java 游戏编程 (四)

通过前面的总结,动画已经可以很好的运行了,现在要让动画动起来,这里说的动起来就是能让它运动,不是原地的动画,而是坐标发生的变化。也就是可以再屏幕上独立运动的图形。我们用Fly命名它。
Fly有两个特性,就是位置和速度。位置就是它当前在屏幕中的坐标,速度就是它的速率和运动方向。现在定义Fly这个类
/**
*
*/
package com.jsheng.game.util;

import java.awt.Image;

/**
* company: jsheng
* @author wanghn wanghaining9999@sina.com
*/
public class Fly {
private Animation animation; //原来的动画

//位置
private float x;
private float y;

//速度
private float dx;
private float dy;

public Fly(Animation anmi){
this.animation = anmi;
}

//根据速度更新位置
public void update(long passedTime){
x+=dx*passedTime;
y+=dy*passedTime;
animation.update(passedTime);
}

public float getX() {
return x;
}

public void setX(float x) {
this.x = x;
}

public float getY() {
return y;
}

public void setY(float y) {
this.y = y;
}

public float getDx() {
return dx;
}

public void setDx(float dx) {
this.dx = dx;
}

public float getDy() {
return dy;
}

public void setDy(float dy) {
this.dy = dy;
}

public Image getImage(){
return animation.getImage();
}

public int getWidth(){
return animation.getImage().getWidth(null);
}

public int getHeight(){
return animation.getImage().getHeight(null);
}
}


下面让Fly在屏幕中动起来

package com.jsheng.game.test1;

import java.awt.DisplayMode;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Image;
import javax.swing.ImageIcon;
import com.jsheng.game.util.Animation;
import com.jsheng.game.util.Fly;
import com.jsheng.game.util.ScreenManager;


public class SpriteTest1 {

public static void main(String args[]) {
SpriteTest1 test = new SpriteTest1();
test.run();
}

//上节说到提供一个可选择的现实数组,让这个类自动选择合适的DisplayMode
private static final DisplayMode POSSIBLE_MODES[] = {
new DisplayMode(800, 600, 32, 0),
new DisplayMode(800, 600, 24, 0),
new DisplayMode(800, 600, 16, 0),
new DisplayMode(640, 480, 32, 0),
new DisplayMode(640, 480, 24, 0),
new DisplayMode(640, 480, 16, 0)
};

private ScreenManager screen;
private Image bgImage;
private Fly fly;

public void loadImages() {
// 读取所有图片
bgImage = loadImage("images/bg.jpg");
Image player1 = loadImage("images/1.jpg");
Image player2 = loadImage("images/2.jpg");
Image player3 = loadImage("images/3.jpg");

// 构造出动画
Animation anim = new Animation();
anim.addFrame(player1, 250);
anim.addFrame(player2, 150);
anim.addFrame(player1, 150);
anim.addFrame(player2, 150);
anim.addFrame(player3, 200);
anim.addFrame(player2, 150);
fly = new Fly(anim);

// 设置起初Fly的速度
fly.setDx(0.2f);
fly.setDy(0.2f); //这里设置了x和y,所以一开始是向右下飞.
}

private Image loadImage(String fileName) {
return new ImageIcon(fileName).getImage();
}

public void run() {
screen = new ScreenManager();
try {
DisplayMode displayMode =
screen.findFirstCompatibleMode(POSSIBLE_MODES);
screen.setFullScreen(displayMode);
loadImages();
animationLoop();
}
finally {
screen.restoreScreen();
}
}

public void animationLoop() {
long startTime = System.currentTimeMillis();
long currTime = startTime;

while (currTime - startTime < 100000) {
long elapsedTime =
System.currentTimeMillis() - currTime;
currTime += elapsedTime;
update(elapsedTime);
Graphics2D g = screen.getGraphics();
draw(g);
g.dispose();
screen.update();

try {
Thread.sleep(20);
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}

}
}


public void update(long elapsedTime) {
// 判断是否飞到了屏幕边缘
if (fly.getX() < 0) {
fly.setDx(Math.abs(fly.getDx()));
}
else if (fly.getX() + fly.getWidth() >=
screen.getWidth())
{
fly.setDx(-Math.abs(fly.getDx()));
}
if (fly.getY() < 0) {
fly.setDy(Math.abs(fly.getDy()));
}
else if (fly.getY() + fly.getHeight() >=
screen.getHeight())
{
fly.setDy(-Math.abs(fly.getDy()));
}
fly.update(elapsedTime);
}

//不停的去画,通过改变 Fly的xy值,也就是Fly的位置,来使Fly动起来
public void draw(Graphics g) {
g.drawImage(bgImage, 0, 0, null);
g.drawImage(fly.getImage(),
Math.round(fly.getX()),
Math.round(fly.getY()),
null);
}

}

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