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Java太阳系小游戏分析和源码详解

2019-11-26 15:00:59
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最近看了面向对象的一些知识,然后跟着老师的讲解做了一个太阳系各行星绕太阳转的小游戏,来练习巩固一下最近学的知识:

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.需要加载图片、画图

2.建一个面板,主页面

3.行星类

效果图:

先看一下源码结构图:

现在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  封装了游戏的图片加载功能

    --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(加载图片)  * @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{      /**    * 加载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); // 设置窗体初始位置     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)主要的事件处理类---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  测试类,不需要说明

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,行星沿着椭圆运行:长轴、短轴、移动速度、旋转角度。绕着某个star运行   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;    //围绕行星      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较好,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较简单了,new一个行星对象,然后画的面板上即可。面向对象水太深,这只是初步小涉猎,仍需继续努力专研!!!

以上就是Java太阳系小游戏分析和源码详解,希望对大家学习java语言有所帮助。

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