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OOP面向对象编程之java打飞机游戏

时间:2016-07-25 01:55:12      阅读:407      评论:0      收藏:0      [点我收藏+]

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#写在前面

继上一篇OOP面向对象编程之俄罗斯方块项目实现过程 ,OOP面向对象编程之java打飞机游戏,其实写的很简单,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(顺便做50个深蹲,嘿嘿,平时干嘛去了),看图:

  技术分享

 

#完整代码

  技术分享

 

敌飞机

 

package com.tarena.fly;

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;
	}

}

 

奖励

 

<span style="font-size:24px;">package com.tarena.fly;
/**
 * 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();
}
</span>


蜜蜂

 

<span style="font-size:24px;">package com.tarena.fly;

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;
		}
	}
}</span>


子弹类:是飞行物体

 

<span style="font-size:24px;">package com.tarena.fly;

/**
 * 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;
	}

}
</span>


 敌人的分数

 

<span style="font-size:24px;">package com.tarena.fly;

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

 

飞行物(敌机,蜜蜂,子弹,英雄机)
飞行物(敌机,蜜蜂,子弹,英雄机)子弹类:是飞行物   

package com.tarena.fly;

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;
	}

}


游戏启动主类

 

package com.tarena.fly;

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();
		}
	}

}


 

#写在最后

  截图中的图片未上传,需要图片的源码请私下联系我,联系方式博客左侧!

   嗯,就这样,睡觉!

OOP面向对象编程之java打飞机游戏

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原文地址:http://blog.csdn.net/wudalang_gd/article/details/52017026

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