通过自己网上学习,和网上查阅的资料所制成,其中还有很多不足,也希望得到大家指点。
首先:
飞机大战是由 7个类,18张图片所组成。
七个类分别列举在下面:
一、爆炸类
利用数组存储爆炸的帧图片,for()循环连续调用,使得爆炸呈现动画效果。图片在文章最后。
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;
}
}
二、Constant类
设置Constant类的主要原因是,把游戏窗口的两个常量设置好,避免后期需要调整难找。
public class Constant {
public static final int GAME_WIDH = 500;
public static final int GAME_HEIGTH = 500;
}
三、Shell类(炮弹类)
把炮弹封装起来,各个类之间通过封装,再调用,提高代码的可阅读性可复用性,想修改的时候随时修改。
public class Shell extends GameObject{
double degree;
public Shell(){
x=200;
y=200;
width=10;
height=10;
speed=2;;
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);
//炮弹任意角度飞行
x+=speed*Math.cos(degree);
y+=speed*Math.sin(degree);
if(y<30||y>Constant.GAME_HEIGTH-15){//500是窗口高度;40是桌子边框,30是球直径;最后一个40是标题栏的高度
degree = -degree;
}
//碰到左右边界
if(x<5||x>Constant.GAME_WIDH-15){
degree = Math.PI - degree;
}
// g.setColor(c);
}
}
四、游戏父类
存储了游戏元素的一些基本信息,使用的时候调用即可。
public class GameObject {
Image img;
double x,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(Image img, double x, double y) {
super();
this.img = img;
this.x = x;
this.y = y;
}
public GameObject() {
}
//返回物体所在矩形,便于后期碰撞检测
public Rectangle getRect(){
return new Rectangle((int)x,(int)y,width,height);
}
}
五、GameUtil类:加载图片代码
1. GameUtil.class.getClassLoader().getResource(path);可以帮助我们获得程序运行类加载器,加 载 资源的根目录,从而获得相对资源位置。
2. ImageIO.read()方法是核心方法,帮助我们读取图片信息,并返回Image对象。
public class GameUtil {
private GameUtil(){
}
//指定路径文件的图片对象
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;
}
}
六、飞机类
存储飞机的一些基本变量和一些信息。
public class Plane extends GameObject{
boolean left,up,right,down;
boolean live = true;
@Override
public void drawSelf(Graphics g) {
if (live) {
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);
}
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;
}
}
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;
}
}
}
七、主窗口类
所有的实现几乎都在这个类里,类里有各种方法调用,模块的方法调用。
public class MyGameFrame extends Frame {
Image planeImg = GameUtil.getImage("images/plane.png");
Image sky = GameUtil.getImage("images/sky.jpg");
//定义两个新的坐标
Plane plane = new Plane(planeImg,250,250);
Shell shell = new Shell();
Explode bao;
Date starTime = new Date();
Date endTime;
int period;//游戏持续时间
@Override
public void paint(Graphics g) {
g.drawImage(sky,0,0,null);
plane.drawSelf(g);//画飞机
Color c = g.getColor();
Font f = g.getFont();
Font f1 = new Font("宋体",Font.BOLD,50);
//画出所有炮弹
for (int i = 0;i<shells.length;i++){
shells[i].draw(g);
boolean peng = shells[i].getRect().intersects(plane.getRect());
if (peng){
System.out.println("相撞了!!,你死了。");
plane.live = false;
if (bao == null){
bao = new Explode(plane.x,plane.y);
endTime = new Date();
period = (int)((endTime.getTime()-starTime.getTime())/1000);
}
if (!plane.live){
g.setColor(Color.white);
g.setFont(f1);
g.drawString("时间"+period+"秒",200,250);
bao.draw(g);
}
}
}
g.setColor(c);
}
//存储炮弹
Shell[] shells = new Shell[30];
//帮助我们额反复重画窗口
class PaintThread extends Thread{
@Override
public void run() {
while (true){
//System.out.println("窗口被画了一次");
repaint();
try {
Thread.sleep(30); //1s = 1000ms
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
}
//定义键盘监听的内部类
class KeyMonitor extends KeyAdapter{
@Override
public void keyPressed(KeyEvent e) {
plane.addDirection(e);
}
@Override
public void keyReleased(KeyEvent e) {
plane.minusDirection(e);
}
}
//初始化窗口
public void launchFrame(){
this.setTitle("陶彦儒_作品");
this.setVisible(true);//设置窗口是否可见
this.setSize(Constant.GAME_WIDH,Constant.GAME_HEIGTH);//设置窗口大小
this.setLocation(800,300);//从左上角(0,0),右边x,下面y
this.addWindowListener(new WindowAdapter() {
@Override
public void windowClosing(WindowEvent e) {
System.exit(0);//0表示正常结束
}
});
new PaintThread().start();//启动重画窗口的线程
addKeyListener(new KeyMonitor());
//使用循环存入炮弹
for (int i = 0;i<shells.length;i++){
shells[i] = new Shell();
}
}
public static void main(String[] args) {
MyGameFrame f = new MyGameFrame();
f.launchFrame();
}
private Image offScreenImage = null;
public void update(Graphics g){
if (offScreenImage == null)
offScreenImage = this.createImage(Constant.GAME_WIDH,Constant.GAME_HEIGTH);
Graphics gOff = offScreenImage.getGraphics();
print(gOff);
g.drawImage(offScreenImage,0,0,null);
}
}
其中爆炸图片参考自 乓头鱼 博主。感谢阅读。