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java游戏设计代码下载 java游戏编程小游戏代码
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求java小游戏源代码
表1. CheckerDrag.java
// CheckerDrag.javaimport java.awt.*;import java.awt.event.*;public class CheckerDrag extends java.applet.Applet{ // Dimension of checkerboard square. // 棋盘上每个小方格的尺寸 final static int SQUAREDIM = 40; // Dimension of checkerboard -- includes black outline. // 棋盘的尺寸 – 包括黑色的轮廓线 final static int BOARDDIM = 8 * SQUAREDIM + 2; // Dimension of checker -- 3/4 the dimension of a square. // 棋子的尺寸 – 方格尺寸的3/4 final static int CHECKERDIM = 3 * SQUAREDIM / 4; // Square colors are dark green or white. // 方格的颜色为深绿色或者白色 final static Color darkGreen = new Color (0, 128, 0); // Dragging flag -- set to true when user presses mouse button over checker // and cleared to false when user releases mouse button. // 拖动标记 --当用户在棋子上按下鼠标按键时设为true, // 释放鼠标按键时设为false boolean inDrag = false; // Left coordinate of checkerboard's upper-left corner. // 棋盘左上角的左方向坐标 int boardx; // Top coordinate of checkerboard's upper-left corner. //棋盘左上角的上方向坐标 int boardy; // Left coordinate of checker rectangle origin (upper-left corner). // 棋子矩形原点(左上角)的左方向坐标 int ox; // Top coordinate of checker rectangle origin (upper-left corner). // 棋子矩形原点(左上角)的上方向坐标 int oy; // Left displacement between mouse coordinates at time of press and checker // rectangle origin. // 在按键时的鼠标坐标与棋子矩形原点之间的左方向位移 int relx; // Top displacement between mouse coordinates at time of press and checker // rectangle origin. // 在按键时的鼠标坐标与棋子矩形原点之间的上方向位移 int rely; // Width of applet drawing area. // applet绘图区域的宽度 int width; // Height of applet drawing area. // applet绘图区域的高度 int height; // Image buffer. // 图像缓冲 Image imBuffer; // Graphics context associated with image buffer. // 图像缓冲相关联的图形背景 Graphics imG; public void init () { // Obtain the size of the applet's drawing area. // 获取applet绘图区域的尺寸 width = getSize ().width; height = getSize ().height; // Create image buffer. // 创建图像缓冲 imBuffer = createImage (width, height); // Retrieve graphics context associated with image buffer. // 取出图像缓冲相关联的图形背景 imG = imBuffer.getGraphics (); // Initialize checkerboard's origin, so that board is centered. // 初始化棋盘的原点,使棋盘在屏幕上居中 boardx = (width - BOARDDIM) / 2 + 1; boardy = (height - BOARDDIM) / 2 + 1; // Initialize checker's rectangle's starting origin so that checker is // centered in the square located in the top row and second column from // the left. // 初始化棋子矩形的起始原点,使得棋子在第一行左数第二列的方格里居中 ox = boardx + SQUAREDIM + (SQUAREDIM - CHECKERDIM) / 2 + 1; oy = boardy + (SQUAREDIM - CHECKERDIM) / 2 + 1; // Attach a mouse listener to the applet. That listener listens for // mouse-button press and mouse-button release events. // 向applet添加一个用来监听鼠标按键的按下和释放事件的鼠标监听器 addMouseListener (new MouseAdapter () { public void mousePressed (MouseEvent e) { // Obtain mouse coordinates at time of press. // 获取按键时的鼠标坐标 int x = e.getX (); int y = e.getY (); // If mouse is over draggable checker at time // of press (i.e., contains (x, y) returns // true), save distance between current mouse // coordinates and draggable checker origin // (which will always be positive) and set drag // flag to true (to indicate drag in progress). // 在按键时如果鼠标位于可拖动的棋子上方 // (也就是contains (x, y)返回true),则保存当前 // 鼠标坐标与棋子的原点之间的距离(始终为正值)并且 // 将拖动标志设为true(用来表明正处在拖动过程中) if (contains (x, y)) { relx = x - ox; rely = y - oy; inDrag = true; } } boolean contains (int x, int y) { // Calculate center of draggable checker. // 计算棋子的中心位置 int cox = ox + CHECKERDIM / 2; int coy = oy + CHECKERDIM / 2; // Return true if (x, y) locates with bounds // of draggable checker. CHECKERDIM / 2 is the // radius. // 如果(x, y)仍处于棋子范围内则返回true // CHECKERDIM / 2为半径 return (cox - x) * (cox - x) + (coy - y) * (coy - y) CHECKERDIM / 2 * CHECKERDIM / 2; } public void mouseReleased (MouseEvent e) { // When mouse is released, clear inDrag (to // indicate no drag in progress) if inDrag is // already set. // 当鼠标按键被释放时,如果inDrag已经为true, // 则将其置为false(用来表明不在拖动过程中) if (inDrag) inDrag = false; } }); // Attach a mouse motion listener to the applet. That listener listens // for mouse drag events. //向applet添加一个用来监听鼠标拖动事件的鼠标运动监听器 addMouseMotionListener (new MouseMotionAdapter () { public void mouseDragged (MouseEvent e) { if (inDrag) { // Calculate draggable checker's new // origin (the upper-left corner of // the checker rectangle). // 计算棋子新的原点(棋子矩形的左上角) int tmpox = e.getX () - relx; int tmpoy = e.getY () - rely; // If the checker is not being moved // (at least partly) off board, // assign the previously calculated // origin (tmpox, tmpoy) as the // permanent origin (ox, oy), and // redraw the display area (with the // draggable checker at the new // coordinates). // 如果棋子(至少是棋子的一部分)没有被 // 移出棋盘,则将之前计算的原点 // (tmpox, tmpoy)赋值给永久性的原点(ox, oy), // 并且刷新显示区域(此时的棋子已经位于新坐标上) if (tmpox boardx tmpoy boardy tmpox + CHECKERDIM boardx + BOARDDIM tmpoy + CHECKERDIM boardy + BOARDDIM) { ox = tmpox; oy = tmpoy; repaint (); } } } }); } public void paint (Graphics g) { // Paint the checkerboard over which the checker will be dragged. // 在棋子将要被拖动的位置上绘制棋盘 paintCheckerBoard (imG, boardx, boardy); // Paint the checker that will be dragged. // 绘制即将被拖动的棋子 paintChecker (imG, ox, oy); // Draw contents of image buffer. // 绘制图像缓冲的内容 g.drawImage (imBuffer, 0, 0, this); } void paintChecker (Graphics g, int x, int y) { // Set checker shadow color. // 设置棋子阴影的颜色 g.setColor (Color.black); // Paint checker shadow. // 绘制棋子的阴影 g.fillOval (x, y, CHECKERDIM, CHECKERDIM); // Set checker color. // 设置棋子颜色 g.setColor (Color.red); // Paint checker. // 绘制棋子 g.fillOval (x, y, CHECKERDIM - CHECKERDIM / 13, CHECKERDIM - CHECKERDIM / 13); } void paintCheckerBoard (Graphics g, int x, int y) { // Paint checkerboard outline. // 绘制棋盘轮廓线 g.setColor (Color.black); g.drawRect (x, y, 8 * SQUAREDIM + 1, 8 * SQUAREDIM + 1); // Paint checkerboard. // 绘制棋盘 for (int row = 0; row 8; row++) { g.setColor (((row 1) != 0) ? darkGreen : Color.white); for (int col = 0; col 8; col++) { g.fillRect (x + 1 + col * SQUAREDIM, y + 1 + row * SQUAREDIM, SQUAREDIM, SQUAREDIM); g.setColor ((g.getColor () == darkGreen) ? Color.white : darkGreen); } } } // The AWT invokes the update() method in response to the repaint() method // calls that are made as a checker is dragged. The default implementation // of this method, which is inherited from the Container class, clears the // applet's drawing area to the background color prior to calling paint(). // This clearing followed by drawing causes flicker. CheckerDrag overrides // update() to prevent the background from being cleared, which eliminates // the flicker. // AWT调用了update()方法来响应拖动棋子时所调用的repaint()方法。该方法从 // Container类继承的默认实现会在调用paint()之前,将applet的绘图区域清除 // 为背景色,这种绘制之后的清除就导致了闪烁。CheckerDrag重写了update()来 // 防止背景被清除,从而消除了闪烁。 public void update (Graphics g) { paint (g); }}
相关问答
Q1: 求Java课程设计—小游戏(含源代码)
Tank——坦克大战(简洁版)源代码-------(此文档是自己在韩顺平教程总结而来)
* 功能: 1.防止敌人的坦克重叠运动
* (决定把判断是否碰撞的函数写到EnemyTank类)
* 2.可以分关
* 2.1 (做一个开始的Panel,它是一个空的)
* 2.2 开始字体闪烁
* 3.可以在玩游戏的时候,暂停和继续
* 3.1当用户点击暂停时,子弹的速度和坦克速度设为0,并让坦克的方向
* 不要发生变化。
* 4.可以记录玩家的成绩
* 4.1用文件流的方式(小游戏)[大游戏是用的数据库cs,bs结构,三国]
* 4.2单写一个记录类,完成对玩家的记录
* 4.3先完成保存共击毁了多少辆敌人坦克的功能
* 4.4存盘退出游戏,可以记录当时的敌人的坦克坐标,并可以恢复
* 5.java如何操作声音文件
*/
Q2: 求"贪吃蛇"小游戏JAVA源代码一份
贪吃蛇
import java.awt.*;
import java.awt.event.*;
public class GreedSnake //主类
{
/**
* @param args
*/
public static void main(String[] args) {
// TODO Auto-generated method stub
new MyWindow();
}
}
class MyPanel extends Panel implements KeyListener,Runnable//自定义面板类,继承了键盘和线程接口
{
Button snake[]; //定义蛇按钮
int shu=0; //蛇的节数
int food[]; //食物数组
boolean result=true; //判定结果是输 还是赢
Thread thread; //定义线程
static int weix,weiy; //食物位置
boolean t=true; //判定游戏是否结束
int fangxiang=0; //蛇移动方向
int x=0,y=0; //蛇头位置
MyPanel()
{
setLayout(null);
snake=new Button[20];
food=new int [20];
thread=new Thread(this);
for(int j=0;j20;j++)
{
food[j]=(int)(Math.random()*99);//定义20个随机食物
}
weix=(int)(food[0]*0.1)*60; //十位*60为横坐标
weiy=(int)(food[0]%10)*40; //个位*40为纵坐标
for(int i=0;i20;i++)
{
snake[i]=new Button();
}
add(snake[0]);
snake[0].setBackground(Color.black);
snake[0].addKeyListener(this); //为蛇头添加键盘监视器
snake[0].setBounds(0,0,10,10);
setBackground(Color.cyan);
}
public void run() //接收线程
{
while(t)
{
if(fangxiang==0)//向右
{
try
{
x+=10;
snake[0].setLocation(x, y);//设置蛇头位置
if(x==weixy==weiy) //吃到食物
{
shu++;
weix=(int)(food[shu]*0.1)*60;
weiy=(int)(food[shu]%10)*40;
repaint(); //重绘下一个食物
add(snake[shu]); //增加蛇节数和位置
snake[shu].setBounds(snake[shu-1].getBounds());
}
thread.sleep(100); //睡眠100ms
}
catch(Exception e){}
}
else if(fangxiang==1)//向左
{
try
{
x-=10;
snake[0].setLocation(x, y);
if(x==weixy==weiy)
{
shu++;
weix=(int)(food[shu]*0.1)*60;
weiy=(int)(food[shu]%10)*40;
repaint();
add(snake[shu]);
snake[shu].setBounds(snake[shu-1].getBounds());
}
thread.sleep(100);
}
catch(Exception e){}
}
else if(fangxiang==2)//向上
{
try
{
y-=10;
snake[0].setLocation(x, y);
if(x==weixy==weiy)
{
shu++;
weix=(int)(food[shu]*0.1)*60;
weiy=(int)(food[shu]%10)*40;
repaint();
add(snake[shu]);
snake[shu].setBounds(snake[shu-1].getBounds());
}
thread.sleep(100);
}
catch(Exception e){}
}
else if(fangxiang==3)//向下
{
try
{
y+=10;
snake[0].setLocation(x, y);
if(x==weixy==weiy)
{
shu++;
weix=(int)(food[shu]*0.1)*60;
weiy=(int)(food[shu]%10)*40;
repaint();
add(snake[shu]);
snake[shu].setBounds(snake[shu-1].getBounds());
}
thread.sleep(100);
}
catch(Exception e){}
}
int num1=shu;
while(num11)//判断是否咬自己的尾巴
{
if(snake[num1].getBounds().x==snake[0].getBounds().xsnake[num1].getBounds().y==snake[0].getBounds().y)
{
t=false;
result=false;
repaint();
}
num1--;
}
if(x0||x=this.getWidth()||y0||y=this.getHeight())//判断是否撞墙
{
t=false;
result=false;
repaint();
}
int num=shu;
while(num0) //设置蛇节位置
{
snake[num].setBounds(snake[num-1].getBounds());
num--;
}
if(shu==15) //如果蛇节数等于15则胜利
{
t=false;
result=true;
repaint();
}
}
}
public void keyPressed(KeyEvent e) //按下键盘方向键
{
if(e.getKeyCode()==KeyEvent.VK_RIGHT)//右键
{
if(fangxiang!=1)//如果先前方向不为左
fangxiang=0;
}
else if(e.getKeyCode()==KeyEvent.VK_LEFT)
{ if(fangxiang!=0)
fangxiang=1;
}
else if(e.getKeyCode()==KeyEvent.VK_UP)
{ if(fangxiang!=3)
fangxiang=2;
}
else if(e.getKeyCode()==KeyEvent.VK_DOWN)
{ if(fangxiang!=2)
fangxiang=3;
}
}
public void keyTyped(KeyEvent e)
{
}
public void keyReleased(KeyEvent e)
{
}
public void paint(Graphics g) //在面板上绘图
{
int x1=this.getWidth()-1;
int y1=this.getHeight()-1;
g.setColor(Color.red);
g.fillOval(weix, weiy, 10, 10);//食物
g.drawRect(0, 0, x1, y1); //墙
if(t==falseresult==false)
g.drawString("GAME OVER!", 250, 200);//输出游戏失败
else if(t==falseresult==true)
g.drawString("YOU WIN!", 250, 200);//输出游戏成功
}
}
class MyWindow extends Frame implements ActionListener//自定义窗口类
{
MyPanel my;
Button btn;
Panel panel;
MyWindow()
{
super("GreedSnake");
my=new MyPanel();
btn=new Button("begin");
panel=new Panel();
btn.addActionListener(this);
panel.add(new Label("begin后请按Tab键选定蛇"));
panel.add(btn);
panel.add(new Label("按上下左右键控制蛇行动"));
add(panel,BorderLayout.NORTH);
add(my,BorderLayout.CENTER);
setBounds(100,100,610,500);
setVisible(true);
validate();
addWindowListener(new WindowAdapter()
{
public void windowClosing(WindowEvent e)
{
System.exit(0);
}
});
}
public void actionPerformed(ActionEvent e)//按下begin按钮
{
if(e.getSource()==btn)
{
try
{
my.thread.start(); //开始线程
my.validate();
}
catch(Exception ee){}
}
}
}
Q3: JAVA小游戏程序代码
这个是比较有名的那个烟花,不知道你有没有用:
建个工程,以Fireworks为类即可
import java.awt.*;
import java.applet.*;
import java.awt.event.*;
import javax.swing.*;
public class Fireworks extends Applet implements MouseListener,Runnable
{
int x,y;
int top,point;
/**
*对小程序进行变量和颜色的初始化。
*/
public void init()
{
x = 0;
y = 0;
//设置背景色为黑色
setBackground(Color.black);
addMouseListener(this);
}
public void paint(Graphics g)
{
}
/**
*使该程序可以作为应用程序运行。
*/
public static void main(String args[]) {
Fireworks applet = new Fireworks();
JFrame frame = new JFrame("TextAreaNew");
frame.addWindowListener(new WindowAdapter() {
public void windowClosing(WindowEvent e){
System.exit(0);
}
});
frame.getContentPane().add(
applet, BorderLayout.CENTER);
frame.setSize(800,400);
applet.init();
applet.start();
frame.setVisible(true);
}
/**
*程序主线程,对一个烟花进行绘制。
*/
public void run()
{
//变量初始化
Graphics g1;
g1 = getGraphics();
int y_move,y_click,x_click;
int v;
x_click = x;
y_click = y;
y_move = 400;
v = 3;
int r,g,b;
while(y_move y_click)
{
g1.setColor(Color.black);
g1.fillOval(x_click,y_move,5,5);
y_move -= 5;
r = (((int)Math.round(Math.random()*4321))%200)+55;
g = (((int)Math.round(Math.random()*4321))%200)+55;
b = (((int)Math.round(Math.random()*4321))%200)+55;
g1.setColor(new Color(r,g,b));
g1.fillOval(x_click,y_move,5,5);
for(int j = 0 ;j=10;j++)
{
if(r55) r -= 20;
if(g55) g -= 20;
if(b55) b -=20;
g1.setColor(new Color(r,g,b));
g1.fillOval(x_click,y_move+j*5,5,5);
}
g1.setColor(Color.black);
g1.fillOval(x_click,y_move+5*10,5,5);
try
{
Thread.currentThread().sleep(v++);
} catch (InterruptedException e) {}
}
for(int j=12;j=0;j--)
{
g1.setColor(Color.black);
g1.fillOval(x_click,y_move+(j*5),5,5);
try
{
Thread.currentThread().sleep((v++)/3);
} catch (InterruptedException e) {}
}
y_move = 400;
g1.setColor(Color.black);
while(y_move y_click)
{
g1.fillOval(x_click-2,y_move,9,5);
y_move -= 5;
}
v = 15;
for(int i=0;i=25;i++)
{
r = (((int)Math.round(Math.random()*4321))%200)+55;
g = (((int)Math.round(Math.random()*4321))%200)+55;
b = (((int)Math.round(Math.random()*4321))%200)+55;
g1.setColor(new Color(r,g,b));
g1.drawOval(x_click-3*i,y_click-3*i,6*i,6*i);
if(i23)
{
g1.drawOval(x_click-3*(i+1),y_click-3*(i+1),6*(i+1),6*(i+1));
g1.drawOval(x_click-3*(i+2),y_click-3*(i+2),6*(i+2),6*(i+2));
}
try
{
Thread.currentThread().sleep(v++);
} catch (InterruptedException e) {}
g1.setColor(Color.black);
g1.drawOval(x_click-3*i,y_click-3*i,6*i,6*i);
}
}
/**
*对鼠标事件进行监听。
*临听其鼠标按下事件。
*当按下鼠标时,产生一个新线程。
*/
public void mousePressed(MouseEvent e)
{
x = e.getX();
y = e.getY();
Thread one;
one = new Thread(this);
one.start();
one = null;
}
/**
*实现MouseListener接中的方法。为一个空方法。
*/
public void mouseReleased(MouseEvent e)
{
}
/**
*实现MouseListener接中的方法。为一个空方法。
*/
public void mouseEntered(MouseEvent e)
{
}
/**
*实现MouseListener接中的方法。为一个空方法。
*/
public void mouseExited(MouseEvent e)
{
}
/**
*实现MouseListener接中的方法。为一个空方法。
*/
public void mouseClicked(MouseEvent e)
{
}
}








