多平台统一管理软件接口,如何实现多平台统一管理软件接口
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2023-03-25
Java实现打飞机小游戏(附完整源码)
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。
效果如下
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
public boolean 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 Java学习交流QQ群:589809992 我们一起学Java! */ 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 && herox } } 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; /** * Java学习交流QQ群:589809992 我们一起学Java! */ 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paint game.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(); } } } 写在最后 以上就是这个游戏我整理的完整代码,最后,我做了一张思维导图贴出来让大家更好的理解OOP面向对象编程的过程。
}
}
英雄机
import java.awt.image.BufferedImage;
/**
* 英雄机:是飞行物 Java学习交流QQ群:589809992 我们一起学Java!
*/
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 && herox } } 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; /** * Java学习交流QQ群:589809992 我们一起学Java! */ 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paint game.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(); } } } 写在最后 以上就是这个游戏我整理的完整代码,最后,我做了一张思维导图贴出来让大家更好的理解OOP面向对象编程的过程。
}
}
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;
/**
* Java学习交流QQ群:589809992 我们一起学Java!
*/
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paint
game.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();
}
}
}
写在最后
以上就是这个游戏我整理的完整代码,最后,我做了一张思维导图贴出来让大家更好的理解OOP面向对象编程的过程。
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