Java实现打飞机小游戏(附完整源码)

写在前面

技术源于分享,所以今天抽空把自己之前用java做过的小游戏整理贴出来给大家参考学习。java确实不适合写桌面应用,这里只是通过这个游戏让大家理解oop面向对象编程的过程,纯属娱乐。代码写的很简单,也很容易理解,并且注释写的很清楚了,还有问题,自己私下去补课学习。

效果如下

完整代码

敌飞机

import java.util.Random;

敌飞机: 是飞行物,也是敌人

public class Airplane extends FlyingObject implements Enemy {

private int speed = 3; //移动步骤

/** 初始化数据 */

public Airplane(){

this.image = ShootGame.airplane;

width = image.getWidth();

height = image.getHeight();

y = -height;

Random rand = new Random();

x = rand.nextInt(ShootGame.WIDTH - width);

}

/** 获取分数 */

@Override

public int getScore() {

return 5;

}

/** //越界处理 */

@Override

public boolean outOfBounds() {

return y>ShootGame.HEIGHT;

}

/** 移动 */

@Override

public void step() {

y += speed;

}

}

分数奖励

/**

* 奖励

*/

public interface Award {

int DOUBLE_FIRE = 0; //双倍火力

int LIFE = 1; //1条命

/** 获得奖励类型(上面的0或1) */

int getType();

}

蜜蜂

import java.util.Random;

/** 蜜蜂 */

public class Bee extends FlyingObject implements Award{

private int xSpeed = 1; //x坐标移动速度

private int ySpeed = 2; //y坐标移动速度

private int awardType; //奖励类型

/** 初始化数据 */

public Bee(){

this.image = ShootGame.bee;

width = image.getWidth();

height = image.getHeight();

y = -height;

Random rand = new Random();

x = rand.nextInt(ShootGame.WIDTH - width);

awardType = rand.nextInt(2); //初始化时给奖励

}

/** 获得奖励类型 */

public int getType(){

return awardType;

}

/** 越界处理 */

@Override

public boolean outOfBounds() {

return y>ShootGame.HEIGHT;

}

/** 移动,可斜着飞 */

@Override

public void step() {

x += xSpeed;

y += ySpeed;

if(x > ShootGame.WIDTH-width){

xSpeed = -1;

}

if(x < 0){

xSpeed = 1;

}

}

}

子弹类:是飞行物体

/**

* 子弹类:是飞行物

*/

public class Bullet extends FlyingObject {

private int speed = 3; //移动的速度

/** 初始化数据 */

public Bullet(int x,int y){

this.x = x;

this.y = y;

this.image = ShootGame.bullet;

}

/** 移动 */

@Override

public void step(){

y-=speed;

}

/** 越界处理 */

@Override

public boolean outOfBounds() {

return y<-height;

}

}

敌人的分数

/**

* 敌人,可以有分数

*/

public interface Enemy {

/** 敌人的分数 */

int getScore();

}

飞行物(敌机,蜜蜂,子弹,英雄机)

import java.awt.image.BufferedImage;

/**

* 飞行物(敌机,蜜蜂,子弹,英雄机)

*/

public abstract class FlyingObject {

protected int x; //x坐标

protected int y; //y坐标

protected int width; //宽

protected int height; //高

protected BufferedImage image; //图片

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 getWidth() {

return width;

}

public void setWidth(int width) {

this.width = width;

}

public int getHeight() {

return height;

}

public void setHeight(int height) {

this.height = height;

}

public BufferedImage getImage() {

return image;

}

public void setImage(BufferedImage image) {

this.image = image;

}

/**

* 检查是否出界

* @return true 出界与否

*/

public abstract boolean outOfBounds();

/**

* 飞行物移动一步

*/

public abstract void step();

/**

* 检查当前飞行物体是否被子弹(x,y)击(shoot)中

* @param Bullet 子弹对象

* @return true表示被击中了

*/

public boolean shootBy(Bullet bullet){

int x = bullet.x; //子弹横坐标

int y = bullet.y; //子弹纵坐标

return this.x<x && x<this.x+width && this.y<y && y<this.y+height;

}

}

英雄机

import java.awt.image.BufferedImage;

/**

* 英雄机:是飞行物 Java学习交流QQ群:589809992 我们一起学Java!

*/

public class Hero extends FlyingObject{

private BufferedImage[] images = {}; //英雄机图片

private int index = 0; //英雄机图片切换索引

private int doubleFire; //双倍火力

private int life; //命

/** 初始化数据 */

public Hero(){

life = 3; //初始3条命

doubleFire = 0; //初始火力为0

images = new BufferedImage[]{ShootGame.hero0, ShootGame.hero1}; //英雄机图片数组

image = ShootGame.hero0; //初始为hero0图片

width = image.getWidth();

height = image.getHeight();

x = 150;

y = 400;

}

/** 获取双倍火力 */

public int isDoubleFire() {

return doubleFire;

}

/** 设置双倍火力 */

public void setDoubleFire(int doubleFire) {

this.doubleFire = doubleFire;

}

/** 增加火力 */

public void addDoubleFire(){

doubleFire = 40;

}

/** 增命 */

public void addLife(){ //增命

life++;

}

/** 减命 */

public void subtractLife(){ //减命

life--;

}

/** 获取命 */

public int getLife(){

return life;

}

/** 当前物体移动了一下,相对距离,x,y鼠标位置 */

public void moveTo(int x,int y){

this.x = x - width/2;

this.y = y - height/2;

}

/** 越界处理 */

@Override

public boolean outOfBounds() {

return false;

}

/** 发射子弹 */

public Bullet[] shoot(){

int xStep = width/4; //4半

int yStep = 20; //步

if(doubleFire>0){ //双倍火力

Bullet[] bullets = new Bullet[2];

bullets[0] = new Bullet(x+xStep,y-yStep); //y-yStep(子弹距飞机的位置)

bullets[1] = new Bullet(x+3*xStep,y-yStep);

return bullets;

}else{ //单倍火力

Bullet[] bullets = new Bullet[1];

bullets[0] = new Bullet(x+2*xStep,y-yStep);

return bullets;

}

}

/** 移动 */

@Override

public void step() {

if(images.length>0){

image = images[index++/10%images.length]; //切换图片hero0,hero1

}

}

/** 碰撞算法 */

public boolean hit(FlyingObject other){

int x1 = other.x - this.width/2; //x坐标最小距离

int x2 = other.x + this.width/2 + other.width; //x坐标最大距离

int y1 = other.y - this.height/2; //y坐标最小距离

int y2 = other.y + this.height/2 + other.height; //y坐标最大距离

int herox = this.x + this.width/2; //英雄机x坐标中心点距离

int heroy = this.y + this.height/2; //英雄机y坐标中心点距离

return herox>x1 && herox<x2 && heroy>y1 && heroy<y2; //区间范围内为撞上了

}

}

游戏启动主类

import java.awt.Font;

import java.awt.Color;

import java.awt.Graphics;

import java.awt.event.MouseAdapter;

import java.awt.event.MouseEvent;

import java.util.Arrays;

import java.util.Random;

import java.util.Timer;

import java.util.TimerTask;

import java.awt.image.BufferedImage;

import javax.imageio.ImageIO;

import javax.swing.ImageIcon;

import javax.swing.JFrame;

import javax.swing.JPanel;

/**

* Java学习交流QQ群:589809992 我们一起学Java!

*/

public class ShootGame extends JPanel {

public static final int WIDTH = 400; // 面板宽

public static final int HEIGHT = 654; // 面板高

/** 游戏的当前状态: START RUNNING PAUSE GAME_OVER */

private int state;

private static final int START = 0;

private static final int RUNNING = 1;

private static final int PAUSE = 2;

private static final int GAME_OVER = 3;

private int score = 0; // 得分

private Timer timer; // 定时器

private int intervel = 1000 / 100; // 时间间隔(毫秒)

public static BufferedImage background;

public static BufferedImage start;

public static BufferedImage airplane;

public static BufferedImage bee;

public static BufferedImage bullet;

public static BufferedImage hero0;

public static BufferedImage hero1;

public static BufferedImage pause;

public static BufferedImage gameover;

private FlyingObject[] flyings = {}; // 敌机数组

private Bullet[] bullets = {}; // 子弹数组

private Hero hero = new Hero(); // 英雄机

static { // 静态代码块,初始化图片资源

try {

background = ImageIO.read(ShootGame.class

.getResource("background.png"));

start = ImageIO.read(ShootGame.class.getResource("start.png"));

airplane = ImageIO

.read(ShootGame.class.getResource("airplane.png"));

bee = ImageIO.read(ShootGame.class.getResource("bee.png"));

bullet = ImageIO.read(ShootGame.class.getResource("bullet.png"));

hero0 = ImageIO.read(ShootGame.class.getResource("hero0.png"));

hero1 = ImageIO.read(ShootGame.class.getResource("hero1.png"));

pause = ImageIO.read(ShootGame.class.getResource("pause.png"));

gameover = ImageIO

.read(ShootGame.class.getResource("gameover.png"));

} catch (Exception e) {

e.printStackTrace();

}

}

/** 画 */

@Override

public void paint(Graphics g) {

g.drawImage(background, 0, 0, null); // 画背景图

paintHero(g); // 画英雄机

paintBullets(g); // 画子弹

paintFlyingObjects(g); // 画飞行物

paintScore(g); // 画分数

paintState(g); // 画游戏状态

}

/** 画英雄机 */

public void paintHero(Graphics g) {

g.drawImage(hero.getImage(), hero.getX(), hero.getY(), null);

}

/** 画子弹 */

public void paintBullets(Graphics g) {

for (int i = 0; i < bullets.length; i++) {

Bullet b = bullets[i];

g.drawImage(b.getImage(), b.getX() - b.getWidth() / 2, b.getY(),

null);

}

}

/** 画飞行物 */

public void paintFlyingObjects(Graphics g) {

for (int i = 0; i < flyings.length; i++) {

FlyingObject f = flyings[i];

g.drawImage(f.getImage(), f.getX(), f.getY(), null);

}

}

/** 画分数 */

public void paintScore(Graphics g) {

int x = 10; // x坐标

int y = 25; // y坐标

Font font = new Font(Font.SANS_SERIF, Font.BOLD, 22); // 字体

g.setColor(new Color(0xFF0000));

g.setFont(font); // 设置字体

g.drawString("SCORE:" + score, x, y); // 画分数

y=y+20; // y坐标增20

g.drawString("LIFE:" + hero.getLife(), x, y); // 画命

}

/** 画游戏状态 */

public void paintState(Graphics g) {

switch (state) {

case START: // 启动状态

g.drawImage(start, 0, 0, null);

break;

case PAUSE: // 暂停状态

g.drawImage(pause, 0, 0, null);

break;

case GAME_OVER: // 游戏终止状态

g.drawImage(gameover, 0, 0, null);

break;

}

}

public static void main(String[] args) {

JFrame frame = new JFrame("Fly");

ShootGame game = new ShootGame(); // 面板对象

frame.add(game); // 将面板添加到JFrame中

frame.setSize(WIDTH, HEIGHT); // 设置大小

frame.setAlwaysOnTop(true); // 设置其总在最上

frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); // 默认关闭操作

frame.setIconImage(new ImageIcon("images/icon.jpg").getImage()); // 设置窗体的图标

frame.setLocationRelativeTo(null); // 设置窗体初始位置

frame.setVisible(true); // 尽快调用paint

game.action(); // 启动执行

}

/** 启动执行代码 */

public void action() {

// 鼠标监听事件

MouseAdapter l = new MouseAdapter() {

@Override

public void mouseMoved(MouseEvent e) { // 鼠标移动

if (state == RUNNING) { // 运行状态下移动英雄机--随鼠标位置

int x = e.getX();

int y = e.getY();

hero.moveTo(x, y);

}

}

@Override

public void mouseEntered(MouseEvent e) { // 鼠标进入

if (state == PAUSE) { // 暂停状态下运行

state = RUNNING;

}

}

@Override

public void mouseExited(MouseEvent e) { // 鼠标退出

if (state == RUNNING) { // 游戏未结束,则设置其为暂停

state = PAUSE;

}

}

@Override

public void mouseClicked(MouseEvent e) { // 鼠标点击

switch (state) {

case START:

state = RUNNING; // 启动状态下运行

break;

case GAME_OVER: // 游戏结束,清理现场

flyings = new FlyingObject[0]; // 清空飞行物

bullets = new Bullet[0]; // 清空子弹

hero = new Hero(); // 重新创建英雄机

score = 0; // 清空成绩

state = START; // 状态设置为启动

break;

}

}

};

this.addMouseListener(l); // 处理鼠标点击操作

this.addMouseMotionListener(l); // 处理鼠标滑动操作

timer = new Timer(); // 主流程控制

timer.schedule(new TimerTask() {

@Override

public void run() {

if (state == RUNNING) { // 运行状态

enterAction(); // 飞行物入场

stepAction(); // 走一步

shootAction(); // 英雄机射击

bangAction(); // 子弹打飞行物

outOfBoundsAction(); // 删除越界飞行物及子弹

checkGameOverAction(); // 检查游戏结束

}

repaint(); // 重绘,调用paint()方法

}

}, intervel, intervel);

}

int flyEnteredIndex = 0; // 飞行物入场计数

/** 飞行物入场 */

public void enterAction() {

flyEnteredIndex++;

if (flyEnteredIndex % 40 == 0) { // 400毫秒生成一个飞行物--10*40

FlyingObject obj = nextOne(); // 随机生成一个飞行物

flyings = Arrays.copyOf(flyings, flyings.length + 1);

flyings[flyings.length - 1] = obj;

}

}

/** 走一步 */

public void stepAction() {

for (int i = 0; i < flyings.length; i++) { // 飞行物走一步

FlyingObject f = flyings[i];

f.step();

}

for (int i = 0; i < bullets.length; i++) { // 子弹走一步

Bullet b = bullets[i];

b.step();

}

hero.step(); // 英雄机走一步

}

/** 飞行物走一步 */

public void flyingStepAction() {

for (int i = 0; i < flyings.length; i++) {

FlyingObject f = flyings[i];

f.step();

}

}

int shootIndex = 0; // 射击计数

/** 射击 */

public void shootAction() {

shootIndex++;

if (shootIndex % 30 == 0) { // 300毫秒发一颗

Bullet[] bs = hero.shoot(); // 英雄打出子弹

bullets = Arrays.copyOf(bullets, bullets.length + bs.length); // 扩容

System.arraycopy(bs, 0, bullets, bullets.length - bs.length,

bs.length); // 追加数组

}

}

/** 子弹与飞行物碰撞检测 */

public void bangAction() {

for (int i = 0; i < bullets.length; i++) { // 遍历所有子弹

Bullet b = bullets[i];

bang(b); // 子弹和飞行物之间的碰撞检查

}

}

/** 删除越界飞行物及子弹 */

public void outOfBoundsAction() {

int index = 0; // 索引

FlyingObject[] flyingLives = new FlyingObject[flyings.length]; // 活着的飞行物

for (int i = 0; i < flyings.length; i++) {

FlyingObject f = flyings[i];

if (!f.outOfBounds()) {

flyingLives[index++] = f; // 不越界的留着

}

}

flyings = Arrays.copyOf(flyingLives, index); // 将不越界的飞行物都留着

index = 0; // 索引重置为0

Bullet[] bulletLives = new Bullet[bullets.length];

for (int i = 0; i < bullets.length; i++) {

Bullet b = bullets[i];

if (!b.outOfBounds()) {

bulletLives[index++] = b;

}

}

bullets = Arrays.copyOf(bulletLives, index); // 将不越界的子弹留着

}

/** 检查游戏结束 */

public void checkGameOverAction() {

if (isGameOver()==true) {

state = GAME_OVER; // 改变状态

}

}

/** 检查游戏是否结束 */

public boolean isGameOver() {

for (int i = 0; i < flyings.length; i++) {

int index = -1;

FlyingObject obj = flyings[i];

if (hero.hit(obj)) { // 检查英雄机与飞行物是否碰撞

hero.subtractLife(); // 减命

hero.setDoubleFire(0); // 双倍火力解除

index = i; // 记录碰上的飞行物索引

}

if (index != -1) {

FlyingObject t = flyings[index];

flyings[index] = flyings[flyings.length - 1];

flyings[flyings.length - 1] = t; // 碰上的与最后一个飞行物交换

flyings = Arrays.copyOf(flyings, flyings.length - 1); // 删除碰上的飞行物

}

}

return hero.getLife() <= 0;

}

/** 子弹和飞行物之间的碰撞检查 */

public void bang(Bullet bullet) {

int index = -1; // 击中的飞行物索引

for (int i = 0; i < flyings.length; i++) {

FlyingObject obj = flyings[i];

if (obj.shootBy(bullet)) { // 判断是否击中

index = i; // 记录被击中的飞行物的索引

break;

}

}

if (index != -1) { // 有击中的飞行物

FlyingObject one = flyings[index]; // 记录被击中的飞行物

FlyingObject temp = flyings[index]; // 被击中的飞行物与最后一个飞行物交换

flyings[index] = flyings[flyings.length - 1];

flyings[flyings.length - 1] = temp;

flyings = Arrays.copyOf(flyings, flyings.length - 1); // 删除最后一个飞行物(即被击中的)

// 检查one的类型(敌人加分,奖励获取)

if (one instanceof Enemy) { // 检查类型,是敌人,则加分

Enemy e = (Enemy) one; // 强制类型转换

score += e.getScore(); // 加分

} else { // 若为奖励,设置奖励

Award a = (Award) one;

int type = a.getType(); // 获取奖励类型

switch (type) {

case Award.DOUBLE_FIRE:

hero.addDoubleFire(); // 设置双倍火力

break;

case Award.LIFE:

hero.addLife(); // 设置加命

break;

}

}

}

}

/**

* 随机生成飞行物

*

* @return 飞行物对象

*/

public static FlyingObject nextOne() {

Random random = new Random();

int type = random.nextInt(20); // [0,20)

if (type < 4) {

return new Bee();

} else {

return new Airplane();

}

}

}

写在最后

以上就是这个游戏我整理的完整代码,最后,我做了一张思维导图贴出来让大家更好的理解OOP面向对象编程的过程。

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