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cs106a编程方法学作业解答(3)

时间:2014-10-15 03:26:49      阅读:340      评论:0      收藏:0      [点我收藏+]

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此次作业要求我们做一个简单的打砖块游戏。

  1 * File: Breakout.java
  2  * -------------------
  3  * Name:
  4  * Section Leader:
  5  * 
  6  * This file will eventually implement the game of Breakout.
  7  */
  8 
  9 import acm.graphics.*;
 10 import acm.program.*;
 11 import acm.util.*;
 12 import java.applet.*;
 13 import java.awt.*;
 14 import java.awt.event.*;
 15 
 16 public class Breakout extends GraphicsProgram {
 17 
 18 /** Width and height of application window in pixels */
 19     public static final int APPLICATION_WIDTH = 400;
 20     public static final int APPLICATION_HEIGHT = 600;
 21 
 22 /** Dimensions of game board (usually the same) */
 23     private static final int WIDTH = APPLICATION_WIDTH;
 24     private static final int HEIGHT = APPLICATION_HEIGHT;
 25 
 26 /** Dimensions of the paddle */
 27     private static final int PADDLE_WIDTH = 60;
 28     private static final int PADDLE_HEIGHT = 10;
 29 
 30 /** Offset of the paddle up from the bottom */
 31     private static final int PADDLE_Y_OFFSET = 30;
 32 
 33 /** Number of bricks per row */
 34     private static final int NBRICKS_PER_ROW = 10;
 35 
 36 /** Number of rows of bricks */
 37     private static final int NBRICK_ROWS = 10;
 38 
 39 /** Separation between bricks */
 40     private static final int BRICK_SEP = 4;
 41 
 42 /** Width of a brick */
 43     private static final int BRICK_WIDTH =
 44       (WIDTH - (NBRICKS_PER_ROW - 1) * BRICK_SEP) / NBRICKS_PER_ROW;
 45 
 46 /** Height of a brick */
 47     private static final int BRICK_HEIGHT = 8;
 48 
 49 /** Radius of the ball in pixels */
 50     private static final int BALL_RADIUS = 10;
 51 
 52 /** Offset of the top brick row from the top */
 53     private static final int BRICK_Y_OFFSET = 70;
 54 
 55 /** Number of turns */
 56     private static final int NTURNS = 3;
 57     
 58     private static final int DELAY=10;
 59     
 60 
 61 /** Runs the Breakout program. */
 62     public void run() {
 63         setup();
 64         waitForClick();
 65         ballbouncing();
 66         
 67         
 68     }
 69     public void setup(){                                                                       //初始化
 70         GRect brick;                                                                           //按要求添加排列好的砖块
 71         int X=(WIDTH-NBRICKS_PER_ROW*BRICK_WIDTH-(NBRICKS_PER_ROW-1)*BRICK_SEP)/2;
 72         int Y=(BRICK_WIDTH+BRICK_SEP);
 73         int Z=(BRICK_HEIGHT+BRICK_SEP);
 74         for(int i=0;i<NBRICK_ROWS;i++){
 75             for(int j=0;j<NBRICKS_PER_ROW;j++){
 76                int x=X+j*Y;
 77                int y=BRICK_Y_OFFSET+i*Z;
 78                brick=new GRect(x,y,BRICK_WIDTH,BRICK_HEIGHT);
 79                add(brick);
 80             }
 81         }
 82         for(int i=0;i<NBRICKS_PER_ROW;i++){                                                    //按列给砖块染色
 83              GObject Brick;
 84              Brick = getElementAt(X+i*Y,BRICK_Y_OFFSET);
 85              ((GRect) Brick).setFilled(true);
 86              ((GRect) Brick).setFillColor(Color.RED);
 87              Brick = getElementAt(X+i*Y,BRICK_Y_OFFSET+Z);
 88              ((GRect) Brick).setFilled(true);
 89              ((GRect) Brick).setFillColor(Color.RED);
 90              Brick = getElementAt(X+i*Y,BRICK_Y_OFFSET+2*Z);
 91              ((GRect) Brick).setFilled(true);
 92              ((GRect) Brick).setFillColor(Color.ORANGE);
 93              Brick = getElementAt(X+i*Y,BRICK_Y_OFFSET+3*Z);
 94              ((GRect) Brick).setFilled(true);
 95              ((GRect) Brick).setFillColor(Color.ORANGE);
 96              Brick = getElementAt(X+i*Y,BRICK_Y_OFFSET+4*Z);
 97              ((GRect) Brick).setFilled(true);
 98              ((GRect) Brick).setFillColor(Color.YELLOW);
 99              Brick = getElementAt(X+i*Y,BRICK_Y_OFFSET+5*Z);
100              ((GRect) Brick).setFilled(true);
101              ((GRect) Brick).setFillColor(Color.YELLOW);
102              Brick = getElementAt(X+i*Y,BRICK_Y_OFFSET+6*Z);
103              ((GRect) Brick).setFilled(true);
104              ((GRect) Brick).setFillColor(Color.GREEN);
105              Brick = getElementAt(X+i*Y,BRICK_Y_OFFSET+7*Z);
106              ((GRect) Brick).setFilled(true);
107              ((GRect) Brick).setFillColor(Color.GREEN);
108              Brick = getElementAt(X+i*Y,BRICK_Y_OFFSET+8*Z);
109              ((GRect) Brick).setFilled(true);
110              ((GRect) Brick).setFillColor(Color.CYAN);
111              Brick = getElementAt(X+i*Y,BRICK_Y_OFFSET+9*Z);
112              ((GRect) Brick).setFilled(true);
113              ((GRect) Brick).setFillColor(Color.CYAN);
114             
115         }
116         paddle=new GRect((WIDTH-PADDLE_WIDTH)/2,HEIGHT-PADDLE_HEIGHT-PADDLE_Y_OFFSET,PADDLE_WIDTH,PADDLE_HEIGHT);    //初始化板子
117         paddle.setFilled(true);
118         add(paddle);
119         addMouseListeners();
120         ball=new GOval(WIDTH/2-BALL_RADIUS,HEIGHT/2-BALL_RADIUS,2*BALL_RADIUS,2*BALL_RADIUS);                        //初始化球和球速,其中球的水平速度由随机数决定
121         ball.setFilled(true);
122         vx =vx = rgen.nextDouble(1.0, 3.0);
123         if (rgen.nextBoolean(0.5)) vx = -vx;
124         vy= 3.0;
125         
126         
127         
128     }
129     
130     public void mouseMoved(MouseEvent e){                                                                             //实现鼠标左右移动对板子的控制
131              
132              last=new GPoint(paddle.getX(),paddle.getY());
133              if((paddle.getX()+e.getX()-last.getX()>0)&&(paddle.getX()+e.getX()-last.getX()<WIDTH-PADDLE_WIDTH)){
134                   paddle.move(e.getX()-last.getX(), 0);
135                   last=new GPoint(paddle.getX(),paddle.getY());
136              }
137         
138     }
139     public void ballbouncing(){                                     //游戏循环体
140         add(ball);
141         while((remainlives!=0)&&(num_remainbricks!=0)){
142             moveball();
143             checkforcollision();
144             pause(DELAY);
145             
146             
147         }
148         if(num_remainbricks==0){
149             add(congraduation);
150         }
151         if(remainlives==0){
152             add(sorry);
153         }
154     }
155     private void moveball(){
156         ball.move(vx,vy);
157         
158     }
159     private void checkforcollision(){                             //实现碰撞机理
160         if(ball.getY()>HEIGHT-2*BALL_RADIUS){                     //检测是否触底,并修正了超过边界的运动量,下面类似
161             vy=-vy;
162             double diff=ball.getY()-(HEIGHT-2*BALL_RADIUS);
163             ball.move(0,-diff);
164             remainlives--;
165         }
166         if(ball.getX()>WIDTH-2*BALL_RADIUS){
167             vx=-vx;
168         }
169         if(ball.getX()<0){
170             vx=-vx;
171         }
172         if(ball.getY()<0){
173             vy=-vy;
174         }
175         collider=getCollidingObject();
176         if((collider!=null)&&(collider!=paddle)){            //碰到砖块                     
177             
178             num_remainbricks=num_remainbricks-1;
179             remove(collider);
180             bounceClip.play();
181             collider=null;
182         }
183         if(getElementAt(paddle.getX(),paddle.getY()-1)!=null){            //增加板子两个角触球使得球原路弹回的设定。同样修正了超过边界的运动量
184             vx=-vx;
185             vy=-vy;
186             double diff1=ball.getY()+2*BALL_RADIUS-paddle.getY();
187             double diff2=ball.getX()+2*BALL_RADIUS-paddle.getX();
188             ball.move(-diff2, -diff1);
189         }
190         if(getElementAt(paddle.getX()+PADDLE_WIDTH,paddle.getY()-1)!=null){
191             vx=-vx;
192             vy=-vy;
193             double diff1=ball.getY()+2*BALL_RADIUS-paddle.getY();
194             double diff2=ball.getX()-paddle.getX()-PADDLE_WIDTH;
195             ball.move(-diff2, -diff1);
196         }
197         
198         
199     }
200     private GObject getCollidingObject(){                                          //判定球触碰的物体并返回这个物体,通过在球的正上下左右1像素位置设置了4个参考点实现
201         if(getElementAt(ball.getX()+BALL_RADIUS,ball.getY()-1)!=null){
202             vy=-vy;           
203             collider=getElementAt(ball.getX()+BALL_RADIUS,ball.getY()-1);
204             if(collider==paddle){
205                 double diff=ball.getY()-1-paddle.getY()-PADDLE_HEIGHT;
206                 ball.move(0, -diff);
207             }
208         }
209         if(getElementAt(ball.getX()+2*BALL_RADIUS+1,ball.getY()+BALL_RADIUS)!=null){
210             vx=-vx;           
211             collider=getElementAt(ball.getX()+2*BALL_RADIUS+1,ball.getY()+BALL_RADIUS);
212             if(collider==paddle){
213                 double diff=ball.getX()+2*BALL_RADIUS+1-paddle.getX();
214                 ball.move(-diff, 0);
215             }
216         }
217         if(getElementAt(ball.getX()+BALL_RADIUS,ball.getY()+2*BALL_RADIUS+1)!=null){
218             vy=-vy;
219             collider=getElementAt(ball.getX()+BALL_RADIUS,ball.getY()+2*BALL_RADIUS+1);
220             if(collider==paddle){
221                 double diff=ball.getY()+2*BALL_RADIUS+1-paddle.getY();
222                 ball.move(0, -diff);
223             }
224         }
225         if(getElementAt(ball.getX()-1,ball.getY()+BALL_RADIUS)!=null){
226             vx=-vx;
227             collider=getElementAt(ball.getX()-1,ball.getY()+BALL_RADIUS);
228             if(collider==paddle){
229                 double diff=ball.getX()-1-paddle.getX()-PADDLE_WIDTH;
230                 ball.move(-diff, 0);
231             }
232         }
233         return collider;
234     }
235  
236     
237         
238         
239     AudioClip bounceClip = MediaTools.loadAudioClip("bounce.au");
240     private GLabel congraduation=new GLabel("You Win!",100,100);
241     private GLabel sorry=new GLabel("Sorry,You Lose!",100,50);
242     private int remainlives=NTURNS;
243     private int num_remainbricks=100;
244     private GObject collider;
245     private GRect paddle;
246     private GPoint last;
247     private RandomGenerator rgen = RandomGenerator.getInstance();
248     private GOval ball;
249     private double vx,vy;
250 }

 

cs106a编程方法学作业解答(3)

标签:style   blog   color   io   os   ar   java   for   sp   

原文地址:http://www.cnblogs.com/livingisgood/p/4025516.html

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