java即时战略代码 rpg即时战略

求一个JAVA游戏代码?。。〖保 。。?/h2>俄罗斯方块——java源代码提供
import java.awt.*;
import java.awt.event.*;
//俄罗斯方块类
public class ERS_Block extends Frame{
public static boolean isPlay=false;
public static int level=1,score=0;
public static TextField scoreField,levelField;
public static MyTimer timer;
GameCanvas gameScr;
public static void main(String[] argus){
ERS_Block ers = new ERS_Block("俄罗斯方块游戏 V1.0 Author:Vincent");
WindowListener win_listener = new WinListener();
ers.addWindowListener(win_listener);
}
//俄罗斯方块类的构造方法
ERS_Block(String title){
super(title);
setSize(600,480);
setLayout(new GridLayout(1,2));
gameScr = new GameCanvas();
gameScr.addKeyListener(gameScr);
timer = new MyTimer(gameScr);
timer.setDaemon(true);
timer.start();
timer.suspend();
add(gameScr);
Panel rightScr = new Panel();
rightScr.setLayout(new GridLayout(2,1,0,30));
rightScr.setSize(120,500);
add(rightScr);
//右边信息窗体的布局
MyPanel infoScr = new MyPanel();
infoScr.setLayout(new GridLayout(4,1,0,5));
infoScr.setSize(120,300);
rightScr.add(infoScr);
//定义标签和初始值
Label scorep = new Label("分数:",Label.LEFT);
Label levelp = new Label("级数:",Label.LEFT);
scoreField = new TextField(8);
levelField = new TextField(8);
scoreField.setEditable(false);
levelField.setEditable(false);
infoScr.add(scorep);
infoScr.add(scoreField);
infoScr.add(levelp);
infoScr.add(levelField);
scorep.setSize(new Dimension(20,60));
scoreField.setSize(new Dimension(20,60));
levelp.setSize(new Dimension(20,60));
levelField.setSize(new Dimension(20,60));
scoreField.setText("0");
levelField.setText("1");
//右边控制按钮窗体的布局
MyPanel controlScr = new MyPanel();
controlScr.setLayout(new GridLayout(5,1,0,5));
rightScr.add(controlScr);
//定义按钮play
Button play_b = new Button("开始游戏");
play_b.setSize(new Dimension(50,200));
play_b.addActionListener(new Command(Command.button_play,gameScr));
//定义按钮Level UP
Button level_up_b = new Button("提高级数");
level_up_b.setSize(new Dimension(50,200));
level_up_b.addActionListener(new Command(Command.button_levelup,gameScr));
//定义按钮Level Down
Button level_down_b =new Button("降低级数");
level_down_b.setSize(new Dimension(50,200));
level_down_b.addActionListener(new Command(Command.button_leveldown,gameScr));
//定义按钮Level Pause
Button pause_b =new Button("游戏暂停");
pause_b.setSize(new Dimension(50,200));
pause_b.addActionListener(new Command(Command.button_pause,gameScr));
//定义按钮Quit
Button quit_b = new Button("退出游戏");
quit_b.setSize(new Dimension(50,200));
quit_b.addActionListener(new Command(Command.button_quit,gameScr));
controlScr.add(play_b);
controlScr.add(level_up_b);
controlScr.add(level_down_b);
controlScr.add(pause_b);
controlScr.add(quit_b);
setVisible(true);
gameScr.requestFocus();
}
}
//重写MyPanel类,使Panel的四周留空间
class MyPanel extends Panel{
public Insets getInsets(){
return new Insets(30,50,30,50);
}
}
//游戏画布类
class GameCanvas extends Canvas implements KeyListener{
final int unitSize = 30; //小方块边长
int rowNum; //正方格的行数
int columnNum; //正方格的列数
int maxAllowRowNum; //允许有多少行未削
int blockInitRow; //新出现块的起始行坐标
int blockInitCol; //新出现块的起始列坐标
int [][] scrArr; //屏幕数组
Block b; //对方快的引用
//画布类的构造方法
GameCanvas(){
rowNum = 15;
columnNum = 10;
maxAllowRowNum = rowNum - 2;
b = new Block(this);
blockInitRow = rowNum - 1;
blockInitCol = columnNum/2 - 2;
scrArr = new int [32][32];
}
//初始化屏幕,并将屏幕数组清零的方法
void initScr(){
for(int i=0;irowNum;i)
for (int j=0; jcolumnNum;j)
scrArr[j]=0;
b.reset();
repaint();
}
//重新刷新画布方法
public void paint(Graphics g){
for(int i = 0; irowNum; i)
for(int j = 0; jcolumnNum; j)
drawUnit(i,j,scrArr[j]);
}
//画方块的方法
public void drawUnit(int row,int col,int type){
scrArr[row][col] = type;
Graphics g = getGraphics();
tch(type){ //表示画方快的方法
case 0: g.setColor(Color.black);break; //以背景为颜色画
case 1: g.setColor(Color.blue);break; //画正在下落的方块
case 2: g.setColor(Color.magenta);break; //画已经落下的方法
}
g.fill3DRect(col*unitSize,getSize().height-(row 1)*unitSize,unitSize,unitSize,true);
g.dispose();
}
public Block getBlock(){
return b; //返回block实例的引用
}
//返回屏幕数组中(row,col)位置的属性值
public int getScrArrXY(int row,int col){
if (row0 || row = rowNum || col0 || col = columnNum)
return(-1);
else
return(scrArr[row][col]);
}
//返回新块的初始行坐标方法
public int getInitRow(){
return(blockInitRow); //返回新块的初始行坐标
}
//返回新块的初始列坐标方法
public int getInitCol(){
return(blockInitCol); //返回新块的初始列坐标
}
//满行删除方法
void deleteFullLine(){
int full_line_num = 0;
int k = 0;
for (int i=0;irowNum;i){
boolean isfull = true;
L1:for(int j=0;jcolumnNum;j)
if(scrArr[j] == 0){
k;
isfull = false;
break L1;
}
if(isfull) full_line_num;
if(k!=0k-1!=i!isfull)
for(int j = 0; jcolumnNum; j){
if (scrArr[j] == 0)
drawUnit(k-1,j,0);
else
drawUnit(k-1,j,2);
scrArr[k-1][j] = scrArr[j];
}
}
for(int i = k-1 ;irowNum; i){
for(int j = 0; jcolumnNum; j){
drawUnit(i,j,0);
scrArr[j]=0;
}
}
ERS_Block.score= full_line_num;
ERS_Block.scoreField.setText("" ERS_Block.score);
}
//判断游戏是否结束方法
boolean isGameEnd(){
for (int col = 0 ; col columnNum; col){
if(scrArr[maxAllowRowNum][col] !=0)
return true;
}
return false;
}
public void keyTyped(KeyEvent e){
}
public void keyReleased(KeyEvent e){
}
//处理键盘输入的方法
public void keyPressed(KeyEvent e){
if(!ERS_Block.isPlay)
return;
tch(e.getKeyCode()){
case KeyEvent.VK_DOWN:b.fallDown();break;
case KeyEvent.VK_LEFT:b.leftMove();break;
case KeyEvent.VK_RIGHT:b.rightMove();break;
case KeyEvent.VK_SPACE:b.leftTurn();break;
}
}
}
//处理控制类
class Command implements ActionListener{
static final int button_play = 1; //给按钮分配编号
static final int button_levelup = 2;
static final int button_leveldown = 3;
static final int button_quit = 4;
static final int button_pause = 5;
static boolean pause_resume = true;
int curButton; //当前按钮
GameCanvas scr;
//控制按钮类的构造方法
Command(int button,GameCanvas scr){
curButton = button;
this.scr=scr;
}
//按钮执行方法
public void actionPerformed (ActionEvent e){
tch(curButton){
case button_play:if(!ERS_Block.isPlay){
scr.initScr();
ERS_Block.isPlay = true;
ERS_Block.score = 0;
ERS_Block.scoreField.setText("0");
ERS_Block.timer.resume();
}
scr.requestFocus();
break;
case button_levelup:if(ERS_Block.level10){
ERS_Block.level;
ERS_Block.levelField.setText("" ERS_Block.level);
ERS_Block.score = 0;
ERS_Block.scoreField.setText("" ERS_Block.score);
}
scr.requestFocus();
break;
case button_leveldown:if(ERS_Block.level1){
ERS_Block.level--;
ERS_Block.levelField.setText("" ERS_Block.level);
ERS_Block.score = 0;
ERS_Block.scoreField.setText("" ERS_Block.score);
}
scr.requestFocus();
break;
case button_pause:if(pause_resume){
ERS_Block.timer.suspend();
pause_resume = false;
}else{
ERS_Block.timer.resume();
pause_resume = true;
}
scr.requestFocus();
break;
case button_quit:System.exit(0);
}
}
}
//方块类
class Block {
static int[][] pattern = {
{0x0f00,0x4444,0x0f00,0x4444},//用十六进至表示,本行表示长条四种状态
{0x04e0,0x0464,0x00e4,0x04c4},
{0x4620,0x6c00,0x4620,0x6c00},
{0x2640,0xc600,0x2640,0xc600},
{0x6220,0x1700,0x2230,0x0740},
{0x6440,0x0e20,0x44c0,0x8e00},
{0x0660,0x0660,0x0660,0x0660}
};
int blockType; //块的模式号(0-6)
int turnState; //块的翻转状态(0-3)
int blockState; //快的下落状态
int row,col; //块在画布上的坐标
GameCanvas scr;
//块类的构造方法
Block(GameCanvas scr){
this.scr = scr;
blockType = (int)(Math.random() * 1000)%7;
turnState = (int)(Math.random() * 1000)%4;
blockState = 1;
row = scr.getInitRow();
col = scr.getInitCol();
}
//重新初始化块,并显示新块
public void reset(){
blockType = (int)(Math.random() * 1000)%7;
turnState = (int)(Math.random() * 1000)%4;
blockState = 1;
row = scr.getInitRow();
col = scr.getInitCol();
dispBlock(1);
}
//实现“块”翻转的方法
public void leftTurn(){
if(assertValid(blockType,(turnState1)%4,row,col)){
dispBlock(0);
turnState = (turnState1)%4;
dispBlock(1);
}
}
//实现“块”的左移的方法
public void leftMove(){
if(assertValid(blockType,turnState,row,col-1)){
dispBlock(0);
col--;
dispBlock(1);
}
}
//实现块的右移
public void rightMove(){
if(assertValid(blockType,turnState,row,col 1)){
dispBlock(0);
col;
dispBlock(1);
}
}
//实现块落下的操作的方法
public boolean fallDown(){
if(blockState == 2)
return(false);
if(assertValid(blockType,turnState,row-1,col)){
dispBlock(0);
row--;
dispBlock(1);
return(true);
}else{
blockState = 2;
dispBlock(2);
return(false);
}
}
//判断是否正确的方法
boolean assertValid(int t,int s,int row,int col){
int k = 0x8000;
for(int i = 0; i4; i){
for(int j = 0; j4; j){
if((int)(pattern[t][s]k) != 0){
int temp = scr.getScrArrXY(row-i,col j);
if (temp0||temp==2)
return false;
}
k = k1;
}
}
return true;
}
//同步显示的方法
public synchronized void dispBlock(int s){
int k = 0x8000;
for (int i = 0; i4; i){
for(int j = 0; j4; j){
if(((int)pattern[blockType][turnState]k) != 0){
scr.drawUnit(row-i,col j,s);
}
k=k1;
}
}
}
}
//定时线程
class MyTimer extends Thread{
GameCanvas scr;
public MyTimer(GameCanvas scr){
this.scr = scr;
}
public void run(){
while(true){
try{
sleep((10-ERS_Block.level1)*100);
}
catch(InterruptedException e){}
if(!scr.getBlock().fallDown()){
scr.deleteFullLine();
if(scr.isGameEnd()){
ERS_Block.isPlay = false;
suspend();
}else
scr.getBlock().reset();
}
}
}
class WinListener extends WindowAdapter{
public void windowClosing (WindowEvent l){
System.exit(0);
}
}
求java的计时器代码,应该比较简单的 , 来看看吧 。package test;
import java.util.*;
import java.awt.*;
import java.awt.event.*;
import java.applet.*;
public class Test5 extends Applet {
private final Panel pan = new Panel();
private final Label time = new Label();
private final Button btnGo = new Button("开始");
private final Button btnPouse = new Button("暂停");
private final Button btnReset = new Button("复位");
private final StopwatchThread swThread = new StopwatchThread();
private class btnGoListener implements ActionListener {
public void actionPerformed(ActionEvent e) {
swThread.go();
btnGo.setEnabled(false);
}
}
private class btnPouseListener implements ActionListener {
public void actionPerformed(ActionEvent e) {
if(btnGo.isEnabled()){
return ;
}
if (btnPouse.getLabel().equals("继续")) {
swThread.go();
btnPouse.setLabel("暂停");
} else if (btnPouse.getLabel().equals("暂停")) {
swThread.noGo();
btnPouse.setLabel("继续");
}
}
}
private class btnResetListener implements ActionListener {
public void actionPerformed(ActionEvent e) {
swThread.reset();
btnGo.setEnabled(true);
btnGo.setLabel("开始");
btnPouse.setLabel("暂停");
}
}
private class StopwatchThread extends Thread {
private boolean going = false;
private long prevElapsed = 0;
private Date startDate = new Date();
private long elapsedTime() {
return prevElapsed
(going ? new Date().getTime() - startDate.getTime() : 0);
}
private String msToString(long time) {
System.out.println(time "" ((0*60 2)*1000 999));
if(((99*60 59)*1000 983)=time((99*60 59)*1000 999)=time){//((0*60 2)*1000 983)=time((0*60 2)*1000 999)=time
if (time % 1000990)
time= 2;
swThread.noGo();
}
String ms, sec, min;
if (time % 10 = 5)
time= 5;
ms = Long.toString(time % 1000);
while (ms.length()3)
ms = "0"ms;
ms = ms.substring(0, ms.length() - 1);
time /= 1000;
sec = Long.toString(time % 60);
if (sec.length() == 1) sec = "0"sec;
time /= 60;
min = Long.toString(time);
return min":"sec"."ms;
}
public void go() {
startDate = new Date();
going = true;
}
public void noGo() {
prevElapsed = elapsedTime();
going = false;
}
public void reset() {
going = false;
prevElapsed = 0;
}
public void run() {
while (true) {
time.setText(msToString(elapsedTime()));
yield();
}
}
}
public void init() {
setLayout(new GridLayout(2,2));
setBackground(Color.lightGray);
setForeground(Color.black);
pan.setLayout(new GridLayout(3,2));
pan.add(new Label("计时:"));
time.setForeground(Color.blue);
pan.add(time);
pan.add(btnGo);
pan.add(btnPouse);
pan.add(btnReset);
pan.add(new Label());
add(pan);
btnGo.addActionListener(new btnGoListener());
btnReset.addActionListener(new btnResetListener());
btnPouse.addActionListener(new btnPouseListener());
swThread.setDaemon(true);
swThread.start();
}
public static void main(String[] args) {
Test5 applet = new Test5();
Frame aFrame = new Frame("计时器");
aFrame.addWindowListener(new WindowAdapter() {
public void windowClosing(WindowEvent e) {
System.exit(0);
}
});
aFrame.add(applet, BorderLayout.CENTER);
aFrame.setSize(400, 200);
applet.init();
applet.start();
aFrame.setVisible(true);
}
}
可以改变有注释的那个if语句里面的值来判断什么时候停止
使用Java面向对象的思想设计一个即时战略游戏的类结构 主要类如下: (1)人口类(Person)package baidu;
public class Person {
//生命值
private int lifeValue;
//攻击力
private int attackPower;
//消耗资源数
private int needResource;
public int attack(String select){
return this.lifeValue;
}
public int getLifeValue() {
return lifeValue;
}
public void setLifeValue(int lifeValue) {
this.lifeValue = https://www.04ip.com/post/lifeValue;
}
public int getAttackPower() {
return attackPower;
}
public void setAttackPower(int attackPower) {
this.attackPower = attackPower;
}
public int getNeedResource() {
return needResource;
}
public void setNeedResource(int needResource) {
this.needResource = needResource;
}
}
package baidu;
public class Nurse extends Person {
public void cure(){
System.out.println("begin cure!");
}
}
package baidu;
public class Sapper extends Person {
private int collectRes = 0;
//创造建筑createConstruction(),采集资源collectResource()
public void createConstruction(){
System.out.println("begin to createConstruction...");
}
public int collectResource(){
return collectRes;
}
}
package baidu;
public class Player {
//玩家名称 。玩家资源值,玩家所拥有的人口对象 , 玩家所拥有的建筑对象 。
private String player_name;
private int player_res;
private Person player_per;
private Construction player_con;
public String getPlayer_name() {
return player_name;
}
public void setPlayer_name(String player_name) {
this.player_name = player_name;
}
public int getPlayer_res() {
return player_res;
}
public void setPlayer_res(int player_res) {
this.player_res = player_res;
}
public Person getPlayer_per() {
return player_per;
}
public void setPlayer_per(Person player_per) {
this.player_per = player_per;
}
public Construction getPlayer_con() {
return player_con;
}
public void setPlayer_con(Construction player_con) {
this.player_con = player_con;
}
}
package baidu;
public class Person {
//生命值
private int lifeValue;
//攻击力
private int attackPower;
//消耗资源数
private int needResource;
public int attack(String select){
return this.lifeValue;
}
public int getLifeValue() {
return lifeValue;
}
public void setLifeValue(int lifeValue) {
this.lifeValue = https://www.04ip.com/post/lifeValue;
}
public int getAttackPower() {
return attackPower;
}
public void setAttackPower(int attackPower) {
this.attackPower = attackPower;
}
public int getNeedResource() {
return needResource;
}
public void setNeedResource(int needResource) {
this.needResource = needResource;
}
}
package baidu;
import java.util.Scanner;
public class PlayTest {
public static void main(String[] args) {
Player p1 = new Player();
Player p2 = new Player();
//设置第一个玩家的游戏信息
p1.setPlayer_name("player1");
//攻击力
p1.getPlayer_per().attack("a1");
p1.getPlayer_per().setLifeValue(30);
p1.getPlayer_per().setNeedResource(0);
p1.getPlayer_con().setNeedResource(0);
p1.setPlayer_res(0);
//设置第二个玩家的游戏信息
p2.setPlayer_name("player2");
//攻击力
p2.getPlayer_per().attack("a2");
p2.getPlayer_per().setLifeValue(30);
p2.getPlayer_per().setNeedResource(0);
p2.getPlayer_con().setNeedResource(0);
p2.setPlayer_res(0);
//开始准备资源
p1.getPlayer_per();
p1.getPlayer_con();
p2.getPlayer_per();
p2.getPlayer_con();
//游戏规则
String key1 = "a1";
String key2 = "Sc1";
String key3 = "Sr1";
String key4 = "Nc1";
Scanner sc = new Scanner(System.in);
String input = sc.nextLine();
if(key1.equals(input)){
p1.getPlayer_per().setLifeValue(p1.getPlayer_per().getLifeValue() 1);
p1.getPlayer_per().setNeedResource(p1.getPlayer_per().getNeedResource() 1);
p2.getPlayer_per().setLifeValue(p2.getPlayer_per().getLifeValue()-1);
}else if(key2.equals(input)){
p1.getPlayer_con().setCurrentSum( 1);
p1.setPlayer_con(p1.getPlayer_con());
}else if(key3.equals(input)){
p1.setPlayer_res(p1.getPlayer_res() 1);
}else if(key4.equals(input)){
p1.getPlayer_per().setLifeValue( 1);
p1.setPlayer_per(p1.getPlayer_per());
}
System.out.println("当前玩家1的进攻以及资源");
System.out.println("当前玩家2的进攻以及资源");
}
}
JAVA可以做出游戏么可以的,我就做过一个即时战略游戏 。Java最大的问题是性能比较差 。如果你不做非常复杂的游戏就可以光用Java 。
做复杂的2D游戏或者3D游戏可以用JOGL(Java的OpenGL),性能还是比C要差一些,但一般的游戏足够了 。
让用户安装JVM并不是大问题 。不说现在大部分电脑都已经安装了JRE,你也可以捆绑一个不用安装的JVM和你的游戏一起 。比如JRE6一共有86 MB 。作为比较Adobe Reader(看pdf文件用的)有41.1 MB , 一般不会有人嫌这个东西太大而不下载的 。
java线程的经典代码package threadgroup;
class ThreadDemo3 extends Thread {
private String name;
private int delay;
public ThreadDemo3(String sname, int i_delay) {
name = sname;
delay = i_delay;
}
public void run() {
try {
sleep(delay);
} catch (InterruptedException e) {
}
System.out.println("多线程测试!\n"name"\n"delay);
}
}
public class testMyThread {
public static void main(String[] args) {
ThreadDemo3 th1,th2,th3;
th1 = new ThreadDemo3("线程1", (int) (Math.random() * 900));
th2 = new ThreadDemo3("线程2", (int) (Math.random() * 900));
th3 = new ThreadDemo3("线程3", (int) (Math.random() * 900));
th1.start();
th2.start();
th3.start();
}
}
package threadgroup;
public class threadDemo {
public static void main(String[] args) {
Thread t = Thread.currentThread();
t.setName("你好吗?");
System.out.println("正在进行的Thread是:"t);
try {
for (int i = 0; i5; i) {
System.out.println("我不叫穆继超"i);
Thread.sleep(3000);
}
} catch (Exception e) {
// TODO: handle exception
System.out.println("Thread has wrong"e.getMessage());
}
}
}
package threadgroup;
public class threadDemo2 implements Runnable {
public threadDemo2() {
Thread t1 = Thread.currentThread();
t1.setName("第一个主进程");
System.out.println("正在运行"t1);
Thread t2 = new Thread(this, "");
System.out.println("在创建一个进程");
t2.start();
try {
System.out.println("使他进入第一个睡眠状态");
Thread.sleep(2000);
} catch (InterruptedException e) {
System.out.println("Thread has wrong"e.getMessage());
}
System.out.println("退出第一个进程");
}
public void run() {
try {
for (int i = 0; i5; i) {
System.out.println("进程"i);
Thread.sleep(3000);
}
} catch (InterruptedException e) {
// TODO: handle exception
System.out.println("Thread has wrong"e.getMessage());
}
System.out.println("退出第二个进程");
}
public static void main(String[] args) {
new threadDemo2();
}
}
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