How to implement the classic game Bubble Hall in Java
- Design the game interface and use swing to implement
- Draw the game Start interface, end interface, map, protagonist, props
- Realize bubble explosion
- Realize dual protagonist PK (points system)
- Realize prop drops and corresponding attribute bonuses
- Realize game sound effects and background music
public class GameStart {
public static void main(String[] args) {
//整个程序的入口 启动
StartFrame startFrame = new StartFrame();
startFrame.setVisible(true);
}
}
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Core monitoring classpublic class GameStart { public static void main(String[] args) { //整个程序的入口 启动 StartFrame startFrame = new StartFrame(); startFrame.setVisible(true); } }
public class GameListener implements KeyListener {
private List<?> list;
@Override
public void keyTyped(KeyEvent e) {
// TODO Auto-generated method stub
}
//按下 左37 右39 下40 上38 w87 a65 s83 d68 空格32 enter10
@Override
public void keyPressed(KeyEvent e) {
// TODO Auto-generated method stub
//System.out.println("keypressed"+e.getKeyCode());
list = ElementManager.getInstance().getElementList("play");
Player oneplayer = (Player)list.get(0);
Player twoPlayer = (Player)list.get(1);
switch (e.getKeyCode()) {
case 65:
oneplayer.setLEFT(true);
// oneplayer.setStop(false);
break;
case 87:
oneplayer.setUP(true);
// oneplayer.setStop(false);
break;
case 68:
oneplayer.setRIGHT(true);
// oneplayer.setStop(false);
break;
case 83:
oneplayer.setDOWN(true);
// oneplayer.setStop(false);
break;
case 32:
oneplayer.setPk(true);
break;
case 37:
twoPlayer.setLEFT(true);
break;
case 38:
twoPlayer.setUP(true);
break;
case 39:
twoPlayer.setRIGHT(true);
break;
case 40:
twoPlayer.setDOWN(true);
break;
case 10:
twoPlayer.setPk(true);
break;
}
}
//松开
@Override
public void keyReleased(KeyEvent e) {
// TODO Auto-generated method stub
//System.out.println("keyreleased"+e.getKeyCode());
list = ElementManager.getInstance().getElementList("play");
Player oneplayer = (Player)list.get(0);
Player twoPlayer = (Player)list.get(1);
switch (e.getKeyCode()) {
case 65:
// if (oneplayer.isLEFT()) {
// oneplayer.setStop(true);
// }
oneplayer.setLEFT(false);
break;
case 87:
// if (oneplayer.isUP()) {
// oneplayer.setStop(true);
// }
oneplayer.setUP(false);
break;
case 68:
// if (oneplayer.isRIGHT()) {
// oneplayer.setStop(true);
// }
oneplayer.setRIGHT(false);
break;
case 83:
// if (oneplayer.isDOWN()) {
// oneplayer.setStop(true);
// }
oneplayer.setDOWN(false);
break;
case 32:
oneplayer.setPk(false);
break;
case 37:
twoPlayer.setLEFT(false);
break;
case 38:
twoPlayer.setUP(false);
break;
case 39:
twoPlayer.setRIGHT(false);
break;
case 40:
twoPlayer.setDOWN(false);
break;
case 10:
twoPlayer.setPk(false);
break;
}
}
}
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Core thread classpublic class GameListener implements KeyListener { private List<?> list; @Override public void keyTyped(KeyEvent e) { // TODO Auto-generated method stub } //按下 左37 右39 下40 上38 w87 a65 s83 d68 空格32 enter10 @Override public void keyPressed(KeyEvent e) { // TODO Auto-generated method stub //System.out.println("keypressed"+e.getKeyCode()); list = ElementManager.getInstance().getElementList("play"); Player oneplayer = (Player)list.get(0); Player twoPlayer = (Player)list.get(1); switch (e.getKeyCode()) { case 65: oneplayer.setLEFT(true); // oneplayer.setStop(false); break; case 87: oneplayer.setUP(true); // oneplayer.setStop(false); break; case 68: oneplayer.setRIGHT(true); // oneplayer.setStop(false); break; case 83: oneplayer.setDOWN(true); // oneplayer.setStop(false); break; case 32: oneplayer.setPk(true); break; case 37: twoPlayer.setLEFT(true); break; case 38: twoPlayer.setUP(true); break; case 39: twoPlayer.setRIGHT(true); break; case 40: twoPlayer.setDOWN(true); break; case 10: twoPlayer.setPk(true); break; } } //松开 @Override public void keyReleased(KeyEvent e) { // TODO Auto-generated method stub //System.out.println("keyreleased"+e.getKeyCode()); list = ElementManager.getInstance().getElementList("play"); Player oneplayer = (Player)list.get(0); Player twoPlayer = (Player)list.get(1); switch (e.getKeyCode()) { case 65: // if (oneplayer.isLEFT()) { // oneplayer.setStop(true); // } oneplayer.setLEFT(false); break; case 87: // if (oneplayer.isUP()) { // oneplayer.setStop(true); // } oneplayer.setUP(false); break; case 68: // if (oneplayer.isRIGHT()) { // oneplayer.setStop(true); // } oneplayer.setRIGHT(false); break; case 83: // if (oneplayer.isDOWN()) { // oneplayer.setStop(true); // } oneplayer.setDOWN(false); break; case 32: oneplayer.setPk(false); break; case 37: twoPlayer.setLEFT(false); break; case 38: twoPlayer.setUP(false); break; case 39: twoPlayer.setRIGHT(false); break; case 40: twoPlayer.setDOWN(false); break; case 10: twoPlayer.setPk(false); break; } } }
public class GameThread extends Thread{
//计时数据
private static int time ;
private boolean flag=true;
//重构老项目
@Override
public void run() {
//这个循环控制游戏整体进度
// while(flag){
// 死循环 状态变量进行控制
//1.加载地图 人物
loadElement();
//2.显示地图人物(流程 自动化(移动,碰撞))
time = 0;
loadBGM();
runGame();
//3.结束地图
try {
TimeUnit.MILLISECONDS.sleep(150);
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
// }
}
//控制进度 但是作为控制 请不要接触load 只能通过元素管理器访问元素
public void loadElement(){
ElementManager.getInstance().load();
}
public void runGame(){
//这个循环控制每个关卡 地图中玩的状态
ElementManager manager = ElementManager.getInstance();
while(flag){
Map<String, List<SuperElement> > map = manager.getMap();
Set<String> set = map.keySet();
List<String> temp = new ArrayList<>();
temp.addAll(set);
//迭代器在遍历的过程中,迭代器中的元素不可以变化(增加或减少)
for (int i=temp.size()-1; i>=0 ; i--) {
List<SuperElement> list = map.get(temp.get(i));
for (int j = 0; j < list.size(); j++) {
SuperElement superElement = list.get(j);
superElement.update();
if (!superElement.isVisible()) {
manager.removeElementByPx(superElement.getY(), superElement.getX());
list.remove(j);
}
}
}
//使用一个独立的方法来进行判定
PK();
//游戏的流程控制
linkGame();
try {
TimeUnit.MILLISECONDS.sleep(100);
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
//死亡 通关状态 结束runGame方法
overGame();
time++; //一秒钟增加10
}
}
public void PK() {
// TODO Auto-generated method stub
List<SuperElement> players = ElementManager.getInstance().getElementList("play");
List<SuperElement> enemys = ElementManager.getInstance().getElementList("enemylist");
//进行比较
listPK(players, enemys);
}
public void listPK(List<SuperElement> list1,List<SuperElement> list2){
for (int i = 0; i < list1.size(); i++) {
for (int j = 0; j < list2.size(); j++) {
if (list1.get(i).gamePK(list2.get(j))) {
list2.get(j).setVisible(false);
}
}
}
}
public void overGame(){
Player player1 = (Player)(ElementManager.getInstance().getElementList("play").get(0));
Player player2 = (Player)(ElementManager.getInstance().getElementList("play").get(1));
if(player1.getNum()>=1000||player2.getNum()>=1000) {
flag = false;
new Thread() {
public void run() {
new audioPlay(Audio.OVER).player();
}
}.start();
}
}
//游戏的流程控制
public void linkGame(){
// Map< String , List<SuperElement> > map =
// ElementManager.getInstance().getMap();
// List<SuperElement> enemys = map.get("enemylist");
// //一秒钟增加一个敌机
// if (time%10 == 0) {
// enemys.add(Enemy.createEnemy(""));
// }
ElementManager.getInstance().linkGame(time);
}
public static int getTime() {
return time;
}
public static void setTime(int time) {
GameThread.time = time;
}
private void loadBGM() {
new Thread() {
public void run() {
while(flag) {
audioPlay play = new audioPlay(Audio.BGM);
play.player();
if(!flag) {
play.stop();
}
}
}
}.start();
}
//敌机的创建
}
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public class GameThread extends Thread{ //计时数据 private static int time ; private boolean flag=true; //重构老项目 @Override public void run() { //这个循环控制游戏整体进度 // while(flag){ // 死循环 状态变量进行控制 //1.加载地图 人物 loadElement(); //2.显示地图人物(流程 自动化(移动,碰撞)) time = 0; loadBGM(); runGame(); //3.结束地图 try { TimeUnit.MILLISECONDS.sleep(150); } catch (InterruptedException e) { // TODO Auto-generated catch block e.printStackTrace(); } // } } //控制进度 但是作为控制 请不要接触load 只能通过元素管理器访问元素 public void loadElement(){ ElementManager.getInstance().load(); } public void runGame(){ //这个循环控制每个关卡 地图中玩的状态 ElementManager manager = ElementManager.getInstance(); while(flag){ Map<String, List<SuperElement> > map = manager.getMap(); Set<String> set = map.keySet(); List<String> temp = new ArrayList<>(); temp.addAll(set); //迭代器在遍历的过程中,迭代器中的元素不可以变化(增加或减少) for (int i=temp.size()-1; i>=0 ; i--) { List<SuperElement> list = map.get(temp.get(i)); for (int j = 0; j < list.size(); j++) { SuperElement superElement = list.get(j); superElement.update(); if (!superElement.isVisible()) { manager.removeElementByPx(superElement.getY(), superElement.getX()); list.remove(j); } } } //使用一个独立的方法来进行判定 PK(); //游戏的流程控制 linkGame(); try { TimeUnit.MILLISECONDS.sleep(100); } catch (InterruptedException e) { // TODO Auto-generated catch block e.printStackTrace(); } //死亡 通关状态 结束runGame方法 overGame(); time++; //一秒钟增加10 } } public void PK() { // TODO Auto-generated method stub List<SuperElement> players = ElementManager.getInstance().getElementList("play"); List<SuperElement> enemys = ElementManager.getInstance().getElementList("enemylist"); //进行比较 listPK(players, enemys); } public void listPK(List<SuperElement> list1,List<SuperElement> list2){ for (int i = 0; i < list1.size(); i++) { for (int j = 0; j < list2.size(); j++) { if (list1.get(i).gamePK(list2.get(j))) { list2.get(j).setVisible(false); } } } } public void overGame(){ Player player1 = (Player)(ElementManager.getInstance().getElementList("play").get(0)); Player player2 = (Player)(ElementManager.getInstance().getElementList("play").get(1)); if(player1.getNum()>=1000||player2.getNum()>=1000) { flag = false; new Thread() { public void run() { new audioPlay(Audio.OVER).player(); } }.start(); } } //游戏的流程控制 public void linkGame(){ // Map< String , List<SuperElement> > map = // ElementManager.getInstance().getMap(); // List<SuperElement> enemys = map.get("enemylist"); // //一秒钟增加一个敌机 // if (time%10 == 0) { // enemys.add(Enemy.createEnemy("")); // } ElementManager.getInstance().linkGame(time); } public static int getTime() { return time; } public static void setTime(int time) { GameThread.time = time; } private void loadBGM() { new Thread() { public void run() { while(flag) { audioPlay play = new audioPlay(Audio.BGM); play.player(); if(!flag) { play.stop(); } } } }.start(); } //敌机的创建 }
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