import java.awt.Font;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.util.Arrays;
import java.util.Random;
import java.util.Timer;
import java.util.TimerTask;
import java.awt.image.BufferedImage;
import javax.imageio.ImageIO;
import javax.swing.ImageIcon;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class ShootGame extends JPanel {
public static final int WIDTH = 400 ; // 面板宽
public static final int HEIGHT = 654 ; // 面板高
/** 游戏的当前状态: START RUNNING PAUSE GAME_OVER */
private int state;
private static final int START = 0 ;
private static final int RUNNING = 1 ;
private static final int PAUSE = 2 ;
private static final int GAME_OVER = 3 ;
private int score = 0 ; // 得分
private Timer timer; // 定时器
private int intervel = 1000 / 100 ; // 时间间隔(毫秒)
public static BufferedImage background;
public static BufferedImage start;
public static BufferedImage airplane;
public static BufferedImage bee;
public static BufferedImage bullet;
public static BufferedImage hero0;
public static BufferedImage hero1;
public static BufferedImage pause;
public static BufferedImage gameover;
private FlyingObject[] flyings = {}; // 敌机数组
private Bullet[] bullets = {}; // 子弹数组
private Hero hero = new Hero(); // 英雄机
static { // 静态代码块,初始化图片资源
try {
background = ImageIO.read(ShootGame. class
.getResource( "background.png" ));
start = ImageIO.read(ShootGame. class .getResource( "start.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" ));
pause = ImageIO.read(ShootGame. class .getResource( "pause.png" ));
gameover = ImageIO
.read(ShootGame. class .getResource( "gameover.png" ));
} catch (Exception e) {
e.printStackTrace();
}
}
/** 画 */
@Override
public void paint(Graphics g) {
g.drawImage(background, 0 , 0 , null ); // 画背景图
paintHero(g); // 画英雄机
paintBullets(g); // 画子弹
paintFlyingObjects(g); // 画飞行物
paintScore(g); // 画分数
paintState(g); // 画游戏状态
}
/** 画英雄机 */
public void paintHero(Graphics g) {
g.drawImage(hero.getImage(), hero.getX(), hero.getY(), null );
}
/** 画子弹 */
public void paintBullets(Graphics g) {
for ( int i = 0 ; i < bullets.length; i++) {
Bullet b = bullets[i];
g.drawImage(b.getImage(), b.getX() - b.getWidth() / 2 , b.getY(),
null );
}
}
/** 画飞行物 */
public void paintFlyingObjects(Graphics g) {
for ( int i = 0 ; i < flyings.length; i++) {
FlyingObject f = flyings[i];
g.drawImage(f.getImage(), f.getX(), f.getY(), null );
}
}
/** 画分数 */
public void paintScore(Graphics g) {
int x = 10 ; // x坐标
int y = 25 ; // y坐标
Font font = new Font(Font.SANS_SERIF, Font.BOLD, 22 ); // 字体
g.setColor( new Color( 0xFF0000 ));
g.setFont(font); // 设置字体
g.drawString( "SCORE:" + score, x, y); // 画分数
y=y+ 20 ; // y坐标增20
g.drawString( "LIFE:" + hero.getLife(), x, y); // 画命
}
/** 画游戏状态 */
public void paintState(Graphics g) {
switch (state) {
case START: // 启动状态
g.drawImage(start, 0 , 0 , null );
break ;
case PAUSE: // 暂停状态
g.drawImage(pause, 0 , 0 , null );
break ;
case GAME_OVER: // 游戏终止状态
g.drawImage(gameover, 0 , 0 , null );
break ;
}
}
public static void main(String[] args) {
JFrame frame = new JFrame( "Fly" );
ShootGame game = new ShootGame(); // 面板对象
frame.add(game); // 将面板添加到JFrame中
frame.setSize(WIDTH, HEIGHT); // 设置大小
frame.setAlwaysOnTop( true ); // 设置其总在最上
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); // 默认关闭操作
frame.setIconImage( new ImageIcon( "images/icon.jpg" ).getImage()); // 设置窗体的图标
frame.setLocationRelativeTo( null ); // 设置窗体初始位置
frame.setVisible( true ); // 尽快调用paint
game.action(); // 启动执行
}
/** 启动执行代码 */
public void action() {
// 鼠标监听事件
MouseAdapter l = new MouseAdapter() {
@Override
public void mouseMoved(MouseEvent e) { // 鼠标移动
if (state == RUNNING) { // 运行状态下移动英雄机--随鼠标位置
int x = e.getX();
int y = e.getY();
hero.moveTo(x, y);
}
}
@Override
public void mouseEntered(MouseEvent e) { // 鼠标进入
if (state == PAUSE) { // 暂停状态下运行
state = RUNNING;
}
}
@Override
public void mouseExited(MouseEvent e) { // 鼠标退出
if (state == RUNNING) { // 游戏未结束,则设置其为暂停
state = PAUSE;
}
}
@Override
public void mouseClicked(MouseEvent e) { // 鼠标点击
switch (state) {
case START:
state = RUNNING; // 启动状态下运行
break ;
case GAME_OVER: // 游戏结束,清理现场
flyings = new FlyingObject[ 0 ]; // 清空飞行物
bullets = new Bullet[ 0 ]; // 清空子弹
hero = new Hero(); // 重新创建英雄机
score = 0 ; // 清空成绩
state = START; // 状态设置为启动
break ;
}
}
};
this .addMouseListener(l); // 处理鼠标点击操作
this .addMouseMotionListener(l); // 处理鼠标滑动操作
timer = new Timer(); // 主流程控制
timer.schedule( new TimerTask() {
@Override
public void run() {
if (state == RUNNING) { // 运行状态
enterAction(); // 飞行物入场
stepAction(); // 走一步
shootAction(); // 英雄机射击
bangAction(); // 子弹打飞行物
outOfBoundsAction(); // 删除越界飞行物及子弹
checkGameOverAction(); // 检查游戏结束
}
repaint(); // 重绘,调用paint()方法
}
}, intervel, intervel);
}
int flyEnteredIndex = 0 ; // 飞行物入场计数
/** 飞行物入场 */
public void enterAction() {
flyEnteredIndex++;
if (flyEnteredIndex % 40 == 0 ) { // 400毫秒生成一个飞行物--10*40
FlyingObject obj = nextOne(); // 随机生成一个飞行物
flyings = Arrays.copyOf(flyings, flyings.length + 1 );
flyings[flyings.length - 1 ] = obj;
}
}
/** 走一步 */
public void stepAction() {
for ( int i = 0 ; i < flyings.length; i++) { // 飞行物走一步
FlyingObject f = flyings[i];
f.step();
}
for ( int i = 0 ; i < bullets.length; i++) { // 子弹走一步
Bullet b = bullets[i];
b.step();
}
hero.step(); // 英雄机走一步
}
/** 飞行物走一步 */
public void flyingStepAction() {
for ( int i = 0 ; i < flyings.length; i++) {
FlyingObject f = flyings[i];
f.step();
}
}
int shootIndex = 0 ; // 射击计数
/** 射击 */
public void shootAction() {
shootIndex++;
if (shootIndex % 30 == 0 ) { // 300毫秒发一颗
Bullet[] bs = hero.shoot(); // 英雄打出子弹
bullets = Arrays.copyOf(bullets, bullets.length + bs.length); // 扩容
System.arraycopy(bs, 0 , bullets, bullets.length - bs.length,
bs.length); // 追加数组
}
}
/** 子弹与飞行物碰撞检测 */
public void bangAction() {
for ( int i = 0 ; i < bullets.length; i++) { // 遍历所有子弹
Bullet b = bullets[i];
bang(b); // 子弹和飞行物之间的碰撞检查
}
}
/** 删除越界飞行物及子弹 */
public void outOfBoundsAction() {
int index = 0 ; // 索引
FlyingObject[] flyingLives = new FlyingObject[flyings.length]; // 活着的飞行物
for ( int i = 0 ; i < flyings.length; i++) {
FlyingObject f = flyings[i];
if (!f.outOfBounds()) {
flyingLives[index++] = f; // 不越界的留着
}
}
flyings = Arrays.copyOf(flyingLives, index); // 将不越界的飞行物都留着
index = 0 ; // 索引重置为0
Bullet[] bulletLives = new Bullet[bullets.length];
for ( int i = 0 ; i < bullets.length; i++) {
Bullet b = bullets[i];
if (!b.outOfBounds()) {
bulletLives[index++] = b;
}
}
bullets = Arrays.copyOf(bulletLives, index); // 将不越界的子弹留着
}
/** 检查游戏结束 */
public void checkGameOverAction() {
if (isGameOver()== true ) {
state = GAME_OVER; // 改变状态
}
}
/** 检查游戏是否结束 */
public boolean isGameOver() {
for ( int i = 0 ; i < flyings.length; i++) {
int index = - 1 ;
FlyingObject obj = flyings[i];
if (hero.hit(obj)) { // 检查英雄机与飞行物是否碰撞
hero.subtractLife(); // 减命
hero.setDoubleFire( 0 ); // 双倍火力解除
index = i; // 记录碰上的飞行物索引
}
if (index != - 1 ) {
FlyingObject t = flyings[index];
flyings[index] = flyings[flyings.length - 1 ];
flyings[flyings.length - 1 ] = t; // 碰上的与最后一个飞行物交换
flyings = Arrays.copyOf(flyings, flyings.length - 1 ); // 删除碰上的飞行物
}
}
return hero.getLife() <= 0 ;
}
/** 子弹和飞行物之间的碰撞检查 */
public void bang(Bullet bullet) {
int index = - 1 ; // 击中的飞行物索引
for ( int i = 0 ; i < flyings.length; i++) {
FlyingObject obj = flyings[i];
if (obj.shootBy(bullet)) { // 判断是否击中
index = i; // 记录被击中的飞行物的索引
break ;
}
}
if (index != - 1 ) { // 有击中的飞行物
FlyingObject one = flyings[index]; // 记录被击中的飞行物
FlyingObject temp = flyings[index]; // 被击中的飞行物与最后一个飞行物交换
flyings[index] = flyings[flyings.length - 1 ];
flyings[flyings.length - 1 ] = temp;
flyings = Arrays.copyOf(flyings, flyings.length - 1 ); // 删除最后一个飞行物(即被击中的)
// 检查one的类型(敌人加分,奖励获取)
if (one instanceof Enemy) { // 检查类型,是敌人,则加分
Enemy e = (Enemy) one; // 强制类型转换
score += e.getScore(); // 加分
} else { // 若为奖励,设置奖励
Award a = (Award) one;
int type = a.getType(); // 获取奖励类型
switch (type) {
case Award.DOUBLE_FIRE:
hero.addDoubleFire(); // 设置双倍火力
break ;
case Award.LIFE:
hero.addLife(); // 设置加命
break ;
}
}
}
}
/**
* 随机生成飞行物
*
* @return 飞行物对象
*/
public static FlyingObject nextOne() {
Random random = new Random();
int type = random.nextInt( 20 ); // [0,20)
if (type < 4 ) {
return new Bee();
} else {
return new Airplane();
}
}
}
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