Java原创创意,自制素材,加音效坦克大战,原创up主游戏,较完整简单版2【诗书画唱】
含部分自己写的注释,让你更容易看懂代码!求三连关注!制作不易!

package img;
import java.awt.image.BufferedImage;
import java.io.File;
import javax.imageio.ImageIO;
public class img {
// 如果文件在别的文件夹里,就把别的文件夹的名字
// 写在下面的英文的双引号""里面
private static final String RESOURCE_PATH = "";
/** 读取图片 */
public static BufferedImage loadImage(String fileName) {
try {
// 同包之内的图片读取
BufferedImage img = ImageIO.read
(new File(RESOURCE_PATH+fileName));
return img;
} catch (Exception e) {
e.printStackTrace();
throw new RuntimeException();
}
}
}


package mains;
import img.img;
import java.awt.Color;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.image.BufferedImage;
import java.util.Arrays;
import java.util.Random;
import java.util.Timer;
import java.util.TimerTask;
import javax.swing.JFrame;
import javax.swing.JPanel;
import duiXiang.*;
/**
* 主函数的类:
*/
public class mains extends JPanel {
private static final long serialVersionUID
= 2547093170915849250L;
// 下面设置一个可以全局通过"mains.quanJvWidth"等就可调用的宽度:
public static final int quanJvWidth = 400;
// 下面设置一个可以全局通过"mains.quanJvHeigh"等就可调用的高度:
public static final int quanJvHeight = 700;
/*
* 鼠标点击事件:
* 开始--运行 结束---开始
* 鼠标移动事件:
* 启动状态:结束----启动
* 暂停状态:鼠标从屏幕里划到外
* 运行状态:从外到内的时候
* 结束状态:英雄机的生命为0
*/
// 开始状态
public static final int START = 0;
public static BufferedImage start;
// 运行状态
public static final int RUNNING = 1;
// 暂停状体
public static final int PAUSE = 2;
public static BufferedImage pause;
// 结束状态
public static final int GAME_OVER = 3;
public static BufferedImage gameover;
//默认状态
public int state = START;
//静态代码块
static{
start = img.loadImage("开始的图片.png");
pause = img.loadImage("时间静止之术.png");
gameover = img.loadImage("没电了.png");
}
private 背景 sky = new 背景();
private lex hero = new lex();
private duiXiangFuLeiFangFa[] duiXiangArray = {};
private 闪电[] bullets = {};
/**
* 随机数产生目标对象
* @return 目标对象
*/
public duiXiangFuLeiFangFa nextOne() {
Random rand = new Random();
int type = rand.nextInt(20);
if (type < 15) {
return new 封茗囧茵();
} else if (type < 18) {
return new Warma();
} else {
return new 双笙();
}
}
/** 实现敌人入场 */
int enterIndex = 0;
public void enterAction() {
enterIndex++;
if (enterIndex % 40 == 0) {
// 获取到敌人:
duiXiangFuLeiFangFa f = nextOne();
// 敌人添加到数组的最后一位上:
duiXiangArray = Arrays.copyOf
(duiXiangArray, duiXiangArray.length + 1);
duiXiangArray[duiXiangArray.length - 1] = f;
}
}
/** 子弹入场 */
int shootIndex = 0;
public void shootAction() {
shootIndex++;
if (shootIndex % 40 == 0) {
闪电[] bs = hero.shoot();// 获取子弹数组
bullets = Arrays.copyOf(bullets, bullets.length + bs.length);
// 将产生的子弹数组放到源数组中的最后一个元素
System.arraycopy(bs, 0, bullets, bullets.length - bs.length,
bs.length);
}
}
// 对象移动方法:
public void duiXiangYiDongFangFa() {
sky.yiDongFangFa();
for (int i = 0; i < duiXiangArray.length; i++) {
duiXiangArray[i].yiDongFangFa();
}
for (int i = 0; i < bullets.length; i++) {
bullets[i].yiDongFangFa();
}
}
/**删除移除越过页面边界的飞行物:*/
public void outOfBoundsAction(){
int index = 0;//存放不越界数组的下标,个数
//新建不越界的敌人数组
duiXiangFuLeiFangFa[] flysLive = new
duiXiangFuLeiFangFa
[duiXiangArray.length];
for (int i = 0; i < duiXiangArray.length; i++) {
//获取到每一个敌人
duiXiangFuLeiFangFa f = duiXiangArray[i];
//判断敌人是否不越界
if (!f.outOfBounds()) {//如果不越界,
flysLive[index] = f;
index++;
}
//将不越界的敌人存放到不越界的数组中
}
duiXiangArray = Arrays.copyOf(flysLive, index);
//System.out.println("index == " + index);
index = 0;
闪电[] bulletLive = new 闪电[bullets.length];
for (int i = 0; i < bullets.length; i++) {
闪电 b = bullets[i];
if (!b.outOfBounds()) {
bulletLive[index] = b;
index++;
}
}
bullets = Arrays.copyOf(bulletLive, index);
}
/**闪电与敌人的碰撞*/
int score = 0;//玩家的得分记录
public void bulletBangAction(){
for (int i = 0; i < bullets.length; i++) {
闪电 b = bullets[i];
//遍历所有的敌人
for (int j = 0; j < duiXiangArray.length;
j++) {
//获取每一个敌人
duiXiangFuLeiFangFa f = duiXiangArray[j];
//判断碰撞
if (f.panDuanLife() && b.panDuanLife()
&& f.hit(b)) {
f.goDead();//敌人over
b.goDead();//子弹over
if (f instanceof diRen) {
//如果撞上的是敌人,能得分
diRen e = (diRen)f;
score += e.getScoreFangFa();
}
//如果撞上的是奖励:
if (f instanceof jiangLi) {
jiangLi a = (jiangLi)f;
int type = a.getAwardType();
System.out.println(type);
switch (type) {
case 0://火力
hero.addDoubleFire();
break;
case 1://生命
hero.addLife();
break;
}
}
}
}
}
}
public void heroBangAction(){
for (int i = 0; i < duiXiangArray.length; i++) {
//获取每一个敌人
duiXiangFuLeiFangFa f = duiXiangArray[i];
if (hero.panDuanLife() && f.panDuanLife()
&& f.hit(hero)) {
f.goDead();
new Thread(new shengyin( "hit.wav")).start() ;
hero.substractLife();//减少生命
hero.clearDoubleFire();//清空火力
}
}
}
/**检测游戏是否结束*/
public void checkGameOverAction(){
//判断LEX的电力值,
//如果小于0的话,游戏结束,修改状态
if(hero.getLife() <= 0){
state = GAME_OVER;
}
}
/** 测试方法 */
public void action() {// 数组越界、数组空指针异常
//鼠标适配器
MouseAdapter mouseAdapter = new MouseAdapter() {
/**重写鼠标的移动事件*/
public void mouseMoved(MouseEvent e){
int x = e.getX();
int y = e.getY();
hero.movedTo(x, y);
}
/**重写鼠标的点击事件*/
@Override
public void mouseClicked(MouseEvent e) {
//根据当前状态的不同,进行相应的处理
new Thread(new shengyin( "start.wav"))
.start() ;
switch (state) {
case START:
state = RUNNING;
break;
case GAME_OVER:
score = 0;
sky = new 背景();
hero = new lex();
duiXiangArray = new
duiXiangFuLeiFangFa[0];
bullets = new 闪电[0];
state = START;//修改状态为开始状态
break;
}
}
/**重写鼠标的移入事件*/
@Override
public void mouseEntered(MouseEvent e) {
if (state == PAUSE) {
state = RUNNING;
}
}
/**重写鼠标的移出事件*/
@Override
public void mouseExited(MouseEvent e) {
if (state == RUNNING) {
state = PAUSE;
}
}
};
this.addMouseListener(mouseAdapter);
//处理鼠标的操作事件
this.addMouseMotionListener(mouseAdapter);
//处理鼠标的移动事件
// 定时器对象
Timer timer = new Timer();
int inters = 10;
timer.schedule(new TimerTask() {
@Override
public void run() {
if (state == RUNNING) {
enterAction();// 敌人入场
shootAction();// 子弹入场
duiXiangYiDongFangFa();// 飞行物移动
outOfBoundsAction();//删除越界的飞行物
bulletBangAction();//闪电与敌人的碰撞
heroBangAction();//LEX与敌人发生碰撞
checkGameOverAction();//检测游戏是都结束
}
repaint();// 重绘,调用paint方法
}
}, inters, inters);// 计划任务
/* 7.30 20 第一次 10 第一次---第二次
*/
}
/** 画对象 */
@Override
public void paint(Graphics g) {
super.paint(g);
// g.setColor(Color.blue);(这里没效果)
// g.fill3DRect(0, 0, 10, 10,true);(这里没效果)
sky.paintObjectDuiXiangFangFa(g);
hero.paintObjectDuiXiangFangFa(g);
// 画敌人
for (int i = 0; i < duiXiangArray.length; i++) {
duiXiangArray[i].paintObjectDuiXiangFangFa(g);
}
for (int i = 0; i < bullets.length; i++) {
bullets[i].paintObjectDuiXiangFangFa(g);
}
g.setColor(Color.red);
g.setFont(new Font("微软雅黑",Font.BOLD,20));
g.drawString("分数:" + score, 20, 60);
g.setColor(Color.blue);
g.setFont(new Font("楷体",Font.BOLD,20));
g.drawString("电力值:" + hero.getLife()+"千瓦",
20, 80);
switch (state) {//根据不同状态画不同的状态图
case START://开始状态的启动图
g.drawImage(start, 0, 0, null);
break;
case PAUSE://暂停状态的图
g.drawImage(pause, 0, 0, null);
break;
case GAME_OVER://游戏结束的时候状态图
g.drawImage(gameover, 0, 0, null);
break;
}
}
/**在 主函数里实例化这个文件的本身的mains类,
* 之后实例化JFrame类,把mains类添加到JFrame类里,
* 再去设置JFrame的大小等。
* 也可用mains类继承JFrame类的方法*/
public static void main(String[] args) {
mains mainsClass = new mains();
JFrame JFrame = new JFrame();
JFrame.add(mainsClass);// 将画布装在窗体上
// JFrame.setSize(quanJvWidth, quanJvHeight);
// (也可以这样写,有效果)
// JFrame.setBackground(Color.blue);(这里没效果)
JFrame.setSize(400,720);// 窗体的大小
JFrame.setDefaultCloseOperation
(JFrame.EXIT_ON_CLOSE);
JFrame.setLocationRelativeTo(null);// 居中显示
JFrame.setVisible(true);
mainsClass.action();
}
}


