炮弹和飞机相撞不输出 “相撞了!!”这个结果 不知道是哪里错了
package cn.sxt.game;
public class Constant {
public static final int GAME_WIDTH=500;
public static final int GAME_HEIGHT=500;
}
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package cn.sxt.game;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.Rectangle;
/**
* 游戏物体的父类
* @author 张紫英
*
*/
public class GameObject {
Image img;
double x,y;
int speed;
int width,height;
public void drawSelf(Graphics g) {
g.drawImage(img, (int)x, (int)y, null);
}
public GameObject(Image img, double x, double y, int speed, int width, int height) {
super();
this.img = img;
this.x = x;
this.y = y;
this.speed = speed;
this.width = width;
this.height = height;
}
public GameObject(Image img, double x, double y) {
super();
this.img = img;
this.x = x;
this.y = y;
}
public GameObject() {
}
//返回物体所在矩形 便于后续的碰撞检测
public Rectangle getRect() {
return new Rectangle((int)x,(int)y,width,height);
}
}
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package cn.sxt.game;
import java.awt.Image;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.net.URL;
import javax.imageio.ImageIO;
public class GameUtil {
// 工具类最好将构造器私有化。
private GameUtil() {
}
public static Image getImage(String path) {
BufferedImage bi = null;
try {
URL u = GameUtil.class.getClassLoader().getResource(path);
bi = ImageIO.read(u);
} catch (IOException e) {
e.printStackTrace();
}
return bi;
}
}
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package cn.sxt.game;
import java.awt.Frame;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import javax.swing.WindowConstants;
/**
* 飞机游戏的主窗口
* @author 张紫英
*
*/
public class MyGameFrame extends Frame {
Image planeImg = GameUtil.getImage("images/plane.png");
Image bg = GameUtil.getImage("images/bg.jpg");
Plane plane = new Plane(planeImg,250,250);
Shell[] shells = new Shell[50];
private Image offScreenImage = null;
@Override
public void paint(Graphics g) { //自动被调用 g相当于一支画笔
super.paint(g);
g.drawImage(bg, 0, 0, null);
plane.drawSelf(g);
for(int i=0; i<shells.length;i++){
shells[i].draw(g);
}
}
public void update(Graphics g) {
if(offScreenImage == null)
offScreenImage = this.createImage(Constant.GAME_WIDTH,Constant.GAME_HEIGHT);//这是游戏窗口的宽度和高度
Graphics gOff = offScreenImage.getGraphics();
paint(gOff);
g.drawImage(offScreenImage, 0, 0, null);
}
//帮我们反复重画窗口
class PaintThread extends Thread{
public void run() {
while(true) {
repaint();//重画
try {
Thread.sleep(40);//1s=1000ms
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
}
//定义键盘监听内部类
class KeyMonitor extends KeyAdapter{
@Override
public void keyPressed(KeyEvent arg0) {
// TODO Auto-generated method stub
super.keyPressed(arg0);
plane.addDirection(arg0);
}
@Override
public void keyReleased(KeyEvent arg0) {
// TODO Auto-generated method stub
super.keyReleased(arg0);
plane.minusDirection(arg0);
}
}
/**
* 初始化窗口
*/
public void launchFrame() {
this.setTitle("张紫英copy的作品");
this.setVisible(true);
this.setSize(Constant.GAME_WIDTH,Constant.GAME_HEIGHT);
this.setLocation(300,300);
this.addWindowListener(new WindowAdapter(){
public void windowClosing(WindowEvent e) {
System.exit(0);
}
});
new PaintThread().start();//启动重画窗口的线程
addKeyListener(new KeyMonitor());//给键盘增加键盘监听
//初始化50个炮弹
for(int i=0; i<shells.length;i++){
shells[i] = new Shell();
boolean peng = shells[i].getRect().intersects(plane.getRect());
if(peng){
System.out.println("相撞了!!");
plane.live = false;
}
}
}
public static void main(String[] args) {
MyGameFrame f = new MyGameFrame();
f.launchFrame();
}
}
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package cn.sxt.game;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.event.KeyEvent;
public class Plane extends GameObject{
boolean left,up,right,down;
boolean live = true;
public void drawSelf(Graphics g) {
if(live) {
g.drawImage(img, (int)x, (int)y, null);
if(left) {
x-=speed;
}
if(right) {
x+=speed;
}
if(up) {
y-=speed;
}
if(down) {
y+=speed;
}
}else {
}
}
public Plane(Image img,double x,double y) {
this.img = img;
this.x = x;
this.y = y;
this.speed = 3;
this.width = img.getWidth(null);
this.height = img.getHeight(null);
}
//按下某个键 增加相应的方向
public void addDirection(KeyEvent arg0) {
switch(arg0.getKeyCode()) {
case KeyEvent.VK_LEFT:
left = true;
break;
case KeyEvent.VK_UP:
up = true;
break;
case KeyEvent.VK_RIGHT:
right = true;
break;
case KeyEvent.VK_DOWN:
down = true;
break;
}
}
//按下某个键 取消相应的方向
public void minusDirection(KeyEvent arg0) {
switch(arg0.getKeyCode()) {
case KeyEvent.VK_LEFT:
left = false;
break;
case KeyEvent.VK_UP:
up = false;
break;
case KeyEvent.VK_RIGHT:
right = false;
break;
case KeyEvent.VK_DOWN:
down = false;
break;
}
}
}
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package cn.sxt.game;
import java.awt.Color;
import java.awt.Graphics;
/**
* 炮弹类
* @author 张紫英
*
*/
public class Shell extends GameObject {
double degree;
public Shell() {
x = 200;
y = 200;
width = 10;
height = 10;
speed = 3;
degree = Math.random()*Math.PI*2;
}
public void draw(Graphics g) {
Color c = g.getColor();
g.setColor(Color.GREEN);
g.fillOval((int)x, (int)y, width, height);
//任意角度去飞
x += speed*Math.cos(degree);
y += speed*Math.sin(degree);
if(x<0||x>Constant.GAME_WIDTH-width) {
degree = Math.PI-degree;
}
if(y<30||y>Constant.GAME_HEIGHT-height) {
degree =-degree;
}
g.setColor(c);
}
}
