Dieser Artikel stellt hauptsächlich die Implementierung des Masturbationsspiels in Java vor (mit vollständigem Quellcode), der einen gewissen Referenzwert hat
Vorne geschrieben
Technologie entsteht durch Teilen, deshalb habe ich mir heute die Zeit genommen, die kleinen Spiele, die ich in Java erstellt habe, zu sortieren und zu veröffentlichen, damit jeder sie nachschlagen und studieren kann. Java ist in der Tat nicht zum Schreiben von Desktop-Anwendungen geeignet. Dieses Spiel dient lediglich der Unterhaltung. Der Code ist sehr einfach zu schreiben und leicht zu verstehen, und die Kommentare sind klar formuliert. Wenn Sie noch Fragen haben, können Sie sich die Lektionen privat überlegen.
Der Effekt ist wie folgt
Vollständiger Code
Feind Flugzeug
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; } }
Punktebelohnung
/** * 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(); }
Biene
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; } } }
Geschosstyp: Es ist ein Flugobjekt
/** * 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; } }
Die Punktzahl des Feindes
/** * 敌人,可以有分数 */ public interface Enemy { /** 敌人的分数 */ int getScore(); }
Flugobjekte (feindliche Flugzeuge, Bienen, Kugeln, Heldenflugzeuge)
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; } }
Hero Machine
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 } }
Game Startup-Hauptklasse
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(); } } }
Am Ende geschrieben
Das Obige ist der vollständige Code, den ich für dieses Spiel zusammengestellt habe. Zum Schluss habe ich eine Mindmap erstellt und gepostet, damit jeder das besser verstehen kann Prozess der objektorientierten OOP-Programmierung.
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