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飞机大战第一天
1.抽象类:飞行物
public abstract class FlyingObject{
protected BufferedImage image;
protected int width; //宽
protected int height; //高
protected int x; //x坐标
protected int y;
//y坐标}
2.接口:敌人
public interface Enemy {
/** 得分 */
public int getScore();
}
3.接口:奖励
/** 奖励 */
public interface Award {
public int DOUBLE_FIRE = 0; //火力值
public int LIFE = 1; //命
/** 获取奖励类型(上面的0或1) */
public int getType();
}
4.敌机,飞行物,也是敌人
public class Airplane extends FlyingObject implements Enemy {
private int speed = 2; //移动的速度
/** 构造方法 */
public Airplane(){
image = ShootGame.airplane; //图片
width = image.getWidth(); //宽
height = image.getHeight(); //高
Random rand = new Random(); //随机数对象
x = rand.nextInt(ShootGame.WIDTH-this.width); //x:0到(窗口宽-敌机宽)之间的随机数
y = -this.height; //y:负的敌机的高
}
/** 重写getScore()得分 */
public int getScore(){
return 5; //打掉一个敌机得5分
}}
5.小蜜蜂:飞行物同时是也是奖励
/** 小蜜蜂: 是飞行物, */
public class Bee extends FlyingObject implements Award {
private int xSpeed = 1; //x坐标移动速度
private int ySpeed = 2; //y坐标移动速度
private int awardType; //奖励的类型(0或1)
/** 构造方法 */
public Bee(){
image = ShootGame.bee; //图片
width = image.getWidth(); //宽
height = image.getHeight(); //高
Random rand = new Random(); //随机数对象
x = rand.nextInt(ShootGame.WIDTH-this.width); //x:0到(窗口宽-小蜜蜂宽)之间的随机数
y = -this.height; //y:负的小蜜蜂的高
awardType = rand.nextInt(2); //0和1之间的随机数
}
/** 获取奖励类型 */
public int getType(){
return awardType; //返回奖励类型
}
}
6.子弹:同样也是飞行物
/** 子弹: 是飞行物 */
public class Bullet extends FlyingObject {
private int speed = 3; //移动的速度
/** 构造方法 子弹的初始坐标随着英雄机定*/
public Bullet(int x,int y){
image = ShootGame.bullet; //图片
width = image.getWidth(); //宽
height = image.getHeight(); //高
this.x = x; //x:随英雄机
this.y = y; //y:随英雄机
}
7.英雄机:飞行物
/** 英雄机: 是飞行物 */
public class Hero extends FlyingObject {
private int doubleFire; //火力值
private int life; //命
private BufferedImage[] images; //可切换的图片数组
private int index; //协助图片切换
/** 构造方法 */
public Hero(){
image = ShootGame.hero0; //图片
width = image.getWidth(); //宽
height = image.getHeight(); //高
x = 150; //x:固定的值
y = 400; //y:固定的值
doubleFire = 10000; //默认为0(单倍火力)
life = 3; //默认3条命
images = new BufferedImage[]{ShootGame.hero0,ShootGame.hero1}; //两张图片切换
index = 0; //协助图片切换
}
}
8.主类:窗口
//主窗口类
public class ShootGame extends JPanel {
public static final int WIDTH = 400; //窗口宽
public static final int HEIGHT = 654; //窗口高
public static BufferedImage background; //背景图
public static BufferedImage start; //启动图
public static BufferedImage pause; //暂停图
public static BufferedImage gameover; //游戏结束图
public static BufferedImage airplane; //敌机
public static BufferedImage bee; //小蜜蜂
public static BufferedImage bullet; //子弹
public static BufferedImage hero0; //英雄机0
public static BufferedImage hero1; //英雄机1
static{ //初始化静态图片
try{
background = ImageIO.read(ShootGame.class.getResource("background.png"));
start = ImageIO.read(ShootGame.class.getResource("start.png"));
pause = ImageIO.read(ShootGame.class.getResource("pause.png"));
gameover = ImageIO.read(ShootGame.class.getResource("gameover.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"));
hero0 = ImageIO.read(ShootGame.class.getResource("hero0.png"));
hero1 = ImageIO.read(ShootGame.class.getResource("hero1.png"));
}catch(Exception e){
e.printStackTrace();
}
}
private Hero hero = new Hero(); //一个英雄机
private FlyingObject[] flyings = {}; //一堆敌人(敌机+小蜜蜂)
private Bullet[] bullets = {}; //一堆子弹
public static final int START = 0; //启动状态
public static final int RUNNING = 1; //运行状态
public static final int PAUSE = 2; //暂停状态
public static final int GAME_OVER = 3; //游戏结束状态
private int state = START; //当前状态(默认启动状态)
public static void main(String[] args) {
JFrame frame = new JFrame("Fly"); //创建窗口对象
ShootGame game = new ShootGame(); //创建面板对象
frame.add(game); //将面板添加到窗口中
frame.setSize(WIDTH, HEIGHT); //设置窗口大小
frame.setAlwaysOnTop(true); //设置总是在最上面
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); //设置窗口默认关闭操作(关闭窗口时退出程序)
frame.setLocationRelativeTo(null); //设置居中显示
frame.setVisible(true); //1)设置窗口可见 2)尽快调用paint()方法
game.action(); //启动程序的执行
}
/** 重写paint() g:画笔*/
public void paint(Graphics g){
g.drawImage(background,0,0,null); //画背景图
paintHero(g); //画英雄机对象
paintFlyingObjects(g); //画敌人(敌机+小蜜蜂)对象
paintBullets(g); //画子弹对象
paintScoreAndLife(g); //画分和画命
paintState(g); //画状态
}
/** 画英雄机对象 */
public void paintHero(Graphics g){
g.drawImage(hero.image,hero.x,hero.y,null); //画英雄机对象
}
/** 画敌人(敌机+小蜜蜂)对象 */
public void paintFlyingObjects(Graphics g){
for(int i=0;i<flyings.length;i++){ //遍历所有敌人(敌机+小蜜蜂)
FlyingObject f = flyings[i]; //获取每一个敌人(敌机+小蜜蜂)
g.drawImage(f.image,f.x,f.y,null); //画敌人(敌机+小蜜蜂)对象
}
}
/** 画子弹对象 */
public void paintBullets(Graphics g){
for(int i=0;i<bullets.length;i++){ //遍历所有子弹
Bullet b = bullets[i]; //获取每一个子弹
g.drawImage(b.image,b.x,b.y,null); //画子弹对象
}
}
}
9.敌人入场的实现步骤:
1)main(){ game.action(); }
2)action(){
...
run(){ //10毫秒定时执行
enteredAction(); //敌人入场
repaint();
}
}
3)int index = 0;
enteredAction(){ //10毫秒
index++;
if(index%40==0){ //40*10毫秒
FlyingObject one = nextOne(); //创建一个敌人对象
flyings = Arrays.copyOf(flyings,flyings.length+1); //扩容
flyings[flyings.length-1] = one; //将敌人对象添加到敌人数组中
}
}
4)nextOne(){
生成0到19间的随机数
为0时return new Bee();
否则return new Airplane();
}