⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 gamemap.java

📁 用java编写的类似于cs游戏的游戏源码
💻 JAVA
字号:
package org.loon.chair.example6;

import java.awt.Graphics;
import java.awt.Image;

import javax.swing.ImageIcon;
/**
 * 
 * @author chenpeng
 * @email  ceponline@yahoo.com.cn
 * 
 * Loon Framework in Game 
 *
 * 在Example6中开始引入布局的概念
 */
public class GameMap implements Common{

    //设定背景方格默认行数
    private static final int ROW = 15;
    //设定背景方格默认列数
    private static final int COL = 30;
    
    //自动计算地图大小
    public static final int WIDTH = COL * CS;
    public static final int HEIGHT = ROW * CS;
    
    //设定地图,通常在rpg类型游戏开发中,以[二维数组]对象为
    //基础进行地图处理,用以描绘出X坐标和Y坐标。实际上,即令
    //再华丽的RPG类游戏,都是从这些简单的X,Y坐标开始的。
    //PS:所谓[数组],大家可以简单的理解为即数据的集合,一维数组
    //仅包含X轴,而二维是由X,Y两个轴组成的,X与Y的交织点,即为
    //一条数据。
    //于Example6中扩充地图如下
    private int[][] map = {
            {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
            {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
            {1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,1},
            {1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1},
            {1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1},
            {1,0,0,0,0,1,1,1,1,1,0,0,0,0,1,0,0,0,0,0,1,1,1,1,1,0,0,0,0,1},
            {1,0,0,0,0,1,0,0,0,1,0,0,0,0,1,0,0,0,0,0,1,0,0,0,1,0,0,0,0,1},
            {1,0,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1,0,0,0,0,1},
            {1,0,0,0,0,1,0,0,0,1,0,0,0,0,1,0,0,0,0,0,1,0,0,0,1,0,0,0,0,1},
            {1,0,0,0,0,1,1,0,1,1,0,0,0,0,1,0,0,0,0,0,1,1,0,1,1,0,0,0,0,1},
            {1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
            {1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
            {1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
            {1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
            {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}};

    //设定显示图像对象
    private Image floorImage;
    private Image wallImage;
    
    // 游戏所使用面板
    private MyPanel panel;

    public GameMap(MyPanel panel) {
        // 初始化图像
        loadImage();
    }

    //换算当前image像素到布局
    public static int pixelsToTiles(double pixels) {
        return (int)Math.floor(pixels / CS);
    }
    
    //换算当前布局到image像素
    public static int tilesToPixels(int tiles) {
        return tiles * CS;
    }

    
    //修正Example6中绘制方式,引入地图坐标偏移计算
    public void draw(Graphics g, int offsetX, int offsetY) {
    	
        int firstTileX = pixelsToTiles(-offsetX);
        //变更X坐标
        int lastTileX = firstTileX + pixelsToTiles(MyPanel.WIDTH) + 1;
        
        //返回最小X偏移值
        lastTileX = Math.min(lastTileX, COL);
        
        
        int firstTileY = pixelsToTiles(-offsetY);
        //变更Y坐标
        int lastTileY = firstTileY + pixelsToTiles(MyPanel.HEIGHT) + 1;
        
        //返回最小Y偏移值
        lastTileY = Math.min(lastTileY, ROW);
    	//在Java或任何游戏开发中,算法都是最重要的一步,本例尽使用
    	//简单的双层for循环进行地图描绘,
            	   for (int i = firstTileY; i < lastTileY; i++) {
                       for (int j = firstTileX; j < lastTileX; j++) {
                    	   // switch作为java中的转换器,用于执行和()中数值相等
                       	// 的case操作。请注意,在case操作中如果不以break退出
                       	// 执行;switch函数将持续运算到最后一个case为止。
                           switch (map[i][j]) {
                               case 0 : // 地板
                                   g.drawImage(floorImage, tilesToPixels(j) + offsetX, tilesToPixels(i) + offsetY, panel);
                                   break;
                               case 1 : // 墙壁
                                   g.drawImage(wallImage, tilesToPixels(j) + offsetX, tilesToPixels(i) + offsetY, panel);
                                   break;
                           }
                       }
            }
        
    }

    /**
     * 用于判定是否允许移动的发生,被move()函数调用,在Example5开始变更为公有
     * @param x
     * @param y
     * @return
     */
    public boolean isAllow(int x, int y) {
        // 以(x,y)交点进行数据判定,我们都知道,
    	// 在本例中我仅以0作为地板的参数,1作为
    	// 墙的参数,由于我们的主角是[人类],而
    	// 不是[幽灵],所以当他要[撞墙]时,我们
    	// 当然不会允许,至少,是我讲到剧情的触发
    	// 以前……
        if (map[y][x] == 1) {
        // 不允许移动时,返回[假]	
            return false;
        }
        
        // 允许移动时时,返回[真]
        return true;
    }

    private void loadImage() {
        ImageIcon icon = new ImageIcon(getClass().getResource("image/floor.gif"));
        floorImage = icon.getImage();
        
        icon = new ImageIcon(getClass().getResource("image/wall.gif"));
        wallImage = icon.getImage();
    }
	
}

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -