Java修炼——飞机生存小游戏

在学习了java入门的课程之后,自己动手跟着老师写的一个小游戏,用的是Frame。总共有七个类。
1.飞机游戏的主窗口(MyGameFrame)继承Frame。

package com.bjsxt.plane;

import java.awt.Color;
import java.awt.Font;
import java.awt.Frame;
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.io.Writer;
import java.util.Date;

import javax.swing.JFrame;

/**
 * 飞机游戏的主窗口
 * @author 机械师
 *
 */
public class MyGameFrame extends Frame{

	//导入图片
	Image planeImage=GameUtil.getImage("images/plane.png");
	Image bg=GameUtil.getImage("images/bg.jpg");

	Plane plane=new Plane(planeImage,250,250);
	Shell[] shells=new Shell[50];
	Explode bao;
	Date startTime=new Date();
	Date endTime;
	int period;
	//帮助绘制窗口
	@Override
	public void paint(Graphics g) {//自动调用
		g.drawImage(bg, 0, 0, null);	
		plane.drawSelf(g);//画飞机
		//		画出所有的炮弹
		for(int i=0;i<shells.length;i++){
			shells[i].draw(g);
			boolean peng=shells[i].getRect().intersects(plane.getRect());
			
			if (peng) {
				plane.live=false;
				if (bao==null) { 	
					bao=new Explode(plane.x, plane.y);
					endTime=new Date();
					period=(int)((endTime.getTime()-startTime.getTime())/1000);
				}
				
			}
			if (!plane.live) {
				Color c=g.getColor();
				Font f=new Font("楷体", Font.BOLD, 25);
				g.setFont(f);
				g.setColor(Color.red);
				g.drawString("游戏结束!!  您已存活:"+period+"秒", 110, 250);
				bao.draw(g);
				g.setColor(c);
			}
		}
	}

	class PaintThread extends Thread{
		//帮助我们反复的重画窗口
		@Override
		public void run() {
			while (true) {
				repaint();

				try {
					Thread.sleep(40);//一秒画25次窗口
				} catch (InterruptedException e) {	
					e.printStackTrace();
				}
			}
		}
	}

	//定义键盘监听
	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(){
		setTitle("bjsxt_yxf--飞机躲避子弹小游戏游戏");
		setVisible(true);//true表示窗口可见
		setSize(Constant.GAME_WIDTH,Constant.GAME_HEIGHT);
		setLocation(300,300);
		//增加监听事件,关闭动作,点击窗口的关闭按钮,程序便已经结束。
		this.addWindowListener(new WindowAdapter() {
			@Override
			public void windowClosing(WindowEvent e) {
				System.exit(0);
			}

		});
		new PaintThread().start();//启动重画窗口的线程
		addKeyListener(new KeyMonitor());//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();
	}

	//解决闪烁问题(双缓冲)
	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.游戏的图片导入工具类(GameUtil)

package com.bjsxt.plane;

import java.awt.Image;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.net.URL;

import javax.imageio.ImageIO;

public class GameUtil {
	//将工具类私有化
	private GameUtil(){
		
	}
	/**
	 * 返回指定文件的路径对象
	 * @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;
		
	}
}

3.游戏物体的父类,游戏里的炮弹,飞机的属性都是继承这个类(GameObject)

package com.bjsxt.plane;

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

/**
 * 游戏物体的父类
 * @author 机械师
 *
 */
public class GameObject {
	 Image image;
	 double x,y;
	 int speed;
	 int width,height;
	 
	public void drawSelf(Graphics g){
		g.drawImage(image, (int)x, (int)y, null);
	}

	public GameObject(Image image, double x, double y, int speed, int width,
			int height) {
		super();
		this.image = image;
		this.x = x;
		this.y = y;
		this.speed = speed;
		this.width = width;
		this.height = height;
	}

	public GameObject(Image image, double x, double y) {
		super();
		this.image = image;
		this.x = x;
		this.y = y;
	}

	public GameObject() {

	}
	/**
	 * 返回物体所在的矩形
	 * @return
	 */
	public Rectangle getRect(){
		return new Rectangle((int)x, (int)y, width, height);
		
	}
	
}

4.爆炸类,飞机死亡的一系列动画操作(Explode)

package com.bjsxt.plane;

import java.awt.Graphics;
import java.awt.Image;

/**
 * 爆炸类
 * @author 机械师
 *
 */
public class Explode {
	double x,y;
	
	static Image[] imgs=new Image[16];
	static{
		for (int i = 0; i < imgs.length; i++) {
			imgs[i]=GameUtil.getImage("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;
	}
}

5.飞机类,里面有飞机的速度,键盘按键设置等属性(Plane)

package com.bjsxt.plane;

import java.awt.Graphics;
import java.awt.Image;
import java.awt.event.KeyEvent;
/**
 * 飞机类
 * @author 机械师
 *
 */
public class Plane extends GameObject {
	boolean left,right,down,up;
	int speed=4;
	boolean live=true;
	
	public void drawSelf(Graphics g){
		
		if (live) {
			g.drawImage(image, (int)x, (int)y, null);
			if (left) {
				x-=speed;
			}
			if (right) {
				x+=speed;
				
			}
			if (up) {
				y-=speed;
				
			}
			if (down) {
				y+=speed;
				
			}
		}
	}
	
	public Plane(Image image,double x,double y){
		 this.image=image;
		 this.x=x;
		 this.y=y;
		 this.speed=speed;
		 this.width=image.getWidth(null);
		 this.height=image.getHeight(null);
	}
	
	public void addDirection(KeyEvent e){
		switch (e.getKeyCode()) {
		case KeyEvent.VK_LEFT:
			left=true;
			speed++;
			break;
		case KeyEvent.VK_UP:
			up=true;
			speed++;
			break;
		case KeyEvent.VK_RIGHT:
			right=true;
			speed++;
			break;
		case KeyEvent.VK_DOWN:
			down=true;
			speed++;
			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;
		}
	}
}

6.炮弹类,里面包含了炮弹在固定位向任意方向发出数个炮弹,以及碰撞边界弹回。(Shell)

package com.bjsxt.plane;

import java.awt.Color;
import java.awt.Graphics;

/**
 * 炮弹类
 * @author 机械师
 *
 */
public class Shell extends GameObject{
	
	double degree;
	public Shell(){
		x=200;
		y=200;
		speed=3;
		width=10;
		height=10;
		degree=Math.random()*Math.PI*2;//o-2π之间的随机数
	}
	
	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 (x<0||x>Constant.GAME_WIDTH-width) {
			degree=Math.PI-degree;
			speed++;
		} else if(y<30||y>Constant.GAME_HEIGHT-height){
			degree=-degree;
			speed++;
		}
		g.setColor(c);
	}
	
}

7.常数类。存储游戏边界的大小(Constant)

package com.bjsxt.plane;

public class Constant {
	public static final int GAME_WIDTH=500;
	public static final int GAME_HEIGHT=500;
}

此小游戏在一开始,我们是继承Jframe的,但是由于在写到后面,看运行画面的时候还是有很多点闪烁,因此我们就改回到Frame,并且在主窗口类中使用了双缓冲。

	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);
	}

改完之后,画面有很大的改善,看着非常的舒服。
在这里插入图片描述

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