java生命小游戏_Java修炼——飞机生存小游戏

在学习了java入门的课程之后,自己动手跟着老师写的一个小游戏,用的是Frame。总共有七个类。

1.飞机游戏的主窗口(MyGameFrame)继承Frame。

package com.bjsxt.plane;

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 java.io.Writer;

import java.util.Date;

import javax.swing.JFrame;

/**

* 飞机游戏的主窗口

* @author 机械师

*

*/

public class MyGameFrame extends Frame{

//导入图片

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

Image bg=GameUtil.getImage("images/bg.jpg");

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

Shell[] shells=new Shell[50];

Explode bao;

Date startTime=new Date();

Date endTime;

int period;

//帮助绘制窗口

@Override

public void paint(Graphics g) {//自动调用

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

plane.drawSelf(g);//画飞机

//画出所有的炮弹

for(int i=0;i

shells[i].draw(g);

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

if (peng) {

plane.live=false;

if (bao==null) {

bao=new Explode(plane.x, plane.y);

endTime=new Date();

period=(int)((endTime.getTime()-startTime.getTime())/1000);

}

}

if (!plane.live) {

Color c=g.getColor();

Font f=new Font("楷体", Font.BOLD, 25);

g.setFont(f);

g.setColor(Color.red);

g.drawString("游戏结束!! 您已存活:"+period+"秒", 110, 250);

bao.draw(g);

g.setColor(c);

}

}

}

class PaintThread extends Thread{

//帮助我们反复的重画窗口

@Override

public void run() {

while (true) {

repaint();

try {

Thread.sleep(40);//一秒画25次窗口

} catch (InterruptedException e) {

e.printStackTrace();

}

}

}

}

//定义键盘监听

class KeyMonitor extends KeyAdapter{

@Override

public void keyPressed(KeyEvent e) {

plane.addDirection(e);

}

@Override

public void keyReleased(KeyEvent e) {

plane.minusDirection(e);

}

}

/**

* 初始化窗口

*/

public void launchFrame(){

setTitle("bjsxt_yxf--飞机躲避子弹小游戏游戏");

setVisible(true);//true表示窗口可见

setSize(Constant.GAME_WIDTH,Constant.GAME_HEIGHT);

setLocation(300,300);

//增加监听事件,关闭动作,点击窗口的关闭按钮,程序便已经结束。

this.addWindowListener(new WindowAdapter() {

@Override

public void windowClosing(WindowEvent e) {

System.exit(0);

}

});

new PaintThread().start();//启动重画窗口的线程

addKeyListener(new KeyMonitor());//增加键盘的监听

//初始化50个炮弹

for (int i = 0; i < shells.length; i++) {

shells[i]=new Shell();

}

}

public static void main(String[] args) {

MyGameFrame f=new MyGameFrame();

f.launchFrame();

}

//解决闪烁问题(双缓冲)

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.游戏的图片导入工具类(GameUtil)

package com.bjsxt.plane;

import java.awt.Image;

import java.awt.image.BufferedImage;

import java.io.IOException;

import java.net.URL;

import javax.imageio.ImageIO;

public class GameUtil {

//将工具类私有化

private GameUtil(){

}

/**

* 返回指定文件的路径对象

* @param path

* @return

*/

public static Image getImage(String path){

BufferedImage bi=null;

try {

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

bi=ImageIO.read(u);

} catch (IOException e) {

e.printStackTrace();

}

return bi;

}

}

3.游戏物体的父类,游戏里的炮弹,飞机的属性都是继承这个类(GameObject)

package com.bjsxt.plane;

import java.awt.Graphics;

import java.awt.Image;

import java.awt.Rectangle;

/**

* 游戏物体的父类

* @author 机械师

*

*/

public class GameObject {

Image image;

double x,y;

int speed;

int width,height;

public void drawSelf(Graphics g){

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

}

public GameObject(Image image, double x, double y, int speed, int width,

int height) {

super();

this.image = image;

this.x = x;

this.y = y;

this.speed = speed;

this.width = width;

this.height = height;

}

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

super();

this.image = image;

this.x = x;

this.y = y;

}

public GameObject() {

}

/**

* 返回物体所在的矩形

* @return

*/

public Rectangle getRect(){

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

}

}

4.爆炸类,飞机死亡的一系列动画操作(Explode)

package com.bjsxt.plane;

import java.awt.Graphics;

import java.awt.Image;

/**

* 爆炸类

* @author 机械师

*

*/

public class Explode {

double x,y;

static Image[] imgs=new Image[16];

static{

for (int i = 0; i < imgs.length; i++) {

imgs[i]=GameUtil.getImage("explode/e"+(i+1)+".gif");

imgs[i].getWidth(null);

}

}

int count;

public void draw(Graphics g){

if (count<=15) {

g.drawImage(imgs[count], (int)x, (int)y, null);

count++;

}

}

public Explode(double x,double y){

this.x=x;

this.y=y;

}

}

5.飞机类,里面有飞机的速度,键盘按键设置等属性(Plane)

package com.bjsxt.plane;

import java.awt.Graphics;

import java.awt.Image;

import java.awt.event.KeyEvent;

/**

* 飞机类

* @author 机械师

*

*/

public class Plane extends GameObject {

boolean left,right,down,up;

int speed=4;

boolean live=true;

public void drawSelf(Graphics g){

if (live) {

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

if (left) {

x-=speed;

}

if (right) {

x+=speed;

}

if (up) {

y-=speed;

}

if (down) {

y+=speed;

}

}

}

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

this.image=image;

this.x=x;

this.y=y;

this.speed=speed;

this.width=image.getWidth(null);

this.height=image.getHeight(null);

}

public void addDirection(KeyEvent e){

switch (e.getKeyCode()) {

case KeyEvent.VK_LEFT:

left=true;

speed++;

break;

case KeyEvent.VK_UP:

up=true;

speed++;

break;

case KeyEvent.VK_RIGHT:

right=true;

speed++;

break;

case KeyEvent.VK_DOWN:

down=true;

speed++;

break;

}

}

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.炮弹类,里面包含了炮弹在固定位向任意方向发出数个炮弹,以及碰撞边界弹回。(Shell)

package com.bjsxt.plane;

import java.awt.Color;

import java.awt.Graphics;

/**

* 炮弹类

* @author 机械师

*

*/

public class Shell extends GameObject{

double degree;

public Shell(){

x=200;

y=200;

speed=3;

width=10;

height=10;

degree=Math.random()*Math.PI*2;//o-2π之间的随机数

}

public void draw(Graphics g){

Color c=g.getColor();

g.setColor(Color.yellow);

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

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

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

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

degree=Math.PI-degree;

speed++;

} else if(y<30||y>Constant.GAME_HEIGHT-height){

degree=-degree;

speed++;

}

g.setColor(c);

}

}

7.常数类。存储游戏边界的大小(Constant)

package com.bjsxt.plane;

public class Constant {

public static final int GAME_WIDTH=500;

public static final int GAME_HEIGHT=500;

}

此小游戏在一开始,我们是继承Jframe的,但是由于在写到后面,看运行画面的时候还是有很多点闪烁,因此我们就改回到Frame,并且在主窗口类中使用了双缓冲。

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);

}

改完之后,画面有很大的改善,看着非常的舒服。

911df7125888232d80d3ec8829308f6b.gif

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