Bullet类设置子弹的坐标,速度,角度,宽度和高度
package cn.bjst.plane;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Rectangle;
import cn.bjst.util.Constant;
public class Bullet extends GameObject{
int speed=5;
double degree;
public Bullet() {
degree= Math.random()*Math.PI*2;
x=Constant.GAME_WIDTH/2;
y=Constant.GAME_HEIGHT/2;
width=10;
height=10;
}
public void draw(Graphics g) {
Color c=g.getColor();
g.setColor(Color.yellow);
g.fillOval((int)x,(int) y, width, height);
g.setColor(c);
x +=speed*Math.cos(degree);
y +=speed*Math.sin(degree);
if(y>Constant.GAME_HEIGHT-height||y<30) {//反弹的计算
degree = -degree;
}
if(x<0||x>Constant.GAME_WIDTH-width) { //反弹的计算
degree =Math.PI-degree;
}
}
}
Explode爆炸效果类:快速读取图片轮播形成动态的爆炸效果。
package cn.bjst.plane;
import java.awt.Graphics;
import java.awt.Image;
import cn.bjst.util.GameUtil;
/*
*
* 爆炸类
*/
public class Explode {
double x,y;
static Image[] imgs=new Image[16];
int count;
static {
for(int i=0;i<16;i++) {
imgs[i] =GameUtil.getImage("images/explode/e"+(i+1)+".gif");
imgs[i].getWidth(null);
}
}
public void draw(Graphics g) {
if(count<=15) {
g.drawImage(imgs[count], (int)x, (int)y, null);
count++;
}
}
public Explode(double x,double y){
this.x=x;
this.y=y;
}
}
package cn.bjst.plane;
import java.awt.Image;
import java.awt.Rectangle;
public class GameObject {
Image img;
double x,y;
int speed =10;
int width,height;
public Rectangle getRect() {
return new Rectangle((int)x,(int)y,width,height);
}
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() {
}
}
Plane类:设置飞机的图片,坐标,移动方向,移动速度,是否存活。
package cn.bjst.plane;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.Rectangle;
import java.awt.event.KeyEvent;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
import cn.bjst.util.GameUtil;
import cn.bjst.util.GameUtil1;
public class Plane extends GameObject{
private boolean left,up,right,down;
boolean live =true;
public void draw(Graphics g) {
if(live) {
g.drawImage(img,(int)x, (int)y,null);
move();
}
}
public void move() {
if(left) {
x -=speed;
}
if(right) {
x +=speed;
}
if(up) {
y -=speed;
}
if(down) {
y +=speed;
}
}
public void addDirection(KeyEvent e) {
switch (e.getKeyCode()) {
case KeyEvent.VK_LEFT:
left=true;
break;
case KeyEvent.VK_RIGHT:
right=true;
break;
case KeyEvent.VK_UP:
up=true;
break;
case KeyEvent.VK_DOWN:
down=true;
break;
default:
break;
}
}
public void minusDirection(KeyEvent e) {
switch (e.getKeyCode()) {
case KeyEvent.VK_LEFT:
left=false;
break;
case KeyEvent.VK_RIGHT:
right=false;
break;
case KeyEvent.VK_UP:
up=false;
break;
case KeyEvent.VK_DOWN:
down=false;
break;
default:
break;
}
}
public Plane(String imgpath,double x,double y) {
this.img= GameUtil.getImage(imgpath);
this.width = img.getWidth(null);
this.height = img.getHeight(null);
this.x=x;
this.y=y;
}
public Plane() {
}
public boolean isLive() {
return live;
}
public void setLive(boolean live) {
this.live = live;
}
}
于该类运行程序
package cn.bjst.plane;
import java.awt.Color;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.lang.invoke.SwitchPoint;
import java.util.ArrayList;
import java.util.Date;
import cn.bjst.util.Constant;
import cn.bjst.util.GameUtil;
import cn.bjst.util.MyFrame;
public class PlaneGameFrame extends MyFrame{
Image bg=GameUtil.getImage("images/bg.jpg");
Plane p =new Plane("images/plane.png",50,50);
ArrayList bulletList = new ArrayList();//泛型暂时未学,学后强烈建议加上
Explode bao ;
Date startTime;
Date endTime;
public void paint(Graphics g) {
g.drawImage(bg, 0, 0, null);
p.draw(g);
for(int i=0;i<bulletList.size();i++) {
Bullet b =(Bullet)bulletList.get(i);
b.draw(g);
//检测跟飞机的碰撞
boolean peng =b.getRect().intersects(p.getRect());
if(peng) {
p.setLive(false);
if(bao==null) {
endTime =new Date();
bao=new Explode(p.x,p.y);
}
bao.draw(g);
break;
}
}
if(!p.isLive()) {
printInfo(g,"Game Over",50,100,200,Color.WHITE);
int period =(int )(endTime.getTime()-startTime.getTime())/1000;
printInfo(g, "时间:"+period+"秒", 20, 120,260, Color.yellow);
switch (period/10) {
case 0:
printInfo(g, "等级-兵", 30, 110,230, Color.WHITE);
break;
case 1:
printInfo(g, "等级-排", 30, 110,230, Color.GREEN);
break;
case 2:
printInfo(g, "等级-连", 30, 110,230, Color.BLUE);
break;
case 3:
printInfo(g, "等级-营", 30, 110,230, Color.PINK);
break;
default:
break;
}
}
}
/**
在窗口上打印信息
*/
public void printInfo(Graphics g,String str,int size,int x,int y,Color color) {
Color c =g.getColor();
g.setColor(color);
Font f =new Font("宋体",Font.BOLD,size);
g.setFont(f);
g.drawString(str,x,y);
g.setColor(c);
}
private Image offScreenImage =null;//利用双缓冲技术消除闪烁
public void update(Graphics g) {
if(offScreenImage == null)
offScreenImage = this.createImage(Constant.GAME_WIDTH,Constant.GAME_HEIGHT);
Graphics gOff =offScreenImage.getGraphics();
paint(gOff);
g.drawImage(offScreenImage, 0, 0, null);
}
public static void main(String[] args) {
new PlaneGameFrame().launchFrame();
}
public void launchFrame() {
super.launchFrame();
//增加键盘的监听
addKeyListener(new KeyMonitor());
//生成一堆子弹
for(int i=0;i<3;i++) {
Bullet b=new Bullet();
bulletList.add(b);
}
startTime = new Date();
}
//定义内部类,可以方便的使用外部类的普通属性
class KeyMonitor extends KeyAdapter{
@Override
public void keyPressed(KeyEvent e) {
System.out.println("按下"+e.getKeyCode());
p.addDirection(e);
}
@Override
public void keyReleased(KeyEvent e) {
System.out.println("释放"+e.getKeyCode());
p.minusDirection(e);
}
}
}
定义工具类在cn.bjst.util包下面
1.Constant 用来存放常量的类 :窗体的宽度、高度、坐标x,y。
2.GameUtil是一个通用的读取图片的类,它的构造器私有化,即不能被实例化,但是提供了一个静态方法。
3.本文中原GameUtil1代码有问题已更改使用GameUtil,有兴趣的小伙伴可以尝试一下原GameUtil1感受一下问题所在,下面有解析。
package cn.bjst.util;
public class Constant {
public static final int GAME_WIDTH = 500;
public static final int GAME_HEIGHT = 900;
}
package cn.bjst.util;
import java.awt.Image;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.net.URL;
import javax.imageio.ImageIO;
public class GameUtil {
// 工具类最好将构造器私有化。
private GameUtil() {
}
/**
* 返回指定路径文件的图片对象
* @param path
* @return
*/
public static Image getImage(String path) {
BufferedImage bi = null;
try {
URL u = GameUtil.class.getClassLoader().getResource(path);
bi = ImageIO.read(u);
} catch (IOException e) {
e.printStackTrace();
}
return bi;
}
}
package cn.bjst.util;
import java.awt.Image;
import java.awt.Toolkit;
public class GameUtil1{
private GameUtil1(){}
public static Image getImage(String path) {
return Toolkit.getDefaultToolkit().getImage(GameUtil1.class.getClassLoader().getResource(path));}
}
Myframe extends Frame 是一个通用的窗体类
package cn.bjst.util;
import java.awt.Frame;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
public class MyFrame extends Frame{
/**
* 加载窗口
*/
public void launchFrame() {
setSize(Constant.GAME_WIDTH,Constant.GAME_HEIGHT);
setLocation(100,100);
setVisible(true);
new PaintThread().start();
addWindowListener(new WindowAdapter() {
@Override
public void windowClosing(WindowEvent e) {
System.exit(0);
}
});
}
class PaintThread extends Thread{
public void run() {
while(true) {
repaint();
try {
Thread.sleep(40); //1s=1000ms
}catch(InterruptedException e ) {
e.printStackTrace();
}
}
}
}
}
代码源出处尚学堂300集,上文代码是经过更改后的,因源代码中GameUtil1.java中存在一些问题,所以这里面我把源代码更改为用GameUtil.java中使用,因为对这块不太了解咨询了大佬。