记得在红白机(FC)年代,还刚刚上小学的我对马里奥、冒险岛、洛克人、魂斗罗等游戏几乎可说是痴迷,每天放学回家就是想去游戏,就是要通关,就是想和关底论个胜负高低。
许多年过去了,沧海桑田,FC曾经的荣耀早已不再,只留下我们对曾经少年时的点点记忆。即使当时在FC上看上去多么复杂,多么高不可攀的游戏,在当今,即使最普通的程序员都可以轻易实现。
本着向经典学习、向经典致敬的心情,我也准备用Java在PC机再现当年马里奥的风采。
下面我在代码中所演示的,是一个简单的ACT游戏动作及地图构成原型。
Map.java
packageorg.test.mario;

importjava.awt.Color;
importjava.awt.Graphics;
importjava.awt.Point;


/***//**
*<p>
*Title:LoonFramework
*</p>
*<p>
*Description:地图绘制及描述用类
*</p>
*<p>
*Copyright:Copyright(c)2008
*</p>
*<p>
*Company:LoonFramework
*</p>
*
*@authorchenpeng
*@email:ceponline@yahoo.com.cn
*@version0.1
*/

publicclassMap...{

//在以前的blog文章中我介绍过,游戏开发中通常以数组描述地图
//此处1描绘为一个障碍物,0描绘为一个可通行空间

finalstaticprivateint[][]map=...{

...{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},

...{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},

...{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},

...{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},

...{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1},

...{1,0,0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,0,1},

...{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},

...{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},

...{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},

...{1,1,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1},

...{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},

...{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},

...{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},

...{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},

...{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}};

//地面瓦片的宽度
finalstaticprivateintTILE_SIZE=32;

//行
finalstaticprivateintROW=15;

//列
finalstaticprivateintCOL=20;


/***//**
*构造函数
*
*/

publicMap()...{
}


publicvoiddraw(Graphicsg)...{
g.setColor(Color.ORANGE);

for(inti=0;i<ROW;i++)...{

for(intj=0;j<COL;j++)...{

switch(map[i][j])...{
case1:
g.fillRect(tilesToPixels(j),tilesToPixels(i),TILE_SIZE,
TILE_SIZE);
break;
}
}
}
}


/***//**
*换算角色与地板的撞击,并返回Point用以描述新的x,y
*
*@paramplayer
*@paramnewX
*@paramnewY
*@return
*/

publicPointgetTileHit(Roleplayer,doublenewX,doublenewY)...{
//取最小的整数但不能小于自身,用以换算坐标
newX=Math.ceil(newX);
newY=Math.ceil(newY);

doublefromX=Math.min(player.getX(),newX);
doublefromY=Math.min(player.getY(),newY);
doubletoX=Math.max(player.getX(),newX);
doubletoY=Math.max(player.getY(),newY);

intfromTileX=pixelsToTiles(fromX);
intfromTileY=pixelsToTiles(fromY);
inttoTileX=pixelsToTiles(toX+Role.WIDTH-1);
inttoTileY=pixelsToTiles(toY+Role.HEIGHT-1);

//返回Point,用以描述x,y坐标点

for(intx=fromTileX;x<=toTileX;x++)...{

for(inty=fromTileY;y<=toTileY;y++)...{

if(x<0||x>=COL)...{
returnnewPoint(x,y);
}

if(y<0||y>=ROW)...{
returnnewPoint(x,y);
}

if(map[y][x]==1)...{
returnnewPoint(x,y);
}
}
}

returnnull;
}


/***//**
*将Tiles转为Pixels
*
*@parampixels
*@return
*/

publicstaticintpixelsToTiles(doublepixels)...{
return(int)Math.floor(pixels/TILE_SIZE);
}


/***//**
*将Pixels转为Tiles
*
*@parampixels
*@return
*/

publicstaticinttilesToPixels(inttiles)...{
returntiles*TILE_SIZE;
}
}
Role.java
packageorg.test.mario;

importjava.awt.Color;
importjava.awt.Graphics;
importjava.awt.Point;


/***//**
*<p>
*Title:LoonFramework
*</p>
*<p>
*Description:角色描述及绘制用类
*</p>
*<p>
*Copyright:Copyright(c)2008
*</p>
*<p>
*Company:LoonFramework
*</p>
*
*@authorchenpeng
*@email:ceponline@yahoo.com.cn
*@version0.1
*/

publicclassRole...{

//坐标的x,y
privatedouble_x;

privatedouble_y;

//显示的x,_y
privatedouble_vx;

privatedouble_vy;

//是否在平地
privatebooleanisFlat;

//自定义的地图描述类
privateMap_map;

//角色宽
finalstaticpublicintWIDTH=32;

//角色高
finalstaticpublicintHEIGHT=32;

//移动速度
finalstaticpublicintSPEED=6;

//跳越速度
finalstaticpublicintJUMP_SPEED=25;


/***//**
*构造函数,注入初始的角色x,y及map
*
*@param_x
*@param_y
*@param_map
*/

publicRole(doublex,double_y,Map_map)...{
this._x=x;
this._y=_y;
this._map=_map;
_vx=0;
_vy=0;
isFlat=false;
}


/***//**
*停止动作
*
*/

publicvoidstop()...{
_vx=0;
}


/***//**
*向左
*
*/

publicvoidleft()...{
_vx=-SPEED;
}


/***//**
*向右
*
*/

publicvoidright()...{
_vx=SPEED;
}


/***//**
*跳越动作
*
*/

publicvoidjump()...{
//当角色立于平地时

if(isFlat)...{
_vy=-JUMP_SPEED;
isFlat=false;
}
}


/***//**
*变更位置
*
*/

publicvoidupdate()...{
//加入偏差值
_vy+=1.0;

//获得新的newX
doublenewX=_x+_vx;

//获得地板x,_y
Pointtile=_map.getTileHit(this,newX,_y);
//不存在时则默认为newX

if(tile==null)...{
_x=newX;

}else...{

if(_vx>0)...{
_x=Map.tilesToPixels(tile.x)-WIDTH;

}elseif(_vx<0)...{
_x=Map.tilesToPixels(tile.x+1);
}
_vx=0;
}

doublenewY=_y+_vy;

tile=_map.getTileHit(this,_x,newY);

if(tile==null)...{
_y=newY;
isFlat=false;

}else...{

if(_vy>0)...{
_y=Map.tilesToPixels(tile.y)-HEIGHT;
_vy=0;
isFlat=true;

}elseif(_vy<0)...{
_y=Map.tilesToPixels(tile.y+1);
_vy=0;
}
}
}


/***//**
*将角色绘制于指定Graphics上
*
*@paramg
*/

publicvoiddraw(Graphicsg)...{
//目前以一个红色方块代替
g.setColor(Color.RED);
g.fillRect((int)_x,(int)_y,WIDTH,HEIGHT);
}


publicdoublegetX()...{
return_x;
}


publicdoublegetY()...{
return_y;
}

}
启动类:Main.java
packageorg.test.mario;

importjava.awt.Color;
importjava.awt.Frame;
importjava.awt.Graphics;
importjava.awt.Image;
importjava.awt.Panel;
importjava.awt.event.KeyEvent;
importjava.awt.event.KeyListener;
importjava.awt.event.WindowAdapter;
importjava.awt.event.WindowEvent;

importorg.loon.framework.game.image.Bitmap;


/***//**
*<p>
*Title:LoonFramework
*</p>
*<p>
*Description:
*</p>
*<p>
*Copyright:Copyright(c)2008
*</p>
*<p>
*Company:LoonFramework
*</p>
*
*@authorchenpeng
*@email:ceponline@yahoo.com.cn
*@version0.1
*/

publicclassMainextendsPanelimplementsRunnable,KeyListener...{


/***//**
*
*/
privatestaticfinallongserialVersionUID=1L;

publicstaticfinalint_WIDTH=640;

publicstaticfinalint_HEIGHT=480;

privateMap_map;

privateRole_role;

privateThread_sleep;

privateImage_screen=null;

privateGraphics_graphics=null;

//方向控制,由于是自然落体所以没有down
privatebooleanLEFT;

privatebooleanRIGHT;

privatebooleanUP;


publicMain()...{
setSize(_WIDTH,_HEIGHT);
setFocusable(true);
_screen=newBitmap(_WIDTH,_HEIGHT).getImage();
_graphics=_screen.getGraphics();
_map=newMap();

_role=newRole(100,32,_map);

//监听窗体
addKeyListener(this);

//启动线程
_sleep=newThread(this);
_sleep.start();
}


/***//**
*运行
*/

publicvoidrun()...{

while(true)...{
//改变方向

if(LEFT)...{
_role.left();

}elseif(RIGHT)...{
_role.right();

}else...{
_role.stop();
}

if(UP)...{
_role.jump();
}
_role.update();
repaint();

try...{
Thread.sleep(20);

}catch(InterruptedExceptione)...{
e.printStackTrace();
}
}
}


publicvoidupdate(Graphicsg)...{
paint(g);
}


publicvoidpaint(Graphicsg)...{
_graphics.setColor(Color.BLACK);
_graphics.fillRect(0,0,_WIDTH,_HEIGHT);
_map.draw(_graphics);
_role.draw(_graphics);
g.drawImage(_screen,0,0,null);
}


publicvoidkeyPressed(KeyEvente)...{
intkey=e.getKeyCode();

if(key==KeyEvent.VK_LEFT)...{
LEFT=true;
}

if(key==KeyEvent.VK_RIGHT)...{
RIGHT=true;
}

if(key==KeyEvent.VK_UP)...{
UP=true;
}
}


publicvoidkeyReleased(KeyEvente)...{
intkey=e.getKeyCode();

if(key==KeyEvent.VK_LEFT)...{
LEFT=false;
}

if(key==KeyEvent.VK_RIGHT)...{
RIGHT=false;
}

if(key==KeyEvent.VK_UP)...{
UP=false;
}
}


publicvoidkeyTyped(KeyEvente)...{
}


publicstaticvoidmain(String[]args)...{
Frameframe=newFrame();
frame.setTitle("Java来做马里奥(1)—让精灵舞动");
frame.setSize(_WIDTH,_HEIGHT);
frame.setResizable(false);
frame.setLocationRelativeTo(null);
frame.add(newMain());
frame.setVisible(true);

frame.addWindowListener(newWindowAdapter()...{

publicvoidwindowClosing(WindowEvente)...{
System.exit(0);
}
});
}

}
运行效果如下图:

现在开始,我会在blog中逐步构建马里奥中的一关,有关心java pc游戏开发者敬请留意。
许多年过去了,沧海桑田,FC曾经的荣耀早已不再,只留下我们对曾经少年时的点点记忆。即使当时在FC上看上去多么复杂,多么高不可攀的游戏,在当今,即使最普通的程序员都可以轻易实现。
本着向经典学习、向经典致敬的心情,我也准备用Java在PC机再现当年马里奥的风采。
下面我在代码中所演示的,是一个简单的ACT游戏动作及地图构成原型。
Map.java












































































































































































Role.java





































































































































































































启动类:Main.java




























































































































































































运行效果如下图:

现在开始,我会在blog中逐步构建马里奥中的一关,有关心java pc游戏开发者敬请留意。