java炮弹_Java飞机躲避炮弹碰撞小游戏

这是一个使用Java编写的飞机躲避炮弹小游戏,包含游戏主函数、窗口重画、键盘监听、物体对象初始化以及图片读取等模块。游戏中,飞机可以控制移动,同时有多个炮弹从不同角度飞行,当飞机与炮弹发生碰撞时,游戏结束。
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1、MyGameFrame游戏的主函数包(绘制图像、双缓冲技术)

package cn.ws.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 javax.swing.JFrame;

public class MyGameFrame extends Frame {

Image bg=GameUtil.getImage("images/bg.jpg"); //引入改图片

Image planeImg=GameUtil.getImage("images/plane.png");

Plane plane = new Plane(planeImg,250,250);

Shell[] shells = new Shell[50]; //创建50个炮弹数组

@Override

public void paint(Graphics g) { //相当于画笔工具,g就是画笔

super.paint(g); //必须加的

g.drawImage(bg,0, 0, null); //加载图片

plane.drawSelf(g); //画飞机

//画出所有炮弹

for(int i=0;i

shells[i].draw(g);

//是否飞机矩形框与小球矩形框相撞(碰撞检测)

boolean peng = shells[i].getRect().intersects(plane.getRect());

if(peng) {

plane.live = false;

}

}

}

//窗口重画

class PaintThread extends Thread{

public void run() {

while(true) {

repaint(); //重画窗口

try {

Thread.sleep(40);

}catch(InterruptedException e) {

e.printStackTrace();

}

}

}

}

//定义键盘监听的内部类

class KeyMonitor extends KeyAdapter{

@Override

public void keyPressed(KeyEvent e) { //按下

plane.addDirection(e);

}

@Override

public void keyReleased(KeyEvent e) { //抬起

plane.minusDirection(e);

}

}

//初始化窗口

public void launchFrame() { //主窗口启动

this.setTitle("王烁制作的小灰机"); //主窗口标题

this.setVisible(true); //主窗口可见

this.setSize(Constant.GAME_WIDTH, Constant.GAME_HEIGHT); //主窗口尺寸

this.setLocation(400,100); //主窗口位置

this.addWindowListener(new WindowAdapter() { //主窗口关闭结束

public void windowClosing(WindowEvent e) {

System.exit(0);

}

});

new PaintThread().start(); //启动重画窗口

addKeyListener(new KeyMonitor()); //增加键盘监听

//初始化50个炮弹

for(int i=0;i

shells[i] = new Shell();

}

}

public static void main(String[] args) {

MyGameFrame f=new MyGameFrame();

f.launchFrame();

}

//双缓冲,屏幕不闪烁

private Image offScreenImage = null;

public void update(Graphics g) {

if(offScreenImage == null)

offScreenImage = this.createImage(Constant.GAME_WIDTH,Constant.GAME_HEIGHT);//这是游戏窗口的宽度和高度

Graphics gOff = offScreenImage.getGraphics();

paint(gOff);

g.drawImage(offScreenImage, 0, 0, null);

}

}

2、Constant设定窗口的大小包

package cn.ws.game;

public class Constant {

public static final int GAME_WIDTH = 500;

public static final int GAME_HEIGHT = 500;

}

3、GameObject初始化飞机大小以及返回所在矩形包(便于后续封装检测)

package cn.ws.game;

import java.awt.Graphics;

import java.awt.Image;

import java.awt.Rectangle;

public class GameObject {

Image img;

double x,y;

int speed=3;

int width;

int heigth;

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 heigth) {

super();

this.img = img;

this.x = x;

this.y = y;

this.speed = speed;

this.width = width;

this.heigth = heigth;

}

public GameObject(Image img, double x, double y) {

super();

this.img = img;

this.x = x;

this.y = y;

}

//返回物体所在矩形。便于后续碰撞

public Rectangle getRect() {

return new Rectangle((int)x,(int)y,width,heigth);

}

public GameObject() {

}

}

4、GameUtil图片读取之BufferedImage得到像素矩阵包

package cn.ws.game;

import java.awt.Image;

import java.awt.image.BufferedImage;

import java.io.IOException;

import javax.imageio.ImageIO;

import javax.print.DocFlavor.URL;

public class GameUtil {

private GameUtil() {

}

public static Image getImage(String path) {

BufferedImage bi= null;

try {

java.net.URL u = GameUtil.class.getClassLoader().getResource(path);

bi = ImageIO.read(u);

}catch(IOException e) {

e.printStackTrace();

}

return bi;

}

}

5、Plane初始化飞机和飞机控制和飞机矩形大小设定包

package cn.ws.game;

import java.awt.Graphics;

import java.awt.Image;

import java.awt.event.KeyEvent;

public class Plane extends GameObject{

boolean left,up,right,down;

boolean live = true;

public void drawSelf(Graphics g) {

if(live) {

g.drawImage(img,(int)x,(int)y,null);

if(left) {

x-=speed;

}

if(up) {

y-=speed;

}

if(right) {

x+=speed;

}

if(down) {

y+=speed;

}

}

}

public Plane(Image img,double x,double y) {

this.img=img;

this.x=x;

this.y=y;

this.speed=3;

this.width=3; //img.getWidth(null) 获得图片宽度

this.heigth=3;

}

//按下某个键,增加相应方向

public void addDirection(KeyEvent e) {

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;

}

}

//按下某个键,减相应方向

public void minusDirection(KeyEvent e) {

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;

}

}

}

6、Shell初始化子弹和子弹反弹包

package cn.ws.game;

import java.awt.Color;

import java.awt.Graphics;

public class Shell extends GameObject {

double degree;

public Shell() {

x=200;

y=200;

width=10;

heigth=10;

speed=2;

degree=Math.random()*Math.PI*2; //degree弧度,随机生产(0-2PI)

}

public void draw(Graphics g) {

Color c= g.getColor(); //先保存现在的颜色

g.setColor(Color.green);

g.fillOval((int)x, (int)y, width, heigth);

//炮弹沿着任意角度飞

x+=speed*Math.cos(degree);

y+=speed*Math.sin(degree);

if(x<0||x>Constant.GAME_WIDTH-width) {

degree = Math.PI-degree;

}

if(y<30||y>Constant.GAME_HEIGHT-heigth) {

degree = -degree;

}

g.setColor(c); //用完再换回去

}

}

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