记得在红白机(FC)年代,还刚刚上小学的我对马里奥、冒险岛、洛克人、魂斗罗等游戏几乎可说是痴迷,每天放学回家就是想去游戏,就是要通关,就是想和关底论个胜负高低。


许多年过去了,沧海桑田,FC曾经的荣耀早已不再,只留下我们对曾经少年时的点点记忆。即使当时在FC上看上去多么复杂,多么高不可攀的游戏,在当今,即使最普通的程序员都可以轻易实现。


本着向经典学习、向经典致敬的心情,我也准备用Java在PC机再现当年马里奥的风采。


下面我在代码中所演示的,是一个简单的ACT游戏动作及地图构成原型。


Map.java

package org.test.mario;


import java.awt.Color;

import java.awt.Graphics;

import java.awt.Point;


/** *//**

 * <p>

 * Title: LoonFramework

 * </p>

 * <p>

 * Description:地图绘制及描述用类

 * </p>

 * <p>

 * Copyright: Copyright (c) 2008

 * </p>

 * <p>

 * Company: LoonFramework

 * </p>

 *

 * @author chenpeng

 * @email:[email]ceponline@yahoo.com.cn[/email]

 * @version 0.1

 */

public class Map ...{


    // 在以前的blog文章中我介绍过,游戏开发中通常以数组描述地图

    // 此处1描绘为一个障碍物,0描绘为一个可通行空间

    final static private int[][] map = ...{

            ...{ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },

            ...{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },

            ...{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },

            ...{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },

            ...{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1 },

            ...{ 1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 1 },

            ...{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },

            ...{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },

            ...{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },

            ...{ 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1 },

            ...{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },

            ...{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },

            ...{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },

            ...{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },

            ...{ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 } };


    // 地面瓦片的宽度

    final static private int TILE_SIZE = 32;


    // 行

    final static private int ROW = 15;


    // 列

    final static private int COL = 20;


    /** *//**

     * 构造函数

     *

     */

    public Map() ...{

    }


    public void draw(Graphics g) ...{

         g.setColor(Color.ORANGE);

        for (int i = 0; i < ROW; i++) ...{

            for (int j = 0; j < COL; j++) ...{

                switch (map[i][j]) ...{

                case 1:

                    g.fillRect(tilesToPixels(j), tilesToPixels(i), TILE_SIZE,

                            TILE_SIZE);

                    break;

                }

            }

        }

    }


    /** *//**

     * 换算角色与地板的撞击,并返回Point用以描述新的x,y

     *

     * @param player

     * @param newX

     * @param newY

     * @return

     */

    public Point getTileHit(Role player, double newX, double newY) ...{

        // 取最小的整数但不能小于自身,用以换算坐标

        newX = Math.ceil(newX);

        newY = Math.ceil(newY);


        double fromX = Math.min(player.getX(), newX);

        double fromY = Math.min(player.getY(), newY);

        double toX = Math.max(player.getX(), newX);

        double toY = Math.max(player.getY(), newY);


        int fromTileX = pixelsToTiles(fromX);

        int fromTileY = pixelsToTiles(fromY);

        int toTileX = pixelsToTiles(toX + Role.WIDTH - 1);

        int toTileY = pixelsToTiles(toY + Role.HEIGHT - 1);


        // 返回Point,用以描述x,y坐标点

        for (int x = fromTileX; x <= toTileX; x++) ...{

            for (int y = fromTileY; y <= toTileY; y++) ...{

                if (x < 0 || x >= COL) ...{

                    return new Point(x, y);

                }

                if (y < 0 || y >= ROW) ...{

                    return new Point(x, y);

                }

                if (map[y][x] == 1) ...{

                    return new Point(x, y);

                }

            }

        }


        return null;

    }


    /** *//**

     * 将Tiles转为Pixels

     *

     * @param pixels

     * @return

     */

    public static int pixelsToTiles(double pixels) ...{

        return (int) Math.floor(pixels / TILE_SIZE);

    }


    /** *//**

     * 将Pixels转为Tiles

     *

     * @param pixels

     * @return

     */

    public static int tilesToPixels(int tiles) ...{

        return tiles * TILE_SIZE;

    }

}


Role.java

package org.test.mario;


import java.awt.Color;

import java.awt.Graphics;

import java.awt.Point;


/** *//**

 * <p>

 * Title: LoonFramework

 * </p>

 * <p>

 * Description:角色描述及绘制用类

 * </p>

 * <p>

 * Copyright: Copyright (c) 2008

 * </p>

 * <p>

 * Company: LoonFramework

 * </p>

 *

 * @author chenpeng

 * @email:[email]ceponline@yahoo.com.cn[/email]

 * @version 0.1

 */

public class Role ...{


    // 坐标的x,y

    private double _x;


    private double _y;


    // 显示的x,_y

    private double _vx;


    private double _vy;


    // 是否在平地

    private boolean isFlat;


    // 自定义的地图描述类

    private Map _map;


    // 角色宽

    final static public int WIDTH = 32;


    // 角色高

    final static public int HEIGHT = 32;


    // 移动速度

    final static public int SPEED = 6;


    // 跳越速度

    final static public int JUMP_SPEED = 25;


    /** *//**

     * 构造函数,注入初始的角色x,y及map

     *

     * @param _x

     * @param _y

     * @param _map

     */

    public Role(double x, double _y, Map _map) ...{

        this._x = x;

        this._y = _y;

        this._map = _map;

        _vx = 0;

        _vy = 0;

        isFlat = false;

    }


    /** *//**

     * 停止动作

     *

     */

    public void stop() ...{

        _vx = 0;

    }


    /** *//**

     * 向左

     *

     */

    public void left() ...{

        _vx = -SPEED;

    }


    /** *//**

     * 向右

     *

     */

    public void right() ...{

        _vx = SPEED;

    }


    /** *//**

     * 跳越动作

     *

     */

    public void jump() ...{

        // 当角色立于平地时

        if (isFlat) ...{

            _vy = -JUMP_SPEED;

            isFlat = false;

        }

    }


    /** *//**

     * 变更位置

     *

     */

    public void update() ...{

        // 加入偏差值

        _vy += 1.0;


        // 获得新的newX

        double newX = _x + _vx;


        // 获得地板x,_y

        Point tile = _map.getTileHit(this, newX, _y);

        // 不存在时则默认为newX

        if (tile == null) ...{

            _x = newX;

        } else ...{

            if (_vx > 0) ...{

                _x = Map.tilesToPixels(tile.x) - WIDTH;

            } else if (_vx < 0) ...{

                _x = Map.tilesToPixels(tile.x + 1);

            }

            _vx = 0;

        }


        double newY = _y + _vy;


        tile = _map.getTileHit(this, _x, newY);

        if (tile == null) ...{

            _y = newY;

            isFlat = false;

        } else ...{

            if (_vy > 0) ...{

                _y = Map.tilesToPixels(tile.y) - HEIGHT;

                _vy = 0;

                isFlat = true;

            } else if (_vy < 0) ...{

                _y = Map.tilesToPixels(tile.y + 1);

                _vy = 0;

            }

        }

    }


    /** *//**

     * 将角色绘制于指定Graphics上

     *

     * @param g

     */

    public void draw(Graphics g) ...{

        // 目前以一个红色方块代替

        g.setColor(Color.RED);

        g.fillRect((int) _x, (int) _y, WIDTH, HEIGHT);

    }


    public double getX() ...{

        return _x;

    }


    public double getY() ...{

        return _y;

    }


}


启动类:Main.java

package org.test.mario;


import java.awt.Color;

import java.awt.Frame;

import java.awt.Graphics;

import java.awt.Image;

import java.awt.Panel;

import java.awt.event.KeyEvent;

import java.awt.event.KeyListener;

import java.awt.event.WindowAdapter;

import java.awt.event.WindowEvent;


import org.loon.framework.game.p_w_picpath.Bitmap;


/** *//**

 * <p>

 * Title: LoonFramework

 * </p>

 * <p>

 * Description:

 * </p>

 * <p>

 * Copyright: Copyright (c) 2008

 * </p>

 * <p>

 * Company: LoonFramework

 * </p>

 *

 * @author chenpeng

 * @email:[email]ceponline@yahoo.com.cn[/email]

 * @version 0.1

 */

public class Main extends Panel implements Runnable, KeyListener ...{


    /** *//**

     *

     */

    private static final long serialVersionUID = 1L;


    public static final int _WIDTH = 640;


    public static final int _HEIGHT = 480;


    private Map _map;


    private Role _role;


    private Thread _sleep;


    private Image _screen = null;


    private Graphics _graphics = null;


    // 方向控制,由于是自然落体所以没有down

    private boolean LEFT;


    private boolean RIGHT;


    private boolean UP;


    public Main() ...{

        setSize(_WIDTH, _HEIGHT);

        setFocusable(true);

        _screen = new Bitmap(_WIDTH, _HEIGHT).getImage();

        _graphics = _screen.getGraphics();

        _map = new Map();

        

        _role = new Role(100, 32, _map);


        // 监听窗体

        addKeyListener(this);


        // 启动线程

        _sleep = new Thread(this);

        _sleep.start();

    }


    /** *//**

     * 运行

     */

    public void run() ...{

        while (true) ...{

            //改变方向

            if (LEFT) ...{

                _role.left();

            } else if (RIGHT) ...{

                _role.right();

            } else ...{

                _role.stop();

            }

            if (UP) ...{

                _role.jump();

            }

            _role.update();

            repaint();

            try ...{

                Thread.sleep(20);

            } catch (InterruptedException e) ...{

                e.printStackTrace();

            }

        }

    }


    public void update(Graphics g) ...{

        paint(g);

    }


    public void paint(Graphics g) ...{

        _graphics.setColor(Color.BLACK);

        _graphics.fillRect(0, 0, _WIDTH, _HEIGHT);

        _map.draw(_graphics);

        _role.draw(_graphics);

        g.drawImage(_screen, 0, 0, null);

    }


    public void keyPressed(KeyEvent e) ...{

        int key = e.getKeyCode();

        if (key == KeyEvent.VK_LEFT) ...{

            LEFT = true;

        }

        if (key == KeyEvent.VK_RIGHT) ...{

            RIGHT = true;

        }

        if (key == KeyEvent.VK_UP) ...{

            UP = true;

        }

    }


    public void keyReleased(KeyEvent e) ...{

        int key = e.getKeyCode();

        if (key == KeyEvent.VK_LEFT) ...{

            LEFT = false;

        }

        if (key == KeyEvent.VK_RIGHT) ...{

            RIGHT = false;

        }

        if (key == KeyEvent.VK_UP) ...{

            UP = false;

        }

    }


    public void keyTyped(KeyEvent e) ...{

    }


    public static void main(String[] args) ...{

        Frame frame = new Frame();

        frame.setTitle("Java来做马里奥(1)—让精灵舞动");

        frame.setSize(_WIDTH, _HEIGHT);

        frame.setResizable(false);

        frame.setLocationRelativeTo(null);

        frame.add(new Main());

        frame.setVisible(true);

        frame.addWindowListener(new WindowAdapter() ...{

            public void windowClosing(WindowEvent e) ...{

                System.exit(0);

            }

        });

    }


}


运行效果如下图:



现在开始,我会在blog中逐步构建马里奥中的一关,有关心java pc游戏开发者敬请留意。