利用小项目加深面向对象的思想---3.躲猫猫小游戏
1.创建包和图片包
2.cn.bjsxt.util包里面是台球反弹代码(可看昨天发的小项目)
Constant.java
package cn.bjsxt.util;
/**
* 游戏项目中用到的常量
* @author dell
*
*/
public class Constant {
public static final int GAME_WIDTH = 500;
public static final int GAME_HEIGHT =500;
}
GameUtil.java
package cn.bjsxt.util;
import java.awt.Image;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.net.URL;
import javax.imageio.ImageIO;
/**
* 游戏开发的工具类(加载图片)
* @author Administrator
*
*/
public class GameUtil {
public static Image getImage(String path){
URL u=GameUtil.class.getClassLoader().getResource(path);
BufferedImage img=null;
try {
img=ImageIO.read(u);
}catch (IOException e) {
e.printStackTrace();
}
return img;
}
}
MyFrame.java
package cn.bjsxt.util;
import java.awt.Frame;
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(){
setTitle("躲猫猫");
setSize(Constant.GAME_WIDTH,Constant.GAME_HEIGHT);
setLocation(100, 100);
setVisible(true);
new PaintThread().start(); //启动重画线程
addWindowListener(new WindowAdapter() {
@Override
public void windowClosing(WindowEvent e){
System.exit(0);
}
});
}
class PaintThread extends Thread {
public void run(){
while(true){
repaint();
try {
Thread.sleep(100); //1s = 1000ms
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
}
}
此包下的三个方法,主要是构建界面,加载图片和增加线程使其有动画效果。
3.cn.bjsxt.plane包下
GameObject.java
package cn.bjsxt.plane;
import java.awt.Image;
import java.awt.Rectangle;
public class GameObject {
Image img;
double x,y;
int speed=5;
int width,height;
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() {
}
}
此代码主要是保存项目的一些数据,即数据类,很多数据可以直接在此代码里改变,主要是提取数据,让数据单独成为一个类,这样的话,当其他需要数据的类可以直接继承,不需要其他类每次需要写一次的麻烦。
Plane.java
package cn.bjsxt.plane;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.Rectangle;
import java.awt.event.KeyEvent;
import cn.bjsxt.util.GameUtil;
public class Plane extends GameObject{
private boolean left,up,right,down; //四个方向
private boolean live=true;
void draw(Graphics g) {
if(live) {
if(x<10) x=10;
if(x>Constant.GAME_WIDTH-60) x=Constant.GAME_WIDTH-60;
if(y<30) y=30;
if(y>Constant.GAME_HEIGHT-50) y=Constant.GAME_HEIGHT-50;
g.drawImage(img, (int)x, (int)y, null);
move();}
}
void move() {
if(left) x-=(speed+2);
if(right) x+=(speed+2);
if(up) y-=(speed+2);
if(down) y+=(speed+2);
}
public void addDirection(KeyEvent e) {
switch (e.getKeyCode()) {
case KeyEvent.VK_LEFT:
left = true;
break;
case KeyEvent.VK_UP:
up = true;
break;
case KeyEvent.VK_RIGHT:
right = true;
break;
case KeyEvent.VK_DOWN:
down = true;
break;
default:
break;
}
}
public void minusDirection(KeyEvent e){
switch (e.getKeyCode()) {
case KeyEvent.VK_LEFT:
left = false;
break;
case KeyEvent.VK_UP:
up = false;
break;
case KeyEvent.VK_RIGHT:
right = false;
break;
case KeyEvent.VK_DOWN:
down = false;
break;
default:
break;
}
}
public Plane(String imgpath, double x, double y) {
this.img =GameUtil.getImage(imgpath);
this.width=30;
this.height=30;
this.x = x;
this.y = y;
}
public Plane() {
}
public boolean isLive() {
return live;
}
public void setLive(boolean live) {
this.live = live;
}
}
此代码为飞机类,主要是管理飞机怎么移动,继承GameObject.java,获取相关数据变量,move()方法是移动方法,addDirection(KeyEvent e){}和minusDirection(KeyEvent e{}用于按键的按住和释放,通过键盘移动,后面的有参的构造方法和set,get方法,可以通过别的类传入参数。
Bullet.java
package cn.bjsxt.plane;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Rectangle;
import cn.bjsxt.util.Constant;
import cn.bjsxt.util.GameUtil;
public class Bullet extends GameObject{
double degree;
public Bullet() {
degree=Math.random()*Math.PI*2;
x=Constant.GAME_WIDTH/2; //从中心发出子弹
y=Constant.GAME_HEIGHT/2;
width=10;
height=10;
}
public Rectangle getRect() {
return new Rectangle((int)x,(int)y,width,height);
}
public void draw(Graphics g) {
Color c=g.getColor();
g.setColor(Color.yellow);
g.fillOval((int)x, (int)y,width,height);
x+=speed*Math.cos(degree);
y+=speed*Math.sin(degree);
if(y>Constant.GAME_HEIGHT-height||y<30){
degree = -degree;
}
if(x<0||x>Constant.GAME_WIDTH-width){
degree = Math.PI-degree;
}
g.setColor(c);
}
}
此代码为子弹类,继承GameObject类,获取数据,无参构造方法,设置中心发送,和小球大小,draw(Graphics g) {} 画笔,Rectangle()方法画矩阵,以x,y为左上角,width和height为长和宽。
Explode.java
package cn.bjsxt.plane;
import java.awt.Graphics;
import java.awt.Image;
import cn.bjsxt.util.GameUtil;
/*
* 爆炸类
*/
public class Explode {
double x,y;
static Image[] imgs=new Image[16];
static {
for(int i=0;i<16;i++) {
imgs[i]=GameUtil.getImage("images/explode/e"+(i+1)+".gif");
imgs[i].getWidth(null);
}
}
int count;
public void draw(Graphics g) {
if(count<=15) {
g.drawImage(imgs[count],(int)x,(int)y,null);
count++;
}
}
public Explode(double x,double y) {
this.x=x;
this.y=y;
}
}
此代码为爆炸类,用于加载16张图片,形成爆炸效果,动画效果基本都是图片加载形成的。
PlaneGameFrame.java
package cn.bjsxt.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.bjsxt.util.GameUtil;
import cn.bjsxt.util.MyFrame;
public class PlaneGameFrame extends MyFrame {
private Image iBuffer;
private Graphics gBuffer;
Image bg = GameUtil.getImage("images/bg.jpg");
Plane p = new Plane("images/plane.png",50.0,50.0);
ArrayList bulletList=new ArrayList();
Date startTime;
Date endTime;
Explode bao ;
//重写paint()
public void paint(Graphics g) {
g.drawImage(bg, 0, 0, null);
p.draw(g);
for(int i=0;i<bulletList.size();i++) {
Bullet b = (Bullet) bulletList.get(i);
b.draw(g);
//检测飞机的碰撞 b.getRect 为子弹所占矩形 p.getRect()为飞机所在矩形
boolean peng=b.getRect().intersects(p.getRect());
if(peng) { 如果碰撞
p.setLive(false); //传入false使飞机消失
if(bao==null) {
endTime=new Date();
bao =new Explode(p.x, p.y); // 传入碰撞的位置
}
bao.draw(g); // 画出爆炸动画效果
break;
}
}
if(!p.isLive()) { //当碰撞时,显示时间和技术水平
printInfo(g,"GAME OVER",50,200,200,Color.white);
int period =(int)(endTime.getTime()-startTime.getTime())/1000;
printInfo(g,"时间:"+period+"秒",20,120,260,Color.white);
switch (period/10) {
case 0:
case 1:
printInfo(g, "青铜", 50,100,200,Color.white);
break;
case 2:
printInfo(g, "黄金", 50,100,200,Color.white);
break;
case 3:
printInfo(g, "铂金", 50,100,200,Color.yellow);
break;
case 4:
printInfo(g, "砖石", 50,100,200,Color.yellow);
break;
case 5:
printInfo(g, "星耀", 50,100,200,Color.yellow);
break;
default:
printInfo(g, "王者", 50,100,200,Color.yellow);
break;
}
}
// printInfo(g,"分数:100",10,50,50,Color.yellow);
}
//显示失败结果
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.getColor();
}
public static void main(String[] args) {
new PlaneGameFrame().launchFrame();
}
public void launchFrame() {
super.launchFrame();
addKeyListener(new KeyMonitor()); //增加键盘事件
for (int i = 0; i < 50; i++) {
Bullet b=new Bullet(); //定义50个小球
bulletList.add(b);
}
startTime=new Date();
}
// 定义为内部类,可以方便使用外部类的普通属性
class KeyMonitor extends KeyAdapter {
public void keyPressed(KeyEvent e) {
System.out.println("按下:"+e.getKeyCode());
p.addDirection(e);
}
public void keyReleased(KeyEvent e) {
System.out.println("释放:"+e.getKeyCode());
p.minusDirection(e);
}
}
public void update(Graphics scr)
{
if(iBuffer==null)
{
iBuffer=createImage(this.getSize().width,this.getSize().height);
gBuffer=iBuffer.getGraphics();
}
gBuffer.setColor(getBackground());
gBuffer.fillRect(0,0,this.getSize().width,this.getSize().height);
paint(gBuffer);
scr.drawImage(iBuffer,0,0,this);
}
}
此代码,为主方法,调用飞机类,子弹类,还有图片加载类,定义一个变化的数组ArrayList,来储存小球个数,其他大致意思都在代码中写到。
效果: