基于Java弹珠小游戏设计与实现

2021/10/28 20:42:17

本文主要是介绍基于Java弹珠小游戏设计与实现,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)游戏界面:

package domain;

import constant.Constant;

import java.awt.*;

/**
 * 球类
 */
public class Ball {
    // 大小
    private int ballSize = Constant.BALL_SIZE;

    // 颜色
    private Color color = Constant.BALL_COLOR;

    // 坐标位置
    private int ballX;
    private int ballY;

    // 速度大小
    private int speedX = Constant.speedX;
    private int speedY = Constant.speedY;

    public Ball(int ballX, int ballY) {
        this.ballX = ballX;
        this.ballY = ballY;
    }

    /**
     * 小球移动
     * @param racketX :球拍位置,目前游戏中上球拍和下球拍racketX位置相同
     */
    public void moveBall(int racketX) {
        // 小球速度方向改变
        if (ballX <= 0 || ballX >= Constant.TABLE_WIDTH - ballSize) { // X轴方向速度
            speedX = -speedX;
        }
        if ((ballY <= Constant.racketHeight || ballY >= Constant.TABLE_HEIGHT - Constant.racketHeight - ballSize)
                && ballX > racketX - ballSize && ballX < racketX + Constant.racketWidth) { // Y轴方向速度
            speedY = -speedY;
        }

        ballX += speedX;
        ballY += speedY;
    }

    public int getBallSize() {
        return ballSize;
    }

    public Color getColor() {
        return color;
    }

    public void setColor(Color color) {
        this.color = color;
    }

    public int getBallX() {
        return ballX;
    }

    public void setBallX(int ballX) {
        this.ballX = ballX;
    }

    public int getBallY() {
        return ballY;
    }

    public void setBallY(int ballY) {
        this.ballY = ballY;
    }

    public int getSpeedX() {
        return speedX;
    }

    public void setSpeedX(int speedX) {
        this.speedX = speedX;
    }

    public int getSpeedY() {
        return speedY;
    }

    public void setSpeedY(int speedY) {
        this.speedY = speedY;
    }
}
(2)部件大小设置

package constant;

import java.awt.*;
import java.util.Random;

public class Constant {
    // 桌面宽高
    public static final int TABLE_WIDTH = 450;
    public static final int TABLE_HEIGHT = 600;
    // 桌面宽度 扩展部分
    public static final int TABLE_WIDTH_EXTEND = 150;

    // 球的大小
    public static final int BALL_SIZE = 16;
    // 球的颜色
    public static final Color BALL_COLOR = Color.RED;
    // 球的速度
    public static final int speedX = new Random().nextInt(5) + 5;
    public static final int speedY = new Random().nextInt(5) + 10;

    // 球拍长宽
    public static final int racketWidth = 60;
    public static final int racketHeight = 20;
    // 球拍颜色
    public static final Color RACKET_COLOR = Color.LIGHT_GRAY;
    // 球拍每次移动距离
    public static final int moveLength = 10;

}

(3)小球运动情况设置

package domain;

import constant.Constant;

import java.awt.*;

/**
 * 球类
 */
public class Ball {
    // 大小
    private int ballSize = Constant.BALL_SIZE;

    // 颜色
    private Color color = Constant.BALL_COLOR;

    // 坐标位置
    private int ballX;
    private int ballY;

    // 速度大小
    private int speedX = Constant.speedX;
    private int speedY = Constant.speedY;

    public Ball(int ballX, int ballY) {
        this.ballX = ballX;
        this.ballY = ballY;
    }

    /**
     * 小球移动
     * @param racketX :球拍位置,目前游戏中上球拍和下球拍racketX位置相同
     */
    public void moveBall(int racketX) {
        // 小球速度方向改变
        if (ballX <= 0 || ballX >= Constant.TABLE_WIDTH - ballSize) { // X轴方向速度
            speedX = -speedX;
        }
        if ((ballY <= Constant.racketHeight || ballY >= Constant.TABLE_HEIGHT - Constant.racketHeight - ballSize)
                && ballX > racketX - ballSize && ballX < racketX + Constant.racketWidth) { // Y轴方向速度
            speedY = -speedY;
        }

        ballX += speedX;
        ballY += speedY;
    }

    public int getBallSize() {
        return ballSize;
    }

    public Color getColor() {
        return color;
    }

    public void setColor(Color color) {
        this.color = color;
    }

    public int getBallX() {
        return ballX;
    }

    public void setBallX(int ballX) {
        this.ballX = ballX;
    }

    public int getBallY() {
        return ballY;
    }

    public void setBallY(int ballY) {
        this.ballY = ballY;
    }

    public int getSpeedX() {
        return speedX;
    }

    public void setSpeedX(int speedX) {
        this.speedX = speedX;
    }

    public int getSpeedY() {
        return speedY;
    }

    public void setSpeedY(int speedY) {
        this.speedY = speedY;
    }
}
(4)游戏界面设计

public class GameView extends Canvas {

    // 桌面宽高
    private final int TABLE_WIDTH = Constant.TABLE_WIDTH;
    private final int TABLE_HEIGHT = Constant.TABLE_HEIGHT;

    // 游戏规则
    private Rule rule;
    // 球
    private Ball ball;
    // 上球拍
    private Racket racketTop;
    // 下球拍
    private Racket racketBottom;

    // 声明定时器
    private Timer timer;

    // 分数
    private int score;

    public GameView(Ball ball, Racket racketTop, Racket racketBotton) {
        // 设置桌面
        this.setPreferredSize(new Dimension(TABLE_WIDTH + Constant.TABLE_WIDTH_EXTEND, TABLE_HEIGHT));
        this.rule = new Rule();
        this.ball = ball;
        this.racketTop = racketTop;
        this.racketBottom = racketBotton;

        // 定时刷新任务
        timer = new Timer(100, event -> {
            // 小球移动
            ball.moveBall(racketBotton.getRacketX());
            // 统计分数
            if (rule.scoreAdd(ball)) {
                score++;
            }
            // 绘制界面
            this.repaint();
        });
        timer.start();
    }

    @Override
    public void paint(Graphics g) {
        if (!rule.isOver(ball, racketBottom.getRacketX())) { // 游戏进行
            paintGame(g);
        } else { // 游戏结束
            paintGameOver(g);
            timer.stop();
        }
    }

    /**
     * 绘制游戏
     */
    private void paintGame(Graphics g) {
        // 绘制小球
        g.setColor(ball.getColor());
        g.fillOval(ball.getBallX(), ball.getBallY(), ball.getBallSize(), ball.getBallSize());

        // 绘制上球拍
        g.setColor(racketTop.getColor());
        g.fillRect(racketTop.getRacketX(), racketTop.getRacketY(), racketTop.getRacketWidth(), racketTop.getRacketHeight());

        // 绘制下球拍
        g.setColor(racketBottom.getColor());
        g.fillRect(racketBottom.getRacketX(), racketBottom.getRacketY(), racketBottom.getRacketWidth(), racketBottom.getRacketHeight());

        // 绘制直线
        g.setColor(Color.LIGHT_GRAY);
        g.fillRect(452, 0, 2, 600);

        // 绘制分数板
        g.setColor(Color.LIGHT_GRAY);
        g.fillRect(475, 130, 100,100);

        // 绘制分数
        g.setColor(Color.black);
        g.setFont(new Font("隶书", Font.BOLD, 30));
        g.drawString(Integer.toString(score), 515, 190);
    }

    /**
     * 绘制游戏结束
     */
    private void paintGameOver(Graphics g) {
        g.setColor(Color.BLUE);
        g.setFont(new Font("隶书", Font.BOLD, 30));
        g.drawString("游戏结束", 130, 300);

        // 绘制直线
        g.setColor(racketBottom.getColor());
        g.fillRect(452, 0, 2, 600);

        // 绘制分数板
        g.setColor(Color.LIGHT_GRAY);
        g.fillRect(475, 130, 100,100);

        // 绘制分数
        g.setColor(Color.black);
        g.setFont(new Font("隶书", Font.BOLD, 30));
        g.drawString(Integer.toString(score), 515, 190);
    }

    /**
     * 游戏的开始和暂停
     */
    public void runStatus() {
        if (timer.isRunning()) {
            timer.stop();
        } else {
            timer.start();
        }
    }

}

(5)球拍设计

public class Racket {
    // 长宽
    private int racketWidth = Constant.racketWidth;
    private int racketHeight = Constant.racketHeight;

    // 颜色
    private Color color = Constant.RACKET_COLOR;

    // 位置
    private int racketX;
    private int racketY;

    public Racket(int racketX, int racketY) {
        this.racketX = racketX;
        this.racketY = racketY;
    }

    /**
     * 左移动球拍
     * @param moveLength 移动长度
     */
    public void moveLeft(int moveLength) {
        if (racketX > 0) {
            racketX -= moveLength;
        }
    }

    /**
     * 右移动球拍
     * @param moveLength 移动长度
     */
    public void moveRight(int moveLength) {
        if (racketX < Constant.TABLE_WIDTH - racketWidth) {
            racketX += moveLength;
        }
    }

    public int getRacketWidth() {
        return racketWidth;
    }

    public void setRacketWidth(int racketWidth) {
        this.racketWidth = racketWidth;
    }

    public int getRacketHeight() {
        return racketHeight;
    }

    public void setRacketHeight(int racketHeight) {
        this.racketHeight = racketHeight;
    }

    public Color getColor() {
        return color;
    }

    public void setColor(Color color) {
        this.color = color;
    }

    public int getRacketX() {
        return racketX;
    }

    public void setRacketX(int racketX) {
        this.racketX = racketX;
    }

    public int getRacketY() {
        return racketY;
    }

    public void setRacketY(int racketY) {
        this.racketY = racketY;
    }
}
(6)游戏规则设置

public class Rule {

    private int preSpeed = Constant.speedY;

    public Rule() {
    }

    /**
     * 游戏是否结束
     * @param ball 球类
     * @param racketX 球拍位置,目前游戏中上球拍和下球拍racketX位置相同
     */
    public boolean isOver(Ball ball, int racketX) {
        // 游戏结束
        if ((ball.getBallY() <= Constant.racketHeight || ball.getBallY() >= Constant.TABLE_HEIGHT - Constant.racketHeight - ball.getBallSize())
                && (ball.getBallX() <= racketX - ball.getBallSize() || ball.getBallX() >= racketX + Constant.racketWidth)) {
            return true;
        }
        return false;
    }

    /**
     * 是否加分
     * @param ball 球类
     */
    public boolean scoreAdd(Ball ball) {
        if (preSpeed != ball.getSpeedY()) {
            this.preSpeed = ball.getSpeedY();
            return true;
        }
        return false;
    }

}
 



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