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java彈幕小遊戲1.0版本

java 彈幕小遊戲的最初版本,供大家參考,具體內容如下

最近在學習javaSE,根據b站視訊老師的講解,也參考了他的程式碼,做了一個彈幕小遊戲,也增添了一些自己的程式碼進去,因為只是最簡單的遊戲體,以後會慢慢做完整,所以如果有錯誤,或者程式碼不夠整潔的話,可以幫我改正,謝謝啦。

父類

import java.awt.*;

public class GameObject {
 //遊戲物體的父類

 Image img;
 double x,y;
 int speed = 3;
 int width,height;

 public void drawSelf(Graphics g){
 g.drawImage(img,(int)x,(int)y,null);
 }

 public GameObject(Image img,double x,double y,int X_speed,int Y_speed,int width,int height) {
 this.img = img;
 this.x = x;
 this.y = y;
 this.speed = speed;
 this.width = width;
 this.height = height;
 }

 public GameObject(Image img,double y) {
 this.img = img;
 this.x = x;
 this.y = y;
 }

 public GameObject(){ }

 //返回物體所在的矩形,便於後續的碰撞檢測
 public Rectangle getRect(){
 return new Rectangle((int)x,width,height);
 }
}

彈幕類

import com.sun.xml.internal.ws.model.wsdl.WSDLPortProperties;

import java.awt.*;

public class Shell extends GameObject {
 double degree;
 public Shell() {
 x = 200;
 y = 200;
 width = 10;
 height = 10;
 speed = 2;
 speed = 2;
 //弧度
 degree = Math.random()*Math.PI*2;
 }

 public void draw(Graphics g){
 Color c = g.getColor();
 g.setColor(Color.YELLOW);

 g.fillOval((int)x,height);

 //炮彈沿著任意角度去飛
 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);
 }
}

飛機類

import java.awt.*;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;

public class Plane extends GameObject{
 boolean left,right,up,down;
 boolean live = true; //飛機是否活著
 boolean leftflag,rightflag,upflag,downflag;//這些布林值判斷當碰到上下左右的邊框時的狀態
 //如果活著畫出來
 public void drawSelf(Graphics g){
 if(live) {
 g.drawImage(img,(int) x,(int) y,null);

 //根據方向進行不同的移動
 if (left) {
 x -= speed;
 }
 if (right) {
 x += speed;
 }
 if (up) {
 y -= speed;
 }
 if (down) {
 y += speed;
 }
 }
 }

 public Plane(Image img,double y) {
 this.img = img;
 this.x = x;
 this.y = y;
 this.speed = 3;
 this.width = img.getWidth(null);
 this.height = img.getHeight(null);
 }

 //按下某個鍵,增加相應的方向
 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;

 }
 }

 //按下某個鍵,取消相應的方向
 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;

 }
 }
}

爆炸類

import java.awt.*;
//爆炸類
public class Explode {
 double x,y; //爆炸的位置
 static Image[] imgs = new Image[16];
 static {
 for(int i=0;i<16;i++){
 imgs[i] = PlayGameFrame.GameUtil.getImage("image/explode/e"+(i+1)+".gif");
 imgs[i].getWidth(null);
 }
 }

 int count;

 public void draw(Graphics g){
 if(count <= 15){
 g.drawImage(imgs[count],null);
 count++;
 }
 }

 public Explode(double x,double y){
 this.x = x;
 this.y = y;
 }
}

常量類

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

主類

import jdk.internal.cmm.SystemResourcePressureImpl;

import javax.imageio.ImageIO;
import javax.swing.*;
import java.awt.*;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.net.URL;
import java.awt.Rectangle;
import java.util.Date;

/**
 *飛機遊戲的主視窗
 */
class PlayGameFrame extends Frame {
 Image planeImg= GameUtil.getImage("image/plane.png");
 Image nightsky = GameUtil.getImage("image/nightsky.jpg");

 //定義飛機的座標
 Plane plane = new Plane(planeImg,250,250);
 //定義炮彈
 Shell[] shells = new Shell[50];

 Explode boom;

 Date startTime = new Date();
 Date endTime;

 int period;//遊戲持續的時間
 /**
 *畫圖
 */
 @Override
 public void paint(Graphics g) { //自動被呼叫,g這個變數相當於一個畫筆
 Color c = g.getColor();
 super.paint(g);//防止黑屏
 g.drawImage(nightsky,null);
 plane.drawSelf(g);//畫飛機

 if(plane.x <= Constant.GAME_WIDTH-plane.width && plane.x >= 30 && plane.y <= Constant.GAME_HEIGHT-30 && plane.y >= 0) plane.speed = 10;
 else plane.speed = -plane.speed;

 //畫出所有的炮彈
 for(int i=0;i<shells.length;i++) {
 shells[i].draw(g);

 //檢測炮彈是否和飛機相撞
 boolean peng = shells[i].getRect().intersects(plane.getRect());
 if(peng){
 plane.live = false;
 if(boom == null) { //如果不加這個if,飛機在碰到炮彈的時候會不停地生成爆炸類
 boom = new Explode(plane.x,plane.y);

 endTime = new Date();
 period = (int)((endTime.getTime() - startTime.getTime())/1000);
 }
 boom.draw(g);
 }

 //計時功能
 if(!plane.live) {
 g.setColor(Color.red);
 Font f = new Font("宋體",Font.BOLD,50);
 g.setFont(f);
 g.drawString("時間:" + period + "秒",(int) plane.x,(int) plane.y);
 }
 }
 g.setColor(c);
 /*Color c=g.getColor(); //儲存先顏色,等使用完之後要復原為最初的顏色
 g.setColor(Color.BLUE);

 g.drawLine(100,100,300,300);//直線
 g.drawRect(100,300);//矩形
 g.drawOval(100,300);//橢圓
 g.fillRect(100,40,40);//填充矩形
 g.drawString("Ning",200);//寫字串

 g.drawImage(ball,null);
 g.setColor(c);
 隨堂練習用,建立圖片!!
 */
 }

 //多執行緒,幫助我們反覆的重畫視窗
 class PaintThread extends Thread{
 @Override
 public void run() {
 while(true){
 repaint(); //重畫視窗
 try {
 Thread.sleep(40);//重畫次數
 } catch (InterruptedException e) {
 e.printStackTrace();
 }

 }
 }
 }

 //定義鍵盤監聽的內部類
 class KeyMonitor extends KeyAdapter{
 @Override
 public void keyPressed(KeyEvent e) { plane.addDirection(e); }
 @Override
 public void keyReleased(KeyEvent e) {
 plane.minusDirection(e);
 }
 }

 /**
 *初始化視窗
 */
 public void launchFrame() {
 this.setTitle("拉 拉 人");/*給自己的視窗起個標題*/
 this.setVisible(true);/*預設視窗可見*/
 this.setSize(Constant.GAME_WIDTH,Constant.GAME_HEIGHT);/*給視窗設定大小*/
 this.setLocation(300,300);/*定義視窗的位置*/

 /**
 *關閉動作
 */
 this.addWindowListener(new WindowAdapter() {
 @Override
 public void windowClosing(WindowEvent e) {
 System.exit(0);/*表示正常結束*/
 }
 });

 //啟動重畫視窗的執行緒
 new PaintThread().start();
 //給視窗增加鍵盤的監聽
 addKeyListener(new KeyMonitor());

 //初始化50個炮彈
 for(int i=0;i<shells.length;i++){
 shells[i] = new Shell();
 }
 }

 public static class GameUtil {
 // 工具類最好將構造器私有化。
 private GameUtil() { }
 public static Image getImage(String path) {
 BufferedImage bi = null;
 try {
 URL u = GameUtil.class.getClassLoader().getResource(path);
 bi = ImageIO.read(u);
 } catch (IOException e) {
 e.printStackTrace();
 }
 return bi;
 }
 }

 public static void main(String[] args){
 PlayGameFrame f = new PlayGameFrame();
 f.launchFrame();
 }

 //新增雙緩衝技術
 private Image offScreenImage = null;
 public void update(Graphics g) {
 if (offScreenImage == null)
 offScreenImage = this.createImage(Constant.GAME_WIDTH,Constant.GAME_HEIGHT);//這是遊戲視窗的寬度和高度

 Graphics gOff = offScreenImage.getGraphics();
 paint(gOff);
 g.drawImage(offScreenImage,null);
 }
}

因為是初學,還有很多地方都不會,程式碼也寫得不到位,我會慢慢學習並改正。

以上就是本文的全部內容,希望對大家的學習有所幫助,也希望大家多多支援我們。