声明:模仿【尚学堂】制作的飞机小游戏
package cn.gdlgxy.game03;
/**
* 创建图形注窗口
*/
import java.awt.Color;
import java.awt.Frame;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
//解决闪烁问题,继承Frame类,增加双缓冲技术
public class MyGameFrame extends Frame {
Image ballground = GameUtil.getImage("images/ballground.jpg");
Image fj = GameUtil.getImage("images/fj.png");
//创建对象画飞机,移动飞机,方便创建多个对象
Plane plane =new Plane(fj,250,250);
Shell[] shells = new Shell[30];
Explode ball;
//Shell shell = new Shell();
public void paint(Graphics g) {
//画背景图
g.drawImage(ballground, 0, 0, null);
//画出飞机,飞机调用drawSelf方法
plane.drawSelf(g);
//画出炮弹
for(int i=0;i<shells.length;i++) {
shells[i].draw(g);
//每生成一颗炮弹,检测飞机跟炮弹是否碰撞
boolean crash = shells[i].getRect().intersects(plane.getRect());
if(crash) {
plane.live = false;
//System.out.println("飞机与炮弹相撞了!");
if(ball==null) {
ball = new Explode(plane.x,plane.y);
}
ball.draw(g);
//运行无反应,观察飞机与炮弹是否为对象设置了宽度跟高度(发现plane没有!)
//所以在plane类中设置宽度和高度
//飞机死掉:在飞机类中增加一个变量:boolean live。
//如果 = true,则画,否则不画
}
}
/*
Color c = g.getColor(); //目前没改的颜色存起来
g.setColor(Color.BLUE); //更改为自己的颜色
g.drawLine(100, 100, 200, 200);
g.drawRect(100, 100, 200, 200); //开始点的坐标--宽高
g.drawString("小黑", 200, 200);
g.setColor(c); //把颜色改回原来的颜色
*/
}
//Thread----多线程
class PainThread extends Thread{
@Override
public void run() {
while(true) {
repaint();//重画窗口
try {
Thread.sleep(40); //1s = 1000ms
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
}
//添加键盘监听的内部类
class KeyMonitor extends KeyAdapter{
public void keyPressed(KeyEvent e) {
//飞机对象调用按键方法
plane.addDirection(e);
//测试:System.out.println("按下:" + e.getKeyCode());
}
public void keyReleased(KeyEvent e) {
//飞机对象调用松开方法
plane.stopDirection(e);
//System.out.println("松开:" + e.getKeyCode());
}
}
//添加双缓冲技术
private Image offScreenImage = null;
public void update(Graphics g) {
if(offScreenImage == null)
offScreenImage = this.createImage(Constan.GAME_WIDTH,Constan.GAME_HEIGHT);//这是游戏窗口的高度和宽度
Graphics gOff= offScreenImage.getGraphics();
paint(gOff);
g.drawImage(offScreenImage, 0, 0, null);
}
public void launchFrame() {
this.setTitle("学院—小黑作品");
this.setVisible(true); //窗口默认不可见,设置窗口可见
this.setSize(Constan.GAME_WIDTH,Constan.GAME_HEIGHT); //设置长,宽
this.setLocation(400,250); //以左上角为坐标原点。右边为x轴,下边为y轴
/**
* 关闭窗口后自动结束程序
* alt+/ 提示
*/
this.addWindowListener(new WindowAdapter() {
public void windowClosing(WindowEvent e) {
System.exit(0);
}
});
new PainThread().start(); //启动重画窗口的线程
addKeyListener(new KeyMonitor());//给窗口增加键盘监听
//初始化25个数组
for(int i=0;i<shells.length;i++) {
shells[i] = new Shell();
}
}
public static void main(String[] args) {
MyGameFrame j = new MyGameFrame();
j.launchFrame();
}
}
package cn.gdlgxy.game03;
/*
* 图片加载类
*/
import java.awt.Image;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.net.URL;
import javax.imageio.ImageIO;
public class GameUtil {
private GameUtil() {
}
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.gdlgxy.game03;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.Rectangle;
/**
* 游戏物体的父类
* @author 卟淡
*
*/
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() {
}
/**
* 返回物体所在的矩形。便于后续的碰撞检测
*/
public Rectangle getRect() {
return new Rectangle((int)x,(int)y,width,height);
}
}
package cn.gdlgxy.game03;
/**
* 创建飞机类,方便myGameFrame调用
*/
import java.awt.Graphics;
import java.awt.Image;
import java.awt.event.KeyEvent;
public class Plane extends GameObject {
boolean left,up,right,down;
boolean live = true;//boolean型的默认值为false
public void drawSelf(Graphics g) {
if(live) {
g.drawImage(img, (int)x, (int)y, null);
//按键时以一定的速度跟方向移动
if(left) {
x -=speed;
}
if(right) {
x +=speed;
}
if(up) {
y -=speed;
}
if(down) {
y +=speed;
}
}else {
}
}
public Plane(Image img,double x,double y) {
this.img = img;
this.x = x;
this.y = y;
this.speed = 4; //若无这句话,程序按键无反应。因为开始时速度被初始化,此时要定义速度的大小
this.width = img.getWidth(null); //null为无观察者
this.height = img.getHeight(null);
}
//按下某个键增加相应的方向
//键盘控制物体方法.keyEvent 包含了你按哪个键的信息,所以把KeyEvent传进来
public void addDirection(KeyEvent e) {
//e调用获取键码方法
switch(e.getKeyCode()) {
/*case 37:
left = true;
break;
case 38:
up = true;
break;
case 39:
right = true;
break;
case 40:
down = true;
break;*/
//直接用KeyEvent里的常量
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;
}
}
//松开时
public void stopDirection(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;
/*case 37:
left = false;
case 38:
up = false;
case 39:
right = false;
case 40:
down = false;*/
}
}
}
package cn.gdlgxy.game03;
import java.awt.Color;
import java.awt.Graphics;
/**
* 炮弹类
* @author 卟淡
*
*/
public class Shell extends GameObject{
double degree;//定义弧度
public Shell() {
//设置开始位置,
//在MyGameFrame类中增加Shell对象,画出炮弹(shell.draw(g))
x = 200;
y = 200;
width = 10;
height = 10;
speed = 3;
degree = Math.random()*Math.PI*2; //弧度为:0-2π
}
public void draw(Graphics g) {
Color c = g.getColor(); //保留原来的颜色
g.setColor(Color.YELLOW);
g.fillOval((int)x,(int)y, width, height);
//炮弹任意角度飞行路径,用三角函数:见下图
x+=speed*Math.cos(degree);
y+=speed*Math.sin(degree);
//因为窗口有边框,运行炮弹反弹时有一些细节问题,所以要减一些宽度和高度
//弹到y轴上
if(x<10||x>Constan.GAME_WIDTH-20) {
degree = Math.PI-degree;
}
if(y<30||y>Constan.GAME_HEIGHT-20) {
degree = -degree;
}
g.setColor(c); //恢复原来的颜色
}
}
package cn.gdlgxy.game03;
/**
* 设置final变量方便shell类中设置碰撞反弹的边界
* @author 卟淡
*
*/
public class Constan {
public static final int GAME_WIDTH = 500;
public static final int GAME_HEIGHT = 500;
}
package cn.gdlgxy.game03;
/**
* 爆炸类
*/
import java.awt.Graphics;
import java.awt.Image;
/*
* 爆炸类
*/
public class Explode {
double explodeX,explodeY;
static Image[] imgs = new Image[16];
static {
for(int i=0;i<16;i++){
imgs[i] = GameUtil.getImage("images/explode"+(i+1)+".gif");
imgs[i].getWidth(null);
}
}
int count;
public void draw(Graphics g){
if(count<=15){
g.drawImage(imgs[count], (int)explodeX, (int)explodeY, null);
count++;
}
}
public Explode(double explodeX,double explodeY){
this.explodeX = explodeX;
this.explodeY = explodeY;
}
}
没增加爆炸类时运行无错误,当增加爆炸类在主窗口调用后运行出现以下问题:
由此可发现:图片的命名不用单一的数字命名,即可解决!!