java游戏制作-王者荣耀游戏

一.准备工作

首先创建一个新的Java项目命名为**"王者荣耀** ",并在src下创建两个包分别命名为**"com.sxt"、"com.stx.beast"**,在相应的包中创建所需的类。

创建一个名为**"img"** 的文件夹来储存所需的图片素材。

二.代码呈现

java 复制代码
package com.sxt;
 
import javax.swing.*;
import java.awt.*;
 
public class Background extends GameObject {
 
    public Background(GameFrame gameFrame) {
		super(gameFrame);
		// TODO Auto-generated constructor stub
	}
 
	Image bg = Toolkit.getDefaultToolkit().getImage("img/Map.jpg");
 
    public void paintSelf(Graphics g){
        g.drawImage(bg,0,0,null);
 
    }
 
	@Override
	public Rectangle getRec() {
		// TODO Auto-generated method stub
		return null;
	}
}
java 复制代码
package com.sxt;
 
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Rectangle;
 
import com.sxt.beast.Beast;
 
public class Bullet extends GameObject {
 
	// 发射子弹的游戏元素
	GameObject attacker;
	// 目标
	GameObject target;
	// 攻击力
	int ad;
 
	public Bullet(GameFrame gameFrame, GameObject attacker, GameObject target, int ad, int spd) {
		super(attacker.getX(), attacker.getY(), gameFrame);
		this.attacker = attacker;
		this.target = target;
		setAd(ad);
		setSpd(spd);
		// TODO Auto-generated constructor stub
	}
 
	public Bullet(GameFrame gameFrame, GameObject attacker, GameObject target, int ad, int spd, String img) {
		super(attacker.getX(), attacker.getY(), gameFrame);
		this.attacker = attacker;
		this.target = target;
		setImg(img);
		setAd(ad);
		setSpd(spd);
		// TODO Auto-generated constructor stub
	}
	public Bullet() {
		super();
		// TODO Auto-generated constructor stub
	}
 
	public void move() {
		// 子弹与目标碰撞,子弹消失,目标减血
		if (recIntersectsRec(getRec(), target.getRec())) {
			if (Beast.class.isAssignableFrom(target.getClass())) {
				target.setTarget(gameFrame.player);
				target.setHasTarget(true);
			}
 
			target.setCurrentHp(target.getCurrentHp() - getAd());
			gameFrame.removeList.add(this);
		}
		double dis = getDis(getX(), getY(), target.getX(), target.getY());
		int xSpeed = (int) (getSpd() * (target.getX() - getX()) / dis);
		int ySpeed = (int) (getSpd() * (target.getY() - getY()) / dis);
		setX(getX() + xSpeed);
		setY(getY() + ySpeed);
	}
 
	@Override
	public void paintSelf(Graphics g) {
		// TODO Auto-generated method stub
		g.drawImage(getImg(), getX() - 16, getY() - 16, null);
		if (this.getImg() == null) {
			g.setColor(Color.BLACK);
			g.fillOval(getX() - 5, getY() - 5, 10, 10);
			g.drawRect(getX() - 5, getY() - 5, 10, 10);
		}
		move();
	}
 
	@Override
	public Rectangle getRec() {
		// TODO Auto-generated method stub
		return new Rectangle(getX() - 5, getY() - 5, 10, 10);
	}
 
	/**
	 * @return the ad
	 */
	public int getAd() {
		return ad;
	}
 
	/**
	 * @param ad the ad to set
	 */
	public void setAd(int ad) {
		this.ad = ad;
	}
 
}
java 复制代码
package com.sxt;
 
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.Rectangle;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.util.ArrayList;
 
import javax.swing.JButton;
 
public abstract class Champion extends GameObject {
 
	// 移动
	public boolean up, down, left, right;
	// 移动图集
	static String[] imgs = new String[8];
	// 第几张图片
	int moveCount = 1;
	//技能图片
	Image abilityOne;
	Image abilityTwo;
	Image abilityThree;
	//英雄头像
	Image classical;
	//技能冷却时间
	int coolDownTimeOne;
	int coolDownTimeTwo;
	int coolDownTimeThree;
	//三个技能是否处于冷却状态
	boolean coolDownOne = true;
	boolean coolDownTwo = true;
	boolean coolDownThree = true;
	//英雄列表
	ArrayList<Champion> championList = new ArrayList<Champion>();
	
	static {
		for (int i = 1; i < 8; i++) {
			imgs[i] = "img/" + i + ".png";
		}
	}
 
	public Champion(GameFrame gameFrame, int x, int y) {
		super(gameFrame);
		setImg("img/stand.png");
		setX(x);
		setY(y);
		setSpd(75);
		setHp(24000);
		setDis(250);
		setAttackCoolDownTime(100);
		setCurrentHp(getHp());
		championList.add(new ChampionDaji(gameFrame));
		championList.add(new ChampionHouyi(gameFrame));
	}
	
	public Champion(GameFrame gameFrame) {
		// TODO Auto-generated constructor stub
		super(gameFrame);
		setImg("img/stand.png");
		setX(700);
		setY(3800);
		setSpd(75);
		setHp(24000);
		setDis(250);
		setAttackCoolDownTime(100);
		setCurrentHp(getHp());
	}
 
	public void keyPressed(KeyEvent e) {
		int key = e.getKeyCode();
		if (key == KeyEvent.VK_D) {
			right = true;
		}
		if (key == KeyEvent.VK_A) {
			left = true;
		}
		if (key == KeyEvent.VK_W) {
			up = true;
		}
		if (key == KeyEvent.VK_S) {
			down = true;
		}
	}
 
	public void keyReleased(KeyEvent e) {
		int key = e.getKeyCode();
		if (key == KeyEvent.VK_D) {
			right = false;
		}
		if (key == KeyEvent.VK_A) {
			left = false;
		}
		if (key == KeyEvent.VK_W) {
			up = false;
		}
		if (key == KeyEvent.VK_S) {
			down = false;
		}
	}
 
	public void move() {
		if (up) {
			setY(getY() - getSpd());
		}
		if (down) {
			setY(getY() + getSpd());
		}
		if (left) {
			setX(getX() - getSpd());
		}
		if (right) {
			setX(getX() + getSpd());
		}
		if (up || down || left || right) {
			setImg(imgs[moveCount]);
			moveCount++;
			if (moveCount == 8) {
				moveCount = 1;
			}
		} else {
			setImg("img/stand.png");
		}
	}
	
	/**
	 * 添加三个技能按钮
	 * */
	public void addButton() {
		JButton button1 = new JButton();
		button1.setSize(100, 100);
		button1.setLocation(1056, 513);
		button1.addActionListener(new ActionListener() {
			@Override
			public void actionPerformed(ActionEvent e) {
				abilityOne();
			}
		});
		JButton button2 = new JButton();
		button2.setSize(100, 100);
		button2.setLocation(1090, 370);
		button2.addActionListener(new ActionListener() {
			@Override
			public void actionPerformed(ActionEvent e) {
				abilityTwo();
			}
		});
		JButton button3 = new JButton();
		button3.setSize(100, 100);
		button3.setLocation(1220, 300);
		button3.addActionListener(new ActionListener() {
			@Override
			public void actionPerformed(ActionEvent e) {
				abilityThree();
			}
		});
		gameFrame.add(button1);
		gameFrame.add(button2);
		gameFrame.add(button3);
	}
 
	public abstract void abilityOne();
	public abstract void abilityTwo();
	public abstract void abilityThree();
	public abstract void abilityEffect(Graphics g);
	
	@Override
	public void paintSelf(Graphics g) {
		// TODO Auto-generated method stub
		// 生命值为0
		if (getCurrentHp() <= 0) {
			setAlive(false);
			gameFrame.removeList.add(this);
 
		} else {
			// 添加生命值
			addHp(g, 30, 80, 80, 20, Color.GREEN);
			//绘制技能图片
			g.drawImage(abilityOne, getX() + 360, getY() + 180, null);
			g.drawImage(abilityTwo, getX() + 400, getY() + 40, null);
			g.drawImage(abilityThree, getX() + 520, getY() - 30, null);
			// 绘制图片
			g.drawImage(this.getImg(), getX() - 33, getY() - 50, null);
			// 改变画笔颜色
			//g.setColor(Color.GREEN);
			// 绘制中心圆点
			//g.fillOval(getX(), getY(), 10, 10);
			// 绘制矩形边框
			//g.drawRect(getX() - 23, getY() - 50, 60, 120);
			move();
			abilityEffect(g);
		}
	}
 
	@Override
	public Rectangle getRec() {
		// TODO Auto-generated method stub
		return new Rectangle(getX() - 30, getY() - 60, 60, 120);
	}
 
}
java 复制代码
package com.sxt;
 
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Polygon;
import java.awt.Toolkit;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.util.ArrayList;
import java.util.Random;
 
import com.sxt.beast.Beast;
 
public class ChampionDaji extends Champion {
 
	// 技能是否处于释放状态
	boolean ifAbilityOne = false;
	boolean ifAbilityTwo = false;
	// 鼠标监视器
	MouseMonitor m;
	// 一技能多边形
	Polygon p;
	// 一技能三角函数
	double sin;
	double cos;
	// 一技能已经攻击过的目标
	ArrayList<GameObject> attacked;
	// 一技能移动次数
	int step = 0;
	// 技能二目标
	GameObject abilityTwoTarget;
	// 技能二子弹
	Bullet abilityTwoBullet;
	// 三技能子弹列表
	Bullet[] bulletList = { new Bullet(), new Bullet(), new Bullet(), new Bullet(), new Bullet() };
 
	public ChampionDaji(GameFrame gameFrame) {
		super(gameFrame);
		abilityOne = Toolkit.getDefaultToolkit().getImage("img/abilityOne.jpg");
		abilityTwo = Toolkit.getDefaultToolkit().getImage("img/abilityTwo.jpg");
		abilityThree = Toolkit.getDefaultToolkit().getImage("img/abilityThree.jpg");
		classical = Toolkit.getDefaultToolkit().getImage("img/Classical.jpg");
		// 三个技能冷却时间
		coolDownTimeOne = 6000;
		coolDownTimeTwo = 8000;
		coolDownTimeThree = 8000;
	}
 
	public void exit() {
		this.gameFrame.removeMouseListener(m);
	}
 
	public void abilityOneMove() {
		p.translate((int) (50 * cos), -(int) (50 * sin));
		for (GameObject redObj : gameFrame.objList) {
			// 是红色方小兵 && 发生碰撞 && 没在attacked列表里
			if (redObj instanceof MinionRed && p.intersects(redObj.getRec()) && attacked.indexOf(redObj) == -1) {
				// 小兵扣血,添加到attacked里
				redObj.setCurrentHp(redObj.getCurrentHp() - 400);
				attacked.add(redObj);
			}else if (Beast.class.isAssignableFrom(redObj.getClass()) && p.intersects(redObj.getRec()) && attacked.indexOf(redObj) == -1) {
				redObj.setCurrentHp(redObj.getCurrentHp() - 400);
				attacked.add(redObj);
			}
			
		}
	}
 
	@Override
	public void abilityOne() {
		// TODO Auto-generated method stub
		if (coolDownOne) {
			m = new MouseMonitor();
			p = new Polygon();
			gameFrame.addMouseListener(m);
			attacked = new ArrayList<GameObject>();
		}
	}
 
	@Override
	public void abilityTwo() {
		// TODO Auto-generated method stub
		if (coolDownTwo) {
			boolean find = false;
			for (GameObject redObj : gameFrame.objList) {
				// 是红色小兵 && 距离小于250 && 存活
				if ((redObj instanceof MinionRed || Beast.class.isAssignableFrom(redObj.getClass())) && recIntersectsCir(redObj.getRec(), getX(), getY(), 250)
						&& redObj.isAlive()) {
					// 添加子弹
					abilityTwoBullet = new Bullet(gameFrame, this, redObj, 250, 60, "img/abilityTwoBullet.png");
					gameFrame.objList.add(abilityTwoBullet);
					// 给目标赋值
					abilityTwoTarget = redObj;
					// 释放二技能
					ifAbilityTwo = true;
					find = true;
					break;
				}
			}
			if (find) {
				new AbilityTwoCD().start();
				find = false;
			}
		}
	}
 
	/**
	 * 点击技能三释放技能 先将技能范围内目标储存到targetList里 提前定义五个子弹 技能释放时初始化五个子弹 子弹目标从targetList里随机选择
	 * 如果期间目标死亡,制作一个目标替身,生命值设置为true 子弹与目标或替身碰撞后消失
	 */
	@Override
	public void abilityThree() {
		// TODO Auto-generated method stub
		// 三技能没在冷却状态
		if (coolDownThree) {
			// 创建列表来储存目标
			ArrayList<GameObject> targetList = new ArrayList<GameObject>();
			// 遍历redList
			for (int i = 0; i < gameFrame.objList.size(); i++) {
				GameObject target = gameFrame.objList.get(i);
				// 是红色小兵 && 在技能范围里 && 存活
				if ((target instanceof MinionRed || Beast.class.isAssignableFrom(target.getClass())) && recIntersectsCir(target.getRec(), getX(), getY(), 250)
						&& target.isAlive()) {
					targetList.add(target);
				}
			}
			//找到目标
			if(targetList.size() != 0) {
				//初始化五个子弹,随机攻击列表里的目标
				Random random = new Random();
				int count = 0;
				while(count < 5) {
					int r = random.nextInt(targetList.size());
					if(!targetList.get(r).isAlive()) {
						//目标死亡,制作替身
						GameObject substitute = targetList.get(r);
						substitute.setAlive(true);
						bulletList[count] = new Bullet(gameFrame, this, substitute, 250, 60, "img/abilityTwoBullet.png");
					}else {
						bulletList[count] = new Bullet(gameFrame, this, targetList.get(r), 250, 60, "img/abilityTwoBullet.png");
					}
					count++;
				}
				new AbilityThreeBulletCD().start();
				new AbilityThreeCD().start();
			}
		}
	}
 
	@Override
	public void abilityEffect(Graphics g) {
		// TODO Auto-generated method stub
		if (ifAbilityOne) {
			g.setColor(Color.RED);
			g.fillPolygon(p);
			abilityOneMove();
			step++;
			if (step == 10) {
				step = 0;
				ifAbilityOne = false;
			}
		}
		if (ifAbilityTwo) {
			System.out.println(abilityTwoTarget.beControlled);
			if (abilityTwoBullet.getRec().intersects(abilityTwoTarget.getRec())) {
				new AbilityControllCD().start();
				ifAbilityTwo = false;
			}
		}
	}
 
	// 技能一冷却时间
	class AbilityOneCD extends Thread {
		public void run() {
			// 将技能一设置为冷却状态
			coolDownOne = false;
			// 线程休眠
			try {
				// one来表示一技能冷却时间
				int one = coolDownTimeOne;
				while (one > 0) {
					Thread.sleep(1000);
					System.out.println("一技能冷却时间: " + one / 1000);
					one -= 1000;
				}
			} catch (Exception e) {
				e.printStackTrace();
			}
			// 将技能一设置为攻击状态
			coolDownOne = true;
			// 线程终止
			this.stop();
		}
	}
 
	// 技能二冷却时间
	class AbilityTwoCD extends Thread {
		public void run() {
			// 将技能二设置为冷却状态
			coolDownTwo = false;
			// 线程休眠
			try {
				// one来表示二技能冷却时间
				int two = coolDownTimeTwo;
				while (two > 0) {
					Thread.sleep(1000);
					System.out.println("二技能冷却时间: " + two / 1000);
					two -= 1000;
				}
			} catch (Exception e) {
				e.printStackTrace();
			}
			// 将技能二设置为攻击状态
			coolDownTwo = true;
			// 线程终止
			this.stop();
		}
	}
 
	// 技能二控制时间
	class AbilityControllCD extends Thread {
		public void run() {
			abilityTwoTarget.beControlled = true;
			// 线程休眠
			try {
				Thread.sleep(20000);
			} catch (Exception e) {
				e.printStackTrace();
			}
			abilityTwoTarget.beControlled = false;
			this.stop();
		}
 
	}
	// 技能三冷却时间
	class AbilityThreeCD extends Thread {
		public void run() {
			// 将技能三设置为冷却状态
			coolDownThree = false;
			// 线程休眠
			try {
				// three来表示三技能冷却时间
				int three = coolDownTimeThree;
				while (three > 0) {
					Thread.sleep(1000);
					System.out.println("三技能冷却时间: " + three / 1000);
					three -= 1000;
				}
			} catch (Exception e) {
				e.printStackTrace();
			}
			// 将技能三设置为攻击状态
			coolDownThree = true;
			// 线程终止
			this.stop();
		}
	}
	
	//技能三子弹时间间隔
	class AbilityThreeBulletCD extends Thread{
		public void run() {
			try {
				gameFrame.objList.add(bulletList[0]);
				Thread.sleep(200);
				gameFrame.objList.add(bulletList[1]);
				Thread.sleep(200);
				gameFrame.objList.add(bulletList[2]);
				Thread.sleep(200);
				gameFrame.objList.add(bulletList[3]);
				Thread.sleep(200);
				gameFrame.objList.add(bulletList[4]);
			}catch(Exception e) {
				e.printStackTrace();
			}
			this.stop();
		}
	}
 
	// 鼠标监视器
	private class MouseMonitor extends MouseAdapter {
		@Override
		public void mousePressed(MouseEvent e) {// 当鼠标点击时
			int mouseX = e.getX(), mouseY = e.getY(), playerX = 700, playerY = 350;
			double dis = getDis(mouseX, mouseY, playerX, playerY);
			// 三角函数
			cos = (mouseX - playerX) / dis;
			sin = -(mouseY - playerY) / dis;
			// 坐标差
			int difX = (int) (60 * sin);
			int difY = (int) (60 * cos);
			p.addPoint(getX() - difX, getY() - difY);
			p.addPoint(getX() + difX, getY() + difY);
			p.addPoint(getX() + difX + (int) (20 * cos), getY() + difY - (int) (20 * sin));
			p.addPoint(getX() - difX + (int) (20 * cos), getY() - difY - (int) (20 * sin));
			exit();
			new AbilityOneCD().start();
			ifAbilityOne = true;
		}
	}
}
java 复制代码
package com.sxt;
 
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Polygon;
import java.awt.Toolkit;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.util.ArrayList;
 
import javax.swing.JButton;
 
import com.sxt.beast.Beast;
 
public class ChampionHouyi extends Champion {
 
	// 技能是否处于释放状态
	boolean ifAbilityThree = false;
	boolean ifAbilityTwo = false;
	// 鼠标监视器
	MouseMonitor m;
	MouseMonitorTwo m2;
	// 三技能多边形
	Polygon p;
	// 三技能三角函数
	double sin;
	double cos;
	// 三技能命中的目标
	GameObject abilityThreeTarget;
	// 三技能是否出界
	boolean ifXOutside;
	boolean ifYOutside;
	// 二技能位置
	int X_AbilityTwo;
	int Y_AbilityTwo;
 
	public ChampionHouyi(GameFrame gameFrame) {
		super(gameFrame);
		abilityOne = Toolkit.getDefaultToolkit().getImage("img/HyabilityOne.jpg");
		abilityTwo = Toolkit.getDefaultToolkit().getImage("img/HyabilityTwo.jpg");
		abilityThree = Toolkit.getDefaultToolkit().getImage("img/HyabilityThree.jpg");
		classical = Toolkit.getDefaultToolkit().getImage("img/后羿-辉光之辰.jpg");
		// 三个技能冷却时间
		coolDownTimeOne = 14000;
		coolDownTimeTwo = 10000;
		coolDownTimeThree = 28000;
		// TODO Auto-generated constructor stub
	}
 
	public ChampionHouyi(GameFrame gameFrame, int i, int j) {
		// TODO Auto-generated constructor stub
		super(gameFrame, i, j);
	}
 
	public void exit(MouseAdapter ma) {
		this.gameFrame.removeMouseListener(ma);
	}
 
	public void attack() {
		if (isAttackCoolDown()) {
			ArrayList<GameObject> targets = new ArrayList<GameObject>();// 目标列表,最多三个目标
			for (GameObject redObj : this.gameFrame.redList) {
				if (this.recIntersectsCir(redObj.getRec(), getX() - 250, getY() - 250, 500)) {
					targets.add(redObj);
					if (targets.size() == 3) {
						break;
					}
				}
			}
			for (GameObject beastObj : this.gameFrame.beast.beastList) {
				if (this.recIntersectsCir(beastObj.getRec(), getX() - 250, getY() - 250, 500)) {
					targets.add(beastObj);
					if (targets.size() == 3) {
						break;
					}
				}
			}
			for (int i = 0; i < targets.size(); i++) {
				Bullet bullet;
				if (i == 0) {
					bullet = new Bullet(gameFrame, this, targets.get(i), 400, 50, "img/bullet.gif");
				} else {
					bullet = new Bullet(gameFrame, this, targets.get(i), 200, 50, "img/bullet.gif");
				}
				gameFrame.objList.add(bullet);
			}
			new AttackCD().start();
		}
	}
 
	public void abilityTwoAttack() {
		for (GameObject redObj : this.gameFrame.objList) {
			if (redObj instanceof MinionRed || Beast.class.isAssignableFrom(redObj.getClass())) {
				if (this.recIntersectsCir(redObj.getRec(), X_AbilityTwo - 60, Y_AbilityTwo - 60, 120)) {
					redObj.setCurrentHp(redObj.getCurrentHp() - 400);
				}
				if (this.recIntersectsCir(redObj.getRec(), X_AbilityTwo - 30, Y_AbilityTwo - 30, 60)) {
					redObj.setCurrentHp(redObj.getCurrentHp() - 200);
				}
			}
		}
	}
 
	public void abilityThreeMove() {
		p.translate((int) (50 * cos), -(int) (50 * sin));
		for (GameObject redObj : gameFrame.objList) {
			// 是红色方小兵 && 发生碰撞
			if ((redObj instanceof MinionRed || Beast.class.isAssignableFrom(redObj.getClass()))
					&& p.intersects(redObj.getRec())) {
				// 击中目标后,目标减血并眩晕,多边形消失
				redObj.setCurrentHp(redObj.getCurrentHp() - 400);
				abilityThreeTarget = redObj;
				new AbilityControlCD().start();
				ifAbilityThree = false;
				new AbilityThreeCD().start();
			}
		}
		if (!ifXOutside) {
			for (int x : p.xpoints) {
				if (x < 0 || x >= 5165) {
					ifXOutside = true;
					break;
				}
			}
		}
		if (!ifYOutside) {
			for (int y : p.ypoints) {
				if (y < 0 || y >= 4085) {
					ifYOutside = true;
					break;
				}
			}
		}
	}
 
	/**
	 * 一技能 制作游戏界面攻击按钮的替身 替换攻击按钮 新的攻击按钮事件: 1. 定义目标列表 2. 添加目标,最多添加三个 3.
	 * 目标列表第一个造成400伤害,其余200伤害 4. 持续5秒,结束后替换攻击按钮️
	 */
	@Override
	public void abilityOne() {
		// TODO Auto-generated method stub
		if (coolDownOne) {
			new AbilityOneDuration().start();// 强化普攻持续时间
			new AbilityOneCD().start();
		}
	}
 
	/**
	 * 二技能 先点击按钮释放技能 再点击技能范围内任意位置 之后点击的位置会出现 两个大小不同的圆 在大圆内会受到300伤害 在小圆内受到额外200伤害
	 */
	@Override
	public void abilityTwo() {
		// TODO Auto-generated method stub
		if (coolDownTwo) {
			m2 = new MouseMonitorTwo();
			gameFrame.addMouseListener(m2);
			X_AbilityTwo = 0;
			Y_AbilityTwo = 0;
		}
 
	}
 
	@Override
	public void abilityThree() {
		// TODO Auto-generated method stub
		if (coolDownThree) {
			m = new MouseMonitor();
			p = new Polygon();
			gameFrame.addMouseListener(m);
			ifAbilityThree = true;
			ifXOutside = false;
			ifYOutside = false;
		}
	}
 
	@Override
	public void abilityEffect(Graphics g) {
		// TODO Auto-generated method stub
		if (ifAbilityTwo) {
			System.out.println("222");
			g.setColor(Color.RED);
			g.fillOval(X_AbilityTwo - 60, Y_AbilityTwo - 60, 120, 120);
			g.setColor(Color.BLACK);
			g.fillOval(X_AbilityTwo - 30, Y_AbilityTwo - 30, 60, 60);
			abilityTwoAttack();
			X_AbilityTwo = 0;
			Y_AbilityTwo = 0;
			ifAbilityTwo = false;
			new AbilityTwoCD().start();
		}
		if (ifAbilityThree) {
			System.out.println("333");
			g.setColor(Color.RED);
			g.fillPolygon(p);
			abilityThreeMove();
			// 如果出界,技能释放结束
			if (ifXOutside || ifYOutside) {
				ifAbilityThree = false;
				p = new Polygon();
				new AbilityThreeCD().start();
			}
		}
	}
 
	// 攻击冷却时间
	class AttackCD extends Thread {
		public void run() {
			// 将攻击功能设置为冷却状态
			setAttackCoolDown(false);
			// 线程休眠
			try {
				Thread.sleep(getAttackCoolDownTime());
			} catch (Exception e) {
				e.printStackTrace();
			}
			// 将攻击功能设置为攻击状态
			setAttackCoolDown(true);
			// 线程终止
			this.stop();
		}
	}
 
	// 一技能冷却时间
	class AbilityOneCD extends Thread {
		public void run() {
			// 将攻击功能设置为冷却状态
			coolDownOne = false;
			// 休眠
			try {
				// one用来储存冷却时间
				int one = coolDownTimeOne;
				while (coolDownTimeOne > 0) {
					Thread.sleep(1000);
					System.out.println("技能一冷却时间: " + coolDownTimeOne / 1000);
					coolDownTimeOne -= 1000;
				}
				coolDownTimeOne = one;
			} catch (Exception e) {
				e.printStackTrace();
			}
			// 将攻击功能解除冷却状态
			coolDownOne = true;
			// 线程终止
			this.stop();
		}
	}
 
	// 技能一持续时间
	class AbilityOneDuration extends Thread {
		public void run() {
			// 制作攻击按钮的替身
			JButton substitute = gameFrame.attackButton;
			gameFrame.remove(gameFrame.attackButton);
 
			JButton button = new JButton();
			button.setSize(130, 132);
			button.setLocation(1150, 430);
			button.addActionListener(new ActionListener() {
				@Override
				public void actionPerformed(ActionEvent e) {
					// 获取到的事件源就是按钮本身
					attack();
				}
			});
			gameFrame.add(button);
			// 休眠
			try {
				Thread.sleep(5000);
			} catch (Exception e) {
				e.printStackTrace();
			}
			gameFrame.remove(button);
			gameFrame.add(substitute);
			// 线程终止
			this.stop();
		}
	}
 
	// 二技能冷却时间
	class AbilityTwoCD extends Thread {
		public void run() {
			// 将二技能设置为冷却状态
			coolDownTwo = false;
			// 休眠
			try {
				int two = coolDownTimeTwo;
				while (coolDownTimeTwo > 0) {
					Thread.sleep(1000);
					System.out.println("技能二冷却时间: " + coolDownTimeTwo / 1000);
					coolDownTimeTwo -= 1000;
				}
				coolDownTimeTwo = two;
			} catch (Exception e) {
				e.printStackTrace();
			}
			// 将攻击功能解除冷却状态
			coolDownTwo = true;
			// 线程终止
			this.stop();
		}
	}
 
	// 技能三冷却时间
	class AbilityThreeCD extends Thread {
		public void run() {
			// 将技能三设置为冷却状态
			coolDownThree = false;
			// 线程休眠
			try {
				// three来表示三技能冷却时间
				int three = coolDownTimeThree;
				while (three > 0) {
					Thread.sleep(1000);
					System.out.println("三技能冷却时间: " + three / 1000);
					three -= 1000;
				}
			} catch (Exception e) {
				e.printStackTrace();
			}
			// 将技能三设置为攻击状态
			coolDownThree = true;
			// 线程终止
			this.stop();
		}
	}
 
	// 技能三控制时间
	class AbilityControlCD extends Thread {
		public void run() {
			abilityThreeTarget.beControlled = true;
			// 线程休眠
			try {
				Thread.sleep(20000);
			} catch (Exception e) {
				e.printStackTrace();
			}
			abilityThreeTarget.beControlled = false;
			this.stop();
		}
 
	}
 
	// 鼠标监视器
	private class MouseMonitorTwo extends MouseAdapter {
		@Override
		public void mousePressed(MouseEvent e) {// 当鼠标点击时
			System.out.println("pressed");
			int mouseX = e.getX(), mouseY = e.getY(), playerX = 700, playerY = 350;
			double dis = getDis(mouseX, mouseY, playerX, playerY);
			if (dis < 250) {
				X_AbilityTwo = e.getX() - playerX + getX();
				Y_AbilityTwo = e.getY() - playerY + getY();
			}
			ifAbilityTwo = true;
			exit(this);
		}
	}
 
	// 鼠标监视器
	private class MouseMonitor extends MouseAdapter {
		@Override
		public void mousePressed(MouseEvent e) {// 当鼠标点击时
			int mouseX = e.getX(), mouseY = e.getY(), playerX = 700, playerY = 350;
			double dis = getDis(mouseX, mouseY, playerX, playerY);
			// 三角函数
			cos = (mouseX - playerX) / dis;
			sin = -(mouseY - playerY) / dis;
			// 坐标差
			int difX = (int) (60 * sin);
			int difY = (int) (60 * cos);
			p.addPoint(getX() - difX, getY() - difY);
			p.addPoint(getX() + difX, getY() + difY);
			p.addPoint(getX() + difX + (int) (20 * cos), getY() + difY - (int) (20 * sin));
			p.addPoint(getX() - difX + (int) (20 * cos), getY() - difY - (int) (20 * sin));
			ifAbilityThree = true;
			exit(this);
		}
	}
 
}
java 复制代码
package com.sxt;
 
import java.awt.Graphics;
import java.awt.Image;
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.ArrayList;
 
import javax.swing.JButton;
import javax.swing.JFrame;
 
import com.sxt.beast.Beast;
 
public class GameFrame extends JFrame {
 
	// 游戏模式 0 选择英雄,1 游戏开始,2 游戏胜利,3 游戏失败
	int state = 0;
	// 窗口尺寸
	private int windowWidth = 1400;
	private int windowHeight = 700;
	// 双缓冲图片
	private Image offScreenImage = null;
	// 攻击图片
	private Image attack = Toolkit.getDefaultToolkit().getImage("img/attack.jpg");
	//游戏胜利失败图片
	private Image gameWin = Toolkit.getDefaultToolkit().getImage("img/gameWin.png");
	private Image gameLose = Toolkit.getDefaultToolkit().getImage("img/gameLose.png");
	// 游戏背景
	Background background = new Background(this);
	// 游戏玩家
	Champion player;
	Champion champion = new ChampionHouyi(this,700,3800);
	// 双方小兵
	MinionBlue mb = new MinionBlue(this);
	MinionRed mr = new MinionRed(this);
	// 防御塔
	Turret turret = new Turret(this);
	//野怪
	public Beast beast = new Beast(this);
	// 攻击按钮
	JButton attackButton;
	// 游戏元素列表
	public ArrayList<GameObject> objList = new ArrayList<GameObject>();
	ArrayList<GameObject> redList = new ArrayList<GameObject>();// 红色方
	ArrayList<GameObject> blueList = new ArrayList<GameObject>();// 蓝色方
	public ArrayList<GameObject> removeList = new ArrayList<GameObject>();// 存放将要删除的元素
 
	public void launch() {
		// 设置尺寸
		setSize(windowWidth, windowHeight);
		// 窗口居中
		setLocationRelativeTo(null);
		// 关闭事件
		setDefaultCloseOperation(3);
		// 用户不能调整窗口大小
		setResizable(false);
		// 标题
		setTitle("王者荣耀");
		// 窗口可见
		setVisible(true);
		// 添加键盘监视器
		this.addKeyListener(new GameFrame.KeyMonitor());
		// 添加游戏元素
		objList.add(background);
		objList.addAll(turret.turretList);
		objList.addAll(beast.beastList);
		blueList.add(turret.turretList.get(0));
		redList.add(turret.turretList.get(4));
 
		/**
		 * 攻击按钮
		 */
		attackButton = new JButton();
		attackButton.setSize(130, 132);
		attackButton.setLocation(1150, 430);
		attackButton.addActionListener(new ActionListener() {
			@Override
			public void actionPerformed(ActionEvent e) {
				// 按钮事件
				player.attack(redList);
			}
		});
		this.add(attackButton);
 
		while (true) {
			if (state == 1) {
				// 添加小兵
				//mb.createMinion(this, blueList);
				//mr.createMinion(this, redList);
				// 添加防御塔
				turret.addTurret();
			}
			repaint();
			try {
				Thread.sleep(17);
			} catch (Exception e) {
				e.printStackTrace();
			}
		}
	}
 
	public void paint(Graphics g) {
		if (offScreenImage == null) {
			offScreenImage = this.createImage(5984, 4452);
		}
		Graphics gImage = offScreenImage.getGraphics();
		if (state == 0) {
			for(int i = 0; i < champion.championList.size(); i++) {
				//添加图片
				Image classical = champion.championList.get(i).classical;
				gImage.drawImage(classical, i*160, 20, null);
				
				//添加按钮
				JButton championButton = new JButton();
				championButton.setSize(150, 150);
				championButton.setLocation(i*150, 0);
				int a = i;
				championButton.addActionListener(new ActionListener() {
					@Override
					public void actionPerformed(ActionEvent e) {
						state = 1;
						player = champion.championList.get(a);
						objList.add(player);
						player.addButton();
					}
				});
				this.add(championButton);
			}
		} else if (state == 1) {
			for (int i = 0; i < objList.size(); i++) {
				objList.get(i).paintSelf(gImage);
			}
			// 绘制攻击图片
			gImage.drawImage(attack, player.getX() + 500, player.getY() + 100, null);
			objList.removeAll(removeList);
		} else if (state == 2) {//游戏胜利
			gImage.drawImage(gameWin, 0, 5, null);
		} else if (state == 3) {//游戏失败
			gImage.drawImage(gameLose, 0, 5, null);
		}
		if (state != 1) {
			g.drawImage(offScreenImage, 0, 0, null);
		} else {
			g.drawImage(offScreenImage, -player.getX() + 700, -player.getY() + 350, null);
		}
		/**
		 * 添加按钮后不能调用键盘事件 因为程序的焦点变成了按钮 this.requestFocus() 把焦点重新改变到游戏界面上
		 */
		this.requestFocus();
	}
 
	// main方法
	public static void main(String[] args) {
		GameFrame gameFrame = new GameFrame();
		gameFrame.launch();
	}
 
	// 键盘事件
	private class KeyMonitor extends KeyAdapter {
		@Override
		public void keyPressed(KeyEvent e) {
			int key = e.getKeyCode();
			player.keyPressed(e);
		}
 
		@Override
		public void keyReleased(KeyEvent e) {
			int key = e.getKeyCode();
			player.keyReleased(e);
		}
	}
}
java 复制代码
package com.sxt;
 
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.Rectangle;
import java.awt.Toolkit;
import java.util.ArrayList;
 
import com.sxt.beast.Beast;
 
public abstract class GameObject {
 
	// 坐标
	private int x;
	private int y;
	// 图片
	private Image img;
	// 游戏界面
	public GameFrame gameFrame;
	// 速度
	private int spd;
	// 初始生命值
	private int hp;
	// 当前生命值
	private int currentHp;
	// 攻击目标
	private GameObject target;
	// 是否有目标
	private boolean hasTarget = false;
	// 攻击距离
	private int dis;
	// 攻击时间间隔
	private int attackCoolDownTime;
	// 攻击是否冷却
	private boolean attackCoolDown = true;
	// 是否存活
	private boolean alive = true;
	// 是否被控制
	boolean beControlled = false;
 
	public GameObject(GameFrame gameFrame) {
		this.gameFrame = gameFrame;
	}
 
	public GameObject(int x, int y, GameFrame gameFrame) {
		this.x = x;
		this.y = y;
		this.gameFrame = gameFrame;
	}
 
	public GameObject() {
		// TODO Auto-generated constructor stub
	}
 
	public void addHp(Graphics g, int difX, int difY, int width, int height, Color color) {
		// 绘制外部轮廓
		g.setColor(Color.black);
		g.drawRect(getX() - difX, getY() - difY, width, height);
		// 填充矩形
		g.setColor(color);
		g.fillRect(getX() - difX, getY() - difY, (int) (width * getCurrentHp() / getHp()), height);
	}
 
	public double getDis(int x1, int y1, int x2, int y2) {
		return Math.sqrt(Math.pow(x1 - x2, 2) + Math.pow(y1 - y2, 2));
	}
 
	// 矩形矩形碰撞检测
	public boolean recIntersectsRec(Rectangle r1, Rectangle r2) {
		return r1.intersects(r2);
	}
 
	public boolean recIntersectsCir(Rectangle rec, int x, int y, int r) {
		/** 矩形于圆相交: 圆心到至少一个矩形定点的距离小于r */
		if ((getDis(x, y, rec.x, rec.y) < r) || (getDis(x, y, rec.x, rec.y + rec.height) < r)
				|| (getDis(x, y, rec.x + rec.width, rec.y) < r)
				|| (getDis(x, y, rec.x + rec.width, rec.y + rec.height) < r)) {
			return true;
		}
		return false;
	}
 
	// 攻击方法
	public void attack(ArrayList<GameObject> gameObjList) {
		if (hasTarget) {
			// 目标离开范围后寻找新的目标
			if (!recIntersectsCir(target.getRec(), getX(), getY(), getDis())) {
				setHasTarget(false);
			}
			// 目标死亡,寻找新目标
			else if (!target.isAlive()) {
				setHasTarget(false);
			} else if (isAttackCoolDown() && isAlive()) {
				Bullet bullet = null;
				// 防御塔攻击
				if (Turret.class.isAssignableFrom(getClass())) {
					bullet = new Bullet(gameFrame, this, getTarget(), 500, 50);
				}
				// 小兵攻击
				else if (Minion.class.isAssignableFrom(getClass())) {
					bullet = new Bullet(gameFrame, this, getTarget(), 50, 30);
				}
				// 玩家攻击
				else if (this instanceof Champion) {
					bullet = new Bullet(gameFrame, this, getTarget(), 500, 50, "img/bullet.gif");
				}
				gameFrame.objList.add(bullet);
				// 线程开始
				new AttackCD().start();
			}
		} else {
			// 遍历列表
			for (GameObject obj : gameObjList) {
				// 判断攻击范围(圆形)与敌方(矩形)是否相交
				if (recIntersectsCir(obj.getRec(), getX(), getY(), getDis())) {
					// 找到目标
					setTarget(obj);
					setHasTarget(true);
					// 跳出循环
					break;
				}
			}
			// 玩家是否在攻击范围内
			if (!hasTarget && gameObjList == gameFrame.blueList) {
				if (recIntersectsCir(gameFrame.player.getRec(), getX(), getY(), getDis())) {
					// 找到目标
					setTarget(gameFrame.player);
					setHasTarget(true);
				}
			} else {
				for (GameObject obj : gameFrame.beast.beastList) {
					// 判断攻击范围(圆形)与敌方(矩形)是否相交
					if (recIntersectsCir(obj.getRec(), getX(), getY(), getDis())) {
						// 找到目标
						setTarget(obj);
						setHasTarget(true);
						// 跳出循环
						break;
					}
				}
			}
		}
	}
 
	class AttackCD extends Thread {
		public void run() {
			// 将攻击功能设置为冷却状态
			setAttackCoolDown(false);
			// 线程休眠
			try {
				Thread.sleep(attackCoolDownTime);
			} catch (Exception e) {
				e.printStackTrace();
			}
			// 将攻击功能设置为攻击状态
			setAttackCoolDown(true);
			// 线程终止
			this.stop();
		}
	}
 
	// 绘制元素
	public abstract void paintSelf(Graphics g);
 
	// 返回矩形
	public abstract Rectangle getRec();
 
	/**
	 * @return the x
	 */
	public int getX() {
		return x;
	}
 
	/**
	 * @param x the x to set
	 */
	public void setX(int x) {
		this.x = x;
	}
 
	/**
	 * @return the y
	 */
	public int getY() {
		return y;
	}
 
	/**
	 * @param y the y to set
	 */
	public void setY(int y) {
		this.y = y;
	}
 
	/**
	 * @return the img
	 */
	public Image getImg() {
		return img;
	}
 
	/**
	 * @param img the img to set
	 */
	public void setImg(String img) {
		this.img = Toolkit.getDefaultToolkit().getImage(img);
	}
 
	/**
	 * @return the spd
	 */
	public int getSpd() {
		return spd;
	}
 
	/**
	 * @param spd the spd to set
	 */
	public void setSpd(int spd) {
		this.spd = spd;
	}
 
	/**
	 * @return the hp
	 */
	public int getHp() {
		return hp;
	}
 
	/**
	 * @param hp the hp to set
	 */
	public void setHp(int hp) {
		this.hp = hp;
	}
 
	/**
	 * @return the currentHp
	 */
	public int getCurrentHp() {
		return currentHp;
	}
 
	/**
	 * @param currentHp the currentHp to set
	 */
	public void setCurrentHp(int currentHp) {
		if (currentHp < getHp()) {
			if (Beast.class.isAssignableFrom(getClass())) {
				System.out.println("yes");
				setTarget(gameFrame.player);
				setHasTarget(true);
			}
		}
		this.currentHp = currentHp;
	}
 
	/**
	 * @return the target
	 */
	public GameObject getTarget() {
		return target;
	}
 
	/**
	 * @param target the target to set
	 */
	public void setTarget(GameObject target) {
		this.target = target;
	}
 
	/**
	 * @return the hasTarget
	 */
	public boolean isHasTarget() {
		return hasTarget;
	}
 
	/**
	 * @param hasTarget the hasTarget to set
	 */
	public void setHasTarget(boolean hasTarget) {
		this.hasTarget = hasTarget;
	}
 
	/**
	 * @return the dis
	 */
	public int getDis() {
		return dis;
	}
 
	/**
	 * @param dis the dis to set
	 */
	public void setDis(int dis) {
		this.dis = dis;
	}
 
	/**
	 * @return the attackCoolDownTime
	 */
	public int getAttackCoolDownTime() {
		return attackCoolDownTime;
	}
 
	/**
	 * @param attackCoolDownTime the attackCoolDownTime to set
	 */
	public void setAttackCoolDownTime(int attackCoolDownTime) {
		this.attackCoolDownTime = attackCoolDownTime;
	}
 
	/**
	 * @return the attackCoolDown
	 */
	public boolean isAttackCoolDown() {
		return attackCoolDown;
	}
 
	/**
	 * @param attackCoolDown the attackCoolDown to set
	 */
	public void setAttackCoolDown(boolean attackCoolDown) {
		this.attackCoolDown = attackCoolDown;
	}
 
	/**
	 * @return the alive
	 */
	public boolean isAlive() {
		return alive;
	}
 
	/**
	 * @param alive the alive to set
	 */
	public void setAlive(boolean alive) {
		this.alive = alive;
	}
}
java 复制代码
package com.sxt;
 
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Rectangle;
import java.util.ArrayList;
 
public abstract class Minion extends GameObject {
 
	// 是否生成下一个小兵
	private boolean nextMinion = true;
	// 是否生成下一波小兵
	private boolean nextLine = true;
	// 生成小兵数量
	private int minionCount = 0;
	// 是否检测到目标
	private boolean ifFindTarget = false;
 
	public Minion(GameFrame gameFrame) {
		super(gameFrame);
		setHp(800);
		setCurrentHp(getHp());
		setDis(100);
		setAttackCoolDownTime(2000);
		// TODO Auto-generated constructor stub
	}
 
	/**
	 * (1325, 3750) (4425, 3750) (5050, 3125) (5050, 1125)
	 */
 
	public abstract void move(ArrayList<GameObject> objList);
 
	/**
	 * @param x:       下一步的横坐标
	 * @param y:       下一步的纵坐标
	 * @param objList: 小兵列表
	 * @return 下一步位置与其他小兵是否碰撞
	 */
	public boolean hitMinion(int x, int y, ArrayList<GameObject> objList) {
		// 新的区域生成矩形
		Rectangle r = new Rectangle(x - 16, y - 16, 45, 45);
		for (GameObject obj : objList) {
			// 相同类 && 不是自身
			if (obj.getClass() == this.getClass() && obj != this) {
				if (r.intersects(obj.getRec())) {
					return true;
				}
			}
		}
		return false;
	}
 
	public void findTarget(ArrayList<GameObject> objList) {
		for (GameObject obj : objList) {
			if (recIntersectsCir(obj.getRec(), getX(), getY(), 200)) {
				setTarget(obj);
				setIfFindTarget(true);
			}
		}
		if (objList == gameFrame.blueList) {
			if (recIntersectsCir(gameFrame.player.getRec(), getX(), getY(), 200)) {
				setTarget(gameFrame.player);
				setIfFindTarget(true);
			}
		}
	}
 
	public void moveToTarget() {
		double dis = getDis(getX(), getY(), getTarget().getX(), getTarget().getY());
		int xSpeed = (int) (getSpd() * (getTarget().getX() - getX()) / dis);
		int ySpeed = (int) (getSpd() * (getTarget().getY() - getY()) / dis);
		if (!hitMinion(getX() + xSpeed, getY(), gameFrame.objList)) {
			setX(getX() + xSpeed);
		}
		if (!hitMinion(getX(), getY() + ySpeed, gameFrame.objList)) {
			setY(getY() + ySpeed);
		}
	}
 
	public void createMinion(GameFrame gameFrame, ArrayList<GameObject> minionList) {
		if (nextLine) {
			if (nextMinion) {
				// 蓝色方小兵
				if (minionList == this.gameFrame.blueList) {
					MinionBlue mb = new MinionBlue(gameFrame);
					gameFrame.objList.add(mb);
					minionList.add(mb);
				}
				// 红色方小兵
				else {
					MinionRed mr = new MinionRed(gameFrame);
					gameFrame.objList.add(mr);
					minionList.add(mr);
				}
				minionCount++;
				new NextMinion().start();
			}
			if (minionCount == 3) {
				minionCount = 0;
				new NextLine().start();
			}
		}
	}
 
	// 每个小兵生成时间
	class NextMinion extends Thread {
		public void run() {
			nextMinion = false;
			// 休眠1.5s
			try {
				Thread.sleep(1500);
			} catch (Exception e) {
				e.printStackTrace();
			}
			nextMinion = true;
			// 线程终止
			this.stop();
		}
	}
 
	// 每波小兵生成时间
	class NextLine extends Thread {
		public void run() {
			nextLine = false;
			// 休眠15s
			try {
				Thread.sleep(15000);
			} catch (Exception e) {
				e.printStackTrace();
			}
			nextLine = true;
			// 线程终止
			this.stop();
		}
	}
 
	@Override
	public void paintSelf(Graphics g) {
		// TODO Auto-generated method stub
		// 生命值为0
		if (getCurrentHp() <= 0) {
			setAlive(false);
			gameFrame.removeList.add(this);
			if (this instanceof MinionBlue) {
				gameFrame.blueList.remove(this);
			} else {
				gameFrame.redList.remove(this);
			}
		} else {
			// 添加生命值
			if (this instanceof MinionBlue) {
				this.addHp(g, 17, 28, 45, 10, Color.GREEN);
			} else {
				this.addHp(g, 17, 28, 45, 10, Color.RED);
			}
			g.drawImage(getImg(), getX() - 16, getY() - 16, null);
			//绘制检测范围圆形
			//g.setColor(Color.RED);
			//g.fillOval(getX(), getY(), 10, 10);
			//g.drawRect(getX() - 16, getY() - 16, 45, 45);
			// 小兵移动
			if (!beControlled) {
				if (this instanceof MinionBlue) {
					move(gameFrame.redList);
				} else {
					move(gameFrame.blueList);
				}
			}
		}
	}
 
	@Override
	public Rectangle getRec() {
		// TODO Auto-generated method stub
		return new Rectangle(getX() - 16, getY() - 16, 45, 45);
	}
 
	/**
	 * @return the ifFindTarget
	 */
	public boolean isIfFindTarget() {
		return ifFindTarget;
	}
 
	/**
	 * @param ifFindTarget the ifFindTarget to set
	 */
	public void setIfFindTarget(boolean ifFindTarget) {
		this.ifFindTarget = ifFindTarget;
	}
 
}
java 复制代码
package com.sxt;
 
import java.util.ArrayList;
 
public class MinionBlue extends Minion {
 
	public MinionBlue(GameFrame gameFrame) {
		super(gameFrame);
		setImg("img/blue.jpg");
		setX(1325);
		setY(3750);
		// TODO Auto-generated constructor stub
	}
 
	@Override
	public void move(ArrayList<GameObject> objList) {
		// TODO Auto-generated method stub
		if (isIfFindTarget()) {
			// 离开检测范围
			if (!recIntersectsCir(getTarget().getRec(), getX(), getY(), 200)) {
				setIfFindTarget(false);
			} else {
				if (!isHasTarget()) {
					moveToTarget();
				}
				attack(objList);
			}
		} else {
			findTarget(objList);
			// 原路线移动
			if (getX() < 4425) {
				setSpd(25);
				if (!hitMinion(getX() + getSpd(), getY(), gameFrame.blueList)) {
					setX(getX() + getSpd());
 
				}
			} else if (getX() < 5100 && getX() >= 4425) {
				setSpd(20);
				if (!hitMinion(getX() + getSpd(), getY(), gameFrame.blueList)) {
					setX(getX() + getSpd());
				}
				if (!hitMinion(getX(), getY() - getSpd(), gameFrame.blueList)) {
					setY(getY() - getSpd());
				}
			} else if (getX() >= 4900) {
				setSpd(18);
				if (!hitMinion(getX(), getY() - getSpd(), gameFrame.blueList)) {
					setY(getY() - getSpd());
				}
			}
		}
	}
}
java 复制代码
package com.sxt;
 
import java.util.ArrayList;
 
public class MinionRed extends Minion {
 
	public MinionRed(GameFrame gameFrame) {
		super(gameFrame);
		setImg("img/red.jpg");
		setX(5050);
		setY(1125);
		// TODO Auto-generated constructor stub
	}
 
	@Override
	public void move(ArrayList<GameObject> objList) {
		// TODO Auto-generated method stub
		if (isIfFindTarget()) {
			// 离开检测范围
			if (!recIntersectsCir(getTarget().getRec(), getX(), getY(), 200)) {
				setIfFindTarget(false);
			} else {
				if (!isHasTarget()) {
					moveToTarget();
				}
				attack(objList);
			}
		} else {
			findTarget(objList);
			// 原路线移动
			if (getY() < 3125) {
				setSpd(18);
				if (!hitMinion(getX(), getY() + getSpd(), gameFrame.redList)) {
					setY(getY() + getSpd());
				}
			} else if (getY() < 3750 && getY() >= 3125) {
				setSpd(20);
				if (!hitMinion(getX(), getY() + getSpd(), gameFrame.redList)) {
					setY(getY() + getSpd());
				}
				if (!hitMinion(getX() - getSpd(), getY(), gameFrame.redList)) {
					setX(getX() - getSpd());
				}
			} else if (getY() >= 3750) {
				setSpd(25);
				if (!hitMinion(getX() - getSpd(), getY(), gameFrame.redList)) {
					setX(getX() - getSpd());
				}
			}
		}
	}
 
}
java 复制代码
package com.sxt;
 
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Rectangle;
import java.util.ArrayList;
 
public class Turret extends GameObject {
 
	ArrayList<Turret> turretList = new ArrayList<Turret>();
	public Turret turretBlueOne;
	public Turret turretBlueTwo;
	public Turret turretBlueThree;
	public Turret turretBlueBase;
	public Turret turretRedOne;
	public Turret turretRedTwo;
	public Turret turretRedThree;
	public Turret turretRedBase;
 
	public Turret(GameFrame gameFrame) {
		super(gameFrame);
		setImg("img/turret.png");
 
		// 初始化八个防御塔
		turretList.add(turretBlueOne = new TurretBlue(1860, 3790, gameFrame));
		turretList.add(turretBlueTwo = new TurretBlue(2650, 3820, gameFrame));
		turretList.add(turretBlueThree = new TurretBlue(3995, 3830, gameFrame));
		turretList.add(turretBlueBase = new TurretBlue(1130, 3650, gameFrame));
		turretList.add(turretRedOne = new TurretRed(5100, 3030, gameFrame));
		turretList.add(turretRedTwo = new TurretRed(5120, 2100, gameFrame));
		turretList.add(turretRedThree = new TurretRed(5060, 1570, gameFrame));
		turretList.add(turretRedBase = new TurretRed(4850, 1100, gameFrame));
 
		// TODO Auto-generated constructor stub
	}
 
	public Turret(int x, int y, GameFrame gameFrame) {
		super(x, y, gameFrame);
		setImg("img/turret.png");
		setHp(6000);
		setCurrentHp(getHp());
		setAttackCoolDownTime(1000);
		setDis(300);
	}
	
	public void addTurret() {
		/**
		 * 添加到objList里会被绘制出来,添加到redList和blueList才会被攻击 前一个防御塔爆炸后再把后一个添加到列表里
		 */
		if (!gameFrame.turret.turretBlueOne.isAlive() && gameFrame.turret.turretBlueTwo.isAlive()
				&& gameFrame.blueList.indexOf(gameFrame.turret.turretBlueTwo) == -1) {
			gameFrame.blueList.add(gameFrame.turret.turretBlueTwo);
		}
		if (!gameFrame.turret.turretBlueTwo.isAlive() && gameFrame.turret.turretBlueThree.isAlive()
				&& gameFrame.blueList.indexOf(gameFrame.turret.turretBlueThree) == -1) {
			gameFrame.blueList.add(gameFrame.turret.turretBlueThree);
		}
		if (!gameFrame.turret.turretBlueThree.isAlive() && gameFrame.turret.turretBlueBase.isAlive()
				&& gameFrame.blueList.indexOf(gameFrame.turret.turretBlueBase) == -1) {
			gameFrame.blueList.add(gameFrame.turret.turretBlueBase);
		}
		if (!gameFrame.turret.turretBlueBase.isAlive()) {
			//游戏失败
			gameFrame.state = 3;
		}
 
		if (!gameFrame.turret.turretRedOne.isAlive() && gameFrame.turret.turretRedTwo.isAlive()
				&& gameFrame.redList.indexOf(gameFrame.turret.turretRedTwo) == -1) {
			gameFrame.redList.add(gameFrame.turret.turretRedTwo);
		}
		if (!gameFrame.turret.turretRedTwo.isAlive() && gameFrame.turret.turretRedThree.isAlive()
				&& gameFrame.redList.indexOf(gameFrame.turret.turretRedThree) == -1) {
			gameFrame.redList.add(gameFrame.turret.turretRedThree);
		}
		if (!gameFrame.turret.turretRedThree.isAlive() && gameFrame.turret.turretRedBase.isAlive()
				&& gameFrame.redList.indexOf(gameFrame.turret.turretRedBase) == -1) {
			gameFrame.redList.add(gameFrame.turret.turretRedBase);
		}
		if (!gameFrame.turret.turretRedBase.isAlive()) {
			//游戏胜利
			gameFrame.state = 2;
		}
	}
	
 
	@Override
	public void paintSelf(Graphics g) {
		// 生命值为0
		if (getCurrentHp() <= 0) {
			setAlive(false);
			gameFrame.removeList.add(this);
			if (this instanceof TurretBlue) {
				gameFrame.blueList.remove(this);
			} else {
				gameFrame.redList.remove(this);
			}
		} else {
			// 添加生命值
			if (this instanceof TurretBlue) {
				this.addHp(g, 50, 130, 100, 20, Color.GREEN);
				attack(gameFrame.redList);
			} else {
				this.addHp(g, 50, 130, 100, 20, Color.RED);
				attack(gameFrame.blueList);
			}
			g.drawImage(getImg(), getX() - 50, getY() - 100, null);
			g.drawOval(getX() - 300, getY() - 300, 600, 600);
		}
	}
 
	@Override
	public Rectangle getRec() {
		// TODO Auto-generated method stub
		return new Rectangle(getX() - 50, getY() - 100, 100, 180);
	}
 
}
java 复制代码
package com.sxt;
 
public class TurretBlue extends Turret {
 
	public TurretBlue(GameFrame gameFrame) {
		super(gameFrame);
		// TODO Auto-generated constructor stub
	}
	
	public TurretBlue(int x, int y, GameFrame gameFrame) {
		super(x, y, gameFrame);
	}
 
}
java 复制代码
package com.sxt;
 
public class TurretRed extends Turret {
 
	public TurretRed(GameFrame gameFrame) {
		super(gameFrame);
		// TODO Auto-generated constructor stub
	}
	
	public TurretRed(int x, int y, GameFrame gameFrame) {
		super(x, y, gameFrame);
	}
	
}
java 复制代码
package com.sxt.beast;
 
import com.sxt.GameFrame;
 
public class Bear extends Beast {
 
	public Bear(int x, int y, GameFrame gameFrame) {
		super(x, y, gameFrame);
		setImg("img/bear.jpg");
		width = 85;
		height = 112;
		setDis(65);
		// TODO Auto-generated constructor stub
	}
 
}
java 复制代码
package com.sxt.beast;
 
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Rectangle;
import java.util.ArrayList;
 
import com.sxt.*;
 
public class Beast extends GameObject {
 
	public ArrayList<Beast> beastList = new ArrayList<Beast>();
	int width;
	int height;
 
	// 初始坐标
	int initialX;
	int initialY;
 
	// 有没有仇恨值
	public boolean isAggressive = false;
 
	// 复活的元素
	Beast beast = null;
 
	public Beast(GameFrame gameFrame) {
		super(gameFrame);
		beastList.add(new RedBuff(3045, 3170, gameFrame));
		beastList.add(new Bear(2800, 2855, gameFrame));
		beastList.add(new Bird(3570, 3380, gameFrame));
		beastList.add(new Xiyi(4585, 2365, gameFrame));
		beastList.add(new BlueBuff(4025, 2295, gameFrame));
		beastList.add(new Wolf(4235, 1945, gameFrame));
	}
 
	public Beast(int x, int y, GameFrame gameFrame) {
		super(x, y, gameFrame);
		setHp(1000);
		setCurrentHp(getHp());
		setSpd(10);
		setAttackCoolDownTime(2000);
		initialX = getX();
		initialY = getY();
		beast = this;
	}
 
	public void moveToTarget() {
		double dis = getDis(getX(), getY(), getTarget().getX(), getTarget().getY());
		if (dis > 500) {
			isAggressive = false;
			setHasTarget(false);
		} else {
			int xSpeed = (int) (getSpd() * (getTarget().getX() - getX()) / dis);
			int ySpeed = (int) (getSpd() * (getTarget().getY() - getY()) / dis);
			setX(getX() + xSpeed);
			setY(getY() + ySpeed);
		}
	}
 
	public void moveToInitialLocation() {
		double dis = getDis(getX(), getY(), initialX, initialY);
		if (dis < getSpd()) {
			setX(initialX);
			setY(initialY);
			isAggressive = true;
		} else {
			int xSpeed = (int) (getSpd() * (initialX - getX()) / dis);
			int ySpeed = (int) (getSpd() * (initialY - getY()) / dis);
			setX(getX() + xSpeed);
			setY(getY() + ySpeed);
		}
	}
 
	/**
	判断有没有目标及野怪的仇恨值(又没有攻击性)
		true,判断是否到攻击范围
			false,向目标移动,若中途离开出生点距离大于300或与目标距离大于400,则不再有攻击性。
			true,发射子弹,线程开始
		false,没有目标,回到出生地,自动回血,再次有攻击性
	*/
	public void move() {
		if (isHasTarget() && isAggressive) {
			if (!recIntersectsCir(getTarget().getRec(), getX(), getY(), getDis())) {
				moveToTarget();
			} else if (isAttackCoolDown() && isAlive()) {
				Bullet bullet = new Bullet(gameFrame, this, getTarget(), 500, 50, "img/bullet.gif");
				gameFrame.objList.add(bullet);
				new AttackCD().start();
			}
		} else {
			moveToInitialLocation();
			if (getCurrentHp() < getHp()) {
				setCurrentHp(getCurrentHp() + 100);
			}
		}
 
	}
 
	@Override
	public void paintSelf(Graphics g) {
		// TODO Auto-generated method stub// 生命值为0
		if (getCurrentHp() <= 0) {
			System.out.println("beast die");
			setAlive(false);
			gameFrame.removeList.add(this);
			gameFrame.beast.beastList.remove(this);
			new ReviveCD().start();
		} else {
			// 添加生命值
			addHp(g, width / 2, 80, width, 20, Color.GREEN);
			g.drawImage(getImg(), getX() - width / 2, getY() - height / 2, null);
			g.setColor(Color.RED);
			g.fillOval(getX(), getY(), 10, 10);
			g.drawOval(getX() - getDis(), getY() - getDis(), 2 * getDis(), 2 * getDis());
			move();
		}
	}
 
	@Override
	public Rectangle getRec() {
		// TODO Auto-generated method stub
		return new Rectangle(getX() - width / 2, getY() - height / 2, width, height);
	}
 
	class AttackCD extends Thread {
		public void run() {
			// 将攻击功能设置为冷却状态
			setAttackCoolDown(false);
			// 线程休眠
			try {
				Thread.sleep(getAttackCoolDownTime());
			} catch (Exception e) {
				e.printStackTrace();
			}
			// 将攻击功能设置为攻击状态
			setAttackCoolDown(true);
			// 线程终止
			this.stop();
		}
	}
 
	class ReviveCD extends Thread {
		public void run() {
			// 线程休眠
			try {
				Thread.sleep(5000);
			} catch (Exception e) {
				e.printStackTrace();
			}
			Beast reviveBeast;
			if (beast instanceof RedBuff) {
				reviveBeast = new RedBuff(3045, 3170, gameFrame);
			} else if (beast instanceof Bear) {
				reviveBeast = new Bear(2800, 2855, gameFrame);
			} else if (beast instanceof Bird) {
				reviveBeast = new Bird(3570, 3380, gameFrame);
			} else if (beast instanceof Xiyi) {
				reviveBeast = new Xiyi(4585, 2365, gameFrame);
			} else if (beast instanceof BlueBuff) {
				reviveBeast = new BlueBuff(4025, 2295, gameFrame);
			} else {
				reviveBeast = new Wolf(4235, 1945, gameFrame);
			}
			gameFrame.objList.add(reviveBeast);
			gameFrame.beast.beastList.add(reviveBeast);
		}
	}
 
}
java 复制代码
package com.sxt.beast;
 
import com.sxt.GameFrame;
 
public class Bird extends Beast {
 
	public Bird(int x, int y, GameFrame gameFrame) {
		super(x, y, gameFrame);
		setImg("img/红隼.jpg");
		width = 122;
		height = 98;
		setDis(125);
		// TODO Auto-generated constructor stub
	}
 
}
java 复制代码
package com.sxt.beast;
 
import com.sxt.GameFrame;
 
public class BlueBuff extends Beast {
 
	public BlueBuff(int x, int y, GameFrame gameFrame) {
		super(x, y, gameFrame);
		setImg("img/blueBuff.jpg");
		width = 142;
		height = 176;
		setDis(70);
		// TODO Auto-generated constructor stub
	}
 
}
java 复制代码
package com.sxt.beast;
 
import com.sxt.GameFrame;
 
public class RedBuff extends Beast {
 
	public RedBuff(int x, int y, GameFrame gameFrame) {
		super(x, y, gameFrame);
		setImg("img/redBuff.jpg");
		width = 103;
		height = 150;
		setDis(70);
		// TODO Auto-generated constructor stub
	}
}
java 复制代码
package com.sxt.beast;
 
import com.sxt.GameFrame;
 
public class Wolf extends Beast {
 
	public Wolf(int x, int y, GameFrame gameFrame) {
		super(x, y, gameFrame);
		setImg("img/wolf.jpg");
		width = 145;
		height = 140;
 
		setDis(65);
		// TODO Auto-generated constructor stub
	}
 
}
java 复制代码
package com.sxt.beast;
 
import com.sxt.GameFrame;
 
public class Xiyi extends Beast {
 
	public Xiyi(int x, int y, GameFrame gameFrame) {
		super(x, y, gameFrame);
		setImg("img/蜥蜴.jpg");
		width = 111;
		height = 65;
		setDis(125);
		// TODO Auto-generated constructor stub
	}
}

三.结果呈现

相关推荐
向宇it11 小时前
【unity小技巧】unity 什么是反射?反射的作用?反射的使用场景?反射的缺点?常用的反射操作?反射常见示例
开发语言·游戏·unity·c#·游戏引擎
九州ip动态20 小时前
模拟器多开限制ip,如何设置单窗口单ip,每个窗口ip不同
tcp/ip·游戏·媒体
St_Ludwig20 小时前
C语言 蓝桥杯某例题解决方案(查找完数)
c语言·c++·后端·算法·游戏·蓝桥杯
qq_428639611 天前
植物明星大乱斗15
c++·算法·游戏
vir022 天前
好奇怪的游戏(BFS)
数据结构·c++·算法·游戏·深度优先·图论·宽度优先
泠曦れいひ2 天前
Unity的反射机制及游戏场景
游戏·unity·游戏引擎
cc_even2 天前
取沙子游戏
游戏
十幺卜入2 天前
基于xr-frame实现微信小程序的手部、手势识别3D模型叠加和石头剪刀布游戏功能
游戏·微信小程序·xr·手势识别·人手跟踪
/**书香门第*/2 天前
cocos creator 3.8 一些简单的操作技巧,材质的创建 1
深度学习·游戏·cocos2d
虞书欣的62 天前
Python小游戏28——水果忍者
开发语言·人工智能·游戏·小程序·pycharm