AWT 小弹球


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();
	}
}


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