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;
				}