我是靠谱客的博主 清爽水蜜桃,最近开发中收集的这篇文章主要介绍java编写游戏_java编写小游戏-大球吃小球,觉得挺不错的,现在分享给大家,希望可以做个参考。

概述

游戏界面:

点击火箭开始游戏

点击Exit退出游戏

左上角显示当前成绩和历史最高分

退出自动保存最高成绩

c170b408a021b3302540fdee265c6405.png

0db81a757a1eda82c6c2d7ef84e8901f.png

代码获取

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玩法:

玩家通过鼠标控制小球所处位置

进度条缓慢减少,吃小球进度条增加

吃到黄球玩家变回初始大小

吃药进度条大幅增加,吃到炸弹游戏结束

难度等级每十份增加一级

8ecfb5148cc8076b787a42852a385952.png

0ae20cae07ca8a651e65a71c48ce7f1e.png

项目包含文件:

Circle.java

GUI.java

Game.java

MyUtils.java

PaintPanel.java

PlayerCircle.java

ProgressUI.java

代码解析:

Circle.java

该文件定义了一个Circle类,用以生成每个球的对象。

属性有圆的半径、x坐标、y坐标、x方向的偏移量、y方向的偏移量、id。

方法有移动和获取每个属性的接口

package com.hust.game;

import java.awt.*;

import java.util.Random;

public class Circle {

protected int radius,x,y,dx,dy;

private int id;

protected GUI gui;

String color;

public Circle(int X,int Y,int R,int id,String color,GUI gui,int dx,int dy){

x = X;

y = Y;

radius = R;

Random random = new Random();

this.dx = random.nextBoolean() ? dx : -dx;

this.dy = random.nextBoolean() ? dy : -dy;

this.gui = gui;

this.id = id;

this.color = color;

draw();

}

public Circle(int X,int Y,int R,int id,String color,GUI gui){

x = X;

y = Y;

radius = R;

this.gui = gui;

this.id = id;

this.color = color;

}

public void draw(){

gui.updateCircle(this);

}

public void move(){

// clearcircle()

x += dx;

y += dy;

if(x + radius > gui.graphWidth || x - radius < 0){

dx = -dx;

}

if(y + radius > gui.graphHeight || y - radius < GUI.PROGRESSWIDTH){

dy = -dy;

}

draw();

}

public int getX(){

return x;

}

public int getY(){

return y;

}

public int getR(){

return radius;

}

public int getD(){

return radius << 1;

}

public int getID(){

return id;

}

}

PlayerCircle.java

该文件是用户控制的小球类。继承于Circle类,重构了移动的方法,由自动移动改为获取鼠标坐标,使用户可以通过鼠标控制小球。另外新增了Max属性用以限制用户小球的大小,避免发生小球过大以至于没有威胁的情况,增强可玩性。

package com.hust.game;

public class PlayerCircle extends Circle{

private int Max;

public PlayerCircle(int X,int Y,int R,int id,String color,GUI gui,int Maxsize){

super(X,Y,R,id,color,gui);

Max = Maxsize;

draw();

}

public void resize(int plusSize){

if(radius < Max){

radius += plusSize;

draw();

}

}

public void move(){

// clearcircle

x = gui.mouseX;

y = gui.mouseY;

draw();

}

public int getMax(){

return Max;

}

}

GUI.java

该文件是整个游戏的界面,主要功能有:游戏界面的设置、球的绘制、成绩显示等等一且UI控件的显示和设计。

package com.hust.game;

import javax.swing.*;

import java.awt.*;

import java.awt.event.ActionEvent;

import java.awt.event.ActionListener;

import java.awt.event.MouseEvent;

import java.awt.event.MouseMotionListener;

import java.util.ArrayList;

public class GUI {

public final int graphWidth;

public final int graphHeight;

public final int STARTX = 180;

public final int STARTY = 500;

public final int buttonwidth = 100;

public final int buttonheight = 60;

public final int EXITX = 330;

public final int EXITY = 500;

public static final int PROGRESSWIDTH = 40;

public static final int BOTTOM = 70;

public int mouseX;

public int mouseY;

public Circle[] willPaint = new Circle[Game.CIRCLECOUNT+3];

public PaintPanel conn = new PaintPanel(willPaint,"paintPanel");

public JFrame jf;

public JButton start;

public JButton exit;

public JLabel currentScoreLabel;

public JLabel maxScoreLabel;

public JLabel gameLevelLabel;

public JLabel eatYourBalls;

public ProgressUI jProBar;

public GUI(){

jf = new JFrame("Big ball eat Small ball");

Toolkit kit = Toolkit.getDefaultToolkit();

graphWidth = kit.getScreenSize().width;

graphHeight = kit.getScreenSize().height-BOTTOM;

jf.setBounds(graphWidth/2-300, graphHeight/2-400, 600, 800);

jf.setLayout(null);

jf.setDefaultCloseOperation(WindowConstants.DISPOSE_ON_CLOSE);

conn.setLayout(null);

start = new JButton();

start.setBounds(STARTX,STARTY,64,64);

exit = new JButton();

exit.setBounds(EXITX,EXITY,64,64);

start.setIcon(new ImageIcon("./res/start.png"));

start.setMargin(new Insets(0,0,0,0));//将边框外的上下左右空间设置为0

start.setIconTextGap(0);//将标签中显示的文本和图标之间的间隔量设置为0

start.setBorderPainted(false);//不打印边框

start.setBorder(null);//除去边框

start.setFocusPainted(false);//除去焦点的框

start.setContentAreaFilled(false);//除去默认的背景填充

exit.setIcon(new ImageIcon("./res/exit.png"));

exit.setMargin(new Insets(0,0,0,0));//将边框外的上下左右空间设置为0

exit.setIconTextGap(0);//将标签中显示的文本和图标之间的间隔量设置为0

exit.setBorderPainted(false);//不打印边框

exit.setBorder(null);//除去边框

exit.setFocusPainted(false);//除去焦点的框

exit.setContentAreaFilled(false);//除去默认的背景填充

Font font1=MyUtils.getSelfDefinedFont("./res/hkww.ttc", 18);

Font font2=MyUtils.getSelfDefinedFont("./res/font.ttf", 60);

currentScoreLabel = new JLabel();

currentScoreLabel.setVisible(false);

currentScoreLabel.setFont(font1);

currentScoreLabel.setBounds(10, 40, 200, 20);

maxScoreLabel = new JLabel();

maxScoreLabel.setVisible(false);

maxScoreLabel.setFont(font1);

maxScoreLabel.setBounds(10, 60, 200, 20);

gameLevelLabel = new JLabel();

gameLevelLabel.setVisible(false);

gameLevelLabel.setFont(font1);

gameLevelLabel.setBounds(10, 80, 200, 20);

eatYourBalls = new JLabel("吃掉比你小的球!");

eatYourBalls.setVisible(true);

eatYourBalls.setFont(font2);

eatYourBalls.setBounds(60, 120, 500, 100);

eatYourBalls.setForeground(Color.decode("#8A2BE2"));

conn.add(start);

conn.add(exit);

conn.add(currentScoreLabel);

conn.add(maxScoreLabel);

conn.add(gameLevelLabel);

conn.add(eatYourBalls);

jProBar = new ProgressUI();

jProBar.getjProgressBar().setSize(graphWidth, PROGRESSWIDTH);

jProBar.getjProgressBar().setLocation(0, 0);

jProBar.getjProgressBar().setVisible(false);

conn.add(jProBar.getjProgressBar());

jf.addMouseMotionListener(new MouseMotionListener() {

@Override

public void mouseDragged(MouseEvent e) {

}

@Override

public void mouseMoved(MouseEvent e) {

mouseX = e.getX();

mouseY = e.getY() - 20;

}

});

jf.setContentPane(conn);

jf.setVisible(true);

jf.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);

}

public void updateCircle(Circle c){

if(c != null){

if(c.getID() == Game.CIRCLECOUNT) {

willPaint[c.getID()] = c;

jf.getContentPane().repaint();

}else {

willPaint[c.getID()] = c;

}

}

}

public void printAllEnemiesCircles() {

jf.getContentPane().repaint();

}

public void clear(){

for(int i = 0; i < willPaint.length; i++){

willPaint[i] = null;

}

jf.getContentPane().repaint();

}

}

PaintPanel.java

本文件实现具体的重绘操作。

package com.hust.game;

import java.awt.Color;

import java.awt.Graphics;

import java.awt.Image;

import java.awt.Toolkit;

import javax.swing.JPanel;

@SuppressWarnings("serial")

public class PaintPanel extends JPanel{

String name;

private Circle[] willPaint;

public PaintPanel(Circle[] willPaint,String name){

this.willPaint = willPaint;

this.name = name;

}

public String toString(){

return name;

}

@Override

public void paint(Graphics g){

super.paint(g);

for(Circle nowPainting : willPaint){

int maxBoomsNr = 0;

int maxLifesNr = 0;

if(nowPainting != null){

// System.out.println(nowPainting.color + " " + nowPainting.getID());

if(nowPainting.color.equals("#EED5D2") && (maxBoomsNr <= 3)) {

Image image=Toolkit.getDefaultToolkit().getImage("./res/boom.png");

nowPainting.radius = 16;

g.drawImage(image, nowPainting.getX(), nowPainting.getY(), this);

maxBoomsNr++;

continue;

}else if(nowPainting.color.equals("#6A5ACD") && (maxLifesNr <= 3)) {

Image image=Toolkit.getDefaultToolkit().getImage("./res/life.png");

nowPainting.radius = 16;

g.drawImage(image, nowPainting.getX(), nowPainting.getY(), this);

maxLifesNr++;

continue;

}

g.setColor(Color.decode(nowPainting.color));

g.fillOval(nowPainting.getX() - nowPainting.getR(),nowPainting.getY() - nowPainting.getR(),

nowPainting.getD(),nowPainting.getD());

}

}

}

}

MyUtils.java

本文件实现一些工具函数的整合,比如获取随机颜色、读取成绩、将成绩写入文件等。

package com.hust.game;

import java.awt.Color;

import java.awt.FontFormatException;

import java.io.File;

import java.io.FileNotFoundException;

import java.io.FileReader;

import java.io.FileWriter;

import java.io.IOException;

import java.io.Writer;

import java.util.Random;

import java.util.Scanner;

public class MyUtils {

static String getRandomColor(Random r) {

int count=(int) (r.nextInt(18)+1);

String returnColor;

switch (count) {

case 1:

returnColor = "#00FF00";

break;

case 2:

returnColor = "#00FFFF";

break;

case 3:

returnColor = "#00BFFF";

break;

case 4:

returnColor = "#8A7CDA";

break;

case 5: //yellow , reset player small

returnColor = "#FF00FF";

break;

case 6:

returnColor = "#FF0000";

break;

case 7:

returnColor = "#FA663C";

break;

case 8:

returnColor = "#B5B5B5";

break;

case 9:

returnColor = "#BF487A";

break;

case 10:

returnColor = "#90EE90";

break;

case 11:

returnColor = "#C978E7";

break;

case 12: //boom

returnColor = "#EED5D2";

break;

case 13:

returnColor = "#52EA41";

break;

case 14:

returnColor = "#FF7F00";

break;

case 15:

returnColor = "#8B658B";

break;

case 16:

returnColor = "#7FFFD4";

break;

case 17: //life

returnColor = "#6A5ACD";

break;

case 18:

returnColor = "#9BCD9B";

break;

default:

returnColor = "#8B0A50";

break;

}

return returnColor;

}

//filepath字体文件的路径

public static java.awt.Font getSelfDefinedFont(String filepath, int size){

java.awt.Font font = null;

File file = new File(filepath);

try{

font = java.awt.Font.createFont(java.awt.Font.TRUETYPE_FONT, file);

font = font.deriveFont(java.awt.Font.PLAIN, size);

}catch (FontFormatException e){

return null;

}catch (FileNotFoundException e){

return null;

}catch (IOException e){

return null;

}

return font;

}

public static int readRecordFromFile(String filename) {

int record = 0;

try {

Scanner in = new Scanner(new FileReader(filename));

if(in.hasNext()) {

record = in.nextInt();

}else {

System.out.println("no record!");

}

in.close();

} catch (FileNotFoundException e) {

// File not found

System.out.println("File not found!");

}

return record;

}

public static void writeRecordInFile(String filename, int record) {

File file = new File(filename);

Writer writer = null;

StringBuilder outputString = new StringBuilder();

try {

outputString.append(record);

writer = new FileWriter(file, false); // true表示追加

writer.write(outputString.toString());

writer.close();

} catch (IOException e) {

e.printStackTrace();

}

}

}

Game.java

本文件实现具体的操作逻辑,分别对于用户操作的小球和游戏控制的小球建立两个新的线程,以及建立一个检测碰撞和生死的线程。还有更新成绩、更新难度等级、游戏结束回收资源等操作。并且还要更新游戏的进度条。

package com.hust.game;

import javax.swing.*;

import java.awt.Color;

import java.awt.MouseInfo;

import java.awt.Point;

import java.awt.PointerInfo;

import java.awt.Toolkit;

import java.awt.event.ActionEvent;

import java.awt.event.ActionListener;

import java.awt.event.WindowAdapter;

import java.awt.event.WindowEvent;

import java.awt.event.WindowListener;

import java.io.*;

import java.util.ArrayList;

import java.util.Comparator;

import java.util.Random;

import java.util.Scanner;

public class Game {

public boolean boom(Circle a, Circle b) {

return a.getR() + b.getR() >=

Math.sqrt(Math.pow(a.getX() - b.getX(), 2) + Math.pow(a.getY() - b.getY(), 2));

}

public void backMain(GUI gui){

gui.jf.getContentPane().setBackground(initColor);

gui.jf.setBounds(gui.graphWidth/2-300, gui.graphHeight/2-400, 600, 800);

gui.exit.setVisible(true);

gui.start.setVisible(true);

gui.eatYourBalls.setText("再试试看吧!");

gui.eatYourBalls.setVisible(true);

gui.eatYourBalls.setBounds(120, 120, 500, 100);

gui.jProBar.getjProgressBar().setVisible(false);

gui.maxScoreLabel.setText("历史最高:"+historyScore);

gui.clear();

new Circle(240, 350, 80, Game.CIRCLECOUNT+1, "#00CED1",gui, 0, 0);

new Circle(350, 380, 40, Game.CIRCLECOUNT+2, "#ADFF2F",gui, 0, 0);

gui.jf.getContentPane().repaint();

}

public static final int ORIGNALR = 15;

public static final int CIRCLECOUNT = 50;

public static final int MAX = 100;

public static final int MIN = 10;

public static int historyScore = 0;

public static volatile int score = 0;

public static volatile boolean gameplaying;

public static volatile boolean lookingscore;

public static Color initColor;

public static int enemyMovingSpeed = 100;

public static Random random;

class PLAY {

public int cnt;

public int score;

public PLAY(int cnt, int score) {

this.cnt = cnt;

this.score = score;

}

}

public synchronized void startGame(final GUI gui) throws InterruptedException {

final PlayerCircle[] player = {new PlayerCircle(gui.mouseX, gui.mouseY, ORIGNALR, CIRCLECOUNT, "#000000", gui, MAX)};

final Circle[] enemies = new Circle[CIRCLECOUNT];

score = 0;

gameplaying = true;

random = new Random();

for (int i = 0; i < CIRCLECOUNT; i++) {

if (i < CIRCLECOUNT / 4 * 3) {

int enermyR = random.nextInt(player[0].getR()) + MIN;

if (i == CIRCLECOUNT / 2) {

do {

enemies[i] = new Circle(random.nextInt(gui.graphWidth - enermyR * 2) + enermyR, random.nextInt(gui.graphHeight

- enermyR * 2-GUI.BOTTOM) + enermyR+GUI.PROGRESSWIDTH, enermyR, i, "#FFFF00",

gui, random.nextInt(10) + 1, random.nextInt(10) + 1);

} while (boom(enemies[i], player[0]));

}else {

do {

enemies[i] = new Circle(random.nextInt(gui.graphWidth - enermyR * 2) + enermyR, random.nextInt(gui.graphHeight

- enermyR * 2-GUI.BOTTOM) + enermyR+GUI.PROGRESSWIDTH, enermyR, i, MyUtils.getRandomColor(random),

gui, random.nextInt(10) + 1, random.nextInt(10) + 1);

} while (boom(enemies[i], player[0]));

}

} else {

int enermyR = random.nextInt(MAX - player[0].getR()) + player[0].getR();

do {

enemies[i] = new Circle(random.nextInt(gui.graphWidth - enermyR * 2) + enermyR, random.nextInt(gui.graphHeight

- enermyR * 2-GUI.BOTTOM) + enermyR+GUI.PROGRESSWIDTH, enermyR, i, MyUtils.getRandomColor(random),

gui, random.nextInt(3) + 1, random.nextInt(3) + 1);

} while (boom(enemies[i], player[0]));

}

}

gui.jf.getContentPane().repaint();

System.out.println("start and score has already unvisible");

class playerMovingCircle implements Runnable {

@Override

public synchronized void run() {

System.out.println("player moving");

try {

Thread.sleep(1000);

} catch (InterruptedException e) {

e.printStackTrace();

}

while (gameplaying && player[0] != null) {

player[0].move();

}

System.out.println("player done");

}

}

class enemyMoving implements Runnable {

public synchronized void run() {

System.out.println("enemies moving");

try {

Thread.sleep(1000);

} catch (InterruptedException e1) {

e1.printStackTrace();

}

while (gameplaying && player[0] != null) {

for (int i = 0; i < enemies.length; i++) {

if (enemies[i] == null) {

int enermyR;

if (i < CIRCLECOUNT / 4 * 3) {

enermyR = random.nextInt(player[0].getR() - MIN) + MIN;

} else {

enermyR = random.nextInt(MAX - player[0].getR()) + player[0].getR();

}

do{

enemies[i] = new Circle(random.nextInt(gui.graphWidth - enermyR * 2) + enermyR, random.nextInt(gui.graphHeight

- enermyR * 2-GUI.BOTTOM) + enermyR+GUI.PROGRESSWIDTH, enermyR, i, MyUtils.getRandomColor(random),

gui, random.nextInt(3) + 1, random.nextInt(3) + 1);

} while (boom(enemies[i], player[0]));

if (i == CIRCLECOUNT / 2) {

do {

enemies[i] = new Circle(random.nextInt(gui.graphWidth - enermyR * 2) + enermyR, random.nextInt(gui.graphHeight

- enermyR * 2-GUI.BOTTOM) + enermyR+GUI.PROGRESSWIDTH, enermyR, i, "#FFFF00",

gui, random.nextInt(10) + 1, random.nextInt(10) + 1);

} while (boom(enemies[i], player[0]));

}

}

enemies[i].move();

}

gui.printAllEnemiesCircles(); //鏇存柊鎵�鏈�

try {

Thread.sleep(enemyMovingSpeed);

} catch (InterruptedException e) {

e.printStackTrace();

}

}

System.out.println("enemies done");

}

}

class countScore implements Runnable {

public synchronized void run() {

System.out.println("counting score");

while (gameplaying) {

for (int i = 0; i < enemies.length; i++) {

if (enemies[i] != null && player[0] != null) {

if (boom(enemies[i], player[0])) {

//炸弹检测

if(enemies[i].color.equals("#EED5D2")) {

gameplaying = false;

break;

}

//药 检测

if(enemies[i].color.equals("#6A5ACD")) {

gui.jProBar.addValue(5);

enemies[i] = null;

continue;

}

//普通球检测

if (player[0].getR() > enemies[i].getR()) {

if (i != CIRCLECOUNT / 2) {

player[0].resize(1);

score++;

gui.currentScoreLabel.setText("当前成绩:" + score);

if(score != 0 && score % 10 == 0) {

if(enemyMovingSpeed > 40) {

enemyMovingSpeed -= 20;

}else if(enemyMovingSpeed > 20) {

enemyMovingSpeed -= 5;

}else if(enemyMovingSpeed > 1) {

enemyMovingSpeed -= 1;

}

gui.gameLevelLabel.setText("难度等级:" + (100- enemyMovingSpeed));

}

gui.jProBar.addValue(3);

} else {

player[0].resize(-1 * (player[0].getR() - ORIGNALR));

}

enemies[i] = null;

} else {

gameplaying = false;

break;

}

}

}

}

}

//娓告垙缁撴潫锛屾敹灏�

for (int i = 0; i < enemies.length; i++) {

enemies[i] = null;

}

if(score > historyScore) {

historyScore = score;

}

player[0] = null;

gui.jf.getContentPane().setBackground(Color.RED);

//gui.jf.getContentPane().repaint();

try {

Thread.sleep(1000);

} catch (InterruptedException e) {

e.printStackTrace();

}

backMain(gui);

System.out.println(score);

}

}

class progressUI implements Runnable {

public synchronized void run() {

try {

Thread.sleep(1000);

} catch (InterruptedException e) {

e.printStackTrace();

}

while(gui.jProBar.getValue() > 0 && gameplaying) {

gui.jProBar.addValue(-1);

try {

Thread.sleep(200);

} catch (InterruptedException e) {

e.printStackTrace();

}

}

gameplaying = false;

}

}

playerMovingCircle pmc = new playerMovingCircle();

Thread playerMC = new Thread(pmc);

enemyMoving em = new enemyMoving();

Thread eM = new Thread(em);

countScore cs = new countScore();

Thread cS = new Thread(cs);

progressUI pUI = new progressUI();

Thread tProgress = new Thread(pUI);

System.out.println("杩涚▼瀹氫箟瀹屾瘯");

playerMC.start();

eM.start();

cS.start();

tProgress.start();

System.out.println("涓荤嚎绋媟unning");

// gui.jf.setContentPane(oriView);

}

public static void main(String[] args) {

final Game mian = new Game();

final GUI gui = new GUI();

System.out.println("gui鍒涘缓瀹屾瘯");

gameplaying = false;

initColor = gui.jf.getContentPane().getBackground();

historyScore = MyUtils.readRecordFromFile("./res/record.txt");

new Circle(240, 350, 80, Game.CIRCLECOUNT+1, "#00CED1",gui, 0, 0);

new Circle(350, 380, 40, Game.CIRCLECOUNT+2, "#ADFF2F",gui, 0, 0);

gui.jf.getContentPane().repaint();

gui.start.addActionListener(new ActionListener() {

@Override

public void actionPerformed(ActionEvent e) {

gui.start.setVisible(false);

gui.exit.setVisible(false);

gui.eatYourBalls.setVisible(false);

gui.currentScoreLabel.setVisible(true);

gui.maxScoreLabel.setVisible(true);

gui.gameLevelLabel.setVisible(true);

score = 0;

enemyMovingSpeed = 100;

gui.currentScoreLabel.setText("当前成绩:" + score);

gui.maxScoreLabel.setText( "历史最高:" + historyScore);

gui.gameLevelLabel.setText( "难度等级:" + (100-enemyMovingSpeed));

gui.clear();

gui.jProBar.getjProgressBar().setValue(100);

gui.jProBar.getjProgressBar().setVisible(true);

gui.jf.setExtendedState(JFrame.MAXIMIZED_BOTH);

try {

mian.startGame(gui);

} catch (InterruptedException e1) {

e1.printStackTrace();

}

}

});

gui.jf.addWindowListener(new WindowAdapter() {

@Override

public void windowClosing(WindowEvent e) {

MyUtils.writeRecordInFile("./res/record.txt", historyScore);

}

});

gui.exit.addActionListener(new ActionListener() {

@Override

public void actionPerformed(ActionEvent e) {

MyUtils.writeRecordInFile("./res/record.txt", historyScore);

System.exit(0);

}

});

}

}

ProgressUI.java

该文件控制进度条的增减。

package com.hust.game;

import java.awt.Color;

import java.awt.Graphics;

import javax.swing.JComponent;

import javax.swing.JProgressBar;

import javax.swing.plaf.basic.BasicProgressBarUI;

public class ProgressUI {

private JProgressBar jProgressBar;

private int progressvalue;

ProgressUI() {

this.jProgressBar = new JProgressBar();

}

ProgressUI(JProgressBar jProgressBar) {

this.jProgressBar = jProgressBar;

}

public void addValue(int num) {

progressvalue=this.jProgressBar.getValue() + num;

this.jProgressBar.setValue(progressvalue);

if(progressvalue<20){

this.jProgressBar.setForeground(Color.RED);

}

else if(progressvalue<40){

this.jProgressBar.setForeground(Color.YELLOW);

}

else if(progressvalue<60){

this.jProgressBar.setForeground(Color.BLUE);

}

else if(progressvalue<80){

this.jProgressBar.setForeground(Color.GREEN);

}

else{

this.jProgressBar.setForeground(Color.CYAN);

}

this.jProgressBar.setValue(progressvalue);

}

public int getValue() {

return jProgressBar.getValue();

}

public JProgressBar getjProgressBar() {

return jProgressBar;

}

public void setjProgressBar(JProgressBar jProgressBar) {

this.jProgressBar = jProgressBar;

}

}

小结:

采用git版本控制,Github云平台协同开发。

基于传统大球吃小球游戏,融入更多新鲜有趣元素。

游戏逻辑、代码框架等由小组各成员自主思考完成

扩展:

键盘控制模式

敌人的球相互碰撞反弹

网络双人对战模式、多人挑战模式

代码获取

扫码关注微信公众号【程序猿声】

在后台回复【EBG】不包括【】即可获取。

最后

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