1. 程式人生 > 實用技巧 >Java學習筆記_17 專案實戰之天天酷跑(四):遊戲主介面

Java學習筆記_17 專案實戰之天天酷跑(四):遊戲主介面

此文轉載自:https://blog.csdn.net/qq_45909299/article/details/110306321#commentBox

接上文,本文將實現遊戲主介面,功能如下:

移動的背景圖片、動態的玩家、玩家的移動功能、
五種障礙物持續出現、玩家和障礙物的碰撞、
暫停、繼續功能。

首先,看一下整體效果:

動圖實在太大,幾秒鐘的 Gif 就十幾兆了。無奈,圖片展示效果。

跳躍、得分、下落、障礙物:

碰到障礙物後,玩家被推著走。

下面,分別解釋一下每個功能的邏輯:

一、建立一個顯示窗體,承載遊戲的主面板類。

GameFrame.java

package cn.sqc.runday.view;

import javax.swing.ImageIcon;
import javax.swing.JFrame;

import
cn.sqc.runday.controller.GamePanel; /** * @author Huey *2020-11-27 下午12:40:22 * 遊戲主介面:顯示窗體,承載遊戲的主面板類 */ public class GameFrame extends JFrame { //設定窗體寬高屬性 public static final int WIDTH=1500; public static final int HEIGHT=900; public GameFrame() { //2.4建立遊戲面板物件,並新增到窗體上去 GamePanel panel = new GamePanel
(); panel.action();//程式啟動的方法 this.addKeyListener(panel);//誰實現就監聽誰 this.add(panel); /**1.設定窗體基本屬性*/ this.setSize(WIDTH,HEIGHT); this.setLocationRelativeTo(null); this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); this.setIconImage(new ImageIcon("Image/115.png").getImage()); this.setUndecorated
(true); this.setVisible(true); } public static void main(String[] args) { new GameFrame(); } }

二、遊戲主面板類(核心邏輯類):

1、背景圖片滾動效果

使用兩張背景圖片,實現背景圖片滾動效果的邏輯如下:

下面用動圖演示一下:

2、玩家動態效果

我國早期很有名的一部動畫片《大鬧天宮》,由於當時沒有電腦,所以需要一幀一幀的畫,隨後快速播放圖片,形成動態的畫面(我願稱之:真——動畫!!!),併為之配音,短短10分鐘的動畫卻要畫7000到10000張原畫!

而此處,我們的玩家的奔跑姿態,同理是由九張圖片構成。

下面動圖演示:

下面是實現玩家的(生成、移動、繪製)的基本程式碼,後面的障礙物的實現,也都遵循這一編寫邏輯。

為更方便讀懂程式碼,已盡力註釋,若仍有不清楚的地方,歡迎留言交流。

Person.java

package cn.sqc.runday.model;

import java.awt.Graphics;
import java.awt.Image;
import java.io.File;
import java.io.IOException;

import javax.imageio.ImageIO;

import cn.sqc.runday.view.GameFrame;

/**
 * @author Huey
 * @date 2020-11-23
 * 玩家的實體類
 */
public class Person {//1.宣告屬性
	private Image image;//1.1 玩家當前顯示圖片
	private Image[] images;//1.2 玩家所有圖片
	
	public static final int WIDTH = 120;//1.3玩家寬高
	public static final int HEIGHT = 120;
	
	//1.4玩家初始位置座標
	private int x,y;
	int index;//下面用作切換圖片
	//玩家得分
	private int score;
	//玩家跑酷距離
	private int distance;
	
	public Person() {//2.賦值
		//給圖片陣列images賦值
		init();//2.1	先寫,會提示要不要實現!自動生成方法
		//預設當前顯示圖片位第一張圖片 2.6
		image = images[0];
		
		x = 90;//2.7
		y = 580;//腳踩地板
		index = 0;
		score = 0;
		distance = 0;
	}
	//玩家自由下落方法5.1
	public void drop() {
		y += 5;
		if(y>=580){// 下落歸下落,也得溫柔點,不能讓小人兒踩破了地板
			y = 580;
		}
	}
	//玩家移動的方法
	public void step(){
		//玩家圖片的切換
		image = images[index ++ /3%images.length];
		//玩家座標改變(玩家座標通過鍵盤控制,此次不做處理)
	}
	//繪製玩家的方法
	public void paintPerson(Graphics g){
		g.drawImage(image, x, y, WIDTH, HEIGHT, null);
	}

	//判斷玩家是否越界的方法
	public boolean outOfBounds(){
		return this.x >= GameFrame.WIDTH || this.x <= -WIDTH;
	}
	private void init() {//2.2
		images = new Image[9];
		for(int i = 0; i<images.length; i++){//2.3
			try {//2.5
				images[i] = ImageIO.read(new File("Image/"+(i+1) + ".png"));//2.4
			} catch (IOException e) {//2.5
				// TODO Auto-generated catch block
				e.printStackTrace();
			}
		}
	}
//2.8  右鍵,Source,GGAS
	public Image getImage() {
		return image;
	}

	public void setImage(Image image) {
		this.image = image;
	}

	public Image[] getImages() {
		return images;
	}

	public void setImages(Image[] images) {
		this.images = images;
	}

	public int getX() {
		return x;
	}

	public void setX(int x) {
		this.x = x;
	}

	public int getY() {
		return y;
	}

	public void setY(int y) {
		this.y = y;
	}

	public static int getWidth() {
		return WIDTH;
	}

	public static int getHeight() {
		return HEIGHT;
	}
	public int getIndex() {
		return index;
	}
	public void setIndex(int index) {
		this.index = index;
	}
	public int getScore() {
		return score;
	}
	public void setScore(int score) {
		this.score = score;
	}
	public int getDistance() {
		return distance;
	}
	public void setDistance(int distance) {
		this.distance = distance;
	}
	
}

3、幾種障礙物的出現

障礙物一:螃蟹

package cn.sqc.runday.model;

import java.awt.Graphics;
import java.awt.Image;
import java.awt.Paint;
import java.io.File;

import javax.imageio.ImageIO;

import cn.sqc.runday.view.GameFrame;

public class Barrs_1 {
	private Image image;
	private Image [] images;
	public static final int WIDTH=100;
	public static final int HEIGHT=110;
	private int x,y;
	int  index;
	private int speed;
	
	public Barrs_1() {//		螃蟹!
		images = new Image[2];
		try {
			images[0]=ImageIO.read(new File("image/a2.png"));
			images[1]=ImageIO.read(new File("image/a4.png"));		
		} catch (Exception e) {
			// TODO: handle exception
		}		
		image = images[0];
		x=GameFrame.WIDTH+100;
		y=580;
		speed =30;
		index = 0;
	}
	
	public  void step() {//切換圖片
		image =images[index++/5%images.length];
		x-=speed;//切換圖片實現螃蟹爪子張合的動態效果的同時,使其向左移動
	}
  public void paintBarrs(Graphics g) {
	g.drawImage(image, x,y,WIDTH,HEIGHT, null);
}
  public boolean outofBounds(){
		return this.x <=-WIDTH;
	}
public Image getImage() {
	return image;
}
public void setImage(Image image) {
	this.image = image;
}
public Image[] getImages() {
	return images;
}
public void setImages(Image[] images) {
	this.images = images;
}
public int getX() {
	return x;
}
public void setX(int x) {
	this.x = x;
}
public int getY() {
	return y;
}
public void setY(int y) {
	this.y = y;
}
public int getIndex() {
	return index;
}
public void setIndex(int index) {
	this.index = index;
}
public int getSpeed() {
	return speed;
}
public void setSpeed(int speed) {
	this.speed = speed;
}
public static int getWidth() {
	return WIDTH;
}
public static int getHeight() {
	return HEIGHT;
}
  
}

需要注意的是,在建立後,記得新增set、get方法。以便在面板類中對其障礙物進行操作。

障礙物二:寵物

與其稱之障礙物,不如說它是個跟著玩家的小跟班。


package cn.sqc.runday.model;

import java.awt.Graphics;
import java.awt.Image;
import java.awt.event.KeyListener;
import java.io.File;
import java.io.IOException;

import javax.imageio.ImageIO;

import cn.sqc.runday.view.GameFrame;

public class Barrs_2{  //  寵物!
	private Image image;
	private Image images [] ;
	public static final int WIDTH= 70;
	public static final int HEIGHT = 60;
	private int x,y;
	int index;
	public Barrs_2() {
		init();
		image = images[0];
		x=300;
		y=460;
	}
	public void drop() {
		y ++;
		if(y>=460){
			y = 460;
		}
	}
	public void step(){
		image = images[index++/2%images.length];
	}
	 public void paintBarrs(Graphics g) {
			g.drawImage(image, x,y,WIDTH,HEIGHT, null);
		}
	public boolean outofBounds() {
		return this.x<=-WIDTH;
	}
public void init(){
	images = new Image[6];
	for( int i=0;i<6;i++){
		try {
			images[i]=ImageIO.read(new File ("Image/"+"d"+(i+1)+".png"));
		} catch (IOException e) {
			// TODO Auto-generated catch block
			e.printStackTrace();
		}
	}
}
public Image getImage() {
	return image;
}
public void setImage(Image image) {
	this.image = image;
}
public Image[] getImages() {
	return images;
}
public void setImages(Image[] images) {
	this.images = images;
}
public int getX() {
	return x;
}
public void setX(int x) {
	this.x = x;
}
public int getY() {
	return y;
}
public void setY(int y) {
	this.y = y;
}
public int getIndex() {
	return index;
}
public void setIndex(int index) {
	this.index = index;
}
public static int getWidht() {
	return WIDTH;
}
public static int getHeight() {
	return HEIGHT;
}

}

障礙物三、導彈

package cn.sqc.runday.model;

import java.awt.Graphics;
import java.awt.Image;
import java.io.File;

import javax.imageio.ImageIO;

import cn.sqc.runday.view.GameFrame;

public class Barrs_3 {// 		導彈!
	private Image image;
	private int x,y;
	public static final int WIDTH = 150;
	public static final int HEIGHT=70;
	private int speed;
	public Barrs_3() {
		try {
			image = ImageIO.read(new File("image/daodan.png"));
		} catch (Exception e) {
			// TODO: handle exception
		}
		x=GameFrame.WIDTH+1000;
		y=450;
		speed = 25 ;
	}
	public void step(){
		x-=speed;
	}
	public void paintBarrs(Graphics g) {
		g.drawImage(image, x, y, WIDTH, HEIGHT, null);

	}
	public boolean outofBounds(){
		return this.x<=-WIDTH;
	}
	public Image getImage() {
		return image;
	}
	public void setImage(Image image) {
		this.image = image;
	}
	public int getX() {
		return x;
	}
	public void setX(int x) {
		this.x = x;
	}
	public int getY() {
		return y;
	}
	public void setY(int y) {
		this.y = y;
	}
	public int getSpeed() {
		return speed;
	}
	public void setSpeed(int speed) {
		this.speed = speed;
	}
	public static int getWidth() {
		return WIDTH;
	}
	public static int getHeight() {
		return HEIGHT;
	}
	

}

障礙物四:魚叉等障礙物

package cn.sqc.runday.model;

import java.awt.Graphics;
import java.awt.Image;
import java.io.File;
import java.util.Random;

import javax.imageio.ImageIO;

import cn.sqc.runday.view.GameFrame;

public class Barrs_4 {//		魚叉障礙物!
	private Image image;
	private Image images[];
	public static final int WIDTH =150;
	public static final int HEIGHT =350;
	private int x,y;
	
	public Barrs_4() {//構造方法
		Random random = new Random();
		images = new Image[4] ;
	try {
		images[0] = ImageIO.read(new File("image/11.png"));
		images[1]= ImageIO.read(new File("image/12.png"));
		images[2]= ImageIO.read(new File("image/13.png"));
		images[3]= ImageIO.read(new File("image/14.png"));
	} catch (Exception e) {
		// TODO: handle exception
	}
		image= images[random.nextInt(4)];
		x=GameFrame.WIDTH+1500;
		y=0;
	}
	public void step(){
		x-=20;
	}
	public void paintBarrs(Graphics g){
		g.drawImage(image, x, y, WIDTH, HEIGHT, null);
	}
	public boolean outofBounds(){
		return this.x<=-WIDTH;
	}
	public Image getImage() {
		return image;
	}
	public void setImage(Image image) {
		this.image = image;
	}
	public Image[] getImages() {
		return images;
	}
	public void setImages(Image[] images) {
		this.images = images;
	}
	public int getX() {
		return x;
	}
	public void setX(int x) {
		this.x = x;
	}
	public int getY() {
		return y;
	}
	public void setY(int y) {
		this.y = y;
	}
	public static int getWidth() {
		return WIDTH;
	}
	public static int getHeight() {
		return HEIGHT;
	}
	
}
	

障礙物五、金幣


在此,暫且先不寫金幣的動態效果。

package cn.sqc.runday.model;

import java.awt.Graphics;
import java.awt.Image;
import java.io.File;
import java.io.IOException;
import java.util.Random;

import javax.imageio.ImageIO;

import cn.sqc.runday.view.GameFrame;

/**
 * @author Huey
 *2020-11-30  下午03:44:51
 *金幣障礙物類
 * 
 */
public class Barrs_5 {
		private Image image;//當前顯示圖片
		public static final int WIDTH = 30;
		public static final int HEIGHT = 30;
		private int x,y;
		private int speed;
		Random random = new Random();
		public Barrs_5() {
			try {
				image = ImageIO.read(new File("Image/"+(random.nextInt(6) + 21) + ".png"));
			} catch (IOException e) {
				// TODO Auto-generated catch block
				e.printStackTrace();
			}
			x = GameFrame.WIDTH + 10;
			y = random.nextInt(600);
			speed = 20;
		}
		
		public void step(){
			x -= speed;
		}
		
		public void paintBarrs(Graphics g){
			g.drawImage(image, x, y, WIDTH, HEIGHT, null);
		}
		public boolean outofBounds() {
			return this.x<=-WIDTH;
		}

		public Image getImage() {
			return image;
		}

		public void setImage(Image image) {
			this.image = image;
		}

		public int getX() {
			return x;
		}

		public void setX(int x) {
			this.x = x;
		}

		public int getY() {
			return y;
		}

		public void setY(int y) {
			this.y = y;
		}

		public int getSpeed() {
			return speed;
		}

		public void setSpeed(int speed) {
			this.speed = speed;
		}

		public Random getRandom() {
			return random;
		}

		public void setRandom(Random random) {
			this.random = random;
		}

		public static int getWidth() {
			return WIDTH;
		}

		public static int getHeight() {
			return HEIGHT;
		}

}

4、玩家和障礙物的碰撞邏輯

以玩家與導彈的碰撞舉例:

for(int i = 0;i<barrs3.length;i++){
		if(person.getX() + Person.WIDTH >= barrs3[i].getX() &&
		person.getX() <= barrs3[i].getX()	 + Barrs_3.WIDTH  &&
		person .getY() +Person.getHeight() >= barrs3[i].getY() &&
		person.getY()	<= barrs3[i].getY () + Barrs_3.HEIGHT){
			if(person.getX() + Person.WIDTH <= barrs3[i].getX() + Barrs_3.WIDTH){//玩家的寬度(120px)是比障礙物小的
				//左碰撞
				person.setX(barrs3[i].getX()  - Barrs_3.WIDTH);
			}else{
				//右碰撞
				person.setX(barrs3[i].getX()+ Barrs_3.WIDTH	);
			}	
		}
	}

以下動圖演示了玩家從右邊與障礙物b發生碰撞和從左邊碰撞的邏輯,上下碰撞同理。

上下左右碰撞的邏輯程式碼,在動圖下方:

5、暫停、繼續邏輯

在監聽鍵盤按鍵的方法中。

程式碼如下:

此處的 flag 來源於上面程式啟動的方法中,不難看出只要按了空格鍵,就能實現生成、移動、繪製方法的暫停,也就相當於畫面的靜止、遊戲的暫停!

6、結束邏輯

後面再實現。

個人學習筆記,若有誤還望不吝賜教。