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打造属于自己的java游戏——Java游戏程序代码实例分享
2023-06-15 10:19:17 深夜i     10     0
Java游戏开发 Java游戏程序 Java游戏开发技巧

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

1. Java游戏开发基础

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

2. Java游戏程序实例

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

(1)俄罗斯方块程序

import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.util.Random;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
import javax.swing.Timer;
public class Tetris extends JPanel implements ActionListener, KeyListener{
  private static final long serialVersionUID = 1L;
  int[][] p = new int[4][2];
  int[][][] ps = {
      {0,0,1,1},
      {0,0,2,0},
      {0,0,0,1},
      {0,1,1,0},
      {0,0,1,2},
      {0,0,1,2},
      {1,0,1,2},
  };
  Color[] colors = {
      new Color(0,191,255),
      new Color(32,178,170),
      new Color(138,43,226),
      new Color(255,165,0),
      new Color(255,140,0),
      new Color(255,0,191),
      new Color(0, 128,0),
  };
  int[][] table = new int[24][10];
  JLabel scoreLabel = new JLabel();
  int score = 0;
  Timer timer = new Timer(600, this);
  int currentIndex = new Random().nextInt(7);
  int px = 4, py = 0;
  boolean needCreateNew = false;
  public Tetris() {
    setPreferredSize(new Dimension(300, 700));
    addKeyListener(this);
    setFocusable(true);
    setFocusTraversalKeysEnabled(false);
    newGame();
  }
  public void newGame() {
    score = 0;
    timer.setDelay(600);
    for (int i = 0; i < 24; i++) {
      for (int j = 0; j < 10; j++) {
        table[i][j] = 0;
      }
    }
    currentIndex = new Random().nextInt(7);
    px = 4;
    py = 0;
    needCreateNew = false;
    scoreLabel.setText("Score: 0");
    timer.start();
  }
  public void drawBlock(Graphics g, int x, int y, int colorIndex) {
    g.setColor(colors[colorIndex]);
    g.fillRect(x*30+1, y*30+1, 28,28);
    g.setColor(Color.WHITE);
    g.drawLine(x*30+1, y*30+1, x*30+28, y*30+1);
    g.drawLine(x*30+1, y*30+1, x*30+1, y*30+28);
    g.setColor(Color.BLACK);
    g.drawLine(x*30+28, y*30+28, x*30+28, y*30+1);
    g.drawLine(x*30+28, y*30+28, x*30+1, y*30+28);
  }
  public void paintComponent(Graphics g) {
    super.paintComponent(g);
    if (needCreateNew) {
      currentIndex = new Random().nextInt(7);
      px = 4;
      py = 0;
      for (int i = 0; i < 4; i++) {
        p[i][0] = ps[currentIndex][i][0]+px;
        p[i][1] = ps[currentIndex][i][1]+py;
        if (table[p[i][1]][p[i][0]] != 0) {
          newGame();
          return;
        }
      }
      needCreateNew = false;
    }
    for (int i = 0; i < 24; i++) {
      for (int j = 0; j < 10; j++) {
        if (table[i][j] != 0) {
          drawBlock(g,j,i,table[i][j]-1);
        }
      }
    }
    for (int i = 0; i < 4; i++) {
      drawBlock(g,p[i][0],p[i][1],currentIndex);
    }
  }
  public void changeValue(int dx, int dy) {
    for (int i = 0; i < 4; i++) {
      int nx = p[i][0]+dx;
      int ny = p[i][1]+dy;
      if (nx < 0 || nx > 9 || ny < 0 || ny > 23)
        return;
      
      if (table[ny][nx] != 0)
        return;
      
    }
    for (int i = 0; i < 4; i++) {
      p[i][0] += dx;
      p[i][1] += dy;
    }
    px += dx;
    py += dy;
    repaint();
  }
  public void dropDown() {
    for (int i = 0; i < 24; i++) {
      for (int j = 0; j < 10; j++) {
        if (table[i][j] == 0)
          continue;
        
        if (i == 0 || table[i-1][j] != 0)
          continue;
        
        table[i-1][j] = table[i][j];
        table[i][j] = 0;
      }
    }
    int nextScore = 10;
    int scoreThisTurn = 0;
    for (int i = 0; i < 24; i++) {
      boolean flag = true;
      for (int j = 0; j < 10; j++) {
        if (table[i][j] == 0)
          flag = false;
          break;
        
      }
      if (flag) {
        scoreThisTurn += nextScore;
        nextScore *= 2;
        for (int j = i-1; j >= 0; j--) {
          for (int k = 0; k < 10; k++) {
            table[j+1][k] = table[j][k];
          }
        }
        for (int j = 0; j < 10; j++) {
          table[0][j] = 0;
        }
      }
    }
    score += scoreThisTurn;
    scoreLabel.setText("Score: "+score);
    needCreateNew = true;
    timer.setDelay((int) (600/(1+score/50)));
  }
  public void actionPerformed(ActionEvent e) {
    changeValue(0, 1);
    if (needCreateNew)
      return;
    
    for (int i = 0; i < 4; i++) {
      if (p[i][1] == 23 || table[p[i][1]+1][p[i][0]] != 0)
        needCreateNew = true;
        break;
      
    }
    if (needCreateNew) {
      for (int i = 0; i < 4; i++) {
        table[p[i][1]][p[i][0]] = currentIndex+1;
      }
      currentIndex = new Random().nextInt(7);
      px = 4;
      py = 0;
      for (int i = 0; i < 4; i++) {
        p[i][0] = ps[currentIndex][i][0]+px;
        p[i][1] = ps[currentIndex][i][1]+py;
        if (table[p[i][1]][p[i][0]] != 0) {
          newGame();
          return;
        }
      }
      needCreateNew = false;
    }
    repaint();
  }
  public void keyPressed(KeyEvent e) {
    int keyCode = e.getKeyCode();
    if (keyCode == KeyEvent.VK_LEFT || keyCode == KeyEvent.VK_A) {
      changeValue(-1, 0);
    }
    if (keyCode == KeyEvent.VK_RIGHT || keyCode == KeyEvent.VK_D) {
      changeValue(1, 0);
    }
    if (keyCode == KeyEvent.VK_UP || keyCode == KeyEvent.VK_W) {
      int nx = ps[currentIndex].length-1 - p[0][1];
      int ny = p[0][0];
      for (int i = 1; i < 4; i++) {
        int ix = ps[currentIndex].length-1 - p[i][1];
        int iy = p[i][0];
        nx = Math.max(nx, ix);
        ny = Math.max(ny, iy);
      }
      if (px+nx > 9 || py+ny > 23)
        return;
      
      for (int i = 0; i < 4; i++) {
        int tx = py+ps[currentIndex][i][1]-ps[currentIndex].length+1;
        int ty = px+ps[currentIndex][i][0]+nx-ny;
        if (tx < 0 || tx > 23 || ty < 0 || ty > 9 || table[tx][ty] != 0)
          return;
        
      }
      for (int i = 0; i < 4; i++) {
        int tx = p[i][0];
        int ty = p[i][1];
        p[i][0] = py+ps[currentIndex][i][1]-ps[currentIndex].length+1+nx-ny;
        p[i][1] = px+ps[currentIndex][i][0];
        table[ty][tx] = 0;
      }
      px += nx-ny;
      repaint();
    }
    if (keyCode == KeyEvent.VK_DOWN || keyCode == KeyEvent.VK_S) {
      changeValue(0, 1);
    }
    if (keyCode == KeyEvent.VK_SPACE || keyCode == KeyEvent.VK_ENTER) {
      while (!needCreateNew) {
        changeValue(0, 1);
      }
    }
  }
  public void keyTyped(KeyEvent e) {}
  public void keyReleased(KeyEvent e) {}
  public static void main(String[] args) {
    JFrame frame = new JFrame("Tetris");
    frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
    frame.setLayout(new BorderLayout());
    Tetris t = new Tetris();
    frame.add(t,BorderLayout.CENTER);
    JPanel southPanel = new JPanel();
    southPanel.add(t.scoreLabel);
    frame.add(southPanel,BorderLayout.SOUTH);
    frame.pack();
    frame.setVisible(true);
  }
}

(2)打地鼠游戏程序

import java.util.Random;
import javax.swing.ImageIcon;
import javax.swing.JFrame;
import javax.swing.JLabel;
public class MouseCatch {
   public static void main(String[] args) {
     JFrame frame = new JFrame();
     frame.setUndecorated(true);
     frame.setBounds(700, 400, 340, 340);
     JLabel label = new JLabel();
     frame.add(label);
     frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
     frame.setVisible(true);
     String[] images =
         "d6.png";
     ImageIcon[] icons = new ImageIcon[images.length];
     for (int i = 0; i < icons.length; i++) {
       icons[i] = new ImageIcon(MouseCatch.class.getResource(images[i]));
     }
     Random random = new Random();
     while (true) {
       try {
         Thread.sleep(random.nextInt(800)+200);
       } catch (InterruptedException e) {
         e.printStackTrace();
       }
       label.setIcon(icons[random.nextInt(icons.length)]);
     }
   }
}

3. Java游戏开发技巧

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

(1)尽量使用缓存技术来减少内存的占用,提高游戏的运行效率。

(2)尽量避免在游戏主线程中进行比较耗时的操作,这样会影响游戏的流畅度。

(3)合理选择数据结构和算法,可以提高游戏的效率和性能。

  
  

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