Before starting, let's take a look at the following questions:
Is OPhone the same as traditional Java game development?
How does OPhone design the UI? How does the UI interact with logic?
In OPhone, how does one use multithreading to update the game interface?
How to store data in OPhone game development?
How to Control music and sound effects in OPhone game development?
How can we efficiently develop OPhone applications and optimize OPhone applications?
If you encounter the same problem during development, this article will certainly be suitable for you. Don't hesitate. After reading this article, you will surely be able to solve these problems at a glance. Let's get started...
- OPhone Platform Architecture and main development components
- Use sensors and LBS in OPhone applications
- Development Experience of OPhone excellent reading software
- In-depth introduction to OPhone Game Development
- In-depth introduction to OPhone Game Development (2)
In the previous article, we constructed the framework of the game, identified a large framework using MVC, and completed various interfaces of the game menu, if you haven't seen the development of the game in the previous article, this article is dedicated to implementing the content in the game, because the previous article summarized the focus of OPhone platform development on UI design, we will continue to focus on UI design. As for the game logic, we all know that it is very simple, this is why we chose Tetris as an example. First, we will learn how to complete the interface design in the game.
In-game interface
At this point, we finally entered the core part of the game, and we were excited that only one programmer could understand it. Well, we didn't have to talk nonsense, so we went straight to the topic. Most of the previous interfaces directly or indirectly use the built-in components of the system to complete the design layout of the interface, however, using only these built-in components in the game is far from enough, but the overall framework still needs to be used. In this case, we need to use a custom View) to meet the different features of each game. Well, let's talk about it first. Let's take a look at the game running interface of our game, as shown in figure 9.
As we all know, we have defined many backgrounds for users to choose from when setting the interface. These backgrounds are reflected in the gradient colors of the square area. These colors are definitely not images. How can they be achieved? Follow this article, which will be detailed later.