public class BallJPanel extends JPanel implements KeyListener{ //存储小球的集合 List<Ball> ballList = new ArrayList<Ball>(); int x1 = 450; int y1 = 450; int d1 = 40; private Color white; //玩家球 Ball game = new Ball(x1, y1, d1, 50, white); //小球的数量 private int ballNumber = 100; public BallJPanel(){ addBall(); startBalls(); } 解释上述代码
时间: 2024-04-09 07:29:31 浏览: 40
上述代码定义了一个名为BallJPanel的类,它继承自JPanel并实现了KeyListener接口。这个类用于创建一个面板,用来显示和控制小球的移动。
代码中有以下成员变量:
1. ballList:一个存储小球的集合,类型为ArrayList<Ball>。
2. x1、y1、d1:表示玩家球的初始位置和直径。
3. white:表示玩家球的颜色。
4. game:表示玩家球对象,它是一个Ball类的实例。
代码中还有以下方法:
1. BallJPanel():构造方法,用于初始化面板。在构造方法中调用了addBall()和startBalls()方法。
2. addBall():用于向ballList集合中添加小球,根据ballNumber的值确定添加的小球数量。
3. startBalls():用于启动小球的移动。
总体来说,这段代码创建了一个面板,并初始化了一些小球。在面板上可以通过键盘控制玩家球的移动。
相关问题
帮我用eclipse帮我用java语言写一个小球打砖块游戏写一个小球打砖块游戏
当然可以,我可以给你提供一个简单的Java程序,它实现了小球打砖块游戏的基本功能。你可以在此基础上进行修改和完善。以下是代码:
```java
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Rectangle;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.util.ArrayList;
import java.util.List;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class BallGame extends JPanel implements KeyListener {
private static final long serialVersionUID = 1L;
private int width = 800;
private int height = 600;
private List<Brick> bricks; // 砖块
private Ball ball; // 球
private Paddle paddle; // 挡板
private int score = 0; // 得分
public BallGame() {
bricks = new ArrayList<>();
for (int i = 0; i < 8; i++) {
for (int j = 0; j < 5; j++) {
Brick brick = new Brick(70 * i + 80, 20 * j + 50);
bricks.add(brick);
}
}
ball = new Ball();
paddle = new Paddle();
addKeyListener(this);
setFocusable(true);
}
public static void main(String[] args) {
BallGame game = new BallGame();
JFrame frame = new JFrame("Ball Game");
frame.setSize(game.width, game.height);
frame.setLocationRelativeTo(null);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setContentPane(game);
frame.setVisible(true);
game.run();
}
public void run() {
while (true) {
ball.move();
paddle.move();
checkCollision();
repaint();
try {
Thread.sleep(10);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
public void checkCollision() {
// 球碰到边界
if (ball.x < 0 || ball.x > width - ball.width) {
ball.vx = -ball.vx;
}
if (ball.y < 0) {
ball.vy = -ball.vy;
}
if (ball.y > height - ball.height) {
ball.vx = 0;
ball.vy = 0;
}
// 球碰到挡板
if (ball.getBounds().intersects(paddle.getBounds())) {
ball.vy = -ball.vy;
}
// 球碰到砖块
for (Brick brick : bricks) {
if (ball.getBounds().intersects(brick.getBounds())) {
bricks.remove(brick);
score += 10;
ball.vy = -ball.vy;
break;
}
}
}
@Override
public void paint(Graphics g) {
super.paint(g);
// 画砖块
for (Brick brick : bricks) {
g.setColor(brick.color);
g.fillRect(brick.x, brick.y, brick.width, brick.height);
}
// 画球
g.setColor(ball.color);
g.fillOval(ball.x, ball.y, ball.width, ball.height);
// 画挡板
g.setColor(paddle.color);
g.fillRect(paddle.x, paddle.y, paddle.width, paddle.height);
// 画分数
g.setColor(Color.BLACK);
g.drawString("Score: " + score, 20, 30);
}
@Override
public void keyPressed(KeyEvent e) {
if (e.getKeyCode() == KeyEvent.VK_LEFT) {
paddle.vx = -5;
}
if (e.getKeyCode() == KeyEvent.VK_RIGHT) {
paddle.vx = 5;
}
}
@Override
public void keyReleased(KeyEvent e) {
if (e.getKeyCode() == KeyEvent.VK_LEFT || e.getKeyCode() == KeyEvent.VK_RIGHT) {
paddle.vx = 0;
}
}
@Override
public void keyTyped(KeyEvent e) {
}
class Brick extends Rectangle {
private static final long serialVersionUID = 1L;
public Color color;
public Brick(int x, int y) {
super(x, y, 70, 20);
color = new Color((int) (Math.random() * 0x1000000));
}
}
class Ball extends Rectangle {
private static final long serialVersionUID = 1L;
public int vx, vy;
public Color color;
public Ball() {
super(380, 550, 20, 20);
vx = 3;
vy = -3;
color = Color.RED;
}
public void move() {
x += vx;
y += vy;
}
}
class Paddle extends Rectangle {
private static final long serialVersionUID = 1L;
public int vx;
public Color color;
public Paddle() {
super(350, 570, 100, 20);
vx = 0;
color = Color.BLUE;
}
public void move() {
x += vx;
if (x < 0) {
x = 0;
}
if (x > width - width / 10) {
x = width - width / 10;
}
}
}
}
```
这个程序使用 Java Swing 组件实现了游戏界面,并使用了键盘事件监听器来控制挡板的移动。游戏中的砖块、球和挡板都是一个矩形,使用 Java 的 Rectangle 类来表示。游戏中的逻辑主要在 checkCollision 方法中实现,其中检测了球的碰撞情况,并根据不同的碰撞情况来改变球的运动状态。最后,程序使用 paint 方法来绘制游戏界面,包括砖块、球、挡板和分数。
我要一个飞机大战用java实现的程序
好的,以下是一个简单的飞机大战Java程序的示例代码,您可以根据自己的需求进行修改和扩展。
```java
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.Rectangle;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import java.util.ArrayList;
import java.util.List;
import javax.imageio.ImageIO;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class PlaneGame extends JPanel implements KeyListener, Runnable {
private static final long serialVersionUID = 1L;
private BufferedImage background;
private BufferedImage planeImage;
private BufferedImage bulletImage;
private BufferedImage enemyImage;
private int planeX = 250;
private int planeY = 400;
private int bulletX = 0;
private int bulletY = 0;
private int enemyX = 50;
private int enemyY = 50;
private int enemySpeed = 3;
private boolean gameOver = false;
private List<Rectangle> bullets = new ArrayList<Rectangle>();
private List<Rectangle> enemies = new ArrayList<Rectangle>();
public PlaneGame() {
try {
background = ImageIO.read(new File("background.png"));
planeImage = ImageIO.read(new File("plane.png"));
bulletImage = ImageIO.read(new File("bullet.png"));
enemyImage = ImageIO.read(new File("enemy.png"));
} catch (IOException e) {
e.printStackTrace();
}
setFocusable(true);
addKeyListener(this);
}
@Override
public void paint(Graphics g) {
super.paint(g);
g.drawImage(background, 0, 0, null);
g.drawImage(planeImage, planeX, planeY, null);
for (Rectangle bullet : bullets) {
g.drawImage(bulletImage, bullet.x, bullet.y, null);
}
for (Rectangle enemy : enemies) {
g.drawImage(enemyImage, enemy.x, enemy.y, null);
}
if (gameOver) {
g.setColor(Color.RED);
g.drawString("游戏结束!", 250, 250);
}
}
public void keyPressed(KeyEvent e) {
if (e.getKeyCode() == KeyEvent.VK_LEFT) {
planeX -= 5;
} else if (e.getKeyCode() == KeyEvent.VK_RIGHT) {
planeX += 5;
} else if (e.getKeyCode() == KeyEvent.VK_SPACE) {
bullets.add(new Rectangle(planeX + 25, planeY - 10, 5, 10));
}
}
public void keyReleased(KeyEvent e) {
}
public void keyTyped(KeyEvent e) {
}
public void run() {
while (!gameOver) {
try {
Thread.sleep(10);
} catch (InterruptedException e) {
e.printStackTrace();
}
for (int i = 0; i < bullets.size(); i++) {
bullets.get(i).y -= 10;
if (bullets.get(i).y < 0) {
bullets.remove(i);
i--;
}
}
enemyY += enemySpeed;
if (enemyY > 480) {
enemyY = 50;
enemyX = (int) (Math.random() * 550);
}
Rectangle enemy = new Rectangle(enemyX, enemyY, 50, 50);
for (int i = 0; i < bullets.size(); i++) {
if (enemy.contains(bullets.get(i))) {
enemies.remove(enemy);
bullets.remove(i);
i--;
}
}
Rectangle plane = new Rectangle(planeX, planeY, 50, 50);
if (plane.intersects(enemy)) {
gameOver = true;
}
enemies.add(enemy);
repaint();
}
}
public static void main(String[] args) {
JFrame frame = new JFrame("飞机大战");
frame.setSize(600, 500);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
PlaneGame game = new PlaneGame();
frame.add(game);
frame.setVisible(true);
Thread thread = new Thread(game);
thread.start();
}
}
```
这个程序实现了一个简单的飞机大战游戏,您可以使用左右方向键控制飞机的移动,按下空格键发射子弹,当子弹打中敌机时,敌机会消失,当敌机撞到飞机时,游戏结束。
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