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package com.lovo.game.frame;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.MediaTracker;
import javax.swing.JFrame;
import com.lovo.game.role.Fire;
import com.lovo.game.role.GameMap;
import com.lovo.game.role.ZhaoYun;
import com.lovo.game.util.TrackerInit;
public class GameStartFrame extends JFrame implements Runnable{
private Image memoryImage;
private Graphics memoryGraphics;
public static boolean isRun = true;
private static GameMap gameMap = new GameMap();
private ZhaoYun zy = new ZhaoYun();
private Fire fire = new Fire();
public GameStartFrame(){
this.setSize(900,700);
this.setVisible(true);
this.setDefaultCloseOperation(3);
//设置居中
this.setLocationRelativeTo(null);
//初始化双缓冲画布、画笔
this.memoryImage = this.createImage(900,700);
this.memoryGraphics = this.memoryImage.getGraphics();
//媒体追踪器
MediaTracker tracker = new MediaTracker(this);
TrackerInit.initImage(tracker);
//启动线程
Thread th = new Thread(this);
th.start();
}
public static void main(String[] args) {
GameStartFrame game = new GameStartFrame();
}
public void run() {
while(isRun){
this.flushFrame();
try {
Thread.sleep(20);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
private void flushFrame(){
gameMap.drawMap(memoryGraphics);
zy.drawImage(memoryGraphics);
fire.drawImage(memoryGraphics);
//将双缓冲画布中的图片显示在窗体
this.getGraphics().drawImage(this.memoryImage,0,0,this);
}
}
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package com.lovo.game.role;
import java.awt.Graphics;
import java.awt.Image;
public class GameMap {
public static Image mapImg;
public static int mapx;
public void drawMap(Graphics memoryGraphics){
mapx -=5;
if(mapx =-17100){
mapx = -17100;
}
memoryGraphics.drawImage(mapImg,mapx,0,null);
}
}
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package com.lovo.game.role;
import java.awt.Graphics;
import java.awt.Image;
import com.lovo.game.util.MoveImageChange;
public class Fire {
public static Image[]fireImage;
private int x =100;
private int y =300;
private int width = 200;
private int height = 130;
private MoveImageChange moveChange = new MoveImageChange(3);
public void drawImage(Graphics memoryGraphics){
Image img = moveChange.imageChange(fireImage);
memoryGraphics.drawImage(img,this.x,this.y,this.width,this.height,null);
}
}
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package com.lovo.game.util;
import java.awt.MediaTracker;
import com.lovo.game.role.Fire;
import com.lovo.game.role.GameMap;
import com.lovo.game.role.ZhaoYun;
public class TrackerInit {
public static void initImage(MediaTracker tracker){
//初始化地图图片
GameMap.mapImg = CutImage.getSingleImage("image/map.jpg", tracker);
//赵云
ZhaoYun.zyImage = CutImage.cutOneImage("image/boss/playSpear.png",18, 236, 134,tracker);
//火
Fire.fireImage = CutImage.cutOneImage("image/fireImg.png", 6, 283, 161,tracker);
try {
//0组的图片全部等待加载完毕后,在显示
tracker.waitForID(0);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
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package com.lovo.game.util;
import java.awt.Image;
import java.awt.MediaTracker;
import java.awt.image.CropImageFilter;
import java.awt.image.FilteredImageSource;
import java.awt.image.ImageProducer;
import javax.swing.ImageIcon;
import javax.swing.JFrame;
public class CutImage {
public static Image[][] cutManyImage(String filePath, int row, int col,
int imageWidth, int imageHight,MediaTracker tracker) {
Image[][] img = new Image[row][col];
ImageIcon imIcon = new ImageIcon(filePath);// 创建图像数组对象
Image imgTemp = imIcon.getImage();// 创建源图像
// 为源 图象获取ImageProducer源
ImageProducer sourceProducer = imgTemp.getSource();
for (int i = 0; i row; i++) {
for (int j = 0; j col; j++) {
// 创建图片分割图像对象,第一、二个参数为分割图像起始坐标。后两个参数为图像大小
CropImageFilter cropImg = new CropImageFilter(j * imageWidth, i * imageHight,imageWidth, imageHight);
ImageProducer imgProducer = new FilteredImageSource(sourceProducer, cropImg);
img[i][j] = new JFrame().createImage(imgProducer);
tracker.addImage(img[i][j], 0);
}
}
return img;
}
public static Image[] cutOneImage(String filePath,int col,
int imageWidth, int imageHight,MediaTracker tracker) {
Image[] img = new Image[col];
ImageIcon imIcon = new ImageIcon(filePath);// 创建图像数组对象
Image imgTemp = imIcon.getImage();// 创建源图像
// 为源 图象获取ImageProducer源
ImageProducer sourceProducer = imgTemp.getSource();
for (int j = 0; j col; j++) {
// 创建图片分割图像对象,第一、二个参数为分割图像起始坐标。后两个参数为图像大小
CropImageFilter cropImg = new CropImageFilter(j * imageWidth, 0,imageWidth, imageHight);
ImageProducer imgProducer = new FilteredImageSource(sourceProducer, cropImg);
img[j] = new JFrame().createImage(imgProducer);
tracker.addImage(img[j], 0);
}
return img;
}
public static Image getSingleImage(String imgPath,MediaTracker tracker){
Image img = new ImageIcon(imgPath).getImage();
tracker.addImage(img, 0);
return img;
}
}
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package com.lovo.game.util;
import java.awt.Image;
public class MoveImageChange {
private int count;
private Image img;
private int frequency;
private int loopCount;
public MoveImageChange(int frequency){
this.frequency=frequency;
}
public MoveImageChange(int frequency,int count){
this.frequency=frequency;
this.count = count;
}
public Image imageChange(Image[] images){
if(img==null){//初始图片为第一张图片
img=images[0];
}
count++;
if(countfrequency){//当记数器大于频率时
count=0;
loopCount++;
if(loopCount = images.length){//图片下标越界时
loopCount=0;
}
img=images[loopCount];
}
return img;
}
public void setLoopCount(int loopCount){
this.loopCount = loopCount;
}
}
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package com.lovo.game.role;
import java.awt.Graphics;
import java.awt.Image;
import com.lovo.game.util.MoveImageChange;
public class ZhaoYun {
public static Image[] zyImage;
private int x =600;
private int y =300;
private int width =200;
private int height =130;
private MoveImageChange moveChange = new MoveImageChange(3);
public void drawImage(Graphics memoryGraphics){
Image img = moveChange.imageChange(zyImage);
memoryGraphics.drawImage(img,this.x,this.y,this.width,this.height,null);
public class Person {
public String speak(){
system.out.println("说话");
}
public String walk(){
system.out.println("走路");
}
public String work(){
system.out.println("工作");
}
}
你是觉得上面的方法不像游戏里那样连贯么?游戏里,每一个操作,都是要消耗一定时间的一个连续的动画过程。
例如,从一个地方到另一个地方,是有物理模型的,要考虑速度。而游戏的画面是不断重画的,每次画之前都要根据物理模型(动作执行的时间)计算出新的位置,形成位置不断变化的效果。
例如如果移动的时候,想呈现人物动的效果,则要将走路的动作分解成好几个不同的画面,在每次重绘前,根据动作模型,决定用哪个画面来呈现,这样看上去人就是在走了。
上面两个动画效果结合在一起,就可以呈现一个流畅的,逼真的人物走动效果了
这个叫人物行走方位图吧,一般多用于制作RPG类游戏,比较常见的一种做法是,取坐标:你定义一个矩形,刚好框住一个人,这样就把一个人物动作取出来了,然后控制框的坐标移动,取下一个动作,直到一个动作循环完成!一楼的办法也可以,不过是切重新切图片,比较麻烦,载入的时候,也比较麻烦!
看了你下边的说法,我也是不怎么理解。
一个人物来说,可能是程序描绘出来的,这个不重要。
它的行走路线:
如果是象 沙龙曼蛇 那样的游戏 是一直向前运动的,那么从总什么 方向上来说,你都是S中线前进。
从局部来说,你可以在屏幕范围内,上下左右的来躲闪,这时,你想走出四边形,还是三角形,就看你的操作水平了。
所以你说的,让我不是很理解。
你是说,想用JAVA程序来实现
界面中间有一个物体,用方向键,可以控制它的移动方向。是这样吗?
public static void main(String[] args) {
// int[] a = new int[]{1,2,3,4};//1 2 3 4 代表上下左右移动
Random r = new Random();
int i = 100;
int[] avgs = new int[4];
Arrays.fill(avgs, 0);//给avgs赋值为0;
for(i = 100;i0;i--){
int walk = r.nextInt(4)+1;
//这里就按得到的walk走
switch (walk) {
case 1:
//上走一步
avgs[0]++;
break;
case 2:
//下走一步
avgs[1]++;
break;
case 3:
//左走一步
avgs[2]++;
break;
case 4:
//右走一步
avgs[3]++;
break;
default:
//错误不走
break;
}
}
for(int j = 0;javgs.length;j++){
System.out.println(j+"方向走了多少步:"+avgs[j]+" ");
}
}