Java 简易版王者荣耀
所有包和类

GameFrame类
package newKingOfHonor;import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.io.File;
import java.util.ArrayList;import javax.sound.sampled.AudioInputStream;
import javax.sound.sampled.AudioSystem;
import javax.sound.sampled.Clip;
import javax.sound.sampled.FloatControl;
import javax.swing.JButton;
import javax.swing.JFrame;public class GameFrame extends JFrame {// 游戏开始 0, 游戏胜利1,游戏失败2int state = 0;// 窗口尺寸final int windowWidth = 1400;final int windowHeight = 700;// 双缓冲图片private Image offScreenImage = null;// 攻击图片private Image attack = Toolkit.getDefaultToolkit().getImage("img/王者荣耀图片/attack.jpg");//游戏胜利失败图片private Image gameWin = Toolkit.getDefaultToolkit().getImage("img/王者荣耀图片/gameWin.png");private Image gameLose = Toolkit.getDefaultToolkit().getImage("img/王者荣耀图片/gameLose.png");// 游戏背景Background background = new Background(this);// 游戏玩家Champion player = new ChampionDaji(this);// 双方小兵MinionBlue mb = new MinionBlue(this);MinionRed mr = new MinionRed(this);//野怪public Beast beast = new Beast(this);// 防御塔Turret turret = new Turret(this);// 游戏元素列表public ArrayList<GameObject> objList = new ArrayList<>();ArrayList<GameObject> redList = new ArrayList<>();// 红色方ArrayList<GameObject> blueList = new ArrayList<>();// 蓝色方public ArrayList<GameObject> removeList = new ArrayList<>();// 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.add(player);objList.addAll(beast.beastList);objList.addAll(turret.turretList);for (int i = 0; i < 4; i++) {blueList.add(turret.turretList.get(i));}for (int i = 4; i < 8; i++) {redList.add(turret.turretList.get(i));}/*** 攻击按钮*/JButton button = new JButton();button.setSize(130, 132);button.setLocation(1150, 430);button.addActionListener(new ActionListener() {@Overridepublic void actionPerformed(ActionEvent e) {// 按钮事件player.attack(redList);}});this.add(button);player.addButton();while (true) {mb.createMinion(this, blueList);mr.createMinion(this, redList);repaint();try {Thread.sleep(25);} 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){turret.isLive();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 ==1) {//游戏胜利gImage.drawImage(gameWin, player.getX()-700, player.getY()-300 , null);} else if (state == 2) {//游戏失败gImage.drawImage(gameLose, player.getX()-700, player.getY()-300, null);}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 {@Overridepublic void keyPressed(KeyEvent e) {int key = e.getKeyCode();player.keyPressed(e);}@Overridepublic void keyReleased(KeyEvent e) {int key = e.getKeyCode();player.keyReleased(e);}}static Clip clip;}
GameObject类
package newKingOfHonor;import java.awt.*;
import java.util.ArrayList;//游戏元素的父类
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() {}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rif ((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);}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 {//野怪是否在攻击范围内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;}}}}}//public abstract void addTurret();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.interrupt();}}// 绘制元素public abstract void paintSelf(Graphics g);// 返回矩形public abstract Rectangle getRec();public int getX() {return x;}public void setX(int x) {this.x = x;}public int getY() {return y;}public void setY(int y) {this.y = y;}public Image getImg() {return img;}public void setImg(String img) {this.img = Toolkit.getDefaultToolkit().getImage(img);}public int getSpd() {return spd;}public void setSpd(int spd) {this.spd = spd;}public int getHp() {return hp;}public void setHp(int hp) {this.hp = hp;}public int getCurrentHp() {return currentHp;}public void setCurrentHp(int currentHp) {this.currentHp = currentHp;}public GameObject getTarget() {return target;}public void setTarget(GameObject target) {this.target = target;}public boolean isHasTarget() {return hasTarget;}public void setHasTarget(boolean hasTarget) {this.hasTarget = hasTarget;}public int getDis() {return dis;}public void setDis(int dis) {this.dis = dis;}public int getAttackCoolDownTime() {return attackCoolDownTime;}public void setAttackCoolDownTime(int attackCoolDownTime) {this.attackCoolDownTime = attackCoolDownTime;}public boolean isAttackCoolDown() {return attackCoolDown;}public void setAttackCoolDown(boolean attackCoolDown) {this.attackCoolDown = attackCoolDown;}public boolean isAlive() {return alive;}public void setAlive(boolean alive) {this.alive = alive;}
}
Turret类
package newKingOfHonor;import java.awt.*;
import java.util.ArrayList;
//防御塔类
public class Turret extends GameObject{ArrayList<Turret> turretList = new ArrayList<>();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/王者荣耀图片/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));}public Turret(int x, int y, GameFrame gameFrame) {super(x, y, gameFrame);setImg("img/王者荣耀图片/turret.png");setHp(6000);setCurrentHp(getHp());setAttackCoolDownTime(1000);setDis(300);}public void isLive(){if(gameFrame.turret.turretBlueBase.getCurrentHp()==0){gameFrame.state=2;}if(gameFrame.turret.turretRedBase.getCurrentHp()==0){gameFrame.state=1;}}@Overridepublic void paintSelf(Graphics g) {// 生命值为0if (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.fillOval(getX(), getY(), 10, 10);g.drawRect(getX() - 50, getY() - 100, 100, 180);g.drawOval(getX() - 300, getY() - 300, 600, 600);}}@Overridepublic Rectangle getRec() {return new Rectangle(getX() - 50, getY() - 100, 100, 180);}
}
TurretBlue类
package newKingOfHonor;//蓝方防御塔
public class TurretBlue extends Turret{public TurretBlue(GameFrame gameFrame){super(gameFrame);}public TurretBlue(int x,int y,GameFrame gameFrame){super(x,y,gameFrame);}
}
TurretRed类
package newKingOfHonor;//蓝方防御塔
public class TurretRed extends Turret{public TurretRed(GameFrame gameFrame){super(gameFrame);}public TurretRed(int x,int y,GameFrame gameFrame){super(x,y,gameFrame);}
}
Champion类
package newKingOfHonor;import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;import javax.swing.JButton;//游戏英雄类
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;//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;static {for (int i = 1; i < 8; i++) {imgs[i] = "img/王者荣耀图片/move/" + i +".png";}}public Champion(GameFrame gameFrame) {super(gameFrame);//定义英雄的图片和坐标setImg("img/王者荣耀图片/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/王者荣耀图片/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() {@Overridepublic void actionPerformed(ActionEvent e) {abilityOne();}});JButton button2 = new JButton();button2.setSize(100, 100);button2.setLocation(1090, 370);button2.addActionListener(new ActionListener() {@Overridepublic void actionPerformed(ActionEvent e) {abilityTwo();}});JButton button3 = new JButton();button3.setSize(100, 100);button3.setLocation(1220, 300);button3.addActionListener(new ActionListener() {@Overridepublic 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);@Overridepublic void paintSelf(Graphics g) {// 生命值为0if (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);}}@Overridepublic Rectangle getRec() {return new Rectangle(getX() - 30, getY() - 60, 60, 120);}}
ChampionDaji类
package newKingOfHonor;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;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;// 三技能的五个子弹,释放三技能后重新定义Bullet[] bulletList = { new Bullet(), new Bullet(), new Bullet(), new Bullet(), new Bullet() };public ChampionDaji(GameFrame gameFrame) {super(gameFrame);abilityOne = Toolkit.getDefaultToolkit().getImage("img/王者荣耀图片/Daji/abilityOne.jpg");abilityTwo = Toolkit.getDefaultToolkit().getImage("img/王者荣耀图片/Daji/abilityTwo.jpg");abilityThree = Toolkit.getDefaultToolkit().getImage("img/王者荣耀图片/Daji/abilityThree.jpg");// 三个技能冷却时间coolDownTimeOne = 3000;coolDownTimeTwo = 5000;coolDownTimeThree = 8000;}public void exit() {this.gameFrame.removeMouseListener(m);}public void abilityOneMove() {p.translate((int) (50 * cos), -(int) (50 * sin));for (GameObject redObj : gameFrame.redList) {// 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);}}}@Overridepublic void abilityOne() {if (coolDownOne) {m = new MouseMonitor();p = new Polygon();gameFrame.addMouseListener(m);attacked = new ArrayList<GameObject>();}}public void abilityTwo() {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 && recIntersectsCir(redObj.getRec(), getX(), getY(), 250)&& redObj.isAlive()) {// 添加子弹abilityTwoBullet = new Bullet(gameFrame, this, redObj, 250, 60, "img/王者荣耀图片/Daji/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*/@Overridepublic void abilityThree() {if (coolDownThree) {// 创建列表来储存目标ArrayList<GameObject> targetList = new ArrayList<GameObject>();// 遍历redList,找到符合条件的目标,储存到列表里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 && recIntersectsCir(target.getRec(), getX(), getY(), 250)&& target.isAlive()) {targetList.add(target);}}// 找到目标if (targetList.size() != 0) {// 创建五个子弹,随机攻击列表里的目标Random random = new Random();int count = 0; // 统计三技能发射子弹数量while (count < 5) {int r = random.nextInt(targetList.size());if (!targetList.get(r).isAlive()) {GameObject substitute = targetList.get(r);substitute.setAlive(true);bulletList[count] = new Bullet(gameFrame, this, substitute, 150, 60,"img/王者荣耀图片/Daji/abilityTwoBullet.png");} else {bulletList[count] = new Bullet(gameFrame, this, targetList.get(r), 150, 60,"img/王者荣耀图片/Daji/abilityTwoBullet.png");}count++;}new AbilityThreeBulletCD().start();// 三技能进入冷却new AbilityThreeCD().start();}}}@Overridepublic void abilityEffect(Graphics g) {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.interrupt();}}// 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.interrupt();}}// 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.interrupt();}}//技能三冷却状态class AbilityThreeCD extends Thread {public void run() {// 将攻击功能设置为冷却状态coolDownThree = false;// 休眠try {int three = coolDownTimeThree;while (coolDownTimeThree > 0) {Thread.sleep(1000);System.out.println("技能三冷却时间: " + coolDownTimeThree / 1000);coolDownTimeThree -= 1000;}coolDownTimeThree = three;} catch (Exception e) {e.printStackTrace();}// 将攻击功能解除冷却状态coolDownThree = true;// 线程终止this.interrupt();}}class AbilityThreeBulletCD extends Thread {public void run() {// 休眠try {System.out.println("Thread start");gameFrame.objList.add(bulletList[0]);Thread.sleep(100);gameFrame.objList.add(bulletList[1]);Thread.sleep(100);gameFrame.objList.add(bulletList[2]);Thread.sleep(100);gameFrame.objList.add(bulletList[3]);Thread.sleep(100);gameFrame.objList.add(bulletList[4]);} catch (Exception e) {e.printStackTrace();}// 线程终止this.interrupt();}}// 鼠标监视器private class MouseMonitor extends MouseAdapter {@Overridepublic 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;}}
}
Minion类
package newKingOfHonor;import java.awt.*;
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);}/*** (1325, 3750) (4425, 3750) (5050, 3125) (5050, 1125)*/public abstract void move(ArrayList<GameObject> objList);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() {int dis = (int) getDis(getX(), getY(), getTarget().getX(), getTarget().getY());if(dis!=0) {int xSpeed = (getSpd() * (getTarget().getX() - getX()) / dis);int ySpeed = (getSpd() * (getTarget().getY() - getY()) / dis);setX(getX() + xSpeed);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1.5stry {Thread.sleep(1500);} catch (Exception e) {e.printStackTrace();}nextMinion = true;// 线程终止this.interrupt();}}// 每波小兵生成时间class NextLine extends Thread {public void run() {nextLine = false;// 休眠15stry {Thread.sleep(15000);} catch (Exception e) {e.printStackTrace();}nextLine = true;// 线程终止this.interrupt();}}@Overridepublic void paintSelf(Graphics g) {// 生命值为0if (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);g.setColor(Color.RED);g.fillOval(getX(), getY(), 10, 10);g.drawRect(getX() - 16, getY() - 16, 45, 45);g.drawOval(getX() - 200, getY() - 200, 400, 400);// 小兵移动if (!beControlled) {if (this instanceof MinionBlue) {move(gameFrame.redList);} else {move(gameFrame.blueList);}}}}@Overridepublic Rectangle getRec() {return new Rectangle(getX() - 16, getY() - 16, 45, 45);}public boolean isIfFindTarget() {return ifFindTarget;}public void setIfFindTarget(boolean ifFindTarget) {this.ifFindTarget = ifFindTarget;}}
MinionBlue类
package newKingOfHonor;import java.util.ArrayList;public class MinionBlue extends Minion{public MinionBlue(GameFrame gameFrame) {super(gameFrame);setImg("img/王者荣耀图片/minion/blue.jpg");setX(1325);setY(3750);}@Overridepublic void move(ArrayList<GameObject> objList) {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(5);setX(getX() + getSpd());}else if(getX() < 5100 && getX() >= 4425) {setSpd(20);setX(getX() + getSpd());setY(getY() - getSpd());}else if(getX() >= 4900) {setSpd(18);setY(getY() - getSpd());}}}
}
MinionRed类
package newKingOfHonor;import java.util.ArrayList;public class MinionRed extends Minion {public MinionRed(GameFrame gameFrame) {super(gameFrame);setImg("img/王者荣耀图片/minion/red.jpg");setX(5050);setY(1125);}@Overridepublic void move(ArrayList<GameObject> objList) {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(28);setY(getY() + getSpd());} else if (getY() < 3750 && getY() >= 3125) {setSpd(20);setY(getY() + getSpd());setX(getX() - getSpd());} else if (getY() >= 3750) {setSpd(25);setX(getX() - getSpd());}}}}
Bullet类
package newKingOfHonor;import java.awt.*;//子弹类
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);}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);}public Bullet() {super();}public void move() {//子弹与目标碰撞,子弹消失,目标减血if (recIntersectsRec(getRec(), target.getRec())) {target.setCurrentHp(target.getCurrentHp() - getAd());gameFrame.removeList.add(this);}int dis = (int) getDis(getX(), getY(), target.getX(), target.getY());if (dis != 0) {int xSpeed = (getSpd() * (target.getX() - getX()) / dis);int ySpeed = (getSpd() * (target.getY() - getY()) / dis);setX(getX() + xSpeed);setY(getY() + ySpeed);}}@Overridepublic void paintSelf(Graphics g) {g.drawImage(getImg(), getX()-16, getY()-16, null);g.setColor(Color.BLACK);g.fillOval(getX()-5, getY()-5, 10, 10);g.drawRect(getX()-5, getY()-5, 10, 10);move();}@Overridepublic Rectangle getRec() {return new Rectangle(getX()-5, getY()-5, 10, 10);}public int getAd() {return ad;}public void setAd(int ad) {this.ad = ad;}
}
Background类
package newKingOfHonor;import java.awt.*;
//背景类
public class Background extends GameObject{public Background(GameFrame gameFrame) {super(gameFrame);}Image bg = Toolkit.getDefaultToolkit().getImage("img/王者荣耀图片/Map.jpg");public void paintSelf(Graphics g){g.drawImage(bg,0,0,null);}@Overridepublic Rectangle getRec() {return null;}
}
Beast类
package newKingOfHonor;import java.awt.Color;
import java.awt.Graphics;
import java.awt.Rectangle;
import java.util.ArrayList;public class Beast extends GameObject {public ArrayList<Beast> beastList = new ArrayList<>();int width;int height;// 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 Lizard(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());beast = this;}@Overridepublic void paintSelf(Graphics g) {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());}}@Overridepublic Rectangle getRec() {return new Rectangle(getX() - width / 2, getY() - height / 2, width, height);}//野怪复活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 Lizard) {reviveBeast = new Lizard(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);}}}
Bear类
package newKingOfHonor;public class Bear extends Beast {public Bear(int x, int y, GameFrame gameFrame) {super(x, y, gameFrame);setImg("img/王者荣耀图片/beast/bear.jpg");width = 85;height = 112;setDis(65);}}
Bird类
package newKingOfHonor;public class Bird extends Beast {public Bird(int x, int y, GameFrame gameFrame) {super(x, y, gameFrame);setImg("img/王者荣耀图片/beast/红隼.jpg");width = 122;height = 98;setDis(125);}}
BlueBuff类
package newKingOfHonor;public class BlueBuff extends Beast {public BlueBuff(int x, int y, GameFrame gameFrame) {super(x, y, gameFrame);setImg("img/王者荣耀图片/beast/blueBuff.jpg");width = 142;height = 176;setDis(70);}}
RedBuff类
package newKingOfHonor;public class RedBuff extends Beast {public RedBuff(int x, int y, GameFrame gameFrame) {super(x, y, gameFrame);setImg("img/王者荣耀图片/beast/redBuff.jpg");width = 103;height = 150;setDis(70);}
}
Wolf类
package 王者荣耀;public class Wolf extends Beast {public Wolf(int x, int y, GameFrame gameFrame) {super(x, y, gameFrame);setImg("C:\\Users\\czl21\\Desktop\\java\\王者荣耀图片\\beast\\wolf.jpg");width = 145;height = 140;setDis(65);}}
Lizard类
package newKingOfHonor;public class Lizard extends Beast {public Lizard(int x, int y, GameFrame gameFrame) {super(x, y, gameFrame);setImg("img/王者荣耀图片/beast/蜥蜴.jpg");width = 111;height = 65;setDis(125);}
}
运行结果



相关文章:
Java 简易版王者荣耀
所有包和类 GameFrame类 package newKingOfHonor;import java.awt.*; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyAdapter; import java.awt.event.KeyEvent; import java.io.File; import java.util.ArrayList;im…...
【Linux】 file命令使用
file命令 file命令用于辨识文件类型。 语法 file [参数] [文件名] who命令 -Linux手册页 命令选项及作用 执行令 file --help 执行命令结果 参数 -b 列出辨识结果时,不显示文件名称;-i:显示MIME类型;-z:对…...
MFC设置单选按钮点击自己可以可选和不可选
mfc是c的一个框架,可谓是经久不衰。最近博主遇到一个问题,就是单选按钮点击自己可以设置可选和不可选,貌似类似复选框一样,但领导分发的任务上要求的是用单选按钮实现复选框这种类似功能,实现效果类似如下图࿱…...
【数据结构】二叉树之链式结构
🔥博客主页: 小羊失眠啦. 🎥系列专栏:《C语言》 《数据结构》 《Linux》《Cpolar》 ❤️感谢大家点赞👍收藏⭐评论✍️ 文章目录 一、前置说明二、二叉树的遍历2.1 前序遍历2.2 中序遍历2.3 后序遍历2.4 层序遍历 三、…...
完美的输出打印 SQL 及执行时长[MyBatis-Plus系列]
导读 Hi,大家好,我是悟纤。过着爱谁谁的生活,活出不设限的人生。 在我们日常开发工作当中,避免不了查看当前程序所执行的SQL语句,以及了解它的执行时间,方便分析是否出现了慢SQL问题。 MyBatis-Plus提供了两种SQL分析打印的方式,用于输出每条SQL语句及其执行时间,针…...
跨标签页通信的8种方式(下)
跨标签页通信是指在浏览器中的不同标签页之间进行数据传递和通信的过程。在传统的Web开发中,每个标签页都是相互独立的,无法直接共享数据。然而,有时候我们需要在不同的标签页之间进行数据共享或者实现一些协同操作,这就需要使用跨…...
笔记二十、使用路由Params进行传递参数
20.1、在父组件中设置路由参数 <NavLink to{classify/${this.state.name}} className{this.activeStyle}>classify</NavLink> 父组件 Home/index.jsx import React from "react"; import {NavLink, Outlet} from "react-router-dom";class Ap…...
K8S----taint、tolerations、label
一、污点(taint),针对的是节点,只有node才有污点的概念 1、 给节点增加一个污点 kubectl taint nodes node1 key1=value1:NoSchedule给节点 node1 增加一个污点,它的键名是 key1,键值是 value1,效果是 NoSchedule。 这表示只有拥有和这个污点相匹配的容忍度的 Pod 才能…...
【双指针】三数之和
三数之和 在做这道题之前,建议建议先将两数之和做完再做,提升更大~ 文章目录 三数之和题目描述算法原理解法一解法二思路如下:处理细节问题: 代码编写Java代码编写C代码编写 15. 三数之和 - 力扣(LeetCode࿰…...
CH01_适应设计模式
Iterator模式(迭代器模式) 迭代器模式(Iterator),提供一种方法,顺序访问一个聚合对象中各个元素,而不是暴露该对象的内部表示。 类图结构 说明 Iterator(迭代器) 该角色负责定义按…...
电机工作制
电机工作制 1.什么是电机工作制2.电机工作制的分类 最近在做电机控制器,看到很多电机铭牌上写着工作制:S*,有S1,有S2,查了一下,学习一下是什么意思。 1.什么是电机工作制 根据GBT 755-2019《旋转电机定额…...
qt国际化多语言
vs + qt 方法 一 (1)生成.pro文件 如果报错: cannot find any qt projects to export 则执行如下: 然后重新生成 pro文件。 (2)生成ts文件 (方法1)在项目文件(xxx.pro) 文件添加: TRANSLATIONS += en.ts zh_CN.ts 然后打开cmd命令,进入项目目录,执行 l…...
Java Excel Poi 单元格内置的数据格式
位置 //在类 org.apache.poi.ss.usermodel.BuiltinFormats 中的私有成员变量_formats中 private static final String[] _formats new String[]{"General", "0", "0.00", "#,##0", "#,##0.00", "\"$\"#,##…...
【深入剖析K8s】容器技术基础(三):深入理解容器镜像 文件角度
容器里的进程‘看到’’的文件系统 可能你立刻就能想到,这应该是一个关于MountNamespace的问题:容器里的应用进程理应‘看到”一套完全独立的文件系统这样它就可以在自己的容器目录(比如 /tmp)下进行操作’而完全不会受宿主机以及其他容器的影响。 容器…...
竞赛选题 题目:基于LSTM的预测算法 - 股票预测 天气预测 房价预测
文章目录 0 简介1 基于 Keras 用 LSTM 网络做时间序列预测2 长短记忆网络3 LSTM 网络结构和原理3.1 LSTM核心思想3.2 遗忘门3.3 输入门3.4 输出门 4 基于LSTM的天气预测4.1 数据集4.2 预测示例 5 基于LSTM的股票价格预测5.1 数据集5.2 实现代码 6 lstm 预测航空旅客数目数据集预…...
开源WIFI继电器之源代码
源代码:WiFiRelay: 基于ESP8285的WiFi继电器代码 1、环境搭建 开发环境搭建请参照win10搭建ESP8266_RTOS_SDK编译环境_xtensa-lx106 下载-CSDN博客 2、下载代码 在sdk路径下创建一个projects的文件夹,将WiFiRelay的代码克隆到此目录下: mkdir projec…...
NX二次开发UF_CURVE_create_arc_point_point_radius 函数介绍
文章作者:里海 来源网站:https://blog.csdn.net/WangPaiFeiXingYuan UF_CURVE_create_arc_point_point_radius Defined in: uf_curve.h int UF_CURVE_create_arc_point_point_radius(tag_t point1, tag_t point2, double radius, UF_CURVE_limit_p_t l…...
Unsupervised MVS论文笔记(2019年)
Unsupervised MVS论文笔记(2019年) 摘要1 引言2 相关工作3 实现方法3.1 网络架构3.2 通过光度一致性学习3.3 MVS的鲁棒光度一致性3.4 学习设置和实施的细节3.5.预测每幅图像的深度图 4 实验4.1 在DTU上的结果4.2 消融实验4.3 在ETH3D数据集上的微调4.4 在…...
2-Python与设计模式--前言
0-Python与设计模式–前言 一 什么是设计模式 设计模式是面对各种问题进行提炼和抽象而形成的解决方案。这些设计方案是前人不断试验, 考虑了封装性、复用性、效率、可修改、可移植等各种因素的高度总结。它不限于一种特定的语言, 它是一种解决问题的思…...
如何判别使用的junit是4还是5
Junit4与Junit5的版本中,Test注解的包位置不同。 Junit4的Test注解是在org.junit包下,儿Junit5的Test注解是在org.junit.jupiter.api包下。 可据此判定是使用的Junit4还是Junit5。 Junit4 import org.junit.Test;Junit5 import org.junit.jupiter.api…...
vscode里如何用git
打开vs终端执行如下: 1 初始化 Git 仓库(如果尚未初始化) git init 2 添加文件到 Git 仓库 git add . 3 使用 git commit 命令来提交你的更改。确保在提交时加上一个有用的消息。 git commit -m "备注信息" 4 …...
日语AI面试高效通关秘籍:专业解读与青柚面试智能助攻
在如今就业市场竞争日益激烈的背景下,越来越多的求职者将目光投向了日本及中日双语岗位。但是,一场日语面试往往让许多人感到步履维艰。你是否也曾因为面试官抛出的“刁钻问题”而心生畏惧?面对生疏的日语交流环境,即便提前恶补了…...
Cursor实现用excel数据填充word模版的方法
cursor主页:https://www.cursor.com/ 任务目标:把excel格式的数据里的单元格,按照某一个固定模版填充到word中 文章目录 注意事项逐步生成程序1. 确定格式2. 调试程序 注意事项 直接给一个excel文件和最终呈现的word文件的示例,…...
Flask RESTful 示例
目录 1. 环境准备2. 安装依赖3. 修改main.py4. 运行应用5. API使用示例获取所有任务获取单个任务创建新任务更新任务删除任务 中文乱码问题: 下面创建一个简单的Flask RESTful API示例。首先,我们需要创建环境,安装必要的依赖,然后…...
三维GIS开发cesium智慧地铁教程(5)Cesium相机控制
一、环境搭建 <script src"../cesium1.99/Build/Cesium/Cesium.js"></script> <link rel"stylesheet" href"../cesium1.99/Build/Cesium/Widgets/widgets.css"> 关键配置点: 路径验证:确保相对路径.…...
STM32+rt-thread判断是否联网
一、根据NETDEV_FLAG_INTERNET_UP位判断 static bool is_conncected(void) {struct netdev *dev RT_NULL;dev netdev_get_first_by_flags(NETDEV_FLAG_INTERNET_UP);if (dev RT_NULL){printf("wait netdev internet up...");return false;}else{printf("loc…...
接口自动化测试:HttpRunner基础
相关文档 HttpRunner V3.x中文文档 HttpRunner 用户指南 使用HttpRunner 3.x实现接口自动化测试 HttpRunner介绍 HttpRunner 是一个开源的 API 测试工具,支持 HTTP(S)/HTTP2/WebSocket/RPC 等网络协议,涵盖接口测试、性能测试、数字体验监测等测试类型…...
SpringAI实战:ChatModel智能对话全解
一、引言:Spring AI 与 Chat Model 的核心价值 🚀 在 Java 生态中集成大模型能力,Spring AI 提供了高效的解决方案 🤖。其中 Chat Model 作为核心交互组件,通过标准化接口简化了与大语言模型(LLM࿰…...
LLaMA-Factory 微调 Qwen2-VL 进行人脸情感识别(二)
在上一篇文章中,我们详细介绍了如何使用LLaMA-Factory框架对Qwen2-VL大模型进行微调,以实现人脸情感识别的功能。本篇文章将聚焦于微调完成后,如何调用这个模型进行人脸情感识别的具体代码实现,包括详细的步骤和注释。 模型调用步骤 环境准备:确保安装了必要的Python库。…...
Django RBAC项目后端实战 - 03 DRF权限控制实现
项目背景 在上一篇文章中,我们完成了JWT认证系统的集成。本篇文章将实现基于Redis的RBAC权限控制系统,为系统提供细粒度的权限控制。 开发目标 实现基于Redis的权限缓存机制开发DRF权限控制类实现权限管理API配置权限白名单 前置配置 在开始开发权限…...
