飞机大战
前言,在完成了飞机大战(1)的基本准备类以后,我们动手来实现真正的飞机大战游戏
ShootGame类
首先我们的界面类继承Jpanel,我们在开始先把我们的图片都定义成static静态资源,这样在开始的时候就能把图片都加载好,就不会出现后面的卡顿闪烁等问题,当然,双缓冲技术也可以用上。
public class ShootGame extends JPanel {
private static final long serialVersionUID = 9158805858745581422L;
public static final int WIDTH = 400; // 窗口的宽
public static final int HEIGHT = 654; // 窗口的高
// 静态资源
public static BufferedImage background; // 背景图
public static BufferedImage start; // 开始图
public static BufferedImage pause; // 暂停图
public static BufferedImage gameover; // 游戏结束图
public static BufferedImage airplane; // 敌机图
public static BufferedImage bee; // 蜜蜂图
public static BufferedImage bullet; // 子弹图
public static BufferedImage hero0; // 英雄机0图
public static BufferedImage hero1; // 英雄机1图
public static AudioClip music;
public static final int START = 0;
public static final int RUNNING = 1;
public static final int PAUSE = 2;
public static final int GAME_OVER = 3;
private int state = 0; // 当前状态
private Hero hero = new Hero(); // 英雄机
private Bullet[] bullets = {}; // 子弹数组
private FlyingObject[] flyings = {}; // 敌人数组
private Timer timer;
private int intervel = 10; // 间隔时间:单位--毫秒
// 静态块
static {
try {
background = ImageIO.read(ShootGame.class.getResource("background.png"));
start = ImageIO.read(ShootGame.class.getResource("start.png"));
pause = ImageIO.read(ShootGame.class.getResource("pause.png"));
gameover = ImageIO.read(ShootGame.class.getResource("gameover.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"));
URL musicPath = ShootGame.class.getResource("game_music.wav");
music = Applet.newAudioClip(musicPath);
} catch (Exception e) {
e.printStackTrace();
}
}
}
然后我们开始写我们的方法
//随机出现敌机或者是特殊飞行物
public static FlyingObject nextOne() {
Random rand = new Random();
int type = rand.nextInt(20); // 生成0到19的随机数
if (type < 5) { // 随机数为0,返回bee;否则返回敌机
return new Bee();
} else {
return new AirPlane();
}
}
// 敌人登场
int flyEnteredIndex = 0;
public void enterAction() { // 10毫秒运行一次
flyEnteredIndex++; // 每10毫秒增1
if (flyEnteredIndex % 40 == 0) {
FlyingObject obj = nextOne();
flyings = Arrays.copyOf(flyings, flyings.length + 1);
flyings[flyings.length - 1] = obj;// 将敌人赋值给flyings数组的最后一个元素
}
}
//飞行物运动
public void stepAction() { //10毫秒运行一次
hero.step(); // 英雄机走一步
int num = time1 / 15;
for (int i = 0; i < flyings.length; i++) {
for (int j = 0; j <= num; j++) {
flyings[i].step(); // 敌人走一步
}
}
for (int i = 0; i < bullets.length; i++) {
for (int j = 0; j <= num / 2; j++) {
bullets[i].step(); // 子弹走一步
}
}
}
//发射子弹
int shootIndex = 0;
public void shootAction() { // 10毫秒走一次
shootIndex++; // 每10毫秒增1
if (shootIndex % 30 == 0) { // 300毫秒发射一次子弹
Bullet[] bs = hero.shoot();// 获取子弹对象
bullets = Arrays.copyOf(bullets, bullets.length + bs.length);
System.arraycopy(bs, 0, bullets, bullets.length - bs.length, bs.length);
}
}
// 删除越界飞行物
public void outOfBoundsAction() {
int index = 0;
FlyingObject[] flyingLives = new FlyingObject[flyings.length];
for (int i = 0; i < flyings.length; i++) {
FlyingObject f = flyings[i];
if (!f.outOfBounds()) {
flyingLives[index] = f;// 不越界,将其装入flyingLives[]数组中
index++;
}
}
flyings = Arrays.copyOf(flyingLives, index);
index = 0;
Bullet[] bulletsLives = new Bullet[bullets.length];
for (int i = 0; i < bullets.length; i++) {
Bullet bs = bullets[i];
if (!bs.outOfBounds()) {
bulletsLives[index] = bs;// 不越界,将其装入flyingLives[]数组中
index++;
}
}
bullets = Arrays.copyOf(bulletsLives, index);
}
//子弹碰到敌人后敌人消失并且计算分数和奖励
int score = 0; // 得分
static double time = 0.00;// 时间
static int time1 = 0;
//所有的子弹撞敌人统计
public void bangAction() {
for (int i = 0; i < bullets.length; i++) {
bang(bullets[i]);
}
}
//单个子弹撞敌人方法
public void bang(Bullet b) {
int index = -1;// 被撞敌人的索引
for (int i = 0; i < flyings.length; i++) {// 遍历所有的敌人
if (flyings[i].shootBy(b)) {// 判断是否撞上
index = i; // 记录被撞敌人的索引
break;
}
}
if (index != -1) {// 撞上了
FlyingObject one = flyings[index];
if (one instanceof Enemy) {
Enemy e = (Enemy) one;
score += e.getScore();
}
if (one instanceof Award) {
Award a = (Award) one;
int type = a.getType();
switch (type) {
case Award.DOUBLE_FIRE: // 奖励活力值
hero.addDoubleFire(); // 英雄机增加火力
break;
case Award.LIFE: // 奖励命
hero.addLife(); // 英雄机增命
break;
}
}
// 被撞敌人与flyings数组中的最后一个元素交换
FlyingObject t = flyings[index];
flyings[index] = flyings[flyings.length - 1];
flyings[flyings.length - 1] = t;
// 缩容,删除随后一个元素---即被撞的对象
flyings = Arrays.copyOf(flyings, flyings.length - 1);
}
}
//游戏结束
//检查游戏是否结束
public void checkGameOverAction() {
if (isGameOver()) { // 结束游戏
state = GAME_OVER;
time1 = 0;
time = 0;
}
}
//检查游戏结束的方法
public boolean isGameOver() {
for (int i = 0; i < flyings.length; i++) { // 撞上了,
if (hero.hit(flyings[i])) {
hero.subtractLife(); // 生命减1
hero.setDoubleFire(0); // 火力值清零
// 相撞之后,交换缩容
FlyingObject t = flyings[i];
flyings[i] = flyings[flyings.length - 1];
flyings[flyings.length - 1] = t;
flyings = Arrays.copyOf(flyings, flyings.length - 1);
}
}
return hero.getLife() <= 0; // 英雄机的命<=0,游戏结束
}
// 启动执行代码
public void action() {
MouseAdapter l = new MouseAdapter() {
public void mouseMoved(MouseEvent e) {
if (state == RUNNING) { // 运行状态下执行
int x = e.getX(); // 鼠标Y坐标
int y = e.getY(); // 鼠标X坐标
hero.moveTo(x, y); // 英雄机随着鼠标移动而移动
}
}
// 鼠标的点击事件
public void mouseClicked(MouseEvent e) {
switch (state) {
case PAUSE:
state = RUNNING;
music.stop();
music.loop();
break;
case RUNNING:
state = PAUSE;
music.stop();
break;
case START:
state = RUNNING;
music.stop();
music.loop();
break;
case GAME_OVER:
hero = new Hero();// 清理现场
flyings = new FlyingObject[0];
bullets = new Bullet[0];
score = 0;
state = START;
music.stop();
break;
}
}
public void mouseEntered(MouseEvent e) {
if (state == PAUSE) {
state = RUNNING;
}
}
public void mouseExited(MouseEvent e) {
if (state == RUNNING) {
state = PAUSE;
}
}
};
this.addMouseListener(l); // 处理鼠标操作事件
this.addMouseMotionListener(l);// 处理鼠标移动事件
timer = new Timer(); // 创建定时器对象
timer.schedule(new TimerTask() {
public void run() { // 定时干的那个事--10毫秒走一次
if (state == RUNNING) { // 运行状态下执行
enterAction();
stepAction();// 飞行物走一步
shootAction();// 子弹入场
outOfBoundsAction();// 删除越界飞行物
bangAction(); // 子弹与敌人撞
time = time + 0.01;
time1 = (int) time;
checkGameOverAction();
}
repaint(); // 重画,调用paint()
}
}, intervel, intervel);
}
//调用重绘方法,重绘下面封装好的方法
public void paint(Graphics g) {
g.drawImage(background, 0, 0, null); // 画背景图
paintHero(g);
paintFlyingObjects(g);
paintBullets(g);
paintScore(g); // 画分,画名
paintState(g);
}
// 画状态
public void paintState(Graphics g) {
switch (state) {
case START: // 启动状态画启动图
g.drawImage(start, 0, 0, null);
break;
case PAUSE: // 暂停状态画暂停图
g.drawImage(pause, 0, 0, null);
break;
case GAME_OVER: // 结束状态画结束图
g.drawImage(gameover, 0, 0, null);
break;
}
}
// 画英雄机对象
public void paintHero(Graphics g) {
g.drawImage(hero.image, hero.x, hero.y, null);
}
//画飞行物
public void paintFlyingObjects(Graphics g) {
for (int i = 0; i < flyings.length; i++) {
FlyingObject f = flyings[i];
g.drawImage(f.image, f.x, f.y, null);
}
}
//画子
弹
public void paintBullets(Graphics g) {
for (int i = 0; i < bullets.length; i++) {
Bullet b = bullets[i];
g.drawImage(b.image, b.x, b.y, null);
}
}
// 画分,画命
public void paintScore(Graphics g) {
g.setColor(new Color(0xFF0000));
g.setFont(new Font(Font.SANS_SERIF, Font.BOLD, 20));
g.drawString("SCORE: " + score, 20, 25);
g.drawString("LIFE: " + hero.getLife(), 20, 45);
g.drawString("TIME:" + time1, 20, 65);
}
//主方法调用
public static void main(String[] args) {
JFrame frame = new JFrame("飞机大战"); // 窗口对象
ShootGame game = new ShootGame(); // 面板
frame.add(game); // 将面板添加到窗口中
BufferedImage image;
try {
image = ImageIO.read(ShootGame.class.getResource("CSU.png"));
frame.setIconImage(image);
} catch (FileNotFoundException e) {
} catch (IOException e) {
}
frame.setSize(WIDTH, HEIGHT); // 设置窗口的宽和高
frame.setAlwaysOnTop(true); // 设置一直在最上面
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); // 设置默认关闭的操作:窗口关闭时退出程序
frame.setLocationRelativeTo(null); // 设置窗口初始位置(居中)
frame.setVisible(true); // 设置窗体可见
game.action(); // 启动执行
}
然后飞机大战的游戏就这样完成了
回忆一下我们的过程
FlyingObject父类→Enemy接口和Award接口→Hero等子类→游戏调用类
以上就是飞机大战小游戏了,非常的简单。
下面放上图片资源
敌机
背景图
特殊飞行物
子弹
我方飞机的两个状态
开始界面
暂停界面
游戏结束界面
OVER~