【Java小项目实训】天天打飞机-飞机小项目练习

闲来无事,跟着教程做了个飞机游戏小项目。话不多说,直接上代码(备注:文章最后有图片资源)

 

定义一些常量

public class Constant {
	public static final int GAME_FRAME_WIDTH = 900;
	public static final int GAME_FRAME_HEIGHT = 900;
	public static final int GAME_PLANE_WIDTH = 22;
	public static final int GAME_PLANE_HEIGHT = 33;
}

 

工具类:GameUtil.java

import java.awt.Image;
import java.awt.image.BufferedImage;
import java.net.URL;
import javax.imageio.ImageIO;

public class GameUtil {
	// 将工具类的构造器私有化
	private GameUtil() {
	}

	public static Image getImage(String path) {
		BufferedImage bImage = null;
		try {
			URL url = GameUtil.class.getClassLoader().getResource(path);
			bImage = ImageIO.read(url);
		} catch (Exception e) {
			e.printStackTrace();
		}
		return bImage;
	}
}

 

游戏物体的父类:GameObject.java

import java.awt.Graphics;
import java.awt.Image;
import java.awt.Rectangle;

/*
 * 游戏物体的父类
 */
public class GameObject {
	Image img; // 图片
	double x, y; // 坐标
	int speed; // 速度
	int width; // 宽
	int height; // 高

	public void dramSelf(Graphics g) {
		g.drawImage(img, (int) x, (int) y, null);
	}

	public GameObject(Image img, double x, double y, int speed, int width, int height) {
		super();
		this.img = img;
		this.x = x;
		this.y = y;
		this.speed = speed;
		this.width = width;
		this.height = height;
	}

	public GameObject(Image img, double x, double y) {
		super();
		this.img = img;
		this.x = x;
		this.y = y;
	}

	public GameObject() {
	}

	// 返回物体所在的矩形 便于后续碰撞检测
	public Rectangle getRectangle() {
		return new Rectangle((int) x, (int) y, width, height);
	}
}

 

飞机类:Plane.java

import java.awt.Graphics;
import java.awt.Image;
import java.awt.event.KeyEvent;

/*
 * 飞机类
 */
public class Plane extends GameObject {

	boolean left, right, up, down;
	boolean live = true;

	public void dramSelf(Graphics g) {
		if (live) {
			g.drawImage(img, (int) x, (int) y, null);
			if (left) {
				x -= speed;
			}
			if (right) {
				x += speed;
			}
			if (up) {
				y -= speed;
			}
			if (down) {
				y += speed;
			}
		} else {
			
		}
	}

	public Plane(Image image, double x, double y) {
		this.img = image;
		this.x = x;
		this.y = y;
		this.speed = 8;
		this.width = Constant.GAME_PLANE_WIDTH;
		this.height = Constant.GAME_PLANE_HEIGHT;
	}

	// 按下某个键位 增加方向
	public void addDirection(KeyEvent e) {
		switch (e.getKeyCode()) {
		case KeyEvent.VK_LEFT: // 左 ←
			left = true;
			break;
		case KeyEvent.VK_UP: // 上 ↑
			up = true;
			break;
		case KeyEvent.VK_RIGHT: // 右 →
			right = true;
			break;
		case KeyEvent.VK_DOWN: // 下 ↓
			down = true;
			break;
		default:
			break;
		}
	}

	// 抬起按下某个键位 取消方向
	public void minusDirection(KeyEvent e) {
		switch (e.getKeyCode()) {
		case KeyEvent.VK_LEFT: // 左 ←
			left = false;
			break;
		case KeyEvent.VK_UP: // 上 ↑
			up = false;
			break;
		case KeyEvent.VK_RIGHT: // 右 →
			right = false;
			break;
		case KeyEvent.VK_DOWN: // 下 ↓
			down = false;
			break;
		default:
			break;
		}
	}
}

 

炮弹类:Shell.java

import java.awt.Color;
import java.awt.Graphics;

/*
 * 炮弹类
 */
public class Shell extends GameObject {

	double degree; // 弧度 0~2π

	public Shell() {
		x = 200; //初始位置
		y = 300; //初始位置
		width = 10;
		height = 10;
		speed = 6;
		degree = Math.random() * Math.PI * 2;
	}

	public void dram(Graphics g) {
		Color color = g.getColor();
		g.setColor(Color.RED);
		g.fillOval((int) x, (int) y, width, height);// 填充一个炮弹出来
		// 任意角度飞行
		x += speed * Math.cos(degree);
		y += speed * Math.sin(degree);

		// 边界反弹
		if (x < 0 + width || x > Constant.GAME_FRAME_WIDTH - width) {
			degree = Math.PI - degree;
		}
		if (y < 0 + 30 + height || y > Constant.GAME_FRAME_HEIGHT - height) {
			degree = -degree;
		}

		g.setColor(color);
	}
}

 

 爆炸类:Explode.java

import java.awt.Graphics;
import java.awt.Image;

/*
 * 爆炸类
 */
public class Explode {

	double x, y;
	static Image[] images = new Image[16];

	static {
		for (int i = 0; i < images.length; i++) {
			images[i] = GameUtil.getImage("explode/e" + (i + 1) + ".gif");
			images[i].getWidth(null);
		}
	}

	int count;

	public void draw(Graphics g) {
		if (count <= 15) {
			g.drawImage(images[count], (int) x, (int) y, null);
			count++;
		}
	}

	// 死亡的位置进行爆炸
	public Explode(double x, double y) {
		this.x = x;
		this.y = y;
	}
}

 

游戏主窗口类:MyGameFrame.java

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.util.Date;

/**
 * 主窗口
 * 
 * @author Administrator
 *
 */
public class MyGameFrame extends Frame {

	private static final long serialVersionUID = 1L;
	Image planImage = GameUtil.getImage("images/plane.png");
	Image bgImage = GameUtil.getImage("images/bg.jpg");

	Plane plane = new Plane(planImage, 450, 800);
	Shell[] shells = new Shell[20];
	Explode explode;

	Date startTime = new Date();
	Date endTime;
	int period;

	/*
	 * 初始化窗口【1】
	 */
	public void launchFrame() {
		this.setTitle("天天打飞机(腾讯天美游戏)    作者:DoubleShift");
		this.setSize(Constant.GAME_FRAME_WIDTH, Constant.GAME_FRAME_HEIGHT);
		this.setLocation(600, 100);
		this.setVisible(true);

		// 关闭游戏窗口监听
		this.addWindowListener(new WindowAdapter() {
			@Override
			public void windowClosing(WindowEvent e) {
				System.exit(0);
			}
		});

		// 启动重画窗口的线程【3】
		new PaintThread().start();
		// 给窗口增加键盘的监听【4】
		addKeyListener(new KeyMonitor());

		// 初始化炮弹【5】
		for (int i = 0; i < shells.length; i++) {
			shells[i] = new Shell();
		}
	}

	// 窗口绘制【2】
	// 该方法自动被调用,无需手动调用
	@Override
	public void paint(Graphics g) {
		Color beginColor = g.getColor();

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

		plane.dramSelf(g); // 画飞机
		// 画炮弹
		for (int i = 0; i < shells.length; i++) {
			shells[i].dram(g);

			// 判断炮弹和飞机的碰撞【7】
			boolean peng = shells[i].getRectangle().intersects(plane.getRectangle());
			if (peng) {
				System.out.println("Game Over !!!");
				plane.live = false;

				// 检测飞机和炮弹碰撞后产生爆炸【8】
				if (explode == null) {
					explode = new Explode(plane.x, plane.y);

					// 计算游戏时间
					endTime = new Date();
					period = (int) ((endTime.getTime() - startTime.getTime()) / 1000);
				}
				explode.draw(g);
			}
			// 计算游戏时间输出到屏幕上 【9】
			if (!plane.live) {
				g.setColor(Color.BLUE);
				g.setFont(new Font("微软雅黑", Font.BOLD, 50));
				g.drawString("游戏时间:" + period + "秒", (int) plane.x, (int) plane.y);
			}

		}
		g.setColor(beginColor);
	}

	// 内部类 反复重画窗口实现动态展示
	class PaintThread extends Thread {
		@Override
		public void run() {
			while (true) {
				// System.out.println("窗口重画一次");
				repaint(); // 重画
				try {
					Thread.sleep(40);
				} catch (InterruptedException e) {
					e.printStackTrace();
				}
			}
		}
	}

	// 内部类 键盘监听【4】
	class KeyMonitor extends KeyAdapter {

		// 键盘按下
		@Override
		public void keyPressed(KeyEvent e) {
			plane.addDirection(e);
		}

		// 键盘松开
		@Override
		public void keyReleased(KeyEvent e) {
			plane.minusDirection(e);
		}

	}

	private Image offScreenImage = null;

	// 双缓冲解决闪烁问题【6】
	public void update(Graphics g) {
		if (offScreenImage == null) {
			offScreenImage = this.createImage(Constant.GAME_FRAME_WIDTH, Constant.GAME_FRAME_HEIGHT);
		}
		Graphics gOff = offScreenImage.getGraphics();
		paint(gOff);
		g.drawImage(offScreenImage, 0, 0, null);
	}

	public static void main(String[] args) {
		MyGameFrame gameFrame = new MyGameFrame();
		gameFrame.launchFrame();
	}
}

 

 

游戏效果:

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