王者荣耀游戏

2023-12-13 06:17:23

一,新建项目,放入图片

二,代码

1.Backgroud

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;
	}
}

2.bullet

package com.sxt;
 
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Rectangle;
 
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())) {
			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);
		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;
	}
 
}

3.champion

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 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;
	//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/move/" + i + ".png";
		}
	}
 
	public Champion(GameFrame gameFrame) {
		// TODO Auto-generated constructor stub
		super(gameFrame);
		setImg("img/stand.png");
		setX(700);
		setY(3800);
		setSpd(85);
		setHp(24000);
		setDis(250);
		setAttackCoolDownTime(1000);
		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);
	}
 
}

4.championDaji

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;
 
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/Daji/abilityOne.jpg");
		abilityTwo = Toolkit.getDefaultToolkit().getImage("img/Daji/abilityTwo.jpg");
		abilityThree = Toolkit.getDefaultToolkit().getImage("img/Daji/abilityThree.jpg");
		// 三个技能冷却时间
		coolDownTimeOne = 600;
		coolDownTimeTwo = 800;
		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);
			}
		}
	}
 
	@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 && recIntersectsCir(redObj.getRec(), getX(), getY(), 250)
						&& redObj.isAlive()) {
					// 添加子弹
					abilityTwoBullet = new Bullet(gameFrame, this, redObj, 250, 60, "img/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
	 */
	@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.redList.size(); i++) {
				GameObject target = gameFrame.redList.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) {
				//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/Daji/abilityTwoBullet.png");
					}else {
						bulletList[count] = new Bullet(gameFrame, this, targetList.get(r), 250, 60, "img/Daji/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;
		}
	}
}

5.championHouyi

package com.sxt;
 
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Image;
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;
 
public class ChampionHouyi extends Champion {
 
	// 技能是否处于释放状态
	boolean ifAbilityTwo = false;
	boolean ifAbilityThree = false;
	// 鼠标监视器
	MouseMonitorTwo m2;
	MouseMonitor m;
	// 一技能多边形
	Polygon p;
	// 一技能三角函数
	double sin;
	double cos;
	// 二技能坐标
	int abilityTwoX;
	int abilityTwoY;
	// 技能三目标
	GameObject abilityThreeTarget;
	// 技能三是否出界
	boolean ifXOutside = false;
	boolean ifYOutside = false;
 
	public ChampionHouyi(GameFrame gameFrame) {
		super(gameFrame);
		abilityOne = Toolkit.getDefaultToolkit().createImage("img/Houyi/abilityOne.jpg");
		abilityTwo = Toolkit.getDefaultToolkit().createImage("img/Houyi/abilityTwo.jpg");
		abilityThree = Toolkit.getDefaultToolkit().createImage("img/Houyi/abilityThree.jpg");
		// 三个技能冷却时间
		coolDownTimeOne = 600;
		coolDownTimeTwo = 800;
		coolDownTimeThree = 8000;
		// TODO Auto-generated constructor stub
	}
 
	public void exit(MouseAdapter ma) {
		this.gameFrame.removeMouseListener(ma);
	}
 
	public void abilityOneAttack() {
		// 目标列表,最多三个目标
		ArrayList<GameObject> targets = new ArrayList<GameObject>();
		// 遍历敌方列表寻找目标
		for (GameObject redObj : gameFrame.redList) {
			// 是红色小兵 && 在攻击范围内
			if (redObj instanceof MinionRed && recIntersectsCir(redObj.getRec(), getX() - 250, getY() - 250, 500)) {
				targets.add(redObj);
				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);
			} else {
				bullet = new Bullet(gameFrame, this, targets.get(i), 200, 50);
			}
			gameFrame.objList.add(bullet);
		}
	}
 
	public void abilityTwoAttack() {
		for (GameObject redObj : gameFrame.redList) {
			// 红色小兵 && 与大圆相交
			if (redObj instanceof MinionRed && recIntersectsCir(redObj.getRec(), abilityTwoX, abilityTwoY, 60)) {
				redObj.setCurrentHp(redObj.getCurrentHp() - 400);
				// 红色小兵 && 与小圆相交
				if (redObj instanceof MinionRed && recIntersectsCir(redObj.getRec(), abilityTwoX, abilityTwoY, 30)) {
					redObj.setCurrentHp(redObj.getCurrentHp() - 200);
				}
			}
		}
	}
 
	public void abilityThreeMove() {
		p.translate((int) (50 * cos), -(int) (50 * sin));
		for (GameObject redObj : gameFrame.redList) {
			// 是红色方小兵 && 发生碰撞
			if (redObj instanceof MinionRed && p.intersects(redObj.getRec())) {
				redObj.setCurrentHp(redObj.getCurrentHp() - 400);
				abilityThreeTarget = redObj;
				new AbilityControlCD().start();
				ifAbilityThree = false;
			}
		}
		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;
				}
			}
		}
	}
 
	/**
	 * 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
		new AbilityOneDuration().start();
		new AbilityOneCD().start();
	}
 
	/**
	 * 技能二 点击按钮释放二技能 点击技能范围内任意位置 生成一个直径120大圆和一个直径60小圆 大圆造成400伤害 小圆造成200伤害
	 */
	@Override
	public void abilityTwo() {
		// TODO Auto-generated method stub
		m2 = new MouseMonitorTwo();
		gameFrame.addMouseListener(m2);
		abilityTwoX = 0;
		abilityTwoY = 0;
	}
 
	@Override
	public void abilityThree() {
		// TODO Auto-generated method stub
		if (coolDownThree) {
			m = new MouseMonitor();
			p = new Polygon();
			gameFrame.addMouseListener(m);
			ifAbilityThree = true;
			new AbilityThreeCD().start();
		}
	}
 
	@Override
	public void abilityEffect(Graphics g) {
		// TODO Auto-generated method stub
		if (ifAbilityTwo) {
			g.setColor(Color.RED);
			g.fillOval(abilityTwoX - 60, abilityTwoY - 60, 120, 120);
			g.setColor(Color.BLACK);
			g.fillOval(abilityTwoX - 30, abilityTwoY - 30, 60, 60);
			abilityTwoAttack();
			
			// 释放结束
			abilityTwoX = 0;
			abilityTwoY = 0;
			ifAbilityTwo = false;
			new AbilityTwoCD().start();
		}
		if (ifAbilityThree) {
			g.setColor(Color.RED);
			g.fillPolygon(p);
			abilityThreeMove();
			if (ifXOutside || ifYOutside) {
				ifAbilityThree = false;
				p = new Polygon();
			}
		}
	}
 
	// 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();
		}
	}
 
	// 技能一攻击时间间隔
	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();
		}
	}
 
	// 技能一效果持续时间
	class AbilityOneDuration extends Thread {
		public void run() {
			JButton substitute = gameFrame.attackButton;
			gameFrame.remove(gameFrame.attackButton);
 
			JButton abilityOneButton = new JButton();
			abilityOneButton.setSize(130, 132);
			abilityOneButton.setLocation(1150, 430);
			abilityOneButton.addActionListener(new ActionListener() {
				@Override
				public void actionPerformed(ActionEvent e) {
					abilityOneAttack();
				}
			});
			gameFrame.add(abilityOneButton);
 
			// 休眠五秒
			try {
				Thread.sleep(5000);
			} catch (Exception e) {
				e.printStackTrace();
			}
			gameFrame.remove(abilityOneButton);
			gameFrame.add(substitute);
 
			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 {
				// two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();
		}
	}
 
	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.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();
		}
 
	}
 
	// 二技能鼠标监视器
	private class MouseMonitorTwo 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);
			// 点击位置在技能范围里
			if (dis < 250) {
				abilityTwoX = mouseX - playerX + getX();
				abilityTwoY = mouseY - 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));
			exit(this);
			new AbilityOneCD().start();
			ifAbilityThree = true;
		}
	}
}

6.GameFrame

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;
 
public class GameFrame extends JFrame {
	// 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");
	// 游戏背景
	Background background = new Background(this);
	// 游戏玩家
	Champion player = new ChampionHouyi(this);
	// 双方小兵
	MinionBlue mb = new MinionBlue(this);
	MinionRed mr = new MinionRed(this);
	// 防御塔
	Turret turret = new Turret(this);
	// 攻击按钮
	JButton attackButton;
	// 游戏元素列表
	ArrayList<GameObject> objList = new ArrayList<GameObject>();
	ArrayList<GameObject> redList = new ArrayList<GameObject>();// 红色方
	ArrayList<GameObject> blueList = new ArrayList<GameObject>();// 蓝色方
	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("尚学堂王者荣耀");
		// 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(turret.turretList);
		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);
		player.addButton();
 
		while (true) {
			mb.createMinion(this, blueList);
			mr.createMinion(this, redList);
			turret.addTurret(this);
			repaint();
			try {
				Thread.sleep(25);
			} catch (Exception e) {
				e.printStackTrace();
			}
		}
	}
 
	public void paint(Graphics g) {
		// System.out.println(player.getX()+" "+player.getY());
		if (offScreenImage == null) {
			offScreenImage = this.createImage(5984, 4452);
		}
		Graphics gImage = offScreenImage.getGraphics();
		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);
 
		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);
		}
	}
}

7.GameObject

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;
 
public abstract class GameObject {
 
	// 坐标
	private int x;
	private int y;
	// 图片
	private Image img;
	// 游戏界面
	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(), 50000, 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);
				}
			}
		}
	}
 
	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) {
		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;
	}
}

8.Minion

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);
 
	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());
		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);
		}
	}
 
	/**
	 * @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) {
		// 新的区域生成的矩形
		Rectangle r1 = new Rectangle(x - 16, y - 16, 45, 45);
		// 遍历列表
		for (GameObject obj : objList) {
			if (obj.getClass() == this.getClass() && obj != this) {
				Rectangle r = obj.getRec();
				if (recIntersectsRec(r1, r)) {
					return true;
				}
			}
		}
		return false;
	}
 
	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);
			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);
				}
			}
		}
	}
 
	@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;
	}
 
}

9.MinionBlue

package com.sxt;
 
import java.util.ArrayList;
 
public class MinionBlue extends Minion {
 
	public MinionBlue(GameFrame gameFrame) {
		super(gameFrame);
		setImg("img/minion/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(18);
				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() + getSpd(), getY() - getSpd(), gameFrame.blueList)) {
					setY(getY() - getSpd());
				}
			}
		}
	}
}

10.MinionRed

package com.sxt;
 
import java.util.ArrayList;
 
public class MinionRed extends Minion {
 
	public MinionRed(GameFrame gameFrame) {
		super(gameFrame);
		setImg("img/minion/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(28);
				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());
				}
			}
		}
	}
 
}

11.Turret

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(GameFrame gameFrame) {
		/**
		 * 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 (turretBlueOne.isAlive() && turretBlueTwo.isAlive()
				&& gameFrame.blueList.indexOf(gameFrame.turret.turretBlueTwo) == -1) {
			gameFrame.blueList.add(gameFrame.turret.turretBlueTwo);
		}
		if (!turretBlueTwo.isAlive() && turretBlueThree.isAlive()
				&& gameFrame.blueList.indexOf(gameFrame.turret.turretBlueThree) == -1) {
			gameFrame.blueList.add(gameFrame.turret.turretBlueThree);
		}
		if (!turretBlueThree.isAlive() && turretBlueBase.isAlive()
				&& gameFrame.blueList.indexOf(gameFrame.turret.turretBlueBase) == -1) {
			gameFrame.blueList.add(gameFrame.turret.turretBlueBase);
		}
		if (!turretBlueBase.isAlive()) {
		}
 
		if (!turretRedOne.isAlive() && turretRedTwo.isAlive()
				&& gameFrame.redList.indexOf(gameFrame.turret.turretRedTwo) == -1) {
			gameFrame.redList.add(gameFrame.turret.turretRedTwo);
		}
		if (!turretRedTwo.isAlive() && turretRedThree.isAlive()
				&& gameFrame.redList.indexOf(gameFrame.turret.turretRedThree) == -1) {
			gameFrame.redList.add(gameFrame.turret.turretRedThree);
		}
		if (!turretRedThree.isAlive() && turretRedBase.isAlive()
				&& gameFrame.redList.indexOf(gameFrame.turret.turretRedBase) == -1) {
			gameFrame.redList.add(gameFrame.turret.turretRedBase);
		}
		if (!turretRedBase.isAlive()) {
		}
	}
 
	@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.fillOval(getX(), getY(), 10, 10);
			g.drawRect(getX() - 50, getY() - 100, 100, 180);
			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);
	}
 
}

12.TurretBlue

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);
	}
 
}

13.TurretRed

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);
	}
	
}

三,结果

文章来源:https://blog.csdn.net/2302_76534780/article/details/134839415
本文来自互联网用户投稿,该文观点仅代表作者本人,不代表本站立场。本站仅提供信息存储空间服务,不拥有所有权,不承担相关法律责任。