Java之飞机大战。

项目解析

飞机大战  玩过的朋友应该对这个游戏不陌生

游戏由背景、子弹、敌机、英雄机、小蜜蜂等主要组成;

其中子弹、敌机、英雄机、小蜜蜂拥有共同的特性,如贴图,图片宽高,XY坐标,移动方法,飞出屏幕等。

故抽取一个抽象类

package com.tarena.shott;
import java.awt.image.BufferedImage;

/**
 * 飞行物类
 * @author yaerpi
 *
 */
public abstract class FlyingObject {
	protected BufferedImage image;
	protected int width;
	protected int height;
	protected int x;
	protected int y;
	/**
	 * 飞行物移动
	 */
	public abstract void step(); 
	/**
	 * 飞行物越界
	 * @return yaerpi 
	 */
	public abstract boolean outOfBounds();
	/**
	 * 子弹碰撞敌机
	 * @param b  子弹对象
	 * @return yaerpi
	 */
	public boolean shootBy(Bullet b){
		int x1 = this.x;
		int x2 = this.x + this.width;
		int y1 = this.y;
		int y2 = this.y+this.height;
		int x  = b.x ;
		int y = b.y ;
		return x>x1 && xy1 &&y

接下来是敌机类型

为了后期的扩展性,新定义一个接口,写上敌机特有的得分行为

package com.tarena.shott;
/**
 * 敌人
 * @author yaerpi
 *
 */
public interface Enemy {
	/**
	 * 得分
	 * @return yaerpi
	 */
	public int getScore();
}
新建一个Airplane.java,继承飞行物类实现敌机接口,并重写方法
package com.tarena.shott;
import java.util.Random;
/**
 * 敌机类型  
 * @author xin
 *
 */
public class Airplane extends FlyingObject implements Enemy{
	private int speed = 2;
	
	public Airplane(){
		image = ShootGame.airplane;//图片
		width = image.getWidth();
		height = image.getHeight();
		Random rand = new Random();
		x = rand.nextInt(ShootGame.WIDTH-this.width);//敌机随机出现的坐标
		y = -this.height;

	}
	/**
	 * 重写得分方法
	 */
	public int getScore() {
		return 5;
	}

	/**
	 * 重写走步方法
	 */
	public void step() {
		y+=speed;
		
	}
        
	@Override
	public boolean outOfBounds() {
		
		return this.y>=ShootGame.HEIGHT;
		
	}
	
	

}

接下来是小蜜蜂(带奖励的敌机),敌机特有的行为是奖励分数,而小蜜蜂则是奖励火力值或生命值。

先定义一个接口,写小蜜蜂特有的奖励类型

package com.tarena.shott;
/** 奖励 **/
public interface Award {
	/**
	 * 火力值
	 */
	public int DOUBLE_FIRE = 0 ;
	/**
	 * 生命值
	 */
	public int LIFE = 1;
	/**
	 * 获取奖励类型 
	 * @return yaerpi
	 */
	public int getType();
	
	
}

新建一个Bee.java,用于继承飞行物实现奖励接口

package com.tarena.shott;

import java.util.Random;
/**
 * 小蜜蜂
 * @author yaerpi
 *
 */
public class Bee extends FlyingObject implements Award{
	private int xSpeed = 1;
	private int ySpeed = 2;
	private int awardType;

	public Bee(){
		image = ShootGame.bee;
		width = image.getWidth();
		height = image.getHeight();
		Random rand = new Random();
		x = rand.nextInt(ShootGame.WIDTH-this.width);
		y = -this.height;
		awardType = rand.nextInt(2);//取0-1随机数,随机奖励类型
	}
	/**
	 * 获取到随机的奖励类型
	 */
	public int getType() {
		
		return awardType;
	}

	/**
	 * 小蜜蜂特有的走步方法,从右到左向下
	 */
	public void step() {
		x+=xSpeed;
		y+=ySpeed;
		if(x>ShootGame.WIDTH-this.width){
			xSpeed=-1;
		}
		if(x<=0){
			xSpeed = 1;
		}
	}
	/**
	 * 小蜜蜂越界
	 */
	public boolean outOfBounds() {
		
		return this.y>=ShootGame.HEIGHT;
		
	}
}

英雄机

package com.tarena.shott;
import java.awt.image.BufferedImage;
import java.util.Random;
public class Hero extends FlyingObject {
	private int life;//生命值
	private int doubleFire;//火力值
	private BufferedImage[] images;//图片数组,存储英雄机飞行形态
	private int index;//图片数字下标索引
	
	public Hero (){
		image = ShootGame.hero0;
		width = image.getWidth();
		height = image.getHeight();
		Random rand = new Random();
		x = 150;//初始化英雄机坐标
		y = 400;
		life = 3;//初始化生命值
		doubleFire = 0;//初始化火力值
		images = new BufferedImage[]{ShootGame.hero0,ShootGame.hero1 };
		index = 0;
	}

	
	public void step() {
		image = images[index++/10%images.length];
	}
	
	/**
	 * 英雄机子弹类型,火力值大于0则一次发射两发制子弹
	 * @return yaerpi 
	 */
	public Bullet[] shoot(){
		int xStep = this.width/4;
		int yStep = 20;
		if(doubleFire>0){
			Bullet[] bs = new Bullet[2];
			bs[0] = new Bullet(this.x+1*xStep,this.y - yStep);
			bs[1] = new Bullet(this.x+3*xStep,this.y - yStep);
			doubleFire-=2;
			return bs;
		}else{
			Bullet[] bs = new Bullet[1];
			bs[0] = new Bullet(this.x+2*xStep,this.y - yStep);
			return bs;
		}
	}
	/**
	 * 鼠标位置,于英雄机中心点
	 * @param x
	 * @param y
	 */
	public void moveTo(int x,int y){
		this.x = x - this.width/2;
		this.y = y - this.height/2;
	}
	
	/**
	 * 英雄机永不越界,重写防报错
	 */
	public boolean outOfBounds() {
		
		return false;
		
	}
	/**
	 * 增加生命值
	 */
	public void addLife(){
		life++;
	}
	/**
	 * 增加火力值
	 */
	public void addFoubleFire(){
		doubleFire +=40;
	}
	/**
	 * 获取当前生命值
	 * @return
	 */
	public int getLife(){
		return life;
	}
	/**
	 * 获取当前火力值
	 * @return
	 */
	public int getDoubleFire(){
		return doubleFire;
	}
	/**
	 * 英雄机与飞行物碰撞
	 * @param f 飞行物
	 * @return
	 */
	public boolean hit(FlyingObject f){
		int x1 = f.x - this.x/2 ;
		int x2 = f.x + f.width+this.width;
		int y1 = f.x - this.height/2;
		int y2 = f.y +f.height+ this.height/2 ;
		int x = this.x+this.width/2 ;
		int y = this.y+this.height/2 ;
		
		
		return x > x1 && xy1 && y

子弹

package com.tarena.shott;
/**
 * 子弹类型
 * @author yaerpi
 *
 */
public class Bullet extends FlyingObject {
	private int speed = 3 ;
	public Bullet(int x,int y){
		image = ShootGame.bullet;
		width = image.getWidth();
		height = image.getHeight();
		this.x = x;
		this.y = y;
		
	}

	public void step() {
		y-=speed;
		
	}
			
	public boolean outOfBounds() {
		
		return this.y<=-this.height;
		
	}
}

新建一个ShootGame.java

package com.tarena.shott;
import java.awt.image.BufferedImage;
import javax.imageio.ImageIO;
import javax.swing.JFrame;
import javax.swing.JPanel;
import java.awt.Graphics;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.util.Random;//随机数生成

import java.util.Timer;//定时器
import java.util.TimerTask;
import java.util.Arrays;

import java.awt.Color;
import java.awt.Font;
/**
 * 游戏实现
 * @author yaerpi
 *
 */
public class ShootGame extends JPanel{
	
	public static final int WIDTH = 400;
	public static final int HEIGHT = 654;
	
	public static BufferedImage background;
	public static BufferedImage start;
	public static BufferedImage pause;
	public static BufferedImage gameover;
	public static BufferedImage airplane;
	public static BufferedImage bee;
	public static BufferedImage bullet;
	public static BufferedImage hero0;
	public static BufferedImage hero1;
	//游戏运行状态 ↓
	public static final int START = 0;
	public static final int RUNNING = 1;
	public static final int PAUSE =2;
	public static final int GAME_OVER = 3;
	public int state = START; 
	
	//初始化对象
	private Hero hero = new Hero();
	private FlyingObject[] flyings = {};
	private Bullet[] bullets = {};
	
/*	ShootGame(){
		flyings = new FlyingObject[2];
		flyings[0] = new Airplane();
		flyings[1] = new Bee();
		bullets = new Bullet[1];
		bullets[0] = new Bullet(100,200);
	}*/
	/**
	 * 静态加载图片资源
	 */
	static{
		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();
		}
	}
	/** 
	 * 生成敌人对象
	 * @return
	 */
	public FlyingObject nextOne(){
		Random rand = new Random();
		int type = rand.nextInt(20);
		if (type == 0){
			return new Bee();
		}else{
			return new Airplane();
		}
	}
	int flyEnteredIndex = 0;
	/**
	 * flyEnteredIndex控制敌人出现的间隔时间
	 * 敌人数组扩容,增加新敌人,敌人类型随机(敌机,小蜜蜂)
	 */
	public void enterAction(){
		flyEnteredIndex++;
		if(flyEnteredIndex%40==0){
			FlyingObject one = nextOne();
			flyings = Arrays.copyOf(flyings, flyings.length+1);//敌人数组扩容
			flyings[flyings.length-1] = one ;
		}
	}
	/**
	 * 所有对象走步
	 */
	public void stepAction(){
		hero.step();
		for(int i = 0;i

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