JAVA 实现《warcraft java版》游戏
Posted 毅慎
tags:
篇首语:本文由小常识网(cha138.com)小编为大家整理,主要介绍了JAVA 实现《warcraft java版》游戏相关的知识,希望对你有一定的参考价值。
前言
致敬经典的warcraft,《warcraft java版》是一款即时战略题材单机游戏,采用魔兽原味风格和机制。收集资源,建造防御工事,消灭所有敌军。
人类:洛丹伦人类联盟自兽人首次穿过黑暗之门时便告成立。他们坚韧不拔,勇敢无畏,身穿坚甲,手握利刃,英勇迎敌。
兽人:兽人是一个粗犷而坚韧的种族,他们身穿简单的皮毛和带有尖刺的皮甲,以肆意凶狠的战斗风格而闻名。
用java语言实现,采用了swing技术进行了界面化处理,设计思路用了面向对象思想。
主要需求
1、玩家可以自己选择阵营:人类(Human)和兽人(Orc)两个阵营可以挑。
2、主要资源:
- 黄金:黄金在Warcraft 中是主要的资源。黄金被用来建造新的建筑物,训练单位和研究升级。黄金在中立的建筑物也被用来购买雇佣兵,英雄物品,或启用特殊的服务。
- 木材:木材和黄金类似,也是主要活动的消耗资源之一。所有种族都使用木材生产战争所需的许多不同的结构的武器和机器。
3、建筑系统:
不同建筑的建造成本、时间和目的各不相同。城镇大厅可以训练工人和存放资源,有些建筑可以训练战斗单位,还有的可以让玩家完成科技升级或解锁不同类型的单位。
3、操作系统:
择和移动:使用鼠标左键点击一个单位或建筑,就可以查看相应的状态以及可以下达的指令。选择单位之后,玩家可以通过点击鼠标右键下达移动指令,或者点击界面底部指令面板上的按钮(或按下相应的快捷键)来指挥该单位。
按住鼠标左键并拖拽即可拉出一个矩形的方框,玩家可以通过这种方式选择多个单位,这也被称之为“框选”。选择多个单位之后,玩家可以一次性向所有选中的单位下达指令。玩家还可以按下Tab键来循环切换查看各个单位的指令面板。
编队:选择多个单位或建筑后,玩家可以按下Ctrl+任意数字键,以此将选中的单位编为一队。编队之后,玩家只需要按下该数字键就可以再次选中相应的编队。
功能截图
启动游戏:
配置:
启动游戏界面:
游戏主界面:
开始一个新游戏:
开局一个人,开启种田模式
森林和金矿:
建设防御工事:
属性:
代码实现
启动入口:
public class Main
public static final String PROGRAM = "Warcraft java版";
public static final String VERSION = "1.0.0";
private static final long serialVersionUID = 1L;
private Main()
public static Initializer initialize(boolean jar)
if (jar)
Media.loadFromJar(Main.class);
Engine.start(PROGRAM, VERSION, "ressources", true, Theme.SYSTEM);
return ENGINE.createInitializer(320, 200, 32, 60);
public static void main(String[] args)
boolean jar = false;
try
jar = Boolean.parseBoolean(args[0]);
catch (Exception e)
Launcher launcher = new Launcher(null, initialize(jar));
launcher.start();
ModelAttacker类:
/**
* Main abstraction representing any unit with the ability of attacking.
*/
public abstract class ModelAttacker extends ModelUnit implements AttackerAbility<Tile, ModelSkill, Attributes>
private final List<AbstractEntry<Tile, ModelSkill, Attributes>> guards;
private int orderX, orderY;
private boolean assault, riposte;
private boolean defend;
private long guardTimer;
public ModelAttacker(Map map, RessourcesHandler rsch, MediaRessource<BufferedImage> rsc)
super(map, rsch, rsc.file, rsc.ressource);
this.guards = new ArrayList<AbstractEntry<Tile, ModelSkill, Attributes>>(1);
this.damages.setMin(this.getDataInt("DMG_MIN"));
this.damages.setMax(this.getDataInt("DMG_MAX"));
this.riposte = true;
this.assault = false;
this.defend = false;
this.orderX = -1;
this.orderY = -1;
public void setDamages(int min, int max)
this.damages.setMin(min);
this.damages.setMax(max);
@Override
public void update(Keyboard keyboard, Mouse mouse, float extrp)
super.update(keyboard, mouse, extrp);
this.updateAttack(extrp);
if (this.isAlive() && (!this.hasTarget() || this.isMoving()))
// Reset defense state when its over
if (this.isDefending() && !this.isAttacking())
this.defend = false;
this.assault = false;
// Check guard area when not defending & attacking or assault
if (!this.isDefending() && (this.assault || (!this.isAttacking() && !this.isMoving())))
if (Maths.time() - this.guardTimer > 500)
if (this.player instanceof AI)
this.guard();
else
if (!this.isMoving())
this.guard();
this.guardTimer = Maths.time();
@Override
public boolean assignDestination(int tx, int ty)
boolean found = super.assignDestination(tx, ty);
if (this.orderX == -1 && this.assault)
this.orderX = tx;
this.orderY = ty;
return found;
public void reAssignDestination()
if (this.orderX != -1 && this.orderY != -1)
this.stopAttack();
this.setTarget(null);
super.assignDestination(this.orderX, this.orderY);
else
this.stopAttack();
this.stopMoves();
@Override
public void stop()
this.stopAttack();
super.stop();
protected void guard()
int fov = this.getFieldOfView() - 1;
for (int v = this.getYInTile() - fov; v <= this.getYInTile() + fov; v++)
for (int h = this.getXInTile() - fov; h <= this.getXInTile() + fov; h++)
try
int eid = this.map.getRef(v, h);
if (eid > 0 && eid != this.id)
AbstractEntry<Tile, ModelSkill, Attributes> e = ModelUnit.get(eid);
if (e == null)
e = ModelBuilding.get(eid);
if (e.isAlive() && e.isVisible() && e.getOwnerID() != this.getOwnerID() && e.getOwnerID() > 0 && e.isActive())
this.guards.add(e);
catch (ArrayIndexOutOfBoundsException e)
continue;
int min = Integer.MAX_VALUE;
AbstractEntry<Tile, ModelSkill, Attributes> closest = null;
for (AbstractEntry<Tile, ModelSkill, Attributes> e : this.guards)
int dist = this.getDistance(e);
// Priority to unit
if (closest instanceof AbstractBuilding && e instanceof AbstractUnit)
min = dist;
closest = e;
else if (!(closest instanceof AbstractUnit && e instanceof AbstractBuilding) || closest == null)
if (dist < min)
min = dist;
closest = e;
this.guards.clear();
if (closest != null)
this.guardAction(closest);
protected void guardAction(AbstractEntry<Tile, ModelSkill, Attributes> e)
// Priority to attacker model
if (this.getTarget() instanceof ModelAttacker && !(e instanceof ModelAttacker))
return;
this.attack(e);
@Override
public void onHit(AbstractEntry<Tile, ModelSkill, Attributes> attacker)
super.onHit(attacker);
if (this.isAlive() && this.riposte)
// AI gives priority to unit riposte
if (attacker instanceof AbstractUnit && this.getTarget() instanceof AbstractBuilding && this.player instanceof AI)
this.attack(attacker);
return;
// Keep closest target only
boolean closest = false;
if (this.hasTarget())
closest = this.getDistance(attacker) < this.getDistance(this.getTarget());
if ((this.hasTarget() || closest) && this.getOwnerID() != attacker.getOwnerID())
this.attack(attacker);
@Override
public void onKilled(AbstractEntry<Tile, ModelSkill, Attributes> attacker)
if (this.assault)
this.reAssignDestination();
public void setRiposte(boolean state)
this.riposte = state;
public void setAssault(boolean state)
this.assault = state;
public boolean getAssault()
return this.assault;
public void setDefend(boolean state)
this.defend = state;
public boolean isDefending()
return this.defend;
@Override
public boolean isPassive()
return super.isPassive() && !this.isAttacking();
public boolean hasTarget()
return this.getTarget() != null;
ModelUnit类:
public abstract class ModelUnit extends AbstractUnit<Tile, ModelSkill, Attributes>
private static final TreeMap<Integer, ModelUnit> ENTRYS = new TreeMap<Integer, ModelUnit>();
public static ModelUnit get(int id)
return ENTRYS.get(id);
public static void clear()
ENTRYS.clear();
public static List<ModelUnit> getByOwner(int ownerID)
List<ModelUnit> list = new ArrayList<ModelUnit>(1);
Collection<ModelUnit> c = ENTRYS.values();
for (ModelUnit u : c)
if (u.getOwnerID() == ownerID)
list.add(u);
return list;
private void manage()
ENTRYS.put(this.id, this);
private static final int CORPSE_TIME = 5000;
private static final int CORPSE_NUMBER = 3;
private static final int CORPSE_OFFSET = 8;
private static final Orientation[] orientations = Orientation.values();
public final Map map;
public final UnitType type;
public final Race faction;
protected Player player;
private boolean isOnScreen;
private TiledSprite corpse;
private long deadTimer, angleTimer, nextAngleTimer;
private boolean dead;
private int deadIndex, deadOffset;<以上是关于JAVA 实现《warcraft java版》游戏的主要内容,如果未能解决你的问题,请参考以下文章