1.小敌机(c)
/**
* 小敌机: 是飞行物,也是敌人
*
*/
public class Airplane extends FlyingObject implements Enemy {
int speed = 2; // 移动步骤
public Airplane() {
this.image = ShootGame.airplane;
this.ember = ShootGame.airplaneEmber;
width = image.getWidth();
height = image.getHeight();
y = -height;
x = (int) (Math.random() * (ShootGame.WIDTH - width));
}
@Override
public int getScore() { // 获取分数
return 5;
}
@Override
public boolean outOfBounds() { // 越界处理
return y > ShootGame.HEIGHT;
}
@Override
public void step() { // 移动
y += speed;
}
}
2.大敌机(c)
import java.util.Random;
/**
* 大敌机:既是飞行物,也是敌人,也是奖励
*
*
*/
public class BigPlane extends FlyingObject implements Enemy, Award {
private int speed = 1;
private int life;
private int awardType;
public BigPlane() {
life = 4;
this.image = ShootGame.bigPlane;
this.ember = ShootGame.bigPlaneEmber;
width = image.getWidth();
height = image.getHeight();
y = -height;
Random rand = new Random();
x = rand.nextInt(ShootGame.WIDTH - width);
awardType = rand.nextInt(2);
}
@Override
public int getType() {
return awardType;
}
@Override
public int getScore() {
return 50;
}
@Override
public boolean outOfBounds() {
return false;
}
@Override
public void step() { // 移动
y += speed;
}
@Override
public boolean shootBy(Bullet bullet) {
if (super.shootBy(bullet)) {
life--;
}
return life == 0;
}}
3.小蜜蜂(c)
import java.util.Random;
/**
* 小蜜蜂: 是飞行物,也是奖励
*
*
*/
public class Bee extends FlyingObject implements Award {
private int xSpeed = 1;
private int ySpeed = 2;
private int awardType;// 奖励类型
public Bee() {
this.image = ShootGame.bee;
this.ember = ShootGame.beeEmber;
width = image.getWidth();
height = image.getHeight();
y = -height;
Random rand = new Random();
x = rand.nextInt(ShootGame.WIDTH - width);
awardType = rand.nextInt(2); // 初始化时给奖励类型
}
@Override
public int getType() {
return awardType;
}
@Override
public boolean outOfBounds() {
return y > ShootGame.HEIGHT;
}
@Override
public void step() { // 可斜飞
x += xSpeed;
y += ySpeed;
if (x > ShootGame.WIDTH - width) {
xSpeed = -1;
}
if (x < 0) {
xSpeed = 1;
}
}
}
4.英雄机(c)
import java.awt.image.BufferedImage;
/**
* 英雄机
*
*/
public class Hero extends FlyingObject {
protected BufferedImage[] images = {};
protected int index = 0;
private int doubleFire;
private int life;
public Hero() {
life = 3;
doubleFire = 0;
this.image = ShootGame.hero0;
this.ember = ShootGame.heroEmber;
images = new BufferedImage[] { ShootGame.hero0, ShootGame.hero1 };
width = image.getWidth();
height = image.getHeight();
x = 150;
y = 400;
}
public int isDoubleFire() {
return doubleFire;
}
public void addDoubleFire() {
doubleFire = 40;
}
public void setDoubleFire(int doubleFire) {
this.doubleFire = doubleFire;
}
public void addLife() { // 增命
life++;
}
public void subtractLife() { // 减命
life--;
}
public int getLife() {
return life;
}
/**
* 当前物体移动了一下,相对距离,
*
* @param x, y 鼠标位置
*/
public void moveTo(int x, int y) {
this.x = x - width / 2;
this.y = y - height / 2;
}
@Override
public boolean outOfBounds() {
return x < 0 || x > ShootGame.WIDTH - width
|| y < 0 || y > ShootGame.HEIGHT - height;
}
public Bullet[] shoot() { // 发射子弹
int xStep = width / 4; // 子弹步分为飞机宽度4半
int yStep = 20;
if (doubleFire > 0) {
Bullet[] bullets = new Bullet[2];
bullets[0] = new Bullet(x + xStep, y - yStep);
bullets[1] = new Bullet(x + 3 * xStep, y - yStep);
doubleFire -= 2;
return bullets;
} else { // 单倍
Bullet[] bullets = new Bullet[1];
bullets[0] = new Bullet(x + 2 * xStep, y - yStep); // y-yStep(子弹距飞机的位置)
return bullets;
}
}
@Override
public void step() {
if (images.length > 0) {
image = images[index++ / 10 % images.length];
}
}
public boolean hit(FlyingObject other) { // 碰撞算法
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;
return this.x + this.width / 2 > x1 && this.x + this.width / 2 < x2
&& this.y + this.height / 2 > y1
&& this.y + this.width / 2 < y2;
}
}
5.子弹(c)
/**
* 子弹类
*/
public class Bullet extends FlyingObject {
private int speed = 3; // 移动的速度
private boolean bomb;
public Bullet(int x, int y) {
this.x = x;
this.y = y;
this.image = ShootGame.bullet;
}
public void setBomb(boolean bomb) {
this.bomb = bomb;
}
public boolean isBomb() {
return bomb;
}
@Override
public void step() { // 移动方法
y -= speed;
}
@Override
public boolean outOfBounds() {
return y < -height;
}
}
6.所有飞行物的父类(c)
import java.awt.image.BufferedImage;
/**
* 飞行物(敌机,蜜蜂,子弹,英雄机)
*
*/
public abstract class FlyingObject {
protected int x;
protected int y;
protected int width;
protected int height;
protected BufferedImage image;
protected BufferedImage[] ember;
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;
}
/**
* 检查是否出界
*
* @param width 边界宽
* @param height 边界高
* @return true 出界与否
*/
public abstract boolean outOfBounds();
/**
* 飞行物移动一步
*/
public abstract void step();
/**
* 检查当前飞行物体是否被子弹(x,y)击(shoot)中,
* true表示击中,飞行物可以被击中
*
* @param Bullet 子弹对象
* @return true表示被击中了
*/
public boolean shootBy(Bullet bullet) {
if (bullet.isBomb()) {
return false;
}
int x = bullet.x; // 子弹横坐标
int y = bullet.y; // 子弹纵坐标
boolean shoot = this.x < x && x < this.x + width
&& this.y < y && y < this.y + height;
if (shoot) {
bullet.setBomb(true);
}
return shoot;
}
}
7.灰烬(c)
/**
* 灰烬 飞机被打掉以后的残影
*
*/
public class Ember {
private BufferedImage[] images = {};
private int index;
private int i;
private BufferedImage image;
private int intevel = 10;
private int x, y;
public Ember(FlyingObject object) {
images = object.ember;
image = object.image;
x = object.x;
y = object.y;
index = 0;
i = 0;
}
public boolean burnDown() {
i++;
if (i % intevel == 0) {
if (index == images.length) {
return true;
}
image = images[index++];
}
return false;
}
public int getX() {
return x;
}
public int getY() {
return y;
}
public BufferedImage getImage() {
return image;
}
}
8.奖励加成接口(I)
/**
* 奖励
*
*/
public interface Award {
int DOUBLE_FIRE = 0; // 双倍火力
int LIFE = 1; // 1条命
/** 获得奖励类型(上面的0或1) */
int getType();
}
9.敌人分数计算接口(I)
/**
* 敌人,可以有分数
*/
public interface Enemy {
// 敌人的分数
int getScore();
}
10.运行类(c)
import javax.imageio.ImageIO;
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;
import java.awt.image.BufferedImage;
import java.util.Arrays;
import java.util.Random;
import java.util.Timer;
import java.util.TimerTask;
public class ShootGame extends JPanel {
private static final long serialVersionUID = 1L;
public static final int WIDTH = 400; // 面板宽
public static final int HEIGHT = 654; // 面板高
/** 游戏的当前状态: START RUNNING PAUSE GAME_OVER */
private int state;
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 score = 0; // 得分
private Timer timer; // 定时器
private int intervel = 1000 / 100; // 时间间隔(毫秒)
public static BufferedImage background;
public static BufferedImage start;
public static BufferedImage pause;
public static BufferedImage gameover;
public static BufferedImage bullet;
public static BufferedImage airplane;
public static BufferedImage[] airplaneEmber = new BufferedImage[4];
public static BufferedImage bee;
public static BufferedImage[] beeEmber = new BufferedImage[4];;
public static BufferedImage hero0;
public static BufferedImage hero1;
public static BufferedImage[] heroEmber = new BufferedImage[4];;
public static BufferedImage bigPlane;
public static BufferedImage[] bigPlaneEmber = new BufferedImage[4];;
private FlyingObject[] flyings = {}; // 敌机数组
private Bullet[] bullets = {}; // 子弹数组
private Hero hero = new Hero(); // 英雄机
private Ember[] embers = {}; // 灰烬
static {// 静态代码块,加载图片资源
try {
background = ImageIO.read(ShootGame.class.getResource("pic/background.png"));
bigPlane = ImageIO.read(ShootGame.class.getResource("pic/bigplane.png"));
airplane = ImageIO.read(ShootGame.class.getResource("pic/airplane.png"));
bee = ImageIO.read(ShootGame.class.getResource("pic/bee.png"));
bullet = ImageIO.read(ShootGame.class.getResource("pic/bullet.png"));
hero0 = ImageIO.read(ShootGame.class.getResource("pic/hero0.png"));
hero1 = ImageIO.read(ShootGame.class.getResource("pic/hero1.png"));
pause = ImageIO.read(ShootGame.class.getResource("pic/pause.png"));
gameover = ImageIO.read(ShootGame.class.getResource("pic/gameover.png"));
start = ImageIO.read(ShootGame.class.getResource("pic/start.png"));
for (int i = 0; i < 4; i++) {
beeEmber[i] = ImageIO.read(ShootGame.class.getResource("pic/bee_ember" + i + ".png"));
airplaneEmber[i] = ImageIO.read(ShootGame.class.getResource("pic/airplane_ember" + i + ".png"));
bigPlaneEmber[i] = ImageIO.read(ShootGame.class.getResource("pic/bigplane_ember" + i + ".png"));
heroEmber[i] = ImageIO.read(ShootGame.class.getResource("pic/hero_ember" + i + ".png"));
}
} catch (Exception e) {
e.printStackTrace();
}
}
/** 绘制面板方法 */
@Override
public void paint(Graphics g) {
g.drawImage(background, 0, 0, null); // 画背景图
paintEmber(g);
paintHero(g); // 画英雄机
paintBullets(g); // 画子弹
paintFlyingObjects(g); // 画飞行物
paintScore(g); // 画分数
paintState(g); // 画游戏状态
}
/** 画英雄机 */
public void paintHero(Graphics g) {
g.drawImage(hero.getImage(), hero.getX(), hero.getY(), null);
}
/** 画灰烬 */
public void paintEmber(Graphics g) {
for (int i = 0; i < embers.length; i++) {
Ember e = embers[i];
g.drawImage(e.getImage(), e.getX(), e.getY(), null);
}
}
/** 画子弹 */
public void paintBullets(Graphics g) {
for (int i = 0; i < bullets.length; i++) {
Bullet b = bullets[i];
if (!b.isBomb())
g.drawImage(b.getImage(), b.getX() - b.getWidth() / 2, b.getY(), 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.getImage(), f.getX(), f.getY(), null);
}
}
/** 画分数 */
public void paintScore(Graphics g) {
int x = 10;
int y = 25;
Font font = new Font(Font.SANS_SERIF, Font.BOLD, 14);
g.setColor(new Color(0x3A3B3B));
g.setFont(font); // 设置字体
g.drawString("SCORE:" + score, x, y); // 画分数
y += 20;
g.drawString("LIFE:" + hero.getLife(), x, y);
}
/** 画游戏状态 */
public void paintState(Graphics g) {
switch (state) {
case START:
g.drawImage(start, 0, 0, null);
break;
case PAUSE:
g.drawImage(pause, 0, 0, null);
break;
case GAME_OVER:
g.drawImage(gameover, 0, 0, null);
break;
}
}
public static void main(String[] args) {
JFrame frame = new JFrame("Shoot Game");
ShootGame game = new ShootGame(); // 面板对象
game.setFocusable(true);// 获取焦点
frame.add(game); // 将面板添加到JFrame中
frame.setSize(WIDTH, HEIGHT); // 大小
// frame.setAlwaysOnTop(true); // 其总在最上
frame.setUndecorated(true); // 去除边框
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); // 默认关闭操作
frame.setIconImage(new ImageIcon("images/icon.jpg").getImage()); // 设置窗体的图标
frame.setLocationRelativeTo(null); // 设置窗体初始位置
frame.setVisible(true); // 尽快调用paint
game.action(); // 启动执行
}
public void action() { // 启动执行代码
// 鼠标监听事件
MouseAdapter ml = new MouseAdapter() {
@Override
public void mouseMoved(MouseEvent e) { // 鼠标移动
if (state == RUNNING) { // 运行时移动英雄机
int x = e.getX();
int y = e.getY();
hero.moveTo(x, y);
}
}
@Override
public void mouseEntered(MouseEvent e) { // 鼠标进入
if (state == PAUSE) { // 暂停时运行
state = RUNNING;
}
}
@Override
public void mouseExited(MouseEvent e) { // 鼠标退出
if (state == RUNNING) {
state = PAUSE; // 游戏未结束,则设置其为暂停
}
}
@Override
public void mouseClicked(MouseEvent e) { // 鼠标点击
switch (state) {
case START:
state = RUNNING;
break;
case GAME_OVER: // 游戏结束,清理现场
flyings = new FlyingObject[0];
bullets = new Bullet[0];
embers = new Ember[0];
hero = new Hero();
score = 0;
state = START;
// repaint();
break;
}
}
};
KeyAdapter kl = new KeyAdapter() {
@Override
public void keyPressed(KeyEvent e) {
if (e.getKeyCode() == KeyEvent.VK_Q) {
System.exit(0);
}
}
};
this.addMouseListener(ml); // 处理鼠标点击操作
this.addMouseMotionListener(ml); // 处理鼠标滑动操作
this.addKeyListener(kl);
timer = new Timer(); // 主流程控制
timer.schedule(new TimerTask() {
@Override
public void run() {
if (state == RUNNING) {
enterAction(); // 飞行物入场
stepAction(); // 走一步
shootAction(); // 射击
bangAction(); // 子弹打飞行物
outOfBoundsAction(); // 删除越界飞行物及子弹
checkGameOverAction(); // 检查游戏结束
emberAction();
}
repaint(); // 重绘,调用paint()方法
}
}, intervel, intervel);
}
private void emberAction() {
Ember[] live = new Ember[embers.length];
int index = 0;
for (int i = 0; i < embers.length; i++) {
Ember ember = embers[i];
if (!ember.burnDown()) {
live[index++] = ember;
}
}
embers = Arrays.copyOf(live, index);
}
int flyEnteredIndex = 0; // 飞行物入场计数
/** 飞行物入场 */
public void enterAction() {
flyEnteredIndex++;
if (flyEnteredIndex % 40 == 0) { // 300毫秒--10*30
FlyingObject obj = nextOne(); // 随机生成一个飞行物
flyings = Arrays.copyOf(flyings, flyings.length + 1);
flyings[flyings.length - 1] = obj;
}
}
public void stepAction() {
/** 飞行物走一步 */
for (int i = 0; i < flyings.length; i++) { // 飞行物走一步
FlyingObject f = flyings[i];
f.step();
}
/** 子弹走一步 */
for (int i = 0; i < bullets.length; i++) {
Bullet b = bullets[i];
b.step();
}
hero.step();
}
int shootIndex = 0; // 射击计数
/** 射击 */
public void shootAction() {
shootIndex++;
if (shootIndex % 30 == 0) { // 100毫秒发一颗
Bullet[] bs = hero.shoot(); // 英雄打出子弹
bullets = Arrays.copyOf(bullets, bullets.length + bs.length); // 扩容
System.arraycopy(bs, 0, bullets, bullets.length
- bs.length, bs.length); // 追加数组
}
}
/** 子弹与飞行物碰撞检测 */
public void bangAction() {
for (int i = 0; i < bullets.length; i++) { // 遍历所有子弹
Bullet b = bullets[i];
bang(b);
}
}
/** 删除越界飞行物及子弹 */
public void outOfBoundsAction() {
int index = 0;
FlyingObject[] flyingLives = new FlyingObject[flyings.length]; // 活着的飞行物
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); // 将不越界的飞行物都留着
index = 0; // 重置为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); // 将不越界的子弹留着
}
/** 检查游戏结束 */
public void checkGameOverAction() {
if (isGameOver()) {
state = GAME_OVER; // 改变状态
}
}
/** 检查游戏是否结束 */
public boolean isGameOver() {
int index = -1;
for (int i = 0; i < flyings.length; i++) {
FlyingObject obj = flyings[i];
if (hero.hit(obj)) { // 检查英雄机与飞行物是否碰撞
hero.subtractLife();
hero.setDoubleFire(0);
index = i;
Ember ember = new Ember(hero);
embers = Arrays.copyOf(embers, embers.length + 1);
embers[embers.length - 1] = ember;
}
}
if (index != -1) {
FlyingObject t = flyings[index];
flyings[index] = flyings[flyings.length - 1];
flyings[flyings.length - 1] = t;
flyings = Arrays.copyOf(flyings, flyings.length - 1);
Ember ember = new Ember(t);
embers = Arrays.copyOf(embers, embers.length + 1);
embers[embers.length - 1] = ember;
}
return hero.getLife() <= 0;
}
/** 子弹和飞行物之间的碰撞检查 */
public void bang(Bullet bullet) {
int index = -1; // 击中的飞行物索引
for (int i = 0; i < flyings.length; i++) {
FlyingObject obj = flyings[i];
if (obj.shootBy(bullet)) { // 判断是否击中
index = i; // 记录被击中的飞行物的索引
break;
}
}
if (index != -1) { // 有击中的飞行物
FlyingObject one = flyings[index]; // 记录被击中的飞行物
FlyingObject temp = flyings[index]; // 被击中的飞行物与最后一个飞行物交换
flyings[index] = flyings[flyings.length - 1];
flyings[flyings.length - 1] = temp;
flyings = Arrays.copyOf(flyings, flyings.length - 1); // 删除最后一个飞行物(即被击中的)
// 检查one的类型 如果是敌人, 就算分
if (one instanceof Enemy) { // 检查类型,是敌人,则加分
Enemy e = (Enemy) one; // 强制类型转换
score += e.getScore(); // 加分
}
if (one instanceof Award) { // 若为奖励,设置奖励
Award a = (Award) one;
int type = a.getType(); // 获取奖励类型
switch (type) {
case Award.DOUBLE_FIRE:
hero.addDoubleFire(); // 设置双倍火力
break;
case Award.LIFE:
hero.addLife(); // 设置加命
break;
}
}
// 飞行物变成灰烬
Ember ember = new Ember(one);
embers = Arrays.copyOf(embers, embers.length + 1);
embers[embers.length - 1] = ember;
}
}
/**
* 随机生成飞行物
*
* @return 飞行物对象
*/
public static FlyingObject nextOne() {
Random random = new Random();
int type = random.nextInt(20); // [0,4)
if (type == 0) {
return new Bee();
} else if (type <= 2) {
return new BigPlane();
} else {
return new Airplane();
}
}
}
ps:还需要自己导入图片素材包
开始效果