java游戏

桌球

import java.awt.*;

import javax.swing.*;



public class BallGame2 extends JFrame {

Image ball =Toolkit.getDefaultToolkit().getImage("images/1.png");

Image desk =Toolkit.getDefaultToolkit().getImage("images/2.jpg");

double x =100;//小球的横坐标

double y =100;//小球的纵坐标

boolean right=true;//方向

public void paint(Graphics g) {

System.out.println("窗口被画了一次!");

g.drawImage(desk, 0, 0, null);

g.drawImage(ball, (int)x, (int)y, null);

if(right) {

x=x+10;

}else {

x=x-10;

}

if(x>856-40-30) {//856是窗口宽度,40是桌边框的宽度,30是小球的直径

right=false;

}

if(x<40) {

right=true;

}

}

//窗口加载

void launchFrame() {

setSize(856,500);

setLocation(50,50);

setVisible(true);

//重画窗口

while(true) {

repaint();

try {

Thread.sleep(40);//40ms 1秒=1000毫秒,大约1秒画20次窗口

}

catch(Exception e) {

e.printStackTrace();

}

}

}

public static void main(String[] args) {

System.out.println("我是");

BallGame2 game= new BallGame2();

game.launchFrame();

}


}

桌球方向任意版

package 桌球游戏1;

import java.awt.*;

import javax.swing.*;



public class BallGame3 extends JFrame {

Image ball =Toolkit.getDefaultToolkit().getImage("images/1.png");

Image desk =Toolkit.getDefaultToolkit().getImage("images/2.jpg");

double x =100;//小球的横坐标

double y =100;//小球的纵坐标

double degree=3.14/3;//弧度 此次就是:60度

public void paint(Graphics g) {

System.out.println("窗口被画了一次!");

g.drawImage(desk, 0, 0, null);

g.drawImage(ball, (int)x, (int)y, null);

x=x+10*Math.cos(degree);

y=y+10*Math.sin(degree);

if(y>500-40-30||y<40+40) {

degree=-degree;

}

}

//窗口加载

void launchFrame() {

setSize(856,500);

setLocation(50,50);

setVisible(true);

//重画窗口

while(true) {

repaint();

try {

Thread.sleep(40);//40ms 1秒=1000毫秒,大约1秒画20次窗口

}

catch(Exception e) {

e.printStackTrace();

}

}

}

public static void main(String[] args) {

System.out.println("我是");

BallGame3 game= new BallGame3();

game.launchFrame();

}


}

打飞机
敌飞机

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;
    }

}

分数奖励`

/** 
 * 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();  
}
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;  
        }  
    }  
}

子弹类:是飞行物体

/** 
 * 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
/** 
 * 敌人,可以有分数 
 */  
public interface Enemy {  
    /** 敌人的分数  */  
    int getScore();  
}

飞行物(敌机,蜜蜂,子弹,英雄机)

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
    • @return 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.x }

}```

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

    }

}```
游戏启动主类

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();  
    }  
}  

}```

打飞机游戏来自
作者:Java团长
链接:https://www.imooc.com/article/2170

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