Flask接口签名sign原理与实例代码浅析
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2022-08-29
Java实现经典游戏飞机大战
目录前言主要设计功能截图代码实现启动类核心类核心算法总结
前言
《飞机大战-I》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,以消灭所有的敌机为胜利,有些敌机会掉落装备,不可错过哦
主要设计
1、 用Swing库做可视化界面
2、鼠标控制战斗机移动
3、 用线程实现画面刷新。
4、用流实现音乐播放。
5、 创造一个飞机, 并且放在场景下方。
6、管理场景所有的飞机、子弹、道具移动
7、管理场景所有的子弹的发射
8、生成敌方飞机算法
9、分数计算算法
功能截图
游戏开始
战斗效果:
代码实现
启动类
public class Main {
public static void main(String[] args) {
// 创建窗口
JFrame frame = new JFrame("飞机大战");
// 添加 JPanel
Data.canvas = new Canvas(frame);
frame.setContentPane(Data.canvas);
// 初始化 Data
Data.init();
// 设置图标
frame.setIconImage(Load.image("ICON.png"));
// 设置窗口可见
frame.setVisible(true);
// 获取标题栏的高度和宽度
Data.TITLE_BOX_HEIGHT = frame.getInsets().top;
// 设置大小
frame.setSize(Data.WIDTH, Data.HEIGHT + Data.TITLE_BOX_HEIGHT);
// 窗口大小固定
frame.setResizable(false);
// 窗口居中显示
frame.setLocationRelativeTo(frame.getOwner());
// 窗口关闭时结束程序
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
// 播放背景音乐
Load.sound("background").loop(Clip.LOOP_CONTINUOUSLY);
}
}
核心类
public class Game implements Scenes {
// 玩家 BOSS
Aircraft player, boss;
// 敌人
List
// 玩家子弹 敌人子弹 道具列表
List
// 玩家生命 生命 < 0 时死亡
// int life = Data.LIFE;
// 当前关卡 当前分数
int checkpoint = 1, fraction = 0;
// 飞机的飞行方向, 此处需要注意,监听按键来控制飞机移动时,不应该单纯的按键按下一次就执行一次,因为键盘按下不松开,飞机应该一直向某个方向移动,直到按键被放开
boolean left = false, right = false, down = false, up = false;
// fps, 记录当前帧数
int fps = 0;
// 提示的 x 坐标
int tipsX = -1000;
public Game() {
// 创造一个飞机, 并且放在场景下方, 玩家的角度属性不会使用
player = new Aircraft(Data.playerAircraftImage, Data.playerDeathImage, Data.SPEED, 0, Data.WIDTH / 2 - 40, Data.HEIGHT - 100);
// 设置飞机碰撞点,因为游戏采用的矩形碰撞检测,会出现很多误差,所以手动设置碰撞矩形,不采用图片的大小, 这个碰撞的坐标是相对于图片位置的相对坐标
player.upperLeft = new Point(15, 15);
player.lowerRight = new Point(75, 75);
// 初始化列表
bulletPlayer = new ArrayList<>();
bulletEnemy = new ArrayList<>();
bulletBuff = new ArrayList<>();
enemy = new ArrayList<>();
}
public void onKeyDown(int keyCode) {
if (keyCode == KeyEvent.VK_W || keyCode == KeyEvent.VK_UP)
up = true;
if (keyCode == KeyEvent.VK_S || keyCode == KeyEvent.VK_DOWN)
down = true;
if (keyCode == KeyEvent.VK_A || keyCode == KeyEvent.VK_LEFT)
left = true;
if (keyCode == KeyEvent.VK_D || keyCode == KeyEvent.VK_RIGHT)
right = true;
}
public void onKeyUp(int keyCode) {
if (keyCode == KeyEvent.VK_W || keyCode == KeyEvent.VK_UP)
up = false;
if (keyCode == KeyEvent.VK_S || keyCode == KeyEvent.VK_DOWN)
down = false;
if (keyCode == KeyEvent.VK_A || keyCode == KeyEvent.VK_LEFT)
left = false;
if (keyCode == KeyEvent.VK_D || keyCode == KeyEvent.VK_RIGHT)
right = false;
}
public void onMouse(int x, int y, int struts) {
}
public void draw(Graphics g) {
if (fps == 0) {
left = right = up = down = false;
}
// 绘制一次 fps + 1
fps++;
// 飞机移动
move();
// 子弹发射
attack();
// 敌方飞机生成
generate();
// 失效对象销毁
remove();
// 绘制背景
Data.background.show(g);
// 绘制我方飞机
if(player != null)
player.draw(g);
// 绘制BOSS
if (boss != null) boss.draw(g);
// 绘制敌方飞机
for (Aircraft a : enemy)
a.draw(g);
// 绘制我发子弹
for (Bullet b : bulletPlayer)
b.draw(g);
// 绘制敌方子弹
for (Bullet b : bulletEnemy)
b.draw(g);
// 绘制道具
for (Bullet d : bulletBuff)
d.draw(g);
g.drawString("分数 : " + fraction, 200, 200);
if (boss != null) {
g.drawImage(Data.hpBox, 10, -10, null);
g.setColor(Color.orange);
g.fillRect(106, -2, (int) (300 * ((boss.hp * 1.0) / 300)), 15);
}
// 绘制boss出现的图片
if (tipsX > -900 && tipsX < 900) {
g.drawImage(Data.tips, tipsX, 200, null);
}
}
// 管理场景所有的飞机、子弹、道具移动
void move() {
if (player != null) {
// 这里这个坐标,是为了让敌人发射子弹时定位用的
Data.x = player.x;
Data.y = player.y;
// 飞机向上移动, 这里还限制了飞机的范围,不让其飞出屏幕外
if (up) player.move(0, -player.speed);
if (player.y < 0) player.y = 0;
// 飞机向下移动
if (down) player.move(0, player.speed);
if (player.y > Data.HEIGHT - player.height) player.y = Data.HEIGHT - player.height;
// 飞机向左移动
if (left) player.move(-player.speed, 0);
if (player.x < 0) player.x = 0;
// 飞机向右移动
if (right) player.move(player.speed, 0);
if (player.x > Data.WIDTH - player.width) player.x = Data.WIDTH - player.width;
}
// boss 移动
if (boss != null) boss.move();
// 我方子弹的移动
for (Bullet bullet : bulletPlayer)
bullet.move();
// 敌方子弹的移动
for (Bullet bullet : bulletEnemy)
bullet.move();
// 道具的移动
for (Bullet bullet : bulletBuff)
bullet.move();
// 地方飞机的移动,包括BOSS
for (Aircraft air : enemy)
air.move();
// BUFF 移动
for (Bullet b : bulletBuff)
b.move();
}
void remove() {
Random random = new Random();
// 子弹销毁
for (int i = 0; i < bulletEnemy.size(); ) {
if (bulletEnemy.get(i).isRemove()) {
bulletEnemy.remove(i);
} else i++;
}
for (int i = 0; i < bulletPlayer.size(); ) {
if (bulletPlayer.get(i).isRemove()) {
bulletPlayer.remove(i);
} else i++;
}
for (int i = 0; i < bulletBuff.size(); ) {
if (bulletBuff.get(i).isRemove()) {
bulletBuff.remove(i);
} else i++;
}
// 敌人销毁
for (int i = 0; i < enemy.size(); ) {
if (enemy.get(i).isRemove()) {
// 生成道具
if (random.nextInt(100) > 80) {
if (random.nextInt(100) > 60)
bulletBuff.add(new Buff(Buff.BUFF2, enemy.get(i).x, enemy.get(i).y));
else
bulletBuff.add(new Buff(Buff.BUFF1, enemy.get(i).x, enemy.get(i).y));
}
Load.playSound("死亡");
// 击杀一个敌人增加 1 分,不整这么多花里胡哨的
fraction += 10;
if (fraction / 100 == checkpoint) {
boss = new Boss2();
checkpoint += 1;
Load.playSound("警告");
new Thread(() -> {
tipsX = -Data.WIDTH;
try {
for (int n = 0; n < Data.WIDTH / 2; n++) {
tipsX += 2;
Thread.sleep(4);
}
Thread.sleep(2000);
for (int n = 0; n < Data.WIDTH / 4; n++) {
tipsX += 4;
Thread.sleep(4);
}
} catch (InterruptedException e) {
e.printStackTrace();
}
tipsX = -1000;
}).start();
}
enemy.remove(i);
} else i++;
}
// boss销毁
if (boss != null) {
// boss 死亡掉落4个buff
if (boss.isRemove()) {
bulletBuff.add(new Buff(Buff.BUFF2, boss.x + boss.width / 2, boss.y + boss.height / 2));
bulletBuff.add(new Buff(Buff.BUFF1, boss.x + boss.width / 2, boss.y + boss.height / 2));
bulletBuff.add(new Buff(Buff.BUFF2, boss.x + boss.width / 2, boss.y + boss.height / 2));
bulletBuff.add(new Buff(Buff.BUFF1, boss.x + boss.width / 2, boss.y + boss.height / 2));
boss = null;
}
}
boolean isPlay = false;
// 检测我方子弹碰撞
for (int i = 0; i < bulletPlayer.size(); i++) {
Point point = bulletPlayer.get(i).getPoint();
if (bulletPlayer.get(i).buffetIndex > 1) continue;
// 检测子弹是否击中boss
if (boss != null && boss.hp > 0) {
Point rect[] = boss.getCollisionRect();
if (Rect.isInternal(point.x, point.y, rect[0].x, rect[0].y, rect[1].x, rect[1].y)) {
boss.hp -= bulletPlayer.get(i).struts;
bulletPlayer.get(i).buffetIndex = 1;
bulletPlayer.get(i).speed = 5;
if (boss.hp <= 0) {
boss.imgIndex = 10;
}
if (!isPlay) {
isPlay = true;
Load.playSound("击中");
}
continue;
}
}
for (Aircraft a : enemy) {
Point rect[] = a.getCollisionRect();
if (a.hp < 0) continue;
if (Rect.isInternal(point.x, point.y, rect[0].x, rect[0].y, rect[1].x, rect[1].y)) {
if (!isPlay) {
isPlay = true;
Load.playSound("击中");
}
a.hp -= bulletPlayer.get(i).struts;
bulletPlayer.get(i).buffetIndex = 1;
bulletPlayer.get(i).speed = 5;
if (a.hp < 0) {
a.kill();;
a.speed = 1;
}
break;
}
}
}
Point rect[], point;
// 检测敌方子弹碰撞
if(player != null) {
rect = player.getCollisionRect();
if (player != null && player.hp > 0) {
for (Bullet b : bulletEnemy) {
point = b.getPoint();
if (Rect.isInternal(point.x, point.y, rect[0].x, rect[0].y, rect[1].x, rect[1].y)) {
player.hp -= b.struts;
player.kill();
death();
}
}
}
}
// 吃BUFF
if (player != null && player.hp > 0) {
rect = player.getCollisionRect();
for (Bullet buff : bulletBuff) {
Point p = buff.getPoint();
if (Rect.isInternal(p.x, p.y, rect[0].x, rect[0].y, rect[1].x, rect[1].y)) {
buff.x = -100;
if (buff.struts == Buff.BUFF1)
player.setBuff(16, 0);
else
player.setBuff(0, 16);
}
}
}
// 飞机之间的碰撞
if(player != null) {
for (Aircraft air : enemy) {
int x = air.x + air.width / 2, y = air.y + air.height / 2;
if(Rect.isInternal(x, y, player.x, player.y, player.width, player.height)) {
player.kill();
air.kill();
Load.playSound("失败");
death();
}
}
}
}
// 管理场景所有的子弹的发射
void attack() {
// 我方飞机3帧发射一次
if (player != null && player.hp > 0) {
if (!player.isRemove() && fps % 3 == 0)
bulletPlayer.addAll(Arrays.asList(player.attack()));
}
// 敌方飞机发射子弹
if (fps % 5 == 0)
for (Aircraft em : enemy)
bulletEnemy.addAll(Arrays.asList(em.attack()));
// boss发射子弹
if (boss != null) bulletEnemy.addAll(Arrays.asList(boss.attack()));
}
// 生成敌方飞机
void generate() {
// BOSS 存在时不生成小飞机
if (boss != null) return;
if (fps % 100 != 0 && fps >= 1) return;
Random random = new Random();
int rn = random.nextInt(100) + 1;
int[] hp = {(fps / 2000) + 1 * checkpoint, (fps / 2000) + 2 * checkpoint, (fps / 2000) + 5 * checkpoint, (fps / 2000) + 8 * checkpoint, (fps / 2000) + 11 * checkpoint};
switch (rn / 10) {
case 1: {
enemy.add(new Enemy(Data.enemyAircraftImages[4], Data.enemhttp://yDeathImages[4], 2, 90, random.nextInt(300) + 100, -150, hp[4]));
return;
}
case 2: {
enemy.add(new Enemy(Data.enemyAircraftImages[3], Data.enemyDeathImages[3], 2, 90, 100, -150, hp[3]));
enemy.add(new Enemy(Data.enemyAircraftImages[3], Data.enemyDeathImages[3], 2, 90, 380, -150, hp[3]));
return;
}
case 3: {
enemy.add(new Enemy(Data.enemyAircraftImages[2], Data.enemyDeathImages[2], 2, 90, 10, -150, hp[2]));
enemy.add(new Enemy(Data.enemyAircraftImages[0], Data.enemyDeathImages[0], 2, 90, 240, -150, hp[0]));
enemy.add(new Enemy(Data.enemyAircraftImages[2], Data.enemyDeathImages[2], 2, 90, 430 + 100, -150, hp[2]));
return;
}
case 4: {
enemy.add(new Enemy(Data.enemyAircraftImages[2], Data.enemyDeathImages[2], 2, 90, 0, -150, hp[2]));
enemy.add(new Enemy(Data.enemyAircraftImages[3], Data.enemyDeathImages[3], 2, 90, 130, -150, hp[3]));
enemy.add(new Enemy(Data.enemyAircraftImages[0], Data.enemyDeathImages[0], 2, 90, 300, -150, hp[0]));
enemy.add(new Enemy(Data.enemyAircraftImages[1], Data.enemyDeathImages[1], 2, 90, 450, -150, hp[1]));
return;
}
case 5: {
enemy.add(new Enemy(Data.enemyAircraftImages[0], Data.enemyDeathImages[0], 2, 110, 400, random.nextInt(100) - 200, hp[0]));
enemy.add(new Enemy(Data.enemyAircraftImages[1], Data.enemyDeathImages[1], 2, 110, 480, random.nextInt(100) - 200, hp[1]));
enemy.add(new Enemy(Data.enemyAircraftImages[1], Data.enemyDeathImages[1], 2, 110, 560, random.nextInt(100) - 200, hp[1]));
enemy.add(new Enemy(Data.enemyAircraftImages[1], Data.enemyDeathImages[1], 2, 110, 640, random.nextInt(100) - 200, hp[1]));
enemy.add(new Enemy(Data.enemyAircraftImages[0], Data.enemyDeathImages[0], 2, 110, 720, random.nextInt(100) - 200, hp[0]));
return;
}
case 6: {
enemy.add(new Enemy(Data.enemyAircraftImages[1], Data.enemyDeathImages[1], 2, 70, -440, random.nextInt(100) - 200, hp[1]));
enemy.add(new Enemy(Data.enemyAircraftImages[0], Data.enemyDeathImages[0], 2, 70, -320, random.nextInt(100) - 200, hp[0]));
enemy.add(new Enemy(Data.enemyAircraftImages[0], Data.enemyDeathImages[0], 2, 70, -240, random.nextInt(100) - 200, hp[0]));
enemy.add(new Enemy(Data.enemyAircraftImages[0], Data.enemyDeathImages[0], 2, 70, -170, random.nextInt(100) - 200, hp[0]));
enemy.add(new Enemy(Data.enemyAircraftImages[1], Data.enemyDeathImages[1], 2, 70, -100, random.nextInt(100) - 200, hp[1]));
return;
}
case 7: {
enemy.add(new Enemy(Data.enemyAircraftImages[1], Data.enemyDeathImages[1], 2, 70, 30, random.nextInt(100) - 200, hp[1]));
enemy.add(new Enemy(Data.enemyAircraftImages[2], Data.enemyDeathImages[2], 2, 70, 100, random.nextInt(100) - 200, hp[2]));
enemy.add(new Enemy(Data.enemyAircraftImages[3], Data.enemyDeathImages[3], 2, 70, 200, random.nextInt(100) - 200, hp[3]));
enemy.add(new Enemy(Data.enemyAircraftImages[2], Data.enemyDeathImages[2], 2, 70, 300, random.nextInt(100) - 200, hp[2]));
enemy.add(new Enemy(Data.enemyAircraftImages[1], Data.enemyDeathImages[1], 2, 70, 430, random.nextInt(100) - 200, hp[1]));
return;
}
case 8: {
enemy.add(new Enemy(Data.enemyAircraftImages[1], Data.enemyDeathImages[1], 2, 30, -100, -150, hp[1]));
enemy.add(new Enemy(Data.enemyAircraftImages[1], Data.enemyDeathImages[1], 2, 90, 240, -150, hp[1]));
enemy.add(new Enemy(Data.enemyAircraftImages[1], Data.enemyDeathImages[1], 2, 120, 615 + 100, -150, hp[1]));
return;
}
case 9: {
enemy.add(new Enemy(Data.enemyAircraftImages[4], Data.enemyDeathImages[4], 2, 90, 100 + random.nextInt(100), -150, hp[4]));
enemy.add(new Enemy(Data.enemyAircraftImages[4], Data.enemyDeathImages[4], 2, 90, 415 - random.nextInt(100), -150, hp[4]));
return;
}
case 10: {
enemy.add(new Enemy(Data.enemyAircraftImages[2], Data.enemyDeathImages[2], 2, 90, 120 + random.nextInt(100), -150, hp[2]));
enemy.add(new Enemy(Data.enemyAircraftImages[2], Data.enemyDeathImages[2], 2, 90, 395 - random.nextInt(100), -150, hp[2]));
}
}
}
void death() {
new Thread(() ->{
try {
player = null;
Thread.sleep(3000);
Data.canvas.switchScenes("Home");
} catch (InterruptedException e) {
e.printStackTrace();
}
}).start();
}
}
核心算法
@SuppressWarnings("serial")
public class GameMenu extends JFrame {
GameMenu thisMenu;
private JPanel contentPane;
TestWindowBuilder fatherMenu;
boolean isCheating;
CMusic battleBGM,questCompleteBGM;
int pressingW;
int pressingS;
int pressingA;
int pressingD;
int pressingJ;
int pressingK;
int playingSave;
int playingProfessionID;
int g_int1;
Role playingRole;
double playerX;//0-734
double playerY;//0-312
int rotationSpeed=15;//旋转速度
int movementSpeed=3;//移动速度
int NormalSpeed=3;
int attackSpeed=3;//攻击速度
int activeCounter;
int attackCounter;
int defenceCounter=0;
int perfectDefenceTime=0;//完美格挡剩余时间(在敌人发动攻击前0.1秒启动的格挡能让格挡所需体力消耗减少到原来的十分之一)
int defenceCooldown=0;//格挡冷却 这样阻止了玩家疯狂地启动/停止格挡
int playerWidth=50;
int playerHeight=50;
int gamePhaseTimeCounter=0;
int gamePhaseTimeCounter2=0;
int endPhase=6*4;//游戏通关的阶段
/*第一关 0
* 第二关 6
* */
int gamePhase=0;//游戏开始时的阶段(正常玩家从第一关开始打,阶段应当从0开始)
String humanIconContorler;
JPanel viewMap;
//玩家有两个Label 一个在boss上方 一个在boss下方
int usingPlayerLabel=0;
JLabel[] playerLabel=new JLabel[2];
JLabel lblNewLabel_6;
JLabel lblNewLabel_7;
JLabel[] GiantBackGround=new JLabel[400];
JLabel bossLabel;
JLabel lblNewLabel_2;
JLabel lblNewLabel_3;
JLabel lblNewLabel_2B;
JLabel lblNewLabel_3B;
JLabel MobHead;
JLabel MobName;
JLabel MobHPBar;
JLabel MobHPText;
JLabel TitleLabelT;
JLabel SubTitleLabelT;
JLabel TitleLabel;
JLabel SubTitleLabel;
JPanel Titles;
JLabel placeNameLabel;
JLabel groundArrayLabel;
JLabel placeChangeBlack;//换场地时的黑幕
JLabel placeChangeBlack_1;//换场地时的黑幕(用于属性条)
int maxProCount=5000;
JLabel[] proLabel=new JLabel[maxProCount];
boolean[] proIsUsed=new boolean[maxProCount];
proLink proHead=new proLink();
int existProCount;
int maxParCount=5000;
JLabel[] parLabel=new JLabel[maxParCount];
boolean[] parIsUsed=new boolean[maxParCount];
parLink parHead=new parLink();
int existParCount;
int existPro=0;
int proTeamPointer=0;//队列指针 0-499
int existPar=0;
int parTeamPointer=0;
JPanel panel;
Mob boss;
int allPhaseCount=1;
int gameTime=0;
Map map;
/**
* Create the frame.
*/
public GameMenu(TestWindowBuilder fatherMenu,boolean isCheating,int professionID,int partID,int playingSave)
{
this.setTitle("CARROT MAN II");
this.setIconImage(new ImageIcon("resource/down4.png").getImage());
for(int i=0;i proIsUsed[i]=false; for(int i=0;i parIsUsed[i]=false; playingProfessionID=professionID; this.playingSave=playingSave; gamePhase=(partID-1)*6; this.fatherMenu=fatherMenu; this.isCheating=isCheating; //this.isCheating=true;//测试用 g_int1=0; playerX=50; playerY=200; thisMenu=this; activeCounter=0; attackCounter=0; setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); setBounds(fatherMenu.getBounds()); contentPane = new JPanel(); contentPane.setBorder(new EmptyBorder(5, 5, 5, 5)); setContentPane(contentPane); contentPane.setLayout(null); //转场黑幕 第100层 placeChangeBlack=new JLabel(""); placeChangeBlack.setIcon(new ImageIcon("resource/black.png")); placeChangeBlack.setVisible(true); placeChangeBlack_1=new JLabel(""); placeChangeBlack_1.setIcon(new ImageIcon("resource/black.png")); placeChangeBlack_1.setVisible(true); placeChangeBlack.setBounds(0, 0, 784, 362); placeChangeBlack_1.setBounds(0, 0, 784, 362); //contentPane.add(placeChangeBlack); JPanel panel_1 = new JPanel(); panel_1.setBounds(0, 0, 784, 50); contentPane.add(panel_1); panel_1.setLayout(null); panel_1.add(placeChangeBlack_1); JLabel lblNewLabel = new JLabel("");//头像 lblNewLabel.setBounds(0, 0, 50, 50); lblNewLabel.setIcon(new ImageIcon("resource/HPBarHead.png")); panel_1.add(lblNewLabel); lblNewLabel_2B = new JLabel("");//血量字 lblNewLabel_2B.setForeground(Color.WHITE); lblNewLabel_2B.setHorizontalAlignment(SwingConstants.CENTER); lblNewLabel_2B.setBounds(50, 0, 200, 25); panel_1.add(lblNewLabel_2B); lblNewLabel_3B = new JLabel("");//体力字 lblNewLabel_3B.setForeground(Color.WHITE); lblNewLabel_3B.setHorizontalAlignment(SwingConstants.CENTER); lblNewLabel_3B.setBounds(50, 25, 200, 25); panel_1.add(lblNewLabel_3B); lblNewLabel_2 = new JLabel("");//血条 lblNewLabel_2.setBounds(50, 0, 200, 25); lblNewLabel_2.setIcon(new ImageIcon("resource/RedBar.png")); panel_1.add(lblNewLabel_2); lblNewLabel_3 = new JLabel("");//体力条 lblNewLabel_3.setBounds(50, 25, 200, 25); lblNewLabel_3.setIcon(new ImageIcon("resource/GreenBar.png")); panel_1.add(lblNewLabel_3); JLabel lblNewLabel_1 = new JLabel("");//血条体力条背景 lblNewLabel_1.setHorizontalAlignment(SwingConstants.CENTER); lblNewLabel_1.setBounds(50, 0, 200, 50); lblNewLabel_1.setIcon(new ImageIcon("resource/HPBarBG.png")); panel_1.add(lblNewLabel_1); JLabel lblNewLabel_4 = new JLabel("J"); lblNewLabel_4.setForeground(Color.GRAY); lblNewLabel_4.setFont(new Font("黑体", Font.BOLD, 30)); lblNewLabel_4.setHorizontalAlignment(SwingConstants.CENTER); lblNewLabel_4.setBounds(250, 0, 50, 50); panel_1.add(lblNewLabel_4); JLabel lblNewLabel_5 = new JLabel(""); lblNewLabel_5.setFont(new Font("宋体", Font.PLAIN, 20)); lblNewLabel_5.setHorizontalAlignment(SwingConstants.CENTER); lblNewLabel_5.setBounds(250, 0, 50, 50); lblNewLabel_5.setIcon(new ImageIcon("resource/skillJ.png")); panel_1.add(lblNewLabel_5); JLabel skillKLabel = new JLabel("K"); skillKLabel.setForeground(Color.GRAY); skillKLabel.setFont(new Font("黑体", Font.BOLD, 30)); skillKLabel.setHorizontalAlignment(SwingConstants.CENTER); skillKLabel.setBounds(300, 0, 50, 50); panel_1.add(skillKLabel); JLabel skillKLabel2 = new JLabel(""); skillKLabel2.setFont(new Font("宋体", Font.PLAIN, 20)); skillKLabel2.setHorizontalAlignment(SwingConstants.CENTER); skillKLabel2.setBounds(300, 0, 50, 50); skillKLabel2.setIcon(new ImageIcon("resource/skillK.png")); panel_1.add(skillKLabel2); placeNameLabel = new JLabel(""); placeNameLabel.setFont(new Font("宋体", Font.PLAIN, 30)); placeNameLabel.setHorizontalAlignment(SwingConstants.CENTER); placeNameLabel.setBounds(350, 0, 200, 50); panel_1.add(placeNameLabel); JLabel placeNameLabel2 = new JLabel(""); placeNameLabel2.setHorizontalAlignment(SwingConstants.CENTER); placeNameLabel2.setBounds(350, 0, 200, 50); placeNameLabel2.setIcon(new ImageIcon("resource/placeNameBackGround.png")); panel_1.add(placeNameLabel2); MobHead = new JLabel(""); MobHead.setHorizontalAlignment(SwingConstants.CENTER); MobHead.setBounds(550, 0, 50, 50); MobHead.setIcon(new ImageIcon("resource/MobHead_0.png")); panel_1.add(MobHead); MobName = new JLabel(""); MobName.setHorizontalAlignment(SwingConstants.CENTER); MobName.setBounds(600, 0, 184, 25); panel_1.add(MobName); MobHPText = new JLabel(""); MobHPText.setForeground(Color.WHITE); MobHPText.setHorizontalAlignment(SwingConstants.CENTER); MobHPText.setBounds(600, 25, 184, 25); panel_1.add(MobHPText); MobHPBar = new JLabel(""); MobHPBar.setHorizontalAlignment(SwingConstants.CENTER); MobHPBar.setBounds(600, 25, 184, 25); MobHPBar.setIcon(new ImageIcon("resource/RedBar.png")); panel_1.add(MobHPBar); JLabel MobNameBG = new JLabel(""); MobNameBG.setHorizontalAlignment(SwingConstants.CENTER); MobNameBG.setBounds(600, 0, 184, 50); MobNameBG.setIcon(new ImageIcon("resource/MobNameBG.png")); panel_1.add(MobNameBG); panel = new JPanel(); panel.setBounds(0, 50, 784, 362); contentPane.add(panel); viewMap=panel; panel.setLayout(null); panel.add(placeChangeBlack); lblNewLabel_7 = new JLabel("");//玩家tryingFace指示器(暂时停用) lblNewLabel_7.setBounds((int)playerX, (int)playerY, 5, 5); lblNewLabel_7.setIcon(new ImageIcon("resource/moveDeraction2.png")); lblNewLabel_7.setVisible(false); panel.add(lblNewLabel_7); //第99层 //标题 TitleLabelT = new JLabel(""); TitleLabelT.setFont(new Font("黑体", Font.PLAIN, 45)); TitleLabelT.setHorizontalAlignment(SwingConstants.CENTER); TitleLabelT.setBounds(100, 50, 584, 50); TitleLabelT.setVisible(true); panel.add(TitleLabelT); //副标题 SubTitleLabelT = new JLabel(""); SubTitleLabelT.setFont(new Font("黑体", Font.PLAIN, 25)); SubTitleLabelT.setHorizontalAlignment(SwingConstants.CENTER); SubTitleLabelT.setBounds(100, 100, 584, 50); SubTitleLabelT.setVisible(true); panel.add(SubTitleLabelT); //预先创建粒子效果的Label,第6层 for(int i=0;i { parLabel[i]=new JLabel(""); panel.add(parLabel[i]); } //boss上方的玩家,第5层 playerLabel[1]=new JLabel(""); playerLabel[1].setHorizontalAlignment(SwingConstants.CENTER); playerLabel[1].setBounds((int)playerX-playerWidth/2, (int)playerY-playerHeight/2, playerHeight, playerWidth); playerLabel[1].setIcon(new ImageIcon("resource/HumanRight_0.png")); playerLabel[1].setVisible(false); panel.add(playerLabel[1]); //bossLabel,第4.5层 bossLabel = new JLabel(""); panel.add(bossLabel); //boss下方的玩家,第4层 playerLabel[0]=new JLabel(""); playerLabel[0].setHorizontalAlignment(SwingConstants.CENTER); playerLabel[0].setBounds((int)playerX-playerWidth/2, (int)playerY-playerHeight/2, playerHeight, playerWidth); playerLabel[0].setIcon(new ImageIcon("resource/HumanRight_0.png")); playerLabel[0].setVisible(true); panel.add(playerLabel[0]); //玩家面向方向指示器,第3层 lblNewLabel_6 = new JLabel(""); lblNewLabel_6.setBounds((int)playerX, (int)playerY, 5, 5); lblNewLabel_6.setIcon(new ImageIcon("resource/moveDeraction.png")); panel.add(lblNewLabel_6); //预先创建发射物的Label,第2层 for(int i=0;i { proLabel[i]=new JLabel(""); panel.add(proLabel[i]); } //创建地面箭头,第1.5层 groundArrayLabel=new JLabel(""); groundArrayLabel.setBounds(709,156, 50, 50); groundArrayLabel.setIcon(new ImageIcon("resource/groundArray.png")); groundArrayLabel.setVisible(false); panel.add(groundArrayLabel); //创建地面Label,第1层 for(int i=0;i<400;++i) { GiantBackGround[i]=new JLabel(""); GiantBackGround[i].setVisible(true); panel.add(GiantBackGround[i]); } playingRole=new Role(professionID,thisMenu); KeyLininter kl=new KeyLininter(thisMenu); this.addKeyListener(kl); map=new Map(thisMenu); map.start(); } //发射物相关 public int addProjectile(Projectile pro) { existProCount=proHead.getLength(); if(existProCount { proHead.insert(new proLink(pro)); int tempFinder=0; for(int i=0;i { if(proIsUsed[i]==false) { proIsUsed[i]=true; tempFinder=i; break; } } return tempFinder; } return -1; } public void removeProjectile(int id) { proLabel[id].setVisible(false); proIsUsed[id]=false; } public void allProjectilesFly() { proLink tempNode=proHead; while(tempNode.next!=null) { tempNode=tempNode.next; tempNode.data.doFly(); } } //发射物相关结束 //粒子效果相关 public int addParticle(particle par) { existParCount=parHead.getLength(); if(existParCount { parHead.insert(new parLink(par)); int tempFinder=0; for(int i=0;i { if(parIsUsed[i]==false) { parIsUsed[i]=true; tempFinder=i; break; } } return tempFinder; } return -1; } public void removeParticle(int id) { parLabel[id].setVisible(false); parIsUsed[id]=false; } public void allParticlesFly() { parLink tempNode=parHead; while(tempNode.next!=null) { tempNode=tempNode.next; tempNode.data.doFly(); } } public void checkPlayerLocation()//检测玩家位置 如果超出地图 则拉回地图 { if(playerX playerX=playerWidth/2; if(playerX>784-playerWidth/2) playerX=784-playerWidth/2; if(playerY playerY=playerHeight/2; if(playerY>362-playerHeight/2) playerY=362-playerHeight/2; } @SuppressWarnings("unused") public void saveData(int part) { if(Integer.parseInt(fatherMenu.saveSelectMenu.savedData[playingSave].split(" ")[1]) { String[] temp= { fatherMenu.saveSelectMenu.savedData[playingSave].split(" ")[0], fatherMenu.saveSelectMenu.savedData[playingSave].split(" ")[1] }; fatherMenu.saveSelectMenu.savedData[playingSave]=""+playingProfessionID+" "+part; fatherMenu.saveSelectMenu.saveSaves(); } } @SuppressWarnings({ "deprecation" }) public void modTick()//每秒执行50次 { if(attackCounter==0&&defenceCounter==0) playingRole.regenerate(); if(playingRole.HP>0) { //刷新体力条 lblNewLabel_3.setBounds(50, 25, (int) (200*playingRole.energy/playingRole.MaxEnergy), 25); lblNewLabel_3B.setText(""+(int)playingRole.energy+"/"+(int)playingRole.MaxEnergy); //刷新血条 lblNewLabel_2.setBounds(50, 0, (int) (200*playingRole.HP/playingRole.MaxHP), 25); lblNewLabel_2B.setText(""+(int)playingRole.HP+"/"+(int)playingRole.MaxHP); } else if(gamePhase!=-1) { boss.target=null; gamePhaseTimeCounter=0; gamePhase=-1; movementSpeed=0; TitleLabelT.setText("YOU DIED"); TitleLabelT.setVisible(true); playerLabel[usingPlayerLabel].setVisible(false); lblNewLabel_6.setVisible(false); lblNewLabel_3.setBounds(50, 25, (int) (200*playingRole.energy/playingRole.MaxEnergy), 25); lblNewLabel_3B.setText(""+(int)playingRole.energy+"/"+(int)playingRole.MaxEnergy); lblNewLabel_2.setBounds(50, 0, (int) (200*playingRole.HP/playingRole.MaxHP), 25); lblNewLabel_2B.setText(""+(int)playingRole.HP+"/"+(int)playingRole.MaxHP); } ++gameTime; allProjectilesFly(); allParticlesFly(); if(gamePhase==0) { if(gamePhaseTimeCounter<50) gamePhaseTimeCounter=50; ++gamePhaseTimeCounter; if(gamePhaseTimeCounter==51) { System.out.println("启动控制台..."); movementSpeed=0; placeChangeBlack.setBounds(0, 0, 784, 362); placeChangeBlack_1.setBounds(0, 0, 784, 362); placeChangeBlack.setVisible(true); placeChangeBlack_1.setVisible(true); TitleLabelT.setVisible(false); SubTitleLabelT.setVisible(false); groundArrayLabel.setVisible(false); for(int i=0;i<128;++i)//初始化第一关地面 { String backGroundContorler="resource/ground"; GiantBackGround[i].setBounds(50*(i%16),50*(int)(i/16), 50, 50); if(Math.random()<0.9) backGroundContorler=backGroundContorler+"1.png"; else backGroundContorler=backGroundContorler+"2.png"; GiantBackGround[i].setIcon(new ImageIcon(backGroundContorler)); } playerX=50; playerY=200; placeNameLabel.setText(fatherMenu.textLib.textData[13]); TitleLabelT.setText(fatherMenu.textLib.textData[13]); TitleLabelT.setVisible(true); SubTitleLabelT.setText(fatherMenu.textLib.textData[37]); SubTitleLabelT.setVisible(true); } if(gamePhaseTimeCounter>=100&&gamePhaseTimeCounter<=150) { placeChangeBlack.setBounds((int)((gamePhaseTimeCounter-100)*0.02*784), 0, 784, 362); placeChangeBlack_1.setBounds((int)((gamePhaseTimeCounter-100)*0.02*784), 0, 784, 362); } if(gamePhaseTimeCounter==151) { startNewBattleBGM(1); placeChangeBlack.setVisible(false); placeChangeBlack_1.setVisible(false); gamePhaseTimeCounter=0; ++gamePhase; } } if(gamePhase%6==1) { ++gamePhaseTimeCounter; if(gamePhaseTimeCounter>=200) { ++gamePhase; TitleLabelT.setVisible(false); SubTitleLabelT.setVisible(false); movementSpeed=NormalSpeed; } } if(gamePhase==2) { gamePhaseTimeCounter=0; boss=new Mob(1,bossLabel,thisMenu); boss.reflash(); bossLabel.setVisible(true); ++gamePhase; } if(gamePhase==3) { if(boss.HP>0) boss.reflash(); else { bossLabel.setVisible(false); MobHPBar.setBounds(600, 25, 184*boss.HP/boss.MaxHP, 25); MobHPText.setText(""+boss.HP+"/"+boss.MaxHP); ++gamePhase; gamePhaseTimeCounter=0; TitleLabelT.setText(fatherMenu.textLib.textData[38]); TitleLabelT.setVisible(true); SubTitleLabelT.setText(fatherMenu.textLib.textData[39]); SubTitleLabelT.setVisible(true); saveData(2); startQuestCompleteBGM(); endBattleBGM(); } } if(gamePhase%6==4) { playingRole.percentReHP(0.005); ++gamePhaseTimeCounter; if(gamePhaseTimeCounter>200) { gamePhaseTimeCounter=0; ++gamePhase; TitleLabelT.setText(fatherMenu.textLib.textData[40]); TitleLabelT.setVisible(true); SubTitleLabelT.setText(fatherMenu.textLib.textData[41]); SubTitleLabelT.setVisible(true); gamePhaseTimeCounter2=0; } } if(gamePhase%6==5) { ++gamePhaseTimeCounter; if(gamePhaseTimeCounter2==0) { if(gamePhaseTimeCounter>50) { groundArrayLabel.setVisible(true); if(playerX>709&&playerX<759&&playerY>156&&playerY<206)//进入箭头 { gamePhaseTimeCounter=0; gamePhaseTimeCounter2=1; movementSpeed=0; placeChangeBlack.setBounds(-784,0,784,362); placeChangeBlack.setVisible(true); placeChangeBlack_1.setBounds(-784,0,784,362); placeChangeBlack_1.setVisible(true); } } } if(gamePhaseTimeCounter2==1) { if(gamePhaseTimeCounter>=0&&gamePhaseTimeCounter<=50) { placeChangeBlack.setBounds((int)(gamePhaseTimeCounter*0.02*784-784), 0, 784, 362); placeChangeBlack_1.setBounds((int)(gamePhaseTimeCounter*0.02*784-784), 0, 784, 362); } if(gamePhaseTimeCounter==51) { ++gamePhase; gamePhaseTimeCounter=0; } } } if(gamePhase==6) { movementSpeed=0; if(gamePhaseTimeCounter<50) gamePhaseTimeCounter=50; ++gamePhaseTimeCounter; if(gamePhaseTimeCounter==51) { placeChangeBlack.setBounds(0, 0, 784, 362); placeChangeBlack.setVisible(true); placeChangeBlack_1.setBounds(0, 0, 784, 362); placeChangeBlack_1.setVisible(true); TitleLabelT.setVisible(false); SubTitleLabelT.setVisible(false); groundArrayLabel.setVisible(false); for(int i=0;i<325;++i) { GiantBackGround[i].setBounds(32*(i%25),32*(int)(i/25), 32, 32); GiantBackGround[i].setIcon(new ImageIcon("resource/ground6.png")); } playerX=50; playerY=200; placeNameLabel.setText(fatherMenu.textLib.textData[14]); TitleLabelT.setText(fatherMenu.textLib.textData[14]); TitleLabelT.setVisible(true); SubTitleLabelT.setText(fatherMenu.textLib.textData[42]); SubTitleLabelT.setVisible(true); } if(gamePhaseTimeCounter>=100&&gamePhaseTimeCounter<=150) { placeChangeBlack.setBounds((int)((gamePhaseTimeCounter-100)*0.02*784), 0, 784, 362); placeChangeBlack_1.setBounds((int)((gamePhaseTimeCounter-100)*0.02*784), 0, 784, 362); } if(gamePhaseTimeCounter==151) { startNewBattleBGM(2); placeChangeBlack.setVisible(false); placeChangeBlack_1.setVisible(false); gamePhaseTimeCounter=0; ++gamePhase; } } if(gamePhase==8) { gamePhaseTimeCounter=0; boss=new Mob(2,bossLabel,thisMenu); bossLabel.setBounds(375, 175, 100, 100); boss.reflash(); bossLabel.setVisible(true); ++gamePhase; } if(gamePhase==9) { if(boss.HP>0) boss.reflash(); else { bossLabel.setVisible(false); MobHPBar.setBounds(600, 25, 184*boss.HP/boss.MaxHP, 25); MobHPText.setText(""+boss.HP+"/"+boss.MaxHP); ++gamePhase; gamePhaseTimeCounter=0; TitleLabelT.setText(fatherMenu.textLib.textData[43]); TitleLabelT.setVisible(true); SubTitleLabelT.setText(fatherMenu.textLib.textData[39]); SubTitleLabelT.setVisible(true); saveData(3); startQuestCompleteBGM(); endBattleBGM(); } } if(gamePhase==12) { movementSpeed=0; if(gamePhaseTimeCounter<50) gamePhaseTimeCounter=50; ++gamePhaseTimeCounter; if(gamePhaseTimeCounter==51) { placeChangeBlack.setBounds(0, 0, 784, 362); placeChangeBlack.setVisible(true); placeChangeBlack_1.setBounds(0, 0, 784, 362); placeChangeBlack_1.setVisible(true); TitleLabelT.setVisible(false); SubTitleLabelT.setVisible(false); groundArrayLabel.setVisible(false); for(int i=0;i<325;++i) { GiantBackGround[i].setBounds(32*(i%25),32*(int)(i/25), 32, 32); GiantBackGround[i].setIcon(new ImageIcon("resource/ground7.png")); } playerX=50; playerY=200; placeNameLabel.setText(fatherMenu.textLib.textData[15]); TitleLabelT.setText(fatherMenu.textLib.textData[15]); TitleLabelT.setVisible(true); SubTitleLabelT.setText(fatherMenu.textLib.textData[44]); SubTitleLabelT.setVisible(true); } if(gamePhaseTimeCounter>=100&&gamePhaseTimeCounter<=150) { placeChangeBlack.setBounds((int)((gamePhaseTimeCounter-100)*0.02*784), 0, 784, 362); placeChangeBlack_1.setBounds((int)((gamePhaseTimeCounter-100)*0.02*784), 0, 784, 362); } if(gamePhaseTimeCounter==151) { startNewBattleBGM(3); placeChangeBlack.setVisible(false); placeChangeBlack_1.setVisible(false); gamePhaseTimeCounter=0; ++gamePhase; } } if(gamePhase==14) { gamePhaseTimeCounter=0; boss=new Mob(3,bossLabel,thisMenu); bossLabel.setBounds(375, 175, 100, 100); boss.reflash(); bossLabel.setVisible(true); ++gamePhase; } if(gamePhase==15) { if(boss.HP>0) boss.reflash(); else { bossLabel.setVisible(false); MobHPBar.setBounds(600, 25, 184*boss.HP/boss.MaxHP, 25); MobHPText.setText(""+boss.HP+"/"+boss.MaxHP); ++gamePhase; gamePhaseTimeCounter=0; TitleLabelT.setText(fatherMenu.textLib.textData[45]); TitleLabelT.setVisible(true); SubTitleLabelT.setText(fatherMenu.textLib.textData[39]); SubTitleLabelT.setVisible(true); saveData(4); startQuestCompleteBGM(); endBattleBGM(); } } if(gamePhase==18) { movementSpeed=0; if(gamePhaseTimeCounter<50) gamePhaseTimeCounter=50; ++gamePhaseTimeCounter; if(gamePhaseTimeCounter==51) { placeChangeBlack.setBounds(0, 0, 784, 362); placeChangeBlack.setVisible(true); placeChangeBlack_1.setBounds(0, 0, 784, 362); placeChangeBlack_1.setVisible(true); TitleLabelT.setVisible(false); SubTitleLabelT.setVisible(false); groundArrayLabel.setVisible(false); //需要修改开始 for(int i=0;i<325;++i) { GiantBackGround[i].setBounds(32*(i%25),32*(int)(i/25), 32, 32); GiantBackGround[i].setIcon(new ImageIcon("resource/ground8.png")); } //需要修改结束 playerX=50; playerY=200; //需要修改开始 placeNameLabel.setText(fatherMenu.textLib.textData[70]); TitleLabelT.setText(fatherMenu.textLib.textData[70]); TitleLabelT.setForeground(Color.LIGHT_GRAY); TitleLabelT.setVisible(true); SubTitleLabelT.setText(fatherMenu.textLib.textData[71]); SubTitleLabelT.setForeground(Color.LIGHT_GRAY); //需要修改结束 SubTitleLabelT.setVisible(true); } if(gamePhaseTimeCounter>=100&&gamePhaseTimeCounter<=150) { placeChangeBlack.setBounds((int)((gamePhaseTimeCounter-100)*0.02*784), 0, 784, 362); placeChangeBlack_1.setBounds((int)((gamePhaseTimeCounter-100)*0.02*784), 0, 784, 362); } if(gamePhaseTimeCounter==151) { startNewBattleBGM(4);//需要修改 placeChangeBlack.setVisible(false); placeChangeBlack_1.setVisible(false); gamePhaseTimeCounter=0; ++gamePhase; } } if(gamePhase==20) { gamePhaseTimeCounter=0; boss=new Mob(4,bossLabel,thisMenu);//需要修改 bossLabel.setBounds(375, 175, 100, 100);//需要修改 boss.reflash(); bossLabel.setVisible(true); ++gamePhase; } if(gamePhase==21) { if(boss.HP>0) boss.reflash(); else { bossLabel.setVisible(false); MobHPBar.setBounds(60http://0, 25, 184*boss.HP/boss.MaxHP, 25); MobHPText.setText(""+boss.HP+"/"+boss.MaxHP); ++gamePhase; gamePhaseTimeCounter=0; //需要修改开始 TitleLabelT.setText(fatherMenu.textLib.textData[72]); TitleLabelT.setForeground(Color.LIGHT_GRAY); TitleLabelT.setVisible(true); SubTitleLabelT.setText(fatherMenu.textLib.textData[39]); TitleLabelT.setForeground(Color.LIGHT_GRAY); SubTitleLabelT.setVisible(true); //saveData(4); //需要修改完成 startQuestCompleteBGM(); endBattleBGM(); } } if(gamePhase==endPhase) { endBattleBGM(); winMenu WM=new winMenu(thisMenu); WM.setVisible(true); thisMenu.setVisible(false); map.stop(); } if(gamePhase==-1) { if(boss.HP>0) boss.reflash(); ++gamePhaseTimeCounter; if(gamePhaseTimeCounter>250) { endBattleBGM(); loseMenu LM=new loseMenu(thisMenu); LM.setVisible(true); thisMenu.setVisible(false); map.stop(); } } //刷新bossBar if(boss!=null&&gamePhase%6==3) { MobHead.setIcon(new ImageIcon("resource/MobHead_"+boss.MobId+".png")); MobName.setText(""+boss.Name); MobHPBar.setBounds(600, 25, 184*boss.HP/boss.MaxHP, 25); MobHPText.setText(""+boss.HP+"/"+boss.MaxHP); } //玩家试图面向方向 if(attackCounter==0&&defenceCounter==0) { if(pressingD==1&&pressingW==0&&pressingS==0) { playingRole.tryingFace=0; } else if(pressingD==1&&pressingW==1) { playingRole.tryingFace=45; } else if(pressingW==1&&pressingA==0&&pressingD==0) { playingRole.tryingFace=90; } else if(pressingW==1&&pressingA==1) { playingRole.tryingFace=135; } else if(pressingA==1&&pressingW==0&&pressingS==0) { playingRole.tryingFace=180; } else if(pressingA==1&&pressingS==1) { playingRole.tryingFace=225; } else if(pressingS==1&&pressingA==0&&pressingD==0) { playingRole.tryingFace=270; } else if(pressingS==1&&pressingD==1) { playingRole.tryingFace=315; } } playingRole.setFace(); humanIconContorler="resource/human_"+playingRole.face; if(attackCounter==0&&defenceCounter==0&&(pressingW==1||pressingS==1||pressingA==1||pressingD==1))//进行转向 { double d_angle=(playingRole.facingAngle-playingRole.tryingFace+360)%360;//0-180为顺时针 if(d_angle<=rotationSpeed||d_angle>=360-rotationSpeed)//旋转功能 { playingRole.facingAngle=playingRole.tryingFace; } else { if(d_angle>0&&d_angle<=180) { playingRole.facingAngle-=rotationSpeed; } else { playingRole.facingAngle+=rotationSpeed; } } } if(attackCounter==0&&defenceCounter==0&&(pressingW==1||pressingS==1||pressingA==1||pressingD==1))//进行移动 { ++activeCounter; playerX+=(int)(movementSpeed*Math.cos(playingRole.facingAngle*Math.PI/180)); playerY-=(int)(movementSpeed*Math.sin(playingRole.facingAngle*Math.PI/180)); checkPlayerLocation(); if(activeCounter>=10)//10Tick一次 切换移动图片 { activeCounter=0; playingRole.lastMoveActive=(playingRole.lastMoveActive+1)%4; } if(playingRole.lastMoveActive==2) humanIconContorler=humanIconContorler+'_'+0; else if(playingRole.lastMoveActive==3) humanIconContorler=humanIconContorler+'_'+2; else humanIconContorler=humanIconContorler+'_'+playingRole.lastMoveActive; } if(pressingJ==1&&attackCounter==0&&defenceCounter==0&&playingRole.HP>0)//发动攻击 { attackCounter=1; } if(attackCounter>0&&attackCounter<=8*attackSpeed)//正在攻击 { ++attackCounter; if(attackCounter>0&&attackCounter<=attackSpeed) { humanIconContorler=humanIconContorler+'_'+3; } else if(attackCounter<=2*attackSpeed) { humanIconContorler=humanIconContorler+'_'+4; } else if(attackCounter<=3*attackSpeed) { humanIconContorler=humanIconContorler+'_'+5; } else if(attackCounter<=4*attackSpeed) { humanIconContorler=humanIconContorler+'_'+6; } else if(attackCounter<=5*attackSpeed) { humanIconContorler=humanIconContorler+'_'+7; } else if(attackCounter<=6*attackSpeed) { humanIconContorler=humanIconContorler+'_'+8; } else if(attackCounter<=7*attackSpeed) { humanIconContorler=humanIconContorler+'_'+9; } } if(attackCounter==3*attackSpeed)//完成攻击 { playingRole.costEnergy(10); fatherMenu.startNewSound("sweep"+Calculator.randomInt(1,3)+".wav",false,1); playingRole.doAttack(); } if(attackCounter>8*attackSpeed)//结束硬直 { attackCounter=0; } if(defenceCooldown>0) { --defenceCooldown; } if(perfectDefenceTime>0) { --perfectDefenceTime; } if(pressingK==1&&attackCounter==0&&defenceCounter==0&&defenceCooldown==0)//发动防御 { perfectDefenceTime=5; defenceCounter=1; playingRole.defenceStance=true; playingRole.isBlocked=false; } if(defenceCounter==1) { if(pressingK==0)//解除格挡 { defenceCounter=0; playingRole.defenceStance=false; if(playingRole.isBlocked==true) defenceCooldown=0; else defenceCooldown=30; } else { humanIconContorler=humanIconContorler+'_'+10; } } humanIconContorler=humanIconContorler+".png"; if(boss!=null&&playingRole.HP>0) { if(playerY>=boss.bossY&&usingPlayerLabel==0)//玩家应当盖住boss,但是却没盖住 { usingPlayerLabel=1; playerLabel[0].setBounds((int)playerX-playerWidth/2, (int)playerY-playerHeight/2, playerWidth, playerHeight); playerLabel[1].setBounds((int)playerX-playerWidth/2, (int)playerY-playerHeight/2, playerWidth, playerHeight); playerLabel[0].setVisible(false); playerLabel[1].setVisible(true); } if(playerY { usingPlayerLabel=0; playerLabel[0].setBounds((int)playerX-playerWidth/2, (int)playerY-playerHeight/2, playerWidth, playerHeight); playerLabel[1].setBounds((int)playerX-playerWidth/2, (int)playerY-playerHeight/2, playerWidth, playerHeight); playerLabel[0].setVisible(true); playerLabel[1].setVisible(false); } } playerLabel[usingPlayerLabel].setIcon(new ImageIcon(humanIconContorler)); playerLabel[usingPlayerLabel].setBounds((int)playerX-playerWidth/2, (int)playerY-playerHeight/2, playerWidth, playerHeight); lblNewLabel_6.setBounds((int)playerX+(int)(25*Math.cos(playingRole.facingAngle*Math.PI/180))-2, (int)playerY-(int)(25*Math.sin(playingRole.facingAngle*Math.PI/180))-2, 4,4); lblNewLabel_7.setBounds((int)playerX+(int)(25*Math.cos(playingRole.tryingFace*Math.PI/180))-2, (int)playerY-(int)(25*Math.sin(playingRole.tryingFace*Math.PI/180))-2, 4,4); } public void startNewBattleBGM(int bossID) { if(fatherMenu.settingLib.settings[1].equals("1")) { if(battleBGM!=null) battleBGM.endMusic(); battleBGM=new CMusic("boss"+bossID+".wav",true,1); battleBGM.start(); } } public void endBattleBGM() { if(battleBGM!=null) battleBGM.endMusic(); } public void startQuestCompleteBGM() { if(questCompleteBGM!=null) questCompleteBGM.endMusic(); questCompleteBGM=new CMusic("QuestComplete.wav",false,1); questCompleteBGM.start(); } } 总结 通过此次的《飞机大战-I》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。 以上就是Java实现经典游戏飞机大战-I的示例代码的详细内容,更多关于Java飞机大战的资料请关注我们其它相关文章!
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