下面我来详细讲解一下“Java实现桌球游戏”的完整攻略,具体内容如下:
准备工作
首先,我们需要准备以下开发工具:
- Eclipse IDE
- JDK
- JavaFX Scene Builder
安装完毕后,打开Eclipse IDE,在新建Java工程时,选择JavaFX项目,并在项目中导入JavaFX语言库。
编写桌球游戏程序
UI设计
使用JavaFX Scene Builder,设计游戏界面。包含以下几个元素:
- 两个球拍
- 一个球
- 游戏得分
- 游戏时间
实现游戏界面
通过JavaFX代码实现游戏界面,主要实现以下几个功能:
- 绘制界面中的球拍和球
- 实现球拍的控制
- 实现球的控制
- 当球碰到边界或球拍时,实现反弹效果
实现游戏得分和计时
- 实现计分器的控制
- 实现计时器的控制
测试应用程序
最后,我们需要测试应用程序,确保其运行正常。在测试过程中,我们需要注意以下几个问题:
- 碰撞检测是否正常
- 游戏时间和得分是否准确
- 界面是否流畅
下面是一个示例代码实现:
public class Main extends Application {
private Ball ball;
private Paddle paddle1;
private Paddle paddle2;
private Group root;
private Scene scene;
private Timeline timeline;
private boolean gameRunning = true;
private Text timerText;
private Text pointText;
private int point1 = 0;
private int point2 = 0;
private DateTimeFormatter formatter;
private LocalTime time;
private LocalTime startTime;
private MediaPlayer mediaPlayer;
@Override
public void start(Stage primaryStage) {
// Initialize the scene and root
root = new Group();
scene = new Scene(root, 600, 400, Color.BLACK);
// Initialize the ball, paddle1, paddle2, and game timer/point counter
ball = new Ball(10, Color.RED);
paddle1 = new Paddle(Color.AQUA, 20, scene.getHeight());
paddle2 = new Paddle(Color.YELLOW, scene.getWidth()-20, scene.getHeight());
timerText = new Text(20, 25, "");
pointText = new Text(scene.getWidth()-60, 25, "0 - 0");
startTime = LocalTime.now();
formatter = DateTimeFormatter.ofPattern("mm:ss");
time = LocalTime.of(0, 0);
// Add all objects to the scene and root
root.getChildren().add(ball.getCircle());
root.getChildren().add(paddle1.getRectangle());
root.getChildren().add(paddle2.getRectangle());
root.getChildren().add(timerText);
root.getChildren().add(pointText);
// Add key event listeners for Paddle1
scene.setOnKeyPressed(new EventHandler<KeyEvent>() {
@Override
public void handle(KeyEvent event) {
if (event.getCode() == KeyCode.W) {
paddle1.setMoveUp(true);
}
else if (event.getCode() == KeyCode.S) {
paddle1.setMoveDown(true);
}
}
});
scene.setOnKeyReleased(new EventHandler<KeyEvent>() {
@Override
public void handle(KeyEvent event) {
if (event.getCode() == KeyCode.W) {
paddle1.setMoveUp(false);
}
else if (event.getCode() == KeyCode.S) {
paddle1.setMoveDown(false);
}
}
});
// Add timeline for game loop
timeline = new Timeline(new KeyFrame(Duration.millis(16), new EventHandler<ActionEvent>() {
@Override
public void handle(ActionEvent arg0) {
// Add time to timer
time = LocalTime.now().minusNanos(startTime.toNanoOfDay());
timerText.setText(formatter.format(time));
// Move paddles
paddle1.move();
paddle2.move(ball);
// Check for collisions with paddles
if (ball.intersects(paddle1) || ball.intersects(paddle2)) {
mediaPlayer = new MediaPlayer(new Media(getClass().getResource("/sounds/blip.mp3").toString()));
mediaPlayer.setVolume(0.3);
mediaPlayer.play();
ball.bounce();
}
// Check for collisions with walls
if (ball.getCenterY() <= (ball.getRadius()) || ball.getCenterY() >= (scene.getHeight() - ball.getRadius())) {
ball.bounceY();
}
// Check for scoring
if (ball.getCenterX() <= 0) {
point2++;
pointText.setText(point1 + " - " + point2);
ball.reset();
}
else if (ball.getCenterX() >= scene.getWidth()) {
point1++;
pointText.setText(point1 + " - " + point2);
ball.reset();
}
// End the game
if (point1 == 10 || point2 == 10) {
gameRunning = false;
timeline.stop();
mediaPlayer = new MediaPlayer(new Media(getClass().getResource("/sounds/gameover.mp3").toString()));
mediaPlayer.setVolume(0.5);
mediaPlayer.play();
}
// Move ball
ball.move();
}
}));
timeline.setCycleCount(Timeline.INDEFINITE);
timeline.play();
// Set the stage
primaryStage.setTitle("Pong");
primaryStage.setScene(scene);
primaryStage.show();
}
public static void main(String[] args) {
launch(args);
}
}
上面示例代码中的Ball、Paddle及其他辅助类方法并未给出,仅是提供一个基本的框架代码,请读者自行编写并加以完善。
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