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如何用Java实现“大鱼吃小鱼”游戏?

一、项目演示二、项目实现1.创建游戏窗口创建一个游戏窗口类 gamewin,创建一个 launch() 启动方法,在其中设置窗口相关属性:
import javax.swing.*;public class gamewin extends jframe { int width = 1440; int height = 900; //创建一个启动方法,设置窗口信息 public void launch() { this.setvisible(true); //设置窗口可见 this.setsize(width, height); //设置窗口大小 this.setlocationrelativeto(null); //设置窗口居中 this.setresizable(false); //设置窗口大小不可改变 this.settitle("大鱼吃小鱼"); //设置窗口标题 this.setdefaultcloseoperation(exit_on_close); //设置窗口按钮 }}
创建一个游戏窗口测试类 gamewindemo,进行窗口对象的创建和启动方法的调用:
public class gamewindemo { public static void main(string[] args) { //创建一个游戏窗口对象 gamewin gamewin = new gamewin(); //启动窗口 gamewin.launch(); }}
2.添加背景图片将下载的背景图片的文件夹复制到项目文件夹中:
创建一个工具类 gameutils,在其中添加背景图片:
import java.awt.*;public class gameutils { public static image bgimg = toolkit.getdefaulttoolkit().createimage("d:\\idea\\idea_demo\\fishgame\\images\\sea.jpg");}
在 gamewin 类中添加 paint 方法,在其中绘制背景图片:
@overridepublic void paint(graphics g) { //用画笔绘制背景图片 g.drawimage(gameutils.bgimg, 0, 0, null);}
如果发现背景图片加载不出来,先检查一下路径有没有写错,相对路径不行的话就试试绝对路径;有时候加载背景图片会较慢,可以试着将运行出来的窗口最小化后再恢复
3.制作封面定义默认游戏状态,同时在 paint 方法中对游戏状态进行判断进而显示对应的游戏界面:
import javax.swing.*;import java.awt.*;public class gamewin extends jframe { int width = 1440; int height = 900; //定义游戏默认状态 static int state = 0; //创建一个启动方法,设置窗口信息 public void launch() { this.setvisible(true); //设置窗口可见 this.setsize(width, height); //设置窗口大小 this.setlocationrelativeto(null); //设置窗口居中 this.setresizable(false); //设置窗口大小不可改变 this.settitle("大鱼吃小鱼"); //设置窗口标题 this.setdefaultcloseoperation(exit_on_close); //设置窗口按钮 } @override public void paint(graphics g) { //用画笔绘制背景图片 g.drawimage(gameutils.bgimg, 0, 0, null); //游戏状态:0未开始,1游戏中,2游戏失败,3游戏胜利,4游戏暂停,5重新开始 switch (state) { case 0: g.drawimage(gameutils.bgimg, 0, 0, null); //为启动页面添加文字 g.setcolor(color.pink); g.setfont(new font("仿宋", font.bold, 60)); g.drawstring("请点击开始游戏", 600, 500); break; case 1: break; case 2: break; case 3: break; case 4: break; default: break; } }}
4.启动页面的点击事件在启动方法中添加鼠标监听器,当点击启动页面时游戏开始
//创建一个启动方法,设置窗口信息public void launch() { this.setvisible(true); //设置窗口可见 this.setsize(width, height); //设置窗口大小 this.setlocationrelativeto(null); //设置窗口居中 this.setresizable(false); //设置窗口大小不可改变 this.settitle("大鱼吃小鱼"); //设置窗口标题 this.setdefaultcloseoperation(exit_on_close); //设置窗口按钮 //添加鼠标监听事件 this.addmouselistener(new mouseadapter() { @override public void mouseclicked(mouseevent e) { if (e.getbutton() == 1 && state == 0) { state = 1; repaint(); } } });}
5.游戏开始时的背景添加新建一个背景图的实体类 bg,在 gamewin 类里创建其对象,并在 case 1 中调用绘制背景图的方法
import java.awt.*;public class bg { void paintself(graphics g) { g.drawimage(gameutils.bgimg, 0, 0, null); }}
由于游戏中需要不断绘制背景图片,所以我们在启动方法中添加一个 while 循环,在其中每隔 40 毫秒重绘背景图
import javax.swing.*;import java.awt.*;import java.awt.event.*;public class gamewin extends jframe { int width = 1440; int height = 900; //定义游戏默认状态 static int state = 0; //获取背景图类的对象 bg bg = new bg(); //创建一个启动窗口,设置窗口信息 public void launch() throws interruptedexception { this.setvisible(true); //设置窗口可见 this.setsize(width, height); //设置窗口大小 this.setlocationrelativeto(null); //设置窗口居中 this.setresizable(false); //设置窗口大小不可改变 this.settitle("大鱼吃小鱼"); //设置窗口标题 this.setdefaultcloseoperation(exit_on_close); //设置窗口按钮 //添加鼠标监听事件 this.addmouselistener(new mouseadapter() { @override public void mouseclicked(mouseevent e) { if (e.getbutton() == 1 && state == 0) { state = 1; repaint(); } } }); //背景图片重复使用,需要重复调用repaint方法 while(true) { repaint(); thread.sleep(40); } } @override public void paint(graphics g) { //用画笔绘制背景图片 g.drawimage(gameutils.bgimg, 0, 0, null); switch (state) { case 0: g.drawimage(gameutils.bgimg, 0, 0, null); //为启动页面添加文字 g.setcolor(color.pink); g.setfont(new font("仿宋", font.bold, 60)); g.drawstring("请点击开始游戏", 500, 500); break; case 1: bg.paintself(g); break; case 2: break; case 3: break; case 4: break; default: break; } }}
6.双缓存解决闪屏问题如果此时你的屏幕出现闪烁的情况,可以用下面的方法解决
整体思路为:
重新创建一个空的图片,将所有的组件先绘制到空的图片上,然后把绘制好的图片一次性地绘制到主窗口上
创建一个空图片对象,在 paint 方法中将所有组件绘制到空图片上,再一次性绘制到主窗口上
public class gamewin extends jframe { int width = 1440; int height = 900; //定义游戏默认状态 static int state = 0; //获取背景图类的对象 bg bg = new bg(); //创建一个空图片对象 image offscreenimage; //创建一个启动窗口,设置窗口信息 public void launch() throws interruptedexception { this.setvisible(true); //设置窗口可见 this.setsize(width, height); //设置窗口大小 this.setlocationrelativeto(null); //设置窗口居中 this.setresizable(false); //设置窗口大小不可改变 this.settitle("大鱼吃小鱼"); //设置窗口标题 this.setdefaultcloseoperation(exit_on_close); //设置窗口按钮 //添加鼠标监听事件 this.addmouselistener(new mouseadapter() { @override public void mouseclicked(mouseevent e) { if (e.getbutton() == 1 && state == 0) { state = 1; repaint(); } } }); //背景图片重复使用,需要重复调用repaint方法 while (true) { repaint(); thread.sleep(40); } } @override public void paint(graphics g) { //懒加载模式初始化对象 offscreenimage = createimage(width, height); graphics gimage = offscreenimage.getgraphics(); //获取图片对应的画笔对象 switch (state) { case 0: //把组件重新绘制到主窗口中 gimage.drawimage(gameutils.bgimg, 0, 0, null); //为启动页面添加文字 gimage.setcolor(color.pink); gimage.setfont(new font("仿宋", font.bold, 60)); gimage.drawstring("请点击开始游戏", 500, 500); break; case 1: bg.paintself(gimage); break; case 2: break; case 3: break; case 4: break; default: break; } //将绘制好的图片一次性绘制到主窗口中 g.drawimage(offscreenimage, 0, 0, null); }}
7.敌方第一条小雨的添加新建敌方鱼的父类 enamy,编写左敌方鱼类 enamy_1_l 继承父类
import java.awt.*;public class enamy { //定义图片 image img; //定义物体坐标 int x; int y; int width; int height; //移动速度 int speed; //方向 int dir = 1; //敌方鱼的类型、分值 int type; int count; //绘制自身方法 public void paintself(graphics g) { g.drawimage(img, x, y, width, height, null); } //获取自身矩形用于碰撞检测 public rectangle getrec() { return new rectangle(x, y, width, height); }}//左敌方鱼类class enamy_1_l extends enamy { enamy_1_l() { this.x = -45; this.y = (int) (math.random() * 700 + 100); this.width = 45; this.height = 69; this.speed = 10; this.count = 1; this.img = gameutils.enamy_l_img; }}
在 gameutils 类中添加左敌方鱼类的图片
public class gameutils { //背景图 public static image bgimg = toolkit.getdefaulttoolkit().createimage("d:\\idea\\idea_demo\\fishgame\\images\\sea.jpg"); //敌方鱼类 public static image enamy_l_img = toolkit.getdefaulttoolkit().createimage("d:\\idea\\idea_demo\\fishgame\\images\\enemyfish\\fish2_r.gif");}
在 gamewin 类中创建左敌方鱼类对象并在 case 1 的情况下绘制左敌方鱼类
public class gamewin extends jframe { //...... //敌方鱼类 enamy enamy = new enamy_1_l(); //创建一个启动窗口,设置窗口信息 public void launch() throws interruptedexception { //...... } @override public void paint(graphics g) { //懒加载模式初始化对象 offscreenimage = createimage(width, height); graphics gimage = offscreenimage.getgraphics(); //获取图片对应的画笔对象 switch (state) { case 0: //把组件重新绘制到主窗口中 gimage.drawimage(gameutils.bgimg, 0, 0, null); //为启动页面添加文字 gimage.setcolor(color.pink); gimage.setfont(new font("仿宋", font.bold, 60)); gimage.drawstring("请点击开始游戏", 500, 500); break; case 1: bg.paintself(gimage); enamy.paintself(gimage); enamy.x += enamy.speed; break; case 2: break; case 3: break; case 4: break; default: break; } //将绘制好的图片一次性绘制到主窗口中 g.drawimage(offscreenimage, 0, 0, null); }}
8.敌方左方小鱼的批量添加在工具类中创建一个所有敌方鱼物体的集合
public class gameutils { //敌方鱼类集合 public static list<enamy> enamylist = new arraylist<>(); //......}
在窗口类中添加一个方法,用于批量添加敌方鱼类
public class gamewin extends jframe { //...... //敌方鱼类 enamy enamy; //计数器,用来记录游戏的重绘次数,也是鱼生成的数量 int time = 0; //创建一个启动窗口,设置窗口信息 public void launch() throws interruptedexception { //...... }); //背景图片重复使用,需要重复调用repaint方法 while (true) { repaint(); time++; thread.sleep(40); } } @override public void paint(graphics g) { //懒加载模式初始化对象 offscreenimage = createimage(width, height); graphics gimage = offscreenimage.getgraphics(); //获取图片对应的画笔对象 switch (state) { case 0: //...... case 1: bg.paintself(gimage); logic(); //不断添加敌方鱼类 //遍历敌方鱼类集合,绘制敌方鱼类 for (enamy enamy : gameutils.enamylist) { enamy.paintself(gimage); } break; case 2: break; case 3: break; case 4: break; default: break; } //将绘制好的图片一次性绘制到主窗口中 g.drawimage(offscreenimage, 0, 0, null); } //批量添加鱼类 void logic() { //每重绘10次生成一条敌方鱼类 if (time % 10 == 0) { enamy = new enamy_1_l(); gameutils.enamylist.add(enamy); } //移动方向 for (enamy enamy : gameutils.enamylist) { enamy.x = enamy.x + enamy.dir * enamy.speed; } }}
9.我方鱼的生成在工具类中添加我方鱼类的图片
public class gameutils { //...... //我方鱼类 public static image myfishimg_l = toolkit.getdefaulttoolkit().createimage("d:\\idea\\idea_demo\\fishgame\\images\\myfish\\myfish_left.gif"); public static image myfishimg_r = toolkit.getdefaulttoolkit().createimage("d:\\idea\\idea_demo\\fishgame\\images\\myfish\\myfish_right.gif");}
创建我方鱼类
import java.awt.*;public class myfish { //图片 image img = gameutils.myfishimg_l; //坐标 int x = 700; int y = 500; int width = 50; int height = 50; //移动速度 int speed = 20; //等级 int level = 1; //绘制自身的方法 public void paintself(graphics g) { g.drawimage(img, x, y, width, height, null); } //获取自身矩形的方法 public rectangle getrec() { return new rectangle(x, y, width, height); }}
在窗口类中获取我方鱼的对象
//我方鱼类myfish myfish = new myfish();
在工具类中添加方向判定,用来控制我方鱼的方向
public class gameutils { //方向 static boolean up = false; static boolean down = false; static boolean left = false; static boolean right = false; //......}
在我方鱼类添加一个方法,实现对键盘的控制
public class myfish { //...... //绘制自身的方法 public void paintself(graphics g) { //调用方法 logic(); g.drawimage(img, x, y, width, height, null); } //...... void logic() { if (gameutils.up) { y = y - speed; } if (gameutils.down) { y = y + speed; } if (gameutils.left) { x = x - speed; img = gameutils.myfishimg_l; } if (gameutils.right) { x = x + speed; img = gameutils.myfishimg_r; } }}
在窗口类的 paint 方法的 case 1 中,添加我方鱼类所创造的方法
import javax.swing.*;import java.awt.*;import java.awt.event.keyadapter;import java.awt.event.keyevent;import java.awt.event.mouseadapter;import java.awt.event.mouseevent;public class gamewin extends jframe { //...... //我方鱼类 myfish myfish = new myfish(); //创建一个启动窗口,设置窗口信息 public void launch() throws interruptedexception { //...... }); //键盘移动 this.addkeylistener(new keyadapter() { @override//按压 public void keypressed(keyevent e) { //上下左右四个键的ascii值为 上 ↑:38下 ↓: 40左 ←: 37右 →: 39 if (e.getkeycode() == 38) { gameutils.up = true; } if (e.getkeycode() == 40) { gameutils.down = true; } if (e.getkeycode() == 37) { gameutils.left = true; } if (e.getkeycode() == 39) { gameutils.right = true; } } @override//抬起 public void keyreleased(keyevent e) { if (e.getkeycode() == 38) { gameutils.up = false; } if (e.getkeycode() == 40) { gameutils.down = false; } if (e.getkeycode() == 37) { gameutils.left = false; } if (e.getkeycode() == 39) { gameutils.right = false; } } }); //...... } @override public void paint(graphics g) { //懒加载模式初始化对象 offscreenimage = createimage(width, height); graphics gimage = offscreenimage.getgraphics(); //获取图片对应的画笔对象 switch (state) { case 0: //...... break; case 1: bg.paintself(gimage); myfish.paintself(gimage); logic(); //不断添加敌方鱼类 for (enamy enamy : gameutils.enamylist) { enamy.paintself(gimage); } break; case 2: break; case 3: break; case 4: break; default: break; } //将绘制好的图片一次性绘制到主窗口中 g.drawimage(offscreenimage, 0, 0, null); } //批量添加鱼类 void logic() { //...... }}
10.我方鱼与敌方小鱼的碰撞测试在游戏中所有物体被视为矩形,两个物体是否碰撞,即检测两个物体的所在矩形是否有重叠部分
具体检测,就是让我方鱼与敌方鱼的矩形进行一一检测,在窗口类的 logic() 方法中实现
//批量添加鱼类void logic() { //每重绘10次生成一条敌方鱼类 if (time % 10 == 0) { enamy = new enamy_1_l(); gameutils.enamylist.add(enamy); } //移动方向 for (enamy enamy : gameutils.enamylist) { enamy.x = enamy.x + enamy.dir * enamy.speed; //我方鱼与敌方鱼的碰撞检测 if (myfish.getrec().intersects(enamy.getrec())) { enamy.x = -200; enamy.y = -200; } }}
11.游戏积分的实现在工具类中定义分数
//分数static int count = 0;
在窗口类中实现我方鱼吃掉敌方鱼增加分数,同时在页面上打印分数
public class gamewin extends jframe { //...... @override public void paint(graphics g) { //懒加载模式初始化对象 offscreenimage = createimage(width, height); graphics gimage = offscreenimage.getgraphics(); //获取图片对应的画笔对象 switch (state) { case 0: //...... case 1: bg.paintself(gimage); //*******打印所得积分******** gimage.setcolor(color.orange); gimage.setfont(new font("仿宋", font.bold, 50)); gimage.drawstring("积分:" + gameutils.count, 200, 120); myfish.paintself(gimage); logic(); //不断添加敌方鱼类 for (enamy enamy : gameutils.enamylist) { enamy.paintself(gimage); } break; case 2: break; case 3: break; case 4: break; default: break; } //...... //批量添加鱼类 void logic() { //...... //移动方向 for (enamy enamy : gameutils.enamylist) { enamy.x = enamy.x + enamy.dir * enamy.speed; //我方鱼与敌方鱼的碰撞检测 if (myfish.getrec().intersects(enamy.getrec())) { enamy.x = -200; enamy.y = -200; //********得分******** gameutils.count += enamy.count; } } }}
在我方鱼类中实现吃掉敌方鱼后,我方鱼体积增加
public class myfish { //...... //绘制自身的方法 public void paintself(graphics g) { logic(); g.drawimage(img, x, y, width + gameutils.count, height + gameutils.count, null); } //获取自身矩形的方法 public rectangle getrec() { return new rectangle(x, y, width + gameutils.count, height + gameutils.count); } //......}
12.关卡的设置根据积分来实现关卡的设置,如果达到目标积分则过关,并增加我方鱼的等级
在工具类中定义关卡等级
//关卡等级static int level = 0;
在窗口类的 logic() 方法中设置关卡
public class gamewin extends jframe { //...... @override public void paint(graphics g) { //懒加载模式初始化对象 offscreenimage = createimage(width, height); graphics gimage = offscreenimage.getgraphics(); //获取图片对应的画笔对象 switch (state) { case 0: //...... break; case 1: //...... break; case 2: break; case 3: //玩家胜利 bg.paintself(gimage); myfish.paintself(gimage); gimage.setcolor(color.orange); gimage.setfont(new font("仿宋", font.bold, 80)); gimage.drawstring("积分: " + gameutils.count, 200, 120); gimage.drawstring("胜利", 400, 500); break; case 4: break; default: break; } //将绘制好的图片一次性绘制到主窗口中 g.drawimage(offscreenimage, 0, 0, null); } //批量添加鱼类 void logic() { //关卡难度 if (gameutils.count < 5) { gameutils.level = 0; myfish.level = 1; } else if (gameutils.count <= 15) { gameutils.level = 1; } else if (gameutils.count <= 50) { gameutils.level = 2; myfish.level = 2; } else if (gameutils.count <= 150) { gameutils.level = 3; myfish.level = 3; } else if (gameutils.count <= 300) { gameutils.level = 4; myfish.level = 3; } else { //分数大于300,玩家胜利 state = 3; } //...... }}
13.界面优化实现游戏界面积分、难度、关卡的可视化编写
在工具类中定义绘制文字的方法
//绘制文字的方法public static void drawword(graphics g, string str, color color, int size, int x, int y) { g.setcolor(color); g.setfont(new font("仿宋", font.bold, size)); g.drawstring(str, x, y);}
在背景类中让积分、难度、我方鱼等级可视化
public class bg { void paintself(graphics g, int fishlevel) { g.drawimage(gameutils.bgimg, 0, 0, null); switch (gamewin.state) { case 0: gameutils.drawword(g, "请点击开始游戏", color.red, 80, 500, 500); break; case 1: gameutils.drawword(g, "积分:" + gameutils.count, color.orange, 50, 200, 120); gameutils.drawword(g, "难度:" + gameutils.level, color.orange, 50, 600, 120); gameutils.drawword(g, "等级:" + fishlevel, color.orange, 50, 1000, 120); break; case 2: break; case 3: gameutils.drawword(g, "积分:" + gameutils.count, color.orange, 50, 200, 120); gameutils.drawword(g, "难度:" + gameutils.level, color.orange, 50, 600, 120); gameutils.drawword(g, "等级:" + fishlevel, color.orange, 50, 1000, 120); gameutils.drawword(g, "胜利", color.red, 80, 700, 500); break; default: break; } }}
对窗口类的 paint 方法进行优化
@overridepublic void paint(graphics g) { //懒加载模式初始化对象 offscreenimage = createimage(width, height); graphics gimage = offscreenimage.getgraphics(); //获取图片对应的画笔对象 bg.paintself(gimage, myfish.level); //*********************** //游戏状态:0未开始,1游戏中,2游戏失败,3游戏胜利,4游戏暂停,5重新开始 switch (state) { case 0: break; case 1: myfish.paintself(gimage); logic(); //不断添加敌方鱼类 for (enamy enamy : gameutils.enamylist) { enamy.paintself(gimage); } break; case 2: break; case 3: //玩家胜利 myfish.paintself(gimage); break; case 4: break; default: break; } //将绘制好的图片一次性绘制到主窗口中 g.drawimage(offscreenimage, 0, 0, null);}
14.右侧敌方鱼和多种敌方鱼的生成首先实现右侧敌方小鱼的生成,在工具类中添加右侧敌方小鱼的图
//敌方鱼类public static image enamy_l_img = toolkit.getdefaulttoolkit().createimage("d:\\idea\\idea_demo\\fishgame\\images\\enemyfish\\fish2_r.gif");public static image enamy_r_img = toolkit.getdefaulttoolkit().createimage("d:\\idea\\idea_demo\\fishgame\\images\\enemyfish\\fish2_l.gif");
在敌方鱼类中创建敌方小鱼右类继承敌方小鱼左类
//右敌方鱼类class enamy_1_r extends enamy_1_l { enamy_1_r() { this.x = 1400; dir = -1; this.img = gameutils.enamy_r_img; }}
在窗口类中定义随机数,使左右敌方小鱼随机出现
public class gamewin extends jframe { //...... //定义一个随机数,以此让左右鱼的数量随机 double random; //...... random = math.random(); //每重绘10次生成一条敌方鱼类 if (time % 10 == 0) { if (random > 0.5) { enamy = new enamy_1_l(); } else { enamy = new enamy_1_r(); } gameutils.enamylist.add(enamy); } //......}
接下来是其他敌方鱼类的生成,其原理与敌方小鱼的生成原理一致
在窗口类添加敌方鱼图
//敌方鱼类public static image enamy_l_img = toolkit.getdefaulttoolkit().createimage("d:\\idea\\idea_demo\\fishgame\\images\\enemyfish\\fish2_r.gif");public static image enamy_r_img = toolkit.getdefaulttoolkit().createimage("d:\\idea\\idea_demo\\fishgame\\images\\enemyfish\\fish2_l.gif");public static image enamy_l_2img = toolkit.getdefaulttoolkit().createimage("d:\\idea\\idea_demo\\fishgame\\images\\enemyfish\\fish3_r.png");public static image enamy_r_2img = toolkit.getdefaulttoolkit().createimage("d:\\idea\\idea_demo\\fishgame\\images\\enemyfish\\fish3_l.png");public static image enamy_l_3img = toolkit.getdefaulttoolkit().createimage("d:\\idea\\idea_demo\\fishgame\\images\\enemyfish\\fish4_r.png");public static image enamy_r_3img = toolkit.getdefaulttoolkit().createimage("d:\\idea\\idea_demo\\fishgame\\images\\enemyfish\\fish4_l.png");
创建剩下的敌方鱼类并写入参数
class enamy_2_l extends enamy { enamy_2_l() { this.x = -100; this.y = (int) (math.random() * 700 + 100); this.width = 100; this.height = 100; this.speed = 5; this.count = 2; this.type = 2; this.img = gameutils.enamy_l_2img; }}class enamy_2_r extends enamy_2_l { enamy_2_r() { this.x = 1400; dir = -1; this.img = gameutils.enamy_r_2img; }}class enamy_3_l extends enamy { enamy_3_l() { this.x = -300; this.y = (int) (math.random() * 700 + 100); this.width = 300; this.height = 150; this.speed = 15; this.count = 5; this.type = 3; this.img = gameutils.enamy_l_3img; } //由于第3种鱼的体积过大,我们需要将其修改一下 public rectangle getrec() { return new rectangle(x + 40, y + 30, width - 80, height - 60); }}class enamy_3_r extends enamy_3_l { enamy_3_r() { this.x = 1400; dir = -1; this.img = gameutils.enamy_r_3img; }}
在窗口类种添加敌方鱼的生成,添加我方鱼和敌方鱼的等级比较来判断游戏是否失败,同时游戏失败界面只剩下敌方鱼类
public class gamewin extends jframe { //...... @override public void paint(graphics g) { //懒加载模式初始化对象 offscreenimage = createimage(width, height); graphics gimage = offscreenimage.getgraphics(); //获取图片对应的画笔对象 bg.paintself(gimage, myfish.level); //游戏状态:0未开始,1游戏中,2游戏失败,3游戏胜利,4游戏暂停,5重新开始 switch (state) { case 0: break; case 1: myfish.paintself(gimage); logic(); //不断添加敌方鱼类 for (enamy enamy : gameutils.enamylist) { enamy.paintself(gimage); } break; case 2: //*********游戏失败界面********* logic(); //不断添加敌方鱼类 for (enamy enamy : gameutils.enamylist) { enamy.paintself(gimage); } break; case 3: //玩家胜利 myfish.paintself(gimage); break; case 4: break; default: break; } //将绘制好的图片一次性绘制到主窗口中 g.drawimage(offscreenimage, 0, 0, null); } //批量添加鱼类 void logic() { //...... random = math.random(); //********根据游戏等级生成鱼类******** switch (gameutils.level) { case 4: case 3: case 2: if (time % 30 == 0) { if (random > 0.5) { enamy = new enamy_3_l(); } else { enamy = new enamy_3_r(); } gameutils.enamylist.add(enamy); } case 1: if (time % 20 == 0) { if (random > 0.5) { enamy = new enamy_2_l(); } else { enamy = new enamy_2_r(); } gameutils.enamylist.add(enamy); } case 0: //每重绘10次生成一条敌方鱼类 if (time % 10 == 0) { if (random > 0.5) { enamy = new enamy_1_l(); } else { enamy = new enamy_1_r(); } gameutils.enamylist.add(enamy); } break; default: break; } //移动方向 for (enamy enamy : gameutils.enamylist) { enamy.x = enamy.x + enamy.dir * enamy.speed; //我方鱼与敌方鱼的碰撞检测 if (myfish.getrec().intersects(enamy.getrec())) { //********如果我方鱼的等级大于等于敌方鱼******* if (myfish.level >= enamy.type) { enamy.x = -200; enamy.y = -200; //得分 gameutils.count += enamy.count; } else { state = 2; } } } }}
背景类优化:
public class bg { void paintself(graphics g, int fishlevel) { g.drawimage(gameutils.bgimg, 0, 0, null); switch (gamewin.state) { case 0 -> gameutils.drawword(g, "请点击开始游戏", color.red, 80, 500, 500); case 1 -> { gameutils.drawword(g, "积分:" + gameutils.count, color.orange, 50, 200, 120); gameutils.drawword(g, "难度:" + gameutils.level, color.orange, 50, 600, 120); gameutils.drawword(g, "等级:" + fishlevel, color.orange, 50, 1000, 120); } case 2 -> { gameutils.drawword(g, "积分:" + gameutils.count, color.orange, 50, 200, 120); gameutils.drawword(g, "难度:" + gameutils.level, color.orange, 50, 600, 120); gameutils.drawword(g, "等级:" + fishlevel, color.orange, 50, 1000, 120); gameutils.drawword(g, "失败", color.red, 80, 600, 500); } case 3 -> { gameutils.drawword(g, "积分:" + gameutils.count, color.orange, 50, 200, 120); gameutils.drawword(g, "难度:" + gameutils.level, color.orange, 50, 600, 120); gameutils.drawword(g, "等级:" + fishlevel, color.orange, 50, 1000, 120); gameutils.drawword(g, "胜利", color.red, 80, 700, 500); } default -> { } } }}
15.boss鱼的添加在工具类中添加敌方 boss 鱼
public static image boss_img = toolkit.getdefaulttoolkit().createimage("d:\\idea\\idea_demo\\fishgame\\images\\enemyfish\\boss.gif");
创建敌方 boss 鱼类继承父类
class enamy_boss extends enamy { enamy_boss() { this.x = -1000; this.y = (int) (math.random()*700 + 100); this.width = 340; this.height = 340; this.speed = 100; this.count = 0; this.type = 10; this.img = gameutils.boss_img; }}
在窗口类中获取敌方 boss 鱼类,在游戏等级为 4 的代码块中,添加 boss 生成的条件,同时对 boss 和我方鱼类及其他鱼类碰撞的情况做出处理
public class gamewin extends jframe { //...... //敌方boss类 enamy boss; //是否生成boss boolean isboss = false; //创建一个启动窗口,设置窗口信息 public void launch() throws interruptedexception { //...... } @override public void paint(graphics g) { //懒加载模式初始化对象 offscreenimage = createimage(width, height); graphics gimage = offscreenimage.getgraphics(); //获取图片对应的画笔对象 bg.paintself(gimage, myfish.level); //游戏状态:0未开始,1游戏中,2游戏失败,3游戏胜利,4游戏暂停,5重新开始 switch (state) { case 0: break; case 1: myfish.paintself(gimage); logic(); //不断添加敌方鱼类 for (enamy enamy : gameutils.enamylist) { enamy.paintself(gimage); } //********boss鱼的生成******** if (isboss) { boss.x += boss.dir * boss.speed; boss.paintself(gimage); if (boss.x < 0) { gimage.setcolor(color.red); gimage.fillrect(boss.x, boss.y, 2400, boss.height / 30); } } break; case 2: logic(); //不断添加敌方鱼类 for (enamy enamy : gameutils.enamylist) { enamy.paintself(gimage); } //********添加敌方boss******** if (isboss) { boss.paintself(gimage); } break; case 3: //玩家胜利 myfish.paintself(gimage); break; case 4: break; default: break; } //将绘制好的图片一次性绘制到主窗口中 g.drawimage(offscreenimage, 0, 0, null); } //批量添加鱼类 void logic() { //关卡难度 if (gameutils.count < 5) { gameutils.level = 0; myfish.level = 1; } else if (gameutils.count <= 15) { gameutils.level = 1; } else if (gameutils.count <= 50) { gameutils.level = 2; myfish.level = 2; } else if (gameutils.count <= 150) { gameutils.level = 3; myfish.level = 3; } else if (gameutils.count <= 300) { gameutils.level = 4; myfish.level = 3; } else { //分数大于300,玩家胜利 state = 3; } random = math.random(); switch (gameutils.level) { case 4: //********判断是否生成boss******** if (time % 60 == 0) { if (random > 0) { boss = new enamy_boss(); isboss = true; } } case 3: case 2: //...... case 1: //...... case 0: //...... default: break; } //移动方向 for (enamy enamy : gameutils.enamylist) { enamy.x = enamy.x + enamy.dir * enamy.speed; //********boss鱼的碰撞处理******** if (isboss) { if (boss.getrec().intersects(enamy.getrec())) { enamy.x = -200; enamy.y = -200; } if (boss.getrec().intersects(myfish.getrec())) { state = 2; } } //...... } }}
16.游戏暂停功能和重新开始功能的实现首先实现暂停功能,如果游戏状态为 4,则游戏暂停,我们使用空格键来实现游戏暂停功能
在 launch 方法中添加键盘的监听事件
public class gamewin extends jframe { //...... //创建一个启动窗口,设置窗口信息 public void launch() throws interruptedexception { //...... //键盘移动 this.addkeylistener(new keyadapter() { @override//按压 public void keypressed(keyevent e) { //上下左右四个键的ascii值为 上 ↑:38下 ↓: 40左 ←: 37右 →: 39 if (e.getkeycode() == 38) { gameutils.up = true; } if (e.getkeycode() == 40) { gameutils.down = true; } if (e.getkeycode() == 37) { gameutils.left = true; } if (e.getkeycode() == 39) { gameutils.right = true; } //********空格键******** if (e.getkeycode() == 32) { //如果游戏状态为运行中,则暂停,反之 switch (state) { case 1: state = 4; gameutils.drawword(getgraphics(), "游戏暂停!!!", color.red, 50, 600, 400); break; case 4: state = 1; break; } } } @override//抬起 public void keyreleased(keyevent e) { if (e.getkeycode() == 38) { gameutils.up = false; } if (e.getkeycode() == 40) { gameutils.down = false; } if (e.getkeycode() == 37) { gameutils.left = false; } if (e.getkeycode() == 39) { gameutils.right = false; } } }); //背景图片重复使用,需要重复调用repaint方法 while (true) { repaint(); time++; thread.sleep(40); } } @override public void paint(graphics g) { //...... case 4: //******** return; default: break; } //将绘制好的图片一次性绘制到主窗口中 g.drawimage(offscreenimage, 0, 0, null); } //批量添加鱼类 ......}
接下来是重新开始功能,在窗口类中创建一个新的方法,将游戏状态恢复到初始,然后定义在游戏状态为结束或胜利的情况下,点击鼠标左键进入重新开始界面
//重新开始void regame() { gameutils.enamylist.clear(); time =0; myfish.level = 0; gameutils.count = 0; myfish.x = 700; myfish.y = 500; myfish.width = 50; myfish.height = 50; boss = null; isboss = false;}
//创建一个启动窗口,设置窗口信息public void launch() throws interruptedexception { //...... //添加鼠标监听事件 this.addmouselistener(new mouseadapter() { @override public void mouseclicked(mouseevent e) { if (e.getbutton() == 1 && state == 0) { state = 1; repaint(); } //重新开始 if (e.getbutton() == 1 && (state == 2 || state == 3)) { regame(); state = 1; } } }); //键盘移动 //......}
以上就是如何用java实现“大鱼吃小鱼”游戏?的详细内容。
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