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Java泡泡堂

小虚竹and掘金 人气:0

前言

《泡泡堂II》是一个基于java的自制游戏,使用了MVC模式,分离了模型、视图和控制器,使得项目结构清晰易于扩展,使用配置文件来设置游戏基本配置,扩展地图人物道具等。同时,该程序编写期间用了单例模式、工厂模式、模板模式等设计模式。为了游戏的可玩性,特意设计了平滑碰撞以及机器人。

主要设计

功能截图

游戏启动界面:

道具说明:

游戏开始:

释放炸弹·:

炸弹爆炸效果:

代码实现

游戏启动类

public class GameStart {
	private static GameFrame gameFrame;

	//游戏启动入口
	public static void main(String[] args) {
		// 资源加载
		try {
			ElementLoader.getElementLoader().readGamePro();
			ElementLoader.getElementLoader().readImagePro();
			ElementLoader.getElementLoader().readCharactorsPro();
			ElementLoader.getElementLoader().readBubblePro();
			ElementLoader.getElementLoader().readSquarePro();
		} catch (IOException e) {
			System.out.println("资源加载失败");
			e.printStackTrace();
		}
		//初始化
		gameFrame = new GameFrame();
		//界面显示
		gameFrame.setVisible(true);
		//音乐播放
		GameMusicPlayer musicPlayer = new GameMusicPlayer();
		musicPlayer.start();
	}
	
	/**
	 * 界面切换
	 * @param panelName 界面名称
	 */
	public static void changeJPanel(String panelName){
		if(panelName == "game") {
			GameController.setGameRunning(true);
			gameFrame.addListener();
		} else {
			GameController.setGameRunning(false);
			gameFrame.removeListener();
		}
		gameFrame.changePanel(panelName);
	
		//强制刷新,否则监听无效
		gameFrame.setVisible(false);
		gameFrame.setVisible(true);
	}
	
	public static void startNewGame() {
		GameController.setGameRunning(true);
		gameFrame.startGame();
		changeJPanel("game");
	}

}

核心监听类

public class GameThread extends Thread{
	private boolean running; //表示当前关卡是否在进行
	private boolean over = false; //表示游戏是否结束,结束返回开始菜单
	private static int sleepTime = 20; //runGame刷新时间
	//倒计时变量
	private static int allTime = 600*1000; //10分钟

	
	@Override
	public void run() {
		while(!over) {
			running = true;//当前关卡正在进行
			//加载元素
			loadElement();
			//显示人物,流程,自动化
			runGame();
			//结束当前关
			overGame(over);
		}
		GameStart.changeJPanel("over");
	}
	
	//加载元素
	private void loadElement() {
		ElementManager.getManager().loadMap();//加载地图及其元素
	}
	
	/**
	 * 关卡结束
	 * 如果over为真则游戏失败返回界面,否则进入下一关
	 * @param over
	 */
	private void overGame(Boolean over) {
		ElementManager.getManager().overGame(over);
	}
	
	//显示人物,游戏流程,自动化
	private void runGame() {
		allTime = 600*1000;
		while(running) {
			Map<String, List<SuperElement>> map = ElementManager.getManager().getMap();
			Set<String> set = map.keySet();
			for(String key:set) {
				List<SuperElement> list = map.get(key);
				for(int i=list.size()-1; i>=0; i--) {
					list.get(i).update();
					if(!list.get(i).isAlive())
						list.remove(i);
				}
			}
			
			//添加游戏的流程控制linkGame()?
			
			//玩家与炸弹碰撞死亡
			playerBoom();
			//可破坏物与炸弹碰撞
			fragilityBoom();
			//电脑与炸弹碰撞死亡
			npcBoom();
			//电脑与道具碰撞效果,暂时不开启
			//npcMagicBox();
			//玩家与道具碰撞效果
			playerMagicBox();
			//检测是否玩家全部死亡
			defeat();
			
			//控制runGame进程
			allTime = allTime - sleepTime;
			try {	
				sleep(20);
			} catch (InterruptedException e) {
				// TODO: handle exception
				e.printStackTrace();
			}
		}
	}
	
	private void defeat() {
		boolean allDead = true;
		int surviveP = 0;
		int winner = 2;//0为玩家1,1为玩家2,2为电脑获胜
		List<SuperElement> playerList = ElementManager.getManager().getElementList("player");
		List<SuperElement> npcList = ElementManager.getManager().getElementList("npc");
		for(SuperElement se:playerList) {
			if(!((Player)se).isDead()) {
				surviveP++;
			}
		}
		for(SuperElement npc:npcList) {
			if(!((Npc)npc).isDead()) {
				allDead = false;
			}
		}
		
		//玩家失败
		if(surviveP==0||(allTime<=0 && !allDead)) {
			running = false;
			over = true;
			OverJPanel.getResult().setText("defeated");
		}
		//玩家胜利
		if(allDead&&surviveP==1) {
			running = false;
			over = true;
			for(SuperElement se:playerList) {
				if(!((Player)se).isDead()) {
					surviveP++;
					winner = ((Player)se).getPlayerNum();
				}
			}
			OverJPanel.getResult().setText("player "+(winner+1)+" win");
		}
		
		//时间到,两个玩家都活着
		if(allTime<=0&&surviveP==2&&allDead) {
			running = false;
			over = true;
			int score1 = ((Player)playerList.get(0)).score;
			int score2 = ((Player)playerList.get(0)).score;
			if(score1==score2) {
				OverJPanel.getResult().setText("defeated");
			}
			else if(score1>score2)
			{
				OverJPanel.getResult().setText("player 1 win");
			}
			else {
				OverJPanel.getResult().setText("player 2 win");
			}
		}
	}
	
	//玩家与炸弹碰撞判断
	private void playerBoom() {
		List<SuperElement> playerList = ElementManager.getManager().getElementList("player");
		List<SuperElement> explodeList = ElementManager.getManager().getElementList("explode");
		for(int i=0; i<playerList.size(); i++) {
			for(int j=0; j<explodeList.size(); j++) {
				if(explodeList.get(j).crash(playerList.get(i))){
					Player player = (Player) playerList.get(i);
					player.setHealthPoint(-1);//生命值-1
				}
			}
		}
		
	}
	//npc与炸弹碰撞判断
	private void npcBoom() {
		List<SuperElement> playerList = ElementManager.getManager().getElementList("player");
		List<SuperElement> npcList = ElementManager.getManager().getElementList("npc");
		List<SuperElement> explodeList = ElementManager.getManager().getElementList("explode");
		for(int i=0; i<npcList.size(); i++) {
			for(int j=0; j<explodeList.size(); j++) {
				if(explodeList.get(j).crash(npcList.get(i))){
					Npc npc = (Npc) npcList.get(i);
					npc.setDead(true);
					npc.setX(-100);
					npc.setY(-100);
					BubbleExplode e = (BubbleExplode)explodeList.get(j);
					if(e.getPlayerNum()<2)//目前只有玩家计分
						((Player)playerList.get(e.getPlayerNum())).setScore(((Player)playerList.get(e.getPlayerNum())).getScore()+50);
				}
			}
		}
	}
	
	//障碍物与炸弹碰撞判断
	private void fragilityBoom() {
		List<SuperElement> playerList = ElementManager.getManager().getElementList("player");
		List<SuperElement> explodes = ElementManager.getManager().getElementList("explode");
		List<SuperElement> fragility = ElementManager.getManager().getElementList("fragility");
		for(int i=0; i<fragility.size(); i++) {
			for(int j=0; j<explodes.size(); j++) {
				if(explodes.get(j).crash(fragility.get(i))) {
					MapFragility mapFragility = (MapFragility)fragility.get(i);
					mapFragility.setDestoried(true);
					BubbleExplode e = (BubbleExplode)explodes.get(j);
					if(e.getPlayerNum()<2)//目前只有玩家计分
						((Player)playerList.get(e.getPlayerNum())).setScore(((Player)playerList.get(e.getPlayerNum())).getScore()+10);
				}
			}
		}
	}
	
	//玩家与道具碰撞判断
	private void playerMagicBox() {
		List<SuperElement> playerList = ElementManager.getManager().getElementList("player");
		List<SuperElement> magicBoxList = ElementManager.getManager().getElementList("magicBox");
		for(int i=0; i<playerList.size(); i++) {
			for(int j=magicBoxList.size()-1; j>=0; j--) {
				if(magicBoxList.get(j).crash(playerList.get(i))){
					MagicBox magicBox = (MagicBox) magicBoxList.get(j);
					magicBox.setCharacterIndex(i);//谁吃方块
					magicBox.setEaten(true);//方块被吃
					((Player)playerList.get(i)).setScore(((Player)playerList.get(i)).getScore()+30);
				}
				
			}
		}
	}
	
	//玩家与道具碰撞判断
	private void npcMagicBox() {
		List<SuperElement> npcList = ElementManager.getManager().getElementList("npc");
		List<SuperElement> magicBoxList = ElementManager.getManager().getElementList("magicBox");
		for(int i=0; i<npcList.size(); i++) {
			for(int j=magicBoxList.size()-1; j>=0; j--) {
				if(magicBoxList.get(j).crash(npcList.get(i))){
					MagicBox magicBox = (MagicBox) magicBoxList.get(j);
					magicBox.setCharacterIndex(i+2);//谁吃方块
					magicBox.setEaten(true);//方块被吃
				}
			}
		}
	}
		
	//runGame调用,加入拓展
	public void linkGame() {}
	

	public static int getAllTime() {
		return allTime;
	}


}

核心线程类

public class GameKeyListener implements KeyListener{
	/**
	 * 用栈来解决按键冲突
	 * 每个栈用来存放不同用户的按键,通过判断按键的code来设置移动方向或者攻击
	 * 
	 */

	private List<?> list;
	private Stack<Integer> p1PressStack = new Stack<>();
	private Stack<Integer> p2PressStack = new Stack<>();
	
	@Override
	public void keyPressed(KeyEvent e) {
		list = ElementManager.getManager().getElementList("player");
		Player player1 = (Player) list.get(0);
		
		int code = e.getKeyCode();
		switch (code) {
		case 10://炸弹键
			if(player1.isKeepAttack())//不允许一直按着炸弹键,每次只能放一个炸弹
				player1.setAttack(false);
			else {
				player1.setKeepAttack(true);
				player1.setAttack(true);
			}
			break;
		case 37://左右上下
		case 38:
		case 39:
		case 40:
			if(!p1PressStack.contains(code)) {
				p1PressStack.push(code);
			}
			player1.setMoveType(MoveTypeEnum.codeToMoveType(code));
			break;
		default://其它按键无视
			break;
		}
		if(GameController.isTwoPlayer()) {
			Player player2 = (Player) list.get(1);
			switch (code) {
			case 32:
				if(player2.isKeepAttack())
					player2.setAttack(false);
				else {
					player2.setKeepAttack(true);
					player2.setAttack(true);
				}
				break;
			case 65:
			case 87:
			case 68:
			case 83:
				if(!p2PressStack.contains(code)) {
					p2PressStack.push(code);
				}
				player2.setMoveType(MoveTypeEnum.codeToMoveType(code));
				break;
			
			default:
				break;
			}
		}
	}

	
	@Override
	public void keyReleased(KeyEvent e) {
		List<?> list = ElementManager.getManager().getElementList("player");
		int code = e.getKeyCode();
		Player player1 = (Player) list.get(0);
		if(!player1.isDead()) {
			switch (code) {
			case 10:
				player1.setAttack(false);
				player1.setKeepAttack(false);
				break;
			case 37:
			case 38:
			case 39:
			case 40:
				if(p1PressStack.peek()!=code) {
					p1PressStack.remove(new Integer(code));
				} else {
					p1PressStack.pop();
					if(p1PressStack.size()==0) {
						player1.setMoveType(MoveTypeEnum.STOP);
					} else {
						player1.setMoveType(MoveTypeEnum.codeToMoveType(p1PressStack.peek()));
					}
				}
				break;
			default:
				break;
			}
		}
		if(GameController.isTwoPlayer()) {
			Player player2 = (Player) list.get(1);
			if(!player2.isDead()) {
				switch (code) {
				case 32:
					player2.setAttack(false);
					player2.setKeepAttack(false);
					break;
				case 65:
				case 87:
				case 68:
				case 83:
					if(p2PressStack.peek()!=code) {
						p2PressStack.remove(new Integer(code));
					} else {
						p2PressStack.pop();
						if(p2PressStack.size()==0) {
							player2.setMoveType(MoveTypeEnum.STOP);
						} else {
							player2.setMoveType(MoveTypeEnum.codeToMoveType(p2PressStack.peek()));
						}
					}
					break;
				default:
					break;
				}
			}
			
		}
	}

	@Override
	public void keyTyped(KeyEvent arg0) {
		// TODO 自动生成的方法存根
		
	}
	
	public void clearKeyStatcks() {
		p1PressStack.clear();
		p2PressStack.clear();
	}

}

总结

通过此次的《泡泡堂对战版》实现,让我对JAVA的相关知识有了进一步的了解,对java这门语言也有了比以前更深刻的认识。

java的一些基本语法,比如数据类型、运算符、程序流程控制和数组等,理解更加透彻。java最核心的核心就是面向对象思想,对于这一个概念,终于悟到了一些。

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