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
战斗效果:
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 Listenemy; // 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(playerY 362-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!