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java弹球计分代码 java篮球弹跳

急求一个java的躲避弹球小游戏的代码

import java.awt.*;

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import java.awt.event.*;

import java.util.Random;

import javax.swing.Timer;

public class PinBall

{

private final int TABLE_WIDTH = 300;//桌面宽度

private final int TABLE_HEIGHT = 400;//桌面高度

private final int RACKET_Y = 340;//球拍的垂直位置

private final int RACKET_HEIGHT = 20;//球拍高度

private final int RACKET_WIDTH = 60;//球拍宽度

private final int BALL_SIZE = 16;//球的大小

private Frame f = new Frame("弹球游戏");//实例化一个窗口

Random rand = new Random();//实例化一个随机数生成器

private int ySpeed = 10;//小球的纵向运动数度、

private double xyRate = rand.nextDouble() - 0.5;//返回一个-0.5到0.5之间的比率用控制小球运动方向

private int xSpeed = (int)(ySpeed*xyRate*2);//这个横向速度在-10到10之间,产生左右摆动运动效果

private int ballX = rand.nextInt(200)+20;//小球开始的横坐标位置,200表示产生0到100之间的随机数

private int ballY = rand.nextInt(10)+20;//小球开始的纵坐标位置

private int racketX = rand.nextInt(200);//球拍开始时的横坐标位置

private MyCanvas tableArea = new MyCanvas();//实力化一个画布工具,集成Canvas类

private String shape = "";//保存需要绘制图形的字符串属性

Timer timer;//声明一个时间变量

private boolean isLose = false;//表示游戏是否结束

public void init()

{

tableArea.setPreferredSize(new Dimension(TABLE_WIDTH,TABLE_HEIGHT));//定义画布大小

f.add(tableArea);//添加画布到窗口

KeyAdapter keyProcessor = new KeyAdapter()//实例化一个键盘监听事件适配器

{

public void keyPressed(KeyEvent ke)//重写适配器里面的按下某键盘方法

{

if(ke.getKeyCode()==KeyEvent.VK_LEFT)//按下键盘左键时

{

if(racketX 0)//球拍左边框不能出画布的左边框

racketX -=10;//按一左键次向左移动10个像素

}

if(ke.getKeyCode()==KeyEvent.VK_RIGHT)//按下键盘右键时

{

if(racketX TABLE_WIDTH - RACKET_WIDTH)//球拍右边框不能出画布的右边框

racketX +=10;//按一次右键移动向右移动10个像素

}

}

};

f.addKeyListener(keyProcessor);//给窗口添加键盘监听器

tableArea.addKeyListener(keyProcessor);//给画布添加键盘监听器

ActionListener taskPerformer = new ActionListener()//这里是实例化了一个监听接口,这个接口里面只有一个方法

{

public void actionPerformed(ActionEvent evt)//重写这个接口里面的方法,判断小球的位置

{

if(ballX=0 || ballX=TABLE_WIDTH-BALL_SIZE)//保证小球横向上在画布之内运动

{

xSpeed = -xSpeed;//触发反方向运动

}

if(ballY=RACKET_Y-BALL_SIZE(ballXracketX||ballXracketX+RACKET_WIDTH))//出了球拍的可击打范围

{

timer.stop();//停止对监听器的触发

isLose=true;//将标志isLose变量置为true

tableArea.repaint();//调用画布的重绘方法

}

else if(ballY=0||(ballY=RACKET_Y-BALL_SIZEballYracketXballX=racketX+RACKET_WIDTH))//小球在球拍之内,而其到达球拍的高度

{

ySpeed=-ySpeed;//上下方向改变,小球反弹

}

ballY+=ySpeed;//小球的坐标在纵向上增加

ballX+=xSpeed;//小球的坐标在横向上的增加

tableArea.repaint();//调用画布的重绘方法3

}

};

timer = new Timer(100,taskPerformer);//每隔0.1秒运行一次监听器

timer.start();//计时器开始运行

f.addWindowListener(new MyListener());//关闭窗口事件

f.pack();//设置窗口最佳大小

f.setVisible(true);//显示窗口

}

class MyListener extends WindowAdapter//关闭窗口的类

{

public void windowClosing(WindowEvent e)

{

System.exit(0);

}

}

public static void main(String[] args)//程序入口

{

new PinBall().init();//调用PinBall类里面的init()方法

}

class MyCanvas extends Canvas//建一个集成Canvas类的类

{

public void paint(Graphics g)//重写父类的绘图方法

{

if(isLose)//如果isLose为真,则在画布里打印“游戏已结束”

{

g.setColor(new Color(255,0,0));//当前颜色

g.setFont(new Font("黑体",Font.BOLD,30));//字体名称,样式,大小

g.drawString("游戏已结束!",50,200);//按坐标绘制文字图形

}

else//负责

{

g.setColor(new Color(240,240,80));//当前颜色

g.fillOval(ballX,ballY,BALL_SIZE,BALL_SIZE);//填充颜色,根据坐标和长宽填充圆形

g.setColor(new Color(80,80,200));//当前颜色

g.fillRect(racketX,RACKET_Y,RACKET_WIDTH,RACKET_HEIGHT);//填充颜色,根据坐标和长宽填充矩形

}

}

}

}

[求助]急求弹球游戏代码

已使用TC2.0 IDE测试,正常运行:

引用:

#include "graphics.h"

#include "math.h"

#define LEFT 0x4b00

#define RIGHT 0x4d00

#define ESC 0x011b

int x,y,x1,y1,key,t1,t2,keyx,keylong,keymove,over=0,i,tt=0,fast;

int ballx[9]={53,103,263,120,236,390,410,450,600};

int bally[9]={158,239,120,113,30,313,120,263,231},ballz[9]={0};

float ls;

win()

{float lx,ly,ll;

for(i=0;i9;i++)

{

if(ballz==1)/*如果球体已经消失就不判断*/

continue;

lx=(float)(ballx-x);

ly=(float)bally-y;

ll=lx*lx+ly*ly;

ls=sqrt(ll);

if((int)ls17)/*判断两球是否碰到*/

{tt++;/*记录消失几个球*/

fast-=50;/*速度加快*/

if(i%2==0)/*移动加快*/

keymove+=5;

else

{

setcolor(0);

rectangle(keyx,460,keyx+keylong,470);

keylong-=10;/*长条变短*/

setcolor(YELLOW);

rectangle(keyx,460,keyx+keylong,470);

}

ballz=1;

setcolor(0);

circle(ballx,bally,10);

if(ybally)

if(xballx)

{t1=-1;t2=-1;}

else

{t1=1;t2=-1;}

else

if(xballx)

{t1=-1;t2=1;}

else

{t1=1;t2=1;}

}

}

}

fungo()

{ x=100,y=50,keyx=200,keylong=100,keymove=15,fast=600;

for(i=0;i9;i++)

{

setcolor(i+1);

circle(ballx,bally,10);

}

sleep(1);

t1=t2=1;

while(1)

{

while(!kbhit())

{

setcolor(YELLOW);

rectangle(keyx,460,keyx+keylong,470);

x1=x;

y1=y;

x+=t1;

y+=t2;

setcolor(4);

circle(x,y,6);

delay(fast);

setcolor(0);

circle(x,y,6);

win();

if(tt==9)/*胜利*/

{

cleardevice();

over=1;

setcolor(RED);

settextstyle(0,0,4);

setusercharsize(3,1,3,1);

outtextxy(200,200," YOU WIN! ");

break;

}

if(y480)/*失败*/

{

cleardevice();

over=1;

setcolor(RED);

settextstyle(0,0,4);

setusercharsize(3,1,3,1);

outtextxy(200,200,"GAME OVER");

break;

}

else if(x==11y==11)/*判断碰到东西*/

{t1=1;t2=1;}

else if(x==629y==11)

{t1=-1;t2=1;}

else if(x==11)

{

if(yy1)

{t1=1;t2=-1;}

else

{t1=1;t2=1;}

}

else if(y==11)

{

if(xx1)

{t1=-1;t2=1;}

else

{t1=1;t2=1;}

}

else if(x==629)

{

if(y1y)

{t1=-1;t2=-1;}

else

{t1=-1;t2=1;}

}

else if(y==449)

{

if(x=keyxx=keyx+keylong)

{

if(x(keyx+keylong/4))

{t1=-1;t2=-1;}

else if(x=(keyx+keylong/4)x(keyx+keylong/2))

{t1=-1;t2=-2;}

else if(x=(keyx+keylong/2)x(keyx+keylong/4*3))

{t1=1;t2=-2;}

else

{t1=1;t2=-1;}

}

}

}

if(over)

break;

key=bioskey(0);

setcolor(0);

rectangle(keyx,460,keyx+keylong,470);

if(key==ESC)

{cleardevice();break;}

else if(key==LEFT)

keyx-=keymove;

else if(key==RIGHT)

keyx+=keymove;

}

}

main()

{int gd=DETECT,gr;

initgraph(gd,gr,"c:\\tc");

fungo();

getch();

sleep(1);

closegraph();

}

JAVA如何实现小球的弹性碰撞

我没用java写过代码,所以我只说算法,代码你自己翻译下

按C的语法来:

void xiaoqiu

{

int UB=10,DB=200,LB=10,RB=200; //定义弹球范围的边界

int sh=1; //定义横向步长

int sz=1; //定义纵向步长(两步长之比决定了反弹的角度)

int x=LB,y=UB; //定义坐标

int i=10000; //循环次数(自己选择跳出手段)

while(i0)

{

i--;

x=x+sh;

if(x=RB||x=LB) sh=-sh; //碰壁后步长变反

y=y+sz;

if(y=DB||y=UB) sz=-sz; //碰壁后步长变反

(显示代码)

}

return;

}

总得来说,就是相当于横向和纵向分别处理移动、反弹的问题,碰壁后步长变为相反数

不懂请追问

java弹球游戏

import java.awt.Color;

import java.awt.Dimension;

import java.awt.Graphics;

import java.awt.Graphics2D;

import java.awt.RenderingHints;

import java.awt.event.MouseEvent;

import java.awt.event.MouseMotionListener;

import java.awt.image.BufferedImage;

import javax.swing.JFrame;

import javax.swing.JPanel;

public class CopyOfBallCrash implements Runnable {

public static void main(final String[] args) {

new Thread(new CopyOfBallCrash()).start();

}

private final int           width     = 400;

private final int           height    = 700;

private int                 mouse_X, mouse_Y;

private final BufferedImage offscreen = new BufferedImage(width, height,

                                       BufferedImage.TYPE_4BYTE_ABGR);

private final JPanel        panel     = new JPanel();

private final Shape         ball      = new Shape(100, 100, 1, 1, 20);

private final Shape         rect      = new Shape(0, 100, 20);

public CopyOfBallCrash() {

final JFrame frame = new JFrame();

frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);

panel.setPreferredSize(new Dimension(width, height));

ball.setBounds(width, height);

rect.setBounds(width, height);

frame.setContentPane(panel);

panel.addMouseMotionListener(new MouseMotionListener() {

@Override

public void mouseDragged(final MouseEvent e) {}

@Override

public void mouseMoved(final MouseEvent e) {

mouse_X = e.getX();

mouse_Y = e.getY();

}

});

frame.pack();

frame.setVisible(true);

}

public void paint(final Graphics g) {

final Graphics2D g2d = offscreen.createGraphics();

g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING,

RenderingHints.VALUE_ANTIALIAS_ON);

g2d.fillRect(0, 0, width, height);

g2d.setColor(Color.blue);

rect.drawRect(g2d, mouse_X);

g2d.setColor(Color.red);

ball.drawOval(g2d, rect);

if (Shape.isLose) g2d.drawString("你输了!!!", 100, 300);

g2d.dispose();

g.drawImage(offscreen, 0, 0, null);

}

@Override

public void run() {

while (true)

paint(panel.getGraphics());

}

}

class Shape {

public int            width, height;

public int            x, y, vx, vy, r, w, h;

public static boolean isLose;

public Shape(final int x, final int y, final int vx, final int vy, final int r) {

super();

this.x = x;

this.y = y;

this.vx = vx;

this.vy = vy;

this.r = r;

}

public Shape(final int x, final int w, final int h) {

super();

this.x = x;

this.w = w;

this.h = h;

}

public final void setBounds(final int width, final int height) {

this.width = width;

this.height = height;

}

public final void drawOval(final Graphics2D g2d, final Shape shape) {

if (y + h = height) {

isLose = true;

return;

}

if (x + vx = 0 || x + vx + w = width) vx = -vx;

if (y + vy = 0) vy = -vy;

if (isCrashOutside(shape.x, shape.y, shape.w, shape.h) y + w = shape.y)

vy = -vy;

x += vx;

y += vy;

g2d.fillOval(x, y, r, r);

}

public final void drawRect(final Graphics2D g2d, final int mouseX) {

y = height - h;

if (x + w width x mouseX) x++;

if (x 0 x mouseX) x--;

g2d.fillRect(x, y, w, h);

}

public final boolean isCrashOutside(final int x, final int y, final int w,

final int h) {

return (this.x x ? this.x = w + x : x = r + this.x)

(this.y y ? this.y = h + y : y = r + this.y);

}

}


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