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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