Java實現升級版佈谷鳥闖關遊戲的示例代碼
前言
《佈谷鳥闖關-升級版》是一個基於java的佈谷鳥闖關遊戲,鼠標左鍵點擊控制鳥的位置穿過管道間的縫隙,需要做碰撞檢測,監聽鍵盤事件,背景圖片的切換,障礙物管道產生時y軸上需要隨機位置。
主要設計
1.設計遊戲界面,用swing實現
2.設計背景
3.設計移動墻
4.設計佈谷鳥
5.設計障礙物
6.設計背景音樂和音效
7.新增用戶賬號註冊登錄功能
8.引用mysql數據庫,管理用戶賬號密碼和儲存排行榜等信息
- 需要提前創建好數據庫"game",字符集選“utf8mb4”
- 然後執行mysql表結構和初始化數據腳本
- 修改代碼裡的DBUtils的參數值
9.新增遊戲商城模塊
10.新增排行榜模塊
功能截圖
用戶註冊:
遊戲歡迎界面:
遊戲開始界面:
鼠標左鍵點擊控制鳥的位置穿過管道間的縫隙
代碼實現
遊戲啟動類
//開始界面 public class frame extends JFrame { private JPanel pane; public static frame frame; public frame(){ this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); this.setSize(240,150); ImageIcon backGround = new ImageIcon("images/frame.png"); JLabel bkgImage = new JLabel(backGround); bkgImage.setSize(240,150); bkgImage.setLocation(0,0); JPanel bkgPanel = (JPanel) this.getContentPane(); bkgPanel.setOpaque(false); //註冊按鈕 JButton button_regist =new JButton("註冊"); button_regist.setBounds(30,40, 60,30); bkgPanel.add(button_regist); button_regist.addActionListener(new ActionListener(){ public void actionPerformed(ActionEvent e){ new frame_regist().setVisible(true); } }); //登錄按鈕 JButton button_log=new JButton("登錄"); button_log.addActionListener(new ActionListener(){ public void actionPerformed(ActionEvent e){ new frame_log(frame).setVisible(true); } }); button_log.setBounds(130,40, 60, 30); bkgPanel.add(button_log); this.getContentPane().add(bkgImage); } //彈出顯示傳入String的提示框 public static void frame_warning(String warning) { JFrame frame=new JFrame(); JPanel pane=new JPanel(); frame.setBounds(540, 360, 300, 150); frame.setContentPane(pane); pane.setBorder(new EmptyBorder(5, 5, 5, 5)); pane.setLayout(null); JLabel label_warning=new JLabel(warning); label_warning.setBounds(50,20,150,50); pane.add(label_warning); JButton button_yes = new JButton("確定"); button_yes.addActionListener(new ActionListener() { public void actionPerformed(ActionEvent e) { frame.setVisible(false); } }); button_yes.setBounds(80, 80, 93, 23); pane.add(button_yes); frame.setVisible(true); } public static void main(String[] args){ frame =new frame(); frame.setLocationRelativeTo(null); frame.setVisible(true); } /** * */ }
核心類
import static java.lang.Thread.sleep; public class GameplayingFrame extends JFrame{ private static final long serialVersionUID = 1L; user_inf user; MainFrame mainframe; List<rank_information> rfs; Graphics g=this.getGraphics(); GameplayingFrame(user_inf user,List<rank_information> rfs,MainFrame mainframe) { this.mainframe=mainframe; this.rfs=rfs; this.user=user; this.setTitle("Fly Bird"); this.setSize(Constant.Frame_Width,Constant.Frame_Height); this.setResizable(false); this.setLocationRelativeTo(null); this.setVisible(true); Scene stage = new Scene(user); Graphics g = this.getGraphics(); ImageIcon backGround = new ImageIcon("images/bg_day.png"); JLabel bkgImage = new JLabel(backGround); bkgImage.setSize(288,512); bkgImage.setLocation(0,0); JPanel bkgPanel = (JPanel) this.getContentPane(); bkgPanel.setOpaque(false); this.getContentPane().add(bkgImage); //為界面加入鼠標的響應事件 this.addMouseListener(new MouseListener(){ @Override public void mouseReleased(MouseEvent e) {} @Override public void mousePressed(MouseEvent e) { } @Override public void mouseExited(MouseEvent e) { } @Override public void mouseEntered(MouseEvent e) { } @Override public void mouseClicked(MouseEvent e) { stage.speed_y=-175; } }); JLabel scoreText = new JLabel(); Font font = new Font(Font.SERIF, Font.ITALIC, 30); scoreText.setFont(font); scoreText.setText(String.valueOf(0)); this.setLayout(null); scoreText.setBounds(129,0,30,30); this.add(scoreText); //添加一個線程對象,用於重復繪圖,來節約主線程的資源,使遊戲運行更加流暢 new Thread(new playingThread(stage,g,this,user,rfs,mainframe)).start(); } } /* * 場景類,包含瞭遊戲界面的物品以及遊戲實現的算法 */ class Scene{ //後綴_x/_y表示橫/縱坐標,窗口左上角為原點 public final int bird_x = 88; //重力加速度 public final int G = 300; public double bird_y; public double birdRadius; //速度——正值為向下,負值為向上 public int speed_x; public int speed_y; private Ground land= new Ground(GameUtil.toBufferedImage(GameUtil.getImage("ioo/land.png"))); BufferedImage back= GameUtil.toBufferedImage(GameUtil.getImage("ioo/bg_day.png")) ; Barrier barrier; Barrier barrier1; Ground ground; FlyingBird bird=null; Scene(user_inf user){ bird_y = 200; bird=new FlyingBird(bird_x,bird_y,user); birdRadius = 22; speed_x = 3; speed_y = 0; ground = new Ground(GameUtil.toBufferedImage(GameUtil.getImage("ioo/land.png"))); barrier= new Barrier(GameUtil.toBufferedImage(GameUtil.getImage("ioo/pipe_down1.png"))); barrier1= new Barrier(GameUtil.toBufferedImage(GameUtil.getImage("ioo/pipe_down.png"))); } //返回true是遊戲已經結束,返回false表示遊戲繼續進行 boolean ifGameOver(){ //碰到地面 if(bird_y + birdRadius > 512 - ground.getHeight()){ System.out.println("hit ground"); return true; } //碰到頂 if(bird_y - birdRadius < 0){ System.out.println("hit sky"); return true; } //未過左邊界時 if(bird_x + birdRadius <= barrier.location_x){ return false; } //接近左邊界時 if(bird_x + birdRadius > barrier.location_x && bird_x < barrier.location_x){ if(bird_y < barrier.topHeight || bird_y + birdRadius*0.7 > 512 - barrier.bottomHeight){ System.out.println("hit left edge"); return true; } return false; } //通過管道時 if(bird_x >= barrier.location_x && bird_x < barrier.location_x + barrier.width){ boolean y1 = bird_y + birdRadius > 512 - barrier.bottomHeight; boolean y2 = bird_y <barrier.topHeight; if(y1 || y2){ System.out.println("hit inside"); } return y1 || y2; } //已通過管道 if(bird_x >= barrier.location_x + barrier.width){ return false; } return false; } //ifGameOver=false時才執行 boolean ifGetScore(){ return bird_x + birdRadius > barrier.location_x; } //第二次之後的繪圖 public void drawItems(Graphics g){ //鳥 bird.draw(g); //下障礙物 g.drawImage(barrier.img, barrier.location_x, 512 - barrier.bottomHeight,33,barrier.bottomHeight, null); //上障礙物 g.drawImage(barrier1.img,barrier.location_x, 0,33,barrier.topHeight, null); //地面 g.drawImage(ground.getBufferedImage(),0,512-30, null); ground.checkGround(); barrier.checkBarrier(); } //更新各個物體的位置(每秒30次) public void itemMove() { //計算鳥的速度 speed_y += G*0.033; //鳥最大的向下速度為220 if(speed_y > 220){ speed_y = 220; } //計算鳥的縱坐標 bird_y += speed_y*0.033; bird.y=bird_y; //計算障礙物和地面的橫坐標 barrier.location_x -= speed_x; ground.setX(ground.getX()-speed_x); } //變速方法,根據分數調整速度 public void shift(int score){ if(score < 1) { speed_x = 3; } else if (score < 100){ speed_x = 4; } else if (score < 200){ speed_x = 5; } else if (score < 300){ speed_x = 6; } else if (score < 400){ speed_x = 7; } else if (score < 500){ speed_x = 8; } else speed_x = 9; } }
線程類用於重復繪圖
public class playingThread implements Runnable { Scene stage; private Image iBuffer; private Graphics gBuffer; List<rank_information> rfs; user_inf user; MainFrame mainframe; Graphics g ; GameplayingFrame playingframe ; public static boolean flag = true;//控制計分板的變量 public int score = 0;//分數 playingThread(Scene stage,Graphics g,GameplayingFrame playingframe ,user_inf user,List<rank_information> rfs,MainFrame mainframe) { this.mainframe=mainframe; this.rfs=rfs; this.user=user; this.stage=stage; this.g=g; this.playingframe=playingframe; } @Override public void run() { while (!stage.ifGameOver()){ stage.drawItems(g);//繪畫 stage.itemMove();//物體移動 //33ms刷新一次 try { sleep(33); } catch (InterruptedException e) { e.printStackTrace(); } if(stage.ifGetScore()){ score++; } stage.shift(score); //playingframe.update(g); //清除上一次繪畫結果 //雙緩沖方法清除上一次繪畫結果 if (iBuffer == null){ iBuffer = playingframe.createImage(playingframe.getSize().width,playingframe.getSize().height); gBuffer = iBuffer.getGraphics(); } playingframe.paint(gBuffer); g.drawImage(iBuffer,0,0,null); // stage.drawItems(g);//再繪畫 } user.setCoin(user.getCoin()+score); new user_dao().update(user); playingframe.setVisible(false); rank_information rf=new rank_information(); rf.setScore(score); rf.setName(user.getUser_name()); rfs.add(rf); new rank_dao().update_rank(rfs); new resultFrame(score,user,rfs,mainframe); System.out.println("game over"); } }
總結
通過此次的《佈谷鳥闖關-升級版》實現,讓我對JAVA的相關知識有瞭進一步的瞭解,對java這門語言也有瞭比以前更深刻的認識。
java的一些基本語法,比如數據類型、運算符、程序流程控制和數組等,理解更加透徹。java最核心的核心就是面向對象思想,對於這一個概念,終於悟到瞭一些。
以上就是Java實現升級版佈谷鳥闖關遊戲的示例代碼的詳細內容,更多關於Java佈谷鳥闖關遊戲的資料請關註WalkonNet其它相關文章!
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