以下是一个简化版的三角洲行动游戏程序,使用Java编写。
import java.awt.*;
import java.awt.event.*;
import java.util.ArrayList;
import java.util.Random;
import javax.swing.*;
public class DeltaForceAction extends JPanel implements ActionListener, KeyListener {
private static final int WIDTH = 800;
private static final int HEIGHT = 600;
private static final int PLAYER_SIZE = 30;
private static final int ENEMY_SIZE = 25;
private static final int BULLET_SIZE = 5;
private static final int PLAYER_SPEED = 5;
private static final int BULLET_SPEED = 10;
private Timer timer;
private Player player;
private ArrayList<Enemy> enemies;
private ArrayList<Bullet> bullets;
private Random random;
private int score;
private boolean gameOver;
public DeltaForceAction() {
setPreferredSize(new Dimension(WIDTH, HEIGHT));
setBackground(Color.BLACK);
setFocusable(true);
addKeyListener(this);
random = new Random();
player = new Player(WIDTH / 2, HEIGHT - 50);
enemies = new ArrayList<>();
bullets = new ArrayList<>();
score = 0;
gameOver = false;
// 初始化敌人
for (int i = 0; i < 5; i++) {
spawnEnemy();
}
timer = new Timer(30, this);
timer.start();
}
private void spawnEnemy() {
int x = random.nextInt(WIDTH - ENEMY_SIZE);
int y = random.nextInt(HEIGHT / 2);
enemies.add(new Enemy(x, y));
}
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
// 绘制玩家
g.setColor(Color.GREEN);
g.fillRect(player.x, player.y, PLAYER_SIZE, PLAYER_SIZE);
// 绘制敌人
g.setColor(Color.RED);
for (Enemy enemy : enemies) {
g.fillRect(enemy.x, enemy.y, ENEMY_SIZE, ENEMY_SIZE);
}
// 绘制子弹
g.setColor(Color.YELLOW);
for (Bullet bullet : bullets) {
g.fillRect(bullet.x, bullet.y, BULLET_SIZE, BULLET_SIZE);
}
// 绘制分数
g.setColor(Color.WHITE);
g.drawString("分数: " + score, 10, 20);
// 游戏结束显示
if (gameOver) {
g.setColor(Color.RED);
g.setFont(new Font("Arial", Font.BOLD, 36));
g.drawString("游戏结束!", WIDTH / 2 - 100, HEIGHT / 2);
g.setFont(new Font("Arial", Font.PLAIN, 18));
g.drawString("最终分数: " + score, WIDTH / 2 - 60, HEIGHT / 2 + 40);
g.drawString("按R键重新开始", WIDTH / 2 - 70, HEIGHT / 2 + 70);
}
}
@Override
public void actionPerformed(ActionEvent e) {
if (!gameOver) {
// 更新子弹位置
for (int i = bullets.size() - 1; i >= 0; i--) {
Bullet bullet = bullets.get(i);
bullet.y += bullet.dy;
// 移除超出屏幕的子弹
if (bullet.y < 0 || bullet.y > HEIGHT) {
bullets.remove(i);
continue;
}
// 检测子弹与敌人的碰撞
for (int j = enemies.size() - 1; j >= 0; j--) {
Enemy enemy = enemies.get(j);
if (bullet.intersects(enemy)) {
bullets.remove(i);
enemies.remove(j);
score += 10;
spawnEnemy();
break;
}
}
}
// 更新敌人位置
for (Enemy enemy : enemies) {
enemy.move();
// 检测敌人与玩家的碰撞
if (enemy.intersects(player)) {
gameOver = true;
break;
}
// 敌人随机射击
if (random.nextInt(100) < 1) {
bullets.add(new Bullet(enemy.x + ENEMY_SIZE / 2, enemy.y + ENEMY_SIZE, 0, BULLET_SPEED));
}
}
// 检测子弹与玩家的碰撞
for (int i = bullets.size() - 1; i >= 0; i--) {
Bullet bullet = bullets.get(i);
if (bullet.dy > 0 && bullet.intersects(player)) {
gameOver = true;
break;
}
}
}
repaint();
}
@Override
public void keyPressed(KeyEvent e) {
if (gameOver) {
if (e.getKeyCode() == KeyEvent.VK_R) {
// 重新开始游戏
player = new Player(WIDTH / 2, HEIGHT - 50);
enemies.clear();
bullets.clear();
score = 0;
gameOver = false;
for (int i = 0; i < 5; i++) {
spawnEnemy();
}
}
return;
}
switch (e.getKeyCode()) {
case KeyEvent.VK_LEFT:
player.x = Math.max(0, player.x - PLAYER_SPEED);
break;
case KeyEvent.VK_RIGHT:
player.x = Math.min(WIDTH - PLAYER_SIZE, player.x + PLAYER_SPEED);
break;
case KeyEvent.VK_UP:
player.y = Math.max(0, player.y - PLAYER_SPEED);
break;
case KeyEvent.VK_DOWN:
player.y = Math.min(HEIGHT - PLAYER_SIZE, player.y + PLAYER_SPEED);
break;
case KeyEvent.VK_SPACE:
bullets.add(new Bullet(player.x + PLAYER_SIZE / 2, player.y, 0, -BULLET_SPEED));
break;
}
}
@Override
public void keyReleased(KeyEvent e) {}
@Override
public void keyTyped(KeyEvent e) {}
// 玩家类
class Player {
int x, y;
Player(int x, int y) {
this.x = x;
this.y = y;
}
}
// 敌人类
class Enemy {
int x, y;
int dx, dy;
Enemy(int x, int y) {
this.x = x;
this.y = y;
this.dx = random.nextInt(3) - 1; // -1, 0, 1
this.dy = random.nextInt(2); // 0, 1
}
void move() {
x += dx;
y += dy;
// 边界检测
if (x < 0 || x > WIDTH - ENEMY_SIZE) {
dx = -dx;
}
if (y < 0 || y > HEIGHT / 2) {
dy = -dy;
}
}
boolean intersects(Player player) {
return x < player.x + PLAYER_SIZE &&
x + ENEMY_SIZE > player.x &&
y < player.y + PLAYER_SIZE &&
y + ENEMY_SIZE > player.y;
}
}
// 子弹类
class Bullet {
int x, y;
int dx, dy;
Bullet(int x, int y, int dx, int dy) {
this.x = x;
this.y = y;
this.dx = dx;
this.dy = dy;
}
boolean intersects(Enemy enemy) {
return x < enemy.x + ENEMY_SIZE &&
x + BULLET_SIZE > enemy.x &&
y < enemy.y + ENEMY_SIZE &&
y + BULLET_SIZE > enemy.y;
}
boolean intersects(Player player) {
return x < player.x + PLAYER_SIZE &&
x + BULLET_SIZE > player.x &&
y < player.y + PLAYER_SIZE &&
y + BULLET_SIZE > player.y;
}
}
public static void main(String[] args) {
JFrame frame = new JFrame("三角洲行动");
DeltaForceAction game = new DeltaForceAction();
frame.add(game);
frame.pack();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
}
运行要求:
·需要java运行环境
·可以直接编译运行代码