[Java] java打飞机小游戏

新手刚接触java 编程,做一个打飞机的小游戏。有什么不对或有错误的地方请各位大神指出。
[Java] java打飞机小游戏_第1张图片 [Java] java打飞机小游戏_第2张图片[Java] java打飞机小游戏_第3张图片 [Java] java打飞机小游戏_第4张图片[Java] java打飞机小游戏_第5张图片 
     
   完整代码:
敌飞机:
 

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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

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/**

 * 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

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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

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/**

 * 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

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/**

 * 敌人,可以有分数

 */ 

public interface Enemy { 

    /** 敌人的分数  */ 

    int getScore(); 

}



飞行物

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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

     * [url=home.php?mod=space&uid=155549]@Return[/url] 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.xthis.x+width && this.ythis.y+height; 

    

 

}



英雄机

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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 && heroxy1 && heroy//区间范围内为撞上了 

    

 

}



游戏启动主类
 

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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(); 

        

    

 

}



   游戏中用到的图片我也打包了。这个小游戏也打包成exe可执行的文件了。但是运行时的需要用到jre  版本是jre1.8.0_101 
打飞机游戏exe程序:  打飞机.rar (243.28 KB, 下载次数: 301) 
图片文件:  图片合集.rar (90.27 KB, 下载次数: 181) 

如果害怕有毒也可以自行编译。

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