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
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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; } }