ZetCode

移动精灵

最后修改于 2023 年 1 月 10 日

在本部分 Java 2D 游戏教程中,我们将处理精灵。

精灵 一词有多种含义。它用于表示场景中的图像或动画。

它还用于表示游戏中的任何可移动对象。此外,它的含义之一是封装游戏中角色的代码。在本教程中,使用精灵是指可移动对象或其 Java 类。

移动精灵

在第一个示例中,我们有一艘宇宙飞船。我们可以使用光标键在面板上移动宇宙飞船。

SpaceShip.java
package com.zetcode;

import java.awt.Image;
import java.awt.event.KeyEvent;
import javax.swing.ImageIcon;

public class SpaceShip {

    private int dx;
    private int dy;
    private int x = 40;
    private int y = 60;
    private int w;
    private int h;
    private Image image;

    public SpaceShip() {

        loadImage();
    }

    private void loadImage() {
        
        ImageIcon ii = new ImageIcon("src/resources/spaceship.png");
        image = ii.getImage(); 
        
        w = image.getWidth(null);
        h = image.getHeight(null);
    }

    public void move() {
        
        x += dx;
        y += dy;
    }

    public int getX() {
        
        return x;
    }

    public int getY() {
        
        return y;
    }
    
    public int getWidth() {
        
        return w;
    }
    
    public int getHeight() {
        
        return h;
    }    

    public Image getImage() {
        
        return image;
    }

    public void keyPressed(KeyEvent e) {

        int key = e.getKeyCode();

        if (key == KeyEvent.VK_LEFT) {
            dx = -2;
        }

        if (key == KeyEvent.VK_RIGHT) {
            dx = 2;
        }

        if (key == KeyEvent.VK_UP) {
            dy = -2;
        }

        if (key == KeyEvent.VK_DOWN) {
            dy = 2;
        }
    }

    public void keyReleased(KeyEvent e) {
        
        int key = e.getKeyCode();

        if (key == KeyEvent.VK_LEFT) {
            dx = 0;
        }

        if (key == KeyEvent.VK_RIGHT) {
            dx = 0;
        }

        if (key == KeyEvent.VK_UP) {
            dy = 0;
        }

        if (key == KeyEvent.VK_DOWN) {
            dy = 0;
        }
    }
}

此类代表一艘宇宙飞船。在此类中,我们存储精灵的图像和精灵的坐标。keyPressed()keyReleased() 方法控制精灵是否正在移动。

public void move() {
    x += dx;
    y += dy;
}

move() 方法更改精灵的坐标。这些 x 和 y 值用于 paintComponent() 方法以绘制精灵的图像。

if (key == KeyEvent.VK_LEFT) {
    dx = 0;
}

当我们释放左光标键时,我们将 dx 变量设置为零。宇宙飞船将停止移动。

Board.java
package com.zetcode;

import java.awt.Color;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Toolkit;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import javax.swing.JPanel;
import javax.swing.Timer;

public class Board extends JPanel implements ActionListener {

    private Timer timer;
    private SpaceShip spaceShip;
    private final int DELAY = 10;

    public Board() {

        initBoard();
    }

    private void initBoard() {

        addKeyListener(new TAdapter());
        setBackground(Color.black);
	setFocusable(true);

        spaceShip = new SpaceShip();

        timer = new Timer(DELAY, this);
        timer.start();
    }

    @Override
    public void paintComponent(Graphics g) {
        super.paintComponent(g);

        doDrawing(g);
        
        Toolkit.getDefaultToolkit().sync();
    }
    
    private void doDrawing(Graphics g) {
        
        Graphics2D g2d = (Graphics2D) g;

        g2d.drawImage(spaceShip.getImage(), spaceShip.getX(), 
            spaceShip.getY(), this);
    }
    
    @Override
    public void actionPerformed(ActionEvent e) {
        
        step();
    }
    
    private void step() {
        
        spaceShip.move();
        
        repaint(spaceShip.getX()-1, spaceShip.getY()-1, 
                spaceShip.getWidth()+2, spaceShip.getHeight()+2);     
    }    

    private class TAdapter extends KeyAdapter {

        @Override
        public void keyReleased(KeyEvent e) {
            spaceShip.keyReleased(e);
        }

        @Override
        public void keyPressed(KeyEvent e) {
            spaceShip.keyPressed(e);
        }
    }
}

这是 Board 类。

private void doDrawing(Graphics g) {
    
    Graphics2D g2d = (Graphics2D) g;
    
    g2d.drawImage(ship.getImage(), ship.getX(), ship.getY(), this);
}

doDrawing() 方法中,我们使用 drawImage() 方法绘制宇宙飞船。我们从精灵类获取图像和坐标。

@Override
public void actionPerformed(ActionEvent e) {
    
    step();
}

actionPerformed() 方法每 DELAY 毫秒调用一次。我们调用 step() 方法。

private void step() {
    
    ship.move();
    repaint(ship.getX()-1, ship.getY()-1, 
            ship.getWidth()+2, ship.getHeight()+2);     
}    

我们移动精灵并重新绘制已更改的面板部分。我们使用一种小优化技术,该技术仅重新绘制窗口中实际更改的小区域。

private class TAdapter extends KeyAdapter {

    @Override
    public void keyReleased(KeyEvent e) {
        craft.keyReleased(e);
    }

    @Override
    public void keyPressed(KeyEvent e) {
        craft.keyPressed(e);
    }
}

Board 类中,我们监听键盘事件。KeyAdapter 类的重写方法将处理委托给 Craft 类的相应方法。

MovingSpriteEx.java
package com.zetcode;

import java.awt.EventQueue;
import javax.swing.JFrame;

public class MovingSpriteEx extends JFrame {

    public MovingSpriteEx() {
        
        initUI();
    }
    
    private void initUI() {

        add(new Board());

        setTitle("Moving sprite");
        setSize(400, 300);
        
        setLocationRelativeTo(null);
        setResizable(false);
        setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
    }

    public static void main(String[] args) {

        EventQueue.invokeLater(() -> {
            MovingSpriteEx ex = new MovingSpriteEx();
            ex.setVisible(true);
        });
    }
}

这是主类。

Moving sprite
图:移动精灵

发射导弹

在下一个示例中,我们在示例中添加了另一种精灵类型——导弹。导弹使用 空格键 发射。

Sprite.java
package com.zetcode;

import java.awt.Image;
import javax.swing.ImageIcon;

public class Sprite {

    protected int x;
    protected int y;
    protected int width;
    protected int height;
    protected boolean visible;
    protected Image image;

    public Sprite(int x, int y) {

        this.x = x;
        this.y = y;
        visible = true;
    }

    protected void loadImage(String imageName) {

        ImageIcon ii = new ImageIcon(imageName);
        image = ii.getImage();
    }
    
    protected void getImageDimensions() {

        width = image.getWidth(null);
        height = image.getHeight(null);
    }    

    public Image getImage() {
        return image;
    }

    public int getX() {
        return x;
    }

    public int getY() {
        return y;
    }

    public boolean isVisible() {
        return visible;
    }

    public void setVisible(Boolean visible) {
        this.visible = visible;
    }
}

Sprite 类共享 MissileSpaceShip 类的通用代码。

public Sprite(int x, int y) {

    this.x = x;
    this.y = y;
    
    visible = true;
}

构造函数初始化 x 和 y 坐标以及 visible 变量。

Missile.java
package com.zetcode;

public class Missile extends Sprite {

    private final int BOARD_WIDTH = 390;
    private final int MISSILE_SPEED = 2;

    public Missile(int x, int y) {
        super(x, y);
        
        initMissile();
    }
    
    private void initMissile() {
        
        loadImage("src/resources/missile.png");  
        getImageDimensions();
    }

    public void move() {
        
        x += MISSILE_SPEED;
        
        if (x > BOARD_WIDTH) {
            visible = false;
        }
    }
}

这里我们有一个名为 Missile 的新精灵。

public void move() {
    
    x += MISSILE_SPEED;
    
    if (x > BOARD_WIDTH) {
        vis = false;
    }
}

导弹以恒定速度移动。当它碰到 Board 的右边界时,它会变得不可见。然后将其从导弹列表中删除。

SpaceShip.java
package com.zetcode;

import java.awt.event.KeyEvent;
import java.util.ArrayList;
import java.util.List;

public class SpaceShip extends Sprite {

    private int dx;
    private int dy;
    private List<Missile> missiles;

    public SpaceShip(int x, int y) {
        super(x, y);
        
        initSpaceShip();
    }

    private void initSpaceShip() {

        missiles = new ArrayList<>();
        
        loadImage("src/resources/spaceship.png"); 
        getImageDimensions();
    }

    public void move() {
        x += dx;
        y += dy;
    }

    public List<Missile> getMissiles() {
        return missiles;
    }

    public void keyPressed(KeyEvent e) {

        int key = e.getKeyCode();

        if (key == KeyEvent.VK_SPACE) {
            fire();
        }

        if (key == KeyEvent.VK_LEFT) {
            dx = -1;
        }

        if (key == KeyEvent.VK_RIGHT) {
            dx = 1;
        }

        if (key == KeyEvent.VK_UP) {
            dy = -1;
        }

        if (key == KeyEvent.VK_DOWN) {
            dy = 1;
        }
    }

    public void fire() {
        missiles.add(new Missile(x + width, y + height / 2));
    }

    public void keyReleased(KeyEvent e) {

        int key = e.getKeyCode();

        if (key == KeyEvent.VK_LEFT) {
            dx = 0;
        }

        if (key == KeyEvent.VK_RIGHT) {
            dx = 0;
        }

        if (key == KeyEvent.VK_UP) {
            dy = 0;
        }

        if (key == KeyEvent.VK_DOWN) {
            dy = 0;
        }
    }
}

这是 SpaceShip 类。

if (key == KeyEvent.VK_SPACE) {
    fire();
}

如果我们按下 空格键,我们就会开火。

public void fire() {
    missiles.add(new Missile(x + width, y + height / 2));
}

fire() 方法创建一个新的 Missile 对象并将其添加到导弹列表中。

public List<Missile> getMissiles() {
    return missiles;
}

getMissiles() 方法返回导弹列表。它由 Board 类调用。

Board.java
package com.zetcode;

import java.awt.Color;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Toolkit;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.util.List;
import javax.swing.JPanel;
import javax.swing.Timer;

public class Board extends JPanel implements ActionListener {

    private final int ICRAFT_X = 40;
    private final int ICRAFT_Y = 60;
    private final int DELAY = 10;
    private Timer timer;
    private SpaceShip spaceShip;

    public Board() {

        initBoard();
    }

    private void initBoard() {

        addKeyListener(new TAdapter());
        setBackground(Color.BLACK);
        setFocusable(true);

        spaceShip = new SpaceShip(ICRAFT_X, ICRAFT_Y);

        timer = new Timer(DELAY, this);
        timer.start();
    }

    @Override
    public void paintComponent(Graphics g) {
        super.paintComponent(g);

        doDrawing(g);

        Toolkit.getDefaultToolkit().sync();
    }

    private void doDrawing(Graphics g) {

        Graphics2D g2d = (Graphics2D) g;
        
        g2d.drawImage(spaceShip.getImage(), spaceShip.getX(),
                spaceShip.getY(), this);

        List<Missile> missiles = spaceShip.getMissiles();

        for (Missile missile : missiles) {
            
            g2d.drawImage(missile.getImage(), missile.getX(),
                    missile.getY(), this);
        }
    }

    @Override
    public void actionPerformed(ActionEvent e) {

        updateMissiles();
        updateSpaceShip();

        repaint();
    }

    private void updateMissiles() {

        List<Missile> missiles = spaceShip.getMissiles();

        for (int i = 0; i < missiles.size(); i++) {

            Missile missile = missiles.get(i);

            if (missile.isVisible()) {

                missile.move();
            } else {

                missiles.remove(i);
            }
        }
    }

    private void updateSpaceShip() {

        spaceShip.move();
    }

    private class TAdapter extends KeyAdapter {

        @Override
        public void keyReleased(KeyEvent e) {
            spaceShip.keyReleased(e);
        }

        @Override
        public void keyPressed(KeyEvent e) {
            spaceShip.keyPressed(e);
        }
    }
}

这是 Board 类。

private void doDrawing(Graphics g) {

    Graphics2D g2d = (Graphics2D) g;
    
    g2d.drawImage(spaceShip.getImage(), spaceShip.getX(),
            spaceShip.getY(), this);

    List<Missile> missiles = spaceShip.getMissiles();

    for (Missile missile : missiles) {
        
        g2d.drawImage(missile.getImage(), missile.getX(),
                missile.getY(), this);
    }
}

doDrawing() 方法中,我们绘制飞船和所有可用的导弹。

private void updateMissiles() {

    List<Missile> missiles = spaceShip.getMissiles();

    for (int i = 0; i < missiles.size(); i++) {

        Missile missile = missiles.get(i);

        if (missile.isVisible()) {

            missile.move();
        } else {

            missiles.remove(i);
        }
    }
}

updateMissiles() 方法中,我们遍历 missiles 列表中的所有导弹。根据 isVisible() 方法的返回值,我们移动导弹或将其从容器中移除。

ShootingMissilesEx.java
package com.zetcode;

import java.awt.EventQueue;
import javax.swing.JFrame;

public class ShootingMissilesEx extends JFrame {

    public ShootingMissilesEx() {
        
        initUI();
    }
    
    private void initUI() {
        
        add(new Board());
        
        setSize(400, 300);
        setResizable(false);
        
        setTitle("Shooting missiles");
        setLocationRelativeTo(null);
        setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
    }

    public static void main(String[] args) {
        
        EventQueue.invokeLater(() -> {
            ShootingMissilesEx ex = new ShootingMissilesEx();
            ex.setVisible(true);
        });
    }
}

最后,这是主类。

Shooting missiles
图:发射导弹

在本章中,我们涵盖了精灵。