Java实现打飞机小游戏的示例代码分享
作者: default|标签:java 示例 戏的|2017-10-20 10:08
这篇文章主要介绍了Java实现打飞机小游戏(附完整源码),这里整理了详细的代码,具有一定的参考价值,感兴趣的小伙伴们可以参考一下

写在前面

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。

效果如下

完整代码

敌飞机


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;
 }

}

分数奖励


/** 
 * 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(); 
}

蜜蜂


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:是飞行物体


/** 
 * 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; 
 } 

}

敌人的分数


/** 
 * 敌人,可以有分数 
 */ 
public interface Enemy { 
 /** 敌人的分数 */ 
 int getScore(); 
}

飞行物(敌机,蜜蜂,子弹,英雄机)


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; 
 } 

}

英雄机


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 
 } 

}

游戏启动主类


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(); 
  } 
 } 

}

写在最后

以上就是这个游戏我整理的完整代码,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。

以上就是Java实现打飞机小游戏的示例代码分享的详细内容,更多请关注php中文网其它相关文章!

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