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How to realize the aircraft War with Java

2025-01-18 Update From: SLTechnology News&Howtos shulou NAV: SLTechnology News&Howtos > Development >

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This article will explain in detail how to use Java to achieve aircraft war. The editor thinks it is very practical, so I share it for you as a reference. I hope you can get something after reading this article.

Preface

"aircraft Wars" is a classic shooting mobile game that combines arcades, competitions and other elements. Gorgeous and exquisite game screen, super dazzling skills special effects, super hot screen let you adrenaline burst, bring you a full range of shock feeling, experience the unlimited fun of flying and fighting.

The game is implemented in java language, using swing technology to deal with the interface, and the design idea is object-oriented.

Main requirements:

The player controls a fighter to ensure that he will not be destroyed by enemy aircraft. The more enemy aircraft are destroyed, the more energy can be collected to supplement the number of fighters. If the number of fighters is 0, the game is over.

Main design

1. Use Swing library as a visual interface to draw players' fighters, different enemy planes, background pictures, and bullets.

2. Mouse control fighter movement

3. Use threads to refresh the screen.

4. The algorithm of randomly generating enemy aircraft

5. Score calculation algorithm

6. Collision algorithm between bullet and flying object

Function screenshot

The game begins.

The game is suspended

Game over

The code implements the startup class public class ShootGame extends JPanel {public static final int WIDTH = 400; / / Panel width public static final int HEIGHT = 654; / / current status of the game: START RUNNING PAUSE GAME_OVER * / private int state; private static final int START = 0; private static final int RUNNING = 1; private static final int PAUSE = 2; private static final int GAME_OVER = 3; private int score = 0 / / score private Timer timer; / / timer private int intervel = 1000 / 100; / / interval (millisecond) public static BufferedImage background; public static BufferedImage start; public static BufferedImage airplane; public static BufferedImage bee; public static BufferedImage bullet; public static BufferedImage hero0; public static BufferedImage hero1; public static BufferedImage pause; public static BufferedImage gameover; private FlyingObject [] flyings = {} / / hostile array private Bullet [] bullets = {}; / / bullet array private Hero hero = new Hero (); / / heroic static {/ / static code block initializing image resource try {background = ImageIO.read (ShootGame.class .getResource ("background.png")) Start = ImageIO.read (ShootGame.class.getResource ("start.png")); airplane = ImageIO.read (ShootGame.class.getResource ("airplane.png")); bee = ImageIO.read (ShootGame.class.getResource ("bee.png")); bullet = ImageIO.read (ShootGame.class.getResource ("bullet.png")) Hero0 = ImageIO.read (ShootGame.class.getResource ("hero0.png")); hero1 = ImageIO.read (ShootGame.class.getResource ("hero1.png")); pause = ImageIO.read (ShootGame.class.getResource ("pause.png")); gameover = ImageIO.read (ShootGame.class.getResource ("gameover.png")) } catch (Exception e) {e.printStackTrace ();}} / * draw * / @ Override public void paint (Graphics g) {g.drawImage (background, 0,0, null) {g.drawImage (0, 0, null); / / draw background paintHero (g); / / draw heroic machine paintBullets (g); / / draw bullet paintFlyingObjects (g) / / draw flying object paintScore (g); / / draw score paintState (g); / / draw game status} / * draw hero machine * / public void paintHero (Graphics g) {g.drawImage (hero.getImage (), hero.getX (), hero.getY (), null) } / * draw bullets * / public void paintBullets (Graphics g) {for (int I = 0; I

< bullets.length; i++) { Bullet b = bullets[i]; g.drawImage(b.getImage(), b.getX() - b.getWidth() / 2, b.getY(), null); } } /** * 画飞行物 */ public void paintFlyingObjects(Graphics g) { for (int i = 0; i < flyings.length; i++) { FlyingObject f = flyings[i]; g.drawImage(f.getImage(), f.getX(), f.getY(), null); } } /** * 画分数 */ public void paintScore(Graphics g) { int x = 10; // x坐标 int y = 25; // y坐标 Font font = new Font(Font.SANS_SERIF, Font.BOLD, 22); // 字体 g.setColor(new Color(0xFF0000)); g.setFont(font); // 设置字体 g.drawString("SCORE:" + score, x, y); // 画分数 y = y + 20; // y坐标增20 g.drawString("LIFE:" + hero.getLife(), x, y); // 画命 } /** * 画游戏状态 */ public void paintState(Graphics g) { switch (state) { case START: // 启动状态 g.drawImage(start, 0, 0, null); break; case PAUSE: // 暂停状态 g.drawImage(pause, 0, 0, null); break; case GAME_OVER: // 游戏终止状态 g.drawImage(gameover, 0, 0, null); break; } } public static void main(String[] args) { JFrame frame = new JFrame("Fly"); ShootGame game = new ShootGame(); // 面板对象 frame.add(game); // 将面板添加到JFrame中 frame.setSize(WIDTH, HEIGHT); // 设置大小 frame.setAlwaysOnTop(true); // 设置其总在最上 frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); // 默认关闭操作 frame.setIconImage(new ImageIcon("images/icon.jpg").getImage()); // 设置窗体的图标 frame.setLocationRelativeTo(null); // 设置窗体初始位置 frame.setVisible(true); // 尽快调用paint game.action(); // 启动执行 } /** * 启动执行代码 */ public void action() { // 鼠标监听事件 MouseAdapter l = new MouseAdapter() { @Override public void mouseMoved(MouseEvent e) { // 鼠标移动 if (state == RUNNING) { // 运行状态下移动英雄机--随鼠标位置 int x = e.getX(); int y = e.getY(); hero.moveTo(x, y); } } @Override public void mouseEntered(MouseEvent e) { // 鼠标进入 if (state == PAUSE) { // 暂停状态下运行 state = RUNNING; } } @Override public void mouseExited(MouseEvent e) { // 鼠标退出 if (state == RUNNING) { // 游戏未结束,则设置其为暂停 state = PAUSE; } } @Override public void mouseClicked(MouseEvent e) { // 鼠标点击 switch (state) { case START: state = RUNNING; // 启动状态下运行 break; case GAME_OVER: // 游戏结束,清理现场 flyings = new FlyingObject[0]; // 清空飞行物 bullets = new Bullet[0]; // 清空子弹 hero = new Hero(); // 重新创建英雄机 score = 0; // 清空成绩 state = START; // 状态设置为启动 break; } } }; this.addMouseListener(l); // 处理鼠标点击操作 this.addMouseMotionListener(l); // 处理鼠标滑动操作 timer = new Timer(); // 主流程控制 timer.schedule(new TimerTask() { @Override public void run() { if (state == RUNNING) { // 运行状态 enterAction(); // 飞行物入场 stepAction(); // 走一步 shootAction(); // 英雄机射击 bangAction(); // 子弹打飞行物 outOfBoundsAction(); // 删除越界飞行物及子弹 checkGameOverAction(); // 检查游戏结束 } repaint(); // 重绘,调用paint()方法 } }, intervel, intervel); } int flyEnteredIndex = 0; // 飞行物入场计数 /** * 飞行物入场 */ public void enterAction() { flyEnteredIndex++; if (flyEnteredIndex % 40 == 0) { // 400毫秒生成一个飞行物--10*40 FlyingObject obj = nextOne(); // 随机生成一个飞行物 flyings = Arrays.copyOf(flyings, flyings.length + 1); flyings[flyings.length - 1] = obj; } } /** * 走一步 */ public void stepAction() { for (int i = 0; i < flyings.length; i++) { // 飞行物走一步 FlyingObject f = flyings[i]; f.step(); } for (int i = 0; i < bullets.length; i++) { // 子弹走一步 Bullet b = bullets[i]; b.step(); } hero.step(); // 英雄机走一步 } /** * 飞行物走一步 */ public void flyingStepAction() { for (int i = 0; i < flyings.length; i++) { FlyingObject f = flyings[i]; f.step(); } } int shootIndex = 0; // 射击计数 /** * 射击 */ public void shootAction() { shootIndex++; if (shootIndex % 30 == 0) { // 300毫秒发一颗 Bullet[] bs = hero.shoot(); // 英雄打出子弹 bullets = Arrays.copyOf(bullets, bullets.length + bs.length); // 扩容 System.arraycopy(bs, 0, bullets, bullets.length - bs.length, bs.length); // 追加数组 } } /** * 子弹与飞行物碰撞检测 */ public void bangAction() { for (int i = 0; i < bullets.length; i++) { // 遍历所有子弹 Bullet b = bullets[i]; bang(b); // 子弹和飞行物之间的碰撞检查 } } /** * 删除越界飞行物及子弹 */ public void outOfBoundsAction() { int index = 0; // 索引 FlyingObject[] flyingLives = new FlyingObject[flyings.length]; // 活着的飞行物 for (int i = 0; i < flyings.length; i++) { FlyingObject f = flyings[i]; if (!f.outOfBounds()) { flyingLives[index++] = f; // 不越界的留着 } } flyings = Arrays.copyOf(flyingLives, index); // 将不越界的飞行物都留着 index = 0; // 索引重置为0 Bullet[] bulletLives = new Bullet[bullets.length]; for (int i = 0; i < bullets.length; i++) { Bullet b = bullets[i]; if (!b.outOfBounds()) { bulletLives[index++] = b; } } bullets = Arrays.copyOf(bulletLives, index); // 将不越界的子弹留着 } /** * 检查游戏结束 */ public void checkGameOverAction() { if (isGameOver() == true) { state = GAME_OVER; // 改变状态 } } /** * 检查游戏是否结束 */ public boolean isGameOver() { for (int i = 0; i < flyings.length; i++) { int index = -1; FlyingObject obj = flyings[i]; if (hero.hit(obj)) { // 检查英雄机与飞行物是否碰撞 hero.subtractLife(); // 减命 hero.setDoubleFire(0); // 双倍火力解除 index = i; // 记录碰上的飞行物索引 } if (index != -1) { FlyingObject t = flyings[index]; flyings[index] = flyings[flyings.length - 1]; flyings[flyings.length - 1] = t; // 碰上的与最后一个飞行物交换 flyings = Arrays.copyOf(flyings, flyings.length - 1); // 删除碰上的飞行物 } } return hero.getLife() 0){ //双倍火力 Bullet[] bullets = new Bullet[2]; bullets[0] = new Bullet(x+xStep,y-yStep); //y-yStep(子弹距飞机的位置) bullets[1] = new Bullet(x+3*xStep,y-yStep); return bullets; }else{ //单倍火力 Bullet[] bullets = new Bullet[1]; bullets[0] = new Bullet(x+2*xStep,y-yStep); return bullets; } } /** 移动 */ @Override public void step() { if(images.length>

0) {image = images [index++/10%images.length]; / / switch picture hero0,hero1}} / * * collision algorithm * / public boolean hit (FlyingObject other) {int x1 = other.x-this.width/2 / / x coordinate minimum distance int x2 = other.x + this.width/2 + other.width; / / x coordinate maximum distance int y1 = other.y-this.height/2; / / y coordinate minimum distance int y2 = other.y + this.height/2 + other.height / / maximum distance of coordinates int herox = this.x + this.width/2; / / distance of center point of heroic machine x coordinates int heroy = this.y + this.height/2; / / distance of center point of heroic machine y coordinates return herox > x1 & & heroxy1 & & heroy

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