个人最近在自学java ,所以学完部分基础后,按照教程做了一个飞机大战的游戏,思路及主要方法都有注释,之类就不一一细说了,直接附上代码,需要程序的可私信
整个项目文件及目录如下:
1.MyGameFrame类代码如下
package cn.jason.game;
/**
* 0.7版本是用数组制造50炮弹,和其他方法不同
* @author Jason
*/
import javax.swing.JFrame;
import java.awt.Color;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.util.Date;
/**
* 飞机游戏的主窗口
*/
public class MyGameFrame extends JFrame{
Image planeImg = GameUtil.getImage("images/plane.png");
Image bg = GameUtil.getImage("images/bg.jpg");
Plane plane = new Plane(planeImg,250,250);
Shell[] shells = new Shell[50];
Explode bao;//先声明爆照对象
Date startTime = new Date();
Date endTime;
int liveTime;
@Override
public void paint(Graphics g) { //自动被调用. g相当于一支画笔
//paint方法作用是:画出整个窗口及内部内容。被系统自动调用。
g.drawImage(bg,0,0,null);
plane.drawSelf(g); //画飞机
Color c = g.getColor();
//画50个炮弹
for(int i=0;i<shells.length;i++){
shells[i].draw(g);
//飞机和炮弹碰撞检测
boolean peng = shells[i].getRect().intersects(plane.getRect());
if(peng){
plane.status = false;
if(bao == null){
bao = new Explode(plane.x,plane.y);
endTime = new Date();
liveTime =(int)((endTime.getTime()-startTime.getTime()))/1000;
}
bao.draw(g);
}
//计时功能,给出提示
if(!plane.status){
g.setColor(Color.pink);
Font f = new Font("宋体",Font.BOLD,50);
g.setFont(f);
g.drawString("存活时间"+liveTime+"秒", (int)plane.x, (int)plane.y);
}
}
g.setColor(c);
}
//反复重画窗口
class PaintThread extends Thread{
@Override
public void run(){
while(true){
// System.out.println("窗口重画了");
repaint(); //重画
try {
Thread.sleep(40);
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
}
}
//定义键盘监听的内部类
class KeyMonitor extends KeyAdapter{
//Source ==> Override/Implement Methods
@Override
public void keyPressed(KeyEvent e) {
// super.keyPressed(e);
// System.out.println("按下"+e.getKeyCode());
plane.addDirection(e);
}
@Override
public void keyReleased(KeyEvent e) {
// super.keyReleased(e);
// System.out.println("抬起"+e.getKeyCode());
plane.minusDirection(e);
}
}
/**
* 初始化窗口
*/
public void launchFrame(){
this.setTitle("Jason Plane Game");
this.setSize(Constant.GAME_WIDTH,Constant.GAME_HEIGHT);
this.setLocation(300,300);
this.setVisible(true);
this. addWindowListener(new WindowAdapter() {
@Override
public void windowClosing(WindowEvent e) {
System.exit(0);//0表示正常结束 负数表示异常结束
}
});
new PaintThread().start();//启动重画窗口的线程
addKeyListener(new KeyMonitor());//给窗口增加键盘的监听
//初始化50 个炮弹
for(int i=0;i<shells.length;i++){
shells[i] = new Shell();
}
}
public static void main(String[] args){
MyGameFrame f = new MyGameFrame();
f.launchFrame();
}
//添加双缓冲技术,但是我的不添加也不会闪烁,最好加上
private Image offScreenImage = null;
public void update(Graphics g) {
if(offScreenImage == null)
offScreenImage = this.createImage(Constant.GAME_WIDTH,Constant.GAME_HEIGHT);//这是游戏窗口的宽度和高度
Graphics gOff = offScreenImage.getGraphics();
paint(gOff);
g.drawImage(offScreenImage, 0, 0, null);
}
}
2.Constant类代码:其实所有的常量都应该写在这里面的
package cn.jason.game;
public class Constant {
public static final int GAME_WIDTH = 500;
public static final int GAME_HEIGHT = 500;
}
3.Plane类,即飞机类:
package cn.jason.game;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.event.KeyEvent;
public class Plane extends GameObject{
boolean left,up,right,down;
int speed = 10;
boolean status=true;
public void drawSelf(Graphics g){
if(status){
g.drawImage(img,(int)x,(int)y,null);
if(left){
x -= speed;
}
if(right){
x += speed;
}
if(up){
y -= speed;
}
if(down){
y += speed;
}
else{
}
}
}
public Plane(Image img,double x,double y){
this.img = img;
this.x = x;
this.y = y;
this.speed = 5;
this.width = img.getWidth(null);
this.height = img.getHeight(null);
}
//按下某个键。增加某个方向
public void addDirection(KeyEvent e){
// System.out.println("测试按下是否生效"+e.getKeyCode());
switch(e.getKeyCode()){
case KeyEvent.VK_LEFT: // case 37 或者用自带的 KeyEvent.VK_A等枚举名,写完后点Ctrl点击可检查
left = true;
break;
case KeyEvent.VK_UP:
up = true;
break;
case KeyEvent.VK_RIGHT:
right = true;
break;
case KeyEvent.VK_DOWN:
down = true;
break;
}
}
//按下某个键,取消相应方向
public void minusDirection(KeyEvent e){
switch(e.getKeyCode()){
case KeyEvent.VK_LEFT: // case 37 或者用自带的 KeyEvent.VK_A等枚举名,写完后点Ctrl点击可检查
left = false;
break;
case KeyEvent.VK_UP:
up = false;
break;
case KeyEvent.VK_RIGHT:
right = false;
break;
case KeyEvent.VK_DOWN:
down = false;
break;
}
}
}
4.Shell类,子弹类
package cn.jason.game;
import java.awt.Color;
import java.awt.Graphics;
/**
* 炮弹类
* @author Jason
*
*/
public class Shell extends GameObject{
double degree;
public Shell(){
x = 200;
y = 200;
width = 10;
height = 10;
speed = 3;
degree = Math.random()*Math.PI*2;
}
public void draw(Graphics g){
Color c = g.getColor();
g.setColor(Color.YELLOW);
g.fillOval((int)x, (int)y, width, height);
//炮弹沿着任意角度飞
x += speed * Math.cos(degree);
y += speed * Math.sin(degree);
if(x<0 || x>Constant.GAME_WIDTH - width){ //还应该减去球的宽度
degree = Math.PI - degree;
}
if(y<0 || y>Constant.GAME_HEIGHT - height){ //还应该减去球的高度
degree = -degree;
}
g.setColor(c);
}
}
5.GamrUtil类,游戏工具类
package cn.jason.game;
/**
*
* @author Jason
*/
import java.awt.Image;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.net.URL;
import javax.imageio.ImageIO;
public class GameUtil {
// 工具类最好将构造器私有化。
private GameUtil() {
}
/**
* 返回指定文件路径的图片和对象
* @param path
* @return
*/
public static Image getImage(String path) {
BufferedImage bi = null;
try {
URL u = GameUtil.class.getClassLoader().getResource(path);
bi = ImageIO.read(u);
} catch (IOException e) {
e.printStackTrace();
}
return bi;
}
}
6.Explore类。爆炸特效类
package cn.jason.game;
import java.awt.Graphics;
import java.awt.Image;
/*
* 爆炸类
*/
public class Explode {
double x,y;//爆炸位置
static Image[] imgs = new Image[16];
static {
for(int i=0;i<16;i++){
imgs[i] = GameUtil.getImage("images/explode/e"+(i+1)+".gif");
imgs[i].getWidth(null);
}
}
int count;
public void draw(Graphics g){
if(count<=15){
g.drawImage(imgs[count], (int)x, (int)y, null);
count++;
}
}
public Explode(double x,double y){
this.x = x;
this.y = y;
}
}
7.GameObject类。游戏的父类
package cn.jason.game;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.Rectangle;
/**
* 游戏物体的父亲
* @author Jason
*
*/
public class GameObject {
Image img;
double x,y;
public GameObject(Image img, double x, double y) {
super();
this.img = img;
this.x = x;
this.y = y;
}
int speed;
int width,height;
public void drawSelf(Graphics g){
g.drawImage(img,(int)x,(int)y,null);
}
public GameObject(Image img, double x, double y, int speed, int width, int height) {
super();
this.img = img;
this.x = x;
this.y = y;
this.speed = speed;
this.width = width;
this.height = height;
}
public GameObject() {
super();
}
/**
* 返回物体所在的矩形,便于后续的碰撞检测
* @return
*/
public Rectangle getRect(){
return new Rectangle((int)x,(int)y,width,height);
}
}
代码有先后顺序,个人只是将游戏的最终代码附上,最终实现的效果如下