这是一篇关于JAVA的超级玛丽游戏,源代码的部分在下面正文中介绍,图片和音频的部分都放在百度云盘,需要的自行下载。
开发环境
开发工具:eclipse2021-12
JDK版本:JDK15.0.1
需要引入额外的JAR包,不然程序会报错,主要是音乐加不进来。
jl-1.0.1.jar
一、下载方法
百度云盘
链接:https://pan.baidu.com/s/1Nc28_UKsBV3QHGXfOjSAMg
提取码:uqz9
编码格式:UTF-8
二、运行效果展示
启动程序以后,直接进入游戏,游戏运行时的画面
三、项目结构以及主程序入口
1.项目结构
2.主程序入口
入口程序在MyFrame.java类中。
四、代码部分
1.代码如下
代码如下:
MyFrame.java类
package com.sxt;
import java.awt.Color;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.io.FileNotFoundException;
import java.util.ArrayList;
import java.util.List;
import javax.swing.JFrame;
import javax.swing.JOptionPane;
import javazoom.jl.decoder.JavaLayerException;
public class MyFrame extends JFrame implements KeyListener,Runnable {
//用于存储所有的背景
private List<BackGround> allBg = new ArrayList<>();
//用于存储当前的背景
private BackGround nowBg = new BackGround();
//用于双缓存
private Image offScreenImage = null;
//马里奥对象
private Mario mario = new Mario();
//定义一个线程对象,用于实现马里奥的运动
private Thread thread = new Thread(this);
public MyFrame() {
//设置窗口的大小为800 * 600
this.setSize(800,600);
//设置窗口居中显示
this.setLocationRelativeTo(null);
//设置窗口的可见性
this.setVisible(true);
//设置点击窗口上的关闭键,结束程序
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
//设置窗口大小不可变
this.setResizable(false);
//向窗口对象添加键盘监听器
this.addKeyListener(this);
//设置窗口名称
this.setTitle("超级玛丽");
//初始化图片
StaticValue.init();
//初始化马里奥
mario = new Mario(10,355);
//创建全部的场景
for (int i = 1;i <= 3;i++) {
allBg.add(new BackGround(i, i == 3 ? true : false));
}
//将第一个场景设置为当前场景
nowBg = allBg.get(0);
mario.setBackGround(nowBg);
//绘制图像
repaint();
thread.start();
try {
new Music();
} catch (FileNotFoundException e) {
e.printStackTrace();
} catch (JavaLayerException e) {
e.printStackTrace();
}
}
@Override
public void paint(Graphics g) {
if (offScreenImage == null) {
offScreenImage = createImage(800,600);
}
Graphics graphics = offScreenImage.getGraphics();
graphics.fillRect(0,0,800,600);
//绘制背景
graphics.drawImage(nowBg.getBgImage(),0,0,this);
//绘制敌人
for (Enemy e : nowBg.getEnemyList()) {
graphics.drawImage(e.getShow(),e.getX(),e.getY(),this);
}
//绘制障碍物
for (Obstacle ob : nowBg.getObstacleList()) {
graphics.drawImage(ob.getShow(),ob.getX(),ob.getY(),this);
}
//绘制城堡
graphics.drawImage(nowBg.getTower(),620,270,this);
//绘制旗杆
graphics.drawImage(nowBg.getGan(),500,220,this);
//绘制马里奥
graphics.drawImage(mario.getShow(),mario.getX(),mario.getY(),this);
//添加分数
Color c = graphics.getColor();
graphics.setColor(Color.BLACK);
graphics.setFont(new Font("黑体",Font.BOLD,25));
graphics.drawString("当前的分数为: " + mario.getScore(),300,100);
graphics.setColor(c);
//将图像绘制到窗口中
g.drawImage(offScreenImage,0,0,this);
}
public static void main(String[] args) {
MyFrame myFrame = new MyFrame();
}
@Override
public void keyTyped(KeyEvent e) {
}
//当键盘按下按键时调用
@Override
public void keyPressed(KeyEvent e) {
//向右移动
if (e.getKeyCode() == 39) {
mario.rightMove();
}
//向左移动
if (e.getKeyCode() == 37) {
mario.leftMove();
}
//跳跃
if (e.getKeyCode() == 38) {
mario.jump();
}
}
//当键盘松开按键时调用
@Override
public void keyReleased(KeyEvent e) {
//想左停止
if (e.getKeyCode() == 37) {
mario.leftStop();
}
//向右停止
if (e.getKeyCode() == 39) {
mario.rightStop();
}
}
@Override
public void run() {
while (true) {
repaint();
try {
Thread.sleep(50);
if (mario.getX() >= 775) {
nowBg = allBg.get(nowBg.getSort());
mario.setBackGround(nowBg);
mario.setX(10);
mario.setY(355);
}
//判断马里奥是否死亡
if (mario.isDeath()) {
JOptionPane.showMessageDialog(this,"马里奥死亡!!!");
System.exit(0);
}
//判断游戏是否结束
if (mario.isOK()) {
JOptionPane.showMessageDialog(this,"恭喜你!成功通关了");
System.exit(0);
}
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
}
StaticValue.java类
package com.sxt;
import javax.imageio.ImageIO;
import java.awt.*;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import java.util.ArrayList;
import java.util.List;
public class StaticValue {
//背景
public static BufferedImage bg = null;
public static BufferedImage bg2 = null;
//马里奥向左跳跃
public static BufferedImage jump_L = null;
//马里奥向右跳跃
public static BufferedImage jump_R = null;
//马里奥向左站立
public static BufferedImage stand_L = null;
//马里奥向右站立
public static BufferedImage stand_R = null;
//城堡
public static BufferedImage tower = null;
//旗杆
public static BufferedImage gan = null;
//障碍物
public static List<BufferedImage> obstacle = new ArrayList<>();
//马里奥向左跑
public static List<BufferedImage> run_L = new ArrayList<>();
//马里奥向右跑
public static List<BufferedImage> run_R = new ArrayList<>();
//蘑菇敌人
public static List<BufferedImage> mogu = new ArrayList<>();
//食人花敌人
public static List<BufferedImage> flower = new ArrayList<>();
//路径的前缀,方便后续调用
public static String path = System.getProperty("user.dir") + "/src/images/";
//初始化方法
public static void init() {
try {
//加载背景图片
bg = ImageIO.read(new File(path + "bg.png"));
bg2 = ImageIO.read(new File(path + "bg2.png"));
//加载马里奥向左站立
stand_L = ImageIO.read(new File(path + "s_mario_stand_L.png"));
//加载马里奥向右站立
stand_R = ImageIO.read(new File(path + "s_mario_stand_R.png"));
//加载城堡
tower = ImageIO.read(new File(path + "tower.png"));
//加载旗杆
gan = ImageIO.read(new File(path + "gan.png"));
//加载马里奥向左跳跃
jump_L = ImageIO.read(new File(path + "s_mario_jump1_L.png"));
//加载马里奥向右跳跃
jump_R = ImageIO.read(new File(path + "s_mario_jump1_R.png"));
} catch (IOException e) {
e.printStackTrace();
}
//加载马里奥向左跑
for (int i = 1;i <= 2;i++) {
try {
run_L.add(ImageIO.read(new File(path + "s_mario_run"+ i +"_L.png")));
} catch (IOException e) {
e.printStackTrace();
}
}
//加载马里奥向右跑
for (int i = 1;i <= 2;i++) {
try {
run_R.add(ImageIO.read(new File(path + "s_mario_run"+ i +"_R.png")));
} catch (IOException e) {
e.printStackTrace();
}
}
try {
//加载障碍物
obstacle.add(ImageIO.read(new File(path + "brick.png")));
obstacle.add(ImageIO.read(new File(path + "soil_up.png")));
obstacle.add(ImageIO.read(new File(path + "soil_base.png")));
} catch (IOException e) {
e.printStackTrace();
}
//加载水管
for (int i = 1;i <= 4;i++) {
try {
obstacle.add(ImageIO.read(new File(path + "pipe"+ i +".png")));
} catch (IOException e) {
e.printStackTrace();
}
}
//加载不可破坏的砖块和旗子
try {
obstacle.add(ImageIO.read(new File(path + "brick2.png")));
obstacle.add(ImageIO.read(new File(path + "flag.png")));
} catch (IOException e) {
e.printStackTrace();
}
//加载蘑菇敌人
for (int i = 1;i <= 3;i++) {
try {
mogu.add(ImageIO.read(new File(path + "fungus"+i+".png")));
} catch (IOException e) {
e.printStackTrace();
}
}
//加载食人花敌人
for (int i = 1;i <= 2;i++) {
try {
flower.add(ImageIO.read(new File(path + "flower1."+i+".png")));
} catch (IOException e) {
e.printStackTrace();
}
}
}
}
Obstacle.java类
package com.sxt;
import java.awt.image.BufferedImage;
public class Obstacle implements Runnable{
//用于表示坐标
private int x;
private int y;
//用于记录障碍物类型
private int type;
//用于显示图像
private BufferedImage show = null;
//定义当前的场景对象
private BackGround bg = null;
//定义一个线程对象
private Thread thread = new Thread(this);
public Obstacle(int x,int y,int type,BackGround bg) {
this.x = x;
this.y = y;
this.type = type;
this.bg = bg;
show = StaticValue.obstacle.get(type);
//如果是旗子的话,启动线程
if (type == 8) {
thread.start();
}
}
public int getX() {
return x;
}
public int getY() {
return y;
}
public int getType() {
return type;
}
public BufferedImage getShow() {
return show;
}
@Override
public void run() {
while (true) {
if (this.bg.isReach()) {
if (this.y < 374) {
this.y += 5;
}else {
this.bg.setBase(true);
}
}
try {
Thread.sleep(50);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
}
Music.java
package com.sxt;
import javazoom.jl.decoder.JavaLayerException;
import javazoom.jl.player.Player;
import java.io.BufferedInputStream;
import java.io.FileInputStream;
import java.io.FileNotFoundException;
public class Music {
public Music() throws FileNotFoundException, JavaLayerException {
Player player;
String str = System.getProperty("user.dir") + "/src/Music/music.wav";
BufferedInputStream name = new BufferedInputStream(new FileInputStream(str));
player = new Player(name);
player.play();
}
}
Mario.java
package com.sxt;
import java.awt.image.BufferedImage;
public class Mario implements Runnable{
//用于表示横纵坐标
private int x;
private int y;
//用于表示当前的状态
private String status;
//用于显示当前状态对应的图像
private BufferedImage show = null;
//定义一个BackGround对象,用来获取障碍物的信息
private BackGround backGround = new BackGround();
//用来实现马里奥的动作
private Thread thread = null;
//马里奥的移动速度
private int xSpeed;
//马里奥的跳跃速度
private int ySpeed;
//定义一个索引
private int index;
//表示马里奥上升的时间
private int upTime = 0;
//用于判断马里奥是否走到了城堡的门口
private boolean isOK;
//用于判断马里奥是否死亡
private boolean isDeath = false;
//表示分数
private int score = 0;
public Mario() {
}
public Mario (int x,int y) {
this.x = x;
this.y = y;
show = StaticValue.stand_R;
this.status = "stand--right";
thread = new Thread(this);
thread.start();
}
//马里奥的死亡方法
public void death() {
isDeath = true;
}
//马里奥向左移动
public void leftMove() {
//改变速度
xSpeed = -5;
//判断马里奥是否碰到旗子
if (backGround.isReach()) {
xSpeed = 0;
}
//判断马里奥是否处于空中
if (status.indexOf("jump") != -1) {
status = "jump--left";
}else {
status = "move--left";
}
}
//马里奥向右移动
public void rightMove() {
xSpeed = 5;
//判断马里奥是否碰到旗子
if (backGround.isReach()) {
xSpeed = 0;
}
if (status.indexOf("jump") != -1) {
status = "jump--right";
}else {
status = "move--right";
}
}
//马里奥向左停止
public void leftStop() {
xSpeed = 0;
if (status.indexOf("jump") != -1) {
status = "jump--left";
}else {
status = "stop--left";
}
}
//马里奥向右停止
public void rightStop() {
xSpeed = 0;
if (status.indexOf("jump") != -1) {
status = "jump--right";
}else {
status = "stop--right";
}
}
//马里奥跳跃
public void jump() {
if (status.indexOf("jump") == -1) {
if (status.indexOf("left") != -1) {
status = "jump--left";
}else {
status = "jump--right";
}
ySpeed = -10;
upTime = 7;
}
//判断马里奥是否碰到旗子
if (backGround.isReach()) {
ySpeed = 0;
}
}
//马里奥下落
public void fall() {
if (status.indexOf("left") != -1) {
status = "jump--left";
}else {
status = "jump--right";
}
ySpeed = 10;
}
@Override
public void run() {
while (true) {
//判断是否处于障碍物上
boolean onObstacle = false;
//判断是否可以往右走
boolean canRight = true;
//判断是否可以往左走
boolean canLeft = true;
//判断马里奥是否到达旗杆位置
if (backGround.isFlag() && this.x >= 500) {
this.backGround.setReach(true);
//判断旗子是否下落完成
if (this.backGround.isBase()) {
status = "move--right";
if (x < 690) {
x += 5;
}else {
isOK = true;
}
}else {
if (y < 395) {
xSpeed = 0;
this.y += 5;
status = "jump--right";
}
if (y > 395) {
this.y = 395;
status = "stop--right";
}
}
}else {
//遍历当前场景里所有的障碍物
for (int i = 0; i < backGround.getObstacleList().size(); i++) {
Obstacle ob = backGround.getObstacleList().get(i);
//判断马里奥是否位于障碍物上
if (ob.getY() == this.y + 25 && (ob.getX() > this.x - 30 && ob.getX() < this.x + 25)) {
onObstacle = true;
}
//判断是否跳起来顶到砖块
if ((ob.getY() >= this.y - 30 && ob.getY() <= this.y - 20) && (ob.getX() > this.x - 30 && ob.getX() < this.x + 25)) {
if (ob.getType() == 0) {
backGround.getObstacleList().remove(ob);
score += 1;
}
upTime = 0;
}
//判断是否可以往右走
if (ob.getX() == this.x + 25 && (ob.getY() > this.y - 30 && ob.getY() < this.y + 25)) {
canRight = false;
}
//判断是否可以往左走
if (ob.getX() == this.x - 30 && (ob.getY() > this.y - 30 && ob.getY() < this.y + 25)) {
canLeft = false;
}
}
//判断马里奥是否碰到敌人死亡或者踩死蘑菇敌人
for (int i = 0;i < backGround.getEnemyList().size();i++) {
Enemy e = backGround.getEnemyList().get(i);
if (e.getY() == this.y + 20 && (e.getX() - 25 <= this.x && e.getX() + 35 >= this.x)) {
if (e.getType() == 1) {
e.death();
score += 2;
upTime = 3;
ySpeed = -10;
}else if (e.getType() == 2) {
//马里奥死亡
death();
}
}
if ((e.getX() + 35 > this.x && e.getX() - 25 < this.x) && (e.getY() + 35 > this.y && e.getY() - 20 < this.y)) {
//马里奥死亡
death();
}
}
//进行马里奥跳跃的操作
if (onObstacle && upTime == 0) {
if (status.indexOf("left") != -1) {
if (xSpeed != 0) {
status = "move--left";
} else {
status = "stop--left";
}
} else {
if (xSpeed != 0) {
status = "move--right";
} else {
status = "stop--right";
}
}
} else {
if (upTime != 0) {
upTime--;
} else {
fall();
}
y += ySpeed;
}
}
if ((canLeft && xSpeed < 0) || (canRight && xSpeed > 0)) {
x += xSpeed;
//判断马里奥是否到了最左边
if (x < 0) {
x = 0;
}
}
//判断当前是否是移动状态
if (status.contains("move")) {
index = index == 0 ? 1 : 0;
}
//判断是否向左移动
if ("move--left".equals(status)) {
show = StaticValue.run_L.get(index);
}
//判断是否向右移动
if ("move--right".equals(status)) {
show = StaticValue.run_R.get(index);
}
//判断是否向左停止
if ("stop--left".equals(status)) {
show = StaticValue.stand_L;
}
//判断是否向右停止
if ("stop--right".equals(status)) {
show = StaticValue.stand_R;
}
//判断是否向左跳跃
if ("jump--left".equals(status)) {
show = StaticValue.jump_L;
}
//判断是否向右跳跃
if ("jump--right".equals(status)) {
show = StaticValue.jump_R;
}
try {
Thread.sleep(50);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
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 BufferedImage getShow() {
return show;
}
public void setShow(BufferedImage show) {
this.show = show;
}
public void setBackGround(BackGround backGround) {
this.backGround = backGround;
}
public boolean isOK() {
return isOK;
}
public boolean isDeath() {
return isDeath;
}
public int getScore() {
return score;
}
}
Enemy.java
package com.sxt;
import java.awt.image.BufferedImage;
public class Enemy implements Runnable{
//存储当前坐标
private int x;
private int y;
//存储敌人类型
private int type;
//判断敌人运动的方向
private boolean face_to = true;
//用于显示敌人的当前图像
private BufferedImage show;
//定义一个背景对象
private BackGround bg;
//食人花运动的极限范围
private int max_up = 0;
private int max_down = 0;
//定义线程对象
private Thread thread = new Thread(this);
//定义当前的图片的状态
private int image_type = 0;
//蘑菇敌人的构造函数
public Enemy(int x,int y,boolean face_to,int type,BackGround bg) {
this.x = x;
this.y = y;
this.face_to = face_to;
this.type = type;
this.bg = bg;
show = StaticValue.mogu.get(0);
thread.start();
}
//食人花敌人的构造函数
public Enemy(int x,int y,boolean face_to,int type,int max_up,int max_down,BackGround bg) {
this.x = x;
this.y = y;
this.face_to = face_to;
this.type = type;
this.max_up = max_up;
this.max_down = max_down;
this.bg = bg;
show = StaticValue.flower.get(0);
thread.start();
}
//死亡方法
public void death() {
show = StaticValue.mogu.get(2);
this.bg.getEnemyList().remove(this);
}
public int getX() {
return x;
}
public int getY() {
return y;
}
public BufferedImage getShow() {
return show;
}
public int getType() {
return type;
}
@Override
public void run() {
while (true) {
//判断是否是蘑菇敌人
if (type == 1) {
if (face_to) {
this.x -= 2;
}else {
this.x += 2;
}
image_type = image_type == 1 ? 0 : 1;
show = StaticValue.mogu.get(image_type);
}
//定义两个布尔变量
boolean canLeft = true;
boolean canRight = true;
for (int i = 0;i < bg.getObstacleList().size();i++) {
Obstacle ob1 = bg.getObstacleList().get(i);
//判断是否可以右走
if (ob1.getX() == this.x + 36 && (ob1.getY() + 65 > this.y && ob1.getY() - 35 < this.y)) {
canRight = false;
}
//判断是否可以左走
if (ob1.getX() == this.x - 36 && (ob1.getY() + 65 > this.y && ob1.getY() - 35 < this.y)) {
canLeft = false;
}
}
if (face_to && !canLeft || this.x == 0) {
face_to = false;
}
else if ((!face_to) && (!canRight) || this.x == 764) {
face_to = true;
}
//判断是否是食人花敌人
if (type == 2) {
if (face_to) {
this.y -= 2;
}else {
this.y += 2;
}
image_type = image_type == 1 ? 0 : 1;
//食人花是否到达极限位置
if (face_to && (this.y == max_up)) {
face_to = false;
}
if ((!face_to) && (this.y == max_down)) {
face_to = true;
}
show = StaticValue.flower.get(image_type);
}
try {
Thread.sleep(50);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
}
BackGround.java
package com.sxt;
import java.awt.image.BufferedImage;
import java.util.ArrayList;
import java.util.List;
public class BackGround {
//当前场景要显示的图像
private BufferedImage bgImage = null;
//记录当前是第几个场景
private int sort;
//判断是否是最后一个场景
private boolean flag;
//用于存放我们的所有障碍物
private List<Obstacle> obstacleList = new ArrayList<>();
//用于存放我们的所有敌人
private List<Enemy> enemyList = new ArrayList<>();
//用于显示旗杆
private BufferedImage gan = null;
//用于显示城堡
private BufferedImage tower = null;
//判断马里奥是否到达旗杆位置
private boolean isReach = false;
//判断旗子是否落地
private boolean isBase = false;
public BackGround() {
}
public BackGround(int sort,boolean flag) {
this.sort = sort;
this.flag = flag;
if (flag) {
bgImage = StaticValue.bg2;
}else {
bgImage = StaticValue.bg;
}
//判断是否是第一关
if (sort == 1) {
//绘制第一关的地面,上地面type=1,下地面type=2
for (int i = 0;i < 27;i++) {
obstacleList.add(new Obstacle(i*30,420,1,this));
}
for (int j = 0;j <= 120;j += 30) {
for (int i = 0;i < 27;i++) {
obstacleList.add(new Obstacle(i*30,570-j,2,this));
}
}
//绘制砖块A
for (int i = 120;i <= 150;i += 30) {
obstacleList.add(new Obstacle(i,300,7,this));
}
//绘制砖块B-F
for (int i = 300;i <= 570;i += 30) {
if (i == 360 || i == 390 || i == 480 || i == 510 || i == 540) {
obstacleList.add(new Obstacle(i,300,7,this));
} else {
obstacleList.add(new Obstacle(i,300,0,this));
}
}
//绘制砖块G
for (int i = 420;i <= 450;i += 30) {
obstacleList.add(new Obstacle(i,240,7,this));
}
//绘制水管
for (int i = 360;i <= 600;i += 25) {
if (i == 360) {
obstacleList.add(new Obstacle(620,i,3,this));
obstacleList.add(new Obstacle(645,i,4,this));
}else {
obstacleList.add(new Obstacle(620,i,5,this));
obstacleList.add(new Obstacle(645,i,6,this));
}
}
//绘制第一关的蘑菇敌人
enemyList.add(new Enemy(580,385,true,1,this));
//绘制第一关的食人花敌人
enemyList.add(new Enemy(635,420,true,2,328,428,this));
}
//判断是否是第二关
if (sort == 2) {
//绘制第二关的地面,上地面type=1,下地面type=2
for (int i = 0;i < 27;i++) {
obstacleList.add(new Obstacle(i*30,420,1,this));
}
for (int j = 0;j <= 120;j += 30) {
for (int i = 0;i < 27;i++) {
obstacleList.add(new Obstacle(i*30,570-j,2,this));
}
}
//绘制第一个水管
for (int i = 360;i <= 600;i += 25) {
if (i == 360) {
obstacleList.add(new Obstacle(60,i,3,this));
obstacleList.add(new Obstacle(85,i,4,this));
}else {
obstacleList.add(new Obstacle(60,i,5,this));
obstacleList.add(new Obstacle(85,i,6,this));
}
}
//绘制第二个水管
for (int i = 330;i <= 600;i += 25) {
if (i == 330) {
obstacleList.add(new Obstacle(620,i,3,this));
obstacleList.add(new Obstacle(645,i,4,this));
}else {
obstacleList.add(new Obstacle(620,i,5,this));
obstacleList.add(new Obstacle(645,i,6,this));
}
}
//绘制砖块C
obstacleList.add(new Obstacle(300,330,0,this));
//绘制砖块B,E,G
for (int i = 270;i <= 330;i += 30) {
if (i == 270 || i == 330) {
obstacleList.add(new Obstacle(i,360,0,this));
}else {
obstacleList.add(new Obstacle(i,360,7,this));
}
}
//绘制砖块A,D,F,H,I
for (int i = 240;i <= 360;i += 30) {
if (i == 240 || i == 360) {
obstacleList.add(new Obstacle(i,390,0,this));
}else {
obstacleList.add(new Obstacle(i,390,7,this));
}
}
//绘制妨碍1砖块
obstacleList.add(new Obstacle(240,300,0,this));
//绘制空1-4砖块
for (int i = 360;i <= 540;i += 60) {
obstacleList.add(new Obstacle(i,270,7,this));
}
//绘制第二关的第一个食人花敌人
enemyList.add(new Enemy(75,420,true,2,328,418,this));
//绘制第二关的第二个食人花敌人
enemyList.add(new Enemy(635,420,true,2,298,388,this));
//绘制第二关的第一个蘑菇敌人
enemyList.add(new Enemy(200,385,true,1,this));
//绘制第二关的第二个蘑菇敌人
enemyList.add(new Enemy(500,385,true,1,this));
}
//判断是否是第三关
if (sort == 3) {
//绘制第三关的地面,上地面type=1,下地面type=2
for (int i = 0;i < 27;i++) {
obstacleList.add(new Obstacle(i*30,420,1,this));
}
for (int j = 0;j <= 120;j += 30) {
for (int i = 0;i < 27;i++) {
obstacleList.add(new Obstacle(i*30,570-j,2,this));
}
}
//绘制第三个背景的A-O砖块
int temp = 290;
for (int i = 390;i >= 270;i -= 30) {
for (int j = temp;j <= 410;j += 30) {
obstacleList.add(new Obstacle(j,i,7,this));
}
temp += 30;
}
//绘制第三个背景的P-R砖块
temp = 60;
for (int i = 390;i >= 360;i -= 30) {
for (int j = temp;j <= 90;j += 30) {
obstacleList.add(new Obstacle(j,i,7,this));
}
temp += 30;
}
//绘制旗杆
gan = StaticValue.gan;
//绘制城堡
tower = StaticValue.tower;
//添加旗子到旗杆上
obstacleList.add(new Obstacle(515,220,8,this));
//绘制第三关的蘑菇敌人
enemyList.add(new Enemy(150,385,true,1,this));
}
}
public BufferedImage getBgImage() {
return bgImage;
}
public int getSort() {
return sort;
}
public boolean isFlag() {
return flag;
}
public List<Obstacle> getObstacleList() {
return obstacleList;
}
public BufferedImage getGan() {
return gan;
}
public BufferedImage getTower() {
return tower;
}
public boolean isReach() {
return isReach;
}
public void setReach(boolean reach) {
isReach = reach;
}
public boolean isBase() {
return isBase;
}
public void setBase(boolean base) {
isBase = base;
}
public List<Enemy> getEnemyList() {
return enemyList;
}
}
2.引入额外的JAR包
创建lib文件夹,统一存放需要导入的jar包(若已有lib文件,则直接可以进行第二步)
将jar复制粘贴到lib文件夹内
选中jar,右键-----》Build Path-----》Add to Build Path
导入JAR包后的样子,因为我的JAR包已经导入过了,所以上面的也有同样的目录。
总结
游戏挺好玩,还原度也够。
链接:https://pan.baidu.com/s/1Nc28_UKsBV3QHGXfOjSAMg
提取码:uqz9
欢迎交流,共同进步。