自由飞翔之小鸟

一、创建文件、包、类、插入图片文件

自由飞翔之小鸟_第1张图片

二、app包 

1、Gameapp类(运行游戏)

 

package app;
 
import main.GameFrame;
 
public class Gameapp {
    public static void main(String[] args) {//游戏的入口
        new GameFrame();
    }
}

三、main包

1、Barrier(障碍物类

package main;
 
import util.Constant;
import util.GameUtil;
 
import java.awt.*;
import java.awt.image.BufferedImage;
import java.util.Random;
 
/**
 * 障碍物类
 */
public class Barrier {
 
 
    //矩形参数
    private Rectangle rect;
 
    private boolean mob = true;
 
    //障碍物移动速度
    private int speed = 3;
    //障碍物需要的三个图片
    private static BufferedImage[] img;
 
    //障碍物的状态
    private boolean visible;
 
 
    static {
        final int COUNT = 3;
        //类加载的时候将三个图片初始化
        img = new BufferedImage[COUNT];
        for (int i = 0; i < COUNT; i++) {
            img[i] = GameUtil.loadBufferedImage(Constant.BARRIER_IMG_PATH[i]);
        }
    }
 
    //位置
    private int x, y;
    //宽度和高度
    private int width, height;
    //障碍物的类型
    private int type;
    public static final int TYPE_TOP_NORMAL = 0;
    public static final int TYPE_BOTTOM_NORMAL = 2;
    public static final int TYPE_HOVER_NORMAL = 4;
    public static final int TYPE_MOBILE = 6;
 
    //获得障碍物的宽度和高度
    public static final int BARRIRE_WIDTH = img[0].getWidth();
    public static final int BARRIRE_HEIGHT = img[0].getHeight();
    public static final int BARRIRE_HEAD_WIDTH = img[1].getWidth();
    public static final int BARRIRE_HEAD_HEIGHT = img[1].getHeight();
 
    public Barrier() {
 
        rect = new Rectangle();
 
    }
 
    public Barrier(int x, int y, int height, int type) {
        this.x = x;
        this.y = y;
        this.height = height;
        this.type = type;
        this.width = BARRIRE_WIDTH;
    }
 
    //根据不同的类型绘制障碍物
    public void draw(Graphics g) {
        switch (type) {
            case TYPE_TOP_NORMAL:
                drawTopMormal(g);
                break;
            case TYPE_BOTTOM_NORMAL:
                drawNomalTop(g);
                break;
            case TYPE_HOVER_NORMAL:
                drawHoverNormal(g);
                break;
            case TYPE_MOBILE:
                drawMobile(g);
                break;
        }
 
    }
 
    //绘制从上向下的障碍物
    private void drawTopMormal(Graphics g) {
        //求出所需要的障碍物的块数
        int count = (height - BARRIRE_HEAD_HEIGHT) / BARRIRE_HEIGHT + 1;
        //for循坏绘制障碍物
        for (int i = 0; i < count; i++) {
            g.drawImage(img[0], x, y + i * BARRIRE_HEIGHT, null);
        }
 
        //绘制头
        int y = height - BARRIRE_HEAD_HEIGHT;
        g.drawImage(img[2], x - (BARRIRE_HEAD_WIDTH - BARRIRE_WIDTH) / 2, y, null);
        x -= speed;
        if (x < 50) {
            visible = false;
        }
        rect(g);
 
 
    }
 
    //绘制从下向上的障碍物
    private void drawNomalTop(Graphics g) {
        //求出所需要的障碍物的块数
        int count = height / BARRIRE_HEIGHT + 1;
        //for循环绘制障碍物
        for (int i = 0; i < count; i++) {
            g.drawImage(img[0], x, Constant.FRAM_HEIGNT - i * BARRIRE_HEIGHT, null);
        }
        //绘制头
        int y = Constant.FRAM_HEIGNT - height;
        g.drawImage(img[1], x - (BARRIRE_HEAD_WIDTH - BARRIRE_WIDTH) / 2, y, null);
        x -= speed;
        if (x < -50) {
            visible = false;
        }
        rect(g);
    }
    //绘制中间的障碍物
    private void drawHoverNormal(Graphics g) {
        //求出所需要的障碍物的块数
        int count = (height-BARRIRE_HEAD_HEIGHT)/BARRIRE_HEIGHT;
        //绘制上头
        g.drawImage(img[1],x,y,null);
        //for循环绘制障碍物
        for (int i = 0; i < count; i++) {
            g.drawImage(img[0], x, y+BARRIRE_HEAD_HEIGHT+i*BARRIRE_HEIGHT, null);
        }
        rect(g);
 
        //绘制下头
        int y11 = y+height-BARRIRE_HEAD_HEIGHT;
        g.drawImage(img[2],x,y11,null);
        x -= speed;
        if (x < -50) {
            visible = false;
        }
    }
 
    //绘制移动的障碍物
    private void drawMobile(Graphics g) {
        //求出所需要的障碍物的块数
        int count = (height-BARRIRE_HEAD_HEIGHT)/BARRIRE_HEIGHT;
        //绘制上头
        g.drawImage(img[1],x,y,null);
        //for循环绘制障碍物
        for (int i = 0; i < count; i++) {
            g.drawImage(img[0], x, y+BARRIRE_HEAD_HEIGHT+i*BARRIRE_HEIGHT, null);
        }
        rect(g);
 
        //绘制下头
        int y11 = y+height-BARRIRE_HEAD_HEIGHT;
        g.drawImage(img[2],x,y11,null);
        x -= speed;
        if (x < -50) {
            visible = false;
        }
 
        if (mob) {
            y+=5;
            if (y >= 250) {
                mob=false;
            }
        }else if (!mob){
            y-=5;
            if (y <= 100) {
                mob=true;
            }
        }
    }
 
    /**
     * 绘制障碍物碰撞矩形
     *
     * @return
     */
    public void rect(Graphics g) {
        int x1 = this.x;
        int y1 = this.y;
        int w1 = img[0].getWidth();
//        g.setColor(Color.blue);
//        g.drawRect(x1, y1, w1, height);
        setRecyangle(x1, y1, w1, height);
    }
 
    /**
     * 障碍物的碰撞矩形参数
     *
     * @return
     */
    public void setRecyangle(int x, int y, int width, int height) {
        rect.x = x;
        rect.y = y;
        rect.width = width;
        rect.height = height;
    }
 
 
    //判断什么时候绘制下一组障碍物
    public boolean isInFrame() {
        return 600 - x > 150;
    }
 
    public int getX() {
        return x;
    }
 
    public void setX(int x) {
        this.x = x;
    }
 
    public int getY() {
        return y;
    }
 
    public void setY(int y) {
        this.y = y;
    }
 
    public int getHeight() {
        return height;
    }
 
    public void setHeight(int height) {
        this.height = height;
    }
 
    public int getType() {
        return type;
    }
 
    public void setType(int type) {
        this.type = type;
    }
 
    public boolean isVisible() {
        return visible;
    }
 
    public void setVisible(boolean visible) {
        this.visible = visible;
    }
 
    public Rectangle getRect() {
        return rect;
    }
}

2、Barrierpool(管理障碍物数量) 

package main;
 
 
import java.util.ArrayList;
import java.util.List;
 
/**
 * 为了避免反复的创建和销毁对象,使用对象池来提前创建好一些对象。
 * 使用的时候从池中获得,使用完毕后,归还
 */
public class Barrierpool {
    //用于管理池中所有对象的容器
    private static List pool = new ArrayList<>();
    //池中初始的对象个数
    public static final int initCount = 16;
    //对象池中最大个数
    public static final int maxCOunt = 20;
 
    static {
        //初始化池中的对象
        for (int i = 0; i < initCount; i++) {
            pool.add(new Barrier());
        }
    }
 
 
    /**
     * 从池中获取一个对象
     */
    public static Barrier getPool(){
        int size = pool.size();
        //如果池中有对象才可以拿
        if (size > 0) {
            //移除并返回对象
            System.out.println("拿走一个");
            return pool.remove(size-1);
        }else {
            //池中没有对象了 只能new
            System.out.println("新的对象");
            return new Barrier();
        }
    }
 
 
    /**
     * 将对象归还容器中
     */
    public static void setPool(Barrier barrier){
        if (pool.size() < maxCOunt) {
            pool.add(barrier);
            System.out.println("容器归还了");
        }
    }
 
 
}

 3、Bird(小鸟类)

package main;
 
 
import static util.Constant.*;
import util.GameUtil;
import java.awt.*;
import java.awt.image.BufferedImage;
 
/**
 * 小鸟类
 */
public class Bird {
 
    //小鸟矩形对象
    private Rectangle rect;
 
    //小鸟加速度
    private int acceleration;
 
    //小鸟的生命
    public boolean life = true;
 
    //存放小鸟图片
    private BufferedImage[] images;
    public static final int BIRD_IMG_COUNT = 3;
    //鸟的状态
    private int state;
    public static final int STATE_NORMAR = 0;//平着飞
    public static final int STATE_UP = 1;//向上飞
    public static final int STATE_DOWN = 2;//向下飞
 
    //小鸟的位置
    private int x=200,y=200;
 
 
    //小鸟移动方向 上下
    private boolean up=false,down=false;
 
    //小鸟移动速度
    private int speed=4;
 
 
    //构造方法中对资源初始化
    public Bird() {
        images = new BufferedImage[BIRD_IMG_COUNT];
        for (int i = 0; i < BIRD_IMG_COUNT; i++) {
            images[i] = GameUtil.loadBufferedImage(BIRD_IMG[i]);
        }
 
        int w = images[0].getWidth();
        int h = images[0].getHeight();
        rect = new Rectangle(w,h);
 
    }
 
    //绘制小鸟
    public void draw(Graphics g) {
 
        flyLogic();
 
        g.drawImage(images [state], x, y, null);
 
        //绘制小鸟的矩形
        g.drawRect(x,y,(int)rect.getWidth(), rect.height);
        rect.x=this.x;
        rect.y=this.y;
    }
 
 
 
    //控制小鸟移动方向
    public void flyLogic(){
        if (up){
            acceleration--;
            y+=acceleration;
            if (acceleration < -10) {
                acceleration=-10;
            }
            if (y<20){
                y=20;
                acceleration=0;
            }
        }
        if (!up){
            acceleration++;
            y+=acceleration;
            if (acceleration > 10) {
                acceleration=10;
            }
            if (y>475){
                y=475;
                acceleration=0;
            }
        }
 
    }
 
 
 
 
    public void fly(int fly){
        switch (fly){
            case 1:
                state=1;
                up=true;
                break;
            case 5:
                state=2;
                up=false;
                break;
        }
    }
 
    public Rectangle getRect() {
        return rect;
    }
 
/**
 * 重新绘制小鸟的位置
 */
public void  restartDraw(){
    life=true;
    x=200;
    y=200;
}
 
}

4、Cloud(云彩类)

package main;
 
import java.awt.*;
import java.awt.image.BufferedImage;
 
/**
 * 云彩类
 */
public class Cloud {
    //云彩图片
    private BufferedImage img;
    //云彩速度
    private  int speed;
    //云彩的位置
    private  int x,y;
 
    public Cloud(){}
 
    public Cloud(BufferedImage img, int speed, int x, int y) {
        this.img = img;
        this.speed = speed;
        this.x = x;
        this.y = y;
    }
 
    public void draw(Graphics g){
        x-=speed;
        g.drawImage(img,x,y,null);
    }
    /**
     * 用于判断云彩是否飞出屏幕以外
     */
    public boolean isOutFrame(){
        if (x < -100) {
            return true;
        }
        return false;
    }
 
}

5、GameBackGround(游戏背景类)

package main;
 
import static util.Constant.*;
 
import util.Constant;
import util.GameUtil;
 
import java.awt.*;
import java.awt.image.BufferedImage;
 
/**
 * 游戏背景类
 */
public class GameBackGround {
    //背景需要的资源图片
    private BufferedImage bkimg;
 
    //构造器初始化资源
    public GameBackGround(){
        bkimg = GameUtil.loadBufferedImage(Constant.BK_IMG_OATH);
    }
 
    //绘制图片
    public void draw(Graphics g){
 
        //填充背景色
        g.setColor(BK_COLOR);
        g.fillRect(0,0,FRAM_WIDTH,FRAM_HEIGNT);
        g.setColor(Color.black);
 
 
        //得到图片的高度和宽度
        int height = bkimg.getHeight();
        int weight = bkimg.getWidth();
        //循环的次数
        int count = Constant.FRAM_WIDTH/weight+1;
        for (int i = 0; i < count; i++) {
            g.drawImage(bkimg,weight*i,Constant.FRAM_HEIGNT-height,null);
        }
    }
}

 6、GameBarrierLayer(游戏中障碍物层)

在第87行中需要在电脑盘中创建一个txt文件,用来储存游戏数据,并在该文件中随意输入一位数字

package main;
 
 
import util.Constant;
 
import java.awt.*;
import java.io.*;
import java.util.ArrayList;
import java.util.List;
import java.util.Random;
 
 
/**
 * 游戏中障碍物层
 */
public class GameBarrierLayer {
 
    private GameTime gameTime;
 
    private int txt;
 
    private Random random = new Random();
 
    private List barriers;
 
    public GameBarrierLayer() {
        barriers = new ArrayList<>();
        gameTime = new GameTime();
    }
 
    //绘制障碍物
    public void draw(Graphics g, Bird bird) {
        for (int i = 0; i < barriers.size(); i++) {
            Barrier barrier = barriers.get(i);
 
            if (barrier.isVisible()) {
                barrier.draw(g);
            } else {
                Barrier remove = barriers.remove(i);
                Barrierpool.setPool(remove);
                i--;
            }
        }
        collideBird(bird);
        logic(g);
    }
 
    public void logic(Graphics g) {
        if (barriers.size() == 0) {
            ran();
            gameTime.begin();
            insert(600, 0, numberTop, 0);
            insert(600, 500 - numberDown, numberDown, 2);
        } else {
            long differ = gameTime.differ();
            g.setColor(Color.white);
            g.setFont(new Font("微软雅黑", 1, 20));
            g.drawString("坚持了:" + differ + "秒", 30, 50);
 
            //显示最高成绩
            txt = getTxt();
            if (differ <= txt){
                g.drawString("最高成绩:" + txt , 200, 50);
            }else {
                setTxt(String.valueOf(differ));
                g.drawString("最高成绩:" + getTxt() , 200, 50);
            }
 
            //判断最后一个障碍物是否完全进入屏幕内
            Barrier last = barriers.get(barriers.size() - 1);
            if (last.isInFrame()) {
                ran();
                if (number < 50){
                    insert(600,32,440,4);
                }else if (number>450){
                   insert(600,125,200,6);
                }else {
                    insert(600, 0, numberTop, 0);
                    insert(600, 500 - numberDown, numberDown, 2);
                }
 
            }
        }
    }
 
    //用于储存游戏数据
    File file = new File("E:\\小鸟.txt");
 
    /**
     * 从文件获取数据
     * @return
     */
    public int getTxt()   {
        BufferedReader in = null;
        try {
            in = new BufferedReader(new FileReader(file));
        } catch (FileNotFoundException e) {
            e.printStackTrace();
        }
        int read = 0;
        try {
            read = Integer.parseInt(in.readLine());
        } catch (IOException e) {
            e.printStackTrace();
        }
        try {
            in.close();
        } catch (IOException e) {
            e.printStackTrace();
        }
        return read;
    }
 
    /**
     * 写入数据到文件
     * @param str
     */
    public void setTxt(String str)   {
        FileWriter out = null;
        try {
            out = new FileWriter(file);
        } catch (IOException e) {
            e.printStackTrace();
        }
        try {
            out.write(str);
        } catch (IOException e) {
            e.printStackTrace();
        }
        try {
            out.close();
        } catch (IOException e) {
            e.printStackTrace();
        }
    }
 
 
    /**
     * 用于从池中获取对象,并吧参数封装成barrier 存入barriers数组中
     */
    public void insert(int x, int y, int num, int type) {
        Barrier top = Barrierpool.getPool();
        top.setX(x);
        top.setY(y);
        top.setHeight(num);
        top.setType(type);
        top.setVisible(true);
        barriers.add(top);
    }
 
 
    //上方障碍物高度
    private int numberTop;
    //下方障碍物高度
    private int numberDown;
    private int number;
 
    //产生两个100-500之间的随机高度
    public void ran() {
        numberTop = random.nextInt(400) + 100;
        numberDown = random.nextInt(400) + 100;
        number = random.nextInt(500);
        //如果管道重合,则重新随机
        if (numberTop + numberDown > 450) {
            ran();
        }
    }
 
    /**
     * 判断障碍物和小鸟发生碰撞
     */
    public boolean collideBird(Bird bird) {
        for (int i = 0; i < barriers.size(); i++) {
            Barrier barrier = barriers.get(i);
            //判断矩形是否相交
            if (barrier.getRect().intersects(bird.getRect())) {
                System.out.println("装上啦");
                bird.life = false;
            }
        }
        return false;
    }
 
/**
 * 用于清空障碍物的池子
 */
 public void restant(){
     barriers.clear();
 }
 
 
}

 

 7.GameFrame(游戏的主窗口类)

package main;
 
import static util.Constant.*;
 
import java.awt.*;
import java.awt.event.*;
import java.awt.image.BufferedImage;
 
/**
 * 游戏的主窗口类,所有的关于游戏中绘制的内容都在此类中完成。
 */
public class GameFrame extends Frame {
 
    //实例化gamebackGround类
    private GameBackGround gameBackGround;
 
    //实例化Bird类
    private Bird bird;
 
    //实例化GameBarrierLayer类
    private GameBarrierLayer gameBarrierLayer;
 
    //实例化GameFrontGround类
    private GameFrontGround gameFrontGround;
 
 
    //存放图片的图片
    private BufferedImage buffimg = new BufferedImage(FRAM_WIDTH,FRAM_HEIGNT,BufferedImage.TYPE_4BYTE_ABGR);
 
 
    //构造方法中初始化一些参数
    public GameFrame(){
        //窗口是否可见
        setVisible(true);
        //窗口的大小
        setSize(FRAM_WIDTH,FRAM_HEIGNT);
        //窗口的标题
        setTitle(FRAM_TITLE);
        //窗口的初始化位置
        setLocation(FRAM_X,FRAM_Y);
        //窗口的大小不可改变
        setResizable(false);
 
 
        //窗口的关闭事件
        addWindowListener(new WindowAdapter() {
            @Override
            public void windowClosing(WindowEvent e) {
                System.exit(0);//结束程序
            }
        });
 
 
        //初始化游戏对象
        initGamg();
 
        new run().start();
 
        //添加按键监听
        addKeyListener(new KeyAdapter() {
            @Override
            public void keyPressed(KeyEvent e) {
                add(e);
            }
 
            @Override
            public void keyReleased(KeyEvent e) {
                minu(e);
            }
        });
 
 
 
    }
 
    //对游戏中的对象初始化
    public void initGamg(){
        gameBackGround = new GameBackGround();
        bird = new Bird();
        gameFrontGround = new GameFrontGround();
        gameBarrierLayer = new GameBarrierLayer();
    }
 
 
 
    class run extends Thread{
        @Override
        public void run() {
            while (true) {
                repaint();
                try {
                    Thread.sleep(33);
                } catch (InterruptedException e) {
                    e.printStackTrace();
                }
            }
        }
    }
 
 
    /**
     * 所有的我们需要绘制的内容都在此方法中进行调用绘制
     */
    @Override
    public void update(Graphics g) {
        if(bird.life){
            //得到图片的画笔
            Graphics graphics = buffimg.getGraphics();
 
            gameBackGround.draw(graphics);
            bird.draw(graphics);
            gameFrontGround.draw(graphics);
            gameBarrierLayer.draw(graphics,bird);
 
            //一次性的将图片绘制到屏幕中
            g.drawImage(buffimg,0,0,null);
        }else {
            String over = "游戏结束";
            g.setColor(Color.red);
            g.setFont(new Font("微软雅黑",1,60));
            g.drawString(over,180,250);
 
            String reset = "Space Reset Game";
            g.drawString(reset,25,350);
        }
    }
 
 
    //按键
    public void add(KeyEvent e){
        switch (e.getKeyCode()){
            case KeyEvent.VK_UP:
                bird.fly(1);
                break;
            case KeyEvent.VK_SPACE:
                if (bird.life == false) {
                    restart();
                }
                break;
        }
    }
 
 
 
    //抬键
    public void minu(KeyEvent e){
        switch (e.getKeyCode()){
            case KeyEvent.VK_UP:
                bird.fly(5);
                break;
        }
    }
 
    /**
     * 重置游戏
     */
    public void restart(){
        gameBarrierLayer.restant();
        bird.restartDraw();
    }
 
 
}

8、GameFrontGround(游戏的前景类)

package main;
 
import util.Constant;
import util.GameUtil;
 
import java.awt.*;
import java.awt.image.BufferedImage;
import java.util.ArrayList;
import java.util.List;
import java.util.Random;
 
/**
 * 游戏的前景类
 */
public class GameFrontGround {
    //云彩的个数
    private static final int CLOUND_COUNT = 2;
    //存放云彩的容器
    private List clouds;
    //云彩的飞行速度
    private static final int CLOUNG_SPEED = 1;
    //使用到图片资源
    private BufferedImage[] img;
 
    //用于产生随机数
    private Random random;
 
    // 构造器初始化数据
    public GameFrontGround() {
        clouds = new ArrayList<>();
        img = new BufferedImage[CLOUND_COUNT];
 
        //容器中添加云彩的图片
        for (int i = 0; i < CLOUND_COUNT; i++) {
            img[i] = GameUtil.loadBufferedImage("飞翔的小鸟/img/cloud0" + i + ".png");
        }
        random = new Random();
    }
 
    //绘制云彩
    public void draw(Graphics g) {
        logic();
        for (int i = 0; i < clouds.size(); i++) {
            clouds.get(i).draw(g);
        }
    }
 
    /**
     * 用于云彩的个数控制
     */
    private void logic() {
        if ((int) (500 * Math.random()) < 5) {
            Cloud cloud = new Cloud(img[random.nextInt(CLOUND_COUNT)], CLOUNG_SPEED, 600, random.nextInt(150));
            clouds.add(cloud);
        }
        for (int i = 0; i < clouds.size(); i++) {
            Cloud cloud = clouds.get(i);
            if (cloud.isOutFrame()){
                clouds.remove(i);
                i--;
                System.out.println("移除了"+cloud);
            }
        }
 
    }
}

 9、GameTime(游戏计时器)

package main;
 
/**
 * 游戏计时器
 */
public class GameTime {
 
//开始
    private long beginTime;
    //结束
    private long endTime;
    //时间差
    private long differ;
 
    public GameTime(){}
 
    public void  begin(){
        beginTime = System.currentTimeMillis();
    }
    public long differ(){
        endTime = System.currentTimeMillis();
        return differ=(endTime-beginTime)/1000;
    }
 
}

四、util包

1、Constant(设置窗口资源)

package util;
 
import java.awt.*;
 
/**
 * @author
 * @create
 */
public class Constant {
    //窗口的大小
    public static final int FRAM_WIDTH= 600;
    public static final int FRAM_HEIGNT= 500;
 
    //窗口标题
    public static final String FRAM_TITLE= "飞翔的小鸟";
 
    //窗口的初始化位置
    public static final int FRAM_X= 200;
    public static final int FRAM_Y= 200;
 
    //背景图片
    public static final String BK_IMG_OATH = "飞翔的小鸟/img/bird_bk.png";
 
    //背景色
    public static final Color BK_COLOR = new Color(0x4BC4CF);
 
    //小鸟图片资源
    public static final String[] BIRD_IMG={
            "飞翔的小鸟/img/bird_normal.png","飞翔的小鸟/img/bird_up.png","飞翔的小鸟/img/bird_down.png"
    };
 
    //障碍物图片资源
    public static final String[] BARRIER_IMG_PATH ={
            "飞翔的小鸟/img/barrier.png","飞翔的小鸟/img/barrier_up.png","飞翔的小鸟/img/Barrier_down.png"};
}

 2、GameUtil(游戏工具类)

package util;
 
import javax.imageio.ImageIO;
import java.awt.image.BufferedImage;
import java.io.FileInputStream;
import java.io.IOException;
 
/**
 * 游戏工具类
 */
public class GameUtil {
    /**
     *该方法传入一个图片路径 读取图片
     */
    public static BufferedImage loadBufferedImage(String ImgPath){
        try {
            return ImageIO.read(new FileInputStream(ImgPath));
        } catch (IOException e) {
            e.printStackTrace();
        }
        return null;
    }
}

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