教你用JAVA写个小游戏

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 上周上课的时候老师让用Java写个小程序,我本想写一个经典的飞机大战游戏来着,可以后来突发奇想就写成了这个

一、整体思路

  1. 继承窗体类,复写窗体刷新
  2. 添加按键监听
  3. 游戏结束界面
  4. 王思聪类和热狗类 移动轨迹计算
  5. 判断碰撞 音乐播放
  6. 不断刷新窗体 处理细节

二、编码

1.图片

首先你要找到图片,可以百度一张,然后用ps切开,再找一张背景图片就搞定了

 你还需要一个加载图片的工具类,可以使用getResource得到图片的URL路径,然后使用java自带的工具类ImageIO来读取图片

public class GameUtil {

	public static Image getImage(String path){
		URL url=GameUtil.class.getClassLoader().getResource(path);
		BufferedImage img=null;
		try {
			img = ImageIO.read(url);
		} catch (IOException e) {
			e.printStackTrace();
		}	
		return img;
	}
}

2.窗体

写一个类来继承窗体,为其设置宽高,位置,关闭设置,可否缩放大小

复写它的更新和绘画方法,以后要在里面写绘画思聪和热狗和碰撞判断逻辑

为其添加按键监听事件,在这里处理按键的点击和释放,以此来实现思聪的移动

		
	public void launchFrame(){
		setSize(width,height);
		setResizable(false);
		setLocation(200,20);
		setVisible(true);
		addKeyListener(new KeyMoniter());
		addWindowListener(new WindowAdapter(){
			@Override
			public void windowClosing(WindowEvent e) {
				System.exit(0);
			}
		});
	}

        @Override
	public void paint(Graphics graphics) {}
	@Override
	public void update(Graphics g){}

	class KeyMoniter extends KeyAdapter{
		@Override
		public void keyPressed(KeyEvent e) {
	            //按键按下
		}
		@Override
		public void keyReleased(KeyEvent e) {
		    //按键抬起
		}	
	}

3.思聪和热狗

首先要有一个位置,还要能移动,其实也就是不断的计算位置和把图片画上去的过程

定义一些思聪的属性,并在构造方法中初始化这些属性

	boolean left,right,down,up;
	
	public int x,y,width,height;
	
	Image img ;

	public Plane(String img_path,int x, int y){
		this.img = GameUtil.getImage(img_path);
		this.x = x;
		this.y = y;
		width = img.getWidth(null);
		height = img.getWidth(null);
		live = true;
	}

把思聪画上去

	public void draw(Graphics g){
		if(live){
			g.drawImage(img, x, y, null);
			move();
		}
	}

接下来最重要的就是计算思聪的位置了,为什么要把位置计算写到画思聪的方法里呢?主要是考虑这样的一种情况,如果你把方法计算写到按键按下或者释放里面,那么你想移动思聪的位置就得疯狂按键盘,要想长按按键来控制移动就要吧移动方法写到画思聪的方法里面,然后用按键的按下和释放来控制是否移动。

移动的时候还要考虑到边界的情况

	public void move(){
		if(left&&x>=10){
			x -= 10;
		}		
		if(up&&y>=30){
			y -= 10;
		}
		if(right&&x<=FeiJiGame.width-60){
			x += 10;
		}
		if(down&&y<=FeiJiGame.height -60){
			y += 10;
		}
	}

	public void KeyPressedControlDirection(KeyEvent e){
		int key_code = e.getKeyCode();
		if(key_code == 37){
			left = true;
		}
		if(key_code == 38){
			up = true;
		}
		if(key_code == 39){
			right = true;
		}
		if(key_code == 40){
			down = true;
		}
	}

	public void KeyRelasedControlDirection(KeyEvent e){
		int key_code = e.getKeyCode();
		if(key_code == 37){
			left = false;
		}
		if(key_code == 38){
			up =false;
		}
		if(key_code == 39){
			right = false;
		}
		if(key_code == 40){
			down = false;
		}
	}

最后提供两个方法来改写思聪的生存

对于热狗类就简单多了,就是让它不断的跑,不需要响应按键事件

定义一些属性和在构造方法中初始化

	double speed=15;
	double degree;

	public double x,y;
	public int width,height;
	Image img;

	public Bullet(String img_path){
		img=GameUtil.getImage(img_path);
		degree = Math.random()*Math.PI*2;
		x=FeiJiGame.width/2;
		y=FeiJiGame.height/2;
		width = 10;
		height = 10;
	}

随机的degree的用途是让它们的初始方向不同,使用sin和cos函数来控制热狗的移动,同时也要注意边界

	public void draw(Graphics g){
		g.drawImage(img, (int)x, (int)y, null);
		x += speed*Math.cos(degree);
		y += speed*Math.sin(degree);

		if(x>FeiJiGame.width-width||x<width){
			degree=Math.PI-degree;
		}
		if(y>FeiJiGame.height-height||y<height){
			degree=-degree;
		}
	}

4.碰撞检测和音乐播放

在java的awt里面有一个矩形类可以判断两个矩形是否有重叠部分,有重叠说明就碰撞上了

Rectangle bulletRectangle = new Rectangle((int)bullet.x,(int)bullet.y,bullet.width,bullet.height);
Rectangle planeRectangle = new Rectangle(plane.x,plane.y,plane.width,plane.height);
boolean collide= bulletRectangle.intersects(planeRectangle);

音乐播放可以使用第三方的库,jl-1.0.1.jar,因为可能连续吃到热狗,所以需要多线程播放音乐

	class MusicPlayer implements Runnable{
		@Override
		public void run() {
			try {
				new Player(new FileInputStream(FeiJiGame.class.getClassLoader().getResource("raw/music.mp3").getPath().substring(1))).play();
			} catch (Exception e) {
				e.printStackTrace();
			}
		}
	}

5.完成

剩下的就是窗体的刷新,这个可以开一个线程来做

	class PaintThread extends Thread {
		@Override
		public void run() {
			while(!Thread.currentThread().isInterrupted()){
				repaint();
				try {
					Thread.sleep(40);
				} catch (InterruptedException e) {
					Thread.currentThread().interrupt();
				}
			}
		}	
	}

游戏右上方要显示现在的游戏时间,结束也要显示一些文字信息,写了一个工具类

使用font控制字体,graphics.setFont设置字体,drawString画上去

	public void printInfo(Graphics g,String message,int size,int x,int y){
		g.setColor(Color.white);
		Font f = new Font("宋体",Font.BOLD,size);
		g.setFont(f);
		g.drawString(message, x,y);
	}

游戏结束时显示一些信息,根据时间判断给出等级

	private void gameOver(Graphics graphics) {
		printInfo(graphics,"GAME OVER",80,270,300);
		int survivalTime = (int)(endTime.getTime()-starTime.getTime())/1000;
		printInfo(graphics,"吃热狗时间:"+survivalTime+"秒",40,300,400);

		switch(survivalTime/10){
			case 1:
				printInfo(graphics,"独孤求败",50,350,500);
				break;
			case 2:
				printInfo(graphics,"登堂入室",50,350,500);
				break;
			case 3:
				printInfo(graphics,"小有成就",50,350,500);
				break;
			default:
				printInfo(graphics,"初入江湖",50,350,500);
				break;
		}
		paintThread.interrupt();
	}

在初始化窗体时要添加热狗和开始重绘线程,开始计时

		for(int i=0;i<15;i++){
			Bullet bullet = new Bullet("images/hotdog.png");
			bulletList.add(bullet);
 		}
		starTime = new Date();
		endTime = new Date();
		paintThread=new PaintThread();
		paintThread.start();

复写绘画和更新

        @Override
	public void paint(Graphics graphics) {
		graphics.drawImage(bg, 0, 0, null);
		plane.draw(graphics);
		endTime = new Date();
		if(gameState){
			for(int i=0;i<bulletList.size();i++){
				Bullet bullet=bulletList.get(i);
				bullet.draw(graphics);

				Rectangle bulletRectangle = new Rectangle((int)bullet.x,(int)bullet.y,bullet.width,bullet.height);
				Rectangle planeRectangle = new Rectangle(plane.x,plane.y,plane.width,plane.height);
				boolean collide= bulletRectangle.intersects(planeRectangle);

				if(collide){
					if (bulletList.size()!=0){
						executorService.execute(musicPlayer);
						bulletList.remove(i);
						if (bulletList.size()==0){
							gameState = false;
						}
					}
				}
			}
		}else {
			endTime = new Date();
			gameOver(graphics);
			paintThread.interrupt();
		}

		int count_time = (int)(endTime.getTime()-starTime.getTime())/1000;
		printInfo(graphics,"你已经吃了"+count_time+"秒",20,750,50);
	}

	Image ImageBuffer = null;  
	Graphics GraImage = null;
	@Override
	public void update(Graphics g){
	    ImageBuffer = createImage(this.getWidth(), this.getHeight());
	    GraImage = ImageBuffer.getGraphics();
	    paint(GraImage);
	    GraImage.dispose();
	    g.drawImage(ImageBuffer, 0, 0, this);
	}  

在按键监听里面调用思聪的按键按下和释放方法

	class KeyMoniter extends KeyAdapter{
		@Override
		public void keyPressed(KeyEvent e) {
			plane.KeyPressedControlDirection(e);
		}
		@Override
		public void keyReleased(KeyEvent e) {
			plane.KeyRelasedControlDirection(e);
		}	
	}

最后启动游戏

	public static void main(String[] args) {
		FeiJiGame game = new FeiJiGame();
		game.loadGame();
	}

github:https://github.com/s15603333319/SiCongEatHotDog

csdn:https://download.csdn.net/download/qq_37482202/11084561

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转载自blog.csdn.net/qq_37482202/article/details/88987007