package cn.sxt.game;
import java.awt.Graphics;
import java.awt.Image;
public class Explode {
double x ,y;
static Image[] imgs=new Image[16];
static {
for(int i=0;i<16;i++) {
imgs[i]=GameUtil.getImage("images/explode/e"+(i+1)+".gif");
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;
}
}
package cn.sxt.game;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.Rectangle;
public class GameObject {
Image img;
double x,y;
int speed;
int width,height;
public void drawMySelf(Graphics g) {
g.drawImage(img, (int)x, (int)y, null);
}
public GameObject(Image img,double x,double y) {
this.img=img;
this.x=x;
this.y=y;
if(img!=null) {
this.width=img.getWidth(null);
this.height=img.getHeight(null);
}
}
public GameObject(Image img,double x,double y,int speed ,int width,int height) {
this.img=img;
this.x=x;
this.y=y;
this.speed=speed;
this.width=width;
this.height=height;
}
public GameObject() {
}
//返回物体对应的矩形区域,便于后续在碰撞检测中使用
public Rectangle getRect() {
return new Rectangle((int)x,(int)y,width,height);
}
}
package cn.sxt.game;
import java.awt.Image;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.net.URL;
import javax.imageio.ImageIO;
public class GameUtil {
//工具类最好将构造器私有化
private GameUtil() {
}
public static Image getImage(String path) {
BufferedImage bi=null;
try {
URL u=GameUtil.class.getClassLoader().getResource(path);
bi=ImageIO.read(u);
}catch(IOException e) {
e.printStackTrace();
}
return bi;
}
}
package cn.sxt.game;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.awt.event.WindowAdapter;
import java.awt.Color;
import java.awt.Font;
import java.awt.Frame;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.event.WindowEvent;
import java.util.ArrayList;
import java.util.Date;
public class MyGameFrame extends Frame {
// 1.0增加计时功能
Date startTime = new Date();
Date endTime;
public void launchFrame() {
// 游戏窗口打印标题
setTitle("GIP作品");
// 设置窗口默认可见
setVisible(true);
// 窗口大小高度500,宽度500
setSize(500, 500);
// 窗口左上角顶点坐标位置
setLocation(300, 300);
// 初始化,生成一堆炮弹
for (int i = 0; i < 50; i++) {
Shell b = new Shell();
shellList.add(b);
}
// 增加关闭窗口监听,这样当用户单击右上角关闭按钮时候,可以关闭游戏程序
addWindowListener(new WindowAdapter() {
public void windowClosing(WindowEvent e) {
System.exit(0);
}
});
new PaintThread().start();
addKeyListener(new KeyMonitor());
}
// 0.2版本paint方法画图形
/*
* public void paint(Graphics g) { //从坐标点(100,50)到(400,400)画出直线 g.drawLine(100,
* 50, 400, 400); //画出矩形 矩形左上角顶点坐标(100,500)宽度300 ,高度300 g.drawRect(100, 50, 300,
* 300); //画出椭圆 ,椭圆外切矩形为左上角顶点坐标(100,50),宽度300,高度300 g.drawOval(100, 50, 300,300
* ); }
*/
// 0.5版本前画画飞机方法
/*
* Image bgImg=GameUtil.getImage("images/bg.jpg"); Image
* planeImg=GameUtil.getImage("images/plane.png");
*
* int planeX=200; int planeY=200; static int count =0;
*
* public void paint(Graphics g) { g.drawImage(bgImg, 0, 0, null);
* System.out.println("调用paint,重画窗口,次数:"+(count++)); g.drawImage(planeImg,
* planeX, planeY, null); planeX+=3;
*
* }
*/
// 飞机类封装后 画飞机方法
Image bgImg = GameUtil.getImage("images/bg.jpg");
Image planeImg = GameUtil.getImage("images/plane.png");
Plane plane = new Plane(planeImg, 300, 300, 5);
ArrayList<Shell> shellList = new ArrayList<Shell>();
// 创建爆炸对象
Explode bao;
public void paint(Graphics g) {
g.drawImage(bgImg, 0, 0, null);
// 画飞机本身
plane.drawMyself(g);
// 画出容器内所有子弹
for (int i = 0; i < shellList.size(); i++) {
Shell b = shellList.get(i);
b.draw(g);
// 0.8版本增加碰撞检测
// 飞机和所有炮弹对象进行矩形检测
boolean peng = b.getRect().intersects(plane.getRect());
if (peng) {
plane.live = false;
endTime = new Date();
if (bao == null) {
bao = new Explode(plane.x, plane.y);
}
bao.draw(g);
}
}
if (!plane.live) {
if (endTime == null) {
endTime = new Date();
}
int period = (int) ((endTime.getTime() -startTime.getTime()) / 1000);
printInfo(g, "时间:" + period + "秒", 50, 120, 260, Color.white);
}
}
public void printInfo(Graphics g, String str, int size, int x, int y, Color color) {
Color c = g.getColor();
g.setColor(color);
Font f = new Font("宋体", Font.BOLD, size);
g.setFont(f);
g.drawString(str, x, y);
g.setColor(c);
}
private Image offScreenImage = null;
public void update(Graphics g) {
if (offScreenImage == null)
offScreenImage = this.createImage(500, 500);// 游戏窗口的宽度和高度
Graphics goff = offScreenImage.getGraphics();
paint(goff);
g.drawImage(offScreenImage, 0, 0, null);
}
// 0.4版本 增加内部类 线程类
class PaintThread extends Thread {
public void run() {
while (true) {
repaint();
try {
Thread.sleep(40);// 1s=1000
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
}
// 增加键盘监听内部类
class KeyMonitor extends KeyAdapter {
public void keyPressed(KeyEvent e) {
plane.addDirection(e);
}
public void keyReleased(KeyEvent e) {
plane.minusDirection(e);
}
}
public static void main(String[] args) {
MyGameFrame f = new MyGameFrame();
f.launchFrame();
}
}
package cn.sxt.game;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.event.KeyEvent;
public class Plane extends GameObject {
boolean left, up, right, down;
boolean live=true;
public void addDirection(KeyEvent e) {
switch (e.getKeyCode()) {
case KeyEvent.VK_LEFT:
left = true;
break;
case KeyEvent.VK_UP:
up = true;
break;
case KeyEvent.VK_RIGHT:
right = true;
break;
case KeyEvent.VK_DOWN:
down = true;
break;
}
}
// 松开上下左右建,则改变方向值
// 例如,松开上建,则e.getKeyCode()的值就是VK_up 那么置up=false
public void minusDirection(KeyEvent e) {
switch (e.getKeyCode()) {
case KeyEvent.VK_LEFT:
left = false;
break;
case KeyEvent.VK_UP:
up = false;
break;
case KeyEvent.VK_RIGHT:
right = false;
break;
case KeyEvent.VK_DOWN:
down = false;
break;
}
}
public void drawMyself(Graphics g) {
if (live) {
super.drawMySelf(g);
if (left) {
x -= speed;
}
if (right) {
x += speed;
}
if (up) {
y -= speed;
}
if (down) {
y += speed;
}
}
}
public Plane(Image img, double x, double y, int speed) {
super(img, x, y);
this.speed = speed;
}
}
package cn.sxt.game;
import java.awt.Color;
import java.awt.Graphics;
public class Shell extends GameObject {
double degree;
public Shell() {
degree=Math.random()*Math.PI*2;
x=200;
y=200;
width=10;
height=10;
speed=3;
}
public void draw(Graphics g) {
//将外部传入对象g的状态保存好
Color c=g.getColor();
g.setColor(Color.red);
g.fillOval((int)x, (int)y, width, height);
//炮弹沿任意角度飞行
x+=speed*Math.cos(degree);
y+=speed*Math.sin(degree);
//如下代码用来实现碰到边界,炮弹反弹回来的效果
if(y>500-height||y<30) {
degree=-degree;
}
if(x<0||x>500-width) {
degree=Math.PI-degree;
}
g.setColor(c);
}
}