1.需求分析
1 新建工程 导入图片,导入的图片在工程目录下
2 新建窗体,窗体大小400,600,新建画布,在画布类中实现三个接口
3 在画布中声明线程,以及在run方法中搭建线程样例代码
4 加载开始图片,声明Image变量,并在静态代码块中加载,在paint方法中画
5 鼠标移动到开始框中的变化
6 在点击的方法中切换背景,重画,开始线程.解决变小手问题.背景图片下滑完以后的处理
7 声明数组存放飞机,在静态代码块中加载飞机图片,在paint方法中使用三目运算切换画飞机,飞机跟随鼠标移动,飞机靠近边框问题
8 右键暂停,声明两方法,一个是控制执行wait方法的方法,一个是唤醒等待的方法的并别改suspend值.在点击的方法中获取鼠标状态来控制两个方法的执行
9 新建子弹类(int bx,by;Image bImg; int bSpeed;),在画布中新建集合存放子弹,在run方法中新建子弹对象并加到集合中,在paint方法中使用for循环从集合中取出对象并执行每一个对象的画的方法,在run方法中使用for执行移动方法
10 三个子弹,添加子弹方向,在新建子弹对象时传3个方法标识,在子弹类中添加三个子弹移动的方法,在创建子弹的时候创建三种子弹
11 创建奖励类,在画布类中创建数组存放加载进来的奖励图片,在静态代码块中加载图片,创建存放奖励的集合,在run方法中创建奖励并添加到集合中,在paint方法中画奖励,在run方法中调用奖励移动的方法.
12 画血量,在奖励的类中写碰撞,在碰时注意种类区别,各个奖励的实现.
13 敌机的出现和奖励一样
14 敌机和子弹撞击的实现
15 敌机和飞机撞击的实现
2.Enemy类
public class Enemy {
int ex;
int ey;
Image eImg;
int eSpeed;
PlaneJPanel mainview;
boolean exist = true;
int eTime = 10;
//飞机和敌机撞击的标识
boolean Y = false;
public Enemy(int ex, int ey, Image eImg, int eSpeed, PlaneJPanel mainview) {
super();
this.ex = ex;
this.ey = ey;
this.eImg = eImg;
this.eSpeed = eSpeed;
this.mainview = mainview;
}
//画敌机
public void drawEnemy(Graphics g) {
g.drawImage(eImg, ex, ey, null);
}
//敌机移动
public void moveEnemy() {
ey+=eSpeed;
if(ey>mainview.getHeight()) {
exist = false;
}
}
//子弹和敌机撞击
public void hint(Bullet bullet,Enemy enemy) {
int lx = Math.abs((bullet.bx+bullet.bImg.getWidth(null)/2)-(enemy.ex+enemy.eImg.getWidth(null)/2));
int ly = Math.abs((bullet.by+bullet.bImg.getHeight(null)/2)-(enemy.ey+enemy.eImg.getHeight(null)/2));
boolean H = lx<= (bullet.bImg.getWidth(null)/2+enemy.eImg.getWidth(null)/2);
boolean R=ly<=(bullet.bImg.getHeight(null)/2+enemy.eImg.getHeight(null)/2);
if (R&&H) {
enemy.exist = false;
bullet.exist = false;
}
}
//飞机和敌机撞击
public void hint1(PlaneJPanel panel,Enemy enemy) {
int lx = Math.abs((enemy.ex+enemy.eImg.getWidth(null)/2)-(panel.px+panel.p[0].getWidth(null)/2));
int ly = Math.abs((enemy.ey+enemy.eImg.getHeight(null)/2)-(panel.py+panel.p[0].getHeight(null)/2));
boolean H= lx<=(panel.p[0].getWidth(null)/2+enemy.eImg.getWidth(null)/2);
boolean R= ly<=(panel.p[0].getHeight(null)/2+enemy.eImg.getHeight(null)/2);
if(H&&R) {
enemy.exist = false;
Y=true;//飞机和敌机撞击敌机死亡的标识
panel.Pexist=false;//飞机和敌机撞击飞机撞击的标识
}
}
}
3.PlaneJPanel类
public class PlaneJPanel extends JPanel implements Runnable,MouseListener,MouseMotionListener{
Thread t = null;
static Image startImg;//游戏背景图
int x = 0,y = 0; //背景图坐标
// 游戏开始之前
boolean ck = true;
// 读取飞机图片
static BufferedImage[] p = new BufferedImage[2];
// 飞机坐标
int px = 100, py = 100;
int pc = 0;
// 暂停开关
boolean suspend = false;
// 子弹存储图片对象
static Image bImg;
List<Bullet> bullets = new ArrayList<Bullet>();
int count;
// 奖励存储图片对象
List<Award> awards = new ArrayList<Award>();
static BufferedImage[] awa = new BufferedImage[3];
// 飞机的血量
int blood = 1;
// 三个子弹标识
boolean threeBullet = false;
// 子弹存在的时间
int threeTime;
// 子弹加速
int bulletSpeed = 3;
int bulletTime;
// 存储敌机
List<Enemy> enemies = new ArrayList<Enemy>();
// 控制血量
boolean Pexist = true;
int time = 15;
static {//使用静态代码块的作用:第一时间加载该资源
try {
startImg = ImageIO.read(new File("image/GameInterface/interface_1.png"));
p[0] = ImageIO.read(new File("image/1.png"));
p[1] = ImageIO.read(new File("image/2.png"));
bImg = ImageIO.read(new File("image/bullet/bullet_1.png"));
awa[0] = ImageIO.read(new File("image/award/award_1.png"));
awa[1] = ImageIO.read(new File("image/award/award_2.png"));
awa[2] = ImageIO.read(new File("Image/award/award_3.png"));
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
public PlaneJPanel() {
t = new Thread(this);
// 添加鼠标监听
addMouseListener(this);
addMouseMotionListener(this);
}
//绘制游戏背景
public void paint(Graphics g) {
// 图片 X坐标 Y坐标 绘制指定图像中已缩放到适合指定矩形内部的图像
g.drawImage(startImg, x, y, null);
// 画飞机
if (ck == false) {
pc = pc == 0 ? 1 : 0;
g.drawImage(p[pc], px, py, null);
}
for (int i = 0; i < bullets.size(); i++) {
Bullet bullet = bullets.get(i);
bullet.drawBullet(g);
}
// 画奖励
for (int i = 0; i < awards.size(); i++) {
Award award = awards.get(i);
award.drawAward(g);
}
// 画血量
if (ck == false) {
if (blood > 0 && blood <= 5) {
for (int i = 0; i < blood; i++) {
g.drawImage(awa[0], 37 * i, 10, null);
}
} else if (blood <= 0) {
try {
p[0] = ImageIO.read(new File("image/blast/blast_2.png"));
p[1] = ImageIO.read(new File("image/blast/blast_2.png"));
startImg = ImageIO.read(new File("image/GameInterface/jeimian_2.png"));
time--;
if (time <= 0) {
t.stop();
}
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
} else {
for (int i = 0; i < 6; i++) {
g.drawImage(awa[0], 37 * i, 10, null);
}
}
}
// 画敌机
if (ck == false) {
for (int i = 0; i < enemies.size(); i++) {
Enemy enemy = enemies.get(i);
enemy.drawEnemy(g);
}
}
}
@Override
public void mouseDragged(MouseEvent e) {
// TODO Auto-generated method stub
}
@Override
public void mouseMoved(MouseEvent e) {
// TODO Auto-generated method stub
// 鼠标移动到这个范围内改变状态
if (ck && e.getX() >= 132 && e.getX() <= 259 && e.getY() >= 392 && e.getY() <= 432) {
setCursor(new Cursor(Cursor.HAND_CURSOR));// 将鼠标的状态变成小手
}else {
setCursor(new Cursor(Cursor.DEFAULT_CURSOR));// 将鼠标状态变成箭头
}
px = e.getX() - p[pc].getWidth() / 2;
py = e.getY() - p[pc].getHeight() / 2;
if (px <= 0) {
px = 0;
}
if (py <= 0) {
py = 0;
}
if (px >= 400 - p[pc].getWidth()) {
px = 400 - p[pc].getWidth();
}
if (py >= 600 - p[pc].getHeight()) {
py = 600 - p[pc].getHeight();
}
}
@Override
public void mouseClicked(MouseEvent e) {
// TODO Auto-generated method stub
// 在开始游戏范围内点击
if (ck && e.getX() >= 132 && e.getX() <= 259 && e.getY() >= 392 && e.getY() <= 432) {
ck = false;
try {
startImg = ImageIO.read(new File("image/background/background_1.png"));
} catch (IOException e1) {
// TODO Auto-generated catch block
e1.printStackTrace();
}
// 改变背景图片坐标
y = -5400;
t.start();
}
if (ck == false && e.getModifiers() == e.BUTTON3_MASK) {
suspend = suspend ? resume() : suspend();
}
}
@Override
public void mousePressed(MouseEvent e) {
// TODO Auto-generated method stub
}
@Override
public void mouseReleased(MouseEvent e) {
// TODO Auto-generated method stub
}
@Override
public void mouseEntered(MouseEvent e) {
// TODO Auto-generated method stub
}
@Override
public void mouseExited(MouseEvent e) {
// TODO Auto-generated method stub
}
@Override
public void run() {
// TODO Auto-generated method stub
synchronized (this) {
while (true) {
count++;
if (suspend) {
try {
wait();
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
y++;
if (y >= 0 && time > 0) {
y = -5400;
} else if (blood <= 0) {
y = 0;
}
// 创建子弹对象
if (count % 20 == 0) {
Bullet bullet0 = new Bullet(px + p[pc].getWidth() / 2 - bImg.getWidth(null) / 2, py, bImg,
bulletSpeed, 0);
bullets.add(bullet0);
if (threeBullet) {
Bullet bullet1 = new Bullet(px + p[pc].getWidth() / 2 - bImg.getWidth(null) / 2, py, bImg,
bulletSpeed, 1);
Bullet bullet2 = new Bullet(px + p[pc].getWidth() / 2 - bImg.getWidth(null) / 2, py, bImg,
bulletSpeed, 2);
bullets.add(bullet1);
bullets.add(bullet2);
}
}
// 子弹移动的方法
for (int i = 0; i < bullets.size(); i++) {
Bullet bullet = bullets.get(i);
if (bullet.bDirection == 0) {
bullet.moveBullet0();
}
if (bullet.bDirection == 1) {
bullet.moveBullet1();
}
if (bullet.bDirection == 2) {
bullet.moveBullet2();
}
}
// 奖励的创建
if (count % 100 == 0) {
int h = (int) (Math.random() * 3);
int aSpeed = (int) (Math.random() * 5 + 3);
Award award = new Award((int) (Math.random() * 300), -50, awa[h], aSpeed, h, this);
awards.add(award);
}
// 奖励的移动
for (int i = 0; i < awards.size(); i++) {
Award award = awards.get(i);
award.moveAward();
}
// 子弹变成三发
if (threeBullet) {
threeTime++;
}
if (threeTime == 300) {
threeBullet = false;
threeTime = 0;
}
// 子弹加速
if (bulletSpeed == 10) {
bulletTime++;
}
if (bulletTime == 300) {
bulletSpeed = 3;
bulletTime = 0;
}
// 创建敌机
if (count % 20 == 0) {
int eh = (int) (Math.random() * 5 + 2);
Enemy enemy = new Enemy((int) (Math.random() * 350), -50,
new ImageIcon("image/LittlePlane/plane" + eh + ".png").getImage(), eh, this);
enemies.add(enemy);
}
for (int i = 0; i < enemies.size(); i++) {
Enemy enemy = enemies.get(i);
enemy.moveEnemy();
}
// 敌机和子弹碰撞
for (int i = 0; i < enemies.size(); i++) {
Enemy enemy = enemies.get(i);
for (int j = 0; j < bullets.size(); j++) {
Bullet bullet = bullets.get(j);
enemy.hint(bullet, enemy);
}
}
// 敌机和子弹碰撞之后敌机消失
for (int i = 0; i < enemies.size(); i++) {
Enemy enemy = enemies.get(i);
if (enemy.exist == false && enemy.eTime == 0) {
enemies.remove(i);
} else if (enemy.exist == false) {
enemy.eTime--;
enemy.eImg = new ImageIcon("image/blast/blast_1.png").getImage();
}
}
// 子弹消失
for (int i = 0; i < bullets.size(); i++) {
Bullet bullet = bullets.get(i);
if (bullet.exist == false) {
bullets.remove(i);
}
}
// 飞机和敌机撞击
for (int i = 0; i < enemies.size(); i++) {
Enemy enemy = enemies.get(i);
enemy.hint1(this, enemy);
if (enemy.exist == false && enemy.Y) {
enemies.remove(i);
}
}
// 血量减少
if (Pexist == false) {
blood--;
Pexist = true;
}
try {
Thread.sleep(20);
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
repaint();
}
}
}
// 定义两个方法
public boolean suspend() {
suspend = true;
return suspend;
}
public synchronized boolean resume() {
suspend = false;
notify();
return suspend;
}
}
4.敌机子弹撞击的实现细节
(1)在Enemy类中添加如下代码
//子弹和敌机撞击
public void hint(Bullet bullet,Enemy enemy) {
int lx = Math.abs((bullet.bx+bullet.bImg.getWidth(null)/2)-(enemy.ex+enemy.eImg.getWidth(null)/2));
int ly = Math.abs((bullet.by+bullet.bImg.getHeight(null)/2)-(enemy.ey+enemy.eImg.getHeight(null)/2));
boolean H = lx<= (bullet.bImg.getWidth(null)/2+enemy.eImg.getWidth(null)/2);
boolean R=ly<=(bullet.bImg.getHeight(null)/2+enemy.eImg.getHeight(null)/2);
if (R&&H) {
enemy.exist = false;
bullet.exist = false;
}
}
(2)在run方法中添加如下代码
// 敌机和子弹碰撞
for (int i = 0; i < enemies.size(); i++) {
Enemy enemy = enemies.get(i);
for (int j = 0; j < bullets.size(); j++) {
Bullet bullet = bullets.get(j);
enemy.hint(bullet, enemy);
}
}
// 敌机和子弹碰撞之后敌机消失
for (int i = 0; i < enemies.size(); i++) {
Enemy enemy = enemies.get(i);
if (enemy.exist == false && enemy.eTime == 0) {
enemies.remove(i);
} else if (enemy.exist == false) {
enemy.eTime--;
enemy.eImg = new ImageIcon("image/blast/blast_1.png").getImage();
}
}
// 子弹消失
for (int i = 0; i < bullets.size(); i++) {
Bullet bullet = bullets.get(i);
if (bullet.exist == false) {
bullets.remove(i);
}
}
5.飞机和敌机撞击的实现细节
(1)在画布类添加属性
// 控制血量
boolean Pexist = true;
(2)在Enemy中添加如下代码
//飞机和敌机撞击
public void hint1(PlaneJPanel panel,Enemy enemy) {
int lx = Math.abs((enemy.ex+enemy.eImg.getWidth(null)/2)-(panel.px+panel.p[0].getWidth(null)/2));
int ly = Math.abs((enemy.ey+enemy.eImg.getHeight(null)/2)-(panel.py+panel.p[0].getHeight(null)/2));
boolean H= lx<=(panel.p[0].getWidth(null)/2+enemy.eImg.getWidth(null)/2);
boolean R= ly<=(panel.p[0].getHeight(null)/2+enemy.eImg.getHeight(null)/2);
if(H&&R) {
enemy.exist = false;
Y=true;//飞机和敌机撞击敌机死亡的标识
panel.Pexist=false;//飞机和敌机撞击飞机撞击的标识
}
}
(3)在run方法中添加如下代码
// 飞机和敌机撞击
for (int i = 0; i < enemies.size(); i++) {
Enemy enemy = enemies.get(i);
enemy.hint1(this, enemy);
if (enemy.exist == false && enemy.Y) {
enemies.remove(i);
}
}
(4)实现血量减少
// 血量减少
if (Pexist == false) {
blood--;
Pexist = true;
}
6.实现飞机死亡的方法
(1)在画布类添加属性
int time = 15;
(2)在paint方法中修改画血量的方法
// 画血量
if (ck == false) {
if (blood > 0 && blood <= 5) {
for (int i = 0; i < blood; i++) {
g.drawImage(awa[0], 37 * i, 10, null);
}
} else if (blood <= 0) {
try {
p[0] = ImageIO.read(new File("image/blast/blast_2.png"));
p[1] = ImageIO.read(new File("image/blast/blast_2.png"));
startImg = ImageIO.read(new File("image/GameInterface/jeimian_2.png"));
time--;
if (time <= 0) {
t.stop();
}
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
} else {
for (int i = 0; i < 6; i++) {
g.drawImage(awa[0], 20 * i, 10, null);
}
}
}
(3)修改run方法中的代码
if (y >= 0 && time > 0) {
y = -5400;
} else if (blood <= 0) {
y = 0;
}