第一步,界面上画出英雄生命值
    private int score = 0; // 得分
    public int getScore() {
    return score;
    }
    public void setScore(int score) {
    this.score = score;
    }

    public void paintScore(Graphics g) { // 画分,画命
    g.setColor(new Color(0xFF0000));
    g.setFont(new Font(Font.SANS_SERIF, Font.BOLD, 20));
    g.drawString(“LIFE: “ + hero.getLife(), 20, 45);
    g.drawString(“SCORE: “ + hero.getScore(), 20, 25);
    }

    // 检测敌机是否与子弹碰撞
    for(Bullet bullet:bullets){
    for(FlySprite enemy:enemys){
    //PhysicsManager.isHit(bullet,enemy)
    if(bullet.isHit(enemy)){
    bullet.destroy();
    if(enemy instanceof EnemyAirplane){
    EnemyAirplane enemyAirplane = (EnemyAirplane) enemy;
    // 减少血量
    enemyAirplane.setBlood(enemyAirplane.getBlood()-1);
    // 判断敌机血槽是否已空
    if (enemyAirplane.getBlood() == 0) {
    enemy.setDead(true);
    hero.setScore(hero.getScore()+enemyAirplane.getScore());
    }
    }

    1. if(enemy instanceof BuffAward){<br /> BuffAward buffAward = (BuffAward)enemy;<br /> if(buffAward.getAwardType()==0){<br /> _hero_.addDoubleFire();<br /> }else {<br /> _hero_.addLife();<br /> }<br /> enemy.destroy();<br /> }<br /> }<br /> }<br />}