1 package cn.xiaocangtian.Util; import java.awt.Frame;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent; public class MyFrame extends Frame { //加载窗口
public void launchFrame() {
setSize(Constant.GAME_WIDTH, Constant.GAME_HEIGHT); //设置窗口大小
setLocation(100, 100); //设置左上角坐标,开始位置, 也就是窗口开始位置
setVisible(true); //设置为可见(默认为不可见) //启动重画线程
new PaintThread().start(); //匿名内部类---用来关闭窗口
addWindowListener(new WindowAdapter() {
@Override
public void windowClosing(WindowEvent e) {
System.exit(0);
}
}); } //双缓冲技术解决屏幕闪烁
private Image offScreenImage = null; //利用双缓冲技术消除闪烁
public void update(Graphics g) {
if (offScreenImage == null)
offScreenImage = this.createImage(Constant.GAME_WIDTH, Constant.GAME_HEIGHT); Graphics gOff = offScreenImage.getGraphics(); paint(gOff);
g.drawImage(offScreenImage, 0, 0, null);
} /**
* 定义一个重画窗口的线程类
* 是一个内部类(方便访问外部类属性)
*/
class PaintThread extends Thread {
public void run() {
while (true) {
repaint(); //重画
try {
Thread.sleep(40); //1s = 1000ms
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
} }
package cn.xiaocangtian.Util; import java.awt.Image;
import java.awt.Toolkit;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.net.URL; import javax.imageio.ImageIO;
import javax.swing.ImageIcon; /**
* 游戏开发中常用的工具类(比如:加载图片等方法)
* @author admin
*
*/
public class GameUtil { private GameUtil () {} //工具类通常将构造方法私有 public static Image getImage(String path) {
// return Toolkit.getDefaultToolkit().getImage(GameUtil.class.getClassLoader().getResource(path));
BufferedImage bi = null;
try {
URL u = GameUtil.class.getClassLoader().getResource(path);
bi = javax.imageio.ImageIO.read(u);
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
return bi;
}
}
package cn.xiaocangtian.Util; /**
* 游戏项目中用到的常量
* 单独负责常量
* @author admin
*/
public class Constant { public static final int GAME_WIDTH = 350;
public static final int GAME_HEIGHT = 600; }
//以上是常用工具
//下面实现游戏功能
package cn.xiaocangtian.plane; import java.awt.Image;
import java.awt.Rectangle; /**
* 让 plane, Bullet继承之
* @author admin
*
*/
public class GameObject {
Image img;
double x, y;
int speed = 5; int width, height; //获取飞机所在矩形
public Rectangle getRect() {
return new Rectangle((int)x, (int)y, width, height);
} public GameObject(Image img, double x, double y, int speed, int width,
int height) {
super();
this.img = img;
this.x = x;
this.y = y;
this.speed = speed;
this.width = width;
this.height = height;
} public GameObject() {} }
package cn.xiaocangtian.plane; import java.awt.Graphics;
import java.awt.Image;
import java.awt.Rectangle;
import java.awt.event.KeyEvent; import cn.xiaocangtian.Util.GameUtil; public class Plane extends GameObject { private boolean left, up, right, down;
private boolean live = true; public void draw(Graphics g) {
if (live) {
g.drawImage(img, (int)x, (int)y, null);
move();
}
} //根据方向来改变坐标位置
public void addDirection(KeyEvent e) {
switch (e.getKeyCode()) {
case KeyEvent.VK_LEFT: //左
left = true; break;
case KeyEvent.VK_UP: //上
up = true; break;
case KeyEvent.VK_RIGHT: //右
right = true; break;
case KeyEvent.VK_DOWN: //下
down = true; break;
default: break;
}
} public void minusDirection(KeyEvent e) {
switch (e.getKeyCode()) {
case KeyEvent.VK_LEFT: //左
left = false; break;
case KeyEvent.VK_UP: //上
up = false; break;
case KeyEvent.VK_RIGHT: //右
right = false; break;
case KeyEvent.VK_DOWN: //下
down = false; break;
default: break;
}
} public void move() {
if (left) {
x -= speed;
}
if (right) {
x += speed;
}
if (up) {
y -= speed;
}
if (down) {
y += speed;
}
} public Plane(String imgpath, double x, double y) {
this.img = GameUtil.getImage(imgpath);
this.width = img.getWidth(null);
this.height = img.getHeight(null);
this.x = x;
this.y = y;
} //无参构造器
public Plane() {} public void setLive(boolean live) {
this.live = live;
} public boolean isLive() {
return live;
} }
package cn.xiaocangtian.plane; import java.awt.Color;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.Rectangle; import cn.xiaocangtian.Util.Constant; public class Bullet extends GameObject { double degree; public Bullet() {
degree = Math.random() * Math.PI * 2;
x = Constant.GAME_WIDTH / 2; //设置子弹发射位置
y = Constant.GAME_HEIGHT / 2;
width = 10;
height = 10;
} //获取子弹矩形
public Rectangle getRect() {
return new Rectangle((int)x, (int)y, width, height);
} public void draw(Graphics g) {
Color oldColor = g.getColor();
//画一个子弹
g.setColor(Color.yellow);
g.fillOval((int)x, (int)y, width, height); x += speed * Math.cos(degree);
y += speed * Math.sin(degree); //使子弹遇到窗口边缘反弹
if (y > Constant.GAME_HEIGHT - height || y < 30) {
degree = -degree;
}
if (x < 0 || x > Constant.GAME_WIDTH - width) {
degree = Math.PI - degree;
} g.setColor(oldColor); } }
package cn.xiaocangtian.plane; import java.awt.Graphics;
import java.awt.Image; import cn.xiaocangtian.Util.GameUtil; /**
* 爆炸类
* @author admin
*/
public class Explode {
double x, y; //一堆图片,直接用static,只加载一遍,所有爆炸对象共享
static Image[] imgs = new Image[10];
int count; //imgs数量 //加载图片
static { //利用static方法改写static对象
for (int i = 0; i < 10; i++) {
imgs[i] = GameUtil.getImage("images/explode/e" + i + ".png");
imgs[i].getWidth(null); //可真实的将image加载进来
}
} //爆炸行为 就是 数组图片的切换
public void draw(Graphics g) {
if (count < 10) {
g.drawImage(imgs[count], (int)x, (int)y, null);
count++;
}
} public Explode(double x, double y) {
this.x = x;
this.y = y;
} }
package cn.xiaocangtian.plane; import java.awt.Color;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.util.ArrayList;
import java.util.Date; import cn.xiaocangtian.Util.Constant;
import cn.xiaocangtian.Util.GameUtil;
import cn.xiaocangtian.Util.MyFrame; public class PlaneGameFrame extends MyFrame {
Image bg = GameUtil.getImage("images/bg.png"); Plane p = new Plane("images/plane.png", 50, 50); //容器(泛型未学,暂时不加)
ArrayList bulletList = new ArrayList(); Date startTime;
Date endTime; Explode boom; public void paint(Graphics g) {
g.drawImage(bg, 0, 0, null);
p.draw(g); //在这里画子弹
for (int i = 0; i < bulletList.size(); i++) {
Bullet b = (Bullet)bulletList.get(i);
b.draw(g);
//检测跟飞机的碰撞
boolean peng = b.getRect().intersects(p.getRect());
if (peng) {
p.setLive(false); //飞机死掉
if (boom == null) { //都只执行一次
endTime = new Date();
boom = new Explode(p.x, p.y);
}
boom.draw(g); break;
}
} if (!p.isLive()) {
int period = ((int)endTime.getTime() - (int)startTime.getTime()) / 1000; //转换成秒
printInfo(g, "时间: " + period + "秒", 20, 115, 300, Color.white); switch (period / 10) {
case 0:
case 1:
printInfo(g, "菜鸟", 40, 115, 270, Color.white);
break;
case 2:
printInfo(g, "入门", 40, 115, 270, Color.yellow);
break;
case 4:
printInfo(g, "精通", 40, 115, 270, Color.white);
break;
case 5:
printInfo(g, "大师", 40, 115, 270, Color.white);
break;
}
}
// printInfo(g, "分数: 100", 10, 50, 50, Color.yellow); } /**
* 在窗口 上打印信息
* @param g
* @param str
* @param size
*/
public void printInfo(Graphics g, String str, int size, int x, int y, Color color) {
Color c = g.getColor();
g.setColor(color);
Font f = new Font("宋体", Font.BOLD, size);
g.setFont(f);
g.drawString(str, x, y);
g.setColor(c);
} //重写父类的 launchFrame()
public void launchFrame() {
super.launchFrame();
//增加键盘的监听
addKeyListener(new KeyMonitor());
//应该在加载窗口的时候生成子弹
for (int i = 0; i < 10; i++) {
Bullet b = new Bullet();
bulletList.add(b);
} startTime = new Date(); //从启动窗口开始计时
} //定义成内部类,可以方便使用外部类的普通属性
//键盘适配器
//定义完需要注册,然后才能用(在父类的launchFrame中注册,这里需要在
//子类中重写launchFrame,如上)
class KeyMonitor extends KeyAdapter { @Override
public void keyPressed(KeyEvent e) {
p.addDirection(e);
} @Override
public void keyReleased(KeyEvent e) {
p.minusDirection(e);
} } public static void main(String[] args) {
new PlaneGameFrame().launchFrame();
}
}