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這篇文章主要介紹“Java怎么實(shí)現(xiàn)經(jīng)典游戲泡泡堂”,在日常操作中,相信很多人在Java怎么實(shí)現(xiàn)經(jīng)典游戲泡泡堂問(wèn)題上存在疑惑,小編查閱了各式資料,整理出簡(jiǎn)單好用的操作方法,希望對(duì)大家解答”Java怎么實(shí)現(xiàn)經(jīng)典游戲泡泡堂”的疑惑有所幫助!接下來(lái),請(qǐng)跟著小編一起來(lái)學(xué)習(xí)吧!
設(shè)計(jì)游戲界面,用swing實(shí)現(xiàn)
繪制游戲啟動(dòng)界面、結(jié)束界面、地圖、主角、道具
實(shí)現(xiàn)泡泡爆炸
實(shí)現(xiàn)雙主角PK(積分制)
實(shí)現(xiàn)道具掉落和相應(yīng)屬性加成
實(shí)現(xiàn)游戲音效和背景音樂(lè)
游戲啟動(dòng)界面:
游戲開(kāi)始界面:
移動(dòng)效果:
釋放泡泡
泡泡爆炸效果:
public class GameStart { public static void main(String[] args) { //整個(gè)程序的入口 啟動(dòng) StartFrame startFrame = new StartFrame(); startFrame.setVisible(true); } }
public class GameListener implements KeyListener { private List<?> list; @Override public void keyTyped(KeyEvent e) { // TODO Auto-generated method stub } //按下 左37 右39 下40 上38 w87 a65 s83 d68 空格32 enter10 @Override public void keyPressed(KeyEvent e) { // TODO Auto-generated method stub //System.out.println("keypressed"+e.getKeyCode()); list = ElementManager.getInstance().getElementList("play"); Player oneplayer = (Player)list.get(0); Player twoPlayer = (Player)list.get(1); switch (e.getKeyCode()) { case 65: oneplayer.setLEFT(true); // oneplayer.setStop(false); break; case 87: oneplayer.setUP(true); // oneplayer.setStop(false); break; case 68: oneplayer.setRIGHT(true); // oneplayer.setStop(false); break; case 83: oneplayer.setDOWN(true); // oneplayer.setStop(false); break; case 32: oneplayer.setPk(true); break; case 37: twoPlayer.setLEFT(true); break; case 38: twoPlayer.setUP(true); break; case 39: twoPlayer.setRIGHT(true); break; case 40: twoPlayer.setDOWN(true); break; case 10: twoPlayer.setPk(true); break; } } //松開(kāi) @Override public void keyReleased(KeyEvent e) { // TODO Auto-generated method stub //System.out.println("keyreleased"+e.getKeyCode()); list = ElementManager.getInstance().getElementList("play"); Player oneplayer = (Player)list.get(0); Player twoPlayer = (Player)list.get(1); switch (e.getKeyCode()) { case 65: // if (oneplayer.isLEFT()) { // oneplayer.setStop(true); // } oneplayer.setLEFT(false); break; case 87: // if (oneplayer.isUP()) { // oneplayer.setStop(true); // } oneplayer.setUP(false); break; case 68: // if (oneplayer.isRIGHT()) { // oneplayer.setStop(true); // } oneplayer.setRIGHT(false); break; case 83: // if (oneplayer.isDOWN()) { // oneplayer.setStop(true); // } oneplayer.setDOWN(false); break; case 32: oneplayer.setPk(false); break; case 37: twoPlayer.setLEFT(false); break; case 38: twoPlayer.setUP(false); break; case 39: twoPlayer.setRIGHT(false); break; case 40: twoPlayer.setDOWN(false); break; case 10: twoPlayer.setPk(false); break; } } }
public class GameThread extends Thread{ //計(jì)時(shí)數(shù)據(jù) private static int time ; private boolean flag=true; //重構(gòu)老項(xiàng)目 @Override public void run() { //這個(gè)循環(huán)控制游戲整體進(jìn)度 // while(flag){ // 死循環(huán) 狀態(tài)變量進(jìn)行控制 //1.加載地圖 人物 loadElement(); //2.顯示地圖人物(流程 自動(dòng)化(移動(dòng),碰撞)) time = 0; loadBGM(); runGame(); //3.結(jié)束地圖 try { TimeUnit.MILLISECONDS.sleep(150); } catch (InterruptedException e) { // TODO Auto-generated catch block e.printStackTrace(); } // } } //控制進(jìn)度 但是作為控制 請(qǐng)不要接觸load 只能通過(guò)元素管理器訪(fǎng)問(wèn)元素 public void loadElement(){ ElementManager.getInstance().load(); } public void runGame(){ //這個(gè)循環(huán)控制每個(gè)關(guān)卡 地圖中玩的狀態(tài) ElementManager manager = ElementManager.getInstance(); while(flag){ Map<String, List<SuperElement> > map = manager.getMap(); Set<String> set = map.keySet(); List<String> temp = new ArrayList<>(); temp.addAll(set); //迭代器在遍歷的過(guò)程中,迭代器中的元素不可以變化(增加或減少) for (int i=temp.size()-1; i>=0 ; i--) { List<SuperElement> list = map.get(temp.get(i)); for (int j = 0; j < list.size(); j++) { SuperElement superElement = list.get(j); superElement.update(); if (!superElement.isVisible()) { manager.removeElementByPx(superElement.getY(), superElement.getX()); list.remove(j); } } } //使用一個(gè)獨(dú)立的方法來(lái)進(jìn)行判定 PK(); //游戲的流程控制 linkGame(); try { TimeUnit.MILLISECONDS.sleep(100); } catch (InterruptedException e) { // TODO Auto-generated catch block e.printStackTrace(); } //死亡 通關(guān)狀態(tài) 結(jié)束runGame方法 overGame(); time++; //一秒鐘增加10 } } public void PK() { // TODO Auto-generated method stub List<SuperElement> players = ElementManager.getInstance().getElementList("play"); List<SuperElement> enemys = ElementManager.getInstance().getElementList("enemylist"); //進(jìn)行比較 listPK(players, enemys); } public void listPK(List<SuperElement> list1,List<SuperElement> list2){ for (int i = 0; i < list1.size(); i++) { for (int j = 0; j < list2.size(); j++) { if (list1.get(i).gamePK(list2.get(j))) { list2.get(j).setVisible(false); } } } } public void overGame(){ Player player1 = (Player)(ElementManager.getInstance().getElementList("play").get(0)); Player player2 = (Player)(ElementManager.getInstance().getElementList("play").get(1)); if(player1.getNum()>=1000||player2.getNum()>=1000) { flag = false; new Thread() { public void run() { new audioPlay(Audio.OVER).player(); } }.start(); } } //游戲的流程控制 public void linkGame(){ // Map< String , List<SuperElement> > map = // ElementManager.getInstance().getMap(); // List<SuperElement> enemys = map.get("enemylist"); // //一秒鐘增加一個(gè)敵機(jī) // if (time%10 == 0) { // enemys.add(Enemy.createEnemy("")); // } ElementManager.getInstance().linkGame(time); } public static int getTime() { return time; } public static void setTime(int time) { GameThread.time = time; } private void loadBGM() { new Thread() { public void run() { while(flag) { audioPlay play = new audioPlay(Audio.BGM); play.player(); if(!flag) { play.stop(); } } } }.start(); } //敵機(jī)的創(chuàng)建 }
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