此次使用Java语言实现一个简易的2D小游戏飞机大战。
实现大概功能:创建一个页面,存在一个玩家飞机,可以射击子弹,当子弹打到敌机、奖赏类(Bee与Bigbee)时,获得相应的积分或是奖励。boss在达到固定积分时会出现,并且会射击子弹。
由于Bee和Bigbee属性类似,只有图片及奖赏不同,因此可继承于同一个接口;而Enemyplane和Boss在笔者写的过程中由于Boss添加了射击的属性,因此在生成时需要进行判断是否为Boss,若生成的是boss则生成boss的子弹,在代码中使用了if (one instanceof Enemy2)
进行判断,因此写了两个接口,读者可自行优化使代码简洁;其余问题见源码注释。
注意:在此不建议在Game_Background中的生成飞行物使用普通数组,因为使用普通的数组,在增删飞行物时,过程复杂,对空间压力较大,不利于操作,生成飞行物过多时容易爆存,因此建议使用ArrayList进行操作。
缺点:设置了两个Enemy接口,当玩家子弹碰撞boss子弹时,双方子弹不会消失,模式太少。
在源码中注释了判断两个任意飞行物是否相撞的函数,可自行添加修改。
下面是简易的思维导图
Object_Fly类
package Game06;
import java.awt.image.BufferedImage;
import java.util.ArrayList;
public abstract class Object_Fly {
protected int x; //横轴坐标
protected int y; //纵轴坐标
protected int longness; //图片长度
protected int width; //图片宽度
protected BufferedImage photo;
public int getX() {
return x;
}
public void setX(int x) {
this.x = x;
}
public int getY() {
return y;
}
public void setY(int y) {
this.y = y;
}
public int getWidth() {
return width;
}
public void setWidth(int width) {
this.width = width;
}
public int getHeight() {
return longness;
}
public void setHeight(int longness) {
this.longness = longness;
}
public BufferedImage getPhote() {
return photo;
}
public void setPhoto(BufferedImage photo) {
this.photo = photo;
}
public abstract void Flying(); //飞行函数
public abstract boolean outBackGround(); //判断是否出游戏界面
// public static boolean boom(Object_Fly f1, Object_Fly f2){ //判断是否碰撞
// //求出两个矩形的中心点
// int f1x = f1.x + f1.width / 2;
// int f1y = f1.y + f1.longness / 2;
// int f2x = f2.x + f2.width / 2;
// int f2y = f2.y + f2.longness / 2;
//
// //横向和纵向碰撞检测
// boolean H = Math.abs(f1x - f2x) < (f1.width + f2.width) / 2;
// boolean V = Math.abs(f1y -f2y) < (f1.longness + f2.longness) / 2;
//
// //必须两个方向同时碰撞
// return H & V;
// }
public boolean shootBy(Bullet bullet){ //检测敌机是否被子弹击中
int x = bullet.x; //子弹横坐标
int y = bullet.y; //子弹纵坐标
return this.x < x && x < this.x + width && this.y < y && y < this.y + longness;
}
public boolean shootByBoss(Bullet2 bullet){ //检测玩家是否被Boss的子弹击中
int x = bullet.x; //子弹横坐标
int y = bullet.y; //子弹纵坐标
return this.x < x && x < this.x + width && this.y < y && y < this.y + longness;
}
public ArrayList<Bullet2> boss_shoot(){
int xStep1 = width / 4; //分成4份
int yStep = 20; //步
ArrayList<Bullet2> bullets2 = new ArrayList<>();
Bullet2 b0 = new Bullet2(x + xStep1, y - yStep); //y-yStep(子弹距飞机的位置)
Bullet2 b1 = new Bullet2(x + 3 * xStep1, y - yStep);
bullets2.add(b0);
bullets2.add(b1);
return bullets2;
}
}
Player类(玩家)
package Game06;
import java.awt.image.BufferedImage;
import java.util.ArrayList;
//玩家飞机
public class Player extends Object_Fly {
private int cnt_fire; //火力值
private int blood; //血量
private int index; //标记使用的玩家的飞机
private BufferedImage[] Player_photos = {}; //英雄机图片
public int getBlood() {
return blood;
}
public void setBlood(int blood) {
this.blood = blood;
}
public void addBlood() { //血量加1
blood++;
}
public void addDoubleBlood() {
blood += 2;
}
public void subBlood() { //血量减1
blood--;
}
public int getCnt_fire() {
return cnt_fire;
}
public void setCnt_fire(int cnt_fire) {
this.cnt_fire = cnt_fire;
}
public void addCnt_fire() {
cnt_fire = 2;
}
public void addCnt_fireDOUBLE() {
cnt_fire = 80;
}
public Player() {
blood = 3;
cnt_fire = 0;
Player_photos = new BufferedImage[]{Game_BackGround.player0, Game_BackGround.player1};
photo = Game_BackGround.player0; //初始图片是player0
longness = photo.getHeight();
width = photo.getWidth();
x = 150;
y = 400;
}
public void Flying(int x, int y) { //飞行物移动
if(Player_photos.length > 0){
photo = Player_photos[index++ / 10 % Player_photos.length]; //切换图片player0,player1
}
}
public boolean outOfBounds() { //判断是否出游戏界面
return false;
}
public ArrayList<Bullet> shoot() { //射击函数
int xStep1 = width / 4; //分成4份
int xStep2 = width / 8; //分成6份
int yStep = 20; //步
ArrayList<Bullet> bullets = new ArrayList<>();
//碰到普通蜜蜂就是三倍火力
if (cnt_fire == 2) {
Bullet b0 = new Bullet(x + xStep1, y - yStep); //y-yStep(子弹距飞机的位置)
Bullet b1 = new Bullet(x + 3 * xStep1, y - yStep);
bullets.add(b0);
bullets.add(b1);
return bullets;
} else if (cnt_fire > 2) {
Bullet b0 = new Bullet(x + 1 * xStep2, y - yStep);
Bullet b1 = new Bullet(x + 3 * xStep2, y - yStep);
Bullet b2 = new Bullet(x + 5 * xStep2, y - yStep);
Bullet b3 = new Bullet(x + 7 * xStep2, y - yStep);
bullets.add(b0);
bullets.add(b1);
bullets.add(b2);
bullets.add(b3);
return bullets;
} else {
Bullet b0 = new Bullet(x + 2 * xStep1, y - yStep);
bullets.add(b0);
return bullets;
}
}
public void Moving(int x,int y){ //玩家移动
this.x = x - width / 2;
this.y = y - longness / 2;
}
@Override
public void Flying() {
if(Player_photos.length>0){
photo = Player_photos[index++ / 10 % Player_photos.length]; //切换图片hero0,hero1
}
}
@Override
public boolean outBackGround() {
return false;
}
public boolean hit(Object_Fly other){ //i
int x1 = other.x - this.width / 2; //x坐标最小距离
int x2 = other.x + this.width / 2 + other.width; //x坐标最大距离
int y1 = other.y - this.longness / 2; //y坐标最小距离
int y2 = other.y + this.longness /2 + other.longness; //y坐标最大距离
int player_x = this.x + this.width / 2; //英雄机x坐标中心点距离
int player_y = this.y + this.longness / 2; //英雄机y坐标中心点距离
return player_x > x1 && player_x < x2 && player_y > y1 && player_y < y2; //区间范围内为撞上了
}
}
Bee and Bigbee类
package Game06;
import java.awt.image.BufferedImage;
import java.util.ArrayList;
//玩家飞机
public class Player extends Object_Fly {
private int cnt_fire; //火力值
private int blood; //血量
private int index; //标记使用的玩家的飞机
private BufferedImage[] Player_photos = {}; //英雄机图片
public int getBlood() {
return blood;
}
public void setBlood(int blood) {
this.blood = blood;
}
public void addBlood() { //血量加1
blood++;
}
public void addDoubleBlood() {
blood += 2;
}
public void subBlood() { //血量减1
blood--;
}
public int getCnt_fire() {
return cnt_fire;
}
public void setCnt_fire(int cnt_fire) {
this.cnt_fire = cnt_fire;
}
public void addCnt_fire() {
cnt_fire = 2;
}
public void addCnt_fireDOUBLE() {
cnt_fire = 80;
}
public Player() {
blood = 3;
cnt_fire = 0;
Player_photos = new BufferedImage[]{Game_BackGround.player0, Game_BackGround.player1};
photo = Game_BackGround.player0; //初始图片是player0
longness = photo.getHeight();
width = photo.getWidth();
x = 150;
y = 400;
}
public void Flying(int x, int y) { //飞行物移动
if(Player_photos.length > 0){
photo = Player_photos[index++ / 10 % Player_photos.length]; //切换图片player0,player1
}
}
public boolean outOfBounds() { //判断是否出游戏界面
return false;
}
public ArrayList<Bullet> shoot() { //射击函数
int xStep1 = width / 4; //分成4份
int xStep2 = width / 8; //分成6份
int yStep = 20; //步
ArrayList<Bullet> bullets = new ArrayList<>();
//碰到普通蜜蜂就是三倍火力
if (cnt_fire == 2) {
Bullet b0 = new Bullet(x + xStep1, y - yStep); //y-yStep(子弹距飞机的位置)
Bullet b1 = new Bullet(x + 3 * xStep1, y - yStep);
bullets.add(b0);
bullets.add(b1);
return bullets;
} else if (cnt_fire > 2) {
Bullet b0 = new Bullet(x + 1 * xStep2, y - yStep);
Bullet b1 = new Bullet(x + 3 * xStep2, y - yStep);
Bullet b2 = new Bullet(x + 5 * xStep2, y - yStep);
Bullet b3 = new Bullet(x + 7 * xStep2, y - yStep);
bullets.add(b0);
bullets.add(b1);
bullets.add(b2);
bullets.add(b3);
return bullets;
} else {
Bullet b0 = new Bullet(x + 2 * xStep1, y - yStep);
bullets.add(b0);
return bullets;
}
}
public void Moving(int x,int y){ //玩家移动
this.x = x - width / 2;
this.y = y - longness / 2;
}
@Override
public void Flying() {
if(Player_photos.length>0){
photo = Player_photos[index++ / 10 % Player_photos.length]; //切换图片hero0,hero1
}
}
@Override
public boolean outBackGround() {
return false;
}
public boolean hit(Object_Fly other){ //i
int x1 = other.x - this.width / 2; //x坐标最小距离
int x2 = other.x + this.width / 2 + other.width; //x坐标最大距离
int y1 = other.y - this.longness / 2; //y坐标最小距离
int y2 = other.y + this.longness /2 + other.longness; //y坐标最大距离
int player_x = this.x + this.width / 2; //英雄机x坐标中心点距离
int player_y = this.y + this.longness / 2; //英雄机y坐标中心点距离
return player_x > x1 && player_x < x2 && player_y > y1 && player_y < y2; //区间范围内为撞上了
}
}
package Game06;
import java.util.Random;
public class Bigbee extends Object_Fly implements BeeAward {
private int awardType; //2是加血,3是加火力
private int x_move = 3; //滑稽的移动速度快
private int y_move = 3;
public void Flying() { //蜜蜂的移动
x += x_move;
y += y_move;
if(x > Game_BackGround.WIDTH - width){
x_move = -1;
}
if(x < 0){
x_move = 1;
}
}
@Override
public boolean outBackGround() { //判断是否已经飞出游戏界面
return y > Game_BackGround.LONGNESS;
}
@Override
public int getType() { //获得奖励类型
return awardType;
}
public Bigbee() {
this.photo = Game_BackGround.bigbee;
width = photo.getWidth();
longness = photo.getHeight();
y = -longness;
Random rand = new Random();
x = rand.nextInt(Game_BackGround.WIDTH - width);
awardType = (rand.nextInt(2) + 2); //初始化时给奖励
}
}
Enemy and Boss
package Game06;
import java.util.Random;
//敌机
public class enemyPlane extends Object_Fly implements Enemy {
private int grades = 10; //每个敌机的分数
private int y_move = 2; //每次移动坐标两格
public int getGrades() { //对应接口,获得击落的敌机所带的分数
return grades;
}
public boolean outOfBounds() { //判断敌机是否已经飞出游戏界面
return y > Game_BackGround.LONGNESS;
}
public void Flying() { //敌机没次移动
y += y_move;
}
@Override
public boolean outBackGround() {
return false;
}
public enemyPlane() {
this.photo = Game_BackGround.enemyPlane;
longness = photo.getHeight();
width = photo.getWidth();
y = -longness;
Random r = new Random();
x = r.nextInt(Game_BackGround.WIDTH - width);
}
}
package Game06;
import java.util.ArrayList;
import java.util.Random;
public class Boss extends Object_Fly implements Enemy2 {
private int grades = 80; //每个敌机的分数
private int x_move = 1; //每次移动坐标两格
private int y_move = 2; //每次y轴移动
public int getGrades() { //对应接口,获得击落的敌机所带的分数
return grades;
}
public boolean outOfBounds() { //判断敌机是否已经飞出游戏界面
return y > Game_BackGround.LONGNESS;
}
public void Flying() { //敌机没次移动
if (y < 70) y += y_move;
x += x_move;
if(x > Game_BackGround.WIDTH - width){
x_move = -1;
}
if(x < 0){
x_move = 1;
}
}
@Override
public boolean outBackGround() {
return false;
}
public Boss() {
this.photo = Game_BackGround.boss;
longness = photo.getHeight();
width = photo.getWidth();
y = -longness;
Random r = new Random();
x = r.nextInt(Game_BackGround.WIDTH - width);
}
public ArrayList<Bullet2> boss_shoot() { //射击函数
int xStep1 = width / 4; //分成4份
int yStep = 20; //步
ArrayList<Bullet2> bullets2 = new ArrayList<>();
Bullet2 b0 = new Bullet2(x + xStep1, y + yStep); //y-yStep(子弹距飞机的位置)
Bullet2 b1 = new Bullet2(x + 3 * xStep1, y + yStep);
bullets2.add(b0);
bullets2.add(b1);
return bullets2;
}
}
Bullet1 and Bullet2
package Game06;
public class Bullet extends Object_Fly {
int y_move = 2; //每次移动坐标两格
public Bullet(int x, int y) { //子弹的初始位置与玩家飞机位置有关
this.x = x;
this.y = y;
this.photo = Game_BackGround.bullet;
}
@Override
public void Flying() {
y -= y_move;
}
@Override
public boolean outBackGround() {
return y < -longness;
}
}
package Game06;
public class Bullet2 extends Object_Fly {
int y_move = 2;
public Bullet2(int x, int y) { //boss子弹的初始位置与boss位置有关
this.x = x;
this.y = y;
this.photo = Game_BackGround.bullet2;
}
@Override
public void Flying() {
y += y_move;
}
@Override
public boolean outBackGround() {
return y < longness;
}
}
各种接口
package Game06;
public interface BeeAward { //击中小蜜蜂的奖励
public int LIFE = 0; //生命值增加
public int DOUBLEFIRE = 1; //双倍火力
public int DOUBLELIFE = 2; //大蜜蜂时生命值加倍
public int DOUBLEDOUBLEFIRE = 3; //大蜜蜂时火力*3
public int getType();
}
package Game06;
//击中敌机的接口
public interface Enemy {
int getGrades(); //敌机所带的分数
}
package Game06;
public interface Enemy2 {
//boss接口
int getGrades(); //敌机所带的分数
}
图片生成及游戏启动函数
Game_Background
package Game06;
import javax.imageio.ImageIO;
import javax.swing.*;
import java.applet.Applet;
import java.applet.AudioClip;
import java.awt.*;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import java.net.URI;
import java.net.URL;
import java.util.List;
import java.util.Timer;
import java.util.*;
public class Game_BackGround extends JPanel { //Game_Background相当于一个画板
//背景图片的大小400*654
public static final int WIDTH = 400; // 面板宽
public static final int LONGNESS = 654; // 面板高
//游戏的当前状态: START RUNNING PAUSE GAME_OVER
private int state;
private static final int START = 0;
private static final int RUNNING = 1;
private static final int PAUSE = 2;
private static final int GAME_OVER = 3;
private int grades = 0; // 得分
private int behit_cnt = 0; //boss被击中次数
private int boss_index = -1; //记录boss的编号
private int boss_cnt = 0; //控制boss生成个数
private Timer timer; // 定时器
private int intervel = 1000 / 100; // 时间间隔(毫秒)
private boolean isBossAlive =false;
public static BufferedImage player0; //英雄机状态0
public static BufferedImage player1; //英雄机状态1
public static BufferedImage bee; //小蜜蜂
public static BufferedImage bigbee; //大蜜蜂
public static BufferedImage enemyPlane; //敌机
public static BufferedImage boss; //敌机图片
public static BufferedImage bullet; //子弹
public static BufferedImage bullet2; //子弹
public static BufferedImage background; //背景图片
public static BufferedImage start; //开始图片
public static BufferedImage pause; //暂停图片
public static BufferedImage gameover; //游戏结束
private Player player = new Player(); // 玩家飞机
private List<Bullet> bullets = new ArrayList<>(); // 子弹数组
private List<Bullet2> bullets2 = new ArrayList<>(); // boss子弹数组
private List<Object_Fly> flyings = new ArrayList<>(); //代替蜜蜂、大蜜蜂及敌机和boss
//静态块专门加载静态资源
static{
try {
background = ImageIO.read(Game_BackGround.class.getResource("background.png"));
player0 = ImageIO.read(Game_BackGround.class.getResource("player0.png"));
player1 = ImageIO.read(Game_BackGround.class.getResource("player1.png"));
bee = ImageIO.read(Game_BackGround.class.getResource("bee.png"));
bigbee = ImageIO.read(Game_BackGround.class.getResource("bigbee.png"));
enemyPlane = ImageIO.read(Game_BackGround.class.getResource("enemy1.png"));
boss = ImageIO.read(Game_BackGround.class.getResource("boss.png"));
bullet = ImageIO.read(Game_BackGround.class.getResource("bullet.png"));
bullet2 = ImageIO.read(Game_BackGround.class.getResource("bullet2.png"));
start = ImageIO.read(Game_BackGround.class.getResource("start.png"));
pause = ImageIO.read(Game_BackGround.class.getResource("pause.png"));
gameover = ImageIO.read(Game_BackGround.class.getResource("gameover.png"));
} catch (IOException e) {
e.printStackTrace();
}
}
//Graphics相当于画笔的作用
public void paint(Graphics g) {
g.drawImage(background, 0, 0, null); //x、y的值相当于绘制的起点
g.drawImage(player.getPhote(), player.x, player.y, null); //玩家飞机
for (int i = 0; i < flyings.size(); i++) { //蜜蜂和敌机
g.drawImage(flyings.get(i).getPhote(), flyings.get(i).x, flyings.get(i).y, null);
}
for (int i = 0; i < bullets.size(); i++) { //子弹
g.drawImage(bullets.get(i).getPhote(), bullets.get(i).x - bullets.get(i).getWidth() / 2, bullets.get(i).y, null);
}
for (int i = 0; i < bullets2.size(); i++) { //boss子弹
g.drawImage(bullets2.get(i).getPhote(), bullets2.get(i).x - bullets2.get(i).getWidth() / 2, bullets2.get(i).y, null);
}
paintGrades(g);
paintState(g);
}
//分数
public void paintGrades(Graphics g) {
int x = 10; // x坐标
int y = 25; // y坐标
Font font = new Font(Font.SANS_SERIF, Font.BOLD, 14); // 字体
g.setColor(new Color(0x3A3B3B));
g.setFont(font); // 设置字体
g.drawString("GRADES:" + grades, x, y); // 画分数
y += 20; // y坐标增20
g.drawString("BLOOD:" + player.getBlood(), x, y); // 画命
}
//游戏状态
public void paintState(Graphics g) {
switch (state) {
case START: // 启动状态
g.drawImage(start, 0, 0, null);
break;
case PAUSE: // 暂停状态
g.drawImage(pause, 0, 0, null);
break;
case GAME_OVER: // 游戏终止状态
g.drawImage(gameover, 0, 0, null);
break;
}
}
//启动代码
public void play() {
MouseAdapter m = new MouseAdapter() {
@Override
public void mouseMoved(MouseEvent e) { //鼠标移动
if (state == RUNNING) { // 运行状态下移动英雄机--随鼠标位置
int x = e.getX();
int y = e.getY();
player.Moving(x, y);
}
}
@Override
public void mouseEntered(MouseEvent e) { //鼠标进入
if (state == PAUSE) {
state = RUNNING;
}
}
@Override
public void mouseExited(MouseEvent e) { // 鼠标退出
if (state != GAME_OVER && state != START) { // 游戏未结束,则设置其为暂停
state = PAUSE;
}
}
@Override
public void mouseClicked(MouseEvent e) { // 鼠标点击
switch (state) {
case START:
state = RUNNING; // 启动状态下运行
break;
case GAME_OVER: // 游戏结束,清理现场
flyings.clear(); // 清空飞行物
bullets.clear(); // 清空子弹
player = new Player(); // 重新创建英雄机
grades = 0; // 清空成绩
state = START; // 状态设置为启动
break;
}
}
};
this.addMouseListener(m); //处理鼠标点击操作
this.addMouseMotionListener(m); //处理鼠标移动操作
timer = new Timer(); // 主流程控制
timer.schedule(new TimerTask() {
@Override
public void run() {
if (state == RUNNING) { //运行状态
enterAction(); //飞行物入场
stepAction(); //移动
shootAction(); //玩家飞机射击
bangAction(); //子弹打飞行物
outOfBoundsAction(); //删除越界飞行物及子弹
checkGameOverAction(); //检查游戏结束
}
repaint(); //调用paint()重绘
}
}, intervel, intervel);
}
int flying_cnt = 0; //记录飞行物个数
public Object_Fly nextOne() { //生成新的飞行物,蜜蜂和敌机随机生成,但概率不相等
if (isBossAlive == false && grades % 400 == 0 || grades % 410 == 0 || grades % 420 == 0 || grades % 430 == 0) {
isBossAlive = true;
boss_cnt++;
if (boss_cnt == grades / 400) {
return new Boss();
}
boss_cnt--;
}
Random r = new Random();
int x = r.nextInt(100);
if (x < 85) return new enemyPlane();
else if(x >= 85 && x < 95) return new Bee();
else return new Bigbee();
}
public void enterAction() {
flying_cnt++;
if (flying_cnt % 40 == 0) {
Object_Fly obj = nextOne();
flyings.add(obj);
}
}
public void stepAction() { //移动函数
for (int i = 0; i < flyings.size(); i++) {
Object_Fly fly = flyings.get(i);
fly.Flying();
}
for (int i = 0; i < bullets.size(); i++) { // 子弹走一步
Bullet b = bullets.get(i);
b.Flying();
}
for (int i = 0; i < bullets2.size(); i++) { // boss子弹走一步
Bullet2 b = bullets2.get(i);
b.Flying();
}
player.Flying();
}
int shoot_cnt = 0; //射击次数
public void shootAction() { //玩家飞机射击
shoot_cnt++;
if (shoot_cnt % 10 == 0) {
ArrayList<Bullet> bs = player.shoot(); // 英雄打出子弹
for (int i = 0; i < bs.size(); i++) {
bullets.add(bs.get(i));
}
}
for (int i = 0; i < flyings.size(); i++) {
if (shoot_cnt % 60 == 0 && flyings.get(i) instanceof Enemy2) {
ArrayList<Bullet2> bs2 = flyings.get(i).boss_shoot(); // boss打出子弹
for (int j = 0; j < bs2.size(); j++) {
bullets2.add(bs2.get(j));
}
}
}
}
//子弹与飞行物碰撞检测
public void bangAction() {
for (int i = 0; i < bullets.size(); i++) { // 遍历所有玩家子弹
Bullet b = bullets.get(i);
bang(b); // 子弹和飞行物之间的碰撞检查
}
for (int i = 0; i < bullets2.size(); i++) { // 遍历所有boss子弹
Bullet2 b = bullets2.get(i);
bang2(b); // 子弹和飞行物之间的碰撞检查
}
}
//子弹和飞行物之间的碰撞检查
public void bang(Bullet bullet) {
int index = -1; // 击中的飞行物索引
for (int i = 0; i < flyings.size(); i++) {
Object_Fly obj = flyings.get(i);
if (obj.shootBy(bullet)) { // 判断是否击中
index = i; // 记录被击中的飞行物的索引
bullets.remove(bullet); //删除子弹
break;
}
}
if (index != -1) { // 有击中的飞行物
//删除被击中的飞行物
Object_Fly one = flyings.get(index); // 记录被击中的飞行物
if (one instanceof Enemy || one instanceof BeeAward) {
flyings.remove(index);
// 检查one的类型(敌人加分,奖励获取)
if (one instanceof Enemy) { // 检查类型,是敌人,则加分
Enemy e = (Enemy) one; // 强制类型转换
grades += e.getGrades(); // 加分
} else if (one instanceof BeeAward) { // 若为奖励,设置奖励
BeeAward a = (BeeAward) one;
int type = a.getType(); // 获取奖励类型
switch (type) {
case BeeAward.DOUBLEFIRE:
player.addCnt_fire(); // 设置双倍火力
break;
case BeeAward.LIFE:
player.addBlood(); // 设置加命
break;
case BeeAward.DOUBLEDOUBLEFIRE: //四倍火力
player.addCnt_fireDOUBLE();
break;
case BeeAward.DOUBLELIFE:
player.addDoubleBlood();
break;
}
}
} else if (one instanceof Enemy2) {
if (behit_cnt == 0) boss_index = index;
if (behit_cnt != 7 && boss_index == index) behit_cnt++;
else if (behit_cnt == 7){
flyings.remove(boss_index);
Enemy2 e = (Enemy2) one;
grades += e.getGrades(); // 加分
behit_cnt = 0;
isBossAlive = false;
}
}
}
}
public void bang2 (Bullet2 bullet2) {
if (player.shootByBoss(bullet2)) {
player.subBlood();
player.setCnt_fire(0); // 双倍火力解除
bullets2.remove(bullet2);
}
}
//删除越界飞行物及子弹
public void outOfBoundsAction() {
for (int i = 0; i < flyings.size(); i++) {
if (flyings.get(i).outBackGround()) {
flyings.remove(i); // 不越界的留着
}
}
for (int i = 0; i < bullets.size(); i++) {
if (bullets.get(i).outBackGround()) {
bullets.remove(i);
}
}
for (int i = 0; i < bullets2.size(); i++) {
if (bullets2.get(i).outBackGround()) {
bullets2.remove(i);
}
}
}
// 游戏结束函数
public void checkGameOverAction() {
if (isGameOver()) {
state = GAME_OVER; // 改变状态
}
}
//检查游戏是否结束
public boolean isGameOver() {
for (int i = 0; i < flyings.size(); i++) {
int index = -1;
Object_Fly obj = flyings.get(i);
if (player.hit(obj)) { // 检查英雄机与飞行物是否碰撞
player.subBlood(); // 减命
player.setCnt_fire(0); // 双倍火力解除
index = i; // 记录碰上的飞行物索引
}
if (index != -1) {
flyings.remove(index);
}
}
return player.getBlood() <= 0;
}
public void Music(){ //注意,java只能播放无损音质,如.wav这种格式
try {
File f;
URI uri;
URL url;
f = new File("/Users/mayinglin/IdeaProjects/My_Game/src/Game05/fly.wav"); //绝对路径
uri = f.toURI();
url = uri.toURL(); //解析路径
AudioClip aau;
aau = Applet.newAudioClip(url);
aau.loop(); //单曲循环
} catch (Exception e) {
e.printStackTrace();
}
}
}
demo类(main函数所在)
package Game06;
import javax.swing.*;
import static Game06.Game_BackGround.LONGNESS;
import static Game06.Game_BackGround.WIDTH;
public class demo {
public static void main(String[] args) {
JFrame j = new JFrame("雷霆战机"); //画框
Game_BackGround game = new Game_BackGround(); // 画板
j.add(game); // 将面板添加到JFrame中
j.setSize(WIDTH, LONGNESS); // 设置大小
j.setAlwaysOnTop(true); // 设置其总在最上
j.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); // 默认关闭操作
j.setLocationRelativeTo(null); // 设置窗体初始位置,null相当于默认在最中间,同时在底层调用JFrame的paint()方法
j.setVisible(true); //显示窗口
game.play(); // 启动执行
game.Music();
}
}
相关图片不在次粘贴,读者使用时,可自行添加图片,注意与源码中路径相匹配。
运行截图: