JAVA day10、11、12 飞机大战

2021/7/28 20:09:44

本文主要是介绍JAVA day10、11、12 飞机大战,对大家解决编程问题具有一定的参考价值,需要的程序猿们随着小编来一起学习吧!

1.小敌机(c)

/**
 * 小敌机: 是飞行物,也是敌人
 *
 */
public class Airplane extends FlyingObject implements Enemy {

	int speed = 2; // 移动步骤

	public Airplane() {
		this.image = ShootGame.airplane;
		this.ember = ShootGame.airplaneEmber;
		width = image.getWidth();
		height = image.getHeight();
		y = -height;
		x = (int) (Math.random() * (ShootGame.WIDTH - width));
	}

	@Override
	public int getScore() { // 获取分数
		return 5;
	}

	@Override
	public boolean outOfBounds() { // 越界处理
		return y > ShootGame.HEIGHT;
	}

	@Override
	public void step() { // 移动
		y += speed;
	}

}

2.大敌机(c)

import java.util.Random;
/**
 * 大敌机:既是飞行物,也是敌人,也是奖励
 * 
 * 
 */
public class BigPlane extends FlyingObject implements Enemy, Award {
	private int speed = 1;
	private int life;
	private int awardType;

	public BigPlane() {
		life = 4;
		this.image = ShootGame.bigPlane;
		this.ember = ShootGame.bigPlaneEmber;
		width = image.getWidth();
		height = image.getHeight();
		y = -height;
		Random rand = new Random();
		x = rand.nextInt(ShootGame.WIDTH - width);
		awardType = rand.nextInt(2);
	}

	@Override
	public int getType() {
		return awardType;
	}

	@Override
	public int getScore() {
		return 50;
	}

	@Override
	public boolean outOfBounds() {
		return false;
	}

	@Override
	public void step() { // 移动
		y += speed;
	}

	@Override
	public boolean shootBy(Bullet bullet) {
		if (super.shootBy(bullet)) {
			life--;
		}
		return life == 0;
}}

3.小蜜蜂(c)

import java.util.Random;
/**
 * 小蜜蜂: 是飞行物,也是奖励
 * 
 *
 */
public class Bee extends FlyingObject implements Award {
	private int xSpeed = 1;
	private int ySpeed = 2;
	private int awardType;// 奖励类型

	public Bee() {
		this.image = ShootGame.bee;
		this.ember = ShootGame.beeEmber;
		width = image.getWidth();
		height = image.getHeight();
		y = -height;
		Random rand = new Random();
		x = rand.nextInt(ShootGame.WIDTH - width);
		awardType = rand.nextInt(2); // 初始化时给奖励类型
	}

	@Override
	public int getType() {
		return awardType;
	}

	@Override
	public boolean outOfBounds() {
		return y > ShootGame.HEIGHT;
	}

	@Override
	public void step() { // 可斜飞
		x += xSpeed;
		y += ySpeed;
		if (x > ShootGame.WIDTH - width) {
			xSpeed = -1;
		}
		if (x < 0) {
			xSpeed = 1;
		}
	}
}

4.英雄机(c)

import java.awt.image.BufferedImage;

/**
 * 英雄机
 *
 */
public class Hero extends FlyingObject {

	protected BufferedImage[] images = {};
	protected int index = 0;

	private int doubleFire;
	private int life;

	public Hero() {
		life = 3;
		doubleFire = 0;
		this.image = ShootGame.hero0;
		this.ember = ShootGame.heroEmber;
		images = new BufferedImage[] { ShootGame.hero0, ShootGame.hero1 };
		width = image.getWidth();
		height = image.getHeight();
		x = 150;
		y = 400;
	}

	public int isDoubleFire() {
		return doubleFire;
	}

	public void addDoubleFire() {
		doubleFire = 40;
	}

	public void setDoubleFire(int doubleFire) {
		this.doubleFire = doubleFire;
	}

	public void addLife() { // 增命
		life++;
	}

	public void subtractLife() { // 减命
		life--;
	}

	public int getLife() {
		return life;
	}

	/**
	 * 当前物体移动了一下,相对距离,
	 * 
	 * @param x, y 鼠标位置
	 */
	public void moveTo(int x, int y) {
		this.x = x - width / 2;
		this.y = y - height / 2;
	}

	@Override
	public boolean outOfBounds() {
		return x < 0 || x > ShootGame.WIDTH - width 
				|| y < 0 || y > ShootGame.HEIGHT - height;
	}

	public Bullet[] shoot() { // 发射子弹
		int xStep = width / 4; // 子弹步分为飞机宽度4半
		int yStep = 20;
		if (doubleFire > 0) {
			Bullet[] bullets = new Bullet[2];
			bullets[0] = new Bullet(x + xStep, y - yStep);
			bullets[1] = new Bullet(x + 3 * xStep, y - yStep);
			doubleFire -= 2;
			return bullets;
		} else { // 单倍
			Bullet[] bullets = new Bullet[1];
			bullets[0] = new Bullet(x + 2 * xStep, y - yStep); // y-yStep(子弹距飞机的位置)
			return bullets;
		}
	}

	@Override
	public void step() {
		if (images.length > 0) {
			image = images[index++ / 10 % images.length];
		}
	}

	public boolean hit(FlyingObject other) { // 碰撞算法
		int x1 = other.x - this.width / 2;
		int x2 = other.x + other.width + this.width / 2;
		int y1 = other.y - this.height / 2;
		int y2 = other.y + other.height + this.height / 2;
		return this.x + this.width / 2 > x1 && this.x + this.width / 2 < x2 
				&& this.y + this.height / 2 > y1
				&& this.y + this.width / 2 < y2;
	}

}

5.子弹(c)

/**
 * 子弹类
 */
public class Bullet extends FlyingObject {
	private int speed = 3; // 移动的速度
	private boolean bomb;

	public Bullet(int x, int y) {
		this.x = x;
		this.y = y;
		this.image = ShootGame.bullet;
	}

	public void setBomb(boolean bomb) {
		this.bomb = bomb;
	}

	public boolean isBomb() {
		return bomb;
	}

	@Override
	public void step() { // 移动方法
		y -= speed;
	}

	@Override
	public boolean outOfBounds() {
		return y < -height;
	}

}

6.所有飞行物的父类(c)

import java.awt.image.BufferedImage;

/**
 * 飞行物(敌机,蜜蜂,子弹,英雄机)
 * 

 */
public abstract class FlyingObject {
	protected int x;
	protected int y;
	protected int width;
	protected int height;
	protected BufferedImage image;
	protected BufferedImage[] ember;

	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
	 * 
	 * @param width 边界宽
	 * @param height 边界高
	 * @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,
	 * true表示击中,飞行物可以被击中
	 * 
	 * @param Bullet 子弹对象
	 * @return true表示被击中了
	 */
	public boolean shootBy(Bullet bullet) {
		if (bullet.isBomb()) {
			return false;
		}
		int x = bullet.x; // 子弹横坐标
		int y = bullet.y; // 子弹纵坐标
		boolean shoot = this.x < x && x < this.x + width 
				&& this.y < y && y < this.y + height;
		if (shoot) {
			bullet.setBomb(true);
		}
		return shoot;
	}

}

7.灰烬(c)

/**
 * 灰烬 飞机被打掉以后的残影
 * 

 */
public class Ember {
	private BufferedImage[] images = {};
	private int index;
	private int i;
	private BufferedImage image;
	private int intevel = 10;
	private int x, y;

	public Ember(FlyingObject object) {
		images = object.ember;
		image = object.image;
		x = object.x;
		y = object.y;
		index = 0;
		i = 0;
	}

	public boolean burnDown() {
		i++;
		if (i % intevel == 0) {
			if (index == images.length) {
				return true;
			}
			image = images[index++];
		}
		return false;
	}

	public int getX() {
		return x;
	}

	public int getY() {
		return y;
	}

	public BufferedImage getImage() {
		return image;
	}
}

8.奖励加成接口(I)

/**
 * 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();
}

9.敌人分数计算接口(I)

/**
 * 敌人,可以有分数
 */
public interface Enemy {
	// 敌人的分数
	int getScore();
}

10.运行类(c)

import javax.imageio.ImageIO;
import javax.swing.*;
import java.awt.*;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.image.BufferedImage;
import java.util.Arrays;
import java.util.Random;
import java.util.Timer;
import java.util.TimerTask;

public class ShootGame extends JPanel {
	private static final long serialVersionUID = 1L;
	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;
	public static final int START = 0;
	public static final int RUNNING = 1;
	public static final int PAUSE = 2;
	public 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 pause;
	public static BufferedImage gameover;
	public static BufferedImage bullet;
	public static BufferedImage airplane;
	public static BufferedImage[] airplaneEmber = new BufferedImage[4];
	public static BufferedImage bee;
	public static BufferedImage[] beeEmber = new BufferedImage[4];;
	public static BufferedImage hero0;
	public static BufferedImage hero1;
	public static BufferedImage[] heroEmber = new BufferedImage[4];;
	public static BufferedImage bigPlane;
	public static BufferedImage[] bigPlaneEmber = new BufferedImage[4];;

	private FlyingObject[] flyings = {}; // 敌机数组
	private Bullet[] bullets = {}; // 子弹数组
	private Hero hero = new Hero(); // 英雄机
	private Ember[] embers = {}; // 灰烬

	static {// 静态代码块,加载图片资源
		try {
			background = ImageIO.read(ShootGame.class.getResource("pic/background.png"));
			bigPlane = ImageIO.read(ShootGame.class.getResource("pic/bigplane.png"));
			airplane = ImageIO.read(ShootGame.class.getResource("pic/airplane.png"));
			bee = ImageIO.read(ShootGame.class.getResource("pic/bee.png"));
			bullet = ImageIO.read(ShootGame.class.getResource("pic/bullet.png"));
			hero0 = ImageIO.read(ShootGame.class.getResource("pic/hero0.png"));
			hero1 = ImageIO.read(ShootGame.class.getResource("pic/hero1.png"));
			pause = ImageIO.read(ShootGame.class.getResource("pic/pause.png"));
			gameover = ImageIO.read(ShootGame.class.getResource("pic/gameover.png"));
			start = ImageIO.read(ShootGame.class.getResource("pic/start.png"));
			for (int i = 0; i < 4; i++) {
				beeEmber[i] = ImageIO.read(ShootGame.class.getResource("pic/bee_ember" + i + ".png"));
				airplaneEmber[i] = ImageIO.read(ShootGame.class.getResource("pic/airplane_ember" + i + ".png"));
				bigPlaneEmber[i] = ImageIO.read(ShootGame.class.getResource("pic/bigplane_ember" + i + ".png"));
				heroEmber[i] = ImageIO.read(ShootGame.class.getResource("pic/hero_ember" + i + ".png"));
			}
		} catch (Exception e) {
			e.printStackTrace();
		}
	}
	/** 绘制面板方法 */
	@Override
	public void paint(Graphics g) {
		g.drawImage(background, 0, 0, null); // 画背景图
		paintEmber(g);
		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);
	}
	
	/** 画灰烬 */
	public void paintEmber(Graphics g) {
		for (int i = 0; i < embers.length; i++) {
			Ember e = embers[i];
			g.drawImage(e.getImage(), e.getX(), e.getY(), null);
		}
	}

	/** 画子弹 */
	public void paintBullets(Graphics g) {
		for (int i = 0; i < bullets.length; i++) {
			Bullet b = bullets[i];
			if (!b.isBomb())
				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;
		int y = 25;
		Font font = new Font(Font.SANS_SERIF, Font.BOLD, 14);
		g.setColor(new Color(0x3A3B3B));
		g.setFont(font); // 设置字体
		g.drawString("SCORE:" + score, x, y); // 画分数
		y += 20;
		g.drawString("LIFE:" + hero.getLife(), x, y);
	}

	/** 画游戏状态 */
	public void paintState(Graphics g) {
		switch (state) {
		case START:
			g.drawImage(start, 0, 0, null);
			break;
		case PAUSE:
			g.drawImage(pause, 0, 0, null);
			break;
		case GAME_OVER:
			g.drawImage(gameover, 0, 0, null);
			break;
		}
	}

	public static void main(String[] args) {
		JFrame frame = new JFrame("Shoot Game");
		ShootGame game = new ShootGame(); // 面板对象
		game.setFocusable(true);// 获取焦点
		frame.add(game); // 将面板添加到JFrame中
		frame.setSize(WIDTH, HEIGHT); // 大小
//		frame.setAlwaysOnTop(true); // 其总在最上
		frame.setUndecorated(true); // 去除边框
		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
	}

	public void action() { // 启动执行代码
		// 鼠标监听事件
		MouseAdapter ml = new MouseAdapter() {
			@Override
			public void mouseMoved(MouseEvent e) { // 鼠标移动
				if (state == RUNNING) { // 运行时移动英雄机
					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) { // 暂停时运行
					state = RUNNING;
				}
			}

			@Override
			public void mouseExited(MouseEvent e) { // 鼠标退出
				if (state == RUNNING) {
					state = PAUSE; // 游戏未结束,则设置其为暂停
				}
			}

			@Override
			public void mouseClicked(MouseEvent e) { // 鼠标点击
				switch (state) {
				case START:
					state = RUNNING;
					break;
				case GAME_OVER: // 游戏结束,清理现场
					flyings = new FlyingObject[0];
					bullets = new Bullet[0];
					embers = new Ember[0];
					hero = new Hero();
					score = 0;
					state = START;
//					repaint();
					break;
				}
			}
		};
		KeyAdapter kl = new KeyAdapter() {
			@Override
			public void keyPressed(KeyEvent e) {
				if (e.getKeyCode() == KeyEvent.VK_Q) {
					System.exit(0);
				}
			}
		};
		this.addMouseListener(ml); // 处理鼠标点击操作
		this.addMouseMotionListener(ml); // 处理鼠标滑动操作
		this.addKeyListener(kl);
		
		timer = new Timer(); // 主流程控制
		timer.schedule(new TimerTask() {
			@Override
			public void run() {
				if (state == RUNNING) {
					enterAction(); // 飞行物入场
					stepAction(); // 走一步
					shootAction(); // 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
					emberAction();
				}
				repaint(); // 重绘,调用paint()方法
			}
		}, intervel, intervel);
	}

	private void emberAction() {
		Ember[] live = new Ember[embers.length];
		int index = 0;
		for (int i = 0; i < embers.length; i++) {
			Ember ember = embers[i];
			if (!ember.burnDown()) {
				live[index++] = ember;
			}
		}
		embers = Arrays.copyOf(live, index);
	}

	int flyEnteredIndex = 0; // 飞行物入场计数

	/** 飞行物入场 */
	public void enterAction() {
		flyEnteredIndex++;
		if (flyEnteredIndex % 40 == 0) { // 300毫秒--10*30
			FlyingObject obj = nextOne(); // 随机生成一个飞行物
			flyings = Arrays.copyOf(flyings, flyings.length + 1);
			flyings[flyings.length - 1] = obj;
		}
	}

	public void stepAction() {
		/** 飞行物走一步 */
		for (int i = 0; i < flyings.length; i++) { // 飞行物走一步
			FlyingObject f = flyings[i];
			f.step();
		}

		/** 子弹走一步 */
		for (int i = 0; i < bullets.length; i++) {
			Bullet b = bullets[i];
			b.step();
		}
		hero.step();
	}

	int shootIndex = 0; // 射击计数
	/** 射击 */
	public void shootAction() {
		shootIndex++;
		if (shootIndex % 30 == 0) { // 100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);
		}
	}

	/** 删除越界飞行物及子弹 */
	public void outOfBoundsAction() {
		int index = 0;
		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; // 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()) {
			state = GAME_OVER; // 改变状态
		}
	}

	/** 检查游戏是否结束 */
	public boolean isGameOver() {
		int index = -1;
		for (int i = 0; i < flyings.length; i++) {
			FlyingObject obj = flyings[i];
			if (hero.hit(obj)) { // 检查英雄机与飞行物是否碰撞
				hero.subtractLife();
				hero.setDoubleFire(0);
				index = i;

				Ember ember = new Ember(hero);
				embers = Arrays.copyOf(embers, embers.length + 1);
				embers[embers.length - 1] = ember;
			}
		}
		if (index != -1) {
			FlyingObject t = flyings[index];
			flyings[index] = flyings[flyings.length - 1];
			flyings[flyings.length - 1] = t;
			flyings = Arrays.copyOf(flyings, flyings.length - 1);

			Ember ember = new Ember(t);
			embers = Arrays.copyOf(embers, embers.length + 1);
			embers[embers.length - 1] = ember;
		}
		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 如果是敌人, 就算分
			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
			}

			if (one instanceof Award) { // 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;
				}
			}

			// 飞行物变成灰烬
			Ember ember = new Ember(one);
			embers = Arrays.copyOf(embers, embers.length + 1);
			embers[embers.length - 1] = ember;
		}
	}

	/**
	 * 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); // [0,4)
		if (type == 0) {
			return new Bee();
		} else if (type <= 2) {
			return new BigPlane();
		} else {
			return new Airplane();
		}
	}
}

ps:还需要自己导入素材包

开始效果



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