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          不敢相信,居然用Java寫了個(gè)“天天酷跑”!

          共 10287字,需瀏覽 21分鐘

           ·

          2020-12-30 22:20

          由于公眾號文章推送規(guī)則改變,所以為了大家能夠準(zhǔn)時(shí)收到我們的文章推送,請記得將公眾號:?JAVA?設(shè)為星標(biāo)~這樣就不會錯過每一篇精彩的推送啦~


          作者 |?MyHuey

          來源 |?https://blog.csdn.net/qq_45909299

          首先,寫一個(gè)需求文檔:

          一、項(xiàng)目名稱:《天天酷跑》(RunDay)

          二、功能介紹:?闖關(guān)類游戲,玩家登錄后,選擇進(jìn)入游戲,通過鍵盤控制玩家的上下左右移動,來躲避 障礙物和吃金幣,玩家躲避的障礙物越多跑酷距離越遠(yuǎn),玩家吃的金幣越多,得分越高。

          三、功能模塊:?

          1、登錄界面?

          用戶名(輸入框,明文) 密碼(輸入框,密文) 登錄、取消按鈕?

          2、菜單選擇界面?

          開始游戲按鈕(圖片按鈕) 幫助按鈕 退出按鈕?

          3、緩沖加載界面?

          自動加載進(jìn)度條,加載完畢之后,跳轉(zhuǎn)到下一界面?

          4、游戲主界面?

          移動的背景圖片、動態(tài)的玩家、五種障礙物持續(xù)出現(xiàn)、玩家和障礙物的碰撞、 暫停、繼續(xù)功能、玩家的移動功能?

          5、結(jié)束界面?

          獲取玩家的得分、跑酷距離。繼續(xù)游戲、返回主菜單的功能。

          四、開發(fā)者:Huey

          五、版本號:1.0

          六、開發(fā)時(shí)間:2020.11.16

          開發(fā)模式:MVC模式

          M:Model(數(shù)據(jù)層),存儲的是實(shí)體類。

          V:View(顯示層),存儲的是關(guān)于界面的類。

          C:Controller(控制層),存儲的是相關(guān)的邏輯層代碼。

          企業(yè)級項(xiàng)目命名規(guī)范:

          cn.sqc.runday.view

          (一):登錄界面

          界面功能需求圖如下:

          接下來我們再做一些準(zhǔn)備工作:導(dǎo)入相關(guān)圖片素材。

          將天天酷跑的圖片(Image)資源解壓到桌面后,(Image文件如下圖所示:)復(fù)制到Eclipse中,單擊src,直接Ctrl+V。本文將實(shí)現(xiàn)cn.sqc.runday.view這一界面內(nèi)容。

          相關(guān)代碼如下:

          package?cn.sqc.runday.view;

          import?java.awt.Font;
          import?java.awt.Graphics;
          import?java.awt.Image;
          import?java.awt.event.ActionEvent;
          import?java.awt.event.ActionListener;
          import?java.io.File;
          import?java.io.IOException;

          import?javax.imageio.ImageIO;
          import?javax.swing.BorderFactory;
          import?javax.swing.ImageIcon;
          import?javax.swing.JButton;
          import?javax.swing.JFrame;
          import?javax.swing.JLabel;
          import?javax.swing.JOptionPane;
          import?javax.swing.JPanel;
          import?javax.swing.JPasswordField;
          import?javax.swing.JTextField;

          /**
          ?*?
          ?*?@author?Huey
          ?*?@date?2020-11-16
          ?*?登錄界面:用戶名輸入框??密碼輸入框??登錄取消按鈕?功能
          ?*
          ?*/

          public?class?LoginFrame?extends?JFrame{
          ?//用戶名變量(文本)
          ?JLabel?userLabel;
          ?//用戶名輸入框(文本輸入框)
          ?JTextField?userField;
          ?//密碼變量(文本)
          ?JLabel?userLabel2;
          ?//密碼輸入框(文本輸入框)
          ?JPasswordField?userField2;
          ?//登錄按鈕、取消按鈕(按鈕)
          ?JButton?Login,Cancel;

          ?public?LoginFrame()?{//直接?alt?/?(無參構(gòu)造)?
          ??userLabel?=?new?JLabel("用戶名");?
          ??//設(shè)置字體
          ??userLabel.setFont(new?Font("微軟雅黑",Font.BOLD,18));????
          ??userLabel2?=?new?JLabel("密??碼");
          ??userLabel2.setFont(new?Font("微軟雅黑",Font.BOLD,18));
          ???
          ??//布局方式:絕對布局
          ??userLabel.setBounds(20,?220,?100,?30);//x位置,y位置,所占顯示空間的大小
          ??this.add(userLabel);//將用戶名這三個(gè)字添加到登錄界面上,以下同理
          ??userLabel2.setBounds(20,?280,?100,?30);
          ??this.add(userLabel2);

          ??//用戶名輸入框
          ??userField?=?new?JTextField();
          ??userField.setBounds(80,?220,?100,?30);
          ??//設(shè)置輸入框凹陷效果
          ??userField.setBorder(BorderFactory.createLoweredBevelBorder());
          ??//設(shè)置輸入框背景透明
          ??userField.setOpaque(false);
          ??this.add(userField);
          ??
          ??userField2?=?new?JPasswordField();
          ??userField2.setBounds(80,?280,?100,?30);
          ??userField2.setBorder(BorderFactory.createLoweredBevelBorder());
          ??userField2.setOpaque(false);
          ??this.add(userField2);
          ??
          ??
          ??
          //登錄按鈕
          ??Login?=?new?JButton("登錄");
          ??Login.setBounds(45,350,60,36);
          ??//Login.setBackground(new?Color(44,22,44));//背景色
          ??//Login.setForeground(Color.BLUE);//前景色??
          ??//綁定登錄按鈕的事件監(jiān)聽
          ??Login.addActionListener(new?ActionListener()?{//ActionListener?alt?/
          ???
          ???@Override
          ???public?void?actionPerformed(ActionEvent?e)?{
          ????//System.out.println("點(diǎn)擊登錄按鈕");
          ????//獲取用戶名輸入框的內(nèi)容
          ????String?userName?=?userField.getText();
          ????String?passWord?=?userField2.getText();//橫杠原因:方法太老了,不推薦用
          ????if("Huey".equals(userName)?&&?"123".equals(passWord)){
          ?????//登錄成功
          ?????JOptionPane.showMessageDialog(null,?"歡迎"+userName+"來到天天酷跑游戲");
          ?????//跳轉(zhuǎn)到下一界面
          ?????
          ?????//關(guān)閉當(dāng)前界面
          ?????dispose();
          ????}else?if("".equals(userName)?||?"".equals(passWord)){
          ?????//不能為空
          ?????JOptionPane.showMessageDialog(null,?"用戶名?/?密碼不能為空,請重新輸入!");
          ????}else{
          ?????JOptionPane.showMessageDialog(null,?"用戶名?/?密碼輸入錯誤,請重新輸入!");
          ????}
          ????
          ???}
          ??});
          ??this.add(Login);
          ??
          //取消按鈕
          ??Cancel?=?new?JButton("取消");
          ??Cancel.setBounds(135,350,60,36);
          ??this.add(Cancel);
          ??Cancel.addActionListener(new?ActionListener()?{
          ???
          ???@Override
          ???public?void?actionPerformed(ActionEvent?e)?{
          ????//?TODO?Auto-generated?method?stub
          ????dispose();
          ???}
          ??});
          ??

          ??
          ??//創(chuàng)建背景面板,并添加到窗體上去
          ??LoginPanel?panel?=?new?LoginPanel();
          ??this.add(panel);?
          ??
          ??//設(shè)置登錄界面的基本屬性
          ??this.setSize(900,530);
          ??this.setLocationRelativeTo(null);//位置居中
          ??this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
          ??this.setUndecorated(true);
          ??
          ??//設(shè)置窗體的Logo圖標(biāo)
          ??this.setIconImage(new?ImageIcon("Image/115.png").getImage());//存儲圖片
          ??this.setVisible(true);
          ?}
          ?
          ?
          ?
          ?//測試用的main方法???????main?+?Alt?/
          ?public?static?void?main(String[]?args)?{
          ??new?LoginFrame();
          ?}
          ?class?LoginPanel?extends?JPanel{//畫板
          ??//背景圖片變量
          ??Image?background;//------ctr?shift?+?o?導(dǎo)包
          ??public?LoginPanel()?{//-----alt?/?回車?構(gòu)造方法??在{后雙擊,顯示作用域
          ???//讀取圖片文件,賦值給background變量
          ???try?{//-----雖然不大可能,但也做好吃飯噎死的準(zhǔn)備
          ????background?=?ImageIO.read(new?File("Image/login.jpg"));//----read參數(shù)為File類型
          ???}?catch?(IOException?e)?{//-------捕獲異常信息
          ????//?打印異常日志信息
          ????e.printStackTrace();
          ???}
          ??}
          ??//繪制方法
          ??@Override
          ??public?void?paint(Graphics?g)?{
          ???super.paint(g);
          ???//繪制背景圖片
          ???g.drawImage(background,?0,?0,900,530,?null);//900,530為寬高
          ??}
          ?}
          ?
          }
          //throws ......拋異常,將下面的異常向上拋,交給上級:不建議???


          為了更清楚地看出代碼結(jié)構(gòu),這里給出部分代碼的作用域。

          LoginFrame作用域一直到最后一個(gè)}

          LoginPanel的代碼塊:

          運(yùn)行結(jié)果截圖:

          1.界面

          2.登錄

          2.1、用戶名及密碼輸入為空的情況:

          2.2、用戶名或密碼輸入錯誤的情況:

          2.3、用戶名及密碼輸入正確的情況:單擊彈窗中的“確定”,直接退出。

          3.退出

          點(diǎn)“取消”即可

          (二):開始游戲界面

          前文,我們完成了登錄界面的搭建。本文將完成開始游戲界面的搭建,并建立起登錄界面與開始游戲界面的橋梁。?實(shí)現(xiàn)在輸對用戶名和密碼后即可進(jìn)入開始游戲界面的功能。

          界面功能需求圖:

          具體要求:

          當(dāng)鼠標(biāo)移入開始游戲按鈕后,按鈕將由暗變亮,鼠標(biāo)移開后,按鈕又由亮變暗。

          幫助、離開按鈕同理。

          另外,當(dāng)點(diǎn)擊離開時(shí),需要實(shí)現(xiàn)關(guān)閉當(dāng)前界面的效果。

          上代碼:

          package?cn.sqc.runday.view;

          import?java.awt.Graphics;
          import?java.awt.Image;
          import?java.awt.event.MouseEvent;
          import?java.awt.event.MouseListener;
          import?java.io.File;
          import?java.io.IOException;

          import?javax.imageio.ImageIO;
          import?javax.swing.ImageIcon;
          import?javax.swing.JFrame;
          import?javax.swing.JLabel;
          import?javax.swing.JOptionPane;
          import?javax.swing.JPanel;

          import?cn.sqc.runday.controller.WindowFrame;

          public?class?MainFrame?extends?JFrame?implements?MouseListener?{
          ?//設(shè)置窗體的基本屬性?大小
          ?/**
          ??*??1.1、設(shè)置窗體基本屬性大小?居中?邊框隱藏?默認(rèn)關(guān)閉按鈕?logo圖標(biāo)
          ??1.2、創(chuàng)建背景面板MainPanel,實(shí)現(xiàn)背景圖片功能
          ??
          ??2.圖片按鈕功能
          ??*/

          ?//2.1創(chuàng)建開始按鈕?幫助按鈕?離開按鈕?組件
          ?JLabel?start,help,exit;
          ?
          ?JPanel?MainPanel;
          ?
          ?public?MainFrame()?{//無參構(gòu)造,創(chuàng)建對象。并在main函數(shù)中調(diào)用
          ??//2.2
          ??start?=?new?JLabel(new?ImageIcon("Image/hh1.png"));//ImageIcon:圖標(biāo)
          ??start.setBounds(350,320,150,40);
          ??start.setEnabled(false);//false按鈕為灰色??
          ??start.addMouseListener(this);
          ??this.add(start);
          ??
          ??help?=?new?JLabel(new?ImageIcon("Image/hh2.png"));
          ??help.setBounds(350,420,150,40);
          ??help.setEnabled(false);
          ??help.addMouseListener(this);
          ??this.add(help);
          ??
          ??exit?=?new?JLabel(new?ImageIcon("Image/hh3.png"));
          ??exit.setBounds(350,?520,?150,?40);
          ??exit.setEnabled(false);
          ??exit.addMouseListener(this);
          ??this.add(exit);
          ???
          ??
          ??/**1.實(shí)現(xiàn)背景圖片及窗體屬性*/
          ??MainPanel?panel?=?new?MainPanel();
          ??this.add(panel);
          ??
          ??//設(shè)置窗體基本屬性大小?居中?邊框隱藏?默認(rèn)關(guān)閉按鈕?logo圖標(biāo)
          ??this.setSize(1200,730);//大小
          ??this.setLocationRelativeTo(null);//居中
          ??this.setUndecorated(true);//邊框隱藏
          ??this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);//默認(rèn)關(guān)閉
          ??this.setIconImage(new?ImageIcon("Image/115.png").getImage());//logo
          ??this.setVisible(true);???
          ?}
          ?
          ?public?static?void?main(String[]?args)?{
          ??new?MainFrame();
          ?}
          ?
          ?//2、創(chuàng)建背景面板MainPanel,實(shí)現(xiàn)背景圖片功能
          ?class?MainPanel?extends?JPanel{//創(chuàng)建的MainPanel類,在MainFrame中調(diào)用
          ?Image?background;??
          ?public?MainPanel()?{
          ??try?{
          ???background?=?ImageIO.read(new?File("Image/main.png"));
          ??}?catch?(IOException?e)?{
          ???e.printStackTrace();
          ??}
          ?}
          ?@Override
          ?public?void?paint(Graphics?g)?{
          ??super.paint(g);
          ??g.drawImage(background,?0,?0,1200,730,?null);
          ??}
          ?}
          ?
          ?

          //以下五個(gè)方法均為添加?implements?MouseListener?后,快捷出來的
          ?@Override
          ?public?void?mouseClicked(MouseEvent?e)?{
          ??//鼠標(biāo)點(diǎn)擊
          ??if(e.getSource().equals(start)){
          ???//跳轉(zhuǎn)到下一界面
          ???new?WindowFrame().Start();
          ???//關(guān)閉當(dāng)前界面
          ????//dispose();
          ??}else?if(e.getSource().equals(exit)){
          ???dispose();
          ??}else?if(e.getSource().equals(help)){
          ???JOptionPane.showMessageDialog(null,?"有疑問請聯(lián)系開發(fā)者:Huey");
          ??}
          ??
          ?}




          ?@Override
          ?public?void?mousePressed(MouseEvent?e)?{
          ??//?TODO?Auto-generated?method?stub
          ??
          ?}




          ?@Override
          ?public?void?mouseReleased(MouseEvent?e)?{
          ??//?TODO?Auto-generated?method?stub
          ??
          ?}




          ?@Override
          ?public?void?mouseEntered(MouseEvent?e)?{
          ??//?鼠標(biāo)移入
          ??if(e.getSource().equals(start)){//e指一個(gè)事件。e.getSource()獲取事件
          ???//如果鼠標(biāo)移入到(start)組件(圖片按鈕)
          ???start.setEnabled(true);
          ??}else?if(e.getSource().equals(help)){
          ???help.setEnabled(true);
          ??}else?if(e.getSource().equals(exit)){
          ???exit.setEnabled(true);
          ??}
          ?}




          ?@Override
          ?public?void?mouseExited(MouseEvent?e)?{
          ??//鼠標(biāo)移出
          ???if(e.getSource().equals(start)){
          ????start.setEnabled(false);
          ??}else?if(e.getSource().equals(help)){
          ???help.setEnabled(false);
          ??}else?if(e.getSource().equals(exit)){
          ???exit.setEnabled(false);
          ??}
          ?}
          }

          測試:

          先填補(bǔ)上文的缺憾,加上new MainFrame();語句。調(diào)用我們剛剛寫好的開始游戲界面。

          登錄界面:單擊確定

          完美進(jìn)入我們寫好的登錄游戲界面:現(xiàn)在看開始游戲按鈕:幫助按鈕:點(diǎn)擊幫助按鈕:

          退出按鈕:點(diǎn)擊:大功告成!

          (三):緩沖加載游戲界面

          前文,我們完成了開始游戲界面的搭建。本文將實(shí)現(xiàn)緩沖加載界面的搭建。并搭建與前面?zhèn)z界面間的橋梁。?實(shí)現(xiàn)輸入正確用戶名密碼后,進(jìn)入開始游戲界面,點(diǎn)擊開始游戲按鈕后,進(jìn)入緩沖加載界面的功能。

          界面示意圖:

          具體要求:

          • 緩存加載界面:背景圖片、進(jìn)度條
          • 動態(tài)加載過程。(線程)
          我們想要實(shí)現(xiàn)動態(tài)的緩沖加載過程,讓進(jìn)度條動起來,就需要引入線程的概念了。

          線程:

          Thread類中這樣定義:

          線程是程序中執(zhí)行的線程,Java虛擬機(jī)允許程序同時(shí)運(yùn)行多個(gè)執(zhí)行線程。

          舉個(gè)例子,你用百度網(wǎng)盤下載一部電影,這就是一個(gè)線程。而如果你同時(shí)下載多部電影,這就是多線程了。

          1.線程有6種狀態(tài):新建,運(yùn)行,阻塞,等待,計(jì)時(shí)等待和終止。

          新建:當(dāng)使用new操作符創(chuàng)建新線程時(shí),線程處于“新建”狀態(tài)。?運(yùn)行(可運(yùn)行):調(diào)用start()方法。

          阻塞:當(dāng)線程需要獲得對象的內(nèi)置鎖,而該鎖正在被其他線程擁有。?等待:當(dāng)線程等待其他線程通知調(diào)度表可以運(yùn)行時(shí)。?計(jì)時(shí)等待:對于一些含有時(shí)間參數(shù)的方法,如Thread類的sleep() 。?終止:當(dāng)run()方法運(yùn)行完畢或出現(xiàn)異常時(shí)。

          2.創(chuàng)建線程的兩種方式:

          1、實(shí)現(xiàn)Runnable 2、實(shí)現(xiàn)Thread類

          直接上代碼:

          package?cn.sqc.runday.controller;

          import?java.awt.BorderLayout;
          import?java.awt.Color;

          import?javax.swing.ImageIcon;
          import?javax.swing.JFrame;
          import?javax.swing.JLabel;
          import?javax.swing.JProgressBar;

          /**
          ?*?
          ?*?@author?Huey
          ?*?@date?2020-11-18
          ?*?緩存加載界面:背景圖片、進(jìn)度條
          ?*?動態(tài)加載過程。(線程)
          ?*?
          ?*/

          public?class?WindowFrame?extends?JFrame?implements?Runnable{
          ?JLabel?background;
          ?//進(jìn)度條
          ?JProgressBar?jdt;
          ?
          ?//創(chuàng)建一個(gè)線程并啟動
          ?public?void?Start(){
          ??WindowFrame?frame?=?new?WindowFrame();
          ??Thread?t?=?new?Thread(frame);//t代表線程
          ??//啟動線程
          ??t.start();
          ??dispose();
          ?}
          ?
          ?
          ?public?WindowFrame()?{
          ??background?=?new?JLabel(new?ImageIcon("Image/hbg.jpg"));
          ??this.add(BorderLayout.NORTH,background);//放在窗口上面
          ??
          ??jdt?=?new?JProgressBar();
          ??jdt.setStringPainted(true);//加載以字符串形式呈現(xiàn)出來。0%
          ??jdt.setBackground(Color.ORANGE);
          ??this.add(BorderLayout.SOUTH,jdt);
          ??
          ??//大小?568?*?340
          ??this.setSize(568,340);
          ??this.setLocationRelativeTo(null);
          ??this.setDefaultCloseOperation(3);
          ??this.setUndecorated(true);
          ??this.setIconImage(new?ImageIcon("Image/115.png").getImage());?
          ??this.setVisible(true);?
          ?}
          ?
          ?
          ?public?static?void?main(String[]?args)?{
          ??new?WindowFrame().Start();
          ?}
          ?

          ?@Override
          ?public?void?run()?{
          ??//啟動線程后,線程具體執(zhí)行的內(nèi)容
          ??int?[]?values?=?{0,1,3,10,23,32,40,47,55,66,76,86,89,95,99,99,99,100};
          ??for(int?i=0;?i//循環(huán)遍歷賦值
          ???jdt.setValue(values[i]);
          ???//線程休眠
          ???try?{
          ????Thread.sleep(200);
          ???}?catch?(InterruptedException?e)?{
          ????//?TODO?Auto-generated?catch?block
          ????e.printStackTrace();
          ???}//200毫秒
          ??}
          ?}
          ?
          }


          加載界面代碼敲完,現(xiàn)在開始造橋。現(xiàn)在,我們從第一個(gè)登錄界面開始測試。

          點(diǎn)擊開始游戲:非靜止畫面……

          成功實(shí)現(xiàn)!

          (四):游戲主界面

          接上文,本文將實(shí)現(xiàn)游戲主界面,功能如下:

          移動的背景圖片、動態(tài)的玩家、玩家的移動功能、 五種障礙物持續(xù)出現(xiàn)、玩家和障礙物的碰撞、 暫停、繼續(xù)功能。

          首先,看一下整體效果:

          動圖實(shí)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:碰到障礙物后,玩家被推著走。

          下面,分別解釋一下每個(gè)功能的邏輯:

          一、創(chuàng)建一個(gè)顯示窗體,承載游戲的主面板類。

          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
          ?*?游戲主界面:顯示窗體,承載游戲的主面板類
          ?*/


          public?class?GameFrame?extends?JFrame?{
          ?//設(shè)置窗體寬高屬性
          ?public?static?final?int?WIDTH=1500;
          ?public?static?final?int?HEIGHT=900;
          ?public?GameFrame()?{
          ??//2.4創(chuàng)建游戲面板對象,并添加到窗體上去
          ??GamePanel?panel?=?new?GamePanel();
          ??panel.action();//程序啟動的方法
          ??this.addKeyListener(panel);//誰實(shí)現(xiàn)就監(jiān)聽誰
          ??this.add(panel);
          ??
          ??/**1.設(shè)置窗體基本屬性*/
          ??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、游戲主面板類(核心邏輯類):

          1、背景圖片滾動效果

          使用兩張背景圖片,實(shí)現(xiàn)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(tài)效果

          我國早期很有名的一部動畫片《大鬧天宮》,由于當(dāng)時(shí)沒有電腦,所以需要一幀一幀的畫,隨后快速播放圖片,形成動態(tài)的畫面(我愿稱之:真·動畫),并為之配音,短短10分鐘的動畫卻要畫7000到10000張?jiān)嫞?/p>

          而此處,我們的玩家的奔跑姿態(tài),同理是由九張圖片構(gòu)成。下面動圖演示:下面是實(shí)現(xiàn)玩家的(生成、移動、繪制)的基本代碼,后面的障礙物的實(shí)現(xiàn),也都遵循這一編寫邏輯。

          為更方便讀懂代碼,已盡力注釋,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(shí)體類
          ?*/

          public?class?Person?{//1.聲明屬性
          ?private?Image?image;//1.1?玩家當(dāng)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玩家初始位置坐標(biāo)
          ?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
          ??//給圖片數(shù)組images賦值
          ??init();//2.1 先寫,會提示要不要實(shí)現(xiàn)!自動生成方法
          ??//默認(rèn)當(dāng)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(diǎn),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];
          ??//玩家坐標(biāo)改變(玩家坐標(biāo)通過鍵盤控制,此次不做處理)
          ?}
          ?//繪制玩家的方法
          ?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//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(xiàn)
          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(shí)現(xiàn)螃蟹爪子張合的動態(tài)效果的同時(shí),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,在創(chuàng)建后,記得添加set、get方法。以便在面板類中對其障礙物進(jìn)行操作。

          障礙物二:寵物

          與其稱之障礙物,不如說它是個(gè)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(dǎo)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(dǎo)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(gòu)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(tài)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(dāng)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(dǎo)彈的碰撞舉例:

          for(int?i?=?0;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(fā)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代碼,在動圖下方:

          5、暫停、繼續(xù)邏輯

          在監(jiān)聽鍵盤按鍵的方法中。代碼如下:此處的?flag?來源于上面程序啟動的方法中,不難看出只要按了空格鍵,就能實(shí)現(xiàn)生成、移動、繪制方法的暫停,也就相當(dāng)于畫面的靜止、游戲的暫停!

          6、結(jié)束邏輯
          后面再實(shí)現(xiàn)。

          游戲主界面代碼如下:

          package?cn.sqc.runday.controller;

          import?java.awt.Color;
          import?java.awt.Font;
          import?java.awt.Graphics;
          import?java.awt.Image;
          import?java.awt.event.KeyEvent;
          import?java.awt.event.KeyListener;
          import?java.io.File;
          import?java.io.IOException;
          import?java.util.Arrays;

          import?javax.imageio.ImageIO;
          import?javax.swing.JPanel;

          import?cn.sqc.runday.model.Barrs_1;
          import?cn.sqc.runday.model.Barrs_2;
          import?cn.sqc.runday.model.Barrs_3;
          import?cn.sqc.runday.model.Barrs_4;
          import?cn.sqc.runday.model.Barrs_5;
          import?cn.sqc.runday.model.Person;
          import?cn.sqc.runday.view.EndFrame;
          import?cn.sqc.runday.view.GameFrame;

          /**
          ?*?@author?Huey
          ?*2020-11-27??下午12:28:44
          ?*?游戲主面板類,核心邏輯類
          ?*???????????1、背景圖片滾動效果
          ?*???????????2、玩家動態(tài)效果
          ?*???????????3、五種障礙物的出現(xiàn)
          ?*???????????4、玩家和障礙物的碰撞邏輯
          ?*???????????5、暫停、繼續(xù)邏輯
          ?*???????????6、結(jié)束邏輯
          ?*/


          public?class?GamePanel?extends?JPanel?implements?KeyListener{
          ?/**2、生成動態(tài)的背景圖片***/
          ?//2.1聲明背景圖片對象
          ?Image?background;
          ?Image?score;
          ?Image?pause;//暫停
          ?Image??proceed;//繼續(xù).
          ?
          ?
          ?/***3.實(shí)現(xiàn)玩家的動態(tài)效果和移動功能***/
          ?//3.1創(chuàng)建玩家對象(類的實(shí)例化)
          ?Person?person;
          ?Barrs_2?barrs_2;//寵物
          ?Barrs_4?barrs_4;//魚鉤等障礙物
          ?Barrs_5?barrs_5;//金幣
          ?/**4.實(shí)現(xiàn)螃蟹障礙物*/
          ?//4.1
          ?Barrs_1[]barrs1?=?{};//存儲螃蟹數(shù)組(沒有元素,可以擴(kuò)容)
          ?Barrs_3[]barrs3?={};//導(dǎo)彈
          ?Barrs_4[]barrs4={};//魚鉤
          ?Barrs_5[]barrs5?=?{};//金幣
          ?
          ?public?GamePanel()?{
          ??//3.2
          ??person?=?new?Person();//調(diào)用Person類的構(gòu)造方法,創(chuàng)建對象并賦值
          ??barrs_2?=?new?Barrs_2();
          ??//2.2讀取圖片文件
          ??try{
          ???background?=ImageIO.read(new?File("Image/cc.png"));//跑酷背景
          ???score?=ImageIO.read(new?File("Image/a12.png"));//得分背景
          ???pause?=?ImageIO.read(new?File("Image/b2.png"));
          ???proceed?=?ImageIO.read(new?File("Image/b1.png"));
          ??}catch(IOException?e){
          ???e.printStackTrace();
          ??}
          ?}
          ?//2.5
          ?int?x=0;//背景圖片初始位置
          @Override
          public?void?paint(Graphics?g)?{?
          ?super.paint(g);
          ?//2.7
          ?if(flag){
          ??x-=20;//圖片滾動的速度
          ?}
          ??//2.3繪制背景圖片(動態(tài)切換很流暢)
          ??g.drawImage(background,?x,?0,?GameFrame.WIDTH,?GameFrame.HEIGHT,?null);
          ??g.drawImage(background,?x+GameFrame.WIDTH,?0,?GameFrame.WIDTH,?GameFrame.HEIGHT,null);
          ??if(x<=-GameFrame.WIDTH){//實(shí)現(xiàn)兩張圖片之間的切換
          ???x?=?0;
          ??}
          ?
          ?//3.3繪制?玩家
          ?person.paintPerson(g);
          ?//繪制螃蟹
          ?for(int?i?=0;i??barrs1[i].paintBarrs(g);
          ?}
          ?//繪制寵物
          ?barrs_2.paintBarrs(g);
          ?//繪制導(dǎo)彈
          ?for(int?i?=0;i??barrs3[i].paintBarrs(g);
          ?}
          ?//隨機(jī)繪制魚鉤障礙物
          ?for(int?i?=0;i??barrs4[i].paintBarrs(g);
          ?}
          ?//隨機(jī)繪制金幣
          ?for(int?i?=?0;i??barrs5[i].paintBarrs(g);
          ?}
          ?
          ?
          //位置越往下,圖層越往上
          ?//繪制玩家分?jǐn)?shù)
          ?g.drawImage(score,?120,?50,null);
          ?g.setColor(Color.ORANGE);
          ?g.setFont(new?Font("宋體",Font.BOLD,30?));
          ?g.drawString("玩家得分:"+person.getScore()+"分",?133,?95);
          ?
          ?//繪制暫停、繼續(xù)標(biāo)識圖片
          ?if(flag){
          ?????g.drawImage(proceed,?200,?800,?90,90,null);
          ?}else{
          ????g.drawImage(pause,?200,?800,?90,?90,?null);
          ?}
          ?
          }

          //生??成?障?礙?物?的?方?法
          int?index?=0;
          public?void?enteredAction(){//實(shí)現(xiàn)源源?不?斷?生成障礙物的效果
          ?index++;
          ?//生成螃蟹障礙物
          ?if(index%100==0){
          ??//生成一個(gè)螃蟹
          ??Barrs_1?b1?=?new?Barrs_1();
          ??Barrs_3?b3?=?new?Barrs_3();
          ??Barrs_4?b4?=?new?Barrs_4();
          ??
          ??barrs1?=Arrays.copyOf(barrs1,barrs1.length+1);//數(shù)組擴(kuò)容
          ??barrs1[barrs1.length-1]=?b1;//放到數(shù)組最后一個(gè)元素的位置
          ??//System.out.println("測試"+barrs1.length);??
          ??barrs3?=Arrays.copyOf(barrs3,barrs3.length+1);
          ??barrs3[barrs3.length-1]=?b3;
          ??barrs4?=Arrays.copyOf(barrs4,barrs4.length+1);
          ??barrs4[barrs4.length-1]=?b4;
          ?}
          ?if(index%15==0){
          ??Barrs_5?b5?=?new?Barrs_5();
          ??barrs5?=?Arrays.copyOf(barrs5,?barrs5.length?+1);
          ??barrs5[barrs5.length-1]?=?b5;
          ?}
          }


          //移??動?方?法
          public?void?stepAction(){
          ?//3..4
          ??person.step();//切換玩家的圖片—>動起來
          ??person.drop();//不斷下墜
          ??barrs_2.drop();
          ??//螃蟹障礙物移動
          ?for(int?i?=0;i??barrs1[i].step();
          ??//判斷當(dāng)前障礙物是否?越界,并做越界處理
          ??if(barrs1[i].outofBounds()){
          ???//刪除越界的螃蟹障礙物
          ???barrs1[i]?=?barrs1[barrs1.length?-?1];//將螃蟹數(shù)組最后一個(gè)元素,賦給越界的螃蟹,覆蓋了,相當(dāng)于間接刪除了。
          ???barrs1=?Arrays.copyOf(barrs1,?barrs1.length?-?1);//數(shù)組縮容
          ??}
          ?}
          ?
          ?barrs_2.step();
          ?
          ?for(int?i?=0;i???barrs3[i].step();
          ??//刪除越界的導(dǎo)彈障礙物
          ??if(barrs3[i].outofBounds()){
          ???barrs3[i]?=?barrs3[barrs3.length?-?1];
          ???barrs3?=?Arrays.copyOf(barrs3,?barrs3.length?-?1);
          ??}
          ?}
          ?
          ?for(int?i?=0;i??barrs4[i].step();
          ??//刪除越界的魚叉障礙物
          ??if(barrs4[i].outofBounds()){
          ??barrs4[i]?=?barrs4[barrs4.length?-?1?];
          ??barrs4?=?Arrays.copyOf(barrs4,?barrs4.length?-?1);
          ??}
          ?}
          ?for(int?i?=?0;i??barrs5[i].step();
          ??if(barrs5[i].outofBounds()){
          ???//刪除越界的金幣
          ???barrs5[i]?=?barrs5[barrs5.length?-?1];
          ???barrs5?=?Arrays.copyOf(barrs5,?barrs5.length?-?1);
          ??}
          ?}
          }

          //玩家和障礙物碰撞的處理方法
          public?void?pengAction(){
          ?//判斷玩家是否和螃蟹障礙物進(jìn)行碰撞
          ?for(int?i?=?0;i//上下左右都寫了,下是用不到的
          ??if(person.getX()?+?Person.WIDTH?>=?barrs1[i].getX()?&&
          ??person.getX()?<=?barrs1[i].getX()??+?Barrs_1.WIDTH??&&
          ??person?.getY()?+Person.getHeight()?>=?barrs1[i].getY()?&&
          ??person.getY()?<=?barrs1[i].getY?()?+?Barrs_1.HEIGHT){
          ???//碰撞后的處理(遮擋類障礙物)
          ???if(person.getX()?+?Person.WIDTH?<=?barrs1[i].getX()?+?Barrs_1.WIDTH){//防止人在右邊,碰撞后可以穿過障礙物
          ????//左碰撞
          ????person.setX(barrs1[i].getX()??-?Barrs_1.WIDTH);
          ???}else{
          ????//右碰撞
          ????person.setX(barrs1[i].getX()+?Barrs_1.WIDTH?);
          ???}??????
          ??}
          ?}
          ?//判斷玩家是否和導(dǎo)彈障礙物進(jìn)行碰撞
          ?for(int?i?=?0;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?);
          ???}?
          ??}
          ?}
          ?//判斷玩家是否和魚叉障礙物進(jìn)行碰撞
          ?for(int?i?=?0;i<=barrs4.length?-1;i++){//小心數(shù)組越界!
          ??if(person.getX()?+?Person.WIDTH?>=?barrs4[i].getX()?&&
          ??person.getX()?<=?barrs4[i].getX()?+?Barrs_4.WIDTH?&&
          ??person.getY()?+?Person.HEIGHT?>=?barrs4[i].getY()?&&
          ??person.getY()?<=?barrs4[i].getY()?+?Barrs_4.HEIGHT?){
          ???if(person.getX()?+?Person.WIDTH?<=?barrs4[i].getX()?+?Barrs_4.WIDTH?){
          ????//左碰撞
          ????person.setX(barrs4[i].getX()?-?Barrs_4.WIDTH);
          ???}else{
          ????//右碰撞
          ????person.setX(barrs4[i].getX()+?Barrs_4.WIDTH?);
          ???}?
          ??}
          ?}
          ?//玩家和金幣的碰撞
          ?for(int?i?=?0;i??if(person.getX()?+?Person.WIDTH?>=?barrs5[i].getX()?&&
          ??person.getX()?<=?barrs5[i].getX()??+?Barrs_5.WIDTH??&&
          ??person?.getY()?+Person.getHeight()?>=?barrs5[i].getY()?&&
          ??person.getY()?<=?barrs5[i].getY?()?+?Barrs_5.HEIGHT){//判斷玩家與金幣的碰撞
          ???if(person.getX()?+?Person.WIDTH?<=?barrs5[i].getX()?+?Barrs_5.WIDTH){
          ????//刪除當(dāng)前金幣
          ????barrs5[i]?=?barrs5[barrs5.length?-?1];
          ????barrs5?=?Arrays.copyOf(barrs5,?barrs5.length?-?1);
          ????
          ????//玩家加分
          ????int?score?=?person.getScore();
          ????person.setScore(score?+?10);
          ?????}
          ??}
          ?}
          ??
          }
          //結(jié)束邏輯
          ?public??void?gameOverAction(){
          ??if(person.outOfBounds()){
          ???//程序結(jié)束
          ???isGameOver?=?true;
          ???//傳遞數(shù)據(jù)(創(chuàng)建結(jié)束界面)
          ???new?EndFrame(person);//面向?qū)ο笏枷?/span>
          ???//數(shù)據(jù)清空
          ???person?=?new?Person();
          ???barrs1?=?new?Barrs_1[]{};
          ???barrs3?=?new?Barrs_3[]{};
          ??}
          ??
          ?}
          ?public?static?boolean?isGameOver?=?false;
          ?boolean?flag?=?true;?
          //2.8?創(chuàng)?建?一?個(gè)?程?序?啟?動?的??方?法
          public?void?action(){
          ?new?Thread(){//匿名內(nèi)部類
          ??//重寫run方法
          ??public?void?run()?{
          ???while(!isGameOver){
          ????//3.4
          ????if(flag){
          ??????enteredAction();//細(xì)節(jié):只有先生成了障礙物后,下面才能調(diào)用移動障礙物的方法
          ??????stepAction();
          ??????pengAction();//玩家和障礙物碰撞
          ??????gameOverAction();
          ?????
          ????}
          ????//重繪方法
          ????repaint();
          ????//線程休眠
          ????try?{
          ?????Thread.sleep(60);
          ????}?catch?(Exception?e)?{
          ?????//?TODO:?handle?exception
          ?????e.printStackTrace();
          ????}
          ???}
          ???
          ??};
          ?}.start();//創(chuàng)建一個(gè)線程并啟動

          ?}

          @Override
          public?void?keyTyped(KeyEvent?e)?{
          ?//?TODO?Auto-generated?method?stub
          ?
          }

          @Override
          public?void?keyPressed(KeyEvent?e)?{
          ?//獲取玩家當(dāng)前位置坐標(biāo)
          ??int?x?=?person.getX();
          ??int?y?=?person.getY();
          ??int?x1?=?barrs_2.getX();
          ??int?y1?=?barrs_2.getY();

          ?//上
          ??if(e.getKeyCode()?==?KeyEvent.VK_UP?&&??y?>?10?&&??y1?>?10){
          ???person.setY(y-25);
          ???barrs_2.setY(y-25);
          ??}
          ???//下
          ??if(e.getKeyCode()==?KeyEvent.VK_DOWN?&&??y<=560??&&??y1<560){
          ???person.setY(y+30);
          ???barrs_2.setY(y-30);
          ??}
          ??//左
          ??if(e.getKeyCode()==KeyEvent.VK_LEFT??&&??x>=0?){
          ???person.setX(x-30);
          ???barrs_2.setX(x1-30);
          ???
          ??}
          ??//右
          ??if(e.getKeyCode()==KeyEvent.VK_RIGHT){
          ???person.setX(x+22);
          ???barrs_2.setX(x1+22);
          ???if(x>=GameFrame.WIDTH-Person.WIDTH){//如果人物到了右邊界
          ????person.setX(GameFrame.WIDTH-Person.WIDTH);
          ???}
          ???if(x1>=GameFrame.WIDTH-barrs_2.WIDTH){//如果寵物到了右邊界
          ????barrs_2.setX(GameFrame.WIDTH?-?barrs_2.WIDTH);
          ???}
          ??}
          ??//暫停?繼續(xù)功能
          ??if(e.getKeyCode()?==?KeyEvent.VK_SPACE){
          ????flag?=?!flag;
          ??}
          ??
          ?}

          @Override
          public?void?keyReleased(KeyEvent?e)?{
          ?//?TODO?Auto-generated?method?stub
          }
          }

          (五):結(jié)束界面

          接上文,本文將實(shí)現(xiàn)天天酷跑游戲的結(jié)束界面,功能如下:

          跑酷距離、獲取玩家的得分。?再來一次、返回主菜單、直接退出。

          具體啥樣子,先睹為快!

          點(diǎn)擊再來一次按鈕,進(jìn)入加載狀態(tài),加載結(jié)束,直接進(jìn)入游戲。

          點(diǎn)擊主菜單按鈕,進(jìn)入主菜單界面:

          在這里插入圖片描述
          一、跑酷距離

          我是在Person類的玩家移動方法中,添加了一個(gè)自增的diatance,只要玩家的圖片還在切換,也就是游戲還沒有結(jié)束,這個(gè)distance都在自增,也算是一種間接的實(shí)現(xiàn)計(jì)算跑酷距離的方法。通過在Person類中添加get、set方法,獲取數(shù)據(jù)。

          二、獲取玩家的得分

          玩家與金幣碰撞的得分即為圖中的表現(xiàn)分,在GamePanel 獲取。而總分,我在Person類中,設(shè)定了一個(gè)簡單的計(jì)分規(guī)則:

          三、再來一次

          在鼠標(biāo)點(diǎn)擊事件內(nèi),new一個(gè)新的加載界面,加載完成后自動進(jìn)入游戲。

          四、返回主界面

          同理。

          五、直接退出

          同理。

          上代碼

          EndFrame.java

          package?cn.sqc.runday.view;

          import?java.awt.Color;
          import?java.awt.Font;
          import?java.awt.Graphics;
          import?java.awt.Image;
          import?java.awt.event.MouseEvent;
          import?java.awt.event.MouseListener;
          import?java.io.File;
          import?java.io.IOException;
          import?javax.imageio.ImageIO;
          import?javax.swing.ImageIcon;
          import?javax.swing.JButton;
          import?javax.swing.JFrame;
          import?javax.swing.JLabel;
          import?javax.swing.JPanel;

          import?cn.sqc.runday.controller.GamePanel;
          import?cn.sqc.runday.model.Person;


          public?class?EndFrame?extends?JFrame?implements?MouseListener?{
          ?//創(chuàng)建繼續(xù)游戲按鈕、返回主菜單按鈕、退出按鈕?組件
          ??JLabel?again,back,exit;
          ??
          ?public?EndFrame(Person?person)?{?
          ??again?=?new?JLabel(new?ImageIcon("Image/hh5.png"));
          ??again.setBounds(520,?622,?60,?25);
          ??again.addMouseListener(this);
          ??this.add(again);?
          ??back?=?new?JLabel(new?ImageIcon("Image/hh6.png"));
          ??back.setBounds(520,?722,?60,?25);
          ??back.addMouseListener(this);
          ??this.add(back);
          ??exit?=?new?JLabel(new?ImageIcon("Image/hh3.png"));
          ??exit.setBounds(520,?822,?60,?25);
          ??exit.addMouseListener(this);
          ??this.add(exit);
          ??
          ??EndPanel?end?=?new?EndPanel(person);
          ??this.add(end);//將結(jié)束面板組件添加到結(jié)束窗口上
          ??
          ??this.setSize(1500,?900);
          ??this.setLocationRelativeTo(null);
          ??this.setUndecorated(true);
          ??this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
          ??this.setIconImage(new?ImageIcon("Image/115.png").getImage());
          ??this.setVisible(true);
          ?}
          ?
          ?public?static?void?main(String[]?args)?{?
          ??//new?EndFrame();
          ?}
          ?class?EndPanel?extends?JPanel{
          ??Image?background;
          ??Person?p;
          ??public?EndPanel(Person?person)?{//類比int?a
          ???this.p?=?person;//創(chuàng)建對象、傳值
          ???try?{
          ????background?=?ImageIO.read(new?File("Image/chou.png"));
          ???}?catch?(IOException?e)?{
          ????//?TODO?Auto-generated?catch?block
          ????e.printStackTrace();
          ???}
          ??}
          ??@Override
          ??public?void?paint(Graphics?g)?{
          ???//?TODO?Auto-generated?method?stub
          ???super.paint(g);
          ???g.drawImage(background,?0,?0,1500,900?,null);
          ???g.setColor(Color.CYAN);
          ???g.setFont(new?Font("宋體",Font.BOLD,30));
          ???g.drawString(p.getScore()+"",1110,705);//?+?”?“?屬實(shí)妙
          ???g.drawString(p.getDistance()?+?"?",?1110,?622);
          ???
          ???g.setFont(new?Font("宋體",Font.BOLD,50));
          ???g.setColor(Color.ORANGE);
          ???g.drawString(p.getTotalScore()?+?"",?1075,?500);
          ??}
          ?}
          ?@Override
          ?public?void?mouseClicked(MouseEvent?e)?{
          ??if(e.getSource().equals(again)){
          ???//跳轉(zhuǎn)到下一界面?
          ????new?WindowFrame().Start();
          ???//關(guān)閉當(dāng)前界面
          ????dispose();
          ??}?else?if(e.getSource().equals(back)){
          ???new?MainFrame();
          ???dispose();
          ??}else?if(e.getSource().equals(exit)){
          ???System.exit(0);
          ??}
          ?}

          ?@Override
          ?public?void?mousePressed(MouseEvent?e)?{
          ??//?TODO?Auto-generated?method?stub
          ??
          ?}

          ?@Override
          ?public?void?mouseReleased(MouseEvent?e)?{
          ??//?TODO?Auto-generated?method?stub
          ??
          ?}

          ?@Override
          ?public?void?mouseEntered(MouseEvent?e)?{
          ??//?TODO?Auto-generated?method?stub
          ??
          ?}

          ?@Override
          ?public?void?mouseExited(MouseEvent?e)?{
          ??//?TODO?Auto-generated?method?stub
          ??
          ?}
          ?
          }

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