Java实现游戏飞机大战-III的示例代码
目录
- 前言
- 主要设计
- 功能截图
- 代码实现
- 游戏面板类
- 商店类
- 总结
前言
《飞机大战-III》是一款融合了街机、竞技等多种元素的经典射击手游。华丽精致的游戏画面,超炫带感的技能特效,超火爆画面让你肾上腺素爆棚,给你带来全方位震撼感受,体验飞行战斗的无限乐趣。
游戏是用java语言实现,采用了swing技术进行了界面化处理,设计思路用了面向对象思想。
主要需求
基于Java Swing,以飞机大战为原形,以抗日电视剧《亮剑》中的“李云龙”为主题,实现菜单、选关、难度、等级、技能等功能。
主要设计
①进入游戏后,请按下shift键(将键盘改为英文模式)
②技能为数字1(攻击)、2(治愈)、3(蓄气)
③数字4、5、6、7、8为创意音效,空格键为暂停
④使用1、2技能会消耗相应的技能蓝条,3技能消耗一定血量恢复一定蓝
⑤触碰游戏中随机出现的降落伞弹药可以回蓝
⑥触碰游戏中随机出现的闪光粒子可以随机更换1技能特效,且血量与蓝加2
⑦由鼠标控制角色位置,角色会自动发射相应等级的子弹
⑧每打败一个boss,角色升一级,子弹同行升级
⑨每过一关,角色血量和蓝自动增大并加满
⑩按下空格暂停游戏
本游戏该版本共三个关卡和三种难度,任君挑选
功能截图
游戏开始
选择战机
开始游戏
代码实现
游戏面板类
把各游戏对象集中绘制到此面板
public class GamePanel extends JFrame { // Keypoint 基本变量定义 Image offScreenImage = null; // 定义双缓存 int width = 1250, height = 725; // 窗口宽高 public static int state = 0; // Keypoint 游戏状态 0未开始 1运行 2暂停 3通关失败 4通关成功 public static int score = 0; // 游戏分数 public static int count = 1; // 游戏绘制次数(计时作用) static int enemyFrequency = 30; // 敌机出现频率(不同关卡速率不同) static int enemyShellFrequency = 40; // 敌机子弹出现频率(不同关卡速率不同) static int planeShellFrequency = 20; // 战机子弹出现频率(不同关卡速率不同) public static int enemyCount = 1; // 记录敌机敌机出现数量 static int bossAppear = 50; // 定义出现多少敌机后boss出现 public static boolean skill_release = false; // 判定技能是否已经释放 static boolean play_BOSS_sound = true; // 调控boss出场音效只播放一次 static boolean play_warn_sound = true; // 调控boss出场预警音效只播放一次 static boolean end = true; // 调控失败或胜利音效只播放一次 static boolean T = false; // 失败或胜利时按T退出游戏 public static boolean R = false; // 返回主界面 static boolean play = true; // 调控按纽二(点击播放,再点击暂停) static boolean prearranged = true; // 动态效果预加载 public static boolean MAAppear = false; // 神兽出现 public static boolean MAExist = false; // 神兽存在否 public static boolean plane_create = false; // 飞机创建 // 难度 static int skillConsume = 2; // 2 5 10 用技能消耗蓝 static int skillRecovery = 100; // 100 150 999 回蓝速度 static int lifeRecovery = 50; // 50 90 500 回血速度 // Keypoint 元素实体定义 // 背景实体类 public GameObject backGroundObj = new BackGround(GameUtils.bgImg, 0, -1900, 2, this); // 战机实体类 public GameObject planeObj = new Plane(GameUtils.planeImg, 600, 550, 70, 100, 0, this); // boss实体类 public GameObject BOSSObj = null; // 神兽实体类 public GameObject mAnimalsObj = null; // Keypoint 按钮声明 JButton button1 = new JButton("开始游戏"); JButton button2 = new JButton("听听歌吧"); JButton button3 = new JButton("退出游戏"); JButton button4 = new JButton("选择难度\\关卡"); JButton button5 = new JButton("游戏说明"); JButton button6 = new JButton("选择战机"); JPanel frame = new JPanel(); // 按钮面板 // Keypoint 音效声明 Sound sound = new Sound(GameUtils.run_no1); // 背景音乐1(亮剑) // Sound sound2 = new Sound(GameUtils.run_no2); // 开始按钮(开炮) Sound sound3 = new Sound(GameUtils.run2_no1); // 第二关背景音乐(无人机群) Sound sound4 = new Sound(GameUtils.basic_no5); // 背景音乐2(枪林弹雨) public GamePanel() { // Keypoint 开始界面按钮 frame.setLayout(null); Sound s = new Sound(GameUtils.basic_no9); // 按纽二切歌 button1.setIcon(new ImageIcon(GameUtils.button_start)); // 开始界面按钮一 button1.setBounds(530, 350, 245, 70); frame.add(button1); button1.addActionListener(e -> { if (!Popup.select) { // 如果返回主界面没有选择关卡,默认初始化第一关 GamePanel.bossAppear = 50; BOSS.number = 0; GamePanel.play_BOSS_sound = true; Plane.lock = false; Plane.plane_level = 1; } state = 1; s.stop(); sound.start(); sound.loop(); new Sound(GameUtils.run_no2).start(); }); button2.setIcon(new ImageIcon(GameUtils.button_selection_plane)); // 开始界面按钮二 button2.setBounds(530, 435, 245, 70); frame.add(button2); button2.addActionListener(e -> new Popup_SelectPlane()); button3.setIcon(new ImageIcon(GameUtils.button_selection)); // 开始界面按钮三 button3.setBounds(530, 520, 245, 70); frame.add(button3); button3.addActionListener(e -> new Popup()); button4.setIcon(new ImageIcon(GameUtils.button_exit)); // 开始界面按钮四 button4.setBounds(530, 605, 245, 70); frame.add(button4); button4.addActionListener(e -> System.exit(0)); button5.setIcon(new ImageIcon(GameUtils.button_explain)); // 开始界面按钮五 button5.setBounds(20, 20, 45, 45); frame.add(button5); button6.setIcon(new ImageIcon(GameUtils.button_select)); // 开始界面按钮二 button6.setBounds(20, 80, 45, 45); frame.add(button6); button6.addActionListener(e -> { if (play) { sound.stop(); s.start(); s.loop(); play = false; } else { s.stop(); sound.start(); play = true; } }); button1.addMouseListener(new MouseAdapter() { @Override public void mouseEntered(MouseEvent e) { new Sound(GameUtils.basic_no10).start(); } }); button2.addMouseListener(new MouseAdapter() { @Override public void mouseEntered(MouseEvent e) { new Sound(GameUtils.basic_no10).start(); } }); button3.addMouseListener(new MouseAdapter() { @Override public void mouseEntered(MouseEvent e) { new Sound(GameUtils.basic_no10).start(); } }); button4.addMouseListener(new MouseAdapter() { @Override public void mouseEntered(MouseEvent e) { new Sound(GameUtils.basic_no10).start(); } }); button5.addMouseListener(new MouseAdapter() { @Override public void mouseEntered(MouseEvent e) { new Sound(GameUtils.basic_no11).start(); JOptionPane.showMessageDialog(null, "亲爱的云龙战士,欢迎来到开炮大陆!!\n" + "-----------------------------------------------------2021-12-01-----------------------------------------------------\n" + "下面是操作说明:\n" + " ①进入游戏后,请按下shift键(将键盘改为英文模式)\n" + " ②技能为数字1(攻击)、2(治愈)、3(蓄气)\n" + " ③数字4、5、6、7、8为创意音效,空格键为暂停\n" + " ④使用1、2技能会消耗相应的技能蓝条,3技能消耗一定血量恢复一定蓝\n" + " ⑤触碰游戏中随机出现的降落伞弹药可以回蓝\n" + " ⑥触碰游戏中随机出现的闪光粒子可以随机更换1技能特效,且血量与蓝加2\n" + " ⑦由鼠标控制角色位置,角色会自动发射相应等级的子弹\n" + " ⑧每打败一个boss,角色升一级,子弹同行升级\n" + " ⑨每过一关,角色血量和蓝自动增大并加满\n" + " ⑩按下空格暂停游戏\n" + "本游戏该版本共三个关卡和三种难度,任君挑选\n" + "-----------------------------------------------------2021-12-07-----------------------------------------------------\n" + "更新:\n" + " ①在暂停、失败、胜利界面可以按'R‘返回主界面,按‘T'退出游戏\n" + " ②新增在暂停界面按‘O'进入商店\n" + " ③w s a d上下左右控制神兽移动\n" + "-----------------------------------------------------2021-12-08-----------------------------------------------------\n" + "更新:\n" + " ①敌机会根据战机的位置进行跟踪移动\n" + " ②修改部分技能效果\n" + "-----------------------------------------------------2021-12-11-----------------------------------------------------\n" + "更新:\n" + " ①新增初始菜单选择战机功能\n" + "-----------------------------------------------------2021-12-13-----------------------------------------------------\n" + " ①修复一些已知问题\n" + "-------------------------------------------------------------------------------------------------------------------------\n" + "\n" + "注意事项:\n" + " 如果在游戏中遇到任何问题,请关闭重启!!!\n" + "\n" + " Developer: 涛\n", "※游戏说明", JOptionPane.PLAIN_MESSAGE); } }); button6.addMouseListener(new MouseAdapter() { @Override public void mouseEntered(MouseEvent e) { new Sound(GameUtils.basic_no10).start(); } }); if (prearranged) { Explode explodeObj = new Explode(1000, -1000); GameUtils.explodeList.add(explodeObj); GameUtils.removeList.add(explodeObj); Explode2 explodeObj2 = new Explode2(1000, -500); GameUtils.explodeList2.add(explodeObj2); GameUtils.removeList.add(explodeObj2); Explode3 explodeObj3 = new Explode3(1000, -200); GameUtils.explodeList3.add(explodeObj3); GameUtils.removeList.add(explodeObj3); prearranged = false; } this.add(frame); // 把开始界面按钮添加进主面板 launch(); } // Keypoint 启动 public void launch() { this.setFocusable(true); this.setVisible(true); this.setBounds(0, 0, width, height); this.setTitle("云龙开炮4.0"); this.setIconImage(GameUtils.icon); // 程序图标 this.setResizable(false); this.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE); // 将游戏对象添加到大集合 GameUtils.gameObjList.add(backGroundObj); GameUtils.gameObjList.add(planeObj); // 鼠标监听 this.addMouseListener(new MouseAdapter() { @Override public void mouseClicked(MouseEvent e) { System.out.println("鼠标监听按下 ——> " + e.getButton()); if (e.getButton() == 3) { System.out.println("释放技能1"); // 释放技能(攻击) Skill.release = true; Skill.number = 1; } } }); // Keypoint 键盘监听(暂停、释放技能) this.addKeyListener(new KeyAdapter() { @Override public void keyPressed(KeyEvent e) { super.keyPressed(e); switch (e.getKeyCode()) { case 32: // 空格暂停 switch (state) { //运行改为暂停 case 1: System.out.println("游戏暂停"); state = 2; sound.stop(); sound3.stop(); sound4.stop(); break; //暂停改为运行 case 2: System.out.println("继续游戏"); state = 1; sound.start(); if (Plane.plane_level == 2) { sound3.start(); } sound4.start(); break; } break; case 49: // 1 释放技能(攻击) if (Plane.plane_skill >= 5) { System.out.println("释放技能1(攻击)"); Skill.release = true; Skill.number = 1; } break; case 50: // 2 释放技能(治疗) if (Plane.plane_skill >= 5) { System.out.println("释放技能2(治疗)"); Skill.release = true; Skill.number = 2; } break; case 51: // 3 蓄气 System.out.println("释放技能3(蓄气)"); Skill.release = true; Skill.number = 3; break; case 52: // 4 音效 new Sound(GameUtils.skill_no10).start(); break; case 53: // 5 音效 new Sound(GameUtils.skill_no11).start(); break; case 54: // 6 音效 new Sound(GameUtils.skill_no12).start(); break; case 55: // 7 音效 new Sound(GameUtils.skill_no13).start(); break; case 56: // 8 音效 new Sound(GameUtils.skill_no14).start(); break; case 82: // 监听R键 if (state == 2 || state == 3 || state == 4) R = true; break; case 84: // 监听T键 if (state == 2 || state == 3 || state == 4) T = true; break; case 79: // 监听O键 if (state == 2) { new Popup_Shop(); } break; case 87: // W if (mAnimalsObj != null) { MAnimals.Direction = 1; } break; case 83: // S if (mAnimalsObj != null) { MAnimals.Direction = 2; } break; case 65: // A if (mAnimalsObj != null) { MAnimals.Direction = 3; } break; case 68: // D if (mAnimalsObj != null) { MAnimals.Direction = 4; } break; default: System.out.println("键盘监听按下 ——> " + e.getKeyCode()); break; } } }); // Keypoint 刷新屏幕 while (true) { if (state > 0) { repaint(); if (state == 1) createObj(); } try { Thread.sleep(10); // 10ms刷新一次 } catch (Exception e) { e.printStackTrace(); } } } public void init() { state = 0; // Keypoint 游戏状态 0未开始 1运行 2暂停 3通关失败 4通关成功 score = 0; // 游戏分数 count = 1; // 游戏绘制次数(计时作用) enemyFrequency = 30; // 敌机出现频率(不同关卡速率不同) enemyShellFrequency = 40; // 敌机子弹出现频率(不同关卡速率不同) planeShellFrequency = 20; // 战机子弹出现频率(不同关卡速率不同) enemyCount = 1; // 记录敌机敌机出现数量 bossAppear = 50; // 定义出现多少敌机后boss出现 skill_release = false; // 判定技能是否已经释放 play_BOSS_sound = true; // 调控boss出场音效只播放一次 play_warn_sound = true; // 调控boss出场预警音效只播放一次 end = true; // 调控失败或胜利音效只播放一次 T = false; // 失败或胜利时按T退出游戏 play = true; // 调控按纽二(点击播放,再点击暂停) prearranged = true; // 动态效果预加载 MAAppear = false; // 神兽出现 Plane.goldNumber = 0; // 金币数 Plane.plane_life = 100; Plane.plane_skill = 100; frame.setVisible(true); // 隐藏按钮 if (BOSSObj != null) { // 初始化boss BOSSObj.setX(-500); BOSSObj.setY(700); GameUtils.removeList.add(BOSSObj); BOSS.number = 0; BOSSObj = null; } if (mAnimalsObj != null) { // 初始化神兽 mAnimalsObj.setX(-500); mAnimalsObj.setY(700); GameUtils.removeList.add(mAnimalsObj); mAnimalsObj = null; GamePanel.MAExist = false; } Popup.select = false; // 初始化选项按钮 // 清空画板残留图像 GameUtils.gameObjList.clear(); GameUtils.gameObjList.add(backGroundObj); // 初始化战机 Plane.plane_number = 1; plane_create = true; repaint(); } // Keypoint 绘制 @Override public void paint(Graphics g) { // Keypoint 双缓冲 // 创建和容器一样大小的Image if (offScreenImage == null) offScreenImage = this.createImage(width, height); Graphics gImage = offScreenImage.getGraphics(); // 获得该图片的画布 gImage.fillRect(0, 0, width, height); // 填充画版 // Keypoint 根据状态关闭音效 if (state == 2 || state == 3 || state == 4) { sound.stop(); sound3.stop(); sound4.stop(); } // Keypoint 游戏状态 switch (state) { case 0: // 游戏未开始 sound.start(); sound.loop(); gImage.drawImage(GameUtils.coverImg, 0, 0, null); // Keypoint 将按钮获取焦点的方法放在面板的重绘代码中(防止闪烁) button1.requestFocus(); button2.requestFocus(); button3.requestFocus(); button4.requestFocus(); button5.requestFocus(); button6.requestFocus(); break; case 1: // 游戏开始 // Keypoint 创建战机对象 if (plane_create) { GameUtils.removeList.add(planeObj); Image img = null; int w = 0; int h = 0; switch (Plane.plane_number) { case 1: w = 120; h = 68; img = GameUtils.planeImg; break; case 2: w = 120; h = 89; img = GameUtils.planeImg2; break; case 3: w = 70; h = 100; img = GameUtils.planeImg3; break; } planeObj = new Plane(img, 600, 550, w, h, 0, this); plane_create = false; GameUtils.gameObjList.add(planeObj); } sound4.start(); sound4.loop(); frame.setVisible(false); // 隐藏按钮 GameUtils.gameObjList.addAll(GameUtils.explodeList); // 动态效果绘制添加 GameUtils.gameObjList.addAll(GameUtils.explodeList2); GameUtils.gameObjList.addAll(GameUtils.explodeList3); // 绘制所有游戏对象 try { for (GameObject object : GameUtils.gameObjList) object.paintSelf(gImage); } catch (Exception ignored) { // FIXME 空指针异常(暂不处理) } GameUtils.gameObjList.removeAll(GameUtils.removeList); // 消失对象删除(防止占据内存过大) /* FIXME * System.out.println("removeList1111:" + GameUtils.removeList.size()); * System.out.println("gameObjList1111:" + GameUtils.gameObjList.size()); * System.out.println("removeList2222:" + GameUtils.removeList.size()); * System.out.println("gameObjList2222:" + GameUtils.gameObjList.size()); * 目前看来应该是列表GameUtils.removeList内存无法清理,导致内存堆积 * 下次试试全用GameUtils.gameObjList.remove(Object o); * 代替GameUtils.removeList.add(); GameUtils.gameObjList.removeAll(GameUtils.removeList); */ // boss出现预警 if (enemyCount > bossAppear - 10 && enemyCount < bossAppear && BOSSObj == null) { if (play_warn_sound) { new Sound(GameUtils.basic_no12).start(); play_warn_sound = false; } gImage.drawImage(GameUtils.warning, 520, 100, null); } break; case 2: // 游戏暂停 gImage.drawImage(GameUtils.gamePauseImg, 5, 20, null); gImage.setColor(Color.black); gImage.setFont(new Font("微软雅黑", Font.BOLD, 20)); gImage.drawString("‘R'Menu ‘T'Exit ‘O'Shop", 430, 700); if (T) { System.exit(0); } // 按T退出 if (R) { init(); R = false; } // 按R返回主界面 break; case 3: // 游戏失败 // 背景音乐关闭 gImage.drawImage(GameUtils.gameFailureImg, 0, 0, null); // 改变画笔的颜色 gImage.setColor(Color.white); //改变文字大小和样式 gImage.setFont(new Font("微软雅黑", Font.BOLD, 60)); //添加文字 gImage.drawString(score + "", 220, 268); gImage.drawString(Plane.plane_level + "", 334, 360); gImage.drawString(Plane.plane_life + "", 334, 500); gImage.drawString(Plane.plane_skill + "", 334, 575); gImage.setColor(Color.pink); gImage.drawString("您选择的难度为" + Popup.level + ",", 545, 348); gImage.drawString("恭喜您在第" + Plane.plane_level + "级时被打爆,", 545, 448); gImage.drawString("可以说是十分菜!", 545, 548); gImage.setColor(Color.orange); gImage.setFont(new Font("微软雅黑", Font.BOLD, 50)); gImage.drawString("‘R'返回主菜单 ‘T'退出游戏", 200, 700); if (end) { new Sound(GameUtils.basic_no7).start(); end = false; } if (T) { System.exit(0); } // 按T退出 if (R) { init(); R = false; } // 按R返回主界面 break; case 4: // 游戏胜利 // 绘画胜利界面文字 gImage.drawImage(GameUtils.gameVictoryImg, 5, 20, null); gImage.setColor(Color.white); // 得分 gImage.setFont(new Font("微软雅黑", Font.BOLD, 100)); gImage.drawString(score + "", 200, 380); // 剩余蓝/红 gImage.setFont(new Font("微软雅黑", Font.BOLD, 60)); gImage.drawString(Plane.plane_life + "", 334, 535); gImage.drawString(Plane.plane_skill + "", 334, 610); // 评价 gImage.setColor(Color.pink); gImage.setFont(new Font("微软雅黑", Font.BOLD, 60)); gImage.drawString("恭喜您在" + Popup.level + "模式中,", 560, 368); gImage.drawString("成功将敌人打爆,", 560, 468); gImage.drawString("可以说是十分犀利啊!", 560, 568); // R 退出 gImage.setColor(Color.orange); gImage.setFont(new Font("微软雅黑", Font.BOLD, 50)); gImage.drawString("‘R'返回主菜单 ‘T'退出游戏", 200, 700); // 播放胜利音效(只播放一次) if (end) { new Sound(GameUtils.basic_no8).start(); end = false; } if (T) { System.exit(0); } // 按T退出 if (R) { init(); R = false; } // 按R返回主界面 break; } // Keypoint 将缓冲区绘制好的图形整个绘制到容器的画布中 g.drawImage(offScreenImage, 0, 0, null); count++; // 画面绘制次数自增 } // Keypoint 生成游戏对象 public void createObj() { // Keypoint 生成我方子弹 if (planeObj != null && count % planeShellFrequency == 0) { Image img = null; int x = planeObj.getX(); if (Plane.plane_number == 1 || Plane.plane_number == 2) { x = planeObj.getX() + 22; } int y = planeObj.getY(); int w = 0; int h = 0; int s = 0; switch (Plane.plane_level) { case 1: img = GameUtils.planeShellImg; x += 25; y -= 10; w = 21; h = 40; s = 8; break; case 2: planeShellFrequency = 15; img = GameUtils.planeShellImg2; x += 18; y -= 15; w = 28; h = 27; s = 10; break; case 3: planeShellFrequency = 12; img = GameUtils.planeShellImg3; x += 18; y -= 15; w = 45; h = 27; s = 13; break; case 4: planeShellFrequency = 12; img = GameUtils.planeShellImg4; x += 3; y -= 30; w = 65; h = 33; s = 13; break; case 5: planeShellFrequency = 12; img = GameUtils.planeShellImg5; x -= 36; y -= 45; w = 150; h = 114; s = 13; break; } GameUtils.planeShellList.add(new PlaneShell(img, x, y, w, h, s, this)); GameUtils.gameObjList.add(GameUtils.planeShellList.get(GameUtils.planeShellList.size() - 1)); } // Keypoint 生成敌方子弹 if (count % enemyShellFrequency == 0 && BOSSObj != null) { Image img = null; int x = BOSSObj.getX(); int y = BOSSObj.getY(); int w = 0; int h = 0; int s = 0; switch (BOSS.number) { case 1: img = GameUtils.enemyShellImg; x += 110; y += 92; w = 47; h = 40; s = 6; break; case 2: enemyShellFrequency = 25; img = GameUtils.enemyShellImg2; x += 50; y += 130; w = 25; h = 25; s = 8; break; case 3: enemyShellFrequency = 25; img = GameUtils.enemyShellImg3; x += 60; y += 145; w = 51; h = 51; s = 8; break; case 4: enemyShellFrequency = 30; img = GameUtils.enemyShellImg4; x += 60; y += 90; w = 105; h = 50; s = 6; break; case 5: enemyShellFrequency = 30; img = GameUtils.enemyShellImg5; x += 55; y += 100; w = 135; h = 140; s = 8; break; } GameUtils.enemyShellList.add(new EnemyShell(img, x, y, w, h, s, this)); GameUtils.gameObjList.add(GameUtils.enemyShellList.get(GameUtils.enemyShellList.size() - 1)); } // Keypoint 生成敌机 if (count % enemyFrequency == 0) { Image img = null; int w = 0; int h = 0; int s = 0; switch (Plane.plane_level) { case 1: img = GameUtils.enemy1Img; w = 128; h = 128; s = 6; break; case 2: sound3.start(); sound3.loop(); enemyFrequency = 22; img = GameUtils.enemy2Img; w = 63; h = 46; s = 9; break; case 3: enemyFrequency = 17; img = GameUtils.enemy2Img; w = 63; h = 46; s = 12; break; case 4: sound3.stop(); enemyFrequency = 25; img = GameUtils.enemy3Img; w = 100; h = 57; s = 8; break; case 5: enemyFrequency = 25; img = GameUtils.enemy4Img; w = 120; h = 57; s = 8; break; } // x = (int) (Math.random() * 9) * 138; // 敌机生成时随机x坐标 GameUtils.enemyList.add(new Enemy(img, (int) (Math.random() * 9) * 138, -100, w, h, s, this)); GameUtils.gameObjList.add(GameUtils.enemyList.get(GameUtils.enemyList.size() - 1)); enemyCount++; } // Keypoint 生成敌机2(第三关) if (count % 40 == 0 && (BOSS.number == 4 || BOSS.number == 5)) { Image img; int w, h, s; if (BOSS.number == 4) { img = GameUtils.enemy4Img; w = 120; h = 57; s = 7; } else { img = GameUtils.enemy3Img; w = 100; h = 57; s = 6; } GameUtils.enemyList.add(new Enemy(img, (int) (Math.random() * 9) * 138, -100, w, h, s, this)); GameUtils.gameObjList.add(GameUtils.enemyList.get(GameUtils.enemyList.size() - 1)); enemyCount++; } // Keypoint 生成BOSS if (enemyCount % bossAppear == 0 && BOSSObj == null) { play_warn_sound = true; BOSS.number += 1; Image img = null; int w = 0; int h = 0; int s = 0; switch (BOSS.number) { case 1: if (play_BOSS_sound) { new Sound(GameUtils.run_no3).start(); play_BOSS_sound = false; } img = GameUtils.bossImg; w = 234; h = 170; s = 3; bossAppear = 100; break; case 2: if (!play_BOSS_sound) { new Sound(GameUtils.run2_no2).start(); play_BOSS_sound = true; } img = GameUtils.bossImg2; w = 125; h = 157; s = 4; bossAppear = 100; break; case 3: if (play_BOSS_sound) { new Sound(GameUtils.run2_no3).start(); play_BOSS_sound = false; } img = GameUtils.bossImg3; w = 151; h = 165; s = 5; bossAppear = 90; break; case 4: if (!play_BOSS_sound) { new Sound(GameUtils.run3_no3).start(); play_BOSS_sound = true; } img = GameUtils.bossImg4; w = 234; h = 98; s = 6; bossAppear = 80; break; case 5: if (play_BOSS_sound) { new Sound(GameUtils.run3_no4).start(); play_BOSS_sound = false; } img = GameUtils.bossImg5; w = 234; h = 114; s = 6; break; } BOSSObj = new BOSS(img, 250, 30, w, h, s, this); GameUtils.gameObjList.add(BOSSObj); } // Keypoint 生成礼物 if (count % 500 == 0) { // x = (int) (Math.random() * 9) * 138; 礼物生成时随机x坐标 GameUtils.giftList.add(new Gift(GameUtils.giftImg1, (int) (Math.random() * 9) * 138, -100, 60, 102, 4, this)); GameUtils.gameObjList.add(GameUtils.giftList.get(GameUtils.giftList.size() - 1)); } // Keypoint 生成礼物2(随机技能) if (count % 850 == 0) { GameUtils.giftList2.add(new Gift2(GameUtils.giftImg2, (int) (Math.random() * 9) * 138, -100, 65, 63, 5, this)); GameUtils.gameObjList.add(GameUtils.giftList2.get(GameUtils.giftList2.size() - 1)); } // Keypoint 绘制技能 if (Skill.release) { Skill.release = false; skill_release = true; assert planeObj != null; int x = planeObj.getX(); int y = planeObj.getY(); int w = 0; int h = 0; int s = 0; Image img = null; // Keypoint 标准技能 switch (Skill.number) { case 1: if (Plane.plane_skill >= skillConsume) { Plane.plane_skill -= skillConsume; // Keypoint 随机技能 switch (Gift2.number) { case 4: x -= 40; y -= 40; w = 133; h = 180; s = 15; img = GameUtils.skillImg4; // 雷电火卷 -1 new Sound(GameUtils.skill_no2).start(); break; case 5: x -= 50; y -= 20; w = 166; h = 201; s = 10; img = GameUtils.skillImg5; // 火龙卷 -1 (跟随战机x移动) new Sound(GameUtils.skill_no7).start(); break; case 6: x -= 60; y -= 20; w = 201; h = 166; s = 20; img = GameUtils.skillImg6; // 闪电刃 -1 new Sound(GameUtils.skill_no3).start(); break; case 7: x -= 60; y -= 80; w = 201; h = 201; s = 5; img = GameUtils.skillImg7; // 黑洞 -3 new Sound(GameUtils.skill_no4).start(); break; case 8: x -= 40; y -= 80; w = 157; h = 165; s = 10; img = GameUtils.skillImg8; // 火星球 -2 (跟踪boss) new Sound(GameUtils.skill_no6).start(); break; case 9: x -= 40; y -= 50; w = 166; h = 201; s = 15; img = GameUtils.skillImg9; // 星耀光环 -1 new Sound(GameUtils.skill_no5).start(); break; case 10: default: x -= 60; y -= 10; w = 200; h = 93; s = 12; img = GameUtils.skillImg1; // 不死鸟 -1 new Sound(GameUtils.skill_no1).start(); break; } } break; case 2: if (Plane.plane_skill >= skillConsume) { Plane.plane_skill -= skillConsume; x -= 60; y -= 20; img = null; new Sound(GameUtils.skill_no8).start(); } break; case 3: x -= 15; img = GameUtils.skillImg3; new Sound(GameUtils.skill_no9).start(); break; } GameUtils.skillList.add(new Skill(img, x, y, w, h, s, this)); GameUtils.gameObjList.add(GameUtils.skillList.get(GameUtils.skillList.size() - 1)); Skill.release = false; } // Keypoint 神兽 if (MAAppear) { MAAppear = false; Image img = null; int w = 63; int h = 63; int s = 0; switch (MAnimals.MAnimalsNumber) { case 1: s = 5; img = GameUtils.commodityImg1; break; case 2: s = 8; img = GameUtils.commodityImg2; break; case 3: s = 15; img = GameUtils.commodityImg3; break; } assert planeObj != null; mAnimalsObj = new MAnimals(img, planeObj.getX(), planeObj.getY(), w, h, s, this); GameUtils.gameObjList.add(mAnimalsObj); MAExist = true; } // Keypoint 飞机回血/回蓝 if (count % lifeRecovery == 0 && Plane.plane_life < Plane.record_plane_life) Plane.plane_life++; if (count % skillRecovery == 0 && Plane.plane_skill < Plane.record_plane_skill) Plane.plane_skill++; } }
商店类
public class Popup_Shop extends JFrame { boolean buy = false; int price1 = 500, price2 = 799, price3 = 888, price4 = 800, price5 = 800; public Popup_Shop() { new Sound(GameUtils.basic_no11).start(); init(); } public void init() { // 说明 JLabel jLabel = new JLabel("选择购买商品:"); jLabel.setFont(new Font("acetone-family", Font.BOLD, 15)); jLabel.setBounds(10, 10, 200, 20); JLabel jLabel2 = new JLabel("-------------------- 当前金币数:" + Plane.goldNumber + " --------------------"); jLabel2.setFont(new Font("acetone-family", Font.BOLD, 15)); jLabel2.setBounds(130, 150, 800, 20); // 标签文字 JRadioButton option1 = new JRadioButton("吞天紫金貂(" + price1 + "$)"); JRadioButton option2 = new JRadioButton("九幽冥凤(" + price2 + "$)"); JRadioButton option3 = new JRadioButton("太虚古龙(" + price3 + "$)"); JRadioButton option4 = new JRadioButton("血量+1(" + price4 + "$)"); JRadioButton option5 = new JRadioButton("技能+1(" + price5 + "$)"); option1.setBounds(5, 40, 132, 20); option2.setBounds(140, 40, 120, 20); option3.setBounds(265, 40, 120, 20); option4.setBounds(385, 40, 120, 20); option5.setBounds(505, 40, 120, 20); // 单选 ButtonGroup group = new ButtonGroup(); group.add(option1); group.add(option2); group.add(option3); group.add(option4); group.add(option5); // 标签图片 JLabel commodity1 = new JLabel(new ImageIcon(GameUtils.commodityImg1)); JLabel commodity2 = new JLabel(new ImageIcon(GameUtils.commodityImg2)); JLabel commodity3 = new JLabel(new ImageIcon(GameUtils.commodityImg3)); JLabel commodity4 = new JLabel(new ImageIcon(GameUtils.commodityImg4)); JLabel commodity5 = new JLabel(new ImageIcon(GameUtils.commodityImg5)); commodity1.setBounds(45, 80, 63, 63); commodity2.setBounds(165, 80, 63, 63); commodity3.setBounds(285, 80, 63, 63); commodity4.setBounds(405, 80, 63, 63); commodity5.setBounds(525, 80, 63, 63); // 购买按钮 JPanel jPanel = new JPanel(); JButton button = new JButton("购买"); button.setFont(new Font("acetone-family", Font.BOLD, 20)); jPanel.setLayout(null); button.setBounds(255, 180, 90, 50); jPanel.add(button); jPanel.setVisible(true); // 将组件添加进面板 this.add(jLabel); this.add(jLabel2); this.add(option1); this.add(option2); this.add(option3); this.add(option4); this.add(option5); this.add(commodity1); this.add(commodity2); this.add(commodity3); this.add(commodity4); this.add(commodity5); this.add(jPanel); // 面板设置 this.setTitle("超级神秘商店"); this.setVisible(true); this.setResizable(false); this.setSize(630, 280); this.setLocationRelativeTo(null); this.repaint(); // 监听 button.addActionListener(e -> { if (option1.isSelected() && Plane.goldNumber >= price1) { buy = true; if (!GamePanel.MAExist) { Plane.goldNumber -= price1; MAnimals.MAnimalsNumber = 1; GamePanel.MAAppear = true; System.out.println("购买:吞天紫金貂(" + price1 + "$)"); } } else if (option2.isSelected() && Plane.goldNumber >= price2) { buy = true; if (!GamePanel.MAExist) { Plane.goldNumber -= price2; MAnimals.MAnimalsNumber = 2; GamePanel.MAAppear = true; System.out.println("购买:九幽冥凤(" + price2 + "$)"); } } else if (option3.isSelected() && Plane.goldNumber >= price3) { buy = true; if (!GamePanel.MAExist) { Plane.goldNumber -= price3; MAnimals.MAnimalsNumber = 3; GamePanel.MAAppear = true; System.out.println("购买:太虚古龙(" + price3 + "$)"); } } else if (option4.isSelected() && Plane.goldNumber >= price4) { buy = true; Plane.goldNumber -= price4; Plane.record_plane_life += 5; Plane.plane_life += 100; System.out.println("购买:(" + price4 + "$)"); } else if (option5.isSelected() && Plane.goldNumber >= price5) { buy = true; Plane.goldNumber -= price5; Plane.record_plane_skill += 5; Plane.plane_skill += 100; System.out.println("购买:技能+1(" + price5 + "$)"); } new Sound(GameUtils.basic_no10).start(); // 提示弹窗 boolean select = (option1.isSelected() || option2.isSelected() || option3.isSelected() || option4.isSelected() || option5.isSelected()); if (!select) { JOptionPane.showMessageDialog(null, "请选择所需商品!", "超级神秘商店温馨提醒", JOptionPane.WARNING_MESSAGE); } else if (!buy) { JOptionPane.showMessageDialog(null, "兄弟,金币不足啊!", "超级神秘商店温馨提醒", JOptionPane.ERROR_MESSAGE); } else if ((option1.isSelected() || option2.isSelected() || option3.isSelected()) && GamePanel.MAExist) { JOptionPane.showMessageDialog(null, "已存在一只神兽,不可贪多哦~", "超级神秘商店温馨提醒", JOptionPane.ERROR_MESSAGE); } else { JOptionPane.showMessageDialog(null, "购买成功!!" + "剩余金币:" + Plane.goldNumber, "超级神秘商店温馨提醒", JOptionPane.INFORMATION_MESSAGE); this.dispose(); } }); } }
总结
通过此次的《飞机大战-III》游戏实现,让我对swing的相关知识有了进一步的了解,对java这门语言也有了比以前更深刻的认识。
java的一些基本语法,比如数据类型、运算符、程序流程控制和数组等,理解更加透彻。java最核心的核心就是面向对象思想,对于这一个概念,终于悟到了一些。
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