Java實現(xiàn)經(jīng)典游戲飛機(jī)大戰(zhàn)-I的示例代碼
前言
《飛機(jī)大戰(zhàn)-I》是一款融合了街機(jī)、競技等多種元素的經(jīng)典射擊手游。華麗精致的游戲畫面,超炫帶感的技能特效,超火爆畫面讓你腎上腺素爆棚,給你帶來全方位震撼感受,體驗飛行戰(zhàn)斗的無限樂趣。
游戲是用java語言實現(xiàn),采用了swing技術(shù)進(jìn)行了界面化處理,設(shè)計思路用了面向?qū)ο笏枷搿?/p>
主要需求
玩家控制一臺戰(zhàn)斗機(jī),以消滅所有的敵機(jī)為勝利,有些敵機(jī)會掉落裝備,不可錯過哦
主要設(shè)計
1、 用Swing庫做可視化界面
2、鼠標(biāo)控制戰(zhàn)斗機(jī)移動
3、 用線程實現(xiàn)畫面刷新。
4、用流實現(xiàn)音樂播放。
5、 創(chuàng)造一個飛機(jī), 并且放在場景下方。
6、管理場景所有的飛機(jī)、子彈、道具移動
7、管理場景所有的子彈的發(fā)射
8、生成敵方飛機(jī)算法
9、分?jǐn)?shù)計算算法
功能截圖
游戲開始

戰(zhàn)斗效果:

代碼實現(xiàn)
啟動類
public class Main {
public static void main(String[] args) {
// 創(chuàng)建窗口
JFrame frame = new JFrame("飛機(jī)大戰(zhàn)");
// 添加 JPanel
Data.canvas = new Canvas(frame);
frame.setContentPane(Data.canvas);
// 初始化 Data
Data.init();
// 設(shè)置圖標(biāo)
frame.setIconImage(Load.image("ICON.png"));
// 設(shè)置窗口可見
frame.setVisible(true);
// 獲取標(biāo)題欄的高度和寬度
Data.TITLE_BOX_HEIGHT = frame.getInsets().top;
// 設(shè)置大小
frame.setSize(Data.WIDTH, Data.HEIGHT + Data.TITLE_BOX_HEIGHT);
// 窗口大小固定
frame.setResizable(false);
// 窗口居中顯示
frame.setLocationRelativeTo(frame.getOwner());
// 窗口關(guān)閉時結(jié)束程序
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
// 播放背景音樂
Load.sound("background").loop(Clip.LOOP_CONTINUOUSLY);
}
}核心類
public class Game implements Scenes {
// 玩家 BOSS
Aircraft player, boss;
// 敵人
List<Aircraft> enemy;
// 玩家子彈 敵人子彈 道具列表
List<Bullet> bulletPlayer, bulletEnemy, bulletBuff;
// 玩家生命 生命 < 0 時死亡
// int life = Data.LIFE;
// 當(dāng)前關(guān)卡 當(dāng)前分?jǐn)?shù)
int checkpoint = 1, fraction = 0;
// 飛機(jī)的飛行方向, 此處需要注意,監(jiān)聽按鍵來控制飛機(jī)移動時,不應(yīng)該單純的按鍵按下一次就執(zhí)行一次,因為鍵盤按下不松開,飛機(jī)應(yīng)該一直向某個方向移動,直到按鍵被放開
boolean left = false, right = false, down = false, up = false;
// fps, 記錄當(dāng)前幀數(shù)
int fps = 0;
// 提示的 x 坐標(biāo)
int tipsX = -1000;
public Game() {
// 創(chuàng)造一個飛機(jī), 并且放在場景下方, 玩家的角度屬性不會使用
player = new Aircraft(Data.playerAircraftImage, Data.playerDeathImage, Data.SPEED, 0, Data.WIDTH / 2 - 40, Data.HEIGHT - 100);
// 設(shè)置飛機(jī)碰撞點,因為游戲采用的矩形碰撞檢測,會出現(xiàn)很多誤差,所以手動設(shè)置碰撞矩形,不采用圖片的大小, 這個碰撞的坐標(biāo)是相對于圖片位置的相對坐標(biāo)
player.upperLeft = new Point(15, 15);
player.lowerRight = new Point(75, 75);
// 初始化列表
bulletPlayer = new ArrayList<>();
bulletEnemy = new ArrayList<>();
bulletBuff = new ArrayList<>();
enemy = new ArrayList<>();
}
public void onKeyDown(int keyCode) {
if (keyCode == KeyEvent.VK_W || keyCode == KeyEvent.VK_UP)
up = true;
if (keyCode == KeyEvent.VK_S || keyCode == KeyEvent.VK_DOWN)
down = true;
if (keyCode == KeyEvent.VK_A || keyCode == KeyEvent.VK_LEFT)
left = true;
if (keyCode == KeyEvent.VK_D || keyCode == KeyEvent.VK_RIGHT)
right = true;
}
public void onKeyUp(int keyCode) {
if (keyCode == KeyEvent.VK_W || keyCode == KeyEvent.VK_UP)
up = false;
if (keyCode == KeyEvent.VK_S || keyCode == KeyEvent.VK_DOWN)
down = false;
if (keyCode == KeyEvent.VK_A || keyCode == KeyEvent.VK_LEFT)
left = false;
if (keyCode == KeyEvent.VK_D || keyCode == KeyEvent.VK_RIGHT)
right = false;
}
public void onMouse(int x, int y, int struts) {
}
public void draw(Graphics g) {
if (fps == 0) {
left = right = up = down = false;
}
// 繪制一次 fps + 1
fps++;
// 飛機(jī)移動
move();
// 子彈發(fā)射
attack();
// 敵方飛機(jī)生成
generate();
// 失效對象銷毀
remove();
// 繪制背景
Data.background.show(g);
// 繪制我方飛機(jī)
if(player != null)
player.draw(g);
// 繪制BOSS
if (boss != null) boss.draw(g);
// 繪制敵方飛機(jī)
for (Aircraft a : enemy)
a.draw(g);
// 繪制我發(fā)子彈
for (Bullet b : bulletPlayer)
b.draw(g);
// 繪制敵方子彈
for (Bullet b : bulletEnemy)
b.draw(g);
// 繪制道具
for (Bullet d : bulletBuff)
d.draw(g);
g.drawString("分?jǐn)?shù) : " + fraction, 200, 200);
if (boss != null) {
g.drawImage(Data.hpBox, 10, -10, null);
g.setColor(Color.orange);
g.fillRect(106, -2, (int) (300 * ((boss.hp * 1.0) / 300)), 15);
}
// 繪制boss出現(xiàn)的圖片
if (tipsX > -900 && tipsX < 900) {
g.drawImage(Data.tips, tipsX, 200, null);
}
}
// 管理場景所有的飛機(jī)、子彈、道具移動
void move() {
if (player != null) {
// 這里這個坐標(biāo),是為了讓敵人發(fā)射子彈時定位用的
Data.x = player.x;
Data.y = player.y;
// 飛機(jī)向上移動, 這里還限制了飛機(jī)的范圍,不讓其飛出屏幕外
if (up) player.move(0, -player.speed);
if (player.y < 0) player.y = 0;
// 飛機(jī)向下移動
if (down) player.move(0, player.speed);
if (player.y > Data.HEIGHT - player.height) player.y = Data.HEIGHT - player.height;
// 飛機(jī)向左移動
if (left) player.move(-player.speed, 0);
if (player.x < 0) player.x = 0;
// 飛機(jī)向右移動
if (right) player.move(player.speed, 0);
if (player.x > Data.WIDTH - player.width) player.x = Data.WIDTH - player.width;
}
// boss 移動
if (boss != null) boss.move();
// 我方子彈的移動
for (Bullet bullet : bulletPlayer)
bullet.move();
// 敵方子彈的移動
for (Bullet bullet : bulletEnemy)
bullet.move();
// 道具的移動
for (Bullet bullet : bulletBuff)
bullet.move();
// 地方飛機(jī)的移動,包括BOSS
for (Aircraft air : enemy)
air.move();
// BUFF 移動
for (Bullet b : bulletBuff)
b.move();
}
void remove() {
Random random = new Random();
// 子彈銷毀
for (int i = 0; i < bulletEnemy.size(); ) {
if (bulletEnemy.get(i).isRemove()) {
bulletEnemy.remove(i);
} else i++;
}
for (int i = 0; i < bulletPlayer.size(); ) {
if (bulletPlayer.get(i).isRemove()) {
bulletPlayer.remove(i);
} else i++;
}
for (int i = 0; i < bulletBuff.size(); ) {
if (bulletBuff.get(i).isRemove()) {
bulletBuff.remove(i);
} else i++;
}
// 敵人銷毀
for (int i = 0; i < enemy.size(); ) {
if (enemy.get(i).isRemove()) {
// 生成道具
if (random.nextInt(100) > 80) {
if (random.nextInt(100) > 60)
bulletBuff.add(new Buff(Buff.BUFF2, enemy.get(i).x, enemy.get(i).y));
else
bulletBuff.add(new Buff(Buff.BUFF1, enemy.get(i).x, enemy.get(i).y));
}
Load.playSound("死亡");
// 擊殺一個敵人增加 1 分,不整這么多花里胡哨的
fraction += 10;
if (fraction / 100 == checkpoint) {
boss = new Boss2();
checkpoint += 1;
Load.playSound("警告");
new Thread(() -> {
tipsX = -Data.WIDTH;
try {
for (int n = 0; n < Data.WIDTH / 2; n++) {
tipsX += 2;
Thread.sleep(4);
}
Thread.sleep(2000);
for (int n = 0; n < Data.WIDTH / 4; n++) {
tipsX += 4;
Thread.sleep(4);
}
} catch (InterruptedException e) {
e.printStackTrace();
}
tipsX = -1000;
}).start();
}
enemy.remove(i);
} else i++;
}
// boss銷毀
if (boss != null) {
// boss 死亡掉落4個buff
if (boss.isRemove()) {
bulletBuff.add(new Buff(Buff.BUFF2, boss.x + boss.width / 2, boss.y + boss.height / 2));
bulletBuff.add(new Buff(Buff.BUFF1, boss.x + boss.width / 2, boss.y + boss.height / 2));
bulletBuff.add(new Buff(Buff.BUFF2, boss.x + boss.width / 2, boss.y + boss.height / 2));
bulletBuff.add(new Buff(Buff.BUFF1, boss.x + boss.width / 2, boss.y + boss.height / 2));
boss = null;
}
}
boolean isPlay = false;
// 檢測我方子彈碰撞
for (int i = 0; i < bulletPlayer.size(); i++) {
Point point = bulletPlayer.get(i).getPoint();
if (bulletPlayer.get(i).buffetIndex > 1) continue;
// 檢測子彈是否擊中boss
if (boss != null && boss.hp > 0) {
Point rect[] = boss.getCollisionRect();
if (Rect.isInternal(point.x, point.y, rect[0].x, rect[0].y, rect[1].x, rect[1].y)) {
boss.hp -= bulletPlayer.get(i).struts;
bulletPlayer.get(i).buffetIndex = 1;
bulletPlayer.get(i).speed = 5;
if (boss.hp <= 0) {
boss.imgIndex = 10;
}
if (!isPlay) {
isPlay = true;
Load.playSound("擊中");
}
continue;
}
}
for (Aircraft a : enemy) {
Point rect[] = a.getCollisionRect();
if (a.hp < 0) continue;
if (Rect.isInternal(point.x, point.y, rect[0].x, rect[0].y, rect[1].x, rect[1].y)) {
if (!isPlay) {
isPlay = true;
Load.playSound("擊中");
}
a.hp -= bulletPlayer.get(i).struts;
bulletPlayer.get(i).buffetIndex = 1;
bulletPlayer.get(i).speed = 5;
if (a.hp < 0) {
a.kill();;
a.speed = 1;
}
break;
}
}
}
Point rect[], point;
// 檢測敵方子彈碰撞
if(player != null) {
rect = player.getCollisionRect();
if (player != null && player.hp > 0) {
for (Bullet b : bulletEnemy) {
point = b.getPoint();
if (Rect.isInternal(point.x, point.y, rect[0].x, rect[0].y, rect[1].x, rect[1].y)) {
player.hp -= b.struts;
player.kill();
death();
}
}
}
}
// 吃BUFF
if (player != null && player.hp > 0) {
rect = player.getCollisionRect();
for (Bullet buff : bulletBuff) {
Point p = buff.getPoint();
if (Rect.isInternal(p.x, p.y, rect[0].x, rect[0].y, rect[1].x, rect[1].y)) {
buff.x = -100;
if (buff.struts == Buff.BUFF1)
player.setBuff(16, 0);
else
player.setBuff(0, 16);
}
}
}
// 飛機(jī)之間的碰撞
if(player != null) {
for (Aircraft air : enemy) {
int x = air.x + air.width / 2, y = air.y + air.height / 2;
if(Rect.isInternal(x, y, player.x, player.y, player.width, player.height)) {
player.kill();
air.kill();
Load.playSound("失敗");
death();
}
}
}
}
// 管理場景所有的子彈的發(fā)射
void attack() {
// 我方飛機(jī)3幀發(fā)射一次
if (player != null && player.hp > 0) {
if (!player.isRemove() && fps % 3 == 0)
bulletPlayer.addAll(Arrays.asList(player.attack()));
}
// 敵方飛機(jī)發(fā)射子彈
if (fps % 5 == 0)
for (Aircraft em : enemy)
bulletEnemy.addAll(Arrays.asList(em.attack()));
// boss發(fā)射子彈
if (boss != null) bulletEnemy.addAll(Arrays.asList(boss.attack()));
}
// 生成敵方飛機(jī)
void generate() {
// BOSS 存在時不生成小飛機(jī)
if (boss != null) return;
if (fps % 100 != 0 && fps >= 1) return;
Random random = new Random();
int rn = random.nextInt(100) + 1;
int[] hp = {(fps / 2000) + 1 * checkpoint, (fps / 2000) + 2 * checkpoint, (fps / 2000) + 5 * checkpoint, (fps / 2000) + 8 * checkpoint, (fps / 2000) + 11 * checkpoint};
switch (rn / 10) {
case 1: {
enemy.add(new Enemy(Data.enemyAircraftImages[4], Data.enemyDeathImages[4], 2, 90, random.nextInt(300) + 100, -150, hp[4]));
return;
}
case 2: {
enemy.add(new Enemy(Data.enemyAircraftImages[3], Data.enemyDeathImages[3], 2, 90, 100, -150, hp[3]));
enemy.add(new Enemy(Data.enemyAircraftImages[3], Data.enemyDeathImages[3], 2, 90, 380, -150, hp[3]));
return;
}
case 3: {
enemy.add(new Enemy(Data.enemyAircraftImages[2], Data.enemyDeathImages[2], 2, 90, 10, -150, hp[2]));
enemy.add(new Enemy(Data.enemyAircraftImages[0], Data.enemyDeathImages[0], 2, 90, 240, -150, hp[0]));
enemy.add(new Enemy(Data.enemyAircraftImages[2], Data.enemyDeathImages[2], 2, 90, 430 + 100, -150, hp[2]));
return;
}
case 4: {
enemy.add(new Enemy(Data.enemyAircraftImages[2], Data.enemyDeathImages[2], 2, 90, 0, -150, hp[2]));
enemy.add(new Enemy(Data.enemyAircraftImages[3], Data.enemyDeathImages[3], 2, 90, 130, -150, hp[3]));
enemy.add(new Enemy(Data.enemyAircraftImages[0], Data.enemyDeathImages[0], 2, 90, 300, -150, hp[0]));
enemy.add(new Enemy(Data.enemyAircraftImages[1], Data.enemyDeathImages[1], 2, 90, 450, -150, hp[1]));
return;
}
case 5: {
enemy.add(new Enemy(Data.enemyAircraftImages[0], Data.enemyDeathImages[0], 2, 110, 400, random.nextInt(100) - 200, hp[0]));
enemy.add(new Enemy(Data.enemyAircraftImages[1], Data.enemyDeathImages[1], 2, 110, 480, random.nextInt(100) - 200, hp[1]));
enemy.add(new Enemy(Data.enemyAircraftImages[1], Data.enemyDeathImages[1], 2, 110, 560, random.nextInt(100) - 200, hp[1]));
enemy.add(new Enemy(Data.enemyAircraftImages[1], Data.enemyDeathImages[1], 2, 110, 640, random.nextInt(100) - 200, hp[1]));
enemy.add(new Enemy(Data.enemyAircraftImages[0], Data.enemyDeathImages[0], 2, 110, 720, random.nextInt(100) - 200, hp[0]));
return;
}
case 6: {
enemy.add(new Enemy(Data.enemyAircraftImages[1], Data.enemyDeathImages[1], 2, 70, -440, random.nextInt(100) - 200, hp[1]));
enemy.add(new Enemy(Data.enemyAircraftImages[0], Data.enemyDeathImages[0], 2, 70, -320, random.nextInt(100) - 200, hp[0]));
enemy.add(new Enemy(Data.enemyAircraftImages[0], Data.enemyDeathImages[0], 2, 70, -240, random.nextInt(100) - 200, hp[0]));
enemy.add(new Enemy(Data.enemyAircraftImages[0], Data.enemyDeathImages[0], 2, 70, -170, random.nextInt(100) - 200, hp[0]));
enemy.add(new Enemy(Data.enemyAircraftImages[1], Data.enemyDeathImages[1], 2, 70, -100, random.nextInt(100) - 200, hp[1]));
return;
}
case 7: {
enemy.add(new Enemy(Data.enemyAircraftImages[1], Data.enemyDeathImages[1], 2, 70, 30, random.nextInt(100) - 200, hp[1]));
enemy.add(new Enemy(Data.enemyAircraftImages[2], Data.enemyDeathImages[2], 2, 70, 100, random.nextInt(100) - 200, hp[2]));
enemy.add(new Enemy(Data.enemyAircraftImages[3], Data.enemyDeathImages[3], 2, 70, 200, random.nextInt(100) - 200, hp[3]));
enemy.add(new Enemy(Data.enemyAircraftImages[2], Data.enemyDeathImages[2], 2, 70, 300, random.nextInt(100) - 200, hp[2]));
enemy.add(new Enemy(Data.enemyAircraftImages[1], Data.enemyDeathImages[1], 2, 70, 430, random.nextInt(100) - 200, hp[1]));
return;
}
case 8: {
enemy.add(new Enemy(Data.enemyAircraftImages[1], Data.enemyDeathImages[1], 2, 30, -100, -150, hp[1]));
enemy.add(new Enemy(Data.enemyAircraftImages[1], Data.enemyDeathImages[1], 2, 90, 240, -150, hp[1]));
enemy.add(new Enemy(Data.enemyAircraftImages[1], Data.enemyDeathImages[1], 2, 120, 615 + 100, -150, hp[1]));
return;
}
case 9: {
enemy.add(new Enemy(Data.enemyAircraftImages[4], Data.enemyDeathImages[4], 2, 90, 100 + random.nextInt(100), -150, hp[4]));
enemy.add(new Enemy(Data.enemyAircraftImages[4], Data.enemyDeathImages[4], 2, 90, 415 - random.nextInt(100), -150, hp[4]));
return;
}
case 10: {
enemy.add(new Enemy(Data.enemyAircraftImages[2], Data.enemyDeathImages[2], 2, 90, 120 + random.nextInt(100), -150, hp[2]));
enemy.add(new Enemy(Data.enemyAircraftImages[2], Data.enemyDeathImages[2], 2, 90, 395 - random.nextInt(100), -150, hp[2]));
}
}
}
void death() {
new Thread(() ->{
try {
player = null;
Thread.sleep(3000);
Data.canvas.switchScenes("Home");
} catch (InterruptedException e) {
e.printStackTrace();
}
}).start();
}
}核心算法
@SuppressWarnings("serial")
public class GameMenu extends JFrame {
GameMenu thisMenu;
private JPanel contentPane;
TestWindowBuilder fatherMenu;
boolean isCheating;
CMusic battleBGM,questCompleteBGM;
int pressingW;
int pressingS;
int pressingA;
int pressingD;
int pressingJ;
int pressingK;
int playingSave;
int playingProfessionID;
int g_int1;
Role playingRole;
double playerX;//0-734
double playerY;//0-312
int rotationSpeed=15;//旋轉(zhuǎn)速度
int movementSpeed=3;//移動速度
int NormalSpeed=3;
int attackSpeed=3;//攻擊速度
int activeCounter;
int attackCounter;
int defenceCounter=0;
int perfectDefenceTime=0;//完美格擋剩余時間(在敵人發(fā)動攻擊前0.1秒啟動的格擋能讓格擋所需體力消耗減少到原來的十分之一)
int defenceCooldown=0;//格擋冷卻 這樣阻止了玩家瘋狂地啟動/停止格擋
int playerWidth=50;
int playerHeight=50;
int gamePhaseTimeCounter=0;
int gamePhaseTimeCounter2=0;
int endPhase=6*4;//游戲通關(guān)的階段
/*第一關(guān) 0
* 第二關(guān) 6
* */
int gamePhase=0;//游戲開始時的階段(正常玩家從第一關(guān)開始打,階段應(yīng)當(dāng)從0開始)
String humanIconContorler;
JPanel viewMap;
//玩家有兩個Label 一個在boss上方 一個在boss下方
int usingPlayerLabel=0;
JLabel[] playerLabel=new JLabel[2];
JLabel lblNewLabel_6;
JLabel lblNewLabel_7;
JLabel[] GiantBackGround=new JLabel[400];
JLabel bossLabel;
JLabel lblNewLabel_2;
JLabel lblNewLabel_3;
JLabel lblNewLabel_2B;
JLabel lblNewLabel_3B;
JLabel MobHead;
JLabel MobName;
JLabel MobHPBar;
JLabel MobHPText;
JLabel TitleLabelT;
JLabel SubTitleLabelT;
JLabel TitleLabel;
JLabel SubTitleLabel;
JPanel Titles;
JLabel placeNameLabel;
JLabel groundArrayLabel;
JLabel placeChangeBlack;//換場地時的黑幕
JLabel placeChangeBlack_1;//換場地時的黑幕(用于屬性條)
int maxProCount=5000;
JLabel[] proLabel=new JLabel[maxProCount];
boolean[] proIsUsed=new boolean[maxProCount];
proLink proHead=new proLink();
int existProCount;
int maxParCount=5000;
JLabel[] parLabel=new JLabel[maxParCount];
boolean[] parIsUsed=new boolean[maxParCount];
parLink parHead=new parLink();
int existParCount;
int existPro=0;
int proTeamPointer=0;//隊列指針 0-499
int existPar=0;
int parTeamPointer=0;
JPanel panel;
Mob boss;
int allPhaseCount=1;
int gameTime=0;
Map map;
/**
* Create the frame.
*/
public GameMenu(TestWindowBuilder fatherMenu,boolean isCheating,int professionID,int partID,int playingSave)
{
this.setTitle("CARROT MAN II");
this.setIconImage(new ImageIcon("resource/down4.png").getImage());
for(int i=0;i<proIsUsed.length;++i)
proIsUsed[i]=false;
for(int i=0;i<parIsUsed.length;++i)
parIsUsed[i]=false;
playingProfessionID=professionID;
this.playingSave=playingSave;
gamePhase=(partID-1)*6;
this.fatherMenu=fatherMenu;
this.isCheating=isCheating;
//this.isCheating=true;//測試用
g_int1=0;
playerX=50;
playerY=200;
thisMenu=this;
activeCounter=0;
attackCounter=0;
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setBounds(fatherMenu.getBounds());
contentPane = new JPanel();
contentPane.setBorder(new EmptyBorder(5, 5, 5, 5));
setContentPane(contentPane);
contentPane.setLayout(null);
//轉(zhuǎn)場黑幕 第100層
placeChangeBlack=new JLabel("");
placeChangeBlack.setIcon(new ImageIcon("resource/black.png"));
placeChangeBlack.setVisible(true);
placeChangeBlack_1=new JLabel("");
placeChangeBlack_1.setIcon(new ImageIcon("resource/black.png"));
placeChangeBlack_1.setVisible(true);
placeChangeBlack.setBounds(0, 0, 784, 362);
placeChangeBlack_1.setBounds(0, 0, 784, 362);
//contentPane.add(placeChangeBlack);
JPanel panel_1 = new JPanel();
panel_1.setBounds(0, 0, 784, 50);
contentPane.add(panel_1);
panel_1.setLayout(null);
panel_1.add(placeChangeBlack_1);
JLabel lblNewLabel = new JLabel("");//頭像
lblNewLabel.setBounds(0, 0, 50, 50);
lblNewLabel.setIcon(new ImageIcon("resource/HPBarHead.png"));
panel_1.add(lblNewLabel);
lblNewLabel_2B = new JLabel("");//血量字
lblNewLabel_2B.setForeground(Color.WHITE);
lblNewLabel_2B.setHorizontalAlignment(SwingConstants.CENTER);
lblNewLabel_2B.setBounds(50, 0, 200, 25);
panel_1.add(lblNewLabel_2B);
lblNewLabel_3B = new JLabel("");//體力字
lblNewLabel_3B.setForeground(Color.WHITE);
lblNewLabel_3B.setHorizontalAlignment(SwingConstants.CENTER);
lblNewLabel_3B.setBounds(50, 25, 200, 25);
panel_1.add(lblNewLabel_3B);
lblNewLabel_2 = new JLabel("");//血條
lblNewLabel_2.setBounds(50, 0, 200, 25);
lblNewLabel_2.setIcon(new ImageIcon("resource/RedBar.png"));
panel_1.add(lblNewLabel_2);
lblNewLabel_3 = new JLabel("");//體力條
lblNewLabel_3.setBounds(50, 25, 200, 25);
lblNewLabel_3.setIcon(new ImageIcon("resource/GreenBar.png"));
panel_1.add(lblNewLabel_3);
JLabel lblNewLabel_1 = new JLabel("");//血條體力條背景
lblNewLabel_1.setHorizontalAlignment(SwingConstants.CENTER);
lblNewLabel_1.setBounds(50, 0, 200, 50);
lblNewLabel_1.setIcon(new ImageIcon("resource/HPBarBG.png"));
panel_1.add(lblNewLabel_1);
JLabel lblNewLabel_4 = new JLabel("J");
lblNewLabel_4.setForeground(Color.GRAY);
lblNewLabel_4.setFont(new Font("黑體", Font.BOLD, 30));
lblNewLabel_4.setHorizontalAlignment(SwingConstants.CENTER);
lblNewLabel_4.setBounds(250, 0, 50, 50);
panel_1.add(lblNewLabel_4);
JLabel lblNewLabel_5 = new JLabel("");
lblNewLabel_5.setFont(new Font("宋體", Font.PLAIN, 20));
lblNewLabel_5.setHorizontalAlignment(SwingConstants.CENTER);
lblNewLabel_5.setBounds(250, 0, 50, 50);
lblNewLabel_5.setIcon(new ImageIcon("resource/skillJ.png"));
panel_1.add(lblNewLabel_5);
JLabel skillKLabel = new JLabel("K");
skillKLabel.setForeground(Color.GRAY);
skillKLabel.setFont(new Font("黑體", Font.BOLD, 30));
skillKLabel.setHorizontalAlignment(SwingConstants.CENTER);
skillKLabel.setBounds(300, 0, 50, 50);
panel_1.add(skillKLabel);
JLabel skillKLabel2 = new JLabel("");
skillKLabel2.setFont(new Font("宋體", Font.PLAIN, 20));
skillKLabel2.setHorizontalAlignment(SwingConstants.CENTER);
skillKLabel2.setBounds(300, 0, 50, 50);
skillKLabel2.setIcon(new ImageIcon("resource/skillK.png"));
panel_1.add(skillKLabel2);
placeNameLabel = new JLabel("");
placeNameLabel.setFont(new Font("宋體", Font.PLAIN, 30));
placeNameLabel.setHorizontalAlignment(SwingConstants.CENTER);
placeNameLabel.setBounds(350, 0, 200, 50);
panel_1.add(placeNameLabel);
JLabel placeNameLabel2 = new JLabel("");
placeNameLabel2.setHorizontalAlignment(SwingConstants.CENTER);
placeNameLabel2.setBounds(350, 0, 200, 50);
placeNameLabel2.setIcon(new ImageIcon("resource/placeNameBackGround.png"));
panel_1.add(placeNameLabel2);
MobHead = new JLabel("");
MobHead.setHorizontalAlignment(SwingConstants.CENTER);
MobHead.setBounds(550, 0, 50, 50);
MobHead.setIcon(new ImageIcon("resource/MobHead_0.png"));
panel_1.add(MobHead);
MobName = new JLabel("");
MobName.setHorizontalAlignment(SwingConstants.CENTER);
MobName.setBounds(600, 0, 184, 25);
panel_1.add(MobName);
MobHPText = new JLabel("");
MobHPText.setForeground(Color.WHITE);
MobHPText.setHorizontalAlignment(SwingConstants.CENTER);
MobHPText.setBounds(600, 25, 184, 25);
panel_1.add(MobHPText);
MobHPBar = new JLabel("");
MobHPBar.setHorizontalAlignment(SwingConstants.CENTER);
MobHPBar.setBounds(600, 25, 184, 25);
MobHPBar.setIcon(new ImageIcon("resource/RedBar.png"));
panel_1.add(MobHPBar);
JLabel MobNameBG = new JLabel("");
MobNameBG.setHorizontalAlignment(SwingConstants.CENTER);
MobNameBG.setBounds(600, 0, 184, 50);
MobNameBG.setIcon(new ImageIcon("resource/MobNameBG.png"));
panel_1.add(MobNameBG);
panel = new JPanel();
panel.setBounds(0, 50, 784, 362);
contentPane.add(panel);
viewMap=panel;
panel.setLayout(null);
panel.add(placeChangeBlack);
lblNewLabel_7 = new JLabel("");//玩家tryingFace指示器(暫時停用)
lblNewLabel_7.setBounds((int)playerX, (int)playerY, 5, 5);
lblNewLabel_7.setIcon(new ImageIcon("resource/moveDeraction2.png"));
lblNewLabel_7.setVisible(false);
panel.add(lblNewLabel_7);
//第99層
//標(biāo)題
TitleLabelT = new JLabel("");
TitleLabelT.setFont(new Font("黑體", Font.PLAIN, 45));
TitleLabelT.setHorizontalAlignment(SwingConstants.CENTER);
TitleLabelT.setBounds(100, 50, 584, 50);
TitleLabelT.setVisible(true);
panel.add(TitleLabelT);
//副標(biāo)題
SubTitleLabelT = new JLabel("");
SubTitleLabelT.setFont(new Font("黑體", Font.PLAIN, 25));
SubTitleLabelT.setHorizontalAlignment(SwingConstants.CENTER);
SubTitleLabelT.setBounds(100, 100, 584, 50);
SubTitleLabelT.setVisible(true);
panel.add(SubTitleLabelT);
//預(yù)先創(chuàng)建粒子效果的Label,第6層
for(int i=0;i<maxParCount;++i)
{
parLabel[i]=new JLabel("");
panel.add(parLabel[i]);
}
//boss上方的玩家,第5層
playerLabel[1]=new JLabel("");
playerLabel[1].setHorizontalAlignment(SwingConstants.CENTER);
playerLabel[1].setBounds((int)playerX-playerWidth/2, (int)playerY-playerHeight/2, playerHeight, playerWidth);
playerLabel[1].setIcon(new ImageIcon("resource/HumanRight_0.png"));
playerLabel[1].setVisible(false);
panel.add(playerLabel[1]);
//bossLabel,第4.5層
bossLabel = new JLabel("");
panel.add(bossLabel);
//boss下方的玩家,第4層
playerLabel[0]=new JLabel("");
playerLabel[0].setHorizontalAlignment(SwingConstants.CENTER);
playerLabel[0].setBounds((int)playerX-playerWidth/2, (int)playerY-playerHeight/2, playerHeight, playerWidth);
playerLabel[0].setIcon(new ImageIcon("resource/HumanRight_0.png"));
playerLabel[0].setVisible(true);
panel.add(playerLabel[0]);
//玩家面向方向指示器,第3層
lblNewLabel_6 = new JLabel("");
lblNewLabel_6.setBounds((int)playerX, (int)playerY, 5, 5);
lblNewLabel_6.setIcon(new ImageIcon("resource/moveDeraction.png"));
panel.add(lblNewLabel_6);
//預(yù)先創(chuàng)建發(fā)射物的Label,第2層
for(int i=0;i<maxProCount;++i)
{
proLabel[i]=new JLabel("");
panel.add(proLabel[i]);
}
//創(chuàng)建地面箭頭,第1.5層
groundArrayLabel=new JLabel("");
groundArrayLabel.setBounds(709,156, 50, 50);
groundArrayLabel.setIcon(new ImageIcon("resource/groundArray.png"));
groundArrayLabel.setVisible(false);
panel.add(groundArrayLabel);
//創(chuàng)建地面Label,第1層
for(int i=0;i<400;++i)
{
GiantBackGround[i]=new JLabel("");
GiantBackGround[i].setVisible(true);
panel.add(GiantBackGround[i]);
}
playingRole=new Role(professionID,thisMenu);
KeyLininter kl=new KeyLininter(thisMenu);
this.addKeyListener(kl);
map=new Map(thisMenu);
map.start();
}
//發(fā)射物相關(guān)
public int addProjectile(Projectile pro)
{
existProCount=proHead.getLength();
if(existProCount<maxProCount)
{
proHead.insert(new proLink(pro));
int tempFinder=0;
for(int i=0;i<maxProCount;++i)
{
if(proIsUsed[i]==false)
{
proIsUsed[i]=true;
tempFinder=i;
break;
}
}
return tempFinder;
}
return -1;
}
public void removeProjectile(int id)
{
proLabel[id].setVisible(false);
proIsUsed[id]=false;
}
public void allProjectilesFly()
{
proLink tempNode=proHead;
while(tempNode.next!=null)
{
tempNode=tempNode.next;
tempNode.data.doFly();
}
}
//發(fā)射物相關(guān)結(jié)束
//粒子效果相關(guān)
public int addParticle(particle par)
{
existParCount=parHead.getLength();
if(existParCount<maxParCount)
{
parHead.insert(new parLink(par));
int tempFinder=0;
for(int i=0;i<maxParCount;++i)
{
if(parIsUsed[i]==false)
{
parIsUsed[i]=true;
tempFinder=i;
break;
}
}
return tempFinder;
}
return -1;
}
public void removeParticle(int id)
{
parLabel[id].setVisible(false);
parIsUsed[id]=false;
}
public void allParticlesFly()
{
parLink tempNode=parHead;
while(tempNode.next!=null)
{
tempNode=tempNode.next;
tempNode.data.doFly();
}
}
public void checkPlayerLocation()//檢測玩家位置 如果超出地圖 則拉回地圖
{
if(playerX<playerWidth/2)
playerX=playerWidth/2;
if(playerX>784-playerWidth/2)
playerX=784-playerWidth/2;
if(playerY<playerHeight/2)
playerY=playerHeight/2;
if(playerY>362-playerHeight/2)
playerY=362-playerHeight/2;
}
@SuppressWarnings("unused")
public void saveData(int part)
{
if(Integer.parseInt(fatherMenu.saveSelectMenu.savedData[playingSave].split(" ")[1])<part)
{
String[] temp= {
fatherMenu.saveSelectMenu.savedData[playingSave].split(" ")[0],
fatherMenu.saveSelectMenu.savedData[playingSave].split(" ")[1]
};
fatherMenu.saveSelectMenu.savedData[playingSave]=""+playingProfessionID+" "+part;
fatherMenu.saveSelectMenu.saveSaves();
}
}
@SuppressWarnings({ "deprecation" })
public void modTick()//每秒執(zhí)行50次
{
if(attackCounter==0&&defenceCounter==0)
playingRole.regenerate();
if(playingRole.HP>0)
{
//刷新體力條
lblNewLabel_3.setBounds(50, 25, (int) (200*playingRole.energy/playingRole.MaxEnergy), 25);
lblNewLabel_3B.setText(""+(int)playingRole.energy+"/"+(int)playingRole.MaxEnergy);
//刷新血條
lblNewLabel_2.setBounds(50, 0, (int) (200*playingRole.HP/playingRole.MaxHP), 25);
lblNewLabel_2B.setText(""+(int)playingRole.HP+"/"+(int)playingRole.MaxHP);
}
else if(gamePhase!=-1)
{
boss.target=null;
gamePhaseTimeCounter=0;
gamePhase=-1;
movementSpeed=0;
TitleLabelT.setText("YOU DIED");
TitleLabelT.setVisible(true);
playerLabel[usingPlayerLabel].setVisible(false);
lblNewLabel_6.setVisible(false);
lblNewLabel_3.setBounds(50, 25, (int) (200*playingRole.energy/playingRole.MaxEnergy), 25);
lblNewLabel_3B.setText(""+(int)playingRole.energy+"/"+(int)playingRole.MaxEnergy);
lblNewLabel_2.setBounds(50, 0, (int) (200*playingRole.HP/playingRole.MaxHP), 25);
lblNewLabel_2B.setText(""+(int)playingRole.HP+"/"+(int)playingRole.MaxHP);
}
++gameTime;
allProjectilesFly();
allParticlesFly();
if(gamePhase==0)
{
if(gamePhaseTimeCounter<50)
gamePhaseTimeCounter=50;
++gamePhaseTimeCounter;
if(gamePhaseTimeCounter==51)
{
System.out.println("啟動控制臺...");
movementSpeed=0;
placeChangeBlack.setBounds(0, 0, 784, 362);
placeChangeBlack_1.setBounds(0, 0, 784, 362);
placeChangeBlack.setVisible(true);
placeChangeBlack_1.setVisible(true);
TitleLabelT.setVisible(false);
SubTitleLabelT.setVisible(false);
groundArrayLabel.setVisible(false);
for(int i=0;i<128;++i)//初始化第一關(guān)地面
{
String backGroundContorler="resource/ground";
GiantBackGround[i].setBounds(50*(i%16),50*(int)(i/16), 50, 50);
if(Math.random()<0.9)
backGroundContorler=backGroundContorler+"1.png";
else
backGroundContorler=backGroundContorler+"2.png";
GiantBackGround[i].setIcon(new ImageIcon(backGroundContorler));
}
playerX=50;
playerY=200;
placeNameLabel.setText(fatherMenu.textLib.textData[13]);
TitleLabelT.setText(fatherMenu.textLib.textData[13]);
TitleLabelT.setVisible(true);
SubTitleLabelT.setText(fatherMenu.textLib.textData[37]);
SubTitleLabelT.setVisible(true);
}
if(gamePhaseTimeCounter>=100&&gamePhaseTimeCounter<=150)
{
placeChangeBlack.setBounds((int)((gamePhaseTimeCounter-100)*0.02*784), 0, 784, 362);
placeChangeBlack_1.setBounds((int)((gamePhaseTimeCounter-100)*0.02*784), 0, 784, 362);
}
if(gamePhaseTimeCounter==151)
{
startNewBattleBGM(1);
placeChangeBlack.setVisible(false);
placeChangeBlack_1.setVisible(false);
gamePhaseTimeCounter=0;
++gamePhase;
}
}
if(gamePhase%6==1)
{
++gamePhaseTimeCounter;
if(gamePhaseTimeCounter>=200)
{
++gamePhase;
TitleLabelT.setVisible(false);
SubTitleLabelT.setVisible(false);
movementSpeed=NormalSpeed;
}
}
if(gamePhase==2)
{
gamePhaseTimeCounter=0;
boss=new Mob(1,bossLabel,thisMenu);
boss.reflash();
bossLabel.setVisible(true);
++gamePhase;
}
if(gamePhase==3)
{
if(boss.HP>0)
boss.reflash();
else
{
bossLabel.setVisible(false);
MobHPBar.setBounds(600, 25, 184*boss.HP/boss.MaxHP, 25);
MobHPText.setText(""+boss.HP+"/"+boss.MaxHP);
++gamePhase;
gamePhaseTimeCounter=0;
TitleLabelT.setText(fatherMenu.textLib.textData[38]);
TitleLabelT.setVisible(true);
SubTitleLabelT.setText(fatherMenu.textLib.textData[39]);
SubTitleLabelT.setVisible(true);
saveData(2);
startQuestCompleteBGM();
endBattleBGM();
}
}
if(gamePhase%6==4)
{
playingRole.percentReHP(0.005);
++gamePhaseTimeCounter;
if(gamePhaseTimeCounter>200)
{
gamePhaseTimeCounter=0;
++gamePhase;
TitleLabelT.setText(fatherMenu.textLib.textData[40]);
TitleLabelT.setVisible(true);
SubTitleLabelT.setText(fatherMenu.textLib.textData[41]);
SubTitleLabelT.setVisible(true);
gamePhaseTimeCounter2=0;
}
}
if(gamePhase%6==5)
{
++gamePhaseTimeCounter;
if(gamePhaseTimeCounter2==0)
{
if(gamePhaseTimeCounter>50)
{
groundArrayLabel.setVisible(true);
if(playerX>709&&playerX<759&&playerY>156&&playerY<206)//進(jìn)入箭頭
{
gamePhaseTimeCounter=0;
gamePhaseTimeCounter2=1;
movementSpeed=0;
placeChangeBlack.setBounds(-784,0,784,362);
placeChangeBlack.setVisible(true);
placeChangeBlack_1.setBounds(-784,0,784,362);
placeChangeBlack_1.setVisible(true);
}
}
}
if(gamePhaseTimeCounter2==1)
{
if(gamePhaseTimeCounter>=0&&gamePhaseTimeCounter<=50)
{
placeChangeBlack.setBounds((int)(gamePhaseTimeCounter*0.02*784-784), 0, 784, 362);
placeChangeBlack_1.setBounds((int)(gamePhaseTimeCounter*0.02*784-784), 0, 784, 362);
}
if(gamePhaseTimeCounter==51)
{
++gamePhase;
gamePhaseTimeCounter=0;
}
}
}
if(gamePhase==6)
{
movementSpeed=0;
if(gamePhaseTimeCounter<50)
gamePhaseTimeCounter=50;
++gamePhaseTimeCounter;
if(gamePhaseTimeCounter==51)
{
placeChangeBlack.setBounds(0, 0, 784, 362);
placeChangeBlack.setVisible(true);
placeChangeBlack_1.setBounds(0, 0, 784, 362);
placeChangeBlack_1.setVisible(true);
TitleLabelT.setVisible(false);
SubTitleLabelT.setVisible(false);
groundArrayLabel.setVisible(false);
for(int i=0;i<325;++i)
{
GiantBackGround[i].setBounds(32*(i%25),32*(int)(i/25), 32, 32);
GiantBackGround[i].setIcon(new ImageIcon("resource/ground6.png"));
}
playerX=50;
playerY=200;
placeNameLabel.setText(fatherMenu.textLib.textData[14]);
TitleLabelT.setText(fatherMenu.textLib.textData[14]);
TitleLabelT.setVisible(true);
SubTitleLabelT.setText(fatherMenu.textLib.textData[42]);
SubTitleLabelT.setVisible(true);
}
if(gamePhaseTimeCounter>=100&&gamePhaseTimeCounter<=150)
{
placeChangeBlack.setBounds((int)((gamePhaseTimeCounter-100)*0.02*784), 0, 784, 362);
placeChangeBlack_1.setBounds((int)((gamePhaseTimeCounter-100)*0.02*784), 0, 784, 362);
}
if(gamePhaseTimeCounter==151)
{
startNewBattleBGM(2);
placeChangeBlack.setVisible(false);
placeChangeBlack_1.setVisible(false);
gamePhaseTimeCounter=0;
++gamePhase;
}
}
if(gamePhase==8)
{
gamePhaseTimeCounter=0;
boss=new Mob(2,bossLabel,thisMenu);
bossLabel.setBounds(375, 175, 100, 100);
boss.reflash();
bossLabel.setVisible(true);
++gamePhase;
}
if(gamePhase==9)
{
if(boss.HP>0)
boss.reflash();
else
{
bossLabel.setVisible(false);
MobHPBar.setBounds(600, 25, 184*boss.HP/boss.MaxHP, 25);
MobHPText.setText(""+boss.HP+"/"+boss.MaxHP);
++gamePhase;
gamePhaseTimeCounter=0;
TitleLabelT.setText(fatherMenu.textLib.textData[43]);
TitleLabelT.setVisible(true);
SubTitleLabelT.setText(fatherMenu.textLib.textData[39]);
SubTitleLabelT.setVisible(true);
saveData(3);
startQuestCompleteBGM();
endBattleBGM();
}
}
if(gamePhase==12)
{
movementSpeed=0;
if(gamePhaseTimeCounter<50)
gamePhaseTimeCounter=50;
++gamePhaseTimeCounter;
if(gamePhaseTimeCounter==51)
{
placeChangeBlack.setBounds(0, 0, 784, 362);
placeChangeBlack.setVisible(true);
placeChangeBlack_1.setBounds(0, 0, 784, 362);
placeChangeBlack_1.setVisible(true);
TitleLabelT.setVisible(false);
SubTitleLabelT.setVisible(false);
groundArrayLabel.setVisible(false);
for(int i=0;i<325;++i)
{
GiantBackGround[i].setBounds(32*(i%25),32*(int)(i/25), 32, 32);
GiantBackGround[i].setIcon(new ImageIcon("resource/ground7.png"));
}
playerX=50;
playerY=200;
placeNameLabel.setText(fatherMenu.textLib.textData[15]);
TitleLabelT.setText(fatherMenu.textLib.textData[15]);
TitleLabelT.setVisible(true);
SubTitleLabelT.setText(fatherMenu.textLib.textData[44]);
SubTitleLabelT.setVisible(true);
}
if(gamePhaseTimeCounter>=100&&gamePhaseTimeCounter<=150)
{
placeChangeBlack.setBounds((int)((gamePhaseTimeCounter-100)*0.02*784), 0, 784, 362);
placeChangeBlack_1.setBounds((int)((gamePhaseTimeCounter-100)*0.02*784), 0, 784, 362);
}
if(gamePhaseTimeCounter==151)
{
startNewBattleBGM(3);
placeChangeBlack.setVisible(false);
placeChangeBlack_1.setVisible(false);
gamePhaseTimeCounter=0;
++gamePhase;
}
}
if(gamePhase==14)
{
gamePhaseTimeCounter=0;
boss=new Mob(3,bossLabel,thisMenu);
bossLabel.setBounds(375, 175, 100, 100);
boss.reflash();
bossLabel.setVisible(true);
++gamePhase;
}
if(gamePhase==15)
{
if(boss.HP>0)
boss.reflash();
else
{
bossLabel.setVisible(false);
MobHPBar.setBounds(600, 25, 184*boss.HP/boss.MaxHP, 25);
MobHPText.setText(""+boss.HP+"/"+boss.MaxHP);
++gamePhase;
gamePhaseTimeCounter=0;
TitleLabelT.setText(fatherMenu.textLib.textData[45]);
TitleLabelT.setVisible(true);
SubTitleLabelT.setText(fatherMenu.textLib.textData[39]);
SubTitleLabelT.setVisible(true);
saveData(4);
startQuestCompleteBGM();
endBattleBGM();
}
}
if(gamePhase==18)
{
movementSpeed=0;
if(gamePhaseTimeCounter<50)
gamePhaseTimeCounter=50;
++gamePhaseTimeCounter;
if(gamePhaseTimeCounter==51)
{
placeChangeBlack.setBounds(0, 0, 784, 362);
placeChangeBlack.setVisible(true);
placeChangeBlack_1.setBounds(0, 0, 784, 362);
placeChangeBlack_1.setVisible(true);
TitleLabelT.setVisible(false);
SubTitleLabelT.setVisible(false);
groundArrayLabel.setVisible(false);
//需要修改開始
for(int i=0;i<325;++i)
{
GiantBackGround[i].setBounds(32*(i%25),32*(int)(i/25), 32, 32);
GiantBackGround[i].setIcon(new ImageIcon("resource/ground8.png"));
}
//需要修改結(jié)束
playerX=50;
playerY=200;
//需要修改開始
placeNameLabel.setText(fatherMenu.textLib.textData[70]);
TitleLabelT.setText(fatherMenu.textLib.textData[70]);
TitleLabelT.setForeground(Color.LIGHT_GRAY);
TitleLabelT.setVisible(true);
SubTitleLabelT.setText(fatherMenu.textLib.textData[71]);
SubTitleLabelT.setForeground(Color.LIGHT_GRAY);
//需要修改結(jié)束
SubTitleLabelT.setVisible(true);
}
if(gamePhaseTimeCounter>=100&&gamePhaseTimeCounter<=150)
{
placeChangeBlack.setBounds((int)((gamePhaseTimeCounter-100)*0.02*784), 0, 784, 362);
placeChangeBlack_1.setBounds((int)((gamePhaseTimeCounter-100)*0.02*784), 0, 784, 362);
}
if(gamePhaseTimeCounter==151)
{
startNewBattleBGM(4);//需要修改
placeChangeBlack.setVisible(false);
placeChangeBlack_1.setVisible(false);
gamePhaseTimeCounter=0;
++gamePhase;
}
}
if(gamePhase==20)
{
gamePhaseTimeCounter=0;
boss=new Mob(4,bossLabel,thisMenu);//需要修改
bossLabel.setBounds(375, 175, 100, 100);//需要修改
boss.reflash();
bossLabel.setVisible(true);
++gamePhase;
}
if(gamePhase==21)
{
if(boss.HP>0)
boss.reflash();
else
{
bossLabel.setVisible(false);
MobHPBar.setBounds(600, 25, 184*boss.HP/boss.MaxHP, 25);
MobHPText.setText(""+boss.HP+"/"+boss.MaxHP);
++gamePhase;
gamePhaseTimeCounter=0;
//需要修改開始
TitleLabelT.setText(fatherMenu.textLib.textData[72]);
TitleLabelT.setForeground(Color.LIGHT_GRAY);
TitleLabelT.setVisible(true);
SubTitleLabelT.setText(fatherMenu.textLib.textData[39]);
TitleLabelT.setForeground(Color.LIGHT_GRAY);
SubTitleLabelT.setVisible(true);
//saveData(4);
//需要修改完成
startQuestCompleteBGM();
endBattleBGM();
}
}
if(gamePhase==endPhase)
{
endBattleBGM();
winMenu WM=new winMenu(thisMenu);
WM.setVisible(true);
thisMenu.setVisible(false);
map.stop();
}
if(gamePhase==-1)
{
if(boss.HP>0)
boss.reflash();
++gamePhaseTimeCounter;
if(gamePhaseTimeCounter>250)
{
endBattleBGM();
loseMenu LM=new loseMenu(thisMenu);
LM.setVisible(true);
thisMenu.setVisible(false);
map.stop();
}
}
//刷新bossBar
if(boss!=null&&gamePhase%6==3)
{
MobHead.setIcon(new ImageIcon("resource/MobHead_"+boss.MobId+".png"));
MobName.setText(""+boss.Name);
MobHPBar.setBounds(600, 25, 184*boss.HP/boss.MaxHP, 25);
MobHPText.setText(""+boss.HP+"/"+boss.MaxHP);
}
//玩家試圖面向方向
if(attackCounter==0&&defenceCounter==0)
{
if(pressingD==1&&pressingW==0&&pressingS==0)
{
playingRole.tryingFace=0;
}
else if(pressingD==1&&pressingW==1)
{
playingRole.tryingFace=45;
}
else if(pressingW==1&&pressingA==0&&pressingD==0)
{
playingRole.tryingFace=90;
}
else if(pressingW==1&&pressingA==1)
{
playingRole.tryingFace=135;
}
else if(pressingA==1&&pressingW==0&&pressingS==0)
{
playingRole.tryingFace=180;
}
else if(pressingA==1&&pressingS==1)
{
playingRole.tryingFace=225;
}
else if(pressingS==1&&pressingA==0&&pressingD==0)
{
playingRole.tryingFace=270;
}
else if(pressingS==1&&pressingD==1)
{
playingRole.tryingFace=315;
}
}
playingRole.setFace();
humanIconContorler="resource/human_"+playingRole.face;
if(attackCounter==0&&defenceCounter==0&&(pressingW==1||pressingS==1||pressingA==1||pressingD==1))//進(jìn)行轉(zhuǎn)向
{
double d_angle=(playingRole.facingAngle-playingRole.tryingFace+360)%360;//0-180為順時針
if(d_angle<=rotationSpeed||d_angle>=360-rotationSpeed)//旋轉(zhuǎn)功能
{
playingRole.facingAngle=playingRole.tryingFace;
}
else
{
if(d_angle>0&&d_angle<=180)
{
playingRole.facingAngle-=rotationSpeed;
}
else
{
playingRole.facingAngle+=rotationSpeed;
}
}
}
if(attackCounter==0&&defenceCounter==0&&(pressingW==1||pressingS==1||pressingA==1||pressingD==1))//進(jìn)行移動
{
++activeCounter;
playerX+=(int)(movementSpeed*Math.cos(playingRole.facingAngle*Math.PI/180));
playerY-=(int)(movementSpeed*Math.sin(playingRole.facingAngle*Math.PI/180));
checkPlayerLocation();
if(activeCounter>=10)//10Tick一次 切換移動圖片
{
activeCounter=0;
playingRole.lastMoveActive=(playingRole.lastMoveActive+1)%4;
}
if(playingRole.lastMoveActive==2)
humanIconContorler=humanIconContorler+'_'+0;
else if(playingRole.lastMoveActive==3)
humanIconContorler=humanIconContorler+'_'+2;
else
humanIconContorler=humanIconContorler+'_'+playingRole.lastMoveActive;
}
if(pressingJ==1&&attackCounter==0&&defenceCounter==0&&playingRole.HP>0)//發(fā)動攻擊
{
attackCounter=1;
}
if(attackCounter>0&&attackCounter<=8*attackSpeed)//正在攻擊
{
++attackCounter;
if(attackCounter>0&&attackCounter<=attackSpeed)
{
humanIconContorler=humanIconContorler+'_'+3;
}
else if(attackCounter<=2*attackSpeed)
{
humanIconContorler=humanIconContorler+'_'+4;
}
else if(attackCounter<=3*attackSpeed)
{
humanIconContorler=humanIconContorler+'_'+5;
}
else if(attackCounter<=4*attackSpeed)
{
humanIconContorler=humanIconContorler+'_'+6;
}
else if(attackCounter<=5*attackSpeed)
{
humanIconContorler=humanIconContorler+'_'+7;
}
else if(attackCounter<=6*attackSpeed)
{
humanIconContorler=humanIconContorler+'_'+8;
}
else if(attackCounter<=7*attackSpeed)
{
humanIconContorler=humanIconContorler+'_'+9;
}
}
if(attackCounter==3*attackSpeed)//完成攻擊
{
playingRole.costEnergy(10);
fatherMenu.startNewSound("sweep"+Calculator.randomInt(1,3)+".wav",false,1);
playingRole.doAttack();
}
if(attackCounter>8*attackSpeed)//結(jié)束硬直
{
attackCounter=0;
}
if(defenceCooldown>0)
{
--defenceCooldown;
}
if(perfectDefenceTime>0)
{
--perfectDefenceTime;
}
if(pressingK==1&&attackCounter==0&&defenceCounter==0&&defenceCooldown==0)//發(fā)動防御
{
perfectDefenceTime=5;
defenceCounter=1;
playingRole.defenceStance=true;
playingRole.isBlocked=false;
}
if(defenceCounter==1)
{
if(pressingK==0)//解除格擋
{
defenceCounter=0;
playingRole.defenceStance=false;
if(playingRole.isBlocked==true)
defenceCooldown=0;
else
defenceCooldown=30;
}
else
{
humanIconContorler=humanIconContorler+'_'+10;
}
}
humanIconContorler=humanIconContorler+".png";
if(boss!=null&&playingRole.HP>0)
{
if(playerY>=boss.bossY&&usingPlayerLabel==0)//玩家應(yīng)當(dāng)蓋住boss,但是卻沒蓋住
{
usingPlayerLabel=1;
playerLabel[0].setBounds((int)playerX-playerWidth/2, (int)playerY-playerHeight/2, playerWidth, playerHeight);
playerLabel[1].setBounds((int)playerX-playerWidth/2, (int)playerY-playerHeight/2, playerWidth, playerHeight);
playerLabel[0].setVisible(false);
playerLabel[1].setVisible(true);
}
if(playerY<boss.bossY&&usingPlayerLabel==1)//boss應(yīng)當(dāng)蓋住玩家,但是卻沒蓋住
{
usingPlayerLabel=0;
playerLabel[0].setBounds((int)playerX-playerWidth/2, (int)playerY-playerHeight/2, playerWidth, playerHeight);
playerLabel[1].setBounds((int)playerX-playerWidth/2, (int)playerY-playerHeight/2, playerWidth, playerHeight);
playerLabel[0].setVisible(true);
playerLabel[1].setVisible(false);
}
}
playerLabel[usingPlayerLabel].setIcon(new ImageIcon(humanIconContorler));
playerLabel[usingPlayerLabel].setBounds((int)playerX-playerWidth/2, (int)playerY-playerHeight/2, playerWidth, playerHeight);
lblNewLabel_6.setBounds((int)playerX+(int)(25*Math.cos(playingRole.facingAngle*Math.PI/180))-2, (int)playerY-(int)(25*Math.sin(playingRole.facingAngle*Math.PI/180))-2, 4,4);
lblNewLabel_7.setBounds((int)playerX+(int)(25*Math.cos(playingRole.tryingFace*Math.PI/180))-2, (int)playerY-(int)(25*Math.sin(playingRole.tryingFace*Math.PI/180))-2, 4,4);
}
public void startNewBattleBGM(int bossID)
{
if(fatherMenu.settingLib.settings[1].equals("1"))
{
if(battleBGM!=null)
battleBGM.endMusic();
battleBGM=new CMusic("boss"+bossID+".wav",true,1);
battleBGM.start();
}
}
public void endBattleBGM()
{
if(battleBGM!=null)
battleBGM.endMusic();
}
public void startQuestCompleteBGM()
{
if(questCompleteBGM!=null)
questCompleteBGM.endMusic();
questCompleteBGM=new CMusic("QuestComplete.wav",false,1);
questCompleteBGM.start();
}
}總結(jié)
通過此次的《飛機(jī)大戰(zhàn)-I》游戲?qū)崿F(xiàn),讓我對swing的相關(guān)知識有了進(jìn)一步的了解,對java這門語言也有了比以前更深刻的認(rèn)識。
java的一些基本語法,比如數(shù)據(jù)類型、運算符、程序流程控制和數(shù)組等,理解更加透徹。java最核心的核心就是面向?qū)ο笏枷?,對于這一個概念,終于悟到了一些。
以上就是Java實現(xiàn)經(jīng)典游戲飛機(jī)大戰(zhàn)-I的示例代碼的詳細(xì)內(nèi)容,更多關(guān)于Java飛機(jī)大戰(zhàn)的資料請關(guān)注腳本之家其它相關(guān)文章!
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