用processing写tank游戏——编程菜鸟的自娱自乐~
嘿,大家好,我是创元素的热带企鹅~寒假时开始接触processing ,然后看到亲戚家小孩玩游戏,就萌发了用processing写个小游戏的想法。到开学初接触到面向对象编程,便不可抑止的想要写个小游戏出来练练手。断断续续边学边用两三周到现在,游戏已经有了一个雏形,便在这里分享一下~若有老鸟看到还望多多指点。
好了,先看下游戏效果。
代码包含两个类,tank和enemy。以我的理解,processing写游戏就是要在draw函数中计算显示出每一帧的画面。我的思路是先想我需要怎样的效果,然后要用到哪些变量,然后这些变量如何放置,是否处理成类。比如说我写tank游戏,tank的变量有x,y坐标,车身方向directionB,炮塔方向directionT等。再复杂一点就是tank相关的变量,如发射的炮弹的x,y坐标,这是一串数据,需要用两个数组BulletX【】,BulletY【】来储存。同样的还有tank碾压出来的一串车辙,也要用到数组,trackX【】,trackY【】,trackD【】(direction)这一堆变量统统可以处理成一个类,也就是tank。
处理完变量问题后,接下去就是各种细节和数学运算,这里主要是三角函数的运算。写类的时候我是尽量先想我在主函数中要用到什么,然后在类中写出这些方法,当然不少时候我也会想到什么写什么,不行再注释掉嘛。好了,下面上代码~
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 | class tank { int allTrackNumber = 26; //<span style="font-family: 宋体;">储存车辙树的变量</span> int strength; //<span style="font-family: 宋体;">战车生命值</span> float directionB; //<span style="font-family: 宋体;">车身方向</span> float directionT = 0; //added direction the gun turret than boddy float speed; //<span style="font-family: 宋体;">车速,每帧移动的像素</span> float bulletSpeed; //<span style="font-family: 宋体;">炮弹速度</span> float x; //<span style="font-family: 宋体;">车坐标</span> float y; float[] bx = new float[30]; float[] by = new float[30]; float[] trackX = new float[allTrackNumber]; //the track number in all float[] trackY = new float[allTrackNumber]; float[] trackD = new float[allTrackNumber]; //<span style="font-family: 宋体;">变量数组</span> int bulletNumber = 0; //<span style="font-family: 宋体;">现有子弹数</span> int trackNumber = 0; void tank(float tempX, float tempY, float d, float s, float bs, int str) { //<span style="font-family: 宋体;">对象初始化函数</span> x = tempX; y = tempY; speed = s; bulletSpeed = bs; directionB = d; strength = str; } void moveR() { //<span style="font-family: 宋体;">一堆移动的函数</span> x += speed; } void moveL() { x -= speed; } void moveD() { y += speed; } void moveU() { y -= speed; } void turnR() { directionB += speed; track(); } void turnL() { directionB -= speed; track(); } void forward() { x += speed*cos(radians(directionB)); y += speed*sin(radians(directionB)); //track! track(); } void backward() { x -= speed*cos(radians(directionB)); y -= speed*sin(radians(directionB)); track(); } void turnTurretR(){ directionT += 1; } void turnTurretL(){ directionT -= 1; } int bulletNumber() { //<span style="font-family: 宋体;">返回变量值的函数</span> return bulletNumber; } float bulletX(int i) { //to return the locations of bullets return bx[i]; } float bulletY(int i) { return by[i]; } float x() { return x; } float y() { return y; } float directionB() { return directionB; } float speed() { return speed; } float bulletSpeed() { return bulletSpeed; } int strength() { return strength; } void display() { //<span style="font-family: 宋体;">显示函数</span> for(int i = trackNumber-1;i>-1;i--){ int l1 = 44; int l2 = 26; stroke(0); strokeWeight(1.5); line(trackX[i]+l1*cos(radians(90-trackD[i])),trackY[i]-l1*sin(radians(90-trackD[i])), trackX[i]+l2*cos(radians(90-trackD[i])),trackY[i]-l2*sin(radians(90-trackD[i]))); line(trackX[i]-l1*cos(radians(90-trackD[i])),trackY[i]+l1*sin(radians(90-trackD[i])), trackX[i]-l2*cos(radians(90-trackD[i])),trackY[i]+l2*sin(radians(90-trackD[i]))); } PImage body = loadImage("tank body.png"); PImage turret = loadImage("gun turret.png"); imageMode(CENTER); pushMatrix(); //<span style="font-family: 宋体;">备份坐标系</span> //translate(x+26*cos(radians(directionB)), y+26*sin(radians(directionB))); translate(x,y); rotate(radians(180+directionB)); translate(-20,0); //<span style="font-family: 宋体;">校正炮塔旋转中心位置</span> image(body, 0, 0); translate(+20,0); rotate(radians(directionT)); translate(-20,0); image(turret,0,0); //<span style="font-family: 宋体;">显示炮塔无背景图片</span> popMatrix(); //<span style="font-family: 宋体;">还原坐标系</span> for (int i = bulletNumber - 1;i>-1;i--) { //<span style="font-family: 宋体;">根据现有炮弹数变量显示炮弹</span> bullet(bx[i], by[i], 8, directionB+directionT); if (bx[i]>width||bx[i]<0||by[i]>height||by[i]<0) { bulletNumber -= 1; } bx[i] += bulletSpeed*cos(radians(directionB+directionT)); by[i] += bulletSpeed*sin(radians(directionB+directionT)); } } void shoot() { //tank<span style="font-family: 宋体;">射击函数</span> player = minim.loadFile("fire.wav"); //<span style="font-family: 宋体;">载入炮火音效</span> player.play(); bulletNumber += 1; //<span style="font-family: 宋体;">现有炮弹数</span><span style="font-family: 'Times New Roman';">+1</span> for (int i = bulletNumber -1;i>0;i--) { //<span style="font-family: 宋体;">跟新数组的第一组变量并将原有变量向 </span> //<span style="font-family: 宋体;">后移动一组保存 </span><span style="font-family: 'Times New Roman';">(</span><span style="font-family: 宋体;">从一贪吃蛇游戏代码</span> //<span style="font-family: 宋体;">中学得的方法</span><span style="font-family: 'Times New Roman';">) </span> bx[i] = bx[i-1]; by[i] = by[i-1]; } bx[0] = x + 126*cos(radians(directionB+directionT)); by[0] = y + 126*sin(radians(directionB+directionT)); fire(x,y,directionB+directionT); } //void hitted(){ // strength -= 1; } void track(){ //<span style="font-family: 宋体;">用和炮弹同样的方法记录跟新</span><span style="font-family: 'Times New Roman';">track</span><span style="font-family: 宋体;">数</span> //<span style="font-family: 宋体;">组变量</span> if(abs(int(x/cos(radians(directionB))))%10 == 1){ trackNumber += 1; for(int i = trackNumber-1;i>0;i--){ trackX[i] = trackX[i-1]; trackY[i] = trackY[i-1]; trackD[i] = trackD[i-1]; } trackX[0] = x; trackY[0] = y; trackD[0] = directionB; if(trackNumber > allTrackNumber-1){ trackNumber -= 1; } } } void fire(float x,float y,float direction){ //<span style="font-family: 宋体;">炮口火光效果函数</span> PImage fire; fire = loadImage("fire120.80.png"); pushMatrix(); translate(x + 166*cos(radians(direction)),y + 166*sin(radians(direction))); imageMode(CENTER); rotate(radians(direction)); image(fire,0,0); popMatrix(); } } |
接下来的是还没完工的enemy类的代码,为了先测试tank是否正常,先让enemy只有一个,就是开始看到的那个蓝色的小圆~汗!
比较简单,就没用注释了。
class enemy {
int enemyNumber;
float enemyBX[] = new float[10];
float enemyBY[] = new float[10];
int enemyStrength;
int firePower; //the bullet number a enemy shoot per minute
float enemySpeed;
float enemyBulletSpeed;
float enemyX;
float enemyY;
float enemyDirection;
void enemy(int eN, int eS, int fP, float eSpeed, float eBS,float x,float y,float d) {
enemyNumber = eN;
enemyStrength = eS;
firePower = fP;
enemySpeed = eSpeed;
enemyBulletSpeed = eBS;
enemyX = x;
enemyY = y;
enemyDirection = d;
}
void hitted(){
enemyStrength -= 1;
if(enemyStrength == 0){
enemy1.enemy(1,1,1,1,1,random(0,width),random(0,height/2),90);
scores += 10;
}
}
void display(){
noStroke();
fill(94,52,234);
ellipse(enemyX,enemyY,20,20);
}
float enemyX(){
return enemyX;
}
float enemyY(){
return enemyY;
}
}
最后,是调用他们的主体程序↓
//PImage img;
import ddf.minim.*;
AudioPlayer player;
Minim minim;
PImage fire;
enemy enemy1;
tank tank1;
float gameTime = 0.0;
//int oldval = 0;
//int val = 0;
int coolDown = 20; //the limited frameCount between two shoot
int scores = 0;
void setup() {
minim = new Minim(this);
size(600, 600);
//img = loadImage("600.600.png");
enemy1 = new enemy();
enemy1.enemy(1,1,1,1,1,width/2,30,90);
tank1 = new tank();
tank1.tank(width/2, 400, 0.0, 1.0, 20.0, 3);//location,direction,speed and bulletSpeed
gameTime = millis()/1000;
}
void draw() {
background(255);
//background(img);
textSize(20);
textAlign(CENTER);
text("strength", 3*width/4, 25);
text(tank1.strength(), 3*width/4+64, 25);
text("your scores", 3*width/4, 45);
text(scores, 3*width/4+86, 45);
if ((millis()/1000-gameTime)<9.0) {
help();
}
if (keyPressed&&(key == CODED)) {
if (keyCode == RIGHT) {
tank1.moveR();
}
if (keyCode == LEFT) {
tank1.moveL();
}
if (keyCode == UP) {
tank1.moveU();
}
if (keyCode == DOWN) {
tank1.moveD();
}
}
if (keyPressed) {
if ((key == 'w')||(key == 'W')) {
tank1.forward();
}
if ((key == 's')||(key == 'S')) {
tank1.backward();
}
if ((key == 'a')||(key == 'A')) {
tank1.turnL();
}
if ((key == 'd')||(key == 'D')) {
tank1.turnR();
}
if ((key == 'q')||(key == 'Q')) {
tank1.turnTurretL();
}
if ((key == 'e')||(key == 'E')) {
tank1.turnTurretR();
}
/*if ((key == 'f')||(key == 'F')) {
val = 1;
}
else {
val = 0;
}
}
if ((val == 1)&&(oldval == 0)) {
tank1.shoot();
} */
/*if(mousePressed){
tank1.shoot();
}*/
//oldval = val;
}
if (keyPressed&&((key == 'f')||(key == 'F'))&&coolDown == 0) {
tank1.shoot();
//tank1.shoot();
coolDown = 20;
}
if (coolDown > 0) {
coolDown -= 1;
}
tank1.display();
enemy1.display();
if (tank1.strength()<=0) {
gameover();
if (keyPressed&&(key == 'r'||key == 'R')) {
restart();
}
}
//judgement for hitting
for(int i = tank1.bulletNumber()-1;i>-1;i--){
if(dist(tank1.bulletX(i),tank1.bulletY(i),enemy1.enemyX(),enemy1.enemyY())<10){
enemy1.hitted();
}
}
}
/*void keyPressed() {
if ((key == 'f')||(key == 'F')) {
tank1.shoot();
}
}*/
void bullet(float x, float y, int dd, float direction) {
ellipseMode(CENTER);
noFill();
smooth();
pushMatrix();
translate(x, y);
rotate(radians(direction));
for (int d = 1;d<dd;d++) {
stroke(255-255*d/dd);
ellipse(0, 0, 2*d, d);
}
popMatrix();
}
void help() {
textSize(16);
textAlign(LEFT);
fill(0);
String help1 = "press q,e to turn your gun turret,and f to shoot";
String help2 = "press a,d,s,w to drive your tank";
text(help1, 2, 20);
text(help2, 2, 40);
}
void gameover() {
textSize(36);
textAlign(CENTER);
text("GAME OVER", width/2, height/2);
textSize(26);
text("press r to restart", width/2, height/2-36);
}
void restart() {
tank1.tank(width/2, 400, 0.0, 1.0, 20.0, 3);
enemy1.enemy(1,1,1,1,1,width/2,30,90);
scores = 0;
}
好了,代码发完了,最后补充用到的部分图片~它们都是网上搜到后稍稍ps一下的产物,有些粗糙不堪~
tankBody
gunTurret
菜鸟当共勉,老鸟望指点。
140314
这丫太吊了!!我感觉你再努力一把,可以写个dota!!!!
不明觉厉!!!膜拜膜拜!
为什么每写一行代码都空一行?太占篇幅了吧?
本来没有的,copy到word上再copy过来就不知怎么变成这样了,汗~