飞机躲避炮弹---java
Posted Brave_WTZ
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最近闲来无事,花了一天多的时间写了一个小游戏,虽然说游戏本身很无聊吧,但是自己也从这个过程中学到了许多东西。。。分享一下。
代码内容自行理解吧。。。
层次结构:
1 package cn.sxt.game; 2 3 import java.awt.Color; 4 import java.awt.Font; 5 import java.awt.Frame; 6 import java.awt.Graphics; 7 import java.awt.Image; 8 import java.awt.event.KeyAdapter; 9 import java.awt.event.KeyEvent; 10 import java.awt.event.WindowAdapter; 11 import java.awt.event.WindowEvent; 12 import java.util.Date; 13 14 import javax.swing.JFrame; 15 16 /* 17 * 飞机游戏的主窗口 18 * @author Brave_WTZ 19 */ 20 public class MyGameFrame extends Frame{ 21 22 Image bgImg = GameUtil.getImage("images/bg.jpg"); 23 Image planeImg = GameUtil.getImage("images/plane.png"); 24 25 Plane plane = new Plane(planeImg,250,250); 26 Shell[] shells = new Shell[20];//声明50个炮弹 27 28 Explode bao; 29 30 Date startTime = new Date(); 31 Date endTime; 32 int period;//游戏持续的时间 33 34 @Override 35 public void paint(Graphics g) {//自动被调用 36 Color c = g.getColor(); 37 38 g.drawImage(bgImg,0,0,null); 39 40 plane.drawSelf(g);//画飞机 41 42 /*画出所有的炮弹*/ 43 for( int i=0; i<shells.length; i++ ) { 44 shells[i].draw(g);//画炮弹 45 46 /*飞机和炮弹的碰撞检测!!!*/ 47 boolean peng = shells[i].getRect().intersects(plane.getRect()); 48 if(peng) { 49 plane.live = false; 50 if(bao==null) { 51 bao = new Explode(plane.x,plane.y); 52 53 endTime = new Date(); 54 period = (int)((endTime.getTime()-startTime.getTime())/1000); 55 } 56 bao.draw(g); 57 } 58 if(!plane.live) { 59 g.setColor(Color.white); 60 Font f = new Font("宋体",Font.BOLD,50); 61 g.setFont(f); 62 g.drawString("时间:"+period+"秒", (int)plane.x, (int)plane.y); 63 } 64 } 65 66 g.setColor(c); 67 } 68 69 /*定义内部类,方便实用外部类的属性*/ 70 class PaintThread extends Thread{ 71 @Override 72 public void run() { 73 while(true) {//帮助我们反复重画窗口 74 repaint();//重画 75 76 try { 77 Thread.sleep(40);/*动态视觉效果是由一帧帧照片连续而成*/ 78 } catch (InterruptedException e) { 79 // TODO Auto-generated catch block 80 e.printStackTrace(); 81 } 82 } 83 } 84 } 85 86 /* 87 * 定义键盘监听的内部类 88 */ 89 class KeyMonitor extends KeyAdapter{ 90 @Override 91 public void keyPressed(KeyEvent e) { 92 plane.addDirection(e); 93 } 94 @Override 95 public void keyReleased(KeyEvent e) { 96 plane.minusDirection(e); 97 } 98 } 99 100 /* 101 * 初始化窗口 102 */ 103 public void launchFrame() { 104 this.setTitle("Brave_WZT"); 105 this.setVisible(true); 106 this.setSize(Constant.GAME_WIDTH,Constant.GAME_HEIGHT); 107 this.setLocation(300,300); 108 //正常情况下推出虚拟机操作 109 this.addWindowListener(new WindowAdapter(){ 110 public void windowClosing(WindowEvent e) { 111 System.exit(0); 112 } 113 }); 114 115 new PaintThread().start();//启动线程 116 addKeyListener(new KeyMonitor());//启动键盘监听 117 118 //初始化50个炮弹 119 for( int i=0; i<shells.length; i++ ) { 120 shells[i] = new Shell(); 121 } 122 } 123 124 /* 125 * 双缓冲技术,解决Frame中画面闪烁问题 126 */ 127 private Image offScreenImage = null; 128 129 public void update(Graphics g) { 130 if(offScreenImage == null) 131 offScreenImage = this.createImage(Constant.GAME_WIDTH,Constant.GAME_HEIGHT);//这是游戏窗口的宽度和高度 132 133 Graphics gOff = offScreenImage.getGraphics(); 134 paint(gOff); 135 g.drawImage(offScreenImage, 0, 0, null); 136 } 137 138 139 public static void main(String[] args) { 140 MyGameFrame f = new MyGameFrame(); 141 f.launchFrame(); 142 143 } 144 }
1 package cn.sxt.game; 2 3 import java.awt.Graphics; 4 import java.awt.Image; 5 import java.awt.event.KeyEvent; 6 7 /* 8 * 飞机类 9 * @author Brave_WTZ 10 */ 11 12 public class Plane extends GameObject{ 13 14 boolean left,up,right,down; 15 16 boolean live = true; 17 18 public Plane(Image img,double x,double y) { 19 this.img=img; 20 this.x=x; 21 this.y=y; 22 this.speed=6; 23 this.width=100; 24 this.height=100; 25 } 26 27 public void drawSelf(Graphics g) { 28 if(live) { 29 g.drawImage(img,(int)x,(int)y,null); 30 if(left) { 31 x-=speed; 32 } 33 if(right) { 34 x+=speed; 35 } 36 if(up) { 37 y-=speed; 38 } 39 if(down) { 40 y+=speed; 41 } 42 }else { 43 44 } 45 } 46 47 48 //按下某个键,启动这个方向 49 public void addDirection(KeyEvent e) { 50 switch(e.getKeyCode()) { 51 case KeyEvent.VK_LEFT: 52 left=true; 53 break; 54 case KeyEvent.VK_UP: 55 up=true; 56 break; 57 case KeyEvent.VK_RIGHT: 58 right=true; 59 break; 60 case KeyEvent.VK_DOWN: 61 down=true; 62 break; 63 } 64 } 65 //松开某个键,取消相应的方向 66 public void minusDirection(KeyEvent e) { 67 switch(e.getKeyCode()) { 68 case KeyEvent.VK_LEFT: 69 left=false;break; 70 case KeyEvent.VK_UP: 71 up=false;break; 72 case KeyEvent.VK_RIGHT: 73 right=false;break; 74 case KeyEvent.VK_DOWN: 75 down=false;break; 76 } 77 } 78 }
1 package cn.sxt.game; 2 3 import java.awt.Color; 4 import java.awt.Graphics; 5 6 /* 7 * 炮弹类 8 * @author Brave_WTZ 9 */ 10 11 public class Shell extends GameObject{ 12 13 double degree; 14 public Shell(){ 15 x=200; 16 y=200; 17 width=7; 18 height=7; 19 speed=3; 20 21 degree=Math.random()*Math.PI*2;//定义炮弹类方向 22 } 23 24 public void draw(Graphics g) { 25 Color c = g.getColor();//tip:预先将原Graphics颜色加以保留 26 g.setColor(Color.pink); 27 28 g.fillOval((int)x,(int)y, width, height);/*填充pink色炮弹*/ 29 30 /*炮弹沿任意角度去飞*/ 31 x+=speed*Math.cos(degree); 32 y+=speed*Math.sin(degree); 33 34 if(x<0||x>Constant.GAME_WIDTH-width) { 35 degree = Math.PI-degree; 36 // System.out.println("嘤嘤嘤"); 37 } 38 if(y<30||y>Constant.GAME_HEIGHT-height) { 39 degree = -degree; 40 // System.out.println("嘤嘤嘤"); 41 } 42 43 g.setColor(c); 44 } 45 }
1 package cn.sxt.game; 2 3 import java.awt.Graphics; 4 import java.awt.Image; 5 6 /* 7 * 爆炸类 8 * @author Brave_WTZ 9 */ 10 public class Explode { 11 double x,y; 12 13 static Image[] imgs = new Image[16]; 14 static { 15 for( int i=0; i<16; i++ ) { 16 imgs[i] = GameUtil.getImage("images/explode/e"+(i+1)+".gif"); 17 imgs[i].getWidth(null); 18 } 19 } 20 21 int count; 22 23 public void draw(Graphics g) { 24 if(count<=15) { 25 g.drawImage(imgs[count], (int)x, (int)y, null); 26 count++; 27 } 28 } 29 public Explode(double x,double y) { 30 this.x=x; 31 this.y=y; 32 } 33 }
1 package cn.sxt.game; 2 3 import java.awt.Graphics; 4 import java.awt.Image; 5 import java.awt.Rectangle; 6 7 /* 8 * 游戏物体的父类 9 * @author Brave_WTZ 10 */ 11 public class GameObject { 12 Image img; 13 double x,y; 14 int speed; 15 int width,height; 16 17 public void drawSelf(Graphics g) { 18 g.drawImage(img,(int)x,(int)y,null); 19 } 20 21 public GameObject(Image img, double x, double y, int speed, int width, int height) { 22 super(); 23 this.img = img; 24 this.x = x; 25 this.y = y; 26 this.speed = speed; 27 this.width = width; 28 this.height = height; 29 } 30 31 public GameObject(double x, double y) { 32 super(); 33 this.x = x; 34 this.y = y; 35 } 36 37 public GameObject() { 38 39 } 40 /* 41 * 返回物体所在矩形,便于碰撞检测 42 */ 43 public Rectangle getRect() { 44 return new Rectangle((int)x,(int)y,width,height); 45 } 46 47 }
1 package cn.sxt.game; 2 3 import java.awt.Image; 4 import java.awt.image.BufferedImage; 5 import java.io.IOException; 6 import java.net.URL; 7 import javax.imageio.ImageIO; 8 9 public class GameUtil { 10 // 工具类最好将构造器私有化。 11 private GameUtil() { 12 13 } 14 /* 15 * 返回指定路径文件的图片对象 16 * 17 */ 18 public static Image getImage(String path) { 19 BufferedImage bi = null; 20 try { 21 URL u = GameUtil.class.getClassLoader().getResource(path); 22 bi = ImageIO.read(u); 23 } catch (IOException e) { 24 e.printStackTrace(); 25 } 26 return bi; 27 } 28 }
1 package cn.sxt.game; 2 3 public class Constant { 4 5 public static final int GAME_WIDTH = 1024; 6 public static final int GAME_HEIGHT = 700; 7 }
看看效果图:
下面是游戏代码用到的游戏素材:
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