cn.sxt.game包
Constant类,存储常量
package cn.sxt.game;
/**
* 保存一些常量
*
* @author Chai
*
*/
public class Constant {
public static final int GAME_WIDTH = 500;
public static final int GAME_HEIGHT = 600;
public static final int PLANE_SPEED = 8;
public static final int SHELL_SPEED = 9;
public static final int PRINT_SPEED = 100;
}
GameObject ``一些游戏组件的父类
package cn.sxt.game;
/**
* 游戏的根目录
* @author Chai
*
*/
import java.awt.Graphics;
import java.awt.Image;
import java.awt.Rectangle;
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() {
super();
}
/**
* 返回物体所在的矩形,方便后续的碰撞检测
* @return
*/
public Rectangle getRect() {
return new Rectangle((int)x, (int)y, width, height);
}
}
GameUtill 工具类,返回指定路径文件的图片对象;
package cn.sxt.game;
/**
* 返回指定路径文件的图片对象
*/
import java.awt.Image;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.net.URL;
import javax.imageio.ImageIO;
public class GameUtill {
private GameUtill() {
}
public static Image getImage(String path) {
BufferedImage bi=null;
try {
URL u=GameUtill.class.getClassLoader().getResource(path);
bi=ImageIO.read(u);
}catch (IOException e) {
e.printStackTrace();
}
return bi;
}
}
MyGameFrame类,游戏主体的实现,对画面进行打印;
package cn.sxt.game;
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.util.Date;
/**
* 飞机游戏的主窗口;
* @author Chai
*
*/
public class MyGameFrame extends Frame {
/**
*
*/
Image bg=GameUtill.getImage("images/bg.png");
Image planeImage=GameUtill.getImage("images/planeImage.jpg");
Plane plane = new Plane(planeImage,250,500);
Shell[] shells=new Shell[50];
Date startTime=new Date();
Date endTime;
@Override
public void paint(Graphics g) {
super.paint(g);
Color c=g.getColor();
g.drawImage(bg, 0, 0, null);
plane.drawSelf(g);//画飞机
for(int i=0;i<shells.length;i++) {
if(!plane.live) {//判断飞机状态来确定存活时间
g.setColor(Color.RED);
Font f=new Font("宋体", Font.BOLD, 20);
g.setFont(f);
int t=(int)((endTime.getTime()-startTime.getTime())/1000);
g.drawString("存活:"+t+"秒",(int) plane.x,(int) plane.y);
break;
}
shells[i].drawSelf(g);
boolean peng=shells[i].getRect().intersects(plane.getRect());//判断矩形是否相撞;
if(peng) {//改变飞机状态;
plane.live=false;
endTime=new Date();
}
g.setColor(c);
}
}
private Image offScreenImage=null;//双缓冲技术,减少画面闪烁用
public void updaate(Graphics g) {
if(offScreenImage == null)
offScreenImage=this.createImage(Constant.GAME_WIDTH,Constant.GAME_HEIGHT);//这是游戏的窗口的长宽
Graphics gOff=offScreenImage.getGraphics();
paint(gOff);
g.drawImage(offScreenImage, 0, 0, null);
}
class PaintThread extends Thread{//重做paint,通过屏幕刷新实现运动
@Override
public void run() {
// TODO Auto-generated method stub
super.run();
while(true) {
repaint();//重画
try {
sleep(Constant.PRINT_SPEED);//刷新速度
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
}
}
/**
* 实现键盘监听的内部类
*/
class KeyMonitor extends KeyAdapter{//键盘监听
@Override
public void keyPressed(KeyEvent e) {
// TODO Auto-generated method stub
super.keyPressed(e);
plane.addDirection(e);
}
@Override
public void keyReleased(KeyEvent e) {
// TODO Auto-generated method stub
super.keyReleased(e);
plane.minusDirection(e);
}
}
/**
* 初始化窗口
*/
public void launuchFrame(){
this.setTitle("我的小飞机游戏");
this.setVisible(true);
this.setSize(Constant.GAME_WIDTH, Constant.GAME_HEIGHT);
this.setLocation(100, 100);
this.addWindowListener(new WindowAdapter(){
@Override
public void windowClosing(WindowEvent e) {
System.exit(0);
}
});
new PaintThread().start();//启动窗口重画线程;
addKeyListener(new KeyMonitor());
for(int i=0;i<shells.length;i++) {
shells[i]=new Shell();
}
}
public static void main(String[] args) {
MyGameFrame f=new MyGameFrame();
f.launuchFrame();
}
}
Plane类,飞机的类
package cn.sxt.game;
/**
*
* @author Chai
*/
import java.awt.Graphics;
import java.awt.Image;
import java.awt.event.KeyEvent;
public class Plane extends GameObject{
boolean left,right,up,down;
boolean live=true;
public void drawSelf(Graphics g) {
if(live) {
g.drawImage(img, (int)x,(int)y, null);
if(left==true) {
if(x<=0) {
}
else x-=speed;
}
if(right==true) {
if(x>=480) {
}
else x+=speed;
}
if(up==true) {
if(y<=20) {
}
else y-=speed;
}
if(down==true) {
if(y>=575) {
}
else y+=speed;
}
}else {
}
}
public Plane(Image img,double x,double y) {
this.img=img;
this.x=x;
this.y=y;
this.speed=Constant.PLANE_SPEED;
this.width=img.getWidth(null);
this.height=img.getHeight(null);
}
public void addDirection(KeyEvent e) {//按下某键,增加相应的方向
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) {//按下某键,取消相应的方向
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;
}
}
}
Shell类,炮弹的实现
package cn.sxt.game;
import java.awt.Color;
import java.awt.Graphics;
/**
* 炮弹类
* @author Chai
*
*/
public class Shell extends GameObject{
double degree;
public Shell(){
x=200;
y=200;
width=10;
height=10;
speed=Constant.SHELL_SPEED;
degree=Math.random()*Math.PI*2;
}
public void drawSelf(Graphics g) {
Color color=g.getColor();
g.setColor(Color.YELLOW);
g.fillOval((int)x, (int)y, width, height);
x+=speed*Math.cos(degree);//沿着任意角度去飞;
y+=speed*Math.sin(degree);
if(x<0||x>Constant.GAME_WIDTH-width) {
degree = Math.PI-degree;
}
if(y<30|y>Constant.GAME_HEIGHT-height) {
degree = -degree;
}
g.setColor(color);
}
}
总结,本次简单的小飞机游戏项目让我更清晰的了解了各个包和各个类之间的调用,明白了项目大致的运行逻辑。
当时实现时候的困难点:对于图片的导入和paint方法,以及减少画面闪烁的双缓冲。