飞机大战
1.主要功能
英雄机受玩家鼠标控制进行移动并发出子弹对敌人进行攻击,打中敌机会加分,打中小心心会随机获得奖励。奖励类型分为三种:英雄机生命值加一,英雄机双倍火力,英雄机三倍火力(要达到三倍火力首先需要达到双倍火力才行),当英雄机撞到敌机时,火力加成会消失。当分数达到50的时候会出现boss,boss会进行移动并且发射子弹,击败boss会判定游戏胜利。当英雄机撞到敌机,小心心或者被boss发射的子弹击中时,生命值会减一,当生命值为零的时候会判定游戏失败,英雄机如果撞到了boss那就直接白给。游戏期间用鼠标进行控制,点击鼠标游戏开始,将鼠标移动至游戏界面外可以暂停游戏。
2.效果展示图
3.分析
1. 素材准备
在开发之前需要先去下载一些素材图片,包括背景图,英雄机图,敌机图,子弹图,boss图,开始,暂停,胜利以及结束图片等。
2.设计构思
- 首先添加开始,胜利,结束等游戏画面
- 设计奖励接口以及得分接口添加奖励与得分的方法
- 设计飞行物父类,在类中添加相关的方法
- 设计敌机类以及小心心类,分别执行得分接口与奖励接口,并且继承飞行物父类
- 设计英雄机类,boss类,英雄机子弹类以及boss子弹类分别继承飞行物父类
- 再设计实现类,对他们进行初始化等操作
- 鼠标监听控制英雄机的移动轨迹
3.运用到的知识
- 数组
- swing组件:图形界面工具
- 鼠标监听
- 面向对象:封装继承多态
- ImageIO流
4.代码展示
测试类代码出现了一点小BUG,已经标出,按理来说这样写当判定游戏结束或者胜利时会先清理现场,然后再修改为启动状态,但是我这个游戏结束后还是战后现场,界面上boss机发射出来的子弹并不能清除,这就很迷惑。
奖励接口
package shoot;
//小心心:奖励
public interface Award {
int TRIPLE_FIRE = 2;//三倍火力
int DOUBLE_FIRE = 1;//双倍火力
int LIFE =0 ;//1条命
public int getType();//获取奖励类型
}
得分接口
package shoot;
//敌机:得分
public interface Enemy {
public int getScope();
}
飞行物类
package shoot;
import java.awt.image.BufferedImage;
//飞行物类 父类
public abstract class FlyingObject {
protected int width;//宽
protected int height;//高
protected int x;//x坐标
protected int y;//y坐标
protected BufferedImage image;//图片
//走步
public abstract void step();
//敌人(小飞机,小心心)被子弹打
public boolean shootBy(Bullet b){
int x = b.x;//子弹的x和y
int y = b.y;
//子弹x在心的x和心的x加宽之间
//并且
//子弹y在心的y和心的y加高之间
return x>this.x && x<this.x+width
&&
y>this.y && y<this.y+height;
}
//检测是否出界
public abstract boolean outofBounds();
}
敌机类
package shoot;
import java.util.Random;
//小飞机
public class Airplane extends FlyingObject
implements Enemy {
private int speed = 2;//敌机移动的步数
//得分
public int getScope() {
return 5;
}
public Airplane(){
image = ShootGame.airplane;
width = image.getWidth();
height = image.getHeight();
y = -height;
Random r = new Random();
x = r.nextInt(ShootGame.WIDTH - width);
}
//敌机走步
public void step() {
y += speed;
}
//重写出界
public boolean outofBounds() {
return y>ShootGame.HEIGHT;
}
}
奖励类
package shoot;
import java.util.Random;
//小心心
public class Bee extends FlyingObject
implements Award {
private int xSpeed = 1;//x坐标走步
private int ySpeed = 2;//y坐标走步
private int awardType;//奖励类型
//获取奖励
public int getType() {
return awardType;
}
//初始化实例变量
public Bee(){
image = ShootGame.bee;
width = image.getWidth();//获取当前图片的宽
height = image.getHeight();//获取当前图片的高
y = -height;
//x = (int)(Math.random()*(ShootGame.WIDTH - width));
Random rand = new Random();
x = rand.nextInt(ShootGame.WIDTH - width);
awardType = rand.nextInt(4);//0,1,2随机生成
}
//小心心走步
public void step() {
x += xSpeed;
y += ySpeed;
if(x<0){
xSpeed = 1;//往右
}
if(x>ShootGame.WIDTH - width){
xSpeed = -1;//往左
}
}
//重写出界
public boolean outofBounds() {
return y>ShootGame.HEIGHT;//y大于面板的高
}
}
英雄机类
package shoot;
import java.awt.image.BufferedImage;
//英雄机
public class Hero extends FlyingObject{
private BufferedImage[] images = {};//存放英雄机图片数组
private int index;//下标
private int doubleFire;//双倍火力
protected int tripleFire;//三倍火力
public int life;//命
//初始化实例变量
public Hero(){
image = ShootGame.hero0;
width = image.getWidth();
height = image.getHeight();
x = 250;
y = 700;
doubleFire = 0;//单倍火力
tripleFire = 0;//单倍火力
life = 3;//命3条
images = new BufferedImage[]{ShootGame.hero0,ShootGame.hero1};
}
//英雄机走步
public void step() {
int num = index++/10%images.length;
image = images[num];
}
//发射子弹
public Bullet[] shoot(){
int xstep = this.width/4;//4半
int ystep = 20;
if(doubleFire<=0&&tripleFire>0){
tripleFire=0;
life++;
Bullet[] bullets = new Bullet[1];
bullets[0] = new Bullet(this.x+2*xstep,this.y-ystep);
return bullets;
}else if(tripleFire>0&&doubleFire>0){
Bullet[] bullets = new Bullet[3];
bullets[0] = new Bullet(this.x+1*xstep,this.y-ystep);
bullets[1] = new Bullet(this.x+3*xstep,this.y-ystep);
bullets[2] = new Bullet(this.x+2*xstep,this.y-ystep);
return bullets;
}else if(doubleFire > 0&&tripleFire<=0){//双倍火力
Bullet[] bullets = new Bullet[2];
bullets[0] = new Bullet(this.x+1*xstep,this.y-ystep);
bullets[1] = new Bullet(this.x+3*xstep,this.y-ystep);
return bullets;
}else{//单倍火力
Bullet[] bullets = new Bullet[1];
bullets[0] = new Bullet(this.x+2*xstep,this.y-ystep);
return bullets;
}
}
//移动 传入的是鼠标的x和y
public void moveTo(int x,int y){
this.x = x-this.width/2;
this.y = y-this.height/2;
}
//添加三倍火力
public void addTripleFire(){
tripleFire+=40;
}
//添加双倍火力
public void addDoubleFire(){
doubleFire += 40;
}
//添加命
public void addLife(){
life++;
}
//获取命
public int getLife(){
return life;
}
//重写出界
public boolean outofBounds() {
return false;//永不出界
}
//判断英雄机与敌人是否发生碰撞
//other:敌人
public boolean hit(FlyingObject other){
int x1 = other.x-this.width/2;
int x2 = other.x+other.width+this.width/2;
int y1 = other.y-this.height/2;
int y2 = other.y+other.height+this.height/2;
int heroX = this.x+this.width/2;
int heroY = this.y+this.height/2;
return heroX>x1 && heroX<x2
&&
heroY>y1 && heroY<y2;
}
//英雄机撞到boss
public boolean bosshit(Boss bo){
int X1=bo.x-this.width/2;
int X2=bo.x+bo.width+this.width/2;
int Y1=bo.y-this.height/2;
int Y2=bo.y+bo.height+this.height/2;
int HeroX=this.x+this.width/2;
int HeroY=this.y+this.height/2;
return HeroX>X1&&HeroX<X2
&&
HeroY>Y1&&HeroY<Y2;
}
//boss子弹打中英雄机
public boolean heroShootBy(BossBullet a){
int x = a.x;//子弹的x和y
int y = a.y;
//子弹x在英雄机的x和英雄机的x加宽之间
//并且
//子弹y在英雄机的y和英雄机的y加高之间
return x>this.x && x<this.x+width
&&
y>this.y && y<this.y+height;
}
//减命
public void subLife(){
life--;
}
public void setDoubleFire(int doubleFire){
this.doubleFire = doubleFire;
}
}
英雄机子弹类
package shoot;
//子弹
public class Bullet extends FlyingObject {
private int speed = 5;//移动走步
public Bullet(int x,int y){
image = ShootGame.bullet;
width = image.getWidth();
height = image.getHeight();
this.x = x;//跟随英雄机坐标
this.y = y;
}
//子弹走步
public void step() {
y -= speed;
}
//重写出界
public boolean outofBounds() {
return y<-height;
}
}
boss类
package shoot;
import java.awt.image.BufferedImage;
import java.util.Random;
//import java.util.Random;
public class Boss extends FlyingObject{
protected BufferedImage image=ShootGame.boss;//图片
protected int Xspeed=2;
protected int Yspeed=1;
public int bossLife=1000;
protected int width=image.getWidth();//宽
protected int height=image.getHeight();//高
Random bx=new Random();
protected int x=bx.nextInt(ShootGame.WIDTH-width);//x坐标
protected int y=-height;//y坐标
//private BufferedImage image=ShootGame.boss;//图片
// public Boss(){
// image=ShootGame.boss;
// width=image.getWidth();
// height=image.getHeight();
// x=100;
// y=100;
// bossLife=100;
// }
//boss被子弹打
public boolean bossShootBy(Bullet b){
int x = b.x;//子弹的x和y
int y = b.y;
//子弹x在boss的x和boss的x加宽之间
//并且
//子弹y在boss的y和boss的y加高之间
return x>this.x && x<this.x+width
&&
y>this.y && y<this.y+height;
}
//boss打出子弹
public BossBullet[] bossshoot(){
int x_step = this.width/4;//4半
int y_step = this.height-40;
BossBullet[] Bullets = new BossBullet[2];
Bullets[0] = new BossBullet(this.x+1*x_step,this.y+y_step);
Bullets[1] = new BossBullet(this.x+3*x_step,this.y+y_step);
//Bullets[2] = new BossBullet(this.x+2*x_step,this.y+y_step);
return Bullets;
}
@Override
public void step() {//boss移动
y+=Yspeed;
x+=Xspeed;
if(y<=0){
Yspeed=1;
}
if(y>=height){
Yspeed=-1;
}
if(x<=0){
Xspeed=2;
}
if(x>=ShootGame.WIDTH-width){
Xspeed=-2;
}
}
@Override
public boolean outofBounds() {//检测出界
// TODO Auto-generated method stub
return false;
}
}
boss子弹类
package shoot;
import java.awt.image.BufferedImage;
public class BossBullet extends FlyingObject {
private int B_Bulspeed=2;//设置Boss子弹速度
public BossBullet(int x,int y){
image=ShootGame.bossbullet;
width=image.getWidth();
height=image.getHeight();
this.x=x;//跟随boss坐标
this.y=y;
}
@Override
public void step() {
// TODO Auto-generated method stub
y+=B_Bulspeed;
}
@Override
public boolean outofBounds() {
// TODO Auto-generated method stub
return y>ShootGame.HEIGHT+height;
}
}
测试类
package shoot;
import java.awt.Color;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.util.Arrays;
import java.util.Random;
import java.util.Timer;
import java.util.TimerTask;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.imageio.ImageIO;
//游戏主界面,主类
public class ShootGame extends JPanel{
public static final int WIDTH = 600;//游戏界面的宽
public static final int HEIGHT = 900;//游戏界面的高
public static BufferedImage background;
public static BufferedImage airplane;
public static BufferedImage bee;
public static BufferedImage bullet;
public static BufferedImage gameover;
public static BufferedImage hero0;
public static BufferedImage hero1;
public static BufferedImage start;
public static BufferedImage pause;
public static BufferedImage boss;
public static BufferedImage bossbullet;
public static BufferedImage win;
public Hero hero = new Hero();//英雄级对象
public Bullet[] bullets = {};//子弹数组
public BossBullet[] Bullets={};//boss子弹数组
public FlyingObject[] flyings = {};//敌人
public Boss bosses=new Boss();//boss
//定时器
private Timer timer;
//时间间隔(毫秒)
private int intervar = 10;
public int score = 0;//纪录分数
private int state;//状态
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;
public static final int WIN=4;
//加载静态资源
static{
try {
background = ImageIO.read(ShootGame.class.getResource("background.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"));
gameover = ImageIO.read(ShootGame.class.getResource("gameover.png"));
hero0 = ImageIO.read(ShootGame.class.getResource("hero0.png"));
hero1 = ImageIO.read(ShootGame.class.getResource("hero1.png"));
start = ImageIO.read(ShootGame.class.getResource("start.png"));
pause = ImageIO.read(ShootGame.class.getResource("pause.png"));
boss=ImageIO.read(ShootGame.class.getResource("boss.png"));
bossbullet=ImageIO.read(ShootGame.class.getResource("bossbullet.png"));
win=ImageIO.read(ShootGame.class.getResource("win.png"));
} catch (IOException e) {
e.printStackTrace();
}
}
//重写绘制方法
//g就是画笔
public void paint(Graphics g){
g.drawImage(background,0,0,null);
paintHero(g);//英雄
paintBullets(g);//子弹
paintFlyingObjects(g);//敌人
paintScore(g);//分数
paintState(g);//状态
paintBoss(g);//boss
paintBosslife(g);//boss生命值
paintB_Bullet(g);//画boss子弹
}
//画游戏状态
public void paintState(Graphics g){
switch(state){
case START://启动图片
g.drawImage(start, 0, 0,null);
break;
case PAUSE://暂停
g.drawImage(pause, 0, 0,null);
break;
case GAME_OVER:
g.drawImage(gameover, 0, 0,null);
break;
case WIN://胜利
//
g.drawImage(win,0,0,null);
}
}
//画分数
public void paintScore(Graphics g){
int x = 10;
int y = 25;
//设置字体
g.setFont(new Font(Font.SANS_SERIF,Font.BOLD,20));
//设置字体颜色
g.setColor(new Color(0xFF0000));
g.drawString("SCORE:"+score, x, y);//画分数
g.drawString("LIFE:"+hero.getLife(), x, y+20);//画英雄生命值
}
//画boss生命值
public void paintBosslife(Graphics g){
int x=420;
int y=25;
//设置字体
g.setFont(new Font(Font.SANS_SERIF,Font.BOLD,20));
//设置字体颜色
g.setColor(new Color(0xFF00));//画字体颜色
if(bosses.y>=0){
g.drawString("BOSS LIFE:"+bosses.bossLife,x,y);//画boss生命值
}
}
//画boss
public void paintBoss(Graphics g){
g.drawImage(bosses.image, bosses.x,bosses.y, null);
}
//画boss子弹
public void paintB_Bullet(Graphics g){
for(int j=0;j<Bullets.length;j++){
BossBullet bb=Bullets[j];
g.drawImage(bb.image, bb.x, bb.y, null);
}
}
//画英雄机
public void paintHero(Graphics g){
g.drawImage(hero.image,hero.x,hero.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);
}
}
//画敌人
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);
}
}
//启动执行操作
public void action(){
//鼠标事件适配器
MouseAdapter l = new MouseAdapter() {
//重写,(鼠标移动)方法
public void mouseMoved(MouseEvent e){
if(state == RUNNING){
int x = e.getX();//得到鼠标x
int y = e.getY();//得到鼠标y
hero.moveTo(x, y);
}
}
///
/**
*游戏结束或胜利后,boss机已经发射出来的子弹会留在界面上不能消失
*这就很搞心态,按理来说这样写游戏结束后屏幕上的飞行物就会消失
*/
//重写,鼠标点击
public void mouseClicked(MouseEvent e) {
switch(state){
case START:
state = RUNNING;
break;
case WIN:
case GAME_OVER://游戏结束归零
state = START;
hero = new Hero();
bosses = new Boss();
flyings = new FlyingObject[0];
Bullets = new BossBullet[0];
bullets = new Bullet[0];
score = 0;
//state = START;
break;
}
}
///
//重写 鼠标移入
public void mouseEntered(MouseEvent e) {
if(state == PAUSE){
state = RUNNING;
}
}
//重写 鼠标移出
public void mouseExited(MouseEvent e) {
if(state != GAME_OVER){
state = PAUSE;
}
}
};
//给当前画板添加鼠标滑动侦听
this.addMouseMotionListener(l);
//给当前画板添加鼠标点击侦听
this.addMouseListener(l);
//创建定时器对象
timer = new Timer();
//定时触发
timer.schedule(new TimerTask(){
//重写run方法 ,定时执行的任务
public void run() {
if(state == RUNNING){
enterAction();//飞行物入场---new对象
stepAction();//飞行物走步
shootAction();//子弹入场
if(bosses.y>=0){
B_shootAction();//boss子弹入场
}
heroBangAction();//子弹打中英雄机
bangAction();//子弹打敌人
outofBoundsAction();//删除出界的飞行物
checkGameOverAction();//检测游戏是否结束
checkWinAction();//检测游戏是否胜利
}
//重构画板
repaint();
}
},intervar,intervar);
}
//检测游戏是否结束
public void checkGameOverAction(){
if(isGameOver()){//判断游戏是否结束
state = GAME_OVER;
}
}
//判断是否结束
public boolean isGameOver(){
for(int i=0;i<flyings.length;i++){
int index = -1;//记录撞上飞行物的索引
FlyingObject obj = flyings[i];
if(hero.hit(obj)){//撞上
hero.subLife();//减命
hero.setDoubleFire(0);//设置火力
index = i;//记录索引
}
if(index != -1){//有撞上
FlyingObject t = flyings[index];
flyings[index] = flyings[flyings.length-1];
flyings[flyings.length-1] = t;
flyings = Arrays.copyOf(flyings,flyings.length-1);
}
}
if(hero.bosshit(bosses)){//判断boss是否与英雄机相撞
hero.life=0;//英雄机死亡
}
return hero.getLife()<=0;
}
//检测游戏胜利
public void checkWinAction(){
if(isWIN()){
state=WIN;
}
}
//判断游戏胜利
public boolean isWIN(){
return bosses.bossLife<=0;
}
//删除出界的飞行物
public void outofBoundsAction(){
int index = 0;//下标
FlyingObject[] flyingLives = new FlyingObject[flyings.length];
for(int i=0;i<flyings.length;i++){
FlyingObject f = flyings[i];//得到的每个敌人
if(!f.outofBounds()){//若不出界
flyingLives[index++] = f;
}
}
flyings = Arrays.copyOf(flyingLives,index);
//删除越界子弹
index = 0;
Bullet[] bulletsLives = new Bullet[bullets.length];
for(int i=0;i<bullets.length;i++){
Bullet b = bullets[i];
if(!b.outofBounds()){
bulletsLives[index++] = b;
}
}
bullets = Arrays.copyOf(bulletsLives,index);
//删除越界boss子弹
index=0;
BossBullet[] BulletsLives=new BossBullet[Bullets.length];
for(int i=0;i<BulletsLives.length;i++){
BossBullet a=Bullets[i];
if(!a.outofBounds()){
BulletsLives[index++]=a;
}
}
}
//子弹打敌人
int flag=0;
public void bangAction(){
for(int i=0;i<bullets.length;i++){
Bullet b = bullets[i];//每一个子弹
flag=i;
bang(b);//判断子弹和敌人撞击
bossbang(b);//判断子弹和boss撞击
}
}
//boss子弹打英雄机
int B_flag=0;
public void heroBangAction(){
for(int i=0;i<Bullets.length;i++ ){
BossBullet a=Bullets[i];//每一颗boss子弹
B_flag=i;
if(bosses.y>=0){
herobang(a);
}
}
}
//判断boss子弹与英雄机撞击
public void herobang(BossBullet a){
if(hero.heroShootBy(a)){//是否被击中
hero.subLife();//英雄机生命值减一
BossBullet heroone=Bullets[B_flag];//删除击中后的子弹
Bullets[B_flag]=Bullets[Bullets.length-1];
Bullets[Bullets.length-1]=heroone;
Bullets=Arrays.copyOf(Bullets, Bullets.length-1);
}
}
//判断子弹与boss撞击
public void bossbang(Bullet b){
if(bosses.bossLife>0&&score>=50){
if(bosses.bossShootBy(b)){//boss是否被击中
bosses.bossLife-=10;
Bullet bossone=bullets[flag];//删除击中后的子弹
bullets[flag]=bullets[bullets.length-1];
bullets[bullets.length-1]=bossone;
bullets=Arrays.copyOf(bullets, bullets.length-1);
}
}else{
bosses.y=-bosses.height;
}
}
//判断子弹和敌人撞击
public void bang(Bullet b){
int index = -1;
//遍历所有敌人
for(int j=0;j<flyings.length;j++){
FlyingObject obj =flyings[j];//每一个敌人
if(obj.shootBy(b)){//是否撞上
index = j;//纪录被击中的敌人的下标
break;
}
}
if(index != -1){//有击中的敌人
FlyingObject one = flyings[index];//击中的敌人
//删除子弹
Bullet m=bullets[flag];
bullets[flag]=bullets[bullets.length-1];
bullets[bullets.length-1]=m;
bullets=Arrays.copyOf(bullets, bullets.length-1);
//删除敌人
FlyingObject t = flyings[index];
flyings[index] = flyings[flyings.length-1];
flyings[flyings.length-1] = t;
flyings = Arrays.copyOf(flyings,flyings.length-1);//缩容
//得分或的奖励
if(one instanceof Enemy){//若为敌机
Enemy e = (Enemy)one;
score += e.getScope();//设置加分
}else if(one instanceof Award){//若为奖励
Award a = (Award)one;
int type = a.getType();
switch(type){//判断奖励类型
case 3:
case Award.DOUBLE_FIRE:
hero.addDoubleFire();//双倍火力
break;
case Award.TRIPLE_FIRE:
hero.addTripleFire();//三倍火力
break;
case Award.LIFE:
hero.addLife();//增加命
break;
}
}
}
}
int shootIndex = 0;
int B_shootIndex=0;
//boss子弹入场
public void B_shootAction(){//每十毫秒调一次
B_shootIndex++;//每调一次自增1
if(B_shootIndex%50==0){//调30次发射一次
BossBullet[] B_bs=bosses.bossshoot();//boss发射出来的子弹
Bullets=Arrays.copyOf(Bullets, Bullets.length+B_bs.length);
System.arraycopy(B_bs, 0,Bullets, Bullets.length-B_bs.length,B_bs.length );
}
}
//子弹入场
public void shootAction(){//每10毫秒调一次
shootIndex++;//每调一次自增1
if(shootIndex % 25 == 0){//调25次才进来一次
Bullet[] bs = hero.shoot();//英雄机发射出来的子弹
//扩容长度等于原数组长度加上bs的实际长度
bullets = Arrays.copyOf(bullets,bullets.length+bs.length);
System.arraycopy(bs,0,bullets,bullets.length-bs.length,bs.length);
}
}
//随机生成敌人(敌机,小心心)
public static FlyingObject nextOne(){
Random r = new Random();
int type = r.nextInt(10);
//只有6,7,8,9,10的时候生成小心心
if(type >5){
return new Bee();
}else{//其他则生成小飞机
return new Airplane();
}
}
int flyingIndex = 0;//飞行物入场计数
//飞行物入场
public void enterAction(){//每10毫秒调一次
flyingIndex++;//调一次自增1
if(flyingIndex % 80 == 0 ){//走30次,10*30 300毫秒
FlyingObject obj = nextOne();//随机生成的敌人
flyings = Arrays.copyOf(flyings,flyings.length+1);//扩容
flyings[flyings.length-1] = obj;//将生成的敌人放入扩容后的数组最后一位
}
}
//飞行物走步
public void stepAction(){
//敌人(小心心,小飞机)
for(int i=0;i<flyings.length;i++){
flyings[i].step();
}
//子弹走步
for(int i=0;i<bullets.length;i++){
bullets[i].step();
}
//boss子弹走步
for(int i=0;i<Bullets.length;i++){
Bullets[i].step();
}
if(score>=30){
bosses.step();
}
hero.step();
}
public static void main(String[] args) {
//画框
JFrame frame = new JFrame("FLY shoot");
ShootGame game = new ShootGame();//画板
frame.add(game); //将画板嵌入画框上
frame.setSize(WIDTH,HEIGHT);//大小
frame.setAlwaysOnTop(true);//总在最上
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);//默认关闭
frame.setLocationRelativeTo(null);//初始窗体位置
frame.setVisible(true);//显示,尽快调用paint()方法
game.action();//界面动起来
}
}