项目实战之天天酷跑(四):游戏主界面
本文摘自:https://blog.csdn.net/qq_45909299/article/details/110306321
项目源码及相关图片资源,已上传至GitHub:https://github.com/HueyM/Projects
接上文,本文将实现游戏主界面,功能如下:
移动的背景图片、动态的玩家、玩家的移动功能、
五种障碍物持续出现、玩家和障碍物的碰撞、
暂停、继续功能。
首先,看一下整体效果:
动图实在太大,几秒钟的 Gif 就十几兆了。无奈,图片展示效果。
跳跃、得分、下落、障碍物:
碰到障碍物后,玩家被推着走。
下面,分别解释一下每个功能的逻辑:
一、创建一个显示窗体,承载游戏的主面板类。
GameFrame.java
package cn.sqc.runday.view; import javax.swing.ImageIcon; import javax.swing.JFrame; import cn.sqc.runday.controller.GamePanel; /** * @author Huey *2020-11-27 下午12:40:22 * 游戏主界面:显示窗体,承载游戏的主面板类 */ public class GameFrame extends JFrame { //设置窗体宽高属性 public static final int WIDTH=1500; public static final int HEIGHT=900; public GameFrame() { //2.4创建游戏面板对象,并添加到窗体上去 GamePanel panel = new GamePanel(); panel.action();//程序启动的方法 this.addKeyListener(panel);//谁实现就监听谁 this.add(panel); /**1.设置窗体基本属性*/ this.setSize(WIDTH,HEIGHT); this.setLocationRelativeTo(null); this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); this.setIconImage(new ImageIcon("Image/115.png").getImage()); this.setUndecorated(true); this.setVisible(true); } public static void main(String[] args) { new GameFrame(); } }
二、游戏主面板类(核心逻辑类):
1、背景图片滚动效果
使用两张背景图片,实现背景图片滚动效果的逻辑如下:
下面用动图演示一下:
2、玩家动态效果
我国早期很有名的一部动画片《大闹天宫》,由于当时没有电脑,所以需要一帧一帧的画,随后快速播放图片,形成动态的画面(我愿称之:真·动画),并为之配音,短短10分钟的动画却要画7000到10000张原画!
而此处,我们的玩家的奔跑姿态,同理是由九张图片构成。
下面动图演示:
下面是实现玩家的(生成、移动、绘制)的基本代码,后面的障碍物的实现,也都遵循这一编写逻辑。
为更方便读懂代码,已尽力注释,若仍有不清楚的地方,欢迎留言交流。
Person.java
package cn.sqc.runday.model; import java.awt.Graphics; import java.awt.Image; import java.io.File; import java.io.IOException; import javax.imageio.ImageIO; import cn.sqc.runday.view.GameFrame; /** * @author Huey * @date 2020-11-23 * 玩家的实体类 */ public class Person {//1.声明属性 private Image image;//1.1 玩家当前显示图片 private Image[] images;//1.2 玩家所有图片 public static final int WIDTH = 120;//1.3玩家宽高 public static final int HEIGHT = 120; //1.4玩家初始位置坐标 private int x,y; int index;//下面用作切换图片 //玩家得分 private int score; //玩家跑酷距离 private int distance; public Person() {//2.赋值 //给图片数组images赋值 init();//2.1 先写,会提示要不要实现!自动生成方法 //默认当前显示图片位第一张图片 2.6 image = images[0]; x = 90;//2.7 y = 580;//脚踩地板 index = 0; score = 0; distance = 0; } //玩家自由下落方法5.1 public void drop() { y += 5; if(y>=580){// 下落归下落,也得温柔点,不能让小人儿踩破了地板 y = 580; } } //玩家移动的方法 public void step(){ //玩家图片的切换 image = images[index ++ /3%images.length]; //玩家坐标改变(玩家坐标通过键盘控制,此次不做处理) } //绘制玩家的方法 public void paintPerson(Graphics g){ g.drawImage(image, x, y, WIDTH, HEIGHT, null); } //判断玩家是否越界的方法 public boolean outOfBounds(){ return this.x >= GameFrame.WIDTH || this.x <= -WIDTH; } private void init() {//2.2 images = new Image[9]; for(int i = 0; i<images.length; i++){//2.3 try {//2.5 images[i] = ImageIO.read(new File("Image/"+(i+1) + ".png"));//2.4 } catch (IOException e) {//2.5 // TODO Auto-generated catch block e.printStackTrace(); } } } //2.8 右键,Source,GGAS public Image getImage() { return image; } public void setImage(Image image) { this.image = image; } public Image[] getImages() { return images; } public void setImages(Image[] images) { this.images = images; } public int getX() { return x; } public void setX(int x) { this.x = x; } public int getY() { return y; } public void setY(int y) { this.y = y; } public static int getWidth() { return WIDTH; } public static int getHeight() { return HEIGHT; } public int getIndex() { return index; } public void setIndex(int index) { this.index = index; } public int getScore() { return score; } public void setScore(int score) { this.score = score; } public int getDistance() { return distance; } public void setDistance(int distance) { this.distance = distance; } }
3、几种障碍物的出现
障碍物一:螃蟹
package cn.sqc.runday.model; import java.awt.Graphics; import java.awt.Image; import java.awt.Paint; import java.io.File; import javax.imageio.ImageIO; import cn.sqc.runday.view.GameFrame; public class Barrs_1 { private Image image; private Image [] images; public static final int WIDTH=100; public static final int HEIGHT=110; private int x,y; int index; private int speed; public Barrs_1() {// 螃蟹! images = new Image[2]; try { images[0]=ImageIO.read(new File("image/a2.png")); images[1]=ImageIO.read(new File("image/a4.png")); } catch (Exception e) { // TODO: handle exception } image = images[0]; x=GameFrame.WIDTH+100; y=580; speed =30; index = 0; } public void step() {//切换图片 image =images[index++/5%images.length]; x-=speed;//切换图片实现螃蟹爪子张合的动态效果的同时,使其向左移动 } public void paintBarrs(Graphics g) { g.drawImage(image, x,y,WIDTH,HEIGHT, null); } public boolean outofBounds(){ return this.x <=-WIDTH; } public Image getImage() { return image; } public void setImage(Image image) { this.image = image; } public Image[] getImages() { return images; } public void setImages(Image[] images) { this.images = images; } public int getX() { return x; } public void setX(int x) { this.x = x; } public int getY() { return y; } public void setY(int y) { this.y = y; } public int getIndex() { return index; } public void setIndex(int index) { this.index = index; } public int getSpeed() { return speed; } public void setSpeed(int speed) { this.speed = speed; } public static int getWidth() { return WIDTH; } public static int getHeight() { return HEIGHT; } }
需要注意的是,在创建后,记得添加set、get方法。以便在面板类中对其障碍物进行操作。
障碍物二:宠物
与其称之障碍物,不如说它是个跟着玩家的小跟班。
package cn.sqc.runday.model; import java.awt.Graphics; import java.awt.Image; import java.awt.event.KeyListener; import java.io.File; import java.io.IOException; import javax.imageio.ImageIO; import cn.sqc.runday.view.GameFrame; public class Barrs_2{ // 宠物! private Image image; private Image images [] ; public static final int WIDTH= 70; public static final int HEIGHT = 60; private int x,y; int index; public Barrs_2() { init(); image = images[0]; x=300; y=460; } public void drop() { y ++; if(y>=460){ y = 460; } } public void step(){ image = images[index++/2%images.length]; } public void paintBarrs(Graphics g) { g.drawImage(image, x,y,WIDTH,HEIGHT, null); } public boolean outofBounds() { return this.x<=-WIDTH; } public void init(){ images = new Image[6]; for( int i=0;i<6;i++){ try { images[i]=ImageIO.read(new File ("Image/"+"d"+(i+1)+".png")); } catch (IOException e) { // TODO Auto-generated catch block e.printStackTrace(); } } } public Image getImage() { return image; } public void setImage(Image image) { this.image = image; } public Image[] getImages() { return images; } public void setImages(Image[] images) { this.images = images; } public int getX() { return x; } public void setX(int x) { this.x = x; } public int getY() { return y; } public void setY(int y) { this.y = y; } public int getIndex() { return index; } public void setIndex(int index) { this.index = index; } public static int getWidht() { return WIDTH; } public static int getHeight() { return HEIGHT; } }
障碍物三、导弹
package cn.sqc.runday.model; import java.awt.Graphics; import java.awt.Image; import java.io.File; import javax.imageio.ImageIO; import cn.sqc.runday.view.GameFrame; public class Barrs_3 {// 导弹! private Image image; private int x,y; public static final int WIDTH = 150; public static final int HEIGHT=70; private int speed; public Barrs_3() { try { image = ImageIO.read(new File("image/daodan.png")); } catch (Exception e) { // TODO: handle exception } x=GameFrame.WIDTH+1000; y=450; speed = 25 ; } public void step(){ x-=speed; } public void paintBarrs(Graphics g) { g.drawImage(image, x, y, WIDTH, HEIGHT, null); } public boolean outofBounds(){ return this.x<=-WIDTH; } public Image getImage() { return image; } public void setImage(Image image) { this.image = image; } public int getX() { return x; } public void setX(int x) { this.x = x; } public int getY() { return y; } public void setY(int y) { this.y = y; } public int getSpeed() { return speed; } public void setSpeed(int speed) { this.speed = speed; } public static int getWidth() { return WIDTH; } public static int getHeight() { return HEIGHT; } }
障碍物四:鱼叉等障碍物
package cn.sqc.runday.model; import java.awt.Graphics; import java.awt.Image; import java.io.File; import java.util.Random; import javax.imageio.ImageIO; import cn.sqc.runday.view.GameFrame; public class Barrs_4 {// 鱼叉障碍物! private Image image; private Image images[]; public static final int WIDTH =150; public static final int HEIGHT =350; private int x,y; public Barrs_4() {//构造方法 Random random = new Random(); images = new Image[4] ; try { images[0] = ImageIO.read(new File("image/11.png")); images[1]= ImageIO.read(new File("image/12.png")); images[2]= ImageIO.read(new File("image/13.png")); images[3]= ImageIO.read(new File("image/14.png")); } catch (Exception e) { // TODO: handle exception } image= images[random.nextInt(4)]; x=GameFrame.WIDTH+1500; y=0; } public void step(){ x-=20; } public void paintBarrs(Graphics g){ g.drawImage(image, x, y, WIDTH, HEIGHT, null); } public boolean outofBounds(){ return this.x<=-WIDTH; } public Image getImage() { return image; } public void setImage(Image image) { this.image = image; } public Image[] getImages() { return images; } public void setImages(Image[] images) { this.images = images; } public int getX() { return x; } public void setX(int x) { this.x = x; } public int getY() { return y; } public void setY(int y) { this.y = y; } public static int getWidth() { return WIDTH; } public static int getHeight() { return HEIGHT; } }
障碍物五、金币
在此,暂且先不写金币的动态效果。
package cn.sqc.runday.model; import java.awt.Graphics; import java.awt.Image; import java.io.File; import java.io.IOException; import java.util.Random; import javax.imageio.ImageIO; import cn.sqc.runday.view.GameFrame; /** * @author Huey *2020-11-30 下午03:44:51 *金币障碍物类 * */ public class Barrs_5 { private Image image;//当前显示图片 public static final int WIDTH = 30; public static final int HEIGHT = 30; private int x,y; private int speed; Random random = new Random(); public Barrs_5() { try { image = ImageIO.read(new File("Image/"+(random.nextInt(6) + 21) + ".png")); } catch (IOException e) { // TODO Auto-generated catch block e.printStackTrace(); } x = GameFrame.WIDTH + 10; y = random.nextInt(600); speed = 20; } public void step(){ x -= speed; } public void paintBarrs(Graphics g){ g.drawImage(image, x, y, WIDTH, HEIGHT, null); } public boolean outofBounds() { return this.x<=-WIDTH; } public Image getImage() { return image; } public void setImage(Image image) { this.image = image; } public int getX() { return x; } public void setX(int x) { this.x = x; } public int getY() { return y; } public void setY(int y) { this.y = y; } public int getSpeed() { return speed; } public void setSpeed(int speed) { this.speed = speed; } public Random getRandom() { return random; } public void setRandom(Random random) { this.random = random; } public static int getWidth() { return WIDTH; } public static int getHeight() { return HEIGHT; } }
4、玩家和障碍物的碰撞逻辑
以玩家与导弹的碰撞举例:
for(int i = 0;i<barrs3.length;i++){ if(person.getX() + Person.WIDTH >= barrs3[i].getX() && person.getX() <= barrs3[i].getX() + Barrs_3.WIDTH && person .getY() +Person.getHeight() >= barrs3[i].getY() && person.getY() <= barrs3[i].getY () + Barrs_3.HEIGHT){ if(person.getX() + Person.WIDTH <= barrs3[i].getX() + Barrs_3.WIDTH){//玩家的宽度(120px)是比障碍物小的 //左碰撞 person.setX(barrs3[i].getX() - Barrs_3.WIDTH); }else{ //右碰撞 person.setX(barrs3[i].getX()+ Barrs_3.WIDTH ); } } }
以下动图演示了玩家从右边与障碍物b发生碰撞和从左边碰撞的逻辑,上下碰撞同理。
上下左右碰撞的逻辑代码,在动图下方:
5、暂停、继续逻辑
在监听键盘按键的方法中。
代码如下:
此处的 flag 来源于上面程序启动的方法中,不难看出只要按了空格键,就能实现生成、移动、绘制方法的暂停,也就相当于画面的静止、游戏的暂停!
6、结束逻辑
游戏主界面代码如下:
package cn.sqc.runday.controller; import java.awt.Color; import java.awt.Font; import java.awt.Graphics; import java.awt.Image; import java.awt.event.KeyEvent; import java.awt.event.KeyListener; import java.io.File; import java.io.IOException; import java.util.Arrays; import javax.imageio.ImageIO; import javax.swing.JPanel; import cn.sqc.runday.model.Barrs_1; import cn.sqc.runday.model.Barrs_2; import cn.sqc.runday.model.Barrs_3; import cn.sqc.runday.model.Barrs_4; import cn.sqc.runday.model.Barrs_5; import cn.sqc.runday.model.Person; import cn.sqc.runday.view.EndFrame; import cn.sqc.runday.view.GameFrame; /** * @author Huey *2020-11-27 下午12:28:44 * 游戏主面板类,核心逻辑类 * 1、背景图片滚动效果 * 2、玩家动态效果 * 3、五种障碍物的出现 * 4、玩家和障碍物的碰撞逻辑 * 5、暂停、继续逻辑 * 6、结束逻辑 */ public class GamePanel extends JPanel implements KeyListener{ /**2、生成动态的背景图片***/ //2.1声明背景图片对象 Image background; Image score; Image pause;//暂停 Image proceed;//继续. /***3.实现玩家的动态效果和移动功能***/ //3.1创建玩家对象(类的实例化) Person person; Barrs_2 barrs_2;//宠物 Barrs_4 barrs_4;//鱼钩等障碍物 Barrs_5 barrs_5;//金币 /**4.实现螃蟹障碍物*/ //4.1 Barrs_1[]barrs1 = {};//存储螃蟹数组(没有元素,可以扩容) Barrs_3[]barrs3 ={};//导弹 Barrs_4[]barrs4={};//鱼钩 Barrs_5[]barrs5 = {};//金币 public GamePanel() { //3.2 person = new Person();//调用Person类的构造方法,创建对象并赋值 barrs_2 = new Barrs_2(); //2.2读取图片文件 try{ background =ImageIO.read(new File("Image/cc.png"));//跑酷背景 score =ImageIO.read(new File("Image/a12.png"));//得分背景 pause = ImageIO.read(new File("Image/b2.png")); proceed = ImageIO.read(new File("Image/b1.png")); }catch(IOException e){ e.printStackTrace(); } } //2.5 int x=0;//背景图片初始位置 @Override public void paint(Graphics g) { super.paint(g); //2.7 if(flag){ x-=20;//图片滚动的速度 } //2.3绘制背景图片(动态切换很流畅) g.drawImage(background, x, 0, GameFrame.WIDTH, GameFrame.HEIGHT, null); g.drawImage(background, x+GameFrame.WIDTH, 0, GameFrame.WIDTH, GameFrame.HEIGHT,null); if(x<=-GameFrame.WIDTH){//实现两张图片之间的切换 x = 0; } //3.3绘制 玩家 person.paintPerson(g); //绘制螃蟹 for(int i =0;i<barrs1.length;i++){ barrs1[i].paintBarrs(g); } //绘制宠物 barrs_2.paintBarrs(g); //绘制导弹 for(int i =0;i<barrs3.length;i++){ barrs3[i].paintBarrs(g); } //随机绘制鱼钩障碍物 for(int i =0;i<barrs4.length;i++){ barrs4[i].paintBarrs(g); } //随机绘制金币 for(int i = 0;i<barrs5.length;i++){ barrs5[i].paintBarrs(g); } //位置越往下,图层越往上 //绘制玩家分数 g.drawImage(score, 120, 50,null); g.setColor(Color.ORANGE); g.setFont(new Font("宋体",Font.BOLD,30 )); g.drawString("玩家得分:"+person.getScore()+"分", 133, 95); //绘制暂停、继续标识图片 if(flag){ g.drawImage(proceed, 200, 800, 90,90,null); }else{ g.drawImage(pause, 200, 800, 90, 90, null); } } //生 成 障 碍 物 的 方 法 int index =0; public void enteredAction(){//实现源源 不 断 生成障碍物的效果 index++; //生成螃蟹障碍物 if(index%100==0){ //生成一个螃蟹 Barrs_1 b1 = new Barrs_1(); Barrs_3 b3 = new Barrs_3(); Barrs_4 b4 = new Barrs_4(); barrs1 =Arrays.copyOf(barrs1,barrs1.length+1);//数组扩容 barrs1[barrs1.length-1]= b1;//放到数组最后一个元素的位置 //System.out.println("测试"+barrs1.length); barrs3 =Arrays.copyOf(barrs3,barrs3.length+1); barrs3[barrs3.length-1]= b3; barrs4 =Arrays.copyOf(barrs4,barrs4.length+1); barrs4[barrs4.length-1]= b4; } if(index%15==0){ Barrs_5 b5 = new Barrs_5(); barrs5 = Arrays.copyOf(barrs5, barrs5.length +1); barrs5[barrs5.length-1] = b5; } } //移 动 方 法 public void stepAction(){ //3..4 person.step();//切换玩家的图片—>动起来 person.drop();//不断下坠 barrs_2.drop(); //螃蟹障碍物移动 for(int i =0;i<barrs1.length;i++){ barrs1[i].step(); //判断当前障碍物是否 越界,并做越界处理 if(barrs1[i].outofBounds()){ //删除越界的螃蟹障碍物 barrs1[i] = barrs1[barrs1.length - 1];//将螃蟹数组最后一个元素,赋给越界的螃蟹,覆盖了,相当于间接删除了。 barrs1= Arrays.copyOf(barrs1, barrs1.length - 1);//数组缩容 } } barrs_2.step(); for(int i =0;i<barrs3.length;i++){ barrs3[i].step(); //删除越界的导弹障碍物 if(barrs3[i].outofBounds()){ barrs3[i] = barrs3[barrs3.length - 1]; barrs3 = Arrays.copyOf(barrs3, barrs3.length - 1); } } for(int i =0;i<barrs4.length;i++){ barrs4[i].step(); //删除越界的鱼叉障碍物 if(barrs4[i].outofBounds()){ barrs4[i] = barrs4[barrs4.length - 1 ]; barrs4 = Arrays.copyOf(barrs4, barrs4.length - 1); } } for(int i = 0;i<barrs5.length;i++){ barrs5[i].step(); if(barrs5[i].outofBounds()){ //删除越界的金币 barrs5[i] = barrs5[barrs5.length - 1]; barrs5 = Arrays.copyOf(barrs5, barrs5.length - 1); } } } //玩家和障碍物碰撞的处理方法 public void pengAction(){ //判断玩家是否和螃蟹障碍物进行碰撞 for(int i = 0;i<barrs1.length;i++){//上下左右都写了,下是用不到的 if(person.getX() + Person.WIDTH >= barrs1[i].getX() && person.getX() <= barrs1[i].getX() + Barrs_1.WIDTH && person .getY() +Person.getHeight() >= barrs1[i].getY() && person.getY() <= barrs1[i].getY () + Barrs_1.HEIGHT){ //碰撞后的处理(遮挡类障碍物) if(person.getX() + Person.WIDTH <= barrs1[i].getX() + Barrs_1.WIDTH){//防止人在右边,碰撞后可以穿过障碍物 //左碰撞 person.setX(barrs1[i].getX() - Barrs_1.WIDTH); }else{ //右碰撞 person.setX(barrs1[i].getX()+ Barrs_1.WIDTH ); } } } //判断玩家是否和导弹障碍物进行碰撞 for(int i = 0;i<barrs3.length;i++){ if(person.getX() + Person.WIDTH >= barrs3[i].getX() && person.getX() <= barrs3[i].getX() + Barrs_3.WIDTH && person .getY() +Person.getHeight() >= barrs3[i].getY() && person.getY() <= barrs3[i].getY () + Barrs_3.HEIGHT){ if(person.getX() + Person.WIDTH <= barrs3[i].getX() + Barrs_3.WIDTH){//玩家的宽度(120px)是比障碍物小的 //左碰撞 person.setX(barrs3[i].getX() - Barrs_3.WIDTH); }else{ //右碰撞 person.setX(barrs3[i].getX()+ Barrs_3.WIDTH ); } } } //判断玩家是否和鱼叉障碍物进行碰撞 for(int i = 0;i<=barrs4.length -1;i++){//小心数组越界! if(person.getX() + Person.WIDTH >= barrs4[i].getX() && person.getX() <= barrs4[i].getX() + Barrs_4.WIDTH && person.getY() + Person.HEIGHT >= barrs4[i].getY() && person.getY() <= barrs4[i].getY() + Barrs_4.HEIGHT ){ if(person.getX() + Person.WIDTH <= barrs4[i].getX() + Barrs_4.WIDTH ){ //左碰撞 person.setX(barrs4[i].getX() - Barrs_4.WIDTH); }else{ //右碰撞 person.setX(barrs4[i].getX()+ Barrs_4.WIDTH ); } } } //玩家和金币的碰撞 for(int i = 0;i<barrs5.length;i++){ if(person.getX() + Person.WIDTH >= barrs5[i].getX() && person.getX() <= barrs5[i].getX() + Barrs_5.WIDTH && person .getY() +Person.getHeight() >= barrs5[i].getY() && person.getY() <= barrs5[i].getY () + Barrs_5.HEIGHT){//判断玩家与金币的碰撞 if(person.getX() + Person.WIDTH <= barrs5[i].getX() + Barrs_5.WIDTH){ //删除当前金币 barrs5[i] = barrs5[barrs5.length - 1]; barrs5 = Arrays.copyOf(barrs5, barrs5.length - 1); //玩家加分 int score = person.getScore(); person.setScore(score + 10); } } } } //结束逻辑 public void gameOverAction(){ if(person.outOfBounds()){ //程序结束 isGameOver = true; //传递数据(创建结束界面) new EndFrame(person);//面向对象思想 //数据清空 person = new Person(); barrs1 = new Barrs_1[]{}; barrs3 = new Barrs_3[]{}; } } public static boolean isGameOver = false; boolean flag = true; //2.8 创 建 一 个 程 序 启 动 的 方 法 public void action(){ new Thread(){//匿名内部类 //重写run方法 public void run() { while(!isGameOver){ //3.4 if(flag){ enteredAction();//细节:只有先生成了障碍物后,下面才能调用移动障碍物的方法 stepAction(); pengAction();//玩家和障碍物碰撞 gameOverAction(); } //重绘方法 repaint(); //线程休眠 try { Thread.sleep(60); } catch (Exception e) { // TODO: handle exception e.printStackTrace(); } } }; }.start();//创建一个线程并启动 } @Override public void keyTyped(KeyEvent e) { // TODO Auto-generated method stub } @Override public void keyPressed(KeyEvent e) { //获取玩家当前位置坐标 int x = person.getX(); int y = person.getY(); int x1 = barrs_2.getX(); int y1 = barrs_2.getY(); //上 if(e.getKeyCode() == KeyEvent.VK_UP && y > 10 && y1 > 10){ person.setY(y-25); barrs_2.setY(y-25); } //下 if(e.getKeyCode()== KeyEvent.VK_DOWN && y<=560 && y1<560){ person.setY(y+30); barrs_2.setY(y-30); } //左 if(e.getKeyCode()==KeyEvent.VK_LEFT && x>=0 ){ person.setX(x-30); barrs_2.setX(x1-30); } //右 if(e.getKeyCode()==KeyEvent.VK_RIGHT){ person.setX(x+22); barrs_2.setX(x1+22); if(x>=GameFrame.WIDTH-Person.WIDTH){//如果人物到了右边界 person.setX(GameFrame.WIDTH-Person.WIDTH); } if(x1>=GameFrame.WIDTH-barrs_2.WIDTH){//如果宠物到了右边界 barrs_2.setX(GameFrame.WIDTH - barrs_2.WIDTH); } } //暂停 继续功能 if(e.getKeyCode() == KeyEvent.VK_SPACE){ flag = !flag; } } @Override public void keyReleased(KeyEvent e) { // TODO Auto-generated method stub } }