Java实现经典游戏飞机大战-I的示例代码

前言

《飞机大战-I》是一款融合了街机、竞技等多种元素的经典射击手游。华丽精致的游戏画面,超炫带感的技能特效,超火爆画面让你肾上腺素爆棚,给你带来全方位震撼感受,体验飞行战斗的无限乐趣。

游戏是用java语言实现,采用了swing技术进行了界面化处理,设计思路用了面向对象思想。

主要需求

玩家控制一台战斗机,以消灭所有的敌机为胜利,有些敌机会掉落装备,不可错过哦

主要设计

1、 用Swing库做可视化界面

2、鼠标控制战斗机移动

3、 用线程实现画面刷新。

4、用流实现音乐播放。

5、 创造一个飞机, 并且放在场景下方。

6、管理场景所有的飞机、子弹、道具移动

7、管理场景所有的子弹的发射

8、生成敌方飞机算法

9、分数计算算法

功能截图

游戏开始

Java实现经典游戏飞机大战-I的示例代码_第1张图片

战斗效果:

Java实现经典游戏飞机大战-I的示例代码_第2张图片

代码实现

启动类

public class Main {

    public static void main(String[] args) {
        // 创建窗口
        JFrame frame = new JFrame("飞机大战");
        // 添加 JPanel
        Data.canvas = new Canvas(frame);
        frame.setContentPane(Data.canvas);
        // 初始化 Data
        Data.init();
        // 设置图标
        frame.setIconImage(Load.image("ICON.png"));
        // 设置窗口可见
        frame.setVisible(true);
        // 获取标题栏的高度和宽度
        Data.TITLE_BOX_HEIGHT = frame.getInsets().top;
        // 设置大小
        frame.setSize(Data.WIDTH, Data.HEIGHT + Data.TITLE_BOX_HEIGHT);
        // 窗口大小固定
        frame.setResizable(false);
        // 窗口居中显示
        frame.setLocationRelativeTo(frame.getOwner());
        // 窗口关闭时结束程序
        frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
        // 播放背景音乐
        Load.sound("background").loop(Clip.LOOP_CONTINUOUSLY);
    }
}

核心类

public class Game implements Scenes {
    // 玩家 BOSS
    Aircraft player, boss;
    // 敌人
    List enemy;
    // 玩家子弹 敌人子弹 道具列表
    List bulletPlayer, bulletEnemy, bulletBuff;
    // 玩家生命 生命 < 0 时死亡
    // int life = Data.LIFE;
    // 当前关卡 当前分数
    int checkpoint = 1, fraction = 0;
    // 飞机的飞行方向, 此处需要注意,监听按键来控制飞机移动时,不应该单纯的按键按下一次就执行一次,因为键盘按下不松开,飞机应该一直向某个方向移动,直到按键被放开
    boolean left = false, right = false, down = false, up = false;
    // fps, 记录当前帧数
    int fps = 0;
    // 提示的 x 坐标
    int tipsX = -1000;

    public Game() {
        // 创造一个飞机, 并且放在场景下方, 玩家的角度属性不会使用
        player = new Aircraft(Data.playerAircraftImage, Data.playerDeathImage, Data.SPEED, 0, Data.WIDTH / 2 - 40, Data.HEIGHT - 100);
        // 设置飞机碰撞点,因为游戏采用的矩形碰撞检测,会出现很多误差,所以手动设置碰撞矩形,不采用图片的大小, 这个碰撞的坐标是相对于图片位置的相对坐标
        player.upperLeft = new Point(15, 15);
        player.lowerRight = new Point(75, 75);
        // 初始化列表
        bulletPlayer = new ArrayList<>();
        bulletEnemy = new ArrayList<>();
        bulletBuff = new ArrayList<>();
        enemy = new ArrayList<>();
    }

    public void onKeyDown(int keyCode) {
        if (keyCode == KeyEvent.VK_W || keyCode == KeyEvent.VK_UP)
            up = true;
        if (keyCode == KeyEvent.VK_S || keyCode == KeyEvent.VK_DOWN)
            down = true;
        if (keyCode == KeyEvent.VK_A || keyCode == KeyEvent.VK_LEFT)
            left = true;
        if (keyCode == KeyEvent.VK_D || keyCode == KeyEvent.VK_RIGHT)
            right = true;
    }

    public void onKeyUp(int keyCode) {
        if (keyCode == KeyEvent.VK_W || keyCode == KeyEvent.VK_UP)
            up = false;
        if (keyCode == KeyEvent.VK_S || keyCode == KeyEvent.VK_DOWN)
            down = false;
        if (keyCode == KeyEvent.VK_A || keyCode == KeyEvent.VK_LEFT)
            left = false;
        if (keyCode == KeyEvent.VK_D || keyCode == KeyEvent.VK_RIGHT)
            right = false;
    }

    public void onMouse(int x, int y, int struts) {

    }

    public void draw(Graphics g) {
        if (fps == 0) {
            left = right = up = down = false;
        }
        // 绘制一次 fps + 1
        fps++;
        // 飞机移动
        move();
        // 子弹发射
        attack();
        // 敌方飞机生成
        generate();
        // 失效对象销毁
        remove();
        // 绘制背景
        Data.background.show(g);
        // 绘制我方飞机
        if(player != null)
            player.draw(g);
        // 绘制BOSS
        if (boss != null) boss.draw(g);
        // 绘制敌方飞机
        for (Aircraft a : enemy)
            a.draw(g);
        // 绘制我发子弹
        for (Bullet b : bulletPlayer)
            b.draw(g);
        // 绘制敌方子弹
        for (Bullet b : bulletEnemy)
            b.draw(g);
        // 绘制道具
        for (Bullet d : bulletBuff)
            d.draw(g);

        g.drawString("分数 : " + fraction, 200, 200);
        if (boss != null) {
            g.drawImage(Data.hpBox, 10, -10, null);
            g.setColor(Color.orange);
            g.fillRect(106, -2, (int) (300 * ((boss.hp * 1.0) / 300)), 15);
        }
        // 绘制boss出现的图片
        if (tipsX > -900 && tipsX < 900) {
            g.drawImage(Data.tips, tipsX, 200, null);
        }
    }

    // 管理场景所有的飞机、子弹、道具移动
    void move() {
        if (player != null) {
            // 这里这个坐标,是为了让敌人发射子弹时定位用的
            Data.x = player.x;
            Data.y = player.y;
            // 飞机向上移动, 这里还限制了飞机的范围,不让其飞出屏幕外
            if (up) player.move(0, -player.speed);
            if (player.y < 0) player.y = 0;
            // 飞机向下移动
            if (down) player.move(0, player.speed);
            if (player.y > Data.HEIGHT - player.height) player.y = Data.HEIGHT - player.height;
            // 飞机向左移动
            if (left) player.move(-player.speed, 0);
            if (player.x < 0) player.x = 0;
            // 飞机向右移动
            if (right) player.move(player.speed, 0);
            if (player.x > Data.WIDTH - player.width) player.x = Data.WIDTH - player.width;
        }
        // boss 移动
        if (boss != null) boss.move();
        // 我方子弹的移动
        for (Bullet bullet : bulletPlayer)
            bullet.move();
        // 敌方子弹的移动
        for (Bullet bullet : bulletEnemy)
            bullet.move();
        // 道具的移动
        for (Bullet bullet : bulletBuff)
            bullet.move();
        // 地方飞机的移动,包括BOSS
        for (Aircraft air : enemy)
            air.move();
        // BUFF 移动
        for (Bullet b : bulletBuff)
            b.move();
    }

    void remove() {
        Random random = new Random();
        // 子弹销毁
        for (int i = 0; i < bulletEnemy.size(); ) {
            if (bulletEnemy.get(i).isRemove()) {
                bulletEnemy.remove(i);
            } else i++;
        }
        for (int i = 0; i < bulletPlayer.size(); ) {
            if (bulletPlayer.get(i).isRemove()) {
                bulletPlayer.remove(i);
            } else i++;
        }
        for (int i = 0; i < bulletBuff.size(); ) {
            if (bulletBuff.get(i).isRemove()) {
                bulletBuff.remove(i);
            } else i++;
        }
        // 敌人销毁
        for (int i = 0; i < enemy.size(); ) {
            if (enemy.get(i).isRemove()) {
                // 生成道具
                if (random.nextInt(100) > 80) {
                    if (random.nextInt(100) > 60)
                        bulletBuff.add(new Buff(Buff.BUFF2, enemy.get(i).x, enemy.get(i).y));
                    else
                        bulletBuff.add(new Buff(Buff.BUFF1, enemy.get(i).x, enemy.get(i).y));
                }
                Load.playSound("死亡");
                // 击杀一个敌人增加 1 分,不整这么多花里胡哨的
                fraction += 10;
                if (fraction / 100 == checkpoint) {
                    boss = new Boss2();
                    checkpoint += 1;
                    Load.playSound("警告");
                    new Thread(() -> {
                        tipsX = -Data.WIDTH;
                        try {
                            for (int n = 0; n < Data.WIDTH / 2; n++) {
                                tipsX += 2;
                                Thread.sleep(4);
                            }
                            Thread.sleep(2000);
                            for (int n = 0; n < Data.WIDTH / 4; n++) {
                                tipsX += 4;
                                Thread.sleep(4);
                            }
                        } catch (InterruptedException e) {
                            e.printStackTrace();
                        }
                        tipsX = -1000;
                    }).start();
                }
                enemy.remove(i);
            } else i++;
        }
        // boss销毁
        if (boss != null) {
            // boss 死亡掉落4个buff
            if (boss.isRemove()) {
                bulletBuff.add(new Buff(Buff.BUFF2, boss.x + boss.width / 2, boss.y + boss.height / 2));
                bulletBuff.add(new Buff(Buff.BUFF1, boss.x + boss.width / 2, boss.y + boss.height / 2));
                bulletBuff.add(new Buff(Buff.BUFF2, boss.x + boss.width / 2, boss.y + boss.height / 2));
                bulletBuff.add(new Buff(Buff.BUFF1, boss.x + boss.width / 2, boss.y + boss.height / 2));
                boss = null;
            }
        }
        boolean isPlay = false;
        // 检测我方子弹碰撞
        for (int i = 0; i < bulletPlayer.size(); i++) {
            Point point = bulletPlayer.get(i).getPoint();
            if (bulletPlayer.get(i).buffetIndex > 1) continue;
            // 检测子弹是否击中boss
            if (boss != null && boss.hp > 0) {
                Point rect[] = boss.getCollisionRect();
                if (Rect.isInternal(point.x, point.y, rect[0].x, rect[0].y, rect[1].x, rect[1].y)) {
                    boss.hp -= bulletPlayer.get(i).struts;
                    bulletPlayer.get(i).buffetIndex = 1;
                    bulletPlayer.get(i).speed = 5;
                    if (boss.hp <= 0) {
                        boss.imgIndex = 10;
                    }
                    if (!isPlay) {
                        isPlay = true;
                        Load.playSound("击中");
                    }
                    continue;
                }
            }
            for (Aircraft a : enemy) {
                Point rect[] = a.getCollisionRect();
                if (a.hp < 0) continue;
                if (Rect.isInternal(point.x, point.y, rect[0].x, rect[0].y, rect[1].x, rect[1].y)) {
                    if (!isPlay) {
                        isPlay = true;
                        Load.playSound("击中");
                    }
                    a.hp -= bulletPlayer.get(i).struts;
                    bulletPlayer.get(i).buffetIndex = 1;
                    bulletPlayer.get(i).speed = 5;
                    if (a.hp < 0) {
                        a.kill();;
                        a.speed = 1;
                    }
                    break;
                }
            }
        }
        Point rect[], point;
        // 检测敌方子弹碰撞
        if(player != null) {
            rect = player.getCollisionRect();
            if (player != null && player.hp > 0) {
                for (Bullet b : bulletEnemy) {
                    point = b.getPoint();
                    if (Rect.isInternal(point.x, point.y, rect[0].x, rect[0].y, rect[1].x, rect[1].y)) {
                        player.hp -= b.struts;
                        player.kill();
                        death();
                    }
                }
            }
        }
        // 吃BUFF
        if (player != null && player.hp > 0) {
            rect = player.getCollisionRect();
            for (Bullet buff : bulletBuff) {
                Point p = buff.getPoint();
                if (Rect.isInternal(p.x, p.y, rect[0].x, rect[0].y, rect[1].x, rect[1].y)) {
                    buff.x = -100;
                    if (buff.struts == Buff.BUFF1)
                        player.setBuff(16, 0);
                    else
                        player.setBuff(0, 16);
                }
            }
        }
        // 飞机之间的碰撞
        if(player != null) {
            for (Aircraft air : enemy) {
                int x = air.x + air.width / 2, y = air.y + air.height / 2;

                if(Rect.isInternal(x, y, player.x, player.y, player.width, player.height)) {
                    player.kill();
                    air.kill();
                    Load.playSound("失败");
                    death();
                }
            }
        }
    }

    // 管理场景所有的子弹的发射
    void attack() {
        // 我方飞机3帧发射一次
        if (player != null && player.hp > 0) {
            if (!player.isRemove() && fps % 3 == 0)
                bulletPlayer.addAll(Arrays.asList(player.attack()));
        }
        // 敌方飞机发射子弹
        if (fps % 5 == 0)
            for (Aircraft em : enemy)
                bulletEnemy.addAll(Arrays.asList(em.attack()));
        // boss发射子弹
        if (boss != null) bulletEnemy.addAll(Arrays.asList(boss.attack()));
    }

    // 生成敌方飞机
    void generate() {
        // BOSS 存在时不生成小飞机
        if (boss != null) return;

        if (fps % 100 != 0 && fps >= 1) return;

        Random random = new Random();
        int rn = random.nextInt(100) + 1;

        int[] hp = {(fps / 2000) + 1 * checkpoint, (fps / 2000) + 2 * checkpoint, (fps / 2000) + 5 * checkpoint, (fps / 2000) + 8 * checkpoint, (fps / 2000) + 11 * checkpoint};

        switch (rn / 10) {
            case 1: {
                enemy.add(new Enemy(Data.enemyAircraftImages[4], Data.enemyDeathImages[4], 2, 90, random.nextInt(300) + 100, -150, hp[4]));
                return;
            }
            case 2: {
                enemy.add(new Enemy(Data.enemyAircraftImages[3], Data.enemyDeathImages[3], 2, 90, 100, -150, hp[3]));
                enemy.add(new Enemy(Data.enemyAircraftImages[3], Data.enemyDeathImages[3], 2, 90, 380, -150, hp[3]));
                return;
            }
            case 3: {
                enemy.add(new Enemy(Data.enemyAircraftImages[2], Data.enemyDeathImages[2], 2, 90, 10, -150, hp[2]));
                enemy.add(new Enemy(Data.enemyAircraftImages[0], Data.enemyDeathImages[0], 2, 90, 240, -150, hp[0]));
                enemy.add(new Enemy(Data.enemyAircraftImages[2], Data.enemyDeathImages[2], 2, 90, 430 + 100, -150, hp[2]));
                return;
            }
            case 4: {
                enemy.add(new Enemy(Data.enemyAircraftImages[2], Data.enemyDeathImages[2], 2, 90, 0, -150, hp[2]));
                enemy.add(new Enemy(Data.enemyAircraftImages[3], Data.enemyDeathImages[3], 2, 90, 130, -150, hp[3]));
                enemy.add(new Enemy(Data.enemyAircraftImages[0], Data.enemyDeathImages[0], 2, 90, 300, -150, hp[0]));
                enemy.add(new Enemy(Data.enemyAircraftImages[1], Data.enemyDeathImages[1], 2, 90, 450, -150, hp[1]));
                return;
            }
            case 5: {
                enemy.add(new Enemy(Data.enemyAircraftImages[0], Data.enemyDeathImages[0], 2, 110, 400, random.nextInt(100) - 200, hp[0]));
                enemy.add(new Enemy(Data.enemyAircraftImages[1], Data.enemyDeathImages[1], 2, 110, 480, random.nextInt(100) - 200, hp[1]));
                enemy.add(new Enemy(Data.enemyAircraftImages[1], Data.enemyDeathImages[1], 2, 110, 560, random.nextInt(100) - 200, hp[1]));
                enemy.add(new Enemy(Data.enemyAircraftImages[1], Data.enemyDeathImages[1], 2, 110, 640, random.nextInt(100) - 200, hp[1]));
                enemy.add(new Enemy(Data.enemyAircraftImages[0], Data.enemyDeathImages[0], 2, 110, 720, random.nextInt(100) - 200, hp[0]));
                return;
            }
            case 6: {
                enemy.add(new Enemy(Data.enemyAircraftImages[1], Data.enemyDeathImages[1], 2, 70, -440, random.nextInt(100) - 200, hp[1]));
                enemy.add(new Enemy(Data.enemyAircraftImages[0], Data.enemyDeathImages[0], 2, 70, -320, random.nextInt(100) - 200, hp[0]));
                enemy.add(new Enemy(Data.enemyAircraftImages[0], Data.enemyDeathImages[0], 2, 70, -240, random.nextInt(100) - 200, hp[0]));
                enemy.add(new Enemy(Data.enemyAircraftImages[0], Data.enemyDeathImages[0], 2, 70, -170, random.nextInt(100) - 200, hp[0]));
                enemy.add(new Enemy(Data.enemyAircraftImages[1], Data.enemyDeathImages[1], 2, 70, -100, random.nextInt(100) - 200, hp[1]));
                return;
            }
            case 7: {
                enemy.add(new Enemy(Data.enemyAircraftImages[1], Data.enemyDeathImages[1], 2, 70, 30, random.nextInt(100) - 200, hp[1]));
                enemy.add(new Enemy(Data.enemyAircraftImages[2], Data.enemyDeathImages[2], 2, 70, 100, random.nextInt(100) - 200, hp[2]));
                enemy.add(new Enemy(Data.enemyAircraftImages[3], Data.enemyDeathImages[3], 2, 70, 200, random.nextInt(100) - 200, hp[3]));
                enemy.add(new Enemy(Data.enemyAircraftImages[2], Data.enemyDeathImages[2], 2, 70, 300, random.nextInt(100) - 200, hp[2]));
                enemy.add(new Enemy(Data.enemyAircraftImages[1], Data.enemyDeathImages[1], 2, 70, 430, random.nextInt(100) - 200, hp[1]));
                return;
            }
            case 8: {
                enemy.add(new Enemy(Data.enemyAircraftImages[1], Data.enemyDeathImages[1], 2, 30, -100, -150, hp[1]));
                enemy.add(new Enemy(Data.enemyAircraftImages[1], Data.enemyDeathImages[1], 2, 90, 240, -150, hp[1]));
                enemy.add(new Enemy(Data.enemyAircraftImages[1], Data.enemyDeathImages[1], 2, 120, 615 + 100, -150, hp[1]));
                return;
            }
            case 9: {
                enemy.add(new Enemy(Data.enemyAircraftImages[4], Data.enemyDeathImages[4], 2, 90, 100 + random.nextInt(100), -150, hp[4]));
                enemy.add(new Enemy(Data.enemyAircraftImages[4], Data.enemyDeathImages[4], 2, 90, 415 - random.nextInt(100), -150, hp[4]));
                return;
            }
            case 10: {
                enemy.add(new Enemy(Data.enemyAircraftImages[2], Data.enemyDeathImages[2], 2, 90, 120 + random.nextInt(100), -150, hp[2]));
                enemy.add(new Enemy(Data.enemyAircraftImages[2], Data.enemyDeathImages[2], 2, 90, 395 - random.nextInt(100), -150, hp[2]));
            }
        }
    }
    void death() {
        new Thread(() ->{
            try {
                player = null;
                Thread.sleep(3000);
                Data.canvas.switchScenes("Home");
            } catch (InterruptedException e) {
                e.printStackTrace();
            }
        }).start();
    }
}

核心算法

@SuppressWarnings("serial")
public class GameMenu extends JFrame {

	GameMenu thisMenu;
	private JPanel contentPane;
	TestWindowBuilder fatherMenu;
	boolean isCheating;
	CMusic battleBGM,questCompleteBGM;

	int pressingW;
	int pressingS;
	int pressingA;
	int pressingD;
	int pressingJ;
	int pressingK;
	
	int playingSave;
	int playingProfessionID;
	
	int g_int1;
	
	Role playingRole;
	double playerX;//0-734
	double playerY;//0-312
	int rotationSpeed=15;//旋转速度
	int movementSpeed=3;//移动速度
	int NormalSpeed=3;
	int attackSpeed=3;//攻击速度
	int activeCounter;
	int attackCounter;
	int defenceCounter=0;
	int perfectDefenceTime=0;//完美格挡剩余时间(在敌人发动攻击前0.1秒启动的格挡能让格挡所需体力消耗减少到原来的十分之一)
	int defenceCooldown=0;//格挡冷却 这样阻止了玩家疯狂地启动/停止格挡
	int playerWidth=50;
	int playerHeight=50;
	int gamePhaseTimeCounter=0;
	int gamePhaseTimeCounter2=0;
	int endPhase=6*4;//游戏通关的阶段
	/*第一关 0
	 * 第二关 6
	 * */
	int gamePhase=0;//游戏开始时的阶段(正常玩家从第一关开始打,阶段应当从0开始)
	
	String humanIconContorler;
	
	JPanel viewMap;
	
	//玩家有两个Label 一个在boss上方 一个在boss下方
	int usingPlayerLabel=0;
	JLabel[] playerLabel=new JLabel[2];
	
	JLabel lblNewLabel_6;
	JLabel lblNewLabel_7;
	JLabel[] GiantBackGround=new JLabel[400];
	JLabel bossLabel;
	JLabel lblNewLabel_2;
	JLabel lblNewLabel_3;
	JLabel lblNewLabel_2B;
	JLabel lblNewLabel_3B;
	JLabel MobHead;
	JLabel MobName;
	JLabel MobHPBar;
	JLabel MobHPText;
	JLabel TitleLabelT;
	JLabel SubTitleLabelT;
	JLabel TitleLabel;
	JLabel SubTitleLabel;
	JPanel Titles;
	JLabel placeNameLabel;
	JLabel groundArrayLabel;
	JLabel placeChangeBlack;//换场地时的黑幕
	JLabel placeChangeBlack_1;//换场地时的黑幕(用于属性条)

	
	int maxProCount=5000;
	JLabel[] proLabel=new JLabel[maxProCount];
	boolean[] proIsUsed=new boolean[maxProCount];
	proLink proHead=new proLink();
	int existProCount;
	
	int maxParCount=5000;
	JLabel[] parLabel=new JLabel[maxParCount];
	boolean[] parIsUsed=new boolean[maxParCount];
	parLink parHead=new parLink();
	int existParCount;
	
	int existPro=0;
	int proTeamPointer=0;//队列指针 0-499
	
	int existPar=0;
	int parTeamPointer=0;

	JPanel panel;
	
	Mob boss;
	
	int allPhaseCount=1;
	int gameTime=0;
	
	Map map;
	
	/**
	 * Create the frame.
	 */
	public GameMenu(TestWindowBuilder fatherMenu,boolean isCheating,int professionID,int partID,int playingSave)
	{
		this.setTitle("CARROT MAN II");
		this.setIconImage(new ImageIcon("resource/down4.png").getImage());
		for(int i=0;i784-playerWidth/2)
			playerX=784-playerWidth/2;
		if(playerY362-playerHeight/2)
			playerY=362-playerHeight/2;	
	}
	
	@SuppressWarnings("unused")
	public void saveData(int part)
	{
		if(Integer.parseInt(fatherMenu.saveSelectMenu.savedData[playingSave].split(" ")[1])0)
		{
			//刷新体力条
			lblNewLabel_3.setBounds(50, 25, (int) (200*playingRole.energy/playingRole.MaxEnergy), 25);
			lblNewLabel_3B.setText(""+(int)playingRole.energy+"/"+(int)playingRole.MaxEnergy);
			//刷新血条
			lblNewLabel_2.setBounds(50, 0, (int) (200*playingRole.HP/playingRole.MaxHP), 25);
			lblNewLabel_2B.setText(""+(int)playingRole.HP+"/"+(int)playingRole.MaxHP);			
		}
		else if(gamePhase!=-1)
		{
			boss.target=null;
			gamePhaseTimeCounter=0;
			gamePhase=-1;
			movementSpeed=0;
			TitleLabelT.setText("YOU DIED");
			TitleLabelT.setVisible(true);
			playerLabel[usingPlayerLabel].setVisible(false);
			lblNewLabel_6.setVisible(false);
			lblNewLabel_3.setBounds(50, 25, (int) (200*playingRole.energy/playingRole.MaxEnergy), 25);
			lblNewLabel_3B.setText(""+(int)playingRole.energy+"/"+(int)playingRole.MaxEnergy);
			lblNewLabel_2.setBounds(50, 0, (int) (200*playingRole.HP/playingRole.MaxHP), 25);
			lblNewLabel_2B.setText(""+(int)playingRole.HP+"/"+(int)playingRole.MaxHP);		
		}
		
		
		
		++gameTime;
		allProjectilesFly();
		allParticlesFly();
		if(gamePhase==0)
		{
			if(gamePhaseTimeCounter<50)
				gamePhaseTimeCounter=50;
			++gamePhaseTimeCounter;
			if(gamePhaseTimeCounter==51)
			{
				System.out.println("启动控制台...");
				movementSpeed=0;
				placeChangeBlack.setBounds(0, 0, 784, 362);
				placeChangeBlack_1.setBounds(0, 0, 784, 362);
				placeChangeBlack.setVisible(true);
				placeChangeBlack_1.setVisible(true);
				TitleLabelT.setVisible(false);
				SubTitleLabelT.setVisible(false);
				groundArrayLabel.setVisible(false);
				for(int i=0;i<128;++i)//初始化第一关地面
				{
					String backGroundContorler="resource/ground";
					GiantBackGround[i].setBounds(50*(i%16),50*(int)(i/16), 50, 50);
					if(Math.random()<0.9)
						backGroundContorler=backGroundContorler+"1.png";
					else
						backGroundContorler=backGroundContorler+"2.png";
					GiantBackGround[i].setIcon(new ImageIcon(backGroundContorler));
				}
				playerX=50;
				playerY=200;
				placeNameLabel.setText(fatherMenu.textLib.textData[13]);
				TitleLabelT.setText(fatherMenu.textLib.textData[13]);
				TitleLabelT.setVisible(true);
				SubTitleLabelT.setText(fatherMenu.textLib.textData[37]);
				SubTitleLabelT.setVisible(true);
			}
			if(gamePhaseTimeCounter>=100&&gamePhaseTimeCounter<=150)
			{
				placeChangeBlack.setBounds((int)((gamePhaseTimeCounter-100)*0.02*784), 0, 784, 362);
				placeChangeBlack_1.setBounds((int)((gamePhaseTimeCounter-100)*0.02*784), 0, 784, 362);
			}
			if(gamePhaseTimeCounter==151)
			{
				startNewBattleBGM(1);
				placeChangeBlack.setVisible(false);
				placeChangeBlack_1.setVisible(false);
				gamePhaseTimeCounter=0;
				++gamePhase;
			}
		}
		if(gamePhase%6==1)
		{
			++gamePhaseTimeCounter;
			if(gamePhaseTimeCounter>=200)
			{
				++gamePhase;
				TitleLabelT.setVisible(false);
				SubTitleLabelT.setVisible(false);
				movementSpeed=NormalSpeed;
			}
		}
		if(gamePhase==2)
		{
			gamePhaseTimeCounter=0;
			boss=new Mob(1,bossLabel,thisMenu);
			boss.reflash();
			bossLabel.setVisible(true);
			++gamePhase;
		}
		if(gamePhase==3)
		{
			if(boss.HP>0)
				boss.reflash();
			else
			{
				bossLabel.setVisible(false);
				MobHPBar.setBounds(600, 25, 184*boss.HP/boss.MaxHP, 25);
				MobHPText.setText(""+boss.HP+"/"+boss.MaxHP);
				++gamePhase;
				gamePhaseTimeCounter=0;
				TitleLabelT.setText(fatherMenu.textLib.textData[38]);
				TitleLabelT.setVisible(true);
				SubTitleLabelT.setText(fatherMenu.textLib.textData[39]);
				SubTitleLabelT.setVisible(true);
				saveData(2);
				startQuestCompleteBGM();
				endBattleBGM();
			}
		}
		if(gamePhase%6==4)
		{
			playingRole.percentReHP(0.005);
			++gamePhaseTimeCounter;
			if(gamePhaseTimeCounter>200)
			{
				gamePhaseTimeCounter=0;
				++gamePhase;
				TitleLabelT.setText(fatherMenu.textLib.textData[40]);
				TitleLabelT.setVisible(true);
				SubTitleLabelT.setText(fatherMenu.textLib.textData[41]);
				SubTitleLabelT.setVisible(true);
				gamePhaseTimeCounter2=0;
			}
		}
		if(gamePhase%6==5)
		{
			++gamePhaseTimeCounter;
			if(gamePhaseTimeCounter2==0)
			{
				if(gamePhaseTimeCounter>50)
				{
					groundArrayLabel.setVisible(true);
					if(playerX>709&&playerX<759&&playerY>156&&playerY<206)//进入箭头
					{
						gamePhaseTimeCounter=0;
						gamePhaseTimeCounter2=1;
						movementSpeed=0;
						placeChangeBlack.setBounds(-784,0,784,362);
						placeChangeBlack.setVisible(true);
						placeChangeBlack_1.setBounds(-784,0,784,362);
						placeChangeBlack_1.setVisible(true);
					}
				}
			}
			if(gamePhaseTimeCounter2==1)
			{
				if(gamePhaseTimeCounter>=0&&gamePhaseTimeCounter<=50)
				{
					placeChangeBlack.setBounds((int)(gamePhaseTimeCounter*0.02*784-784), 0, 784, 362);
					placeChangeBlack_1.setBounds((int)(gamePhaseTimeCounter*0.02*784-784), 0, 784, 362);
				}
				if(gamePhaseTimeCounter==51)
				{
					++gamePhase;
					gamePhaseTimeCounter=0;
				}
			}
		}
		if(gamePhase==6)
		{
			movementSpeed=0;
			if(gamePhaseTimeCounter<50)
				gamePhaseTimeCounter=50;
			++gamePhaseTimeCounter;
			if(gamePhaseTimeCounter==51)
			{
				placeChangeBlack.setBounds(0, 0, 784, 362);
				placeChangeBlack.setVisible(true);
				placeChangeBlack_1.setBounds(0, 0, 784, 362);
				placeChangeBlack_1.setVisible(true);
				TitleLabelT.setVisible(false);
				SubTitleLabelT.setVisible(false);
				groundArrayLabel.setVisible(false);
				for(int i=0;i<325;++i)
				{
					GiantBackGround[i].setBounds(32*(i%25),32*(int)(i/25), 32, 32);
					GiantBackGround[i].setIcon(new ImageIcon("resource/ground6.png"));
				}
				playerX=50;
				playerY=200;
				placeNameLabel.setText(fatherMenu.textLib.textData[14]);
				TitleLabelT.setText(fatherMenu.textLib.textData[14]);
				TitleLabelT.setVisible(true);
				SubTitleLabelT.setText(fatherMenu.textLib.textData[42]);
				SubTitleLabelT.setVisible(true);
			}
			if(gamePhaseTimeCounter>=100&&gamePhaseTimeCounter<=150)
			{
				placeChangeBlack.setBounds((int)((gamePhaseTimeCounter-100)*0.02*784), 0, 784, 362);
				placeChangeBlack_1.setBounds((int)((gamePhaseTimeCounter-100)*0.02*784), 0, 784, 362);
			}
			if(gamePhaseTimeCounter==151)
			{
				startNewBattleBGM(2);
				placeChangeBlack.setVisible(false);
				placeChangeBlack_1.setVisible(false);
				gamePhaseTimeCounter=0;
				++gamePhase;
			}
		}
		if(gamePhase==8)
		{
			gamePhaseTimeCounter=0;
			boss=new Mob(2,bossLabel,thisMenu);
			bossLabel.setBounds(375, 175, 100, 100);
			boss.reflash();
			bossLabel.setVisible(true);
			++gamePhase;
		}
		if(gamePhase==9)
		{
			if(boss.HP>0)
				boss.reflash();
			else
			{
				bossLabel.setVisible(false);
				MobHPBar.setBounds(600, 25, 184*boss.HP/boss.MaxHP, 25);
				MobHPText.setText(""+boss.HP+"/"+boss.MaxHP);
				++gamePhase;
				gamePhaseTimeCounter=0;
				TitleLabelT.setText(fatherMenu.textLib.textData[43]);
				TitleLabelT.setVisible(true);
				SubTitleLabelT.setText(fatherMenu.textLib.textData[39]);
				SubTitleLabelT.setVisible(true);
				saveData(3);
				startQuestCompleteBGM();
				endBattleBGM();
			}
		}
		if(gamePhase==12)
		{
			movementSpeed=0;
			if(gamePhaseTimeCounter<50)
				gamePhaseTimeCounter=50;
			++gamePhaseTimeCounter;
			if(gamePhaseTimeCounter==51)
			{
				placeChangeBlack.setBounds(0, 0, 784, 362);
				placeChangeBlack.setVisible(true);
				placeChangeBlack_1.setBounds(0, 0, 784, 362);
				placeChangeBlack_1.setVisible(true);
				TitleLabelT.setVisible(false);
				SubTitleLabelT.setVisible(false);
				groundArrayLabel.setVisible(false);
				for(int i=0;i<325;++i)
				{
					GiantBackGround[i].setBounds(32*(i%25),32*(int)(i/25), 32, 32);
					GiantBackGround[i].setIcon(new ImageIcon("resource/ground7.png"));
				}
				playerX=50;
				playerY=200;
				placeNameLabel.setText(fatherMenu.textLib.textData[15]);
				TitleLabelT.setText(fatherMenu.textLib.textData[15]);
				TitleLabelT.setVisible(true);
				SubTitleLabelT.setText(fatherMenu.textLib.textData[44]);
				SubTitleLabelT.setVisible(true);
			}
			if(gamePhaseTimeCounter>=100&&gamePhaseTimeCounter<=150)
			{
				placeChangeBlack.setBounds((int)((gamePhaseTimeCounter-100)*0.02*784), 0, 784, 362);
				placeChangeBlack_1.setBounds((int)((gamePhaseTimeCounter-100)*0.02*784), 0, 784, 362);
			}
			if(gamePhaseTimeCounter==151)
			{
				startNewBattleBGM(3);
				placeChangeBlack.setVisible(false);
				placeChangeBlack_1.setVisible(false);
				gamePhaseTimeCounter=0;
				++gamePhase;
			}
		}
		if(gamePhase==14)
		{
			gamePhaseTimeCounter=0;
			boss=new Mob(3,bossLabel,thisMenu);
			bossLabel.setBounds(375, 175, 100, 100);
			boss.reflash();
			bossLabel.setVisible(true);
			++gamePhase;
		}
		if(gamePhase==15)
		{
			if(boss.HP>0)
				boss.reflash();
			else
			{
				bossLabel.setVisible(false);
				MobHPBar.setBounds(600, 25, 184*boss.HP/boss.MaxHP, 25);
				MobHPText.setText(""+boss.HP+"/"+boss.MaxHP);
				++gamePhase;
				gamePhaseTimeCounter=0;
				TitleLabelT.setText(fatherMenu.textLib.textData[45]);
				TitleLabelT.setVisible(true);
				SubTitleLabelT.setText(fatherMenu.textLib.textData[39]);
				SubTitleLabelT.setVisible(true);
				saveData(4);
				startQuestCompleteBGM();
				endBattleBGM();
			}
		}
		if(gamePhase==18)
		{
			movementSpeed=0;
			if(gamePhaseTimeCounter<50)
				gamePhaseTimeCounter=50;
			++gamePhaseTimeCounter;
			if(gamePhaseTimeCounter==51)
			{
				placeChangeBlack.setBounds(0, 0, 784, 362);
				placeChangeBlack.setVisible(true);
				placeChangeBlack_1.setBounds(0, 0, 784, 362);
				placeChangeBlack_1.setVisible(true);
				TitleLabelT.setVisible(false);
				SubTitleLabelT.setVisible(false);
				groundArrayLabel.setVisible(false);
				//需要修改开始
				for(int i=0;i<325;++i)
				{
					GiantBackGround[i].setBounds(32*(i%25),32*(int)(i/25), 32, 32);
					GiantBackGround[i].setIcon(new ImageIcon("resource/ground8.png"));
				}
				//需要修改结束
				playerX=50;
				playerY=200;
				//需要修改开始
				placeNameLabel.setText(fatherMenu.textLib.textData[70]);
				TitleLabelT.setText(fatherMenu.textLib.textData[70]);
				TitleLabelT.setForeground(Color.LIGHT_GRAY);
				TitleLabelT.setVisible(true);
				SubTitleLabelT.setText(fatherMenu.textLib.textData[71]);
				SubTitleLabelT.setForeground(Color.LIGHT_GRAY);
				//需要修改结束
				SubTitleLabelT.setVisible(true);
			}
			if(gamePhaseTimeCounter>=100&&gamePhaseTimeCounter<=150)
			{
				placeChangeBlack.setBounds((int)((gamePhaseTimeCounter-100)*0.02*784), 0, 784, 362);
				placeChangeBlack_1.setBounds((int)((gamePhaseTimeCounter-100)*0.02*784), 0, 784, 362);
			}
			if(gamePhaseTimeCounter==151)
			{
				startNewBattleBGM(4);//需要修改
				placeChangeBlack.setVisible(false);
				placeChangeBlack_1.setVisible(false);
				gamePhaseTimeCounter=0;
				++gamePhase;
			}
		}
		if(gamePhase==20)
		{
			gamePhaseTimeCounter=0;
			boss=new Mob(4,bossLabel,thisMenu);//需要修改
			bossLabel.setBounds(375, 175, 100, 100);//需要修改
			boss.reflash();
			bossLabel.setVisible(true);
			++gamePhase;
		}
		if(gamePhase==21)
		{
			if(boss.HP>0)
				boss.reflash();
			else
			{
				bossLabel.setVisible(false);
				MobHPBar.setBounds(600, 25, 184*boss.HP/boss.MaxHP, 25);
				MobHPText.setText(""+boss.HP+"/"+boss.MaxHP);
				++gamePhase;
				gamePhaseTimeCounter=0;
				//需要修改开始
				TitleLabelT.setText(fatherMenu.textLib.textData[72]);
				TitleLabelT.setForeground(Color.LIGHT_GRAY);
				TitleLabelT.setVisible(true);
				SubTitleLabelT.setText(fatherMenu.textLib.textData[39]);
				TitleLabelT.setForeground(Color.LIGHT_GRAY);
				SubTitleLabelT.setVisible(true);
				//saveData(4);
				//需要修改完成
				startQuestCompleteBGM();
				endBattleBGM();
			}
		}
		if(gamePhase==endPhase)
		{
			endBattleBGM();
			winMenu WM=new winMenu(thisMenu);
			WM.setVisible(true);
			thisMenu.setVisible(false);
			map.stop();
		}
		if(gamePhase==-1)
		{
			if(boss.HP>0)
				boss.reflash();
			++gamePhaseTimeCounter;
			if(gamePhaseTimeCounter>250)
			{
				endBattleBGM();
				loseMenu LM=new loseMenu(thisMenu);
				LM.setVisible(true);
				thisMenu.setVisible(false);
				map.stop();
			}
		}
		
		//刷新bossBar
		if(boss!=null&&gamePhase%6==3)
		{
			MobHead.setIcon(new ImageIcon("resource/MobHead_"+boss.MobId+".png"));
			MobName.setText(""+boss.Name);
			MobHPBar.setBounds(600, 25, 184*boss.HP/boss.MaxHP, 25);
			MobHPText.setText(""+boss.HP+"/"+boss.MaxHP);
		}
		
		//玩家试图面向方向
		if(attackCounter==0&&defenceCounter==0)
		{
			if(pressingD==1&&pressingW==0&&pressingS==0)
			{
				playingRole.tryingFace=0;
			}
			else if(pressingD==1&&pressingW==1)
			{
				playingRole.tryingFace=45;
			}
			else if(pressingW==1&&pressingA==0&&pressingD==0)
			{
				playingRole.tryingFace=90;
			}
			else if(pressingW==1&&pressingA==1)
			{
				playingRole.tryingFace=135;
			}
			else if(pressingA==1&&pressingW==0&&pressingS==0)
			{
				playingRole.tryingFace=180;
			}
			else if(pressingA==1&&pressingS==1)
			{
				playingRole.tryingFace=225;
			}
			else if(pressingS==1&&pressingA==0&&pressingD==0)
			{
				playingRole.tryingFace=270;
			}
			else if(pressingS==1&&pressingD==1)
			{
				playingRole.tryingFace=315;
			}
		}
		
		playingRole.setFace();
		humanIconContorler="resource/human_"+playingRole.face;
		
		if(attackCounter==0&&defenceCounter==0&&(pressingW==1||pressingS==1||pressingA==1||pressingD==1))//进行转向
		{
			double d_angle=(playingRole.facingAngle-playingRole.tryingFace+360)%360;//0-180为顺时针
			if(d_angle<=rotationSpeed||d_angle>=360-rotationSpeed)//旋转功能
			{
				playingRole.facingAngle=playingRole.tryingFace;
			}
			else
			{
				if(d_angle>0&&d_angle<=180)
				{
					playingRole.facingAngle-=rotationSpeed;
				}
				else
				{
					playingRole.facingAngle+=rotationSpeed;
				}
			}
		}
		
		
		
		if(attackCounter==0&&defenceCounter==0&&(pressingW==1||pressingS==1||pressingA==1||pressingD==1))//进行移动
		{
			++activeCounter;
			playerX+=(int)(movementSpeed*Math.cos(playingRole.facingAngle*Math.PI/180));
			playerY-=(int)(movementSpeed*Math.sin(playingRole.facingAngle*Math.PI/180));
			checkPlayerLocation();
			if(activeCounter>=10)//10Tick一次 切换移动图片
			{
				activeCounter=0;
				playingRole.lastMoveActive=(playingRole.lastMoveActive+1)%4;
			}
			if(playingRole.lastMoveActive==2)
				humanIconContorler=humanIconContorler+'_'+0;
			else if(playingRole.lastMoveActive==3)
				humanIconContorler=humanIconContorler+'_'+2;
			else
				humanIconContorler=humanIconContorler+'_'+playingRole.lastMoveActive;
		}
		
		if(pressingJ==1&&attackCounter==0&&defenceCounter==0&&playingRole.HP>0)//发动攻击
		{
			attackCounter=1;
		}
		
		if(attackCounter>0&&attackCounter<=8*attackSpeed)//正在攻击
		{
			++attackCounter;
			if(attackCounter>0&&attackCounter<=attackSpeed)
			{
				humanIconContorler=humanIconContorler+'_'+3;
			}
			else if(attackCounter<=2*attackSpeed)
			{
				humanIconContorler=humanIconContorler+'_'+4;
			}
			else if(attackCounter<=3*attackSpeed)
			{
				humanIconContorler=humanIconContorler+'_'+5;
			}
			else if(attackCounter<=4*attackSpeed)
			{
				humanIconContorler=humanIconContorler+'_'+6;
			}
			else if(attackCounter<=5*attackSpeed)
			{
				humanIconContorler=humanIconContorler+'_'+7;
			}
			else if(attackCounter<=6*attackSpeed)
			{
				humanIconContorler=humanIconContorler+'_'+8;
			}
			else if(attackCounter<=7*attackSpeed)
			{
				humanIconContorler=humanIconContorler+'_'+9;
			}
		}

		if(attackCounter==3*attackSpeed)//完成攻击
		{
			playingRole.costEnergy(10);
			fatherMenu.startNewSound("sweep"+Calculator.randomInt(1,3)+".wav",false,1);
			playingRole.doAttack();
		}
		if(attackCounter>8*attackSpeed)//结束硬直
		{
			attackCounter=0;
		}
		
		
		if(defenceCooldown>0)
		{
			--defenceCooldown;
		}
		if(perfectDefenceTime>0)
		{
			--perfectDefenceTime;
		}
		if(pressingK==1&&attackCounter==0&&defenceCounter==0&&defenceCooldown==0)//发动防御
		{
			perfectDefenceTime=5;
			defenceCounter=1;
			playingRole.defenceStance=true;
			playingRole.isBlocked=false;
		}
		if(defenceCounter==1)
		{
			if(pressingK==0)//解除格挡
			{
				defenceCounter=0;
				playingRole.defenceStance=false;
				if(playingRole.isBlocked==true)
					defenceCooldown=0;
				else
					defenceCooldown=30;
			}
			else
			{
				humanIconContorler=humanIconContorler+'_'+10;
			}
		}
		
		humanIconContorler=humanIconContorler+".png";
		if(boss!=null&&playingRole.HP>0)
		{
			if(playerY>=boss.bossY&&usingPlayerLabel==0)//玩家应当盖住boss,但是却没盖住
			{
				usingPlayerLabel=1;
				playerLabel[0].setBounds((int)playerX-playerWidth/2, (int)playerY-playerHeight/2, playerWidth, playerHeight);
				playerLabel[1].setBounds((int)playerX-playerWidth/2, (int)playerY-playerHeight/2, playerWidth, playerHeight);
				playerLabel[0].setVisible(false);
				playerLabel[1].setVisible(true);
			}
			if(playerY 
 

总结

通过此次的《飞机大战-I》游戏实现,让我对swing的相关知识有了进一步的了解,对java这门语言也有了比以前更深刻的认识。

java的一些基本语法,比如数据类型、运算符、程序流程控制和数组等,理解更加透彻。java最核心的核心就是面向对象思想,对于这一个概念,终于悟到了一些。

以上就是Java实现经典游戏飞机大战-I的示例代码的详细内容,更多关于Java飞机大战的资料请关注脚本之家其它相关文章!

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