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Java实现打飞机小游戏的示例代码分享

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这篇文章主要介绍了java实现打飞机小游戏(附完整源码),这里整理了详细的代码,具有一定的参考价值,感兴趣的小伙伴们可以参考一下

写在前面

技术源于分享,所以今天抽空把自己之前用java做过的小游戏整理贴出来给大家参考学习。java确实不适合写桌面应用,这里只是通过这个游戏让大家理解oop面向对象编程的过程,纯属娱乐。代码写的很简单,也很容易理解,并且注释写的很清楚了,还有问题,自己私下去补课学习。

效果如下

完整代码

立即学习“Java免费学习笔记(深入)”;

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 Java学习交流QQ群:589809992 我们一起学Java! */ 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; /** * Java学习交流QQ群:589809992 我们一起学Java! */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();   }  } }

写在最后

bat小游戏代码大全