Breakout 游戏
最后修改于 2023 年 1 月 10 日
在 Java 2D 游戏教程的这一部分,我们创建一个简单的 Breakout 游戏克隆。源代码和图像可以在作者的 Github Java-Breakout-Game 存储库中找到。
Breakout 是雅达利公司(Atari Inc.)最初开发的一款街机游戏。该游戏于 1976 年创作。
开发
在我们的游戏中,有一个挡板,一个球和 30 个砖块。我用 Inkscape 创建了球、挡板和砖块的图像。我们使用计时器来创建游戏周期。我们不使用角度,而是简单地改变方向:上、下、左、右。我受到 pybreakout 游戏的启发,它是由 Nathan Dawson 在 PyGame 库中开发的。
在这款游戏中,玩家在屏幕上移动挡板,并反弹一个或多个球。目标是摧毁窗口顶部的砖块。
游戏包含七个文件:Commons.java, Sprite.java, Ball.java, Paddle.java, Brick.java, Board.java, 和 Breakout.java。
package com.zetcode;
public interface Commons {
int WIDTH = 300;
int HEIGHT = 400;
int BOTTOM_EDGE = 390;
int N_OF_BRICKS = 30;
int INIT_PADDLE_X = 200;
int INIT_PADDLE_Y = 360;
int INIT_BALL_X = 230;
int INIT_BALL_Y = 355;
int PERIOD = 10;
}
Commons.java 文件包含一些通用常量。WIDTH 和 HEIGHT 常量存储了棋盘的尺寸。当球越过 BOTTOM_EDGE 时,游戏结束。N_OF_BRICKS 是游戏中砖块的数量。INIT_PADDLE_X 和 INIT_PADDLE_Y 是挡板对象的初始坐标。INIT_BALL_X 和 INIT_BALL_Y 是球对象的初始坐标。DELAY 是任务执行前的初始延迟(毫秒),PERIOD 是构成游戏周期的连续任务执行之间的时间间隔(毫秒)。
package com.zetcode;
import java.awt.Image;
import java.awt.Rectangle;
public class Sprite {
int x;
int y;
int imageWidth;
int imageHeight;
Image image;
protected void setX(int x) {
this.x = x;
}
int getX() {
return x;
}
protected void setY(int y) {
this.y = y;
}
int getY() {
return y;
}
int getImageWidth() {
return imageWidth;
}
int getImageHeight() {
return imageHeight;
}
Image getImage() {
return image;
}
Rectangle getRect() {
return new Rectangle(x, y,
image.getWidth(null), image.getHeight(null));
}
void getImageDimensions() {
imageWidth = image.getWidth(null);
imageHeight = image.getHeight(null);
}
}
Sprite 类是 Board 中所有对象的基类。我们将所有在 Ball, Brick, 和 Paddle 对象中的方法和变量放在这里,例如 getImage() 或 getX() 方法。
package com.zetcode;
import javax.swing.ImageIcon;
public class Brick extends Sprite {
private boolean destroyed;
public Brick(int x, int y) {
initBrick(x, y);
}
private void initBrick(int x, int y) {
this.x = x;
this.y = y;
destroyed = false;
loadImage();
getImageDimensions();
}
private void loadImage() {
var ii = new ImageIcon("src/resources/brick.png");
image = ii.getImage();
}
boolean isDestroyed() {
return destroyed;
}
void setDestroyed(boolean val) {
destroyed = val;
}
}
这是 Brick 类。
private boolean destroyed;
在 destroyed 变量中,我们保留了砖块的状态。
package com.zetcode;
import javax.swing.ImageIcon;
public class Ball extends Sprite {
private int xdir;
private int ydir;
public Ball() {
initBall();
}
private void initBall() {
xdir = 1;
ydir = -1;
loadImage();
getImageDimensions();
resetState();
}
private void loadImage() {
var ii = new ImageIcon("src/resources/ball.png");
image = ii.getImage();
}
void move() {
x += xdir;
y += ydir;
if (x == 0) {
setXDir(1);
}
if (x == Commons.WIDTH - imageWidth) {
System.out.println(imageWidth);
setXDir(-1);
}
if (y == 0) {
setYDir(1);
}
}
private void resetState() {
x = Commons.INIT_BALL_X;
y = Commons.INIT_BALL_Y;
}
void setXDir(int x) {
xdir = x;
}
void setYDir(int y) {
ydir = y;
}
int getYDir() {
return ydir;
}
}
这是 Ball 类。
void move() {
x += xdir;
y += ydir;
if (x == 0) {
setXDir(1);
}
if (x == Commons.WIDTH - imageWidth) {
System.out.println(imageWidth);
setXDir(-1);
}
if (y == 0) {
setYDir(1);
}
}
move() 方法在 Board 上移动球。如果球碰到边界,方向会相应改变。
void setXDir(int x) {
xdir = x;
}
void setYDir(int y) {
ydir = y;
}
这两个方法在球碰到挡板或砖块时被调用。
package com.zetcode;
import java.awt.event.KeyEvent;
import javax.swing.ImageIcon;
public class Paddle extends Sprite {
private int dx;
public Paddle() {
initPaddle();
}
private void initPaddle() {
loadImage();
getImageDimensions();
resetState();
}
private void loadImage() {
var ii = new ImageIcon("src/resources/paddle.png");
image = ii.getImage();
}
void move() {
x += dx;
if (x <= 0) {
x = 0;
}
if (x >= Commons.WIDTH - imageWidth) {
x = Commons.WIDTH - imageWidth;
}
}
void keyPressed(KeyEvent e) {
int key = e.getKeyCode();
if (key == KeyEvent.VK_LEFT) {
dx = -1;
}
if (key == KeyEvent.VK_RIGHT) {
dx = 1;
}
}
void keyReleased(KeyEvent e) {
int key = e.getKeyCode();
if (key == KeyEvent.VK_LEFT) {
dx = 0;
}
if (key == KeyEvent.VK_RIGHT) {
dx = 0;
}
}
private void resetState() {
x = Commons.INIT_PADDLE_X;
y = Commons.INIT_PADDLE_Y;
}
}
这是 Paddle 类。它封装了 Breakout 游戏中的挡板对象。挡板通过左右箭头键进行控制。按下箭头键时,我们设置方向变量。释放箭头键时,我们将 dx 变量设置为零。这样挡板就会停止移动。
void move() {
x += dx;
if (x <= 0) {
x = 0;
}
if (x >= Commons.WIDTH - imageWidth) {
x = Commons.WIDTH - imageWidth;
}
}
挡板只在水平方向移动,所以我们只更新 x 坐标。if 条件确保挡板不会穿过窗口边缘。
package com.zetcode;
import javax.swing.JPanel;
import javax.swing.Timer;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Font;
import java.awt.FontMetrics;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Point;
import java.awt.RenderingHints;
import java.awt.Toolkit;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
public class Board extends JPanel {
private Timer timer;
private String message = "Game Over";
private Ball ball;
private Paddle paddle;
private Brick[] bricks;
private boolean inGame = true;
public Board() {
initBoard();
}
private void initBoard() {
addKeyListener(new TAdapter());
setFocusable(true);
setPreferredSize(new Dimension(Commons.WIDTH, Commons.HEIGHT));
gameInit();
}
private void gameInit() {
bricks = new Brick[Commons.N_OF_BRICKS];
ball = new Ball();
paddle = new Paddle();
int k = 0;
for (int i = 0; i < 5; i++) {
for (int j = 0; j < 6; j++) {
bricks[k] = new Brick(j * 40 + 30, i * 10 + 50);
k++;
}
}
timer = new Timer(Commons.PERIOD, new GameCycle());
timer.start();
}
@Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
var g2d = (Graphics2D) g;
g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
g2d.setRenderingHint(RenderingHints.KEY_RENDERING,
RenderingHints.VALUE_RENDER_QUALITY);
if (inGame) {
drawObjects(g2d);
} else {
gameFinished(g2d);
}
Toolkit.getDefaultToolkit().sync();
}
private void drawObjects(Graphics2D g2d) {
g2d.drawImage(ball.getImage(), ball.getX(), ball.getY(),
ball.getImageWidth(), ball.getImageHeight(), this);
g2d.drawImage(paddle.getImage(), paddle.getX(), paddle.getY(),
paddle.getImageWidth(), paddle.getImageHeight(), this);
for (int i = 0; i < Commons.N_OF_BRICKS; i++) {
if (!bricks[i].isDestroyed()) {
g2d.drawImage(bricks[i].getImage(), bricks[i].getX(),
bricks[i].getY(), bricks[i].getImageWidth(),
bricks[i].getImageHeight(), this);
}
}
}
private void gameFinished(Graphics2D g2d) {
var font = new Font("Verdana", Font.BOLD, 18);
FontMetrics fontMetrics = this.getFontMetrics(font);
g2d.setColor(Color.BLACK);
g2d.setFont(font);
g2d.drawString(message,
(Commons.WIDTH - fontMetrics.stringWidth(message)) / 2,
Commons.WIDTH / 2);
}
private class TAdapter extends KeyAdapter {
@Override
public void keyReleased(KeyEvent e) {
paddle.keyReleased(e);
}
@Override
public void keyPressed(KeyEvent e) {
paddle.keyPressed(e);
}
}
private class GameCycle implements ActionListener {
@Override
public void actionPerformed(ActionEvent e) {
doGameCycle();
}
}
private void doGameCycle() {
ball.move();
paddle.move();
checkCollision();
repaint();
}
private void stopGame() {
inGame = false;
timer.stop();
}
private void checkCollision() {
if (ball.getRect().getMaxY() > Commons.BOTTOM_EDGE) {
stopGame();
}
for (int i = 0, j = 0; i < Commons.N_OF_BRICKS; i++) {
if (bricks[i].isDestroyed()) {
j++;
}
if (j == Commons.N_OF_BRICKS) {
message = "Victory";
stopGame();
}
}
if ((ball.getRect()).intersects(paddle.getRect())) {
int paddleLPos = (int) paddle.getRect().getMinX();
int ballLPos = (int) ball.getRect().getMinX();
int first = paddleLPos + 8;
int second = paddleLPos + 16;
int third = paddleLPos + 24;
int fourth = paddleLPos + 32;
if (ballLPos < first) {
ball.setXDir(-1);
ball.setYDir(-1);
}
if (ballLPos >= first && ballLPos < second) {
ball.setXDir(-1);
ball.setYDir(-1 * ball.getYDir());
}
if (ballLPos >= second && ballLPos < third) {
ball.setXDir(0);
ball.setYDir(-1);
}
if (ballLPos >= third && ballLPos < fourth) {
ball.setXDir(1);
ball.setYDir(-1 * ball.getYDir());
}
if (ballLPos > fourth) {
ball.setXDir(1);
ball.setYDir(-1);
}
}
for (int i = 0; i < Commons.N_OF_BRICKS; i++) {
if ((ball.getRect()).intersects(bricks[i].getRect())) {
int ballLeft = (int) ball.getRect().getMinX();
int ballHeight = (int) ball.getRect().getHeight();
int ballWidth = (int) ball.getRect().getWidth();
int ballTop = (int) ball.getRect().getMinY();
var pointRight = new Point(ballLeft + ballWidth + 1, ballTop);
var pointLeft = new Point(ballLeft - 1, ballTop);
var pointTop = new Point(ballLeft, ballTop - 1);
var pointBottom = new Point(ballLeft, ballTop + ballHeight + 1);
if (!bricks[i].isDestroyed()) {
if (bricks[i].getRect().contains(pointRight)) {
ball.setXDir(-1);
} else if (bricks[i].getRect().contains(pointLeft)) {
ball.setXDir(1);
}
if (bricks[i].getRect().contains(pointTop)) {
ball.setYDir(1);
} else if (bricks[i].getRect().contains(pointBottom)) {
ball.setYDir(-1);
}
bricks[i].setDestroyed(true);
}
}
}
}
}
这是 Board 类。我们在其中放置了游戏逻辑。
private void gameInit() {
bricks = new Brick[Commons.N_OF_BRICKS];
ball = new Ball();
paddle = new Paddle();
int k = 0;
for (int i = 0; i < 5; i++) {
for (int j = 0; j < 6; j++) {
bricks[k] = new Brick(j * 40 + 30, i * 10 + 50);
k++;
}
}
timer = new Timer(Commons.PERIOD, new GameCycle());
timer.start();
}
在 gameInit() 方法中,我们创建了一个球、一个挡板和三十个砖块。然后我们创建并启动一个计时器。
if (inGame) {
drawObjects(g2d);
} else {
gameFinished(g2d);
}
根据 inGame 变量,我们在 drawObjects() 方法中绘制所有对象,或者在 gameFinished() 方法中结束游戏。
private void drawObjects(Graphics2D g2d) {
g2d.drawImage(ball.getImage(), ball.getX(), ball.getY(),
ball.getImageWidth(), ball.getImageHeight(), this);
g2d.drawImage(paddle.getImage(), paddle.getX(), paddle.getY(),
paddle.getImageWidth(), paddle.getImageHeight(), this);
for (int i = 0; i < Commons.N_OF_BRICKS; i++) {
if (!bricks[i].isDestroyed()) {
g2d.drawImage(bricks[i].getImage(), bricks[i].getX(),
bricks[i].getY(), bricks[i].getImageWidth(),
bricks[i].getImageHeight(), this);
}
}
}
drawObjects() 方法绘制游戏的所有对象。精灵图像使用 drawImage() 方法绘制。
private void gameFinished(Graphics2D g2d) {
var font = new Font("Verdana", Font.BOLD, 18);
FontMetrics fontMetrics = this.getFontMetrics(font);
g2d.setColor(Color.BLACK);
g2d.setFont(font);
g2d.drawString(message,
(Commons.WIDTH - fontMetrics.stringWidth(message)) / 2,
Commons.WIDTH / 2);
}
gameFinished() 方法在窗口中间绘制“游戏结束”或“胜利”。
private class GameCycle implements ActionListener {
@Override
public void actionPerformed(ActionEvent e) {
doGameCycle();
}
}
计时器会周期性地调用 actionPerformed() 方法,该方法又调用 doGameCycle() 方法,从而创建一个游戏周期。
private void doGameCycle() {
ball.move();
paddle.move();
checkCollision();
repaint();
}
doGameCycle() 方法移动球和挡板。我们检查可能的碰撞并重新绘制屏幕。
private void checkCollision() {
if (ball.getRect().getMaxY() > Commons.BOTTOM_EDGE) {
stopGame();
}
...
如果球碰到底部,我们就停止游戏。
for (int i = 0, j = 0; i < Commons.N_OF_BRICKS; i++) {
if (bricks[i].isDestroyed()) {
j++;
}
if (j == Commons.N_OF_BRICKS) {
message = "Victory";
stopGame();
}
}
我们检查被摧毁的砖块数量。如果我们摧毁了所有 N_OF_BRICKS 块砖,我们就赢得了游戏。
if (ballLPos < first) {
ball.setXDir(-1);
ball.setYDir(-1);
}
如果球碰到挡板的第一部分,我们将球的方向改变为西北。
if (bricks[i].getRect().contains(pointTop)) {
ball.setYDir(1);
}...
如果球击中砖块的底部,我们改变球的 y 方向;它向下移动。
package com.zetcode;
import javax.swing.JFrame;
import java.awt.EventQueue;
public class Breakout extends JFrame {
public Breakout() {
initUI();
}
private void initUI() {
add(new Board());
setTitle("Breakout");
setDefaultCloseOperation(EXIT_ON_CLOSE);
setLocationRelativeTo(null);
setResizable(false);
pack();
}
public static void main(String[] args) {
EventQueue.invokeLater(() -> {
var game = new Breakout();
game.setVisible(true);
});
}
}
这是 Breakout 类,它包含主入口方法。
这就是 Breakout 游戏。