这篇文章主要介绍“Java怎么实现经典游戏泡泡堂”,在日常操作中,相信很多人在Java怎么实现经典游戏泡泡堂问题上存在疑惑,小编查阅了各式资料,整理出简单好用的操作方法,希望对大家解答”Java怎么实现经典游戏泡泡堂”的疑惑有所帮助!接下来,请跟着小编一起来学习吧!
主要设计
设计游戏界面,用swing实现
绘制游戏启动界面、结束界面、地图、主角、道具
实现泡泡爆炸
实现双主角PK(积分制)
实现道具掉落和相应属性加成
实现游戏音效和背景音乐
功能截图
游戏启动界面:
游戏开始界面:
移动效果:
释放泡泡
泡泡爆炸效果:
代码实现
游戏启动类
public class GameStart { public static void main(String[] args) { //整个程序的入口 启动 StartFrame startFrame = new StartFrame(); startFrame.setVisible(true); }}
核心监听类
public class GameListener implements KeyListener {private List<?> list;@Overridepublic void keyTyped(KeyEvent e) {// TODO Auto-generated method stub}//按下 左37 右39 下40 上38 w87 a65 s83 d68 空格32 enter10@Overridepublic void keyPressed(KeyEvent e) {// TODO Auto-generated method stub//System.out.println("keypressed"+e.getKeyCode());list = ElementManager.getInstance().getElementList("play");Player oneplayer = (Player)list.get(0);Player twoPlayer = (Player)list.get(1);switch (e.getKeyCode()) {case 65:oneplayer.setLEFT(true);//oneplayer.setStop(false);break;case 87:oneplayer.setUP(true);//oneplayer.setStop(false);break;case 68:oneplayer.setRIGHT(true);//oneplayer.setStop(false);break;case 83:oneplayer.setDOWN(true);//oneplayer.setStop(false);break;case 32:oneplayer.setPk(true);break;case 37:twoPlayer.setLEFT(true);break;case 38:twoPlayer.setUP(true);break;case 39:twoPlayer.setRIGHT(true);break;case 40:twoPlayer.setDOWN(true);break;case 10:twoPlayer.setPk(true);break;}}//松开@Overridepublic void keyReleased(KeyEvent e) {// TODO Auto-generated method stub//System.out.println("keyreleased"+e.getKeyCode());list = ElementManager.getInstance().getElementList("play");Player oneplayer = (Player)list.get(0);Player twoPlayer = (Player)list.get(1);switch (e.getKeyCode()) {case 65://if (oneplayer.isLEFT()) {//oneplayer.setStop(true);//}oneplayer.setLEFT(false);break;case 87://if (oneplayer.isUP()) {//oneplayer.setStop(true);//}oneplayer.setUP(false);break;case 68://if (oneplayer.isRIGHT()) {//oneplayer.setStop(true);//}oneplayer.setRIGHT(false);break;case 83://if (oneplayer.isDOWN()) {//oneplayer.setStop(true);//}oneplayer.setDOWN(false);break;case 32:oneplayer.setPk(false);break;case 37:twoPlayer.setLEFT(false);break;case 38:twoPlayer.setUP(false);break;case 39:twoPlayer.setRIGHT(false);break;case 40:twoPlayer.setDOWN(false);break;case 10:twoPlayer.setPk(false);break;}}}
核心线程类
public class GameThread extends Thread{//计时数据private static int time ;private boolean flag=true;//重构老项目@Overridepublic void run() {//这个循环控制游戏整体进度//while(flag){// 死循环 状态变量进行控制//1.加载地图 人物loadElement();//2.显示地图人物(流程 自动化(移动,碰撞))time = 0;loadBGM();runGame();//3.结束地图try {TimeUnit.MILLISECONDS.sleep(150);} catch (InterruptedException e) {// TODO Auto-generated catch blocke.printStackTrace();}//}}//控制进度 但是作为控制 请不要接触load 只能通过元素管理器访问元素public void loadElement(){ElementManager.getInstance().load();}public void runGame(){//这个循环控制每个关卡 地图中玩的状态ElementManager manager = ElementManager.getInstance();while(flag){Map<String, List<SuperElement> > map = manager.getMap();Set<String> set = map.keySet();List<String> temp = new ArrayList<>();temp.addAll(set);//迭代器在遍历的过程中,迭代器中的元素不可以变化(增加或减少)for (int i=temp.size()-1; i>=0 ; i--) {List<SuperElement> list = map.get(temp.get(i));for (int j = 0; j < list.size(); j++) {SuperElement superElement = list.get(j);superElement.update();if (!superElement.isVisible()) {manager.removeElementByPx(superElement.getY(), superElement.getX());list.remove(j);}}}//使用一个独立的方法来进行判定PK();//游戏的流程控制linkGame();try {TimeUnit.MILLISECONDS.sleep(100);} catch (InterruptedException e) {// TODO Auto-generated catch blocke.printStackTrace();}//死亡 通关状态 结束runGame方法overGame();time++; //一秒钟增加10}}public void PK() {// TODO Auto-generated method stubList<SuperElement> players = ElementManager.getInstance().getElementList("play");List<SuperElement> enemys = ElementManager.getInstance().getElementList("enemylist");//进行比较listPK(players, enemys);}public void listPK(List<SuperElement> list1,List<SuperElement> list2){for (int i = 0; i < list1.size(); i++) {for (int j = 0; j < list2.size(); j++) {if (list1.get(i).gamePK(list2.get(j))) {list2.get(j).setVisible(false);}}}}public void overGame(){Player player1 = (Player)(ElementManager.getInstance().getElementList("play").get(0));Player player2 = (Player)(ElementManager.getInstance().getElementList("play").get(1));if(player1.getNum()>=1000||player2.getNum()>=1000) {flag = false;new Thread() {public void run() {new audioPlay(Audio.OVER).player();}}.start();}}//游戏的流程控制public void linkGame(){//Map< String , List<SuperElement> > map =//ElementManager.getInstance().getMap();//List<SuperElement> enemys = map.get("enemylist");////一秒钟增加一个敌机//if (time%10 == 0) {//enemys.add(Enemy.createEnemy(""));//}ElementManager.getInstance().linkGame(time);}public static int getTime() {return time;}public static void setTime(int time) {GameThread.time = time;}private void loadBGM() {new Thread() {public void run() {while(flag) {audioPlay play = new audioPlay(Audio.BGM);play.player();if(!flag) {play.stop();}}}}.start();}//敌机的创建}
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