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Java游戏开发:打造你的完美游戏体验
2023-06-16 11:07:17 深夜i     --     --
Java游戏开发 俄罗斯方块 跨平台

Java作为一种广泛使用的编程语言,在游戏开发领域也有着广泛的应用。Java不仅具有跨平台的优势,还有着丰富的类库和成熟的开发工具。那么在Java游戏开发中,有哪些好的游戏呢?

首先,我们来看一下一个简单的Java游戏实例:俄罗斯方块。俄罗斯方块是一款非常经典的游戏,也是学习Java游戏开发的一个很好的案例。下面是一个简单的俄罗斯方块的Java代码:


import java.awt.*;

import java.awt.event.*;

import javax.swing.*;

public class Tetris extends JPanel {

  private static final long serialVersionUID = 1L;

  private final Point[][][] Tetraminos = {

    // O-blok

    {

      { new Point(0, 1), new Point(1, 1), new Point(0, 0), new Point(1, 0) },

      { new Point(0, 1), new Point(1, 1), new Point(0, 0), new Point(1, 0) },

      { new Point(0, 1), new Point(1, 1), new Point(0, 0), new Point(1, 0) },

      { new Point(0, 1), new Point(1, 1), new Point(0, 0), new Point(1, 0) }

    },

    // I-blok

    {

      { new Point(0, 0), new Point(0, 1), new Point(0, 2), new Point(0, 3) },

      { new Point(0, 2), new Point(1, 2), new Point(2, 2), new Point(3, 2) },

      { new Point(0, 0), new Point(0, 1), new Point(0, 2), new Point(0, 3) },

      { new Point(0, 2), new Point(1, 2), new Point(2, 2), new Point(3, 2) }

    },

    // T-blok

    {

      { new Point(1, 0), new Point(0, 1), new Point(1, 1), new Point(2, 1) },

      { new Point(1, 0), new Point(0, 1), new Point(1, 1), new Point(1, 2) },

      { new Point(0, 1), new Point(1, 1), new Point(2, 1), new Point(1, 2) },

      { new Point(1, 0), new Point(1, 1), new Point(2, 1), new Point(1, 2) }

    },

    // Z-blok

    {

      { new Point(0, 1), new Point(1, 1), new Point(1, 0), new Point(2, 0) },

      { new Point(0, 0), new Point(0, 1), new Point(1, 1), new Point(1, 2) },

      { new Point(0, 1), new Point(1, 1), new Point(1, 0), new Point(2, 0) },

      { new Point(0, 0), new Point(0, 1), new Point(1, 1), new Point(1, 2) }

    },

    // S-blok

    {

      { new Point(1, 0), new Point(2, 0), new Point(0, 1), new Point(1, 1) },

      { new Point(0, 0), new Point(0, 1), new Point(1, 1), new Point(1, 2) },

      { new Point(1, 0), new Point(2, 0), new Point(0, 1), new Point(1, 1) },

      { new Point(0, 0), new Point(0, 1), new Point(1, 1), new Point(1, 2) }

    },

    // J-blok

    {

      { new Point(0, 0), new Point(0, 1), new Point(1, 1), new Point(2, 1) },

      { new Point(1, 0), new Point(2, 0), new Point(1, 1), new Point(1, 2) },

      { new Point(0, 1), new Point(1, 1), new Point(2, 1), new Point(2, 2) },

      { new Point(1, 0), new Point(1, 1), new Point(1, 2), new Point(0, 2) }

    },

    // L-blok

    {

      { new Point(2, 0), new Point(0, 1), new Point(1, 1), new Point(2, 1) },

      { new Point(1, 0), new Point(1, 1), new Point(1, 2), new Point(2, 2) },

      { new Point(0, 1), new Point(1, 1), new Point(2, 1), new Point(0, 2) },

      { new Point(0, 0), new Point(1, 0), new Point(1, 1), new Point(1, 2) }

    }

  };

  private final Color[] tetraminoColors = Color.green;

  private Point pieceOrigin;

  private int currentPiece;

  private int rotation;

  private final int[][] well;

  public void newPiece() {

    pieceOrigin = new Point(5, 2);

    rotation = 0;

    currentPiece = (int)(Math.random() * 7);

  }

  public boolean collidesAt(int x, int y, int rotation) {

    for (Point p : Tetraminos[currentPiece][rotation]) {

      if (well[p.x + x][p.y + y] != 0)

        return true;

      

    }

    return false;

  }

  public void rotatePiece(int i) {

    int newRotation = (rotation + i) % 4;

    if (newRotation < 0)

      newRotation = 3;

    

    if (!collidesAt(pieceOrigin.x, pieceOrigin.y, newRotation))

      rotation = newRotation;

    

    repaint();

  }

  public void move(int i) {

    if (!collidesAt(pieceOrigin.x + i, pieceOrigin.y, rotation)) {

      pieceOrigin.x += i;

    }

    repaint();

  }

  public void dropDown() {

    if (!collidesAt(pieceOrigin.x, pieceOrigin.y + 1, rotation)) {

      pieceOrigin.y += 1;

    } else {

      fixToWell();

    }

    repaint();

  }

  public void fixToWell() {

    for (Point p : Tetraminos[currentPiece][rotation]) {

      well[pieceOrigin.x + p.x][pieceOrigin.y + p.y] = currentPiece + 1;

    }

    clearRows();

    newPiece();

  }

  public void deleteRow(int row) {

    for (int j = row+1; j < 24; j++) {

      for (int i = 0; i < 10; i++) {

        well[i][j-1] = well[i][j];

      }

    }

  }

  public void clearRows() {

    boolean gap;

    int numClears = 0;

    for (int j = 23; j >= 0; j--) {

      gap = false;

      for (int i = 0; i < 10; i++) {

        if (well[i][j] == 0) {

          gap = true;

          break;

        }

      }

      if (!gap) {

        deleteRow(j);

        j += 1;

        numClears += 1;

      }

    }

    switch (numClears) {

    case 1:

      Tetris.score += 100;

      break;

    case 2:

      Tetris.score += 300;

      break;

    case 3:

      Tetris.score += 500;

      break;

    case 4:

      Tetris.score += 800;

      break;

    }

  }

  public void drawPiece(Graphics g) {

    g.setColor(tetraminoColors[currentPiece]);

    for (Point p : Tetraminos[currentPiece][rotation]) {

      g.fillRect((p.x + pieceOrigin.x) * 26,

            (p.y + pieceOrigin.y) * 26,

            25, 25);

    }

  }

  @Override

  public void paintComponent(Graphics g)

  {

    g.fillRect(0, 0, Tetris.WIDTH, Tetris.HEIGHT);

    for (int i = 0; i < 10; i++) {

      for (int j = 0; j < 24; j++) {

        if (well[i][j] != 0) {

          g.setColor(tetraminoColors[well[i][j] - 1]);

          g.fillRect(26*i, 26*j, 25, 25);

        }

      }

    }

    drawPiece(g);

  }

  public static int score = 0;

  public Tetris() {

    setPreferredSize(new Dimension(260, 520));

    setBackground(Color.black);

    well = new int[12][24];

    newPiece();

  }

  public static void main(String[] args) {

    JFrame f = new JFrame("Tetris");

    f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);

    f.setSize(322, 580);

    f.setVisible(true);

    final Tetris game = new Tetris();

    game.init();

    f.add(game);

    f.addKeyListener(new KeyAdapter() {

      @Override

      public void keyPressed(KeyEvent e) {

        switch (e.getKeyCode()) {

        case KeyEvent.VK_UP:

          game.rotatePiece(-1);

          break;

        case KeyEvent.VK_DOWN:

          game.dropDown();

          game.score += 1;

          break;

        case KeyEvent.VK_LEFT:

          game.move(-1);

          break;

        case KeyEvent.VK_RIGHT:

          game.move(+1);

          break;

        case KeyEvent.VK_SPACE:

          game.dropDown();

          game.dropDown();

          game.score += 2;

          break;

        case 'd':

          game.oneLineDown();

          break;

        case 'D':

          game.oneLineDown();

          break;

        }

      }

    });

  }

  public void init() {

    this.requestFocus();

    Timer timer = new Timer();

    timer.schedule(new TimerTask() {

      public void run() {

        dropDown();

        if (collidesAt(pieceOrigin.x, pieceOrigin.y + 1, rotation)) {

          fixToWell();

        }

      }

    }, 0, 400);

  }

  public void oneLineDown() {

    if (!collidesAt(pieceOrigin.x, pieceOrigin.y + 1, rotation)) {

      pieceOrigin.y += 1;

    }

    fixToWell();

  }

}

使用这个代码示例,我们可以了解到Java游戏开发中使用的一些常用类库和工具,例如AWT和Swing。通过这个例子,我们可以看到如何在Java中创建类和继承类,以及如何使用事件监听器和定时器。

除了俄罗斯方块,Java游戏开发中还有许多其他的游戏项目,例如3D游戏、模拟器、智力游戏等等。Java的跨平台特性使得开发者可以在多种不同的操作系统和设备上运行游戏,为游戏玩家提供更好的游戏体验。

总之,Java游戏开发是一个非常有趣和具有挑战性的领域。如果你对Java感兴趣,并且喜欢游戏,那么Java游戏开发绝对值得一试。在学习和开发过程中,你将会获得大量有价值的经验和技能,为自己的职业发展与未来的学习提供更广泛的空间和机会。

  
  

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