之前呢我们用Python的Pygame做过这个Pong游戏
这一次,我们用Java的Swing来实现类似的效果

首先我们列出本次的项目结构

这个程序分为四个部分,一个程序入口,一个模型,一个刷新帧,一个视图,模型里面放入球和挡板的类,视图里面放入主窗口Frame和主面板Panel
接下来是项目目录

src资源下面,我们把东西全部写到com.mr包下,main里的Start是主入口,model里面分别是Ball和Board,service下是刷新帧的服务,view视图下分别为主窗体和主面板
好啦,现在先来写GameFrame的代码
- package com.mr.view;
-
- import javax.swing.*;
- import java.awt.*;
-
- public class GameFrame extends JFrame {
- private Container container;
- private GamePanel panel;
- public GameFrame() {
- setTitle("Pong");
- setBounds(300,300,850,1000);
- setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
- container=getContentPane();
- panel=new GamePanel();
- addKeyListener(panel);
- container.add(panel);
- setVisible(true);
- }
- }
首先啊,还是和平常一样声明package,导入一些东西,然后主窗体继承自JFrame,设置以下标题和窗口大小,还有关闭后退出程序的设置(setDefaultCloseOperation)然后实例化GamePanel面板(待会写),然后绑定事件并添加到container容器中,设置窗口可见
然后是GamePanel的代码,也是整个程序的核心,在这里我们要做出对赛点、得分、球体碰撞等检测,并绘制图形
- package com.mr.view;
-
- import com.mr.model.Ball;
- import com.mr.model.Board;
- import com.mr.service.Fresh;
-
- import javax.swing.*;
- import java.awt.*;
- import java.awt.event.KeyEvent;
- import java.awt.event.KeyListener;
- import java.awt.image.BufferedImage;
- import java.util.ArrayList;
-
- public class GamePanel extends JPanel implements KeyListener {
- private BufferedImage img;
- private Graphics2D g2;
- public ArrayList
- private Fresh fresh;
- private Board b1;
- private Board b2;
- private Ball ball;
- private int score1;
- private int score2;
- private int winPoint;
- private int matchPoint; // 0表示没有赛点,1表示玩家1的赛点,2表示玩家2的赛点
- private int winner;
- public GamePanel() {
- img=new BufferedImage(850,1000,BufferedImage.TYPE_INT_BGR);
- g2=img.createGraphics();
- select=new ArrayList<>();
- b1=new Board(0);
- b2=new Board(1);
- ball=new Ball();
- score1=0;
- score2=0;
- matchPoint=0;
- winPoint=11;
- winner=0;
- fresh=new Fresh(this);
- fresh.start();
- }
- private void paintImage() {
- g2.setColor(Color.WHITE);
- if (winner==0) {
- int width=10;
- g2.fillRect(425-width/2,0,width,1000);
- g2.fillRect(b1.x,b1.y,b1.width,b1.height);
- g2.fillRect(b2.x,b2.y,b2.width,b2.height);
- g2.fillOval(ball.x-ball.r,ball.y-ball.r,ball.r*2,ball.r*2);
- }
- g2.setFont(new Font("黑体",Font.BOLD,56));
- g2.drawString(String.valueOf(score1),295,150);
- g2.drawString(String.valueOf(score2),525,150);
- g2.setFont(new Font("黑体",Font.PLAIN,22));
- if (winner==0) {
- switch (matchPoint) {
- case 1:
- g2.drawString("赛点",295,200);
- break;
- case 2:
- g2.drawString("赛点",525,200);
- break;
- default:
- break;
- }
- } else {
- g2.drawString("玩家"+String.valueOf(winner)+"获胜",winner==1?295:525,200);
- }
- }
- public void paint(Graphics g) {
- if (winner==0) {
- move();
- ball.move(b1.getBound(),b2.getBound());
- checkPoint();
- checkMatchPoint();
- b1.checkBound();
- b2.checkBound();
- }
- g2.setColor(Color.BLACK);
- g2.fillRect(0,0,850,1000);
- paintImage();
- g.drawImage(img,0,0,this);
- }
- private void checkPoint() {
- if (ball.x<=0) {
- score2+=1;
- } else if (ball.x+ball.r*2>=850) {
- score1+=1;
- } else {
- return;
- }
- ball=new Ball();
- }
- private void checkMatchPoint() {
- if (score1==winPoint) {
- winner=1;
- return;
- } else if (score2==winPoint) {
- winner=2;
- return;
- }
- if (score1+1==winPoint&&score2+1!=winPoint) {
- matchPoint=1;
- } else if (score1+1!=winPoint&&score2+1==winPoint) {
- matchPoint=2;
- } else if (score1+1==winPoint&&score2+1==winPoint) {
- matchPoint=0;
- winPoint++;
- } else if (score1+1!=winPoint&&score2+1!=winPoint) {
- matchPoint=0;
- }
- }
- private void move() {
- for (Object code:select) {
- if (code==(Object)KeyEvent.VK_W) {
- b1.y-=b1.speed;
- } else if (code==(Object)KeyEvent.VK_S) {
- b1.y+=b1.speed;
- } else if (code==(Object)KeyEvent.VK_UP) {
- b2.y-=b2.speed;
- } else if (code==(Object)KeyEvent.VK_DOWN) {
- b2.y+=b2.speed;
- }
- }
- }
- @Override
- public void keyPressed(KeyEvent event) {
- if (select.indexOf(event.getKeyCode())==-1) {
- select.add(event.getKeyCode());
- }
- }
- @Override
- public void keyReleased(KeyEvent event) {
- select.remove((Object)event.getKeyCode());
- }
- @Override
- public void keyTyped(KeyEvent event) {
- ;
- }
- }
声明com.mr.view包下,导入一些东西,然后创建主类GamePanel,继承自JPanel并实现KeyListener事件,接下来就是声明变量,一个主图片img以及对应的g2,select用于储存按下的按键,这个待会讲,接下来是fresh刷新帧线程,两块板,一个球,两个玩家的分数,胜利所需要的分数,赛点归属于谁,是否出现了赢家等。接下来来到构造函数,先创建img主图片850x1000还有g2,初始化一些东西,这里Board的0和1表示归属于哪个玩家,0则为左手边的,1则为右手边的。接下来创建球(ps.这些类待会就来写),然后分数初始化,赛点为0,表示没有人获得赛点,获胜分数为11分,和乒乓球一样,然后winner为0表示没有赢家,创建线程,这里传入了自己,是为了待会可以通过repaint方式不断重绘,然后启动线程。paint中,没有获胜,则移动板(move),移动球,检查得分,检查赛点,保持两块板处于场内(窗口内),然后设置颜色为黑色,填充背景为黑色,绘制,并把主图片画在g中。paintImage中对板、球、得分、中线进行绘制,不难理解。好,GamePanel的最后,我们来讲讲刚刚的那个select,因为我们要同时检测做个键盘按钮,但是这个KeyListener只支持一次性按下一个,按下多个也只会获取到一个,所以我们用一种方法来解决,我们创建一个select数组,按下按键且按键不在select中则添加到select中,松开则删除,这样同时按下多个按钮,这些按钮(就像排着队伍一样)相继添加到select中,这样也便于了我们移动板的if判断。
接下来我们来看看一个同样非常重要的Fresh刷新帧线程
- package com.mr.service;
-
- import com.mr.view.GamePanel;
-
- public class Fresh extends Thread {
- public final int INTERVAL=20;
- private GamePanel panel;
- public Fresh(GamePanel panel) {
- this.panel=panel;
- }
- public void run() {
- while (true) {
- panel.repaint();
- try {
- Thread.sleep(INTERVAL);
- } catch (InterruptedException e) {
- e.printStackTrace();
- }
- }
- }
- }
这个就while循环实现啦~~~
然后是Ball
- package com.mr.model;
-
- import java.awt.*;
- import java.util.Random;
-
- public class Ball {
- public int x;
- public int y;
- public int r;
- private int xspeed;
- private int yspeed;
- private int max_speed;
- private int min_speed;
- private int max_speed2;
- private int min_speed2;
- public Ball() {
- x=425;
- y=500;
- r=15;
- Random rd=new Random();
- xspeed=rd.nextInt(1,3)==1?rd.nextInt(4,7):rd.nextInt(-6,-3);
- yspeed=rd.nextInt(1,3)==1?rd.nextInt(4,7):rd.nextInt(-6,-3);
- max_speed=12;
- min_speed=3;
- max_speed2=-3;
- min_speed2=-12;
- }
- public void move(Rectangle b1,Rectangle b2) {
- x+=xspeed;
- y+=yspeed;
- Random rd=new Random();
- if (getBound().intersects(b1)||getBound().intersects(b2)) {
- xspeed=-xspeed;
- yspeed+=rd.nextInt(-2,3);
- }
- else if (y-r<=0||y+r>=965) {
- yspeed=-yspeed;
- xspeed+=rd.nextInt(-2,3);
- }
- if (xspeed>max_speed&&xspeed>0) {
- xspeed=max_speed;
- }
- if (yspeed>max_speed&&yspeed>0) {
- yspeed=max_speed;
- }
- if (xspeed
0) { - xspeed=min_speed;
- }
- if (yspeed
0) { - yspeed=min_speed;
- }
- if (xspeed>max_speed2&&xspeed<0) {
- xspeed=max_speed2;
- }
- if (yspeed>max_speed&&yspeed<0) {
- yspeed=max_speed2;
- }
- if (xspeed
0) { - xspeed=min_speed2;
- }
- if (yspeed
0) { - yspeed=min_speed2;
- }
- }
- private Rectangle getBound() {
- return new Rectangle(x-r,y-r,r*2,r*2);
- }
- }
这个模型嘛,一般情况下都有x和y还有大小,因为这个是个圆,所以我们用半径r,然后xspeed和yspeed表示各个方向的速度从而实现斜着移动,还有max_speed和min_speed用于把动态变换的速度限制于这个范围内,待会每碰到一次墙壁或板,就会适当增加或减少速度,所以要把速度限制在特定范围内,max_speed2和min_speed2也一样,前2者是用于正数速度的,后2者是用于负数速度的,然后移动的时候就对一些碰撞等情况进行检测就好了,getBound用于返回对象的Rect长方形对象,用于检测碰撞。
最后是Board
- package com.mr.model;
-
- import java.awt.*;
-
- public class Board {
- public int x;
- public int y;
- public int width;
- public int height;
- public int speed;
- public Board(int type) {
- width=8;
- height=120;
- speed=15;
- y=500-height/2;
- if (type==0) {
- x=0;
- } else {
- x=850-15-width;
- }
- }
- public void checkBound() {
- if (y+height>=985) {
- y=985-height;
- }
- if (y<=0) {
- y=0;
- }
- }
- public Rectangle getBound() {
- return new Rectangle(x,y,width,height);
- }
- }
Board和Ball也有着差不多的一些参数和类成员和方法
现在全部就都写完了,最后画上点睛之笔,写上最后的程序入口就大功告成啦!!!
Start.java:
- package com.mr.main;
-
- import com.mr.view.GameFrame;
-
- public class Start {
- public static void main(String[] args) {
- GameFrame gameFrame=new GameFrame();
- }
- }
好啦,这样就实现了Pong游戏的效果,喜欢的话就点赞收藏关注吧!!!