基本信息
源码名称:java战机游戏源码(含设计报告)
源码大小:0.40M
文件格式:.rar
开发语言:Java
更新时间:2019-12-23
   友情提示:(无需注册或充值,赞助后即可获取资源下载链接)

     嘿,亲!知识可是无价之宝呢,但咱这精心整理的资料也耗费了不少心血呀。小小地破费一下,绝对物超所值哦!如有下载和支付问题,请联系我们QQ(微信同号):813200300

本次赞助数额为: 5 元 
   源码介绍

这是一个基于java开发的战机小游戏

【游戏说明】

↑↓←→:控制方向,可实现8个方向

Q: 开火
W: 大决


F2:复活

注:游戏一段时间后可以看到“礼品状”物体飞过,“吃”掉它可以增加大决数量 

package cn.edu.ahu.RapidSurvial;

import java.awt.Color;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.Rectangle;
import java.awt.Toolkit;
import java.awt.event.KeyEvent;

public class Fighter {

	public static final int FWIDTH = 70;	//战机宽度
	public static final int FHEIGHT = 10;	//战机高度
	public static final int FXSPEED = 4;	//战机在x方向上的速度
	public static final int FYSPEED = 4;	//战机在y方向上的速度
	
	int x;									//战机在x方向上的位置
	int y;									//战机在y方向上的位置
	int w;									//战机的宽度
	int h;									//战机的高度
	
	Direction dir;							//方向
	RapidSurvialManager rsm;				//持有RapidSurvialManager的引用
	private boolean isUp = false;			//键盘↑ 是否被按下,初始化为false
	private boolean isDown = false;			//键盘↓ 是否被按下,初始化为false
	private boolean isRight = false;		//键盘→ 是否被按下,初始化为false
	private boolean isLeft = false;			//键盘← 是否被按下,初始化为false
	enum Direction {LTR, RTL};          	//两个方向,LTR:从左向右,RTL:从右向左
	boolean isEnemy;						//区分敌我的量,是敌人:true,否则为false
	boolean isLive = true;					//判读是否存活,活着:true,否则为false
	private int lifeValue = 10;				//我方战机的生命值
	int speed;								//产生一个速度值
	BloodBar bb = new BloodBar();			//可视的血量
	static int isRelive = 0;				//是否复活
	private int superStarCounts = 1;		//初始大决数
	private static Toolkit tk = 
		Toolkit.getDefaultToolkit();
	private static Image[] fighterImage = null;
	static {
		fighterImage = new Image[] {
				tk.getImage(Fighter.class.getClassLoader().getResource("images/EnemysFighter.png")),
				tk.getImage(Fighter.class.getClassLoader().getResource("images/MyFighter_LTR.png"))	
		};
	}
	
	//构造函数
	Fighter(int x , int y,boolean isEnemy) {
		this.x = x;
		this.y = y;
		this.w = FWIDTH;
		this.h = FHEIGHT;
		this.isEnemy = isEnemy;
	}
	
	//构造函数
	Fighter(int x, int y, boolean isEnemy, RapidSurvialManager rsm) {
		this(x, y, isEnemy);
		this.rsm = rsm;
		this.dir = Direction.LTR;
	}
	
	//构造函数
	Fighter(int x, int y,boolean isEnemy, RapidSurvialManager rsm, Direction dir, int speed) {
		this(x, y, isEnemy, rsm);
		this.dir = dir;
		this.speed = speed;
	}
	
	//设置lifeValue值
	public void setLifeValue(int lifeValue) {
		this.lifeValue = lifeValue;
	}
	
	//得到lifeValue值
	public int getLifeValue() {
		return lifeValue;
	}

	//设置superStarCounts值
	public void setSuperStarCounts(int superStarCounts) {
		this.superStarCounts = superStarCounts;
	}

	//得到superStarCounts值
	public int getSuperStarCounts() {
		return superStarCounts;
	}

	//用此方画出战机
	public void draw(Graphics g) {
		
		
		if(!isLive) {
			if(isEnemy) {
				rsm.enemys.remove(this);
			}
			return;
		}
		
		if(isEnemy) {	
			g.drawImage(fighterImage[0], x, y, null);
			
			go();
		} else {		
			g.drawImage(fighterImage[1], x, y, null);

			setPostion();

			bb.draw(g);
		}
			
	}
	
	//让敌军动起来的方法
	public void go() {
		switch(dir) {
		case LTR:
			x  = speed;
			break;
		case RTL:
			x -= speed;
			break;
		}
	}
	
	//对按键被按下经行处理
	public void keyPressed(KeyEvent e) {
		int key = e.getKeyCode();
		switch(key) {
			case KeyEvent.VK_UP:
				isUp = true;
				break;
			case KeyEvent.VK_RIGHT:
				isRight = true;
				break;
			case KeyEvent.VK_DOWN:
				isDown = true;
				break;
			case KeyEvent.VK_LEFT:
				isLeft = true;
				break;
		}
		
		setPostion();
	}
	
	//对按键被释放经行处理
	public void keyReleased(KeyEvent e) {
		int key = e.getKeyCode();
		switch(key) {
			case KeyEvent.VK_UP:
				isUp = false;
				break;
			case KeyEvent.VK_RIGHT:
				isRight = false;
				break;
			case KeyEvent.VK_DOWN:
				isDown = false;
				break;
			case KeyEvent.VK_LEFT:
				isLeft = false;
				break;
			case KeyEvent.VK_Q:
				fire();
				break;
			case KeyEvent.VK_F2:
				if(!isLive) {
					isLive = true;
					lifeValue = 10;
					isRelive   ;
				}
					
				break;
			case KeyEvent.VK_W:
				if(getSuperStarCounts() == 0) {
					return;
				}
				if(!isLive) {
					return;
				}
				setSuperStarCounts(getSuperStarCounts() - 1);
				superFire();
				break;
		}
	}
	

	
	//根据按键的组合确定下一次的位置
	private void setPostion() {

		if(isUp && !isRight && !isDown && !isLeft) {
			y -= FYSPEED;
		}
		if(!isUp && isRight && !isDown && !isLeft) {
			x  = FXSPEED;
		}
		if(!isUp && !isRight && isDown && !isLeft) {
			y  = FYSPEED;
		}
		if(!isUp && !isRight && !isDown && isLeft) {
			x -= FXSPEED;
		}
		if(isUp && isRight && !isDown && !isLeft) {
			x  = FXSPEED;
			y -= FYSPEED;
		}
		if(isUp && !isRight && !isDown && isLeft) {
			y -= FYSPEED;
			x -= FXSPEED;
		}
		if(!isUp && isRight && isDown && !isLeft) {
			x  = FXSPEED;
			y  = FYSPEED;
		}
		if(!isUp && !isRight && isDown && isLeft) {
			x -= FXSPEED;
			y  = FYSPEED;		
		}
		
		//对战机的出界处理
		if(x <= 0) {
			x = 0;
		}
		if(y < 45) {
			y = 45;
		}
		if(x   Fighter.FWIDTH > RapidSurvialManager.MAINWIDTH) {
			x = RapidSurvialManager.MAINWIDTH - Fighter.FWIDTH;
		}
		if(y   Fighter.FHEIGHT   52> RapidSurvialManager.MAINHEIGHT) {
			y = RapidSurvialManager.MAINHEIGHT - Fighter.FHEIGHT - 52;
		}
			
	}
	
	//战机的开火处理
	public Bomb fire() {	
		if(!isLive) {
			return null;
		}	
		int x, y;
		if(!isEnemy) {
			x = this.x   Fighter.FWIDTH;
			y = this.y   Fighter.FHEIGHT / 2 - Bomb.BHEIGHT / 2   22;
		} else {
			x = this.x;
			y = this.y   Fighter.FHEIGHT / 2 - Bomb.BHEIGHT / 2   22;
		}	
		Bomb b = new Bomb(x, y, rsm, dir, isEnemy);
		rsm.bombs.add(b);
		return b;
 	}
	
	//放大决的方法
	public SuperLine superFire() {
		if(!isLive) {
			return null;
		}
		
		SuperLine s = new SuperLine(x, rsm, dir);
		rsm.superLines.add(s);
		return s;
	}
		
	//得到自己的大小,用于碰撞检测
	public Rectangle getRect() {
		return new Rectangle(x, y, w, h*4);
	}
	
	//血块类
	private class BloodBar {
		public void draw(Graphics g) {
			Color c = g.getColor();
			if(lifeValue <= 5) {
				g.setColor(Color.RED);
				g.drawRect(x 20, y-20, w * 2 / 3, 4);
				
				int w = FWIDTH * lifeValue / 10;
				g.fillRect(x 20, y-20, w * 2 / 3, 4);
				g.drawString(""  lifeValue, x, y-13);
			} else {
				g.setColor(Color.GREEN);
				g.drawRect(x 20, y-20, w * 2 / 3, 4);
				
				int w = FWIDTH * lifeValue / 10;
				g.fillRect(x 20, y-20, w * 2 / 3, 4);
				g.drawString(""  lifeValue, x, y-13);
				
				g.setColor(c);
			}
		}
	}
	
	//吃SuperStar的方法
	public boolean eat(SuperStar ss) {
		if(this.isLive 
				&& ss.isLive
					&& this.getRect().intersects(ss.getRect())) {
			ss.isLive = false;
			setSuperStarCounts(getSuperStarCounts()   1);
			return true;
		}
		return false;
	}
	
	public int getScore() {
		return Bomb.sid - isRelive * 50;
	}
	
}