用java做一个简单的飞机大战
图片素材在我的资源里,请看清类名
Airplane类
package shootgame;/** 敌机: 是飞行物,也是敌人 */
public class Airplane extends Flyingobject implements Enemy {private int speed = 2; //走步的步数/** 构造方法 */public Airplane(){image = ShootGame.airplane; //图片width = image.getWidth(); //宽height = image.getHeight(); //高x = (int) (Math.random()*(ShootGame.WIDTH-this.width));
// x=100;
// y=100;}/** 重写getScore() */public int getScore(){return 5;}/** 重写step() */public void step(){y+=speed; //y加(向下)}/** 重写outOfBounds() */public boolean outOfBounds(){return this.y>=ShootGame.HEIGHT; //敌机的y>=屏幕的高,即为越界}
}
Award类
package shootgame;public interface Award {public int DOUBLE_FIRE = 0; //火力public int LIFE = 1; //命/** 获取奖励类型 0为火力 1为命 */public int getType();
}
Bee类
package shootgame;import java.util.Random;/** 小蜜蜂: 是飞行物,也是奖励 */
public class Bee extends Flyingobject implements Award {private int xSpeed = 1; //x坐标走步步数private int ySpeed = 2; //y坐标走步步数private int awardType; //奖励类型/** 构造方法 */public Bee(){image = ShootGame.bee; //图片width = image.getWidth(); //宽height = image.getHeight(); //高y = -height; //y:负的蜜蜂的高Random rand = new Random(); //创建随机数对象x = rand.nextInt(ShootGame.WIDTH-this.width); //x:0到(屏幕宽-蜜蜂宽)之内的随机数awardType = rand.nextInt(2); //奖励类型为0到1之间的随机数
// x=100;
// y=200;}/** 重写getType() */public int getType(){return awardType; }/** 重写step() */public void step(){x+=xSpeed; //x加(向左或向右)y+=ySpeed; //y加(向下)if(x>=ShootGame.WIDTH-this.width){ //x>=(屏幕宽-蜜蜂宽)时,x减(向左)xSpeed = -1;}if(x<=0){ //x<=0时,x加(向右)xSpeed = 1;}}/** 重写outOfBounds() */public boolean outOfBounds(){return this.y>=ShootGame.HEIGHT; //蜜蜂的y>=屏幕的高,即为越界}
}
Bullet类
package shootgame;
/** 子弹: 是飞行物 */
public class Bullet extends Flyingobject {private int speed = 3; //走步步数/** 构造方法 x:子弹的x坐标 y:子弹的y坐标*/public Bullet(int x,int y){image = ShootGame.bullet; //图片this.x = x; //x坐标:与英雄机有关this.y = y; //y坐标:与英雄机有关}/** 重写step() */public void step(){y-=speed; //y减(向上)}/** 重写outOfBounds() */public boolean outOfBounds(){return this.y<=-this.height; //子弹的y<=负的子弹的高,即为越界}
}
Enemy类
package shootgame;
/*** 敌人 ,可以有分数**/
public interface Enemy {/*** 敌人的分数*/public int getScore();
}
Flyingobject类
package shootgame;import java.awt.image.BufferedImage;public abstract class Flyingobject {protected int x; //x坐标protected int y; //y坐标protected int width; //宽protected int height; //高protected BufferedImage image; //图片public int getX() {return x;}public void setX(int x) {this.x = x;}public int getY() {return y;}public void setY(int y) {this.y = y;}public int getWidth() {return width;}public void setWidth(int width) {this.width = width;}public int getHeight() {return height;}public void setHeight(int height) {this.height = height;}public BufferedImage getImage() {return image;}public void setImage(BufferedImage image) {this.image = image;}/** 飞行物走一步 */public abstract void step();/*** 检查当前飞行物体是否被子弹(x,y)击(shoot)中,* @param bullet 子弹对象* @return true表示击中*/public boolean shootBy(Bullet bullet) {int x = bullet.x;int y = bullet.y;return this.x<x && x<this.x+width && this.y<y && y<this.y+height;}/** 检查飞行物是否出界 */public abstract boolean outOfBounds();
}
Hero类
package shootgame;import java.awt.image.BufferedImage;
/** 英雄机: 是飞行物 */
public class Hero extends Flyingobject {private int life; //命private int doubleFire; //火力值private BufferedImage[] images = {}; //图片切换数组private int index = 0; //协助图片切换/** 构造方法 */public Hero(){image = ShootGame.hero0; //图片width = image.getWidth(); //宽height = image.getHeight(); //高x = 150; //x坐标:固定的值y = 400; //y坐标:固定的值life = 3; //命数为3doubleFire = 0; //火力值为0(单倍火力)images = new BufferedImage[]{ShootGame.hero0,ShootGame.hero1}; //两张图片切换}/** 重写step() */public void step() {if(images.length>0) {image = images[index++/10%images.length];}}/** 英雄机发射子弹 */public Bullet[] shoot(){int xStep = this.width/4; //1/4英雄机的宽int yStep = 20; //固定的值if(doubleFire>0){ //双倍Bullet[] bs = new Bullet[2]; //两发子弹bs[0] = new Bullet(this.x+1*xStep,this.y-yStep); //x:英雄机的x+1/4英雄机的宽 y:英雄机的y-20bs[1] = new Bullet(this.x+3*xStep,this.y-yStep); //x:英雄机的x+3/4英雄机的宽 y:英雄机的y-20doubleFire-=2; //发射一次双倍火力时,火力值减2return bs;}else{ //单倍Bullet[] bs = new Bullet[1]; //一发子弹bs[0] = new Bullet(this.x+2*xStep,this.y-yStep); //x:英雄机的x+2/4英雄机的宽 y:英雄机的y-20return bs;}}/** 英雄机随着鼠标移动 x:鼠标的x坐标 y:鼠标的y坐标*/public void moveTo(int x,int y){this.x = x - this.width/2; //英雄机的x:鼠标的x-1/2英雄机的宽this.y = y - this.height/2; //英雄机的y:鼠标的y-1/2英雄机的高}/** 英雄机增火力 */public void addDoubleFire(){doubleFire+=40; //火力值增40}/** 增命 */public void addLife(){life++; //命数增1}/** 获取命 */public int getLife(){return life; //返回命数}/** 减命 */public void subtractLife(){life--;}public void setDoubleFire(int doubleFire) {this.doubleFire = doubleFire;}/** 重写outOfBounds() */public boolean outOfBounds(){return false; //永不越界}/** 检测英雄机与敌人的碰撞 this:英雄机 other:敌人 */public boolean hit(Flyingobject other){int x1 = other.x-this.width/2; //x1:敌人的x-1/2英雄机的宽int x2 = other.x+other.width+this.width/2; //x2:敌人的x+敌人的宽+1/2英雄机的宽int y1 = other.y-this.height/2; //y1:敌人的y-1/2英雄机的高int y2 = other.y+other.height+this.height/2; //y2:敌人的y+敌人的高+1/2英雄机的高int x = this.x+this.width/2; //x:英雄机的x+1/2英雄机的宽int y = this.y+this.height/2; //y:英雄机的y+1/2英雄机的高return x>x1 && x<x2&&y>y1 && y<y2; //x在x1和x2之间,并且,y在y1和y2之间,即为撞上了}
}
ShootGame类
package shootgame;import java.awt.Color;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.image.BufferedImage;
import java.util.Arrays;
import java.util.Random;
import java.util.Timer;
import java.util.TimerTask;import javax.imageio.ImageIO;
import javax.swing.JFrame;
import javax.swing.JPanel;//主程序类
public class ShootGame extends JPanel{public static final int WIDTH = 805; //窗口宽public static final int HEIGHT = 850; //窗口高public static BufferedImage background; //背景图public static BufferedImage start; //启动图public static BufferedImage pause; //暂停图public static BufferedImage gameover; //游戏结束图public static BufferedImage airplane; //敌机public static BufferedImage bee; //小蜜蜂public static BufferedImage bullet; //子弹public static BufferedImage hero0; //英雄机0public static BufferedImage hero1; //英雄机1private Hero hero = new Hero(); //英雄机对象private Flyingobject[] flyings = {}; //敌人(敌机+小蜜蜂)数组private Bullet[] bullets = {}; //子弹数组private Timer timer; //定时器private int intervel = 1000/100; //时间间隔(毫秒)private int score = 0; //玩家的得分private int state;public static final int START = 0; //启动状态public static final int RUNNING = 1; //运行状态public static final int PAUSE = 2; //暂停状态public static final int GAME_OVER = 3; //游戏结束状态public ShootGame(){
// flyings = new FlyingObject[2];
// flyings[0] = new Airplane();
// flyings[1] = new Bee();
// bullets = new Bullet[1];
// bullets[0] = new Bullet(150,180);}static{ //加载图片try{background = ImageIO.read(ShootGame.class.getResource("background.png"));start = ImageIO.read(ShootGame.class.getResource("start.png"));pause = ImageIO.read(ShootGame.class.getResource("pause.png"));gameover = ImageIO.read(ShootGame.class.getResource("gameover.png"));airplane = ImageIO.read(ShootGame.class.getResource("airplane.png"));bee = ImageIO.read(ShootGame.class.getResource("bee.png"));bullet = ImageIO.read(ShootGame.class.getResource("bullet.png"));hero0 = ImageIO.read(ShootGame.class.getResource("hero0.png"));hero1 = ImageIO.read(ShootGame.class.getResource("hero1.png"));}catch(Exception e){e.printStackTrace();}}/** 重写paint() g:画笔*/public void paint(Graphics g){g.drawImage(background,0,0,null); //画背景图paintHero(g); //画英雄机paintFlyingObjects(g); //画敌人(敌机+小蜜蜂)paintBullets(g); //画子弹paintScore(g); //画分数paintState(g); //画状态}/** 画英雄机对象 */public void paintHero(Graphics g){g.drawImage(hero.image,hero.x,hero.y,null); //画对象}/** 画敌人(敌机+小蜜蜂)对象 */public void paintFlyingObjects(Graphics g){for(int i=0;i<flyings.length;i++){ //遍历敌人(敌机+小蜜蜂)数组Flyingobject f = flyings[i]; //获取每一个敌人g.drawImage(f.image,f.x,f.y,null); //画敌人对象}}/** 画子弹对象 */public void paintBullets(Graphics g){for(int i=0;i<bullets.length;i++){ //遍历子弹数组Bullet b = bullets[i]; //获取每一个子弹g.drawImage(b.image,b.x,b.y,null); //画子弹对象}}public static void main(String[] args) {JFrame frame = new JFrame("Fly"); //创建一个Jframe对象ShootGame game = new ShootGame(); //创建一个JPanel对象frame.add(game); //将面板添加到框架中frame.setSize(WIDTH, HEIGHT); //设置窗口大小frame.setAlwaysOnTop(true); //设置总是在最上面frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); //设置默认关闭操作(窗口关闭时退出程序)frame.setLocationRelativeTo(null); //设置居中显示frame.setVisible(true); //1.设置窗口可见 2.尽快调用paint()game.action(); //启动执行}/** 随机生成飞行物 */public Flyingobject nextOne(){Random rand = new Random(); //创建随机数对象int type = rand.nextInt(20); //生成0到19之间的随机数if(type==0){ //为0时返回蜜蜂对象return new Bee();}else{ //为1到19时返回敌机对象return new Airplane();}}int flyEnteredIndex = 0; //敌人入场计数/** 敌人(敌机+小蜜蜂)入场 */public void enterAction(){ //10毫秒走一次flyEnteredIndex++; //每10毫秒增1if(flyEnteredIndex%40==0){ //400(10*40)毫秒走一次Flyingobject obj = nextOne(); //获取敌人(敌机+小蜜蜂)对象flyings = Arrays.copyOf(flyings,flyings.length+1); //扩容(扩大一个容量)flyings[flyings.length-1] = obj; //将敌人对象赋值给数组的最后一个元素}}/** 飞行物走一步 */public void stepAction(){ //10毫秒走一次hero.step(); //英雄机走一步for(int i=0;i<flyings.length;i++){ //遍历所有敌人flyings[i].step(); //每个敌人走一步}for(int i=0;i<bullets.length;i++){ //遍历所有子弹bullets[i].step(); //每个子弹走一步}}/** 启动程序的执行 */public void action(){MouseAdapter l = new MouseAdapter(){ //创建侦听器对象/** 鼠标移动事件 */public void mouseMoved(MouseEvent e){if(state==RUNNING){ //运行状态时执行int x = e.getX(); //获取鼠标的x坐标int y = e.getY(); //获取鼠标的y坐标hero.moveTo(x, y); //英雄机随着鼠标动}}/** 鼠标点击事件 */public void mouseClicked(MouseEvent e){switch(state){ //不同状态时点击后有不同的反应case START: //启动状态时state = RUNNING; //当前状态变为运行状态break;case GAME_OVER: //游戏结束状态时score = 0; //清理现场hero = new Hero();flyings = new Flyingobject[0];bullets = new Bullet[0];state = START; //当前状态变为启动状态break;}}/** 鼠标移出事件 */public void mouseExited(MouseEvent e){if(state==RUNNING){ //运行状态时state=PAUSE; //当前状态改为暂停状态}}/** 鼠标移入事件 */public void mouseEntered(MouseEvent e){if(state==PAUSE){ //暂停状态时state=RUNNING; //当前状态改为运行状态}}};this.addMouseListener(l); //处理鼠标操作事件this.addMouseMotionListener(l); //处理鼠标滑动操作timer = new Timer(); //创建定时器对象timer.schedule(new TimerTask(){public void run(){ //10毫秒走一次--定时干的那个事if(state==RUNNING){ //运行状态时执行enterAction(); //敌人(敌机+小蜜蜂)入场stepAction(); //飞行物走一步shootAction(); //英雄机发射子弹--子弹入场bangAction(); //子弹与敌人的碰撞outOfBoundsAction(); //删除越界的飞行物checkGameOverAction(); //检测游戏是否结束}repaint(); //重画,调用paint()}},intervel,intervel);}int shootIndex = 0; //射击计数/** 英雄机发射子弹(子弹入场) */public void shootAction(){ //10毫秒走一次shootIndex++; //每10毫秒增1if(shootIndex%30==0){ //每300(10*30)毫秒走一次Bullet[] bs = hero.shoot(); //获取英雄机发射出来的子弹bullets = Arrays.copyOf(bullets, bullets.length+bs.length); //扩容(bs有几个元素就扩大几个容量)System.arraycopy(bs,0,bullets,bullets.length-bs.length,bs.length); //数组的追加(将bs追加到bullets数组中)}}/** 所有子弹与所有敌人撞 */public void bangAction(){ //10毫秒走一次for(int i=0;i<bullets.length;i++){ //遍历所有子弹Bullet b = bullets[i]; //获取每一个子弹bang(b); //一个子弹与所有敌人撞}}/** 一个子弹与所有敌人撞 */public void bang(Bullet b){int index = -1; //被撞敌人的下标for(int i=0;i<flyings.length;i++){ //遍历所有敌人Flyingobject f = flyings[i]; //获取每一个敌人if(f.shootBy(b)){ //撞上了index = i; //记录被撞敌人的下标break; //其余敌人不再比较}}if(index != -1){ //有撞上的Flyingobject one = flyings[index]; //获取被撞的敌人对象if(one instanceof Enemy){ //若被撞对象是敌人Enemy e = (Enemy)one; //将被撞对象强转为敌人score += e.getScore(); //累加分数}if(one instanceof Award){ //若被撞对象是奖励Award a = (Award)one; //将被撞对象强转为奖励int type = a.getType(); //获取奖励类型switch(type){ //根据type的不同取值获取相应的奖励case Award.DOUBLE_FIRE: //奖励类型为火力时hero.addDoubleFire(); //英雄机增火力break;case Award.LIFE: //奖励类型为命时hero.addLife(); //英雄机增命break;}}//交换被撞敌人对象与数组中的最后一个元素Flyingobject t = flyings[index];flyings[index] = flyings[flyings.length-1];flyings[flyings.length-1] = t;//缩容(去掉最后一个元素,即:被撞敌人对象)flyings = Arrays.copyOf(flyings, flyings.length-1);}}/** 画分数 */public void paintScore(Graphics g){int x = 10;int y = 25;Font font = new Font(Font.SANS_SERIF,Font.BOLD,14);g.setColor(new Color(0x3A3B3B)); //设置颜色(纯红)g.setFont(font); //设置样式(字体:SANS_SERIF,样式:加粗,字号:24)g.drawString("SCORE: "+score,x,y); //画分y+=20;g.drawString("LIFE: "+hero.getLife(),x,y); //画命}/** 删除越界的飞行物 */public void outOfBoundsAction(){int index = 0; //1.不越界敌人数组下标 2.不越界敌人个数Flyingobject[] flyingLives = new Flyingobject[flyings.length]; //不越界敌人数组for(int i=0;i<flyings.length;i++){ //遍历所有敌人Flyingobject f = flyings[i]; //获取每一个敌人if(!f.outOfBounds()){ //不越界flyingLives[index] = f; //将不越界敌人添加到不越界敌人数组中index++; //1.下标增一 2.不越界敌人个数增一}}flyings = Arrays.copyOf(flyingLives, index); //将不越界敌人复制到flyings数组中,index为flyings的新长度index = 0; //1.下标归零 2.不越界个数归零Bullet[] bulletLives = new Bullet[bullets.length]; //不越界子弹数组for(int i=0;i<bullets.length;i++){ //遍历所有子弹Bullet b = bullets[i]; //获取每一个子弹if(!b.outOfBounds()){ //不越界bulletLives[index] = b; //将不越界子弹添加到不越界子弹数组中index++; //1.下标增一 2.不越界子弹个数增一}}bullets = Arrays.copyOf(bulletLives, index); //将不越界敌人复制到bullets数组中,index为bullets的新长度}/** 判断游戏是否结束 返回true表示游戏结束 */public boolean isGameOver(){for(int i=0;i<flyings.length;i++){ //遍历所有敌人Flyingobject f = flyings[i]; //获取每一个敌人if(hero.hit(f)){ //撞上了hero.subtractLife(); //英雄机减命hero.setDoubleFire(0); //英雄机清火力//交换被撞敌人与数组的最后一个元素Flyingobject t = flyings[i];flyings[i] = flyings[flyings.length-1];flyings[flyings.length-1] = t;//缩容(去掉最后一个元素,即:被撞的敌人对象)flyings = Arrays.copyOf(flyings,flyings.length-1);}}return hero.getLife()<=0; //命数<=0,即为游戏结束}/** 检测游戏是否结束 */public void checkGameOverAction(){if(isGameOver()){ //游戏结束时state = GAME_OVER; //当前状态改为游戏结束状态}}/** 画状态 */public void paintState(Graphics g){switch(state){ //根据当前状态画不同的图case START: //启动状态时画启动图g.drawImage(start,0,0,null);break;case PAUSE: //暂停状态时画暂停图g.drawImage(pause,0,0,null);break;case GAME_OVER: //游戏结束状态时画游戏结束图g.drawImage(gameover,0,0,null);break;}}}