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          用Java實(shí)現(xiàn)天天酷跑(附源碼),這個(gè)真的有點(diǎn)強(qiáng)了!

          共 10705字,需瀏覽 22分鐘

           ·

          2020-12-23 10:20

          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

          ??}

          }

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