• Java太阳系小游戏分析和源代码


    Java太阳系小游戏分析和源代码

    -20150809


    近期看了面向对象的一些知识。然后跟着老师的解说做了一个太阳系各行星绕太阳转的小游戏,来练习巩固一下近期学的知识:

    用到知识点:类的继承、方法的重载与重写、多态、封装等

    分析:

        1.须要载入图片、绘图

        2.建一个面板。主页面

        3.行星类

        。

    效果图:


    先看一下源代码结构图:


    如今逐步分析各个类的功能:

    1)工具类-----util包中

        --Constant类   封装了游戏中用到的常量

        --GameUtil类  封装了游戏的图片载入功能

        --MyFrame类  封装了游戏面板的构造。用于各面板的父类

        ------之所以这样做。目的是为了封装数据。便于程序的扩充


    Constant.java

    package util;
    
    public class Constant {
    	public static final int GAME_WIDTH = 800;
    	public static final int GAME_HEIGHT = 600;
    
    }
    

    GameUtil.java

    package util;
    
    import java.awt.Image;
    import java.awt.image.BufferedImage;
    import java.io.IOException;
    import java.net.URL;
    
    import javax.imageio.ImageIO;
    
    /**
     * 工具类(载入图片)
     * @author long
     *
     */
    public class GameUtil {
    
    	private GameUtil(){ }  //工具类通常将构造方法私有
    	
    	public static Image getImage(String path){
    		URL u = GameUtil.class.getClassLoader().getResource(path);
    		BufferedImage img = null;
    		try {
    			img = ImageIO.read(u);
    		} catch (IOException e) {
    			e.printStackTrace();
    		}
    		return img;
    	}
    }
    

    MyFrame.java

    package util;
    
    import javax.swing.JFrame;
    import javax.swing.JPanel;
    
    /**
     * 游戏面板的父类
     * @author long
     *
     */
    public class MyFrame extends JPanel{
    	
    	/**
    	 * 载入Frame的方法
    	 */
    	public void launchFrame(){
    		JFrame frame = new JFrame("MyGame");
    		frame.add(this);
    		frame.setSize(Constant.GAME_WIDTH,Constant.GAME_HEIGHT);
    		frame.setAlwaysOnTop(true); // 设置其总在最上
    		frame.setLocationRelativeTo(null); // 设置窗口初始位置
    		frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
    		frame.setVisible(true);
    		
    		new PaintThread().start();
    	}
    	
    	/**
    	 * 定义一个重画窗口的线程类。是一个内部类
    	 * @author dell
    	 *
    	 */
    	class PaintThread extends Thread {
    		
    		public void run(){
    			while(true){
    				repaint();
    				try {
    					Thread.sleep(40); //1s = 1000ms
    				} catch (InterruptedException e) {
    					e.printStackTrace();
    				}   
    			}
    		}
    		
    	}
    	
    	public static void main(String[] args) {
    		new MyFrame().launchFrame();
    	}
    
    }
    

    2)基本的事件处理类---solar包中

        --Planet类   行星类继承至Star类

        --SolarFrame类  游戏主面板类继承至MyFrame类

        --Star类  星球类,各个星球的父类

        --Test类  測试类。不须要说明


    Planet.java

    package solar;
    
    import java.awt.Color;
    import java.awt.Graphics;
    import java.awt.Image;
    
    import util.GameUtil;
    
    /**
     * 行星类,继承至Star类
     * @author long
     *
     */
    public class Planet extends Star{
    	//除了图片、坐标,行星沿着椭圆执行:长轴、短轴、移动速度、旋转角度。

    绕着某个star执行 double longAxis; //椭圆长轴 double shortAxis; //椭圆短轴 double speed; //飞行速度 double degree; //旋转角度 Star center; //环绕行星 public void draw(Graphics g){ //g.drawImage(img, (int)x, (int)y, null); super.draw(g); drawTrace(g); move(); } public void drawTrace(Graphics g){ double traceX,traceY,traceWidth,traceHeight; traceX = (center.x+center.w/2)-longAxis; traceY = (center.y+center.h/2)-shortAxis; traceWidth = 2*longAxis; traceHeight = 2*shortAxis; Color c = g.getColor(); g.setColor(Color.blue); g.drawOval((int)traceX, (int)traceY, (int)traceWidth, (int)traceHeight); g.setColor(c); } public void move(){ //沿着椭圆轨迹飞行 x = center.x + longAxis * Math.cos(degree); y = center.y + shortAxis * Math.sin(degree); degree += speed; } public Planet(Image img,double x,double y){ super(img,x,y); } public Planet(String imgpath,double x,double y){ super(imgpath,x,y); } public Planet( Star center,Image img,double longAxis, double shortAxis,double speed) { super(); this.x = (center.x+center.w/2) + longAxis; this.y = (center.y+center.h/2) + shortAxis; this.img = img; this.longAxis = longAxis; this.shortAxis = shortAxis; this.speed = speed; this.center = center; } public Planet( Star center,String imgPath,double longAxis, double shortAxis,double speed) { this(center,GameUtil.getImage(imgPath),longAxis,shortAxis,speed); } }


    SolarFrame.java

    package solar;
    
    import java.awt.Graphics;
    import java.awt.Image;
    
    import util.Constant;
    import util.GameUtil;
    import util.MyFrame;
    
    public class SolarFrame extends MyFrame{
    
    	int width = Constant.GAME_WIDTH/2;
    	int height = Constant.GAME_HEIGHT/2;
    	
    	Image bg=GameUtil.getImage("images/bg.png");
    	
    	Star sun = new Star("images/sun.jpg",width,height);
    	Planet earth = new Planet(sun,"images/earth.png",100,60,0.1);
    	Planet mars = new Planet(sun,"images/mars.png",180,100,0.15);
    	
    	@Override
    	public void paint(Graphics g) {
    		g.drawImage(bg, 0, 0, null);
    		sun.draw(g);
    		earth.draw(g); 
    		mars.draw(g);
    	}
    
    	public static void main(String[] args) {
    		new SolarFrame().launchFrame();
    	}
    
    }
    

    Star.java

    package solar;
    
    import java.awt.Graphics;
    import java.awt.Image;
    
    import util.GameUtil;
    
    public class Star {
    	public Image img;
    	public double x,y;
    	int w,h;
    	
    	public void draw(Graphics g){
    		g.drawImage(img, (int)x, (int)y, null);
    	}
    
    	public Star(){
    	}	
    	public Star(Image img){
    		this.img = img;
    		this.w = img.getWidth(null);
    		this.h = img.getHeight(null);
    	}
    	public Star(Image img,double x,double y){
    		this(img);
    		this.x = x;
    		this.y = y;
    	}	
    	public Star(String imgPath,double x,double y){
    		this(GameUtil.getImage(imgPath),x,y);
    	}
    	
    }
    

     

    -----------------------------------------------------------------------------------------------


    总结:该小游戏对代码的封装处理的比較好,便于程序的扩充。体现了面向对象的强大,不同的功能封装在不同的类与方法中。把类的公共的部分封装在父类中,提高代码的重用性。前期各个类写的过程中会有各种小问题与细节,但处理完这些后,后期想扩充行星的个数就比較简单了,new一个行星对象,然后画的面板上就可以。面向对象水太深,这仅仅是初步小涉猎,仍需继续努力专研。!!





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  • 原文地址:https://www.cnblogs.com/yxysuanfa/p/7220451.html
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