谁说Java不能写游戏?飞机大战送给你

飞机大战

1.主要功能

英雄机受玩家鼠标控制进行移动并发出子弹对敌人进行攻击,打中敌机会加分,打中小心心会随机获得奖励。奖励类型分为三种:英雄机生命值加一,英雄机双倍火力,英雄机三倍火力(要达到三倍火力首先需要达到双倍火力才行),当英雄机撞到敌机时,火力加成会消失。当分数达到50的时候会出现boss,boss会进行移动并且发射子弹,击败boss会判定游戏胜利。当英雄机撞到敌机,小心心或者被boss发射的子弹击中时,生命值会减一,当生命值为零的时候会判定游戏失败,英雄机如果撞到了boss那就直接白给。游戏期间用鼠标进行控制,点击鼠标游戏开始,将鼠标移动至游戏界面外可以暂停游戏。

2.效果展示图

谁说Java不能写游戏?飞机大战送给你

3.分析

1. 素材准备

在开发之前需要先去下载一些素材图片,包括背景图,英雄机图,敌机图,子弹图,boss图,开始,暂停,胜利以及结束图片等。

2.设计构思

3.运用到的知识

4.代码展示

测试类代码出现了一点小BUG,已经标出,按理来说这样写当判定游戏结束或者胜利时会先清理现场,然后再修改为启动状态,但是我这个游戏结束后还是战后现场,界面上boss机发射出来的子弹并不能清除,这就很迷惑。

奖励接口

package shoot;
//小心心:奖励
public interface Award {
	int TRIPLE_FIRE = 2;//三倍火力
	int DOUBLE_FIRE = 1;//双倍火力
	int LIFE =0 ;//1条命
	public int getType();//获取奖励类型
 
}

得分接口

package shoot;
//敌机:得分
public interface Enemy {
 
	public int getScope();
	
}

飞行物类

package shoot;
 
import java.awt.image.BufferedImage;
 
//飞行物类 父类
public abstract class FlyingObject {
	
	protected int width;//宽
	protected int height;//高
	protected int x;//x坐标
	protected int y;//y坐标
	protected BufferedImage image;//图片
	//走步
	public abstract void step();
	//敌人(小飞机,小心心)被子弹打
	public boolean shootBy(Bullet b){
		int x = b.x;//子弹的x和y
		int y = b.y;
		//子弹x在心的x和心的x加宽之间
		//并且
		//子弹y在心的y和心的y加高之间
		return x>this.x && xthis.y && y

敌机类

package shoot;
 
import java.util.Random;
 
//小飞机
public class Airplane extends FlyingObject
       implements Enemy {
	private int speed = 2;//敌机移动的步数	
	//得分
	public int getScope() {
		return 5;
	}	
	public Airplane(){
		image = ShootGame.airplane;
		width = image.getWidth();
		height = image.getHeight();
		y = -height;
		Random r = new Random();
		x = r.nextInt(ShootGame.WIDTH - width);
	}
	//敌机走步
	public void step() {
		y += speed;
	}
	//重写出界
	public boolean outofBounds() {
		return y>ShootGame.HEIGHT;
	}
 
}

奖励类

package shoot;
 
import java.util.Random;
 
//小心心
public class Bee extends FlyingObject 
     implements Award {
 
	private int xSpeed = 1;//x坐标走步
	private int ySpeed = 2;//y坐标走步
	private int awardType;//奖励类型
	
	//获取奖励
	public int getType() {
		return awardType;
	}
	//初始化实例变量
	public Bee(){
		image = ShootGame.bee;
		width = image.getWidth();//获取当前图片的宽
		height = image.getHeight();//获取当前图片的高
		y = -height;
		//x = (int)(Math.random()*(ShootGame.WIDTH - width));
		Random rand = new Random();
		x = rand.nextInt(ShootGame.WIDTH - width);
		awardType = rand.nextInt(4);//0,1,2随机生成	
	}
	
	//小心心走步
	public void step() {
		x += xSpeed;
		y += ySpeed;
		if(x<0){
			xSpeed = 1;//往右
		}
		if(x>ShootGame.WIDTH - width){
			xSpeed = -1;//往左
		}
	}
	//重写出界
	public boolean outofBounds() {
		return y>ShootGame.HEIGHT;//y大于面板的高
	}
}

英雄机类

package shoot;
 
import java.awt.image.BufferedImage;
 
//英雄机
public class Hero extends FlyingObject{
	private BufferedImage[] images = {};//存放英雄机图片数组
	private int index;//下标	
	private int doubleFire;//双倍火力
	protected int tripleFire;//三倍火力
	public  int life;//命
	
	//初始化实例变量
	public Hero(){
		image = ShootGame.hero0;
		width = image.getWidth();
		height = image.getHeight();
		x = 250;
		y = 700;
	    doubleFire = 0;//单倍火力
	    tripleFire = 0;//单倍火力
	    life = 3;//命3条
	    images = new BufferedImage[]{ShootGame.hero0,ShootGame.hero1};
	}
	//英雄机走步
	public void step() {
		int num = index++/10%images.length;
		image = images[num];
	}
	//发射子弹
	public Bullet[] shoot(){
		int xstep = this.width/4;//4半
		int ystep = 20;
		if(doubleFire<=0&&tripleFire>0){
			tripleFire=0;
			life++;
			Bullet[] bullets = new Bullet[1];
			bullets[0] = new Bullet(this.x+2*xstep,this.y-ystep);
			return bullets;
		}else if(tripleFire>0&&doubleFire>0){
			Bullet[] bullets = new Bullet[3];
			bullets[0] = new Bullet(this.x+1*xstep,this.y-ystep);
			bullets[1] = new Bullet(this.x+3*xstep,this.y-ystep);
			bullets[2] = new Bullet(this.x+2*xstep,this.y-ystep);
			return bullets;
		}else if(doubleFire > 0&&tripleFire<=0){//双倍火力
			Bullet[] bullets = new Bullet[2];
			bullets[0] = new Bullet(this.x+1*xstep,this.y-ystep);
			bullets[1] = new Bullet(this.x+3*xstep,this.y-ystep);
			return bullets;
		}else{//单倍火力
			Bullet[] bullets = new Bullet[1];
			bullets[0] = new Bullet(this.x+2*xstep,this.y-ystep);
			return bullets;
		}
		
	}
	//移动  传入的是鼠标的x和y
	public void moveTo(int x,int y){
		this.x = x-this.width/2;
		this.y = y-this.height/2;
	}	
	//添加三倍火力
	public void addTripleFire(){
		tripleFire+=40;
	}
	//添加双倍火力
	public void addDoubleFire(){
		doubleFire += 40;
	}
	//添加命
	public void addLife(){
		life++;
	}
	//获取命
	public int getLife(){
		return life;
	}
	//重写出界
	public boolean outofBounds() {
		return false;//永不出界
	}
	//判断英雄机与敌人是否发生碰撞
	//other:敌人
	public boolean hit(FlyingObject other){
		int x1 = other.x-this.width/2;
		int x2 = other.x+other.width+this.width/2;
		int y1 = other.y-this.height/2;
		int y2 = other.y+other.height+this.height/2;
		int heroX = this.x+this.width/2;
		int heroY = this.y+this.height/2;
		return heroX>x1 && heroXy1 && heroYX1&&HeroXY1&&HeroYthis.x && xthis.y && y

英雄机子弹类

package shoot;
//子弹
public class Bullet extends FlyingObject {
	private int speed = 5;//移动走步	
	public Bullet(int x,int y){
		image = ShootGame.bullet;
		width = image.getWidth();
		height = image.getHeight();
		this.x = x;//跟随英雄机坐标
		this.y = y;
	}
	//子弹走步
	public void step() {
		y -= speed;
	}
	//重写出界
	public boolean outofBounds() {
		return y<-height;
	}
	
}

boss类

package shoot;
 
import java.awt.image.BufferedImage;
import java.util.Random;
//import java.util.Random;
 
public  class Boss extends FlyingObject{
	protected BufferedImage image=ShootGame.boss;//图片
	protected int Xspeed=2;
	protected int Yspeed=1;
	public int bossLife=1000;
	protected int width=image.getWidth();//宽
	protected int height=image.getHeight();//高
	Random bx=new Random();
	protected int x=bx.nextInt(ShootGame.WIDTH-width);//x坐标
	protected int y=-height;//y坐标
	//private BufferedImage image=ShootGame.boss;//图片
	
//	public Boss(){
//		image=ShootGame.boss;
//		width=image.getWidth();
//		height=image.getHeight();
//		x=100;
//		y=100;
//		bossLife=100;
//	}
	//boss被子弹打
	public boolean bossShootBy(Bullet b){
		int x = b.x;//子弹的x和y
		int y = b.y;
		//子弹x在boss的x和boss的x加宽之间
		//并且
		//子弹y在boss的y和boss的y加高之间
		return x>this.x && xthis.y && y=height){
			Yspeed=-1;
		}
		if(x<=0){
			Xspeed=2;
		}
		if(x>=ShootGame.WIDTH-width){
			Xspeed=-2;
		}
	}
	@Override
	public boolean outofBounds() {//检测出界
		// TODO Auto-generated method stub
		return false;
	}
}

boss子弹类

package shoot;
 
import java.awt.image.BufferedImage;
 
public class BossBullet extends FlyingObject {
	private int B_Bulspeed=2;//设置Boss子弹速度
	public BossBullet(int x,int y){
		image=ShootGame.bossbullet;
		width=image.getWidth();
		height=image.getHeight();
		this.x=x;//跟随boss坐标
		this.y=y;
	}
	@Override
	public void step() {
		// TODO Auto-generated method stub
		y+=B_Bulspeed;
	}
	@Override
	public boolean outofBounds() {
		// TODO Auto-generated method stub
		return y>ShootGame.HEIGHT+height;
	}
}

测试类

package shoot;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.io.IOException;import java.util.Arrays;import java.util.Random;import java.util.Timer;import java.util.TimerTask;import javax.swing.JFrame;import javax.swing.JPanel;import javax.imageio.ImageIO; //游戏主界面,主类public class ShootGame extends JPanel{	public static final int WIDTH = 600;//游戏界面的宽	public static final int HEIGHT = 900;//游戏界面的高	public static BufferedImage background;	public static BufferedImage airplane;	public static BufferedImage bee;	public static BufferedImage bullet;	public static BufferedImage gameover;	public static BufferedImage hero0;	public static BufferedImage hero1;	public static BufferedImage start;	public static BufferedImage pause;		public static BufferedImage boss;	public static BufferedImage bossbullet;	public static BufferedImage win;	public Hero hero = new Hero();//英雄级对象	public Bullet[] bullets = {};//子弹数组	public BossBullet[] Bullets={};//boss子弹数组	public FlyingObject[] flyings = {};//敌人		public Boss bosses=new Boss();//boss	//定时器	private Timer timer;	//时间间隔(毫秒)		private int intervar = 10;	public int score = 0;//纪录分数	private int state;//状态	public static final int START = 0;	public static final int RUNNING = 1;	public static final int PAUSE = 2;	public static final int GAME_OVER = 3;	public static final int WIN=4;	//加载静态资源		static{		try {			background = ImageIO.read(ShootGame.class.getResource("background.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"));			gameover = ImageIO.read(ShootGame.class.getResource("gameover.png"));			hero0 = ImageIO.read(ShootGame.class.getResource("hero0.png"));			hero1 = ImageIO.read(ShootGame.class.getResource("hero1.png"));			start = ImageIO.read(ShootGame.class.getResource("start.png"));			pause = ImageIO.read(ShootGame.class.getResource("pause.png"));			boss=ImageIO.read(ShootGame.class.getResource("boss.png"));			bossbullet=ImageIO.read(ShootGame.class.getResource("bossbullet.png"));			win=ImageIO.read(ShootGame.class.getResource("win.png"));					} catch (IOException e) {			e.printStackTrace();		}	}		//重写绘制方法	//g就是画笔	public void paint(Graphics g){	    g.drawImage(background,0,0,null);	    paintHero(g);//英雄	    paintBullets(g);//子弹	    paintFlyingObjects(g);//敌人	    paintScore(g);//分数	    paintState(g);//状态	    paintBoss(g);//boss	    paintBosslife(g);//boss生命值	    paintB_Bullet(g);//画boss子弹	}		//画游戏状态	public void paintState(Graphics g){		switch(state){		case START://启动图片			g.drawImage(start, 0, 0,null);			break;		case PAUSE://暂停			g.drawImage(pause, 0, 0,null);		    break;		case GAME_OVER:			g.drawImage(gameover, 0, 0,null);			break;		case WIN://胜利			//			g.drawImage(win,0,0,null);					}	}		//画分数	public void paintScore(Graphics g){		int x = 10;		int y = 25;		//设置字体		g.setFont(new Font(Font.SANS_SERIF,Font.BOLD,20));		//设置字体颜色		g.setColor(new Color(0xFF0000));		g.drawString("SCORE:"+score, x, y);//画分数		g.drawString("LIFE:"+hero.getLife(), x, y+20);//画英雄生命值	}		//画boss生命值	public void paintBosslife(Graphics g){		int x=420;		int y=25;		//设置字体		g.setFont(new Font(Font.SANS_SERIF,Font.BOLD,20));		//设置字体颜色		g.setColor(new Color(0xFF00));//画字体颜色		if(bosses.y>=0){		g.drawString("BOSS LIFE:"+bosses.bossLife,x,y);//画boss生命值		}	}		//画boss	public void paintBoss(Graphics g){		g.drawImage(bosses.image, bosses.x,bosses.y, null);	}		//画boss子弹	public void paintB_Bullet(Graphics g){		for(int j=0;j=0){					B_shootAction();//boss子弹入场					}					heroBangAction();//子弹打中英雄机					bangAction();//子弹打敌人					outofBoundsAction();//删除出界的飞行物					checkGameOverAction();//检测游戏是否结束					checkWinAction();//检测游戏是否胜利								}				//重构画板				repaint();			}	    },intervar,intervar);	}		//检测游戏是否结束	public void checkGameOverAction(){		if(isGameOver()){//判断游戏是否结束			state = GAME_OVER;		}	}		//判断是否结束	public boolean isGameOver(){		for(int i=0;i=0){			herobang(a);			}		}	}		//判断boss子弹与英雄机撞击	public void herobang(BossBullet a){		if(hero.heroShootBy(a)){//是否被击中			hero.subLife();//英雄机生命值减一			BossBullet heroone=Bullets[B_flag];//删除击中后的子弹			Bullets[B_flag]=Bullets[Bullets.length-1];			Bullets[Bullets.length-1]=heroone;			Bullets=Arrays.copyOf(Bullets, Bullets.length-1);		}	}		//判断子弹与boss撞击	public void bossbang(Bullet b){		if(bosses.bossLife>0&&score>=50){		if(bosses.bossShootBy(b)){//boss是否被击中			bosses.bossLife-=10;				Bullet bossone=bullets[flag];//删除击中后的子弹			bullets[flag]=bullets[bullets.length-1];			bullets[bullets.length-1]=bossone;			bullets=Arrays.copyOf(bullets, bullets.length-1);		}		}else{			bosses.y=-bosses.height;		}		}		//判断子弹和敌人撞击	public void bang(Bullet b){			int index = -1;		//遍历所有敌人		for(int j=0;j5){			return new Bee();		}else{//其他则生成小飞机			return new Airplane();		}	}		int flyingIndex = 0;//飞行物入场计数	//飞行物入场	public void enterAction(){//每10毫秒调一次		flyingIndex++;//调一次自增1		if(flyingIndex % 80 == 0 ){//走30次,10*30 300毫秒			FlyingObject obj = nextOne();//随机生成的敌人			flyings = Arrays.copyOf(flyings,flyings.length+1);//扩容			flyings[flyings.length-1] = obj;//将生成的敌人放入扩容后的数组最后一位		}	}		//飞行物走步	public void stepAction(){		//敌人(小心心,小飞机)		for(int i=0;i=30){		bosses.step();		}		hero.step();	}		public static void main(String[] args) {		//画框		JFrame frame = new JFrame("FLY shoot");		ShootGame game = new ShootGame();//画板	    frame.add(game); //将画板嵌入画框上		frame.setSize(WIDTH,HEIGHT);//大小		frame.setAlwaysOnTop(true);//总在最上		frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);//默认关闭		frame.setLocationRelativeTo(null);//初始窗体位置		frame.setVisible(true);//显示,尽快调用paint()方法	    game.action();//界面动起来		}}

页面更新:2024-04-22

标签:敌机   心心   游戏   数组   双倍   火力   子弹   得分   分数   敌人   接口   界面   大战   飞机   生命   英雄   图片   科技

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