主角
vcEnemy = new Vector<Enemy>();//实例敌人容器
random = new Random();//实例随机库
control=new Control(screenW-35,screenH-35,10,20);//控制
gamelost=new GameLost(bmpGameOver,bmpGameReStart);//游戏结束
}
control.reSet();//小圆归位
Enemy.reset();//敌人重置
Bullet.num=0;
}//自定义初始化游戏
public void myDraw() {
try {
canvas = sfh.lockCanvas();
if (canvas != null) {
canvas.drawColor(Color.WHITE);
switch (gameState){//绘图函数根据游戏状态不同进行不同绘制
case GAME_MENU://初始状态
gameMenu.draw(canvas, paint);//菜单的绘图函数
break;
case GAMEING://游戏进行中
backGround.draw(canvas, paint);//游戏背景
player.draw(canvas, paint);//主角绘图函数
for (int i=0;i<vcEnemy.size();i++) {//敌人绘制
vcEnemy.elementAt(i).draw(canvas,paint);
}
for (int i=0;i<vcBullet.size();i++){//敌人子弹绘制
vcBullet.elementAt(i).draw(canvas, paint);
}
for (int i=0; i<vcBulletPlayer.size();i++) {
vcBulletPlayer.elementAt(i).draw(canvas, paint);
}//处理主角子弹绘制
for (int i=0; i<vcBoom.size();i++) {
vcBoom.elementAt(i).draw(canvas, paint);
}//爆炸效果绘制
control.myDraw(canvas);//手柄绘制
break;
case GAME_PAUSE://游戏最后状态
break;
case GAME_LOST://游戏输掉贴图
backGround.draw(canvas, paint);//游戏背景
//player.draw(canvas, paint);//主角绘图函数
for (int i=0;i<vcEnemy.size();i++) {//敌人绘制
vcEnemy.elementAt(i).draw(canvas,paint);
}
for (int i=0;i<vcBullet.size();i++){//敌人子弹绘制
vcBullet.elementAt(i).draw(canvas, paint);
}
for (int i=0; i<vcBulletPlayer.size();i++) {
vcBulletPlayer.elementAt(i).draw(canvas, paint);
}//处理主角子弹绘制
for (int i=0; i<vcBoom.size();i++) {
vcBoom.elementAt(i).draw(canvas, paint);
}//爆炸效果绘制
//control.myDraw(canvas);//手柄绘制
gamelost.draw(canvas, paint);
if(gameState==GAME_MENU){
initGame();//重置游戏
enemyArrayIndex = 0;//重置怪物出场
}
break;
}
}
} catch (Exception e){
// TODO: handle exception
} finally {
if (canvas != null)
sfh.unlockCanvasAndPost(canvas);
}
}//OnDraw绘图函数
@Override
public boolean onTouchEvent(MotionEvent event) {
switch (gameState) {//触屏监听事件函数根据游戏状态不同进行不同监听
case GAME_MENU://菜单的触屏事件处理
gameMenu.onTouchEvent(event);
break;
case GAMEING://游戏进行中
control.onTouchEvent(event,player);//手柄控制
break;
case GAME_PAUSE://游戏最后
break;
case GAME_WIN://胜利
break;
case GAME_LOST://输掉
gamelost.onTouchEvent(event);
if(gameState==GAME_MENU){
initGame();//重置游戏
enemyArrayIndex = 0;//重置怪物出场
}
break;
}
return true;
}//触屏监听函数
@Override
public boolean onKeyDown(int keyCode, KeyEvent event) {
//处理back返回按键,重置游戏
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;
initGame();//重置游戏
enemyArrayIndex = 0;//重置怪物出场
} 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://进行中
player.onKeyDown(keyCode,event);//主角的按键按下事件
break;
case GAME_PAUSE:
break;
case GAME_WIN:
break;
case GAME_LOST:
break;
}
return super.onKeyDown(keyCode, event);
}//按键按下监听
@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);
}//按键抬起监听
private void logic() {
switch (gameState) {//逻辑处理根据游戏状态不同进行不同处理
case GAME_MENU:
break;
case GAMEING:
backGround.logic();//背景逻辑
player.logic();//主角逻辑
//begin-----敌人逻辑
for (int i = 0; i < vcEnemy.size(); i++) {//敌人逻辑
Enemy en = vcEnemy.elementAt(i);
//因为容器不断添加敌人 ,那么对敌人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();
}
}
//生成敌人
count++;
if (count % Enemy.createEnemyTime == 0) {
for (int i = 0; i < enemyArray[enemyArrayIndex].length; i++) {
if (enemyArray[enemyArrayIndex][i] == 1){//章鱼怪
int x = random.nextInt(screenW - 100) + 50;
vcEnemy.addElement(new Enemy(bmpEnemyFly, 1, x, -50));
} else if (enemyArray[enemyArrayIndex][i] == 2) {//漂浮物左
int y = random.nextInt(20);
vcEnemy.addElement(new Enemy(bmpEnemyDuck, 2, -50, y));
} else if (enemyArray[enemyArrayIndex][i] == 3) {//漂浮物右
int y = random.nextInt(20);
vcEnemy.addElement(new Enemy(bmpEnemyDuck, 3, screenW + 50, y));
} else if(enemyArray[enemyArrayIndex][i] == 4){//Boss
vcEnemy.addElement(new Enemy(bmpEnemyBoss,4,-100,5));
}
}
enemyArrayIndex=enemyArrayIndex+1;//15组出现效果....一轮过去提升难度
if(enemyArrayIndex>=15){
enemyArrayIndex=0;
if(Enemy.createBulletTime>5
&& Enemy.createBulletTime>=Enemy.createEnemyTime)
Enemy.createBulletTime-=5;
else if(Enemy.createEnemyTime>5
&& Enemy.createBulletTime<=Enemy.createEnemyTime)
Enemy.createEnemyTime-=5;
}
}
//处理敌人与主角的碰撞
for (int i = 0; i < vcEnemy.size(); i++) {
if (player.isCollsionWith(vcEnemy.elementAt(i))) {
player.setPlayerHp(player.getPlayerHp() - 1);//发生碰撞,主角血量-1
if (player.getPlayerHp() <= -1) {//当主角血量小于0,判定游戏失败
gameState = GAME_LOST;
}
}
}
//每2秒添加一个敌人子弹
countEnemyBullet++;
if (countEnemyBullet % Enemy.createBulletTime == 0) {
for (int i=0;i<vcEnemy.size();i++){
Enemy en=vcEnemy.elementAt(i);
int bulletType=0;
switch(en.type){//不同类型敌人不同的子弹运行轨迹
case Enemy.TYPE_FLY://章鱼怪
bulletType = Bullet.BULLET_FLY;
break;
case Enemy.TYPE_DUCKL://漂浮物
case Enemy.TYPE_DUCKR:
bulletType = Bullet.BULLET_DUCK;
break;
case Enemy.TYPE_BOSS://boss的子弹
bulletType = Bullet.BULLET_DUCK;//////,,,。,。,。,
break;
}
vcBullet.add(new Bullet(bmpEnemyBullet, en.x + 10, en.y + 20, bulletType));
}
}
for (int i = 0; i < vcBullet.size(); i++) {//处理敌人子弹逻辑
Bullet b = vcBullet.elementAt(i);
if (b.isDead) {
vcBullet.removeElement(b);
} else {
b.logic(vcEnemy);
}
}
for (int i = 0; i < vcBullet.size(); i++) {//处理敌人子弹与主角碰撞
if (player.isCollsionWith(vcBullet.elementAt(i))) {
player.setPlayerHp(player.getPlayerHp() - 1);//发生碰撞,主角血量-1
if (player.getPlayerHp() <= -1) {
gameState = GAME_LOST;
}//当主角血量小于0,判定游戏失败
}
}
for (int i = 0; i < vcBulletPlayer.size(); i++) {//处理主角子弹与敌人碰撞
Bullet blPlayer = vcBulletPlayer.elementAt(i);//取出主角子弹容器的每个元素
for (int j = 0; j < vcEnemy.size(); j++) {
//添加爆炸效果
if (vcEnemy.elementAt(j).isCollsionWith(blPlayer)) {//取出敌人容器的每个元与主角子弹遍历判断
vcBoom.add(new Boom(bmpBoom, vcEnemy.elementAt(j).x, vcEnemy.elementAt(j).y, 7));
switch(vcEnemy.elementAt(j).type){
case 1://章鱼怪
player.addPlayerGoals(20);
break;
case 2:;//漂浮物
case 3:
player.addPlayerGoals(10);
break;
case 4://Boss
break;
default:break;
}
}
}
}
//-------------end-敌人逻辑
//每1秒添加一个主角子弹
countPlayerBullet++;
if (countPlayerBullet % 20 == 0) {
switch(player.bulletKind){//玩家武器选择
case 0://单发子弹
vcBulletPlayer.add(new Bullet(bmpBullet, player.x + 15, player.y - 20, Bullet.BULLET_PLAYER));
break;
case 1://双发子弹
vcBulletPlayer.add(new Bullet(bmpBullet, player.x + 10, player.y - 20, Bullet.BULLET_PLAYER));
vcBulletPlayer.add(new Bullet(bmpBullet, player.x + 20, player.y - 20, Bullet.BULLET_PLAYER));
break;
case 2://双发普通+1发跟踪
vcBulletPlayer.add(new Bullet(bmpBullet, player.x + 10, player.y - 20, Bullet.BULLET_PLAYER));
vcBulletPlayer.add(new Bullet(bmpBullet, player.x + 20, player.y - 20, Bullet.BULLET_PLAYER));
if(Bullet.num==0)vcBulletPlayer.add(new Bullet(bmpBullet, player.x + 15, player.y - 25, Bullet.BULLET_PLAYER1));
break;
case 3://三发子弹+1发跟踪
vcBulletPlayer.add(new Bullet(bmpBullet, player.x + 8, player.y - 20, Bullet.BULLET_PLAYER));
vcBulletPlayer.add(new Bullet(bmpBullet, player.x + 15, player.y - 25, Bullet.BULLET_PLAYER));
vcBulletPlayer.add(new Bullet(bmpBullet, player.x + 23, player.y - 20, Bullet.BULLET_PLAYER));
if(Bullet.num==0)vcBulletPlayer.add(new Bullet(bmpBullet, player.x + 15, player.y - 25, Bullet.BULLET_PLAYER1));
break;
case 4://3发+2发跟踪
vcBulletPlayer.add(new Bullet(bmpBullet, player.x + 8, player.y - 20, Bullet.BULLET_PLAYER));
vcBulletPlayer.add(new Bullet(bmpBullet, player.x + 15, player.y - 25, Bullet.BULLET_PLAYER));
vcBulletPlayer.add(new Bullet(bmpBullet, player.x + 23, player.y - 20, Bullet.BULLET_PLAYER));
if(Bullet.num<2)vcBulletPlayer.add(new Bullet(bmpBullet, player.x + 15, player.y - 25, Bullet.BULLET_PLAYER1));
break;
case 5://4发2跟踪
vcBulletPlayer.add(new Bullet(bmpBullet, player.x + 4, player.y - 20, Bullet.BULLET_PLAYER));
vcBulletPlayer.add(new Bullet(bmpBullet, player.x + 11, player.y - 20, Bullet.BULLET_PLAYER));
vcBulletPlayer.add(new Bullet(bmpBullet, player.x + 18, player.y - 20, Bullet.BULLET_PLAYER));
vcBulletPlayer.add(new Bullet(bmpBullet, player.x + 25, player.y - 20, Bullet.BULLET_PLAYER));
if(Bullet.num<=2)vcBulletPlayer.add(new Bullet(bmpBullet, player.x + 15, player.y - 25, Bullet.BULLET_PLAYER1));
break;
case 6://5发2跟踪
vcBulletPlayer.add(new Bullet(bmpBullet, player.x + 3, player.y - 20, Bullet.BULLET_PLAYER));
vcBulletPlayer.add(new Bullet(bmpBullet, player.x + 9, player.y - 22, Bullet.BULLET_PLAYER));
vcBulletPlayer.add(new Bullet(bmpBullet, player.x + 15, player.y - 25, Bullet.BULLET_PLAYER));
vcBulletPlayer.add(new Bullet(bmpBullet, player.x + 21, player.y - 22, Bullet.BULLET_PLAYER));
vcBulletPlayer.add(new Bullet(bmpBullet, player.x + 27, player.y - 20, Bullet.BULLET_PLAYER));
if(Bullet.num<=2)vcBulletPlayer.add(new Bullet(bmpBullet, player.x + 15, player.y - 25, Bullet.BULLET_PLAYER1));
break;
case 7://全跟踪
vcBulletPlayer.add(new Bullet(bmpBullet, player.x + 15, player.y - 25, Bullet.BULLET_PLAYER1));
break;
case 8://双全跟踪
vcBulletPlayer.add(new Bullet(bmpBullet, player.x + 10, player.y - 20, Bullet.BULLET_PLAYER1));
vcBulletPlayer.add(new Bullet(bmpBullet, player.x + 20, player.y - 20, Bullet.BULLET_PLAYER1));
case 9://三个双跟踪
vcBulletPlayer.add(new Bullet(bmpBullet, player.x + 8, player.y - 20, Bullet.BULLET_PLAYER1));
vcBulletPlayer.add(new Bullet(bmpBullet, player.x + 15, player.y - 25, Bullet.BULLET_PLAYER));
vcBulletPlayer.add(new Bullet(bmpBullet, player.x + 23, player.y - 20, Bullet.BULLET_PLAYER1));
break;
case 10://4发+2全跟踪
vcBulletPlayer.add(new Bullet(bmpBullet, player.x + 4, player.y - 20, Bullet.BULLET_PLAYER));
vcBulletPlayer.add(new Bullet(bmpBullet, player.x + 11, player.y - 20, Bullet.BULLET_PLAYER));
vcBulletPlayer.add(new Bullet(bmpBullet, player.x + 18, player.y - 20, Bullet.BULLET_PLAYER));
vcBulletPlayer.add(new Bullet(bmpBullet, player.x + 25, player.y - 20, Bullet.BULLET_PLAYER));
vcBulletPlayer.add(new Bullet(bmpBullet, player.x + 4, player.y - 25, Bullet.BULLET_PLAYER1));
vcBulletPlayer.add(new Bullet(bmpBullet, player.x + 25, player.y - 25, Bullet.BULLET_PLAYER1));
break;
case 11://5发+2全跟踪
vcBulletPlayer.add(new Bullet(bmpBullet, player.x + 3, player.y - 20, Bullet.BULLET_PLAYER));
vcBulletPlayer.add(new Bullet(bmpBullet, player.x + 9, player.y - 22, Bullet.BULLET_PLAYER));
vcBulletPlayer.add(new Bullet(bmpBullet, player.x + 15, player.y - 25, Bullet.BULLET_PLAYER));
vcBulletPlayer.add(new Bullet(bmpBullet, player.x + 21, player.y - 22, Bullet.BULLET_PLAYER));
vcBulletPlayer.add(new Bullet(bmpBullet, player.x + 27, player.y - 20, Bullet.BULLET_PLAYER));
vcBulletPlayer.add(new Bullet(bmpBullet, player.x + 3, player.y - 25, Bullet.BULLET_PLAYER1));
vcBulletPlayer.add(new Bullet(bmpBullet, player.x + 27, player.y - 25, Bullet.BULLET_PLAYER1));
break;
default://5发全跟踪
vcBulletPlayer.add(new Bullet(bmpBullet, player.x + 3, player.y - 20, Bullet.BULLET_PLAYER1));
vcBulletPlayer.add(new Bullet(bmpBullet, player.x + 9, player.y - 22, Bullet.BULLET_PLAYER1));
vcBulletPlayer.add(new Bullet(bmpBullet, player.x + 15, player.y - 25, Bullet.BULLET_PLAYER1));
vcBulletPlayer.add(new Bullet(bmpBullet, player.x + 21, player.y - 22, Bullet.BULLET_PLAYER1));
vcBulletPlayer.add(new Bullet(bmpBullet, player.x + 27, player.y - 20, Bullet.BULLET_PLAYER1));
break;
}
}
//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(vcEnemy);
}
}
//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;
}
}//游戏逻辑
@Override
public void run() {
while (flag) {
long start = System.currentTimeMillis();
myDraw();
logic();
long end = System.currentTimeMillis();
try {
if (end - start < 50) {//时间均衡处理
Thread.sleep(50 - (end - start));
}
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}//run函数
@Override
public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {
}//SurfaceView视图状态发生改变,响应此函数
@Override
public void surfaceDestroyed(SurfaceHolder holder) {
flag = false;
}//SurfaceView视图消亡时,响应此函数
}