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  • cs106a编程方法学作业解答(3)

    此次作业要求我们做一个简单的打砖块游戏。

      1 * File: Breakout.java
      2  * -------------------
      3  * Name:
      4  * Section Leader:
      5  * 
      6  * This file will eventually implement the game of Breakout.
      7  */
      8 
      9 import acm.graphics.*;
     10 import acm.program.*;
     11 import acm.util.*;
     12 import java.applet.*;
     13 import java.awt.*;
     14 import java.awt.event.*;
     15 
     16 public class Breakout extends GraphicsProgram {
     17 
     18 /** Width and height of application window in pixels */
     19     public static final int APPLICATION_WIDTH = 400;
     20     public static final int APPLICATION_HEIGHT = 600;
     21 
     22 /** Dimensions of game board (usually the same) */
     23     private static final int WIDTH = APPLICATION_WIDTH;
     24     private static final int HEIGHT = APPLICATION_HEIGHT;
     25 
     26 /** Dimensions of the paddle */
     27     private static final int PADDLE_WIDTH = 60;
     28     private static final int PADDLE_HEIGHT = 10;
     29 
     30 /** Offset of the paddle up from the bottom */
     31     private static final int PADDLE_Y_OFFSET = 30;
     32 
     33 /** Number of bricks per row */
     34     private static final int NBRICKS_PER_ROW = 10;
     35 
     36 /** Number of rows of bricks */
     37     private static final int NBRICK_ROWS = 10;
     38 
     39 /** Separation between bricks */
     40     private static final int BRICK_SEP = 4;
     41 
     42 /** Width of a brick */
     43     private static final int BRICK_WIDTH =
     44       (WIDTH - (NBRICKS_PER_ROW - 1) * BRICK_SEP) / NBRICKS_PER_ROW;
     45 
     46 /** Height of a brick */
     47     private static final int BRICK_HEIGHT = 8;
     48 
     49 /** Radius of the ball in pixels */
     50     private static final int BALL_RADIUS = 10;
     51 
     52 /** Offset of the top brick row from the top */
     53     private static final int BRICK_Y_OFFSET = 70;
     54 
     55 /** Number of turns */
     56     private static final int NTURNS = 3;
     57     
     58     private static final int DELAY=10;
     59     
     60 
     61 /** Runs the Breakout program. */
     62     public void run() {
     63         setup();
     64         waitForClick();
     65         ballbouncing();
     66         
     67         
     68     }
     69     public void setup(){                                                                       //初始化
     70         GRect brick;                                                                           //按要求添加排列好的砖块
     71         int X=(WIDTH-NBRICKS_PER_ROW*BRICK_WIDTH-(NBRICKS_PER_ROW-1)*BRICK_SEP)/2;
     72         int Y=(BRICK_WIDTH+BRICK_SEP);
     73         int Z=(BRICK_HEIGHT+BRICK_SEP);
     74         for(int i=0;i<NBRICK_ROWS;i++){
     75             for(int j=0;j<NBRICKS_PER_ROW;j++){
     76                int x=X+j*Y;
     77                int y=BRICK_Y_OFFSET+i*Z;
     78                brick=new GRect(x,y,BRICK_WIDTH,BRICK_HEIGHT);
     79                add(brick);
     80             }
     81         }
     82         for(int i=0;i<NBRICKS_PER_ROW;i++){                                                    //按列给砖块染色
     83              GObject Brick;
     84              Brick = getElementAt(X+i*Y,BRICK_Y_OFFSET);
     85              ((GRect) Brick).setFilled(true);
     86              ((GRect) Brick).setFillColor(Color.RED);
     87              Brick = getElementAt(X+i*Y,BRICK_Y_OFFSET+Z);
     88              ((GRect) Brick).setFilled(true);
     89              ((GRect) Brick).setFillColor(Color.RED);
     90              Brick = getElementAt(X+i*Y,BRICK_Y_OFFSET+2*Z);
     91              ((GRect) Brick).setFilled(true);
     92              ((GRect) Brick).setFillColor(Color.ORANGE);
     93              Brick = getElementAt(X+i*Y,BRICK_Y_OFFSET+3*Z);
     94              ((GRect) Brick).setFilled(true);
     95              ((GRect) Brick).setFillColor(Color.ORANGE);
     96              Brick = getElementAt(X+i*Y,BRICK_Y_OFFSET+4*Z);
     97              ((GRect) Brick).setFilled(true);
     98              ((GRect) Brick).setFillColor(Color.YELLOW);
     99              Brick = getElementAt(X+i*Y,BRICK_Y_OFFSET+5*Z);
    100              ((GRect) Brick).setFilled(true);
    101              ((GRect) Brick).setFillColor(Color.YELLOW);
    102              Brick = getElementAt(X+i*Y,BRICK_Y_OFFSET+6*Z);
    103              ((GRect) Brick).setFilled(true);
    104              ((GRect) Brick).setFillColor(Color.GREEN);
    105              Brick = getElementAt(X+i*Y,BRICK_Y_OFFSET+7*Z);
    106              ((GRect) Brick).setFilled(true);
    107              ((GRect) Brick).setFillColor(Color.GREEN);
    108              Brick = getElementAt(X+i*Y,BRICK_Y_OFFSET+8*Z);
    109              ((GRect) Brick).setFilled(true);
    110              ((GRect) Brick).setFillColor(Color.CYAN);
    111              Brick = getElementAt(X+i*Y,BRICK_Y_OFFSET+9*Z);
    112              ((GRect) Brick).setFilled(true);
    113              ((GRect) Brick).setFillColor(Color.CYAN);
    114             
    115         }
    116         paddle=new GRect((WIDTH-PADDLE_WIDTH)/2,HEIGHT-PADDLE_HEIGHT-PADDLE_Y_OFFSET,PADDLE_WIDTH,PADDLE_HEIGHT);    //初始化板子
    117         paddle.setFilled(true);
    118         add(paddle);
    119         addMouseListeners();
    120         ball=new GOval(WIDTH/2-BALL_RADIUS,HEIGHT/2-BALL_RADIUS,2*BALL_RADIUS,2*BALL_RADIUS);                        //初始化球和球速,其中球的水平速度由随机数决定
    121         ball.setFilled(true);
    122         vx =vx = rgen.nextDouble(1.0, 3.0);
    123         if (rgen.nextBoolean(0.5)) vx = -vx;
    124         vy= 3.0;
    125         
    126         
    127         
    128     }
    129     
    130     public void mouseMoved(MouseEvent e){                                                                             //实现鼠标左右移动对板子的控制
    131              
    132              last=new GPoint(paddle.getX(),paddle.getY());
    133              if((paddle.getX()+e.getX()-last.getX()>0)&&(paddle.getX()+e.getX()-last.getX()<WIDTH-PADDLE_WIDTH)){
    134                   paddle.move(e.getX()-last.getX(), 0);
    135                   last=new GPoint(paddle.getX(),paddle.getY());
    136              }
    137         
    138     }
    139     public void ballbouncing(){                                     //游戏循环体
    140         add(ball);
    141         while((remainlives!=0)&&(num_remainbricks!=0)){
    142             moveball();
    143             checkforcollision();
    144             pause(DELAY);
    145             
    146             
    147         }
    148         if(num_remainbricks==0){
    149             add(congraduation);
    150         }
    151         if(remainlives==0){
    152             add(sorry);
    153         }
    154     }
    155     private void moveball(){
    156         ball.move(vx,vy);
    157         
    158     }
    159     private void checkforcollision(){                             //实现碰撞机理
    160         if(ball.getY()>HEIGHT-2*BALL_RADIUS){                     //检测是否触底,并修正了超过边界的运动量,下面类似
    161             vy=-vy;
    162             double diff=ball.getY()-(HEIGHT-2*BALL_RADIUS);
    163             ball.move(0,-diff);
    164             remainlives--;
    165         }
    166         if(ball.getX()>WIDTH-2*BALL_RADIUS){
    167             vx=-vx;
    168         }
    169         if(ball.getX()<0){
    170             vx=-vx;
    171         }
    172         if(ball.getY()<0){
    173             vy=-vy;
    174         }
    175         collider=getCollidingObject();
    176         if((collider!=null)&&(collider!=paddle)){            //碰到砖块                     
    177             
    178             num_remainbricks=num_remainbricks-1;
    179             remove(collider);
    180             bounceClip.play();
    181             collider=null;
    182         }
    183         if(getElementAt(paddle.getX(),paddle.getY()-1)!=null){            //增加板子两个角触球使得球原路弹回的设定。同样修正了超过边界的运动量
    184             vx=-vx;
    185             vy=-vy;
    186             double diff1=ball.getY()+2*BALL_RADIUS-paddle.getY();
    187             double diff2=ball.getX()+2*BALL_RADIUS-paddle.getX();
    188             ball.move(-diff2, -diff1);
    189         }
    190         if(getElementAt(paddle.getX()+PADDLE_WIDTH,paddle.getY()-1)!=null){
    191             vx=-vx;
    192             vy=-vy;
    193             double diff1=ball.getY()+2*BALL_RADIUS-paddle.getY();
    194             double diff2=ball.getX()-paddle.getX()-PADDLE_WIDTH;
    195             ball.move(-diff2, -diff1);
    196         }
    197         
    198         
    199     }
    200     private GObject getCollidingObject(){                                          //判定球触碰的物体并返回这个物体,通过在球的正上下左右1像素位置设置了4个参考点实现
    201         if(getElementAt(ball.getX()+BALL_RADIUS,ball.getY()-1)!=null){
    202             vy=-vy;           
    203             collider=getElementAt(ball.getX()+BALL_RADIUS,ball.getY()-1);
    204             if(collider==paddle){
    205                 double diff=ball.getY()-1-paddle.getY()-PADDLE_HEIGHT;
    206                 ball.move(0, -diff);
    207             }
    208         }
    209         if(getElementAt(ball.getX()+2*BALL_RADIUS+1,ball.getY()+BALL_RADIUS)!=null){
    210             vx=-vx;           
    211             collider=getElementAt(ball.getX()+2*BALL_RADIUS+1,ball.getY()+BALL_RADIUS);
    212             if(collider==paddle){
    213                 double diff=ball.getX()+2*BALL_RADIUS+1-paddle.getX();
    214                 ball.move(-diff, 0);
    215             }
    216         }
    217         if(getElementAt(ball.getX()+BALL_RADIUS,ball.getY()+2*BALL_RADIUS+1)!=null){
    218             vy=-vy;
    219             collider=getElementAt(ball.getX()+BALL_RADIUS,ball.getY()+2*BALL_RADIUS+1);
    220             if(collider==paddle){
    221                 double diff=ball.getY()+2*BALL_RADIUS+1-paddle.getY();
    222                 ball.move(0, -diff);
    223             }
    224         }
    225         if(getElementAt(ball.getX()-1,ball.getY()+BALL_RADIUS)!=null){
    226             vx=-vx;
    227             collider=getElementAt(ball.getX()-1,ball.getY()+BALL_RADIUS);
    228             if(collider==paddle){
    229                 double diff=ball.getX()-1-paddle.getX()-PADDLE_WIDTH;
    230                 ball.move(-diff, 0);
    231             }
    232         }
    233         return collider;
    234     }
    235  
    236     
    237         
    238         
    239     AudioClip bounceClip = MediaTools.loadAudioClip("bounce.au");
    240     private GLabel congraduation=new GLabel("You Win!",100,100);
    241     private GLabel sorry=new GLabel("Sorry,You Lose!",100,50);
    242     private int remainlives=NTURNS;
    243     private int num_remainbricks=100;
    244     private GObject collider;
    245     private GRect paddle;
    246     private GPoint last;
    247     private RandomGenerator rgen = RandomGenerator.getInstance();
    248     private GOval ball;
    249     private double vx,vy;
    250 }
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  • 原文地址:https://www.cnblogs.com/livingisgood/p/4025516.html
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