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小球打磚塊java源代碼,java 打磚塊

滾動(dòng)的小球 java源代碼

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要制造那種效果只需要大約 30 行 Java 代碼:

import javax.swing.*;

import java.awt.*;

import java.awt.geom.*;

class RollingBall extends JPanel {

Ellipse2D.Float ball = new Ellipse2D.Float( -100, 100, 50, 50 );

public void paintComponent( Graphics g ) {

super.paintComponent( g );

Graphics2D g2 = ( Graphics2D ) g;

// Draw the ball

g2.fill( ball );

// Draw the rotating ellipse by skewing the Device Space

double angdeg =?????// One rotation per ball's travelling over its perimeter

ball.x++ % ( Math.PI * ball.width ) / ( Math.PI * ball.width ) * 360;

g2.rotate( Math.toRadians( angdeg ), ball.getCenterX( ), ball.getCenterY( ) );

g2.scale( .5, 1 );

g2.translate( ball.getCenterX( ), 0 );

g2.setColor( Color.gray );

g2.fill( ball );

}

public void roll( ) throws Exception {

while( true ) {

repaint( );

Thread.sleep( 8 );

}

}

public static void main( String[ ] args ) throws Exception {

JFrame f = new JFrame( );

RollingBall rb = new RollingBall( );

f.setSize( 999, 185 );

f.getContentPane( ).add( rb );

f.setVisible( true );

rb.roll( );

}

}

c語(yǔ)言實(shí)現(xiàn)用小球消除磚塊,鼠標(biāo)控制擋板,求源代碼

#includegraphics.h

#includeconio.h

#define HIGH 480

#define WIDTH 640

#define N 14//磚塊的數(shù)目

int ball_x,ball_y;

int ball_vx,ball_vy;

int radius;

int bar_x,bar_y;

int bar_high,bar_width;

int bar_left,bar_right,bar_top,bar_bottom;

int isbrick[N];

int brick_high,brick_width;

void startup()//數(shù)據(jù)初始化

{

initgraph(640,480);

ball_x=WIDTH/2;

ball_y=HIGH/2;

ball_vx=4;

ball_vy=4;

radius=20;

bar_high=HIGH/14;

bar_width=WIDTH/4;

bar_x=WIDTH/2;

bar_y=HIGH-bar_high/2;

bar_left=bar_x-bar_width/2;

bar_right=bar_x+bar_width/2;

bar_top=bar_y-bar_high/2;

bar_bottom=bar_y+bar_high/2;

brick_width=WIDTH/N;

brick_high=HIGH/N;

int i;

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

isbrick[i]=1;

BeginBatchDraw();

}

void clear()//清除畫面

{

setcolor(BLACK);

setfillcolor(BLACK);

fillcircle(ball_x,ball_y,radius);

bar(bar_left,bar_top,bar_right,bar_bottom);

int i,brick_left,brick_right,brick_top,brick_bottom;

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

{

brick_left=i*brick_width;

brick_right=brick_left+brick_width;

brick_top=0;

brick_bottom=brick_high;

if(!isbrick[i])

fillrectangle(brick_left,brick_top,brick_right,brick_bottom);

}

}

void show()//顯示畫面

{

setcolor(RED);

setfillcolor(WHITE);

fillcircle(ball_x,ball_y,radius);

bar(bar_left,bar_top,bar_right,bar_bottom);

int i,brick_left,brick_right,brick_top,brick_bottom;

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

{

brick_left=i*brick_width;

brick_right=brick_left+brick_width;

brick_top=0;

brick_bottom=brick_high;

if(isbrick[i])

{setcolor(WHITE);

setfillcolor(BROWN);

fillrectangle(brick_left,brick_top,brick_right,brick_bottom);

}

}

FlushBatchDraw();

Sleep(10);

}

void output()//與用戶輸入無(wú)關(guān)的更新

{

if(((ball_y+radius=bar_top)(ball_y+radiusbar_bottom-bar_high/3))

||((ball_y-radius=bar_bottom)(ball_y-radiusbar_top-bar_high/3)))

if((ball_x=bar_left)(ball_x=bar_right))//擋板與小球碰撞

ball_vy=-ball_vy;

ball_x=ball_x+ball_vx;//小球更新坐標(biāo)

ball_y=ball_y+ball_vy;

if((ball_x=radius)||(ball_x=WIDTH-radius))//小球碰到邊框返回

ball_vx=-ball_vx;

if((ball_y=radius)||(ball_y=HIGH-radius))

ball_vy=-ball_vy;

int i,brick_left,brick_right,brick_top,brick_bottom;//判斷小球是否和磚塊碰撞

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

{

if(isbrick[i])//磚塊存在

{

brick_left=i*brick_width;

brick_right=brick_left+brick_width;

brick_bottom=brick_high;

if((ball_y==brick_bottom+radius)(ball_x=brick_left)(ball_x=brick_right))

{

isbrick[i]=0;

ball_vy=-ball_vy;

}

}

}

}

void Input()//與用戶輸入有關(guān)的更新

{

{

MOUSEMSG m;//定義鼠標(biāo)信息

if(MouseHit())//檢測(cè)當(dāng)前是否有鼠標(biāo)信息

{

m=GetMouseMsg();//獲取一條鼠標(biāo)信息

if(m.uMsg==WM_MOUSEMOVE)

{

//擋板的值得鼠標(biāo)的位置

bar_x=m.x;

bar_y=m.y;

bar_left=bar_x-bar_width/2;

bar_right=bar_x+bar_width/2;

bar_top=bar_y-bar_high/2;

bar_bottom=bar_y+bar_high/2;

}

else if(m.uMsg==WM_LBUTTONDOWN)//按下鼠標(biāo)左鍵,初始化小球的位置為擋板上面中心

{

ball_x=bar_x;

ball_y=bar_top-radius-3;

}

}

}

}

void gameover()//游戲結(jié)束

{

EndBatchDraw();

closegraph();

}

main()

{

startup();

while(1)

{

clear();

output();

Input();

show();

}

gameover();

return 0;

}

誰(shuí)有java打磚塊的代碼,能記分,務(wù)必能運(yùn)行

import java.awt.Canvas;

import java.awt.Color;

import java.awt.Graphics;

import java.awt.event.KeyEvent;

import java.awt.event.KeyListener;

import java.util.Timer;

import javax.swing.JFrame;

public class dazhuankuai implements KeyListener

{

private JFrame jframe;

Canvas canvas;

board b;

int x;

int scoret;

int diffscore;

private int canvaswidth = 400;//canvas 的屬性

private int canvasheight =600;

dazhuankuai(){

jframe = new JFrame("打磚塊");

canvas = new Canvas();

canvas.setSize(canvaswidth, canvasheight);

canvas.addKeyListener(this);

jframe.add(canvas);

jframe.setBounds(320, 100,410, 500);

jframe.addKeyListener(this);

jframe.setVisible(true);

jframe.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);

begin();

}

public void begin()

{ b=new board(this);

b.run();

b.ball.vx=5;

b.ball.vy=10;

}

void paint()

{Graphics g = canvas.getGraphics();

g.setColor(Color.white);

g.fillRect(0, 0, 400, 350);

for(int i=0;i20;i++)

for(int j=0;j20;j++)

if(b.matrix[i][j]){

g.setColor(b.brickcolor[i][j]);

g.fillRect(i*20, j*10, 20, 10);

g.setColor(Color.white);

g.drawRect(i*20, j*10, 20, 10);}

g.setColor(Color.RED);

if(b.ball.y=350)

g.fillOval(b.ball.x, b.ball.y, 10, 10);

}

void paintrect()

{Graphics g = canvas.getGraphics();

g.setColor(Color.white);

g.fillRect(0, 350, 400, 10);

g.setColor(Color.black);

g.fillRect(b.leftpoint, 350, 50, 10);

}

void paintscore()

C程編程 打磚塊游戲編代碼 如何使小球碰撞后改變方向(通過(guò)圓心坐標(biāo)距離等建立函數(shù)....) 萬(wàn)分感謝

給一個(gè)建議參考,如果你覺得有用可以試試哈~

用一個(gè)結(jié)構(gòu)體定義小球,包含的其中一個(gè)變量:short direction;用來(lái)指示運(yùn)動(dòng)方向,再包含一個(gè)函數(shù)指針,指向一個(gè)函數(shù)如:short funL();若小球四周均沒有障礙,返回0,優(yōu)先判斷上下,再判斷左右,或反過(guò)來(lái),再根據(jù)哪個(gè)方向有障礙返回1~4,1~4分別代表什么方向自己定義,可以用宏,若函數(shù)返回1~4,根據(jù)相應(yīng)的情況改變變量direction的值就可以了

這個(gè)C語(yǔ)言打磚塊的代碼,磚塊如何實(shí)現(xiàn)刷新(磚塊怎么消失)

c語(yǔ)言游戲中實(shí)現(xiàn)動(dòng)畫靠的是1秒鐘多于25次的刷新。大一用easyx做過(guò)類似的,現(xiàn)在有點(diǎn)忘了,核心思想大概是

while(判斷游戲未結(jié)束)//時(shí)間沒停,未觸發(fā)游戲終止標(biāo)志

{

for(int?i=0;iobjectNum;i++)

{

//根據(jù)時(shí)間更新每個(gè)磚塊的狀態(tài)

//如果某磚塊的flag設(shè)為被打到,清除該物品,如果是鏈表刪節(jié)點(diǎn)

//未被打到,磚塊.y更新

}

//畫背景圖

for(int?i=0;iobjectNum;i++)

{

//畫每個(gè)磚塊

}

//獲取用戶命令

//一旦有命令,DispatchCommand()

//調(diào)用那個(gè)函數(shù),檢測(cè)鼠標(biāo)位置停留的時(shí)候是不是按鍵了,檢測(cè)有沒有操作磚塊

//sleep(100ms),延時(shí)造成視覺停留

}

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