package cn.sxt.game;
import java.awt.Color;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.util.Date;
import javax.swing.JFrame;
public class MyGameFrame extends JFrame{
private static final int BOLD = 0;
Image planeImg=GameUtil.getImage("images/plane.png");
Image bg=GameUtil.getImage("images/bg.jpg");
Plane plane=new Plane(planeImg,250,250);
Shell[] shells=new Shell[50];
Explode bao;
Date startTime=new Date();
Date endTime;
int period;//遊戲持續的時間
public void paint(Graphics g){//自動被呼叫,g是畫筆
Color c=g.getColor();
g.drawImage(bg,0,0,null);
plane.drawSelf(g);
for(int i=0;i<shells.length;i++){
shells[i].draw(g);
//飛機和炮彈的碰撞檢測
boolean peng = shells[i].getRect().intersects(plane.getRect());
if(peng){
plane.live=false;
if(bao==null){
bao=new Explode(plane.x,plane.y);
}
bao.draw(g);
endTime=new Date();
period =(int)((endTime.getTime()-startTime.getTime())/1000);
}
//計時功能,提示時間
if(!plane.live){
g.setColor(Color.RED);
Font f=new Font("宋體",BOLD,50);
g.setFont(f);
g.drawString("時間:"+period+"秒",(int)plane.x,(int)plane.y);
}
}
g.setColor(c);
}
class PaintThread extends Thread{
public void run() {
while(true){
repaint();//重畫
try {
Thread.sleep(40);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
}
//定義鍵盤監聽內部類
class KeyMonitor extends KeyAdapter{
@Override
public void keyPressed(KeyEvent e) {
plane.addDiection(e);
}
@Override
public void keyReleased(KeyEvent e) {
plane.minusDiection(e);
}
}
//初始化視窗
public void launchFrame(){
this.setTitle("程式猿");
this.setVisible(true);
this.setSize(Constant.GAME_WIDTH, Constant.GAME_HEIGHT);
this.setLocation(300, 300);
this.addWindowListener(new WindowAdapter(){
public void windowClosing(WindowEvent e){
System.exit(0);
}
});
new PaintThread().start();//啟動重畫視窗的執行緒
addKeyListener(new KeyMonitor());//給視窗增加鍵盤的監聽
//初始化50個炮彈
for(int i=0;i<shells.length;i++){
shells[i]=new Shell();
}
}
public static void main(String[] args){
MyGameFrame f=new MyGameFrame();
f.launchFrame();
}
private Image offfScreenImage=null;
public void update(Graphics g){
if(offfScreenImage==null)
offfScreenImage=this.createImage(Constant.GAME_WIDTH,Constant.GAME_HEIGHT);
Graphics gOff=offfScreenImage.getGraphics();
paint(gOff);
g.drawImage(offfScreenImage, 0, 0, null);
}
}
package cn.sxt.game;
import java.awt.Image;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.net.URL;
import javax.imageio.ImageIO;
public class GameUtil {
// 工具類最好將構造器私有化。
private GameUtil() {
}
public static Image getImage(String path) {
BufferedImage bi = null;
try {
URL u = GameUtil.class.getClassLoader().getResource(path);
bi = ImageIO.read(u);
} catch (IOException e) {
e.printStackTrace();
}
return bi;
}
}
package cn.sxt.game;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.Rectangle;
//遊戲物體的父類
public class GameObject {
Image img;
double x,y;
int speed;
int width,height;
public void drawSelf(Graphics g){
g.drawImage(img, (int)x, (int)y, null);
}
public GameObject(Image img, double x, double y, int speed, int width, int height) {
super();
this.img = img;
this.x = x;
this.y = y;
this.speed = speed;
this.width = width;
this.height = height;
}
public GameObject(Image img, double x, double y) {
super();
this.img = img;
this.x = x;
this.y = y;
}
public GameObject(){
}
//返回物體所在的矩形,便於後續的碰撞檢測
public Rectangle getRect(){
return new Rectangle((int)x,(int)y,width,height);
}
}
package cn.sxt.game;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.event.KeyEvent;
public class Plane extends GameObject{
boolean left,up,right,down;
boolean live=true;
public void drawSelf(Graphics g){
if(live){
g.drawImage(img, (int)x, (int)y, null);
if(left){
x-=speed;
}
if(right){
x+=speed;
}
if(up){
y-=speed;
}
if(down){
y+=speed;
}
}
}
public Plane(Image img,double x,double y){
this.img=img;
this.x=x;
this.y=y;
this.speed=3;
this.width=img.getWidth(null);
this.height=img.getHeight(null);
}
//按下某個鍵,增加相應的方向
public void addDiection(KeyEvent e){
switch(e.getKeyCode()){
case KeyEvent.VK_LEFT:
left=true;
break;
case KeyEvent.VK_UP:
up=true;
break;
case KeyEvent.VK_RIGHT:
right=true;
break;
case KeyEvent.VK_DOWN:
down=true;
break;
}
}
//按下某個鍵,取消相應的方向
public void minusDiection(KeyEvent e){
switch(e.getKeyCode()){
case KeyEvent.VK_LEFT:
left=false;
break;
case KeyEvent.VK_UP:
up=false;
break;
case KeyEvent.VK_RIGHT:
right=false;
break;
case KeyEvent.VK_DOWN:
down=false;
break;
}
}
}
package cn.sxt.game;
import java.awt.Color;
import java.awt.Graphics;
//炮彈類
public class Shell extends GameObject{
double degree;
public Shell(){
degree = Math.random()*Math.PI*2;
x = 200;
y = 200;
width = 10;
height = 10;
speed = 2;
}
public void draw(Graphics g){
//將外部傳入物件g的狀態儲存好
Color c = g.getColor();
g.setColor(Color.yellow);
g.fillOval((int)x, (int)y, width, height);
//炮彈沿著任意角度飛行
x += speed*Math.cos(degree);
y += speed*Math.sin(degree);
if(y>Constant.GAME_HEIGHT-height-10||y<50){
degree = -degree;
}
if(x<10||x>Constant.GAME_WIDTH-width-10){
degree = Math.PI-degree;
}
g.setColor(c);
}
}
package cn.sxt.game;
public class Constant {
public static final int GAME_WIDTH=500;
public static final int GAME_HEIGHT=500;
}
package cn.sxt.game;
import java.awt.Graphics;
import java.awt.Image;
public class Explode {
double x,y;
static Image[] imgs=new Image[16];//static 圖片只載入一次
static{
for(int i=0;i<16;i++){
imgs[i]=GameUtil.getImage("images/e"+(i+1+".gif"));
imgs[i].getWidth(null);
}
}
int count;
public void draw(Graphics g){
if(count<16){
g.drawImage(imgs[count],(int)x,(int)y,null);
count++;
}
}
public Explode(double x,double y){
this.x=x;
this.y=y;
}
}