Java实现简单的弹球游戏

本文实例为大家分享了Java实现简单的弹球游戏的具体代码,供大家参考,具体内容如下

该程序主要是用于对java图形化界面编程进行联系,程序实现全部采用的是AWT包下的类。
程序仅做参考,供学习使用。

import java.awt.Canvas;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Font;
import java.awt.Frame;
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;

import javax.swing.Timer;

public class PinBallGame {
 //创建窗口对象
 private Frame frame = new Frame("弹球游戏");
 
 //桌面宽度
 private final int TABLE_WTDTH = 300;
 //桌面高度
 private final int TABLE_HEIGHT = 400;
 
 //球拍的高度和宽度
 private final int RACKET_WIDTH = 60;
 private final int RACKET_HETGHT = 20;
 
 //小球的大小
 private final int BALL_SIZE = 16;
 
 //定义变量,记录小球的坐标
 private int ballX = 120;
 private int ballY = 20;
 
 //定义变量,记录小球在x和y方向上分别移动的速度
 private int speedY = 10;
 private int speedX = 5;
 
 //定义变量,记录球拍的坐标
 private int racketX = 120;
 private final int racketY = 340;
 
 //定义变量,标识当前游戏是否已结束
 private boolean isOver = false;
 
 //声明一个定时器
 private Timer timer;
 
 //自定义一个类,继承Canvas,充当画布
 @SuppressWarnings("serial")
 private class MyCanvas extends Canvas{
 
 @Override
 public void paint(Graphics g) {
  //TODO 在这里绘制内容
  if (isOver) {
  //游戏结束
  g.setColor(Color.BLUE);
  g.setFont(new Font("Times",Font.BOLD,30));
  g.drawString("游戏结束!", 50, 200);
  
  }else{
  //游戏中
  //绘制小球
  g.setColor(Color.RED);
  g.fillOval(ballX, ballY, BALL_SIZE, BALL_SIZE);
  //绘制球拍
  g.setColor(Color.PINK);
  g.fillRect(racketX, racketY, RACKET_WIDTH, RACKET_HETGHT);
  }
 }
 }
 
 //创建绘画区域
 MyCanvas drawArea = new MyCanvas();
 
 public void init() {
 //组装视图,游戏逻辑的控制
 //完成球拍坐标的变化
 KeyListener listener = new KeyAdapter() {
  
  @Override
  public void keyPressed(KeyEvent e) {
  //获取当前按下的键
  int keyCode = e.getKeyCode();
  if (keyCode == KeyEvent.VK_LEFT) {
   //<- 应该向左移动
   if (racketX>0) {
   racketX -= 10;
   }
  }
  
  if (keyCode == KeyEvent.VK_RIGHT) {
   //-> 应该向右移动
   if (racketX <(TABLE_WTDTH - RACKET_WIDTH)) {
   racketX += 10;
   }
  }
  }
 };
 
 //给Frame和drawArea注测监听器
 frame.addKeyListener(listener);
 drawArea.addKeyListener(listener);
 
 //小球坐标的控制
 ActionListener task = new ActionListener() {
  
  @Override
  public void actionPerformed(ActionEvent arg0) {
  //根据边界范围,修正速度
  if (ballX<=0 || ballX>=(TABLE_WTDTH-BALL_SIZE)) {
   speedX = -speedX;
  }
  
  if (ballY <= 0 || (ballY > racketY-BALL_SIZE && ballX>racketX && ballX < racketX+RACKET_WIDTH)) {
   speedY = -speedY;
  }
  
  if (ballY > racketY-BALL_SIZE && (ballX < racketX || ballX > racketX+RACKET_WIDTH)) {
   //当前小球超出了球拍的范围,游戏结束
   //停止定时器
   timer.stop();
   //修改游戏是否结束的标记
   isOver = true;
   //重绘界面
   drawArea.repaint();
  }
  
  //更新小球的坐标,重绘界面
  ballX += speedX;
  ballY += speedY;
  //重绘界面
  drawArea.repaint();
  }
 };
 
 timer = new Timer(100, task);
 timer.start();
 
 drawArea.setPreferredSize(new Dimension(TABLE_WTDTH,TABLE_HEIGHT));
 frame.add(drawArea);
 
 //设置frame最佳大小,并可视
 frame.pack();
 frame.setVisible(true);
 frame.setLocationRelativeTo(null);
 
 frame.addWindowListener(new WindowAdapter() {
  
  @Override
  public void windowClosing(WindowEvent e) {
  System.exit(0);
  }
 });
 }

 public static void main(String[] args) {
 new PinBallGame().init();
 }
}

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持脚本之家。

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