在 Java 2D 游戏教程的这一部分中,我们将创建一个简单的 Pacman 游戏克隆。
Pacman 是一款街机游戏,最初由日本公司 Namco 在 1980 年开发。Pacman 成为有史以来最受欢迎的街机游戏之一。
开发
以下代码示例是 Brian Postma 对 Pacman 游戏的翻版,可从 http://www.brianpostma.com 获得。 修改并简化了代码,以便于理解。
游戏的目标是收集迷宫中的所有点并避开鬼魂。 吃豆人的动画制作有两种方式:在迷宫中的位置和身体。 我们根据方向为他的身体制作四幅图像。 该动画用于创建吃豆人张开和闭合嘴巴的幻觉。 迷宫由15x15正方形组成。 迷宫的结构基于简单的整数数组。 吃豆人有三命。 我们还计算分数。
游戏包含两个文件:Board.java和Pacman.java。
Board.java
package com.zetcode;import java.awt.BasicStroke;import java.awt.Color;import java.awt.Dimension;import java.awt.Event;import java.awt.Font;import java.awt.FontMetrics;import java.awt.Graphics;import java.awt.Graphics2D;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 javax.swing.ImageIcon;import javax.swing.JPanel;import javax.swing.Timer;public class Board extends JPanel implements ActionListener {private Dimension d;private final Font smallFont = new Font("Helvetica", Font.BOLD, 14);private Image ii;private final Color dotColor = new Color(192, 192, 0);private Color mazeColor;private boolean inGame = false;private boolean dying = false;private final int BLOCK_SIZE = 24;private final int N_BLOCKS = 15;private final int SCREEN_SIZE = N_BLOCKS * BLOCK_SIZE;private final int PAC_ANIM_DELAY = 2;private final int PACMAN_ANIM_COUNT = 4;private final int MAX_GHOSTS = 12;private final int PACMAN_SPEED = 6;private int pacAnimCount = PAC_ANIM_DELAY;private int pacAnimDir = 1;private int pacmanAnimPos = 0;private int N_GHOSTS = 6;private int pacsLeft, score;private int[] dx, dy;private int[] ghost_x, ghost_y, ghost_dx, ghost_dy, ghostSpeed;private Image ghost;private Image pacman1, pacman2up, pacman2left, pacman2right, pacman2down;private Image pacman3up, pacman3down, pacman3left, pacman3right;private Image pacman4up, pacman4down, pacman4left, pacman4right;private int pacman_x, pacman_y, pacmand_x, pacmand_y;private int req_dx, req_dy, view_dx, view_dy;private final short levelData[] = {19, 26, 26, 26, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 22,21, 0, 0, 0, 17, 16, 16, 16, 16, 16, 16, 16, 16, 16, 20,21, 0, 0, 0, 17, 16, 16, 16, 16, 16, 16, 16, 16, 16, 20,21, 0, 0, 0, 17, 16, 16, 24, 16, 16, 16, 16, 16, 16, 20,17, 18, 18, 18, 16, 16, 20, 0, 17, 16, 16, 16, 16, 16, 20,17, 16, 16, 16, 16, 16, 20, 0, 17, 16, 16, 16, 16, 24, 20,25, 16, 16, 16, 24, 24, 28, 0, 25, 24, 24, 16, 20, 0, 21,1, 17, 16, 20, 0, 0, 0, 0, 0, 0, 0, 17, 20, 0, 21,1, 17, 16, 16, 18, 18, 22, 0, 19, 18, 18, 16, 20, 0, 21,1, 17, 16, 16, 16, 16, 20, 0, 17, 16, 16, 16, 20, 0, 21,1, 17, 16, 16, 16, 16, 20, 0, 17, 16, 16, 16, 20, 0, 21,1, 17, 16, 16, 16, 16, 16, 18, 16, 16, 16, 16, 20, 0, 21,1, 17, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 20, 0, 21,1, 25, 24, 24, 24, 24, 24, 24, 24, 24, 16, 16, 16, 18, 20,9, 8, 8, 8, 8, 8, 8, 8, 8, 8, 25, 24, 24, 24, 28};private final int validSpeeds[] = {1, 2, 3, 4, 6, 8};private final int maxSpeed = 6;private int currentSpeed = 3;private short[] screenData;private Timer timer;public Board() {loadImages();initVariables();initBoard();}private void initBoard() {addKeyListener(new TAdapter());setFocusable(true);setBackground(Color.black);}private void initVariables() {screenData = new short[N_BLOCKS * N_BLOCKS];mazeColor = new Color(5, 100, 5);d = new Dimension(400, 400);ghost_x = new int[MAX_GHOSTS];ghost_dx = new int[MAX_GHOSTS];ghost_y = new int[MAX_GHOSTS];ghost_dy = new int[MAX_GHOSTS];ghostSpeed = new int[MAX_GHOSTS];dx = new int[4];dy = new int[4];timer = new Timer(40, this);timer.start();}@Overridepublic void addNotify() {super.addNotify();initGame();}private void doAnim() {pacAnimCount--;if (pacAnimCount <= 0) {pacAnimCount = PAC_ANIM_DELAY;pacmanAnimPos = pacmanAnimPos + pacAnimDir;if (pacmanAnimPos == (PACMAN_ANIM_COUNT - 1) || pacmanAnimPos == 0) {pacAnimDir = -pacAnimDir;}}}private void playGame(Graphics2D g2d) {if (dying) {death();} else {movePacman();drawPacman(g2d);moveGhosts(g2d);checkMaze();}}private void showIntroScreen(Graphics2D g2d) {g2d.setColor(new Color(0, 32, 48));g2d.fillRect(50, SCREEN_SIZE / 2 - 30, SCREEN_SIZE - 100, 50);g2d.setColor(Color.white);g2d.drawRect(50, SCREEN_SIZE / 2 - 30, SCREEN_SIZE - 100, 50);String s = "Press s to start.";Font small = new Font("Helvetica", Font.BOLD, 14);FontMetrics metr = this.getFontMetrics(small);g2d.setColor(Color.white);g2d.setFont(small);g2d.drawString(s, (SCREEN_SIZE - metr.stringWidth(s)) / 2, SCREEN_SIZE / 2);}private void drawScore(Graphics2D g) {int i;String s;g.setFont(smallFont);g.setColor(new Color(96, 128, 255));s = "Score: " + score;g.drawString(s, SCREEN_SIZE / 2 + 96, SCREEN_SIZE + 16);for (i = 0; i < pacsLeft; i++) {g.drawImage(pacman3left, i * 28 + 8, SCREEN_SIZE + 1, this);}}private void checkMaze() {short i = 0;boolean finished = true;while (i < N_BLOCKS * N_BLOCKS && finished) {if ((screenData[i] & 48) != 0) {finished = false;}i++;}if (finished) {score += 50;if (N_GHOSTS < MAX_GHOSTS) {N_GHOSTS++;}if (currentSpeed < maxSpeed) {currentSpeed++;}initLevel();}}private void death() {pacsLeft--;if (pacsLeft == 0) {inGame = false;}continueLevel();}private void moveGhosts(Graphics2D g2d) {short i;int pos;int count;for (i = 0; i < N_GHOSTS; i++) {if (ghost_x[i] % BLOCK_SIZE == 0 && ghost_y[i] % BLOCK_SIZE == 0) {pos = ghost_x[i] / BLOCK_SIZE + N_BLOCKS * (int) (ghost_y[i] / BLOCK_SIZE);count = 0;if ((screenData[pos] & 1) == 0 && ghost_dx[i] != 1) {dx[count] = -1;dy[count] = 0;count++;}if ((screenData[pos] & 2) == 0 && ghost_dy[i] != 1) {dx[count] = 0;dy[count] = -1;count++;}if ((screenData[pos] & 4) == 0 && ghost_dx[i] != -1) {dx[count] = 1;dy[count] = 0;count++;}if ((screenData[pos] & 8) == 0 && ghost_dy[i] != -1) {dx[count] = 0;dy[count] = 1;count++;}if (count == 0) {if ((screenData[pos] & 15) == 15) {ghost_dx[i] = 0;ghost_dy[i] = 0;} else {ghost_dx[i] = -ghost_dx[i];ghost_dy[i] = -ghost_dy[i];}} else {count = (int) (Math.random() * count);if (count > 3) {count = 3;}ghost_dx[i] = dx[count];ghost_dy[i] = dy[count];}}ghost_x[i] = ghost_x[i] + (ghost_dx[i] * ghostSpeed[i]);ghost_y[i] = ghost_y[i] + (ghost_dy[i] * ghostSpeed[i]);drawGhost(g2d, ghost_x[i] + 1, ghost_y[i] + 1);if (pacman_x > (ghost_x[i] - 12) && pacman_x < (ghost_x[i] + 12)&& pacman_y > (ghost_y[i] - 12) && pacman_y < (ghost_y[i] + 12)&& inGame) {dying = true;}}}private void drawGhost(Graphics2D g2d, int x, int y) {g2d.drawImage(ghost, x, y, this);}private void movePacman() {int pos;short ch;if (req_dx == -pacmand_x && req_dy == -pacmand_y) {pacmand_x = req_dx;pacmand_y = req_dy;view_dx = pacmand_x;view_dy = pacmand_y;}if (pacman_x % BLOCK_SIZE == 0 && pacman_y % BLOCK_SIZE == 0) {pos = pacman_x / BLOCK_SIZE + N_BLOCKS * (int) (pacman_y / BLOCK_SIZE);ch = screenData[pos];if ((ch & 16) != 0) {screenData[pos] = (short) (ch & 15);score++;}if (req_dx != 0 || req_dy != 0) {if (!((req_dx == -1 && req_dy == 0 && (ch & 1) != 0)|| (req_dx == 1 && req_dy == 0 && (ch & 4) != 0)|| (req_dx == 0 && req_dy == -1 && (ch & 2) != 0)|| (req_dx == 0 && req_dy == 1 && (ch & 8) != 0))) {pacmand_x = req_dx;pacmand_y = req_dy;view_dx = pacmand_x;view_dy = pacmand_y;}}// Check for standstillif ((pacmand_x == -1 && pacmand_y == 0 && (ch & 1) != 0)|| (pacmand_x == 1 && pacmand_y == 0 && (ch & 4) != 0)|| (pacmand_x == 0 && pacmand_y == -1 && (ch & 2) != 0)|| (pacmand_x == 0 && pacmand_y == 1 && (ch & 8) != 0)) {pacmand_x = 0;pacmand_y = 0;}}pacman_x = pacman_x + PACMAN_SPEED * pacmand_x;pacman_y = pacman_y + PACMAN_SPEED * pacmand_y;}private void drawPacman(Graphics2D g2d) {if (view_dx == -1) {drawPacnanLeft(g2d);} else if (view_dx == 1) {drawPacmanRight(g2d);} else if (view_dy == -1) {drawPacmanUp(g2d);} else {drawPacmanDown(g2d);}}private void drawPacmanUp(Graphics2D g2d) {switch (pacmanAnimPos) {case 1:g2d.drawImage(pacman2up, pacman_x + 1, pacman_y + 1, this);break;case 2:g2d.drawImage(pacman3up, pacman_x + 1, pacman_y + 1, this);break;case 3:g2d.drawImage(pacman4up, pacman_x + 1, pacman_y + 1, this);break;default:g2d.drawImage(pacman1, pacman_x + 1, pacman_y + 1, this);break;}}private void drawPacmanDown(Graphics2D g2d) {switch (pacmanAnimPos) {case 1:g2d.drawImage(pacman2down, pacman_x + 1, pacman_y + 1, this);break;case 2:g2d.drawImage(pacman3down, pacman_x + 1, pacman_y + 1, this);break;case 3:g2d.drawImage(pacman4down, pacman_x + 1, pacman_y + 1, this);break;default:g2d.drawImage(pacman1, pacman_x + 1, pacman_y + 1, this);break;}}private void drawPacnanLeft(Graphics2D g2d) {switch (pacmanAnimPos) {case 1:g2d.drawImage(pacman2left, pacman_x + 1, pacman_y + 1, this);break;case 2:g2d.drawImage(pacman3left, pacman_x + 1, pacman_y + 1, this);break;case 3:g2d.drawImage(pacman4left, pacman_x + 1, pacman_y + 1, this);break;default:g2d.drawImage(pacman1, pacman_x + 1, pacman_y + 1, this);break;}}private void drawPacmanRight(Graphics2D g2d) {switch (pacmanAnimPos) {case 1:g2d.drawImage(pacman2right, pacman_x + 1, pacman_y + 1, this);break;case 2:g2d.drawImage(pacman3right, pacman_x + 1, pacman_y + 1, this);break;case 3:g2d.drawImage(pacman4right, pacman_x + 1, pacman_y + 1, this);break;default:g2d.drawImage(pacman1, pacman_x + 1, pacman_y + 1, this);break;}}private void drawMaze(Graphics2D g2d) {short i = 0;int x, y;for (y = 0; y < SCREEN_SIZE; y += BLOCK_SIZE) {for (x = 0; x < SCREEN_SIZE; x += BLOCK_SIZE) {g2d.setColor(mazeColor);g2d.setStroke(new BasicStroke(2));if ((screenData[i] & 1) != 0) {g2d.drawLine(x, y, x, y + BLOCK_SIZE - 1);}if ((screenData[i] & 2) != 0) {g2d.drawLine(x, y, x + BLOCK_SIZE - 1, y);}if ((screenData[i] & 4) != 0) {g2d.drawLine(x + BLOCK_SIZE - 1, y, x + BLOCK_SIZE - 1,y + BLOCK_SIZE - 1);}if ((screenData[i] & 8) != 0) {g2d.drawLine(x, y + BLOCK_SIZE - 1, x + BLOCK_SIZE - 1,y + BLOCK_SIZE - 1);}if ((screenData[i] & 16) != 0) {g2d.setColor(dotColor);g2d.fillRect(x + 11, y + 11, 2, 2);}i++;}}}private void initGame() {pacsLeft = 3;score = 0;initLevel();N_GHOSTS = 6;currentSpeed = 3;}private void initLevel() {int i;for (i = 0; i < N_BLOCKS * N_BLOCKS; i++) {screenData[i] = levelData[i];}continueLevel();}private void continueLevel() {short i;int dx = 1;int random;for (i = 0; i < N_GHOSTS; i++) {ghost_y[i] = 4 * BLOCK_SIZE;ghost_x[i] = 4 * BLOCK_SIZE;ghost_dy[i] = 0;ghost_dx[i] = dx;dx = -dx;random = (int) (Math.random() * (currentSpeed + 1));if (random > currentSpeed) {random = currentSpeed;}ghostSpeed[i] = validSpeeds[random];}pacman_x = 7 * BLOCK_SIZE;pacman_y = 11 * BLOCK_SIZE;pacmand_x = 0;pacmand_y = 0;req_dx = 0;req_dy = 0;view_dx = -1;view_dy = 0;dying = false;}private void loadImages() {ghost = new ImageIcon("images/ghost.png").getImage();pacman1 = new ImageIcon("images/pacman.png").getImage();pacman2up = new ImageIcon("images/up1.png").getImage();pacman3up = new ImageIcon("images/up2.png").getImage();pacman4up = new ImageIcon("images/up3.png").getImage();pacman2down = new ImageIcon("images/down1.png").getImage();pacman3down = new ImageIcon("images/down2.png").getImage();pacman4down = new ImageIcon("images/down3.png").getImage();pacman2left = new ImageIcon("images/left1.png").getImage();pacman3left = new ImageIcon("images/left2.png").getImage();pacman4left = new ImageIcon("images/left3.png").getImage();pacman2right = new ImageIcon("images/right1.png").getImage();pacman3right = new ImageIcon("images/right2.png").getImage();pacman4right = new ImageIcon("images/right3.png").getImage();}@Overridepublic void paintComponent(Graphics g) {super.paintComponent(g);doDrawing(g);}private void doDrawing(Graphics g) {Graphics2D g2d = (Graphics2D) g;g2d.setColor(Color.black);g2d.fillRect(0, 0, d.width, d.height);drawMaze(g2d);drawScore(g2d);doAnim();if (inGame) {playGame(g2d);} else {showIntroScreen(g2d);}g2d.drawImage(ii, 5, 5, this);Toolkit.getDefaultToolkit().sync();g2d.dispose();}class TAdapter extends KeyAdapter {@Overridepublic void keyPressed(KeyEvent e) {int key = e.getKeyCode();if (inGame) {if (key == KeyEvent.VK_LEFT) {req_dx = -1;req_dy = 0;} else if (key == KeyEvent.VK_RIGHT) {req_dx = 1;req_dy = 0;} else if (key == KeyEvent.VK_UP) {req_dx = 0;req_dy = -1;} else if (key == KeyEvent.VK_DOWN) {req_dx = 0;req_dy = 1;} else if (key == KeyEvent.VK_ESCAPE && timer.isRunning()) {inGame = false;} else if (key == KeyEvent.VK_PAUSE) {if (timer.isRunning()) {timer.stop();} else {timer.start();}}} else {if (key == 's' || key == 'S') {inGame = true;initGame();}}}@Overridepublic void keyReleased(KeyEvent e) {int key = e.getKeyCode();if (key == Event.LEFT || key == Event.RIGHT|| key == Event.UP || key == Event.DOWN) {req_dx = 0;req_dy = 0;}}}@Overridepublic void actionPerformed(ActionEvent e) {repaint();}}
用光标键控制吃豆人。 Esc 键完成游戏,暂停键暂停游戏。
private int pacman_x, pacman_y, pacmand_x, pacmand_y;
前两个变量存储吃豆子精灵的 x 和 y 坐标。 最后两个变量是水平和垂直方向的增量变化。
private final short levelData[] = {
19, 26, 26, 26, 18, 18, 18, 18, ...
};
这些数字组成了迷宫。 它们提供了信息,我们可以据此创建角点。 1 号是左上角。 数字 2、4 和 8 分别代表顶角,右角和底角。 16 号是重点。 可以添加这些数字,例如左上角的数字 19 表示正方形将具有顶部和左侧边框以及一个点(16 + 2 + 1)。
private void doAnim() {
pacAnimCount--;
if (pacAnimCount <= 0) {
pacAnimCount = PAC_ANIM_DELAY;
pacmanAnimPos = pacmanAnimPos + pacAnimDir;
if (pacmanAnimPos == (PACMAN_ANIM_COUNT - 1) || pacmanAnimPos == 0) {
pacAnimDir = -pacAnimDir;
}
}
}
doAnim()对pacmanAnimPos变量进行计数,该变量确定绘制哪种吃豆子图像。 有四个吃豆人图像。 还有一个PAC_ANIM_DELAY常数,它会使动画变慢。 否则,吃豆人会太快张开嘴。
boolean finished = true;
while (i < N_BLOCKS * N_BLOCKS && finished) {
if ((screenData[i] & 48) != 0) {
finished = false;
}
i++;
}
此代码是checkMaze()方法的一部分。 它检查吃豆人是否还有剩余的食物要吃。 数字 16 代表一个点。 如果所有积分都被消耗掉了,我们将进入下一个层次。 (在我们的例子中,我们只是重新启动游戏。)
接下来,我们将研究moveGhosts()方法。 鬼魂移动一个正方形,然后决定是否改变方向。
if (ghost_x[i] % BLOCK_SIZE == 0 && ghost_y[i] % BLOCK_SIZE == 0) {
我们仅在完成移动一个正方形后才继续。
pos = pacman_x / BLOCK_SIZE + N_BLOCKS * (int) (pacman_y / BLOCK_SIZE);
这条线确定了幻影的位置; 在哪个位置/正方形。 有 225 个理论职位。 (鬼不能在墙上移动。)
if ((screenData[pos] & 1) == 0 && ghost_dx[i] != 1) {
dx[count] = -1;
dy[count] = 0;
count++;
}
如果左侧没有障碍物并且幻影尚未向右移动,则幻影将向左移动。 该代码的真正含义是什么? 如果幽灵进入隧道,他将朝着同一方向继续前进,直到他离开隧道。 鬼影的移动部分是随机的。 我们不会在长隧道中应用这种随机性,因为幽灵可能会卡在那里。
if (pacman_x > (ghost_x[i] - 12) && pacman_x < (ghost_x[i] + 12)
&& pacman_y > (ghost_y[i] - 12) && pacman_y < (ghost_y[i] + 12)
&& inGame) {
dying = true;
}
如果幽灵和吃豆人之间发生碰撞,吃豆人会死。
接下来,我们将研究movePacman()方法。 req_dx和req_dy变量在TAdapter内部类中确定。 这些变量由光标键控制。
if ((ch & 16) != 0) {
screenData[pos] = (short) (ch & 15);
score++;
}
如果吃豆人移动到带点的位置,我们将其从迷宫中移出并增加得分值。
if ((pacmand_x == -1 && pacmand_y == 0 && (ch & 1) != 0)
|| (pacmand_x == 1 && pacmand_y == 0 && (ch & 4) != 0)
|| (pacmand_x == 0 && pacmand_y == -1 && (ch & 2) != 0)
|| (pacmand_x == 0 && pacmand_y == 1 && (ch & 8) != 0)) {
pacmand_x = 0;
pacmand_y = 0;
}
如果吃豆子无法按当前方向继续前进,则会停下来。
private void drawPacman(Graphics2D g2d) {
if (view_dx == -1) {
drawPacnanLeft(g2d);
} else if (view_dx == 1) {
drawPacmanRight(g2d);
} else if (view_dy == -1) {
drawPacmanUp(g2d);
} else {
drawPacmanDown(g2d);
}
}
吃豆人有四个可能的方向。 所有方向都有四个图像。 这些图像用于为吃豆人张嘴和闭嘴动画。
drawMaze()方法从screenData数组中的数字中提取迷宫。 数字 1 是左侧边框,2 是顶部边框,4 是右侧边框,8 是底部边框,16 是点。 我们只需在迷宫中浏览所有 225 平方。 例如,在screenData数组中有 9 个。 我们设置了第一位(1)和第四位(8)。 因此,我们在此特定正方形上绘制了底部和左侧边框。
if ((screenData[i] & 1) != 0) {
g2d.drawLine(x, y, x, y + BLOCK_SIZE - 1);
}
如果设置了数字的第一位,我们将绘制左边框。
Pacman.java
package com.zetcode;
import java.awt.EventQueue;
import javax.swing.JFrame;
public class Pacman extends JFrame {
public Pacman() {
initUI();
}
private void initUI() {
add(new Board());
setTitle("Pacman");
setDefaultCloseOperation(EXIT_ON_CLOSE);
setSize(380, 420);
setLocationRelativeTo(null);
}
public static void main(String[] args) {
EventQueue.invokeLater(() -> {
Pacman ex = new Pacman();
ex.setVisible(true);
});
}
}
这是带有main方法的 Pacman 文件。

图:吃豆人
这是吃豆子游戏。
