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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