Java实现升级版布谷鸟闯关游戏的示例代码
来源:脚本之家    时间:2022-02-28 08:28:04
目录
前言主要设计功能截图代码实现游戏启动类核心类线程类用于重复绘图总结

前言

《布谷鸟闯关-升级版》是一个基于java的布谷鸟闯关游戏,鼠标左键点击控制鸟的位置穿过管道间的缝隙,需要做碰撞检测,监听键盘事件,背景图片的切换,障碍物管道产生时y轴上需要随机位置。

主要设计

1.设计游戏界面,用swing实现

2.设计背景

3.设计移动墙

4.设计布谷鸟

5.设计障碍物

6.设计背景音乐和音效

7.新增用户账号注册登录功能

8.引用mysql数据库,管理用户账号密码和储存排行榜等信息

​ 需要提前创建好数据库"game",字符集选“utf8mb4”​ 然后执行mysql表结构和初始化数据脚本​ 修改代码里的DBUtils的参数值

9.新增游戏商城模块

10.新增排行榜模块

功能截图

用户注册:

游戏欢迎界面:

游戏开始界面:

鼠标左键点击控制鸟的位置穿过管道间的缝隙

代码实现

游戏启动类

//开始界面
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);
	
	     //注册按钮
		JButton button_regist =new JButton("注册");
		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);
			}
		});
		
		//登录按钮
		JButton button_log=new JButton("登录");
		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);
		
	}
	
	//弹出显示传入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("确定");
		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);
	}
	/**
	 * 
	 */
}

核心类

import static java.lang.Thread.sleep;
 public class GameplayingFrame extends JFrame{

	private static final long serialVersionUID = 1L;
	user_inf user;
	MainFrame mainframe;
	List rfs;
	Graphics g=this.getGraphics();
	GameplayingFrame(user_inf user,List 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);
        //为界面加入鼠标的响应事件
        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);
        //添加一个线程对象,用于重复绘图,来节约主线程的资源,使游戏运行更加流畅
        new Thread(new playingThread(stage,g,this,user,rfs,mainframe)).start(); 
    }		

	}
	
 /*
  * 场景类,包含了游戏界面的物品以及游戏实现的算法
  */
class  Scene{
    //后缀_x/_y表示横/纵坐标,窗口左上角为原点
    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——正值为向下,负值为向上
    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是游戏已经结束,返回false表示游戏继续进行
    	 boolean ifGameOver(){
    	        //碰到地面
    	        if(bird_y + birdRadius > 512 - ground.getHeight()){
    	            System.out.println("hit ground");
    	            return true;
    	        }
    	        //碰到顶
    	        if(bird_y - birdRadius < 0){
    	            System.out.println("hit sky");
    	            return true;
    	        }
    	        //未过左边界时
    	        if(bird_x + birdRadius <= barrier.location_x){
    	            return false;
    	        }
    	        //接近左边界时
    	        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;
    	        }
    	        //通过管道时
    	        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.location_x + barrier.width){
    	            return false;
    	        }
    	        return false;
    	    }
    //ifGameOver=false时才执行
    boolean ifGetScore(){
        return bird_x + birdRadius > barrier.location_x;
    }
    //第二次之后的绘图
    public void drawItems(Graphics g){
        //鸟 
        bird.draw(g);
    	//下障碍物
    	g.drawImage(barrier.img, barrier.location_x, 512 - barrier.bottomHeight,33,barrier.bottomHeight, null);
        //上障碍物
    	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();
    }
    //更新各个物体的位置(每秒30次)
    public void itemMove() {
        //计算鸟的速度
        speed_y += G*0.033;

        //鸟最大的向下速度为220
        if(speed_y > 220){
            speed_y = 220;
        }

        //计算鸟的纵坐标
        bird_y += speed_y*0.033;
          bird.y=bird_y;
        //计算障碍物和地面的横坐标
        barrier.location_x -= speed_x;
        ground.setX(ground.getX()-speed_x);
    }
    
  //变速方法,根据分数调整速度
    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;
    }
    
    
    
}

线程类用于重复绘图

public class playingThread implements Runnable {
	Scene stage;
	private Image iBuffer;
    private Graphics gBuffer;
    List rfs;
    user_inf user;
    MainFrame mainframe;
	Graphics g ;
	GameplayingFrame playingframe ;
	public static boolean flag = true;//控制计分板的变量
	public int score = 0;//分数
	playingThread(Scene stage,Graphics g,GameplayingFrame playingframe ,user_inf user,List 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);//绘画
	             stage.itemMove();//物体移动
	            //33ms刷新一次
	            try {
	                sleep(33);
	            } catch (InterruptedException e) {
	                e.printStackTrace();
	            }
	            if(stage.ifGetScore()){
	                    score++;
	            }
	            stage.shift(score);
	            //playingframe.update(g);
	            //清除上一次绘画结果
	          //双缓冲方法清除上一次绘画结果
	            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);//再绘画
	        }
		     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");
	  
	        
		
		
		
	}

}

总结

通过此次的《布谷鸟闯关-升级版》实现,让我对JAVA的相关知识有了进一步的了解,对java这门语言也有了比以前更深刻的认识。

java的一些基本语法,比如数据类型、运算符、程序流程控制和数组等,理解更加透彻。java最核心的核心就是面向对象思想,对于这一个概念,终于悟到了一些。

以上就是Java实现升级版布谷鸟闯关游戏的示例代码的详细内容,更多关于Java布谷鸟闯关游戏的资料请关注脚本之家其它相关文章!

关键词: 游戏界面 用户账号 鼠标左键点击 设计背景 了进一步

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