package xiaoxueqi;
import java.util.Random;
public class Airplane extends FlyingObject implements Enemy{
private int speed = 4;
private int life;
public Airplane(){
life=3;
this.image = ShootGame.airplane;
width = image.getWidth();
height = image.getHeight();
y = -height;
Random rand = new Random();
x = rand.nextInt(ShootGame.WIDTH - width);
}
public int getScore() {
return 10;
}
public boolean outOfBounds() {
return y>ShootGame.HEIGHT;
}
public void step() {
y += speed;
}
}
英雄机
import java.awt.image.BufferedImage;
public class Hero extends FlyingObject{
private BufferedImage[] images = {}; //英雄机图片数组
private int index = 0; //切换图片
private int doubleFire; //双倍火力
private int tripleFire;
private int life; //生命
public Hero(){
life = 10; //初始3条命
doubleFire = 0;
tripleFire=0;//火力为0
images = new BufferedImage[]{ShootGame.hero0, ShootGame.hero1}; //两张图片切换
image = ShootGame.hero0;
width = image.getWidth();
height = image.getHeight();
x = 150;
y = 400;
}
public int isDoubleFire() { //获取双倍火力
return doubleFire;
}
public void setDoubleFire(int doubleFire) {
this.doubleFire = doubleFire;
}
public int isTriple_Fire() {
return tripleFire;
}
public void setTripleFire(int tripleFire) {//设置双倍火力
this.tripleFire = tripleFire;
}
public void addDoubleFire(){ //火力增加40
doubleFire+=40;
}
public void addTripleFire() {
tripleFire+=60;
}
public void addLife(){ //增命
life++;
}
public void subtractLife(){ //减命
life--;
}
public int getLife(){ //得到命
return life;
}
public void moveTo(int x,int y){ //
this.x = x - width/2;
this.y = y - height/2;
}
public boolean outOfBounds() {
return false;
}
public Bullet[] shoot(){
int xStep = width/4;
int yStep = 20;
if(00) {
Bullet[] bullets = new Bullet[6];
bullets[0] = new Bullet(x+1*xStep,y-yStep); //y-yStep
bullets[1] = new Bullet(x+2*xStep,y-yStep);
bullets[2] = new Bullet(x+3*xStep,y-yStep);
bullets[3] = new Bullet(x+4*xStep,y-yStep);
bullets[4] = new Bullet(x-1*xStep,y-yStep);
bullets[5] = new Bullet(x,y-yStep);
return bullets;
}
else{
Bullet[] bullets = new Bullet[1];
bullets[0] = new Bullet(x+xStep,y-yStep);
return bullets;
}
}
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; //x1:敌人的x-1/2英雄机的宽
int x2 = other.x + this.width/2 + other.width; //敌人的x+敌人的宽+1/2英雄机的宽
int y1 = other.y - this.height/2; //y1:敌人的y-1/2英雄机的高
int y2 = other.y + this.height/2 + other.height; //y2:敌人的y+敌人的高+1/2英雄机的高
int herox = this.x + this.width/2; //x:英雄机的x+1/2英雄机的宽
int heroy = this.y + this.height/2; //y:英雄机的y+1/2英雄机的高
return herox>x1 && heroxy1 && heroy
}
接口
public interface Enemy {
int getScore();
}
子弹
public class Bullet extends FlyingObject{
private int speed = 8; //移动的速度
public Bullet(int x,int y){
this.x = x;//子弹的x,y坐标随英雄机
this.y = y;
this.image = ShootGame.bullet;
}
public void step(){
y-=speed;
}
public boolean outOfBounds() {
return y<-height;//子弹的y<=负的子弹的高,即为越界了
}
}
奖励
public interface Award {
int DOUBLE_FIRE = 0;//双倍火力
int TRIPLE_FIRE=2;
int LIFE = 1; //1条命
int getType();
}
蜜蜂
import java.util.Random;
public class Bee extends FlyingObject implements Award{
private int xSpeed = 4; //x坐标移动速度
private int ySpeed = 4; //y坐标移动速度
private int awardType; //奖励类型
public Bee(){//蜜蜂的图片,宽,高
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(3); //随机数 0或1,2,
}
public int getType(){
return awardType;
}
public boolean outOfBounds() {
return y>ShootGame.HEIGHT;//小蜜蜂的y>=窗口的高,即为越界了
}
public void step() {
x += xSpeed;
y += ySpeed;
if(x > ShootGame.WIDTH-width){ //若x>=(窗口宽-蜜蜂宽),则xSpeed为-1,加-1即为向左
xSpeed = -1;
}
if(x <= 0){ //若x<=0,则xSpeed为1,加1即为向右
xSpeed = 1;
}
}
}
飞行物
import java.awt.image.BufferedImage;
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() { //X坐标的访问器
return x;
}
public void setX(int x) { //改变X坐标
this.x = x;
}
public int getY() { //Y坐标的访问器
return y;
}
public void setY(int y) { //改变Y坐标
this.y = y;
}
public int getWidth() { //宽的访问器
return width;
}
public void setWidth(int width) { //宽度
this.width = width;
}
public int getHeight() { //高的访问器
return height;
}
public void setHeight(int height) { //高度
this.height = height;
}
public BufferedImage getImage() {
return image;
}
public void setImage(BufferedImage image) { //背景图
this.image = image;
}
public abstract boolean outOfBounds(); //检查是否出界
public abstract void step(); //飞机移动
public boolean shootBy(Bullet bullet){ //检查飞机是否被击中
int x1=this.x;/*x1是敌人的x坐标*/
int x2=this.x+this.width;//x2是敌人的x+敌人的宽
int y1=this.y;//y1是敌人的y坐标
int y2=this.y+this.height;//y2是敌人的y+敌人的高
int x = bullet.x; //子弹的x坐标
int y = bullet.y; //子弹的y坐标
return x>=x1&&x=y1&&y
}
主函数
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 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
}
public static final int WIDTH = 400; // 面板宽
public static final int HEIGHT = 684; // 面板高
private int state;
private static final int START = 0;//启动状态
private static final int RUNNING = 1;//运行状态
private static final int PAUSE = 2;//暂停状态
private static final int GAME_OVER = 3;//游戏结束
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;//背景图
public static BufferedImage start;//启动图
public static BufferedImage airplane;//敌机图
public static BufferedImage bee;//蜜蜂图
public static BufferedImage bullet;//子弹
public static BufferedImage hero0;//英雄机
public static BufferedImage hero1;//英雄机
public static BufferedImage pause;//暂停图
public static BufferedImage gameover;//结束图
private FlyingObject[] flyings = {}; //一堆敌人
private Bullet[] bullets = {}; //一堆子弹
private Hero hero = new Hero(); //一个英雄机
static {
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); //画英雄机对象
paintBullets(g);//画敌机对象
paintFlyingObjects(g); //画子弹对象
paintScore(g); //画分和命
paintState(g); //画状态
}
public void paintHero(Graphics g) { //画英雄对象
g.drawImage(hero.getImage(), hero.getX(), hero.getY(), null);
}
public void paintBullets(Graphics g) {
for (int i = 0; i < bullets.length; i++) {//遍历所有子弹
Bullet b = bullets[i];//获取每一个子弹
g.drawImage(b.getImage(), b.getX() - b.getWidth() / 2, b.getY(),//画子弹
null);
}
}
public void paintFlyingObjects(Graphics g) {
for (int i = 0; i < flyings.length; i++) { //遍历所以敌人
FlyingObject f = flyings[i];//获取每一个敌人
g.drawImage(f.getImage(), f.getX(), f.getY(), null);//画敌人对象
}
}
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, 14);
g.setColor(new Color(0x3A3B3B));
g.setFont(font); // 设置字体
g.drawString("SCORE:" + score, x, y);
y += 20; // y坐标增20
g.drawString("LIFE:" + hero.getLife(), x, y);
}
public void paintState(Graphics g) {
switch (state) {//根据当前状态的不同画不同的图
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: //游戏结束状态
g.drawImage(gameover, 0, 0, null);
break;
}
}
/** 启动执行代码 */
public void action() {
MouseAdapter l = new MouseAdapter() {// 鼠标监听事件
@Override
public void mouseMoved(MouseEvent e) {
if (state == RUNNING) { //运行状态执行
int x = e.getX(); //获取鼠标的x坐标
int y = e.getY(); //获取鼠标的y坐标
hero.moveTo(x, y); //英雄机随着鼠标移动
}
}
@Override
public void mouseEntered(MouseEvent e) { // 鼠标进入
if (state == PAUSE) { // 暂停状态下运行
state = RUNNING;//修改为运行状态
}
}
@Override
public void mouseExited(MouseEvent e) { // 鼠标退出
if (state != GAME_OVER&&state!=START) { // 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) {//根据当前状态做不同的操作
case START://启动状态时
state = RUNNING; //修改为运行状态
break;
case GAME_OVER: //游戏结束状态时
flyings = new FlyingObject[0]; //清理现场
bullets = new Bullet[0];
hero = new Hero();
score = 0;
state = START; //修改为启动状态
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(); // 定时器
int intervel = 10;
timer.schedule(new TimerTask() {
@Override
public void run() {
if (state == RUNNING) { //运行状态时执行
enterAction(); //敌人(敌机+小蜜蜂)入场
stepAction(); //飞行物(敌机+小蜜蜂+子弹+英雄机)走一步
shootAction(); //子弹入场(英雄机发射子弹)
bangAction(); //子弹与敌人(敌机+小蜜蜂)的碰撞
outOfBoundsAction(); //删除越界的飞行物(敌机+小蜜蜂+子弹)
checkGameOverAction(); //判断游戏结束
}
repaint(); // 重绘,调用paint()方法
}
}, intervel, intervel);//定时做以上的程序
}
int flyEnteredIndex = 0; // 飞行物入场计数
public void enterAction() { //10毫秒走一次
flyEnteredIndex++;//每10毫秒增1
if (flyEnteredIndex % 40 == 0) { //400(10*40)毫秒走一次
FlyingObject obj = nextOne(); //获取敌人(敌机+小蜜蜂)对象
flyings = Arrays.copyOf(flyings, flyings.length + 1);//扩容
flyings[flyings.length - 1] = obj;//将敌人添加到最后一个元素上
}
}
public void stepAction() {
for (int i = 0; i < flyings.length; i++) { //遍历所有敌人
FlyingObject f = flyings[i];
f.step();//敌人走一步
}
for (int i = 0; i < bullets.length; i++) {
Bullet b = bullets[i];
b.step();//子弹走一步
}
hero.step(); //英雄机走一步
}
public void flyingStepAction() {
for (int i = 0; i < flyings.length; i++) {
FlyingObject f = flyings[i];
f.step();//飞行物走一步
}
}
int shootIndex = 0; // 射击计数
public void shootAction() {
shootIndex++;//每10毫秒增1
if (shootIndex % 30== 0) {
Bullet[] bs = hero.shoot();
bullets = Arrays.copyOf(bullets, bullets.length + bs.length); //扩容(有几个元素就扩大几个容量)
System.arraycopy(bs, 0, bullets, bullets.length - bs.length,
bs.length); //数组的追加
}
}
public void bangAction() {
for (int i = 0; i < bullets.length; i++) {//遍历所以子弹
Bullet b = bullets[i];
bang(b); //实现一个子弹与所有敌人(敌机+小蜜蜂)的碰撞
}
}
public void outOfBoundsAction() {
int index = 0; //1)不越界敌人数组下标 2)不越界敌人个数
FlyingObject[] flyingLives = new FlyingObject[flyings.length]; //不越界敌人数组
for (int i = 0; i < flyings.length; i++) {//遍历所有敌人
FlyingObject f = flyings[i];//获取每一个敌人
if (!f.outOfBounds()) { //不越界
flyingLives[index++] = f; //将不越界敌人对象添加到不越界敌人数组中
}
}
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;//将不越界子弹添加到数组
}
}
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()) {//游戏结束
state = GAME_OVER;
}
}
public boolean isGameOver() {
for (int i = 0; i < flyings.length; i++) {
int index = -1;
FlyingObject obj = flyings[i];
if (hero.hit(obj)) { //英雄机被敌机撞上
hero.subtractLife(); //减命
hero.setDoubleFire(0); //火力初始化
index = i;
}
if (index != -1) {
FlyingObject t = flyings[index];//交换被撞的敌人与数组中的最后一个元素
flyings[index] = flyings[flyings.length - 1];
flyings[flyings.length - 1] = t;
flyings = Arrays.copyOf(flyings, flyings.length - 1);
}
}
return hero.getLife() <= 0;
}
public void bang(Bullet bullet) {
int index = -1;
for (int i = 0; i < flyings.length; i++) {
FlyingObject obj = flyings[i];
if (obj.shootBy(bullet)) { //如果撞上了
index = i; //记录被撞敌人的下标
break;
}
}
if (index != -1) {
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); //数组缩容
if (one instanceof Enemy) { //如果装上的是敌人
Enemy e = (Enemy) one;//制强转为敌人
score += e.getScore(); // 得分
} else if (one instanceof Award) { //如果撞上的是奖励
Award a = (Award) one;//强制转为奖励
int type = a.getType(); //获取奖励类型
switch (type) {
case Award.DOUBLE_FIRE:
hero.addDoubleFire(); //加火力
break;
case Award.LIFE:
hero.addLife(); //加生命
break;
case Award.TRIPLE_FIRE:
hero.setDoubleFire(0);
hero.addTripleFire();
break;
}
}
}
}
public static FlyingObject nextOne() {
Random random = new Random();
int type = random.nextInt(20); // [0,20)
if (type == 0) {
return new Bee();//随机数为0时产生蜜蜂
} else {
return new Airplane();
}
}
}