这期内容当中小编将会给大家带来有关利用java编写一个飞机大战小游戏,文章内容丰富且以专业的角度为大家分析和叙述,阅读完这篇文章希望大家可以有所收获。
第一步建立飞行物类
import java.awt.image.BufferedImage; /** * 飞行物(敌机,蜜蜂,子弹,英雄机) */ public abstract class FlyingObject { protected int x; //x坐标 protected int y; //y坐标 protected int width; //宽 protected int height; //高 protected BufferedImage image; //图片 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 height; } public void setHeight(int height) { this.height = height; } public BufferedImage getImage() { return image; } public void setImage(BufferedImage image) { this.image = image; } /** * 检查是否出界 * @return true 出界与否 */ public abstract boolean outOfBounds(); /** * 飞行物移动一步 */ public abstract void step(); /** * 检查当前飞行物体是否被子弹(x,y)击(shoot)中 * @param Bullet 子弹对象 * @return true表示被击中了 */ public boolean shootBy(Bullet bullet){ 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+height; } }
第二步创建英雄级类
import java.awt.image.BufferedImage; /** * 英雄机:是飞行物 */ public class Hero extends FlyingObject{ private BufferedImage[] images = {}; //英雄机图片 private int index = 0; //英雄机图片切换索引 private int doubleFire; //双倍火力 private int life; //命 /** 初始化数据 */ public Hero(){ life = 3; //初始3条命 doubleFire = 0; //初始火力为0 images = new BufferedImage[]{ShootGame.hero0, ShootGame.hero1}; //英雄机图片数组 image = ShootGame.hero0; //初始为hero0图片 width = image.getWidth(); height = image.getHeight(); x = 150; y = 400; } /** 获取双倍火力 */ public int isDoubleFire() { return doubleFire; } /** 设置双倍火力 */ public void setDoubleFire(int doubleFire) { this.doubleFire = doubleFire; } /** 增加火力 */ public void addDoubleFire(){ doubleFire = 40; } /** 增命 */ public void addLife(){ //增命 life++; } /** 减命 */ public void subtractLife(){ //减命 life--; } /** 获取命 */ public int getLife(){ return life; } /** 当前物体移动了一下,相对距离,x,y鼠标位置 */ public void moveTo(int x,int y){ this.x = x - width/2; this.y = y - height/2; } /** 越界处理 */ @Override public boolean outOfBounds() { return false; } /** 发射子弹 */ public Bullet[] shoot(){ int xStep = width/4; //4半 int yStep = 20; //步 if(doubleFire>0){ //双倍火力 Bullet[] bullets = new Bullet[2]; bullets[0] = new Bullet(x+xStep,y-yStep); //y-yStep(子弹距飞机的位置) bullets[1] = new Bullet(x+3*xStep,y-yStep); return bullets; }else{ //单倍火力 Bullet[] bullets = new Bullet[1]; bullets[0] = new Bullet(x+2*xStep,y-yStep); return bullets; } } /** 移动 */ @Override public void step() { if(images.length>0){ image = images[index++/10%images.length]; //切换图片hero0,hero1 } } /** 碰撞算法 */ public boolean hit(FlyingObject other){ 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.height/2; //y坐标最小距离 int y2 = other.y + this.height/2 + other.height; //y坐标最大距离 int herox = this.x + this.width/2; //英雄机x坐标中心点距离 int heroy = this.y + this.height/2; //英雄机y坐标中心点距离 return herox>x1 && herox<x2 && heroy>y1 && heroy<y2; //区间范围内为撞上了 } }
第三步:建立敌人接口(普通敌人)
/** * 敌人,可以有分数 */ public interface Enemy { /** 敌人的分数 */ int getScore(); }
第四步:建立给奖励的敌人接口(就是特殊的敌人)
/** * 奖励 */ public interface Award { int DOUBLE_FIRE = 0; //双倍火力 int LIFE = 1; //1条命 /** 获得奖励类型(上面的0或1) */ int getType(); }
第五步:普通敌人对象
import java.util.Random; /** * 敌飞机: 是飞行物,也是敌人 */ public class Airplane extends FlyingObject implements Enemy { private int speed = 3; //移动步骤 /** 初始化数据 */ public Airplane(){ this.image = ShootGame.airplane; width = image.getWidth(); height = image.getHeight(); y = -height; Random rand = new Random(); x = rand.nextInt(ShootGame.WIDTH - width); } /** 获取分数 */ @Override public int getScore() { return 5; } /** //越界处理 */ @Override public boolean outOfBounds() { return y>ShootGame.HEIGHT; } /** 移动 */ @Override public void step() { y += speed; } }
第六步:特殊敌人(有奖励特殊的敌人)
import java.util.Random; /** 蜜蜂 */ public class Bee extends FlyingObject implements Award{ private int xSpeed = 1; //x坐标移动速度 private int ySpeed = 2; //y坐标移动速度 private int awardType; //奖励类型 /** 初始化数据 */ public Bee(){ this.image = ShootGame.bee; width = image.getWidth(); height = image.getHeight(); y = -height; Random rand = new Random(); x = rand.nextInt(ShootGame.WIDTH - width); awardType = rand.nextInt(2); //初始化时给奖励 } /** 获得奖励类型 */ public int getType(){ return awardType; } /** 越界处理 */ @Override public boolean outOfBounds() { return y>ShootGame.HEIGHT; } /** 移动,可斜着飞 */ @Override public void step() { x += xSpeed; y += ySpeed; if(x > ShootGame.WIDTH-width){ xSpeed = -1; } if(x < 0){ xSpeed = 1; } } }
第七步:子弹类的建立(子弹也是飞行物)
/** * 子弹类:是飞行物 */ public class Bullet extends FlyingObject { private int speed = 3; //移动的速度 /** 初始化数据 */ public Bullet(int x,int y){ this.x = x; this.y = y; this.image = ShootGame.bullet; } /** 移动 */ @Override public void step(){ y-=speed; } /** 越界处理 */ @Override public boolean outOfBounds() { return y<-height; } }
最后一部分
我们的主类来了,我们的准备工作就完了
激动的时刻来了
import java.awt.Font; import java.awt.Color; import java.awt.Graphics; import java.awt.event.MouseAdapter; import java.awt.event.MouseEvent; import java.util.Arrays; import java.util.Random; import java.util.Timer; import java.util.TimerTask; import java.awt.image.BufferedImage; import javax.imageio.ImageIO; import javax.swing.ImageIcon; import javax.swing.JFrame; import javax.swing.JPanel; public class ShootGame extends JPanel { public static void main(String[] args) { JFrame frame = new JFrame("Fly"); ShootGame game = new ShootGame(); // 面板对象 frame.add(game); // 将面板添加到JFrame中 frame.setSize(WIDTH, HEIGHT); // 设置大小 frame.setAlwaysOnTop(true); // 设置其总在最上 frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); // 默认关闭操作 frame.setIconImage(new ImageIcon("images/icon.jpg").getImage()); // 设置窗体的图标 frame.setLocationRelativeTo(null); // 设置窗体初始位置 frame.setVisible(true); // 尽快调用paint game.action(); // 启动执行 } public static final int WIDTH = 400; // 面板宽 public static final int HEIGHT = 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 score = 0; // 得分 private Timer timer; // 定时器 private int intervel = 1000 / 100; // 时间间隔(毫秒) public static BufferedImage background; public static BufferedImage start; public static BufferedImage airplane; public static BufferedImage bee; public static BufferedImage bullet; public static BufferedImage hero0; public static BufferedImage hero1; public static BufferedImage pause; public static BufferedImage gameover; private FlyingObject[] flyings = {}; // 敌机数组 private Bullet[] bullets = {}; // 子弹数组 private Hero hero = new Hero(); // 英雄机 static { // 静态代码块,初始化图片资源 try { background = ImageIO.read(ShootGame.class .getResource("background.png")); start = ImageIO.read(ShootGame.class.getResource("start.png")); airplane = ImageIO .read(ShootGame.class.getResource("airplane.png")); bee = ImageIO.read(ShootGame.class.getResource("bee.png")); bullet = ImageIO.read(ShootGame.class.getResource("bullet.png")); hero0 = ImageIO.read(ShootGame.class.getResource("hero0.png")); hero1 = ImageIO.read(ShootGame.class.getResource("hero1.png")); pause = ImageIO.read(ShootGame.class.getResource("pause.png")); gameover = ImageIO .read(ShootGame.class.getResource("gameover.png")); } catch (Exception e) { e.printStackTrace(); } } /** 画 */ @Override public void paint(Graphics g) { g.drawImage(background, 0, 0, null); // 画背景图 paintHero(g); // 画英雄机 paintBullets(g); // 画子弹 paintFlyingObjects(g); // 画飞行物 paintScore(g); // 画分数 paintState(g); // 画游戏状态 } /** 画英雄机 */ public void paintHero(Graphics g) { g.drawImage(hero.getImage(), hero.getX(), hero.getY(), null); } /** 画子弹 */ public void paintBullets(Graphics g) { for (int i = 0; i < bullets.length; i++) { Bullet b = bullets[i]; g.drawImage(b.getImage(), b.getX() - b.getWidth() / 2, b.getY(), null); } } /** 画飞行物 */ public void paintFlyingObjects(Graphics g) { for (int i = 0; i < flyings.length; i++) { FlyingObject f = flyings[i]; g.drawImage(f.getImage(), f.getX(), f.getY(), null); } } /** 画分数 */ public void paintScore(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("SCORE:" + score, x, y); // 画分数 y += 20; // y坐标增20 g.drawString("LIFE:" + hero.getLife(), x, y); // 画命 } /** 画游戏状态 */ 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; } } /** 启动执行代码 */ public void action() { // 鼠标监听事件 MouseAdapter l = 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(); hero.moveTo(x, y); } } @Override public void mouseEntered(MouseEvent e) { // 鼠标进入 if (state == PAUSE) { // 暂停状态下运行 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 = new FlyingObject[0]; // 清空飞行物 bullets = new Bullet[0]; // 清空子弹 hero = new Hero(); // 重新创建英雄机 score = 0; // 清空成绩 state = START; // 状态设置为启动 break; } } }; this.addMouseListener(l); // 处理鼠标点击操作 this.addMouseMotionListener(l); // 处理鼠标滑动操作 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(); // 走一步 shootAction(); // 英雄机射击 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(); // 重绘,调用paint()方法 } }, intervel, intervel); } int flyEnteredIndex = 0; // 飞行物入场计数 /** 飞行物入场 */ public void enterAction() { flyEnteredIndex++; if (flyEnteredIndex % 40 == 0) { // 400毫秒生成一个飞行物--10*40 FlyingObject obj = nextOne(); // 随机生成一个飞行物 flyings = Arrays.copyOf(flyings, flyings.length + 1); flyings[flyings.length - 1] = obj; } } /** 走一步 */ public void stepAction() { for (int i = 0; i < flyings.length; i++) { // 飞行物走一步 FlyingObject f = flyings[i]; f.step(); } for (int i = 0; i < bullets.length; i++) { // 子弹走一步 Bullet b = bullets[i]; b.step(); } hero.step(); // 英雄机走一步 } /** 飞行物走一步 */ public void flyingStepAction() { for (int i = 0; i < flyings.length; i++) { FlyingObject f = flyings[i]; f.step(); } } int shootIndex = 0; // 射击计数 /** 射击 */ public void shootAction() { shootIndex++; if (shootIndex % 30 == 0) { // 300毫秒发一颗 Bullet[] bs = hero.shoot(); // 英雄打出子弹 bullets = Arrays.copyOf(bullets, bullets.length + bs.length); // 扩容 System.arraycopy(bs, 0, bullets, bullets.length - bs.length, bs.length); // 追加数组 } } /** 子弹与飞行物碰撞检测 */ public void bangAction() { for (int i = 0; i < bullets.length; i++) { // 遍历所有子弹 Bullet b = bullets[i]; bang(b); // 子弹和飞行物之间的碰撞检查 } } /** 删除越界飞行物及子弹 */ public void outOfBoundsAction() { int index = 0; // 索引 FlyingObject[] flyingLives = new FlyingObject[flyings.length]; // 活着的飞行物 for (int i = 0; i < flyings.length; i++) { FlyingObject f = flyings[i]; if (!f.outOfBounds()) { flyingLives[index++] = f; // 不越界的留着 } } flyings = Arrays.copyOf(flyingLives, index); // 将不越界的飞行物都留着 index = 0; // 索引重置为0 Bullet[] bulletLives = new Bullet[bullets.length]; for (int i = 0; i < bullets.length; i++) { Bullet b = bullets[i]; if (!b.outOfBounds()) { bulletLives[index++] = b; } } bullets = Arrays.copyOf(bulletLives, index); // 将不越界的子弹留着 } /** 检查游戏结束 */ 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.length; i++) { int index = -1; FlyingObject obj = flyings[i]; if (hero.hit(obj)) { // 检查英雄机与飞行物是否碰撞 hero.subtractLife(); // 减命 hero.setDoubleFire(0); // 双倍火力解除 index = i; // 记录碰上的飞行物索引 } if (index != -1) { FlyingObject t = flyings[index]; flyings[index] = flyings[flyings.length - 1]; flyings[flyings.length - 1] = t; // 碰上的与最后一个飞行物交换 flyings = Arrays.copyOf(flyings, flyings.length - 1); // 删除碰上的飞行物 } } return hero.getLife() <= 0; } /** 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.length; i++) { FlyingObject obj = flyings[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 break; } } if (index != -1) { // 有击中的飞行物 FlyingObject one = flyings[index]; // 记录被击中的飞行物 FlyingObject temp = flyings[index]; // 被击中的飞行物与最后一个飞行物交换 flyings[index] = flyings[flyings.length - 1]; flyings[flyings.length - 1] = temp; flyings = Arrays.copyOf(flyings, flyings.length - 1); // 删除最后一个飞行物(即被击中的) // 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 score += e.getScore(); // 加分 } else if (one instanceof Award) { // 若为奖励,设置奖励 Award a = (Award) one; int type = a.getType(); // 获取奖励类型 switch (type) { case Award.DOUBLE_FIRE: hero.addDoubleFire(); // 设置双倍火力 break; case Award.LIFE: hero.addLife(); // 设置加命 break; } } } } /** * 随机生成飞行物 * * @return 飞行物对象 */ public static FlyingObject nextOne() { Random random = new Random(); int type = random.nextInt(20); // [0,20) if (type == 0) { return new Bee(); } else { return new Airplane(); } } }
上述就是小编为大家分享的利用java编写一个飞机大战小游戏了,如果刚好有类似的疑惑,不妨参照上述分析进行理解。如果想知道更多相关知识,欢迎关注亿速云行业资讯频道。
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