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。
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()
和 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。
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); }
在 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); } }
在 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。
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。

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。
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 Missile
和 SpaceShip
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。
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。
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。
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); } }
在 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); } } }
在 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。
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。

在本章中,我们涵盖了精灵。