利用小项目加深面向对象的思想---3.躲猫猫小游戏

1.创建包和图片包

2.cn.bjsxt.util包里面是台球反弹代码(可看昨天发的小项目)

Constant.java

package cn.bjsxt.util;
/**
 * 游戏项目中用到的常量
 * @author dell
 *
 */
public class Constant {
	public static final int GAME_WIDTH = 500;
	public static final int GAME_HEIGHT =500;
	
}

GameUtil.java

package cn.bjsxt.util;

import java.awt.Image;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.net.URL;
import javax.imageio.ImageIO;
/**
 * 游戏开发的工具类(加载图片)
 * @author Administrator
 *
 */
public class GameUtil {
	public static Image getImage(String  path){
		URL u=GameUtil.class.getClassLoader().getResource(path);
		BufferedImage img=null;
		try {
			img=ImageIO.read(u);
		}catch (IOException e) {
			e.printStackTrace();
		}
		return img;
	}
}

MyFrame.java

package cn.bjsxt.util;
import java.awt.Frame;
import java.awt.Image;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
public class MyFrame extends Frame {
	/**
	 * 加载窗口
	 */
	public void launchFrame(){
		 setTitle("躲猫猫");
		setSize(Constant.GAME_WIDTH,Constant.GAME_HEIGHT);
		setLocation(100, 100);
		setVisible(true);
		
		new PaintThread().start();  //启动重画线程
		
		addWindowListener(new WindowAdapter() {
			@Override
			public void windowClosing(WindowEvent e){
				System.exit(0);
			}
			
		});
	}
class PaintThread extends Thread {	
		public void run(){
			while(true){
				repaint();
				try {
					Thread.sleep(100); //1s = 1000ms
				} catch (InterruptedException e) {
					e.printStackTrace();
				}   
			}
		}
		
	}
}

此包下的三个方法,主要是构建界面,加载图片和增加线程使其有动画效果。

3.cn.bjsxt.plane包下

GameObject.java

package cn.bjsxt.plane;

import java.awt.Image;
import java.awt.Rectangle;

public class GameObject {
	Image img;
	double x,y;
	int speed=5;
	int width,height;
	public Rectangle getRect() {
		return new Rectangle((int)x,(int)y,width,height);
	}
	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() {
		
	}
}

此代码主要是保存项目的一些数据,即数据类,很多数据可以直接在此代码里改变,主要是提取数据,让数据单独成为一个类,这样的话,当其他需要数据的类可以直接继承,不需要其他类每次需要写一次的麻烦。

Plane.java

package cn.bjsxt.plane;

import java.awt.Graphics;
import java.awt.Image;
import java.awt.Rectangle;
import java.awt.event.KeyEvent;
import cn.bjsxt.util.GameUtil;

public class Plane extends GameObject{
     private boolean left,up,right,down;  //四个方向
     private  boolean live=true;
	 void draw(Graphics g) {
		 if(live) {
             if(x<10) x=10;
			 if(x>Constant.GAME_WIDTH-60)  x=Constant.GAME_WIDTH-60;
			 if(y<30)  y=30;
			 if(y>Constant.GAME_HEIGHT-50)  y=Constant.GAME_HEIGHT-50;
		g.drawImage(img, (int)x, (int)y, null);
		move();}
	}
	 void move() {
		if(left)   x-=(speed+2);
		if(right)  x+=(speed+2);
		if(up)     y-=(speed+2);
		if(down)   y+=(speed+2);

	}
	 public void addDirection(KeyEvent e) {
		 switch (e.getKeyCode()) {
			case KeyEvent.VK_LEFT:
				left = true;
				break;
			case KeyEvent.VK_UP:
				up = true;
				break;
			case KeyEvent.VK_RIGHT:
				right = true;
				break;
			case KeyEvent.VK_DOWN:
				down = true;
				break;
			default:
				break;
	 }
		 }
		public void minusDirection(KeyEvent e){
			switch (e.getKeyCode()) {
			case KeyEvent.VK_LEFT:
				left = false;
				break;
			case KeyEvent.VK_UP:
				up = false;
				break;
			case KeyEvent.VK_RIGHT:
				right = false;
				break;
			case KeyEvent.VK_DOWN:
				down = false;
				break;
			default:
				break;
			}
		}
	 public Plane(String imgpath, double x, double y) {
					
			this.img =GameUtil.getImage(imgpath);
			this.width=30;
			this.height=30;
			this.x = x;
			this.y = y;
		}
	public Plane() {
	
	}
	public boolean isLive() {
		return live;
	}
	public void setLive(boolean live) {
		this.live = live;
	}	
}

此代码为飞机类,主要是管理飞机怎么移动,继承GameObject.java,获取相关数据变量,move()方法是移动方法,addDirection(KeyEvent e){}和minusDirection(KeyEvent e{}用于按键的按住和释放,通过键盘移动,后面的有参的构造方法和set,get方法,可以通过别的类传入参数。

Bullet.java

package cn.bjsxt.plane;

import java.awt.Color;
import java.awt.Graphics;
import java.awt.Rectangle;
import cn.bjsxt.util.Constant;
import cn.bjsxt.util.GameUtil;

public class Bullet extends GameObject{
	double degree;
	public Bullet() {
		degree=Math.random()*Math.PI*2;
		x=Constant.GAME_WIDTH/2;    //从中心发出子弹
		y=Constant.GAME_HEIGHT/2;
		width=10;
		height=10;
	}
	
	public Rectangle getRect() {
		return new Rectangle((int)x,(int)y,width,height);
	}
	
	public void draw(Graphics g) {
		Color c=g.getColor();
		g.setColor(Color.yellow);
		g.fillOval((int)x, (int)y,width,height);
		x+=speed*Math.cos(degree);
		y+=speed*Math.sin(degree);
		
		if(y>Constant.GAME_HEIGHT-height||y<30){
			degree = -degree;
		}
		
		if(x<0||x>Constant.GAME_WIDTH-width){
			degree = Math.PI-degree;
		}
		g.setColor(c);
	}
}

此代码为子弹类,继承GameObject类,获取数据,无参构造方法,设置中心发送,和小球大小,draw(Graphics g) {} 画笔,Rectangle()方法画矩阵,以x,y为左上角,width和height为长和宽。

Explode.java

package cn.bjsxt.plane;

import java.awt.Graphics;
import java.awt.Image;
import cn.bjsxt.util.GameUtil;
/*
 * 爆炸类
 */
public class Explode {
  double x,y;
  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;	
   } 
}

此代码为爆炸类,用于加载16张图片,形成爆炸效果,动画效果基本都是图片加载形成的。

PlaneGameFrame.java

package cn.bjsxt.plane;

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.util.ArrayList;
import java.util.Date;
import cn.bjsxt.util.GameUtil;
import cn.bjsxt.util.MyFrame;

public class PlaneGameFrame extends MyFrame {
	private Image iBuffer;
	private Graphics gBuffer;
	Image bg = GameUtil.getImage("images/bg.jpg");
	Plane p = new Plane("images/plane.png",50.0,50.0);
	
	  ArrayList bulletList=new ArrayList();
	  
	
	   Date startTime;
	   Date endTime;
	   Explode bao ;
	  
	 //重写paint()
	public void paint(Graphics g) {    
		g.drawImage(bg, 0, 0, null);
		p.draw(g);
		for(int i=0;i<bulletList.size();i++) {
			Bullet b = (Bullet) bulletList.get(i);
			b.draw(g);
			
			//检测飞机的碰撞 b.getRect 为子弹所占矩形  p.getRect()为飞机所在矩形
			boolean peng=b.getRect().intersects(p.getRect());
			if(peng) {  如果碰撞
				p.setLive(false);    //传入false使飞机消失
			
				if(bao==null) {  
					endTime=new Date(); 
				bao =new Explode(p.x, p.y); // 传入碰撞的位置
				}
				bao.draw(g);  // 画出爆炸动画效果
				break;
			}	
		}

           if(!p.isLive()) {      //当碰撞时,显示时间和技术水平
        	 printInfo(g,"GAME OVER",50,200,200,Color.white);
        	 int period =(int)(endTime.getTime()-startTime.getTime())/1000;
             printInfo(g,"时间:"+period+"秒",20,120,260,Color.white);
            switch (period/10) {
 			case 0:
 			case 1:
 				printInfo(g, "青铜", 50,100,200,Color.white);
 				break;
 			case 2:
 				printInfo(g, "黄金", 50,100,200,Color.white);
 				break;
 			case 3:
 				printInfo(g, "铂金", 50,100,200,Color.yellow);
 				break;
 			case 4:
 				printInfo(g, "砖石", 50,100,200,Color.yellow);
 				break;
 			case 5:
 				printInfo(g, "星耀", 50,100,200,Color.yellow);
 				break;
 			default:
 				printInfo(g, "王者", 50,100,200,Color.yellow);
 				break;
 			}
 			
           }
           
      //     printInfo(g,"分数:100",10,50,50,Color.yellow);
	}
	
     //显示失败结果
	public void printInfo(Graphics g,String str,int size,int x,int y,Color color) {
		 Color c=g.getColor();
			g.setColor(color);
			Font f=new Font("宋体",Font.BOLD,size);
			g.setFont(f);
			g.drawString(str,x,y);
			g.getColor();
	}

	public static void main(String[] args) {
		new PlaneGameFrame().launchFrame();
	}


  public void launchFrame() {
	  super.launchFrame();
	  addKeyListener(new KeyMonitor()); //增加键盘事件
	  for (int i = 0; i < 50; i++) {
		  Bullet b=new Bullet();     //定义50个小球
		bulletList.add(b);
	}
	  startTime=new Date();
  }
	// 定义为内部类,可以方便使用外部类的普通属性
	class KeyMonitor extends KeyAdapter {
		public void keyPressed(KeyEvent e) {
			System.out.println("按下:"+e.getKeyCode());
			p.addDirection(e);
			
		}
		public void keyReleased(KeyEvent e) {
			System.out.println("释放:"+e.getKeyCode());
			p.minusDirection(e);
		}

	}
	
	 public void update(Graphics scr)
		{
		    if(iBuffer==null)
		    {
		       iBuffer=createImage(this.getSize().width,this.getSize().height);
		       gBuffer=iBuffer.getGraphics();
		    }
		       gBuffer.setColor(getBackground());
		       gBuffer.fillRect(0,0,this.getSize().width,this.getSize().height);
		       paint(gBuffer);
		       scr.drawImage(iBuffer,0,0,this);
		}
	
}

此代码,为主方法,调用飞机类,子弹类,还有图片加载类,定义一个变化的数组ArrayList,来储存小球个数,其他大致意思都在代码中写到。

效果:

 

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