Java实现升级版布谷鸟闯关游戏的示例代码
目录
- 前言
- 主要设计
- 功能截图
- 代码实现
- 游戏启动类
- 核心类
- 线程类用于重复绘图
- 总结
前言 《布谷鸟闯关-升级版》是一个基于java的布谷鸟闯关游戏,鼠标左键点击控制鸟的位置穿过管道间的缝隙,需要做碰撞检测,监听键盘事件,背景图片的切换,障碍物管道产生时y轴上需要随机位置。
主要设计 1.设计游戏界面,用swing实现
2.设计背景
3.设计移动墙
4.设计布谷鸟
5.设计障碍物
6.设计背景音乐和音效
7.新增用户账号注册登录功能
8.引用mysql数据库,管理用户账号密码和储存排行榜等信息
- ? 需要提前创建好数据库"game",字符集选“utf8mb4”
- ? 然后执行mysql表结构和初始化数据脚本
- ? 修改代码里的DBUtils的参数值
10.新增排行榜模块
功能截图 用户注册:
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游戏欢迎界面:
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游戏开始界面:
【Java实现升级版布谷鸟闯关游戏的示例代码】
文章图片
鼠标左键点击控制鸟的位置穿过管道间的缝隙
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代码实现
游戏启动类
//开始界面public class frame extends JFrame { private JPanel pane; public static frame frame; public frame(){this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); this.setSize(240,150); ImageIcon backGround = new ImageIcon("images/frame.png"); JLabel bkgImage = new JLabel(backGround); bkgImage.setSize(240,150); bkgImage.setLocation(0,0); JPanel bkgPanel = (JPanel) this.getContentPane(); bkgPanel.setOpaque(false); //注册按钮JButton button_regist =new JButton("注册"); button_regist.setBounds(30,40, 60,30); bkgPanel.add(button_regist); button_regist.addActionListener(new ActionListener(){public void actionPerformed(ActionEvent e){new frame_regist().setVisible(true); }}); //登录按钮JButton button_log=new JButton("登录"); button_log.addActionListener(new ActionListener(){public void actionPerformed(ActionEvent e){new frame_log(frame).setVisible(true); }}); button_log.setBounds(130,40, 60, 30); bkgPanel.add(button_log); this.getContentPane().add(bkgImage); } //弹出显示传入String的提示框 public static void frame_warning(String warning) {JFrame frame=new JFrame(); JPanel pane=new JPanel(); frame.setBounds(540, 360, 300, 150); frame.setContentPane(pane); pane.setBorder(new EmptyBorder(5, 5, 5, 5)); pane.setLayout(null); JLabel label_warning=new JLabel(warning); label_warning.setBounds(50,20,150,50); pane.add(label_warning); JButton button_yes = new JButton("确定"); button_yes.addActionListener(new ActionListener() {public void actionPerformed(ActionEvent e) {frame.setVisible(false); }}); button_yes.setBounds(80, 80, 93, 23); pane.add(button_yes); frame.setVisible(true); } public static void main(String[] args){frame =new frame(); frame.setLocationRelativeTo(null); frame.setVisible(true); } /*** */}
核心类
import static java.lang.Thread.sleep; public class GameplayingFrame extends JFrame{ private static final long serialVersionUID = 1L; user_inf user; MainFrame mainframe; Listrfs; Graphics g=this.getGraphics(); GameplayingFrame(user_inf user,List rfs,MainFrame mainframe) {this.mainframe=mainframe; this.rfs=rfs; this.user=user; this.setTitle("Fly Bird"); this.setSize(Constant.Frame_Width,Constant.Frame_Height); this.setResizable(false); this.setLocationRelativeTo(null); this.setVisible(true); Scene stage = new Scene(user); Graphics g = this.getGraphics(); ImageIcon backGround = new ImageIcon("images/bg_day.png"); JLabel bkgImage = new JLabel(backGround); bkgImage.setSize(288,512); bkgImage.setLocation(0,0); JPanel bkgPanel = (JPanel) this.getContentPane(); bkgPanel.setOpaque(false); this.getContentPane().add(bkgImage); //为界面加入鼠标的响应事件this.addMouseListener(new MouseListener(){@Overridepublic void mouseReleased(MouseEvent e) {}@Overridepublic void mousePressed(MouseEvent e) { }@Overridepublic void mouseExited(MouseEvent e) { }@Overridepublic void mouseEntered(MouseEvent e) { }@Overridepublic void mouseClicked(MouseEvent e) {stage.speed_y=-175; }}); JLabel scoreText = new JLabel(); Font font = new Font(Font.SERIF, Font.ITALIC, 30); scoreText.setFont(font); scoreText.setText(String.valueOf(0)); this.setLayout(null); scoreText.setBounds(129,0,30,30); this.add(scoreText); //添加一个线程对象,用于重复绘图,来节约主线程的资源,使游戏运行更加流畅new Thread(new playingThread(stage,g,this,user,rfs,mainframe)).start(); } } /** 场景类,包含了游戏界面的物品以及游戏实现的算法*/classScene{//后缀_x/_y表示横/纵坐标,窗口左上角为原点public final int bird_x = 88; //重力加速度public final int G = 300; public double bird_y; public double birdRadius; //速度——正值为向下,负值为向上public int speed_x; public int speed_y; privateGround land= new Ground(GameUtil.toBufferedImage(GameUtil.getImage("ioo/land.png"))); BufferedImage back=GameUtil.toBufferedImage(GameUtil.getImage("ioo/bg_day.png")) ; Barrier barrier; Barrier barrier1; Ground ground; FlyingBird bird=null; Scene(user_inf user){bird_y = 200; bird=new FlyingBird(bird_x,bird_y,user); birdRadius = 22; speed_x = 3; speed_y = 0; ground = new Ground(GameUtil.toBufferedImage(GameUtil.getImage("ioo/land.png"))); barrier= new Barrier(GameUtil.toBufferedImage(GameUtil.getImage("ioo/pipe_down1.png"))); barrier1= new Barrier(GameUtil.toBufferedImage(GameUtil.getImage("ioo/pipe_down.png"))); } //返回true是游戏已经结束,返回false表示游戏继续进行boolean ifGameOver(){//碰到地面if(bird_y + birdRadius > 512 - ground.getHeight()){System.out.println("hit ground"); return true; }//碰到顶if(bird_y - birdRadius < 0){System.out.println("hit sky"); return true; }//未过左边界时if(bird_x + birdRadius <= barrier.location_x){return false; }//接近左边界时if(bird_x + birdRadius > barrier.location_x && bird_x < barrier.location_x){if(bird_y < barrier.topHeight || bird_y + birdRadius*0.7 > 512 - barrier.bottomHeight){System.out.println("hit left edge"); return true; }return false; }//通过管道时if(bird_x >= barrier.location_x && bird_x < barrier.location_x + barrier.width){boolean y1 = bird_y + birdRadius > 512 - barrier.bottomHeight; boolean y2 = bird_y = barrier.location_x + barrier.width){return false; }return false; }//ifGameOver=false时才执行boolean ifGetScore(){return bird_x + birdRadius > barrier.location_x; }//第二次之后的绘图public void drawItems(Graphics g){//鸟 bird.draw(g); //下障碍物g.drawImage(barrier.img, barrier.location_x, 512 - barrier.bottomHeight,33,barrier.bottomHeight, null); //上障碍物g.drawImage(barrier1.img,barrier.location_x, 0,33,barrier.topHeight, null); //地面g.drawImage(ground.getBufferedImage(),0,512-30, null); ground.checkGround(); barrier.checkBarrier(); }//更新各个物体的位置(每秒30次)public void itemMove() {//计算鸟的速度speed_y += G*0.033; //鸟最大的向下速度为220if(speed_y > 220){speed_y = 220; }//计算鸟的纵坐标bird_y += speed_y*0.033; bird.y=bird_y; //计算障碍物和地面的横坐标barrier.location_x -= speed_x; ground.setX(ground.getX()-speed_x); }//变速方法,根据分数调整速度public void shift(int score){if(score < 1) {speed_x = 3; }else if (score < 100){speed_x = 4; }else if (score < 200){speed_x = 5; }else if (score < 300){speed_x = 6; }else if (score < 400){speed_x = 7; }else if (score < 500){speed_x = 8; }else speed_x = 9; }}
线程类用于重复绘图
public class playingThread implements Runnable { Scene stage; private Image iBuffer; private Graphics gBuffer; Listrfs; user_inf user; MainFrame mainframe; Graphics g ; GameplayingFrame playingframe ; public static boolean flag = true; //控制计分板的变量 public int score = 0; //分数 playingThread(Scene stage,Graphics g,GameplayingFrame playingframe ,user_inf user,List rfs,MainFrame mainframe) {this.mainframe=mainframe; this.rfs=rfs; this.user=user; this.stage=stage; this.g=g; this.playingframe=playingframe; } @Override public void run() {while (!stage.ifGameOver()){stage.drawItems(g); //绘画stage.itemMove(); //物体移动//33ms刷新一次try {sleep(33); } catch (InterruptedException e) {e.printStackTrace(); }if(stage.ifGetScore()){score++; }stage.shift(score); //playingframe.update(g); //清除上一次绘画结果//双缓冲方法清除上一次绘画结果if (iBuffer == null){iBuffer = playingframe.createImage(playingframe.getSize().width,playingframe.getSize().height); gBuffer = iBuffer.getGraphics(); }playingframe.paint(gBuffer); g.drawImage(iBuffer,0,0,null); //stage.drawItems(g); //再绘画}user.setCoin(user.getCoin()+score); new user_dao().update(user); playingframe.setVisible(false); rank_information rf=new rank_information(); rf.setScore(score); rf.setName(user.getUser_name()); rfs.add(rf); new rank_dao().update_rank(rfs); newresultFrame(score,user,rfs,mainframe); System.out.println("game over"); }}
总结 通过此次的《布谷鸟闯关-升级版》实现,让我对JAVA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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