本文实例为大家分享了Java实现飞机大战的具体代码,供大家参考,具体内容如下
一、飞机大战
1 封装所有飞行物公共属性和功能的父类
import java.awt.image.BufferedImag
public abstract class Flyer {
protected int x; //飞行物左上角x坐标
protected int y; //飞行物左上角y坐标
protected int height; //飞行物的高度
protected int width; //飞行物的宽度
protected BufferedImage image; //飞行物的图片
public abstract void step();
public abstract boolean outOfBounds();
public static boolean boom(Flyer f1,Flyer f2){
//step1: 求出两个矩形的中心点
int f1x = f1.x + f1.width/2;
int f1y = f1.y + f1.height/2;
int f2x = f2.x + f2.width/2;
int f2y = f2.y + f2.height/2;
//step2: 横向和纵向碰撞检测
boolean H = Math.abs(f1x - f2x) < (f1.width + f2.width)/2;
boolean V = Math.abs(f1y -f2y) < (f1.height + f2.height)/2;
//step3: 必须两个方向同时碰撞
return H&V;
}
}
2 封装英雄机属性和功能类
import java.util.Random;
public class Hero extends Flyer {
private int doubleFire; //双倍火力子弹数
private int life; //生命值
private int score; //得分
//对外提供读取生命值的方法
public int getLife(){
return life;
}
//对外提供的获取得分的方法
public int getScore(){
return score;
}
public Hero(){
image = ShootGame.hero0;
height = image.getHeight();
width = image.getWidth();
x = 127;
y = 388;
doubleFire = 0;
life = 3;
score = 0;
}
@Override
public void step() {
Random r = new Random();
if(r.nextInt(2) == 0){
image = ShootGame.hero0;
}else{
image = ShootGame.hero1;
}
}
@Override
public boolean outOfBounds() {
// TODO Auto-generated method stub
return false;
}
public void move(int x,int y){
//传入的x,y是鼠标的坐标
//move的作用是让英雄机的中心位置和鼠标位置一致
this.x = x - width / 2;
this.y = y - height / 2;
}
public void getScore_Award(Flyer f){
//先判断敌人对象的类型
if(f instanceof Airplane){ //如果敌人是敌机
//获得敌机对象中的分数,加到当现分数上
score += ((Airplane)f).getScore();
}else{ //如果对象是大飞机
//继续判断大飞机对象中保存的奖励类型
if(((BigPlane)f).getAwardType() == BigPlane.DOUBLE_FIRE){
//如果保存的是双倍火力
doubleFire += 20;
}else{
//如果保存的是生命值奖励
life += 1;
}
}
}
public Bullet[] shoot(){
Bullet[] bullets = null;
//何时开启双倍火力:
if(doubleFire != 0){ //创建双倍火力
bullets = new Bullet[2];
Bullet b1 = new Bullet(x + width/4 - ShootGame.bullet.getWidth()/2,y + ShootGame.bullet.getWidth());
Bullet b2 = new Bullet(x + width*3/4 - ShootGame.bullet.getWidth()/2,y + ShootGame.bullet.getWidth());
bullets[0] = b1;
bullets[1] = b2;
//每创建一个双倍火力,doubleFire-1
doubleFire -= 1;
}else{
//单倍火力:
//子弹x坐标:x+英雄机宽度/2-子弹宽度/2
//子弹y坐标:y-子弹高度
bullets = new Bullet[1];
bullets[0] = new Bullet(x + width/2 - ShootGame.bullet.getWidth()/2,y - ShootGame.bullet.getHeight());
}
return bullets;
}
public boolean hit(Flyer f){
//调用碰撞检测方法,检测是否碰撞
boolean r = Flyer.boom(this, f);
if(r){ //如果碰撞
life--;
doubleFire = 0;
}
return r;
}
}
3 封装敌机属性和功能的类
import java.util.Random;
public class Airplane extends Flyer {
private int speed = 2; //敌机每次下落2个单位长度
private int score = 5; //敌机包含的奖励分数
//对外提供的读取敌机奖励分数的方法
public int getScore(){
return score;
}
public Airplane(){
image = ShootGame.airplane;
width = image.getWidth();
height = image.getHeight();
y = -height;
Random r = new Random();
x = r.nextInt(ShootGame.WIDTH - width);
}
@Override
public void step() {
//敌机每次向下移动一个speed长度
y += speed;
}
@Override
public boolean outOfBounds() {
//敌机y坐标>游戏界面,越界
return y > ShootGame.HEIGHT;
}
}
4 封装大飞机属性和功能的类
import java.util.Random;
public class BigPlane extends Flyer {
public static final int DOUBLE_FIRE = 0; //奖励类型是0,说明奖励双倍火力
public static final int FILE = 1; //奖励类型是1,说明奖励一次生命
private int xspeed = 1; //水平移动的速度为1
private int yspeed = 2; //垂直移动的速度为2
private int awardType; //当前大飞机保存的奖励类型
//对外提供的读取大飞机奖励类型的方法
public int getAwardType(){
return awardType;
}
public BigPlane(){
//step1: 从主程序中获取大飞机图片的静态变量——bigplane
image = ShootGame.bigplane;
//step2: 使用图片宽高设置对象宽高
width = image.getWidth();
height= image.getHeight();
//step3: 设置大飞机开始下落的高度
y = -height;
//step4: 大飞机对象开始下落的x坐标在0~(界面宽度 - 大飞机图片宽度)之前随机
Random r = new Random();
x = r.nextInt(ShootGame.WIDTH - width);
//在0和1之间随机先择一种奖励类型
awardType = r.nextInt(2);
}
@Override
public void step() {
//每次x移动一个xspeed,y移动一个yspeed
x += xspeed;
y += yspeed;
//大飞机不能起出边界,一旦超出那么xspeed*(-1),相当于反向移动
if(x < 0 || x > ShootGame.WIDTH - width){
xspeed *= -1;
}
}
@Override
public boolean outOfBounds() {
//大飞机的y坐标>游戏界面,越界
return y > ShootGame.HEIGHT;
}
}
5 子弹类
public class Bullet extends Flyer{
private int speed = 5; //子弹上升的速度为3
public Bullet(int x,int y){
image = ShootGame.bullet;
width = image.getWidth();
height = image.getHeight();
this.x = x;
this.y = y;
}
@Override
public void step() {
//子弹每次向上移动一个speed长度
y -= speed;
}
@Override
public boolean outOfBounds() {
//子弹的y坐标+子弹的高度<0,越界
return (y + height) < 0;
}
}
6 飞机大战射击的主方法
import java.awt.Font;
import java.awt.Graphics;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.util.Arrays;
import java.util.Random;
import java.util.Timer;
import java.util.TimerTask;
import javax.imageio.ImageIO;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class ShootGame extends JPanel {
private static final long serialVersionUID = 1L;
//背景图片的大小320*568
public static final int WIDTH = 320;
public static final int HEIGHT = 568;
//游戏界面固定大小336*607
public static final int FRAME_WIDTH = 336;
public static final int FRAME_HEIGHT = 607;
public static BufferedImage background; //背景图片
public static BufferedImage start; //开始图片
public static BufferedImage airplane; //敌机图片
public static BufferedImage bigplane; //大飞机
public static BufferedImage hero0; //英雄机状态0
public static BufferedImage hero1; //英雄机状态1
public static BufferedImage bullet; //子弹
public static BufferedImage pause; //暂停图片
public static BufferedImage gameover; //游戏结束
//静态块,在类加载到方法区时执行一次,专门加载静态资源
static{
try {
background = ImageIO.read(ShootGame.class.getResource("background.png"));
airplane = ImageIO.read(ShootGame.class.getResource("airplane.png"));
bigplane = ImageIO.read(ShootGame.class.getResource("bigplane.png"));
bullet = ImageIO.read(ShootGame.class.getResource("bullet.png"));
start = ImageIO.read(ShootGame.class.getResource("start.png"));
pause = ImageIO.read(ShootGame.class.getResource("pause.png"));
hero0 = ImageIO.read(ShootGame.class.getResource("hero0.png"));
hero1 = ImageIO.read(ShootGame.class.getResource("hero1.png"));
gameover = ImageIO.read(ShootGame.class.getResource("gameover.png"));
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
public Hero hero = new Hero();
public Flyer[] flyers = {}; //存储所有敌人对象的数组
public Bullet[] bullets = {}; //存储所有子弹对象的数组
//定义游戏状态:当前状态变量:默认为开始状态
private int state = START;
//定义游戏状态的备选项常量:
public static final int START = 0;
public static final int RUNNING = 1;
public static final int PAUSE = 2;
public static final int GAME_OVER = 3;
public static void main(String[] args) {
JFrame frame = new JFrame("ShootGame");
frame.setSize(FRAME_WIDTH,FRAME_HEIGHT);//(336, 607);
frame.setAlwaysOnTop(true); //设置窗体置顶
//设置窗体关闭同时,退出程序
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLocationRelativeTo(null); //设置窗体的位置,null表示居中
ShootGame game = new ShootGame(); //创建背景面板对象
frame.add(game); //将背景面板对象嵌入到窗体对象中
frame.setVisible(true); //自动调用窗体的paint方法
game.action();
}
public void action(){
//step1: 创建MouseAdapter匿名内部类——事件的响应程序
MouseAdapter l = new MouseAdapter(){
//step2: 重写希望的鼠标事件——鼠标移动
@Override
public void mouseMoved(MouseEvent e) {
//只有在RUNNING状态下英雄机才跟随鼠标移动
if(state == RUNNING){
//step3: 获得鼠标新位置
int x = e.getX();
int y = e.getY();
//step4: 将鼠标位置传给英雄机的move方法
hero.move(x, y);
}
}
@Override
public void mouseClicked(MouseEvent e) {
if(state == START || state == PAUSE){ //START或者PAUSE状态,单击才会改改为RUNNING状态
state = RUNNING;
}else if(state == RUNNING){ //游戏点击暂停
state = PAUSE;
}else if(state == GAME_OVER){ //游戏结束后单击,游戏初始化
state = START;
//从GAME_OVER到START,要重新初始化游戏数据
flyers = new Flyer[0];
bullets = new Bullet[0];
hero = new Hero();
}
}
@Override
public void mouseExited(MouseEvent e) {
if(state == RUNNING){
//仅在处于RUNNING状态下,鼠标移出才暂停
state = PAUSE;
}
}
@Override
public void mouseEntered(MouseEvent e) {
if(state == PAUSE){
state = RUNNING;
}
}
}; //匿名内部类要以分号结尾
this.addMouseMotionListener(l); //支持鼠标的移动事件,不支持鼠标单击事件
this.addMouseListener(l);; //支持鼠标单击事件
//step1: 创建定时器
Timer timer = new Timer();
//step2: 调用定时器对象的schedule方法,做计划
// 第一个参数:TimerTask类型的匿名内部类
// 必须重写run方法——核心——要做什么事
timer.schedule(new TimerTask(){
//首先定义一个计时器变量index,记录run方法运行的次数
private int runTimes = 0;
@Override
public void run() {
//除了repaint方法,其余功能只在RUNNING状态下执行
if(state == RUNNING){
//每执行一次run方法,runTimes就+1
runTimes++;
//每500亳秒生成一次敌人
if(runTimes % 50 == 0){
nextOne(); //自动随机创建敌人对象
}
//遍历每一个对象,调用对象的step方法,移动一次对象的位置
for(int i = 0;i < flyers.length;i++){
flyers[i].step();
}
//每300亳秒生成一次子弹
if(runTimes % 30 == 0){
shoot(); //创建一次子弹
}
//遍历子弹数组的每一个对象,移动位置
for(int i = 0;i < bullets.length;i++){
bullets[i].step();
}
//英雄机动画效果
hero.step();
//添加子弹和敌人的碰撞检测
boom();
//英雄机碰撞检测
hit();
//添加越界检测
outOfBounds();
}
repaint();
}
}, 10,10); //界面每隔10亳秒变化一次
}
@Override
public void paint(Graphics g) {
//step1: 绘制背景图片
g.drawImage(background, 0, 0, null);
//step2: 绘制英雄机
paintHero(g);
//step3: 批量绘制敌人数组
paintFlyers(g);
//step4: 批量绘制子弹数组
paintBullets(g);
//绘制分数和生命值
paintScore_Life(g);
//根据游戏状态绘制不同图片
if(state == START){
g.drawImage(start, 0, 0, null);
}else if(state == PAUSE){
g.drawImage(pause, 0, 0, null);
}else if(state == GAME_OVER){
g.drawImage(gameover, 0, 0, null);
}
}
public void paintHero(Graphics g){
g.drawImage(hero.image, hero.x, hero.y, null);
}
public void paintFlyers(Graphics g){
for(int i = 0;i < flyers.length;i++){
g.drawImage(flyers[i].image, flyers[i].x, flyers[i].y, null);
}
}
public void paintBullets(Graphics g){
for(int i = 0;i < bullets.length;i++){
g.drawImage(bullets[i].image, bullets[i].x, bullets[i].y, null);
}
}
public void nextOne(){
Random r = new Random();
Flyer f = null;
if(r.nextInt(20) == 0){ //只有随机数取0时才创建大飞机
f = new BigPlane();
}else{ //其余全部生成敌机
f = new Airplane();
}
//对flyers数组扩容1
flyers = Arrays.copyOf(flyers, flyers.length + 1);
//将新敌人放入数组末尾
flyers[flyers.length - 1] = f;
}
public void shoot(){
Bullet[] newBullets = hero.shoot(); //获得英雄机返回的新子弹数组
//根据返回新子弹的数量,扩容子弹数组
bullets = Arrays.copyOf(bullets, bullets.length + newBullets.length);
//从newBullets数组中拷贝所有元素到bullets数组末尾
System.arraycopy(newBullets, 0, bullets, bullets.length - newBullets.length, newBullets.length);
}
public void boom(){
for(int i = 0;i < bullets.length;i++){
for(int j = 0;j < flyers.length;j++){
if(Flyer.boom(bullets[i], flyers[j])){
//为英雄机获得分数和奖励
hero.getScore_Award(flyers[j]);
//从敌人数组中删除被击中的敌机
//step1: 使用敌人数组最后一个元素替换被击中的敌机
flyers[j] = flyers[flyers.length - 1];
//step2: 压缩数组
flyers = Arrays.copyOf(flyers, flyers.length - 1);
//从子弹数组中删除击中敌机的子弹
bullets[i] = bullets[bullets.length - 1];
bullets = Arrays.copyOf(bullets, bullets.length -1);
i--; //第发现一次碰撞,子弹就要退一个元素,重新检测当前位置
break; //只要发现碰撞就退出当前敌人数组的循环
}
}
}
}
public void paintScore_Life(Graphics g){
int x = 10; //文字在左上角的x坐标
int y = 15; //文字在左上角的y坐标
Font font = new Font(Font.SANS_SERIF,Font.BOLD,14);
g.setFont(font); //设置字体的画笔对象
//绘制第一行:分数
g.drawString("SCORE: " + hero.getScore(), x, y);
//绘制第二行:生命值,y坐标下移20个单位
y += 20;
g.drawString("LIFE: " + hero.getLife(), x, y);
}
public void outOfBounds(){
//检查所有敌人是否越界
Flyer[] Flives = new Flyer[flyers.length];
//遍历敌人数组,将存活的敌人对象存到新数组中
//设置Flives数组的计数器index: 1.标示下一个存活对象的位置
// 2.统计Flives中一共有多少元素
int index = 0;
for(int i = 0;i < flyers.length;i++){
if(!flyers[i].outOfBounds()){ //没有越界的对象
Flives[index] = flyers[i];
index++;
} //遍历结束后:
//index是存活对象的个数
//Flives数组里是存活的对象,个数为index
//把Flives数组压缩为index大小
//压缩后的新数组 应替换回flyers数组
}
flyers = Arrays.copyOf(Flives, index);
//检测所有子弹是否越界
Bullet[] Blives = new Bullet[bullets.length];
index = 0;
for(int i = 0;i < bullets.length;i++){
if(!bullets[i].outOfBounds()){
Blives[index] = bullets[i];
index++;
}
}
bullets = Arrays.copyOf(Blives, index);
}
public void hit(){
Flyer[] lives = new Flyer[flyers.length];
//记录存活的敌人
int index = 0;
for(int i = 0;i < flyers.length;i++){
if(!hero.hit(flyers[i])){
lives[index] = flyers[i];
index++;
}
}
if(hero.getLife() <= 0){ //如果英雄机生命值小于等于0,游戏结束
state = GAME_OVER;
}
//压缩敌人数组,并替换数组
flyers = Arrays.copyOf(lives, index);
}
}
二、测试结果
以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持编程网。