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运用java开发打砖块游戏

作者:课课家教育     来源: http://www.kokojia.com点击数:2037发布时间: 2018-11-30 15:11:50

标签: JAVAJAVA游戏打砖块游戏

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  运用java开发打砖块游戏

运用java开发打砖块游戏_JAVA_JAVA游戏_打砖块游戏_课课家

  前面我们已经讲解了如何运用JAVA设计出贪吃蛇的游戏,那么现在我们接下来讲解第二个经典的游戏,称为打砖块游戏,那么这个游戏是怎么做的呢?其实,我现在讲解也只是讲解它的结构,那么具体怎么修改,还是需要大家去想象设计自己喜欢的游戏。

  1.首先我们需要新建一个项目Peng,建立一个主类Peng(File-new-Class,输入类名Peng)。

首先我们需要新建一个项目Peng,建立一个主类Peng(File-new-Class,输入类名Peng)。

首先我们需要新建一个项目Peng,建立一个主类Peng(File-new-Class,输入类名Peng)。

  2.再新建一个类MyPanel,(File-new-Class,输入类名MyPanel)代码如下:

import java.awt.*;

import java.awt.event.*;

 

public class Peng {

 

    public Peng() {

        Frame app = new Frame("打砖块,按空格开始");

        //监视关闭窗体事件

        app.addWindowListener(new WindowAdapter() {

            public void windowClosing(WindowEvent e) {

                System.exit(0);

            }

        });

        app.setLocation(100, 100);

        MyPanel drawB = new MyPanel(); //实例化MyPanel对象

        app.add(drawB, BorderLayout.CENTER); //在窗体中间显示画版

      

        app.pack();//运行app中的pack方法,动态调整frame的大小,使frame中的组件都可见

        app.setVisible(true);

        drawB.run(); //运行app中的gameStart方法

    }

 

    /**

     * @param args the command line arguments

     */

    public static void main(String[] args) {

        new Peng();

    // TODO code application logic here

    }

}

  3.再新建一个类Pad,(File-new-Class,输入类名Pad)

import java.awt.Color;

import java.awt.Graphics;

import java.awt.Point;

 

public class Pad {

 

    public Point location;//创建一个Point变量locatoin

    public Point size;//创建一个Point变量size

    private MyPanel gameP;//创建MyPanel实例,获取MyPanel中的一些变量值

 

    public Pad(MyPanel gp) {

        gameP = gp;//将MyPanel对象传给gameP

        size = new Point(100, 20);//给size变量赋值

        location = new Point((gp.width - size.x) / 2, gp.heigth - size.y);//给location变量赋值

    }

 

    public void update() {

        if (gameP.padMoveRight) {//如果MyPanel中padMoveRight的值是true

            if (location.x + size.x < gameP.width) {//如果没到右边缘

                location.x += 10;//向右移

            }

        }

        if (gameP.padMoveLeft) {//如果MyPanel中padMoveLeft的值是true

            if (location.x > 0) {//如果没到左边缘

                location.x -= 10;//向左移

            }

        }

    }

 

    public void draw(Graphics g) {

        g.setColor(Color.BLACK);//设置黑色

        g.fillRoundRect(location.x, location.y, size.x, size.y,10,10);//画出档板

    }

}

  4.再新建一个类Block,(File-new-Class,输入类名Block)

import java.awt.*;

 

public class Block {

 

    private MyPanel gameP;    //定义MyPanel实例gameP,用它来获取MyPanel中的变量值

    private Point allocation;//定义Point变量

    public Point location[];//定义Point数组变量

    public Point size;//定义Point变量

    public int num;

    public boolean exist[];

 

    public Block(MyPanel gp) {

        gameP = gp;

        num = 20;

        allocation = new Point(4, 5);//定义Point变量

        size = new Point(50, 20);//定义Point变量

        location = new Point[num];//定义Point数组变量

        for (int i = 0; i < allocation.y; i++) {

            for (int j = 0; j < allocation.x; j++) {

                location[i * allocation.x + j] = new Point((gp.width / allocation.x - size.x) / 2 + j * (gp.width / allocation.x), (i * 2 + 1) * size.y);

                System.out.println(location[i * allocation.x + j]);

            }

        }

        exist = new boolean[num];     //

        for (int i = 0; i < num; i++) {

            exist[i] = true;

        }

    }

 

    public void update() {

    }

 

    public void draw(Graphics g) {

        g.setColor(Color.gray);

        for (int i = 0; i < num; i++) {

            if (exist[i] == true) {//定义一个数组,画出大批量砖块,如果exist是true才画

                g.fillRect(location[i].x, location[i].y, size.x, size.y);

            }

        }

    }

}  

 

  5.最后建一个类Ball(File-new-Class,输入类名Ball)

import java.awt.Color;

import java.awt.Graphics;

import java.awt.Point;

 

 

/*

 * To change this template, choose Tools | Templates

 * and open the template in the editor.

 */

/**

 *

 * @author Administrator

 */

public class Ball {

 

    private Point location;//定义Point变量

    private int diameter;

    private int dx;

    private int dy;

    private MyPanel gameP;//定义MyPanel实例gameP,用它来获取MyPanel中的变量值

    private Block blk;//定义Block实例,用它来获取Block中的变量值

    private Pad pd;//定义Pad实例,用它来获取Pad中的变量值

    private boolean padCanBounce = false;

 

 

    public Ball(MyPanel gp, Pad p, Block bk) {//将其他几个类的值传递进来

        gameP = gp;//获取MyPanel对象

        blk = bk;//获取砖块对象

        pd = p;//获取档板对象

        diameter = 20;//小球的半径

        location = new Point(pd.location.x + (pd.size.x - diameter) / 2, pd.location.y - pd.size.y);

        //上面一行,是让小球处在档板的中间正上方.

        dx = 5;//每次移动的偏移量

        dy = -5;//每次移动的偏移量

    }

 

    public void update() {

 

        if (gameP.ballMove) { //如果MyPanel中ballMove变量的值是true

            location.x += dx;//小球横坐标增加

            location.y += dy;//小球纵坐标增加

            wallBounced();//碰到墙的事件

            blockBounced();//碰到砖块的事件

            padBounced();//碰到档板的事件

        } else { //如果MyPanel中ballMove变量的值是false

            location.setLocation(pd.location.x + (pd.size.x - diameter) / 2, pd.location.y - pd.size.y);

            //让小球回到档板正中间,重新开球

        }

    }

 

    public void draw(Graphics g) {

        g.setColor(Color.blue);//设置蓝色

        g.fillOval(location.x, location.y, diameter, diameter);//用蓝色画球

    }

 

    public boolean Bounce(Point bk_location, Point bk_size) {//判断小球是否撞到砖

        if ((location.x > bk_location.x - diameter) && (location.x < bk_location.x + bk_size.x) && (location.y > bk_location.y - diameter) && (location.y < bk_location.y + bk_size.y)) {

            return true;//如果小球撞到砖,返回true

        } else {

            return false;//如果小球没有撞到砖,返回false

        }

       //以上是用边界检测法判断小球是不是撞到砖,这是非常重要的知识,参考课本P62

    }

 

    public void wallBounced() {//判断碰到墙没

        if ((location.x > gameP.width - diameter) || (location.x < 0)) {

            dx = -dx;//如果左右到达边界,让左右运动方向变成反向

            padCanBounce = true;

        }

 

        if (location.y < 0) { //如果达到上边边界

            dy = -dy; //让上下运动反向

            padCanBounce = true;

        }

        if (location.y > gameP.heigth) { //如果下面到达边界

            gameP.ballMove = false; //小球不能运动,GAME OVER

            padCanBounce = true;

        }

 

    }

 

    public void blockBounced() { //碰到砖块的反弹处理,课本P63页

        Point local1, local2, local3, size1, size2, size3;

        for (int i = 0; i < blk.num; i++) {

        

        if(blk.exist[i]==false) continue;

        

            local1 = blk.location[i];

            size1 = new Point(blk.size.x * 1 / 10, blk.size.y);

            local2 = new Point(blk.location[i].x + blk.size.x * 1 / 10, blk.location[i].y);

            size2 = new Point(blk.size.x * 8 / 10, blk.size.y);

            local3 = new Point(blk.location[i].x + blk.size.x * 9 / 10, blk.location[i].y);

            size3 = new Point(blk.size.x * 1 / 10, blk.size.y);

 

 

            if (Bounce(local2, size2)) {

                dy = -dy;

                blk.exist[i] = false;

                padCanBounce = true;

 

            } else if (Bounce(local1, size1)) {

                if (dx > 0) {

                    dx = -dx;

                } else {

                    dy = -dy;

                }

                blk.exist[i] = false;

                padCanBounce = true;

            } else if (Bounce(local3, size3)) {

                if (dx < 0) {

                    dx = -dx;

                } else {

                    dy = -dy;

                }

                blk.exist[i] = false;

                padCanBounce = true;

            }

        }

 

    }

 

    public void padBounced() {//碰到档板的事件,课本P65页

        Point local1, local2, local3, size1, size2, size3;

        local1 = pd.location;

        size1 = new Point(pd.size.x * 1 / 7, pd.size.y / 4);

        local3 = new Point(pd.location.x + pd.size.x * 6 / 7, pd.location.y);

        size3 = new Point(pd.size.x * 1 / 7, pd.size.y / 4);

        local2 = new Point(pd.location.x + pd.size.x * 1 / 7, pd.location.y);

        size2 = new Point(pd.size.x * 5 / 7, pd.size.y / 4);

 

        if (padCanBounce) {

            if (Bounce(local2, size2)) {

                dy = -dy;

                padCanBounce = false;

            } else if (Bounce(local1, size1)) {

                padCanBounce = false;

                if (dx > 0) {

                    dx = -dx;

                }

                dy = -dy;

            } else if (Bounce(local3, size3)) {

                padCanBounce = false;

                if (dx < 0) {

                    dx = -dx;

                }

                dy = -dy;

            }

        }

    }

}

  保存并运行,按空格键开始,用键盘的左右键控制下方的档板移动,反弹小球去击落上面的砖块,注意不要让小球落到下面去,小球落下去就失败了。

  小编结语:其实,对于贪吃蛇和打砖块的游戏代码都是十分简单的,重要的是大家能够理解这个框架,然后根据这个框架来设计更有趣的游戏,那么这节课程就到此结束了。

import java.awt.*;

import java.awt.event.KeyEvent;

import java.awt.event.KeyListener;

import java.awt.image.*;

import java.util.*;

 

public class MyPanel extends Panel implements Runnable, KeyListener {

    public int width;

    public int heigth;

    private Image im;

    private Graphics dbg;

    private Thread gamethread;

    private static final int FPS = 50;

    private Ball myball;

    private Pad mypad;

    private Block myblock;

    public boolean padMoveRight = false;

    public boolean padMoveLeft = false;

    public boolean ballMove = false;

    public boolean gameOver = false;

    public boolean reStart = false;

 

    public MyPanel() {

        width = 400; //设置窗口宽度

        heigth = 400; //设置窗口高度

        //setBackground(Color.pink);

        setPreferredSize(new Dimension(width, heigth));

 

        mypad = new Pad(this);//实例化Pad对象

        myblock = new Block(this); //实例化Block对象

        myball = new Ball(this, mypad, myblock); //实例化Ball对象

 

        this.setFocusable(true); //获取光标

        this.requestFocus(); //获取输入光标

        this.addKeyListener(this); //监听窗口

    }

 

    public void gameStart() {

        gamethread = new Thread(this); //创建线程

        gamethread.start(); //开始线程

    }

 

    public void gamePaint() { //在内存中画图

        Graphics g;

        try {

            g = this.getGraphics();

            if (g != null && im != null) {

                g.drawImage(im, 0, 0, null);

            }

            g.dispose();

        } catch (Exception e) {

        }

    }

 

    public void gameRender() {  //画出一个页面

        if (im == null) {

            im = createImage(width, heigth);

            if (im == null) {

                System.out.println("im is null");

            } else {

                dbg = im.getGraphics();

            }

        }

        dbg.setColor(Color.white); //设置白色为底色

        dbg.fillRect(0, 0, width, heigth);//用白色画矩形,擦除窗口

        myblock.draw(dbg); //调用Block类的draw方法画砖

        myball.draw(dbg); //调用Ball类的draw方法画小球

        mypad.draw(dbg);//调用Pad类的draw方法画档板

    }

 

    public void gameUpdate() {//运动逻辑更新,判断分析小球和档板的运动

        isGameOver(); //判断Game Over没有

        if (reStart) { //判断是不是重新开始

            reSetGame();//重新开始游戏,恢复变量值

            reStart = false;

            gameOver = false;

            ballMove = false;

        }

        if (!gameOver) { //如果没有Game Over

               mypad.update(); //运行Pad类的Update方法控制Pad的运动

               myblock.update();//运行Block类的Update方法控制Block的运动

               myball.update();//运行Ball类的Update方法控制Ball的运动

 

        }

 

    }

 

    public void isGameOver() { //判断游戏是否结束

        int countBlock = 0;//砖块数量清0

        for (int i = 0; i < myblock.num; i++) {

            if (myblock.exist[i] == true) {

                countBlock++;

            }

        }

        if (countBlock == 0) {

            gameOver = true;//如果砖块数量是0,就结束

        }

    }

 

 

    public void run() {

        long t1,t2,dt,sleepTime;  

        long period=1000/FPS;   //设置延时时间

        t1=System.nanoTime();

 

        while (true) {

            gameUpdate(); //先执行gameUpdate();

            gameRender(); //再执行gameRender();

            gamePaint();  //然后执行gameUpdate();

            t2= System.nanoTime() ;  //下面设置延时

            dt=(t2-t1)/1000000L;

            sleepTime = period - dt;

            if(sleepTime<=0)        

                  sleepTime=2;

            try {     

            Thread.sleep(sleepTime);

           } catch (InterruptedException ex) { }

              t1 = System.nanoTime();  

        }

    }

 

    public void keyTyped(KeyEvent e) { //键盘输入监视

    }

 

    public void keyPressed(KeyEvent e) {//键盘按下监视

        int keycode = e.getKeyCode();

        if (keycode == KeyEvent.VK_RIGHT) {//键盘按下向右键时

            padMoveRight = true;

        }

        if (keycode == KeyEvent.VK_LEFT) {//键盘按下向左键时

            padMoveLeft = true;

        }

        if (keycode == KeyEvent.VK_SPACE) {//键盘按下空格键时

            ballMove = true;

        }

        if (keycode == KeyEvent.VK_R) {//键盘按下R键时

            if (gameOver) {

                reStart = true;

 

            }

        }

    }

 

    public void keyReleased(KeyEvent e) {//键盘放开时

        int keycode = e.getKeyCode();

        if (keycode == KeyEvent.VK_RIGHT) { //键盘放开向右键时

            padMoveRight = false;

        }

        if (keycode == KeyEvent.VK_LEFT) {//键盘放开向左键时

            padMoveLeft = false;

        }

    }

 

    private void reSetGame() { //重置游戏

        mypad = new Pad(this);

        myblock = new Block(this);

        myball = new Ball(this, mypad, myblock);

 

    }

}

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