用 Java 开发一个打飞机小游戏(附完整源码)
上图
文章图片
文章图片
写在前面
技术源于分享,所以今天抽空把自己之前用java做过的小游戏整理贴出来给大家参考学习。java确实不适合写桌面应用,这里只是通过这个游戏让大家理解oop面向对象编程的过程,纯属娱乐。代码写的很简单,也很容易理解,并且注释写的很清楚了,还有问题,自己私下去补课学习。
完整代码
敌飞机
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
publicboolean outOfBounds() {
return y>ShootGame.HEIGHT;
}/** 移动 */
@Override
public void step() {
y += speed;
}
}
分数奖励
/**
* 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();
}
蜜蜂
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;
}
}
}
子弹类:是飞行物体
/**
* 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;
}}
敌人的分数
/**
* 敌人,可以有分数
*/
public interface Enemy {
/** 敌人的分数*/
int getScore();
}
飞行物(敌机,蜜蜂,子弹,英雄机)
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
英雄机
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 && heroxy1 && heroy
游戏启动主类
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 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, 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;
}
}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() {
@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 == RUNNING) { // 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()==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();
}
}
}
原文链接:https://blog.csdn.net/wclxyn/...
版权声明:本文为CSDN博主「一只独孤的程序猿」的原创文章,遵循CC 4.0 BY-SA版权协议,转载请附上原文出处链接及本声明。
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