Java實(shí)現(xiàn)簡(jiǎn)單的彈球游戲
本文實(shí)例為大家分享了Java實(shí)現(xiàn)簡(jiǎn)單的彈球游戲的具體代碼,供大家參考,具體內(nèi)容如下
該程序主要是用于對(duì)java圖形化界面編程進(jìn)行聯(lián)系,程序?qū)崿F(xiàn)全部采用的是AWT包下的類。程序僅做參考,供學(xué)習(xí)使用。
import java.awt.Canvas;import java.awt.Color;import java.awt.Dimension;import java.awt.Font;import java.awt.Frame;import java.awt.Graphics;import java.awt.event.ActionEvent;import java.awt.event.ActionListener;import java.awt.event.KeyAdapter;import java.awt.event.KeyEvent;import java.awt.event.KeyListener;import java.awt.event.WindowAdapter;import java.awt.event.WindowEvent;import javax.swing.Timer;public class PinBallGame { //創(chuàng)建窗口對(duì)象 private Frame frame = new Frame('彈球游戲'); //桌面寬度 private final int TABLE_WTDTH = 300; //桌面高度 private final int TABLE_HEIGHT = 400; //球拍的高度和寬度 private final int RACKET_WIDTH = 60; private final int RACKET_HETGHT = 20; //小球的大小 private final int BALL_SIZE = 16; //定義變量,記錄小球的坐標(biāo) private int ballX = 120; private int ballY = 20; //定義變量,記錄小球在x和y方向上分別移動(dòng)的速度 private int speedY = 10; private int speedX = 5; //定義變量,記錄球拍的坐標(biāo) private int racketX = 120; private final int racketY = 340; //定義變量,標(biāo)識(shí)當(dāng)前游戲是否已結(jié)束 private boolean isOver = false; //聲明一個(gè)定時(shí)器 private Timer timer; //自定義一個(gè)類,繼承Canvas,充當(dāng)畫布 @SuppressWarnings('serial') private class MyCanvas extends Canvas{ @Override public void paint(Graphics g) { //TODO 在這里繪制內(nèi)容 if (isOver) { //游戲結(jié)束 g.setColor(Color.BLUE); g.setFont(new Font('Times',Font.BOLD,30)); g.drawString('游戲結(jié)束!', 50, 200); }else{ //游戲中 //繪制小球 g.setColor(Color.RED); g.fillOval(ballX, ballY, BALL_SIZE, BALL_SIZE); //繪制球拍 g.setColor(Color.PINK); g.fillRect(racketX, racketY, RACKET_WIDTH, RACKET_HETGHT); } } } //創(chuàng)建繪畫區(qū)域 MyCanvas drawArea = new MyCanvas(); public void init() { //組裝視圖,游戲邏輯的控制 //完成球拍坐標(biāo)的變化 KeyListener listener = new KeyAdapter() { @Override public void keyPressed(KeyEvent e) { //獲取當(dāng)前按下的鍵 int keyCode = e.getKeyCode(); if (keyCode == KeyEvent.VK_LEFT) { //<- 應(yīng)該向左移動(dòng) if (racketX>0) { racketX -= 10; } } if (keyCode == KeyEvent.VK_RIGHT) { //-> 應(yīng)該向右移動(dòng) if (racketX <(TABLE_WTDTH - RACKET_WIDTH)) { racketX += 10; } } } }; //給Frame和drawArea注測(cè)監(jiān)聽器 frame.addKeyListener(listener); drawArea.addKeyListener(listener); //小球坐標(biāo)的控制 ActionListener task = new ActionListener() { @Override public void actionPerformed(ActionEvent arg0) { //根據(jù)邊界范圍,修正速度 if (ballX<=0 || ballX>=(TABLE_WTDTH-BALL_SIZE)) { speedX = -speedX; } if (ballY <= 0 || (ballY > racketY-BALL_SIZE && ballX>racketX && ballX < racketX+RACKET_WIDTH)) { speedY = -speedY; } if (ballY > racketY-BALL_SIZE && (ballX < racketX || ballX > racketX+RACKET_WIDTH)) { //當(dāng)前小球超出了球拍的范圍,游戲結(jié)束 //停止定時(shí)器 timer.stop(); //修改游戲是否結(jié)束的標(biāo)記 isOver = true; //重繪界面 drawArea.repaint(); } //更新小球的坐標(biāo),重繪界面 ballX += speedX; ballY += speedY; //重繪界面 drawArea.repaint(); } }; timer = new Timer(100, task); timer.start(); drawArea.setPreferredSize(new Dimension(TABLE_WTDTH,TABLE_HEIGHT)); frame.add(drawArea); //設(shè)置frame最佳大小,并可視 frame.pack(); frame.setVisible(true); frame.setLocationRelativeTo(null); frame.addWindowListener(new WindowAdapter() { @Override public void windowClosing(WindowEvent e) { System.exit(0); } }); } public static void main(String[] args) { new PinBallGame().init(); }}
以上就是本文的全部?jī)?nèi)容,希望對(duì)大家的學(xué)習(xí)有所幫助,也希望大家多多支持好吧啦網(wǎng)。
相關(guān)文章:
1. phpstudy apache開啟ssi使用詳解2. .Net加密神器Eazfuscator.NET?2023.2?最新版使用教程3. Xml簡(jiǎn)介_動(dòng)力節(jié)點(diǎn)Java學(xué)院整理4. .Net Core和RabbitMQ限制循環(huán)消費(fèi)的方法5. 詳解瀏覽器的緩存機(jī)制6. jsp實(shí)現(xiàn)登錄驗(yàn)證的過濾器7. 如何在jsp界面中插入圖片8. jsp文件下載功能實(shí)現(xiàn)代碼9. JSP之表單提交get和post的區(qū)別詳解及實(shí)例10. ASP動(dòng)態(tài)網(wǎng)頁(yè)制作技術(shù)經(jīng)驗(yàn)分享
