Java王者荣耀火柴人

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2int 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() {@Overridepublic 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 {@Overridepublic void keyPressed(KeyEvent e) {int key = e.getKeyCode();player.keyPressed(e);}@Overridepublic 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 6.0fclip.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rif ((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;}
}
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rif ((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

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;}}@Overridepublic void paintSelf(Graphics g) {// 生命值为0if (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);}}@Overridepublic 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() {@Overridepublic void actionPerformed(ActionEvent e) {abilityOne();}});JButton button2 = new JButton();button2.setSize(100, 100);button2.setLocation(1090, 370);button2.addActionListener(new ActionListener() {@Overridepublic void actionPerformed(ActionEvent e) {abilityTwo();}});JButton button3 = new JButton();button3.setSize(100, 100);button3.setLocation(1220, 300);button3.addActionListener(new ActionListener() {@Overridepublic 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);@Overridepublic void paintSelf(Graphics g) {// 生命值为0if (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);}}@Overridepublic 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);}}}@Overridepublic 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*/@Overridepublic 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();}}}@Overridepublic 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 {@Overridepublic 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1.5stry {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15stry {Thread.sleep(15000);} catch (Exception e) {e.printStackTrace();}nextLine = true;// 线程终止this.interrupt();}}@Overridepublic void paintSelf(Graphics g) {// 生命值为0if (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);}}}}@Overridepublic Rectangle getRec() {return new Rectangle(getX() - 16, getY() - 16, 45, 45);}public boolean isIfFindTarget() {return ifFindTarget;}public void setIfFindTarget(boolean ifFindTarget) {this.ifFindTarget = ifFindTarget;}}
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);}@Overridepublic 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);}}@Overridepublic 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();}@Overridepublic 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);}@Overridepublic 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;}@Overridepublic 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());}}@Overridepublic 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);}
}

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:http://www.rhkb.cn/news/215148.html

如若内容造成侵权/违法违规/事实不符,请联系长河编程网进行投诉反馈email:809451989@qq.com,一经查实,立即删除!

相关文章

JS实现返利网注册系统(网页数据验证)

主代码 <!DOCTYPE HTMLPUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns"http://www.w3.org/1999/xhtml"><head><title>返利网注册</tit…

TeeChart.NET 2023.11.17 Crack

.NET 的 TeeChart 图表控件提供了一个出色的通用组件套件&#xff0c;可满足无数的图表需求&#xff0c;也针对重要的垂直领域&#xff0c;例如金融、科学和统计领域。 数据可视化 数十种完全可定制的交互式图表类型、地图和仪表指示器&#xff0c;以及完整的功能集&#xff0c…

基于SSM的健身房预约系统设计与实现

末尾获取源码 开发语言&#xff1a;Java Java开发工具&#xff1a;JDK1.8 后端框架&#xff1a;SSM 前端&#xff1a;Vue 数据库&#xff1a;MySQL5.7和Navicat管理工具结合 服务器&#xff1a;Tomcat8.5 开发软件&#xff1a;IDEA / Eclipse 是否Maven项目&#xff1a;是 目录…

webSRc实现浏览器播放rtsp【海康】

先上代码 <template><div>video的配置自己写<video id"video" autoplay width"900" height"900"></video></div> </template><script> export default {name: index1,data() {return {webRtcServer: …

【开源】基于JAVA的木马文件检测系统

项目编号&#xff1a; S 041 &#xff0c;文末获取源码。 \color{red}{项目编号&#xff1a;S041&#xff0c;文末获取源码。} 项目编号&#xff1a;S041&#xff0c;文末获取源码。 目录 一、摘要1.1 项目介绍1.2 项目录屏 二、功能模块2.1 数据中心模块2.2 木马分类模块2.3 木…

智能优化算法应用:基于灰狼算法3D无线传感器网络(WSN)覆盖优化 - 附代码

智能优化算法应用&#xff1a;基于灰狼算法3D无线传感器网络(WSN)覆盖优化 - 附代码 文章目录 智能优化算法应用&#xff1a;基于灰狼算法3D无线传感器网络(WSN)覆盖优化 - 附代码1.无线传感网络节点模型2.覆盖数学模型及分析3.灰狼算法4.实验参数设定5.算法结果6.参考文献7.MA…

[GPT]Andrej Karpathy微软Build大会GPT演讲(上)--GPT如何训练

前言 OpenAI的创始人之一,大神Andrej Karpthy刚在微软Build 2023开发者大会上做了专题演讲:State of GPT(GPT的现状)。 他详细介绍了如何从GPT基础模型一直训练出ChatGPT这样的助手模型(assistant model)。作者不曾在其他公开视频里看过类似的内容,这或许是OpenAI官方…

【跨境营商】创新科技助力数码转型 增强大湾区企业核心竞争力

粤港澳大湾区作为国家的重点发展区域&#xff0c;坐拥丰富的资源及商机&#xff0c;企业积极推行数码化&#xff0c;务求在大湾区抢占先机。香港电讯商业客户业务董事总经理吴家隆表示&#xff0c;近年企业锐意加快数码化步伐&#xff0c;香港电讯以创新科技融入的数码方案&…

Ubuntu20.04安装向日葵、开机自启、解决windows系统远程黑屏(笔记)

这里写目录标题 动机1. Ubuntu20.04 安装向日葵2. 设置开机自启3. 解决windows不可远程的问题4. 大公告成 动机 办公室有个工作站&#xff0c;要比我的笔记本的CPU稍微好一点&#xff0c;用来跑陆面过程。我信心满满的装了个Ubuntu20.04双系统,但是发现向日葵安装不上了。我少…

【Qt开发流程】之UI风格、预览及QPalette使用

概述 一个优秀的应用程序不仅要有实用的功能&#xff0c;还要有一个漂亮美腻的外观&#xff0c;这样才能使应用程序更加友善、操作性良好&#xff0c;更加符合人体工程学。作为一个跨平台的UI开发框架&#xff0c;Qt提供了强大而且灵活的界面外观设计机制&#xff0c;能够帮助…

【网络奇缘】- 计算机网络|深入学习物理层|网络安全

​ &#x1f308;个人主页: Aileen_0v0&#x1f525;系列专栏: 一见倾心,再见倾城 --- 计算机网络~&#x1f4ab;个人格言:"没有罗马,那就自己创造罗马~" 回顾链接&#xff1a;http://t.csdnimg.cn/ZvPOS 这篇文章是关于深入学习原理参考模型-物理层的相关知识点&…

编译 Flink代码

构建环境 JDK1.8以上和Maven 3.3.x可以构建Flink&#xff0c;但是不能正确地遮盖某些依赖项。Maven 3.2.5会正确创建库。所以这里使用为了减少问题选择 Maven3.2.5版本进行构建。要构建单元测试&#xff0c;请使用Java 8以上&#xff0c;以防止使用PowerMock运行器的单元测试失…

Java Spring + SpringMVC + MyBatis(SSM)期末作业项目

本系统是一个图书管理系统&#xff0c;比较适合当作期末作业主要技术栈如下&#xff1a; - 数据库&#xff1a;MySQL - 开发工具&#xff1a;IDEA - 数据连接池&#xff1a;Druid - Web容器&#xff1a;Apache Tomcat - 项目管理工具&#xff1a;Maven - 版本控制工具&#xf…

开源CDN软件GoEdge —— 筑梦之路

官方网站&#xff1a;GoEdge CDN - 制作自己的CDN - GoEdge CDN | 自建CDN GoEdge是一款管理分布式CDN边缘节点的开源工具软件&#xff0c;目的是让用户轻松地、低成本地创建CDN/WAF等应用。 特性 免费 - 开源、免费、自由、开放 简单 - 架构简单清晰&#xff0c;安装简单&a…

一文详解Java单元测试Junit

文章目录 概述、Junit框架快速入门单元测试概述main方法测试的问题junit单元测试框架优点&#xff1a;使用步骤&#xff1a; 使用案例包结构 Junit框架的常见注解测试 概述、Junit框架快速入门 单元测试概述 就是针对最小的功能单元&#xff08;方法&#xff09;&#xff0c;…

nginx配置自动压缩-gzip压缩

1.nginx配置文件 server里添加gzip配置信息。 重启nginx服务 对比效果&#xff1a;上图是没有开启gzip自动压缩&#xff0c;总共资源是1.3M&#xff0c;传输1.3MB&#xff0c;下图是开启gzip压缩&#xff0c;总共资源是1.3M&#xff0c;传输了973KB。

图的遍历(深度优先遍历 + 广度优先遍历)

目录 &#x1f33c;广度优先遍历 &#xff08;1&#xff09;邻接矩阵BFS &#xff08;2&#xff09;邻接表BFS &#xff08;3&#xff09;非连通图BFS &#xff08;4&#xff09;复杂度分析 &#x1f33c;深度优先遍历 &#xff08;1&#xff09;邻接矩阵的DFS &#x…

【Linux】地址空间

本片博客将重点回答三个问题 什么是地址空间&#xff1f; 地址空间是如何设计的&#xff1f; 为什么要有地址空间&#xff1f; 程序地址空间排布图 在32位下&#xff0c;一个进程的地址空间&#xff0c;取值范围是0x0000 0000~ 0xFFFF FFFF 回答三个问题之前我们先来证明地址空…

2024黑龙江省职业院校技能大赛信息安全管理与评估赛项规程

2024黑龙江省职业院校技能大赛暨国赛选拔赛 “GZ032信息安全管理与评估”赛项规程 极安云科专注技能竞赛&#xff0c;包含网络建设与运维和信息安全管理与评估两大赛项&#xff0c;及各大CTF&#xff0c;基于两大赛项提供全面的系统性培训&#xff0c;拥有完整的培训体系。团队…

JVS低代码表单引擎:数据校验与处理的先锋

随着信息技术的迅速发展&#xff0c;数据校验与处理已经成为了各类应用中不可或缺的一环。尤其是在涉及敏感信息&#xff0c;如密码处理时&#xff0c;其安全性和准确性显得尤为重要。JVS低代码表单引擎提供了强大的文本组件触发逻辑校验功能&#xff0c;它能够在用户填写数据的…