import java.awt.Canvas;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Font;
import java.awt.Frame;
import java.awt.Graphics;
import java.awt.event.ActionListener;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.util.Random;
import javax.swing.Timer;
public class Paint {
//桌面的长宽
private final int TABLE_WIDTH = 300;
private final int TABLE_HEIGHT = 400;
//小球的大小
private final int BALL_SIZE = 16;
private Frame f = new Frame();
Random rand = new Random();
//小球纵向的运行速度
private int ySpeed = 10; // 定义小球初始的y轴初速度
private double xyRate = rand.nextDouble() - 0.5; //rand.nextDouble()产生0~1的小数
//小球横向运行速度
private int xSpeed = (int)(ySpeed*xyRate*2); // 定义小球初始的x轴初速度
//小球坐标
private int ballX = rand.nextInt(200)+20;
private int ballY = rand.nextInt(10)+20;
//球拍水平位置
private int racketX = rand.nextInt(200);
//球拍的垂直位置
private final int RACKET_Y = 340;
//球拍 的高度和宽度
private final int RACKET_HEIGHT = 20;
private final int RACKET_WIDTH = 60;
//画布
private Mycanvas tableArea = new Mycanvas();
//计时器
Timer timer ;
//游戏结束旗标
private boolean isLose = false;
public void init()
{
//设置桌面最佳大小
tableArea.setPreferredSize(new Dimension(TABLE_WIDTH,TABLE_HEIGHT));
f.add(tableArea);
/*定义键盘监听器*/
KeyAdapter keyprocesspr = new KeyAdapter()
{
public void keyPressed(KeyEvent ke)
{
//按下向左向右键时,球拍水平坐标分别减少,增加
if(ke.getKeyCode() == KeyEvent.VK_LEFT) // 若按下的键盘是左键
{
if(racketX > 0)
racketX -=10; //球拍的横坐标减10
}
if(ke.getKeyCode() == KeyEvent.VK_RIGHT) //若按下的是右键
{
if(racketX < TABLE_WIDTH - RACKET_WIDTH)
racketX +=10; //球拍横坐标加10
}
}
};
//为窗口f 和TABLE_AREA分别添加键盘监听器
f.addKeyListener(keyprocesspr);
tableArea.addKeyListener(keyprocesspr);
//定义每0.1秒执行一次de事件监听器---taskPerformer
ActionListener taskPerformer = evt->
{
//若小球碰到边框
if(ballX <=0 || ballX>=TABLE_WIDTH - BALL_SIZE)
{
xSpeed = -xSpeed;
}
//若小球高度超出了球拍位置,游戏结束
if(ballY >= RACKET_Y - BALL_SIZE && (ballX < racketX || ballX > racketX + RACKET_WIDTH))
{
timer.stop();
isLose = true;
tableArea.repaint(); //刷新画布 tableArea
}
//若小球在球拍上,或者碰到上框,则反弹
else if(ballY<=0 || ballY >= RACKET_Y - BALL_SIZE && ballX>racketX && ballX<=racketX + RACKET_WIDTH)
{
ySpeed=-(ySpeed+(int)(rand.nextDouble()-0.5)); // 防止小球直上直下
}
//小球坐标增加
ballY += ySpeed;
ballX +=xSpeed;
tableArea.repaint(); //刷新画布,调用repaint()会自动调用画布的paint()来绘画
};
/*窗口f加入window事件监听器,使得点击×时,能够关闭程序*/
f.addWindowListener(new WindowAdapter()
{
public void windowClosing(WindowEvent e)
{
System.exit(0);
}
});
timer = new Timer(100,taskPerformer); //每100毫秒触发一次 ActionListener类的触发器(taskPerformer)
timer.start();
f.pack();
f.setVisible(true);
}
/*画布类,实现绘画*/
class Mycanvas extends Canvas
{
//重写Canvas的paint()方法,实现绘画
public void paint(Graphics g)
{
//如果游戏结束
if(isLose)
{
g.setColor(new Color(255,0,0)); //RGB颜色
g.setFont(new Font("Times",Font.BOLD,30)); //设置字体,Times为字体的样式,不是内容
g.drawString("Game Over", 50, 200); //画出字体Game Over,后跟着的是坐标
}
else
{
//设置颜色并绘制小球
g.setColor(new Color(240,40,80));
g.fillOval(ballX, ballY, BALL_SIZE, BALL_SIZE); //画椭圆
//设置颜色并绘制球拍
g.setColor(new Color(80,80,200));
g.fillRect(racketX, RACKET_Y, RACKET_WIDTH, RACKET_HEIGHT);
}
}
}
public static void main(String[] args)
{
new Paint().init();
}
}