Java太阳系小游戏分析和源码详解
最近看了面向对象的一些知识,然后跟着老师的讲解做了一个太阳系各行星绕太阳转的小游戏,来练习巩固一下最近学的知识:
用到知识点:类的继承、方法的重载与重写、多态、封装等
分析:
1.需要加载图片、画图
2.建一个面板,主页面
3.行星类
效果图:
先看一下源码结构图:
现在逐步分析各个类的功能:
1)工具类-----util包中
--Constant类 封装了游戏中用到的常量
--GameUtil类 封装了游戏的图片加载功能
--MyFrame类 封装了游戏面板的构造,用于各面板的父类
------之所以这样做,目的是为了封装数据,便于程序的扩充
Constant.java
package util;
public class Constant {
public static final int GAME_WIDTH = 800;
public static final int GAME_HEIGHT = 600;
}
GameUtil.java
package util;
import java.awt.Image;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.net.URL;
import javax.imageio.ImageIO;
/**
* 工具类(加载图片)
* @author long
*
*/
public class GameUtil {
private GameUtil(){ } //工具类通常将构造方法私有
public static Image getImage(String path){
URL u = GameUtil.class.getClassLoader().getResource(path);
BufferedImage img = null;
try {
img = ImageIO.read(u);
} catch (IOException e) {
e.printStackTrace();
}
return img;
}
}
MyFrame.java
package util;
import javax.swing.JFrame;
import javax.swing.JPanel;
/**
* 游戏面板的父类
* @author long
*
*/
public class MyFrame extends JPanel{
/**
* 加载Frame的方法
*/
public void launchFrame(){
JFrame frame = new JFrame("MyGame");
frame.add(this);
frame.setSize(Constant.GAME_WIDTH,Constant.GAME_HEIGHT);
frame.setAlwaysOnTop(true); // 设置其总在最上
frame.setLocationRelativeTo(null); // 设置窗体初始位置
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setVisible(true);
new PaintThread().start();
}
/**
* 定义一个重画窗口的线程类,是一个内部类
* @author dell
*
*/
class PaintThread extends Thread {
public void run(){
while(true){
repaint();
try {
Thread.sleep(40); //1s = 1000ms
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
}
public static void main(String[] args) {
new MyFrame().launchFrame();
}
}
2)主要的事件处理类---solar包中
--Planet类 行星类继承至Star类
--SolarFrame类 游戏主面板类继承至MyFrame类
--Star类 星球类,各个星球的父类
--Test类 测试类,不需要说明
Planet.java
package solar;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Image;
import util.GameUtil;
/**
* 行星类,继承至Star类
* @author long
*
*/
public class Planet extends Star{
//除了图片、坐标,行星沿着椭圆运行:长轴、短轴、移动速度、旋转角度。绕着某个star运行
double longAxis; //椭圆长轴
double shortAxis; //椭圆短轴
double speed; //飞行速度
double degree; //旋转角度
Star center; //围绕行星
public void draw(Graphics g){
//g.drawImage(img, (int)x, (int)y, null);
super.draw(g);
drawTrace(g);
move();
}
public void drawTrace(Graphics g){
double traceX,traceY,traceWidth,traceHeight;
traceX = (center.x+center.w/2)-longAxis;
traceY = (center.y+center.h/2)-shortAxis;
traceWidth = 2*longAxis;
traceHeight = 2*shortAxis;
Color c = g.getColor();
g.setColor(Color.blue);
g.drawOval((int)traceX, (int)traceY, (int)traceWidth, (int)traceHeight);
g.setColor(c);
}
public void move(){
//沿着椭圆轨迹飞行
x = center.x + longAxis * Math.cos(degree);
y = center.y + shortAxis * Math.sin(degree);
degree += speed;
}
public Planet(Image img,double x,double y){
super(img,x,y);
}
public Planet(String imgpath,double x,double y){
super(imgpath,x,y);
}
public Planet( Star center,Image img,double longAxis,
double shortAxis,double speed) {
super();
this.x = (center.x+center.w/2) + longAxis;
this.y = (center.y+center.h/2) + shortAxis;
this.img = img;
this.longAxis = longAxis;
this.shortAxis = shortAxis;
this.speed = speed;
this.center = center;
}
public Planet( Star center,String imgPath,double longAxis,
double shortAxis,double speed) {
this(center,GameUtil.getImage(imgPath),longAxis,shortAxis,speed);
}
}
SolarFrame.java
package solar;
import java.awt.Graphics;
import java.awt.Image;
import util.Constant;
import util.GameUtil;
import util.MyFrame;
public class SolarFrame extends MyFrame{
int width = Constant.GAME_WIDTH/2;
int height = Constant.GAME_HEIGHT/2;
Image bg=GameUtil.getImage("images/bg.png");
Star sun = new Star("images/sun.jpg",width,height);
Planet earth = new Planet(sun,"images/earth.png",100,60,0.1);
Planet mars = new Planet(sun,"images/mars.png",180,100,0.15);
@Override
public void paint(Graphics g) {
g.drawImage(bg, 0, 0, null);
sun.draw(g);
earth.draw(g);
mars.draw(g);
}
public static void main(String[] args) {
new SolarFrame().launchFrame();
}
}
Star.java
package solar;
import java.awt.Graphics;
import java.awt.Image;
import util.GameUtil;
public class Star {
public Image img;
public double x,y;
int w,h;
public void draw(Graphics g){
g.drawImage(img, (int)x, (int)y, null);
}
public Star(){
}
public Star(Image img){
this.img = img;
this.w = img.getWidth(null);
this.h = img.getHeight(null);
}
public Star(Image img,double x,double y){
this(img);
this.x = x;
this.y = y;
}
public Star(String imgPath,double x,double y){
this(GameUtil.getImage(imgPath),x,y);
}
}
总结:该小游戏对代码的封装处理的比较好,便于程序的扩充,体现了面向对象的强大,不同的功能封装在不同的类与方法中,把类的公共的部分封装在父类中,提高代码的重用性。前期各个类写的过程中会有各种小问题与细节,但处理完这些后,后期想扩充行星的个数就比较简单了,new一个行星对象,然后画的面板上即可。面向对象水太深,这只是初步小涉猎,仍需继续努力专研!!!
以上就是Java太阳系小游戏分析和源码详解,希望对大家学习java语言有所帮助。
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