主要功能
键盘W,A,S,D键:控制玩家上下左右移动。按钮一:控制英雄发射一个矩形攻击红方小兵。按钮二:控制英雄发射魅惑技能,伤害小兵并让小兵停止移动。技能三:攻击多个敌人并让小兵停止移动。普攻:对小兵造成基础伤害。小兵每隔一段时间自动生成,在王者峡谷下路移动,遇到敌人则自动攻击。防御塔可以自动识别敌人进行攻击。野怪分为RedBuff,BlueBuff,普通野怪,死亡后都可以复活。游戏胜利的条件是红方水晶生命值为零,游戏失败条件是蓝方水晶生命值为零。游戏的设计模式为可以偷塔。
一,主窗口类
作用:初始化变量,窗口的启动方法,键盘监听事件,添加按钮事件,游戏不同状态的变化,播放背景音乐。
package com.sxt;
import com.sxt.beast.Beast;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.io.File;
import java.util.ArrayList;
import javax.sound.sampled.AudioInputStream;
import javax.sound.sampled.AudioSystem;
import javax.sound.sampled.Clip;
import javax.sound.sampled.FloatControl;
import javax.swing.JButton;
import javax.swing.JFrame;
public class GameFrame extends JFrame {
// 游戏开始 0, 游戏胜利1,游戏失败2
int state = 0;
// 窗口尺寸
final int windowWidth = 1400;
final int windowHeight = 700;
// 双缓冲图片
private Image offScreenImage = null;
// 攻击图片
private Image attack = Toolkit.getDefaultToolkit().getImage(“C:\Users\23839\IdeaProjects\asd\src\imgs\attack.jpg”);
//游戏胜利失败图片
private Image gameWin = Toolkit.getDefaultToolkit().getImage(“C:\Users\23839\IdeaProjects\asd\src\imgs\gameWin.png”);
private Image gameLose = Toolkit.getDefaultToolkit().getImage(“C:\Users\23839\IdeaProjects\asd\src\imgs\gameLose.png”);
// 游戏背景
Background background = new Background(this);
// 游戏玩家
Champion player = new ChampionDaji(this);
// 双方小兵
MinionBlue mb = new MinionBlue(this);
MinionRed mr = new MinionRed(this);
//野怪
public Beast beast = new Beast(this);
// 防御塔
Turret turret = new Turret(this);
// 游戏元素列表
public ArrayList<GameObject> objList = new ArrayList<>();
ArrayList<GameObject> redList = new ArrayList<>();// 红色方
ArrayList<GameObject> blueList = new ArrayList<>();// 蓝色方
public ArrayList<GameObject> removeList = new ArrayList<>();// 存放将要删除的元素
public void launch() {
// 设置尺寸
setSize(windowWidth, windowHeight);
// 窗口居中
setLocationRelativeTo(null);
// 关闭事件
setDefaultCloseOperation(3);
// 用户不能调整窗口大小
setResizable(false);
// 标题
setTitle(“王者荣耀”);
// 窗口可见
setVisible(true);
// 添加键盘监视器
this.addKeyListener(new GameFrame.KeyMonitor());
// 添加游戏元素
objList.add(background);
objList.add(player);
objList.addAll(beast.beastList);
objList.addAll(turret.turretList);
playMusic();
for (int i = 0; i < 4; i++) {
blueList.add(turret.turretList.get(i));
}
for (int i = 4; i < 8; i++) {
redList.add(turret.turretList.get(i));
}
/**
* 攻击按钮
*/
JButton button = new JButton();
button.setSize(130, 132);
button.setLocation(1150, 430);
button.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
// 按钮事件
player.attack(redList);
}
});
this.add(button);
player.addButton();
while (true) {
mb.createMinion(this, blueList);
mr.createMinion(this, redList);
repaint();
try {
Thread.sleep(25);
} catch (Exception e) {
e.printStackTrace();
}
}
}
public void paint(Graphics g) {
if (offScreenImage == null) {
offScreenImage = this.createImage(5984, 4452);
}
Graphics gImage = offScreenImage.getGraphics();
if(state==0){
turret.isLive();
for (int i = 0; i < objList.size(); i++) {
objList.get(i).paintSelf(gImage);
}
// 绘制攻击图片
gImage.drawImage(attack, player.getX() + 500, player.getY() + 100, null);
objList.removeAll(removeList);
} else if (state ==1) {//游戏胜利
gImage.drawImage(gameWin, player.getX()-700, player.getY()-300 , null);
} else if (state == 2) {//游戏失败
gImage.drawImage(gameLose, player.getX()-700, player.getY()-300, null);
}
g.drawImage(offScreenImage, -player.getX() + 700, -player.getY() + 350, null);
// 添加按钮后不能调用键盘事件 因为程序的焦点变成了按钮 this.requestFocus() 把焦点重新改变到游戏界面上
this.requestFocus();
}
// main方法
public static void main(String[] args) {
GameFrame gameFrame = new GameFrame();
gameFrame.launch();
}
// 键盘事件
private class KeyMonitor extends KeyAdapter {
@Override
public void keyPressed(KeyEvent e) {
int key = e.getKeyCode();
player.keyPressed(e);
}
@Override
public void keyReleased(KeyEvent e) {
int key = e.getKeyCode();
player.keyReleased(e);
}
}
static Clip clip;
public static void playMusic() {
try
{
//这里面放 绝对路径,音频必须是wav格式,用音频转换软件 把mp3 转成wav格式
File musicPath = new File(“C:\Users\23839\IdeaProjects\PlaneWar\PlayMusic\bgm.wav”);
if(musicPath.exists())
{
AudioInputStream audioInput = AudioSystem.getAudioInputStream(musicPath);
clip = AudioSystem.getClip();
clip.open(audioInput);
FloatControl gainControl = (FloatControl)clip.getControl(FloatControl.Type.MASTER_GAIN);
gainControl.setValue(-20.0f);//设置音量,范围为 -60.0f 到 6.0f
clip.start();
clip.loop(Clip.LOOP_CONTINUOUSLY);
}
else
{
}
}
catch(Exception ex)
{
ex.printStackTrace();
}
}
}
二,游戏元素父类
作用:初始化基本变量,定义addHp()方法,两点之间的距离方法,矩形与矩形的碰撞检测方法,矩形与圆形的碰撞检测方法,定义防御塔,英雄,小兵的攻击方法,用线程实现攻击的冷却时间。
package com.sxt;
import java.awt.*;
import java.util.ArrayList;
//游戏元素的父类
public abstract class GameObject {
// 坐标
private int x;
private int y;
// 图片
private Image img;
// 游戏界面
public GameFrame gameFrame;
// 速度
private int spd;
// 初始生命值
private int hp;
// 当前生命值
private int currentHp;
// 攻击目标
private GameObject target;
// 是否有目标
private boolean hasTarget = false;
// 攻击距离
private int dis;
// 攻击时间间隔
private int attackCoolDownTime;
// 攻击是否冷却
private boolean attackCoolDown = true;
// 是否存活
private boolean alive = true;
//是否被控制
boolean beControlled = false;
public GameObject(GameFrame gameFrame) {
this.gameFrame = gameFrame;
}
public GameObject(int x, int y, GameFrame gameFrame) {
this.x = x;
this.y = y;
this.gameFrame = gameFrame;
}
public GameObject() {
}
public void addHp(Graphics g, int difX, int difY, int width, int height, Color color) {
// 绘制外部轮廓
g.setColor(Color.black);
g.drawRect(getX() – difX, getY() – difY, width, height);
// 填充矩形
g.setColor(color);
g.fillRect(getX() – difX, getY() – difY, (int) (width * getCurrentHp() / getHp()), height);
}
public double getDis(int x1, int y1, int x2, int y2) {
return Math.sqrt(Math.pow(x1 – x2, 2) + Math.pow(y1 – y2, 2));
}
// 矩形矩形碰撞检测
public boolean recIntersectsRec(Rectangle r1, Rectangle r2) {
return r1.intersects(r2);
}
public boolean recIntersectsCir(Rectangle rec, int x, int y, int r) {
// 矩形于圆相交: 圆心到至少一个矩形定点的距离小于r
if ((getDis(x, y, rec.x, rec.y) < r) || (getDis(x, y, rec.x, rec.y + rec.height) < r)
|| (getDis(x, y, rec.x + rec.width, rec.y) < r)
|| (getDis(x, y, rec.x + rec.width, rec.y + rec.height) < r)) {
return true;
}
return false;
}
// 攻击方法
public void attack(ArrayList<GameObject> gameObjList) {
if (hasTarget) {
// 目标离开范围后寻找新的目标
if (!recIntersectsCir(target.getRec(), getX(), getY(), getDis())) {
setHasTarget(false);
}
// 目标死亡,寻找新目标
else if (!target.isAlive()) {
setHasTarget(false);
} else if (isAttackCoolDown() && isAlive()) {
Bullet bullet = null;
// 防御塔攻击
if (Turret.class.isAssignableFrom(getClass())) {
bullet = new Bullet(gameFrame, this, getTarget(), 500, 50);
}
// 小兵攻击
else if (Minion.class.isAssignableFrom(getClass())) {
bullet = new Bullet(gameFrame, this, getTarget(), 50, 30);
}
// 玩家攻击
else if (this instanceof Champion) {
bullet = new Bullet(gameFrame, this, getTarget(), 500, 50);
}
gameFrame.objList.add(bullet);
// 线程开始
new AttackCD().start();
}
} else {
// 遍历列表
for (GameObject obj : gameObjList) {
// 判断攻击范围(圆形)与敌方(矩形)是否相交
if (recIntersectsCir(obj.getRec(), getX(), getY(), getDis())) {
// 找到目标
setTarget(obj);
setHasTarget(true);
// 跳出循环
break;
}
}
// 玩家是否在攻击范围内
if (!hasTarget && gameObjList == gameFrame.blueList) {
if (recIntersectsCir(gameFrame.player.getRec(), getX(), getY(), getDis())) {
// 找到目标
setTarget(gameFrame.player);
setHasTarget(true);
}
}
else {
//野怪是否在攻击范围内
for (GameObject obj : gameFrame.beast.beastList) {
// 判断攻击范围(圆形)与敌方(矩形)是否相交
if (recIntersectsCir(obj.getRec(), getX(), getY(), getDis())) {
// 找到目标
setTarget(obj);
setHasTarget(true);
// 跳出循环
break;
}
}
}
}
}
//public abstract void addTurret();
class AttackCD extends Thread {
public void run() {
// 将攻击功能设置为冷却状态
setAttackCoolDown(false);
// 线程休眠
try {
Thread.sleep(attackCoolDownTime);
} catch (Exception e) {
e.printStackTrace();
}
// 将攻击功能设置为攻击状态
setAttackCoolDown(true);
// 线程终止
this.interrupt();
}
}
// 绘制元素
public abstract void paintSelf(Graphics g);
// 返回矩形
public abstract Rectangle getRec();
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 Image getImg() {
return img;
}
public void setImg(String img) {
this.img = Toolkit.getDefaultToolkit().getImage(img);
}
public int getSpd() {
return spd;
}
public void setSpd(int spd) {
this.spd = spd;
}
public int getHp() {
return hp;
}
public void setHp(int hp) {
this.hp = hp;
}
public int getCurrentHp() {
return currentHp;
}
public void setCurrentHp(int currentHp) {
this.currentHp = currentHp;
}
public GameObject getTarget() {
return target;
}
public void setTarget(GameObject target) {
this.target = target;
}
public boolean isHasTarget() {
return hasTarget;
}
public void setHasTarget(boolean hasTarget) {
this.hasTarget = hasTarget;
}
public int getDis() {
return dis;
}
public void setDis(int dis) {
this.dis = dis;
}
public int getAttackCoolDownTime() {
return attackCoolDownTime;
}
public void setAttackCoolDownTime(int attackCoolDownTime) {
this.attackCoolDownTime = attackCoolDownTime;
}
public boolean isAttackCoolDown() {
return attackCoolDown;
}
public void setAttackCoolDown(boolean attackCoolDown) {
this.attackCoolDown = attackCoolDown;
}
public boolean isAlive() {
return alive;
}
public void setAlive(boolean alive) {
this.alive = alive;
}
}