【实例简介】这是一个基于java开发的战机小游戏
【游戏说明】
↑↓←→:控制方向,可实现8个方向
Q: 开火
W: 大决
F2:复活
注:游戏一段时间后可以看到“礼品状”物体飞过,“吃”掉它可以增加大决数量
【实例截图】
【核心代码】
package cn.edu.ahu.RapidSurvial;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.Rectangle;
import java.awt.Toolkit;
import java.awt.event.KeyEvent;
public class Fighter {
public static final int FWIDTH = 70;//战机宽度
public static final int FHEIGHT = 10;//战机高度
public static final int FXSPEED = 4;//战机在x方向上的速度
public static final int FYSPEED = 4;//战机在y方向上的速度
int x;//战机在x方向上的位置
int y;//战机在y方向上的位置
int w;//战机的宽度
int h;//战机的高度
Direction dir;//方向
RapidSurvialManager rsm;//持有RapidSurvialManager的引用
private boolean isUp = false;//键盘↑ 是否被按下,初始化为false
private boolean isDown = false;//键盘↓ 是否被按下,初始化为false
private boolean isRight = false;//键盘→ 是否被按下,初始化为false
private boolean isLeft = false;//键盘← 是否被按下,初始化为false
enum Direction {LTR, RTL}; //两个方向,LTR:从左向右,RTL:从右向左
boolean isEnemy;//区分敌我的量,是敌人:true,否则为false
boolean isLive = true;//判读是否存活,活着:true,否则为false
private int lifeValue = 10;//我方战机的生命值
int speed;//产生一个速度值
BloodBar bb = new BloodBar();//可视的血量
static int isRelive = 0;//是否复活
private int superStarCounts = 1;//初始大决数
private static Toolkit tk =
Toolkit.getDefaultToolkit();
private static Image[] fighterImage = null;
static {
fighterImage = new Image[] {
tk.getImage(Fighter.class.getClassLoader().getResource("images/EnemysFighter.png")),
tk.getImage(Fighter.class.getClassLoader().getResource("images/MyFighter_LTR.png"))
};
}
//构造函数
Fighter(int x , int y,boolean isEnemy) {
this.x = x;
this.y = y;
this.w = FWIDTH;
this.h = FHEIGHT;
this.isEnemy = isEnemy;
}
//构造函数
Fighter(int x, int y, boolean isEnemy, RapidSurvialManager rsm) {
this(x, y, isEnemy);
this.rsm = rsm;
this.dir = Direction.LTR;
}
//构造函数
Fighter(int x, int y,boolean isEnemy, RapidSurvialManager rsm, Direction dir, int speed) {
this(x, y, isEnemy, rsm);
this.dir = dir;
this.speed = speed;
}
//设置lifeValue值
public void setLifeValue(int lifeValue) {
this.lifeValue = lifeValue;
}
//得到lifeValue值
public int getLifeValue() {
return lifeValue;
}
//设置superStarCounts值
public void setSuperStarCounts(int superStarCounts) {
this.superStarCounts = superStarCounts;
}
//得到superStarCounts值
public int getSuperStarCounts() {
return superStarCounts;
}
//用此方画出战机
public void draw(Graphics g) {
if(!isLive) {
if(isEnemy) {
rsm.enemys.remove(this);
}
return;
}
if(isEnemy) {
g.drawImage(fighterImage[0], x, y, null);
go();
} else {
g.drawImage(fighterImage[1], x, y, null);
setPostion();
bb.draw(g);
}
}
//让敌军动起来的方法
public void go() {
switch(dir) {
case LTR:
x = speed;
break;
case RTL:
x -= speed;
break;
}
}
//对按键被按下经行处理
public void keyPressed(KeyEvent e) {
int key = e.getKeyCode();
switch(key) {
case KeyEvent.VK_UP:
isUp = true;
break;
case KeyEvent.VK_RIGHT:
isRight = true;
break;
case KeyEvent.VK_DOWN:
isDown = true;
break;
case KeyEvent.VK_LEFT:
isLeft = true;
break;
}
setPostion();
}
//对按键被释放经行处理
public void keyReleased(KeyEvent e) {
int key = e.getKeyCode();
switch(key) {
case KeyEvent.VK_UP:
isUp = false;
break;
case KeyEvent.VK_RIGHT:
isRight = false;
break;
case KeyEvent.VK_DOWN:
isDown = false;
break;
case KeyEvent.VK_LEFT:
isLeft = false;
break;
case KeyEvent.VK_Q:
fire();
break;
case KeyEvent.VK_F2:
if(!isLive) {
isLive = true;
lifeValue = 10;
isRelive ;
}
break;
case KeyEvent.VK_W:
if(getSuperStarCounts() == 0) {
return;
}
if(!isLive) {
return;
}
setSuperStarCounts(getSuperStarCounts() - 1);
superFire();
break;
}
}
//根据按键的组合确定下一次的位置
private void setPostion() {
if(isUp && !isRight && !isDown && !isLeft) {
y -= FYSPEED;
}
if(!isUp && isRight && !isDown && !isLeft) {
x = FXSPEED;
}
if(!isUp && !isRight && isDown && !isLeft) {
y = FYSPEED;
}
if(!isUp && !isRight && !isDown && isLeft) {
x -= FXSPEED;
}
if(isUp && isRight && !isDown && !isLeft) {
x = FXSPEED;
y -= FYSPEED;
}
if(isUp && !isRight && !isDown && isLeft) {
y -= FYSPEED;
x -= FXSPEED;
}
if(!isUp && isRight && isDown && !isLeft) {
x = FXSPEED;
y = FYSPEED;
}
if(!isUp && !isRight && isDown && isLeft) {
x -= FXSPEED;
y = FYSPEED;
}
//对战机的出界处理
if(x <= 0) {
x = 0;
}
if(y < 45) {
y = 45;
}
if(x Fighter.FWIDTH > RapidSurvialManager.MAINWIDTH) {
x = RapidSurvialManager.MAINWIDTH - Fighter.FWIDTH;
}
if(y Fighter.FHEIGHT 52> RapidSurvialManager.MAINHEIGHT) {
y = RapidSurvialManager.MAINHEIGHT - Fighter.FHEIGHT - 52;
}
}
//战机的开火处理
public Bomb fire() {
if(!isLive) {
return null;
}
int x, y;
if(!isEnemy) {
x = this.x Fighter.FWIDTH;
y = this.y Fighter.FHEIGHT / 2 - Bomb.BHEIGHT / 2 22;
} else {
x = this.x;
y = this.y Fighter.FHEIGHT / 2 - Bomb.BHEIGHT / 2 22;
}
Bomb b = new Bomb(x, y, rsm, dir, isEnemy);
rsm.bombs.add(b);
return b;
}
//放大决的方法
public SuperLine superFire() {
if(!isLive) {
return null;
}
SuperLine s = new SuperLine(x, rsm, dir);
rsm.superLines.add(s);
return s;
}
//得到自己的大小,用于碰撞检测
public Rectangle getRect() {
return new Rectangle(x, y, w, h*4);
}
//血块类
private class BloodBar {
public void draw(Graphics g) {
Color c = g.getColor();
if(lifeValue <= 5) {
g.setColor(Color.RED);
g.drawRect(x 20, y-20, w * 2 / 3, 4);
int w = FWIDTH * lifeValue / 10;
g.fillRect(x 20, y-20, w * 2 / 3, 4);
g.drawString("" lifeValue, x, y-13);
} else {
g.setColor(Color.GREEN);
g.drawRect(x 20, y-20, w * 2 / 3, 4);
int w = FWIDTH * lifeValue / 10;
g.fillRect(x 20, y-20, w * 2 / 3, 4);
g.drawString("" lifeValue, x, y-13);
g.setColor(c);
}
}
}
//吃SuperStar的方法
public boolean eat(SuperStar ss) {
if(this.isLive
&& ss.isLive
&& this.getRect().intersects(ss.getRect())) {
ss.isLive = false;
setSuperStarCounts(getSuperStarCounts() 1);
return true;
}
return false;
}
public int getScore() {
return Bomb.sid - isRelive * 50;
}
}