Flask接口签名sign原理与实例代码浅析
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2022-12-24
java弹幕小游戏1.0版本
java 弹幕小游戏的最初版本,供大家参考,具体内容如下
最近在学习javaSE,根据b站视频老师的讲解,也参考了他的代码,做了一个弹幕小游戏,也增添了一些自己的代码进去,因为只是最简单的游戏体,以后会慢慢做完整,所以如果有错误,或者代码不够整洁的话,可以帮我改正,谢谢啦。
父类
import java.awt.*;
public class GameObject {
//游戏物体的父类
Image img;
double x,y;
int speed = 3;
int width,height;
public void drawSelf(Graphics g){
g.drawImage(img,(int)x,(int)y,null);
}
public GameObject(Image img, double x, double y, int X_speed,int Y_speed, int width, int height) {
this.img = img;
this.x = x;
this.y = y;
this.speed = speed;
this.width = width;
this.height = height;
}
public GameObject(Image img, double x, double y) {
this.img = img;
this.x = x;
this.y = y;
}
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);
}
}
弹幕类
import com.sun.xml.internal.ws.model.wsdl.WSDLPortProperties;
import java.awt.*;
public class Shell extends GameObject {
double degree;
public Shell() {
x = 200;
y = 200;
width = 10;
height = 10;
speed = 2;
speed = 2;
//弧度
degree = Math.random()*Math.PI*2;
}
public void draw(Graphics g){
Color c = g.getColor();
g.setColor(Color.YELLOW);
g.fillOval((int)x,(int)y,width,height);
//炮弹沿着任意角度去飞
x+=speed*Math.cos(degree);
y+=speed*Math.sin(degree);
if(x<0 || x> Constant.GAME_WIDTH-width){
degree = Math.PI - degree;
}
if(y<40 || y> Constant.GAME_HEIGHT-height){
degree = -degree;
}
g.setColor(c);
}
}
飞机类
import java.awt.*;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
public class Plane extends GameObject{
boolean left,right,up,down;
boolean live = true; //飞机是否活着
boolean leftflag,rightflag,upflag,downflag;//这些布尔值判断当碰到上下左右的边框时的状态
//如果活着画出来
public void drawSelf(Graphics g){
if(live) {
g.drawImage(img, (int) x, (int) y, null);
//根据方向进行不同的移动
if (left) {
x -= speed;
}
if (right) {
x += speed;
}
if (up) {
y -= speed;
}
if (down) {
y += speed;
}
}
}
public Plane(Image img,double x,double y) {
this.img = img;
this.x = x;
this.y = y;
this.speed = 3;
this.width = img.getWidth(null);
this.height = img.getHeight(null);
}
//按下某个键,增加相应的方向
public void addDirection(KeyEvent e) {
switch (e.getKeyCode()) {
case KeyEvent.VK_LEFT:
left = true;
break;
case KeyEvent.VK_UP:
up = true;
break;
case KeyEvent.VK_RIGHT:
right = true;
break;
case KeyEvent.VK_DOWN:
down = true;
break;
}
}
//按下某个键,取消相应的方向
public void minusDirection(KeyEvent e) {
switch (e.getKeyCode()) {
case KeyEvent.VK_LEFT:
left = false;
break;
case KeyEvent.VK_UP:
up = false;
break;
case KeyEvent.VK_RIGHT:
right = false;
break;
case KeyEvent.VK_DOWN:
down = false;
break;
}
}
}
爆炸类
import java.awt.*;
//爆炸类
public class Explode {
double x,y; //爆炸的位置
static Image[] imgs = new Image[16];
static {
for(int i=0;i<16;i++){
imgs[i] = PlayGameFrame.GameUtil.getImage("image/explode/e"+(i+1)+".gif");
imgs[i].getWidth(null);
}
}
int count;
public void draw(Graphics g){
if(count <= 15){
g.drawImage(imgs[count],(int)x,(int)y,null);
count++;
}
}
public Explode(double x,double y){
this.x = x;
this.y = y;
}
}
常量类
public class Constant {
public static final int GAME_WIDTH = 500;
public static final int GAME_HEIGHT = 500;
}
主类
import jdk.internal.cmm.SystemResourcePressureImpl;
import javax.imageio.ImageIO;
import javax.swing.*;
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.awt.image.BufferedImage;
import java.io.IOException;
import java.net.URL;
import java.awt.Rectangle;
import java.util.Date;
/**
*飞机游戏的主窗口
*/
class PlayGameFrame extends Frame {
Image planeImg= GameUtil.getImage("image/plane.png");
Image nightsky = GameUtil.getImage("image/nightsky.jpg");
//定义飞机的坐标
Plane plane = new Plane(planeImg,250,250);
//定义炮弹
Shell[] shells = new Shell[50];
Explode boom;
Date startTime = new Date();
Date endTime;
int period;//游戏持续的时间
/**
*画图
*/
@Override
public void paint(Graphics g) { //自动被调用,g这个变量相当于一个画笔
Color c = g.getColor();
super.paint(g);//防止黑屏
g.drawImage(nightsky,0,0,null);
plane.drawSelf(g);//画飞机
if(plane.x <= Constant.GAME_WIDTH-plane.width && plane.x >= 30 && plane.y <= Constant.GAME_HEIGHT-30 && plane.y >= 0) plane.speed = 10;
else plane.speed = -plane.speed;
//画出所有的炮弹
for(int i=0;i shells[i].draw(g); //检测炮弹是否和飞机相撞 boolean peng = shells[i].getRect().intersects(plane.getRect()); if(peng){ plane.live = false; if(boom == null) { //如果不加这个if,飞机在碰到炮弹的时候会不停地生成爆炸类 boom = new Explode(plane.x, plane.y); endTime = new Date(); period = (int)((endTime.getTime() - startTime.getTime())/1000); } boom.draw(g); } //计时功能 if(!plane.live) { g.setColor(Color.red); Font f = new Font("宋体",Font.BOLD,50); g.setFont(f); g.drawString("时间:" + period + "秒", (int) plane.x, (int) plane.y); } } g.setColor(c); /*Color c=g.getColor(); //保存先颜色,等使用完之后要复原为最初的颜色 g.setColor(Color.BLUE); g.drawLine(100,100,300,300);//直线 g.drawRect(100 ,100 ,300 ,300);//矩形 g.drawOval(100,100,300,300);//椭圆 g.fillRect(100,100,40,40);//填充矩形 g.drawString("Ning",100 ,200);//写字符串 g.drawImage(ball,250,250,null); g.setColor(c); 随堂练习用,建立图片!! */ } //多线程,帮助我们反复的重画窗口 class PaintThread extends Thread{ @Override public void run() { while(true){ repaint(); //重画窗口 try { Thread.sleep(40);//重画次数 } catch (InterruptedException e) { e.printStackTrace(); } } } } //定义键盘监听的内部类 class KeyMonitor extends KeyAdapter{ @Override public void keyPressed(KeyEvent e) { plane.addDirection(e); } @Override public void keyReleased(KeyEvent e) { plane.minusDirection(e); } } /** *初始化窗口 */ public void launchFrame() { this.setTitle("拉 拉 人");/*给自己的窗口起个标题*/ this.setVisible(true);/*默认窗口可见*/NaTcIuQfnP this.setSize(Constant.GAME_WIDTH, Constant.GAME_HEIGHT);/*给窗口设定大小*/ this.setLocation(300,300);/*定义窗口的位置*/ /** *关闭动作 */ this.addWindowListener(new WindowAdapter() { @Override public void windowClosing(WindowEvent e) { System.exit(0);/*表示正常结束*/ } }); //启动重画窗口的线程 new PaintThread().start(); //给窗口增加键盘的监听 addKeyListener(new KeyMonitor()); //初始化50个炮弹 for(int i=0;i shells[i] = new Shell(); } } public static class GameUtil { // 工具类最好将构造器私有化。 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; } } public static void main(String[] args){ PlayGameFrame f = new PlayGameFrame(); f.launchFrame(); } //添加双缓冲技术 private Image offScreenImage = null; public void update(GrapNaTcIuQfnPhics g) { if (offScreenImage == null) offScreenImage = this.createImage(Constant.GAME_WIDTH, Constant.GAME_HEIGHT);//这是游戏窗口的宽度和高度 Graphics gOff = offScreenImage.getGraphics(); paint(gOff); g.drawImage(offScreenImage, 0, 0, null); } } 因为是初学,还有很多地方都不会,代码也写得不到位,我会慢慢学习并改正。
shells[i].draw(g);
//检测炮弹是否和飞机相撞
boolean peng = shells[i].getRect().intersects(plane.getRect());
if(peng){
plane.live = false;
if(boom == null) { //如果不加这个if,飞机在碰到炮弹的时候会不停地生成爆炸类
boom = new Explode(plane.x, plane.y);
endTime = new Date();
period = (int)((endTime.getTime() - startTime.getTime())/1000);
}
boom.draw(g);
}
//计时功能
if(!plane.live) {
g.setColor(Color.red);
Font f = new Font("宋体",Font.BOLD,50);
g.setFont(f);
g.drawString("时间:" + period + "秒", (int) plane.x, (int) plane.y);
}
}
g.setColor(c);
/*Color c=g.getColor(); //保存先颜色,等使用完之后要复原为最初的颜色
g.setColor(Color.BLUE);
g.drawLine(100,100,300,300);//直线
g.drawRect(100 ,100 ,300 ,300);//矩形
g.drawOval(100,100,300,300);//椭圆
g.fillRect(100,100,40,40);//填充矩形
g.drawString("Ning",100 ,200);//写字符串
g.drawImage(ball,250,250,null);
g.setColor(c);
随堂练习用,建立图片!!
*/
}
//多线程,帮助我们反复的重画窗口
class PaintThread extends Thread{
@Override
public void run() {
while(true){
repaint(); //重画窗口
try {
Thread.sleep(40);//重画次数
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
}
//定义键盘监听的内部类
class KeyMonitor extends KeyAdapter{
@Override
public void keyPressed(KeyEvent e) { plane.addDirection(e); }
@Override
public void keyReleased(KeyEvent e) {
plane.minusDirection(e);
}
}
/**
*初始化窗口
*/
public void launchFrame() {
this.setTitle("拉 拉 人");/*给自己的窗口起个标题*/
this.setVisible(true);/*默认窗口可见*/NaTcIuQfnP
this.setSize(Constant.GAME_WIDTH, Constant.GAME_HEIGHT);/*给窗口设定大小*/
this.setLocation(300,300);/*定义窗口的位置*/
/**
*关闭动作
*/
this.addWindowListener(new WindowAdapter() {
@Override
public void windowClosing(WindowEvent e) {
System.exit(0);/*表示正常结束*/
}
});
//启动重画窗口的线程
new PaintThread().start();
//给窗口增加键盘的监听
addKeyListener(new KeyMonitor());
//初始化50个炮弹
for(int i=0;i shells[i] = new Shell(); } } public static class GameUtil { // 工具类最好将构造器私有化。 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; } } public static void main(String[] args){ PlayGameFrame f = new PlayGameFrame(); f.launchFrame(); } //添加双缓冲技术 private Image offScreenImage = null; public void update(GrapNaTcIuQfnPhics g) { if (offScreenImage == null) offScreenImage = this.createImage(Constant.GAME_WIDTH, Constant.GAME_HEIGHT);//这是游戏窗口的宽度和高度 Graphics gOff = offScreenImage.getGraphics(); paint(gOff); g.drawImage(offScreenImage, 0, 0, null); } } 因为是初学,还有很多地方都不会,代码也写得不到位,我会慢慢学习并改正。
shells[i] = new Shell();
}
}
public static class GameUtil {
// 工具类最好将构造器私有化。
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;
}
}
public static void main(String[] args){
PlayGameFrame f = new PlayGameFrame();
f.launchFrame();
}
//添加双缓冲技术
private Image offScreenImage = null;
public void update(GrapNaTcIuQfnPhics g) {
if (offScreenImage == null)
offScreenImage = this.createImage(Constant.GAME_WIDTH, Constant.GAME_HEIGHT);//这是游戏窗口的宽度和高度
Graphics gOff = offScreenImage.getGraphics();
paint(gOff);
g.drawImage(offScreenImage, 0, 0, null);
}
}
因为是初学,还有很多地方都不会,代码也写得不到位,我会慢慢学习并改正。
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