• Java打飞机小游戏(附完整源码)


    Paste_Image.png

    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。

    完整代码

    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
     */  
    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;  
    
    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

    以上就是这个游戏我整理的完整代码,因为图片差不多9张,所以图片没上传,需要图片的友友请简信我,最后,我做了一张思维导图贴出来让大家更好的理解OOP面向对象编程的过程。

    ps:码字很累,友友们点个赞或者评论,谢谢,么么哒~~资源已上传(包括图片),下载地址请戳这里

    我有一个微信公众号,经常会分享一些Java技术相关的干货。如果你喜欢我的分享,可以用微信搜索“Java团长”或者“javatuanzhang”关注。

  • 相关阅读:
    图形学中的贴图採样、走样与反走样等
    重磅公布码农界的第一张吉他专辑小样
    send,recv,sendto,recvfrom
    HttpUnit学习笔记
    2014年度辛星全然解读html第七节
    SD卡中FAT32文件格式高速入门(图文具体介绍)
    HDU-1023 Train Problem II
    Oracle之Check约束实例具体解释
    JDBC连接MySQL数据库及演示样例
    accept函数
  • 原文地址:https://www.cnblogs.com/java1024/p/7766789.html
Copyright © 2020-2023  润新知