目的:使用Java开发一个带音乐版推箱子游戏
素材文件夹:
素材分析:pic1是墙,pic2是箱子,pic3是箱子位于目标点上时的状态,pic4是目标点,pic5是向下移动,pic6是向左移动,pic7是向右移动,pic8是向上移动,pic9是空地,pic10是向下移动并位于目标点上,pic11是向左移动并位于目标点上,pic12是向右移动并位于目标点上,pic13是向上移动并位于目标点上;nor.mid是背景音乐文件
素材网盘链接:https://pan.baidu.com/s/1Qxb_7-X7RH6cwIhEl5_wmQ 提取码:7s4e
场景分析:
①游戏开始时,人物位于指定位置,可以进行上下左右移动操作;
②如果人物移动方向前面是空地,直接移动;
③如果人物移动方向前面有箱子,并且箱子前面是空地或者目标点,人物向前移动并推动箱子向前移动;
④如果人物移动方向前面是箱子,但是箱子前面是墙或者箱子,则人物不移动;
⑤如果人物移动方向前面是墙,人物不移动;
⑥将所有箱子推动到目标点,即当前关通过
游戏的地图信息我们采用二维数组来存储,创建地图工厂类MapFactory,存储每关的地图信息:
package 推箱子;
public class MapFactory {//地图数据类
static byte map[][][] = {
{
{0,0,1,1,1,0,0,0},
{0,0,1,4,1,0,0,0},
{0,0,1,9,1,1,1,1},
{1,1,1,2,9,2,4,1},
{1,4,9,2,5,1,1,1},
{1,1,1,1,2,1,0,0},
{0,0,0,1,4,1,0,0},
{0,0,0,1,1,1,0,0}
},
{
{1,1,1,1,1,0,0,0,0},
{1,9,9,5,1,0,0,0,0},
{1,9,2,2,1,0,1,1,1},
{1,9,2,9,1,0,1,4,1},
{1,1,1,9,1,1,1,4,1},
{0,1,1,9,9,9,9,4,1},
{0,1,9,9,9,1,9,9,1},
{0,1,9,9,9,1,1,1,1},
{0,1,1,1,1,1,0,0,0}
},
{
{1,1,1,1,1,0,0,0,0},
{1,9,9,9,1,1,0,0,0},
{1,9,2,9,9,1,0,0,0},
{1,1,9,2,9,1,1,1,1},
{0,1,1,1,5,4,9,9,1},
{0,0,1,9,9,4,1,9,1},
{0,0,1,9,9,9,9,9,1},
{0,0,1,1,1,1,1,1,1}
},
{
{0,0,1,1,1,1},
{0,1,1,9,9,1},
{1,1,9,2,9,1},
{1,4,2,9,5,1},
{1,2,4,9,1,1},
{1,4,9,1,1,0},
{1,1,1,1,0,0}
},
{
{1,1,1,1,1,1},
{1,9,5,9,9,1},
{1,9,2,9,9,1},
{1,2,9,1,1,1},
{1,4,9,4,1,0},
{1,1,1,1,1,0}
},
{
{0,0,0,1,1,1,1,0,0},
{0,0,1,1,9,9,1,1,0},
{1,1,1,9,5,2,4,1,1},
{1,9,9,9,9,2,4,9,1},
{1,9,9,9,1,2,4,9,1},
{1,1,1,1,1,9,1,9,1},
{0,0,0,0,1,9,9,9,1},
{0,0,0,0,1,1,1,1,1}
},
{
{0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0},//19行
{0,0,0,0,1,9,9,9,1,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,1,2,9,9,1,0,0,0,0,0,0,0,0,0,0},
{0,0,1,1,1,9,9,2,1,1,0,0,0,0,0,0,0,0,0},
{0,0,1,9,9,2,9,2,9,1,0,0,0,0,0,0,0,0,0},
{1,1,1,9,1,9,1,1,9,1,0,0,0,1,1,1,1,1,1},
{1,9,9,9,1,9,1,1,9,1,1,1,1,1,9,9,4,4,1},
{1,9,2,9,9,2,9,9,9,9,9,9,9,9,9,9,4,4,1},
{1,1,1,1,1,9,1,1,1,9,1,5,1,1,9,9,4,4,1},
{0,0,0,0,1,9,9,9,9,9,1,1,1,1,1,1,1,1,1},
{0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0}
},
{
{1,1,1,1,1,1,1,1,1,1,1,1,0,0},//14行
{1,4,4,9,9,1,9,9,9,9,9,1,1,1},
{1,4,4,9,9,1,9,2,9,9,2,9,9,1},
{1,4,4,9,9,1,2,1,1,1,1,9,9,1},
{1,4,4,9,9,9,9,5,9,1,1,9,9,1},
{1,4,4,9,9,1,9,1,9,9,2,9,1,1},
{1,1,1,1,1,1,9,1,1,2,9,2,9,1},
{0,0,1,9,2,9,9,2,9,2,9,2,9,1},
{0,0,1,9,9,9,9,1,9,9,9,9,9,1},
{0,0,1,1,1,1,1,1,1,1,1,1,1,1}
},
{
{0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,0},//17行
{0,0,0,0,0,0,0,0,1,9,9,9,9,9,5,1,0},
{0,0,0,0,0,0,0,0,1,9,2,1,2,9,1,1,0},
{0,0,0,0,0,0,0,0,1,9,2,9,9,2,1,0,0},
{0,0,0,0,0,0,0,0,1,1,2,9,2,9,1,0,0},
{1,1,1,1,1,1,1,1,1,9,2,9,1,9,1,1,1},
{1,4,4,4,4,9,9,1,1,9,2,9,9,2,9,9,1},
{1,1,4,4,4,9,9,9,9,2,9,9,2,9,9,9,1},
{1,4,4,4,4,9,9,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0}
},
{
{0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0},//19行
{0,0,0,0,0,1,1,1,1,0,1,9,9,1,0,0,0,0,0},
{0,0,0,1,1,1,9,5,1,1,1,2,9,1,0,0,0,0,0},
{0,0,1,1,9,9,9,9,9,9,2,9,9,1,0,0,0,0,0},
{0,1,1,9,9,2,9,2,2,1,1,9,1,1,0,0,0,0,0},
{0,1,9,9,1,2,1,1,9,9,9,9,9,1,0,0,0,0,0},
{0,1,9,1,9,2,9,2,2,9,1,9,1,1,1,0,0,0,0},
{0,1,9,9,9,2,9,1,9,9,1,9,2,9,1,1,1,1,1},
{1,1,1,1,9,9,9,9,1,9,9,2,2,9,1,9,9,9,1},
{1,1,1,1,9,1,1,9,2,9,9,9,9,9,9,9,9,9,1},
{1,4,9,9,9,9,1,1,1,9,9,1,1,1,1,1,1,1,1},
{1,4,4,9,4,4,1,0,1,1,1,1,0,0,0,0,0,0,0},
{1,4,4,4,1,4,1,0,0,0,0,0,0,0,0,0,0,0,0},
{1,4,4,4,4,4,1,0,0,0,0,0,0,0,0,0,0,0,0},
{1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0}
}
};
static int count = map.length;
public static byte[][] getMap(int grade){
byte[][] temp;
if(grade>=0&&grade<count)
temp = map[grade];
else
temp = map[0];
int row = temp.length;
int column = temp[0].length;
byte[][] result = new byte[row][column];//备份关卡版本
for(int i=0;i<row;i++){
for(int j=0;j<column;j++){
result[i][j] = temp[i][j];
}
}
return result;
}
public static int getCount(){
return count;
}
}
数组其中的信息解读:0表示墙外的空余区域,1表示墙,2表示箱子,3表示箱子位于目标点上,4表示目标点,5表示人物向下,6表示人物向左,7表示人物向右,8表示人物向下,9表示空地;
按照关卡参数可以获取到指定关卡地图的拷贝;
接下来创建Map类,存储地图的行列数,以及一些地图的方法:
package 推箱子;
public class Map {
int manX = 0;
int manY = 0;
byte map[][];
int grade;
public Map(int manX,int manY,byte[][] map){
this.manX = manX;
this.manY = manY;
int row = map.length;
int column = map[0].length;
byte temp[][] = new byte[row][column];
for(int i=0;i<row;i++){
for(int j=0;j<column;j++){
temp[i][j] = map[i][j];
}
}
this.map = temp;//避免直接引用
}
public Map(int manX,int manY,byte[][] map,int grade){
this(manX,manY,map);
this.grade = grade;
}
public int getManX(){
return manX;
}
public int getManY(){
return manY;
}
public byte[][] getMap(){
return map;
}
public int getGrade(){
return grade;
}
}
现在要分析下主要的游戏逻辑了,假设玩家点击了向上按键,可能出现的场景如下:
如果人物当前位置上面一格是空地,人物向上移动,否则保持不动。
当人物当前位置上面一格是箱子,判断人物上面第二格是什么
①如果是墙或者箱子,玩家保持不动;
②如果是目标点或者过道,箱子和玩家同时向上移动一格;如果人物上面两格是目标点,箱子状态修改为箱子在目标点上,否则正常显示;如果人物上面一格是目标点,人物状态修改为人物在目标点上,否则正常显示;如果人物当前位置是目标点,移动后,人物原有位置恢复目标点,否则恢复成空地;
代码实现如下:
private void moveUp(){
if(map[row-1][column]==WALL)
return;
byte tempBox;
byte tempMan;
if(map[row-1][column]==BOX||map[row-1][column]==BOXONEND){ //如果向上一格是箱子
if(map[row-2][column]==GRASS||map[row-2][column]==END){ //如果向上第二格是过道或者终点
Map currentMap = new Map(row,column,map);
list.add(currentMap);//用于撤回操作
tempBox = map[row-2][column]==END?BOXONEND:BOX;
tempMan = map[row-1][column]==BOXONEND?MANUPONEND:MANUP;
map[row][column] = grassOrEnd(map[row][column]);
map[row-2][column] = tempBox;
map[row-1][column] = tempMan;
row--;
}
}else{//如果向上一格是过道或者终点
Map currentMap = new Map(row,column,map);
list.add(currentMap);//用于撤回操作
tempMan = map[row-1][column]==GRASS?MANUP:MANUPONEND;
map[row][column] = grassOrEnd(map[row][column]);
map[row-1][column] = tempMan;
row--;
}
}
其他的移动事件可以依次类推,话不多说,上GameFrame类代码:
package 推箱子;
import java.awt.Color;
import java.awt.Container;
import java.awt.Font;
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.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import java.util.ArrayList;
import javax.swing.JFrame;
import javax.swing.JOptionPane;
public class GameFrame extends JFrame implements ActionListener ,MouseListener,KeyListener{
/**
*
*/
private static final long serialVersionUID = 1L;
private int grade = 0;//关卡数
private int row = 7,column = 7,leftX = 0,leftY = 0;//row,column表示人物坐标;leftX,leftY记载左上角图片位置
private int mapRow = 0,mapColumn = 0;//地图的行列数
private int width = 0,height = 0;//屏幕大小
private boolean acceptKey = true;
private Image pic[] = null;
private byte[][] map = null;
private ArrayList list = new ArrayList();//用于撤回操作
Sound sound;
final byte WALL = 1,BOX = 2,BOXONEND = 3,END = 4,MANDOWN = 5,
MANLEFT = 6,MANRIGHT = 7,MANUP = 8,GRASS = 9,MANDOWNONEND = 10,MANLEFTONEND = 11,
MANRIGHTONEND = 12,MANUPONEND = 13;
public GameFrame(){
super("推箱子游戏带音乐版");
setSize(600,600);
setVisible(true);
setResizable(false);
setLocation(300,20);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
Container cont = getContentPane();
cont.setLayout(null);
cont.setBackground(Color.black);
getPic();
width = this.getWidth();
height = this.getHeight();
this.setFocusable(true);
initMap();
this.addKeyListener(this);
this.addMouseListener(this);
//播放音乐
sound = new Sound();
sound.loadSound();
}
public void initMap(){
map = getMap(grade);
list.clear();
byte[][] temp = map;
for(int i=0;i<temp.length;i++)
{
for(int j=0;j<temp[0].length;j++){
System.out.print(temp[i][j]+" ");
}
System.out.println();
}
getMapSizeAndPosition();
getManPosition();
}
//获取人物当前位置
public void getManPosition(){
for(int i=0;i<map.length;i++){
for(int j=0;j<map[0].length;j++){
if(map[i][j]==MANDOWN||map[i][j]==MANUP||map[i][j]==MANLEFT||map[i][j]==MANRIGHT){
row = i;
column = j;
break;
}
}
}
}
//获取游戏区域大小及显示游戏的左上角位置
public void getMapSizeAndPosition(){
mapRow = map.length;
mapColumn = map[0].length;
leftX = (width - map[0].length * 30)/2;
leftY = (height - map.length * 30)/2;
System.out.println(leftX);
System.out.println(leftY);
System.out.println(mapRow);
System.out.println(mapColumn);
}
public void getPic(){
pic = new Image[14];
for(int i=0;i<=13;i++){
pic[i] = Toolkit.getDefaultToolkit().getImage("D:/Game/pic"+i+".png");
}
}
public byte grassOrEnd(byte man){
byte result = GRASS;
if(man == MANLEFTONEND || man == MANRIGHTONEND || man == MANUPONEND || man == MANDOWNONEND){
result = END;
}
return result;
}
private void moveUp(){
if(map[row-1][column]==WALL)
return;
byte tempBox;
byte tempMan;
if(map[row-1][column]==BOX||map[row-1][column]==BOXONEND){ //如果向上一格是箱子
if(map[row-2][column]==GRASS||map[row-2][column]==END){ //如果向上第二格是过道或者终点
Map currentMap = new Map(row,column,map);
list.add(currentMap);//用于撤回操作
tempBox = map[row-2][column]==END?BOXONEND:BOX;
tempMan = map[row-1][column]==BOXONEND?MANUPONEND:MANUP;
map[row][column] = grassOrEnd(map[row][column]);
map[row-2][column] = tempBox;
map[row-1][column] = tempMan;
row--;
}
}else{//如果向上一格是过道或者终点
Map currentMap = new Map(row,column,map);
list.add(currentMap);//用于撤回操作
tempMan = map[row-1][column]==GRASS?MANUP:MANUPONEND;
map[row][column] = grassOrEnd(map[row][column]);
map[row-1][column] = tempMan;
row--;
}
}
private void moveDown(){
if(map[row+1][column]==WALL)
return ;
byte tempBox;
byte tempMan;
if(map[row+1][column]==BOX||map[row+1][column]==BOXONEND){
if(map[row+2][column]==END||map[row+2][column]==GRASS){
Map currentMap = new Map(row,column,map);
list.add(currentMap);//用于撤回操作
tempBox = map[row+2][column] == END?BOXONEND:BOX;
tempMan = map[row+1][column] == BOXONEND?MANDOWNONEND:MANDOWN;
map[row][column] = grassOrEnd(map[row][column]);
map[row+2][column] = tempBox;
map[row+1][column] = tempMan;
row++;
}
}else{
Map currentMap = new Map(row,column,map);
list.add(currentMap);//用于撤回操作
tempMan = map[row+1][column]==GRASS?MANDOWN:MANDOWNONEND;
map[row][column] = grassOrEnd(map[row][column]);
map[row+1][column] = tempMan;
row++;
}
}
private void moveLeft(){
if(map[row][column-1]==WALL)
return ;
byte tempBox;
byte tempMan;
if(map[row][column-1]==BOX||map[row][column-1]==BOXONEND){
if(map[row][column-2]==END||map[row][column-2]==GRASS){
Map currentMap = new Map(row,column,map);
list.add(currentMap);//用于撤回操作
tempBox = map[row][column-2] == END?BOXONEND:BOX;
tempMan = map[row][column-1] == BOXONEND?MANLEFTONEND:MANLEFT;
map[row][column] = grassOrEnd(map[row][column]);
map[row][column-2] = tempBox;
map[row][column-1] = tempMan;
column--;
}
}else{
Map currentMap = new Map(row,column,map);
list.add(currentMap);//用于撤回操作
tempMan = map[row][column-1]==GRASS?MANLEFT:MANLEFTONEND;
map[row][column] = grassOrEnd(map[row][column]);
map[row][column-1] = tempMan;
column--;
}
}
private void moveRight(){
if(map[row][column+1]==WALL)
return ;
byte tempBox;
byte tempMan;
if(map[row][column+1]==BOX||map[row][column+1]==BOXONEND){
if(map[row][column+2]==END||map[row][column+2]==GRASS){
Map currentMap = new Map(row,column,map);
list.add(currentMap);//用于撤回操作
tempBox = map[row][column+2] == END?BOXONEND:BOX;
tempMan = map[row][column+1] == BOXONEND?MANRIGHTONEND:MANRIGHT;
map[row][column] = grassOrEnd(map[row][column]);
map[row][column+2] = tempBox;
map[row][column+1] = tempMan;
column++;
}
}else{
Map currentMap = new Map(row,column,map);
list.add(currentMap);//用于撤回操作
tempMan = map[row][column+1]==GRASS?MANRIGHT:MANRIGHTONEND;
map[row][column] = grassOrEnd(map[row][column]);
map[row][column+1] = tempMan;
column++;
}
}
public boolean isFinished(){
for(int i=0;i<mapRow;i++)
for(int j=0;j<mapColumn;j++){
// System.out.println("值是"+map[i][j]+",END 的值是"+END+",他们相等吗?:"+(map[i][j]==END));
if(map[i][j]==END||map[i][j]==MANDOWNONEND||map[i][j]==MANUPONEND||map[i][j]==MANLEFTONEND||map[i][j]==MANRIGHTONEND){
return false;
}
}
return true;
}
@Override
public void keyTyped(KeyEvent e) {
// TODO Auto-generated method stub
}
@Override
public void keyPressed(KeyEvent e) {
if(e.getKeyCode() == KeyEvent.VK_UP){
moveUp();
}
if(e.getKeyCode() == KeyEvent.VK_DOWN){
moveDown();
}
if(e.getKeyCode() == KeyEvent.VK_LEFT){
moveLeft();
}
if(e.getKeyCode() == KeyEvent.VK_RIGHT){
moveRight();
}
if(e.getKeyCode() == KeyEvent.VK_A){//上一关
acceptKey = true;
priorGrade();
return ;
}
if(e.getKeyCode() == KeyEvent.VK_D){//下一关
acceptKey = true;
nextGrade();
return ;
}
repaint();
if(isFinished()){
//禁用按键
acceptKey = false;
if(grade==10){JOptionPane.showMessageDialog(this, "恭喜通过最后一关");}
else{
String msg = "恭喜你通过第"+(grade+1)+"关!!!\n是否要进入下一关?";
int type = JOptionPane.YES_NO_OPTION;
String title = "过关";
int choice = 0;
choice = JOptionPane.showConfirmDialog(null, msg,title,type);
if(choice==1){
System.exit(0);
}else if(choice == 0){
acceptKey = true;
nextGrade();
}
}
}
}
public void paint(Graphics g){
//System.out.println("我被调用了");
for(int i=0;i<mapRow;i++)
for(int j=0;j<mapColumn;j++){
if(map[i][j]!=0){
// System.out.println("这个位置 不是0,它的值是"+map[i][j]);
// g.drawRect(10, 30, getWidth()/2-50, getHeight()/2-50);
g.drawImage(pic[map[i][j]],leftX+j*30,leftY+i*30,30,30,this);
}
}
g.setColor(Color.RED);
g.setFont(new Font("楷体_2312",Font.BOLD,30));
g.drawString("现在是第", 150, 140);
g.drawString(String.valueOf(grade+1),310,140);
g.drawString("关", 360, 140);
}
public int getManX(){
return row;
}
public int getManY(){
return column;
}
public int getGrade(){
return grade;
}
public byte[][] getMap(int grade){
return MapFactory.getMap(grade);
}
public void DisplayToast(String str){
JOptionPane.showMessageDialog(null, str,"提示",JOptionPane.ERROR_MESSAGE);
}
public void undo(){
if(acceptKey){
if(list.size()>0){
Map priorMap = (Map)list.get(list.size()-1);
map = priorMap.getMap();
row = priorMap.getManX();
column = priorMap.getManY();
repaint();
list.remove(list.size()-1);
}else{
DisplayToast("不能再撤销");
}
}else{
DisplayToast("此关已完成,不能撤销");
}
}
public void priorGrade(){
grade--;
acceptKey = true;
if(grade<0)
grade = 0;
initMap();
clearPaint(this.getGraphics());
repaint();
}
public void nextGrade(){
if(grade>=MapFactory.getCount()-1){
DisplayToast("恭喜你完成所有关卡");
acceptKey = false;
}else{
grade++;
initMap();
clearPaint(this.getGraphics());
repaint();
acceptKey = true;
}
}
private void clearPaint(Graphics g) {
g.clearRect(0, 0, width+leftX, height+leftY);
}
@Override
public void keyReleased(KeyEvent e) {
// TODO Auto-generated method stub
}
@Override
public void mouseClicked(MouseEvent e) {
// TODO Auto-generated method stub
if(e.getButton() == MouseEvent.BUTTON3)
{
undo();
}
}
@Override
public void mousePressed(MouseEvent e) {
// TODO Auto-generated method stub
}
@Override
public void mouseReleased(MouseEvent e) {
// TODO Auto-generated method stub
}
@Override
public void mouseEntered(MouseEvent e) {
// TODO Auto-generated method stub
}
@Override
public void mouseExited(MouseEvent e) {
// TODO Auto-generated method stub
}
@Override
public void actionPerformed(ActionEvent e) {
// TODO Auto-generated method stub
}
public static void main(String[] args){
new GameFrame();
}
}
其中list是用来进行撤回操作的,玩家除了按上下左右键移动外,可以按A上一关,按D下一关;
现在还差音乐类Sound类的实现,代码如下:
package 推箱子;
import javax.sound.midi.*;
import java.io.File;
import java.io.IOException;
public class Sound {
String path = new String("D:/Music/");
String file = new String("nor.mid");
Sequence seq;
Sequencer midi;
boolean sign;
public void loadSound(){
try {
seq = MidiSystem.getSequence(new File(path+file));
midi = MidiSystem.getSequencer();
midi.open();
midi.setSequence(seq);
midi.start();
midi.setLoopCount(Sequencer.LOOP_CONTINUOUSLY);
} catch (InvalidMidiDataException | IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
} catch (MidiUnavailableException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
sign = true;
}
public Sound(){
}
void mystop(){midi.stop();midi.close();sign=false;}
boolean isplay(){return sign;}
void setMusic(String e){file=e;}
}
至此,推箱子游戏制作已经完成,运行效果如下: