首页 > 代码库 > Java太阳系小游戏分析和源代码

Java太阳系小游戏分析和源代码

Java太阳系小游戏分析和源代码

-20150809


近期看了面向对象的一些知识。然后跟着老师的解说做了一个太阳系各行星绕太阳转的小游戏,来练习巩固一下近期学的知识:

用到知识点:类的继承、方法的重载与重写、多态、封装等

分析:

    1.须要载入图片、绘图

    2.建一个面板。主页面

    3.行星类

    。

效果图:

技术分享


先看一下源代码结构图:

技术分享


如今逐步分析各个类的功能:

1)工具类-----util包中

    --Constant类   封装了游戏中用到的常量

    --GameUtil类  封装了游戏的图片载入功能

    --MyFrame类  封装了游戏面板的构造。用于各面板的父类

    ------之所以这样做。目的是为了封装数据。便于程序的扩充


Constant.java

package util;

public class Constant {
	public static final int GAME_WIDTH = 800;
	public static final int GAME_HEIGHT = 600;

}

GameUtil.java

package util;

import java.awt.Image;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.net.URL;

import javax.imageio.ImageIO;

/**
 * 工具类(载入图片)
 * @author long
 *
 */
public class GameUtil {

	private GameUtil(){ }  //工具类通常将构造方法私有
	
	public static Image getImage(String path){
		URL u = GameUtil.class.getClassLoader().getResource(path);
		BufferedImage img = null;
		try {
			img = ImageIO.read(u);
		} catch (IOException e) {
			e.printStackTrace();
		}
		return img;
	}
}

MyFrame.java

package util;

import javax.swing.JFrame;
import javax.swing.JPanel;

/**
 * 游戏面板的父类
 * @author long
 *
 */
public class MyFrame extends JPanel{
	
	/**
	 * 载入Frame的方法
	 */
	public void launchFrame(){
		JFrame frame = new JFrame("MyGame");
		frame.add(this);
		frame.setSize(Constant.GAME_WIDTH,Constant.GAME_HEIGHT);
		frame.setAlwaysOnTop(true); // 设置其总在最上
		frame.setLocationRelativeTo(null); // 设置窗口初始位置
		frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
		frame.setVisible(true);
		
		new PaintThread().start();
	}
	
	/**
	 * 定义一个重画窗口的线程类。是一个内部类
	 * @author dell
	 *
	 */
	class PaintThread extends Thread {
		
		public void run(){
			while(true){
				repaint();
				try {
					Thread.sleep(40); //1s = 1000ms
				} catch (InterruptedException e) {
					e.printStackTrace();
				}   
			}
		}
		
	}
	
	public static void main(String[] args) {
		new MyFrame().launchFrame();
	}

}

2)基本的事件处理类---solar包中

    --Planet类   行星类继承至Star类

    --SolarFrame类  游戏主面板类继承至MyFrame类

    --Star类  星球类,各个星球的父类

    --Test类  測试类。不须要说明


Planet.java

package solar;

import java.awt.Color;
import java.awt.Graphics;
import java.awt.Image;

import util.GameUtil;

/**
 * 行星类,继承至Star类
 * @author long
 *
 */
public class Planet extends Star{
	//除了图片、坐标,行星沿着椭圆执行:长轴、短轴、移动速度、旋转角度。

绕着某个star执行 double longAxis; //椭圆长轴 double shortAxis; //椭圆短轴 double speed; //飞行速度 double degree; //旋转角度 Star center; //环绕行星 public void draw(Graphics g){ //g.drawImage(img, (int)x, (int)y, null); super.draw(g); drawTrace(g); move(); } public void drawTrace(Graphics g){ double traceX,traceY,traceWidth,traceHeight; traceX = (center.x+center.w/2)-longAxis; traceY = (center.y+center.h/2)-shortAxis; traceWidth = 2*longAxis; traceHeight = 2*shortAxis; Color c = g.getColor(); g.setColor(Color.blue); g.drawOval((int)traceX, (int)traceY, (int)traceWidth, (int)traceHeight); g.setColor(c); } public void move(){ //沿着椭圆轨迹飞行 x = center.x + longAxis * Math.cos(degree); y = center.y + shortAxis * Math.sin(degree); degree += speed; } public Planet(Image img,double x,double y){ super(img,x,y); } public Planet(String imgpath,double x,double y){ super(imgpath,x,y); } public Planet( Star center,Image img,double longAxis, double shortAxis,double speed) { super(); this.x = (center.x+center.w/2) + longAxis; this.y = (center.y+center.h/2) + shortAxis; this.img = img; this.longAxis = longAxis; this.shortAxis = shortAxis; this.speed = speed; this.center = center; } public Planet( Star center,String imgPath,double longAxis, double shortAxis,double speed) { this(center,GameUtil.getImage(imgPath),longAxis,shortAxis,speed); } }


SolarFrame.java

package solar;

import java.awt.Graphics;
import java.awt.Image;

import util.Constant;
import util.GameUtil;
import util.MyFrame;

public class SolarFrame extends MyFrame{

	int width = Constant.GAME_WIDTH/2;
	int height = Constant.GAME_HEIGHT/2;
	
	Image bg=GameUtil.getImage("images/bg.png");
	
	Star sun = new Star("images/sun.jpg",width,height);
	Planet earth = new Planet(sun,"images/earth.png",100,60,0.1);
	Planet mars = new Planet(sun,"images/mars.png",180,100,0.15);
	
	@Override
	public void paint(Graphics g) {
		g.drawImage(bg, 0, 0, null);
		sun.draw(g);
		earth.draw(g); 
		mars.draw(g);
	}

	public static void main(String[] args) {
		new SolarFrame().launchFrame();
	}

}

Star.java

package solar;

import java.awt.Graphics;
import java.awt.Image;

import util.GameUtil;

public class Star {
	public Image img;
	public double x,y;
	int w,h;
	
	public void draw(Graphics g){
		g.drawImage(img, (int)x, (int)y, null);
	}

	public Star(){
	}	
	public Star(Image img){
		this.img = img;
		this.w = img.getWidth(null);
		this.h = img.getHeight(null);
	}
	public Star(Image img,double x,double y){
		this(img);
		this.x = x;
		this.y = y;
	}	
	public Star(String imgPath,double x,double y){
		this(GameUtil.getImage(imgPath),x,y);
	}
	
}

 

-----------------------------------------------------------------------------------------------


总结:该小游戏对代码的封装处理的比較好,便于程序的扩充。体现了面向对象的强大,不同的功能封装在不同的类与方法中。把类的公共的部分封装在父类中,提高代码的重用性。前期各个类写的过程中会有各种小问题与细节,但处理完这些后,后期想扩充行星的个数就比較简单了,new一个行星对象,然后画的面板上就可以。面向对象水太深,这仅仅是初步小涉猎,仍需继续努力专研。!!





Java太阳系小游戏分析和源代码