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打飞机小游戏

打飞机小游戏

作者: 窦常荣 | 来源:发表于2018-08-24 19:13 被阅读0次

?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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