JAVA开发是男人就坚持10秒_Object类设计

GameObject类的定义

      我们发现,窗口中所有的对象(飞机、炮弹等等)都有很多共性:“图片对象、坐标位置、运行速度、宽度和高度”。为了方便程序开发,我们需要设计一个GameObject类,它可以作为所有游戏物体的父类,方便我们编程。

GameObject类:

import java.awt.Graphics;
import java.awt.Image;
import java.awt.Rectangle;

/**
 * 游戏物体的父类
 * @author 赵广陆
 *
 */
public class GameObject {
	  Image  img;
	  double  x,y;
	   int   speed;
	  int  width, height;
	
	public  void  drawSelf(Graphics  g){
		g.drawImage(img, (int)x,(int) y, null);
	}

	public GameObject(Image img, double x, double y, int speed, int width, int height) {
		super();
		this.img = img;
		this.x = x;
		this.y = y;
		this.speed = speed;
		this.width = width;
		this.height = height;
	}

	public GameObject(Image img, double x, double y) {
		super();
		this.img = img;
		this.x = x;
		this.y = y;
	}
	
	public GameObject() {
	}
	
	/**
	 * 返回物体所在的矩形。便于后续的碰撞检测
	 * @return
	 */
	public  Rectangle   getRect(){
		return  new Rectangle((int)x, (int)y, width, height);
	}
	
	
}

设计飞机类

      有了GameObject这个父类,我们设计飞机类特别简单,目前飞机类没有特别复杂的要求。我们只需简单的继承,即可使用:

Plane类:

import java.awt.Graphics;
import java.awt.Image;

public class Plane  extends GameObject {
	
	public  void  drawSelf(Graphics  g){
		g.drawImage(img, (int)x,(int) y, null);
		x++;
	}
	
	public  Plane(Image  img, double x, double y){
		this.img = img;
		this.x = x;
		this.y = y;
	}
	
}

      通过继承,我们发现实现新的类,爽了很多!

MyGameFrame类调用方式的调整

      我们将Plane类封装后,也无需在MyGameFrame类中添加那么多飞机的属性,我们全部封装到了Plane类里面,因此,调用也变得更加简单。

封装后的MyGameFrame类:

import java.awt.Color;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;

import javax.swing.JFrame;

/**
 * 飞机游戏的主窗口
 * @author 高淇
 *
 */
public class MyGameFrame  extends  JFrame {
	
	Image   planeImg  = GameUtil.getImage("images/plane.png");
	Image   bg  = GameUtil.getImage("images/bg.jpg");
	
	Plane   plane = new Plane(planeImg,250,250);
	
	@Override
	public void paint(Graphics g) {		//自动被调用。  g相当于一只画笔
		
		g.drawImage(bg, 0, 0, null);
		
		plane.drawSelf(g);  //画飞机
		
	}
	
	
	//帮助我们反复的重画窗口!
	class  PaintThread  extends  Thread  {
		@Override
		public void run() {
			while(true){
				repaint();		//重画
				
				try {
					Thread.sleep(40);   	//1s=1000ms
				} catch (InterruptedException e) {
					e.printStackTrace();
				}		
			}
		}
		
	}
	
	//定义键盘监听的内部类
	class   KeyMonitor extends  KeyAdapter  {

		@Override
		public void keyPressed(KeyEvent e) {
			System.out.println("按下:"+e.getKeyCode());
		}

		@Override
		public void keyReleased(KeyEvent e) {
			System.out.println("抬起:"+e.getKeyCode());
		}
		
		
	}
	
	
	/**
	 * 初始化窗口
	 */
	public  void  launchFrame(){
		this.setTitle("尚学堂学员_程序猿作品");
		this.setVisible(true);
		this.setSize(500, 500);
		this.setLocation(300, 300);
		
		this.addWindowListener(new WindowAdapter() {
			@Override
			public void windowClosing(WindowEvent e) {
				System.exit(0);
			}
		});
		
		new PaintThread().start();	//启动重画窗口的线程
		addKeyListener(new KeyMonitor());   //给窗口增加键盘的监听
	}
	
	public static void main(String[] args) {
		MyGameFrame  f = new MyGameFrame();
		f.launchFrame();
	}
	
}

      通过面向对象封装后,如果我们要再创建多个飞机,也变得异常简单。

创建多个飞机:

public class MyGameFrame extends JFrame {
    Image bgImg = GameUtil.getImage("images/bg.jpg");
    Image planeImg = GameUtil.getImage("images/plane.png");
 
    Plane plane = new Plane(planeImg,300,300);
    Plane plane2 = new Plane(planeImg,300,350);
    Plane plane3 = new Plane(planeImg,300,400);
     
    //paint方法作用是:画出整个窗口及内部内容。被系统自动调用。
    @Override
    public void paint(Graphics g) {  
        g.drawImage(bgImg, 0, 0, null);
         
        plane.drawMySelf(g);    //画出飞机本身
        plane2.drawMySelf(g);   //画出飞机本身
        plane3.drawMySelf(g);   //画出飞机本身
    }  
    //其余代码,和上个版本一致,为节省篇幅突出重点,不在附上。
}

  运行效果:

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转载自blog.csdn.net/ZGL_cyy/article/details/104139255
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