上圖
寫在前面
技術源於分享,所以今天抽空把自己之前用java做過的小游戲整理貼出來給大家參考學習。java確實不適合寫桌面應用,這里只是通過這個游戲讓大家理解oop面向對象編程的過程,純屬娛樂。代碼寫的很簡單,也很容易理解,並且注釋寫的很清楚了,還有問題,自己私下去補課學習。
完整代碼
敵飛機
import java.util.Random;
敵飛機: 是飛行物,也是敵人
public class Airplane extends FlyingObject implements Enemy {
private int speed = 3; //移動步驟
/** 初始化數據 */
public Airplane(){
this.image = ShootGame.airplane;
width = image.getWidth();
height = image.getHeight();
y = -height;
Random rand = new Random();
x = rand.nextInt(ShootGame.WIDTH - width);
}
/** 獲取分數 */
@Override
public int getScore() {
return 5;
}
/** //越界處理 */
@Override
public boolean outOfBounds() {
return y>ShootGame.HEIGHT;
}
/** 移動 */
@Override
public void step() {
y += speed;
}
}
分數獎勵
/**
* 獎勵
*/
public interface Award {
int DOUBLE_FIRE = 0; //雙倍火力
int LIFE = 1; //1條命
/** 獲得獎勵類型(上面的0或1) */
int getType();
}
蜜蜂
import java.util.Random;
/** 蜜蜂 */
public class Bee extends FlyingObject implements Award{
private int xSpeed = 1; //x坐標移動速度
private int ySpeed = 2; //y坐標移動速度
private int awardType; //獎勵類型
/** 初始化數據 */
public Bee(){
this.image = ShootGame.bee;
width = image.getWidth();
height = image.getHeight();
y = -height;
Random rand = new Random();
x = rand.nextInt(ShootGame.WIDTH - width);
awardType = rand.nextInt(2); //初始化時給獎勵
}
/** 獲得獎勵類型 */
public int getType(){
return awardType;
}
/** 越界處理 */
@Override
public boolean outOfBounds() {
return y>ShootGame.HEIGHT;
}
/** 移動,可斜着飛 */
@Override
public void step() {
x += xSpeed;
y += ySpeed;
if(x > ShootGame.WIDTH-width){
xSpeed = -1;
}
if(x < 0){
xSpeed = 1;
}
}
}
子彈類:是飛行物體
/**
* 子彈類:是飛行物
*/
public class Bullet extends FlyingObject {
private int speed = 3; //移動的速度
/** 初始化數據 */
public Bullet(int x,int y){
this.x = x;
this.y = y;
this.image = ShootGame.bullet;
}
/** 移動 */
@Override
public void step(){
y-=speed;
}
/** 越界處理 */
@Override
public boolean outOfBounds() {
return y<-height;
}
}
敵人的分數
/**
* 敵人,可以有分數
*/
public interface Enemy {
/** 敵人的分數 */
int getScore();
}
飛行物(敵機,蜜蜂,子彈,英雄機)
import java.awt.image.BufferedImage;
/**
* 飛行物(敵機,蜜蜂,子彈,英雄機)
*/
public abstract class FlyingObject {
protected int x; //x坐標
protected int y; //y坐標
protected int width; //寬
protected int height; //高
protected BufferedImage image; //圖片
public int getX() {
return x;
}
public void setX(int x) {
this.x = x;
}
public int getY() {
return y;
}
public void setY(int y) {
this.y = y;
}
public int getWidth() {
return width;
}
public void setWidth(int width) {
this.width = width;
}
public int getHeight() {
return height;
}
public void setHeight(int height) {
this.height = height;
}
public BufferedImage getImage() {
return image;
}
public void setImage(BufferedImage image) {
this.image = image;
}
/**
* 檢查是否出界
* @return true 出界與否
*/
public abstract boolean outOfBounds();
/**
* 飛行物移動一步
*/
public abstract void step();
/**
* 檢查當前飛行物體是否被子彈(x,y)擊(shoot)中
* @param Bullet 子彈對象
* @return true表示被擊中了
*/
public boolean shootBy(Bullet bullet){
int x = bullet.x; //子彈橫坐標
int y = bullet.y; //子彈縱坐標
return this.x<x && x<this.x+width && this.y<y && y<this.y+height;
}
}
英雄機
import java.awt.image.BufferedImage;
/**
* 英雄機:是飛行物
*/
public class Hero extends FlyingObject{
private BufferedImage[] images = {}; //英雄機圖片
private int index = 0; //英雄機圖片切換索引
private int doubleFire; //雙倍火力
private int life; //命
/** 初始化數據 */
public Hero(){
life = 3; //初始3條命
doubleFire = 0; //初始火力為0
images = new BufferedImage[]{ShootGame.hero0, ShootGame.hero1}; //英雄機圖片數組
image = ShootGame.hero0; //初始為hero0圖片
width = image.getWidth();
height = image.getHeight();
x = 150;
y = 400;
}
/** 獲取雙倍火力 */
public int isDoubleFire() {
return doubleFire;
}
/** 設置雙倍火力 */
public void setDoubleFire(int doubleFire) {
this.doubleFire = doubleFire;
}
/** 增加火力 */
public void addDoubleFire(){
doubleFire = 40;
}
/** 增命 */
public void addLife(){ //增命
life++;
}
/** 減命 */
public void subtractLife(){ //減命
life--;
}
/** 獲取命 */
public int getLife(){
return life;
}
/** 當前物體移動了一下,相對距離,x,y鼠標位置 */
public void moveTo(int x,int y){
this.x = x - width/2;
this.y = y - height/2;
}
/** 越界處理 */
@Override
public boolean outOfBounds() {
return false;
}
/** 發射子彈 */
public Bullet[] shoot(){
int xStep = width/4; //4半
int yStep = 20; //步
if(doubleFire>0){ //雙倍火力
Bullet[] bullets = new Bullet[2];
bullets[0] = new Bullet(x+xStep,y-yStep); //y-yStep(子彈距飛機的位置)
bullets[1] = new Bullet(x+3*xStep,y-yStep);
return bullets;
}else{ //單倍火力
Bullet[] bullets = new Bullet[1];
bullets[0] = new Bullet(x+2*xStep,y-yStep);
return bullets;
}
}
/** 移動 */
@Override
public void step() {
if(images.length>0){
image = images[index++/10%images.length]; //切換圖片hero0,hero1
}
}
/** 碰撞算法 */
public boolean hit(FlyingObject other){
int x1 = other.x - this.width/2; //x坐標最小距離
int x2 = other.x + this.width/2 + other.width; //x坐標最大距離
int y1 = other.y - this.height/2; //y坐標最小距離
int y2 = other.y + this.height/2 + other.height; //y坐標最大距離
int herox = this.x + this.width/2; //英雄機x坐標中心點距離
int heroy = this.y + this.height/2; //英雄機y坐標中心點距離
return herox>x1 && herox<x2 && heroy>y1 && heroy<y2; //區間范圍內為撞上了
}
}
游戲啟動主類
import java.awt.Font;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.util.Arrays;
import java.util.Random;
import java.util.Timer;
import java.util.TimerTask;
import java.awt.image.BufferedImage;
import javax.imageio.ImageIO;
import javax.swing.ImageIcon;
import javax.swing.JFrame;
import javax.swing.JPanel;
/**
*
*/
public class ShootGame extends JPanel {
public static final int WIDTH = 400; // 面板寬
public static final int HEIGHT = 654; // 面板高
/** 游戲的當前狀態: START RUNNING PAUSE GAME_OVER */
private int state;
private static final int START = 0;
private static final int RUNNING = 1;
private static final int PAUSE = 2;
private static final int GAME_OVER = 3;
private int score = 0; // 得分
private Timer timer; // 定時器
private int intervel = 1000 / 100; // 時間間隔(毫秒)
public static BufferedImage background;
public static BufferedImage start;
public static BufferedImage airplane;
public static BufferedImage bee;
public static BufferedImage bullet;
public static BufferedImage hero0;
public static BufferedImage hero1;
public static BufferedImage pause;
public static BufferedImage gameover;
private FlyingObject[] flyings = {}; // 敵機數組
private Bullet[] bullets = {}; // 子彈數組
private Hero hero = new Hero(); // 英雄機
static { // 靜態代碼塊,初始化圖片資源
try {
background = ImageIO.read(ShootGame.class
.getResource("background.png"));
start = ImageIO.read(ShootGame.class.getResource("start.png"));
airplane = ImageIO
.read(ShootGame.class.getResource("airplane.png"));
bee = ImageIO.read(ShootGame.class.getResource("bee.png"));
bullet = ImageIO.read(ShootGame.class.getResource("bullet.png"));
hero0 = ImageIO.read(ShootGame.class.getResource("hero0.png"));
hero1 = ImageIO.read(ShootGame.class.getResource("hero1.png"));
pause = ImageIO.read(ShootGame.class.getResource("pause.png"));
gameover = ImageIO
.read(ShootGame.class.getResource("gameover.png"));
} catch (Exception e) {
e.printStackTrace();
}
}
/** 畫 */
@Override
public void paint(Graphics g) {
g.drawImage(background, 0, 0, null); // 畫背景圖
paintHero(g); // 畫英雄機
paintBullets(g); // 畫子彈
paintFlyingObjects(g); // 畫飛行物
paintScore(g); // 畫分數
paintState(g); // 畫游戲狀態
}
/** 畫英雄機 */
public void paintHero(Graphics g) {
g.drawImage(hero.getImage(), hero.getX(), hero.getY(), null);
}
/** 畫子彈 */
public void paintBullets(Graphics g) {
for (int i = 0; i < bullets.length; i++) {
Bullet b = bullets[i];
g.drawImage(b.getImage(), b.getX() - b.getWidth() / 2, b.getY(),
null);
}
}
/** 畫飛行物 */
public void paintFlyingObjects(Graphics g) {
for (int i = 0; i < flyings.length; i++) {
FlyingObject f = flyings[i];
g.drawImage(f.getImage(), f.getX(), f.getY(), null);
}
}
/** 畫分數 */
public void paintScore(Graphics g) {
int x = 10; // x坐標
int y = 25; // y坐標
Font font = new Font(Font.SANS_SERIF, Font.BOLD, 22); // 字體
g.setColor(new Color(0xFF0000));
g.setFont(font); // 設置字體
g.drawString("SCORE:" + score, x, y); // 畫分數
y=y+20; // y坐標增20
g.drawString("LIFE:" + hero.getLife(), x, y); // 畫命
}
/** 畫游戲狀態 */
public void paintState(Graphics g) {
switch (state) {
case START: // 啟動狀態
g.drawImage(start, 0, 0, null);
break;
case PAUSE: // 暫停狀態
g.drawImage(pause, 0, 0, null);
break;
case GAME_OVER: // 游戲終止狀態
g.drawImage(gameover, 0, 0, null);
break;
}
}
public static void main(String[] args) {
JFrame frame = new JFrame("Fly");
ShootGame game = new ShootGame(); // 面板對象
frame.add(game); // 將面板添加到JFrame中
frame.setSize(WIDTH, HEIGHT); // 設置大小
frame.setAlwaysOnTop(true); // 設置其總在最上
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); // 默認關閉操作
frame.setIconImage(new ImageIcon("images/icon.jpg").getImage()); // 設置窗體的圖標
frame.setLocationRelativeTo(null); // 設置窗體初始位置
frame.setVisible(true); // 盡快調用paint
game.action(); // 啟動執行
}
/** 啟動執行代碼 */
public void action() {
// 鼠標監聽事件
MouseAdapter l = new MouseAdapter() {
@Override
public void mouseMoved(MouseEvent e) { // 鼠標移動
if (state == RUNNING) { // 運行狀態下移動英雄機--隨鼠標位置
int x = e.getX();
int y = e.getY();
hero.moveTo(x, y);
}
}
@Override
public void mouseEntered(MouseEvent e) { // 鼠標進入
if (state == PAUSE) { // 暫停狀態下運行
state = RUNNING;
}
}
@Override
public void mouseExited(MouseEvent e) { // 鼠標退出
if (state == RUNNING) { // 游戲未結束,則設置其為暫停
state = PAUSE;
}
}
@Override
public void mouseClicked(MouseEvent e) { // 鼠標點擊
switch (state) {
case START:
state = RUNNING; // 啟動狀態下運行
break;
case GAME_OVER: // 游戲結束,清理現場
flyings = new FlyingObject[0]; // 清空飛行物
bullets = new Bullet[0]; // 清空子彈
hero = new Hero(); // 重新創建英雄機
score = 0; // 清空成績
state = START; // 狀態設置為啟動
break;
}
}
};
this.addMouseListener(l); // 處理鼠標點擊操作
this.addMouseMotionListener(l); // 處理鼠標滑動操作
timer = new Timer(); // 主流程控制
timer.schedule(new TimerTask() {
@Override
public void run() {
if (state == RUNNING) { // 運行狀態
enterAction(); // 飛行物入場
stepAction(); // 走一步
shootAction(); // 英雄機射擊
bangAction(); // 子彈打飛行物
outOfBoundsAction(); // 刪除越界飛行物及子彈
checkGameOverAction(); // 檢查游戲結束
}
repaint(); // 重繪,調用paint()方法
}
}, intervel, intervel);
}
int flyEnteredIndex = 0; // 飛行物入場計數
/** 飛行物入場 */
public void enterAction() {
flyEnteredIndex++;
if (flyEnteredIndex % 40 == 0) { // 400毫秒生成一個飛行物--10*40
FlyingObject obj = nextOne(); // 隨機生成一個飛行物
flyings = Arrays.copyOf(flyings, flyings.length + 1);
flyings[flyings.length - 1] = obj;
}
}
/** 走一步 */
public void stepAction() {
for (int i = 0; i < flyings.length; i++) { // 飛行物走一步
FlyingObject f = flyings[i];
f.step();
}
for (int i = 0; i < bullets.length; i++) { // 子彈走一步
Bullet b = bullets[i];
b.step();
}
hero.step(); // 英雄機走一步
}
/** 飛行物走一步 */
public void flyingStepAction() {
for (int i = 0; i < flyings.length; i++) {
FlyingObject f = flyings[i];
f.step();
}
}
int shootIndex = 0; // 射擊計數
/** 射擊 */
public void shootAction() {
shootIndex++;
if (shootIndex % 30 == 0) { // 300毫秒發一顆
Bullet[] bs = hero.shoot(); // 英雄打出子彈
bullets = Arrays.copyOf(bullets, bullets.length + bs.length); // 擴容
System.arraycopy(bs, 0, bullets, bullets.length - bs.length,
bs.length); // 追加數組
}
}
/** 子彈與飛行物碰撞檢測 */
public void bangAction() {
for (int i = 0; i < bullets.length; i++) { // 遍歷所有子彈
Bullet b = bullets[i];
bang(b); // 子彈和飛行物之間的碰撞檢查
}
}
/** 刪除越界飛行物及子彈 */
public void outOfBoundsAction() {
int index = 0; // 索引
FlyingObject[] flyingLives = new FlyingObject[flyings.length]; // 活着的飛行物
for (int i = 0; i < flyings.length; i++) {
FlyingObject f = flyings[i];
if (!f.outOfBounds()) {
flyingLives[index++] = f; // 不越界的留着
}
}
flyings = Arrays.copyOf(flyingLives, index); // 將不越界的飛行物都留着
index = 0; // 索引重置為0
Bullet[] bulletLives = new Bullet[bullets.length];
for (int i = 0; i < bullets.length; i++) {
Bullet b = bullets[i];
if (!b.outOfBounds()) {
bulletLives[index++] = b;
}
}
bullets = Arrays.copyOf(bulletLives, index); // 將不越界的子彈留着
}
/** 檢查游戲結束 */
public void checkGameOverAction() {
if (isGameOver()==true) {
state = GAME_OVER; // 改變狀態
}
}
/** 檢查游戲是否結束 */
public boolean isGameOver() {
for (int i = 0; i < flyings.length; i++) {
int index = -1;
FlyingObject obj = flyings[i];
if (hero.hit(obj)) { // 檢查英雄機與飛行物是否碰撞
hero.subtractLife(); // 減命
hero.setDoubleFire(0); // 雙倍火力解除
index = i; // 記錄碰上的飛行物索引
}
if (index != -1) {
FlyingObject t = flyings[index];
flyings[index] = flyings[flyings.length - 1];
flyings[flyings.length - 1] = t; // 碰上的與最后一個飛行物交換
flyings = Arrays.copyOf(flyings, flyings.length - 1); // 刪除碰上的飛行物
}
}
return hero.getLife() <= 0;
}
/** 子彈和飛行物之間的碰撞檢查 */
public void bang(Bullet bullet) {
int index = -1; // 擊中的飛行物索引
for (int i = 0; i < flyings.length; i++) {
FlyingObject obj = flyings[i];
if (obj.shootBy(bullet)) { // 判斷是否擊中
index = i; // 記錄被擊中的飛行物的索引
break;
}
}
if (index != -1) { // 有擊中的飛行物
FlyingObject one = flyings[index]; // 記錄被擊中的飛行物
FlyingObject temp = flyings[index]; // 被擊中的飛行物與最后一個飛行物交換
flyings[index] = flyings[flyings.length - 1];
flyings[flyings.length - 1] = temp;
flyings = Arrays.copyOf(flyings, flyings.length - 1); // 刪除最后一個飛行物(即被擊中的)
// 檢查one的類型(敵人加分,獎勵獲取)
if (one instanceof Enemy) { // 檢查類型,是敵人,則加分
Enemy e = (Enemy) one; // 強制類型轉換
score += e.getScore(); // 加分
} else { // 若為獎勵,設置獎勵
Award a = (Award) one;
int type = a.getType(); // 獲取獎勵類型
switch (type) {
case Award.DOUBLE_FIRE:
hero.addDoubleFire(); // 設置雙倍火力
break;
case Award.LIFE:
hero.addLife(); // 設置加命
break;
}
}
}
}
/**
* 隨機生成飛行物
*
* @return 飛行物對象
*/
public static FlyingObject nextOne() {
Random random = new Random();
int type = random.nextInt(20); // [0,20)
if (type < 4) {
return new Bee();
} else {
return new Airplane();
}
}
}
原文鏈接:https://blog.csdn.net/wclxyn/article/details/110159708
版權聲明:本文為CSDN博主「一只獨孤的程序猿」的原創文章,遵循CC 4.0 BY-SA版權協議,轉載請附上原文出處鏈接及本聲明。
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