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(); } } } |