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。
- 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;
- }
- }
- /**
- * 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();
- }
- 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
- */
- 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,可以有分数
- */
- public interface Enemy {
- /** 敌人的分数 */
- int getScore();
- }
- 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;
- }
- }
- import java.awt.image.BufferedImage;
- /**
- * 英雄机:是飞行物
- */
- 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
- }
- }
- 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;
- 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();
- }
- }
- }
以上就是这个游戏我整理的完整代码,因为图片差不多9张,所以图片没上传,需要图片的友友请简信我,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。
ps:码字很累,友友们点个赞或者评论,谢谢,么么哒~~资源已上传(包括图片),下载地址请戳这里
来源: http://geek.csdn.net/news/detail/246693