Java实现飞机大战-II游戏详解

目录

  • 前言
  • 主要设计
  • 功能截图
  • 代码实现
    • 启动类
    • 玩家飞机
  • 总结

    前言 《飞机大战-II》是一款融合了街机、竞技等多种元素的经典射击手游。华丽精致的游戏画面,超炫带感的技能特效,超火爆画面让你肾上腺素爆棚,给你带来全方位震撼感受,体验飞行战斗的无限乐趣。
    游戏是用java语言实现,采用了swing技术进行了界面化处理,设计思路用了面向对象思想。
    主要需求:
    玩家控制一台战斗机,以保证自己不被敌机消灭,消灭越多的敌机可以收取能量,补充玩家战斗机数量。玩家战斗机数量为0,则游戏结束。

    主要设计 1、 用Swing库做可视化界面,画玩家战斗机,不同的敌机,画背景图,画子弹
    2、鼠标控制战斗机移动
    3、 用线程实现画面刷新。
    4、随机生成敌机算法
    5、分数计算算法
    6、子弹和飞行物之间的碰撞算法

    功能截图 游戏开始
    Java实现飞机大战-II游戏详解
    文章图片

    游戏暂停
    Java实现飞机大战-II游戏详解
    文章图片

    游戏结束
    Java实现飞机大战-II游戏详解
    文章图片


    代码实现
    启动类
    public class ShootGame extends JPanel {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*/@Overridepublic 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, 22); // 字体g.setColor(new Color(0xFF0000)); g.setFont(font); // 设置字体g.drawString("SCORE:" + score, x, y); // 画分数y = y + 20; // y坐标增20g.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; }}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paintgame.action(); // 启动执行}/*** 启动执行代码*/public void action() {// 鼠标监听事件MouseAdapter l = new MouseAdapter() {@Overridepublic 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); }}@Overridepublic void mouseEntered(MouseEvent e) { // 鼠标进入if (state == PAUSE) { // 暂停状态下运行state = RUNNING; }}@Overridepublic void mouseExited(MouseEvent e) { // 鼠标退出if (state == RUNNING) { // 游戏未结束,则设置其为暂停state = PAUSE; }}@Overridepublic 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() {@Overridepublic 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*40FlyingObject 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0Bullet[] 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() == true) {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 { // 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 < 4) {return new Bee(); } else {return new Airplane(); }}}


    玩家飞机
    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0images = 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 && heroxy1 && heroy

    总结 通过此次的《飞机大战-II》游戏实现,让我对swing的相关知识有了进一步的了解,对java这门语言也有了比以前更深刻的认识。
    java的一些基本语法,比如数据类型、运算符、程序流程控制和数组等,理解更加透彻。java最核心的核心就是面向对象思想,对于这一个概念,终于悟到了一些。
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