?xml version="1.0" encoding="UTF-8"?
importjava.util.Random;
publicclassAirplaneextendsFlyingObjectimplementsEnemy {
privateintspeed = 3; //移动步骤
/** 初始化数据 */
publicAirplane(){
this.image = ShootGame.airplane;
width = image.getWidth();
height = image.getHeight();
y = -height;
Random rand =newRandom();
x = rand.nextInt(ShootGame.WIDTH - width);
}
/** 获取分数 */
@Override
publicintgetScore() {
return5;
}
/** //越界处理 */
@Override
public booleanoutOfBounds() {
returny>ShootGame.HEIGHT;
}
/** 移动 */
@Override
publicvoidstep() {
y += speed;
}
}
/**
* 奖励
*/
publicinterfaceAward {
intDOUBLE_FIRE= 0; //双倍火力
intLIFE= 1; //1条命
/** 获得奖励类型(上面的0或1) */
intgetType();
}
importjava.util.Random;
/** 蜜蜂 */
publicclassBeeextendsFlyingObjectimplementsAward{
privateintxSpeed = 1; //x坐标移动速度
privateintySpeed = 2; //y坐标移动速度
privateintawardType; //奖励类型
/** 初始化数据 */
publicBee(){
this.image = ShootGame.bee;
width = image.getWidth();
height = image.getHeight();
y = -height;
Random rand =newRandom();
x = rand.nextInt(ShootGame.WIDTH - width);
awardType = rand.nextInt(2); //初始化时给奖励
}
/** 获得奖励类型 */
publicintgetType(){
returnawardType;
}
/** 越界处理 */
@Override
publicbooleanoutOfBounds() {
returny>ShootGame.HEIGHT;
}
/** 移动,可斜着飞 */
@Override
publicvoidstep() {
x += xSpeed;
y += ySpeed;
if(x > ShootGame.WIDTH-width){
xSpeed = -1;
}
if(x < 0){
xSpeed = 1;
}
}
}
/**
* 子弹类:是飞行物
*/
publicclassBulletextendsFlyingObject {
privateintspeed= 3; //移动的速度
/** 初始化数据 */
publicBullet(intx,inty){
this.x=x;
this.y=y;
this.image= ShootGame.bullet;
}
/** 移动 */
@Override
publicvoidstep(){
y-=speed;
}
/** 越界处理 */
@Override
publicbooleanoutOfBounds() {
returny<-height;
}
}
/**
* 敌人,可以有分数
*/
publicinterfaceEnemy {
/** 敌人的分数 */
intgetScore();
}
importjava.awt.image.BufferedImage;
/**
* 飞行物(敌机,蜜蜂,子弹,英雄机)
*/
publicabstractclassFlyingObject {
protectedintx; //x坐标
protectedinty; //y坐标
protectedintwidth; //宽
protectedintheight; //高
protectedBufferedImageimage; //图片
publicintgetX() {
returnx;
}
publicvoidsetX(intx) {
this.x=x;
}
publicintgetY() {
returny;
}
publicvoidsetY(inty) {
this.y=y;
}
publicintgetWidth() {
returnwidth;
}
publicvoidsetWidth(intwidth) {
this.width=width;
}
publicintgetHeight() {
returnheight;
}
publicvoidsetHeight(intheight) {
this.height=height;
}
publicBufferedImage getImage() {
returnimage;
}
publicvoidsetImage(BufferedImageimage) {
this.image=image;
}
/**
* 检查是否出界
*@returntrue 出界与否
*/
publicabstractbooleanoutOfBounds();
/**
* 飞行物移动一步
*/
publicabstractvoidstep();
/**
* 检查当前飞行物体是否被子弹(x,y)击(shoot)中
*@paramBullet 子弹对象
*@returntrue表示被击中了
*/
publicbooleanshootBy(Bulletbullet){
intx=bullet.x; //子弹横坐标
inty=bullet.y; //子弹纵坐标
returnthis.x
}
}
importjava.awt.image.BufferedImage;
/**
* 英雄机:是飞行物
*/
publicclassHeroextendsFlyingObject{
privateBufferedImage[]images= {}; //英雄机图片
privateintindex= 0; //英雄机图片切换索引
privateintdoubleFire; //双倍火力
privateintlife; //命
/** 初始化数据 */
publicHero(){
life= 3; //初始3条命
doubleFire= 0; //初始火力为0
images=newBufferedImage[]{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 */
publicintisDoubleFire() {
returndoubleFire;
}
/** 设置双倍火力 */
publicvoidsetDoubleFire(intdoubleFire) {
this.doubleFire=doubleFire;
}
/** 增加火力 */
publicvoidaddDoubleFire(){
doubleFire= 40;
}
/** 增命 */
publicvoidaddLife(){ //增命
life++;
}
/** 减命 */
publicvoidsubtractLife(){ //减命
life--;
}
/** 获取命 */
publicintgetLife(){
returnlife;
}
/** 当前物体移动了一下,相对距离,x,y鼠标位置 */
publicvoidmoveTo(intx,inty){
this.x=x-width/2;
this.y=y-height/2;
}
/** 越界处理 */
@Override
publicbooleanoutOfBounds() {
returnfalse;
}
/** 发射子弹 */
publicBullet[] shoot(){
intxStep=width/4; //4半
intyStep= 20; //步
if(doubleFire>0){ //双倍火力
Bullet[]bullets=newBullet[2];
bullets[0] =newBullet(x+xStep,y-yStep); //y-yStep(子弹距飞机的位置)
bullets[1] =newBullet(x+3*xStep,y-yStep);
returnbullets;
}else{ //单倍火力
Bullet[]bullets=newBullet[1];
bullets[0] =newBullet(x+2*xStep,y-yStep);
returnbullets;
}
}
/** 移动 */
@Override
publicvoidstep() {
if(images.length>0){
image=images[index++/10%images.length]; //切换图片hero0,hero1
}
}
/** 碰撞算法 */
publicbooleanhit(FlyingObjectother){
intx1=other.x-this.width/2; //x坐标最小距离
intx2=other.x+this.width/2 +other.width; //x坐标最大距离
inty1=other.y-this.height/2; //y坐标最小距离
inty2=other.y+this.height/2 +other.height;//y坐标最大距离
intherox=this.x+this.width/2; //英雄机x坐标中心点距离
intheroy=this.y+this.height/2; //英雄机y坐标中心点距离
returnherox>x1&&heroxy1&&heroy
}
}
importjava.awt.Font;
importjava.awt.Color;
importjava.awt.Graphics;
importjava.awt.event.MouseAdapter;
importjava.awt.event.MouseEvent;
importjava.util.Arrays;
importjava.util.Random;
importjava.util.Timer;
importjava.util.TimerTask;
importjava.awt.image.BufferedImage;
importjavax.imageio.ImageIO;
importjavax.swing.ImageIcon;
importjavax.swing.JFrame;
importjavax.swing.JPanel;
publicclassShootGameextendsJPanel {
publicstaticfinalintWIDTH= 400;// 面板宽
publicstaticfinalintHEIGHT= 654;// 面板高
/** 游戏的当前状态: START RUNNING PAUSE GAME_OVER */
privateintstate;
privatestaticfinalintSTART= 0;
privatestaticfinalintRUNNING= 1;
privatestaticfinalintPAUSE= 2;
privatestaticfinalintGAME_OVER= 3;
privateintscore= 0;// 得分
privateTimertimer;// 定时器
privateintintervel= 1000 / 100;// 时间间隔(毫秒)
publicstaticBufferedImagebackground;
publicstaticBufferedImagestart;
publicstaticBufferedImageairplane;
publicstaticBufferedImagebee;
publicstaticBufferedImagebullet;
publicstaticBufferedImagehero0;
publicstaticBufferedImagehero1;
publicstaticBufferedImagepause;
publicstaticBufferedImagegameover;
privateFlyingObject[]flyings= {};// 敌机数组
privateBullet[]bullets= {};// 子弹数组
privateHerohero=newHero();// 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(Exceptione) {
e.printStackTrace();
}
}
/** 画 */
@Override
publicvoidpaint(Graphicsg) {
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 */
publicvoidpaintHero(Graphicsg) {
g.drawImage(hero.getImage(),hero.getX(),hero.getY(),null);
}
/** 画子弹 */
publicvoidpaintBullets(Graphicsg) {
for(inti= 0;i
Bulletb=bullets[i];
g.drawImage(b.getImage(),b.getX() -b.getWidth() / 2,b.getY(),
null);
}
}
/** 画飞行物 */
publicvoidpaintFlyingObjects(Graphicsg) {
for(inti= 0;i
FlyingObjectf=flyings[i];
g.drawImage(f.getImage(),f.getX(),f.getY(),null);
}
}
/** 画分数 */
publicvoidpaintScore(Graphicsg) {
intx= 10;// x坐标
inty= 25;// y坐标
Fontfont=newFont(Font.SANS_SERIF, Font.BOLD, 22);// 字体
g.setColor(newColor(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 */
publicvoidpaintState(Graphicsg) {
switch(state) {
caseSTART:// 启动状态
g.drawImage(start, 0, 0,null);
break;
casePAUSE:// 暂停状态
g.drawImage(pause, 0, 0,null);
break;
caseGAME_OVER:// 游戏终止状态
g.drawImage(gameover, 0, 0,null);
break;
}
}
publicstaticvoidmain(String[]args) {
JFrameframe=newJFrame("Fly");
ShootGamegame=newShootGame();// 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(newImageIcon("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 */
publicvoidaction() {
// 鼠标监听事件
MouseAdapterl=newMouseAdapter() {
@Override
publicvoidmouseMoved(MouseEvente) {// 鼠标移动
if(state==RUNNING) {// 运行状态下移动英雄机--随鼠标位置
intx=e.getX();
inty=e.getY();
hero.moveTo(x,y);
}
}
@Override
publicvoidmouseEntered(MouseEvente) {// 鼠标进入
if(state==PAUSE) {// 暂停状态下运行
state=RUNNING;
}
}
@Override
publicvoidmouseExited(MouseEvente) {// 鼠标退出
if(state==RUNNING) {// 游戏未结束,则设置其为暂停
state=PAUSE;
}
}
@Override
publicvoidmouseClicked(MouseEvente) {// 鼠标点击
switch(state) {
caseSTART:
state=RUNNING;// 启动状态下运行
break;
caseGAME_OVER:// 游戏结束,清理现场
flyings=newFlyingObject[0];// 清空飞行物
bullets=newBullet[0];// 清空子弹
hero=newHero();// 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=newTimer();// 主流程控制
timer.schedule(newTimerTask() {
@Override
publicvoidrun() {
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);
}
intflyEnteredIndex= 0;// 飞行物入场计数
/** 飞行物入场 */
publicvoidenterAction() {
flyEnteredIndex++;
if(flyEnteredIndex% 40 == 0) {// 400毫秒生成一个飞行物--10*40
FlyingObjectobj= 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 */
publicvoidstepAction() {
for(inti= 0;i
FlyingObjectf=flyings[i];
f.step();
}
for(inti= 0;i
Bulletb=bullets[i];
b.step();
}
hero.step();// 英雄机走一步
}
/** 飞行物走一步 */
publicvoidflyingStepAction() {
for(inti= 0;i
FlyingObjectf=flyings[i];
f.step();
}
}
intshootIndex= 0;// 射击计数
/** 射击 */
publicvoidshootAction() {
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 */
publicvoidbangAction() {
for(inti= 0;i
Bulletb=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 */
publicvoidoutOfBoundsAction() {
intindex= 0;// 索引
FlyingObject[]flyingLives=newFlyingObject[flyings.length];// 活着的飞行物
for(inti= 0;i
FlyingObjectf=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=newBullet[bullets.length];
for(inti= 0;i
Bulletb=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 */
publicvoidcheckGameOverAction() {
if(isGameOver()==true) {
state=GAME_OVER;// 改变状态
}
}
/** 检查游戏是否结束 */
publicbooleanisGameOver() {
for(inti= 0;i
intindex= -1;
FlyingObjectobj=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) {
FlyingObjectt=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
}
}
returnhero.getLife() <= 0;
}
/** 子弹和飞行物之间的碰撞检查 */
publicvoidbang(Bulletbullet) {
intindex= -1;// 击中的飞行物索引
for(inti= 0;i
FlyingObjectobj=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
FlyingObjectone=flyings[index];// 记录被击中的飞行物
FlyingObjecttemp=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(oneinstanceofEnemy) {// 检查类型,是敌人,则加分
Enemye= (Enemy)one;// 强制类型转换
score+=e.getScore();// 加分
}else{// 若为奖励,设置奖励
Awarda= (Award)one;
inttype=a.getType();// 获取奖励类型
switch(type) {
caseAward.DOUBLE_FIRE:
hero.addDoubleFire();// 设置双倍火力
break;
caseAward.LIFE:
hero.addLife();// 设置加命
break;
}
}
}
}
/**
* 随机生成飞行物
*
*@return飞行物对象
*/
publicstaticFlyingObject nextOne() {
Randomrandom=newRandom();
inttype=random.nextInt(20);// [0,20)
if(type< 4) {
returnnewBee();
}else{
returnnewAirplane();
}
}
}
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