前言
《泡泡堂对战版》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
-
设计游戏界面,用swing实现
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绘制游戏启动界面、结束界面、地图、主角、道具
-
实现泡泡爆炸
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为了尽量复原泡泡堂游戏,初步实现了机器人功能。该机器人可以判断障碍物释放炸弹、规避炸弹、攻击玩家。
-
实现道具掉落和相应属性加成
-
实现游戏音效和背景音乐
-
平滑碰撞:人物在拐角处移动的时候经常不是刚好对齐的状态,程序会判定玩家碰撞了障碍物所以导致玩家无法拐弯。所以我们在处理这种情况的时候,会让玩家进行平滑的移动使得玩家看上去是滑进去的,增强玩家游戏体验
-
设计单/双人模式
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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