Java太阳系小游戏分析和源码详解


最近看了面向对象的一些知识,然后跟着老师的讲解做了一个太阳系各行星绕太阳转的小游戏,来练习巩固一下最近学的知识:

用到知识点:类的继承、方法的重载与重写、多态、封装等

分析:

1.需要加载图片、画图

2.建一个面板,主页面

3.行星类

效果图:

先看一下源码结构图:

现在逐步分析各个类的功能:

1)工具类-----util包中

    --Constant类   封装了游戏中用到的常量

    --GameUtil类  封装了游戏的图片加载功能

    --MyFrame类  封装了游戏面板的构造,用于各面板的父类

    ------之所以这样做,目的是为了封装数据,便于程序的扩充

Constant.java

package util; 
 
public class Constant { 
  public static final int GAME_WIDTH = 800; 
  public static final int GAME_HEIGHT = 600; 
 
} 

GameUtil.java

package util; 
 
import java.awt.Image; 
import java.awt.image.BufferedImage; 
import java.io.IOException; 
import java.net.URL; 
 
import javax.imageio.ImageIO; 
 
/** 
 * 工具类(加载图片) 
 * @author long 
 * 
 */ 
public class GameUtil { 
 
  private GameUtil(){ } //工具类通常将构造方法私有 
   
  public static Image getImage(String path){ 
    URL u = GameUtil.class.getClassLoader().getResource(path); 
    BufferedImage img = null; 
    try { 
      img = ImageIO.read(u); 
    } catch (IOException e) { 
      e.printStackTrace(); 
    } 
    return img; 
  } 
} 

MyFrame.java

package util; 
 
import javax.swing.JFrame; 
import javax.swing.JPanel; 
 
/** 
 * 游戏面板的父类 
 * @author long 
 * 
 */ 
public class MyFrame extends JPanel{ 
   
  /** 
   * 加载Frame的方法 
   */ 
  public void launchFrame(){ 
    JFrame frame = new JFrame("MyGame"); 
    frame.add(this); 
    frame.setSize(Constant.GAME_WIDTH,Constant.GAME_HEIGHT); 
    frame.setAlwaysOnTop(true); // 设置其总在最上 
    frame.setLocationRelativeTo(null); // 设置窗体初始位置 
    frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); 
    frame.setVisible(true); 
     
    new PaintThread().start(); 
  } 
   
  /** 
   * 定义一个重画窗口的线程类,是一个内部类 
   * @author dell 
   * 
   */ 
  class PaintThread extends Thread { 
     
    public void run(){ 
      while(true){ 
        repaint(); 
        try { 
          Thread.sleep(40); //1s = 1000ms 
        } catch (InterruptedException e) { 
          e.printStackTrace(); 
        }   
      } 
    } 
     
  } 
   
  public static void main(String[] args) { 
    new MyFrame().launchFrame(); 
  } 
 
}

 2)主要的事件处理类---solar包中
    --Planet类   行星类继承至Star类

    --SolarFrame类  游戏主面板类继承至MyFrame类

    --Star类  星球类,各个星球的父类

    --Test类  测试类,不需要说明

Planet.java

package solar; 
 
import java.awt.Color; 
import java.awt.Graphics; 
import java.awt.Image; 
 
import util.GameUtil; 
 
/** 
 * 行星类,继承至Star类 
 * @author long 
 * 
 */ 
public class Planet extends Star{ 
  //除了图片、坐标,行星沿着椭圆运行:长轴、短轴、移动速度、旋转角度。绕着某个star运行 
  double longAxis;  //椭圆长轴 
  double shortAxis; //椭圆短轴 
  double speed;   //飞行速度 
  double degree;   //旋转角度 
  Star center;    //围绕行星 
   
  public void draw(Graphics g){ 
    //g.drawImage(img, (int)x, (int)y, null); 
    super.draw(g); 
    drawTrace(g); 
    move(); 
  } 
   
  public void drawTrace(Graphics g){ 
    double traceX,traceY,traceWidth,traceHeight; 
    traceX = (center.x+center.w/2)-longAxis; 
    traceY = (center.y+center.h/2)-shortAxis; 
    traceWidth = 2*longAxis; 
    traceHeight = 2*shortAxis; 
     
    Color c = g.getColor(); 
    g.setColor(Color.blue); 
    g.drawOval((int)traceX, (int)traceY, (int)traceWidth, (int)traceHeight); 
    g.setColor(c); 
  } 
   
  public void move(){ 
    //沿着椭圆轨迹飞行 
    x = center.x + longAxis * Math.cos(degree); 
    y = center.y + shortAxis * Math.sin(degree); 
    degree += speed; 
  } 
   
  public Planet(Image img,double x,double y){ 
    super(img,x,y); 
  } 
  public Planet(String imgpath,double x,double y){ 
    super(imgpath,x,y); 
  } 
  public Planet( Star center,Image img,double longAxis, 
          double shortAxis,double speed) { 
    super(); 
    this.x = (center.x+center.w/2) + longAxis; 
    this.y = (center.y+center.h/2) + shortAxis; 
    this.img = img; 
    this.longAxis = longAxis; 
    this.shortAxis = shortAxis; 
    this.speed = speed; 
    this.center = center; 
  } 
  public Planet( Star center,String imgPath,double longAxis, 
        double shortAxis,double speed) { 
    this(center,GameUtil.getImage(imgPath),longAxis,shortAxis,speed); 
  } 
   
   
 
}

SolarFrame.java

package solar; 
 
import java.awt.Graphics; 
import java.awt.Image; 
 
import util.Constant; 
import util.GameUtil; 
import util.MyFrame; 
 
public class SolarFrame extends MyFrame{ 
 
  int width = Constant.GAME_WIDTH/2; 
  int height = Constant.GAME_HEIGHT/2; 
   
  Image bg=GameUtil.getImage("images/bg.png"); 
   
  Star sun = new Star("images/sun.jpg",width,height); 
  Planet earth = new Planet(sun,"images/earth.png",100,60,0.1); 
  Planet mars = new Planet(sun,"images/mars.png",180,100,0.15); 
   
  @Override 
  public void paint(Graphics g) { 
    g.drawImage(bg, 0, 0, null); 
    sun.draw(g); 
    earth.draw(g);  
    mars.draw(g); 
  } 
 
  public static void main(String[] args) { 
    new SolarFrame().launchFrame(); 
  } 
 
} 

Star.java

package solar; 
 
import java.awt.Graphics; 
import java.awt.Image; 
 
import util.GameUtil; 
 
public class Star { 
  public Image img; 
  public double x,y; 
  int w,h; 
   
  public void draw(Graphics g){ 
    g.drawImage(img, (int)x, (int)y, null); 
  } 
 
  public Star(){ 
  }   
  public Star(Image img){ 
    this.img = img; 
    this.w = img.getWidth(null); 
    this.h = img.getHeight(null); 
  } 
  public Star(Image img,double x,double y){ 
    this(img); 
    this.x = x; 
    this.y = y; 
  }   
  public Star(String imgPath,double x,double y){ 
    this(GameUtil.getImage(imgPath),x,y); 
  } 
   
} 

总结:该小游戏对代码的封装处理的比较好,便于程序的扩充,体现了面向对象的强大,不同的功能封装在不同的类与方法中,把类的公共的部分封装在父类中,提高代码的重用性。前期各个类写的过程中会有各种小问题与细节,但处理完这些后,后期想扩充行星的个数就比较简单了,new一个行星对象,然后画的面板上即可。面向对象水太深,这只是初步小涉猎,仍需继续努力专研!!!

以上就是Java太阳系小游戏分析和源码详解,希望对大家学习java语言有所帮助。


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