Java小游戏之打飞机(二)

这篇文章本应昨天写的,可是真打算写的时候,CSDN博客维护,导致拖到了今天:

在上篇文章Java小游戏之打飞机(一)中已经详细介绍了该游戏的基本架构和需求分析,今天就详细写一写具体每个类的实现:

1)PlaneGameFrame类    ----游戏的主界面以及一些具体的飞机动作方法、碰撞检测等
代码:

package 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 util.GameUtil;
import util.MyFrame;

/**
 * 飞机游戏主页面
 * 继承至util包下的MyFrame类
 * @author long
 *
 */
public class PlaneGameFrame extends MyFrame {

	Image bg=GameUtil.getImage("images/bg.jpg");
	Plane p=new Plane("images/plane.png",50,50);
	
	int bulletNum = 10;
	
	ArrayList list = new ArrayList<Bullet>();
	
	Explode e = null;
	//Explode e = new Explode(30, 30);
	
	Date startTime;
	Date endTime;
	
	
	
	@Override
	public void paint(Graphics g) {
		g.drawImage(bg, 0, 0, null);
		if(p.isLive){
			p.draw(g);
			drawBullet(g);
			endTime=new Date();
			printTime(g);
		}else{
			e.draw(g); 
			printInfo(lever(),180,200,50,Color.YELLOW,g);
			printInfo("总用时:"+getTime()+"s",180,240,20,Color.YELLOW,g);
		}
		
	}
	
	public void printTime(Graphics g){
		double t = getTime();
		if(t>0){
			printInfo("Time:"+t+"s",390,50,15,Color.YELLOW,g);
		}
			
	}
	
	public double getTime(){
		double time;
		
		int t=(int)(endTime.getTime()-startTime.getTime())/100;
		System.out.println("time:"+t);
		time = t/10.0;
		if(t<0.2)
			return 0;
		return time;
	}
	
	public String lever(){
		String msg="";
		int lever = (int)getTime()/10;
		switch (lever) {
		case 0:
			msg = "菜鸟";
			break;
		case 1:
			msg = "小鸟";
			break;
		case 2:
			msg = "大鸟";
			break;
		case 3:
			msg = "鸟王子";
			break;
		default:
			msg = "鸟神";
			break;
		}
		
		return msg;
	}
	
	public void drawBullet(Graphics g){
		for(int i=0;i<bulletNum;i++){
			Bullet b=(Bullet) list.get(i);
			b.draw(g);
			boolean peng = b.getRect().intersects(p.getRect());
			
			if(peng){
				p.isLive = false;
				if(e==null){
					e=new Explode(p.x, p.y);					
				}				
				//e.draw(g); 
				//printInfo("GAME OVER",150,300,50,Color.YELLOW,g);
				break;
			}
		}
	}
	
	public void printInfo(String str,int x,int y,int size,Color color,Graphics g){
		Color c = g.getColor();
		g.setColor(color);
		Font f = new Font("楷体",Font.BOLD,size);
		g.setFont(f);
		g.drawString(str, x, y);		
		g.setColor(c);
	}
	
	public void launchFrame(){
		super.launchFrame();
		this.addKeyListener(new KeyMonitor());
		
		for(int i=0;i<bulletNum;i++){
			Bullet b=new Bullet();
			list.add(b);
		}
		
		startTime = new Date();
		
	}
	
	class KeyMonitor extends KeyAdapter{

		@Override
		public void keyPressed(KeyEvent e) {
			//System.out.println("##########");
			//System.out.println(e.getKeyCode());
			p.addMove(e);
		}

		@Override
		public void keyReleased(KeyEvent e) {
			p.reliseMove(e);
		}
		
	}

	public static void main(String[] args) {
		new PlaneGameFrame().launchFrame();
	}

}



2)MyFrame类    ----

PlaneGameFrame类的父类,主要是一些有关界面的基本属性及方法的封装,便于游戏的扩充

代码:


package util;

import javax.swing.JFrame;
import javax.swing.JPanel;

/**
 * 游戏面板的父类
 * @author long
 *
 */
public class MyFrame extends JPanel{
	
	/**
	 * 加载Frame的方法
	 */
	public void launchFrame(){
		JFrame frame = new JFrame("MyGame");
		frame.add(this);
		frame.setSize(Constant.GAME_WIDTH,Constant.GAME_HEIGHT);
		frame.setAlwaysOnTop(true); // 设置其总在最上
		frame.setLocationRelativeTo(null); // 设置窗体初始位置
		frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
		frame.setVisible(true);
		setFocusable(true);
		
		new PaintThread().start();
	}
	
	/**
	 * 定义一个重画窗口的线程类,是一个内部类
	 * @author dell
	 *
	 */
	class PaintThread extends Thread {
		
		public void run(){
			while(true){
				repaint();
				try {
					Thread.sleep(40); //1s = 1000ms
				} catch (InterruptedException e) {
					e.printStackTrace();
				}   
			}
		}
		
	}
	
	public static void main(String[] args) {
		new MyFrame().launchFrame();
	}

}



3)Constant类    ----常量类,主要封装了项目中用到的常量


代码:


package util;

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

}



4)GameUtil类    ----游戏的工具类,用于封装游戏中常用的工具方法,由于项目比较小,这里只是封装了一个加载图片的方法,后续可以封装更多的方法


代码:


package util;

import java.awt.Image;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.net.URL;

import javax.imageio.ImageIO;

/**
 * 工具类(加载图片)
 * @author long
 *
 */
public class GameUtil {

	private GameUtil(){ }  //工具类通常将构造方法私有
	
	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;
	}
}



5)GameObject类    ----游戏物体类,封装了游戏物体基本的属性和方法,如图片,坐标,图片宽度高度等属性,还有一个比较重要的方法public Rectangle getRect()这个方法用于后来的碰撞检测


代码:


package plane;

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

/**
 * 游戏物体类
 * @author long
 *
 */
public class GameObject {
	
	Image img;  //图片
	
	double x,y; //坐标
	int speed;  //速度
	int width;  //宽度
	int height; //高度

	public GameObject(){
		
	}
	
	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 Rectangle getRect(){
		Rectangle r = new Rectangle((int)x, (int)y, width, height);
		return r;
	}
}



6)Plane类    ----继承至

GameObject类,封装了飞机移动的方法(键盘事件)

代码:


package plane;

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

import util.Constant;
import util.GameUtil;

/**
 * 飞机类
 * 
 * @author long
 * 
 */
public class Plane extends GameObject {

	boolean left, right, up, down; // 移动方向的状态
	boolean isLive = true;

	public void draw(Graphics g) {
		g.drawImage(img, (int) x, (int) y, null);
		move();
	}

	/**
	 * 按下键盘时移动状态
	 * 
	 * @param e
	 */
	public void addMove(KeyEvent e) {
		switch (e.getKeyCode()) {
		case KeyEvent.VK_LEFT:
			left = true;
			break;
		case KeyEvent.VK_RIGHT:
			right = true;
			break;
		case KeyEvent.VK_UP:
			up = true;
			break;
		case KeyEvent.VK_DOWN:
			down = true;
			break;
		default:
			break;
		}
	}

	/**
	 * 松开键盘时的移动状态改变情况
	 * 
	 * @param e
	 */
	public void reliseMove(KeyEvent e) {
		switch (e.getKeyCode()) {
		case KeyEvent.VK_LEFT:
			left = false;
			break;
		case KeyEvent.VK_RIGHT:
			right = false;
			break;
		case KeyEvent.VK_UP:
			up = false;
			break;
		case KeyEvent.VK_DOWN:
			down = false;
			break;
		default:
			break;
		}
	}

	public void move() {
		if (left) {
			x -= speed;
			if (x < 0) {
				x = 0;
			}
		}
		if (right) {
			x += speed;
			if (x > Constant.GAME_WIDTH-width) {
				x = Constant.GAME_WIDTH-width;
			}
		}
		if (up) {
			y -= speed;
			if (y < 0) {
				y = 0;
			}
		}
		if (down) {
			y += speed;
			if (y > Constant.GAME_HEIGHT-height-30) {
				y = Constant.GAME_HEIGHT-height-30;
			}
		}
	}

	public Plane() {
	}

	public Plane(Image img, double x, double y) {
		
		this.speed = 10;
		this.img = img;
		this.x = x;
		this.y = y;
		
		this.width = img.getWidth(null)-10;
		this.height = img.getHeight(null)-10;
	}

	public Plane(String imgPath, double x, double y) {
		this(GameUtil.getImage(imgPath), x, y);
	}

}



7)Bullet类    ----子弹类,继承至GameObject类,封装了子弹的基本属性与方法,有个重要的关于子弹碰到墙壁反弹的实现


代码:


package plane;

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

import util.Constant;

/**
 * 子弹类
 * 随机生成移动角度
 * 碰到墙壁会反弹回来
 * @author long
 *
 */
public class Bullet extends GameObject {
	
	double degree; //角度
	
	public void draw(Graphics g) {
		Color c = g.getColor();
		g.setColor(Color.YELLOW);
		g.fillOval((int)x, (int)y, width, height);
		g.setColor(c);
		
		x += speed*Math.cos(degree);
		y += speed*Math.sin(degree);
		
		
		if(y>Constant.GAME_HEIGHT-height-40||y<0){
			degree = -degree;
		}		
		if(x<0||x>Constant.GAME_WIDTH-width-width){
			degree = Math.PI-degree;
		}
	}
	
	public Bullet(){
		this.x = Constant.GAME_WIDTH/2;
		this.y = Constant.GAME_HEIGHT/2;
		this.width = 10;
		this.height = 10;
		
		this.speed = 5;  //子弹移动速度
		
		degree = Math.random()*Math.PI*2; //随机生成
	}
	
	
}



8)Explode类    ----爆炸类,主要用于子弹击中飞机时的爆炸效果的实现,即一系列爆炸的图片的加载与画在面板上


代码:


package plane;

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

import util.GameUtil;

public class Explode {
	double x,y;
	static Image[] imgs=new Image[16];
	static {
		for(int i=0;i<imgs.length;i++){
			Image img=GameUtil.getImage("images/explode/e"+(i+1)+".gif");
			//System.out.println("images/explode/e"+(i+1)+".gif");
			imgs[i]=img;
			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;
	}
	
	public static void main(String[] args) {
		//new Explode(10, 10);
	}

}




----------------------------------------------------------------------------------



自此,项目中所有的类的源码及大致解释已经结束,下面将详细说说其中的重要方法以及我遇到的困难:



1.碰撞检测-----子弹与飞机碰撞

游戏中的碰撞检测一般都是检测两个物体所在的矩形是否相交?如果相交则碰撞否则没有

首先介绍一个创建矩形的方法:

public Rectangle getRect(){
         Rectangle r = new Rectangle((int)x, (int)y, width, height);
         return r;
     }


这个方法主要用来返回一个矩形,根据坐标和长宽创建一个矩形对象

然后介绍一个检测矩形相交的方法:


boolean java.awt.Rectangle.intersects(Rectangle r)


    如果两矩形相交,则返回true,否则返回false

2.如何让子弹碰到墙壁反弹回来:

if(y>Constant.GAME_HEIGHT-height-40||y<0){
             degree = -degree;
         }        
         if(x<0||x>Constant.GAME_WIDTH-width-width){
             degree = Math.PI-degree;
         }


  degree表示子弹运行的角度,x、y表示子弹的坐标,Constant.GAME_HEIGHT表示游戏面板高度、Constant.GAME_WIDTH表示游戏面板宽度,height表示子弹的高度、width子弹的宽度

3.关于键盘事件不响应的原因:

  Panel中的键盘事件会默认获得焦点,而JPanel中获得焦点默认是false,需手动设为true,否则不响应键盘事件
  在newJFrame时手动加上setFocusable(true);这句就ok


自此,整个游戏结束,欢迎共同学习与指正!!!