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。
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:
大家可以随意发挥哦。
二:游戏教程
1.View视图层
项目结构:
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。
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:
大家可以随意发挥哦。
二:游戏教程
1.View视图层
项目结构:
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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