致敬经典的warcraft,《warcraft java版》是一款即时战略题材单机游戏,采用魔兽原味风格和机制。本文将用java语言实现,采用了swing技术进行了界面化处理,感兴趣的可以了解一下
前言
致敬经典的warcraft,《warcraft java版》是一款即时战略题材单机游戏,采用魔兽原味风格和机制。收集资源,建造防御工事,消灭所有敌军。
人类:洛丹伦人类联盟自兽人首次穿过黑暗之门时便告成立。他们坚韧不拔,勇敢无畏,身穿坚甲,手握利刃,英勇迎敌。
兽人:兽人是一个粗犷而坚韧的种族,他们身穿简单的皮毛和带有尖刺的皮甲,以肆意凶狠的战斗风格而闻名。
用java语言实现,采用了swing技术进行了界面化处理,设计思路用了面向对象思想。
主要需求
1、玩家可以自己选择阵营:人类(Human)和兽人(Orc)两个阵营可以挑。
2、主要资源:
黄金:黄金在Warcraft 中是主要的资源。黄金被用来建造新的建筑物,训练单位和研究升级。黄金在中立的建筑物也被用来购买雇佣兵,英雄物品,或启用特殊的服务。
木材:木材和黄金类似,也是主要活动的消耗资源之一。所有种族都使用木材生产战争所需的许多不同的结构的武器和机器。
3、建筑系统:
不同建筑的建造成本、时间和目的各不相同。城镇大厅可以训练工人和存放资源,有些建筑可以训练战斗单位,还有的可以让玩家完成科技升级或解锁不同类型的单位。
4、操作系统:
择和移动:使用鼠标左键点击一个单位或建筑,就可以查看相应的状态以及可以下达的指令。选择单位之后,玩家可以通过点击鼠标右键下达移动指令,或者点击界面底部指令面板上的按钮(或按下相应的快捷键)来指挥该单位。
按住鼠标左键并拖拽即可拉出一个矩形的方框,玩家可以通过这种方式选择多个单位,这也被称之为“框选”。选择多个单位之后,玩家可以一次性向所有选中的单位下达指令。玩家还可以按下Tab键来循环切换查看各个单位的指令面板。
编队:选择多个单位或建筑后,玩家可以按下Ctrl+任意数字键,以此将选中的单位编为一队。编队之后,玩家只需要按下该数字键就可以再次选中相应的编队。
功能截图
启动游戏:
配置:
启动游戏界面:
游戏主界面:
开始一个新游戏:
开局一个人,开启种田模式
森林和金矿:
建设防御工事:
属性:
代码实现
启动入口
public class Main {
public static final String PROGRAM = "Warcraft java版";
public static final String VERSION = "1.0.0";
private static final long serialVersionUID = 1L;
private Main() {
}
public static Initializer initialize(boolean jar) {
if (jar) {
Media.loadFromJar(Main.class);
}
Engine.start(PROGRAM, VERSION, "ressources", true, Theme.SYSTEM);
return ENGINE.createInitializer(320, 200, 32, 60);
}
public static void main(String[] args) {
boolean jar = false;
try {
jar = Boolean.parseBoolean(args[0]);
} catch (Exception e) {
}
Launcher launcher = new Launcher(null, initialize(jar));
launcher.start();
}
}
ModelAttacker类
/**
* Main abstraction representing any unit with the ability of attacking.
*/
public abstract class ModelAttacker extends ModelUnit implements AttackerAbility<Tile, ModelSkill, Attributes> {
private final List<AbstractEntry<Tile, ModelSkill, Attributes>> guards;
private int orderX, orderY;
private boolean assault, riposte;
private boolean defend;
private long guardTimer;
public ModelAttacker(Map map, RessourcesHandler rsch, MediaRessource<BufferedImage> rsc) {
super(map, rsch, rsc.file, rsc.ressource);
this.guards = new ArrayList<AbstractEntry<Tile, ModelSkill, Attributes>>(1);
this.damages.setMin(this.getDataInt("DMG_MIN"));
this.damages.setMax(this.getDataInt("DMG_MAX"));
this.riposte = true;
this.assault = false;
this.defend = false;
this.orderX = -1;
this.orderY = -1;
}
public void setDamages(int min, int max) {
this.damages.setMin(min);
this.damages.setMax(max);
}
@Override
public void update(Keyboard keyboard, Mouse mouse, float extrp) {
super.update(keyboard, mouse, extrp);
this.updateAttack(extrp);
if (this.isAlive() && (!this.hasTarget() || this.isMoving())) {
// Reset defense state when its over
if (this.isDefending() && !this.isAttacking()) {
this.defend = false;
this.assault = false;
}
// Check guard area when not defending & attacking or assault
if (!this.isDefending() && (this.assault || (!this.isAttacking() && !this.isMoving()))) {
if (Maths.time() - this.guardTimer > 500) {
if (this.player instanceof AI) {
this.guard();
} else {
if (!this.isMoving()) {
this.guard();
}
}
this.guardTimer = Maths.time();
}
}
}
}
@Override
public boolean assignDestination(int tx, int ty) {
boolean found = super.assignDestination(tx, ty);
if (this.orderX == -1 && this.assault) {
this.orderX = tx;
this.orderY = ty;
}
return found;
}
public void reAssignDestination() {
if (this.orderX != -1 && this.orderY != -1) {
this.stopAttack();
this.setTarget(null);
super.assignDestination(this.orderX, this.orderY);
} else {
this.stopAttack();
this.stopMoves();
}
}
@Override
public void stop() {
this.stopAttack();
super.stop();
}
protected void guard() {
int fov = this.getFieldOfView() - 1;
for (int v = this.getYInTile() - fov; v <= this.getYInTile() + fov; v++) {
for (int h = this.getXInTile() - fov; h <= this.getXInTile() + fov; h++) {
try {
int eid = this.map.getRef(v, h);
if (eid > 0 && eid != this.id) {
AbstractEntry<Tile, ModelSkill, Attributes> e = ModelUnit.get(eid);
if (e == null) {
e = ModelBuilding.get(eid);
}
if (e.isAlive() && e.isVisible() && e.getOwnerID() != this.getOwnerID() && e.getOwnerID() > 0 && e.isActive()) {
this.guards.add(e);
}
}
} catch (ArrayIndexOutOfBoundsException e) {
continue;
}
}
}
int min = Integer.MAX_VALUE;
AbstractEntry<Tile, ModelSkill, Attributes> closest = null;
for (AbstractEntry<Tile, ModelSkill, Attributes> e : this.guards) {
int dist = this.getDistance(e);
// Priority to unit
if (closest instanceof AbstractBuilding && e instanceof AbstractUnit) {
min = dist;
closest = e;
} else if (!(closest instanceof AbstractUnit && e instanceof AbstractBuilding) || closest == null) {
if (dist < min) {
min = dist;
closest = e;
}
}
}
this.guards.clear();
if (closest != null) {
this.guardAction(closest);
}
}
protected void guardAction(AbstractEntry<Tile, ModelSkill, Attributes> e) {
// Priority to attacker model
if (this.getTarget() instanceof ModelAttacker && !(e instanceof ModelAttacker)) {
return;
}
this.attack(e);
}
@Override
public void onHit(AbstractEntry<Tile, ModelSkill, Attributes> attacker) {
super.onHit(attacker);
if (this.isAlive() && this.riposte) {
// AI gives priority to unit riposte
if (attacker instanceof AbstractUnit && this.getTarget() instanceof AbstractBuilding && this.player instanceof AI) {
this.attack(attacker);
return;
}
// Keep closest target only
boolean closest = false;
if (this.hasTarget()) {
closest = this.getDistance(attacker) < this.getDistance(this.getTarget());
}
if ((this.hasTarget() || closest) && this.getOwnerID() != attacker.getOwnerID()) {
this.attack(attacker);
}
}
}
@Override
public void onKilled(AbstractEntry<Tile, ModelSkill, Attributes> attacker) {
if (this.assault) {
this.reAssignDestination();
}
}
public void setRiposte(boolean state) {
this.riposte = state;
}
public void setAssault(boolean state) {
this.assault = state;
}
public boolean getAssault() {
return this.assault;
}
public void setDefend(boolean state) {
this.defend = state;
}
public boolean isDefending() {
return this.defend;
}
@Override
public boolean isPassive() {
return super.isPassive() && !this.isAttacking();
}
public boolean hasTarget() {
return this.getTarget() != null;
}
}
ModelUnit类
public abstract class ModelUnit extends AbstractUnit<Tile, ModelSkill, Attributes> {
private static final TreeMap<Integer, ModelUnit> ENTRYS = new TreeMap<Integer, ModelUnit>();
public static ModelUnit get(int id) {
return ENTRYS.get(id);
}
public static void clear() {
ENTRYS.clear();
}
public static List<ModelUnit> getByOwner(int ownerID) {
List<ModelUnit> list = new ArrayList<ModelUnit>(1);
Collection<ModelUnit> c = ENTRYS.values();
for (ModelUnit u : c) {
if (u.getOwnerID() == ownerID) {
list.add(u);
}
}
return list;
}
private void manage() {
ENTRYS.put(this.id, this);
}
private static final int CORPSE_TIME = 5000;
private static final int CORPSE_NUMBER = 3;
private static final int CORPSE_OFFSET = 8;
private static final Orientation[] orientations = Orientation.values();
public final Map map;
public final UnitType type;
public final Race faction;
protected Player player;
private boolean isOnScreen;
private TiledSprite corpse;
private long deadTimer, angleTimer, nextAngleTimer;
private boolean dead;
private int deadIndex, deadOffset;
public ModelUnit(Map map, RessourcesHandler rsch, String data, BufferedImage surface) {
super(data, map, surface, new Attributes());
this.map = map;
this.type = UnitType.valueOf(this.getDataString("TYPE").toUpperCase());
this.setFieldOfView(this.getDataInt("FOV"));
this.setFrame(this.getDataInt("DEFAULT_FRAME"));
this.setSkipLastFrameOnReverse(true);
this.faction = Race.valueOf(this.getDataString("FACTION").toLowerCase());
this.life.setMax(this.getDataInt("MAX_LIFE"));
this.life.set(this.life.getMax());
this.addSkill(new Move(0, this));
this.addSkill(new Stop(1, this));
this.setSpeed(1.5f, 1.5f);
this.setLayer(2);
this.corpse = Drawable.DRAWABLE.loadTiledSprite(rsch.get("CORPSE").ressource, 32, 32);
this.corpse.load(false);
this.deadTimer = -1L;
this.dead = false;
this.deadIndex = 0;
if (this.faction == Race.orcs) {
this.deadOffset = 8;
} else {
this.deadOffset = 0;
}
this.map.fogOfWar.updateEntryFOV(this);
this.angleTimer = Maths.time();
this.nextAngleTimer = Maths.random(0, 2000) + 5000L;
this.manage();
}
@Override
public void place(int tx, int ty) {
super.place(tx, ty);
this.map.fogOfWar.updateEntryFOV(this);
}
@Override
public void update(Keyboard keyboard, Mouse mouse, float extrp) {
int otx = this.getXInTile();
int oty = this.getYInTile();
super.update(keyboard, mouse, extrp);
// Apply mirror depending of the orientation
Orientation o = this.getOrientation();
if (o.ordinal() > 4) {
if (!this.getMirror()) {
this.mirror(true);
}
} else {
if (this.getMirror()) {
this.mirror(false);
}
}
if (!this.isAlive()) {
// Handle dead corps effect
if (!this.dead) {
if (this.deadTimer == -1L) {
this.deadTimer = Maths.time();
}
if (Maths.time() - this.deadTimer > CORPSE_TIME) {
this.setVisibility(false);
this.dead = true;
this.deadIndex = 0;
this.deadTimer = Maths.time();
}
} else {
if (this.deadIndex <= CORPSE_NUMBER && Maths.time() - this.deadTimer > CORPSE_TIME) {
this.deadIndex++;
this.deadTimer = Maths.time();
}
}
if (this.deadIndex > CORPSE_NUMBER) {
this.remove();
}
} else {
// Update fog when unit moved
if (otx != this.getXInTile() || oty != this.getYInTile()) {
this.map.fogOfWar.updateEntryFOV(this);
}
// Apply a random angle unit entry is still idle too much time
if (this.isPassive() && Maths.time() - this.angleTimer > this.nextAngleTimer) {
this.setAnimation("IDLE");
this.setOrientation(orientations[Maths.random(0, orientations.length - 1)]);
this.angleTimer = Maths.time();
this.nextAngleTimer = Maths.random(0, 2000) + 5000L;
}
}
if (this.animName != null) {
CollisionArea area = this.getCollArea(this.animName);
this.updateCollision(area.getX(), area.getY(), area.getWidth(), area.getHeight());
} else {
this.updateCollision(16, 16, 0, 0);
}
}
@Override
public void render(Graphics2D g, Camera camera) {
super.render(g, camera);
if (this.dead && this.deadIndex <= CORPSE_NUMBER) {
int o = 0;
if (this.getOrientation().ordinal() > 0) {
o = 4;
}
this.corpse.render(g, this.deadIndex + this.deadOffset + o, this.getX() - camera.getX() - CORPSE_OFFSET,
this.getY() - camera.getY() - CORPSE_OFFSET);
}
if (this.getX() >= camera.getX() && this.getX() <= camera.getX() + 320 && this.getY() >= camera.getY() && this.getY() <= camera.getY() + 200) {
this.isOnScreen = true;
} else {
this.isOnScreen = false;
}
}
@Override
public void setOwnerID(int id) {
super.setOwnerID(id);
if (id > 0) {
this.player = (Player) AbstractPlayer.get(id);
}
}
public Player player() {
return this.player;
}
@Override
public void stop() {
super.stop();
this.clearIgnoredID();
this.angleTimer = Maths.time();
}
@Override
public void onStartMove() {
this.setAnimation("MOVE");
}
@Override
public void onMove() {
if (!this.animName.equals("MOVE")) {
this.setAnimation("MOVE");
}
}
@Override
public void onArrived() {
this.setAnimation("IDLE");
this.angleTimer = Maths.time();
}
@Override
public void onDied() {
if (this.getOrientation().ordinal() < 4) {
this.setOrientation(Orientation.NORTH);
} else {
this.setOrientation(Orientation.NORTH_EAST);
}
this.setAnimation("DIE");
this.player.removeUnit(this);
if (this.isOnScreen()) {
ControlPanel.playSfx(0, this.faction, SFX.die);
}
}
@Override
public void onSelection() {
ControlPanel.playSfx(this.getOwnerID(), this.faction, SFX.select);
}
@Override
public void onOrderedFail(ModelSkill skill) {
}
@Override
public void onKilled(AbstractEntry<Tile, ModelSkill, Attributes> attacker) {
}
public boolean isPassive() {
return !this.isMoving();
}
public boolean isOnScreen() {
return this.isOnScreen;
}
}
总结
通过此次的《warcraft java版》游戏实现,让我对swing的相关知识有了进一步的了解,对java这门语言也有了比以前更深刻的认识。
java的一些基本语法,比如数据类型、运算符、程序流程控制和数组等,理解更加透彻。java最核心的核心就是面向对象思想,对于这一个概念,终于悟到了一些。
以上就是Java实现warcraft java版游戏的示例代码的详细内容,更多关于Java warcraft游戏的资料请关注编程学习网其它相关文章!
本文标题为:Java实现warcraft java版游戏的示例代码
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