Java飞机大战所有代码(四)

经过三天的学习相信大家基本都完成了自己的飞机大战。

现在献上所有的代码。

airplane.png

background.png

bee.png

bullet.png

gameover.png
hero0.png
hero1.png
pause.png

start.png

以上图片需要的加qq群吧,群号:769674658(快满)

qq交流二群(296389054)

Java飞机大战所有代码(四)_第1张图片或者自己找相关的图片替代。

Airplane---

package cn.shoot;
import java.util.Random;

/** 敌机: 是飞行物,也是敌人 */
public class Airplane extends FlyingObject implements Enemy {
	private int speed = 2; //移动的速度
	/** 构造方法 */
	public Airplane(){
		image = ShootGame.airplane; //图片
		width = image.getWidth();   //宽
		height = image.getHeight(); //高
		Random rand = new Random(); //随机数对象
		x = rand.nextInt(ShootGame.WIDTH-this.width); //x:0到(窗口宽-敌机宽)之间的随机数
		y = -this.height; //y:负的敌机的高
	}
	
	/** 重写getScore()得分 */
	public int getScore(){
		return 5; //打掉一个敌机得5分
	}

	/** 重写step()走步 */
	public void step(){
		y+=speed; //y+(向下)
	}
	
	/** 重写outOfBounds()检查是否越界 */
	public boolean outOfBounds(){
		return this.y>=ShootGame.HEIGHT; //敌机的y>=窗口的高,即为越界了
	}
}














Award-----

package cn.shoot;
/** 奖励 */
public interface Award {
	public int DOUBLE_FIRE = 0; //火力值
	public int LIFE = 1; //命
	/** 获取奖励类型(上面的0或1) */
	public int getType();
}









Bee——
package cn.shoot;

import java.util.Random;

/** 小蜜蜂: 是飞行物, */
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;  //奖励的类型(0或1)
	/** 构造方法 */
	public Bee(){
		image = ShootGame.bee; //图片
		width = image.getWidth();   //宽
		height = image.getHeight(); //高
		Random rand = new Random(); //随机数对象
		x = rand.nextInt(ShootGame.WIDTH-this.width); //x:0到(窗口宽-小蜜蜂宽)之间的随机数
		y = -this.height; //y:负的小蜜蜂的高
		awardType = rand.nextInt(2); //0和1之间的随机数
	}
	
	/** 获取奖励类型 */
	public int getType(){
		return awardType; //返回奖励类型
	}
	
	/** 重写step()走步 */
	public void step(){
		x+=xSpeed; //x+(向左或向右)
		y+=ySpeed; //y+(向下)
		if(x>=ShootGame.WIDTH-this.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;
		}
	}
	
	/** 重写outOfBounds()检查是否越界 */
	public boolean outOfBounds(){
                return this.y>=ShootGame.HEIGHT; //小蜜蜂的y>=窗口的高,即为越界了

}}

package cn.shoot;

/** 子弹: 是飞行物 */
public class Bullet extends FlyingObject {
	private int speed = 3; //移动的速度
	/** 构造方法 子弹的初始坐标随着英雄机定*/
	public Bullet(int x,int y){
		image = ShootGame.bullet; //图片
		width = image.getWidth();   //宽
		height = image.getHeight(); //高
		this.x = x; //x:随英雄机
		this.y = y; //y:随英雄机
	}
	
	/** 重写step()走步 */
	public void step(){
		y-=speed; //y-(向上)
	}
	
	/** 重写outOfBounds()检查是否越界 */
	public boolean outOfBounds(){
		return this.y<=-this.height; //子弹的y<=负的子弹的高,即为越界了
	}
}
package cn.shoot;
/** 敌人 */
public interface Enemy {
	/** 得分 */
	public int getScore();
}








package cn.shoot;
import java.awt.image.BufferedImage;

/** 飞行物 */
public abstract class FlyingObject {
	protected BufferedImage image; //图片
	protected int width;  //宽
	protected int height; //高
	protected int x; //x坐标
	protected int y; //y坐标
	
	/** 飞行物走一步 */
	public abstract void step();
	
	/** 检测是否出界 */
	public abstract boolean outOfBounds();
	
	/** 检测敌人(敌机+小蜜蜂)是否被子弹击中 this:敌人 bullet:子弹 */
	public boolean shootBy(Bullet bullet){
		int x1 = this.x;             //x1:敌人的x
		int x2 = this.x+this.width;  //x2:敌人的x+敌人的宽
		int y1 = this.y;             //y1:敌人的y
		int y2 = this.y+this.height; //y2:敌人的y+敌人的高
		int x = bullet.x;            //x:子弹的x
		int y = bullet.y;            //y:子弹的y
		
		return x>=x1 && x<=x2
			   &&
			   y>=y1 && y<=y2; //x在x1与x2之间,并且,y在y1与y2之间,即为撞上了
	}
	
}
















package cn.shoot;
import java.awt.image.BufferedImage;

/** 英雄机: 是飞行物 */
public class Hero extends FlyingObject {
	private int doubleFire; //火力值
	private int life; //命
	private BufferedImage[] images; //可切换的图片数组
	private int index; //协助图片切换
	/** 构造方法 */
	public Hero(){
		image = ShootGame.hero0; //图片
		width = image.getWidth();   //宽
		height = image.getHeight(); //高
		x = 150; //x:固定的值
		y = 400; //y:固定的值
		doubleFire = 10000; //默认为0(单倍火力)
		life = 3; //默认3条命
		images = new BufferedImage[]{ShootGame.hero0,ShootGame.hero1}; //两张图片切换
		index = 0; //协助图片切换
	}
	
	/** 重写step()走步 */
	public void step(){ //10毫秒走一次
		image = images[index++/10%images.length];
		
		/*
		//每100毫秒切换一次
		index++;
		int a = index/10;
		int b = a%2;
		image = images[b];
		*/
		/*
		 * 10M  index=1  a=0 b=0
		 * 20M  index=2  a=0 b=0
		 * 30M  index=3  a=0 b=0
		 * ...
		 * 100M index=10 a=1 b=1
		 * 110M index=11 a=1 b=1
		 * ...
		 * 200M index=20 a=2 b=0
		 * ...
		 * 300M index=30 a=3 b=1
		 */
	}
	
	/** 英雄机发射子弹(生成子弹对象) */
	public Bullet[] shoot(){
		int xStep = this.width/4; //xStep:1/4英雄机的宽
		int yStep = 20; //yStep:固定的20
		if(doubleFire>0){ //双倍
			Bullet[] bs = new Bullet[2]; //2发子弹
			bs[0] = new Bullet(this.x+1*xStep,this.y-yStep); //x:英雄机的x+1/4英雄机的宽 y:英雄机的y-20
			bs[1] = new Bullet(this.x+3*xStep,this.y-yStep); //x:英雄机的x+3/4英雄机的宽 y:英雄机的y-20
			doubleFire-=2; //发射一次双倍火力,则火力值减2
			return bs;
		}else{ //单倍
			Bullet[] bs = new Bullet[1]; //1发子弹
			bs[0] = new Bullet(this.x+2*xStep,this.y-yStep); //x:英雄机的x+2/4英雄机的宽 y:英雄机的y-20
			return bs;
		}
	}
	
	/** 英雄机随着鼠标动 x:鼠标的x y:鼠标的y*/
	public void moveTo(int x,int y){
		this.x = x-this.width/2; //英雄机的x=鼠标的x-1/2英雄机的宽
		this.y = y-this.height/2; //英雄机的y=鼠标的y-1/2英雄机的高
	}
	
	/** 重写outOfBounds()检查是否越界 */
	public boolean outOfBounds(){
		return false; //永不越界
	}

	/** 英雄机增命 */
	public void addLife(){
		life++; //命数增1
	}
	
	/** 获取英雄机的命 */
	public int getLife(){
		return life; //返回命数
	}
	
	/** 英雄机减命 */
	public void subtractLife(){
		life--; //命数减1
	}
	
	/** 英雄机增火力 */
	public void addDoubleFire(){
		doubleFire+=40; //火力值增40
	}
	
	/** 清空英雄机的火力值 */
	public void clearDoubleFire(){
		doubleFire = 0; //火力值归零
	}
	
	/** 英雄机与敌人的碰撞算法  this:英雄机 other:敌人 */
	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+other.width+this.width/2;   //x2: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+other.height+this.height/2; //y2:敌人的y+敌人的高+1/2英雄机的高
		int x = this.x+this.width/2; 				 //x:英雄机的x+1/2英雄机的宽
		int y = this.y+this.height/2; 				 //y:英雄机的y+1/2英雄机的高
		
		return x>=x1 && x<=x2
			   &&
			   y>=y1 && y<=y2; //x在x1与x2之间,并且,y在y1与y2之间,即为撞上了
	}
	
}













package cn.shoot;
import java.awt.image.BufferedImage;
import javax.imageio.ImageIO;
import javax.swing.JFrame;
import javax.swing.JPanel;
import java.awt.Graphics;
import java.util.Random;
import java.util.Timer;
import java.util.TimerTask;
import java.util.Arrays;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.Color;
import java.awt.Font;



//主窗口类
public class ShootGame extends JPanel {
	public static final int WIDTH = 400;  //窗口宽
	public static final int HEIGHT = 654; //窗口高
	
	public static BufferedImage background; //背景图
	public static BufferedImage start;   	//启动图
	public static BufferedImage pause;		//暂停图
	public static BufferedImage gameover;	//游戏结束图
	public static BufferedImage airplane;	//敌机
	public static BufferedImage bee;		//小蜜蜂
	public static BufferedImage bullet;		//子弹
	public static BufferedImage hero0;		//英雄机0
	public static BufferedImage hero1;		//英雄机1
	static{ //初始化静态图片
		try{
			background = ImageIO.read(ShootGame.class.getResource("background.png"));
			start = ImageIO.read(ShootGame.class.getResource("start.png"));
			pause = ImageIO.read(ShootGame.class.getResource("pause.png"));
			gameover = ImageIO.read(ShootGame.class.getResource("gameover.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"));
		}catch(Exception e){
			e.printStackTrace();
		}
	}
	
	private Hero hero = new Hero(); //一个英雄机
	private FlyingObject[] flyings = {}; //一堆敌人(敌机+小蜜蜂)
	private Bullet[] bullets = {}; //一堆子弹
	
	public static final int START = 0;     //启动状态
	public static final int RUNNING = 1;   //运行状态
	public static final int PAUSE = 2;     //暂停状态
	public static final int GAME_OVER = 3; //游戏结束状态
	private int state = START; //当前状态(默认启动状态)
	
	/** 生成敌人(敌机+小蜜蜂)对象 */
	public FlyingObject nextOne(){
		Random rand = new Random(); //随机数对象
		int type = rand.nextInt(20); //0到19之间的随机数
		if(type<4){ //0到3时,生成小蜜蜂对象
			return new Bee();
		}else{ //4到19时,生成敌机对象
			return new Airplane();
		}
	}
	
	int flyIndex = 0; //敌人入场计数
	/** 敌人(敌机+小蜜蜂)入场 */
	public void enterAction(){ //10毫秒走一次
		flyIndex++; //每10毫秒增1
		if(flyIndex%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
		}
	}
	
	/** 飞行物(敌机+小蜜蜂+子弹+英雄机)走一步 */
	public void stepAction(){ //10毫秒走一次
		hero.step(); //英雄机走一步
		for(int i=0;i

 

 

 

 

 

 

 

 

 

 

 

你可能感兴趣的:(airplane)