【Java经典小游戏】大鱼吃小鱼 (两万字保姆级教程)_大鱼吃小鱼java代码(1)

//我方鱼类
public static Image myFishImg_L = Toolkit.getDefaultToolkit().createImage("D:\\IDEA\\idea\_Demo\\FishGame\\images\\myFish\\myfish\_left.gif");
public static Image myFishImg_R = Toolkit.getDefaultToolkit().createImage("D:\\IDEA\\idea\_Demo\\FishGame\\images\\myFish\\myfish\_right.gif");

}


创建我方鱼类



import java.awt.*;

public class MyFish {
//图片
Image img = GameUtils.myFishImg_L;
//坐标
int x = 700;
int y = 500;
int width = 50;
int height = 50;
//移动速度
int speed = 20;
//等级
int level = 1;

//绘制自身的方法
public void paintSelf(Graphics g) {
    g.drawImage(img, x, y, width, height, null);
}

//获取自身矩形的方法
public Rectangle getRec() {
    return new Rectangle(x, y, width, height);
}

}


在窗口类中获取我方鱼的对象



//我方鱼类
MyFish myFish = new MyFish();


在工具类中添加方向判定,用来控制我方鱼的方向



public class GameUtils {
//方向
static boolean UP = false;
static boolean DOWN = false;
static boolean LEFT = false;
static boolean RIGHT = false;

//......

}


在我方鱼类添加一个方法,实现对键盘的控制



public class MyFish {
//…

//绘制自身的方法
public void paintSelf(Graphics g) {
	//调用方法
    logic();
    g.drawImage(img, x, y, width, height, null);
}

//......

void logic() {
    if (GameUtils.UP) {
        y = y - speed;
    }
    if (GameUtils.DOWN) {
        y = y + speed;
    }

    if (GameUtils.LEFT) {
        x = x - speed;
        img = GameUtils.myFishImg_L;
    }
    if (GameUtils.RIGHT) {
        x = x + speed;
        img = GameUtils.myFishImg_R;
    }
}

}


在窗口类的 **paint** 方法的 **case 1** 中,添加我方鱼类所创造的方法



import javax.swing.*;
import java.awt.*;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;

public class GameWin extends JFrame {
//…

//我方鱼类
MyFish myFish = new MyFish();

//创建一个启动窗口,设置窗口信息
public void launch() throws InterruptedException {
    //......
    });

    //键盘移动
    this.addKeyListener(new KeyAdapter() {
        @Override//按压
        public void keyPressed(KeyEvent e) {
            //上下左右四个键的ASCII值为 上 ↑:38下 ↓: 40左 ←: 37右 →: 39
            if (e.getKeyCode() == 38) {
                GameUtils.UP = true;
            }
            if (e.getKeyCode() == 40) {
                GameUtils.DOWN = true;
            }
            if (e.getKeyCode() == 37) {
                GameUtils.LEFT = true;
            }
            if (e.getKeyCode() == 39) {
                GameUtils.RIGHT = true;
            }
        }

        @Override//抬起
        public void keyReleased(KeyEvent e) {
            if (e.getKeyCode() == 38) {
                GameUtils.UP = false;
            }
            if (e.getKeyCode() == 40) {
                GameUtils.DOWN = false;
            }
            if (e.getKeyCode() == 37) {
                GameUtils.LEFT = false;
            }
            if (e.getKeyCode() == 39) {
                GameUtils.RIGHT = false;
            }
        }
    });

    //......
}

@Override
public void paint(Graphics g) {
    //懒加载模式初始化对象
    offScreenImage = createImage(width, height);
    Graphics gImage = offScreenImage.getGraphics();     //获取图片对应的画笔对象

    switch (state) {
        case 0:
            //......
            break;
        case 1:
            bg.paintSelf(gImage);
            myFish.paintSelf(gImage);
            logic();        //不断添加敌方鱼类
            for (Enamy enamy : GameUtils.EnamyList) {
                enamy.paintSelf(gImage);
            }
            break;
        case 2:
            break;
        case 3:
            break;
        case 4:
            break;
        default:
            break;
    }

    //将绘制好的图片一次性绘制到主窗口中
    g.drawImage(offScreenImage, 0, 0, null);
}

//批量添加鱼类
void logic() {
    //......
}

}


![在这里插入图片描述](https://img-blog.csdnimg.cn/9639a61ab8e6481eb8e4c2a2626195a0.png)


### 10 - 我方鱼与敌方小鱼的碰撞测试


在游戏中所有物体被视为矩形,两个物体是否碰撞,即检测两个物体的所在矩形是否有重叠部分


具体检测,就是让我方鱼与敌方鱼的矩形进行一一检测,在窗口类的 **logic()** 方法中实现



//批量添加鱼类
void logic() {
//每重绘10次生成一条敌方鱼类
if (time % 10 == 0) {
enamy = new Enamy_1_L();
GameUtils.EnamyList.add(enamy);
}

//移动方向
for (Enamy enamy : GameUtils.EnamyList) {
    enamy.x = enamy.x + enamy.dir \* enamy.speed;

    //我方鱼与敌方鱼的碰撞检测
    if (myFish.getRec().intersects(enamy.getRec())) {
        enamy.x = -200;
        enamy.y = -200;
    }
}

}


![在这里插入图片描述](https://img-blog.csdnimg.cn/74e627dbee0449228be7b068d0a7f259.png)


### 11 - 游戏积分的实现


在工具类中定义分数



//分数
static int count = 0;


在窗口类中实现我方鱼吃掉敌方鱼增加分数,同时在页面上打印分数



public class GameWin extends JFrame {
//…

@Override
public void paint(Graphics g) {
    //懒加载模式初始化对象
    offScreenImage = createImage(width, height);
    Graphics gImage = offScreenImage.getGraphics();     //获取图片对应的画笔对象

    switch (state) {
        case 0:
            //......
        case 1:
            bg.paintSelf(gImage);
            //\*\*\*\*\*\*\*打印所得积分\*\*\*\*\*\*\*\*
            gImage.setColor(Color.ORANGE);
            gImage.setFont(new Font("仿宋", Font.BOLD, 50));
            gImage.drawString("积分:" + GameUtils.count, 200, 120);
            myFish.paintSelf(gImage);
            logic();        //不断添加敌方鱼类
            for (Enamy enamy : GameUtils.EnamyList) {
                enamy.paintSelf(gImage);
            }
            break;
        case 2:
            break;
        case 3:
            break;
        case 4:
            break;
        default:
            break;
    }

    //......

//批量添加鱼类
void logic() {
    //......

    //移动方向
    for (Enamy enamy : GameUtils.EnamyList) {
        enamy.x = enamy.x + enamy.dir \* enamy.speed;

        //我方鱼与敌方鱼的碰撞检测
        if (myFish.getRec().intersects(enamy.getRec())) {
            enamy.x = -200;
            enamy.y = -200;
            //\*\*\*\*\*\*\*\*得分\*\*\*\*\*\*\*\*
            GameUtils.count += enamy.count;
        }
    }
}

}


在我方鱼类中实现吃掉敌方鱼后,我方鱼体积增加



public class MyFish {
//…

//绘制自身的方法
public void paintSelf(Graphics g) {
    logic();
    g.drawImage(img, x, y, width + GameUtils.count, height + GameUtils.count, null);
}

//获取自身矩形的方法
public Rectangle getRec() {
    return new Rectangle(x, y, width + GameUtils.count, height + GameUtils.count);
}

//…
}


![在这里插入图片描述](https://img-blog.csdnimg.cn/3a13195772bc47a0b769b80643e11319.png)


### 12 - 关卡的设置


根据积分来实现关卡的设置,如果达到目标积分则过关,并增加我方鱼的等级


在工具类中定义关卡等级



//关卡等级
static int level = 0;


在窗口类的 **logic()** 方法中设置关卡



public class GameWin extends JFrame {
//…

@Override
public void paint(Graphics g) {
    //懒加载模式初始化对象
    offScreenImage = createImage(width, height);
    Graphics gImage = offScreenImage.getGraphics();     //获取图片对应的画笔对象

    switch (state) {
        case 0:
            //......
            break;
        case 1:
            //......
            break;
        case 2:
            break;
        case 3: //玩家胜利
        	bg.paintSelf(gImage);
            myFish.paintSelf(gImage);
            gImage.setColor(Color.ORANGE);
            gImage.setFont(new Font("仿宋", Font.BOLD, 80));
            gImage.drawString("积分: " + GameUtils.count, 200, 120);
            gImage.drawString("胜利", 400, 500);
            break;
        case 4:
            break;
        default:
            break;
    }

    //将绘制好的图片一次性绘制到主窗口中
    g.drawImage(offScreenImage, 0, 0, null);
}

//批量添加鱼类
void logic() {
    //关卡难度
    if (GameUtils.count < 5) {
        GameUtils.level = 0;
        myFish.level = 1;
    } else if (GameUtils.count <= 15) {
        GameUtils.level = 1;
    } else if (GameUtils.count <= 50) {
        GameUtils.level = 2;
        myFish.level = 2;
    } else if (GameUtils.count <= 150) {
        GameUtils.level = 3;
        myFish.level = 3;
    } else if (GameUtils.count <= 300) {
        GameUtils.level = 4;
        myFish.level = 3;
    } else { //分数大于300,玩家胜利
        state = 3;
    }

    //......
}

}


![在这里插入图片描述](https://img-blog.csdnimg.cn/66aac17105174f03b93fa46b9ec81bf8.png)


### 13 - 界面优化


实现游戏界面积分、难度、关卡的可视化编写


在工具类中定义绘制文字的方法



//绘制文字的方法
public static void drawWord(Graphics g, String str, Color color, int size, int x, int y) {
g.setColor(color);
g.setFont(new Font(“仿宋”, Font.BOLD, size));
g.drawString(str, x, y);
}


在背景类中让积分、难度、我方鱼等级可视化



public class Bg {
void paintSelf(Graphics g, int fishLevel) {
g.drawImage(GameUtils.bgimg, 0, 0, null);
switch (GameWin.state) {
case 0:
GameUtils.drawWord(g, “请点击开始游戏”, Color.RED, 80, 500, 500);
break;
case 1:
GameUtils.drawWord(g, “积分:” + GameUtils.count, Color.ORANGE, 50, 200, 120);
GameUtils.drawWord(g, “难度:” + GameUtils.level, Color.ORANGE, 50, 600, 120);
GameUtils.drawWord(g, “等级:” + fishLevel, Color.ORANGE, 50, 1000, 120);
break;
case 2:
break;
case 3:
GameUtils.drawWord(g, “积分:” + GameUtils.count, Color.ORANGE, 50, 200, 120);
GameUtils.drawWord(g, “难度:” + GameUtils.level, Color.ORANGE, 50, 600, 120);
GameUtils.drawWord(g, “等级:” + fishLevel, Color.ORANGE, 50, 1000, 120);
GameUtils.drawWord(g, “胜利”, Color.RED, 80, 700, 500);
break;
default:
break;
}
}
}


对窗口类的 **paint** 方法进行优化



@Override
public void paint(Graphics g) {
//懒加载模式初始化对象
offScreenImage = createImage(width, height);
Graphics gImage = offScreenImage.getGraphics(); //获取图片对应的画笔对象
bg.paintSelf(gImage, myFish.level); //***********************

//游戏状态:0未开始,1游戏中,2游戏失败,3游戏胜利,4游戏暂停,5重新开始
switch (state) {
    case 0:
        break;
    case 1:
        myFish.paintSelf(gImage);
        logic();        //不断添加敌方鱼类
        for (Enamy enamy : GameUtils.EnamyList) {
            enamy.paintSelf(gImage);
        }
        break;
    case 2:
        break;
    case 3: //玩家胜利
        myFish.paintSelf(gImage);
        break;
    case 4:
        break;
    default:
        break;
}

//将绘制好的图片一次性绘制到主窗口中
g.drawImage(offScreenImage, 0, 0, null);

}


### 14 - 右侧敌方鱼和多种敌方鱼的生成


首先实现右侧敌方小鱼的生成,在工具类中添加右侧敌方小鱼的图



//敌方鱼类
public static Image enamy_l_img = Toolkit.getDefaultToolkit().createImage(“D:\IDEA\idea_Demo\FishGame\images\enemyFish\fish1_r.gif”);
public static Image enamy_r_img = Toolkit.getDefaultToolkit().createImage(“D:\IDEA\idea_Demo\FishGame\images\enemyFish\fish1_l.gif”);


在敌方鱼类中创建敌方小鱼右类继承敌方小鱼左类



//右敌方鱼类
class Enamy_1_R extends Enamy_1_L {
Enamy_1_R() {
this.x = 1400;
dir = -1;
this.img = GameUtils.enamy_r_img;
}
}


在窗口类中定义随机数,使左右敌方小鱼随机出现



public class GameWin extends JFrame {
//…

//定义一个随机数,以此让左右鱼的数量随机
double random;

//......

    random = Math.random();

    //每重绘10次生成一条敌方鱼类
    if (time % 10 == 0) {
        if (random > 0.5) {
            enamy = new Enamy\_1\_L();
        } else {
            enamy = new Enamy\_1\_R();
        }
        GameUtils.EnamyList.add(enamy);
    }

    //......

}


![在这里插入图片描述](https://img-blog.csdnimg.cn/b303a775beef45c5a0f9847d1f52bc9c.png)


接下来是其他敌方鱼类的生成,其原理与敌方小鱼的生成原理一致


在窗口类添加敌方鱼图



//敌方鱼类
public static Image enamy_l_img = Toolkit.getDefaultToolkit().createImage(“D:\IDEA\idea_Demo\FishGame\images\enemyFish\fish1_r.gif”);
public static Image enamy_r_img = Toolkit.getDefaultToolkit().createImage(“D:\IDEA\idea_Demo\FishGame\images\enemyFish\fish1_l.gif”);
public static Image enamy_l_2img = Toolkit.getDefaultToolkit().createImage(“D:\IDEA\idea_Demo\FishGame\images\enemyFish\fish2_r.png”);
public static Image enamy_r_2img = Toolkit.getDefaultToolkit().createImage(“D:\IDEA\idea_Demo\FishGame\images\enemyFish\fish2_l.png”);
public static Image enamy_l_3img = Toolkit.getDefaultToolkit().createImage(“D:\IDEA\idea_Demo\FishGame\images\enemyFish\fish3_r.png”);
public static Image enamy_r_3img = Toolkit.getDefaultToolkit().createImage(“D:\IDEA\idea_Demo\FishGame\images\enemyFish\fish3_l.png”);


创建剩下的敌方鱼类并写入参数



class Enamy_2_L extends Enamy {
Enamy_2_L() {
this.x = -100;
this.y = (int) (Math.random() * 700 + 100);
this.width = 100;
this.height = 100;
this.speed = 5;
this.count = 2;
this.type = 2;
this.img = GameUtils.enamy_l_2img;
}
}

class Enamy_2_R extends Enamy_2_L {
Enamy_2_R() {
this.x = 1400;
dir = -1;
this.img = GameUtils.enamy_r_2img;
}
}

class Enamy_3_L extends Enamy {
Enamy_3_L() {
this.x = -300;
this.y = (int) (Math.random() * 700 + 100);
this.width = 300;
this.height = 150;
this.speed = 15;
this.count = 5;
this.type = 3;
this.img = GameUtils.enamy_l_3img;
}

//由于第3种鱼的体积过大,我们需要将其修改一下
public Rectangle getRec() {
    return new Rectangle(x + 40, y + 30, width - 80, height - 60);
}

}

class Enamy_3_R extends Enamy_3_L {
Enamy_3_R() {
this.x = 1400;
dir = -1;
this.img = GameUtils.enamy_r_3img;
}
}


在窗口类种添加敌方鱼的生成,添加我方鱼和敌方鱼的等级比较来判断游戏是否失败,同时游戏失败界面只剩下敌方鱼类



public class GameWin extends JFrame {
//…

@Override
public void paint(Graphics g) {
    //懒加载模式初始化对象
    offScreenImage = createImage(width, height);
    Graphics gImage = offScreenImage.getGraphics();     //获取图片对应的画笔对象
    bg.paintSelf(gImage, myFish.level);

    //游戏状态:0未开始,1游戏中,2游戏失败,3游戏胜利,4游戏暂停,5重新开始
    switch (state) {
        case 0:
            break;
        case 1:
            myFish.paintSelf(gImage);
            logic();        //不断添加敌方鱼类
            for (Enamy enamy : GameUtils.EnamyList) {
                enamy.paintSelf(gImage);
            }
            break;
        case 2:
        	//\*\*\*\*\*\*\*\*\*游戏失败界面\*\*\*\*\*\*\*\*\*
            logic();        //不断添加敌方鱼类
            for (Enamy enamy : GameUtils.EnamyList) {
                enamy.paintSelf(gImage);
            }
            break;
        case 3: //玩家胜利
            myFish.paintSelf(gImage);
            break;
        case 4:
            break;
        default:
            break;
    }

    //将绘制好的图片一次性绘制到主窗口中
    g.drawImage(offScreenImage, 0, 0, null);
}

//批量添加鱼类
void logic() {
    //......

    random = Math.random();

	//\*\*\*\*\*\*\*\*根据游戏等级生成鱼类\*\*\*\*\*\*\*\*
    switch (GameUtils.level) {
        case 4:
        case 3:
        case 2:
            if (time % 30 == 0) {
                if (random > 0.5) {
                    enamy = new Enamy\_3\_L();
                } else {
                    enamy = new Enamy\_3\_R();
                }
                GameUtils.EnamyList.add(enamy);
            }
        case 1:
            if (time % 20 == 0) {
                if (random > 0.5) {
                    enamy = new Enamy\_2\_L();
                } else {
                    enamy = new Enamy\_2\_R();
                }
                GameUtils.EnamyList.add(enamy);
            }
        case 0:
            //每重绘10次生成一条敌方鱼类
            if (time % 10 == 0) {
                if (random > 0.5) {
                    enamy = new Enamy\_1\_L();
                } else {
                    enamy = new Enamy\_1\_R();
                }
                GameUtils.EnamyList.add(enamy);
            }
            break;
        default:
            break;
    }


    //移动方向
    for (Enamy enamy : GameUtils.EnamyList) {
        enamy.x = enamy.x + enamy.dir \* enamy.speed;

        //我方鱼与敌方鱼的碰撞检测
        if (myFish.getRec().intersects(enamy.getRec())) {
        	//\*\*\*\*\*\*\*\*如果我方鱼的等级大于等于敌方鱼\*\*\*\*\*\*\*
            if (myFish.level >= enamy.type) { 
                enamy.x = -200;
                enamy.y = -200;
                //得分
                GameUtils.count += enamy.count;
            } else {
                state = 2;
            }
        }
    }
}

}


背景类优化:



public class Bg {
void paintSelf(Graphics g, int fishLevel) {
g.drawImage(GameUtils.bgimg, 0, 0, null);
switch (GameWin.state) {
case 0 -> GameUtils.drawWord(g, “请点击开始游戏”, Color.RED, 80, 500, 500);
case 1 -> {
GameUtils.drawWord(g, “积分:” + GameUtils.count, Color.ORANGE, 50, 200, 120);
GameUtils.drawWord(g, “难度:” + GameUtils.level, Color.ORANGE, 50, 600, 120);
GameUtils.drawWord(g, “等级:” + fishLevel, Color.ORANGE, 50, 1000, 120);
}
case 2 -> {
GameUtils.drawWord(g, “积分:” + GameUtils.count, Color.ORANGE, 50, 200, 120);
GameUtils.drawWord(g, “难度:” + GameUtils.level, Color.ORANGE, 50, 600, 120);
GameUtils.drawWord(g, “等级:” + fishLevel, Color.ORANGE, 50, 1000, 120);
GameUtils.drawWord(g, “失败”, Color.RED, 80, 600, 500);
}
case 3 -> {
GameUtils.drawWord(g, “积分:” + GameUtils.count, Color.ORANGE, 50, 200, 120);
GameUtils.drawWord(g, “难度:” + GameUtils.level, Color.ORANGE, 50, 600, 120);
GameUtils.drawWord(g, “等级:” + fishLevel, Color.ORANGE, 50, 1000, 120);
GameUtils.drawWord(g, “胜利”, Color.RED, 80, 700, 500);
}
default -> {
}
}
}
}


![在这里插入图片描述](https://img-blog.csdnimg.cn/b3b75ca7febd4096984e76df04e9db81.png)


### 15 - boss鱼的添加


在工具类中添加敌方 **boss** 鱼



public static Image boss_img = Toolkit.getDefaultToolkit().createImage(“D:\IDEA\idea_Demo\FishGame\images\enemyFish\boss.gif”);


创建敌方 **boss** 鱼类继承父类



class Enamy_Boss extends Enamy {
Enamy_Boss() {
this.x = -1000;
this.y = (int) (Math.random()*700 + 100);
this.width = 340;
this.height = 340;
this.speed = 100;
this.count = 0;
this.type = 10;
this.img = GameUtils.boss_img;
}
}


在窗口类中获取敌方 **boss** 鱼类,在游戏等级为 **4** 的代码块中,添加 **boss** 生成的条件,同时对 **boss** 和我方鱼类及其他鱼类碰撞的情况做出处理



public class GameWin extends JFrame {
//…

//敌方boss类
Enamy boss;
//是否生成boss
boolean isboss = false;

//创建一个启动窗口,设置窗口信息
public void launch() throws InterruptedException {
    //......
}

@Override
public void paint(Graphics g) {
    //懒加载模式初始化对象
    offScreenImage = createImage(width, height);
    Graphics gImage = offScreenImage.getGraphics();     //获取图片对应的画笔对象
    bg.paintSelf(gImage, myFish.level);

    //游戏状态:0未开始,1游戏中,2游戏失败,3游戏胜利,4游戏暂停,5重新开始
    switch (state) {
        case 0:
            break;
        case 1:
            myFish.paintSelf(gImage);
            logic();        //不断添加敌方鱼类
            for (Enamy enamy : GameUtils.EnamyList) {
                enamy.paintSelf(gImage);
            }
            //\*\*\*\*\*\*\*\*boss鱼的生成\*\*\*\*\*\*\*\*
            if (isboss) {
                boss.x += boss.dir \* boss.speed;
                boss.paintSelf(gImage);
                if (boss.x < 0) {
                    gImage.setColor(Color.RED);
                    gImage.fillRect(boss.x, boss.y, 2400, boss.height / 30);
                }
            }
            break;
        case 2:
            logic();        //不断添加敌方鱼类
            for (Enamy enamy : GameUtils.EnamyList) {
                enamy.paintSelf(gImage);
            }
            //\*\*\*\*\*\*\*\*添加敌方boss\*\*\*\*\*\*\*\*
            if (isboss) {
                boss.paintSelf(gImage);
            }
            break;
        case 3: //玩家胜利
            myFish.paintSelf(gImage);
            break;
        case 4:
            break;
        default:
            break;
    }

    //将绘制好的图片一次性绘制到主窗口中
    g.drawImage(offScreenImage, 0, 0, null);
}

//批量添加鱼类
void logic() {
    //关卡难度
    if (GameUtils.count < 5) {
        GameUtils.level = 0;
        myFish.level = 1;
    } else if (GameUtils.count <= 15) {
        GameUtils.level = 1;
    } else if (GameUtils.count <= 50) {
        GameUtils.level = 2;
        myFish.level = 2;
    } else if (GameUtils.count <= 150) {
        GameUtils.level = 3;
        myFish.level = 3;
    } else if (GameUtils.count <= 300) {
        GameUtils.level = 4;
        myFish.level = 3;
    } else { //分数大于300,玩家胜利
        state = 3;
    }

    random = Math.random();

    switch (GameUtils.level) {
        case 4:
        	//\*\*\*\*\*\*\*\*判断是否生成boss\*\*\*\*\*\*\*\*
            if (time % 60 == 0) {
                if (random > 0) {
                    boss = new Enamy\_Boss();
                    isboss = true;
                }
            }
        case 3:
        case 2:
            //......
        case 1:
           //......
        case 0:
            //......
        default:
            break;
    }


    //移动方向
    for (Enamy enamy : GameUtils.EnamyList) {
        enamy.x = enamy.x + enamy.dir \* enamy.speed;

        //\*\*\*\*\*\*\*\*boss鱼的碰撞处理\*\*\*\*\*\*\*\*
        if (isboss) {
            if (boss.getRec().intersects(enamy.getRec())) {
                enamy.x = -200;
                enamy.y = -200;
            }
            if (boss.getRec().intersects(myFish.getRec())) {
                state = 2;
            }
        }

        //......
    }
}

}


![在这里插入图片描述](https://img-blog.csdnimg.cn/8bcae6560b2f4d15b01c6f3a2bd1d7c4.png)


### 16 - 游戏暂停功能和重新开始功能的实现


首先实现暂停功能,如果游戏状态为 **4**,则游戏暂停,我们使用空格键来实现游戏暂停功能


在 **launch** 方法中添加键盘的监听事件



public class GameWin extends JFrame {
//…

//创建一个启动窗口,设置窗口信息
public void launch() throws InterruptedException {
    //......

    //键盘移动
    this.addKeyListener(new KeyAdapter() {
        @Override//按压
        public void keyPressed(KeyEvent e) {
            //上下左右四个键的ASCII值为 上 ↑:38下 ↓: 40左 ←: 37右 →: 39
            if (e.getKeyCode() == 38) {
                GameUtils.UP = true;
            }
            if (e.getKeyCode() == 40) {
                GameUtils.DOWN = true;
            }
            if (e.getKeyCode() == 37) {
                GameUtils.LEFT = true;
            }
            if (e.getKeyCode() == 39) {
                GameUtils.RIGHT = true;
            }
            //\*\*\*\*\*\*\*\*空格键\*\*\*\*\*\*\*\*
            if (e.getKeyCode() == 32) {
                //如果游戏状态为运行中,则暂停,反之
                switch (state) {
                    case 1:
                        state = 4;
                        GameUtils.drawWord(getGraphics(), "游戏暂停!!!", Color.RED, 50, 600, 400);
                        break;
                    case 4:
                        state = 1;
                        break;
                }
            }
        }

        @Override//抬起
        public void keyReleased(KeyEvent e) {
            if (e.getKeyCode() == 38) {
                GameUtils.UP = false;
            }
            if (e.getKeyCode() == 40) {
                GameUtils.DOWN = false;
            }
            if (e.getKeyCode() == 37) {
                GameUtils.LEFT = false;
            }
            if (e.getKeyCode() == 39) {
                GameUtils.RIGHT = false;
            }
        }
    });

    //背景图片重复使用,需要重复调用repaint方法
    while (true) {
        repaint();
        time++;
        Thread.sleep(40);
    }
}

@Override
public void paint(Graphics g) {
    //......
        case 4:
        	//\*\*\*\*\*\*\*\*
            return;
        default:
            break;
    }

    //将绘制好的图片一次性绘制到主窗口中
    g.drawImage(offScreenImage, 0, 0, null);
}

//批量添加鱼类
......

}


![在这里插入图片描述](https://img-blog.csdnimg.cn/be2078c26bfb4026ac22de479badafcd.png)


接下来是重新开始功能,在窗口类中创建一个新的方法,将游戏状态恢复到初始,然后定义在游戏状态为结束或胜利的情况下,点击鼠标左键进入重新开始界面



//重新开始

img
img
img

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            GameUtils.RIGHT = false;
            }
        }
    });

    //背景图片重复使用,需要重复调用repaint方法
    while (true) {
        repaint();
        time++;
        Thread.sleep(40);
    }
}

@Override
public void paint(Graphics g) {
    //......
        case 4:
        	//\*\*\*\*\*\*\*\*
            return;
        default:
            break;
    }

    //将绘制好的图片一次性绘制到主窗口中
    g.drawImage(offScreenImage, 0, 0, null);
}

//批量添加鱼类
......

}


![在这里插入图片描述](https://img-blog.csdnimg.cn/be2078c26bfb4026ac22de479badafcd.png)


接下来是重新开始功能,在窗口类中创建一个新的方法,将游戏状态恢复到初始,然后定义在游戏状态为结束或胜利的情况下,点击鼠标左键进入重新开始界面



//重新开始

[外链图片转存中…(img-xsf9PIQO-1714169824997)]
[外链图片转存中…(img-h3x6xIZp-1714169824998)]
[外链图片转存中…(img-65tm4afx-1714169824998)]

既有适合小白学习的零基础资料,也有适合3年以上经验的小伙伴深入学习提升的进阶课程,涵盖了95%以上大数据知识点,真正体系化!

由于文件比较多,这里只是将部分目录截图出来,全套包含大厂面经、学习笔记、源码讲义、实战项目、大纲路线、讲解视频,并且后续会持续更新

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大鱼吃小鱼》是一款休闲类游戏,玩家需要控制一条大鱼在海底世界中捕食小鱼并不断增长体积。这个游戏的核心算法包括实现移动和捕食功能。 以下是一个简单的Java小游戏大鱼吃小鱼》的示例代码: ```java import java.awt.*; import java.awt.event.*; import javax.swing.*; public class FishGame extends JFrame { private int fishSize; private int fishX, fishY; private int smallFishX, smallFishY; public FishGame() { fishSize = 50; fishX = 200; fishY = 200; smallFishX = 100; smallFishY = 100; addKeyListener(new KeyAdapter() { public void keyPressed(KeyEvent e) { moveFish(e); } }); setFocusable(true); setSize(500, 500); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); setVisible(true); } public void paint(Graphics g) { super.paint(g); g.setColor(Color.BLUE); g.fillOval(fishX, fishY, fishSize, fishSize); g.setColor(Color.RED); g.fillOval(smallFishX, smallFishY, 20, 20); } public void moveFish(KeyEvent e) { int keyCode = e.getKeyCode(); switch (keyCode) { case KeyEvent.VK_UP: fishY -= 10; break; case KeyEvent.VK_DOWN: fishY += 10; break; case KeyEvent.VK_LEFT: fishX -= 10; break; case KeyEvent.VK_RIGHT: fishX += 10; break; } repaint(); } public static void main(String[] args) { new FishGame(); } } ``` 这个示例代码使用了Java的Swing库来创建窗口和绘制图形。玩家可以通过键盘的上下左右键来控制大鱼的移动。大鱼的初始位置是(200, 200),小鱼的初始位置是(100, 100)。当大鱼与小鱼重叠时,大鱼的体积会增大。
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