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Java大鱼吃小鱼

程序喵正在路上 人气:0

一、项目演示

点击观看项目演示视频

二、项目实现

1.创建游戏窗口

创建一个游戏窗口类 GameWin,创建一个 launch() 启动方法,在其中设置窗口相关属性:

import javax.swing.*;

public class GameWin extends JFrame {
    int width = 1440;
    int height = 900;

    //创建一个启动方法,设置窗口信息
    public void launch() {
        this.setVisible(true);                          //设置窗口可见
        this.setSize(width, height);                    //设置窗口大小
        this.setLocationRelativeTo(null);               //设置窗口居中
        this.setResizable(false);                       //设置窗口大小不可改变
        this.setTitle("大鱼吃小鱼");                     //设置窗口标题
        this.setDefaultCloseOperation(EXIT_ON_CLOSE);   //设置窗口按钮
    }
}

创建一个游戏窗口测试类 GameWinDemo,进行窗口对象的创建和启动方法的调用:

public class GameWinDemo {
    public static void main(String[] args) {
        //创建一个游戏窗口对象
        GameWin gameWin = new GameWin();

        //启动窗口
        gameWin.launch();
    }
}

2.添加背景图片

将下载的背景图片的文件夹复制到项目文件夹中:

创建一个工具类 GameUtils,在其中添加背景图片:

import java.awt.*;

public class GameUtils {
    public static Image bgimg = Toolkit.getDefaultToolkit().createImage("D:\\IDEA\\idea_Demo\\FishGame\\images\\sea.jpg");
}

在 GameWin 类中添加 paint 方法,在其中绘制背景图片:

@Override
public void paint(Graphics g) {
    //用画笔绘制背景图片
    g.drawImage(GameUtils.bgimg, 0, 0, null);
}

如果发现背景图片加载不出来,先检查一下路径有没有写错,相对路径不行的话就试试绝对路径;有时候加载背景图片会较慢,可以试着将运行出来的窗口最小化后再恢复

3.制作封面

定义默认游戏状态,同时在 paint 方法中对游戏状态进行判断进而显示对应的游戏界面:

import javax.swing.*;
import java.awt.*;

public class GameWin extends JFrame {
    int width = 1440;
    int height = 900;

    //定义游戏默认状态
    static int state = 0;

    //创建一个启动方法,设置窗口信息
    public void launch() {
        this.setVisible(true);                          //设置窗口可见
        this.setSize(width, height);                    //设置窗口大小
        this.setLocationRelativeTo(null);               //设置窗口居中
        this.setResizable(false);                       //设置窗口大小不可改变
        this.setTitle("大鱼吃小鱼");                     //设置窗口标题
        this.setDefaultCloseOperation(EXIT_ON_CLOSE);   //设置窗口按钮
    }

    @Override
    public void paint(Graphics g) {
        //用画笔绘制背景图片
        g.drawImage(GameUtils.bgimg, 0, 0, null);

		//游戏状态:0未开始,1游戏中,2游戏失败,3游戏胜利,4游戏暂停,5重新开始
        switch (state) {
            case 0:
                g.drawImage(GameUtils.bgimg, 0, 0, null);
                //为启动页面添加文字
                g.setColor(Color.pink);
                g.setFont(new Font("仿宋", Font.BOLD, 60));
                g.drawString("请点击开始游戏", 600, 500);
                break;
            case 1:
                break;
            case 2:
                break;
            case 3:
                break;
            case 4:
                break;
            default:
                break;
        }
    }
}

4.启动页面的点击事件

在启动方法中添加鼠标监听器,当点击启动页面时游戏开始

//创建一个启动方法,设置窗口信息
public void launch() {
    this.setVisible(true);                          //设置窗口可见
    this.setSize(width, height);                    //设置窗口大小
    this.setLocationRelativeTo(null);               //设置窗口居中
    this.setResizable(false);                       //设置窗口大小不可改变
    this.setTitle("大鱼吃小鱼");                     //设置窗口标题
    this.setDefaultCloseOperation(EXIT_ON_CLOSE);   //设置窗口按钮

    //添加鼠标监听事件
    this.addMouseListener(new MouseAdapter() {
        @Override
        public void mouseClicked(MouseEvent e) {
            if (e.getButton() == 1 && state == 0) {
                state = 1;
                repaint();
            }
        }
    });
}

5.游戏开始时的背景添加

新建一个背景图的实体类 Bg,在 GameWin 类里创建其对象,并在 case 1 中调用绘制背景图的方法

import java.awt.*;

public class Bg {
    void paintSelf(Graphics g) {
        g.drawImage(GameUtils.bgimg, 0, 0, null);
    }
}

由于游戏中需要不断绘制背景图片,所以我们在启动方法中添加一个 while 循环,在其中每隔 40 毫秒重绘背景图

import javax.swing.*;
import java.awt.*;
import java.awt.event.*;

public class GameWin extends JFrame {
    int width = 1440;
    int height = 900;

    //定义游戏默认状态
    static int state = 0;

    //获取背景图类的对象
    Bg bg = new Bg();

    //创建一个启动窗口,设置窗口信息
    public void launch() throws InterruptedException {
        this.setVisible(true);                          //设置窗口可见
        this.setSize(width, height);                    //设置窗口大小
        this.setLocationRelativeTo(null);               //设置窗口居中
        this.setResizable(false);                       //设置窗口大小不可改变
        this.setTitle("大鱼吃小鱼");                     //设置窗口标题
        this.setDefaultCloseOperation(EXIT_ON_CLOSE);   //设置窗口按钮

        //添加鼠标监听事件
        this.addMouseListener(new MouseAdapter() {
            @Override
            public void mouseClicked(MouseEvent e) {
                if (e.getButton() == 1 && state == 0) {
                    state = 1;
                    repaint();
                }
            }
        });

        //背景图片重复使用,需要重复调用repaint方法
        while(true) {
            repaint();
            Thread.sleep(40);
        }
    }

    @Override
    public void paint(Graphics g) {
        //用画笔绘制背景图片
        g.drawImage(GameUtils.bgimg, 0, 0, null);

        switch (state) {
            case 0:
                g.drawImage(GameUtils.bgimg, 0, 0, null);
                //为启动页面添加文字
                g.setColor(Color.pink);
                g.setFont(new Font("仿宋", Font.BOLD, 60));
                g.drawString("请点击开始游戏", 500, 500);
                break;
            case 1:
                bg.paintSelf(g);
                break;
            case 2:
                break;
            case 3:
                break;
            case 4:
                break;
            default:
                break;
        }
    }
}

6.双缓存解决闪屏问题

如果此时你的屏幕出现闪烁的情况,可以用下面的方法解决

整体思路为:

重新创建一个空的图片,将所有的组件先绘制到空的图片上,然后把绘制好的图片一次性地绘制到主窗口上

创建一个空图片对象,在 paint 方法中将所有组件绘制到空图片上,再一次性绘制到主窗口上

public class GameWin extends JFrame {
    int width = 1440;
    int height = 900;

    //定义游戏默认状态
    static int state = 0;

    //获取背景图类的对象
    Bg bg = new Bg();

    //创建一个空图片对象
    Image offScreenImage;

    //创建一个启动窗口,设置窗口信息
    public void launch() throws InterruptedException {
        this.setVisible(true);                          //设置窗口可见
        this.setSize(width, height);                    //设置窗口大小
        this.setLocationRelativeTo(null);               //设置窗口居中
        this.setResizable(false);                       //设置窗口大小不可改变
        this.setTitle("大鱼吃小鱼");                     //设置窗口标题
        this.setDefaultCloseOperation(EXIT_ON_CLOSE);   //设置窗口按钮

        //添加鼠标监听事件
        this.addMouseListener(new MouseAdapter() {
            @Override
            public void mouseClicked(MouseEvent e) {
                if (e.getButton() == 1 && state == 0) {
                    state = 1;
                    repaint();
                }
            }
        });

        //背景图片重复使用,需要重复调用repaint方法
        while (true) {
            repaint();
            Thread.sleep(40);
        }
    }

    @Override
    public void paint(Graphics g) {
        //懒加载模式初始化对象
        offScreenImage = createImage(width, height);
        Graphics gImage = offScreenImage.getGraphics();     //获取图片对应的画笔对象

        switch (state) {
            case 0:
                //把组件重新绘制到主窗口中
                gImage.drawImage(GameUtils.bgimg, 0, 0, null);
                //为启动页面添加文字
                gImage.setColor(Color.pink);
                gImage.setFont(new Font("仿宋", Font.BOLD, 60));
                gImage.drawString("请点击开始游戏", 500, 500);
                break;
            case 1:
                bg.paintSelf(gImage);
                break;
            case 2:
                break;
            case 3:
                break;
            case 4:
                break;
            default:
                break;
        }

        //将绘制好的图片一次性绘制到主窗口中
        g.drawImage(offScreenImage, 0, 0, null);
    }
}

7.敌方第一条小雨的添加

新建敌方鱼的父类 Enamy,编写左敌方鱼类 Enamy_1_L 继承父类

import java.awt.*;

public class Enamy {
    //定义图片
    Image img;

    //定义物体坐标
    int x;
    int y;
    int width;
    int height;

    //移动速度
    int speed;

    //方向
    int dir = 1;

    //敌方鱼的类型、分值
    int type;
    int count;

    //绘制自身方法
    public void paintSelf(Graphics g) {
        g.drawImage(img, x, y, width, height, null);
    }

    //获取自身矩形用于碰撞检测
    public Rectangle getRec() {
        return new Rectangle(x, y, width, height);
    }
}

//左敌方鱼类
class Enamy_1_L extends Enamy {
    Enamy_1_L() {
        this.x = -45;
        this.y = (int) (Math.random() * 700 + 100);
        this.width = 45;
        this.height = 69;
        this.speed = 10;
        this.count = 1;
        this.img = GameUtils.enamy_l_img;
    }
}

在 GameUtils 类中添加左敌方鱼类的图片

public class GameUtils {
    //背景图
    public static Image bgimg = Toolkit.getDefaultToolkit().createImage("D:\\IDEA\\idea_Demo\\FishGame\\images\\sea.jpg");

    //敌方鱼类
    public static Image enamy_l_img = Toolkit.getDefaultToolkit().createImage("D:\\IDEA\\idea_Demo\\FishGame\\images\\enemyFish\\fish1_r.gif");
}

在 GameWin 类中创建左敌方鱼类对象并在 case 1 的情况下绘制左敌方鱼类

public class GameWin extends JFrame {
    //......

    //敌方鱼类
    Enamy enamy = new Enamy_1_L();

    //创建一个启动窗口,设置窗口信息
    public void launch() throws InterruptedException {
        //......
    }

    @Override
    public void paint(Graphics g) {
        //懒加载模式初始化对象
        offScreenImage = createImage(width, height);
        Graphics gImage = offScreenImage.getGraphics();     //获取图片对应的画笔对象

        switch (state) {
            case 0:
                //把组件重新绘制到主窗口中
                gImage.drawImage(GameUtils.bgimg, 0, 0, null);
                //为启动页面添加文字
                gImage.setColor(Color.pink);
                gImage.setFont(new Font("仿宋", Font.BOLD, 60));
                gImage.drawString("请点击开始游戏", 500, 500);
                break;
            case 1:
                bg.paintSelf(gImage);
                enamy.paintSelf(gImage);
                enamy.x += enamy.speed;
                break;
            case 2:
                break;
            case 3:
                break;
            case 4:
                break;
            default:
                break;
        }

        //将绘制好的图片一次性绘制到主窗口中
        g.drawImage(offScreenImage, 0, 0, null);
    }
}

8.敌方左方小鱼的批量添加

在工具类中创建一个所有敌方鱼物体的集合

public class GameUtils {
    //敌方鱼类集合
    public static List<Enamy> EnamyList = new ArrayList<>();
    
    //......
}

在窗口类中添加一个方法,用于批量添加敌方鱼类

public class GameWin extends JFrame {
    //......

    //敌方鱼类
    Enamy enamy;

    //计数器,用来记录游戏的重绘次数,也是鱼生成的数量
    int time = 0;

    //创建一个启动窗口,设置窗口信息
    public void launch() throws InterruptedException {
        //......
        });

        //背景图片重复使用,需要重复调用repaint方法
        while (true) {
            repaint();
            time++;
            Thread.sleep(40);
        }
    }

    @Override
    public void paint(Graphics g) {
        //懒加载模式初始化对象
        offScreenImage = createImage(width, height);
        Graphics gImage = offScreenImage.getGraphics();     //获取图片对应的画笔对象

        switch (state) {
            case 0:
                //......
            case 1:
                bg.paintSelf(gImage);
                logic();        //不断添加敌方鱼类
                //遍历敌方鱼类集合,绘制敌方鱼类
                for (Enamy enamy : GameUtils.EnamyList) {
                    enamy.paintSelf(gImage);
                }
                break;
            case 2:
                break;
            case 3:
                break;
            case 4:
                break;
            default:
                break;
        }

        //将绘制好的图片一次性绘制到主窗口中
        g.drawImage(offScreenImage, 0, 0, null);
    }

    //批量添加鱼类
    void logic() {
        //每重绘10次生成一条敌方鱼类
        if (time % 10 == 0) {
            enamy = new Enamy_1_L();
            GameUtils.EnamyList.add(enamy);
        }

        //移动方向
        for (Enamy enamy : GameUtils.EnamyList) {
            enamy.x = enamy.x + enamy.dir * enamy.speed;
        }
    }
}

9.我方鱼的生成

在工具类中添加我方鱼类的图片

public class GameUtils {
    //......
    
    //我方鱼类
    public static Image myFishImg_L = Toolkit.getDefaultToolkit().createImage("D:\\IDEA\\idea_Demo\\FishGame\\images\\myFish\\myfish_left.gif");
    public static Image myFishImg_R = Toolkit.getDefaultToolkit().createImage("D:\\IDEA\\idea_Demo\\FishGame\\images\\myFish\\myfish_right.gif");
}

创建我方鱼类

import java.awt.*;

public class MyFish {
    //图片
    Image img = GameUtils.myFishImg_L;
    //坐标
    int x = 700;
    int y = 500;
    int width = 50;
    int height = 50;
    //移动速度
    int speed = 20;
    //等级
    int level = 1;

    //绘制自身的方法
    public void paintSelf(Graphics g) {
        g.drawImage(img, x, y, width, height, null);
    }

    //获取自身矩形的方法
    public Rectangle getRec() {
        return new Rectangle(x, y, width, height);
    }
}

在窗口类中获取我方鱼的对象

//我方鱼类
MyFish myFish = new MyFish();

在工具类中添加方向判定,用来控制我方鱼的方向

public class GameUtils {
    //方向
    static boolean UP = false;
    static boolean DOWN = false;
    static boolean LEFT = false;
    static boolean RIGHT = false;

    //......
}

在我方鱼类添加一个方法,实现对键盘的控制

public class MyFish {
    //......

    //绘制自身的方法
    public void paintSelf(Graphics g) {
    	//调用方法
        logic();
        g.drawImage(img, x, y, width, height, null);
    }

    //......

    void logic() {
        if (GameUtils.UP) {
            y = y - speed;
        }
        if (GameUtils.DOWN) {
            y = y + speed;
        }

        if (GameUtils.LEFT) {
            x = x - speed;
            img = GameUtils.myFishImg_L;
        }
        if (GameUtils.RIGHT) {
            x = x + speed;
            img = GameUtils.myFishImg_R;
        }
    }
}

在窗口类的 paint 方法的 case 1 中,添加我方鱼类所创造的方法

import javax.swing.*;
import java.awt.*;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;

public class GameWin extends JFrame {
    //......

    //我方鱼类
    MyFish myFish = new MyFish();

    //创建一个启动窗口,设置窗口信息
    public void launch() throws InterruptedException {
        //......
        });

        //键盘移动
        this.addKeyListener(new KeyAdapter() {
            @Override//按压
            public void keyPressed(KeyEvent e) {
                //上下左右四个键的ASCII值为 上 ↑:38下 ↓: 40左 ←: 37右 →: 39
                if (e.getKeyCode() == 38) {
                    GameUtils.UP = true;
                }
                if (e.getKeyCode() == 40) {
                    GameUtils.DOWN = true;
                }
                if (e.getKeyCode() == 37) {
                    GameUtils.LEFT = true;
                }
                if (e.getKeyCode() == 39) {
                    GameUtils.RIGHT = true;
                }
            }

            @Override//抬起
            public void keyReleased(KeyEvent e) {
                if (e.getKeyCode() == 38) {
                    GameUtils.UP = false;
                }
                if (e.getKeyCode() == 40) {
                    GameUtils.DOWN = false;
                }
                if (e.getKeyCode() == 37) {
                    GameUtils.LEFT = false;
                }
                if (e.getKeyCode() == 39) {
                    GameUtils.RIGHT = false;
                }
            }
        });

        //......
    }

    @Override
    public void paint(Graphics g) {
        //懒加载模式初始化对象
        offScreenImage = createImage(width, height);
        Graphics gImage = offScreenImage.getGraphics();     //获取图片对应的画笔对象

        switch (state) {
            case 0:
                //......
                break;
            case 1:
                bg.paintSelf(gImage);
                myFish.paintSelf(gImage);
                logic();        //不断添加敌方鱼类
                for (Enamy enamy : GameUtils.EnamyList) {
                    enamy.paintSelf(gImage);
                }
                break;
            case 2:
                break;
            case 3:
                break;
            case 4:
                break;
            default:
                break;
        }

        //将绘制好的图片一次性绘制到主窗口中
        g.drawImage(offScreenImage, 0, 0, null);
    }

    //批量添加鱼类
    void logic() {
        //......
    }
}

10.我方鱼与敌方小鱼的碰撞测试

在游戏中所有物体被视为矩形,两个物体是否碰撞,即检测两个物体的所在矩形是否有重叠部分

具体检测,就是让我方鱼与敌方鱼的矩形进行一一检测,在窗口类的 logic() 方法中实现

//批量添加鱼类
void logic() {
    //每重绘10次生成一条敌方鱼类
    if (time % 10 == 0) {
        enamy = new Enamy_1_L();
        GameUtils.EnamyList.add(enamy);
    }

    //移动方向
    for (Enamy enamy : GameUtils.EnamyList) {
        enamy.x = enamy.x + enamy.dir * enamy.speed;

        //我方鱼与敌方鱼的碰撞检测
        if (myFish.getRec().intersects(enamy.getRec())) {
            enamy.x = -200;
            enamy.y = -200;
        }
    }
}

11.游戏积分的实现

在工具类中定义分数

//分数
static int count = 0;

在窗口类中实现我方鱼吃掉敌方鱼增加分数,同时在页面上打印分数

public class GameWin extends JFrame {
    //......

    @Override
    public void paint(Graphics g) {
        //懒加载模式初始化对象
        offScreenImage = createImage(width, height);
        Graphics gImage = offScreenImage.getGraphics();     //获取图片对应的画笔对象

        switch (state) {
            case 0:
                //......
            case 1:
                bg.paintSelf(gImage);
                //*******打印所得积分********
                gImage.setColor(Color.ORANGE);
                gImage.setFont(new Font("仿宋", Font.BOLD, 50));
                gImage.drawString("积分:" + GameUtils.count, 200, 120);
                myFish.paintSelf(gImage);
                logic();        //不断添加敌方鱼类
                for (Enamy enamy : GameUtils.EnamyList) {
                    enamy.paintSelf(gImage);
                }
                break;
            case 2:
                break;
            case 3:
                break;
            case 4:
                break;
            default:
                break;
        }

        //......

    //批量添加鱼类
    void logic() {
        //......

        //移动方向
        for (Enamy enamy : GameUtils.EnamyList) {
            enamy.x = enamy.x + enamy.dir * enamy.speed;

            //我方鱼与敌方鱼的碰撞检测
            if (myFish.getRec().intersects(enamy.getRec())) {
                enamy.x = -200;
                enamy.y = -200;
                //********得分********
                GameUtils.count += enamy.count;
            }
        }
    }
}

在我方鱼类中实现吃掉敌方鱼后,我方鱼体积增加

public class MyFish {
    //......

    //绘制自身的方法
    public void paintSelf(Graphics g) {
        logic();
        g.drawImage(img, x, y, width + GameUtils.count, height + GameUtils.count, null);
    }

    //获取自身矩形的方法
    public Rectangle getRec() {
        return new Rectangle(x, y, width + GameUtils.count, height + GameUtils.count);
    }

   //......
}

12.关卡的设置

根据积分来实现关卡的设置,如果达到目标积分则过关,并增加我方鱼的等级

在工具类中定义关卡等级

//关卡等级
static int level = 0;

在窗口类的 logic() 方法中设置关卡

public class GameWin extends JFrame {
    //......

    @Override
    public void paint(Graphics g) {
        //懒加载模式初始化对象
        offScreenImage = createImage(width, height);
        Graphics gImage = offScreenImage.getGraphics();     //获取图片对应的画笔对象

        switch (state) {
            case 0:
                //......
                break;
            case 1:
                //......
                break;
            case 2:
                break;
            case 3: //玩家胜利
            	bg.paintSelf(gImage);
                myFish.paintSelf(gImage);
                gImage.setColor(Color.ORANGE);
                gImage.setFont(new Font("仿宋", Font.BOLD, 80));
                gImage.drawString("积分: " + GameUtils.count, 200, 120);
                gImage.drawString("胜利", 400, 500);
                break;
            case 4:
                break;
            default:
                break;
        }

        //将绘制好的图片一次性绘制到主窗口中
        g.drawImage(offScreenImage, 0, 0, null);
    }

    //批量添加鱼类
    void logic() {
        //关卡难度
        if (GameUtils.count < 5) {
            GameUtils.level = 0;
            myFish.level = 1;
        } else if (GameUtils.count <= 15) {
            GameUtils.level = 1;
        } else if (GameUtils.count <= 50) {
            GameUtils.level = 2;
            myFish.level = 2;
        } else if (GameUtils.count <= 150) {
            GameUtils.level = 3;
            myFish.level = 3;
        } else if (GameUtils.count <= 300) {
            GameUtils.level = 4;
            myFish.level = 3;
        } else { //分数大于300,玩家胜利
            state = 3;
        }

        //......
    }
}

13.界面优化

实现游戏界面积分、难度、关卡的可视化编写

在工具类中定义绘制文字的方法

//绘制文字的方法
public static void drawWord(Graphics g, String str, Color color, int size, int x, int y) {
    g.setColor(color);
    g.setFont(new Font("仿宋", Font.BOLD, size));
    g.drawString(str, x, y);
}

在背景类中让积分、难度、我方鱼等级可视化

public class Bg {
    void paintSelf(Graphics g, int fishLevel) {
        g.drawImage(GameUtils.bgimg, 0, 0, null);
        switch (GameWin.state) {
            case 0:
                GameUtils.drawWord(g, "请点击开始游戏", Color.RED, 80, 500, 500);
                break;
            case 1:
                GameUtils.drawWord(g, "积分:" + GameUtils.count, Color.ORANGE, 50, 200, 120);
                GameUtils.drawWord(g, "难度:" + GameUtils.level, Color.ORANGE, 50, 600, 120);
                GameUtils.drawWord(g, "等级:" + fishLevel, Color.ORANGE, 50, 1000, 120);
                break;
            case 2:
                break;
            case 3:
                GameUtils.drawWord(g, "积分:" + GameUtils.count, Color.ORANGE, 50, 200, 120);
                GameUtils.drawWord(g, "难度:" + GameUtils.level, Color.ORANGE, 50, 600, 120);
                GameUtils.drawWord(g, "等级:" + fishLevel, Color.ORANGE, 50, 1000, 120);
                GameUtils.drawWord(g, "胜利", Color.RED, 80, 700, 500);
                break;
            default:
                break;
        }
    }
}

对窗口类的 paint 方法进行优化

@Override
public void paint(Graphics g) {
    //懒加载模式初始化对象
    offScreenImage = createImage(width, height);
    Graphics gImage = offScreenImage.getGraphics();     //获取图片对应的画笔对象
    bg.paintSelf(gImage, myFish.level);  //***********************

    //游戏状态:0未开始,1游戏中,2游戏失败,3游戏胜利,4游戏暂停,5重新开始
    switch (state) {
        case 0:
            break;
        case 1:
            myFish.paintSelf(gImage);
            logic();        //不断添加敌方鱼类
            for (Enamy enamy : GameUtils.EnamyList) {
                enamy.paintSelf(gImage);
            }
            break;
        case 2:
            break;
        case 3: //玩家胜利
            myFish.paintSelf(gImage);
            break;
        case 4:
            break;
        default:
            break;
    }

    //将绘制好的图片一次性绘制到主窗口中
    g.drawImage(offScreenImage, 0, 0, null);
}

14.右侧敌方鱼和多种敌方鱼的生成

首先实现右侧敌方小鱼的生成,在工具类中添加右侧敌方小鱼的图

//敌方鱼类
public static Image enamy_l_img = Toolkit.getDefaultToolkit().createImage("D:\\IDEA\\idea_Demo\\FishGame\\images\\enemyFish\\fish1_r.gif");
public static Image enamy_r_img = Toolkit.getDefaultToolkit().createImage("D:\\IDEA\\idea_Demo\\FishGame\\images\\enemyFish\\fish1_l.gif");

在敌方鱼类中创建敌方小鱼右类继承敌方小鱼左类

//右敌方鱼类
class Enamy_1_R extends Enamy_1_L {
    Enamy_1_R() {
        this.x = 1400;
        dir = -1;
        this.img = GameUtils.enamy_r_img;
    }
}

在窗口类中定义随机数,使左右敌方小鱼随机出现

public class GameWin extends JFrame {
    //......

    //定义一个随机数,以此让左右鱼的数量随机
    double random;

    //......

        random = Math.random();

        //每重绘10次生成一条敌方鱼类
        if (time % 10 == 0) {
            if (random > 0.5) {
                enamy = new Enamy_1_L();
            } else {
                enamy = new Enamy_1_R();
            }
            GameUtils.EnamyList.add(enamy);
        }

        //......
}

接下来是其他敌方鱼类的生成,其原理与敌方小鱼的生成原理一致

在窗口类添加敌方鱼图

//敌方鱼类
public static Image enamy_l_img = Toolkit.getDefaultToolkit().createImage("D:\\IDEA\\idea_Demo\\FishGame\\images\\enemyFish\\fish1_r.gif");
public static Image enamy_r_img = Toolkit.getDefaultToolkit().createImage("D:\\IDEA\\idea_Demo\\FishGame\\images\\enemyFish\\fish1_l.gif");
public static Image enamy_l_2img = Toolkit.getDefaultToolkit().createImage("D:\\IDEA\\idea_Demo\\FishGame\\images\\enemyFish\\fish2_r.png");
public static Image enamy_r_2img = Toolkit.getDefaultToolkit().createImage("D:\\IDEA\\idea_Demo\\FishGame\\images\\enemyFish\\fish2_l.png");
public static Image enamy_l_3img = Toolkit.getDefaultToolkit().createImage("D:\\IDEA\\idea_Demo\\FishGame\\images\\enemyFish\\fish3_r.png");
public static Image enamy_r_3img = Toolkit.getDefaultToolkit().createImage("D:\\IDEA\\idea_Demo\\FishGame\\images\\enemyFish\\fish3_l.png");

创建剩下的敌方鱼类并写入参数

class Enamy_2_L extends Enamy {
    Enamy_2_L() {
        this.x = -100;
        this.y = (int) (Math.random() * 700 + 100);
        this.width = 100;
        this.height = 100;
        this.speed = 5;
        this.count = 2;
        this.type = 2;
        this.img = GameUtils.enamy_l_2img;
    }
}

class Enamy_2_R extends Enamy_2_L {
    Enamy_2_R() {
        this.x = 1400;
        dir = -1;
        this.img = GameUtils.enamy_r_2img;
    }
}

class Enamy_3_L extends Enamy {
    Enamy_3_L() {
        this.x = -300;
        this.y = (int) (Math.random() * 700 + 100);
        this.width = 300;
        this.height = 150;
        this.speed = 15;
        this.count = 5;
        this.type = 3;
        this.img = GameUtils.enamy_l_3img;
    }
	
	//由于第3种鱼的体积过大,我们需要将其修改一下
    public Rectangle getRec() {
        return new Rectangle(x + 40, y + 30, width - 80, height - 60);
    }
}

class Enamy_3_R extends Enamy_3_L {
    Enamy_3_R() {
        this.x = 1400;
        dir = -1;
        this.img = GameUtils.enamy_r_3img;
    }
}

在窗口类种添加敌方鱼的生成,添加我方鱼和敌方鱼的等级比较来判断游戏是否失败,同时游戏失败界面只剩下敌方鱼类

public class GameWin extends JFrame {
    //......

    @Override
    public void paint(Graphics g) {
        //懒加载模式初始化对象
        offScreenImage = createImage(width, height);
        Graphics gImage = offScreenImage.getGraphics();     //获取图片对应的画笔对象
        bg.paintSelf(gImage, myFish.level);

        //游戏状态:0未开始,1游戏中,2游戏失败,3游戏胜利,4游戏暂停,5重新开始
        switch (state) {
            case 0:
                break;
            case 1:
                myFish.paintSelf(gImage);
                logic();        //不断添加敌方鱼类
                for (Enamy enamy : GameUtils.EnamyList) {
                    enamy.paintSelf(gImage);
                }
                break;
            case 2:
            	//*********游戏失败界面*********
                logic();        //不断添加敌方鱼类
                for (Enamy enamy : GameUtils.EnamyList) {
                    enamy.paintSelf(gImage);
                }
                break;
            case 3: //玩家胜利
                myFish.paintSelf(gImage);
                break;
            case 4:
                break;
            default:
                break;
        }

        //将绘制好的图片一次性绘制到主窗口中
        g.drawImage(offScreenImage, 0, 0, null);
    }

    //批量添加鱼类
    void logic() {
        //......

        random = Math.random();

		//********根据游戏等级生成鱼类********
        switch (GameUtils.level) {
            case 4:
            case 3:
            case 2:
                if (time % 30 == 0) {
                    if (random > 0.5) {
                        enamy = new Enamy_3_L();
                    } else {
                        enamy = new Enamy_3_R();
                    }
                    GameUtils.EnamyList.add(enamy);
                }
            case 1:
                if (time % 20 == 0) {
                    if (random > 0.5) {
                        enamy = new Enamy_2_L();
                    } else {
                        enamy = new Enamy_2_R();
                    }
                    GameUtils.EnamyList.add(enamy);
                }
            case 0:
                //每重绘10次生成一条敌方鱼类
                if (time % 10 == 0) {
                    if (random > 0.5) {
                        enamy = new Enamy_1_L();
                    } else {
                        enamy = new Enamy_1_R();
                    }
                    GameUtils.EnamyList.add(enamy);
                }
                break;
            default:
                break;
        }


        //移动方向
        for (Enamy enamy : GameUtils.EnamyList) {
            enamy.x = enamy.x + enamy.dir * enamy.speed;

            //我方鱼与敌方鱼的碰撞检测
            if (myFish.getRec().intersects(enamy.getRec())) {
            	//********如果我方鱼的等级大于等于敌方鱼*******
                if (myFish.level >= enamy.type) { 
                    enamy.x = -200;
                    enamy.y = -200;
                    //得分
                    GameUtils.count += enamy.count;
                } else {
                    state = 2;
                }
            }
        }
    }
}

背景类优化:

public class Bg {
    void paintSelf(Graphics g, int fishLevel) {
        g.drawImage(GameUtils.bgimg, 0, 0, null);
        switch (GameWin.state) {
            case 0 -> GameUtils.drawWord(g, "请点击开始游戏", Color.RED, 80, 500, 500);
            case 1 -> {
                GameUtils.drawWord(g, "积分:" + GameUtils.count, Color.ORANGE, 50, 200, 120);
                GameUtils.drawWord(g, "难度:" + GameUtils.level, Color.ORANGE, 50, 600, 120);
                GameUtils.drawWord(g, "等级:" + fishLevel, Color.ORANGE, 50, 1000, 120);
            }
            case 2 -> {
                GameUtils.drawWord(g, "积分:" + GameUtils.count, Color.ORANGE, 50, 200, 120);
                GameUtils.drawWord(g, "难度:" + GameUtils.level, Color.ORANGE, 50, 600, 120);
                GameUtils.drawWord(g, "等级:" + fishLevel, Color.ORANGE, 50, 1000, 120);
                GameUtils.drawWord(g, "失败", Color.RED, 80, 600, 500);
            }
            case 3 -> {
                GameUtils.drawWord(g, "积分:" + GameUtils.count, Color.ORANGE, 50, 200, 120);
                GameUtils.drawWord(g, "难度:" + GameUtils.level, Color.ORANGE, 50, 600, 120);
                GameUtils.drawWord(g, "等级:" + fishLevel, Color.ORANGE, 50, 1000, 120);
                GameUtils.drawWord(g, "胜利", Color.RED, 80, 700, 500);
            }
            default -> {
            }
        }
    }
}

15.boss鱼的添加

在工具类中添加敌方 boss 鱼

public static Image boss_img = Toolkit.getDefaultToolkit().createImage("D:\\IDEA\\idea_Demo\\FishGame\\images\\enemyFish\\boss.gif");

创建敌方 boss 鱼类继承父类

class Enamy_Boss extends Enamy {
    Enamy_Boss() {
        this.x = -1000;
        this.y = (int) (Math.random()*700 + 100);
        this.width = 340;
        this.height = 340;
        this.speed = 100;
        this.count = 0;
        this.type = 10;
        this.img = GameUtils.boss_img;
    }
}

在窗口类中获取敌方 boss 鱼类,在游戏等级为 4 的代码块中,添加 boss 生成的条件,同时对 boss 和我方鱼类及其他鱼类碰撞的情况做出处理

public class GameWin extends JFrame {
    //......

    //敌方boss类
    Enamy boss;
    //是否生成boss
    boolean isboss = false;

    //创建一个启动窗口,设置窗口信息
    public void launch() throws InterruptedException {
        //......
    }

    @Override
    public void paint(Graphics g) {
        //懒加载模式初始化对象
        offScreenImage = createImage(width, height);
        Graphics gImage = offScreenImage.getGraphics();     //获取图片对应的画笔对象
        bg.paintSelf(gImage, myFish.level);

        //游戏状态:0未开始,1游戏中,2游戏失败,3游戏胜利,4游戏暂停,5重新开始
        switch (state) {
            case 0:
                break;
            case 1:
                myFish.paintSelf(gImage);
                logic();        //不断添加敌方鱼类
                for (Enamy enamy : GameUtils.EnamyList) {
                    enamy.paintSelf(gImage);
                }
                //********boss鱼的生成********
                if (isboss) {
                    boss.x += boss.dir * boss.speed;
                    boss.paintSelf(gImage);
                    if (boss.x < 0) {
                        gImage.setColor(Color.RED);
                        gImage.fillRect(boss.x, boss.y, 2400, boss.height / 30);
                    }
                }
                break;
            case 2:
                logic();        //不断添加敌方鱼类
                for (Enamy enamy : GameUtils.EnamyList) {
                    enamy.paintSelf(gImage);
                }
                //********添加敌方boss********
                if (isboss) {
                    boss.paintSelf(gImage);
                }
                break;
            case 3: //玩家胜利
                myFish.paintSelf(gImage);
                break;
            case 4:
                break;
            default:
                break;
        }

        //将绘制好的图片一次性绘制到主窗口中
        g.drawImage(offScreenImage, 0, 0, null);
    }

    //批量添加鱼类
    void logic() {
        //关卡难度
        if (GameUtils.count < 5) {
            GameUtils.level = 0;
            myFish.level = 1;
        } else if (GameUtils.count <= 15) {
            GameUtils.level = 1;
        } else if (GameUtils.count <= 50) {
            GameUtils.level = 2;
            myFish.level = 2;
        } else if (GameUtils.count <= 150) {
            GameUtils.level = 3;
            myFish.level = 3;
        } else if (GameUtils.count <= 300) {
            GameUtils.level = 4;
            myFish.level = 3;
        } else { //分数大于300,玩家胜利
            state = 3;
        }

        random = Math.random();

        switch (GameUtils.level) {
            case 4:
            	//********判断是否生成boss********
                if (time % 60 == 0) {
                    if (random > 0) {
                        boss = new Enamy_Boss();
                        isboss = true;
                    }
                }
            case 3:
            case 2:
                //......
            case 1:
               //......
            case 0:
                //......
            default:
                break;
        }


        //移动方向
        for (Enamy enamy : GameUtils.EnamyList) {
            enamy.x = enamy.x + enamy.dir * enamy.speed;

            //********boss鱼的碰撞处理********
            if (isboss) {
                if (boss.getRec().intersects(enamy.getRec())) {
                    enamy.x = -200;
                    enamy.y = -200;
                }
                if (boss.getRec().intersects(myFish.getRec())) {
                    state = 2;
                }
            }

            //......
        }
    }
}

16.游戏暂停功能和重新开始功能的实现

首先实现暂停功能,如果游戏状态为 4,则游戏暂停,我们使用空格键来实现游戏暂停功能

在 launch 方法中添加键盘的监听事件

public class GameWin extends JFrame {
    //......

    //创建一个启动窗口,设置窗口信息
    public void launch() throws InterruptedException {
        //......

        //键盘移动
        this.addKeyListener(new KeyAdapter() {
            @Override//按压
            public void keyPressed(KeyEvent e) {
                //上下左右四个键的ASCII值为 上 ↑:38下 ↓: 40左 ←: 37右 →: 39
                if (e.getKeyCode() == 38) {
                    GameUtils.UP = true;
                }
                if (e.getKeyCode() == 40) {
                    GameUtils.DOWN = true;
                }
                if (e.getKeyCode() == 37) {
                    GameUtils.LEFT = true;
                }
                if (e.getKeyCode() == 39) {
                    GameUtils.RIGHT = true;
                }
                //********空格键********
                if (e.getKeyCode() == 32) {
                    //如果游戏状态为运行中,则暂停,反之
                    switch (state) {
                        case 1:
                            state = 4;
                            GameUtils.drawWord(getGraphics(), "游戏暂停!!!", Color.RED, 50, 600, 400);
                            break;
                        case 4:
                            state = 1;
                            break;
                    }
                }
            }

            @Override//抬起
            public void keyReleased(KeyEvent e) {
                if (e.getKeyCode() == 38) {
                    GameUtils.UP = false;
                }
                if (e.getKeyCode() == 40) {
                    GameUtils.DOWN = false;
                }
                if (e.getKeyCode() == 37) {
                    GameUtils.LEFT = false;
                }
                if (e.getKeyCode() == 39) {
                    GameUtils.RIGHT = false;
                }
            }
        });

        //背景图片重复使用,需要重复调用repaint方法
        while (true) {
            repaint();
            time++;
            Thread.sleep(40);
        }
    }

    @Override
    public void paint(Graphics g) {
        //......
            case 4:
            	//********
                return;
            default:
                break;
        }

        //将绘制好的图片一次性绘制到主窗口中
        g.drawImage(offScreenImage, 0, 0, null);
    }

    //批量添加鱼类
    ......
}

接下来是重新开始功能,在窗口类中创建一个新的方法,将游戏状态恢复到初始,然后定义在游戏状态为结束或胜利的情况下,点击鼠标左键进入重新开始界面

//重新开始
void reGame() {
    GameUtils.EnamyList.clear();
    time =0;
    myFish.level = 0;
    GameUtils.count = 0;
    myFish.x = 700;
    myFish.y = 500;
    myFish.width = 50;
    myFish.height = 50;
    boss = null;
    isboss = false;
}
//创建一个启动窗口,设置窗口信息
public void launch() throws InterruptedException {
    //......

    //添加鼠标监听事件
    this.addMouseListener(new MouseAdapter() {
        @Override
        public void mouseClicked(MouseEvent e) {
            if (e.getButton() == 1 && state == 0) {
                state = 1;
                repaint();
            }
            //重新开始
            if (e.getButton() == 1 && (state == 2 || state == 3)) {
                reGame();
                state = 1;
            }
        }
    });

    //键盘移动
    //......
}

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