用Java写一个王者荣耀游戏
目录
sxt包
Background
Bullet
Champion
ChampionDaji
GameFrame
GameObject
Minion
MinionBlue
MinionRed
Turret
TurretBlue
TurretRed
beast包
Bear
Beast
Bird
BlueBuff
RedBuff
Wolf
Xiyi
打开Eclipse创建图片中的几个包
sxt包
Background
package sxt;import java.awt.*;
//背景类
public class Background extends GameObject{public Background(GameFrame gameFrame) {super(gameFrame);}Image bg = Toolkit.getDefaultToolkit().getImage("C:\\Users\\24465\\Desktop\\王者荣耀图片(1)\\王者荣耀图片\\Map.jpg");public void paintSelf(Graphics g){g.drawImage(bg,0,0,null);}@Overridepublic Rectangle getRec() {return null;}
}
Bullet
package sxt;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;}
}
Champion
package sxt;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] = "C:\\Users\\24465\\Desktop\\王者荣耀图片(1)\\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("C:\\Users\\24465\\Desktop\\王者荣耀图片(1)\\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("C:\\Users\\24465\\Desktop\\王者荣耀图片(1)\\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
package 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;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("C:\\Users\\24465\\Desktop\\王者荣耀图片(1)\\王者荣耀图片\\Daji\\abilityOne.jpg");abilityTwo = Toolkit.getDefaultToolkit().getImage("C:\\Users\\24465\\Desktop\\王者荣耀图片(1)\\王者荣耀图片\\Daji\\abilityTwo.jpg");abilityThree = Toolkit.getDefaultToolkit().getImage("C:\\Users\\24465\\Desktop\\王者荣耀图片(1)\\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, "C:\\Users\\24465\\Desktop\\王者荣耀图片(1)\\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,"C:\\Users\\24465\\Desktop\\王者荣耀图片(1)\\王者荣耀图片\\Daji\\abilityTwoBullet.png");} else {bulletList[count] = new Bullet(gameFrame, this, targetList.get(r), 150, 60,"C:\\Users\\24465\\Desktop\\王者荣耀图片(1)\\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;}}
}
GameFrame
package sxt;import beast.Beast;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("C:\\Users\\24465\\Desktop\\王者荣耀图片(1)\\王者荣耀图片\\attack.jpg");//游戏胜利失败图片private Image gameWin = Toolkit.getDefaultToolkit().getImage("C:\\Users\\24465\\Desktop\\王者荣耀图片(1)\\王者荣耀图片\\gameWin.png");private Image gameLose = Toolkit.getDefaultToolkit().getImage("C:\\Users\\24465\\Desktop\\王者荣耀图片(1)\\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);playMusic();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;public static void playMusic() {try{//这里面放 绝对路径,音频必须是wav格式,用音频转换软件 把mp3 转成wav格式File musicPath = new File("C:\\Users\\23839\\IdeaProjects\\PlaneWar\\PlayMusic\\bgm.wav");if(musicPath.exists()){AudioInputStream audioInput = AudioSystem.getAudioInputStream(musicPath);clip = AudioSystem.getClip();clip.open(audioInput);FloatControl gainControl = (FloatControl)clip.getControl(FloatControl.Type.MASTER_GAIN);gainControl.setValue(-20.0f);//设置音量,范围为 -60.0f 到 6.0fclip.start();clip.loop(Clip.LOOP_CONTINUOUSLY);}else{}}catch(Exception ex){ex.printStackTrace();}}}
GameObject
package sxt;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;}
}
Minion
package sxt;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
package sxt;import java.util.ArrayList;public class MinionBlue extends Minion{public MinionBlue(GameFrame gameFrame) {super(gameFrame);setImg("C:\\Users\\24465\\Desktop\\王者荣耀图片(1)\\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
package sxt;import java.util.ArrayList;public class MinionRed extends Minion {public MinionRed(GameFrame gameFrame) {super(gameFrame);setImg("C:\\Users\\24465\\Desktop\\王者荣耀图片(1)\\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());}}}}
Turret
package sxt;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("C:\\Users\\24465\\Desktop\\王者荣耀图片(1)\\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("C:\\Users\\24465\\Desktop\\王者荣耀图片(1)\\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
package sxt;
//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
package sxt;
//蓝方防御塔
public class TurretRed extends Turret{//有参构造public TurretRed(GameFrame gameFrame){super(gameFrame);}public TurretRed(int x,int y,GameFrame gameFrame){super(x,y,gameFrame);}
}
beast包
Bear
package beast;
import sxt.GameFrame;
public class Bear extends Beast {public Bear(int x, int y, GameFrame gameFrame) {super(x, y, gameFrame);setImg("C:\\Users\\24465\\Desktop\\王者荣耀图片(1)\\王者荣耀图片\\beast\\bear.jpg");width = 85;height = 112;setDis(65);}}
Beast
package beast;import java.awt.Color;
import java.awt.Graphics;
import java.awt.Rectangle;
import java.util.ArrayList;import sxt.*;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 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());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 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);}}}
Bird
package beast;
import sxt.GameFrame;
public class Bird extends Beast {public Bird(int x, int y, GameFrame gameFrame) {super(x, y, gameFrame);setImg("C:\\Users\\24465\\Desktop\\王者荣耀图片(1)\\王者荣耀图片\\beast\\红隼.jpg");width = 122;height = 98;setDis(125);}}
BlueBuff
package beast;
import sxt.GameFrame;
public class BlueBuff extends Beast {public BlueBuff(int x, int y, GameFrame gameFrame) {super(x, y, gameFrame);setImg("C:\\Users\\24465\\Desktop\\王者荣耀图片(1)\\王者荣耀图片\\beast\\blueBuff.jpg");width = 142;height = 176;setDis(70);}}
RedBuff
package beast;
import sxt.GameFrame;
public class RedBuff extends Beast {public RedBuff(int x, int y, GameFrame gameFrame) {super(x, y, gameFrame);setImg("C:\\Users\\24465\\Desktop\\王者荣耀图片(1)\\王者荣耀图片\\beast\\redBuff.jpg");width = 103;height = 150;setDis(70);}
}
Wolf
package beast;
import sxt.GameFrame;
public class Wolf extends Beast {public Wolf(int x, int y, GameFrame gameFrame) {super(x, y, gameFrame);setImg("C:\\Users\\24465\\Desktop\\王者荣耀图片(1)\\王者荣耀图片\\beast\\wolf.jpg");width = 145;height = 140;setDis(65);}}
Xiyi
package beast;
import sxt.GameFrame;
public class extends Beast {public Xiyi(int x, int y, GameFrame gameFrame) {super(x, y, gameFrame);setImg("C:\\Users\\24465\\Desktop\\王者荣耀图片(1)\\王者荣耀图片\\beast\\蜥蜴.jpg");width = 111;height = 65;setDis(125);}
}
这是所用到的图片
链接:https://pan.baidu.com/s/10KopCcdw0TESSujoMeshUw?pwd=bupl
提取码:bupl
相关文章:

用Java写一个王者荣耀游戏
目录 sxt包 Background Bullet Champion ChampionDaji GameFrame GameObject Minion MinionBlue MinionRed Turret TurretBlue TurretRed beast包 Bear Beast Bird BlueBuff RedBuff Wolf Xiyi 打开Eclipse创建图片中的几个包 sxt包 Background package sxt;…...

基于SSM的新闻网站浏览管理实现与设计
基于ssm的新闻网站浏览管理实现与设计 摘要:在大数据时代下,科技与技术日渐发达的时代,人们不再局限于只获取自己身边的信息,而是对全球信息获取量也日渐提高,网络正是打开这新世纪大门的钥匙。在传统方式下ÿ…...

【蓝桥杯软件赛 零基础备赛20周】第6周——栈
文章目录 1. 基本数据结构概述1.1 数据结构和算法的关系1.2 线性数据结构概述1.3 二叉树简介 2. 栈2.1 手写栈2.2 CSTL栈2.3 Java 栈2.4 Python栈 3 习题 1. 基本数据结构概述 很多计算机教材提到:程序 数据结构 算法。 “以数据结构为弓,以算法为箭”…...
CWE/SANS TOP 25 2022
我整理了CWE/SANS TOP25 2022年的这25类缺陷,分类适合的开发语言,其实主要是C/C语言的缺陷相对于Java、PHP、Python、C#等更高级的语言的不同,所以分为适合C/C语言和其它语言。但是大家不要纠结,例如SQL难道C/C语言程序没有吗&…...

Qt 天气预报项目
参考引用 QT开发专题-天气预报 1. JSON 数据格式 1.1 什么是 JSON JSON (JavaScript Object Notation),中文名 JS 对象表示法,因为它和 JS 中对象的写法很类似 通常说的 JSON,其实就是 JSON 字符串,本质上是一种特殊格式的字符串…...
新知识-Tuple元组的使用
文章目录 前言一、tuple元组是什么?二、解决方法总结 前言 这次碰到一个需求,大致需要把表A中的字段1和字段2作为共同的表去查表B,并且一次性需要查多条,一开始是想的是根据字段1和字段2去查然后循环多次,但是这样反复…...

“此应用专为旧版android打造,因此可能无法运行”,问题解决方案
当用户在Android P系统上打开某些应用程序时,可能会弹出一个对话框,提示内容为:“此应用专为旧版Android打造,可能无法正常运行。请尝试检查更新或与开发者联系”。 随着Android平台的发展,每个新版本通常都会引入新的…...

【Leetcode题单】(01 数组篇)刷题关键点总结03【数组的改变、移动】
【Leetcode题单】(01 数组篇)刷题关键点总结03【数组的改变、移动】(3题) 数组的改变、移动453. 最小操作次数使数组元素相等 Medium665. 非递减数列 Medium283. 移动零 Easy 大家好,这里是新开的LeetCode刷题系列&…...

Lag-Llama:基于 LlaMa 的单变量时序预测基础模型
文章构建了一个通用单变量概率时间预测模型 Lag-Llama,在来自Monash Time Series库中的大量时序数据上进行了训练,并表现出良好的零样本预测能力。在介绍Lag-Llama之前,这里简单说明什么是概率时间预测模型。概率预测问题是指基于历史窗口内的…...
vue3 :deep() 深度选择器不生效
vue3 :deep() 深度选择器不生效 问题出在根节点上,如果没有这个根节点,那么:deep()不起作用,我把根节点加上,:deep()样式就生效了。在组件外加个 就生效了 参考: 添加链接描述...

从零构建属于自己的GPT系列1:数据预处理(文本数据预处理、文本数据tokenizer、逐行代码解读)
🚩🚩🚩Hugging Face 实战系列 总目录 有任何问题欢迎在下面留言 本篇文章的代码运行界面均在PyCharm中进行 本篇文章配套的代码资源已经上传 从零构建属于自己的GPT系列1:文本数据预处理 从零构建属于自己的GPT系列2:语…...
c++中函数的引用
函数中的引用 引用可以作为函数的形参 不能返回局部变量的引用 #include<iostream> #include<stdlib.h> using namespace std; //形参是引用 void swap(int *x, int *y)//*x *y表示对x y取地址 { int tmp *x; *x *y; *y tmp; } void test01() { …...

IDA常用操作、快捷键总结以及使用技巧
先贴一张官方的图,然后我再总结一下,用的频率比较高的会做一些简单标注 快捷键 F系列【主要是调试状态的处理】 F2 添加/删除断点F4 运行到光标所在位置F5 反汇编F7 单步步入F8 单步跳过F9 持续运行直到输入/断点/结束 shift系列【主要是调出对应的页…...
Kibana使用指南
使用介绍主要特点应用场景数据可视化还有哪些类型安装步骤安装配置参数Elasticsearch配置参数注意事项 使用介绍 Kibana是一个开源的分析与可视化平台,设计出来用于和Elasticsearch一起使用的。可以用Kibana搜索、查看、交互存放在Elasticsearch索引里的数据&#…...

wvp如果确认音频udp端口开放成功
用到工具 在服务器上开启端口监听 选中udp server,点击创建按钮 设置服务器监听端口 在客户端连接服务器端口 选中udp客户端,点击创建 输入服务器地址 远程端口和本地端口,本地端口只要没被占用都可以使用 ,点击确认 发送数据 …...

C#文件夹基本操作(判断文件夹是否存在、创建文件夹、移动文件夹、删除文件夹以及遍历文件夹中的文件)
目录 一、判断文件夹是否存在 1.Directory类的Exists()方法 2. DirectoryInfo类的Exists属性 二、创建文件夹 1. Directory类的CreateDirectory()方法 2.DirectoryInfo类的Create()方法 三、移动文件夹 1. Directory类的Move()方法 2.DirectoryInfo类的MoveT…...

python 交互模式和命令行模式的问题
python 模式的冲突 unexpected character after line continuation character 理论上 ide里,输入 python 文件路径\文件.py 就可以执行 但是有时候却报错 unexpected character after line continuation character 出现上述错误的原因是没有退出解释器&#x…...

计算机网络——数据链路层
目录 一、数据链路层的基本概念 (一)数据链路层的概念 (二)帧 (三)数据链路层分为哪两个部分 (1)LLC(逻辑控制访问) (2)MAC&…...
【限时免费】20天拿下华为OD笔试之【哈希集合】2023B-明明的随机数【欧弟算法】全网注释最详细分类最全的华为OD真题题解
文章目录 题目描述与示例题目描述输入描述输出描述:示例 1输入输出说明 解题思路代码PythonJavaC时空复杂度 华为OD算法/大厂面试高频题算法练习冲刺训练 题目描述与示例 题目描述 明明生成了N 个 1 至 500 之间的随机整数。请你删去其中重复的数字,即…...
播放器开发(五):视频帧处理并用SDL渲染播放
目录 学习课题:逐步构建开发播放器【QT5 FFmpeg6 SDL2】 步骤 VideoOutPut模块 1、初始化【分配缓存、读取信息】 2、开始线程工作【从队列读帧->缩放->发送渲染信号到窗口】 VideoWidget自定义Widget类 1、定义内部变量 2、如果使用SDL,需要进…...

如何在看板中体现优先级变化
在看板中有效体现优先级变化的关键措施包括:采用颜色或标签标识优先级、设置任务排序规则、使用独立的优先级列或泳道、结合自动化规则同步优先级变化、建立定期的优先级审查流程。其中,设置任务排序规则尤其重要,因为它让看板视觉上直观地体…...

Vue2 第一节_Vue2上手_插值表达式{{}}_访问数据和修改数据_Vue开发者工具
文章目录 1.Vue2上手-如何创建一个Vue实例,进行初始化渲染2. 插值表达式{{}}3. 访问数据和修改数据4. vue响应式5. Vue开发者工具--方便调试 1.Vue2上手-如何创建一个Vue实例,进行初始化渲染 准备容器引包创建Vue实例 new Vue()指定配置项 ->渲染数据 准备一个容器,例如: …...
python爬虫:Newspaper3k 的详细使用(好用的新闻网站文章抓取和解析的Python库)
更多内容请见: 爬虫和逆向教程-专栏介绍和目录 文章目录 一、Newspaper3k 概述1.1 Newspaper3k 介绍1.2 主要功能1.3 典型应用场景1.4 安装二、基本用法2.2 提取单篇文章的内容2.2 处理多篇文档三、高级选项3.1 自定义配置3.2 分析文章情感四、实战案例4.1 构建新闻摘要聚合器…...

【JavaWeb】Docker项目部署
引言 之前学习了Linux操作系统的常见命令,在Linux上安装软件,以及如何在Linux上部署一个单体项目,大多数同学都会有相同的感受,那就是麻烦。 核心体现在三点: 命令太多了,记不住 软件安装包名字复杂&…...
Typeerror: cannot read properties of undefined (reading ‘XXX‘)
最近需要在离线机器上运行软件,所以得把软件用docker打包起来,大部分功能都没问题,出了一个奇怪的事情。同样的代码,在本机上用vscode可以运行起来,但是打包之后在docker里出现了问题。使用的是dialog组件,…...
二维FDTD算法仿真
二维FDTD算法仿真,并带完全匹配层,输入波形为高斯波、平面波 FDTD_二维/FDTD.zip , 6075 FDTD_二维/FDTD_31.m , 1029 FDTD_二维/FDTD_32.m , 2806 FDTD_二维/FDTD_33.m , 3782 FDTD_二维/FDTD_34.m , 4182 FDTD_二维/FDTD_35.m , 4793...
基于 HTTP 的单向流式通信协议SSE详解
SSE(Server-Sent Events)详解 🧠 什么是 SSE? SSE(Server-Sent Events) 是 HTML5 标准中定义的一种通信机制,它允许服务器主动将事件推送给客户端(浏览器)。与传统的 H…...

Linux入门(十五)安装java安装tomcat安装dotnet安装mysql
安装java yum install java-17-openjdk-devel查找安装地址 update-alternatives --config java设置环境变量 vi /etc/profile #在文档后面追加 JAVA_HOME"通过查找安装地址命令显示的路径" #注意一定要加$PATH不然路径就只剩下新加的路径了,系统很多命…...
MeanFlow:何凯明新作,单步去噪图像生成新SOTA
1.简介 这篇文章介绍了一种名为MeanFlow的新型生成模型框架,旨在通过单步生成过程高效地将先验分布转换为数据分布。文章的核心创新在于引入了平均速度的概念,这一概念的引入使得模型能够通过单次函数评估完成从先验分布到数据分布的转换,显…...
分布式计算框架学习笔记
一、🌐 为什么需要分布式计算框架? 资源受限:单台机器 CPU/GPU 内存有限。 任务复杂:模型训练、数据处理、仿真并发等任务耗时严重。 并行优化:通过任务拆分和并行执行提升效率。 可扩展部署:适配从本地…...