接上文,本文将实现游戏主界面,功能如下:
移动的背景图片、动态的玩家、玩家的移动功能、
五种障碍物持续出现、玩家和障碍物的碰撞、
暂停、继续功能。
首先,看一下整体效果:
动图实在太大,几秒钟的 Gif 就十几兆了。无奈,图片展示效果。
跳跃、得分、下落、障碍物:
碰到障碍物后,玩家被推着走。
下面,分别解释一下每个功能的逻辑:
一、创建一个显示窗体,承载游戏的主面板类。
GameFrame.java
package cn.sqc.runday.view;
import javax.swing.ImageIcon;
import javax.swing.JFrame;
import cn.sqc.runday.controller.GamePanel;
/**
* @author Huey
*2020-11-27 下午12:40:22
* 游戏主界面:显示窗体,承载游戏的主面板类
*/
public class GameFrame extends JFrame {
//设置窗体宽高属性
public static final int WIDTH=1500;
public static final int HEIGHT=900;
public GameFrame() {
//2.4创建游戏面板对象,并添加到窗体上去
GamePanel panel = new GamePanel();
panel.action();//程序启动的方法
this.addKeyListener(panel);//谁实现就监听谁
this.add(panel);
/**1.设置窗体基本属性*/
this.setSize(WIDTH,HEIGHT);
this.setLocationRelativeTo(null);
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
this.setIconImage(new ImageIcon("Image/115.png").getImage());
this.setUndecorated(true);
this.setVisible(true);
}
public static void main(String[] args) {
new GameFrame();
}
}
二、游戏主面板类(核心逻辑类):
1、背景图片滚动效果
使用两张背景图片,实现背景图片滚动效果的逻辑如下:
下面用动图演示一下:
2、玩家动态效果
我国早期很有名的一部动画片《大闹天宫》,由于当时没有电脑,所以需要一帧一帧的画,随后快速播放图片,形成动态的画面(我愿称之:真——动画!!!),并为之配音,短短10分钟的动画却要画7000到10000张原画!
而此处,我们的玩家的奔跑姿态,同理是由九张图片构成。
下面动图演示:
下面是实现玩家的(生成、移动、绘制)的基本代码,后面的障碍物的实现,也都遵循这一编写逻辑。
为更方便读懂代码,已尽力注释,若仍有不清楚的地方,欢迎留言交流。
Person.java
package cn.sqc.runday.model;
import java.awt.Graphics;
import java.awt.Image;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
import cn.sqc.runday.view.GameFrame;
/**
* @author Huey
* @date 2020-11-23
* 玩家的实体类
*/
public class Person {//1.声明属性
private Image image;//1.1 玩家当前显示图片
private Image[] images;//1.2 玩家所有图片
public static final int WIDTH = 120;//1.3玩家宽高
public static final int HEIGHT = 120;
//1.4玩家初始位置坐标
private int x,y;
int index;//下面用作切换图片
//玩家得分
private int score;
//玩家跑酷距离
private int distance;
public Person() {//2.赋值
//给图片数组images赋值
init();//2.1 先写,会提示要不要实现!自动生成方法
//默认当前显示图片位第一张图片 2.6
image = images[0];
x = 90;//2.7
y = 580;//脚踩地板
index = 0;
score = 0;
distance = 0;
}
//玩家自由下落方法5.1
public void drop() {
y += 5;
if(y>=580){// 下落归下落,也得温柔点,不能让小人儿踩破了地板
y = 580;
}
}
//玩家移动的方法
public void step(){
//玩家图片的切换
image = images[index ++ /3%images.length];
//玩家坐标改变(玩家坐标通过键盘控制,此次不做处理)
}
//绘制玩家的方法
public void paintPerson(Graphics g){
g.drawImage(image, x, y, WIDTH, HEIGHT, null);
}
//判断玩家是否越界的方法
public boolean outOfBounds(){
return this.x >= GameFrame.WIDTH || this.x <= -WIDTH;
}
private void init() {//2.2
images = new Image[9];
for(int i = 0; i<images.length; i++){//2.3
try {//2.5
images[i] = ImageIO.read(new File("Image/"+(i+1) + ".png"));//2.4
} catch (IOException e) {//2.5
// TODO Auto-generated catch block
e.printStackTrace();
}
}
}
//2.8 右键,Source,GGAS
public Image getImage() {
return image;
}
public void setImage(Image image) {
this.image = image;
}
public Image[] getImages() {
return images;
}
public void setImages(Image[] images) {
this.images = images;
}
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 static int getWidth() {
return WIDTH;
}
public static int getHeight() {
return HEIGHT;
}
public int getIndex() {
return index;
}
public void setIndex(int index) {
this.index = index;
}
public int getScore() {
return score;
}
public void setScore(int score) {
this.score = score;
}
public int getDistance() {
return distance;
}
public void setDistance(int distance) {
this.distance = distance;
}
}
3、几种障碍物的出现
障碍物一:螃蟹
package cn.sqc.runday.model;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.Paint;
import java.io.File;
import javax.imageio.ImageIO;
import cn.sqc.runday.view.GameFrame;
public class Barrs_1 {
private Image image;
private Image [] images;
public static final int WIDTH=100;
public static final int HEIGHT=110;
private int x,y;
int index;
private int speed;
public Barrs_1() {// 螃蟹!
images = new Image[2];
try {
images[0]=ImageIO.read(new File("image/a2.png"));
images[1]=ImageIO.read(new File("image/a4.png"));
} catch (Exception e) {
// TODO: handle exception
}
image = images[0];
x=GameFrame.WIDTH+100;
y=580;
speed =30;
index = 0;
}
public void step() {//切换图片
image =images[index++/5%images.length];
x-=speed;//切换图片实现螃蟹爪子张合的动态效果的同时,使其向左移动
}
public void paintBarrs(Graphics g) {
g.drawImage(image, x,y,WIDTH,HEIGHT, null);
}
public boolean outofBounds(){
return this.x <=-WIDTH;
}
public Image getImage() {
return image;
}
public void setImage(Image image) {
this.image = image;
}
public Image[] getImages() {
return images;
}
public void setImages(Image[] images) {
this.images = images;
}
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 getIndex() {
return index;
}
public void setIndex(int index) {
this.index = index;
}
public int getSpeed() {
return speed;
}
public void setSpeed(int speed) {
this.speed = speed;
}
public static int getWidth() {
return WIDTH;
}
public static int getHeight() {
return HEIGHT;
}
}
需要注意的是,在创建后,记得添加set、get方法。以便在面板类中对其障碍物进行操作。
障碍物二:宠物
与其称之障碍物,不如说它是个跟着玩家的小跟班。
package cn.sqc.runday.model;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.event.KeyListener;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
import cn.sqc.runday.view.GameFrame;
public class Barrs_2{ // 宠物!
private Image image;
private Image images [] ;
public static final int WIDTH= 70;
public static final int HEIGHT = 60;
private int x,y;
int index;
public Barrs_2() {
init();
image = images[0];
x=300;
y=460;
}
public void drop() {
y ++;
if(y>=460){
y = 460;
}
}
public void step(){
image = images[index++/2%images.length];
}
public void paintBarrs(Graphics g) {
g.drawImage(image, x,y,WIDTH,HEIGHT, null);
}
public boolean outofBounds() {
return this.x<=-WIDTH;
}
public void init(){
images = new Image[6];
for( int i=0;i<6;i++){
try {
images[i]=ImageIO.read(new File ("Image/"+"d"+(i+1)+".png"));
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
}
public Image getImage() {
return image;
}
public void setImage(Image image) {
this.image = image;
}
public Image[] getImages() {
return images;
}
public void setImages(Image[] images) {
this.images = images;
}
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 getIndex() {
return index;
}
public void setIndex(int index) {
this.index = index;
}
public static int getWidht() {
return WIDTH;
}
public static int getHeight() {
return HEIGHT;
}
}
障碍物三、导弹
package cn.sqc.runday.model;
import java.awt.Graphics;
import java.awt.Image;
import java.io.File;
import javax.imageio.ImageIO;
import cn.sqc.runday.view.GameFrame;
public class Barrs_3 {// 导弹!
private Image image;
private int x,y;
public static final int WIDTH = 150;
public static final int HEIGHT=70;
private int speed;
public Barrs_3() {
try {
image = ImageIO.read(new File("image/daodan.png"));
} catch (Exception e) {
// TODO: handle exception
}
x=GameFrame.WIDTH+1000;
y=450;
speed = 25 ;
}
public void step(){
x-=speed;
}
public void paintBarrs(Graphics g) {
g.drawImage(image, x, y, WIDTH, HEIGHT, null);
}
public boolean outofBounds(){
return this.x<=-WIDTH;
}
public Image getImage() {
return image;
}
public void setImage(Image image) {
this.image = image;
}
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 getSpeed() {
return speed;
}
public void setSpeed(int speed) {
this.speed = speed;
}
public static int getWidth() {
return WIDTH;
}
public static int getHeight() {
return HEIGHT;
}
}
障碍物四:鱼叉等障碍物
package cn.sqc.runday.model;
import java.awt.Graphics;
import java.awt.Image;
import java.io.File;
import java.util.Random;
import javax.imageio.ImageIO;
import cn.sqc.runday.view.GameFrame;
public class Barrs_4 {// 鱼叉障碍物!
private Image image;
private Image images[];
public static final int WIDTH =150;
public static final int HEIGHT =350;
private int x,y;
public Barrs_4() {//构造方法
Random random = new Random();
images = new Image[4] ;
try {
images[0] = ImageIO.read(new File("image/11.png"));
images[1]= ImageIO.read(new File("image/12.png"));
images[2]= ImageIO.read(new File("image/13.png"));
images[3]= ImageIO.read(new File("image/14.png"));
} catch (Exception e) {
// TODO: handle exception
}
image= images[random.nextInt(4)];
x=GameFrame.WIDTH+1500;
y=0;
}
public void step(){
x-=20;
}
public void paintBarrs(Graphics g){
g.drawImage(image, x, y, WIDTH, HEIGHT, null);
}
public boolean outofBounds(){
return this.x<=-WIDTH;
}
public Image getImage() {
return image;
}
public void setImage(Image image) {
this.image = image;
}
public Image[] getImages() {
return images;
}
public void setImages(Image[] images) {
this.images = images;
}
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 static int getWidth() {
return WIDTH;
}
public static int getHeight() {
return HEIGHT;
}
}
障碍物五、金币
在此,暂且先不写金币的动态效果。
package cn.sqc.runday.model;
import java.awt.Graphics;
import java.awt.Image;
import java.io.File;
import java.io.IOException;
import java.util.Random;
import javax.imageio.ImageIO;
import cn.sqc.runday.view.GameFrame;
/**
* @author Huey
*2020-11-30 下午03:44:51
*金币障碍物类
*
*/
public class Barrs_5 {
private Image image;//当前显示图片
public static final int WIDTH = 30;
public static final int HEIGHT = 30;
private int x,y;
private int speed;
Random random = new Random();
public Barrs_5() {
try {
image = ImageIO.read(new File("Image/"+(random.nextInt(6) + 21) + ".png"));
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
x = GameFrame.WIDTH + 10;
y = random.nextInt(600);
speed = 20;
}
public void step(){
x -= speed;
}
public void paintBarrs(Graphics g){
g.drawImage(image, x, y, WIDTH, HEIGHT, null);
}
public boolean outofBounds() {
return this.x<=-WIDTH;
}
public Image getImage() {
return image;
}
public void setImage(Image image) {
this.image = image;
}
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 getSpeed() {
return speed;
}
public void setSpeed(int speed) {
this.speed = speed;
}
public Random getRandom() {
return random;
}
public void setRandom(Random random) {
this.random = random;
}
public static int getWidth() {
return WIDTH;
}
public static int getHeight() {
return HEIGHT;
}
}
4、玩家和障碍物的碰撞逻辑
以玩家与导弹的碰撞举例:
for(int i = 0;i<barrs3.length;i++){
if(person.getX() + Person.WIDTH >= barrs3[i].getX() &&
person.getX() <= barrs3[i].getX() + Barrs_3.WIDTH &&
person .getY() +Person.getHeight() >= barrs3[i].getY() &&
person.getY() <= barrs3[i].getY () + Barrs_3.HEIGHT){
if(person.getX() + Person.WIDTH <= barrs3[i].getX() + Barrs_3.WIDTH){//玩家的宽度(120px)是比障碍物小的
//左碰撞
person.setX(barrs3[i].getX() - Barrs_3.WIDTH);
}else{
//右碰撞
person.setX(barrs3[i].getX()+ Barrs_3.WIDTH );
}
}
}
以下动图演示了玩家从右边与障碍物b发生碰撞和从左边碰撞的逻辑,上下碰撞同理。
上下左右碰撞的逻辑代码,在动图下方:
5、暂停、继续逻辑
在监听键盘按键的方法中。
代码如下:
此处的 flag 来源于上面程序启动的方法中,不难看出只要按了空格键,就能实现生成、移动、绘制方法的暂停,也就相当于画面的静止、游戏的暂停!
6、结束逻辑
后面再实现。
个人学习笔记,若有误还望不吝赐教。