飞机大战中的算法

一、注意事项:用了三个接口Award、Enemy、ShootBang

接口1:

/**打掉蜜蜂得奖励*/
public interface Award {
	int DOUBLEFIRE=0;
	int LIFE=1;
	int getType();
}

接口2:

//打掉敌机得分
public interface Enemy {
	int getScoer();
}

接口3:

//是否被子弹击中
public interface ShootBang {
	boolean shootBy(Bullet b);
}

1.父类-----FlyingObject

import java.awt.image.BufferedImage;
public abstract class FlyingObject {
	protected BufferedImage image;
	protected int width;
	protected int height;
	protected int x;
	protected int y;
	//走步的抽象方法
	public abstract void step();
	//越界判断
	public abstract boolean isoutOfBounds();
}

2.子弹-----Bullet

public class Bullet extends FlyingObject{
	private int speed=3;
	//构造方法
	public Bullet(int x,int y){//传入的参数是英雄机的x y坐标
		image=ShootGame.bullet;
		width=image.getWidth();
		height=image.getHeight();
		this.x=x;
		this.y=y;
	}
	
	@Override//子弹走步
	public void step() {
		y -= speed;
	}

	@Override/**子弹越界方法重写*/
	public boolean isoutOfBounds() {
		if(this.y<-this.height){
			return true;
		}
		return false;
	}
}

3.蜜蜂-----Bee

import java.util.Random;
public class Bee extends FlyingObject implements Award,ShootBang{
	private int xspeed=1;
	private int yspeed=2;
	
	//构造方法
	public Bee(){
		image=ShootGame.bee;
		width=image.getWidth();
		height=image.getHeight();
		Random rand = new Random();
		x=rand.nextInt(ShootGame.WIDTH-this.width);
		y=-height;
	}
	
	@Override/**获得奖励两种情况????*/
	public int getType() {
		Random rand = new Random();
		return rand.nextInt(2);
	}

	@Override/**蜜蜂走步*/
	public void step() {
		x += xspeed;
		y += yspeed;
		if(x>=(ShootGame.WIDTH-this.width)){
			xspeed=-xspeed;
		}
		if(x<=0){
			xspeed=-xspeed;
		}
	}

	@Override/**是否被子弹击中*/
	public boolean shootBy(Bullet b) {
		if(b.x>this.x && b.x
   
   
    
    this.y && b.y
    
    
     
     ShootGame.HEIGHT){
			return true;
		}
		return false;
	}
}
    
    
   
   

4.敌机-----Airplane

import java.util.Random;
public class Airplane extends FlyingObject implements Enemy,ShootBang{
	private int speed=3;

	//构造方法
	public Airplane(){
		image=ShootGame.airplane;
		width=image.getWidth();
		height=image.getHeight();
		Random rand = new Random();
		x=rand.nextInt(ShootGame.WIDTH-this.width);
		y=-height;
	}
	@Override/**打掉一个敌机得5分*/
	public int getScoer() {
		return 5;
	}
	@Override/**敌机走步*/
	public void step() {
		y += speed;
	}
	@Override/**判断是否被子弹击中*/
	public boolean shootBy(Bullet b) {
		if(b.x>this.x && b.x
   
   
    
    this.y && b.y
    
    
     
     ShootGame.HEIGHT){
			return true;
		}
		return false;
	}
}
    
    
   
   

5.英雄机-----Hero

import java.awt.image.BufferedImage;
public class Hero extends FlyingObject{
	private int doubleFire;
	private int life;
	private BufferedImage[] images;  //帮助图片切换
	private int index;               //帮助图片切换
	
	//构造方法
	public Hero(){
		image=ShootGame.hero0;
		width=image.getWidth();
		height=image.getHeight();
		x=150;
		y=350;
		doubleFire=0;
		life=3;
		index=0;
		images=new BufferedImage[]{ShootGame.hero0,ShootGame.hero1};
	}

	@Override/**英雄机走步是图片200毫秒切换一次*/
	public void step() {
		int num=(index++)/10%(images.length);
		image=images[num];
	}
	//使侦听的坐标和图片的坐标匹配(默认匹配左上角)
	public void moveTo(int x,int y){
		this.x=x-this.width/2;
		this.y=y-this.height/2;
	}
	//发射子弹--分两种情况
	public Bullet[] shoot(){
		if(doubleFire>0){
			Bullet[] bs = new Bullet[2];
			int x=this.width/4;
			bs[0]=new Bullet(this.x+x,this.y-20);
			bs[1]=new Bullet(this.x+3*x,this.y-20);
			doubleFire -= 2;
			return bs;
		}else{
			Bullet[] bs = new Bullet[1];
			int x=this.width/4;
			bs[0]=new Bullet(this.x+2*x,this.y-20);
			return bs;
		}
	}
	public int getLife(){
		return life;
	}
	//加命
	public void addLife(){
		life++;
	}
	//双倍火力
	public void addDoubleFire(){
		doubleFire += 40;
	}

	@Override/**判断是否越界  方法重写*/
	public boolean isoutOfBounds() {
		return false;
	}
	//英雄机碰撞
	public boolean checkBang(FlyingObject other){
		int heroX=this.x+this.width/2;
		int heroY=this.y+this.height/2;
		int x1=other.x-this.width/2;
		int x2=other.x+other.width+this.width/2;
		int y1=other.y-this.height/2;
		int y2=other.y+other.height+this.height/2;
		if(heroX>x1 && heroX
   
   
    
    y1 && heroY
    
    
   
   

6.主类-----ShootGame

import java.awt.Color;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.util.Arrays;
import java.util.Random;
import java.util.Timer;
import java.util.TimerTask;
import javax.imageio.ImageIO;
import javax.swing.JFrame;
import javax.swing.JPanel;

public class ShootGame extends JPanel{
	//静态属性  9个
	public static BufferedImage background;
	public static BufferedImage gameover;
	public static BufferedImage pause;
	public static BufferedImage start;
	public static BufferedImage bullet;
	public static BufferedImage hero1;
	public static BufferedImage hero0;
	public static BufferedImage bee;
	public static BufferedImage airplane;
	//窗口的尺寸常量
	public static final int WIDTH=400;
	public static final int HEIGHT=654;
	public static final int START=0;
	public static final int PAUSE=1;
	public static final int GAME_OVER=2;
	public static final int RUNNING=3;
	
	private int state;//当前状态
	private Bullet[] bullets;
	private Hero hero;
	private FlyingObject[] flyings;
	//构造方法
	public ShootGame(){//初始化对象,其中子弹和敌机蜜蜂都是零个
		bullets = new Bullet[0];
		hero = new Hero();
		flyings = new FlyingObject[0];
	}
	//加载静态资源
	static{
		try {
			background=ImageIO.read(ShootGame.class.getResource("background.png"));
			gameover=ImageIO.read(ShootGame.class.getResource("gameover.png"));
			pause=ImageIO.read(ShootGame.class.getResource("pause.png"));
			start=ImageIO.read(ShootGame.class.getResource("start.png"));
			bullet=ImageIO.read(ShootGame.class.getResource("bullet.png"));
			hero1=ImageIO.read(ShootGame.class.getResource("hero1.png"));
			hero0=ImageIO.read(ShootGame.class.getResource("hero0.png"));
			bee=ImageIO.read(ShootGame.class.getResource("bee.png"));
			airplane=ImageIO.read(ShootGame.class.getResource("airplane.png"));
		} catch (IOException e) {
			e.printStackTrace();
		}
	}
	
	/**paint方法*/
	public void paint(Graphics g){
		/**画背景*/
		g.drawImage(background, 0, 0, null);
		/**画子弹*/
		paintBullet(g);
		/**画蜜蜂和敌机*/
		paintFlyings(g);
		/**画英雄机*/
		g.drawImage(hero.image, hero.x, hero.y, null);
		/**画分和命*/
		paintScore(g);
		/**画状态*/
		paintState(g);
	}
	/**画子弹*/
	public void paintBullet(Graphics g){
		for(int i=0;i
    
    





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