java飞机大战小游戏(飞机大战编程过程)

一:游戏展示

飞机大战小游戏我们都玩过,通过移动飞机来打敌机,这里给大家展示一下游戏成果:呜呜呜由于gif只能上传5M大小,所以就不能给大家展示操作了,如果大家有兴趣可以自己自己做出来再玩哟。

java飞机大战小游戏(飞机大战编程过程)

这里面所有的飞机、子弹、敌机、爆炸效果都可以随意替换成自己想要的图片。大家可以任意发挥。也可以制作无敌版。

例如我可以把敌机替换成乌龟:

java飞机大战小游戏(飞机大战编程过程)

大家可以随意发挥哦。

二:游戏教程

1.View视图层

项目结构:

java飞机大战小游戏(飞机大战编程过程)

1.1制作游戏面板类

package com.view;

import com.controller.PlaneController;

import com.eneity.EnemyPlane;

import com.eneity.FightPlane;

import com.utils.P;

import javax.swing.*;

/**

* 窗口类

*/

public class FrameWindow {

/**

* 构造方法

*/

public FrameWindow() {

launch();

}

/**

* 创建窗口界面

*/

public void launch() {

FightPlane fightPlane = new FightPlane();

PlaneController controller = new PlaneController(fightPlane);//飞机控制类

GamePanel gamePanel = new GamePanel(fightPlane);

JFrame jFrame = new JFrame();

jFrame.add(gamePanel);

jFrame.setTitle(“飞机大战”);

jFrame.addKeyListener(controller);//给窗口设置监听事件

jFrame.setSize(P.WEIGHT, P.HEIGHT);//设置窗口大小

jFrame.setVisible(true);//显示在窗口

jFrame.setResizable(false);//使窗口大小固定

jFrame.setLocationRelativeTo(null);//初始化的界面显示的位置,null为内容自适应

jFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);//点击关闭之后后台也会关闭

}

}

1.2.制作游戏内容显示类

package com.view;

import com.eneity.CreateEnemy;

import com.eneity.EnemyPlane;

import com.eneity.FightPlane;

import com.utils.P;

import com.utils.PUtils;

import javax.swing.*;

import java.awt.*;

import java.util.LinkedList;

import java.util.List;

import java.util.Random;

/**

* 游戏面板

*/

public class GamePanel extends JPanel {

public static long count = 0;//消灭敌机数量

public static List<EnemyPlane> EnemyPlaneArrayList = new LinkedList<EnemyPlane>();

private FightPlane fightPlane;//战斗机

public ImageIcon bz2 = new

ImageIcon(PUtils.getImage(“images/dd2.png”));

//构造方法,启动这个线程

public GamePanel(FightPlane fightPlane) {

this.fightPlane = fightPlane;

new updateGame().start();//不断重画出画布

new CreateEnemy().start();//画出10架敌机

}

boolean flage = true;

@Override

public void paint(Graphics g) {

g.setColor(Color.BLACK);

g.fillRect(0, 0, P.WEIGHT, P.HEIGHT);

g.setColor(Color.red);

g.drawString(“杀龟数量:” + count, 650, 50);

//画出战斗机

if (fightPlane != null) {

fightPlane.drawMe(g);

}

//画出敌机

for (int i = 0; i < EnemyPlaneArrayList.size(); i++) {

if (EnemyPlaneArrayList.get(i).flat == 1) {

int x = EnemyPlaneArrayList.get(i).x;

int y = EnemyPlaneArrayList.get(i).y;

g.drawImage(bz2.getImage(), x, y, 150, 150, null);

EnemyPlaneArrayList.get(i).flat–;

GamePanel.count++;

System.out.println(count);

if (EnemyPlaneArrayList.get(i).flat == -3) {

int c = new Random().nextInt(650) + 50;

EnemyPlaneArrayList.get(i).x = c;

EnemyPlaneArrayList.get(i).y = -150;

}

} else {

EnemyPlaneArrayList.get(i).drawMe(g);

}

}

}

//内部类,创建一个线程不停的刷新界面

class updateGame extends Thread {

@Override

public void run() {

while (flage) {

repaint();

}

}

}

}

2.enetiy实体层

2.1游戏实体抽象类

package com.eneity;

import java.awt.*;

/**

* 定义游戏中所有对象的父类

*/

public abstract class GameObject {

public int x,y,width,height;//定义飞机的坐标,长,宽

public abstract void drawMe(Graphics g);//飞机画自己的方法

public abstract Rectangle getRect();//得到一个矩形用来检测有没有和飞机相撞

}

2.2战机类

package com.eneity;

import com.utils.P;

import com.utils.PUtils;

import com.view.GamePanel;

import javax.swing.*;

import java.awt.*;

import java.util.LinkedList;

import java.util.List;

/**

* 战斗机

*/

public class FightPlane extends GameObject {

public List<Bullet> arrayList =new LinkedList<Bullet>();

public static Image image =PUtils.getImage(“images/zdj.png”);//飞机图像资源

public static Image zd=PUtils.getImage(“images/zd.png”);//子弹图片资源

public ImageIcon bz2=new

ImageIcon(PUtils.getImage(“images/dd2.png”));

public FightPlane(){

x=300;

y=300;

width=120;

height=120;

new CreateBullet().start();//创建画出子弹的线程

}

@Override

public void drawMe(Graphics g) {

g.drawImage(image,x,y,width,height,null);

//画出子弹;

for(int i=0;i<arrayList.size();i++){

//检测子弹是否与敌机相撞

for(int j=0;j<GamePanel.EnemyPlaneArrayList.size();j++){

if(GamePanel.EnemyPlaneArrayList.get(j).getRect().intersects(arrayList.get(i).getRect())){

/* int x=GamePanel.EnemyPlaneArrayList.get(j).x;

int y=GamePanel.EnemyPlaneArrayList.get(j).y;

GamePanel.EnemyPlaneArrayList.remove(j);

g.drawImage(bz2.getImage(),500,500,150,150,null);*/

GamePanel.EnemyPlaneArrayList.get(j).flat=1;

}

}

if(arrayList.get(i).y<20){

arrayList.remove(i);//优化子弹类,当子弹达到一定位置时让其消失

}

arrayList.get(i).drawMe(g);

}

}

@Override

public Rectangle getRect() {

return new Rectangle(x,y,width,height);

}

//创建子弹内部类

class Bullet extends GameObject{

public Bullet(){

width=60;

height=120;

}

@Override

public void drawMe(Graphics g) {//在面板上画出子弹

g.drawImage(zd,x,y,width,height,null);

y-=3;

}

@Override

public Rectangle getRect() {

return new Rectangle(x,y,width,height);

}

}

/**

* 创建一个不断画出子弹的线程

*/

class CreateBullet extends Thread{

@Override

public void run() {

while(true){

try {

Bullet bullet=new Bullet();

bullet.x=x+32;

bullet.y=y+20;

arrayList.add(bullet);

Thread.sleep(100);

} catch (InterruptedException e) {

e.printStackTrace();

}

}

}

}

}

2.3敌机类

package com.eneity;

import com.utils.P;

import com.utils.PUtils;

import java.awt.*;

import java.util.LinkedList;

import java.util.List;

/**

* 敌机类

*/

public class EnemyPlane extends GameObject {

public int flat=0;//检测子弹是否与敌机相撞

public static Image dj =PUtils.getImage(“images/wugui.png”);//飞机图像资源

/* public static Image zd=PUtils.getImage(“images/zd.png”);//子弹图片资源*/

public EnemyPlane(){

x=300;

y=300;

width=120;

height=120;

// new CreateBullet().start();//创建画出子弹的线程

}

@Override

public void drawMe(Graphics g) {

g.drawImage(dj,x,y,width,height,null);

y+=3;//每次画完更新y坐标

if(y> P.HEIGHT){//节约资源重复利用每架飞机

y=-150;

}

/* //画出子弹

for(int i=0;i<arrayList.size();i++){

arrayList.get(i).drawMe(g);

}*/

}

@Override

public Rectangle getRect() {

return new Rectangle(x,y,width,height);

}

/* //创建子弹内部类

class Bullet extends GameObject{

public Bullet(){

width=60;

height=120;

}

@Override

public void drawMe(Graphics g) {//在面板上画出子弹

g.drawImage(zd,x,y,width,height,null);

y-=3;

}

@Override

public Rectangle getRect() {

return null;

}

}

*//**

* 创建一个不断画出子弹的线程

*//*

class CreateBullet extends Thread{

@Override

public void run() {

while(true){

try {

Bullet bullet=new Bullet();

bullet.x=x+32;

bullet.y=y+20;

arrayList.add(bullet);

Thread.sleep(10);

} catch (InterruptedException e) {

e.printStackTrace();

}

}

}

}*/

}

2.4战机不断出现类

package com.eneity;

import com.view.GamePanel;

import java.util.Random;

/**

* 源源不断的创建敌机

*/

public class CreateEnemy extends Thread{

Random random =new Random();//创建随机数保证每次出现的敌机x坐标随机出现

@Override

public void run() {

while(true){

try {

EnemyPlane e= new EnemyPlane();

e.x=random.nextInt(650)+50;

e.y=-150;

GamePanel.EnemyPlaneArrayList.add(e);

Thread.sleep(300);

} catch (InterruptedException e) {

e.printStackTrace();

}

}

}

}

3.controller控制飞机移动层

3.1PlaneController类

package com.controller;

import com.eneity.FightPlane;

import java.awt.*;

import java.awt.event.KeyAdapter;

import java.awt.event.KeyEvent;

/**

* 控制飞机运动

*/

public class PlaneController extends KeyAdapter {

FightPlane fightPlane;

public PlaneController(FightPlane fightPlane){

this.fightPlane=fightPlane;

}

@Override

public void keyPressed(KeyEvent e) {

diretion(e.getKeyCode());

}

//控制飞机移动

public void diretion(int code){

switch(code){

case 37://对应键盘左键

fightPlane.x-=15;

break;

case 38://对应键盘上键

fightPlane.y-=15;

break;

case 39://对应键盘右键

fightPlane.x+=15;

break;

case 40://对应键盘下键

fightPlane.y+=5;

break;

}

}

}

4.utils工具层

4.1飞机常量类

package com.utils;

/**

* 用来定义使用到的常量类

*/

public class P {

public static int HEIGHT=800,WEIGHT=800;

}

4.2加载图片类

package com.utils;

import javax.swing.*;

import java.awt.*;

import java.util.Objects;

/**

* 加载图片工具类

*/

public class PUtils {

public static Image getImage(String url){

ImageIcon icon=new ImageIcon(PUtils.class.getClassLoader().getResource(url));

return icon.getImage();

}

一:游戏展示

飞机大战小游戏我们都玩过,通过移动飞机来打敌机,这里给大家展示一下游戏成果:呜呜呜由于gif只能上传5M大小,所以就不能给大家展示操作了,如果大家有兴趣可以自己自己做出来再玩哟。

java飞机大战小游戏(飞机大战编程过程)

这里面所有的飞机、子弹、敌机、爆炸效果都可以随意替换成自己想要的图片。大家可以任意发挥。也可以制作无敌版。

例如我可以把敌机替换成乌龟:

java飞机大战小游戏(飞机大战编程过程)

大家可以随意发挥哦。

二:游戏教程

1.View视图层

项目结构:

java飞机大战小游戏(飞机大战编程过程)

1.1制作游戏面板类

package com.view;

import com.controller.PlaneController;

import com.eneity.EnemyPlane;

import com.eneity.FightPlane;

import com.utils.P;

import javax.swing.*;

/**

* 窗口类

*/

public class FrameWindow {

/**

* 构造方法

*/

public FrameWindow() {

launch();

}

/**

* 创建窗口界面

*/

public void launch() {

FightPlane fightPlane = new FightPlane();

PlaneController controller = new PlaneController(fightPlane);//飞机控制类

GamePanel gamePanel = new GamePanel(fightPlane);

JFrame jFrame = new JFrame();

jFrame.add(gamePanel);

jFrame.setTitle(“飞机大战”);

jFrame.addKeyListener(controller);//给窗口设置监听事件

jFrame.setSize(P.WEIGHT, P.HEIGHT);//设置窗口大小

jFrame.setVisible(true);//显示在窗口

jFrame.setResizable(false);//使窗口大小固定

jFrame.setLocationRelativeTo(null);//初始化的界面显示的位置,null为内容自适应

jFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);//点击关闭之后后台也会关闭

}

}

1.2.制作游戏内容显示类

package com.view;

import com.eneity.CreateEnemy;

import com.eneity.EnemyPlane;

import com.eneity.FightPlane;

import com.utils.P;

import com.utils.PUtils;

import javax.swing.*;

import java.awt.*;

import java.util.LinkedList;

import java.util.List;

import java.util.Random;

/**

* 游戏面板

*/

public class GamePanel extends JPanel {

public static long count = 0;//消灭敌机数量

public static List<EnemyPlane> EnemyPlaneArrayList = new LinkedList<EnemyPlane>();

private FightPlane fightPlane;//战斗机

public ImageIcon bz2 = new

ImageIcon(PUtils.getImage(“images/dd2.png”));

//构造方法,启动这个线程

public GamePanel(FightPlane fightPlane) {

this.fightPlane = fightPlane;

new updateGame().start();//不断重画出画布

new CreateEnemy().start();//画出10架敌机

}

boolean flage = true;

@Override

public void paint(Graphics g) {

g.setColor(Color.BLACK);

g.fillRect(0, 0, P.WEIGHT, P.HEIGHT);

g.setColor(Color.red);

g.drawString(“杀龟数量:” + count, 650, 50);

//画出战斗机

if (fightPlane != null) {

fightPlane.drawMe(g);

}

//画出敌机

for (int i = 0; i < EnemyPlaneArrayList.size(); i++) {

if (EnemyPlaneArrayList.get(i).flat == 1) {

int x = EnemyPlaneArrayList.get(i).x;

int y = EnemyPlaneArrayList.get(i).y;

g.drawImage(bz2.getImage(), x, y, 150, 150, null);

EnemyPlaneArrayList.get(i).flat–;

GamePanel.count++;

System.out.println(count);

if (EnemyPlaneArrayList.get(i).flat == -3) {

int c = new Random().nextInt(650) + 50;

EnemyPlaneArrayList.get(i).x = c;

EnemyPlaneArrayList.get(i).y = -150;

}

} else {

EnemyPlaneArrayList.get(i).drawMe(g);

}

}

}

//内部类,创建一个线程不停的刷新界面

class updateGame extends Thread {

@Override

public void run() {

while (flage) {

repaint();

}

}

}

}

2.enetiy实体层

2.1游戏实体抽象类

package com.eneity;

import java.awt.*;

/**

* 定义游戏中所有对象的父类

*/

public abstract class GameObject {

public int x,y,width,height;//定义飞机的坐标,长,宽

public abstract void drawMe(Graphics g);//飞机画自己的方法

public abstract Rectangle getRect();//得到一个矩形用来检测有没有和飞机相撞

}

2.2战机类

package com.eneity;

import com.utils.P;

import com.utils.PUtils;

import com.view.GamePanel;

import javax.swing.*;

import java.awt.*;

import java.util.LinkedList;

import java.util.List;

/**

* 战斗机

*/

public class FightPlane extends GameObject {

public List<Bullet> arrayList =new LinkedList<Bullet>();

public static Image image =PUtils.getImage(“images/zdj.png”);//飞机图像资源

public static Image zd=PUtils.getImage(“images/zd.png”);//子弹图片资源

public ImageIcon bz2=new

ImageIcon(PUtils.getImage(“images/dd2.png”));

public FightPlane(){

x=300;

y=300;

width=120;

height=120;

new CreateBullet().start();//创建画出子弹的线程

}

@Override

public void drawMe(Graphics g) {

g.drawImage(image,x,y,width,height,null);

//画出子弹;

for(int i=0;i<arrayList.size();i++){

//检测子弹是否与敌机相撞

for(int j=0;j<GamePanel.EnemyPlaneArrayList.size();j++){

if(GamePanel.EnemyPlaneArrayList.get(j).getRect().intersects(arrayList.get(i).getRect())){

/* int x=GamePanel.EnemyPlaneArrayList.get(j).x;

int y=GamePanel.EnemyPlaneArrayList.get(j).y;

GamePanel.EnemyPlaneArrayList.remove(j);

g.drawImage(bz2.getImage(),500,500,150,150,null);*/

GamePanel.EnemyPlaneArrayList.get(j).flat=1;

}

}

if(arrayList.get(i).y<20){

arrayList.remove(i);//优化子弹类,当子弹达到一定位置时让其消失

}

arrayList.get(i).drawMe(g);

}

}

@Override

public Rectangle getRect() {

return new Rectangle(x,y,width,height);

}

//创建子弹内部类

class Bullet extends GameObject{

public Bullet(){

width=60;

height=120;

}

@Override

public void drawMe(Graphics g) {//在面板上画出子弹

g.drawImage(zd,x,y,width,height,null);

y-=3;

}

@Override

public Rectangle getRect() {

return new Rectangle(x,y,width,height);

}

}

/**

* 创建一个不断画出子弹的线程

*/

class CreateBullet extends Thread{

@Override

public void run() {

while(true){

try {

Bullet bullet=new Bullet();

bullet.x=x+32;

bullet.y=y+20;

arrayList.add(bullet);

Thread.sleep(100);

} catch (InterruptedException e) {

e.printStackTrace();

}

}

}

}

}

2.3敌机类

package com.eneity;

import com.utils.P;

import com.utils.PUtils;

import java.awt.*;

import java.util.LinkedList;

import java.util.List;

/**

* 敌机类

*/

public class EnemyPlane extends GameObject {

public int flat=0;//检测子弹是否与敌机相撞

public static Image dj =PUtils.getImage(“images/wugui.png”);//飞机图像资源

/* public static Image zd=PUtils.getImage(“images/zd.png”);//子弹图片资源*/

public EnemyPlane(){

x=300;

y=300;

width=120;

height=120;

// new CreateBullet().start();//创建画出子弹的线程

}

@Override

public void drawMe(Graphics g) {

g.drawImage(dj,x,y,width,height,null);

y+=3;//每次画完更新y坐标

if(y> P.HEIGHT){//节约资源重复利用每架飞机

y=-150;

}

/* //画出子弹

for(int i=0;i<arrayList.size();i++){

arrayList.get(i).drawMe(g);

}*/

}

@Override

public Rectangle getRect() {

return new Rectangle(x,y,width,height);

}

/* //创建子弹内部类

class Bullet extends GameObject{

public Bullet(){

width=60;

height=120;

}

@Override

public void drawMe(Graphics g) {//在面板上画出子弹

g.drawImage(zd,x,y,width,height,null);

y-=3;

}

@Override

public Rectangle getRect() {

return null;

}

}

*//**

* 创建一个不断画出子弹的线程

*//*

class CreateBullet extends Thread{

@Override

public void run() {

while(true){

try {

Bullet bullet=new Bullet();

bullet.x=x+32;

bullet.y=y+20;

arrayList.add(bullet);

Thread.sleep(10);

} catch (InterruptedException e) {

e.printStackTrace();

}

}

}

}*/

}

2.4战机不断出现类

package com.eneity;

import com.view.GamePanel;

import java.util.Random;

/**

* 源源不断的创建敌机

*/

public class CreateEnemy extends Thread{

Random random =new Random();//创建随机数保证每次出现的敌机x坐标随机出现

@Override

public void run() {

while(true){

try {

EnemyPlane e= new EnemyPlane();

e.x=random.nextInt(650)+50;

e.y=-150;

GamePanel.EnemyPlaneArrayList.add(e);

Thread.sleep(300);

} catch (InterruptedException e) {

e.printStackTrace();

}

}

}

}

3.controller控制飞机移动层

3.1PlaneController类

package com.controller;

import com.eneity.FightPlane;

import java.awt.*;

import java.awt.event.KeyAdapter;

import java.awt.event.KeyEvent;

/**

* 控制飞机运动

*/

public class PlaneController extends KeyAdapter {

FightPlane fightPlane;

public PlaneController(FightPlane fightPlane){

this.fightPlane=fightPlane;

}

@Override

public void keyPressed(KeyEvent e) {

diretion(e.getKeyCode());

}

//控制飞机移动

public void diretion(int code){

switch(code){

case 37://对应键盘左键

fightPlane.x-=15;

break;

case 38://对应键盘上键

fightPlane.y-=15;

break;

case 39://对应键盘右键

fightPlane.x+=15;

break;

case 40://对应键盘下键

fightPlane.y+=5;

break;

}

}

}

4.utils工具层

4.1飞机常量类

package com.utils;

/**

* 用来定义使用到的常量类

*/

public class P {

public static int HEIGHT=800,WEIGHT=800;

}

4.2加载图片类

package com.utils;

import javax.swing.*;

import java.awt.*;

import java.util.Objects;

/**

* 加载图片工具类

*/

public class PUtils {

public static Image getImage(String url){

ImageIcon icon=new ImageIcon(PUtils.class.getClassLoader().getResource(url));

return icon.getImage();

}

}

5.run启动层

5.1游戏启动类

package com.run;

import com.view.FrameWindow;

/**

* 启动类

*/

public class Main {

public static void main(String[] args) {

new FrameWindow();

}

5.run启动层

5.1游戏启动类

package com.run;

import com.view.FrameWindow;

/**

* 启动类

*/

public class Main {

public static void main(String[] args) {

new FrameWindow();

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