一、創建文件、包、類、插入圖片文件
二、app包?
1、Gameapp類(運行游戲)
package app;import main.GameFrame;public class Gameapp {public static void main(String[] args) {//游戲的入口new GameFrame();}
}
三、main包
1、Barrier(障礙物類)
package main;import util.Constant;
import util.GameUtil;import java.awt.*;
import java.awt.image.BufferedImage;
import java.util.Random;/*** 障礙物類*/
public class Barrier {//矩形參數private Rectangle rect;private boolean mob = true;//障礙物移動速度private int speed = 3;//障礙物需要的三個圖片private static BufferedImage[] img;//障礙物的狀態private boolean visible;static {final int COUNT = 3;//類加載的時候將三個圖片初始化img = new BufferedImage[COUNT];for (int i = 0; i < COUNT; i++) {img[i] = GameUtil.loadBufferedImage(Constant.BARRIER_IMG_PATH[i]);}}//位置private int x, y;//寬度和高度private int width, height;//障礙物的類型private int type;public static final int TYPE_TOP_NORMAL = 0;public static final int TYPE_BOTTOM_NORMAL = 2;public static final int TYPE_HOVER_NORMAL = 4;public static final int TYPE_MOBILE = 6;//獲得障礙物的寬度和高度public static final int BARRIRE_WIDTH = img[0].getWidth();public static final int BARRIRE_HEIGHT = img[0].getHeight();public static final int BARRIRE_HEAD_WIDTH = img[1].getWidth();public static final int BARRIRE_HEAD_HEIGHT = img[1].getHeight();public Barrier() {rect = new Rectangle();}public Barrier(int x, int y, int height, int type) {this.x = x;this.y = y;this.height = height;this.type = type;this.width = BARRIRE_WIDTH;}//根據不同的類型繪制障礙物public void draw(Graphics g) {switch (type) {case TYPE_TOP_NORMAL:drawTopMormal(g);break;case TYPE_BOTTOM_NORMAL:drawNomalTop(g);break;case TYPE_HOVER_NORMAL:drawHoverNormal(g);break;case TYPE_MOBILE:drawMobile(g);break;}}//繪制從上向下的障礙物private void drawTopMormal(Graphics g) {//求出所需要的障礙物的塊數int count = (height - BARRIRE_HEAD_HEIGHT) / BARRIRE_HEIGHT + 1;//for循壞繪制障礙物for (int i = 0; i < count; i++) {g.drawImage(img[0], x, y + i * BARRIRE_HEIGHT, null);}//繪制頭int y = height - BARRIRE_HEAD_HEIGHT;g.drawImage(img[2], x - (BARRIRE_HEAD_WIDTH - BARRIRE_WIDTH) / 2, y, null);x -= speed;if (x < 50) {visible = false;}rect(g);}//繪制從下向上的障礙物private void drawNomalTop(Graphics g) {//求出所需要的障礙物的塊數int count = height / BARRIRE_HEIGHT + 1;//for循環繪制障礙物for (int i = 0; i < count; i++) {g.drawImage(img[0], x, Constant.FRAM_HEIGNT - i * BARRIRE_HEIGHT, null);}//繪制頭int y = Constant.FRAM_HEIGNT - height;g.drawImage(img[1], x - (BARRIRE_HEAD_WIDTH - BARRIRE_WIDTH) / 2, y, null);x -= speed;if (x < -50) {visible = false;}rect(g);}//繪制中間的障礙物private void drawHoverNormal(Graphics g) {//求出所需要的障礙物的塊數int count = (height-BARRIRE_HEAD_HEIGHT)/BARRIRE_HEIGHT;//繪制上頭g.drawImage(img[1],x,y,null);//for循環繪制障礙物for (int i = 0; i < count; i++) {g.drawImage(img[0], x, y+BARRIRE_HEAD_HEIGHT+i*BARRIRE_HEIGHT, null);}rect(g);//繪制下頭int y11 = y+height-BARRIRE_HEAD_HEIGHT;g.drawImage(img[2],x,y11,null);x -= speed;if (x < -50) {visible = false;}}//繪制移動的障礙物private void drawMobile(Graphics g) {//求出所需要的障礙物的塊數int count = (height-BARRIRE_HEAD_HEIGHT)/BARRIRE_HEIGHT;//繪制上頭g.drawImage(img[1],x,y,null);//for循環繪制障礙物for (int i = 0; i < count; i++) {g.drawImage(img[0], x, y+BARRIRE_HEAD_HEIGHT+i*BARRIRE_HEIGHT, null);}rect(g);//繪制下頭int y11 = y+height-BARRIRE_HEAD_HEIGHT;g.drawImage(img[2],x,y11,null);x -= speed;if (x < -50) {visible = false;}if (mob) {y+=5;if (y >= 250) {mob=false;}}else if (!mob){y-=5;if (y <= 100) {mob=true;}}}/*** 繪制障礙物碰撞矩形** @return*/public void rect(Graphics g) {int x1 = this.x;int y1 = this.y;int w1 = img[0].getWidth();
// g.setColor(Color.blue);
// g.drawRect(x1, y1, w1, height);setRecyangle(x1, y1, w1, height);}/*** 障礙物的碰撞矩形參數** @return*/public void setRecyangle(int x, int y, int width, int height) {rect.x = x;rect.y = y;rect.width = width;rect.height = height;}//判斷什么時候繪制下一組障礙物public boolean isInFrame() {return 600 - x > 150;}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 getHeight() {return height;}public void setHeight(int height) {this.height = height;}public int getType() {return type;}public void setType(int type) {this.type = type;}public boolean isVisible() {return visible;}public void setVisible(boolean visible) {this.visible = visible;}public Rectangle getRect() {return rect;}
}
2、Barrierpool(管理障礙物數量)?
package main;import java.util.ArrayList;
import java.util.List;/*** 為了避免反復的創建和銷毀對象,使用對象池來提前創建好一些對象。* 使用的時候從池中獲得,使用完畢后,歸還*/
public class Barrierpool {//用于管理池中所有對象的容器private static List<Barrier> pool = new ArrayList<>();//池中初始的對象個數public static final int initCount = 16;//對象池中最大個數public static final int maxCOunt = 20;static {//初始化池中的對象for (int i = 0; i < initCount; i++) {pool.add(new Barrier());}}/*** 從池中獲取一個對象*/public static Barrier getPool(){int size = pool.size();//如果池中有對象才可以拿if (size > 0) {//移除并返回對象System.out.println("拿走一個");return pool.remove(size-1);}else {//池中沒有對象了 只能newSystem.out.println("新的對象");return new Barrier();}}/*** 將對象歸還容器中*/public static void setPool(Barrier barrier){if (pool.size() < maxCOunt) {pool.add(barrier);System.out.println("容器歸還了");}}}
3、Bird(小鳥類)
package main;import static util.Constant.*;
import util.GameUtil;
import java.awt.*;
import java.awt.image.BufferedImage;/*** 小鳥類*/
public class Bird {//小鳥矩形對象private Rectangle rect;//小鳥加速度private int acceleration;//小鳥的生命public boolean life = true;//存放小鳥圖片private BufferedImage[] images;public static final int BIRD_IMG_COUNT = 3;//鳥的狀態private int state;public static final int STATE_NORMAR = 0;//平著飛public static final int STATE_UP = 1;//向上飛public static final int STATE_DOWN = 2;//向下飛//小鳥的位置private int x=200,y=200;//小鳥移動方向 上下private boolean up=false,down=false;//小鳥移動速度private int speed=4;//構造方法中對資源初始化public Bird() {images = new BufferedImage[BIRD_IMG_COUNT];for (int i = 0; i < BIRD_IMG_COUNT; i++) {images[i] = GameUtil.loadBufferedImage(BIRD_IMG[i]);}int w = images[0].getWidth();int h = images[0].getHeight();rect = new Rectangle(w,h);}//繪制小鳥public void draw(Graphics g) {flyLogic();g.drawImage(images [state], x, y, null);//繪制小鳥的矩形g.drawRect(x,y,(int)rect.getWidth(), rect.height);rect.x=this.x;rect.y=this.y;}//控制小鳥移動方向public void flyLogic(){if (up){acceleration--;y+=acceleration;if (acceleration < -10) {acceleration=-10;}if (y<20){y=20;acceleration=0;}}if (!up){acceleration++;y+=acceleration;if (acceleration > 10) {acceleration=10;}if (y>475){y=475;acceleration=0;}}}public void fly(int fly){switch (fly){case 1:state=1;up=true;break;case 5:state=2;up=false;break;}}public Rectangle getRect() {return rect;}/*** 重新繪制小鳥的位置*/
public void restartDraw(){life=true;x=200;y=200;
}}
4、Cloud(云彩類)
package main;import java.awt.*;
import java.awt.image.BufferedImage;/*** 云彩類*/
public class Cloud {//云彩圖片private BufferedImage img;//云彩速度private int speed;//云彩的位置private int x,y;public Cloud(){}public Cloud(BufferedImage img, int speed, int x, int y) {this.img = img;this.speed = speed;this.x = x;this.y = y;}public void draw(Graphics g){x-=speed;g.drawImage(img,x,y,null);}/*** 用于判斷云彩是否飛出屏幕以外*/public boolean isOutFrame(){if (x < -100) {return true;}return false;}}
5、GameBackGround(游戲背景類)
package main;import static util.Constant.*;import util.Constant;
import util.GameUtil;import java.awt.*;
import java.awt.image.BufferedImage;/*** 游戲背景類*/
public class GameBackGround {//背景需要的資源圖片private BufferedImage bkimg;//構造器初始化資源public GameBackGround(){bkimg = GameUtil.loadBufferedImage(Constant.BK_IMG_OATH);}//繪制圖片public void draw(Graphics g){//填充背景色g.setColor(BK_COLOR);g.fillRect(0,0,FRAM_WIDTH,FRAM_HEIGNT);g.setColor(Color.black);//得到圖片的高度和寬度int height = bkimg.getHeight();int weight = bkimg.getWidth();//循環的次數int count = Constant.FRAM_WIDTH/weight+1;for (int i = 0; i < count; i++) {g.drawImage(bkimg,weight*i,Constant.FRAM_HEIGNT-height,null);}}
}
6、GameBarrierLayer(游戲中障礙物層)
在第87行中需要在電腦盤中創建一個txt文件,用來儲存游戲數據,并在該文件中隨意輸入一位數字
package main;import util.Constant;import java.awt.*;
import java.io.*;
import java.util.ArrayList;
import java.util.List;
import java.util.Random;/*** 游戲中障礙物層*/
public class GameBarrierLayer {private GameTime gameTime;private int txt;private Random random = new Random();private List<Barrier> barriers;public GameBarrierLayer() {barriers = new ArrayList<>();gameTime = new GameTime();}//繪制障礙物public void draw(Graphics g, Bird bird) {for (int i = 0; i < barriers.size(); i++) {Barrier barrier = barriers.get(i);if (barrier.isVisible()) {barrier.draw(g);} else {Barrier remove = barriers.remove(i);Barrierpool.setPool(remove);i--;}}collideBird(bird);logic(g);}public void logic(Graphics g) {if (barriers.size() == 0) {ran();gameTime.begin();insert(600, 0, numberTop, 0);insert(600, 500 - numberDown, numberDown, 2);} else {long differ = gameTime.differ();g.setColor(Color.white);g.setFont(new Font("微軟雅黑", 1, 20));g.drawString("堅持了:" + differ + "秒", 30, 50);//顯示最高成績txt = getTxt();if (differ <= txt){g.drawString("最高成績:" + txt , 200, 50);}else {setTxt(String.valueOf(differ));g.drawString("最高成績:" + getTxt() , 200, 50);}//判斷最后一個障礙物是否完全進入屏幕內Barrier last = barriers.get(barriers.size() - 1);if (last.isInFrame()) {ran();if (number < 50){insert(600,32,440,4);}else if (number>450){insert(600,125,200,6);}else {insert(600, 0, numberTop, 0);insert(600, 500 - numberDown, numberDown, 2);}}}}//用于儲存游戲數據File file = new File("E:\\小鳥.txt");/*** 從文件獲取數據* @return*/public int getTxt() {BufferedReader in = null;try {in = new BufferedReader(new FileReader(file));} catch (FileNotFoundException e) {e.printStackTrace();}int read = 0;try {read = Integer.parseInt(in.readLine());} catch (IOException e) {e.printStackTrace();}try {in.close();} catch (IOException e) {e.printStackTrace();}return read;}/*** 寫入數據到文件* @param str*/public void setTxt(String str) {FileWriter out = null;try {out = new FileWriter(file);} catch (IOException e) {e.printStackTrace();}try {out.write(str);} catch (IOException e) {e.printStackTrace();}try {out.close();} catch (IOException e) {e.printStackTrace();}}/*** 用于從池中獲取對象,并吧參數封裝成barrier 存入barriers數組中*/public void insert(int x, int y, int num, int type) {Barrier top = Barrierpool.getPool();top.setX(x);top.setY(y);top.setHeight(num);top.setType(type);top.setVisible(true);barriers.add(top);}//上方障礙物高度private int numberTop;//下方障礙物高度private int numberDown;private int number;//產生兩個100-500之間的隨機高度public void ran() {numberTop = random.nextInt(400) + 100;numberDown = random.nextInt(400) + 100;number = random.nextInt(500);//如果管道重合,則重新隨機if (numberTop + numberDown > 450) {ran();}}/*** 判斷障礙物和小鳥發生碰撞*/public boolean collideBird(Bird bird) {for (int i = 0; i < barriers.size(); i++) {Barrier barrier = barriers.get(i);//判斷矩形是否相交if (barrier.getRect().intersects(bird.getRect())) {System.out.println("裝上啦");bird.life = false;}}return false;}/*** 用于清空障礙物的池子*/public void restant(){barriers.clear();}}
7、?GameFrame(游戲的主窗口類)
package main;import static util.Constant.*;import java.awt.*;
import java.awt.event.*;
import java.awt.image.BufferedImage;/*** 游戲的主窗口類,所有的關于游戲中繪制的內容都在此類中完成。*/
public class GameFrame extends Frame {//實例化gamebackGround類private GameBackGround gameBackGround;//實例化Bird類private Bird bird;//實例化GameBarrierLayer類private GameBarrierLayer gameBarrierLayer;//實例化GameFrontGround類private GameFrontGround gameFrontGround;//存放圖片的圖片private BufferedImage buffimg = new BufferedImage(FRAM_WIDTH,FRAM_HEIGNT,BufferedImage.TYPE_4BYTE_ABGR);//構造方法中初始化一些參數public GameFrame(){//窗口是否可見setVisible(true);//窗口的大小setSize(FRAM_WIDTH,FRAM_HEIGNT);//窗口的標題setTitle(FRAM_TITLE);//窗口的初始化位置setLocation(FRAM_X,FRAM_Y);//窗口的大小不可改變setResizable(false);//窗口的關閉事件addWindowListener(new WindowAdapter() {@Overridepublic void windowClosing(WindowEvent e) {System.exit(0);//結束程序}});//初始化游戲對象initGamg();new run().start();//添加按鍵監聽addKeyListener(new KeyAdapter() {@Overridepublic void keyPressed(KeyEvent e) {add(e);}@Overridepublic void keyReleased(KeyEvent e) {minu(e);}});}//對游戲中的對象初始化public void initGamg(){gameBackGround = new GameBackGround();bird = new Bird();gameFrontGround = new GameFrontGround();gameBarrierLayer = new GameBarrierLayer();}class run extends Thread{@Overridepublic void run() {while (true) {repaint();try {Thread.sleep(33);} catch (InterruptedException e) {e.printStackTrace();}}}}/*** 所有的我們需要繪制的內容都在此方法中進行調用繪制*/@Overridepublic void update(Graphics g) {if(bird.life){//得到圖片的畫筆Graphics graphics = buffimg.getGraphics();gameBackGround.draw(graphics);bird.draw(graphics);gameFrontGround.draw(graphics);gameBarrierLayer.draw(graphics,bird);//一次性的將圖片繪制到屏幕中g.drawImage(buffimg,0,0,null);}else {String over = "游戲結束";g.setColor(Color.red);g.setFont(new Font("微軟雅黑",1,60));g.drawString(over,180,250);String reset = "Space Reset Game";g.drawString(reset,25,350);}}//按鍵public void add(KeyEvent e){switch (e.getKeyCode()){case KeyEvent.VK_UP:bird.fly(1);break;case KeyEvent.VK_SPACE:if (bird.life == false) {restart();}break;}}//抬鍵public void minu(KeyEvent e){switch (e.getKeyCode()){case KeyEvent.VK_UP:bird.fly(5);break;}}/*** 重置游戲*/public void restart(){gameBarrierLayer.restant();bird.restartDraw();}}
8、GameFrontGround(游戲的前景類)
package main;import util.Constant;
import util.GameUtil;import java.awt.*;
import java.awt.image.BufferedImage;
import java.util.ArrayList;
import java.util.List;
import java.util.Random;/*** 游戲的前景類*/
public class GameFrontGround {//云彩的個數private static final int CLOUND_COUNT = 2;//存放云彩的容器private List<Cloud> clouds;//云彩的飛行速度private static final int CLOUNG_SPEED = 1;//使用到圖片資源private BufferedImage[] img;//用于產生隨機數private Random random;// 構造器初始化數據public GameFrontGround() {clouds = new ArrayList<>();img = new BufferedImage[CLOUND_COUNT];//容器中添加云彩的圖片for (int i = 0; i < CLOUND_COUNT; i++) {img[i] = GameUtil.loadBufferedImage("飛翔的小鳥/img/cloud0" + i + ".png");}random = new Random();}//繪制云彩public void draw(Graphics g) {logic();for (int i = 0; i < clouds.size(); i++) {clouds.get(i).draw(g);}}/*** 用于云彩的個數控制*/private void logic() {if ((int) (500 * Math.random()) < 5) {Cloud cloud = new Cloud(img[random.nextInt(CLOUND_COUNT)], CLOUNG_SPEED, 600, random.nextInt(150));clouds.add(cloud);}for (int i = 0; i < clouds.size(); i++) {Cloud cloud = clouds.get(i);if (cloud.isOutFrame()){clouds.remove(i);i--;System.out.println("移除了"+cloud);}}}
}
9、GameTime(游戲計時器)
package main;/*** 游戲計時器*/
public class GameTime {//開始private long beginTime;//結束private long endTime;//時間差private long differ;public GameTime(){}public void begin(){beginTime = System.currentTimeMillis();}public long differ(){endTime = System.currentTimeMillis();return differ=(endTime-beginTime)/1000;}}
四、util包
1、Constant(設置窗口資源)
package util;import java.awt.*;/*** @author* @create*/
public class Constant {//窗口的大小public static final int FRAM_WIDTH= 600;public static final int FRAM_HEIGNT= 500;//窗口標題public static final String FRAM_TITLE= "飛翔的小鳥";//窗口的初始化位置public static final int FRAM_X= 200;public static final int FRAM_Y= 200;//背景圖片public static final String BK_IMG_OATH = "飛翔的小鳥/img/bird_bk.png";//背景色public static final Color BK_COLOR = new Color(0x4BC4CF);//小鳥圖片資源public static final String[] BIRD_IMG={"飛翔的小鳥/img/bird_normal.png","飛翔的小鳥/img/bird_up.png","飛翔的小鳥/img/bird_down.png"};//障礙物圖片資源public static final String[] BARRIER_IMG_PATH ={"飛翔的小鳥/img/barrier.png","飛翔的小鳥/img/barrier_up.png","飛翔的小鳥/img/Barrier_down.png"};
}
2、GameUtil(游戲工具類)
package util;import javax.imageio.ImageIO;
import java.awt.image.BufferedImage;
import java.io.FileInputStream;
import java.io.IOException;/*** 游戲工具類*/
public class GameUtil {/***該方法傳入一個圖片路徑 讀取圖片*/public static BufferedImage loadBufferedImage(String ImgPath){try {return ImageIO.read(new FileInputStream(ImgPath));} catch (IOException e) {e.printStackTrace();}return null;}
}