个人最近在自学java ,所以学完部分基础后,按照教程做了一个飞机大战的游戏,思路及主要方法都有注释,之类就不一一细说了,直接附上代码,需要程序的可私信

整个项目文件及目录如下:

    

java 飞机 java飞机大战编程代码_java

1.MyGameFrame类代码如下

package cn.jason.game;
/**
 * 0.7版本是用数组制造50炮弹,和其他方法不同
 * @author Jason
 */
import javax.swing.JFrame;

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.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.util.Date;
/**
 * 飞机游戏的主窗口
 */

public class MyGameFrame extends JFrame{
	Image planeImg = GameUtil.getImage("images/plane.png");
	Image bg = GameUtil.getImage("images/bg.jpg");
	
	Plane plane = new Plane(planeImg,250,250);
	Shell[] shells = new Shell[50];
	
	Explode bao;//先声明爆照对象
	
	Date startTime = new Date();
	Date endTime;
	int liveTime;
	
	
	@Override	
	public void paint(Graphics g) {  //自动被调用. g相当于一支画笔
	    //paint方法作用是:画出整个窗口及内部内容。被系统自动调用。
	    g.drawImage(bg,0,0,null);
	 
	    plane.drawSelf(g);  //画飞机
	    
	    Color c = g.getColor();
	    //画50个炮弹
	    for(int i=0;i<shells.length;i++){
	    	shells[i].draw(g);
	    	
	    	//飞机和炮弹碰撞检测
	    	boolean peng = shells[i].getRect().intersects(plane.getRect());
	    	if(peng){
	    		plane.status = false;
	    		if(bao == null){
	    			bao = new Explode(plane.x,plane.y);
	    			endTime = new Date();
	    			liveTime =(int)((endTime.getTime()-startTime.getTime()))/1000;
	    		}
	    		bao.draw(g);
	    	}
	    	//计时功能,给出提示
	    	if(!plane.status){	
	    		g.setColor(Color.pink);
	    		Font f = new Font("宋体",Font.BOLD,50);
	    		g.setFont(f);
	    		g.drawString("存活时间"+liveTime+"秒", (int)plane.x, (int)plane.y);
	    	}
	    }
	    
	    g.setColor(c);
	    
	}
	
	//反复重画窗口
	class PaintThread extends Thread{
		@Override
		public void run(){
			while(true){
//				System.out.println("窗口重画了");
				repaint();  //重画
				try {
					Thread.sleep(40);
				} catch (InterruptedException e) {
					// TODO Auto-generated catch block
					e.printStackTrace();
				}
			}
		}
	}
	
	//定义键盘监听的内部类
	class KeyMonitor extends KeyAdapter{
       //Source ==> Override/Implement Methods
		@Override
		public void keyPressed(KeyEvent e) {
//			super.keyPressed(e);
//			System.out.println("按下"+e.getKeyCode());
			plane.addDirection(e);
		}

		@Override
		public void keyReleased(KeyEvent e) {
//			super.keyReleased(e);
//			System.out.println("抬起"+e.getKeyCode());
			plane.minusDirection(e);
		}
		
	}

	/**
	 * 初始化窗口
	 */
	public void launchFrame(){
		this.setTitle("Jason Plane Game");
		this.setSize(Constant.GAME_WIDTH,Constant.GAME_HEIGHT);
		this.setLocation(300,300);
		this.setVisible(true);
		
		this. addWindowListener(new WindowAdapter() {
            @Override
            public void windowClosing(WindowEvent e) {
                System.exit(0);//0表示正常结束 负数表示异常结束
            }
        });

		new PaintThread().start();//启动重画窗口的线程
		addKeyListener(new KeyMonitor());//给窗口增加键盘的监听
		
		//初始化50 个炮弹
		for(int i=0;i<shells.length;i++){
			shells[i] = new Shell();
		}
    }
	

	
	public static void main(String[] args){
		MyGameFrame f = new MyGameFrame();
		f.launchFrame();
	}
	
	//添加双缓冲技术,但是我的不添加也不会闪烁,最好加上
	private Image offScreenImage = null;
	public void update(Graphics g) {
	    if(offScreenImage == null)
	        offScreenImage = this.createImage(Constant.GAME_WIDTH,Constant.GAME_HEIGHT);//这是游戏窗口的宽度和高度
	     
	    Graphics gOff = offScreenImage.getGraphics();
	    paint(gOff);
	    g.drawImage(offScreenImage, 0, 0, null);
	}
}

2.Constant类代码:其实所有的常量都应该写在这里面的

package cn.jason.game;

public class Constant {
	public static final int GAME_WIDTH = 500;
	public static final int GAME_HEIGHT = 500;
}

3.Plane类,即飞机类:

package cn.jason.game;

import java.awt.Graphics;
import java.awt.Image;
import java.awt.event.KeyEvent;

public class Plane extends GameObject{
	boolean left,up,right,down;
	int speed = 10;
	boolean status=true;
	
	public void drawSelf(Graphics g){
		if(status){
			g.drawImage(img,(int)x,(int)y,null);
			if(left){
				x -= speed;
			}
			if(right){
				x += speed;
			}
			if(up){
				y -= speed;
			}
			if(down){
				y += speed;
			}
		else{
				
		}
			
		}
			
	}
	
	
	public Plane(Image img,double x,double y){
		this.img = img;
		this.x = x;
		this.y = y;
		this.speed = 5;
		this.width = img.getWidth(null);
		this.height = img.getHeight(null);
	}
	
	//按下某个键。增加某个方向
	public void addDirection(KeyEvent e){
//		System.out.println("测试按下是否生效"+e.getKeyCode());
		switch(e.getKeyCode()){
		case KeyEvent.VK_LEFT:  // case 37 或者用自带的   KeyEvent.VK_A等枚举名,写完后点Ctrl点击可检查
			left = true;
			break;
		case KeyEvent.VK_UP:
			up = true;
			break;
		case KeyEvent.VK_RIGHT:
			right = true;
			break;
		case KeyEvent.VK_DOWN:
			down = true;
			break;
		}
	}
	
	//按下某个键,取消相应方向
	public void minusDirection(KeyEvent e){
		switch(e.getKeyCode()){
		case KeyEvent.VK_LEFT:  // case 37 或者用自带的   KeyEvent.VK_A等枚举名,写完后点Ctrl点击可检查
			left = false;
			break;
		case KeyEvent.VK_UP:
			up = false;
			break;
		case KeyEvent.VK_RIGHT:
			right = false;
			break;
		case KeyEvent.VK_DOWN:
			down = false;
			break;
		}
	}
	
}

4.Shell类,子弹类

package cn.jason.game;

import java.awt.Color;
import java.awt.Graphics;

/**
 * 炮弹类
 * @author Jason
 *
 */
public class Shell extends GameObject{
	double degree;
	public Shell(){
		x = 200;
		y = 200;
		width = 10;
		height = 10;
		speed = 3;
		degree = Math.random()*Math.PI*2;
	}
	public void draw(Graphics g){
		Color c = g.getColor();
		g.setColor(Color.YELLOW);
		g.fillOval((int)x, (int)y, width, height);
		
		//炮弹沿着任意角度飞
		x += speed * Math.cos(degree);
		y += speed * Math.sin(degree);
		
		if(x<0 || x>Constant.GAME_WIDTH - width){ //还应该减去球的宽度
			degree = Math.PI - degree;
		}
		
		if(y<0 || y>Constant.GAME_HEIGHT - height){ //还应该减去球的高度
			degree = -degree;
		}
		
		g.setColor(c);
		
	}
}

5.GamrUtil类,游戏工具类

package cn.jason.game;
/**
 * 
 * @author Jason
 */
import java.awt.Image;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.net.URL;
import javax.imageio.ImageIO;
 

public class GameUtil {
    // 工具类最好将构造器私有化。
    private GameUtil() {
     
    } 
 /**
  * 返回指定文件路径的图片和对象
  * @param path
  * @return
  */
    public static Image getImage(String path) {
        BufferedImage bi = null;
        try {
            URL u = GameUtil.class.getClassLoader().getResource(path);
            bi = ImageIO.read(u);
        } catch (IOException e) {
            e.printStackTrace();
        }
        return bi;
    }
}

6.Explore类。爆炸特效类

package cn.jason.game;

import java.awt.Graphics;
import java.awt.Image;
 
/*
 * 爆炸类
 */
public class Explode {
    double x,y;//爆炸位置
    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;
    }
}

7.GameObject类。游戏的父类

package cn.jason.game;

import java.awt.Graphics;
import java.awt.Image;
import java.awt.Rectangle;

/**
 * 游戏物体的父亲
 * @author Jason
 *
 */
public class GameObject {
	Image img;
	double x,y;
	public GameObject(Image img, double x, double y) {
		super();
		this.img = img;
		this.x = x;
		this.y = y;
	}

	int speed;
	int width,height;
	
	public void drawSelf(Graphics g){
		g.drawImage(img,(int)x,(int)y,null);
	}

	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() {
		super();
	}
	
	/**
	 * 返回物体所在的矩形,便于后续的碰撞检测
	 * @return
	 */
	public Rectangle getRect(){
		return new Rectangle((int)x,(int)y,width,height);
	}
}

代码有先后顺序,个人只是将游戏的最终代码附上,最终实现的效果如下

java 飞机 java飞机大战编程代码_java_02