java游戏制作-王者荣耀游戏 视频讲解:
https://www.bilibili.com/video/BV1yX4y1L7E7?p=1 GameFrame类
所需图片:
package 王者荣耀; import java.awt.*; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyAdapter; import java.awt.event.KeyEvent; import java.io.File; import java.util.ArrayList; import javax.sound.sampled.AudioInputStream; import javax.sound.sampled.AudioSystem; import javax.sound.sampled.Clip; import javax.sound.sampled.FloatControl; import javax.swing.JButton; import javax.swing.JFrame; public class GameFrame extends JFrame { // 游戏开始 0, 游戏胜利1,游戏失败2 int state = 0; // 窗口尺寸 final int windowWidth = 1400; final int windowHeight = 700; // 双缓冲图片 private Image offScreenImage = null; // 攻击图片 private Image attack = Toolkit.getDefaultToolkit().getImage("D:\\王者荣耀图片\\attack.jpg"); //游戏胜利失败图片 private Image gameWin = Toolkit.getDefaultToolkit().getImage("D:\\王者荣耀图片\\gameWin.png"); private Image gameLose = Toolkit.getDefaultToolkit().getImage("D:\\王者荣耀图片\\gameLose.png"); // 游戏背景 Background background = new Background(this); // 游戏玩家 Champion player = new ChampionDaji(this); // 双方小兵 MinionBlue mb = new MinionBlue(this); MinionRed mr = new MinionRed(this); //野怪 public Beast beast = new Beast(this); // 防御塔 Turret turret = new Turret(this); // 游戏元素列表 public ArrayList
objList = new ArrayList<>(); ArrayList redList = new ArrayList<>();// 红色方 ArrayList blueList = new ArrayList<>();// 蓝色方 public ArrayList removeList = new ArrayList<>();// 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.add(player); objList.addAll(beast.beastList); objList.addAll(turret.turretList); for (int i = 0; i < 4; i++) { blueList.add(turret.turretList.get(i)); } for (int i = 4; i < 8; i++) { redList.add(turret.turretList.get(i)); } /** * 攻击按钮 */ JButton button = new JButton(); button.setSize(130, 132); button.setLocation(1150, 430); button.addActionListener(new ActionListener() { @Override public void actionPerformed(ActionEvent e) { // 按钮事件 player.attack(redList); } }); this.add(button); player.addButton(); while (true) { mb.createMinion(this, blueList); mr.createMinion(this, redList); repaint(); try { Thread.sleep(25); } 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){ turret.isLive(); 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 ==1) {//游戏胜利 gImage.drawImage(gameWin, player.getX()-700, player.getY()-300 , null); } else if (state == 2) {//游戏失败 gImage.drawImage(gameLose, player.getX()-700, player.getY()-300, null); } 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); } } static Clip clip; } GameObject类 package 王者荣耀; import java.awt.*; import java.util.ArrayList; //游戏元素的父类 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() { } 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 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); } 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 { //野怪是否在攻击范围内 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; } } } } } //public abstract void addTurret(); 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.interrupt(); } } // 绘制元素 public abstract void paintSelf(Graphics g); // 返回矩形 public abstract Rectangle getRec(); public int getX() { return x; } public void setX(int x) { this.x = x; } public int getY() { return y; } public void setY(int y) { this.y = y; } public Image getImg() { return img; } public void setImg(String img) { this.img = Toolkit.getDefaultToolkit().getImage(img); } public int getSpd() { return spd; } public void setSpd(int spd) { this.spd = spd; } public int getHp() { return hp; } public void setHp(int hp) { this.hp = hp; } public int getCurrentHp() { return currentHp; } public void setCurrentHp(int currentHp) { this.currentHp = currentHp; } public GameObject getTarget() { return target; } public void setTarget(GameObject target) { this.target = target; } public boolean isHasTarget() { return hasTarget; } public void setHasTarget(boolean hasTarget) { this.hasTarget = hasTarget; } public int getDis() { return dis; } public void setDis(int dis) { this.dis = dis; } public int getAttackCoolDownTime() { return attackCoolDownTime; } public void setAttackCoolDownTime(int attackCoolDownTime) { this.attackCoolDownTime = attackCoolDownTime; } public boolean isAttackCoolDown() { return attackCoolDown; } public void setAttackCoolDown(boolean attackCoolDown) { this.attackCoolDown = attackCoolDown; } public boolean isAlive() { return alive; } public void setAlive(boolean alive) { this.alive = alive; } } Turret类所需图片:
package 王者荣耀; import java.awt.*; import java.util.ArrayList; //防御塔类 public class Turret extends GameObject{ ArrayList turretList = new ArrayList<>(); 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("D:\\王者荣耀图片\\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)); } public Turret(int x, int y, GameFrame gameFrame) { super(x, y, gameFrame); setImg("D:\\王者荣耀图片\\turret.png"); setHp(6000); setCurrentHp(getHp()); setAttackCoolDownTime(1000); setDis(300); } public void isLive(){ if(gameFrame.turret.turretBlueBase.getCurrentHp()==0){ gameFrame.state=2; } if(gameFrame.turret.turretRedBase.getCurrentHp()==0){ gameFrame.state=1; } } @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.fillOval(getX(), getY(), 10, 10); g.drawRect(getX() - 50, getY() - 100, 100, 180); g.drawOval(getX() - 300, getY() - 300, 600, 600); } } @Override public Rectangle getRec() { return new Rectangle(getX() - 50, getY() - 100, 100, 180); } } TurretBlue类 package 王者荣耀; //蓝方防御塔 public class TurretBlue extends Turret{ public TurretBlue(GameFrame gameFrame){ super(gameFrame); } public TurretBlue(int x,int y,GameFrame gameFrame){ super(x,y,gameFrame); } } TurretRed类 package 王者荣耀; //蓝方防御塔 public class TurretRed extends Turret{ //有参构造 public TurretRed(GameFrame gameFrame){ super(gameFrame); } public TurretRed(int x,int y,GameFrame gameFrame){ super(x,y,gameFrame); } } Champion类 所需图片:
move包:
package 王者荣耀; import java.awt.*; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyEvent; import javax.swing.JButton; //游戏英雄类 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; //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; static { for (int i = 1; i < 8; i++) { imgs[i] ="D:\\王者荣耀图片\\move"+i+".png"; } } public Champion(GameFrame gameFrame) { super(gameFrame); //定义英雄的图片和坐标 setImg("D:\\王者荣耀图片\\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("D:\\王者荣耀图片\\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) { // 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() { return new Rectangle(getX() - 30, getY() - 60, 60, 120); } } ChampionDaji类 所需图片:
package 王者荣耀; 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; 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 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; // 三技能的五个子弹,释放三技能后重新定义 Bullet[] bulletList = { new Bullet(), new Bullet(), new Bullet(), new Bullet(), new Bullet() }; public ChampionDaji(GameFrame gameFrame) { super(gameFrame); abilityOne = Toolkit.getDefaultToolkit().getImage("D:\\王者荣耀图片\\Daji\\abilityOne.jpg"); abilityTwo = Toolkit.getDefaultToolkit().getImage("D:\\王者荣耀图片\\Daji\\abilityTwo.jpg"); abilityThree = Toolkit.getDefaultToolkit().getImage("D:\\王者荣耀图片\\Daji\\abilityThree.jpg"); // 三个技能冷却时间 coolDownTimeOne = 3000; coolDownTimeTwo = 5000; coolDownTimeThree = 8000; } public void exit() { this.gameFrame.removeMouseListener(m); } public void abilityOneMove() { p.translate((int) (50 * cos), -(int) (50 * sin)); for (GameObject redObj : gameFrame.redList) { // 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); } } } @Override public void abilityOne() { if (coolDownOne) { m = new MouseMonitor(); p = new Polygon(); gameFrame.addMouseListener(m); attacked = new ArrayList(); } } public void abilityTwo() { 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 && recIntersectsCir(redObj.getRec(), getX(), getY(), 250) && redObj.isAlive()) { // 添加子弹 abilityTwoBullet = new Bullet(gameFrame, this, redObj, 250, 60,"D:\\王者荣耀图片\\Daji\\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() { if (coolDownThree) { // 创建列表来储存目标 ArrayList targetList = new ArrayList(); // 遍历redList,找到符合条件的目标,储存到列表里 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 && recIntersectsCir(target.getRec(), getX(), getY(), 250) && target.isAlive()) { targetList.add(target); } } // 找到目标 if (targetList.size() != 0) { // 创建五个子弹,随机攻击列表里的目标 Random random = new Random(); int count = 0; // 统计三技能发射子弹数量 while (count < 5) { int r = random.nextInt(targetList.size()); if (!targetList.get(r).isAlive()) { GameObject substitute = targetList.get(r); substitute.setAlive(true); bulletList[count] = new Bullet(gameFrame, this, substitute, 150, 60,"D:\\王者荣耀图片\\Daji\\abilityTwoBullet.png"); } else { bulletList[count] = new Bullet(gameFrame, this, targetList.get(r), 150, 60,"D:\\王者荣耀图片\\Daji\\abilityTwoBullet.png"); } count++; } new AbilityThreeBulletCD().start(); // 三技能进入冷却 new AbilityThreeCD().start(); } } } @Override public void abilityEffect(Graphics g) { 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.interrupt(); } } // 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.interrupt(); } } // 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.interrupt(); } } //技能三冷却状态 class AbilityThreeCD extends Thread { public void run() { // 将攻击功能设置为冷却状态 coolDownThree = false; // 休眠 try { int three = coolDownTimeThree; while (coolDownTimeThree > 0) { Thread.sleep(1000); System.out.println("技能三冷却时间:"+ coolDownTimeThree / 1000); coolDownTimeThree -= 1000; } coolDownTimeThree = three; } catch (Exception e) { e.printStackTrace(); } // 将攻击功能解除冷却状态 coolDownThree = true; // 线程终止 this.interrupt(); } } class AbilityThreeBulletCD extends Thread { public void run() { // 休眠 try { System.out.println("Thread start"); gameFrame.objList.add(bulletList[0]); Thread.sleep(100); gameFrame.objList.add(bulletList[1]); Thread.sleep(100); gameFrame.objList.add(bulletList[2]); Thread.sleep(100); gameFrame.objList.add(bulletList[3]); Thread.sleep(100); gameFrame.objList.add(bulletList[4]); } catch (Exception e) { e.printStackTrace(); } // 线程终止 this.interrupt(); } } // 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; } } } Minion类 package 王者荣耀; import java.awt.*; 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); } /** * (1325, 3750) (4425, 3750) (5050, 3125) (5050, 1125) */ public abstract void move(ArrayList objList); public void findTarget(ArrayList 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() { int dis = (int) getDis(getX(), getY(), getTarget().getX(), getTarget().getY()); if(dis!=0) { int xSpeed = (getSpd() * (getTarget().getX() - getX()) / dis); int ySpeed = (getSpd() * (getTarget().getY() - getY()) / dis); setX(getX() + xSpeed); setY(getY() + ySpeed); } } public void createMinion(GameFrame gameFrame, ArrayList 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.interrupt(); } } // 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.interrupt(); } } @Override public void paintSelf(Graphics g) { // 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); g.setColor(Color.RED); g.fillOval(getX(), getY(), 10, 10); g.drawRect(getX() - 16, getY() - 16, 45, 45); g.drawOval(getX() - 200, getY() - 200, 400, 400); // 小兵移动 if (!beControlled) { if (this instanceof MinionBlue) { move(gameFrame.redList); } else { move(gameFrame.blueList); } } } } @Override public Rectangle getRec() { return new Rectangle(getX() - 16, getY() - 16, 45, 45); } public boolean isIfFindTarget() { return ifFindTarget; } public void setIfFindTarget(boolean ifFindTarget) { this.ifFindTarget = ifFindTarget; } } 以下代码所需图片(MinionBlue类、MinionRed类):
MinionBlue类 package 王者荣耀; import java.util.ArrayList; public class MinionBlue extends Minion{ public MinionBlue(GameFrame gameFrame) { super(gameFrame); setImg("D:\\王者荣耀图片\\minion\\blue.jpg"); setX(1325); setY(3750); } @Override public void move(ArrayList objList) { 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(5); setX(getX() + getSpd()); }else if(getX() < 5100 && getX() >= 4425) { setSpd(20); setX(getX() + getSpd()); setY(getY() - getSpd()); }else if(getX() >= 4900) { setSpd(18); setY(getY() - getSpd()); } } } } MinionRed类 package 王者荣耀; import java.util.ArrayList; public class MinionRed extends Minion { public MinionRed(GameFrame gameFrame) { super(gameFrame); setImg("D:\\王者荣耀图片\\minion\\red.jpg"); setX(5050); setY(1125); } @Override public void move(ArrayList objList) { 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(28); setY(getY() + getSpd()); } else if (getY() < 3750 && getY() >= 3125) { setSpd(20); setY(getY() + getSpd()); setX(getX() - getSpd()); } else if (getY() >= 3750) { setSpd(25); setX(getX() - getSpd()); } } } } Bullet类 package 王者荣耀; import java.awt.*; //子弹类 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); } 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); } public Bullet() { super(); } public void move() { //子弹与目标碰撞,子弹消失,目标减血 if (recIntersectsRec(getRec(), target.getRec())) { target.setCurrentHp(target.getCurrentHp() - getAd()); gameFrame.removeList.add(this); } int dis = (int) getDis(getX(), getY(), target.getX(), target.getY()); if (dis != 0) { int xSpeed = (getSpd() * (target.getX() - getX()) / dis); int ySpeed = (getSpd() * (target.getY() - getY()) / dis); setX(getX() + xSpeed); setY(getY() + ySpeed); } } @Override public void paintSelf(Graphics g) { g.drawImage(getImg(), getX()-16, getY()-16, 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() { return new Rectangle(getX()-5, getY()-5, 10, 10); } public int getAd() { return ad; } public void setAd(int ad) { this.ad = ad; } } Background类 所需图片:
package 王者荣耀; import java.awt.*; //背景类 public class Background extends GameObject{ public Background(GameFrame gameFrame) { super(gameFrame); } Image bg = Toolkit.getDefaultToolkit().getImage("D:\\王者荣耀图片\\Map.jpg"); public void paintSelf(Graphics g){ g.drawImage(bg,0,0,null); } @Override public Rectangle getRec() { return null; } } Beast类 以下代码所需图片(Bear类、Bird类、BlueBuff类、RedBuff类、Wolf类、Xiyi类):
package 王者荣耀; import java.awt.Color; import java.awt.Graphics; import java.awt.Rectangle; import java.util.ArrayList; public class Beast extends GameObject { public ArrayList beastList = new ArrayList<>(); int width; int height; // 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()); beast = this; } @Override public void paintSelf(Graphics g) { 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()); } } @Override public Rectangle getRec() { return new Rectangle(getX() - width / 2, getY() - height / 2, width, height); } //野怪复活 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); } } } Bear类 package 王者荣耀; public class Bear extends Beast { public Bear(int x, int y, GameFrame gameFrame) { super(x, y, gameFrame); setImg("D:\\王者荣耀图片\\beast\\bear.jpg"); width = 85; height = 112; setDis(65); } } Bird类 package 王者荣耀; public class Bird extends Beast { public Bird(int x, int y, GameFrame gameFrame) { super(x, y, gameFrame); setImg("D:\\王者荣耀图片\\beast\\红隼.jpg"); width = 122; height = 98; setDis(125); } } BlueBuff类 package 王者荣耀; public class BlueBuff extends Beast { public BlueBuff(int x, int y, GameFrame gameFrame) { super(x, y, gameFrame); setImg("D:\\王者荣耀图片\\beast\\blueBuff.jpg"); width = 142; height = 176; setDis(70); } } RedBuff类 package 王者荣耀; public class RedBuff extends Beast { public RedBuff(int x, int y, GameFrame gameFrame) { super(x, y, gameFrame); setImg("D:\\王者荣耀图片\\beast\\redBuff.jpg"); width = 103; height = 150; setDis(70); } } Wolf类 package 王者荣耀; public class Wolf extends Beast { public Wolf(int x, int y, GameFrame gameFrame) { super(x, y, gameFrame); setImg("D:\\王者荣耀图片\\beast\\wolf.jpg"); width = 145; height = 140; setDis(65); } } Xiyi类 package 王者荣耀; public class Xiyi extends Beast { public Xiyi(int x, int y, GameFrame gameFrame) { super(x, y, gameFrame); setImg("C:\\Users\\czl21\\Desktop\\java\\王者荣耀图片\\beast\\蜥蜴.jpg"); width = 111; height = 65; setDis(125); } } 运行结果如下: