Java实现王者荣耀小游戏

主要功能

键盘W,A,S,D键:控制玩家上下左右移动。按钮一:控制英雄发射一个矩形攻击红方小兵。按钮控制英雄发射魅惑技能,伤害小兵并让小兵停止移动。技能三:攻击多个敌人并让小兵停止移动。普攻:对小兵造成基础伤害。小兵每隔一段时间自动生成,在王者峡谷下路移动,遇到敌人则自动攻击。防御塔可以自动识别敌人进行攻击。野怪分为RedBuff,BlueBuff,普通野怪,死亡后都可以复活。游戏胜利的条件是红方水晶生命值为零,游戏失败条件是蓝方水晶生命值为零。游戏的设计模式为可以偷塔。
游戏流程图 

一,主窗口类

作用:初始化变量,窗口的启动方法,键盘监听事件,添加按钮事件,游戏不同状态的变化,播放背景音乐。

package com.sxt;
 
import com.sxt.beast.Beast;
 
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.io.File;
import java.util.ArrayList;
 
import javax.sound.sampled.AudioInputStream;
import javax.sound.sampled.AudioSystem;
import javax.sound.sampled.Clip;
import javax.sound.sampled.FloatControl;
import javax.swing.JButton;
import javax.swing.JFrame;
 
public class GameFrame extends JFrame {
    // 游戏开始 0, 游戏胜利1,游戏失败2
    int state = 0;
    // 窗口尺寸
    final int windowWidth = 1400;
    final  int windowHeight = 700;
    // 双缓冲图片
    private Image offScreenImage = null;
    // 攻击图片
    private Image attack = Toolkit.getDefaultToolkit().getImage("C:\\Users\\23839\\IdeaProjects\\asd\\src\\imgs\\attack.jpg");
    //游戏胜利失败图片
    private Image gameWin = Toolkit.getDefaultToolkit().getImage("C:\\Users\\23839\\IdeaProjects\\asd\\src\\imgs\\gameWin.png");
    private Image gameLose = Toolkit.getDefaultToolkit().getImage("C:\\Users\\23839\\IdeaProjects\\asd\\src\\imgs\\gameLose.png");
    // 游戏背景
    Background background = new Background(this);
    // 游戏玩家
    Champion player = new ChampionDaji(this);
    // 双方小兵
    MinionBlue mb = new MinionBlue(this);
    MinionRed mr = new MinionRed(this);
    //野怪
    public Beast beast = new Beast(this);
    // 防御塔
    Turret turret = new Turret(this);
    // 游戏元素列表
   public ArrayList<GameObject> objList = new ArrayList<>();
    ArrayList<GameObject> redList = new ArrayList<>();// 红色方
    ArrayList<GameObject> blueList = new ArrayList<>();// 蓝色方
    public ArrayList<GameObject> removeList = new ArrayList<>();// 存放将要删除的元素
 
    public void launch() {
        // 设置尺寸
        setSize(windowWidth, windowHeight);
        // 窗口居中
        setLocationRelativeTo(null);
        // 关闭事件
        setDefaultCloseOperation(3);
        // 用户不能调整窗口大小
        setResizable(false);
        // 标题
        setTitle("王者荣耀");
        // 窗口可见
        setVisible(true);
        // 添加键盘监视器
        this.addKeyListener(new GameFrame.KeyMonitor());
        // 添加游戏元素
        objList.add(background);
        objList.add(player);
        objList.addAll(beast.beastList);
        objList.addAll(turret.turretList);
        playMusic();
       for (int i = 0; i < 4; i++) {
            blueList.add(turret.turretList.get(i));
        }
        for (int i = 4; i < 8; i++) {
            redList.add(turret.turretList.get(i));
        }
 
 
        /**
         * 攻击按钮
         */
        JButton button = new JButton();
        button.setSize(130, 132);
        button.setLocation(1150, 430);
        button.addActionListener(new ActionListener() {
            @Override
            public void actionPerformed(ActionEvent e) {
                // 按钮事件
                player.attack(redList);
            }
        });
        this.add(button);
        player.addButton();
        while (true) {
 
            mb.createMinion(this, blueList);
            mr.createMinion(this, redList);
            repaint();
            try {
                Thread.sleep(25);
            } catch (Exception e) {
                e.printStackTrace();
            }
        }
    }
 
    public void paint(Graphics g) {
        if (offScreenImage == null) {
            offScreenImage = this.createImage(5984, 4452);
        }
        Graphics gImage = offScreenImage.getGraphics();
       if(state==0){
           turret.isLive();
            for (int i = 0; i < objList.size(); i++) {
                objList.get(i).paintSelf(gImage);
            }
            // 绘制攻击图片
           gImage.drawImage(attack, player.getX() + 500, player.getY() + 100, null);
 
            objList.removeAll(removeList);
        } else if (state ==1) {//游戏胜利
 
            gImage.drawImage(gameWin, player.getX()-700, player.getY()-300 , null);
        } else if (state == 2) {//游戏失败
            gImage.drawImage(gameLose, player.getX()-700, player.getY()-300, null);
        }
        g.drawImage(offScreenImage, -player.getX() + 700, -player.getY() + 350, null);
         // 添加按钮后不能调用键盘事件 因为程序的焦点变成了按钮 this.requestFocus() 把焦点重新改变到游戏界面上
 
        this.requestFocus();
    }
 
    // main方法
    public static void main(String[] args) {
        GameFrame gameFrame = new GameFrame();
        gameFrame.launch();
 
    }
    // 键盘事件
    private class KeyMonitor extends KeyAdapter {
        @Override
        public void keyPressed(KeyEvent e) {
            int key = e.getKeyCode();
            player.keyPressed(e);
        }
 
        @Override
        public void keyReleased(KeyEvent e) {
            int key = e.getKeyCode();
            player.keyReleased(e);
        }
    }
    static Clip clip;
    public static void playMusic() {
        try
        {
            //这里面放 绝对路径,音频必须是wav格式,用音频转换软件 把mp3 转成wav格式
            File musicPath = new File("C:\\Users\\23839\\IdeaProjects\\PlaneWar\\PlayMusic\\bgm.wav");
 
            if(musicPath.exists())
            {
                AudioInputStream audioInput = AudioSystem.getAudioInputStream(musicPath);
                clip = AudioSystem.getClip();
                clip.open(audioInput);
                FloatControl gainControl = (FloatControl)clip.getControl(FloatControl.Type.MASTER_GAIN);
                gainControl.setValue(-20.0f);//设置音量,范围为 -60.0f 到 6.0f
                clip.start();
                clip.loop(Clip.LOOP_CONTINUOUSLY);
            }
            else
            {
            }
        }
        catch(Exception ex)
        {
            ex.printStackTrace();
        }
    }
 
}

 

二,游戏元素父类

作用:初始化基本变量,定义addHp()方法,两点之间的距离方法,矩形与矩形的碰撞检测方法,矩形与圆形的碰撞检测方法,定义防御塔,英雄,小兵的攻击方法,用线程实现攻击的冷却时间。

package com.sxt;
 
import java.awt.*;
import java.util.ArrayList;
 
//游戏元素的父类
public abstract class GameObject {
    // 坐标
    private int x;
    private int y;
    // 图片
    private Image img;
    // 游戏界面
    public GameFrame gameFrame;
    // 速度
    private int spd;
    // 初始生命值
    private int hp;
    // 当前生命值
    private int currentHp;
    // 攻击目标
    private GameObject target;
    // 是否有目标
    private boolean hasTarget = false;
    // 攻击距离
    private int dis;
    // 攻击时间间隔
    private int attackCoolDownTime;
    // 攻击是否冷却
    private boolean attackCoolDown = true;
    // 是否存活
    private boolean alive = true;
    //是否被控制
    boolean beControlled = false;
 
    public GameObject(GameFrame gameFrame) {
        this.gameFrame = gameFrame;
    }
 
    public GameObject(int x, int y, GameFrame gameFrame) {
        this.x = x;
        this.y = y;
        this.gameFrame = gameFrame;
    }
 
    public GameObject() {
    }
    public void addHp(Graphics g, int difX, int difY, int width, int height, Color color) {
        // 绘制外部轮廓
        g.setColor(Color.black);
        g.drawRect(getX() - difX, getY() - difY, width, height);
        // 填充矩形
        g.setColor(color);
        g.fillRect(getX() - difX, getY() - difY, (int) (width * getCurrentHp() / getHp()), height);
    }
 
    public double getDis(int x1, int y1, int x2, int y2) {
        return Math.sqrt(Math.pow(x1 - x2, 2) + Math.pow(y1 - y2, 2));
    }
 
    // 矩形矩形碰撞检测
    public boolean recIntersectsRec(Rectangle r1, Rectangle r2) {
        return r1.intersects(r2);
    }
 
    public boolean recIntersectsCir(Rectangle rec, int x, int y, int r) {
        // 矩形于圆相交: 圆心到至少一个矩形定点的距离小于r
        if ((getDis(x, y, rec.x, rec.y) < r) || (getDis(x, y, rec.x, rec.y + rec.height) < r)
                || (getDis(x, y, rec.x + rec.width, rec.y) < r)
                || (getDis(x, y, rec.x + rec.width, rec.y + rec.height) < r)) {
            return true;
        }
        return false;
    }
 
    // 攻击方法
    public void attack(ArrayList<GameObject> gameObjList) {
        if (hasTarget) {
            // 目标离开范围后寻找新的目标
            if (!recIntersectsCir(target.getRec(), getX(), getY(), getDis())) {
                setHasTarget(false);
            }
            // 目标死亡,寻找新目标
            else if (!target.isAlive()) {
                setHasTarget(false);
            } else if (isAttackCoolDown() && isAlive()) {
                Bullet bullet = null;
                // 防御塔攻击
                if (Turret.class.isAssignableFrom(getClass())) {
                    bullet = new Bullet(gameFrame, this, getTarget(), 500, 50);
                }
                // 小兵攻击
                else if (Minion.class.isAssignableFrom(getClass())) {
                    bullet = new Bullet(gameFrame, this, getTarget(), 50, 30);
                }
                // 玩家攻击
                else if (this instanceof Champion) {
                    bullet = new Bullet(gameFrame, this, getTarget(), 500, 50);
                }
                gameFrame.objList.add(bullet);
                // 线程开始
                new AttackCD().start();
            }
        } else {
            // 遍历列表
            for (GameObject obj : gameObjList) {
                // 判断攻击范围(圆形)与敌方(矩形)是否相交
                if (recIntersectsCir(obj.getRec(), getX(), getY(), getDis())) {
                    // 找到目标
                    setTarget(obj);
                    setHasTarget(true);
                    // 跳出循环
                    break;
                }
            }
            // 玩家是否在攻击范围内
            if (!hasTarget && gameObjList == gameFrame.blueList) {
                if (recIntersectsCir(gameFrame.player.getRec(), getX(), getY(), getDis())) {
                    // 找到目标
                    setTarget(gameFrame.player);
                    setHasTarget(true);
                }
            }
            else {
                //野怪是否在攻击范围内
                for (GameObject obj : gameFrame.beast.beastList) {
                    // 判断攻击范围(圆形)与敌方(矩形)是否相交
                    if (recIntersectsCir(obj.getRec(), getX(), getY(), getDis())) {
                        // 找到目标
                        setTarget(obj);
                        setHasTarget(true);
                        // 跳出循环
                        break;
                    }
                }
            }
        }
    }
 
    //public abstract void addTurret();
 
    class AttackCD extends Thread {
        public void run() {
            // 将攻击功能设置为冷却状态
            setAttackCoolDown(false);
            // 线程休眠
            try {
                Thread.sleep(attackCoolDownTime);
            } catch (Exception e) {
                e.printStackTrace();
            }
            // 将攻击功能设置为攻击状态
            setAttackCoolDown(true);
            // 线程终止
            this.interrupt();
        }
    }
 
    // 绘制元素
    public abstract void paintSelf(Graphics g);
 
    // 返回矩形
    public abstract Rectangle getRec();
    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 Image getImg() {
        return img;
    }
    public void setImg(String img) {
        this.img = Toolkit.getDefaultToolkit().getImage(img);
    }
    public int getSpd() {
        return spd;
    }
    public void setSpd(int spd) {
        this.spd = spd;
    }
    public int getHp() {
        return hp;
    }
    public void setHp(int hp) {
        this.hp = hp;
    }
    public int getCurrentHp() {
        return currentHp;
    }
    public void setCurrentHp(int currentHp) {
        this.currentHp = currentHp;
    }
    public GameObject getTarget() {
        return target;
    }
    public void setTarget(GameObject target) {
        this.target = target;
    }
    public boolean isHasTarget() {
        return hasTarget;
    }
    public void setHasTarget(boolean hasTarget) {
        this.hasTarget = hasTarget;
    }
    public int getDis() {
        return dis;
    }
    public void setDis(int dis) {
        this.dis = dis;
    }
    public int getAttackCoolDownTime() {
        return attackCoolDownTime;
    }
    public void setAttackCoolDownTime(int attackCoolDownTime) {
        this.attackCoolDownTime = attackCoolDownTime;
    }
    public boolean isAttackCoolDown() {
        return attackCoolDown;
    }
    public void setAttackCoolDown(boolean attackCoolDown) {
        this.attackCoolDown = attackCoolDown;
    }
    public boolean isAlive() {
        return alive;
    }
    public void setAlive(boolean alive) {
        this.alive = alive;
    }
}

三,防御塔类

作用:初始化防御塔并添加到窗口中,游戏失败与胜利方法,在绘制自身方法中通过判断血量删除元素或者绘制防御塔。

package com.sxt;
 
import java.awt.*;
import java.util.ArrayList;
//防御塔类
public  class Turret extends GameObject{
 
    ArrayList<Turret> turretList = new ArrayList<>();
    public Turret turretBlueOne;
    public Turret turretBlueTwo;
    public Turret turretBlueThree;
    public Turret turretBlueBase;
    public Turret turretRedOne;
    public Turret turretRedTwo;
    public Turret turretRedThree;
    public Turret turretRedBase;
 
    public Turret(GameFrame gameFrame) {
        super(gameFrame);
        setImg("C:\\Users\\23839\\IdeaProjects\\asd\\src\\imgs\\turret.png");
 
        // 初始化八个防御塔
        turretList.add(turretBlueOne = new TurretBlue(1860, 3790, gameFrame));
        turretList.add(turretBlueTwo = new TurretBlue(2650, 3820, gameFrame));
        turretList.add(turretBlueThree = new TurretBlue(3995, 3830, gameFrame));
        turretList.add(turretBlueBase = new TurretBlue(1130, 3650, gameFrame));
        turretList.add(turretRedOne = new TurretRed(5100, 3030, gameFrame));
        turretList.add(turretRedTwo = new TurretRed(5120, 2100, gameFrame));
        turretList.add(turretRedThree = new TurretRed(5060, 1570, gameFrame));
        turretList.add(turretRedBase = new TurretRed(4850, 1100, gameFrame));
 
    }
 
    public Turret(int x, int y, GameFrame gameFrame) {
        super(x, y, gameFrame);
        setImg("C:\\Users\\23839\\IdeaProjects\\asd\\src\\imgs\\turret.png");
        setHp(6000);
        setCurrentHp(getHp());
        setAttackCoolDownTime(1000);
        setDis(300);
    }
    public void isLive(){
        if(gameFrame.turret.turretBlueBase.getCurrentHp()==0){
            gameFrame.state=2;
        }
        if(gameFrame.turret.turretRedBase.getCurrentHp()==0){
            gameFrame.state=1;
        }
    }
    @Override
    public void paintSelf(Graphics g) {
        // 生命值为0
        if (getCurrentHp() <= 0) {
            setAlive(false);
            gameFrame.removeList.add(this);
            if (this instanceof TurretBlue) {
                gameFrame.blueList.remove(this);
            } else {
                gameFrame.redList.remove(this);
            }
        } else {
            // 添加生命值
            if (this instanceof TurretBlue) {
                this.addHp(g, 50, 130, 100, 20, Color.GREEN);
                attack(gameFrame.redList);
            } else {
                this.addHp(g, 50, 130, 100, 20, Color.RED);
                attack(gameFrame.blueList);
            }
            g.drawImage(getImg(), getX() - 50, getY() - 100, null);
            g.fillOval(getX(), getY(), 10, 10);
            g.drawRect(getX() - 50, getY() - 100, 100, 180);
            g.drawOval(getX() - 300, getY() - 300, 600, 600);
        }
    }
 
    @Override
    public Rectangle getRec() {
        return new Rectangle(getX() - 50, getY() - 100, 100, 180);
    }
}

1.蓝色防御塔

作用:有参构造。

package com.sxt;
//蓝方防御塔
public class TurretBlue extends Turret{
    public TurretBlue(GameFrame gameFrame){
        super(gameFrame);
    }
    public TurretBlue(int x,int y,GameFrame gameFrame){
        super(x,y,gameFrame);
    }
}

2.红方防御塔

作用:有参构造。

package com.sxt;
//蓝方防御塔
public class TurretRed extends Turret{
    //有参构造
    public TurretRed(GameFrame gameFrame){
        super(gameFrame);
    }
    public TurretRed(int x,int y,GameFrame gameFrame){
        super(x,y,gameFrame);
    }
}

四,英雄类

作用:实现键盘监听,添加按钮,鼠标监听。

package com.sxt;
 
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
 
import javax.swing.JButton;
 
//游戏英雄类
public abstract class Champion extends GameObject {
    // 移动
    public boolean up, down, left, right;
    // 移动图集
    static String[] imgs = new String[8];
    // 第几张图片
    int moveCount = 1;
    //技能图片
    Image abilityOne;
    Image abilityTwo;
    Image abilityThree;
    //技能冷却时间
    int coolDownTimeOne;
    int coolDownTimeTwo;
    int coolDownTimeThree;
    //三个技能是否处于冷却状态
    boolean coolDownOne = true;
    boolean coolDownTwo = true;
    boolean coolDownThree = true;
 
    static {
        for (int i = 1; i < 8; i++) {
            imgs[i] = "C:\\Users\\23839\\IdeaProjects\\asd\\src\\imgs\\move\\" + i + ".png";
        }
    }
    public Champion(GameFrame gameFrame) {
        super(gameFrame);
 
        //定义英雄的图片和坐标
        setImg("C:\\Users\\23839\\IdeaProjects\\HonorOfKings\\src\\imgs\\stand.png");
        setX(700);
        setY(3800);
        setSpd(75);
        setHp(24000);
        setDis(250);
        setAttackCoolDownTime(100);
        setCurrentHp(getHp());
    }
 
    public void keyPressed(KeyEvent e) {
        int key = e.getKeyCode();
        if (key == KeyEvent.VK_D) {
            right = true;}
        if (key == KeyEvent.VK_A) {
            left = true;}
        if (key == KeyEvent.VK_W) {
            up = true;}
        if (key == KeyEvent.VK_S) {
            down = true;}
    }
 
    public void keyReleased(KeyEvent e) {
        int key = e.getKeyCode();
        if (key == KeyEvent.VK_D) {
            right = false;}
        if (key == KeyEvent.VK_A) {
            left = false;}
        if (key == KeyEvent.VK_W) {
            up = false;}
        if (key == KeyEvent.VK_S) {
            down = false;}
    }
    public void move() {
        if (up) {
            setY(getY() - getSpd());
        }
        if (down) {
            setY(getY() + getSpd());
        }
        if (left) {
            setX(getX() - getSpd());
        }
        if (right) {
            setX(getX() + getSpd());
        }
        if (up || down || left || right) {
            setImg(imgs[moveCount]);
            moveCount++;
            if (moveCount == 8) {
                moveCount = 1;
            }
        } else {
            setImg("C:\\Users\\23839\\IdeaProjects\\asd\\src\\imgs\\stand.png");
        }
    }
 
    //添加三个技能按钮
 
    public void addButton() {
        JButton button1 = new JButton();
        button1.setSize(100, 100);
        button1.setLocation(1056, 513);
        button1.addActionListener(new ActionListener() {
            @Override
            public void actionPerformed(ActionEvent e) {
                abilityOne();
            }
        });
        JButton button2 = new JButton();
        button2.setSize(100, 100);
        button2.setLocation(1090, 370);
        button2.addActionListener(new ActionListener() {
            @Override
            public void actionPerformed(ActionEvent e) {
                abilityTwo();
            }
        });
        JButton button3 = new JButton();
        button3.setSize(100, 100);
        button3.setLocation(1220, 300);
        button3.addActionListener(new ActionListener() {
            @Override
            public void actionPerformed(ActionEvent e) {
                abilityThree();
            }
        });
        gameFrame.add(button1);
        gameFrame.add(button2);
        gameFrame.add(button3);
    }
 
    public abstract void abilityOne();
    public abstract void abilityTwo();
    public abstract void abilityThree();
    public abstract void abilityEffect(Graphics g);
 
    @Override
    public void paintSelf(Graphics g) {
        // 生命值为0
        if (getCurrentHp() <= 0) {
            setAlive(false);
            gameFrame.removeList.add(this);
 
        } else {
            // 添加生命值
            addHp(g, 30, 80, 80, 20, Color.GREEN);
            //绘制技能图片
            g.drawImage(abilityOne, getX() + 360, getY() + 180, null);
            g.drawImage(abilityTwo, getX() + 400, getY() + 40, null);
            g.drawImage(abilityThree, getX() + 520, getY() - 30, null);
            // 绘制图片
            g.drawImage(this.getImg(), getX() - 33, getY() - 50, null);
            // 改变画笔颜色
            g.setColor(Color.GREEN);
            // 绘制中心圆点
            g.fillOval(getX(), getY(), 10, 10);
            // 绘制矩形边框
            g.drawRect(getX() - 23, getY() - 50, 60, 120);
            move();
            abilityEffect(g);
        }
    }
 
    @Override
    public Rectangle getRec() {
        return new Rectangle(getX() - 30, getY() - 60, 60, 120);
    }
 
}

1.英雄妲己

作用:定义三个技能的具体实现方法,用线程实现技能的冷却时间,控制时间,鼠标监视器实现释放技能一,定义技能效果。

package com.sxt;
 
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Polygon;
import java.awt.Toolkit;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.util.ArrayList;
import java.util.Random;
 
 
 
public class ChampionDaji extends Champion {
 
    // 技能是否处于释放状态
    boolean ifAbilityOne = false;
    boolean ifAbilityTwo = false;
    // 鼠标监视器
   MouseMonitor m;
    // 一技能多边形
    Polygon p;
    // 一技能三角函数
    double sin;
    double cos;
    // 一技能已经攻击过的目标
    ArrayList<GameObject> attacked;
    // 一技能移动次数
    int step = 0;
    // 技能二目标
    GameObject abilityTwoTarget;
    // 技能二子弹
    Bullet abilityTwoBullet;
    // 三技能的五个子弹,释放三技能后重新定义
    Bullet[] bulletList = { new Bullet(), new Bullet(), new Bullet(), new Bullet(), new Bullet() };
 
    public ChampionDaji(GameFrame gameFrame) {
        super(gameFrame);
        abilityOne = Toolkit.getDefaultToolkit().getImage("C:\\Users\\23839\\IdeaProjects\\asd\\src\\imgs\\Daji\\abilityOne.jpg");
        abilityTwo = Toolkit.getDefaultToolkit().getImage("C:\\Users\\23839\\IdeaProjects\\asd\\src\\imgs\\Daji\\abilityTwo.jpg");
        abilityThree = Toolkit.getDefaultToolkit().getImage("C:\\Users\\23839\\IdeaProjects\\asd\\src\\imgs\\Daji\\abilityThree.jpg");
        // 三个技能冷却时间
        coolDownTimeOne = 3000;
        coolDownTimeTwo = 5000;
        coolDownTimeThree = 8000;
    }
 
    public void exit() {
        this.gameFrame.removeMouseListener(m);
    }
 
    public void abilityOneMove() {
        p.translate((int) (50 * cos), -(int) (50 * sin));
        for (GameObject redObj : gameFrame.redList) {
            // 是红色方小兵 && 发生碰撞 && 没在attacked列表里
            if (redObj instanceof MinionRed && p.intersects(redObj.getRec()) && attacked.indexOf(redObj) == -1) {
                // 小兵扣血,添加到attacked里
                redObj.setCurrentHp(redObj.getCurrentHp() - 400);
                attacked.add(redObj);
            }
        }
    }
 
    @Override
    public void abilityOne() {
        if (coolDownOne) {
            m = new MouseMonitor();
            p = new Polygon();
            gameFrame.addMouseListener(m);
            attacked = new ArrayList<GameObject>();
        }
    }
 
 
    public void abilityTwo() {
        if (coolDownTwo) {
            boolean find = false;
            for (GameObject redObj : gameFrame.objList) {
                // 是红色小兵 && 距离小于250 && 存活
                if (redObj instanceof MinionRed && recIntersectsCir(redObj.getRec(), getX(), getY(), 250)
                        && redObj.isAlive()) {
                    // 添加子弹
                    abilityTwoBullet = new Bullet(gameFrame, this, redObj, 250, 60, "C:\\Users\\23839\\IdeaProjects\\asd\\src\\imgs\\Daji\\abilityTwoBullet.png");
                    gameFrame.objList.add(abilityTwoBullet);
                    // 给目标赋值
                    abilityTwoTarget = redObj;
                    // 释放二技能
                    ifAbilityTwo = true;
                    find = true;
                    break;
                }
            }
            if (find) {
                new AbilityTwoCD().start();
                find = false;
            }
        }
    }
 
    /**
     * 点击技能三释放技能 先将技能范围内目标储存到targetList里 提前定义五个子弹 技能释放时初始化五个子弹 子弹目标从targetList里随机选择
     * 如果期间目标死亡,制作一个目标替身,生命值设置为true 子弹与目标或替身碰撞后消失
     */
    @Override
    public void abilityThree() {
        if (coolDownThree) {
            // 创建列表来储存目标
            ArrayList<GameObject> targetList = new ArrayList<GameObject>();
            // 遍历redList,找到符合条件的目标,储存到列表里
            for (int i = 0; i < gameFrame.objList.size(); i++) {
                GameObject target = gameFrame.objList.get(i);
                // 是红色小兵 && 在技能范围里 && 存活
                if (target instanceof MinionRed && recIntersectsCir(target.getRec(), getX(), getY(), 250)
                        && target.isAlive()) {
                    targetList.add(target);
                }
            }
            // 找到目标
            if (targetList.size() != 0) {
                // 创建五个子弹,随机攻击列表里的目标
                Random random = new Random();
                int count = 0; // 统计三技能发射子弹数量
                while (count < 5) {
                    int r = random.nextInt(targetList.size());
                    if (!targetList.get(r).isAlive()) {
                        GameObject substitute = targetList.get(r);
                        substitute.setAlive(true);
                        bulletList[count] = new Bullet(gameFrame, this, substitute, 150, 60,
                                "C:\\Users\\23839\\IdeaProjects\\asd\\src\\imgs\\Daji\\abilityTwoBullet.png");
                    } else {
                        bulletList[count] = new Bullet(gameFrame, this, targetList.get(r), 150, 60,
                                "C:\\Users\\23839\\IdeaProjects\\asd\\src\\imgs\\Daji\\abilityTwoBullet.png");
                    }
                    count++;
                }
                new AbilityThreeBulletCD().start();
                // 三技能进入冷却
                new AbilityThreeCD().start();
            }
        }
    }
 
    @Override
    public void abilityEffect(Graphics g) {
        if (ifAbilityOne) {
            g.setColor(Color.RED);
            g.fillPolygon(p);
            abilityOneMove();
            step++;
            if (step == 10) {
                step = 0;
                ifAbilityOne = false;
            }
        }
        if (ifAbilityTwo) {
            System.out.println(abilityTwoTarget.beControlled);
            if (abilityTwoBullet.getRec().intersects(abilityTwoTarget.getRec())) {
                new AbilityControllCD().start();
                ifAbilityTwo = false;
            }
        }
    }
 
    // 技能一冷却时间
    class AbilityOneCD extends Thread {
        public void run() {
            // 将技能一设置为冷却状态
            coolDownOne = false;
            // 线程休眠
            try {
                // one来表示一技能冷却时间
                int one = coolDownTimeOne;
                while (one > 0) {
                    Thread.sleep(1000);
                    System.out.println("一技能冷却时间: " + one / 1000);
                    one -= 1000;
                }
            } catch (Exception e) {
                e.printStackTrace();
            }
            // 将技能一设置为攻击状态
            coolDownOne = true;
            // 线程终止
            this.interrupt();
        }
    }
 
    // 技能二冷却时间
    class AbilityTwoCD extends Thread {
        public void run() {
            // 将技能二设置为冷却状态
            coolDownTwo = false;
            // 线程休眠
            try {
                // one来表示二技能冷却时间
                int two = coolDownTimeTwo;
                while (two > 0) {
                    Thread.sleep(1000);
                    System.out.println("二技能冷却时间: " + two / 1000);
                    two -= 1000;
                }
            } catch (Exception e) {
                e.printStackTrace();
            }
            // 将技能二设置为攻击状态
            coolDownTwo = true;
            // 线程终止
            this.interrupt();
        }
    }
 
    // 技能二控制时间
    class AbilityControllCD extends Thread {
        public void run() {
            abilityTwoTarget.beControlled = true;
            // 线程休眠
            try {
                Thread.sleep(20000);
            } catch (Exception e) {
                e.printStackTrace();
            }
            abilityTwoTarget.beControlled = false;
            this.interrupt();
        }
 
    }
    //技能三冷却状态
    class AbilityThreeCD extends Thread {
        public void run() {
            // 将攻击功能设置为冷却状态
            coolDownThree = false;
            // 休眠
            try {
                int three = coolDownTimeThree;
                while (coolDownTimeThree > 0) {
                    Thread.sleep(1000);
                    System.out.println("技能三冷却时间: " + coolDownTimeThree / 1000);
                    coolDownTimeThree -= 1000;
                }
                coolDownTimeThree = three;
            } catch (Exception e) {
                e.printStackTrace();
            }
            // 将攻击功能解除冷却状态
            coolDownThree = true;
            // 线程终止
            this.interrupt();
        }
    }
 
    class AbilityThreeBulletCD extends Thread {
        public void run() {
            // 休眠
            try {
                System.out.println("Thread start");
                gameFrame.objList.add(bulletList[0]);
                Thread.sleep(100);
                gameFrame.objList.add(bulletList[1]);
                Thread.sleep(100);
                gameFrame.objList.add(bulletList[2]);
                Thread.sleep(100);
                gameFrame.objList.add(bulletList[3]);
                Thread.sleep(100);
                gameFrame.objList.add(bulletList[4]);
            } catch (Exception e) {
                e.printStackTrace();
            }
            // 线程终止
            this.interrupt();
        }
    }
 
    // 鼠标监视器
    private class MouseMonitor extends MouseAdapter {
        @Override
        public void mousePressed(MouseEvent e) {// 当鼠标点击时
            int mouseX = e.getX(), mouseY = e.getY(), playerX = 700, playerY = 350;
            double dis = getDis(mouseX, mouseY, playerX, playerY);
            // 三角函数
            cos = (mouseX - playerX) / dis;
            sin = -(mouseY - playerY) / dis;
            // 坐标差
            int difX = (int) (60 * sin);
            int difY = (int) (60 * cos);
            p.addPoint(getX() - difX, getY() - difY);
            p.addPoint(getX() + difX, getY() + difY);
            p.addPoint(getX() + difX + (int) (20 * cos), getY() + difY - (int) (20 * sin));
            p.addPoint(getX() - difX + (int) (20 * cos), getY() - difY - (int) (20 * sin));
            exit();
            new AbilityOneCD().start();
            ifAbilityOne = true;
        }
    }
}

五,小兵类

作用:初始化小兵的基本参数,实现找到目标方法,向目标移动方法。每波小兵生成的时间,每个小兵生成的时间,在绘制自身方法中通过判断血量是否为零实现删除元素功能和绘制小兵功能。

package com.sxt;
 
import java.awt.*;
import java.util.ArrayList;
 
public abstract class Minion extends GameObject{
 
    // 是否生成下一个小兵
    private boolean nextMinion = true;
    // 是否生成下一波小兵
    private boolean nextLine = true;
    // 生成小兵数量
    private int minionCount = 0;
    // 是否检测到目标
    private boolean ifFindTarget = false;
 
    public Minion(GameFrame gameFrame) {
        super(gameFrame);
        setHp(800);
        setCurrentHp(getHp());
        setDis(100);
        setAttackCoolDownTime(2000);
    }
 
    /**
     * (1325, 3750) (4425, 3750) (5050, 3125) (5050, 1125)
     */
 
    public abstract void move(ArrayList<GameObject> objList);
 
    public void findTarget(ArrayList<GameObject> objList) {
        for (GameObject obj : objList) {
            if (recIntersectsCir(obj.getRec(), getX(), getY(), 200)) {
                setTarget(obj);
                setIfFindTarget(true);
            }
        }
        if (objList == gameFrame.blueList) {
            if (recIntersectsCir(gameFrame.player.getRec(), getX(), getY(), 200)) {
                setTarget(gameFrame.player);
                setIfFindTarget(true);
            }
        }
    }
 
    public void moveToTarget() {
        int dis = (int) getDis(getX(), getY(), getTarget().getX(), getTarget().getY());
        if(dis!=0) {
            int xSpeed =  (getSpd() * (getTarget().getX() - getX()) / dis);
            int ySpeed = (getSpd() * (getTarget().getY() - getY()) / dis);
            setX(getX() + xSpeed);
            setY(getY() + ySpeed);
        }
    }
 
    public void createMinion(GameFrame gameFrame, ArrayList<GameObject> minionList) {
        if (nextLine) {
            if (nextMinion) {
                // 蓝色方小兵
                if (minionList == this.gameFrame.blueList) {
                    MinionBlue mb = new MinionBlue(gameFrame);
                    gameFrame.objList.add(mb);
                    minionList.add(mb);
                }
                // 红色方小兵
                else {
                    MinionRed mr = new MinionRed(gameFrame);
                    gameFrame.objList.add(mr);
                    minionList.add(mr);
                }
                minionCount++;
                new NextMinion().start();
            }
            if (minionCount == 3) {
                minionCount = 0;
                new NextLine().start();
            }
        }
    }
 
    // 每个小兵生成时间
    class NextMinion extends Thread {
        public void run() {
            nextMinion = false;
            // 休眠1.5s
            try {
                Thread.sleep(1500);
            } catch (Exception e) {
                e.printStackTrace();
            }
            nextMinion = true;
            // 线程终止
            this.interrupt();
        }
    }
 
    // 每波小兵生成时间
    class NextLine extends Thread {
        public void run() {
            nextLine = false;
            // 休眠15s
            try {
                Thread.sleep(15000);
            } catch (Exception e) {
                e.printStackTrace();
            }
            nextLine = true;
            // 线程终止
            this.interrupt();
        }
    }
 
    @Override
    public void paintSelf(Graphics g) {
        // 生命值为0
        if (getCurrentHp() <= 0) {
            setAlive(false);
            gameFrame.removeList.add(this);
            if (this instanceof MinionBlue) {
                gameFrame.blueList.remove(this);
            } else {
                gameFrame.redList.remove(this);
            }
        } else {
            // 添加生命值
            if (this instanceof MinionBlue) {
                this.addHp(g, 17, 28, 45, 10, Color.GREEN);
            } else {
                this.addHp(g, 17, 28, 45, 10, Color.RED);
            }
            g.drawImage(getImg(), getX() - 16, getY() - 16, null);
            g.setColor(Color.RED);
            g.fillOval(getX(), getY(), 10, 10);
            g.drawRect(getX() - 16, getY() - 16, 45, 45);
            g.drawOval(getX() - 200, getY() - 200, 400, 400);
            // 小兵移动
            if (!beControlled) {
                if (this instanceof MinionBlue) {
                    move(gameFrame.redList);
                } else {
                    move(gameFrame.blueList);
                }
            }
        }
    }
 
    @Override
    public Rectangle getRec() {
        return new Rectangle(getX() - 16, getY() - 16, 45, 45);
    }
 
    public boolean isIfFindTarget() {
        return ifFindTarget;
    }
    public void setIfFindTarget(boolean ifFindTarget) {
        this.ifFindTarget = ifFindTarget;
    }
 
}

1.红方小兵

作用:具体的红方小兵移动方法。 

package com.sxt;
 
import java.util.ArrayList;
 
public  class MinionRed extends Minion {
    public MinionRed(GameFrame gameFrame) {
        super(gameFrame);
        setImg("C:\\Users\\23839\\IdeaProjects\\asd\\src\\imgs\\minion\\red.jpg");
        setX(5050);
        setY(1125);
    }
 
    @Override
    public void move(ArrayList<GameObject> objList) {
        if (isIfFindTarget()) {
            // 离开检测范围
            if (!recIntersectsCir(getTarget().getRec(), getX(), getY(), 200)) {
                setIfFindTarget(false);
            } else {
                if (!isHasTarget()) {
                    moveToTarget();
                }
                attack(objList);
            }
        } else {
            findTarget(objList);
            // 原路线移动
            if (getY() < 3125) {
                setSpd(28);
                setY(getY() + getSpd());
            } else if (getY() < 3750 && getY() >= 3125) {
                setSpd(20);
                setY(getY() + getSpd());
                setX(getX() - getSpd());
            } else if (getY() >= 3750) {
                setSpd(25);
                setX(getX() - getSpd());
            }
        }
    }
 
 
 
 
}

2.蓝方小兵

作用:具体的蓝方小兵移动方法。

package com.sxt;
 
import java.util.ArrayList;
 
public  class MinionBlue extends Minion{
 
    public MinionBlue(GameFrame gameFrame) {
        super(gameFrame);
        setImg("C:\\Users\\23839\\IdeaProjects\\asd\\src\\imgs\\minion\\blue.jpg");
        setX(1325);
        setY(3750);
    }
 
    @Override
    public void move(ArrayList<GameObject> objList) {
        if(isIfFindTarget()) {
            //离开检测范围
            if(!recIntersectsCir(getTarget().getRec(), getX(), getY(), 200)) {
                setIfFindTarget(false);
            }else {
                if(!isHasTarget()) {
                    moveToTarget();
                }
                attack(objList);
            }
        }else {
            findTarget(objList);
            //原路线移动
            if(getX() < 4425) {
                setSpd(5);
                setX(getX() + getSpd());
            }else if(getX() < 5100 && getX() >= 4425) {
                setSpd(20);
                setX(getX() + getSpd());
                setY(getY() - getSpd());
            }else if(getX() >= 4900) {
                setSpd(18);
                setY(getY() - getSpd());
            }
        }
    }
}

六,子弹类

作用:子弹移动方法。

package com.sxt;
 
import java.awt.*;
 
//子弹类
public  class Bullet extends GameObject {
 
    //发射子弹的游戏元素
    GameObject attacker;
    //目标
    GameObject target;
    //攻击力
    int ad;
 
    public Bullet(GameFrame gameFrame, GameObject attacker, GameObject target, int ad, int spd) {
        super(attacker.getX(), attacker.getY(), gameFrame);
        this.attacker = attacker;
        this.target = target;
        setAd(ad);
        setSpd(spd);
    }
 
    public Bullet(GameFrame gameFrame, GameObject attacker, GameObject target, int ad, int spd, String img) {
        super(attacker.getX(), attacker.getY(), gameFrame);
        this.attacker = attacker;
        this.target = target;
        setImg(img);
        setAd(ad);
        setSpd(spd);
    }
 
    public Bullet() {
        super();
    }
 
    public void move() {
        //子弹与目标碰撞,子弹消失,目标减血
        if (recIntersectsRec(getRec(), target.getRec())) {
            target.setCurrentHp(target.getCurrentHp() - getAd());
            gameFrame.removeList.add(this);
        }
        int dis = (int) getDis(getX(), getY(), target.getX(), target.getY());
        if (dis != 0) {
            int xSpeed =  (getSpd() * (target.getX() - getX()) / dis);
            int ySpeed =  (getSpd() * (target.getY() - getY()) / dis);
            setX(getX() + xSpeed);
            setY(getY() + ySpeed);
        }
    }
 
    @Override
    public void paintSelf(Graphics g) {
        g.drawImage(getImg(), getX()-16, getY()-16, null);
        g.setColor(Color.BLACK);
        g.fillOval(getX()-5, getY()-5, 10, 10);
        g.drawRect(getX()-5, getY()-5, 10, 10);
        move();
    }
 
    @Override
    public Rectangle getRec() {
        return new Rectangle(getX()-5, getY()-5, 10, 10);
    }
    public int getAd() {
        return ad;
    }
 
    public void setAd(int ad) {
        this.ad = ad;
    }
}

七,背景类

作用:初始化背景。

package com.sxt;
 
import java.awt.*;
//背景类
public  class Background extends GameObject{
    public Background(GameFrame gameFrame) {
        super(gameFrame);
    }
 
    Image bg = Toolkit.getDefaultToolkit().getImage("C:\\Users\\23839\\IdeaProjects\\asd\\src\\imgs\\Map.jpg");
 
    public void paintSelf(Graphics g){
        g.drawImage(bg,0,0,null);
 
    }
    @Override
    public Rectangle getRec() {
        return null;
    }
}

八,野怪类

作用:在绘制自身方法中通过判断血量删除元素或者绘制自身,用线程实现自动复活功能。

package com.sxt.beast;
 
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Rectangle;
import java.util.ArrayList;
 
import com.sxt.*;
 
public class Beast extends GameObject {
 
    public ArrayList<Beast> beastList = new ArrayList<>();
    int width;
    int height;
    // 复活的元素
    Beast beast = null;
 
    public Beast(GameFrame gameFrame) {
        super(gameFrame);
        beastList.add(new RedBuff(3045, 3170, gameFrame));
        beastList.add(new Bear(2800, 2855, gameFrame));
        beastList.add(new Bird(3570, 3380, gameFrame));
        beastList.add(new Xiyi(4585, 2365, gameFrame));
        beastList.add(new BlueBuff(4025, 2295, gameFrame));
        beastList.add(new Wolf(4235, 1945, gameFrame));
    }
 
    public Beast(int x, int y, GameFrame gameFrame) {
        super(x, y, gameFrame);
        setHp(1000);
        setCurrentHp(getHp());
        beast = this;
    }
 
 
    @Override
    public void paintSelf(Graphics g) {
        if (getCurrentHp() <= 0) {
            System.out.println("beast die");
            setAlive(false);
            gameFrame.removeList.add(this);
            gameFrame.beast.beastList.remove(this);
            new ReviveCD().start();
        } else {
            // 添加生命值
            addHp(g, width / 2, 80, width, 20, Color.GREEN);
            g.drawImage(getImg(), getX() - width / 2, getY() - height / 2, null);
            g.setColor(Color.RED);
            g.fillOval(getX(), getY(), 10, 10);
            g.drawOval(getX() - getDis(), getY() - getDis(), 2 * getDis(), 2 * getDis());
        }
    }
 
    @Override
    public Rectangle getRec() {
        return new Rectangle(getX() - width / 2, getY() - height / 2, width, height);
    }
    //野怪复活
    class ReviveCD extends Thread {
        public void run() {
            // 线程休眠
            try {
                Thread.sleep(5000);
            } catch (Exception e) {
                e.printStackTrace();
            }
            Beast reviveBeast;
            if (beast instanceof RedBuff) {
                reviveBeast = new RedBuff(3045, 3170, gameFrame);
            } else if (beast instanceof Bear) {
                reviveBeast = new Bear(2800, 2855, gameFrame);
            } else if (beast instanceof Bird) {
                reviveBeast = new Bird(3570, 3380, gameFrame);
            } else if (beast instanceof Xiyi) {
                reviveBeast = new Xiyi(4585, 2365, gameFrame);
            } else if (beast instanceof BlueBuff) {
                reviveBeast = new BlueBuff(4025, 2295, gameFrame);
            } else {
                reviveBeast = new Wolf(4235, 1945, gameFrame);
            }
            gameFrame.objList.add(reviveBeast);
            gameFrame.beast.beastList.add(reviveBeast);
        }
    }
 
}

1.熊类

package com.sxt.beast;
import com.sxt.GameFrame;
public class Bear extends Beast {
    public Bear(int x, int y, GameFrame gameFrame) {
        super(x, y, gameFrame);
        setImg("C:\\Users\\23839\\IdeaProjects\\HonorOfKings\\src\\imgs\\beast\\bear.jpg");
        width = 85;
        height = 112;
        setDis(65);
    }
 
}

2.鸟类

package com.sxt.beast;
import com.sxt.GameFrame;
public class Bird extends Beast {
    public Bird(int x, int y, GameFrame gameFrame) {
        super(x, y, gameFrame);
        setImg("C:\\Users\\23839\\IdeaProjects\\HonorOfKings\\src\\imgs\\beast\\红隼.jpg");
        width = 122;
        height = 98;
        setDis(125);
    }
 
}

3.蓝Buff

package com.sxt.beast;
import com.sxt.GameFrame;
public class BlueBuff extends Beast {
    public BlueBuff(int x, int y, GameFrame gameFrame) {
        super(x, y, gameFrame);
        setImg("C:\\Users\\23839\\IdeaProjects\\HonorOfKings\\src\\imgs\\beast\\blueBuff.jpg");
        width = 142;
        height = 176;
        setDis(70);
    }
 
}

4.红Buff

package com.sxt.beast;
import com.sxt.GameFrame;
public class RedBuff extends Beast {
    public RedBuff(int x, int y, GameFrame gameFrame) {
        super(x, y, gameFrame);
        setImg("C:\\Users\\23839\\IdeaProjects\\HonorOfKings\\src\\imgs\\beast\\redBuff.jpg");
        width = 103;
        height = 150;
        setDis(70);
    }
}
 

5.狼类

package com.sxt.beast;
import com.sxt.GameFrame;
public class Wolf extends Beast {
 
    public Wolf(int x, int y, GameFrame gameFrame) {
        super(x, y, gameFrame);
        setImg("C:\\Users\\23839\\IdeaProjects\\HonorOfKings\\src\\imgs\\beast\\wolf.jpg");
        width = 145;
        height = 140;
        setDis(65);
    }
 
}

6.蜥蜴类

package com.sxt.beast;
import com.sxt.GameFrame;
public class Xiyi extends Beast {
 
    public Xiyi(int x, int y, GameFrame gameFrame) {
        super(x, y, gameFrame);
        setImg("C:\\Users\\23839\\IdeaProjects\\HonorOfKings\\src\\imgs\\beast\\蜥蜴.jpg");
        width = 111;
        height = 65;
        setDis(125);
    }
}

 作用:这几个野怪类初始化野怪具体图片与坐标。

图片资源

 

 

 

游戏效果图

 

本文来自互联网用户投稿,该文观点仅代表作者本人,不代表本站立场。本站仅提供信息存储空间服务,不拥有所有权,不承担相关法律责任。如若转载,请注明出处:/a/182685.html

如若内容造成侵权/违法违规/事实不符,请联系我们进行投诉反馈qq邮箱809451989@qq.com,一经查实,立即删除!

相关文章

2023年最新PyCharm环境搭建教程(含Python下载安装)

文章目录 写在前面PythonPython简介Python生态圈Python下载安装 PyCharmPyCharm简介PyCharm下载安装PyCharm环境搭建 写在后面 写在前面 最近博主收到了好多小伙伴的吐槽称不会下载安装python&#xff0c;博主听到后非常的扎心&#xff0c;经过博主几天的熬夜加班&#xff0c;…

网络安全如何自学?

1.网络安全是什么 网络安全可以基于攻击和防御视角来分类&#xff0c;我们经常听到的 “红队”、“渗透测试” 等就是研究攻击技术&#xff0c;而“蓝队”、“安全运营”、“安全运维”则研究防御技术。 2.网络安全市场 一、是市场需求量高&#xff1b; 二、则是发展相对成熟…

Nginx环境搭建:安装与卸载

目录 一、卸载 二、安装 注&#xff1a;如果直接使用yum安装nginx&#xff0c;则默认安装路径为&#xff1a;/usr/share/nginx/ 下面这种方式我们是指定了安装目录 一、卸载 因为我之前的虚拟机上面已经有了nginx服务&#xff0c;所以这里可以先介绍一下nginx的卸载方法&a…

靠这份求职指南找工作,稳了!

大家好&#xff0c;我是鱼皮。为了帮助朋友们更好的准备秋招&#xff0c;我们精心汇总整理了 编程导航星球 内鱼友反馈的 200 多个高频求职问题和 150 多篇面经、以及最新秋招企业投递信息表&#xff0c;解答大家的求职困惑。 一、最新秋招投递信息表 目前已汇总整理了 600 多家…

佳易王羽毛球馆计时计费软件灯控系统安装教程

佳易王羽毛球馆计时计费软件灯控系统安装教程 佳易王羽毛球馆计时计费软件&#xff0c;点击开始计时的时候&#xff0c;自动打开灯&#xff0c;结账后自动关闭灯。 因为场馆每一场地的灯功率都很大&#xff0c;需要加装交流接触器。这个由专业电工施工。 1、计时计费功能 &…

【iOS】数据持久化(一)之Plist文件、Preference(NSUserDefaults类)

目录 什么是Plist文件&#xff1f;plist可以存储哪些数据类型plist文件数据的读取与存储 Perference&#xff08;NSUserDefaults&#xff09;使用方法registerDefaults: 方法的使用 什么是Plist文件&#xff1f; Plist文件&#xff08;属性列表&#xff09;是将某些特定的类&a…

MG-HSF

作者未提供代码

“下一代云”白皮书发布:PaaS成为核心增长动力,腾讯云市场份额第二

“市场需求进一步向PaaS和SaaS层进发&#xff0c;使之成为公有云服务市场增长的主要动力。”11月22日&#xff0c;全球领先的IT研究和咨询公司国际数据公司&#xff08;IDC&#xff09;联合腾讯云发布“下一代云”白皮书——《聚焦平台能力&#xff0c;支撑智能化业务发展》指出…

python -opencv 图像锐化

python -opencv 图像锐化 图像锐化其实&#xff0c;是一种增强图片对比度的技术&#xff0c;我们可以通过计算图像的导数&#xff0c;把导数绝对值数值大于零的数值加回原图像&#xff0c;通过这种方法&#xff0c;可以增强图像的对比度。 实现代码如下&#xff1a; import c…

前缀树及其实现解析

前缀树 前缀树&#xff1a;又称单词查找树或键树&#xff0c;是一种哈希树的变种。 典型应用是用于统计和排序大量的字符串&#xff08;但不仅限于字符串&#xff09; 利用字符串的公共前缀来减少查询时间&#xff0c;最大限度地减少无谓的字符串比较。 将一组字符串数组放入…

P8599 [蓝桥杯 2013 省 B] 带分数(dfs+全排列+断点判断)

思路&#xff1a;1.深度枚举所有排列情况 2.设置为每个排列设置两个断点&#xff0c;分为三部分&#xff1a;a,b,c 3.转换为乘法判断条件&#xff0c;满足加一 代码如下&#xff1a;&#xff08;可用next_permutation全排列函数代替dfs&#xff09; #include<iostream>…

2016年全国硕士研究生入学统一考试管理类专业学位联考数学试题——解析版

文章目录 2016 级考研管理类联考数学真题一、问题求解&#xff08;本大题共 15 小题&#xff0c;每小题 3 分&#xff0c;共 45 分&#xff09;下列每题给出 5 个选项中&#xff0c;只有一个是符合要求的&#xff0c;请在答题卡上将所选择的字母涂黑。真题&#xff08;2016-01&…

Python接口自动化测试——如何搭建测试环境

前言 接口测试的方式有很多&#xff0c;比如可以用工具&#xff08;jmeter,postman&#xff09;之类&#xff0c;也可以自己写代码进行接口测试&#xff0c;工具的使用相对来说都比较简单&#xff0c;重点是要搞清楚项目接口的协议是什么&#xff0c;然后有针对性的进行选择&a…

Android——资源IDnonFinalResIds和“Attribute value must be constant”错误

一、异常描述 通过资源ID引用资源提示错误 Attribute value must be constant 二、解决方案 在根目录下的文件 gradle.properties 中添加如下配置&#xff0c;然后Sync Project android.nonFinalResIdsfalse 三、问题原因 android.nonFinalResIds 是Android开发中一个用于解…

STM32 MAP文件

文章目录 1 生成Map2 map中概念3 文件分析流程3.1 Section Cross References3.2 Removing Unused input sections from the image&#xff08;移除未使用的段&#xff09;3.3 Memory Map of the image&#xff08;映像的内存分布&#xff09;3.3.1 加载域3.3.2 运行域 4 代码运…

记录一次因内存不足而导致hiveserver2和namenode进程宕机的排查

背景 最近发现集群主节点总有进程宕机&#xff0c;定位了大半天才找到原因&#xff0c;分享一下 排查过程 查询hiveserver2和namenode日志&#xff0c;都是正常的&#xff0c;突然日志就不记录了&#xff0c;直到我重启之后又恢复工作了。 排查各种日志都是正常的&#xff0…

Doris 建表示例(七)

建表语法 使用 CREATE TABLE 命令建立一个表(Table)。更多详细参数可以查看&#xff1a; HELP CREATE TABLE; 建表语法&#xff1a; CREATE [EXTERNAL] TABLE [IF NOT EXISTS] [database.]table_name(column_definition1[, column_definition2, ...][, index_definition1[, i…

ELK架构

经典的ELK 经典的ELK主要是由Filebeat Logstash Elasticsearch Kibana组成&#xff0c;如下图&#xff1a;&#xff08;早期的ELK只有Logstash Elasticsearch Kibana&#xff09; 此架构主要适用于数据量小的开发环境&#xff0c;存在数据丢失的危险。 整合消息队列Ngin…

【Spring Cloud实战】分布式系统控制与组件应用

在现代软件开发中&#xff0c;分布式系统已经成为一种常见的架构模式&#xff0c;被广泛应用于各种规模的企业和组织中。这种架构模式通过将应用程序拆分为独立的组件&#xff0c;并分布在不同的计算机节点上运行&#xff0c;使得系统能够应对高负载和大规模的数据处理需求&…

视频剪辑达人分享:高效减片头时长并调整播放速度的技巧,提升视频品质

在视频剪辑的过程中&#xff0c;许多初学者经常会遇到一些问题&#xff0c;如片头过长、播放速度不适当等&#xff0c;这些问题不仅会影响观众的观看体验&#xff0c;还会对视频品质产生负面影响。在调整播放速度时&#xff0c;要根据视频内容来进行调整。一般来说&#xff0c;…