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在手把手教你做游戏——JAVA GUI 推箱子(二)中,我们做出了界面,这篇博客,我们就要设法移动角色来实现推箱子了。
1.角色移动
我们需要先写一个按钮监听类,这样,当我们按到上下左右使其上下左右移动。
其中,code是按键所对应的值,通过System.out.println(code);我们能很轻松的获取到我们按键所对应的数字
/**
* 内部游戏按键监听类
*/
class PanelListenner extends KeyAdapter {
// 当按键按下
public void keyPressed(KeyEvent e) {
int code = e.getKeyCode();
switch (code) {
case KeyEvent.VK_UP:
break;
case KeyEvent.VK_DOWN:
break;
case KeyEvent.VK_LEFT:
break;
case KeyEvent.VK_RIGHT:
break;
case 87:
// w
break;
case 65:
// a
break;
case 83:
// s
break;
case 68:
// d
break;
default:
break;
}
}
}
按键做好了,我们需要移动啊
所以,我们需要做一个移动的方法,放到按键监听里面
其中playerx和playery为角色坐标
Move(1);即为向上走。
/**
* 角色移动
* @param direction 方向 1234wasd
*/
private void Move(int direction) {
// TODO Auto-generated method stub
switch (direction) {
// 0墙 1地板 2空箱子 3 箱子 4箱子点 5出生点
case 1:
playerx -= 1;
break;
case 2:
playery -= 1;
break;
case 3:
playerx += 1;
break;
case 4:
playery += 1;
break;
default:
break;
}
}
然后我们在构造方法中添加监听。且在监听类中加入移动方法
然而还是不能移动,这是怎么回事呢?,其实啊,我们虽然做了 移动的方法,但是我们没有刷新界面。所以我们还要做一个线程来不停地刷新界面才能实现。
2.刷新面板
新建刷线面板类,继承Thread。每0.01秒刷新面板一次。其中10为10ms(毫秒)。可调。
package cn.edu.caztc.sokobangame;
import javax.swing.JPanel;
public class UpdateThread extends Thread{
JPanel panel;
public UpdateThread(JPanel panel) {
this.panel = panel;
}
@Override
public void run() {
while(true){
panel.repaint();
try {
Thread.sleep(10);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
}
整合代码,完成移动效果
package cn.edu.caztc.sokobangame;
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.FlowLayout;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.io.BufferedInputStream;
import java.io.DataInputStream;
import java.io.FileInputStream;
import javax.swing.JFrame;
import javax.swing.JMenu;
import javax.swing.JMenuBar;
import javax.swing.JMenuItem;
import javax.swing.JOptionPane;
import javax.swing.JPanel;
/**
* 游戏主体
*
* @author 莫言情难忘
*
*/
public class MainGame extends JFrame implements MapConfig {
int[][][] map1 = new int[18][18][1];// 地图数组
int playerx = 0;// 玩家坐标
int playery = 0;// 玩家坐标
boolean diy = false;//
int level = 1;// 关卡
// 游戏面板
JPanel panel;
public MainGame() {
// TODO Auto-generated constructor stub
this.setTitle("推箱子");
this.setSize(900, 950);
this.setLayout(new FlowLayout());
this.setDefaultCloseOperation(3);
// 设置窗体居中
this.setLocationRelativeTo(null);
// 不可拉伸
this.setResizable(false);
JMenuBar menuBar = new JMenuBar();
this.add(menuBar, BorderLayout.NORTH);
JMenu menu = new JMenu("菜单");
menuBar.add(menu);
JMenuItem menuItem = new JMenuItem("选关");
menuItem.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent arg0) {
// System.out.println("选关");
}
});
menu.add(menuItem);
JMenuItem menuItem_1 = new JMenuItem("重新开始");
menuItem_1.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
// 重新开始
}
});
menu.add(menuItem_1);
JMenuItem menuItem_2 = new JMenuItem("关于");
menuItem_2.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
// System.out.println("关于");
JOptionPane.showMessageDialog(null, "莫言情难忘开发,csdn:莫言情难忘,个人QQ:1179307527", "关于",
JOptionPane.PLAIN_MESSAGE);
}
});
JMenu menu_1 = new JMenu("\u81EA\u5B9A\u4E49");
menuBar.add(menu_1);
JMenuItem menuItem_3 = new JMenuItem("地图编辑器");
menuItem_3.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
}
});
menu_1.add(menuItem_3);
menuBar.add(menuItem_2);
GetMAP(level, diy);
// 创建游戏面板
panel = setpanel();
this.add(panel);
this.setVisible(true);
// 安装键盘监听器
PanelListenner plis = new PanelListenner();
this.addKeyListener(plis);
// 启动刷新面板线程
UpdateThread ut = new UpdateThread(panel);
ut.start();
}
/**
* 读取地图数据
*
* @param level 关卡
* @param diy
*/
void GetMAP(int level, boolean diy) {
String stringdiy = "";
if (diy) {
stringdiy = "diy";
}
try {
DataInputStream in = new DataInputStream(
new BufferedInputStream(new FileInputStream(PATH + "\\" + stringdiy + level + ".map")));
int i = in.readInt();
int j = in.readInt();
for (int ii = 0; ii < i; ii++) {
for (int jj = 0; jj < j; jj++) {
map1[ii][jj][0] = in.readInt();
if (map1[ii][jj][0] == 5) {
playerx = ii;
playery = jj;
map1[ii][jj][0] = 1;
}
}
}
} catch (Exception e) {
// TODO: handle exception
}
}
/**
* 自定义内部游戏面板类
*
* @author 莫言情难忘
*
*/
class MyPanel extends JPanel {
@Override
public void paint(Graphics g) {
super.paint(g);
for (int i = 0; i < MAP_HEIGHT / SOUREC_HEIGHT; i++) {
for (int j = 0; j < MAP_WIDTH / SOUREC_WIDTH; j++) {
g.drawImage(GetGameImage(map1[i][j][0]), getDrawX(j), getDrawY(i), SOUREC_WIDTH, SOUREC_HEIGHT,
null);
}
}
g.drawImage(icon106.getImage(), getDrawX(playery), getDrawY(playerx), SOUREC_WIDTH, SOUREC_HEIGHT, null);
}
// 将数组下标转化成对应的图片左上角坐标
public int getDrawX(int j) {
int x = j * 50;
return x;
}
// 将数组下标转化成对应的图片左上角坐标
public int getDrawY(int i) {
int y = i * 50;
return y;
}
}
/**
* 设置游戏面板
*/
public JPanel setpanel() {
JPanel panel = new MyPanel();
panel.setPreferredSize(new Dimension(MAP_WIDTH, MAP_HEIGHT));
panel.setLayout(null);
panel.setBackground(Color.black);
return panel;
}
/**
* 获取到数字对应的图片
*
* @param i 数字
* @return
*/
Image GetGameImage(int i) {
if (i > 5) {
i = 0;
}
return allicons[i].getImage();
}
/**
* 内部游戏按键监听类
*/
class PanelListenner extends KeyAdapter {
// 当按键按下
public void keyPressed(KeyEvent e) {
int code = e.getKeyCode();
switch (code) {
case KeyEvent.VK_UP:
Move(1);
break;
case KeyEvent.VK_DOWN:
Move(3);
break;
case KeyEvent.VK_LEFT:
Move(2);
break;
case KeyEvent.VK_RIGHT:
Move(4);
break;
case 87:
Move(1);
break;
case 65:
Move(3);
break;
case 83:
Move(2);
break;
case 68:
Move(4);
break;
default:
break;
}
}
}
/**
* 角色移动
*
* @param direction 方向 1234wasd
*/
private void Move(int direction) {
// TODO Auto-generated method stub
switch (direction) {
// 0墙 1地板 2空箱子 3 箱子 4箱子点 5出生点
case 1:
playerx -= 1;
break;
case 2:
playery -= 1;
break;
case 3:
playerx += 1;
break;
case 4:
playery += 1;
break;
default:
break;
}
}
}
3.碰撞判断
姑且称之为碰撞判断吧,我们角色虽然移动成功了。但是它肆无忌惮的移动也不好啊。我们要为其加上限制。
我们先写一个检查方法,判断其是否可以移动。
/**
* 检查能不能走,前方有墙或者两个箱子超界等
*
* @param direction 方向 1234wasd
* @return
*/
boolean check(int direction) {
switch (direction) {
case 1:
//判断1.超界 2.前面是墙 3.前面是箱子或者空箱子 再前面是箱子或者墙或者空箱子
if (playerx==0) {
return false;
}else if (map1[playerx-1][playery][0]==0) {
return false;
}else if (map1[playerx-1][playery][0]==2||map1[playerx-1][playery][0]==3) {
if (map1[playerx-2][playery][0]==2||map1[playerx-2][playery][0]==3||map1[playerx-2][playery][0]==0) {
return false;
}
}
break;
case 2:
if (playery==0) {
return false;
}else if (map1[playerx][playery-1][0]==0) {
return false;
}else if (map1[playerx][playery-1][0]==2||map1[playerx][playery-1][0]==3) {
if (map1[playerx][playery-2][0]==2||map1[playerx][playery-2][0]==3||map1[playerx][playery-2][0]==0) {
return false;
}
}
break;
case 3:
if (playerx==17) {
return false;
}else if (map1[playerx+1][playery][0]==0) {
return false;
}else if (map1[playerx+1][playery][0]==2||map1[playerx+1][playery][0]==3) {
if (map1[playerx+2][playery][0]==2||map1[playerx+2][playery][0]==3||map1[playerx+2][playery][0]==0) {
return false;
}
}
break;
case 4:
if (playery==17) {
return false;
}else if (map1[playerx][playery+1][0]==0) {
return false;
}else if (map1[playerx][playery+1][0]==2||map1[playerx][playery+1][0]==3) {
if (map1[playerx][playery+2][0]==2||map1[playerx][playery+2][0]==3||map1[playerx][playery+2][0]==0) {
return false;
}
}
break;
default:
break;
}
return true;
}
将此方法整合到代码中,虽然能实现限制的功能。但是他不推箱子啊
so:我们修改move方法,使其加上一些判断能实现推箱子
/**
* 角色移动
*
* @param direction 方向 1234wasd
*/
private void Move(int direction) {
// TODO Auto-generated method stub
switch (direction) {
// 0墙 1地板 2空箱子 3 箱子 4箱子点 5出生点
case 1:
if (map1[playerx - 1][playery][0] == 2) {
if (map1[playerx - 2][playery][0] == 4) {
map1[playerx - 1][playery][0] = 1;
map1[playerx - 2][playery][0] = 3;
} else {
map1[playerx - 1][playery][0] = 1;
map1[playerx - 2][playery][0] = 2;
}
} else if (map1[playerx - 1][playery][0] == 3) {
map1[playerx - 1][playery][0] = 4;
map1[playerx - 2][playery][0] = 2;
}
playerx -= 1;
break;
case 2:
if (map1[playerx][playery - 1][0] == 2) {
if (map1[playerx][playery - 2][0] == 4) {
map1[playerx][playery - 1][0] = 1;
map1[playerx][playery - 2][0] = 3;
} else {
map1[playerx][playery - 1][0] = 1;
map1[playerx][playery - 2][0] = 2;
}
} else if (map1[playerx][playery - 1][0] == 3) {
map1[playerx][playery - 1][0] = 4;
map1[playerx][playery - 2][0] = 2;
}
playery -= 1;
break;
case 3:
if (map1[playerx + 1][playery][0] == 2) {
if (map1[playerx + 2][playery][0] == 4) {
map1[playerx + 1][playery][0] = 1;
map1[playerx + 2][playery][0] = 3;
} else {
map1[playerx + 1][playery][0] = 1;
map1[playerx + 2][playery][0] = 2;
}
} else if (map1[playerx + 1][playery][0] == 3) {
map1[playerx + 1][playery][0] = 4;
map1[playerx + 2][playery][0] = 2;
}
playerx += 1;
break;
case 4:
if (map1[playerx][playery + 1][0] == 2) {
if (map1[playerx][playery + 2][0] == 4) {
map1[playerx][playery + 1][0] = 1;
map1[playerx][playery + 2][0] = 3;
} else {
map1[playerx][playery + 1][0] = 1;
map1[playerx][playery + 2][0] = 2;
}
} else if (map1[playerx][playery + 1][0] == 3) {
map1[playerx][playery + 1][0] = 4;
map1[playerx][playery + 2][0] = 2;
}
playery += 1;
break;
default:
break;
}
}
整合后代码及效果
package cn.edu.caztc.sokobangame;
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.FlowLayout;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.io.BufferedInputStream;
import java.io.DataInputStream;
import java.io.FileInputStream;
import javax.swing.JFrame;
import javax.swing.JMenu;
import javax.swing.JMenuBar;
import javax.swing.JMenuItem;
import javax.swing.JOptionPane;
import javax.swing.JPanel;
/**
* 游戏主体
*
* @author 莫言情难忘
*
*/
public class MainGame extends JFrame implements MapConfig {
int[][][] map1 = new int[18][18][1];// 地图数组
int playerx = 0;// 玩家坐标
int playery = 0;// 玩家坐标
boolean diy = false;//
int level = 1;// 关卡
// 游戏面板
JPanel panel;
public MainGame() {
// TODO Auto-generated constructor stub
this.setTitle("推箱子");
this.setSize(900, 950);
this.setLayout(new FlowLayout());
this.setDefaultCloseOperation(3);
// 设置窗体居中
this.setLocationRelativeTo(null);
// 不可拉伸
this.setResizable(false);
JMenuBar menuBar = new JMenuBar();
this.add(menuBar, BorderLayout.NORTH);
JMenu menu = new JMenu("菜单");
menuBar.add(menu);
JMenuItem menuItem = new JMenuItem("选关");
menuItem.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent arg0) {
// System.out.println("选关");
}
});
menu.add(menuItem);
JMenuItem menuItem_1 = new JMenuItem("重新开始");
menuItem_1.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
// 重新开始
}
});
menu.add(menuItem_1);
JMenuItem menuItem_2 = new JMenuItem("关于");
menuItem_2.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
// System.out.println("关于");
JOptionPane.showMessageDialog(null, "莫言情难忘开发,csdn:莫言情难忘,个人QQ:1179307527", "关于",
JOptionPane.PLAIN_MESSAGE);
}
});
JMenu menu_1 = new JMenu("\u81EA\u5B9A\u4E49");
menuBar.add(menu_1);
JMenuItem menuItem_3 = new JMenuItem("地图编辑器");
menuItem_3.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
}
});
menu_1.add(menuItem_3);
menuBar.add(menuItem_2);
GetMAP(level, diy);
// 创建游戏面板
panel = setpanel();
this.add(panel);
this.setVisible(true);
// 安装键盘监听器
PanelListenner plis = new PanelListenner();
this.addKeyListener(plis);
// 启动刷新面板线程
UpdateThread ut = new UpdateThread(panel);
ut.start();
}
/**
* 读取地图数据
*
* @param level 关卡
* @param diy
*/
void GetMAP(int level, boolean diy) {
String stringdiy = "";
if (diy) {
stringdiy = "diy";
}
try {
DataInputStream in = new DataInputStream(
new BufferedInputStream(new FileInputStream(PATH + "\\" + stringdiy + level + ".map")));
int i = in.readInt();
int j = in.readInt();
for (int ii = 0; ii < i; ii++) {
for (int jj = 0; jj < j; jj++) {
map1[ii][jj][0] = in.readInt();
if (map1[ii][jj][0] == 5) {
playerx = ii;
playery = jj;
map1[ii][jj][0] = 1;
}
}
}
} catch (Exception e) {
// TODO: handle exception
}
}
/**
* 自定义内部游戏面板类
*
* @author 莫言情难忘
*
*/
class MyPanel extends JPanel {
@Override
public void paint(Graphics g) {
super.paint(g);
for (int i = 0; i < MAP_HEIGHT / SOUREC_HEIGHT; i++) {
for (int j = 0; j < MAP_WIDTH / SOUREC_WIDTH; j++) {
g.drawImage(GetGameImage(map1[i][j][0]), getDrawX(j), getDrawY(i), SOUREC_WIDTH, SOUREC_HEIGHT,
null);
}
}
g.drawImage(icon106.getImage(), getDrawX(playery), getDrawY(playerx), SOUREC_WIDTH, SOUREC_HEIGHT, null);
}
// 将数组下标转化成对应的图片左上角坐标
public int getDrawX(int j) {
int x = j * 50;
return x;
}
// 将数组下标转化成对应的图片左上角坐标
public int getDrawY(int i) {
int y = i * 50;
return y;
}
}
/**
* 设置游戏面板
*/
public JPanel setpanel() {
JPanel panel = new MyPanel();
panel.setPreferredSize(new Dimension(MAP_WIDTH, MAP_HEIGHT));
panel.setLayout(null);
panel.setBackground(Color.black);
return panel;
}
/**
* 获取到数字对应的图片
*
* @param i 数字
* @return
*/
Image GetGameImage(int i) {
if (i > 5) {
i = 0;
}
return allicons[i].getImage();
}
/**
* 内部游戏按键监听类
*/
class PanelListenner extends KeyAdapter {
// 当按键按下
public void keyPressed(KeyEvent e) {
int code = e.getKeyCode();
switch (code) {
case KeyEvent.VK_UP:
if (check(1)) {
Move(1);
}
break;
case KeyEvent.VK_DOWN:
if (check(3)) {
Move(3);
}
break;
case KeyEvent.VK_LEFT:
if (check(2)) {
Move(2);
}
break;
case KeyEvent.VK_RIGHT:
if (check(4)) {
Move(4);
}
break;
case 87:
if (check(1)) {
Move(1);
}
break;
case 65:
if (check(3)) {
Move(3);
}
break;
case 83:
if (check(2)) {
Move(2);
}
break;
case 68:
if (check(4)) {
Move(4);
}
break;
default:
break;
}
}
}
/**
* 检查能不能走,前方有墙或者两个箱子超界等
*
* @param direction 方向 1234wasd
* @return
*/
boolean check(int direction) {
switch (direction) {
case 1:
// 判断1.超界 2.前面是墙 3.前面是箱子或者空箱子 再前面是箱子或者墙或者空箱子
if (playerx == 0) {
return false;
} else if (map1[playerx - 1][playery][0] == 0) {
return false;
} else if (map1[playerx - 1][playery][0] == 2 || map1[playerx - 1][playery][0] == 3) {
if (map1[playerx - 2][playery][0] == 2 || map1[playerx - 2][playery][0] == 3
|| map1[playerx - 2][playery][0] == 0) {
return false;
}
}
break;
case 2:
if (playery == 0) {
return false;
} else if (map1[playerx][playery - 1][0] == 0) {
return false;
} else if (map1[playerx][playery - 1][0] == 2 || map1[playerx][playery - 1][0] == 3) {
if (map1[playerx][playery - 2][0] == 2 || map1[playerx][playery - 2][0] == 3
|| map1[playerx][playery - 2][0] == 0) {
return false;
}
}
break;
case 3:
if (playerx == 17) {
return false;
} else if (map1[playerx + 1][playery][0] == 0) {
return false;
} else if (map1[playerx + 1][playery][0] == 2 || map1[playerx + 1][playery][0] == 3) {
if (map1[playerx + 2][playery][0] == 2 || map1[playerx + 2][playery][0] == 3
|| map1[playerx + 2][playery][0] == 0) {
return false;
}
}
break;
case 4:
if (playery == 17) {
return false;
} else if (map1[playerx][playery + 1][0] == 0) {
return false;
} else if (map1[playerx][playery + 1][0] == 2 || map1[playerx][playery + 1][0] == 3) {
if (map1[playerx][playery + 2][0] == 2 || map1[playerx][playery + 2][0] == 3
|| map1[playerx][playery + 2][0] == 0) {
return false;
}
}
break;
default:
break;
}
return true;
}
/**
* 角色移动
*
* @param direction 方向 1234wasd
*/
private void Move(int direction) {
// TODO Auto-generated method stub
switch (direction) {
// 0墙 1地板 2空箱子 3 箱子 4箱子点 5出生点
case 1:
if (map1[playerx - 1][playery][0] == 2) {
if (map1[playerx - 2][playery][0] == 4) {
map1[playerx - 1][playery][0] = 1;
map1[playerx - 2][playery][0] = 3;
} else {
map1[playerx - 1][playery][0] = 1;
map1[playerx - 2][playery][0] = 2;
}
} else if (map1[playerx - 1][playery][0] == 3) {
map1[playerx - 1][playery][0] = 4;
map1[playerx - 2][playery][0] = 2;
}
playerx -= 1;
break;
case 2:
if (map1[playerx][playery - 1][0] == 2) {
if (map1[playerx][playery - 2][0] == 4) {
map1[playerx][playery - 1][0] = 1;
map1[playerx][playery - 2][0] = 3;
} else {
map1[playerx][playery - 1][0] = 1;
map1[playerx][playery - 2][0] = 2;
}
} else if (map1[playerx][playery - 1][0] == 3) {
map1[playerx][playery - 1][0] = 4;
map1[playerx][playery - 2][0] = 2;
}
playery -= 1;
break;
case 3:
if (map1[playerx + 1][playery][0] == 2) {
if (map1[playerx + 2][playery][0] == 4) {
map1[playerx + 1][playery][0] = 1;
map1[playerx + 2][playery][0] = 3;
} else {
map1[playerx + 1][playery][0] = 1;
map1[playerx + 2][playery][0] = 2;
}
} else if (map1[playerx + 1][playery][0] == 3) {
map1[playerx + 1][playery][0] = 4;
map1[playerx + 2][playery][0] = 2;
}
playerx += 1;
break;
case 4:
if (map1[playerx][playery + 1][0] == 2) {
if (map1[playerx][playery + 2][0] == 4) {
map1[playerx][playery + 1][0] = 1;
map1[playerx][playery + 2][0] = 3;
} else {
map1[playerx][playery + 1][0] = 1;
map1[playerx][playery + 2][0] = 2;
}
} else if (map1[playerx][playery + 1][0] == 3) {
map1[playerx][playery + 1][0] = 4;
map1[playerx][playery + 2][0] = 2;
}
playery += 1;
break;
default:
break;
}
}
}
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