java打飞机小游戏

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完整代码

敌飞机

import java.util.Random; 敌飞机: 是飞行物,也是敌人public class Airplane extends FlyingObject implements Enemy {    private int speed = 3;  //移动步骤    /** 初始化数据 */    public Airplane(){        this.image = ShootGame.airplane;        width = image.getWidth();        height = image.getHeight();        y = -height;                  Random rand = new Random();        x = rand.nextInt(ShootGame.WIDTH - width);    }    /** 获取分数 */    @Override    public int getScore() {          return 5;    }    /** //越界处理 */    @Override    public     boolean outOfBounds() {           return y>ShootGame.HEIGHT;    }    /** 移动 */    @Override    public void step() {           y += speed;    }}

分数奖励

/**  * 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();  }



蜜蜂

import java.util.Random;  /** 蜜蜂 */  public class Bee extends FlyingObject implements Award{      private int xSpeed = 1;   //x坐标移动速度      private int ySpeed = 2;   //y坐标移动速度      private int awardType;    //奖励类型      /** 初始化数据 */      public Bee(){          this.image = ShootGame.bee;          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      }      /** 获得奖励类型 */      public int getType(){          return awardType;      }      /** 越界处理 */      @Override      public boolean outOfBounds() {          return y>ShootGame.HEIGHT;      }      /** 移动,可斜着飞 */      @Override      public void step() {                x += xSpeed;          y += ySpeed;          if(x > ShootGame.WIDTH-width){                xSpeed = -1;          }          if(x < 0){              xSpeed = 1;          }      }  }

子弹类:是飞行物体

/**  * 子弹类:是飞行物  */  public class Bullet extends FlyingObject {      private int speed = 3;  //移动的速度      /** 初始化数据 */      public Bullet(int x,int y){          this.x = x;          this.y = y;          this.image = ShootGame.bullet;      }      /** 移动 */      @Override      public void step(){             y-=speed;      }      /** 越界处理 */      @Override      public boolean outOfBounds() {          return y<-height;      }  }

敌人的分数

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

飞行物(敌机,蜜蜂,子弹,英雄机)

import java.awt.image.BufferedImage;  /**  * 飞行物(敌机,蜜蜂,子弹,英雄机)  */  public abstract class FlyingObject {      protected int x;    //x坐标      protected int y;    //y坐标      protected int width;    //宽      protected int height;   //高      protected BufferedImage image;   //图片      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      * @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      * @param Bullet 子弹对象      * @return true表示被击中了      */      public boolean shootBy(Bullet bullet){          int x = bullet.x;  //子弹横坐标          int y = bullet.y;  //子弹纵坐标          return this.x<x && x<this.x+width && this.y<y && y<this.y+height;      }  }

英雄机

import java.awt.image.BufferedImage;  /**  * 英雄机:是飞行物 */  public class Hero extends FlyingObject{      private BufferedImage[] images = {};  //英雄机图片      private int index = 0;                //英雄机图片切换索引      private int doubleFire;   //双倍火力      private int life;   //命      /** 初始化数据 */      public Hero(){          life = 3;   //初始3条命          doubleFire = 0;   //初始火力为0          images = new BufferedImage[]{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 */      public int isDoubleFire() {          return doubleFire;      }      /** 设置双倍火力 */      public void setDoubleFire(int doubleFire) {          this.doubleFire = doubleFire;      }      /** 增加火力 */      public void addDoubleFire(){          doubleFire = 40;      }      /** 增命 */      public void addLife(){  //增命          life++;      }      /** 减命 */      public void subtractLife(){   //减命          life--;      }      /** 获取命 */      public int getLife(){          return life;      }      /** 当前物体移动了一下,相对距离,x,y鼠标位置  */      public void moveTo(int x,int y){             this.x = x - width/2;          this.y = y - height/2;      }      /** 越界处理 */      @Override      public boolean outOfBounds() {          return false;        }      /** 发射子弹 */      public Bullet[] shoot(){             int xStep = width/4;      //4半          int yStep = 20;  //步          if(doubleFire>0){  //双倍火力              Bullet[] bullets = new Bullet[2];              bullets[0] = new Bullet(x+xStep,y-yStep);  //y-yStep(子弹距飞机的位置)              bullets[1] = new Bullet(x+3*xStep,y-yStep);              return bullets;          }else{      //单倍火力              Bullet[] bullets = new Bullet[1];              bullets[0] = new Bullet(x+2*xStep,y-yStep);                return bullets;          }      }      /** 移动 */      @Override      public void step() {          if(images.length>0){              image = images[index++/10%images.length];  //切换图片hero0,hero1          }      }      /** 碰撞算法 */      public boolean hit(FlyingObject other){          int x1 = other.x - this.width/2;                 //x坐标最小距离          int x2 = other.x + this.width/2 + other.width;   //x坐标最大距离          int y1 = other.y - this.height/2;                //y坐标最小距离          int y2 = other.y + this.height/2 + other.height; //y坐标最大距离          int herox = this.x + this.width/2;               //英雄机x坐标中心点距离          int heroy = this.y + this.height/2;              //英雄机y坐标中心点距离          return herox>x1 && herox<x2 && heroy>y1 && heroy<y2;   //区间范围内为撞上了      }  }

游戏启动主类

import java.awt.Font;  import java.awt.Color;  import java.awt.Graphics;  import java.awt.event.MouseAdapter;  import java.awt.event.MouseEvent;  import java.util.Arrays;  import java.util.Random;  import java.util.Timer;  import java.util.TimerTask;  import java.awt.image.BufferedImage;  import javax.imageio.ImageIO;  import javax.swing.ImageIcon;  import javax.swing.JFrame;  import javax.swing.JPanel;  public class ShootGame extends JPanel {      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;      private static final int START = 0;      private static final int RUNNING = 1;      private static final int PAUSE = 2;      private 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 airplane;      public static BufferedImage bee;      public static BufferedImage bullet;      public static BufferedImage hero0;      public static BufferedImage hero1;      public static BufferedImage pause;      public static BufferedImage gameover;      private FlyingObject[] flyings = {}; // 敌机数组      private Bullet[] bullets = {}; // 子弹数组      private Hero hero = new Hero(); // 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 (Exception e) {              e.printStackTrace();          }      }      /** 画 */      @Override      public void paint(Graphics g) {          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 */      public void paintHero(Graphics g) {          g.drawImage(hero.getImage(), hero.getX(), hero.getY(), null);      }      /** 画子弹 */      public void paintBullets(Graphics g) {          for (int i = 0; i < bullets.length; i++) {              Bullet b = bullets[i];              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; // x坐标          int y = 25; // y坐标          Font font = new Font(Font.SANS_SERIF, Font.BOLD, 22); // 字体          g.setColor(new Color(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 */      public void paintState(Graphics g) {          switch (state) {          case START: // 启动状态              g.drawImage(start, 0, 0, null);              break;          case PAUSE: // 暂停状态              g.drawImage(pause, 0, 0, null);              break;          case GAME_OVER: // 游戏终止状态              g.drawImage(gameover, 0, 0, null);              break;          }      }      public static void main(String[] args) {          JFrame frame = new JFrame("Fly");          ShootGame game = new ShootGame(); // 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(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      }      /** 启动执行代码 */      public void action() {          // 鼠标监听事件          MouseAdapter l = new MouseAdapter() {              @Override              public void mouseMoved(MouseEvent e) { // 鼠标移动                  if (state == RUNNING) { // 运行状态下移动英雄机--随鼠标位置                      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) { // 暂停状态下运行                      state = RUNNING;                  }              }              @Override              public void mouseExited(MouseEvent e) { // 鼠标退出                  if (state == RUNNING) { // 游戏未结束,则设置其为暂停                      state = PAUSE;                  }              }              @Override              public void mouseClicked(MouseEvent e) { // 鼠标点击                  switch (state) {                  case START:                      state = RUNNING; // 启动状态下运行                      break;                  case GAME_OVER: // 游戏结束,清理现场                      flyings = new FlyingObject[0]; // 清空飞行物                      bullets = new Bullet[0]; // 清空子弹                      hero = new Hero(); // 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 = new Timer(); // 主流程控制          timer.schedule(new TimerTask() {              @Override              public void run() {                  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);      }      int flyEnteredIndex = 0; // 飞行物入场计数      /** 飞行物入场 */      public void enterAction() {          flyEnteredIndex++;          if (flyEnteredIndex % 40 == 0) { // 400毫秒生成一个飞行物--10*40              FlyingObject obj = 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 */      public void stepAction() {          for (int i = 0; i < flyings.length; i++) { // 飞行物走一步              FlyingObject f = flyings[i];              f.step();          }          for (int i = 0; i < bullets.length; i++) { // 子弹走一步              Bullet b = bullets[i];              b.step();          }          hero.step(); // 英雄机走一步      }      /** 飞行物走一步 */      public void flyingStepAction() {          for (int i = 0; i < flyings.length; i++) {              FlyingObject f = flyings[i];              f.step();          }      }      int shootIndex = 0; // 射击计数      /** 射击 */      public void shootAction() {          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 */      public void bangAction() {          for (int i = 0; i < bullets.length; i++) { // 遍历所有子弹              Bullet b = 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 */      public void outOfBoundsAction() {          int index = 0; // 索引          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; // 索引重置为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()==true) {              state = GAME_OVER; // 改变状态          }      }      /** 检查游戏是否结束 */      public boolean isGameOver() {          for (int i = 0; i < flyings.length; i++) {              int index = -1;              FlyingObject obj = 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) {                  FlyingObject t = 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              }          }          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(敌人加分,奖励获取)              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              } else { // 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;                  }              }          }      }      /**      * 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); // [0,20)          if (type < 4) {              return new Bee();          } else {              return new Airplane();          }      }  }