첫 번째는 메인 메소드에 정의된 창입니다. (이것들은 고정된 형식이므로 어떻게 하는지 모르셔도 괜찮습니다. Ctrl+c+v만 누르시면 기본적으로 데이터만 봐도 이해하실 수 있습니다.)
슈퍼 클래스를 작성하세요. 슈퍼 클래스에는 잠수함, 폭뢰, 지뢰, 전함의 폭과 높이뿐 아니라 등장 시 x, y 좌표와 이동 속도가 필요합니다. 모든 물체의 사진, 모든 물체의 이동 방법 및 충돌
그런 다음 파생 클래스를 작성합니다. 기뢰 잠수함을 격파하면 전함이 생명을 얻고 다른 잠수함을 격파하면 점수를 얻습니다. 따라서 두 가지 인터페이스를 정의해야 합니다. , 하나는 생명을 추가하는 데 사용되고 다른 하나는 포인트를 추가하는 데 사용됩니다
완전한 코드는 다음과 같습니다(사진을 직접 찾을 수 있으며 이미지 클래스와 각 개체의 너비와 높이를 변경하면 됩니다)
게임 월드 월드 클래스
package cn.tedu.sunarine; import javax.swing.JFrame; import javax.swing.JPanel; import java.awt.Graphics; import java.util.Arrays; import java.util.Random; import java.util.Timer; import java.util.TimerTask; import java.awt.event.KeyAdapter; import java.awt.event.KeyEvent; //整个游戏世界 public class World extends JPanel { public static final int WIDTH = 641; public static final int HEIGHT = 479; public static final int RUNNING =0; public static final int GAME_OVER=1; private int state = RUNNING; //窗口所显示的对象 private Battleship ship = new Battleship(); //战舰 private SeaObject[] submarines = {}; //潜艇(侦察潜艇、鱼雷潜艇、水雷潜艇) private Mine[] mines = {}; //水雷 private Bomb[] bombs = {}; //深水炸弹 //随机生成潜艇 public SeaObject nextSubmarine(){ Random rand = new Random(); int type = rand.nextInt(30); if(type<10){ return new ObserveSubmarine(); }else if(type<15){ return new TorpedoSubmarine(); }else{ return new MineSubmarine(); } } private int subEnterIndex = 0; //潜艇入场 public void submarineEnterAction(){ //每10毫秒走一次 subEnterIndex++; if(subEnterIndex%40==0){ //每40毫秒 SeaObject obj = nextSubmarine(); submarines = Arrays.copyOf(submarines,submarines.length+1); submarines[submarines.length-1] = obj; } } private int mineEnterIndex = 0; //鱼雷,水雷入场 public void MineEnterAction(){ mineEnterIndex++; if(mineEnterIndex%100==0){ for (int i=0;i<submarines.length;i++){ if (submarines[i] instanceof MineSubmarine){ if (submarines[i].isLIVE()) { MineSubmarine ms = (MineSubmarine) submarines[i]; Mine obj = ms.shootMine(); mines = Arrays.copyOf(mines, mines.length + 1); mines[mines.length - 1] = obj; } } } } } public void gameOver(){ if (ship.getLife()<=0){ state = GAME_OVER; } } //海洋对象移动 public void moveAction(){ for(int i=0;i<submarines.length;i++){ submarines[i].move(); } for(int i=0;i<mines.length;i++){ mines[i].move(); } for(int i=0;i<bombs.length;i++){ bombs[i].move(); } } //删除越界对象 public void outOfBoundsAction(){ for(int i=0;i<submarines.length;i++){ if(submarines[i].isOutOfBounds()){ submarines[i] = submarines[submarines.length-1]; submarines = Arrays.copyOf(submarines,submarines.length-1); } } for(int i=0;i<mines.length;i++){ if(mines[i].isOutOfBounds()){ mines[i] = mines[mines.length-1]; mines = Arrays.copyOf(mines,mines.length-1); } } for(int i=0;i<bombs.length;i++){ if(bombs[i].isOutOfBounds()){ bombs[i] = bombs[bombs.length-1]; bombs = Arrays.copyOf(bombs,bombs.length-1); } } } private int score = 0; public void BombsBangAction(){ //深水炸弹炸潜艇 for (int i=0;i<bombs.length;i++){ Bomb b =bombs[i]; for (int j=0;j<submarines.length;j++){ SeaObject s = submarines[j]; if (b.isLIVE()&& s.isLIVE()&&s.isHit(b)){ b.goDead(); s.goDead(); if (s instanceof EnemyScore){ EnemyScore es = (EnemyScore) s; score += es.getScore(); } if (s instanceof EnemyLife){ EnemyLife ea = (EnemyLife) s; int num = ea.getLife(); ship.addLife(num); } } } } } public void mineBangAction(){ for (int i=0;i<mines.length;i++){ Mine m= mines[i]; if (m.isLIVE()&& ship.isLIVE()&&m.isHit(ship)){ m.goDead(); ship.subtratLife(); } } } /** 启动程序的运行 */ public void action(){ KeyAdapter k = new KeyAdapter(){ public void keyPressed(KeyEvent e) { if(e.getKeyCode() == KeyEvent.VK_SPACE){ Bomb obj = ship.shoot(); //深水炸弹入场 bombs = Arrays.copyOf(bombs,bombs.length+1); bombs[bombs.length-1] = obj; } if(e.getKeyCode() == KeyEvent.VK_LEFT){ ship.moveLeft(); } if(e.getKeyCode() == KeyEvent.VK_RIGHT){ ship.moveRight(); } } }; this.addKeyListener(k); Timer timer = new Timer(); int interval = 10; timer.schedule(new TimerTask() { public void run() { submarineEnterAction(); //潜艇(侦察、水雷、鱼雷)入场 MineEnterAction(); //水雷入场 moveAction(); //海洋对象移动 BombsBangAction(); //深水炸弹和潜艇碰撞 mineBangAction(); //水雷和战舰碰撞 outOfBoundsAction(); //删除越界的对象 gameOver(); repaint(); } }, interval, interval); } public void paint (Graphics g ){ switch (state) { case GAME_OVER: Images.gameover.paintIcon(null,g,0,0); break; case RUNNING: Images.sea.paintIcon(null, g, 0, 0); ship.paintImage(g); for (int i = 0; i < submarines.length; i++) { submarines[i].paintImage(g); } for (int i = 0; i < mines.length; i++) { mines[i].paintImage(g); } for (int i = 0; i < bombs.length; i++) { bombs[i].paintImage(g); } g.drawString("SCORE" + score, 200, 50); g.drawString("LIFE" + ship.getLife(), 400, 50); } } public static void main(String[] args) { JFrame frame = new JFrame(); World world = new World(); world.setFocusable(true); frame.add(world); frame.setResizable(false); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.setSize(WIDTH, HEIGHT+19); frame.setLocationRelativeTo(null); frame.setVisible(true); world.action(); } }
SeaObject 클래스를 슈퍼 클래스(상위 클래스)로 정의한 후 다른 파생 클래스(하위 클래스)를 작성합니다.
package cn.tedu.sunarine; import javax.swing.ImageIcon; import java.awt.Graphics; import java.util.Random; public abstract class SeaObject { public static final int LIVE = 0; public static final int DEAD = 1; protected int state=LIVE; protected int width; protected int height; protected int x; protected int y; protected int speed; //三个潜艇 public SeaObject(int width, int height) { this.width = width; this.height = height; x =-width; Random rand = new Random(); y = rand.nextInt(497 - height - 150 + 1) + 150; speed = rand.nextInt(3) + 1; } //水雷,战舰,炸弹 public SeaObject(int width, int height, int x, int y, int speed) { this.width = width; this.height = height; this.x = x; this.y = y; this.speed = speed; } public abstract void move(); public abstract ImageIcon getImage(); public boolean isLIVE(){ return state ==LIVE; } public void paintImage(Graphics g){ if (isLIVE()){ this.getImage().paintIcon(null,g,this.x,this.y); } } public boolean isOutOfBounds(){ return x>=World.WIDTH; } public boolean isHit(SeaObject other){ int x1 = this.x-other.width; int x2 = this.x+this.width; int y1 = this.y-other.height; int y2 = this.y+this.height; int x=other.x; int y=other.y; return x>=x1 && x<=x2 && y>=y1 && y<=y2; } public void goDead(){ state =DEAD; } }
파생 클래스에서 슈퍼 클래스를 참조합니다.
어뢰 잠수함 클래스
package cn.tedu.sunarine; import javax.swing.ImageIcon; //鱼雷潜艇 public class TorpedoSubmarine extends SeaObject implements EnemyScore{ TorpedoSubmarine(){ super(64,20); } @Override public void move() { x+=speed; } public ImageIcon getImage(){ return Images.torpedo; } public boolean isOutOfBounds() { return x>=World.WIDTH; } public int getScore(){ return 20; } }
잠수함 클래스를 만들었습니다
package cn.tedu.sunarine; import javax.swing.ImageIcon; //水雷潜艇 public class MineSubmarine extends SeaObject implements EnemyScore{ MineSubmarine(){ super(63,19); } @Override public void move() { x+=speed; } public ImageIcon getImage(){ return Images.minesubm; } public Mine shootMine(){ int x = this.x+(this.width/2); int y =this.y; return new Mine(x,y); } public boolean isOutOfBounds() { return x>=World.WIDTH; } public int getLife(){ return 1; } }
정찰잠수함급
package cn.tedu.sunarine; import javax.swing.ImageIcon; //侦察潜艇 public class ObserveSubmarine extends SeaObject implements EnemyScore{ ObserveSubmarine(){ super(63,19); } @Override public void move() { x+=speed; } public ImageIcon getImage(){ return Images.observesubm; } public boolean isOutOfBounds() { return x>=World.WIDTH; } public int getScore(){ return 10; } }
어뢰급
package cn.tedu.sunarine; //鱼雷 import javax.swing.ImageIcon; public class Mine extends SeaObject{ Mine(int x,int y){ super(11,11,x,y,1); } @Override public void move() { y-=speed; } public ImageIcon getImage(){ return Images.mine; } public boolean isOutOfBounds(){ return y<=150-(height/2); } }
심폭탄급
package cn.tedu.sunarine; //深水炸弹 import javax.swing.ImageIcon; public class Bomb extends SeaObject{ Bomb(int x,int y){ super(9,12,x,y,3); } @Override public void move() { y+=speed; } public ImageIcon getImage(){ return Images.bomb; } public boolean isOutOfBounds(){ return y>=World.HEIGHT; } }
전함급
package cn.tedu.sunarine; import javax.swing.*; //战舰 public class Battleship extends SeaObject{ int life; Battleship(){ super(66,26,270,124,20); life=1; } @Override public void move() { System.out.println("战舰移动"); } public ImageIcon getImage(){ return Images.battleship; } public Bomb shoot(){ return new Bomb(this.x,this.y+height); } //限制移动范围 public void moveLeft(){ x-=speed; x=Math.max(0,x); } public void moveRight(){ x+=speed; x=Math.min(x,World.WIDTH-this.width); } public void addLife(int num){ life+=num; } public int getLife(){ return life; } public void subtratLife(){ life--; } }
생활 인터페이스 추가
package cn.tedu.sunarine; public interface EnemyLife { public int getLife(); }
포인트 인터페이스 추가
package cn.tedu.sunarine; public interface EnemyScore { public int getScore(); }
마지막으로, 이미지 클래스(사진에 따라 변경 가능)
package cn.tedu.sunarine; import javax.swing.*; public class Images { public static ImageIcon battleship; public static ImageIcon observesubm; public static ImageIcon mine; public static ImageIcon bomb; public static ImageIcon sea; public static ImageIcon torpedo; public static ImageIcon minesubm; public static ImageIcon gameover; static { battleship = new ImageIcon("./img/battleship.png"); bomb = new ImageIcon("./img/bomb.png"); gameover = new ImageIcon("./img/gameover.png"); mine = new ImageIcon("./img/mine.png"); minesubm = new ImageIcon("./img/minesubm.png"); observesubm = new ImageIcon("./img/obsersubm.png"); sea = new ImageIcon("./img/sea.png"); torpedo = new ImageIcon("./img/torpesubm.png"); } public static void main(String[] args) { System.out.println(battleship.getImageLoadStatus()); System.out.println(observesubm.getImageLoadStatus()); System.out.println(mine.getImageLoadStatus()); System.out.println(battleship.getImageLoadStatus()); System.out.println(bomb.getImageLoadStatus()); System.out.println(gameover.getImageLoadStatus()); System.out.println(minesubm.getImageLoadStatus()); System.out.println(sea.getImageLoadStatus()); } }
위 내용은 Java를 사용하여 잠수함 게임을 작성하는 방법은 무엇입니까?의 상세 내용입니다. 자세한 내용은 PHP 중국어 웹사이트의 기타 관련 기사를 참조하세요!