用Java實(shí)現(xiàn)天天酷跑(附源碼),這個(gè)真的有點(diǎn)強(qiáng)了!
作者:MyHuey
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(guò)鍵盤控制玩家的上下左右移動(dòng),來(lái)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(dòng)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(dòng)的背景圖片、動(dòng)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(dòng)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(hào):
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(chǔ)的是實(shí)體類。 V:View(顯示層),存儲(chǔ)的是關(guān)于界面的類。 C:Controller(控制層),存儲(chǔ)的是相關(guān)的邏輯層代碼。
企業(yè)級(jí)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(lái)我們?cè)僮鲆恍?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(wú)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(duì)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(lái)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(qǐng)重新輸入!");
????????}else{
??????????JOptionPane.showMessageDialog(null,?"用戶名?/?密碼輸入錯(cuò)誤,請(qǐng)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(chǔ)圖片
????this.setVisible(true);
??}
??//測(cè)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(jí):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(cuò)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。接下來(lái)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(duì)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(wú)參構(gòu)造,創(chuàng)建對(duì)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(lái)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(wèn)請(qǐng)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(cè)試:
先填補(bǔ)上文的缺憾,加上new MainFrame();語(yǔ)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。接下來(lái)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。
搜索?Java知音?公眾號(hào),回復(fù)“后端面試”,送你一份Java面試題寶典.pdf
界面示意圖:

具體要求:
緩存加載界面:背景圖片、進(jìn)度條
動(dòng)態(tài)加載過(guò)程。(線程)
我們想要實(shí)現(xiàn)動(dòng)態(tài)的緩沖加載過(guò)程,讓進(jìn)度條動(dòng)起來(lái),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(duì)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(duì)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(dòng)態(tài)加載過(guò)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(dòng)
??public?void?Start(){
????WindowFrame?frame?=?new?WindowFrame();
????Thread?t?=?new?Thread(frame);//t代表線程
????//啟動(dòng)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(lái)。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(dòng)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(cè)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,接下來(lái)將實(shí)現(xiàn)游戲主界面,功能如下:
移動(dòng)的背景圖片、動(dòng)態(tài)的玩家、玩家的移動(dòng)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(dòng)圖實(shí)在太大,幾秒鐘的 Gif 就十幾兆了。無(wú)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:
1、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(duì)象,并添加到窗體上去
????GamePanel?panel?=?new?GamePanel();
????panel.action();//程序啟動(dòng)的方法
????this.addKeyListener(panel);//誰(shuí)實(shí)現(xiàn)就監(jiān)聽誰(shuí)
????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();
??}
}
2、游戲主面板類(核心邏輯類):
背景圖片滾動(dòng)效果
使用兩張背景圖片,實(shí)現(xiàn)背景圖片滾動(dòng)效果的邏輯如下:

下面用視頻演示一下:
玩家動(dòng)態(tài)效果
我國(guó)早期很有名的一部動(dòng)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(dòng)態(tài)的畫面(我愿稱之:真·動(dòng)畫),并為之配音,短短10分鐘的動(dòng)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(dòng)圖演示:

下面是實(shí)現(xiàn)玩家的(生成、移動(dòng)、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(huì)提示要不要實(shí)現(xiàn)!自動(dòng)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(dòng)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(guò)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(dòng)態(tài)效果的同時(shí),使其向左移動(dòng)
??}
??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(duì)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(shuō)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(dòng)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(dòng)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(dòng)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(lái)源于上面程序啟動(dòng)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(dòng)、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

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(dòng)效果
?*???????????2、玩家動(dòng)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(dòng)態(tài)的背景圖片***/
??//2.1聲明背景圖片對(duì)象
??Image?background;
??Image?score;
??Image?pause;//暫停
??Image??proceed;//繼續(xù).
??/***3.實(shí)現(xiàn)玩家的動(dòng)態(tài)效果和移動(dòng)功能***/
??//3.1創(chuàng)建玩家對(duì)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(chǔ)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(duì)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(dòng)的速度
??}
????//2.3繪制背景圖片(動(dòng)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(shí)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(cè)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(dòng)??方??法
public?void?stepAction(){
??//3..4
????person.step();//切換玩家的圖片—>動(dòng)起來(lái)
????person.drop();//不斷下墜
????barrs_2.drop();
????//螃蟹障礙物移動(dòng)
??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(guò)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(dòng)??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(dòng)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(dòng)
??}
@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,接下來(lái)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(lái)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(lái)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:

1、跑酷距離
我是在Person類的玩家移動(dòng)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(guò)在Person類中添加get、set方法,獲取數(shù)據(jù)。

2、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(jiǎn)單的計(jì)分規(guī)則:

3、再來(lái)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(dòng)進(jìn)入游戲。

4、返回主界面
同理。

5、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(duì)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
??}
}
PS:如果覺得我的分享不錯(cuò),歡迎大家隨手點(diǎn)贊、在看。
推薦閱讀
