java飞机游戏源代码?Java飞机大战游戏攻略
大家好,java飞机游戏源代码相信很多的网友都不是很明白,包括Java飞机大战游戏攻略也是一样,不过没有关系,接下来就来为大家分享关于java飞机游戏源代码和Java飞机大战游戏攻略的一些知识点,大家可以关注收藏,免得下次来找不到哦,下面我们开始吧!
求一个Java棋类游戏源码学习用,要求如下
import java.util.Scanner;
import java.util.Random;
public class Fangfa{
static int sum,sum1=0;
public static void main(String [] args){
int a=1,b=1,c=1;
int k=0,m=1;
int money=5000;
int zhu=0;
boolean flag= true;
Random rand= new Random();
Scanner input= new Scanner(System.in);
while(m==1){
while(flag){
System.out.println("掷色子开始!");
System.out.println("请下注注:下注金额只能是50的倍数且不能超过1000");
zhu=input.nextInt();
if(zhu%50==0&&zhu<=1000&&zhu<=money){
System.out.println("下注成功");
System.out.println("买大请输入数字1,买小输入数字2");
k=input.nextInt();
a= rand.nextInt(6)+1;
b= rand.nextInt(6)+1;
c= rand.nextInt(6)+1;
sum=a+b+c;
if(k==1){
if(sum>9){
money+=zhu;
System.out.println("恭喜您猜对了,骰子点数为"+sum+"结果是大"+"余额为"+money);
}else{
money-=zhu;
System.out.println("很遗憾,骰子点数为"+sum+"结果是小"+"余额为"+money);
}
}
if(k==2){
if(sum<=9){
money+=zhu;
System.out.println("恭喜您猜对了,骰子点数为"+sum+"结果是小"+"余额为"+money);
}else{
money-=zhu;
System.out.println("很遗憾,骰子点数为"+sum+"结果是大"+"余额为"+money);
}
}
flag= false;
System.out.println("继续请按1,退出请按任意键");
m=input.nextInt();
if(m==1){
flag=true;
System.out.println("您选择的是继续");
}else{
flag=false;
System.out.println("欢迎您下次再来玩");
}
}else{
System.out.println("下注失败"+"余额为"+money);
}
}
}
}
}
基于Java语言的打地鼠小游戏的源代码
public void mouseClicked(MouseEvent e){
Object source=e.getSource();//获取事件源,即地鼠标签
if(source instanceof JLabel){//如果事件是标签组件
JLabel mouse=(JLabel)source;//强制转换为JLabel标签
mouse.setIcon(null);//取消标签图标
}
}
});
this.getContentPane().add(mouses[i]);//添加显示地鼠的标签到窗体
}
mouses[0].setLocation(253, 300);//设置每个标签的位置
mouses[1].setLocation(333, 250);
mouses[2].setLocation(388, 296);
mouses[3].setLocation(362, 364);
mouses[4].setLocation(189, 353);
mouses[5].setLocation(240, 409);
final JLabel backLabel=new JLabel();//创建显示背景的标签
backLabel.setBounds(0, 0, img.getIconWidth(), img.getIconHeight());
this.setBounds(100,100,img.getIconWidth(),img.getIconHeight());
backLabel.setIcon(img);//添加背景到标签
this.getContentPane().add(backLabel);//添加背景标签到窗体
}
/**
*线程的核心方法
*/
public void run(){
while(true){//使用无限循环
try{
Thread.sleep(3000);//使线程休眠3秒
int index=(int)(Math.random()*6);//生成随机的地鼠索引
if(mouses[index].getIcon()==null){//如果地鼠标签没有设置图片
mouses[index].setIcon(imgMouse);//为该标签添加地鼠图片
}
}catch(InterruptedException e){
e.printStackTrace();
}
}
}
}
求用JAVA编写俄罗斯方块游戏的源代码
俄罗斯方块——java源代码提供 import java.awt.*; import java.awt.event.*;//俄罗斯方块类 public class ERS_Block extends Frame{ public static boolean isPlay=false; public static int level=1,score=0; public static TextField scoreField,levelField; public static MyTimer timer; GameCanvas gameScr; public static void main(String[] argus){ ERS_Block ers= new ERS_Block("俄罗斯方块游戏 V1.0 Author:Vincent"); WindowListener win_listener= new WinListener(); ers.addWindowListener(win_listener);}//俄罗斯方块类的构造方法 ERS_Block(String title){ super(title); setSize(600,480); setLayout(new GridLayout(1,2)); gameScr= new GameCanvas(); gameScr.addKeyListener(gameScr); timer= new MyTimer(gameScr); timer.setDaemon(true); timer.start(); timer.suspend(); add(gameScr); Panel rightScr= new Panel(); rightScr.setLayout(new GridLayout(2,1,0,30)); rightScr.setSize(120,500); add(rightScr);//右边信息窗体的布局 MyPanel infoScr= new MyPanel(); infoScr.setLayout(new GridLayout(4,1,0,5)); infoScr.setSize(120,300); rightScr.add(infoScr);//定义标签和初始值 Label scorep= new Label("分数:",Label.LEFT); Label levelp= new Label("级数:",Label.LEFT); scoreField= new TextField(8); levelField= new TextField(8); scoreField.setEditable(false); levelField.setEditable(false); infoScr.add(scorep); infoScr.add(scoreField); infoScr.add(levelp); infoScr.add(levelField); scorep.setSize(new Dimension(20,60)); scoreField.setSize(new Dimension(20,60)); levelp.setSize(new Dimension(20,60)); levelField.setSize(new Dimension(20,60)); scoreField.setText("0"); levelField.setText("1");//右边控制按钮窗体的布局 MyPanel controlScr= new MyPanel(); controlScr.setLayout(new GridLayout(5,1,0,5)); rightScr.add(controlScr);//定义按钮play Button play_b= new Button("开始游戏"); play_b.setSize(new Dimension(50,200)); play_b.addActionListener(new Command(Command.button_play,gameScr));//定义按钮Level UP Button level_up_b= new Button("提高级数"); level_up_b.setSize(new Dimension(50,200)); level_up_b.addActionListener(new Command(Command.button_levelup,gameScr));//定义按钮Level Down Button level_down_b=new Button("降低级数"); level_down_b.setSize(new Dimension(50,200)); level_down_b.addActionListener(new Command(Command.button_leveldown,gameScr));//定义按钮Level Pause Button pause_b=new Button("游戏暂停"); pause_b.setSize(new Dimension(50,200)); pause_b.addActionListener(new Command(Command.button_pause,gameScr));//定义按钮Quit Button quit_b= new Button("退出游戏"); quit_b.setSize(new Dimension(50,200)); quit_b.addActionListener(new Command(Command.button_quit,gameScr)); controlScr.add(play_b); controlScr.add(level_up_b); controlScr.add(level_down_b); controlScr.add(pause_b); controlScr.add(quit_b); setVisible(true); gameScr.requestFocus();}}//重写MyPanel类,使Panel的四周留空间 class MyPanel extends Panel{ public Insets getInsets(){ return new Insets(30,50,30,50);}}//游戏画布类 class GameCanvas extends Canvas implements KeyListener{ final int unitSize= 30;//小方块边长 int rowNum;//正方格的行数 int columnNum;//正方格的列数 int maxAllowRowNum;//允许有多少行未削 int blockInitRow;//新出现块的起始行坐标 int blockInitCol;//新出现块的起始列坐标 int [][] scrArr;//屏幕数组 Block b;//对方快的引用//画布类的构造方法 GameCanvas(){ rowNum= 15; columnNum= 10; maxAllowRowNum= rowNum- 2; b= new Block(this); blockInitRow= rowNum- 1; blockInitCol= columnNum/2- 2; scrArr= new int [32][32];}//初始化屏幕,并将屏幕数组清零的方法 void initScr(){ for(int i=0;i<rowNum;i++) for(int j=0; j<columnNum;j++) scrArr[j]=0; b.reset(); repaint();}//重新刷新画布方法 public void paint(Graphics g){ for(int i= 0; i< rowNum; i++) for(int j= 0; j< columnNum; j++) drawUnit(i,j,scrArr[j]);}//画方块的方法 public void drawUnit(int row,int col,int type){ scrArr[row][col]= type; Graphics g= getGraphics(); tch(type){//表示画方快的方法 case 0: g.setColor(Color.black);break;//以背景为颜色画 case 1: g.setColor(Color.blue);break;//画正在下落的方块 case 2: g.setColor(Color.magenta);break;//画已经落下的方法} g.fill3DRect(col*unitSize,getSize().height-(row+1)*unitSize,unitSize,unitSize,true); g.dispose();} public Block getBlock(){ return b;//返回block实例的引用}//返回屏幕数组中(row,col)位置的属性值 public int getScrArrXY(int row,int col){ if(row< 0|| row>= rowNum|| col< 0|| col>= columnNum) return(-1); else return(scrArr[row][col]);}//返回新块的初始行坐标方法 public int getInitRow(){ return(blockInitRow);//返回新块的初始行坐标}//返回新块的初始列坐标方法 public int getInitCol(){ return(blockInitCol);//返回新块的初始列坐标}//满行删除方法 void deleteFullLine(){ int full_line_num= 0; int k= 0; for(int i=0;i<rowNum;i++){ boolean isfull= true; L1:for(int j=0;j<columnNum;j++) if(scrArr[j]== 0){ k++; isfull= false; break L1;} if(isfull) full_line_num++; if(k!=0&& k-1!=i&&!isfull) for(int j= 0; j< columnNum; j++){ if(scrArr[j]== 0) drawUnit(k-1,j,0); else drawUnit(k-1,j,2); scrArr[k-1][j]= scrArr[j];}} for(int i= k-1;i< rowNum; i++){ for(int j= 0; j< columnNum; j++){ drawUnit(i,j,0); scrArr[j]=0;}} ERS_Block.score+= full_line_num; ERS_Block.scoreField.setText(""+ERS_Block.score);}//判断游戏是否结束方法 boolean isGameEnd(){ for(int col= 0; col<columnNum; col++){ if(scrArr[maxAllowRowNum][col]!=0) return true;} return false;} public void keyTyped(KeyEvent e){} public void keyReleased(KeyEvent e){}//处理键盘输入的方法 public void keyPressed(KeyEvent e){ if(!ERS_Block.isPlay) return; tch(e.getKeyCode()){ case KeyEvent.VK_DOWN:b.fallDown();break; case KeyEvent.VK_LEFT:b.leftMove();break; case KeyEvent.VK_RIGHT:b.rightMove();break; case KeyEvent.VK_SPACE:b.leftTurn();break;}}}//处理控制类 class Command implements ActionListener{ static final int button_play= 1;//给按钮分配编号 static final int button_levelup= 2; static final int button_leveldown= 3; static final int button_quit= 4; static final int button_pause= 5; static boolean pause_resume= true; int curButton;//当前按钮 GameCanvas scr;//控制按钮类的构造方法 Command(int button,GameCanvas scr){ curButton= button; this.scr=scr;}//按钮执行方法 public void actionPerformed(ActionEvent e){ tch(curButton){ case button_play:if(!ERS_Block.isPlay){ scr.initScr(); ERS_Block.isPlay= true; ERS_Block.score= 0; ERS_Block.scoreField.setText("0"); ERS_Block.timer.resume();} scr.requestFocus(); break; case button_levelup:if(ERS_Block.level< 10){ ERS_Block.level++; ERS_Block.levelField.setText(""+ERS_Block.level); ERS_Block.score= 0; ERS_Block.scoreField.setText(""+ERS_Block.score);} scr.requestFocus(); break; case button_leveldown:if(ERS_Block.level> 1){ ERS_Block.level--; ERS_Block.levelField.setText(""+ERS_Block.level); ERS_Block.score= 0; ERS_Block.scoreField.setText(""+ERS_Block.score);} scr.requestFocus(); break; case button_pause:if(pause_resume){ ERS_Block.timer.suspend(); pause_resume= false;}else{ ERS_Block.timer.resume(); pause_resume= true;} scr.requestFocus(); break; case button_quit:System.exit(0);}}}//方块类 class Block{ static int[][] pattern={{0x0f00,0x4444,0x0f00,0x4444},//用十六进至表示,本行表示长条四种状态{0x04e0,0x0464,0x00e4,0x04c4},{0x4620,0x6c00,0x4620,0x6c00},{0x2640,0xc600,0x2640,0xc600},{0x6220,0x1700,0x2230,0x0740},{0x6440,0x0e20,0x44c0,0x8e00},{0x0660,0x0660,0x0660,0x0660}}; int blockType;//块的模式号(0-6) int turnState;//块的翻转状态(0-3) int blockState;//快的下落状态 int row,col;//块在画布上的坐标 GameCanvas scr;//块类的构造方法 Block(GameCanvas scr){ this.scr= scr; blockType=(int)(Math.random()* 1000)%7; turnState=(int)(Math.random()* 1000)%4; blockState= 1; row= scr.getInitRow(); col= scr.getInitCol();}//重新初始化块,并显示新块 public void reset(){ blockType=(int)(Math.random()* 1000)%7; turnState=(int)(Math.random()* 1000)%4; blockState= 1; row= scr.getInitRow(); col= scr.getInitCol(); dispBlock(1);}//实现“块”翻转的方法 public void leftTurn(){ if(assertValid(blockType,(turnState+ 1)%4,row,col)){ dispBlock(0); turnState=(turnState+ 1)%4; dispBlock(1);}}//实现“块”的左移的方法 public void leftMove(){ if(assertValid(blockType,turnState,row,col-1)){ dispBlock(0); col--; dispBlock(1);}}//实现块的右移 public void rightMove(){ if(assertValid(blockType,turnState,row,col+1)){ dispBlock(0); col++; dispBlock(1);}}//实现块落下的操作的方法 public boolean fallDown(){ if(blockState== 2) return(false); if(assertValid(blockType,turnState,row-1,col)){ dispBlock(0); row--; dispBlock(1); return(true);}else{ blockState= 2; dispBlock(2); return(false);}}//判断是否正确的方法 boolean assertValid(int t,int s,int row,int col){ int k= 0x8000; for(int i= 0; i< 4; i++){ for(int j= 0; j< 4; j++){ if((int)(pattern[t][s]&k)!= 0){ int temp= scr.getScrArrXY(row-i,col+j); if(temp<0||temp==2) return false;} k= k>> 1;}} return true;}//同步显示的方法 public synchronized void dispBlock(int s){ int k= 0x8000; for(int i= 0; i< 4; i++){ for(int j= 0; j< 4; j++){ if(((int)pattern[blockType][turnState]&k)!= 0){ scr.drawUnit(row-i,col+j,s);} k=k>>1;}}}}//定时线程 class MyTimer extends Thread{ GameCanvas scr; public MyTimer(GameCanvas scr){ this.scr= scr;} public void run(){ while(true){ try{ sleep((10-ERS_Block.level+ 1)*100);} catch(InterruptedException e){} if(!scr.getBlock().fallDown()){ scr.deleteFullLine(); if(scr.isGameEnd()){ ERS_Block.isPlay= false; suspend();}else scr.getBlock().reset();}}}} class WinListener extends WindowAdapter{ public void windowClosing(WindowEvent l){ System.exit(0);}} 22
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