java简易制作-王者荣耀游戏

发布时间:2023年12月17日

一.准备工作

首先创建一个新的Java项目命名为“王者荣耀”,并在src下创建两个包分别命名为“com.sxt"、”com.stx.beast",在相应的包中创建所需的类。

创建一个名为“img”文件夹来储存所需的图片素材。

二.代码呈现

package com.sxt;
?
import javax.swing.*;
import java.awt.*;
?
public class Background extends GameObject {
?
? ? public Background(GameFrame gameFrame) {
?? ??? ?super(gameFrame);
?? ??? ?// TODO Auto-generated constructor stub
?? ?}
?
?? ?Image bg = Toolkit.getDefaultToolkit().getImage("img/Map.jpg");
?
? ? public void paintSelf(Graphics g){
? ? ? ? g.drawImage(bg,0,0,null);
?
? ? }
?
?? ?@Override
?? ?public Rectangle getRec() {
?? ??? ?// TODO Auto-generated method stub
?? ??? ?return null;
?? ?}
}

2.

package com.sxt;
?
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Rectangle;
?
import com.sxt.beast.Beast;
?
public class Bullet extends GameObject {
?
?? ?// 发射子弹的游戏元素
?? ?GameObject attacker;
?? ?// 目标
?? ?GameObject target;
?? ?// 攻击力
?? ?int ad;
?
?? ?public Bullet(GameFrame gameFrame, GameObject attacker, GameObject target, int ad, int spd) {
?? ??? ?super(attacker.getX(), attacker.getY(), gameFrame);
?? ??? ?this.attacker = attacker;
?? ??? ?this.target = target;
?? ??? ?setAd(ad);
?? ??? ?setSpd(spd);
?? ??? ?// TODO Auto-generated constructor stub
?? ?}
?
?? ?public Bullet(GameFrame gameFrame, GameObject attacker, GameObject target, int ad, int spd, String img) {
?? ??? ?super(attacker.getX(), attacker.getY(), gameFrame);
?? ??? ?this.attacker = attacker;
?? ??? ?this.target = target;
?? ??? ?setImg(img);
?? ??? ?setAd(ad);
?? ??? ?setSpd(spd);
?? ??? ?// TODO Auto-generated constructor stub
?? ?}
?? ?public Bullet() {
?? ??? ?super();
?? ??? ?// TODO Auto-generated constructor stub
?? ?}
?
?? ?public void move() {
?? ??? ?// 子弹与目标碰撞,子弹消失,目标减血
?? ??? ?if (recIntersectsRec(getRec(), target.getRec())) {
?? ??? ??? ?if (Beast.class.isAssignableFrom(target.getClass())) {
?? ??? ??? ??? ?target.setTarget(gameFrame.player);
?? ??? ??? ??? ?target.setHasTarget(true);
?? ??? ??? ?}
?
?? ??? ??? ?target.setCurrentHp(target.getCurrentHp() - getAd());
?? ??? ??? ?gameFrame.removeList.add(this);
?? ??? ?}
?? ??? ?double dis = getDis(getX(), getY(), target.getX(), target.getY());
?? ??? ?int xSpeed = (int) (getSpd() * (target.getX() - getX()) / dis);
?? ??? ?int ySpeed = (int) (getSpd() * (target.getY() - getY()) / dis);
?? ??? ?setX(getX() + xSpeed);
?? ??? ?setY(getY() + ySpeed);
?? ?}
?
?? ?@Override
?? ?public void paintSelf(Graphics g) {
?? ??? ?// TODO Auto-generated method stub
?? ??? ?g.drawImage(getImg(), getX() - 16, getY() - 16, null);
?? ??? ?if (this.getImg() == null) {
?? ??? ??? ?g.setColor(Color.BLACK);
?? ??? ??? ?g.fillOval(getX() - 5, getY() - 5, 10, 10);
?? ??? ??? ?g.drawRect(getX() - 5, getY() - 5, 10, 10);
?? ??? ?}
?? ??? ?move();
?? ?}
?
?? ?@Override
?? ?public Rectangle getRec() {
?? ??? ?// TODO Auto-generated method stub
?? ??? ?return new Rectangle(getX() - 5, getY() - 5, 10, 10);
?? ?}
?
?? ?/**
?? ? * @return the ad
?? ? */
?? ?public int getAd() {
?? ??? ?return ad;
?? ?}
?
?? ?/**
?? ? * @param ad the ad to set
?? ? */
?? ?public void setAd(int ad) {
?? ??? ?this.ad = ad;
?? ?}
?
}

3.

package com.sxt;
?
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.Rectangle;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.util.ArrayList;
?
import javax.swing.JButton;
?
public abstract class Champion extends GameObject {
?
?? ?// 移动
?? ?public boolean up, down, left, right;
?? ?// 移动图集
?? ?static String[] imgs = new String[8];
?? ?// 第几张图片
?? ?int moveCount = 1;
?? ?//技能图片
?? ?Image abilityOne;
?? ?Image abilityTwo;
?? ?Image abilityThree;
?? ?//英雄头像
?? ?Image classical;
?? ?//技能冷却时间
?? ?int coolDownTimeOne;
?? ?int coolDownTimeTwo;
?? ?int coolDownTimeThree;
?? ?//三个技能是否处于冷却状态
?? ?boolean coolDownOne = true;
?? ?boolean coolDownTwo = true;
?? ?boolean coolDownThree = true;
?? ?//英雄列表
?? ?ArrayList<Champion> championList = new ArrayList<Champion>();
?? ?
?? ?static {
?? ??? ?for (int i = 1; i < 8; i++) {
?? ??? ??? ?imgs[i] = "img/" + i + ".png";
?? ??? ?}
?? ?}
?
?? ?public Champion(GameFrame gameFrame, int x, int y) {
?? ??? ?super(gameFrame);
?? ??? ?setImg("img/stand.png");
?? ??? ?setX(x);
?? ??? ?setY(y);
?? ??? ?setSpd(75);
?? ??? ?setHp(24000);
?? ??? ?setDis(250);
?? ??? ?setAttackCoolDownTime(100);
?? ??? ?setCurrentHp(getHp());
?? ??? ?championList.add(new ChampionDaji(gameFrame));
?? ??? ?championList.add(new ChampionHouyi(gameFrame));
?? ?}
?? ?
?? ?public Champion(GameFrame gameFrame) {
?? ??? ?// TODO Auto-generated constructor stub
?? ??? ?super(gameFrame);
?? ??? ?setImg("img/stand.png");
?? ??? ?setX(700);
?? ??? ?setY(3800);
?? ??? ?setSpd(75);
?? ??? ?setHp(24000);
?? ??? ?setDis(250);
?? ??? ?setAttackCoolDownTime(100);
?? ??? ?setCurrentHp(getHp());
?? ?}
?
?? ?public void keyPressed(KeyEvent e) {
?? ??? ?int key = e.getKeyCode();
?? ??? ?if (key == KeyEvent.VK_D) {
?? ??? ??? ?right = true;
?? ??? ?}
?? ??? ?if (key == KeyEvent.VK_A) {
?? ??? ??? ?left = true;
?? ??? ?}
?? ??? ?if (key == KeyEvent.VK_W) {
?? ??? ??? ?up = true;
?? ??? ?}
?? ??? ?if (key == KeyEvent.VK_S) {
?? ??? ??? ?down = true;
?? ??? ?}
?? ?}
?
?? ?public void keyReleased(KeyEvent e) {
?? ??? ?int key = e.getKeyCode();
?? ??? ?if (key == KeyEvent.VK_D) {
?? ??? ??? ?right = false;
?? ??? ?}
?? ??? ?if (key == KeyEvent.VK_A) {
?? ??? ??? ?left = false;
?? ??? ?}
?? ??? ?if (key == KeyEvent.VK_W) {
?? ??? ??? ?up = false;
?? ??? ?}
?? ??? ?if (key == KeyEvent.VK_S) {
?? ??? ??? ?down = false;
?? ??? ?}
?? ?}
?
?? ?public void move() {
?? ??? ?if (up) {
?? ??? ??? ?setY(getY() - getSpd());
?? ??? ?}
?? ??? ?if (down) {
?? ??? ??? ?setY(getY() + getSpd());
?? ??? ?}
?? ??? ?if (left) {
?? ??? ??? ?setX(getX() - getSpd());
?? ??? ?}
?? ??? ?if (right) {
?? ??? ??? ?setX(getX() + getSpd());
?? ??? ?}
?? ??? ?if (up || down || left || right) {
?? ??? ??? ?setImg(imgs[moveCount]);
?? ??? ??? ?moveCount++;
?? ??? ??? ?if (moveCount == 8) {
?? ??? ??? ??? ?moveCount = 1;
?? ??? ??? ?}
?? ??? ?} else {
?? ??? ??? ?setImg("img/stand.png");
?? ??? ?}
?? ?}
?? ?
?? ?/**
?? ? * 添加三个技能按钮
?? ? * */
?? ?public void addButton() {
?? ??? ?JButton button1 = new JButton();
?? ??? ?button1.setSize(100, 100);
?? ??? ?button1.setLocation(1056, 513);
?? ??? ?button1.addActionListener(new ActionListener() {
?? ??? ??? ?@Override
?? ??? ??? ?public void actionPerformed(ActionEvent e) {
?? ??? ??? ??? ?abilityOne();
?? ??? ??? ?}
?? ??? ?});
?? ??? ?JButton button2 = new JButton();
?? ??? ?button2.setSize(100, 100);
?? ??? ?button2.setLocation(1090, 370);
?? ??? ?button2.addActionListener(new ActionListener() {
?? ??? ??? ?@Override
?? ??? ??? ?public void actionPerformed(ActionEvent e) {
?? ??? ??? ??? ?abilityTwo();
?? ??? ??? ?}
?? ??? ?});
?? ??? ?JButton button3 = new JButton();
?? ??? ?button3.setSize(100, 100);
?? ??? ?button3.setLocation(1220, 300);
?? ??? ?button3.addActionListener(new ActionListener() {
?? ??? ??? ?@Override
?? ??? ??? ?public void actionPerformed(ActionEvent e) {
?? ??? ??? ??? ?abilityThree();
?? ??? ??? ?}
?? ??? ?});
?? ??? ?gameFrame.add(button1);
?? ??? ?gameFrame.add(button2);
?? ??? ?gameFrame.add(button3);
?? ?}
?
?? ?public abstract void abilityOne();
?? ?public abstract void abilityTwo();
?? ?public abstract void abilityThree();
?? ?public abstract void abilityEffect(Graphics g);
?? ?
?? ?@Override
?? ?public void paintSelf(Graphics g) {
?? ??? ?// TODO Auto-generated method stub
?? ??? ?// 生命值为0
?? ??? ?if (getCurrentHp() <= 0) {
?? ??? ??? ?setAlive(false);
?? ??? ??? ?gameFrame.removeList.add(this);
?
?? ??? ?} else {
?? ??? ??? ?// 添加生命值
?? ??? ??? ?addHp(g, 30, 80, 80, 20, Color.GREEN);
?? ??? ??? ?//绘制技能图片
?? ??? ??? ?g.drawImage(abilityOne, getX() + 360, getY() + 180, null);
?? ??? ??? ?g.drawImage(abilityTwo, getX() + 400, getY() + 40, null);
?? ??? ??? ?g.drawImage(abilityThree, getX() + 520, getY() - 30, null);
?? ??? ??? ?// 绘制图片
?? ??? ??? ?g.drawImage(this.getImg(), getX() - 33, getY() - 50, null);
?? ??? ??? ?// 改变画笔颜色
?? ??? ??? ?//g.setColor(Color.GREEN);
?? ??? ??? ?// 绘制中心圆点
?? ??? ??? ?//g.fillOval(getX(), getY(), 10, 10);
?? ??? ??? ?// 绘制矩形边框
?? ??? ??? ?//g.drawRect(getX() - 23, getY() - 50, 60, 120);
?? ??? ??? ?move();
?? ??? ??? ?abilityEffect(g);
?? ??? ?}
?? ?}
?
?? ?@Override
?? ?public Rectangle getRec() {
?? ??? ?// TODO Auto-generated method stub
?? ??? ?return new Rectangle(getX() - 30, getY() - 60, 60, 120);
?? ?}
?
}

4,

package com.sxt;
?
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Polygon;
import java.awt.Toolkit;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.util.ArrayList;
import java.util.Random;
?
import com.sxt.beast.Beast;
?
public class ChampionDaji extends Champion {
?
?? ?// 技能是否处于释放状态
?? ?boolean ifAbilityOne = false;
?? ?boolean ifAbilityTwo = false;
?? ?// 鼠标监视器
?? ?MouseMonitor m;
?? ?// 一技能多边形
?? ?Polygon p;
?? ?// 一技能三角函数
?? ?double sin;
?? ?double cos;
?? ?// 一技能已经攻击过的目标
?? ?ArrayList<GameObject> attacked;
?? ?// 一技能移动次数
?? ?int step = 0;
?? ?// 技能二目标
?? ?GameObject abilityTwoTarget;
?? ?// 技能二子弹
?? ?Bullet abilityTwoBullet;
?? ?// 三技能子弹列表
?? ?Bullet[] bulletList = { new Bullet(), new Bullet(), new Bullet(), new Bullet(), new Bullet() };
?
?? ?public ChampionDaji(GameFrame gameFrame) {
?? ??? ?super(gameFrame);
?? ??? ?abilityOne = Toolkit.getDefaultToolkit().getImage("img/abilityOne.jpg");
?? ??? ?abilityTwo = Toolkit.getDefaultToolkit().getImage("img/abilityTwo.jpg");
?? ??? ?abilityThree = Toolkit.getDefaultToolkit().getImage("img/abilityThree.jpg");
?? ??? ?classical = Toolkit.getDefaultToolkit().getImage("img/Classical.jpg");
?? ??? ?// 三个技能冷却时间
?? ??? ?coolDownTimeOne = 6000;
?? ??? ?coolDownTimeTwo = 8000;
?? ??? ?coolDownTimeThree = 8000;
?? ?}
?
?? ?public void exit() {
?? ??? ?this.gameFrame.removeMouseListener(m);
?? ?}
?
?? ?public void abilityOneMove() {
?? ??? ?p.translate((int) (50 * cos), -(int) (50 * sin));
?? ??? ?for (GameObject redObj : gameFrame.objList) {
?? ??? ??? ?// 是红色方小兵 && 发生碰撞 && 没在attacked列表里
?? ??? ??? ?if (redObj instanceof MinionRed && p.intersects(redObj.getRec()) && attacked.indexOf(redObj) == -1) {
?? ??? ??? ??? ?// 小兵扣血,添加到attacked里
?? ??? ??? ??? ?redObj.setCurrentHp(redObj.getCurrentHp() - 400);
?? ??? ??? ??? ?attacked.add(redObj);
?? ??? ??? ?}else if (Beast.class.isAssignableFrom(redObj.getClass()) && p.intersects(redObj.getRec()) && attacked.indexOf(redObj) == -1) {
?? ??? ??? ??? ?redObj.setCurrentHp(redObj.getCurrentHp() - 400);
?? ??? ??? ??? ?attacked.add(redObj);
?? ??? ??? ?}
?? ??? ??? ?
?? ??? ?}
?? ?}
?
?? ?@Override
?? ?public void abilityOne() {
?? ??? ?// TODO Auto-generated method stub
?? ??? ?if (coolDownOne) {
?? ??? ??? ?m = new MouseMonitor();
?? ??? ??? ?p = new Polygon();
?? ??? ??? ?gameFrame.addMouseListener(m);
?? ??? ??? ?attacked = new ArrayList<GameObject>();
?? ??? ?}
?? ?}
?
?? ?@Override
?? ?public void abilityTwo() {
?? ??? ?// TODO Auto-generated method stub
?? ??? ?if (coolDownTwo) {
?? ??? ??? ?boolean find = false;
?? ??? ??? ?for (GameObject redObj : gameFrame.objList) {
?? ??? ??? ??? ?// 是红色小兵 && 距离小于250 && 存活
?? ??? ??? ??? ?if ((redObj instanceof MinionRed || Beast.class.isAssignableFrom(redObj.getClass())) && recIntersectsCir(redObj.getRec(), getX(), getY(), 250)
?? ??? ??? ??? ??? ??? ?&& redObj.isAlive()) {
?? ??? ??? ??? ??? ?// 添加子弹
?? ??? ??? ??? ??? ?abilityTwoBullet = new Bullet(gameFrame, this, redObj, 250, 60, "img/abilityTwoBullet.png");
?? ??? ??? ??? ??? ?gameFrame.objList.add(abilityTwoBullet);
?? ??? ??? ??? ??? ?// 给目标赋值
?? ??? ??? ??? ??? ?abilityTwoTarget = redObj;
?? ??? ??? ??? ??? ?// 释放二技能
?? ??? ??? ??? ??? ?ifAbilityTwo = true;
?? ??? ??? ??? ??? ?find = true;
?? ??? ??? ??? ??? ?break;
?? ??? ??? ??? ?}
?? ??? ??? ?}
?? ??? ??? ?if (find) {
?? ??? ??? ??? ?new AbilityTwoCD().start();
?? ??? ??? ??? ?find = false;
?? ??? ??? ?}
?? ??? ?}
?? ?}
?
?? ?/**
?? ? * 点击技能三释放技能 先将技能范围内目标储存到targetList里 提前定义五个子弹 技能释放时初始化五个子弹 子弹目标从targetList里随机选择
?? ? * 如果期间目标死亡,制作一个目标替身,生命值设置为true 子弹与目标或替身碰撞后消失
?? ? */
?? ?@Override
?? ?public void abilityThree() {
?? ??? ?// TODO Auto-generated method stub
?? ??? ?// 三技能没在冷却状态
?? ??? ?if (coolDownThree) {
?? ??? ??? ?// 创建列表来储存目标
?? ??? ??? ?ArrayList<GameObject> targetList = new ArrayList<GameObject>();
?? ??? ??? ?// 遍历redList
?? ??? ??? ?for (int i = 0; i < gameFrame.objList.size(); i++) {
?? ??? ??? ??? ?GameObject target = gameFrame.objList.get(i);
?? ??? ??? ??? ?// 是红色小兵 && 在技能范围里 && 存活
?? ??? ??? ??? ?if ((target instanceof MinionRed || Beast.class.isAssignableFrom(target.getClass())) && recIntersectsCir(target.getRec(), getX(), getY(), 250)
?? ??? ??? ??? ??? ??? ?&& target.isAlive()) {
?? ??? ??? ??? ??? ?targetList.add(target);
?? ??? ??? ??? ?}
?? ??? ??? ?}
?? ??? ??? ?//找到目标
?? ??? ??? ?if(targetList.size() != 0) {
?? ??? ??? ??? ?//初始化五个子弹,随机攻击列表里的目标
?? ??? ??? ??? ?Random random = new Random();
?? ??? ??? ??? ?int count = 0;
?? ??? ??? ??? ?while(count < 5) {
?? ??? ??? ??? ??? ?int r = random.nextInt(targetList.size());
?? ??? ??? ??? ??? ?if(!targetList.get(r).isAlive()) {
?? ??? ??? ??? ??? ??? ?//目标死亡,制作替身
?? ??? ??? ??? ??? ??? ?GameObject substitute = targetList.get(r);
?? ??? ??? ??? ??? ??? ?substitute.setAlive(true);
?? ??? ??? ??? ??? ??? ?bulletList[count] = new Bullet(gameFrame, this, substitute, 250, 60, "img/abilityTwoBullet.png");
?? ??? ??? ??? ??? ?}else {
?? ??? ??? ??? ??? ??? ?bulletList[count] = new Bullet(gameFrame, this, targetList.get(r), 250, 60, "img/abilityTwoBullet.png");
?? ??? ??? ??? ??? ?}
?? ??? ??? ??? ??? ?count++;
?? ??? ??? ??? ?}
?? ??? ??? ??? ?new AbilityThreeBulletCD().start();
?? ??? ??? ??? ?new AbilityThreeCD().start();
?? ??? ??? ?}
?? ??? ?}
?? ?}
?
?? ?@Override
?? ?public void abilityEffect(Graphics g) {
?? ??? ?// TODO Auto-generated method stub
?? ??? ?if (ifAbilityOne) {
?? ??? ??? ?g.setColor(Color.RED);
?? ??? ??? ?g.fillPolygon(p);
?? ??? ??? ?abilityOneMove();
?? ??? ??? ?step++;
?? ??? ??? ?if (step == 10) {
?? ??? ??? ??? ?step = 0;
?? ??? ??? ??? ?ifAbilityOne = false;
?? ??? ??? ?}
?? ??? ?}
?? ??? ?if (ifAbilityTwo) {
?? ??? ??? ?System.out.println(abilityTwoTarget.beControlled);
?? ??? ??? ?if (abilityTwoBullet.getRec().intersects(abilityTwoTarget.getRec())) {
?? ??? ??? ??? ?new AbilityControllCD().start();
?? ??? ??? ??? ?ifAbilityTwo = false;
?? ??? ??? ?}
?? ??? ?}
?? ?}
?
?? ?// 技能一冷却时间
?? ?class AbilityOneCD extends Thread {
?? ??? ?public void run() {
?? ??? ??? ?// 将技能一设置为冷却状态
?? ??? ??? ?coolDownOne = false;
?? ??? ??? ?// 线程休眠
?? ??? ??? ?try {
?? ??? ??? ??? ?// one来表示一技能冷却时间
?? ??? ??? ??? ?int one = coolDownTimeOne;
?? ??? ??? ??? ?while (one > 0) {
?? ??? ??? ??? ??? ?Thread.sleep(1000);
?? ??? ??? ??? ??? ?System.out.println("一技能冷却时间: " + one / 1000);
?? ??? ??? ??? ??? ?one -= 1000;
?? ??? ??? ??? ?}
?? ??? ??? ?} catch (Exception e) {
?? ??? ??? ??? ?e.printStackTrace();
?? ??? ??? ?}
?? ??? ??? ?// 将技能一设置为攻击状态
?? ??? ??? ?coolDownOne = true;
?? ??? ??? ?// 线程终止
?? ??? ??? ?this.stop();
?? ??? ?}
?? ?}
?
?? ?// 技能二冷却时间
?? ?class AbilityTwoCD extends Thread {
?? ??? ?public void run() {
?? ??? ??? ?// 将技能二设置为冷却状态
?? ??? ??? ?coolDownTwo = false;
?? ??? ??? ?// 线程休眠
?? ??? ??? ?try {
?? ??? ??? ??? ?// one来表示二技能冷却时间
?? ??? ??? ??? ?int two = coolDownTimeTwo;
?? ??? ??? ??? ?while (two > 0) {
?? ??? ??? ??? ??? ?Thread.sleep(1000);
?? ??? ??? ??? ??? ?System.out.println("二技能冷却时间: " + two / 1000);
?? ??? ??? ??? ??? ?two -= 1000;
?? ??? ??? ??? ?}
?? ??? ??? ?} catch (Exception e) {
?? ??? ??? ??? ?e.printStackTrace();
?? ??? ??? ?}
?? ??? ??? ?// 将技能二设置为攻击状态
?? ??? ??? ?coolDownTwo = true;
?? ??? ??? ?// 线程终止
?? ??? ??? ?this.stop();
?? ??? ?}
?? ?}
?
?? ?// 技能二控制时间
?? ?class AbilityControllCD extends Thread {
?? ??? ?public void run() {
?? ??? ??? ?abilityTwoTarget.beControlled = true;
?? ??? ??? ?// 线程休眠
?? ??? ??? ?try {
?? ??? ??? ??? ?Thread.sleep(20000);
?? ??? ??? ?} catch (Exception e) {
?? ??? ??? ??? ?e.printStackTrace();
?? ??? ??? ?}
?? ??? ??? ?abilityTwoTarget.beControlled = false;
?? ??? ??? ?this.stop();
?? ??? ?}
?
?? ?}
?? ?// 技能三冷却时间
?? ?class AbilityThreeCD extends Thread {
?? ??? ?public void run() {
?? ??? ??? ?// 将技能三设置为冷却状态
?? ??? ??? ?coolDownThree = false;
?? ??? ??? ?// 线程休眠
?? ??? ??? ?try {
?? ??? ??? ??? ?// three来表示三技能冷却时间
?? ??? ??? ??? ?int three = coolDownTimeThree;
?? ??? ??? ??? ?while (three > 0) {
?? ??? ??? ??? ??? ?Thread.sleep(1000);
?? ??? ??? ??? ??? ?System.out.println("三技能冷却时间: " + three / 1000);
?? ??? ??? ??? ??? ?three -= 1000;
?? ??? ??? ??? ?}
?? ??? ??? ?} catch (Exception e) {
?? ??? ??? ??? ?e.printStackTrace();
?? ??? ??? ?}
?? ??? ??? ?// 将技能三设置为攻击状态
?? ??? ??? ?coolDownThree = true;
?? ??? ??? ?// 线程终止
?? ??? ??? ?this.stop();
?? ??? ?}
?? ?}
?? ?
?? ?//技能三子弹时间间隔
?? ?class AbilityThreeBulletCD extends Thread{
?? ??? ?public void run() {
?? ??? ??? ?try {
?? ??? ??? ??? ?gameFrame.objList.add(bulletList[0]);
?? ??? ??? ??? ?Thread.sleep(200);
?? ??? ??? ??? ?gameFrame.objList.add(bulletList[1]);
?? ??? ??? ??? ?Thread.sleep(200);
?? ??? ??? ??? ?gameFrame.objList.add(bulletList[2]);
?? ??? ??? ??? ?Thread.sleep(200);
?? ??? ??? ??? ?gameFrame.objList.add(bulletList[3]);
?? ??? ??? ??? ?Thread.sleep(200);
?? ??? ??? ??? ?gameFrame.objList.add(bulletList[4]);
?? ??? ??? ?}catch(Exception e) {
?? ??? ??? ??? ?e.printStackTrace();
?? ??? ??? ?}
?? ??? ??? ?this.stop();
?? ??? ?}
?? ?}
?
?? ?// 鼠标监视器
?? ?private class MouseMonitor extends MouseAdapter {
?? ??? ?@Override
?? ??? ?public void mousePressed(MouseEvent e) {// 当鼠标点击时
?? ??? ??? ?int mouseX = e.getX(), mouseY = e.getY(), playerX = 700, playerY = 350;
?? ??? ??? ?double dis = getDis(mouseX, mouseY, playerX, playerY);
?? ??? ??? ?// 三角函数
?? ??? ??? ?cos = (mouseX - playerX) / dis;
?? ??? ??? ?sin = -(mouseY - playerY) / dis;
?? ??? ??? ?// 坐标差
?? ??? ??? ?int difX = (int) (60 * sin);
?? ??? ??? ?int difY = (int) (60 * cos);
?? ??? ??? ?p.addPoint(getX() - difX, getY() - difY);
?? ??? ??? ?p.addPoint(getX() + difX, getY() + difY);
?? ??? ??? ?p.addPoint(getX() + difX + (int) (20 * cos), getY() + difY - (int) (20 * sin));
?? ??? ??? ?p.addPoint(getX() - difX + (int) (20 * cos), getY() - difY - (int) (20 * sin));
?? ??? ??? ?exit();
?? ??? ??? ?new AbilityOneCD().start();
?? ??? ??? ?ifAbilityOne = true;
?? ??? ?}
?? ?}
}

5,

package com.sxt;
?
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Polygon;
import java.awt.Toolkit;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.util.ArrayList;
?
import javax.swing.JButton;
?
import com.sxt.beast.Beast;
?
public class ChampionHouyi extends Champion {
?
?? ?// 技能是否处于释放状态
?? ?boolean ifAbilityThree = false;
?? ?boolean ifAbilityTwo = false;
?? ?// 鼠标监视器
?? ?MouseMonitor m;
?? ?MouseMonitorTwo m2;
?? ?// 三技能多边形
?? ?Polygon p;
?? ?// 三技能三角函数
?? ?double sin;
?? ?double cos;
?? ?// 三技能命中的目标
?? ?GameObject abilityThreeTarget;
?? ?// 三技能是否出界
?? ?boolean ifXOutside;
?? ?boolean ifYOutside;
?? ?// 二技能位置
?? ?int X_AbilityTwo;
?? ?int Y_AbilityTwo;
?
?? ?public ChampionHouyi(GameFrame gameFrame) {
?? ??? ?super(gameFrame);
?? ??? ?abilityOne = Toolkit.getDefaultToolkit().getImage("img/HyabilityOne.jpg");
?? ??? ?abilityTwo = Toolkit.getDefaultToolkit().getImage("img/HyabilityTwo.jpg");
?? ??? ?abilityThree = Toolkit.getDefaultToolkit().getImage("img/HyabilityThree.jpg");
?? ??? ?classical = Toolkit.getDefaultToolkit().getImage("img/后羿-辉光之辰.jpg");
?? ??? ?// 三个技能冷却时间
?? ??? ?coolDownTimeOne = 14000;
?? ??? ?coolDownTimeTwo = 10000;
?? ??? ?coolDownTimeThree = 28000;
?? ??? ?// TODO Auto-generated constructor stub
?? ?}
?
?? ?public ChampionHouyi(GameFrame gameFrame, int i, int j) {
?? ??? ?// TODO Auto-generated constructor stub
?? ??? ?super(gameFrame, i, j);
?? ?}
?
?? ?public void exit(MouseAdapter ma) {
?? ??? ?this.gameFrame.removeMouseListener(ma);
?? ?}
?
?? ?public void attack() {
?? ??? ?if (isAttackCoolDown()) {
?? ??? ??? ?ArrayList<GameObject> targets = new ArrayList<GameObject>();// 目标列表,最多三个目标
?? ??? ??? ?for (GameObject redObj : this.gameFrame.redList) {
?? ??? ??? ??? ?if (this.recIntersectsCir(redObj.getRec(), getX() - 250, getY() - 250, 500)) {
?? ??? ??? ??? ??? ?targets.add(redObj);
?? ??? ??? ??? ??? ?if (targets.size() == 3) {
?? ??? ??? ??? ??? ??? ?break;
?? ??? ??? ??? ??? ?}
?? ??? ??? ??? ?}
?? ??? ??? ?}
?? ??? ??? ?for (GameObject beastObj : this.gameFrame.beast.beastList) {
?? ??? ??? ??? ?if (this.recIntersectsCir(beastObj.getRec(), getX() - 250, getY() - 250, 500)) {
?? ??? ??? ??? ??? ?targets.add(beastObj);
?? ??? ??? ??? ??? ?if (targets.size() == 3) {
?? ??? ??? ??? ??? ??? ?break;
?? ??? ??? ??? ??? ?}
?? ??? ??? ??? ?}
?? ??? ??? ?}
?? ??? ??? ?for (int i = 0; i < targets.size(); i++) {
?? ??? ??? ??? ?Bullet bullet;
?? ??? ??? ??? ?if (i == 0) {
?? ??? ??? ??? ??? ?bullet = new Bullet(gameFrame, this, targets.get(i), 400, 50, "img/bullet.gif");
?? ??? ??? ??? ?} else {
?? ??? ??? ??? ??? ?bullet = new Bullet(gameFrame, this, targets.get(i), 200, 50, "img/bullet.gif");
?? ??? ??? ??? ?}
?? ??? ??? ??? ?gameFrame.objList.add(bullet);
?? ??? ??? ?}
?? ??? ??? ?new AttackCD().start();
?? ??? ?}
?? ?}
?
?? ?public void abilityTwoAttack() {
?? ??? ?for (GameObject redObj : this.gameFrame.objList) {
?? ??? ??? ?if (redObj instanceof MinionRed || Beast.class.isAssignableFrom(redObj.getClass())) {
?? ??? ??? ??? ?if (this.recIntersectsCir(redObj.getRec(), X_AbilityTwo - 60, Y_AbilityTwo - 60, 120)) {
?? ??? ??? ??? ??? ?redObj.setCurrentHp(redObj.getCurrentHp() - 400);
?? ??? ??? ??? ?}
?? ??? ??? ??? ?if (this.recIntersectsCir(redObj.getRec(), X_AbilityTwo - 30, Y_AbilityTwo - 30, 60)) {
?? ??? ??? ??? ??? ?redObj.setCurrentHp(redObj.getCurrentHp() - 200);
?? ??? ??? ??? ?}
?? ??? ??? ?}
?? ??? ?}
?? ?}
?
?? ?public void abilityThreeMove() {
?? ??? ?p.translate((int) (50 * cos), -(int) (50 * sin));
?? ??? ?for (GameObject redObj : gameFrame.objList) {
?? ??? ??? ?// 是红色方小兵 && 发生碰撞
?? ??? ??? ?if ((redObj instanceof MinionRed || Beast.class.isAssignableFrom(redObj.getClass()))
?? ??? ??? ??? ??? ?&& p.intersects(redObj.getRec())) {
?? ??? ??? ??? ?// 击中目标后,目标减血并眩晕,多边形消失
?? ??? ??? ??? ?redObj.setCurrentHp(redObj.getCurrentHp() - 400);
?? ??? ??? ??? ?abilityThreeTarget = redObj;
?? ??? ??? ??? ?new AbilityControlCD().start();
?? ??? ??? ??? ?ifAbilityThree = false;
?? ??? ??? ??? ?new AbilityThreeCD().start();
?? ??? ??? ?}
?? ??? ?}
?? ??? ?if (!ifXOutside) {
?? ??? ??? ?for (int x : p.xpoints) {
?? ??? ??? ??? ?if (x < 0 || x >= 5165) {
?? ??? ??? ??? ??? ?ifXOutside = true;
?? ??? ??? ??? ??? ?break;
?? ??? ??? ??? ?}
?? ??? ??? ?}
?? ??? ?}
?? ??? ?if (!ifYOutside) {
?? ??? ??? ?for (int y : p.ypoints) {
?? ??? ??? ??? ?if (y < 0 || y >= 4085) {
?? ??? ??? ??? ??? ?ifYOutside = true;
?? ??? ??? ??? ??? ?break;
?? ??? ??? ??? ?}
?? ??? ??? ?}
?? ??? ?}
?? ?}
?
?? ?/**
?? ? * 一技能 制作游戏界面攻击按钮的替身 替换攻击按钮 新的攻击按钮事件: 1. 定义目标列表 2. 添加目标,最多添加三个 3.
?? ? * 目标列表第一个造成400伤害,其余200伤害 4. 持续5秒,结束后替换攻击按钮?
?? ? */
?? ?@Override
?? ?public void abilityOne() {
?? ??? ?// TODO Auto-generated method stub
?? ??? ?if (coolDownOne) {
?? ??? ??? ?new AbilityOneDuration().start();// 强化普攻持续时间
?? ??? ??? ?new AbilityOneCD().start();
?? ??? ?}
?? ?}
?
?? ?/**
?? ? * 二技能 先点击按钮释放技能 再点击技能范围内任意位置 之后点击的位置会出现 两个大小不同的圆 在大圆内会受到300伤害 在小圆内受到额外200伤害
?? ? */
?? ?@Override
?? ?public void abilityTwo() {
?? ??? ?// TODO Auto-generated method stub
?? ??? ?if (coolDownTwo) {
?? ??? ??? ?m2 = new MouseMonitorTwo();
?? ??? ??? ?gameFrame.addMouseListener(m2);
?? ??? ??? ?X_AbilityTwo = 0;
?? ??? ??? ?Y_AbilityTwo = 0;
?? ??? ?}
?
?? ?}
?
?? ?@Override
?? ?public void abilityThree() {
?? ??? ?// TODO Auto-generated method stub
?? ??? ?if (coolDownThree) {
?? ??? ??? ?m = new MouseMonitor();
?? ??? ??? ?p = new Polygon();
?? ??? ??? ?gameFrame.addMouseListener(m);
?? ??? ??? ?ifAbilityThree = true;
?? ??? ??? ?ifXOutside = false;
?? ??? ??? ?ifYOutside = false;
?? ??? ?}
?? ?}
?
?? ?@Override
?? ?public void abilityEffect(Graphics g) {
?? ??? ?// TODO Auto-generated method stub
?? ??? ?if (ifAbilityTwo) {
?? ??? ??? ?System.out.println("222");
?? ??? ??? ?g.setColor(Color.RED);
?? ??? ??? ?g.fillOval(X_AbilityTwo - 60, Y_AbilityTwo - 60, 120, 120);
?? ??? ??? ?g.setColor(Color.BLACK);
?? ??? ??? ?g.fillOval(X_AbilityTwo - 30, Y_AbilityTwo - 30, 60, 60);
?? ??? ??? ?abilityTwoAttack();
?? ??? ??? ?X_AbilityTwo = 0;
?? ??? ??? ?Y_AbilityTwo = 0;
?? ??? ??? ?ifAbilityTwo = false;
?? ??? ??? ?new AbilityTwoCD().start();
?? ??? ?}
?? ??? ?if (ifAbilityThree) {
?? ??? ??? ?System.out.println("333");
?? ??? ??? ?g.setColor(Color.RED);
?? ??? ??? ?g.fillPolygon(p);
?? ??? ??? ?abilityThreeMove();
?? ??? ??? ?// 如果出界,技能释放结束
?? ??? ??? ?if (ifXOutside || ifYOutside) {
?? ??? ??? ??? ?ifAbilityThree = false;
?? ??? ??? ??? ?p = new Polygon();
?? ??? ??? ??? ?new AbilityThreeCD().start();
?? ??? ??? ?}
?? ??? ?}
?? ?}
?
?? ?// 攻击冷却时间
?? ?class AttackCD extends Thread {
?? ??? ?public void run() {
?? ??? ??? ?// 将攻击功能设置为冷却状态
?? ??? ??? ?setAttackCoolDown(false);
?? ??? ??? ?// 线程休眠
?? ??? ??? ?try {
?? ??? ??? ??? ?Thread.sleep(getAttackCoolDownTime());
?? ??? ??? ?} catch (Exception e) {
?? ??? ??? ??? ?e.printStackTrace();
?? ??? ??? ?}
?? ??? ??? ?// 将攻击功能设置为攻击状态
?? ??? ??? ?setAttackCoolDown(true);
?? ??? ??? ?// 线程终止
?? ??? ??? ?this.stop();
?? ??? ?}
?? ?}
?
?? ?// 一技能冷却时间
?? ?class AbilityOneCD extends Thread {
?? ??? ?public void run() {
?? ??? ??? ?// 将攻击功能设置为冷却状态
?? ??? ??? ?coolDownOne = false;
?? ??? ??? ?// 休眠
?? ??? ??? ?try {
?? ??? ??? ??? ?// one用来储存冷却时间
?? ??? ??? ??? ?int one = coolDownTimeOne;
?? ??? ??? ??? ?while (coolDownTimeOne > 0) {
?? ??? ??? ??? ??? ?Thread.sleep(1000);
?? ??? ??? ??? ??? ?System.out.println("技能一冷却时间: " + coolDownTimeOne / 1000);
?? ??? ??? ??? ??? ?coolDownTimeOne -= 1000;
?? ??? ??? ??? ?}
?? ??? ??? ??? ?coolDownTimeOne = one;
?? ??? ??? ?} catch (Exception e) {
?? ??? ??? ??? ?e.printStackTrace();
?? ??? ??? ?}
?? ??? ??? ?// 将攻击功能解除冷却状态
?? ??? ??? ?coolDownOne = true;
?? ??? ??? ?// 线程终止
?? ??? ??? ?this.stop();
?? ??? ?}
?? ?}
?
?? ?// 技能一持续时间
?? ?class AbilityOneDuration extends Thread {
?? ??? ?public void run() {
?? ??? ??? ?// 制作攻击按钮的替身
?? ??? ??? ?JButton substitute = gameFrame.attackButton;
?? ??? ??? ?gameFrame.remove(gameFrame.attackButton);
?
?? ??? ??? ?JButton button = new JButton();
?? ??? ??? ?button.setSize(130, 132);
?? ??? ??? ?button.setLocation(1150, 430);
?? ??? ??? ?button.addActionListener(new ActionListener() {
?? ??? ??? ??? ?@Override
?? ??? ??? ??? ?public void actionPerformed(ActionEvent e) {
?? ??? ??? ??? ??? ?// 获取到的事件源就是按钮本身
?? ??? ??? ??? ??? ?attack();
?? ??? ??? ??? ?}
?? ??? ??? ?});
?? ??? ??? ?gameFrame.add(button);
?? ??? ??? ?// 休眠
?? ??? ??? ?try {
?? ??? ??? ??? ?Thread.sleep(5000);
?? ??? ??? ?} catch (Exception e) {
?? ??? ??? ??? ?e.printStackTrace();
?? ??? ??? ?}
?? ??? ??? ?gameFrame.remove(button);
?? ??? ??? ?gameFrame.add(substitute);
?? ??? ??? ?// 线程终止
?? ??? ??? ?this.stop();
?? ??? ?}
?? ?}
?
?? ?// 二技能冷却时间
?? ?class AbilityTwoCD extends Thread {
?? ??? ?public void run() {
?? ??? ??? ?// 将二技能设置为冷却状态
?? ??? ??? ?coolDownTwo = false;
?? ??? ??? ?// 休眠
?? ??? ??? ?try {
?? ??? ??? ??? ?int two = coolDownTimeTwo;
?? ??? ??? ??? ?while (coolDownTimeTwo > 0) {
?? ??? ??? ??? ??? ?Thread.sleep(1000);
?? ??? ??? ??? ??? ?System.out.println("技能二冷却时间: " + coolDownTimeTwo / 1000);
?? ??? ??? ??? ??? ?coolDownTimeTwo -= 1000;
?? ??? ??? ??? ?}
?? ??? ??? ??? ?coolDownTimeTwo = two;
?? ??? ??? ?} catch (Exception e) {
?? ??? ??? ??? ?e.printStackTrace();
?? ??? ??? ?}
?? ??? ??? ?// 将攻击功能解除冷却状态
?? ??? ??? ?coolDownTwo = true;
?? ??? ??? ?// 线程终止
?? ??? ??? ?this.stop();
?? ??? ?}
?? ?}
?
?? ?// 技能三冷却时间
?? ?class AbilityThreeCD extends Thread {
?? ??? ?public void run() {
?? ??? ??? ?// 将技能三设置为冷却状态
?? ??? ??? ?coolDownThree = false;
?? ??? ??? ?// 线程休眠
?? ??? ??? ?try {
?? ??? ??? ??? ?// three来表示三技能冷却时间
?? ??? ??? ??? ?int three = coolDownTimeThree;
?? ??? ??? ??? ?while (three > 0) {
?? ??? ??? ??? ??? ?Thread.sleep(1000);
?? ??? ??? ??? ??? ?System.out.println("三技能冷却时间: " + three / 1000);
?? ??? ??? ??? ??? ?three -= 1000;
?? ??? ??? ??? ?}
?? ??? ??? ?} catch (Exception e) {
?? ??? ??? ??? ?e.printStackTrace();
?? ??? ??? ?}
?? ??? ??? ?// 将技能三设置为攻击状态
?? ??? ??? ?coolDownThree = true;
?? ??? ??? ?// 线程终止
?? ??? ??? ?this.stop();
?? ??? ?}
?? ?}
?
?? ?// 技能三控制时间
?? ?class AbilityControlCD extends Thread {
?? ??? ?public void run() {
?? ??? ??? ?abilityThreeTarget.beControlled = true;
?? ??? ??? ?// 线程休眠
?? ??? ??? ?try {
?? ??? ??? ??? ?Thread.sleep(20000);
?? ??? ??? ?} catch (Exception e) {
?? ??? ??? ??? ?e.printStackTrace();
?? ??? ??? ?}
?? ??? ??? ?abilityThreeTarget.beControlled = false;
?? ??? ??? ?this.stop();
?? ??? ?}
?
?? ?}
?
?? ?// 鼠标监视器
?? ?private class MouseMonitorTwo extends MouseAdapter {
?? ??? ?@Override
?? ??? ?public void mousePressed(MouseEvent e) {// 当鼠标点击时
?? ??? ??? ?System.out.println("pressed");
?? ??? ??? ?int mouseX = e.getX(), mouseY = e.getY(), playerX = 700, playerY = 350;
?? ??? ??? ?double dis = getDis(mouseX, mouseY, playerX, playerY);
?? ??? ??? ?if (dis < 250) {
?? ??? ??? ??? ?X_AbilityTwo = e.getX() - playerX + getX();
?? ??? ??? ??? ?Y_AbilityTwo = e.getY() - playerY + getY();
?? ??? ??? ?}
?? ??? ??? ?ifAbilityTwo = true;
?? ??? ??? ?exit(this);
?? ??? ?}
?? ?}
?
?? ?// 鼠标监视器
?? ?private class MouseMonitor extends MouseAdapter {
?? ??? ?@Override
?? ??? ?public void mousePressed(MouseEvent e) {// 当鼠标点击时
?? ??? ??? ?int mouseX = e.getX(), mouseY = e.getY(), playerX = 700, playerY = 350;
?? ??? ??? ?double dis = getDis(mouseX, mouseY, playerX, playerY);
?? ??? ??? ?// 三角函数
?? ??? ??? ?cos = (mouseX - playerX) / dis;
?? ??? ??? ?sin = -(mouseY - playerY) / dis;
?? ??? ??? ?// 坐标差
?? ??? ??? ?int difX = (int) (60 * sin);
?? ??? ??? ?int difY = (int) (60 * cos);
?? ??? ??? ?p.addPoint(getX() - difX, getY() - difY);
?? ??? ??? ?p.addPoint(getX() + difX, getY() + difY);
?? ??? ??? ?p.addPoint(getX() + difX + (int) (20 * cos), getY() + difY - (int) (20 * sin));
?? ??? ??? ?p.addPoint(getX() - difX + (int) (20 * cos), getY() - difY - (int) (20 * sin));
?? ??? ??? ?ifAbilityThree = true;
?? ??? ??? ?exit(this);
?? ??? ?}
?? ?}
?
}

6,

package com.sxt;
?
import java.awt.Graphics;
import java.awt.Image;
import java.awt.Toolkit;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.util.ArrayList;
?
import javax.swing.JButton;
import javax.swing.JFrame;
?
import com.sxt.beast.Beast;
?
public class GameFrame extends JFrame {
?
?? ?// 游戏模式 0 选择英雄,1 游戏开始,2 游戏胜利,3 游戏失败
?? ?int state = 0;
?? ?// 窗口尺寸
?? ?private int windowWidth = 1400;
?? ?private int windowHeight = 700;
?? ?// 双缓冲图片
?? ?private Image offScreenImage = null;
?? ?// 攻击图片
?? ?private Image attack = Toolkit.getDefaultToolkit().getImage("img/attack.jpg");
?? ?//游戏胜利失败图片
?? ?private Image gameWin = Toolkit.getDefaultToolkit().getImage("img/gameWin.png");
?? ?private Image gameLose = Toolkit.getDefaultToolkit().getImage("img/gameLose.png");
?? ?// 游戏背景
?? ?Background background = new Background(this);
?? ?// 游戏玩家
?? ?Champion player;
?? ?Champion champion = new ChampionHouyi(this,700,3800);
?? ?// 双方小兵
?? ?MinionBlue mb = new MinionBlue(this);
?? ?MinionRed mr = new MinionRed(this);
?? ?// 防御塔
?? ?Turret turret = new Turret(this);
?? ?//野怪
?? ?public Beast beast = new Beast(this);
?? ?// 攻击按钮
?? ?JButton attackButton;
?? ?// 游戏元素列表
?? ?public ArrayList<GameObject> objList = new ArrayList<GameObject>();
?? ?ArrayList<GameObject> redList = new ArrayList<GameObject>();// 红色方
?? ?ArrayList<GameObject> blueList = new ArrayList<GameObject>();// 蓝色方
?? ?public ArrayList<GameObject> removeList = new ArrayList<GameObject>();// 存放将要删除的元素
?
?? ?public void launch() {
?? ??? ?// 设置尺寸
?? ??? ?setSize(windowWidth, windowHeight);
?? ??? ?// 窗口居中
?? ??? ?setLocationRelativeTo(null);
?? ??? ?// 关闭事件
?? ??? ?setDefaultCloseOperation(3);
?? ??? ?// 用户不能调整窗口大小
?? ??? ?setResizable(false);
?? ??? ?// 标题
?? ??? ?setTitle("王者荣耀");
?? ??? ?// 窗口可见
?? ??? ?setVisible(true);
?? ??? ?// 添加键盘监视器
?? ??? ?this.addKeyListener(new GameFrame.KeyMonitor());
?? ??? ?// 添加游戏元素
?? ??? ?objList.add(background);
?? ??? ?objList.addAll(turret.turretList);
?? ??? ?objList.addAll(beast.beastList);
?? ??? ?blueList.add(turret.turretList.get(0));
?? ??? ?redList.add(turret.turretList.get(4));
?
?? ??? ?/**
?? ??? ? * 攻击按钮
?? ??? ? */
?? ??? ?attackButton = new JButton();
?? ??? ?attackButton.setSize(130, 132);
?? ??? ?attackButton.setLocation(1150, 430);
?? ??? ?attackButton.addActionListener(new ActionListener() {
?? ??? ??? ?@Override
?? ??? ??? ?public void actionPerformed(ActionEvent e) {
?? ??? ??? ??? ?// 按钮事件
?? ??? ??? ??? ?player.attack(redList);
?? ??? ??? ?}
?? ??? ?});
?? ??? ?this.add(attackButton);
?
?? ??? ?while (true) {
?? ??? ??? ?if (state == 1) {
?? ??? ??? ??? ?// 添加小兵
?? ??? ??? ??? ?//mb.createMinion(this, blueList);
?? ??? ??? ??? ?//mr.createMinion(this, redList);
?? ??? ??? ??? ?// 添加防御塔
?? ??? ??? ??? ?turret.addTurret();
?? ??? ??? ?}
?? ??? ??? ?repaint();
?? ??? ??? ?try {
?? ??? ??? ??? ?Thread.sleep(17);
?? ??? ??? ?} catch (Exception e) {
?? ??? ??? ??? ?e.printStackTrace();
?? ??? ??? ?}
?? ??? ?}
?? ?}
?
?? ?public void paint(Graphics g) {
?? ??? ?if (offScreenImage == null) {
?? ??? ??? ?offScreenImage = this.createImage(5984, 4452);
?? ??? ?}
?? ??? ?Graphics gImage = offScreenImage.getGraphics();
?? ??? ?if (state == 0) {
?? ??? ??? ?for(int i = 0; i < champion.championList.size(); i++) {
?? ??? ??? ??? ?//添加图片
?? ??? ??? ??? ?Image classical = champion.championList.get(i).classical;
?? ??? ??? ??? ?gImage.drawImage(classical, i*160, 20, null);
?? ??? ??? ??? ?
?? ??? ??? ??? ?//添加按钮
?? ??? ??? ??? ?JButton championButton = new JButton();
?? ??? ??? ??? ?championButton.setSize(150, 150);
?? ??? ??? ??? ?championButton.setLocation(i*150, 0);
?? ??? ??? ??? ?int a = i;
?? ??? ??? ??? ?championButton.addActionListener(new ActionListener() {
?? ??? ??? ??? ??? ?@Override
?? ??? ??? ??? ??? ?public void actionPerformed(ActionEvent e) {
?? ??? ??? ??? ??? ??? ?state = 1;
?? ??? ??? ??? ??? ??? ?player = champion.championList.get(a);
?? ??? ??? ??? ??? ??? ?objList.add(player);
?? ??? ??? ??? ??? ??? ?player.addButton();
?? ??? ??? ??? ??? ?}
?? ??? ??? ??? ?});
?? ??? ??? ??? ?this.add(championButton);
?? ??? ??? ?}
?? ??? ?} else if (state == 1) {
?? ??? ??? ?for (int i = 0; i < objList.size(); i++) {
?? ??? ??? ??? ?objList.get(i).paintSelf(gImage);
?? ??? ??? ?}
?? ??? ??? ?// 绘制攻击图片
?? ??? ??? ?gImage.drawImage(attack, player.getX() + 500, player.getY() + 100, null);
?? ??? ??? ?objList.removeAll(removeList);
?? ??? ?} else if (state == 2) {//游戏胜利
?? ??? ??? ?gImage.drawImage(gameWin, 0, 5, null);
?? ??? ?} else if (state == 3) {//游戏失败
?? ??? ??? ?gImage.drawImage(gameLose, 0, 5, null);
?? ??? ?}
?? ??? ?if (state != 1) {
?? ??? ??? ?g.drawImage(offScreenImage, 0, 0, null);
?? ??? ?} else {
?? ??? ??? ?g.drawImage(offScreenImage, -player.getX() + 700, -player.getY() + 350, null);
?? ??? ?}
?? ??? ?/**
?? ??? ? * 添加按钮后不能调用键盘事件 因为程序的焦点变成了按钮 this.requestFocus() 把焦点重新改变到游戏界面上
?? ??? ? */
?? ??? ?this.requestFocus();
?? ?}
?
?? ?// main方法
?? ?public static void main(String[] args) {
?? ??? ?GameFrame gameFrame = new GameFrame();
?? ??? ?gameFrame.launch();
?? ?}
?
?? ?// 键盘事件
?? ?private class KeyMonitor extends KeyAdapter {
?? ??? ?@Override
?? ??? ?public void keyPressed(KeyEvent e) {
?? ??? ??? ?int key = e.getKeyCode();
?? ??? ??? ?player.keyPressed(e);
?? ??? ?}
?
?? ??? ?@Override
?? ??? ?public void keyReleased(KeyEvent e) {
?? ??? ??? ?int key = e.getKeyCode();
?? ??? ??? ?player.keyReleased(e);
?? ??? ?}
?? ?}
}

7,

package com.sxt;
?
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.Rectangle;
import java.awt.Toolkit;
import java.util.ArrayList;
?
import com.sxt.beast.Beast;
?
public abstract class GameObject {
?
?? ?// 坐标
?? ?private int x;
?? ?private int y;
?? ?// 图片
?? ?private Image img;
?? ?// 游戏界面
?? ?public GameFrame gameFrame;
?? ?// 速度
?? ?private int spd;
?? ?// 初始生命值
?? ?private int hp;
?? ?// 当前生命值
?? ?private int currentHp;
?? ?// 攻击目标
?? ?private GameObject target;
?? ?// 是否有目标
?? ?private boolean hasTarget = false;
?? ?// 攻击距离
?? ?private int dis;
?? ?// 攻击时间间隔
?? ?private int attackCoolDownTime;
?? ?// 攻击是否冷却
?? ?private boolean attackCoolDown = true;
?? ?// 是否存活
?? ?private boolean alive = true;
?? ?// 是否被控制
?? ?boolean beControlled = false;
?
?? ?public GameObject(GameFrame gameFrame) {
?? ??? ?this.gameFrame = gameFrame;
?? ?}
?
?? ?public GameObject(int x, int y, GameFrame gameFrame) {
?? ??? ?this.x = x;
?? ??? ?this.y = y;
?? ??? ?this.gameFrame = gameFrame;
?? ?}
?
?? ?public GameObject() {
?? ??? ?// TODO Auto-generated constructor stub
?? ?}
?
?? ?public void addHp(Graphics g, int difX, int difY, int width, int height, Color color) {
?? ??? ?// 绘制外部轮廓
?? ??? ?g.setColor(Color.black);
?? ??? ?g.drawRect(getX() - difX, getY() - difY, width, height);
?? ??? ?// 填充矩形
?? ??? ?g.setColor(color);
?? ??? ?g.fillRect(getX() - difX, getY() - difY, (int) (width * getCurrentHp() / getHp()), height);
?? ?}
?
?? ?public double getDis(int x1, int y1, int x2, int y2) {
?? ??? ?return Math.sqrt(Math.pow(x1 - x2, 2) + Math.pow(y1 - y2, 2));
?? ?}
?
?? ?// 矩形矩形碰撞检测
?? ?public boolean recIntersectsRec(Rectangle r1, Rectangle r2) {
?? ??? ?return r1.intersects(r2);
?? ?}
?
?? ?public boolean recIntersectsCir(Rectangle rec, int x, int y, int r) {
?? ??? ?/** 矩形于圆相交: 圆心到至少一个矩形定点的距离小于r */
?? ??? ?if ((getDis(x, y, rec.x, rec.y) < r) || (getDis(x, y, rec.x, rec.y + rec.height) < r)
?? ??? ??? ??? ?|| (getDis(x, y, rec.x + rec.width, rec.y) < r)
?? ??? ??? ??? ?|| (getDis(x, y, rec.x + rec.width, rec.y + rec.height) < r)) {
?? ??? ??? ?return true;
?? ??? ?}
?? ??? ?return false;
?? ?}
?
?? ?// 攻击方法
?? ?public void attack(ArrayList<GameObject> gameObjList) {
?? ??? ?if (hasTarget) {
?? ??? ??? ?// 目标离开范围后寻找新的目标
?? ??? ??? ?if (!recIntersectsCir(target.getRec(), getX(), getY(), getDis())) {
?? ??? ??? ??? ?setHasTarget(false);
?? ??? ??? ?}
?? ??? ??? ?// 目标死亡,寻找新目标
?? ??? ??? ?else if (!target.isAlive()) {
?? ??? ??? ??? ?setHasTarget(false);
?? ??? ??? ?} else if (isAttackCoolDown() && isAlive()) {
?? ??? ??? ??? ?Bullet bullet = null;
?? ??? ??? ??? ?// 防御塔攻击
?? ??? ??? ??? ?if (Turret.class.isAssignableFrom(getClass())) {
?? ??? ??? ??? ??? ?bullet = new Bullet(gameFrame, this, getTarget(), 500, 50);
?? ??? ??? ??? ?}
?? ??? ??? ??? ?// 小兵攻击
?? ??? ??? ??? ?else if (Minion.class.isAssignableFrom(getClass())) {
?? ??? ??? ??? ??? ?bullet = new Bullet(gameFrame, this, getTarget(), 50, 30);
?? ??? ??? ??? ?}
?? ??? ??? ??? ?// 玩家攻击
?? ??? ??? ??? ?else if (this instanceof Champion) {
?? ??? ??? ??? ??? ?bullet = new Bullet(gameFrame, this, getTarget(), 500, 50, "img/bullet.gif");
?? ??? ??? ??? ?}
?? ??? ??? ??? ?gameFrame.objList.add(bullet);
?? ??? ??? ??? ?// 线程开始
?? ??? ??? ??? ?new AttackCD().start();
?? ??? ??? ?}
?? ??? ?} else {
?? ??? ??? ?// 遍历列表
?? ??? ??? ?for (GameObject obj : gameObjList) {
?? ??? ??? ??? ?// 判断攻击范围(圆形)与敌方(矩形)是否相交
?? ??? ??? ??? ?if (recIntersectsCir(obj.getRec(), getX(), getY(), getDis())) {
?? ??? ??? ??? ??? ?// 找到目标
?? ??? ??? ??? ??? ?setTarget(obj);
?? ??? ??? ??? ??? ?setHasTarget(true);
?? ??? ??? ??? ??? ?// 跳出循环
?? ??? ??? ??? ??? ?break;
?? ??? ??? ??? ?}
?? ??? ??? ?}
?? ??? ??? ?// 玩家是否在攻击范围内
?? ??? ??? ?if (!hasTarget && gameObjList == gameFrame.blueList) {
?? ??? ??? ??? ?if (recIntersectsCir(gameFrame.player.getRec(), getX(), getY(), getDis())) {
?? ??? ??? ??? ??? ?// 找到目标
?? ??? ??? ??? ??? ?setTarget(gameFrame.player);
?? ??? ??? ??? ??? ?setHasTarget(true);
?? ??? ??? ??? ?}
?? ??? ??? ?} else {
?? ??? ??? ??? ?for (GameObject obj : gameFrame.beast.beastList) {
?? ??? ??? ??? ??? ?// 判断攻击范围(圆形)与敌方(矩形)是否相交
?? ??? ??? ??? ??? ?if (recIntersectsCir(obj.getRec(), getX(), getY(), getDis())) {
?? ??? ??? ??? ??? ??? ?// 找到目标
?? ??? ??? ??? ??? ??? ?setTarget(obj);
?? ??? ??? ??? ??? ??? ?setHasTarget(true);
?? ??? ??? ??? ??? ??? ?// 跳出循环
?? ??? ??? ??? ??? ??? ?break;
?? ??? ??? ??? ??? ?}
?? ??? ??? ??? ?}
?? ??? ??? ?}
?? ??? ?}
?? ?}
?
?? ?class AttackCD extends Thread {
?? ??? ?public void run() {
?? ??? ??? ?// 将攻击功能设置为冷却状态
?? ??? ??? ?setAttackCoolDown(false);
?? ??? ??? ?// 线程休眠
?? ??? ??? ?try {
?? ??? ??? ??? ?Thread.sleep(attackCoolDownTime);
?? ??? ??? ?} catch (Exception e) {
?? ??? ??? ??? ?e.printStackTrace();
?? ??? ??? ?}
?? ??? ??? ?// 将攻击功能设置为攻击状态
?? ??? ??? ?setAttackCoolDown(true);
?? ??? ??? ?// 线程终止
?? ??? ??? ?this.stop();
?? ??? ?}
?? ?}
?
?? ?// 绘制元素
?? ?public abstract void paintSelf(Graphics g);
?
?? ?// 返回矩形
?? ?public abstract Rectangle getRec();
?
?? ?/**
?? ? * @return the x
?? ? */
?? ?public int getX() {
?? ??? ?return x;
?? ?}
?
?? ?/**
?? ? * @param x the x to set
?? ? */
?? ?public void setX(int x) {
?? ??? ?this.x = x;
?? ?}
?
?? ?/**
?? ? * @return the y
?? ? */
?? ?public int getY() {
?? ??? ?return y;
?? ?}
?
?? ?/**
?? ? * @param y the y to set
?? ? */
?? ?public void setY(int y) {
?? ??? ?this.y = y;
?? ?}
?
?? ?/**
?? ? * @return the img
?? ? */
?? ?public Image getImg() {
?? ??? ?return img;
?? ?}
?
?? ?/**
?? ? * @param img the img to set
?? ? */
?? ?public void setImg(String img) {
?? ??? ?this.img = Toolkit.getDefaultToolkit().getImage(img);
?? ?}
?
?? ?/**
?? ? * @return the spd
?? ? */
?? ?public int getSpd() {
?? ??? ?return spd;
?? ?}
?
?? ?/**
?? ? * @param spd the spd to set
?? ? */
?? ?public void setSpd(int spd) {
?? ??? ?this.spd = spd;
?? ?}
?
?? ?/**
?? ? * @return the hp
?? ? */
?? ?public int getHp() {
?? ??? ?return hp;
?? ?}
?
?? ?/**
?? ? * @param hp the hp to set
?? ? */
?? ?public void setHp(int hp) {
?? ??? ?this.hp = hp;
?? ?}
?
?? ?/**
?? ? * @return the currentHp
?? ? */
?? ?public int getCurrentHp() {
?? ??? ?return currentHp;
?? ?}
?
?? ?/**
?? ? * @param currentHp the currentHp to set
?? ? */
?? ?public void setCurrentHp(int currentHp) {
?? ??? ?if (currentHp < getHp()) {
?? ??? ??? ?if (Beast.class.isAssignableFrom(getClass())) {
?? ??? ??? ??? ?System.out.println("yes");
?? ??? ??? ??? ?setTarget(gameFrame.player);
?? ??? ??? ??? ?setHasTarget(true);
?? ??? ??? ?}
?? ??? ?}
?? ??? ?this.currentHp = currentHp;
?? ?}
?
?? ?/**
?? ? * @return the target
?? ? */
?? ?public GameObject getTarget() {
?? ??? ?return target;
?? ?}
?
?? ?/**
?? ? * @param target the target to set
?? ? */
?? ?public void setTarget(GameObject target) {
?? ??? ?this.target = target;
?? ?}
?
?? ?/**
?? ? * @return the hasTarget
?? ? */
?? ?public boolean isHasTarget() {
?? ??? ?return hasTarget;
?? ?}
?
?? ?/**
?? ? * @param hasTarget the hasTarget to set
?? ? */
?? ?public void setHasTarget(boolean hasTarget) {
?? ??? ?this.hasTarget = hasTarget;
?? ?}
?
?? ?/**
?? ? * @return the dis
?? ? */
?? ?public int getDis() {
?? ??? ?return dis;
?? ?}
?
?? ?/**
?? ? * @param dis the dis to set
?? ? */
?? ?public void setDis(int dis) {
?? ??? ?this.dis = dis;
?? ?}
?
?? ?/**
?? ? * @return the attackCoolDownTime
?? ? */
?? ?public int getAttackCoolDownTime() {
?? ??? ?return attackCoolDownTime;
?? ?}
?
?? ?/**
?? ? * @param attackCoolDownTime the attackCoolDownTime to set
?? ? */
?? ?public void setAttackCoolDownTime(int attackCoolDownTime) {
?? ??? ?this.attackCoolDownTime = attackCoolDownTime;
?? ?}
?
?? ?/**
?? ? * @return the attackCoolDown
?? ? */
?? ?public boolean isAttackCoolDown() {
?? ??? ?return attackCoolDown;
?? ?}
?
?? ?/**
?? ? * @param attackCoolDown the attackCoolDown to set
?? ? */
?? ?public void setAttackCoolDown(boolean attackCoolDown) {
?? ??? ?this.attackCoolDown = attackCoolDown;
?? ?}
?
?? ?/**
?? ? * @return the alive
?? ? */
?? ?public boolean isAlive() {
?? ??? ?return alive;
?? ?}
?
?? ?/**
?? ? * @param alive the alive to set
?? ? */
?? ?public void setAlive(boolean alive) {
?? ??? ?this.alive = alive;
?? ?}
}

8,

package com.sxt;
?
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Rectangle;
import java.util.ArrayList;
?
public abstract class Minion extends GameObject {
?
?? ?// 是否生成下一个小兵
?? ?private boolean nextMinion = true;
?? ?// 是否生成下一波小兵
?? ?private boolean nextLine = true;
?? ?// 生成小兵数量
?? ?private int minionCount = 0;
?? ?// 是否检测到目标
?? ?private boolean ifFindTarget = false;
?
?? ?public Minion(GameFrame gameFrame) {
?? ??? ?super(gameFrame);
?? ??? ?setHp(800);
?? ??? ?setCurrentHp(getHp());
?? ??? ?setDis(100);
?? ??? ?setAttackCoolDownTime(2000);
?? ??? ?// TODO Auto-generated constructor stub
?? ?}
?
?? ?/**
?? ? * (1325, 3750) (4425, 3750) (5050, 3125) (5050, 1125)
?? ? */
?
?? ?public abstract void move(ArrayList<GameObject> objList);
?
?? ?/**
?? ? * @param x: ? ? ? 下一步的横坐标
?? ? * @param y: ? ? ? 下一步的纵坐标
?? ? * @param objList: 小兵列表
?? ? * @return 下一步位置与其他小兵是否碰撞
?? ? */
?? ?public boolean hitMinion(int x, int y, ArrayList<GameObject> objList) {
?? ??? ?// 新的区域生成矩形
?? ??? ?Rectangle r = new Rectangle(x - 16, y - 16, 45, 45);
?? ??? ?for (GameObject obj : objList) {
?? ??? ??? ?// 相同类 && 不是自身
?? ??? ??? ?if (obj.getClass() == this.getClass() && obj != this) {
?? ??? ??? ??? ?if (r.intersects(obj.getRec())) {
?? ??? ??? ??? ??? ?return true;
?? ??? ??? ??? ?}
?? ??? ??? ?}
?? ??? ?}
?? ??? ?return false;
?? ?}
?
?? ?public void findTarget(ArrayList<GameObject> objList) {
?? ??? ?for (GameObject obj : objList) {
?? ??? ??? ?if (recIntersectsCir(obj.getRec(), getX(), getY(), 200)) {
?? ??? ??? ??? ?setTarget(obj);
?? ??? ??? ??? ?setIfFindTarget(true);
?? ??? ??? ?}
?? ??? ?}
?? ??? ?if (objList == gameFrame.blueList) {
?? ??? ??? ?if (recIntersectsCir(gameFrame.player.getRec(), getX(), getY(), 200)) {
?? ??? ??? ??? ?setTarget(gameFrame.player);
?? ??? ??? ??? ?setIfFindTarget(true);
?? ??? ??? ?}
?? ??? ?}
?? ?}
?
?? ?public void moveToTarget() {
?? ??? ?double dis = getDis(getX(), getY(), getTarget().getX(), getTarget().getY());
?? ??? ?int xSpeed = (int) (getSpd() * (getTarget().getX() - getX()) / dis);
?? ??? ?int ySpeed = (int) (getSpd() * (getTarget().getY() - getY()) / dis);
?? ??? ?if (!hitMinion(getX() + xSpeed, getY(), gameFrame.objList)) {
?? ??? ??? ?setX(getX() + xSpeed);
?? ??? ?}
?? ??? ?if (!hitMinion(getX(), getY() + ySpeed, gameFrame.objList)) {
?? ??? ??? ?setY(getY() + ySpeed);
?? ??? ?}
?? ?}
?
?? ?public void createMinion(GameFrame gameFrame, ArrayList<GameObject> minionList) {
?? ??? ?if (nextLine) {
?? ??? ??? ?if (nextMinion) {
?? ??? ??? ??? ?// 蓝色方小兵
?? ??? ??? ??? ?if (minionList == this.gameFrame.blueList) {
?? ??? ??? ??? ??? ?MinionBlue mb = new MinionBlue(gameFrame);
?? ??? ??? ??? ??? ?gameFrame.objList.add(mb);
?? ??? ??? ??? ??? ?minionList.add(mb);
?? ??? ??? ??? ?}
?? ??? ??? ??? ?// 红色方小兵
?? ??? ??? ??? ?else {
?? ??? ??? ??? ??? ?MinionRed mr = new MinionRed(gameFrame);
?? ??? ??? ??? ??? ?gameFrame.objList.add(mr);
?? ??? ??? ??? ??? ?minionList.add(mr);
?? ??? ??? ??? ?}
?? ??? ??? ??? ?minionCount++;
?? ??? ??? ??? ?new NextMinion().start();
?? ??? ??? ?}
?? ??? ??? ?if (minionCount == 3) {
?? ??? ??? ??? ?minionCount = 0;
?? ??? ??? ??? ?new NextLine().start();
?? ??? ??? ?}
?? ??? ?}
?? ?}
?
?? ?// 每个小兵生成时间
?? ?class NextMinion extends Thread {
?? ??? ?public void run() {
?? ??? ??? ?nextMinion = false;
?? ??? ??? ?// 休眠1.5s
?? ??? ??? ?try {
?? ??? ??? ??? ?Thread.sleep(1500);
?? ??? ??? ?} catch (Exception e) {
?? ??? ??? ??? ?e.printStackTrace();
?? ??? ??? ?}
?? ??? ??? ?nextMinion = true;
?? ??? ??? ?// 线程终止
?? ??? ??? ?this.stop();
?? ??? ?}
?? ?}
?
?? ?// 每波小兵生成时间
?? ?class NextLine extends Thread {
?? ??? ?public void run() {
?? ??? ??? ?nextLine = false;
?? ??? ??? ?// 休眠15s
?? ??? ??? ?try {
?? ??? ??? ??? ?Thread.sleep(15000);
?? ??? ??? ?} catch (Exception e) {
?? ??? ??? ??? ?e.printStackTrace();
?? ??? ??? ?}
?? ??? ??? ?nextLine = true;
?? ??? ??? ?// 线程终止
?? ??? ??? ?this.stop();
?? ??? ?}
?? ?}
?
?? ?@Override
?? ?public void paintSelf(Graphics g) {
?? ??? ?// TODO Auto-generated method stub
?? ??? ?// 生命值为0
?? ??? ?if (getCurrentHp() <= 0) {
?? ??? ??? ?setAlive(false);
?? ??? ??? ?gameFrame.removeList.add(this);
?? ??? ??? ?if (this instanceof MinionBlue) {
?? ??? ??? ??? ?gameFrame.blueList.remove(this);
?? ??? ??? ?} else {
?? ??? ??? ??? ?gameFrame.redList.remove(this);
?? ??? ??? ?}
?? ??? ?} else {
?? ??? ??? ?// 添加生命值
?? ??? ??? ?if (this instanceof MinionBlue) {
?? ??? ??? ??? ?this.addHp(g, 17, 28, 45, 10, Color.GREEN);
?? ??? ??? ?} else {
?? ??? ??? ??? ?this.addHp(g, 17, 28, 45, 10, Color.RED);
?? ??? ??? ?}
?? ??? ??? ?g.drawImage(getImg(), getX() - 16, getY() - 16, null);
?? ??? ??? ?//绘制检测范围圆形
?? ??? ??? ?//g.setColor(Color.RED);
?? ??? ??? ?//g.fillOval(getX(), getY(), 10, 10);
?? ??? ??? ?//g.drawRect(getX() - 16, getY() - 16, 45, 45);
?? ??? ??? ?// 小兵移动
?? ??? ??? ?if (!beControlled) {
?? ??? ??? ??? ?if (this instanceof MinionBlue) {
?? ??? ??? ??? ??? ?move(gameFrame.redList);
?? ??? ??? ??? ?} else {
?? ??? ??? ??? ??? ?move(gameFrame.blueList);
?? ??? ??? ??? ?}
?? ??? ??? ?}
?? ??? ?}
?? ?}
?
?? ?@Override
?? ?public Rectangle getRec() {
?? ??? ?// TODO Auto-generated method stub
?? ??? ?return new Rectangle(getX() - 16, getY() - 16, 45, 45);
?? ?}
?
?? ?/**
?? ? * @return the ifFindTarget
?? ? */
?? ?public boolean isIfFindTarget() {
?? ??? ?return ifFindTarget;
?? ?}
?
?? ?/**
?? ? * @param ifFindTarget the ifFindTarget to set
?? ? */
?? ?public void setIfFindTarget(boolean ifFindTarget) {
?? ??? ?this.ifFindTarget = ifFindTarget;
?? ?}
?
}

9,

package com.sxt;
?
import java.util.ArrayList;
?
public class MinionBlue extends Minion {
?
?? ?public MinionBlue(GameFrame gameFrame) {
?? ??? ?super(gameFrame);
?? ??? ?setImg("img/blue.jpg");
?? ??? ?setX(1325);
?? ??? ?setY(3750);
?? ??? ?// TODO Auto-generated constructor stub
?? ?}
?
?? ?@Override
?? ?public void move(ArrayList<GameObject> objList) {
?? ??? ?// TODO Auto-generated method stub
?? ??? ?if (isIfFindTarget()) {
?? ??? ??? ?// 离开检测范围
?? ??? ??? ?if (!recIntersectsCir(getTarget().getRec(), getX(), getY(), 200)) {
?? ??? ??? ??? ?setIfFindTarget(false);
?? ??? ??? ?} else {
?? ??? ??? ??? ?if (!isHasTarget()) {
?? ??? ??? ??? ??? ?moveToTarget();
?? ??? ??? ??? ?}
?? ??? ??? ??? ?attack(objList);
?? ??? ??? ?}
?? ??? ?} else {
?? ??? ??? ?findTarget(objList);
?? ??? ??? ?// 原路线移动
?? ??? ??? ?if (getX() < 4425) {
?? ??? ??? ??? ?setSpd(25);
?? ??? ??? ??? ?if (!hitMinion(getX() + getSpd(), getY(), gameFrame.blueList)) {
?? ??? ??? ??? ??? ?setX(getX() + getSpd());
?
?? ??? ??? ??? ?}
?? ??? ??? ?} else if (getX() < 5100 && getX() >= 4425) {
?? ??? ??? ??? ?setSpd(20);
?? ??? ??? ??? ?if (!hitMinion(getX() + getSpd(), getY(), gameFrame.blueList)) {
?? ??? ??? ??? ??? ?setX(getX() + getSpd());
?? ??? ??? ??? ?}
?? ??? ??? ??? ?if (!hitMinion(getX(), getY() - getSpd(), gameFrame.blueList)) {
?? ??? ??? ??? ??? ?setY(getY() - getSpd());
?? ??? ??? ??? ?}
?? ??? ??? ?} else if (getX() >= 4900) {
?? ??? ??? ??? ?setSpd(18);
?? ??? ??? ??? ?if (!hitMinion(getX(), getY() - getSpd(), gameFrame.blueList)) {
?? ??? ??? ??? ??? ?setY(getY() - getSpd());
?? ??? ??? ??? ?}
?? ??? ??? ?}
?? ??? ?}
?? ?}
}

10,

package com.sxt;
?
import java.util.ArrayList;
?
public class MinionRed extends Minion {
?
?? ?public MinionRed(GameFrame gameFrame) {
?? ??? ?super(gameFrame);
?? ??? ?setImg("img/red.jpg");
?? ??? ?setX(5050);
?? ??? ?setY(1125);
?? ??? ?// TODO Auto-generated constructor stub
?? ?}
?
?? ?@Override
?? ?public void move(ArrayList<GameObject> objList) {
?? ??? ?// TODO Auto-generated method stub
?? ??? ?if (isIfFindTarget()) {
?? ??? ??? ?// 离开检测范围
?? ??? ??? ?if (!recIntersectsCir(getTarget().getRec(), getX(), getY(), 200)) {
?? ??? ??? ??? ?setIfFindTarget(false);
?? ??? ??? ?} else {
?? ??? ??? ??? ?if (!isHasTarget()) {
?? ??? ??? ??? ??? ?moveToTarget();
?? ??? ??? ??? ?}
?? ??? ??? ??? ?attack(objList);
?? ??? ??? ?}
?? ??? ?} else {
?? ??? ??? ?findTarget(objList);
?? ??? ??? ?// 原路线移动
?? ??? ??? ?if (getY() < 3125) {
?? ??? ??? ??? ?setSpd(18);
?? ??? ??? ??? ?if (!hitMinion(getX(), getY() + getSpd(), gameFrame.redList)) {
?? ??? ??? ??? ??? ?setY(getY() + getSpd());
?? ??? ??? ??? ?}
?? ??? ??? ?} else if (getY() < 3750 && getY() >= 3125) {
?? ??? ??? ??? ?setSpd(20);
?? ??? ??? ??? ?if (!hitMinion(getX(), getY() + getSpd(), gameFrame.redList)) {
?? ??? ??? ??? ??? ?setY(getY() + getSpd());
?? ??? ??? ??? ?}
?? ??? ??? ??? ?if (!hitMinion(getX() - getSpd(), getY(), gameFrame.redList)) {
?? ??? ??? ??? ??? ?setX(getX() - getSpd());
?? ??? ??? ??? ?}
?? ??? ??? ?} else if (getY() >= 3750) {
?? ??? ??? ??? ?setSpd(25);
?? ??? ??? ??? ?if (!hitMinion(getX() - getSpd(), getY(), gameFrame.redList)) {
?? ??? ??? ??? ??? ?setX(getX() - getSpd());
?? ??? ??? ??? ?}
?? ??? ??? ?}
?? ??? ?}
?? ?}
?
}

11,

package com.sxt;
?
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Rectangle;
import java.util.ArrayList;
?
public class Turret extends GameObject {
?
?? ?ArrayList<Turret> turretList = new ArrayList<Turret>();
?? ?public Turret turretBlueOne;
?? ?public Turret turretBlueTwo;
?? ?public Turret turretBlueThree;
?? ?public Turret turretBlueBase;
?? ?public Turret turretRedOne;
?? ?public Turret turretRedTwo;
?? ?public Turret turretRedThree;
?? ?public Turret turretRedBase;
?
?? ?public Turret(GameFrame gameFrame) {
?? ??? ?super(gameFrame);
?? ??? ?setImg("img/turret.png");
?
?? ??? ?// 初始化八个防御塔
?? ??? ?turretList.add(turretBlueOne = new TurretBlue(1860, 3790, gameFrame));
?? ??? ?turretList.add(turretBlueTwo = new TurretBlue(2650, 3820, gameFrame));
?? ??? ?turretList.add(turretBlueThree = new TurretBlue(3995, 3830, gameFrame));
?? ??? ?turretList.add(turretBlueBase = new TurretBlue(1130, 3650, gameFrame));
?? ??? ?turretList.add(turretRedOne = new TurretRed(5100, 3030, gameFrame));
?? ??? ?turretList.add(turretRedTwo = new TurretRed(5120, 2100, gameFrame));
?? ??? ?turretList.add(turretRedThree = new TurretRed(5060, 1570, gameFrame));
?? ??? ?turretList.add(turretRedBase = new TurretRed(4850, 1100, gameFrame));
?
?? ??? ?// TODO Auto-generated constructor stub
?? ?}
?
?? ?public Turret(int x, int y, GameFrame gameFrame) {
?? ??? ?super(x, y, gameFrame);
?? ??? ?setImg("img/turret.png");
?? ??? ?setHp(6000);
?? ??? ?setCurrentHp(getHp());
?? ??? ?setAttackCoolDownTime(1000);
?? ??? ?setDis(300);
?? ?}
?? ?
?? ?public void addTurret() {
?? ??? ?/**
?? ??? ? * 添加到objList里会被绘制出来,添加到redList和blueList才会被攻击 前一个防御塔爆炸后再把后一个添加到列表里
?? ??? ? */
?? ??? ?if (!gameFrame.turret.turretBlueOne.isAlive() && gameFrame.turret.turretBlueTwo.isAlive()
?? ??? ??? ??? ?&& gameFrame.blueList.indexOf(gameFrame.turret.turretBlueTwo) == -1) {
?? ??? ??? ?gameFrame.blueList.add(gameFrame.turret.turretBlueTwo);
?? ??? ?}
?? ??? ?if (!gameFrame.turret.turretBlueTwo.isAlive() && gameFrame.turret.turretBlueThree.isAlive()
?? ??? ??? ??? ?&& gameFrame.blueList.indexOf(gameFrame.turret.turretBlueThree) == -1) {
?? ??? ??? ?gameFrame.blueList.add(gameFrame.turret.turretBlueThree);
?? ??? ?}
?? ??? ?if (!gameFrame.turret.turretBlueThree.isAlive() && gameFrame.turret.turretBlueBase.isAlive()
?? ??? ??? ??? ?&& gameFrame.blueList.indexOf(gameFrame.turret.turretBlueBase) == -1) {
?? ??? ??? ?gameFrame.blueList.add(gameFrame.turret.turretBlueBase);
?? ??? ?}
?? ??? ?if (!gameFrame.turret.turretBlueBase.isAlive()) {
?? ??? ??? ?//游戏失败
?? ??? ??? ?gameFrame.state = 3;
?? ??? ?}
?
?? ??? ?if (!gameFrame.turret.turretRedOne.isAlive() && gameFrame.turret.turretRedTwo.isAlive()
?? ??? ??? ??? ?&& gameFrame.redList.indexOf(gameFrame.turret.turretRedTwo) == -1) {
?? ??? ??? ?gameFrame.redList.add(gameFrame.turret.turretRedTwo);
?? ??? ?}
?? ??? ?if (!gameFrame.turret.turretRedTwo.isAlive() && gameFrame.turret.turretRedThree.isAlive()
?? ??? ??? ??? ?&& gameFrame.redList.indexOf(gameFrame.turret.turretRedThree) == -1) {
?? ??? ??? ?gameFrame.redList.add(gameFrame.turret.turretRedThree);
?? ??? ?}
?? ??? ?if (!gameFrame.turret.turretRedThree.isAlive() && gameFrame.turret.turretRedBase.isAlive()
?? ??? ??? ??? ?&& gameFrame.redList.indexOf(gameFrame.turret.turretRedBase) == -1) {
?? ??? ??? ?gameFrame.redList.add(gameFrame.turret.turretRedBase);
?? ??? ?}
?? ??? ?if (!gameFrame.turret.turretRedBase.isAlive()) {
?? ??? ??? ?//游戏胜利
?? ??? ??? ?gameFrame.state = 2;
?? ??? ?}
?? ?}
?? ?
?
?? ?@Override
?? ?public void paintSelf(Graphics g) {
?? ??? ?// 生命值为0
?? ??? ?if (getCurrentHp() <= 0) {
?? ??? ??? ?setAlive(false);
?? ??? ??? ?gameFrame.removeList.add(this);
?? ??? ??? ?if (this instanceof TurretBlue) {
?? ??? ??? ??? ?gameFrame.blueList.remove(this);
?? ??? ??? ?} else {
?? ??? ??? ??? ?gameFrame.redList.remove(this);
?? ??? ??? ?}
?? ??? ?} else {
?? ??? ??? ?// 添加生命值
?? ??? ??? ?if (this instanceof TurretBlue) {
?? ??? ??? ??? ?this.addHp(g, 50, 130, 100, 20, Color.GREEN);
?? ??? ??? ??? ?attack(gameFrame.redList);
?? ??? ??? ?} else {
?? ??? ??? ??? ?this.addHp(g, 50, 130, 100, 20, Color.RED);
?? ??? ??? ??? ?attack(gameFrame.blueList);
?? ??? ??? ?}
?? ??? ??? ?g.drawImage(getImg(), getX() - 50, getY() - 100, null);
?? ??? ??? ?g.drawOval(getX() - 300, getY() - 300, 600, 600);
?? ??? ?}
?? ?}
?
?? ?@Override
?? ?public Rectangle getRec() {
?? ??? ?// TODO Auto-generated method stub
?? ??? ?return new Rectangle(getX() - 50, getY() - 100, 100, 180);
?? ?}
?
}

12,

package com.sxt;
?
public class TurretBlue extends Turret {
?
?? ?public TurretBlue(GameFrame gameFrame) {
?? ??? ?super(gameFrame);
?? ??? ?// TODO Auto-generated constructor stub
?? ?}
?? ?
?? ?public TurretBlue(int x, int y, GameFrame gameFrame) {
?? ??? ?super(x, y, gameFrame);
?? ?}
?
}

13,

package com.sxt;
?
public class TurretRed extends Turret {
?
?? ?public TurretRed(GameFrame gameFrame) {
?? ??? ?super(gameFrame);
?? ??? ?// TODO Auto-generated constructor stub
?? ?}
?? ?
?? ?public TurretRed(int x, int y, GameFrame gameFrame) {
?? ??? ?super(x, y, gameFrame);
?? ?}
?? ?
}

14,

package com.sxt.beast;
?
import com.sxt.GameFrame;
?
public class Bear extends Beast {
?
?? ?public Bear(int x, int y, GameFrame gameFrame) {
?? ??? ?super(x, y, gameFrame);
?? ??? ?setImg("img/bear.jpg");
?? ??? ?width = 85;
?? ??? ?height = 112;
?? ??? ?setDis(65);
?? ??? ?// TODO Auto-generated constructor stub
?? ?}
?
}

15,

package com.sxt.beast;
?
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Rectangle;
import java.util.ArrayList;
?
import com.sxt.*;
?
public class Beast extends GameObject {
?
?? ?public ArrayList<Beast> beastList = new ArrayList<Beast>();
?? ?int width;
?? ?int height;
?
?? ?// 初始坐标
?? ?int initialX;
?? ?int initialY;
?
?? ?// 有没有仇恨值
?? ?public boolean isAggressive = false;
?
?? ?// 复活的元素
?? ?Beast beast = null;
?
?? ?public Beast(GameFrame gameFrame) {
?? ??? ?super(gameFrame);
?? ??? ?beastList.add(new RedBuff(3045, 3170, gameFrame));
?? ??? ?beastList.add(new Bear(2800, 2855, gameFrame));
?? ??? ?beastList.add(new Bird(3570, 3380, gameFrame));
?? ??? ?beastList.add(new Xiyi(4585, 2365, gameFrame));
?? ??? ?beastList.add(new BlueBuff(4025, 2295, gameFrame));
?? ??? ?beastList.add(new Wolf(4235, 1945, gameFrame));
?? ?}
?
?? ?public Beast(int x, int y, GameFrame gameFrame) {
?? ??? ?super(x, y, gameFrame);
?? ??? ?setHp(1000);
?? ??? ?setCurrentHp(getHp());
?? ??? ?setSpd(10);
?? ??? ?setAttackCoolDownTime(2000);
?? ??? ?initialX = getX();
?? ??? ?initialY = getY();
?? ??? ?beast = this;
?? ?}
?
?? ?public void moveToTarget() {
?? ??? ?double dis = getDis(getX(), getY(), getTarget().getX(), getTarget().getY());
?? ??? ?if (dis > 500) {
?? ??? ??? ?isAggressive = false;
?? ??? ??? ?setHasTarget(false);
?? ??? ?} else {
?? ??? ??? ?int xSpeed = (int) (getSpd() * (getTarget().getX() - getX()) / dis);
?? ??? ??? ?int ySpeed = (int) (getSpd() * (getTarget().getY() - getY()) / dis);
?? ??? ??? ?setX(getX() + xSpeed);
?? ??? ??? ?setY(getY() + ySpeed);
?? ??? ?}
?? ?}
?
?? ?public void moveToInitialLocation() {
?? ??? ?double dis = getDis(getX(), getY(), initialX, initialY);
?? ??? ?if (dis < getSpd()) {
?? ??? ??? ?setX(initialX);
?? ??? ??? ?setY(initialY);
?? ??? ??? ?isAggressive = true;
?? ??? ?} else {
?? ??? ??? ?int xSpeed = (int) (getSpd() * (initialX - getX()) / dis);
?? ??? ??? ?int ySpeed = (int) (getSpd() * (initialY - getY()) / dis);
?? ??? ??? ?setX(getX() + xSpeed);
?? ??? ??? ?setY(getY() + ySpeed);
?? ??? ?}
?? ?}
?
?? ?/**
?? ?判断有没有目标及野怪的仇恨值(又没有攻击性)
?? ??? ?true,判断是否到攻击范围
?? ??? ??? ?false,向目标移动,若中途离开出生点距离大于300或与目标距离大于400,则不再有攻击性。
?? ??? ??? ?true,发射子弹,线程开始
?? ??? ?false,没有目标,回到出生地,自动回血,再次有攻击性
?? ?*/
?? ?public void move() {
?? ??? ?if (isHasTarget() && isAggressive) {
?? ??? ??? ?if (!recIntersectsCir(getTarget().getRec(), getX(), getY(), getDis())) {
?? ??? ??? ??? ?moveToTarget();
?? ??? ??? ?} else if (isAttackCoolDown() && isAlive()) {
?? ??? ??? ??? ?Bullet bullet = new Bullet(gameFrame, this, getTarget(), 500, 50, "img/bullet.gif");
?? ??? ??? ??? ?gameFrame.objList.add(bullet);
?? ??? ??? ??? ?new AttackCD().start();
?? ??? ??? ?}
?? ??? ?} else {
?? ??? ??? ?moveToInitialLocation();
?? ??? ??? ?if (getCurrentHp() < getHp()) {
?? ??? ??? ??? ?setCurrentHp(getCurrentHp() + 100);
?? ??? ??? ?}
?? ??? ?}
?
?? ?}
?
?? ?@Override
?? ?public void paintSelf(Graphics g) {
?? ??? ?// TODO Auto-generated method stub// 生命值为0
?? ??? ?if (getCurrentHp() <= 0) {
?? ??? ??? ?System.out.println("beast die");
?? ??? ??? ?setAlive(false);
?? ??? ??? ?gameFrame.removeList.add(this);
?? ??? ??? ?gameFrame.beast.beastList.remove(this);
?? ??? ??? ?new ReviveCD().start();
?? ??? ?} else {
?? ??? ??? ?// 添加生命值
?? ??? ??? ?addHp(g, width / 2, 80, width, 20, Color.GREEN);
?? ??? ??? ?g.drawImage(getImg(), getX() - width / 2, getY() - height / 2, null);
?? ??? ??? ?g.setColor(Color.RED);
?? ??? ??? ?g.fillOval(getX(), getY(), 10, 10);
?? ??? ??? ?g.drawOval(getX() - getDis(), getY() - getDis(), 2 * getDis(), 2 * getDis());
?? ??? ??? ?move();
?? ??? ?}
?? ?}
?
?? ?@Override
?? ?public Rectangle getRec() {
?? ??? ?// TODO Auto-generated method stub
?? ??? ?return new Rectangle(getX() - width / 2, getY() - height / 2, width, height);
?? ?}
?
?? ?class AttackCD extends Thread {
?? ??? ?public void run() {
?? ??? ??? ?// 将攻击功能设置为冷却状态
?? ??? ??? ?setAttackCoolDown(false);
?? ??? ??? ?// 线程休眠
?? ??? ??? ?try {
?? ??? ??? ??? ?Thread.sleep(getAttackCoolDownTime());
?? ??? ??? ?} catch (Exception e) {
?? ??? ??? ??? ?e.printStackTrace();
?? ??? ??? ?}
?? ??? ??? ?// 将攻击功能设置为攻击状态
?? ??? ??? ?setAttackCoolDown(true);
?? ??? ??? ?// 线程终止
?? ??? ??? ?this.stop();
?? ??? ?}
?? ?}
?
?? ?class ReviveCD extends Thread {
?? ??? ?public void run() {
?? ??? ??? ?// 线程休眠
?? ??? ??? ?try {
?? ??? ??? ??? ?Thread.sleep(5000);
?? ??? ??? ?} catch (Exception e) {
?? ??? ??? ??? ?e.printStackTrace();
?? ??? ??? ?}
?? ??? ??? ?Beast reviveBeast;
?? ??? ??? ?if (beast instanceof RedBuff) {
?? ??? ??? ??? ?reviveBeast = new RedBuff(3045, 3170, gameFrame);
?? ??? ??? ?} else if (beast instanceof Bear) {
?? ??? ??? ??? ?reviveBeast = new Bear(2800, 2855, gameFrame);
?? ??? ??? ?} else if (beast instanceof Bird) {
?? ??? ??? ??? ?reviveBeast = new Bird(3570, 3380, gameFrame);
?? ??? ??? ?} else if (beast instanceof Xiyi) {
?? ??? ??? ??? ?reviveBeast = new Xiyi(4585, 2365, gameFrame);
?? ??? ??? ?} else if (beast instanceof BlueBuff) {
?? ??? ??? ??? ?reviveBeast = new BlueBuff(4025, 2295, gameFrame);
?? ??? ??? ?} else {
?? ??? ??? ??? ?reviveBeast = new Wolf(4235, 1945, gameFrame);
?? ??? ??? ?}
?? ??? ??? ?gameFrame.objList.add(reviveBeast);
?? ??? ??? ?gameFrame.beast.beastList.add(reviveBeast);
?? ??? ?}
?? ?}
?
}

16,

package com.sxt.beast;
?
import com.sxt.GameFrame;
?
public class Bird extends Beast {
?
?? ?public Bird(int x, int y, GameFrame gameFrame) {
?? ??? ?super(x, y, gameFrame);
?? ??? ?setImg("img/红隼.jpg");
?? ??? ?width = 122;
?? ??? ?height = 98;
?? ??? ?setDis(125);
?? ??? ?// TODO Auto-generated constructor stub
?? ?}
?
}

17,

package com.sxt.beast;
?
import com.sxt.GameFrame;
?
public class BlueBuff extends Beast {
?
?? ?public BlueBuff(int x, int y, GameFrame gameFrame) {
?? ??? ?super(x, y, gameFrame);
?? ??? ?setImg("img/blueBuff.jpg");
?? ??? ?width = 142;
?? ??? ?height = 176;
?? ??? ?setDis(70);
?? ??? ?// TODO Auto-generated constructor stub
?? ?}
?
}

18,

package com.sxt.beast;
?
import com.sxt.GameFrame;
?
public class RedBuff extends Beast {
?
?? ?public RedBuff(int x, int y, GameFrame gameFrame) {
?? ??? ?super(x, y, gameFrame);
?? ??? ?setImg("img/redBuff.jpg");
?? ??? ?width = 103;
?? ??? ?height = 150;
?? ??? ?setDis(70);
?? ??? ?// TODO Auto-generated constructor stub
?? ?}
}

19,

package com.sxt.beast;
?
import com.sxt.GameFrame;
?
public class Wolf extends Beast {
?
?? ?public Wolf(int x, int y, GameFrame gameFrame) {
?? ??? ?super(x, y, gameFrame);
?? ??? ?setImg("img/wolf.jpg");
?? ??? ?width = 145;
?? ??? ?height = 140;
?
?? ??? ?setDis(65);
?? ??? ?// TODO Auto-generated constructor stub
?? ?}
?
}

20,

package com.sxt.beast;
?
import com.sxt.GameFrame;
?
public class Xiyi extends Beast {
?
?? ?public Xiyi(int x, int y, GameFrame gameFrame) {
?? ??? ?super(x, y, gameFrame);
?? ??? ?setImg("img/蜥蜴.jpg");
?? ??? ?width = 111;
?? ??? ?height = 65;
?? ??? ?setDis(125);
?? ??? ?// TODO Auto-generated constructor stub
?? ?}
}

三.结果呈现

文章来源:https://blog.csdn.net/2302_76534913/article/details/135004664
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