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打造属于自己的java游戏——Java游戏程序代码实例分享
2023-06-15 10:19:17 深夜i     --     --
Java游戏开发 Java游戏程序 Java游戏开发技巧

如果你是一个热爱游戏开发的码农,又或者是一名对游戏开发有兴趣的新手,那么你一定不能错过这篇文章!在本文中,我们将以实例的形式分享一些Java游戏程序的代码案例,让你可以轻松入手,并且快速打造出自己的Java游戏程序!

1. Java游戏开发基础

在开始分享Java游戏程序的代码案例之前,我们先来了解一下Java游戏开发基础。Java是一种面向对象的编程语言,因此,我们在编写Java游戏程序时,需要掌握面向对象的基本原则。同时,Java的图形化界面也是我们需要了解的一项关键技术。

2. Java游戏程序实例

现在,让我们来看一些Java游戏程序的代码实例吧!以下是一些常见的Java游戏开发案例:

(1)俄罗斯方块程序


import java.awt.BorderLayout;

import java.awt.Color;

import java.awt.Dimension;

import java.awt.Graphics;

import java.awt.event.ActionEvent;

import java.awt.event.ActionListener;

import java.awt.event.KeyEvent;

import java.awt.event.KeyListener;

import java.util.Random;

import javax.swing.JFrame;

import javax.swing.JLabel;

import javax.swing.JPanel;

import javax.swing.Timer;

public class Tetris extends JPanel implements ActionListener, KeyListener{

  private static final long serialVersionUID = 1L;

  int[][] p = new int[4][2];

  int[][][] ps = {

      {0,0,1,1},

      {0,0,2,0},

      {0,0,0,1},

      {0,1,1,0},

      {0,0,1,2},

      {0,0,1,2},

      {1,0,1,2},

  };

  Color[] colors = {

      new Color(0,191,255),

      new Color(32,178,170),

      new Color(138,43,226),

      new Color(255,165,0),

      new Color(255,140,0),

      new Color(255,0,191),

      new Color(0, 128,0),

  };

  int[][] table = new int[24][10];

  JLabel scoreLabel = new JLabel();

  int score = 0;

  Timer timer = new Timer(600, this);

  int currentIndex = new Random().nextInt(7);

  int px = 4, py = 0;

  boolean needCreateNew = false;

  public Tetris() {

    setPreferredSize(new Dimension(300, 700));

    addKeyListener(this);

    setFocusable(true);

    setFocusTraversalKeysEnabled(false);

    newGame();

  }

  public void newGame() {

    score = 0;

    timer.setDelay(600);

    for (int i = 0; i < 24; i++) {

      for (int j = 0; j < 10; j++) {

        table[i][j] = 0;

      }

    }

    currentIndex = new Random().nextInt(7);

    px = 4;

    py = 0;

    needCreateNew = false;

    scoreLabel.setText("Score: 0");

    timer.start();

  }

  public void drawBlock(Graphics g, int x, int y, int colorIndex) {

    g.setColor(colors[colorIndex]);

    g.fillRect(x*30+1, y*30+1, 28,28);

    g.setColor(Color.WHITE);

    g.drawLine(x*30+1, y*30+1, x*30+28, y*30+1);

    g.drawLine(x*30+1, y*30+1, x*30+1, y*30+28);

    g.setColor(Color.BLACK);

    g.drawLine(x*30+28, y*30+28, x*30+28, y*30+1);

    g.drawLine(x*30+28, y*30+28, x*30+1, y*30+28);

  }

  public void paintComponent(Graphics g) {

    super.paintComponent(g);

    if (needCreateNew) {

      currentIndex = new Random().nextInt(7);

      px = 4;

      py = 0;

      for (int i = 0; i < 4; i++) {

        p[i][0] = ps[currentIndex][i][0]+px;

        p[i][1] = ps[currentIndex][i][1]+py;

        if (table[p[i][1]][p[i][0]] != 0) {

          newGame();

          return;

        }

      }

      needCreateNew = false;

    }

    for (int i = 0; i < 24; i++) {

      for (int j = 0; j < 10; j++) {

        if (table[i][j] != 0) {

          drawBlock(g,j,i,table[i][j]-1);

        }

      }

    }

    for (int i = 0; i < 4; i++) {

      drawBlock(g,p[i][0],p[i][1],currentIndex);

    }

  }

  public void changeValue(int dx, int dy) {

    for (int i = 0; i < 4; i++) {

      int nx = p[i][0]+dx;

      int ny = p[i][1]+dy;

      if (nx < 0 || nx > 9 || ny < 0 || ny > 23)

        return;

      

      if (table[ny][nx] != 0)

        return;

      

    }

    for (int i = 0; i < 4; i++) {

      p[i][0] += dx;

      p[i][1] += dy;

    }

    px += dx;

    py += dy;

    repaint();

  }

  public void dropDown() {

    for (int i = 0; i < 24; i++) {

      for (int j = 0; j < 10; j++) {

        if (table[i][j] == 0)

          continue;

        

        if (i == 0 || table[i-1][j] != 0)

          continue;

        

        table[i-1][j] = table[i][j];

        table[i][j] = 0;

      }

    }

    int nextScore = 10;

    int scoreThisTurn = 0;

    for (int i = 0; i < 24; i++) {

      boolean flag = true;

      for (int j = 0; j < 10; j++) {

        if (table[i][j] == 0)

          flag = false;

          break;

        

      }

      if (flag) {

        scoreThisTurn += nextScore;

        nextScore *= 2;

        for (int j = i-1; j >= 0; j--) {

          for (int k = 0; k < 10; k++) {

            table[j+1][k] = table[j][k];

          }

        }

        for (int j = 0; j < 10; j++) {

          table[0][j] = 0;

        }

      }

    }

    score += scoreThisTurn;

    scoreLabel.setText("Score: "+score);

    needCreateNew = true;

    timer.setDelay((int) (600/(1+score/50)));

  }

  public void actionPerformed(ActionEvent e) {

    changeValue(0, 1);

    if (needCreateNew)

      return;

    

    for (int i = 0; i < 4; i++) {

      if (p[i][1] == 23 || table[p[i][1]+1][p[i][0]] != 0)

        needCreateNew = true;

        break;

      

    }

    if (needCreateNew) {

      for (int i = 0; i < 4; i++) {

        table[p[i][1]][p[i][0]] = currentIndex+1;

      }

      currentIndex = new Random().nextInt(7);

      px = 4;

      py = 0;

      for (int i = 0; i < 4; i++) {

        p[i][0] = ps[currentIndex][i][0]+px;

        p[i][1] = ps[currentIndex][i][1]+py;

        if (table[p[i][1]][p[i][0]] != 0) {

          newGame();

          return;

        }

      }

      needCreateNew = false;

    }

    repaint();

  }

  public void keyPressed(KeyEvent e) {

    int keyCode = e.getKeyCode();

    if (keyCode == KeyEvent.VK_LEFT || keyCode == KeyEvent.VK_A) {

      changeValue(-1, 0);

    }

    if (keyCode == KeyEvent.VK_RIGHT || keyCode == KeyEvent.VK_D) {

      changeValue(1, 0);

    }

    if (keyCode == KeyEvent.VK_UP || keyCode == KeyEvent.VK_W) {

      int nx = ps[currentIndex].length-1 - p[0][1];

      int ny = p[0][0];

      for (int i = 1; i < 4; i++) {

        int ix = ps[currentIndex].length-1 - p[i][1];

        int iy = p[i][0];

        nx = Math.max(nx, ix);

        ny = Math.max(ny, iy);

      }

      if (px+nx > 9 || py+ny > 23)

        return;

      

      for (int i = 0; i < 4; i++) {

        int tx = py+ps[currentIndex][i][1]-ps[currentIndex].length+1;

        int ty = px+ps[currentIndex][i][0]+nx-ny;

        if (tx < 0 || tx > 23 || ty < 0 || ty > 9 || table[tx][ty] != 0)

          return;

        

      }

      for (int i = 0; i < 4; i++) {

        int tx = p[i][0];

        int ty = p[i][1];

        p[i][0] = py+ps[currentIndex][i][1]-ps[currentIndex].length+1+nx-ny;

        p[i][1] = px+ps[currentIndex][i][0];

        table[ty][tx] = 0;

      }

      px += nx-ny;

      repaint();

    }

    if (keyCode == KeyEvent.VK_DOWN || keyCode == KeyEvent.VK_S) {

      changeValue(0, 1);

    }

    if (keyCode == KeyEvent.VK_SPACE || keyCode == KeyEvent.VK_ENTER) {

      while (!needCreateNew) {

        changeValue(0, 1);

      }

    }

  }

  public void keyTyped(KeyEvent e) {}

  public void keyReleased(KeyEvent e) {}

  public static void main(String[] args) {

    JFrame frame = new JFrame("Tetris");

    frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);

    frame.setLayout(new BorderLayout());

    Tetris t = new Tetris();

    frame.add(t,BorderLayout.CENTER);

    JPanel southPanel = new JPanel();

    southPanel.add(t.scoreLabel);

    frame.add(southPanel,BorderLayout.SOUTH);

    frame.pack();

    frame.setVisible(true);

  }

}

(2)打地鼠游戏程序


import java.util.Random;

import javax.swing.ImageIcon;

import javax.swing.JFrame;

import javax.swing.JLabel;

public class MouseCatch {

   public static void main(String[] args) {

     JFrame frame = new JFrame();

     frame.setUndecorated(true);

     frame.setBounds(700, 400, 340, 340);

     JLabel label = new JLabel();

     frame.add(label);

     frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);

     frame.setVisible(true);

     String[] images =

         "d6.png";

     ImageIcon[] icons = new ImageIcon[images.length];

     for (int i = 0; i < icons.length; i++) {

       icons[i] = new ImageIcon(MouseCatch.class.getResource(images[i]));

     }

     Random random = new Random();

     while (true) {

       try {

         Thread.sleep(random.nextInt(800)+200);

       } catch (InterruptedException e) {

         e.printStackTrace();

       }

       label.setIcon(icons[random.nextInt(icons.length)]);

     }

   }

}

3. Java游戏开发技巧

除了了解Java游戏开发的基础知识和掌握Java游戏开发的代码实例以外,还有一些常用的技巧和注意事项:

(1)尽量使用缓存技术来减少内存的占用,提高游戏的运行效率。

(2)尽量避免在游戏主线程中进行比较耗时的操作,这样会影响游戏的流畅度。

(3)合理选择数据结构和算法,可以提高游戏的效率和性能。

  
  

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