效果图如下:

在ACT类游戏中,你所扮演的角色时常会与各种杂兵发生这样或者那样的冲突,以此来增强游戏性。本回将例举一种Java游戏的杂兵制造方式。
在此例中将原来的getTileHit改为注入Sprite,以此统一处理角色及杂兵的碰撞。
publicPointgetTileHit(Spritesprite,doublenewX,doublenewY)
Food.java(扮演食物的角色)
packageorg.test.mario;


/***//**
*<p>
*Title:LoonFramework
*</p>
*<p>
*Description:食物用类
*</p>
*<p>
*Copyright:Copyright(c)2008
*</p>
*<p>
*Company:LoonFramework
*</p>
*<p>
*License:http://www.apache.org/licenses/LICENSE-2.0
*</p>
*
*@authorchenpeng
*@email:ceponline@yahoo.com.cn
*@version0.1
*/

publicclassFoodextendsSprite...{


publicFood(StringfileName,doublex,doubley,Mapmap)...{
super(fileName,x,y,map);
}


publicvoidupdate()...{

}

}
Sandaime.java(扮演杂兵的角色)
packageorg.test.mario;

importjava.awt.Point;


/***//**
*<p>
*Title:LoonFramework
*</p>
*<p>
*Description:
*</p>
*<p>
*Copyright:Copyright(c)2008
*</p>
*<p>
*Company:LoonFramework
*</p>
*<p>
*License:http://www.apache.org/licenses/LICENSE-2.0
*</p>
*
*@authorchenpeng
*@email:ceponline@yahoo.com.cn
*@version0.1
*/

publicclassSandaimeextendsSprite...{

privatestaticfinaldoubleSPEED=1;

privatedouble_vx;

privatedouble_vy;


publicSandaime(Stringfilename,doublex,doubley,Mapmap)...{

super(filename,x,y,map);
width=80;
height=75;
_vx=-SPEED;
_vy=0;
}


publicvoidupdate()...{
_vy+=0.1;

doublenewX=_x+_vx;

Pointtile=_map.getTileHit(this,newX,_y);

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=-_vx;
}

doublenewY=_y+_vy;
tile=_map.getTileHit(this,_x,newY);

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

}else...{

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

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

}
Role.java(扮演主角)
packageorg.test.mario;

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
*/

publicclassRoleextendsSprite...{

privatedouble_vx;

privatedouble_vy;

privateboolean_isFlat;

privateint_dir;

//强制跳跃
privateboolean_forceJump;

finalstaticprivateintSPEED=6;

finalstaticprivateintJUMP_SPEED=16;

finalstaticprivateintRIGHT=0;

finalstaticprivateintLEFT=1;


/***//**
*构造函数,以角色图位置,初始的x、y坐标,地图四项参数创建一个可用的角色
*
*@paramfilename
*@paramx
*@paramy
*@parammap
*/

publicRole(Stringfilename,doublex,doubley,Mapmap)...{
super(filename,x,y,map);
width=40;
height=40;
_vx=0;
_vy=0;
_isFlat=false;
_forceJump=false;
_dir=RIGHT;
}


publicvoidsetJump(booleanforceJump)...{
_forceJump=forceJump;
}


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


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


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


publicvoidjump()...{

if(_isFlat||_forceJump)...{
_vy=-JUMP_SPEED;
_isFlat=false;
_forceJump=false;
}
}


publicvoidupdate()...{
//0.6为允许跳跃的高度限制,反值效果
_vy+=0.6;

doublenewX=_x+_vx;

Pointtile=_map.getTileHit(this,newX,_y);

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;
}
}
}


publicvoiddraw(Graphicsg,intoffsetX,intoffsetY)...{
g.drawImage(_image,(int)_x+offsetX,(int)_y+offsetY,(int)_x
+offsetX+width,(int)_y+offsetY+height,_count*width,
_dir*height,_count*width+width,_dir*height+height,
null);
}
}
Sprite.java(抽象的精灵类)
packageorg.test.mario;

importjava.awt.Graphics;
importjava.awt.Image;
importjava.awt.Rectangle;

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


/***//**
*<p>
*Title:LoonFramework
*</p>
*<p>
*Description:精灵类(为了批量制造角色,将Role中通用设定抽象成此类)
*</p>
*<p>
*Copyright:Copyright(c)2008
*</p>
*<p>
*Company:LoonFramework
*</p>
*<p>
*License:http://www.apache.org/licenses/LICENSE-2.0
*</p>
*
*@authorchenpeng
*@email:ceponline@yahoo.com.cn
*@version0.1
*/

publicabstractclassSprite...{
//坐标
protecteddouble_x;

protecteddouble_y;

//宽
protectedintwidth;

//高
protectedintheight;

//图像
protectedImage_image;

//步数
protectedint_count;

//地图
protectedMap_map;


/***//**
*构造函数,以角色图位置,初始的x、y坐标,地图四项参数创建一个可用的角色
*
*@paramfileName
*@param_x
*@param_y
*@parammap
*/

publicSprite(StringfileName,double_x,double_y,Mapmap)...{
this._x=_x;
this._y=_y;
this._map=map;

width=32;
height=32;

loadImage(fileName);

_count=0;

AnimationThreadthread=newAnimationThread();
thread.start();
}

publicabstractvoidupdate();


publicvoiddraw(Graphicsg,intoffsetX,intoffsetY)...{
g.drawImage(_image,(int)_x+offsetX,(int)_y+offsetY,(int)_x
+offsetX+width,(int)_y+offsetY+height,_count*width,
0,_count*width+width,height,null);
}


publicbooleanisHit(Spritesprite)...{
RectangleplayerRect=newRectangle((int)_x,(int)_y,width,height);
RectanglespriteRect=newRectangle((int)sprite.getX(),(int)sprite
.getY(),sprite.getWidth(),sprite.getHeight());
//判定两者边框是否相交

if(playerRect.intersects(spriteRect))...{
returntrue;
}

returnfalse;
}


publicdoublegetX()...{
return_x;
}


publicdoublegetY()...{
return_y;
}


publicintgetWidth()...{
returnwidth;
}


publicintgetHeight()...{
returnheight;
}


privatevoidloadImage(Stringfilename)...{
_image=newBitmap(filename).getImage();
}


privateclassAnimationThreadextendsThread...{

publicvoidrun()...{

while(true)...{
//换算步数

if(_count==0)...{
_count=1;

}elseif(_count==1)...{
_count=0;
}
//动作更替延迟

try...{
Thread.sleep(300);

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


publicvoidsetHeight(intheight)...{
this.height=height;
}


publicvoidsetWidth(intwidth)...{
this.width=width;
}

}
Map.java(地图描述)
packageorg.test.mario;

importjava.awt.Graphics;
importjava.awt.Image;
importjava.awt.Point;
importjava.util.LinkedList;

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


/***//**
*<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
finalstaticpublicintTILE_SIZE=32;

finalstaticpublicintROW=20;

finalstaticpublicintCOL=30;

finalstaticpublicintWIDTH=TILE_SIZE*COL;

finalstaticpublicintHEIGHT=TILE_SIZE*ROW;

finalstaticpublicdoubleGRAVITY=0.6;

//缓存精灵的list
privateLinkedListsprites;

//地图描述

finalstaticprivateint[][]map=...{

...{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,2},

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

...{2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,1},

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

...{1,3,3,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,
2,2,2,2,2,2,2,1},

...{1,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,
0,0,0,0,0,0,0,1},

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

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

...{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,3,0,
0,0,0,0,0,0,0,1},

...{1,0,0,0,0,0,0,0,0,4,4,4,4,0,0,0,0,0,0,1,2,0,
0,0,0,0,0,0,0,1},

...{1,0,0,0,0,0,2,2,2,2,2,2,2,2,0,0,0,0,0,1,0,0,
0,0,0,0,0,0,0,1},

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

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

...{1,3,3,3,3,3,0,0,0,0,0,0,0,0,3,3,4,3,3,1,2,2,
0,0,0,0,0,0,3,1},

...{1,2,2,2,2,2,0,0,0,0,0,0,0,0,2,2,2,2,2,1,0,0,
0,0,0,0,0,0,2,1},

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

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

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

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

...{1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,
2,2,2,2,2,2,2,1}};


finalstaticprivateImagetile=newBitmap("./tile_0.gif").getImage();

finalstaticprivateImagetile2=newBitmap("./tile_1.gif").getImage();


/***//**
*构造函数
*
*/

publicMap()...{
//精灵list
sprites=newLinkedList();
//注入兵粮丸

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

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

switch(map[i][j])...{
case3:
sprites.add(newFood("./food.gif",tilesToPixels(j),tilesToPixels(i),this));
break;
case4:
sprites.add(newSandaime("./sdm.gif",tilesToPixels(j),tilesToPixels(i),this));
break;
}
}
}
}


publicvoiddraw(Graphicsg,intoffsetX,intoffsetY)...{
intfirstTileX=pixelsToTiles(-offsetX);
intlastTileX=firstTileX+pixelsToTiles(Main._WIDTH)+1;
lastTileX=Math.min(lastTileX,COL);
intfirstTileY=pixelsToTiles(-offsetY);
intlastTileY=firstTileY+pixelsToTiles(Main._HEIGHT)+1;
lastTileY=Math.min(lastTileY,ROW);


for(inti=firstTileY;i<lastTileY;i++)...{

for(intj=firstTileX;j<lastTileX;j++)...{
//转换map标识

switch(map[i][j])...{

case1://绘制砖地

g.drawImage(tile,tilesToPixels(j)+offsetX,
tilesToPixels(i)+offsetY,null);
break;
case2://绘制草地
g.drawImage(tile2,tilesToPixels(j)+offsetX,
tilesToPixels(i)+offsetY,null);
break;

}
}
}
}


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

publicPointgetTileHit(Spritesprite,doublenewX,doublenewY)...{

newX=Math.ceil(newX);
newY=Math.ceil(newY);

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

intfromTileX=pixelsToTiles(fromX);
intfromTileY=pixelsToTiles(fromY);
inttoTileX=pixelsToTiles(toX+sprite.getWidth()-1);
inttoTileY=pixelsToTiles(toY+sprite.getHeight()-1);


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||map[y][x]==2)...{
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;
}


/***//**
*返回Spritelist
*@return
*/

publicLinkedListgetSprites()...{
returnsprites;
}


publicvoidsetSprites(LinkedListsprites)...{
this.sprites=sprites;
}
}
Main.java(部署及运行)
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;
importjava.util.Iterator;
importjava.util.LinkedList;

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;

//底层背景
finalstaticprivateImageback=newBitmap("./雕像.png").getImage();


publicMain()...{
setSize(_WIDTH,_HEIGHT);
setFocusable(true);
_screen=newBitmap(_WIDTH,_HEIGHT).getImage();
_graphics=_screen.getGraphics();
_map=newMap();
//设置扮演的角色
_role=newRole("role.gif",190,40,_map);

//监听窗体
addKeyListener(this);

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


publicvoidgameOver()...{

_map=newMap();

_role=newRole("role.gif",190,40,_map);
}


/***//**
*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();

LinkedListsprites=_map.getSprites();


for(Iteratorit=sprites.iterator();it.hasNext();)...{
//还原为sprite
Spritesprite=(Sprite)it.next();
//变更精灵状态
sprite.update();

//碰撞检测

if(_role.isHit(sprite))...{
//对象检测,为兵粮丸时

if(spriteinstanceofFood)...{
Foodcoin=(Food)sprite;
//删除对象
//it.remove();
sprites.remove(coin);
break;
//为三代目时

}elseif(spriteinstanceofSandaime)...{
Sandaimesdm=(Sandaime)sprite;

if((int)_role.getY()<(int)sdm.getY())...{
sprites.remove(sdm);
_role.setJump(true);
_role.jump();
break;

}else...{
gameOver();
}
}
}
}
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);
_graphics.drawImage(back,0,0,this);
intoffsetX=_WIDTH/2-(int)_role.getX();

offsetX=Math.min(offsetX,0);
offsetX=Math.max(offsetX,_WIDTH-Map.WIDTH);

intoffsetY=_HEIGHT/2-(int)_role.getY();

offsetY=Math.min(offsetY,0);
offsetY=Math.max(offsetY,_HEIGHT-Map.HEIGHT);

_map.draw(_graphics,offsetX,offsetY);

_role.draw(_graphics,offsetX,offsetY);
//遍历精灵对象并绘制
LinkedListsprites=_map.getSprites();


for(Iteratorit=sprites.iterator();it.hasNext();)...{
Spritesprite=(Sprite)it.next();
sprite.draw(_graphics,offsetX,offsetY);
}
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(4)—杂兵登场");
frame.setSize(_WIDTH,_HEIGHT+20);
frame.setResizable(false);
frame.setLocationRelativeTo(null);
frame.add(newMain());
frame.setVisible(true);

frame.addWindowListener(newWindowAdapter()...{

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

}

在ACT类游戏中,你所扮演的角色时常会与各种杂兵发生这样或者那样的冲突,以此来增强游戏性。本回将例举一种Java游戏的杂兵制造方式。
在此例中将原来的getTileHit改为注入Sprite,以此统一处理角色及杂兵的碰撞。
publicPointgetTileHit(Spritesprite,doublenewX,doublenewY)
Food.java(扮演食物的角色)
packageorg.test.mario;

/***//**
*<p>
*Title:LoonFramework
*</p>
*<p>
*Description:食物用类
*</p>
*<p>
*Copyright:Copyright(c)2008
*</p>
*<p>
*Company:LoonFramework
*</p>
*<p>
*License:http://www.apache.org/licenses/LICENSE-2.0
*</p>
*
*@authorchenpeng
*@email:ceponline@yahoo.com.cn
*@version0.1
*/
publicclassFoodextendsSprite...{

publicFood(StringfileName,doublex,doubley,Mapmap)...{
super(fileName,x,y,map);
}

publicvoidupdate()...{
}
}
Sandaime.java(扮演杂兵的角色)
packageorg.test.mario;
importjava.awt.Point;

/***//**
*<p>
*Title:LoonFramework
*</p>
*<p>
*Description:
*</p>
*<p>
*Copyright:Copyright(c)2008
*</p>
*<p>
*Company:LoonFramework
*</p>
*<p>
*License:http://www.apache.org/licenses/LICENSE-2.0
*</p>
*
*@authorchenpeng
*@email:ceponline@yahoo.com.cn
*@version0.1
*/
publicclassSandaimeextendsSprite...{
privatestaticfinaldoubleSPEED=1;
privatedouble_vx;
privatedouble_vy;

publicSandaime(Stringfilename,doublex,doubley,Mapmap)...{
super(filename,x,y,map);
width=80;
height=75;
_vx=-SPEED;
_vy=0;
}

publicvoidupdate()...{
_vy+=0.1;
doublenewX=_x+_vx;
Pointtile=_map.getTileHit(this,newX,_y);
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=-_vx;
}
doublenewY=_y+_vy;
tile=_map.getTileHit(this,_x,newY);
if(tile==null)...{
_y=newY;
}else...{
if(_vy>0)...{
_y=Map.tilesToPixels(tile.y)-height;
_vy=0;
}elseif(_vy<0)...{
_y=Map.tilesToPixels(tile.y+1);
_vy=0;
}
}
}
}
Role.java(扮演主角)
packageorg.test.mario;
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
*/
publicclassRoleextendsSprite...{
privatedouble_vx;
privatedouble_vy;
privateboolean_isFlat;
privateint_dir;
//强制跳跃
privateboolean_forceJump;
finalstaticprivateintSPEED=6;
finalstaticprivateintJUMP_SPEED=16;
finalstaticprivateintRIGHT=0;
finalstaticprivateintLEFT=1;

/***//**
*构造函数,以角色图位置,初始的x、y坐标,地图四项参数创建一个可用的角色
*
*@paramfilename
*@paramx
*@paramy
*@parammap
*/
publicRole(Stringfilename,doublex,doubley,Mapmap)...{
super(filename,x,y,map);
width=40;
height=40;
_vx=0;
_vy=0;
_isFlat=false;
_forceJump=false;
_dir=RIGHT;
}

publicvoidsetJump(booleanforceJump)...{
_forceJump=forceJump;
}

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

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

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

publicvoidjump()...{
if(_isFlat||_forceJump)...{
_vy=-JUMP_SPEED;
_isFlat=false;
_forceJump=false;
}
}

publicvoidupdate()...{
//0.6为允许跳跃的高度限制,反值效果
_vy+=0.6;
doublenewX=_x+_vx;
Pointtile=_map.getTileHit(this,newX,_y);
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;
}
}
}

publicvoiddraw(Graphicsg,intoffsetX,intoffsetY)...{
g.drawImage(_image,(int)_x+offsetX,(int)_y+offsetY,(int)_x
+offsetX+width,(int)_y+offsetY+height,_count*width,
_dir*height,_count*width+width,_dir*height+height,
null);
}
}
Sprite.java(抽象的精灵类)
packageorg.test.mario;
importjava.awt.Graphics;
importjava.awt.Image;
importjava.awt.Rectangle;
importorg.loon.framework.game.image.Bitmap;

/***//**
*<p>
*Title:LoonFramework
*</p>
*<p>
*Description:精灵类(为了批量制造角色,将Role中通用设定抽象成此类)
*</p>
*<p>
*Copyright:Copyright(c)2008
*</p>
*<p>
*Company:LoonFramework
*</p>
*<p>
*License:http://www.apache.org/licenses/LICENSE-2.0
*</p>
*
*@authorchenpeng
*@email:ceponline@yahoo.com.cn
*@version0.1
*/
publicabstractclassSprite...{
//坐标
protecteddouble_x;
protecteddouble_y;
//宽
protectedintwidth;
//高
protectedintheight;
//图像
protectedImage_image;
//步数
protectedint_count;
//地图
protectedMap_map;

/***//**
*构造函数,以角色图位置,初始的x、y坐标,地图四项参数创建一个可用的角色
*
*@paramfileName
*@param_x
*@param_y
*@parammap
*/
publicSprite(StringfileName,double_x,double_y,Mapmap)...{
this._x=_x;
this._y=_y;
this._map=map;
width=32;
height=32;
loadImage(fileName);
_count=0;
AnimationThreadthread=newAnimationThread();
thread.start();
}
publicabstractvoidupdate();

publicvoiddraw(Graphicsg,intoffsetX,intoffsetY)...{
g.drawImage(_image,(int)_x+offsetX,(int)_y+offsetY,(int)_x
+offsetX+width,(int)_y+offsetY+height,_count*width,
0,_count*width+width,height,null);
}

publicbooleanisHit(Spritesprite)...{
RectangleplayerRect=newRectangle((int)_x,(int)_y,width,height);
RectanglespriteRect=newRectangle((int)sprite.getX(),(int)sprite
.getY(),sprite.getWidth(),sprite.getHeight());
//判定两者边框是否相交
if(playerRect.intersects(spriteRect))...{
returntrue;
}
returnfalse;
}

publicdoublegetX()...{
return_x;
}

publicdoublegetY()...{
return_y;
}

publicintgetWidth()...{
returnwidth;
}

publicintgetHeight()...{
returnheight;
}

privatevoidloadImage(Stringfilename)...{
_image=newBitmap(filename).getImage();
}

privateclassAnimationThreadextendsThread...{
publicvoidrun()...{
while(true)...{
//换算步数
if(_count==0)...{
_count=1;
}elseif(_count==1)...{
_count=0;
}
//动作更替延迟
try...{
Thread.sleep(300);
}catch(InterruptedExceptione)...{
e.printStackTrace();
}
}
}
}

publicvoidsetHeight(intheight)...{
this.height=height;
}

publicvoidsetWidth(intwidth)...{
this.width=width;
}
}
Map.java(地图描述)
packageorg.test.mario;
importjava.awt.Graphics;
importjava.awt.Image;
importjava.awt.Point;
importjava.util.LinkedList;
importorg.loon.framework.game.image.Bitmap;

/***//**
*<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
finalstaticpublicintTILE_SIZE=32;
finalstaticpublicintROW=20;
finalstaticpublicintCOL=30;
finalstaticpublicintWIDTH=TILE_SIZE*COL;
finalstaticpublicintHEIGHT=TILE_SIZE*ROW;
finalstaticpublicdoubleGRAVITY=0.6;
//缓存精灵的list
privateLinkedListsprites;
//地图描述
finalstaticprivateint[][]map=...{
...{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,2},
...{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,1},
...{2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,1},
...{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,1},
...{1,3,3,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,
2,2,2,2,2,2,2,1},
...{1,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,
0,0,0,0,0,0,0,1},
...{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,
0,0,0,0,0,0,0,1},
...{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,
0,0,0,0,0,0,0,1},
...{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,3,0,
0,0,0,0,0,0,0,1},
...{1,0,0,0,0,0,0,0,0,4,4,4,4,0,0,0,0,0,0,1,2,0,
0,0,0,0,0,0,0,1},
...{1,0,0,0,0,0,2,2,2,2,2,2,2,2,0,0,0,0,0,1,0,0,
0,0,0,0,0,0,0,1},
...{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,
0,0,0,0,0,0,0,1},
...{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,
0,0,0,0,0,0,0,1},
...{1,3,3,3,3,3,0,0,0,0,0,0,0,0,3,3,4,3,3,1,2,2,
0,0,0,0,0,0,3,1},
...{1,2,2,2,2,2,0,0,0,0,0,0,0,0,2,2,2,2,2,1,0,0,
0,0,0,0,0,0,2,1},
...{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,
0,0,0,0,0,0,0,1},
...{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,
0,0,0,0,0,0,0,1},
...{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,1},
...{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,1},
...{1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,
2,2,2,2,2,2,2,1}};

finalstaticprivateImagetile=newBitmap("./tile_0.gif").getImage();
finalstaticprivateImagetile2=newBitmap("./tile_1.gif").getImage();

/***//**
*构造函数
*
*/
publicMap()...{
//精灵list
sprites=newLinkedList();
//注入兵粮丸
for(inti=0;i<ROW;i++)...{
for(intj=0;j<COL;j++)...{
switch(map[i][j])...{
case3:
sprites.add(newFood("./food.gif",tilesToPixels(j),tilesToPixels(i),this));
break;
case4:
sprites.add(newSandaime("./sdm.gif",tilesToPixels(j),tilesToPixels(i),this));
break;
}
}
}
}

publicvoiddraw(Graphicsg,intoffsetX,intoffsetY)...{
intfirstTileX=pixelsToTiles(-offsetX);
intlastTileX=firstTileX+pixelsToTiles(Main._WIDTH)+1;
lastTileX=Math.min(lastTileX,COL);
intfirstTileY=pixelsToTiles(-offsetY);
intlastTileY=firstTileY+pixelsToTiles(Main._HEIGHT)+1;
lastTileY=Math.min(lastTileY,ROW);

for(inti=firstTileY;i<lastTileY;i++)...{
for(intj=firstTileX;j<lastTileX;j++)...{
//转换map标识
switch(map[i][j])...{
case1://绘制砖地
g.drawImage(tile,tilesToPixels(j)+offsetX,
tilesToPixels(i)+offsetY,null);
break;
case2://绘制草地
g.drawImage(tile2,tilesToPixels(j)+offsetX,
tilesToPixels(i)+offsetY,null);
break;
}
}
}
}

/***//**
*换算角色与地板的撞击,并返回Point用以描述新的x,y
*
*@paramsprite
*@paramnewX
*@paramnewY
*@return
*/
publicPointgetTileHit(Spritesprite,doublenewX,doublenewY)...{
newX=Math.ceil(newX);
newY=Math.ceil(newY);
doublefromX=Math.min(sprite.getX(),newX);
doublefromY=Math.min(sprite.getY(),newY);
doubletoX=Math.max(sprite.getX(),newX);
doubletoY=Math.max(sprite.getY(),newY);
intfromTileX=pixelsToTiles(fromX);
intfromTileY=pixelsToTiles(fromY);
inttoTileX=pixelsToTiles(toX+sprite.getWidth()-1);
inttoTileY=pixelsToTiles(toY+sprite.getHeight()-1);

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||map[y][x]==2)...{
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;
}

/***//**
*返回Spritelist
*@return
*/
publicLinkedListgetSprites()...{
returnsprites;
}

publicvoidsetSprites(LinkedListsprites)...{
this.sprites=sprites;
}
}
Main.java(部署及运行)
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;
importjava.util.Iterator;
importjava.util.LinkedList;
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;
//底层背景
finalstaticprivateImageback=newBitmap("./雕像.png").getImage();

publicMain()...{
setSize(_WIDTH,_HEIGHT);
setFocusable(true);
_screen=newBitmap(_WIDTH,_HEIGHT).getImage();
_graphics=_screen.getGraphics();
_map=newMap();
//设置扮演的角色
_role=newRole("role.gif",190,40,_map);
//监听窗体
addKeyListener(this);
//启动线程
_sleep=newThread(this);
_sleep.start();
}

publicvoidgameOver()...{
_map=newMap();
_role=newRole("role.gif",190,40,_map);
}

/***//**
*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();
LinkedListsprites=_map.getSprites();

for(Iteratorit=sprites.iterator();it.hasNext();)...{
//还原为sprite
Spritesprite=(Sprite)it.next();
//变更精灵状态
sprite.update();
//碰撞检测
if(_role.isHit(sprite))...{
//对象检测,为兵粮丸时
if(spriteinstanceofFood)...{
Foodcoin=(Food)sprite;
//删除对象
//it.remove();
sprites.remove(coin);
break;
//为三代目时
}elseif(spriteinstanceofSandaime)...{
Sandaimesdm=(Sandaime)sprite;
if((int)_role.getY()<(int)sdm.getY())...{
sprites.remove(sdm);
_role.setJump(true);
_role.jump();
break;
}else...{
gameOver();
}
}
}
}
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);
_graphics.drawImage(back,0,0,this);
intoffsetX=_WIDTH/2-(int)_role.getX();
offsetX=Math.min(offsetX,0);
offsetX=Math.max(offsetX,_WIDTH-Map.WIDTH);
intoffsetY=_HEIGHT/2-(int)_role.getY();
offsetY=Math.min(offsetY,0);
offsetY=Math.max(offsetY,_HEIGHT-Map.HEIGHT);
_map.draw(_graphics,offsetX,offsetY);
_role.draw(_graphics,offsetX,offsetY);
//遍历精灵对象并绘制
LinkedListsprites=_map.getSprites();

for(Iteratorit=sprites.iterator();it.hasNext();)...{
Spritesprite=(Sprite)it.next();
sprite.draw(_graphics,offsetX,offsetY);
}
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(4)—杂兵登场");
frame.setSize(_WIDTH,_HEIGHT+20);
frame.setResizable(false);
frame.setLocationRelativeTo(null);
frame.add(newMain());
frame.setVisible(true);
frame.addWindowListener(newWindowAdapter()...{
publicvoidwindowClosing(WindowEvente)...{
System.exit(0);
}
});
}
}
本文介绍了一种在Java游戏中实现杂兵的方法,通过修改角色碰撞检测机制,实现了角色与杂兵之间的互动。具体包括角色、杂兵和食物等游戏元素的编程实现。
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