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基于Java Swing制作一个Pong小游戏

Leleprogrammer 人气:0

之前呢我们用Python的Pygame做过这个Pong游戏

这一次,我们用Java的Swing来实现类似的效果

首先我们列出本次的项目结构

这个程序分为四个部分,一个程序入口,一个模型,一个刷新帧,一个视图,模型里面放入球和挡板的类,视图里面放入主窗口Frame和主面板Panel

接下来是项目目录

src资源下面,我们把东西全部写到com.mr包下,main里的Start是主入口,model里面分别是Ball和Board,service下是刷新帧的服务,view视图下分别为主窗体和主面板 

好啦,现在先来写GameFrame的代码

package com.mr.view;
 
import javax.swing.*;
import java.awt.*;
 
public class GameFrame extends JFrame {
    private Container container;
    private GamePanel panel;
    public GameFrame() {
        setTitle("Pong");
        setBounds(300,300,850,1000);
        setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
        container=getContentPane();
        panel=new GamePanel();
        addKeyListener(panel);
        container.add(panel);
        setVisible(true);
    }
}

首先啊,还是和平常一样声明package,导入一些东西,然后主窗体继承自JFrame,设置以下标题和窗口大小,还有关闭后退出程序的设置(setDefaultCloseOperation)然后实例化GamePanel面板(待会写),然后绑定事件并添加到container容器中,设置窗口可见

然后是GamePanel的代码,也是整个程序的核心,在这里我们要做出对赛点、得分、球体碰撞等检测,并绘制图形

package com.mr.view;
 
import com.mr.model.Ball;
import com.mr.model.Board;
import com.mr.service.Fresh;
 
import javax.swing.*;
import java.awt.*;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.image.BufferedImage;
import java.util.ArrayList;
 
public class GamePanel extends JPanel implements KeyListener {
    private BufferedImage img;
    private Graphics2D g2;
    public ArrayList<Object> select;
    private Fresh fresh;
    private Board b1;
    private Board b2;
    private Ball ball;
    private int score1;
    private int score2;
    private int winPoint;
    private int matchPoint; // 0表示没有赛点,1表示玩家1的赛点,2表示玩家2的赛点
    private int winner;
    public GamePanel() {
        img=new BufferedImage(850,1000,BufferedImage.TYPE_INT_BGR);
        g2=img.createGraphics();
        select=new ArrayList<>();
        b1=new Board(0);
        b2=new Board(1);
        ball=new Ball();
        score1=0;
        score2=0;
        matchPoint=0;
        winPoint=11;
        winner=0;
        fresh=new Fresh(this);
        fresh.start();
    }
    private void paintImage() {
        g2.setColor(Color.WHITE);
        if (winner==0) {
            int width=10;
            g2.fillRect(425-width/2,0,width,1000);
            g2.fillRect(b1.x,b1.y,b1.width,b1.height);
            g2.fillRect(b2.x,b2.y,b2.width,b2.height);
            g2.fillOval(ball.x-ball.r,ball.y-ball.r,ball.r*2,ball.r*2);
        }
        g2.setFont(new Font("黑体",Font.BOLD,56));
        g2.drawString(String.valueOf(score1),295,150);
        g2.drawString(String.valueOf(score2),525,150);
        g2.setFont(new Font("黑体",Font.PLAIN,22));
        if (winner==0) {
            switch (matchPoint) {
                case 1:
                    g2.drawString("赛点",295,200);
                    break;
                case 2:
                    g2.drawString("赛点",525,200);
                    break;
                default:
                    break;
            }
        } else {
            g2.drawString("玩家"+String.valueOf(winner)+"获胜",winner==1?295:525,200);
        }
    }
    public void paint(Graphics g) {
        if (winner==0) {
            move();
            ball.move(b1.getBound(),b2.getBound());
            checkPoint();
            checkMatchPoint();
            b1.checkBound();
            b2.checkBound();
        }
        g2.setColor(Color.BLACK);
        g2.fillRect(0,0,850,1000);
        paintImage();
        g.drawImage(img,0,0,this);
    }
    private void checkPoint() {
        if (ball.x<=0) {
            score2+=1;
        } else if (ball.x+ball.r*2>=850) {
            score1+=1;
        } else {
            return;
        }
        ball=new Ball();
    }
    private void checkMatchPoint() {
        if (score1==winPoint) {
            winner=1;
            return;
        } else if (score2==winPoint) {
            winner=2;
            return;
        }
        if (score1+1==winPoint&&score2+1!=winPoint) {
            matchPoint=1;
        } else if (score1+1!=winPoint&&score2+1==winPoint) {
            matchPoint=2;
        } else if (score1+1==winPoint&&score2+1==winPoint) {
            matchPoint=0;
            winPoint++;
        } else if (score1+1!=winPoint&&score2+1!=winPoint) {
            matchPoint=0;
        }
    }
    private void move() {
        for (Object code:select) {
            if (code==(Object)KeyEvent.VK_W) {
                b1.y-=b1.speed;
            } else if (code==(Object)KeyEvent.VK_S) {
                b1.y+=b1.speed;
            } else if (code==(Object)KeyEvent.VK_UP) {
                b2.y-=b2.speed;
            } else if (code==(Object)KeyEvent.VK_DOWN) {
                b2.y+=b2.speed;
            }
        }
    }
    @Override
    public void keyPressed(KeyEvent event) {
        if (select.indexOf(event.getKeyCode())==-1) {
            select.add(event.getKeyCode());
        }
    }
    @Override
    public void keyReleased(KeyEvent event) {
        select.remove((Object)event.getKeyCode());
    }
    @Override
    public void keyTyped(KeyEvent event) {
        ;
    }
}

声明com.mr.view包下,导入一些东西,然后创建主类GamePanel,继承自JPanel并实现KeyListener事件,接下来就是声明变量,一个主图片img以及对应的g2,select用于储存按下的按键,这个待会讲,接下来是fresh刷新帧线程,两块板,一个球,两个玩家的分数,胜利所需要的分数,赛点归属于谁,是否出现了赢家等。接下来来到构造函数,先创建img主图片850x1000还有g2,初始化一些东西,这里Board的0和1表示归属于哪个玩家,0则为左手边的,1则为右手边的。接下来创建球(ps.这些类待会就来写),然后分数初始化,赛点为0,表示没有人获得赛点,获胜分数为11分,和乒乓球一样,然后winner为0表示没有赢家,创建线程,这里传入了自己,是为了待会可以通过repaint方式不断重绘,然后启动线程。paint中,没有获胜,则移动板(move),移动球,检查得分,检查赛点,保持两块板处于场内(窗口内),然后设置颜色为黑色,填充背景为黑色,绘制,并把主图片画在g中。paintImage中对板、球、得分、中线进行绘制,不难理解。好,GamePanel的最后,我们来讲讲刚刚的那个select,因为我们要同时检测做个键盘按钮,但是这个KeyListener只支持一次性按下一个,按下多个也只会获取到一个,所以我们用一种方法来解决,我们创建一个select数组,按下按键且按键不在select中则添加到select中,松开则删除,这样同时按下多个按钮,这些按钮(就像排着队伍一样)相继添加到select中,这样也便于了我们移动板的if判断。

接下来我们来看看一个同样非常重要的Fresh刷新帧线程

package com.mr.service;
 
import com.mr.view.GamePanel;
 
public class Fresh extends Thread {
    public final int INTERVAL=20;
    private GamePanel panel;
    public Fresh(GamePanel panel) {
        this.panel=panel;
    }
    public void run() {
        while (true) {
            panel.repaint();
            try {
                Thread.sleep(INTERVAL);
            } catch (InterruptedException e) {
                e.printStackTrace();
            }
        }
    }
}

这个就while循环实现啦~~~

然后是Ball

package com.mr.model;
 
import java.awt.*;
import java.util.Random;
 
public class Ball {
    public int x;
    public int y;
    public int r;
    private int xspeed;
    private int yspeed;
    private int max_speed;
    private int min_speed;
    private int max_speed2;
    private int min_speed2;
    public Ball() {
        x=425;
        y=500;
        r=15;
        Random rd=new Random();
        xspeed=rd.nextInt(1,3)==1?rd.nextInt(4,7):rd.nextInt(-6,-3);
        yspeed=rd.nextInt(1,3)==1?rd.nextInt(4,7):rd.nextInt(-6,-3);
        max_speed=12;
        min_speed=3;
        max_speed2=-3;
        min_speed2=-12;
    }
    public void move(Rectangle b1,Rectangle b2) {
        x+=xspeed;
        y+=yspeed;
        Random rd=new Random();
        if (getBound().intersects(b1)||getBound().intersects(b2)) {
            xspeed=-xspeed;
            yspeed+=rd.nextInt(-2,3);
        }
        else if (y-r<=0||y+r>=965) {
            yspeed=-yspeed;
            xspeed+=rd.nextInt(-2,3);
        }
        if (xspeed>max_speed&&xspeed>0) {
            xspeed=max_speed;
        }
        if (yspeed>max_speed&&yspeed>0) {
            yspeed=max_speed;
        }
        if (xspeed<min_speed&&xspeed>0) {
            xspeed=min_speed;
        }
        if (yspeed<min_speed&&yspeed>0) {
            yspeed=min_speed;
        }
        if (xspeed>max_speed2&&xspeed<0) {
            xspeed=max_speed2;
        }
        if (yspeed>max_speed&&yspeed<0) {
            yspeed=max_speed2;
        }
        if (xspeed<min_speed&&xspeed<0) {
            xspeed=min_speed2;
        }
        if (yspeed<min_speed&&yspeed<0) {
            yspeed=min_speed2;
        }
    }
    private Rectangle getBound() {
        return new Rectangle(x-r,y-r,r*2,r*2);
    }
}

这个模型嘛,一般情况下都有x和y还有大小,因为这个是个圆,所以我们用半径r,然后xspeed和yspeed表示各个方向的速度从而实现斜着移动,还有max_speed和min_speed用于把动态变换的速度限制于这个范围内,待会每碰到一次墙壁或板,就会适当增加或减少速度,所以要把速度限制在特定范围内,max_speed2和min_speed2也一样,前2者是用于正数速度的,后2者是用于负数速度的,然后移动的时候就对一些碰撞等情况进行检测就好了,getBound用于返回对象的Rect长方形对象,用于检测碰撞。

最后是Board

package com.mr.model;
 
import java.awt.*;
 
public class Board {
    public int x;
    public int y;
    public int width;
    public int height;
    public int speed;
    public Board(int type) {
        width=8;
        height=120;
        speed=15;
        y=500-height/2;
        if (type==0) {
            x=0;
        } else {
            x=850-15-width;
        }
    }
    public void checkBound() {
        if (y+height>=985) {
            y=985-height;
        }
        if (y<=0) {
            y=0;
        }
    }
    public Rectangle getBound() {
        return new Rectangle(x,y,width,height);
    }
}

Board和Ball也有着差不多的一些参数和类成员和方法

现在全部就都写完了,最后画上点睛之笔,写上最后的程序入口就大功告成啦!!!

Start.java:

package com.mr.main;
 
import com.mr.view.GameFrame;
 
public class Start {
    public static void main(String[] args) {
        GameFrame gameFrame=new GameFrame();
    }
}

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