初始化窗口
public class MyGameFrame extends JFrame{
/**
* 初始化窗口
*/
public void launchFrame(){
this.setTitle("FYX");
this.setVisible(true);
this.setSize(500,500);
this.setLocation(300, 300);
this.addWindowListener(new WindowAdapter() {
@Override
public void windowClosing(WindowEvent e) {
System.exit(0);
}
});
}
public static void main(String[] args) {
MyGameFrame f=new MyGameFrame();
f.launchFrame();
}
}
2.设置自动被调用的画笔
public void paint(Graphics g) { //自动被调用。 g相当于一只画笔
Color c = g.getColor();
Font f = g.getFont();
g.setColor(Color.BLUE);
g.drawLine(100, 100, 300, 300);
g.drawRect(100, 100, 300, 300);
g.drawOval(100, 100, 300, 300);
g.fillRect(100, 100, 40, 40);
g.setColor(Color.red);
g.setFont(new Font("宋体",Font.BOLD,50));
g.drawString("我是谁?", 200, 200);
g.drawImage(ball, 250, 250, null);
g.setColor(c);
g.setFont(f);
}
3.引入GameUtil类通过图片路径获得图片;
引入多线程多次重复画窗口
Image plane = GameUtil.getImage("images/plane.png");
Image bg = GameUtil.getImage("images/bg.jpg");
//帮助我们反复的重画窗口!
class PaintThread extends Thread {
@Override
public void run() {
while(true){
repaint(); //重画
try {
Thread.sleep(40); //1s=1000ms
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
}
4.面向对象思想构造飞机:设置游戏物体基类,不同物体可以根据自己的需求去重写方法
/**
* 游戏物体的父类
* @author LENOVO
*
*/
public class GameObject {
Image img;
double x,y;
int speed;
int width,height;
public void drawSelf(Graphics g) {
g.drawImage(img,(int)x,(int)y,null);
}
public GameObject(Image img, double x, double y, int speed, int width, int height) {
super();
this.img = img;
this.x = x;
this.y = y;
this.speed = speed;
this.width = width;
this.height = height;
}
public GameObject(Image img, double x, double y) {
super();
this.img = img;
this.x = x;
this.y = y;
}
public GameObject() {
}
/**
*返回物体所在矩形,便于后续碰撞检测
* @return
*/
public Rectangle getRect() {
return new Rectangle((int)x,(int)y,width,height);
}
}
Plane plane=new Plane(planeImage,250,250);
@Override
public void paint(Graphics g) { //自动被调用。 g相当于一只画笔
g.drawImage(bg, 0, 0, null);
plane.drawSelf(g);//画飞机
}
5.增加窗口监听,构造内部类
class KeyMonitor extends KeyAdapter{
@Override
public void keyPressed(KeyEvent e) {
super.keyPressed(e);
}
@Override
public void keyReleased(KeyEvent e) {
super.keyReleased(e);
}
}
6.键盘控制飞机运动方向:增加键盘监听的内部类;plane增加按下,松开方法,在画的函数更改飞机运行方向
//按下某个键,增加相应的方向
public void addDirection(KeyEvent e) {
switch(e.getKeyCode()) {
case KeyEvent.VK_LEFT:
left=true;
break;
case KeyEvent.VK_UP:
up=true;
break;
case KeyEvent.VK_RIGHT:
right=true;
break;
case KeyEvent.VK_DOWN:
down=true;
break;
}
}
//按下某个键,取消相应的方向
public void minusDirection(KeyEvent e) {
switch(e.getKeyCode()) {
case KeyEvent.VK_LEFT:
left=false;
break;
case KeyEvent.VK_UP:
up=false;
break;
case KeyEvent.VK_RIGHT:
right=false;
break;
case KeyEvent.VK_DOWN:
down=false;
break;
}
}
/*重写方法*/
public void drawSelf(Graphics g) {
g.drawImage(img,(int)x,(int)y,null);
if(left) {
x-=speed;
}
if(right) {
x+=speed;
}
if(up) {
y-=speed;
}
if(down) {
y+=speed;
}
}
//增加键盘监听的内部类
class KeyMonitor extends KeyAdapter{
@Override
public void keyPressed(KeyEvent e) {
plane.addDirection(e);
}
@Override
public void keyReleased(KeyEvent e) {
plane.minusDirection(e);
}
}
7.炮弹以任意方向飞行
Constant记录常量,shell判断是否越界进行翻转
package cn.sxt.game;
public class Constant {
public static final int GAME_WIDTH=500;
public static final int GAME_HEGHT=500;
}
/**
* 炮弹类
* @author LENOVO
*
*/
public class Shell extends GameObject{
double degree;
public Shell() {
x=200;
y=200;
width=10;
height=10;
speed=3;
degree=Math.random()*Math.PI*2;
}
public void draw(Graphics g) {
Color c=g.getColor();
g.setColor(Color.YELLOW);
g.fillOval((int)x, (int)y, width, height);
//炮弹沿着任意角度去飞
x+=speed*Math.cos(degree);
y+=speed*Math.sin(degree);
if(x<0||x>Constant.GAME_WIDTH-width) {
degree=Math.PI-degree;
}
if(y<30||y>Constant.GAME_HEGHT-height) {
degree=-degree;
}
g.setColor(c);
}
}
8.初始化很多炮弹:初始化窗口时就初始化炮弹,画炮弹用数组形式遍历
Shell[] shells = new Shell[50];
//画出所有的炮弹
for(int i=0;i<shells.length;i++){
shells[i].draw(g);
//初始化50个炮弹
for(int i=0;i<shells.length;i++){
shells[i] = new Shell();
}
extends frame和增加双缓冲,解决闪烁问题
public void update(Graphics g) {
if(offScreenImage == null)
offScreenImage = this.createImage(Constant.GAME_WIDTH,Constant.GAME_HEGHT);//这是游戏窗口的宽度和高度
Graphics gOff = offScreenImage.getGraphics();
paint(gOff);
g.drawImage(offScreenImage, 0, 0, null);
}
物体碰撞检测(记得要设置Plane中的长宽高
//飞机和炮弹的碰撞检测!!!
boolean peng = shells[i].getRect().intersects(plane.getRect());
if(peng){
plane.live = false;
}
boolean live=true;
/*重写方法*/
public void drawSelf(Graphics g) {
if(live) {
g.drawImage(img,(int)x,(int)y,null);
if(left) {
x-=speed;
}
if(right) {
x+=speed;
}
if(up) {
y-=speed;
}
if(down) {
y+=speed;
}
}
9.发生爆炸
package cn.sxt.game;
import java.awt.Graphics;
import java.awt.Image;
public class Explode {
double x, y;//爆炸位置
static Image[] imgs = new Image[16];//只声明一次,避免反复new,浪费空间
static {
for (int i = 0; i < 16; i++) {
imgs[i] = GameUtil.getImage("images/explode/e" + (i + 1) + ".gif");
imgs[i].getWidth(null);
}
}//静态初始化块
int count;
public void draw(Graphics g) {
if (count <= 15) {
g.drawImage(imgs[count], (int) x, (int) y, null);
count++;
}
}//轮流播放
public Explode(double x, double y) {
this.x = x;
this.y = y;
}
}
//飞机和炮弹的碰撞检测!!!
boolean peng = shells[i].getRect().intersects(plane.getRect());
if(peng){
plane.live = false;
if(bao==null) {
bao=new Explode(plane.x,plane.y);
}//生成一次爆炸
bao.draw(g);
}
10.计时功能
startTime在声明师new,endTine在发生碰撞的时候new.
//飞机和炮弹的碰撞检测!!!
boolean peng = shells[i].getRect().intersects(plane.getRect());
if(peng){
plane.live = false;
if(bao==null) {
bao=new Explode(plane.x,plane.y);
endTime=new Date();
peroid=(int)((endTime.getTime()-startTime.getTime())/1000);
}//生成一次爆炸
bao.draw(g);
}
if(!plane.live) {
g.setColor(Color.red);
Font f=new Font("宋体",Font.BOLD,50);
g.setFont(f);
g.drawString("时间"+peroid+"秒",(int) plane.x,(int)plane.y);
}
}
g.setColor(c);
}