java弹球游戏

Python015

java弹球游戏,第1张

import java.awt.Color

import java.awt.Dimension

import java.awt.Graphics

import java.awt.Graphics2D

import java.awt.RenderingHints

import java.awt.event.MouseEvent

import java.awt.event.MouseMotionListener

import java.awt.image.BufferedImage

import javax.swing.JFrame

import javax.swing.JPanel

public class CopyOfBallCrash implements Runnable {

public static void main(final String[] args) {

new Thread(new CopyOfBallCrash()).start()

}

private final int           width     = 400

private final int           height    = 700

private int                 mouse_X, mouse_Y

private final BufferedImage offscreen = new BufferedImage(width, height,

                                       BufferedImage.TYPE_4BYTE_ABGR)

private final JPanel        panel     = new JPanel()

private final Shape         ball      = new Shape(100, 100, 1, 1, 20)

private final Shape         rect      = new Shape(0, 100, 20)

public CopyOfBallCrash() {

final JFrame frame = new JFrame()

frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE)

panel.setPreferredSize(new Dimension(width, height))

ball.setBounds(width, height)

rect.setBounds(width, height)

frame.setContentPane(panel)

panel.addMouseMotionListener(new MouseMotionListener() {

@Override

public void mouseDragged(final MouseEvent e) {}

@Override

public void mouseMoved(final MouseEvent e) {

mouse_X = e.getX()

mouse_Y = e.getY()

}

})

frame.pack()

frame.setVisible(true)

}

public void paint(final Graphics g) {

final Graphics2D g2d = offscreen.createGraphics()

g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING,

RenderingHints.VALUE_ANTIALIAS_ON)

g2d.fillRect(0, 0, width, height)

g2d.setColor(Color.blue)

rect.drawRect(g2d, mouse_X)

g2d.setColor(Color.red)

ball.drawOval(g2d, rect)

if (Shape.isLose) g2d.drawString("你输了!!!", 100, 300)

g2d.dispose()

g.drawImage(offscreen, 0, 0, null)

}

@Override

public void run() {

while (true)

paint(panel.getGraphics())

}

}

class Shape {

public int            width, height

public int            x, y, vx, vy, r, w, h

public static boolean isLose

public Shape(final int x, final int y, final int vx, final int vy, final int r) {

super()

this.x = x

this.y = y

this.vx = vx

this.vy = vy

this.r = r

}

public Shape(final int x, final int w, final int h) {

super()

this.x = x

this.w = w

this.h = h

}

public final void setBounds(final int width, final int height) {

this.width = width

this.height = height

}

public final void drawOval(final Graphics2D g2d, final Shape shape) {

if (y + h >= height) {

isLose = true

return

}

if (x + vx <= 0 || x + vx + w >= width) vx = -vx

if (y + vy <= 0) vy = -vy

if (isCrashOutside(shape.x, shape.y, shape.w, shape.h) &&y + w >= shape.y)

vy = -vy

x += vx

y += vy

g2d.fillOval(x, y, r, r)

}

public final void drawRect(final Graphics2D g2d, final int mouseX) {

y = height - h

if (x + w <width &&x <mouseX) x++

if (x >0 &&x >mouseX) x--

g2d.fillRect(x, y, w, h)

}

public final boolean isCrashOutside(final int x, final int y, final int w,

final int h) {

return (this.x >x ? this.x <= w + x : x <= r + this.x)

&&(this.y >y ? this.y <= h + y : y <= r + this.y)

}

}

我没用java写过代码,所以我只说算法,代码你自己翻译下

按C的语法来:

void xiaoqiu

{

int UB=10,DB=200,LB=10,RB=200 //定义弹球范围的边界

int sh=1 //定义横向步长

int sz=1 //定义纵向步长(两步长之比决定了反弹的角度)

int x=LB,y=UB //定义坐标

int i=10000 //循环次数(自己选择跳出手段)

while(i>0)

{

i--

x=x+sh

if(x>=RB||x<=LB) sh=-sh //碰壁后步长变反

y=y+sz

if(y>=DB||y<=UB) sz=-sz //碰壁后步长变反

(显示代码)

}

return

}

总得来说,就是相当于横向和纵向分别处理移动、反弹的问题,碰壁后步长变为相反数

不懂请追问