Java设计模式之外观模式示例详解
317
2022-07-26
本文实例为大家分享了java实现飞机小游戏的具体代码,供大家参考,具体内容如下
该小游戏使用java语言实现,使用工具idea。
共写9个类
Constant;Explode;GameObject;GameUtil;Plane;Shell;image;images;Plan;
本文实例为大家分享了vue + element ui实现锚点定位的具体代码,供大家参考,具体内容如下
1,Constant;专门放常量
package com.game2;
//专门放常量的一个类
public class Constant {
public static final int GAME_WIDTH=500;//窗口的宽度
public static final int GAME_HEIDHT=500;//窗口的高度
public static final int GAME_X=300;
public static final int GAME_Y=300;
}
2,GameObject;工具父类
package com.game2;
//写工具父类
import java.awt.*;
public class GameObject {
//声明6个变量
Image img;
double x,y;
int speed;
int width,height;
//重写构造方法
public void drawSelf(Graphics g){
g.drawImage(img,(int)x,(int)y,null);
}
//6个变量的构造方法
public GameObject(Image img, double x, double y, int speed, int width, int height) {
super();
this.img = img;
this.x = x;
this.y = y;
this.speed = speed;
this.width = width;
this.height = height;
}
//重写构造方法
public GameObject(Image img, double x, double y) {
super();
this.img = img;
this.x = x;
this.y = y;
}
//写空的方法
public GameObject(){
}
/*
返回物体所在的矩形,便于后续的碰撞检测
*/
public Rectangle getRect(){
return new Rectangle((int)x,(int)y,width,height);
}
}
3,GameUtil;工具类
package com.game2;
//工具类
import javax.imageio.ImageIO;
import java.awt.*;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.net.URL;
public class GameUtil {
//工具类私有化
private GameUtil(){
}
public static Image getImage(String path){
BufferedImage bi = null;
try{
URL u = GameUtil.class.getClassLoader().getResource(path);
bi = ImageIO.read(u);
}catch(IOException e){
e.printStackTrace();
}
return bi;
}
}
4,Explode;爆炸
package com.game2;
//爆炸类
import java.awt.*;
public class Explode {
//爆炸位置
double x,y;
public Explode(double x,double y){
this.x = x;
this.y = y;
}
//设置对象数组
static Image[] imgs =new Image[12];
static {
//图片循环
for(int i= 0;i<12;i++){
imgs[i] = GameUtil.getImage("com/game2/images/a"+(i+1)+".png");
imgs[i].getWidth(null);
}
}
//图片计数轮播
int count;
public void draw(Graphics g){
if(count <= 11){
g.drawImage(imgs[count],(int)x,(int)y,null );
count++;
}
}
}
5,Plane;飞机类
package com.game2;
//飞机类
import java.awt.*;
import java.awt.event.KeyEvent;
public class Plane extends GameObject {
//增加方向
boolean left,up,right,down;
boolean live = true;
public void draatHQPlTwSelf(Graphics g){
if(live){
g.drawImage(img,(int)x,(int)y,null);
if(left){
x -=speed;
}
if(right) {
x +=speed;
}
if(up){
y -=speed;
}
if(down){
y +=speed;
}
}else{
}
}
public Plane(Image img, double x, double y){
this.img = img;
this.x = x;
this.y = y;
this.speed =5;
this.width =30;
this.height =40;
}
//按下键盘的某个键,增加相应的方向
public void addDirection(KeyEvent e){
switch (e.getKeyCode()){
case KeyEvent.VK_UP:
up = true;
break;
case KeyEvent.VK_DOWN:
down = true;
break;
case KeyEvent.VK_LEFT:
left = true;
break;
case KeyEvent.VK_RIGHT:
right = true;
break;
}
}
//按下键盘的某个键,取消相应的方向
public void minusDirection(KeyEvent e){
switch (e.getKeyCode()){
case KeyEvent.VK_UP:
up = false;
break;
case KeyEvent.VK_DOWN:
down = false;
break;
case KeyEvent.VK_LEFT:
left = false;
break;
case KeyEvent.VK_RIGHT:
right = false;
break;
}
}
}
6,Shell;炮弹类
package com.game2;
//炮弹类
import java.awt.*;
public class Shell extends GameObject {
double degree;
public Shell(){
x=200;
y=200;
width = 5;
height = 5;
speed = 2;
degree = Math.random()*Math.PI *2;
}
public void draw(Graphics g){
Color c = g.getColor();
g.setColor(Color.green);
g.fillOval((int)x,(int)y,width,height);
//炮弹沿着任意角度飞
x+= speed*Math.cos(degree);
y+= speed*Math.sin(degree);
//让炮弹在窗口内反弹
if(x<5||x>Constant.GAME_WIDTH-width-5){
degree = Math.PI-degree;
}
if(y<30||y>Constant.GAME_HEIDHT-height-5){
degree= -degree;
}
g.setColor(c);
}
}
7,image;图片包
8,images;爆炸图片包
9,Plan;主类
package com.game2;
//运行类
import java.awt.*;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.util.Date;
public class Plan extends Frame {
//图片路径
static Image FeiJ = GameUtil.getImage("com\\game2\\image\\11.png");
static Image BeiJ = GameUtil.getImage("com\\game2\\image\\Xk.jpg");
static Image PaoD = GameUtil.getImage("com\\game2\\image\\00.png");
//定义飞机位置
Plane pl = new Plane(FeiJ,250,250);//飞机对象初始化
Shell[] shells = new Shell[50];//多个炮弹数组
Explode bao;//
Date startTime = new Date();//开始时间
Date endTime;//结束时间
int period;//游戏持续的时间
//窗口内绘制,自动调用
@Override
public void paint(Graphics g) {
Color c= g.getColor();//保存原字体颜色
g.drawImage(BeiJ,0,0,null);
pl.drawSelf(g);//画飞机
//画出所有炮弹for循环
for(int i= 0;i shells[i].draw(g); //判断炮弹是否碰撞 boolean peng =shells[i].getRect().intersects(pl.getRect()); if (peng){ pl .live = false;//如果碰撞飞机死亡 if(bao==null){ bao = new Explode(pl.x, pl.y); //计算结束时间 endTime =new Date(); period= (int)((endTime.getTime()-startTime.getTime())/1000); } bao.draw(g);//画出爆炸 } //游戏时间计算 //如果飞机死亡 if(!pl.live){ //改颜色 g.setColor(Color.CYAN); //改字体 Font f = new Font("楷体",Font.BOLD,50); g.setFont(f); //时间计算 g.drawString("时间:"+period+"秒",(int)pl.x,(int)pl.y); } } g.setColor(c);//改回原来字体颜色 } //多线程 class PaintThread extends Thread{ @Override public void run() { //反复画窗口 while(true){ repaint(); //时间间隔 try { Thread.sleep(40); } catch (InterruptedException e) { e.printStackTrace(); } } } } //定义键盘监听内部类 class KeyMonitor extends KeyAdapter{ @Override public void keyPressed(KeyEvent e) { pl.addDirection(e); }//按下 @Override public void keyReleased(KeyEvent e) { pl.minusDirection(e); }//释放 } //加入双缓冲,使窗口页面不闪烁 private Image offScreenImage = null; public void update(Graphics g){ if(offScreenImage == null) offScreenImage = this.createImage(Constant.GAME_WIDTH,Constant.GAME_HEIDHT);//游戏宽度高度 Graphics gOff = offScreenImage.getGraphics(); paint(gOff); g.drawImage(offScreenImage,0,0,null); } /* 初始化窗口 */ public void launchFrame(){ this.setTitle("飞机大战");//窗口标题 this.setVisible(true);//窗口显示可见 this.setSize(Constant.GAME_WIDTH,Constant.GAME_HEIDHT);//设置窗口大小 this.setLocation(Constant.GAME_X,Constant.GAME_Y);//设置窗口左上点在电脑屏幕上的位置 this.addWindowListener(new WindowAdapter() { @Override public void windowClosing(WindowEvent e) { System.exit(0); } });//关闭窗口进程 new PaintThread().start();//启动重画窗口的线程 addKeyListener(new KeyMonitor());//给窗口增加键盘的监听 //初始化生成50个炮弹 for(int i=0;i shells[i]= new Shell(); } } public static void main(String [] args){ Plan p = new Plan(); p.launchFrame(); } } 运行即可
shells[i].draw(g);
//判断炮弹是否碰撞
boolean peng =shells[i].getRect().intersects(pl.getRect());
if (peng){
pl .live = false;//如果碰撞飞机死亡
if(bao==null){
bao = new Explode(pl.x, pl.y);
//计算结束时间
endTime =new Date();
period= (int)((endTime.getTime()-startTime.getTime())/1000);
}
bao.draw(g);//画出爆炸
}
//游戏时间计算
//如果飞机死亡
if(!pl.live){
//改颜色
g.setColor(Color.CYAN);
//改字体
Font f = new Font("楷体",Font.BOLD,50);
g.setFont(f);
//时间计算
g.drawString("时间:"+period+"秒",(int)pl.x,(int)pl.y);
}
}
g.setColor(c);//改回原来字体颜色
}
//多线程
class PaintThread extends Thread{
@Override
public void run() {
//反复画窗口
while(true){
repaint();
//时间间隔
try {
Thread.sleep(40);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
}
//定义键盘监听内部类
class KeyMonitor extends KeyAdapter{
@Override
public void keyPressed(KeyEvent e) {
pl.addDirection(e);
}//按下
@Override
public void keyReleased(KeyEvent e) {
pl.minusDirection(e);
}//释放
}
//加入双缓冲,使窗口页面不闪烁
private Image offScreenImage = null;
public void update(Graphics g){
if(offScreenImage == null)
offScreenImage = this.createImage(Constant.GAME_WIDTH,Constant.GAME_HEIDHT);//游戏宽度高度
Graphics gOff = offScreenImage.getGraphics();
paint(gOff);
g.drawImage(offScreenImage,0,0,null);
}
/*
初始化窗口
*/
public void launchFrame(){
this.setTitle("飞机大战");//窗口标题
this.setVisible(true);//窗口显示可见
this.setSize(Constant.GAME_WIDTH,Constant.GAME_HEIDHT);//设置窗口大小
this.setLocation(Constant.GAME_X,Constant.GAME_Y);//设置窗口左上点在电脑屏幕上的位置
this.addWindowListener(new WindowAdapter() {
@Override
public void windowClosing(WindowEvent e) {
System.exit(0);
}
});//关闭窗口进程
new PaintThread().start();//启动重画窗口的线程
addKeyListener(new KeyMonitor());//给窗口增加键盘的监听
//初始化生成50个炮弹
for(int i=0;i shells[i]= new Shell(); } } public static void main(String [] args){ Plan p = new Plan(); p.launchFrame(); } } 运行即可
shells[i]= new Shell();
}
}
public static void main(String [] args){
Plan p = new Plan();
p.launchFrame();
}
}
运行即可
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