java复习 做一个简易的飞机游戏

最近闲来无事复习下java基础,没有特别复杂的功能,一切从简,旨在回顾知识点!!!

游戏效果如下:
java复习 做一个简易的飞机游戏_第1张图片
我们通过键盘控制飞机前后移动躲避炮弹,如果碰到炮弹则会爆炸,游戏结束并显示游戏坚持的时间

基本的功能实现

MyGameFrame类

package com.xiaodao.game;

import java.awt.Color;
import java.awt.Font;
import java.awt.Frame;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.util.Date;


/**
 * 飞机游戏的主窗口
 * @author 刘小叨
 *
 */
public class MyGameFrame extends Frame {
		Image plane = GameUtil.getImage("images/plane.png");
		Image bg = GameUtil.getImage("images/bg.jpg");
		Date startTime = new Date();//游戏起始时刻
		Date endTime;
		int gameTime;
		
		Plane p = new Plane(plane,250,250);
		Shell s = new Shell();
		Shell[] shells = new Shell[50];
		Explode bao;
		@Override
		public void paint(Graphics g) {//自动被调用 g 就是一支画笔
			Color c = g.getColor();
			g.drawImage(bg, 0, 0, null);
			
			p.drawSelf(g);//画飞机
			//画出所有炮弹
			for(int i=0;i

GameUtil工具类

package com.xiaodao.game;

import java.awt.Image;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.net.URL;

import javax.imageio.ImageIO;

public class GameUtil {
	//工具类最好将构造器私有化
	private GameUtil() {
		
	}
	/**
	 * 返回指定路径的图片对象
	 * @param path
	 * @return
	 */
	public static Image getImage(String path) {
		BufferedImage bi = null;
		try {
			URL u = GameUtil.class.getClassLoader().getResource(path);
			bi = ImageIO.read(u);
		} catch (IOException e) {
			// TODO Auto-generated catch block
			e.printStackTrace();
		}
		return bi;
	} 
}

GameObject类

package com.xiaodao.game;

import java.awt.Graphics;
import java.awt.Image;
import java.awt.Rectangle;

/**
 * 游戏物体的父类
 * @author 刘小叨
 *
 */
public class GameObject {
	 Image image;
	 double x,y;
	 int speed;
	 int width,height;
	
	public void drawSelf(Graphics g) {
		g.drawImage(image, (int)x, (int)y,null);
	}
	public GameObject(Image image, double x, double y, int speed, int width, int height) {
		super();
		this.image = image;
		this.x = x;
		this.y = y;
		this.speed = speed;
		this.width = width;
		this.height = height;
	}
	public GameObject(Image image, double x, double y) {
		super();
		this.image = image;
		this.x = x;
		this.y = y;
	}
	public GameObject() {
		
	}
	/**
	 * 返回物体所在的矩形,便于后续的碰撞检测
	 * @return
	 */
	public Rectangle getRect() {
		return new Rectangle((int)x, (int)y, width, height);
	}
}

Plane类

package com.xiaodao.game;

import java.awt.Graphics;
import java.awt.Image;
import java.awt.event.KeyEvent;

public class Plane extends GameObject {
	boolean left,up,right,down;
	boolean live = true;
	public void drawSelf(Graphics g) {
		
		if(live) {
			g.drawImage(image, (int)x, (int)y,null);
			if(x>0 && x40 && y40 && yConstant.GAME_WIDTH-width && y>40 && y0 && xConstant.GAME_HEIGHT-height) {
			if(left) {
				x -=speed;
			}
			if(right) {
				x +=speed;
			}
			if(up) {
				y -=speed;
			}
		}
		else if(x>0 && xConstant.GAME_HEIGHT-height) {
			if(right) {
				x +=speed;
			}
			if(up) {
				y -=speed;
			}
		}
		else if(x>Constant.GAME_WIDTH-width && y>Constant.GAME_HEIGHT-height) {
			if(up) {
				y -=speed;
			}
			if(left) {
				x -=speed;
			}
		}
		else if(x>Constant.GAME_WIDTH-width && y<40) {
			if(down) {
				y +=speed;
			}
			if(left) {
				x -=speed;
			}
		}
		else if(x<0 && y<40) {
			if(down) {
				y +=speed;
			}
			if(right) {
				x +=speed;
			}
		}else {
		}
		}
	}
	public Plane(Image image,double x, double y) {
		this.image = image;
		this.x = x;
		this.y = y;	
		this.speed = 4;
		this.width = image.getWidth(null);
		this.height = image.getHeight(null);
		}
	//按下某个键增加相应的方向
	public void addDirection(KeyEvent e) {
		switch(e.getKeyCode()) {
		case KeyEvent.VK_LEFT:
			left = true;
			break;
		case KeyEvent.VK_UP:
			up = true;
			break;
		case KeyEvent.VK_RIGHT:
			right = true;
			break;
		case KeyEvent.VK_DOWN:
			down = true;
			break;
			
			default:
			break;
		}
	}
	//按下某个键取消相应的方向
	public void minusDirection(KeyEvent e) {
		switch(e.getKeyCode()) {
		case KeyEvent.VK_LEFT:
			left = false;
			break;
		case KeyEvent.VK_UP:
			up = false;
			break;
		case KeyEvent.VK_RIGHT:
			right = false;
			break;
		case KeyEvent.VK_DOWN:
			down = false;
			break;
			
			default:
			break;
		}
	}
}

Shell类

package com.xiaodao.game;

import java.awt.Color;
import java.awt.Graphics;

/**
 * 炮弹类
 * @author 刘小叨
 *
 */
public class Shell  extends GameObject{
		double degree;
		
		public Shell() {
			x = 200;
			y = 200;
			width = 10;
			height = 10;
			speed = 4;
			degree = Math.random()*Math.PI*2;
		}
		public void draw(Graphics g) {
			Color c = g.getColor();
			g.setColor(c.YELLOW);
			g.fillOval((int)x, (int)y, width, height);
			//炮弹沿任意角度去飞
			x += speed*Math.cos(degree);
			y += speed*Math.sin(degree);
			
			if(x<0||x>Constant.GAME_WIDTH-width) {
				degree = Math.PI-degree;
			}
			if(y<40||y>Constant.GAME_HEIGHT-height) {
				degree =-degree;
			}
			g.setColor(c);
		
		}
}

Constant类

package com.xiaodao.game;

public class Constant {
	public static final  int GAME_WIDTH = 500;
	public static final  int GAME_HEIGHT = 500;
}

Explode类

package com.xiaodao.game;

import java.awt.Graphics;
import java.awt.Image;

/**
 * 爆炸类
 * @author 刘小叨
 *
 */
public class Explode {
	double x,y;
	static Image[]  imgs= new Image[16];
	static {
		for(int i=0;i<16;i++) {
			imgs[i] =GameUtil.getImage("images/explode/e"+(i+1)+".gif");
			imgs[i].getWidth(null);
		}
	}
	int count;
	public void draw(Graphics g) {
		if(count<=15) {
			g.drawImage(imgs[count], (int)x, (int)y, null);
			count++;
		}
	}
	public Explode(double x,double y) {
		this.x = x;
		this.y = y;
	}
}

总结与思考

使用AWT和Swing GUI技术 画出窗口和图形加载,JFrame类java.swing中的主类,画的窗口必须继承JFrame,在继承java.swing.JFrame之后仍发现有轻微闪烁,只能使用继承java.awt.Frame类,并使用“双缓冲技术”来解决闪烁问题
用addWindowListener()来增加窗口监听事件,System.exit(0)表示应用正常结束,使用GameUtil工具类来加载图片代码,设计GameObject类,并且用它作为所有游戏体的父类,以便于Plane类和Shell类继承,Plane类需要键盘和程序交互,每次按下松开键都应该触发相应的键盘事件,通过上下左右来控制飞机,程序根据四个方向的状态进行移动,只需要对飞机的X,Y坐标进行加减法,并且需要注意飞机移动不应该越过边界,我们需要在Plane类中限制飞机活动的范围。
在MyGameFrame类中使用KeyMonitor内部类来实现键盘监听功能,Shell类在固定处生成炮弹,方向随机,并遇到边界会自动反弹,在MyGameFrame类中增加数组用来添加一定数量的炮弹,然后进行矩形检测来判断飞机和炮弹是否有过碰撞,当飞机和炮弹碰撞后会出现爆炸效果,而爆炸效果实际上是一系列爆炸的图片进行轮播。我们在初始化窗口时定义一个起始时间,当飞机与炮弹碰撞游戏结束时,保存一个结束时间,两者相减就是游戏存活的时间。

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