java 实现超级玛丽小游戏

简介: java 实现超级玛丽小游戏

一、游戏基本功能

1、能够左右移动和上下跳动(键盘监听)

2、能够踩死蘑菇

3、能够被蘑菇或食人花杀死

4、顶方块或杀敌敌人时有积分记录

二、游戏运行界面

第一关

第二关

第三关

三、代码中各种类的作用

       MyTrame类:渲染页面,把其他类总和起来,记录关卡,绘制马里奥、敌人、地面等,控制马里奥的走动,记录马里奥的死亡,控制整个游戏的运行。

       StaticValue类:把页面需要的图片,划分整理


       BackGround类:绘制每一关的场景,其中包括水管、敌人、格子


       Mariol类:记录马里奥的状态,实现马里奥的左右移动和上下跳跃,速度大小等


       Enemy类:创建敌人,记录敌人初始化的坐标


       Obastacle类:控制最后一关的旗子随马里奥移动

四、原码

MyFrame类:

package com.sxt;
import javax.swing.*;
import java.awt.*;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.util.ArrayList;
import java.util.List;
public class MyFrame extends JFrame implements KeyListener,Runnable{
    //用于存储所有背景
    private List<BackGround> allBg = new ArrayList<>();
    //用于存储当前背景
    private BackGround nowBg = new BackGround();
    //用于双缓存
    private Image offScreenImage = null;
    //马里奥对象
    private Mario mario = new Mario();
    //定义一个线程对象,用于实现马里奥的运动
    private Thread thread = new Thread(this);
    public MyFrame(){
        //设置窗口的大小为800*600
        this.setSize(800,600);
        //设置窗口居中显示
        this.setLocationRelativeTo(null);
        //设置窗口可见性
        this.setVisible(true);
        //设置点击窗口上的关闭键,结束程序
        this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
        //设置窗口大小不可变
        this.setResizable(false);
        //向窗口对象添加键盘监听
        this.addKeyListener(this);
        //设置窗口名称
        this.setTitle("超级玛丽");
        //初始化图片
        StaticValue.init();
        //初始化马里奥
        mario = new Mario(10,355);
        //创建全部的场景
        for (int i = 1; i <= 3 ; i++) {
            allBg.add(new BackGround(i,i == 3? true:false));
        }
        //将第一个场景设置为当前场景
        nowBg = allBg.get(0);
        mario.setBackGround(nowBg);
        //绘制图像
        repaint();
        thread.start();
    }
    @Override
    public void paint(Graphics g) {
       if (offScreenImage == null){
           offScreenImage = createImage(800,600);
       }
       Graphics graphics = offScreenImage.getGraphics();
        graphics.fillRect(0,0,800,600);
        //绘制背景
        graphics.drawImage(nowBg.getBgImage(), 0,0,this);
        //绘制敌人
        for (Enemy e: nowBg.getEnemyList()) {
            graphics.drawImage(e.getShow(),e.getX(),e.getY(),this);
        }
        //绘制障碍物
        for (Obstacle ob: nowBg.getObstacleList()) {
            graphics.drawImage(ob.getShow(),ob.getX(),ob.getY(),this);
        }
        //绘制城堡
        graphics.drawImage(nowBg.getTower(),620,270,this);
        //绘制旗杆
        graphics.drawImage(nowBg.getGan(), 500,220,this);
        //绘制马里奥
        graphics.drawImage(mario.getShow(),mario.getX(),mario.getY(),this);
        //添加分数
        Color c = graphics.getColor();
        graphics.setColor(Color.BLACK);
        graphics.setFont(new Font("黑体",Font.BOLD,25));
        graphics.drawString("当前的分数为:"+mario.getScore(),300,100);
        graphics.setColor(c);
        //将图像绘制到窗口中
        g.drawImage(offScreenImage,0,0,this);
    }
    public static void main(String[] args) {
        MyFrame myFrame = new MyFrame();
    }
    @Override
    public void keyTyped(KeyEvent e) {
    }
    //当键盘按下时调用
    @Override
    public void keyPressed(KeyEvent e) {
        //向右移动
        if(e.getKeyCode() == 39){
            mario.rightMove();
        }
        //向左移动
        if(e.getKeyCode() == 37){
            mario.leftMove();
        }
        //跳跃
        if(e.getKeyCode() == 38){
            mario.jump();
        }
    }
    //当键盘松开始调用
    @Override
    public void keyReleased(KeyEvent e) {
        //向左停止
        if(e.getKeyCode() == 37){
            mario.leftStop();
        }
        //向右停止
        if(e.getKeyCode() == 39){
            mario.rightStop();
        }
    }
    @Override
    public void run() {
        while(true){
            repaint();
            try {
                Thread.sleep(50);
                if(mario.getX() >= 775){
                    nowBg = allBg.get(nowBg.getSort());
                    mario.setBackGround(nowBg);
                    mario.setX(10);
                    mario.setY(355);
                }
                //判断马里奥是否死亡
                if(mario.isDeath()){
                    JOptionPane.showMessageDialog(this,"马里奥死亡!!");
                    System.exit(0);
                }
                //判断游戏是否结束
                if(mario.isOK()){
                    JOptionPane.showMessageDialog(this,"恭喜你成功通关!");
                    System.exit(0);
                }
            } catch (InterruptedException e) {
                e.printStackTrace();
            }
        }
    }
}

BackGround类:

package com.sxt;
import java.awt.image.BufferedImage;
import java.util.ArrayList;
import java.util.List;
public class BackGround {
    //当前场景要显示的图像
    private BufferedImage bgImage = null;
    //记录当前是第几个场景
    private int sort;
    //判断是否最后一个场景
    private boolean flag;
    //用于存放我们的所有障碍物
    private List<Obstacle> obstacleList = new ArrayList<>();
    //用于存放所有的敌人
    private  List<Enemy> enemyList = new ArrayList<>();
    //用于显示旗杆
    private BufferedImage gan = null;
    //用于显示城堡
    private  BufferedImage tower = null;
    //判断马里奥是否到达旗杆的位置
    private  boolean isReach = false;
    //判断旗子是否落地
    private boolean isBase = false;
    public BackGround(){
    }
    public BackGround(int sort, boolean flag){
        this.sort = sort;
        this.flag = flag;
        if(flag){
            bgImage = StaticValue.bg2;
        }else{
            bgImage = StaticValue.bg;
        }
        //判断是否是一关
        if(sort ==1){
            //绘制第一关的地面,上地面type = 1,下地面type=2;
            for (int i = 0; i < 27; i++) {
                obstacleList.add(new Obstacle(i*30,420,1,this));
            }
            for (int j = 0; j <=120 ; j+=30) {
                for (int i = 0; i < 27; i++) {
                    obstacleList.add(new Obstacle(i*30,570-j,2,this));
                }
            }
            //绘制砖块A
            for (int i = 120; i <=150 ; i+=30) {
                obstacleList.add(new Obstacle(i,300,7,this));
            }
            //绘制砖块B-F
            for (int i = 300; i <=570 ; i+=30) {
                if(i == 360||i==390||i==480||i==510||i==540){
                    obstacleList.add(new Obstacle(i,300,7,this));
                }else{
                    obstacleList.add(new Obstacle(i,300,0,this));
                }
            }
            //绘制砖块G
            for (int i = 420; i <=450 ; i+=30) {
                obstacleList.add(new Obstacle(i,240,7,this));
            }
            //绘制水管
            for (int i = 360; i <=600 ; i+=25) {
                if(i==360){
                    obstacleList.add(new Obstacle(620,i,3,this));
                    obstacleList.add(new Obstacle(645,i,4,this));
                }else{
                    obstacleList.add(new Obstacle(620,i,5,this));
                    obstacleList.add(new Obstacle(645,i,6,this));
                }
            }
            //绘制第一关的蘑菇敌人
            enemyList.add(new Enemy(580,385,1,true,this));
            //绘制第一关的食人花敌人
            enemyList.add(new Enemy(635,420,2,true,this,328,428));
        }
        //判断是否是第二关
        if(sort == 2){
            //绘制第二关的地面,上地面type = 1,下地面type=2;
            for (int i = 0; i < 27; i++) {
                obstacleList.add(new Obstacle(i*30,420,1,this));
            }
            for (int j = 0; j <=120 ; j+=30) {
                for (int i = 0; i < 27; i++) {
                    obstacleList.add(new Obstacle(i*30,570-j,2,this));
                }
            }
            //绘制第一个水管
            for (int i = 360; i <=600 ; i+=25) {
                if(i==360){
                    obstacleList.add(new Obstacle(60,i,3,this));
                    obstacleList.add(new Obstacle(85,i,4,this));
                }else{
                    obstacleList.add(new Obstacle(60,i,5,this));
                    obstacleList.add(new Obstacle(85,i,6,this));
                }
            }
            //绘制第二个水管
            for (int i = 330; i <=600 ; i+=25) {
                if(i==330){
                    obstacleList.add(new Obstacle(620,i,3,this));
                    obstacleList.add(new Obstacle(645,i,4,this));
                }else{
                    obstacleList.add(new Obstacle(620,i,5,this));
                    obstacleList.add(new Obstacle(645,i,6,this));
                }
            }
            //砖块C
            obstacleList.add(new Obstacle(300,330,0,this));
            //绘制砖块B,E,G
            for (int i = 270; i <=330 ; i+=30) {
                if(i==270 || i==330){
                    obstacleList.add(new Obstacle(i,360,0,this));
                }else{
                    obstacleList.add(new Obstacle(i,360,7,this));
                }
            }
            //绘制住砖块A、D、F、H、I
            for (int i = 240; i <=360 ; i+=30) {
                if(i==240 || i==360){
                    obstacleList.add(new Obstacle(i,390,0,this));
                }else{
                    obstacleList.add(new Obstacle(i,390,7,this));
                }
            }
            //妨碍1砖块
            obstacleList.add(new Obstacle(240,300,0,this));
            //空1~4砖块
            for (int i = 360; i <=540 ; i+=60) {
                obstacleList.add(new Obstacle(i,270,7,this));
            }
            //绘制第二关的第一个食人花敌人
            enemyList.add(new Enemy(75,420,2,true,this,328,418));
            //绘制第二关的第二个食人花敌人
            enemyList.add(new Enemy(635,420,2,true,this,298,388));
            //绘制第二关的第一个蘑菇敌人
            enemyList.add(new Enemy(200,385,1,true,this));
            //绘制第二关的第二个蘑菇敌人
            enemyList.add(new Enemy(500,385,1,true,this));
        }
        //判断是否是第三关
        if(sort == 3){
            //绘制第三关的地面,上地面type = 1,下地面type=2;
            for (int i = 0; i < 27; i++) {
                obstacleList.add(new Obstacle(i*30,420,1,this));
            }
            for (int j = 0; j <=120 ; j+=30) {
                for (int i = 0; i < 27; i++) {
                    obstacleList.add(new Obstacle(i*30,570-j,2,this));
                }
            }
            //绘制第三个背景的A-O砖块
            int temp = 290;
            for (int i = 390; i >=270 ; i-=30) {
                for (int j = temp; j <=410 ; j+=30) {
                    obstacleList.add(new Obstacle(j,i,7,this));
                }
                temp += 30;
            }
            //绘制第三个背景的P-R砖块
            temp = 60;
            for (int i = 390; i >=360 ; i-=30) {
                for (int j = temp; j <=90 ; j+=30) {
                    obstacleList.add(new Obstacle(j,i,7,this));
                }
                temp += 30;
            }
            //绘制旗杆
            gan = StaticValue.gan;
            //绘制城堡
            tower = StaticValue.tower;
            //添加旗子到旗杆上
            obstacleList.add(new Obstacle(515,220,8,this));
            //绘制第三关蘑菇敌人
            enemyList.add(new Enemy(150,385,1,true,this));
        }
    }
    public BufferedImage getBgImage() {
        return bgImage;
    }
    public int getSort() {
        return sort;
    }
    public boolean isFlag() {
        return flag;
    }
    public List<Obstacle> getObstacleList() {
        return obstacleList;
    }
    public BufferedImage getGan() {
        return gan;
    }
    public BufferedImage getTower() {
        return tower;
    }
    public boolean isReach() {
        return isReach;
    }
    public void setReach(boolean reach) {
        isReach = reach;
    }
    public boolean isBase() {
        return isBase;
    }
    public void setBase(boolean base) {
        isBase = base;
    }
    public List<Enemy> getEnemyList() {
        return enemyList;
    }
}

Obstacle类:

package com.sxt;
import java.awt.image.BufferedImage;
public class Obstacle implements Runnable{
    //用于表示坐标
    private int x;
    private int y;
    //用于记录障碍物类型
    private  int type;
    //用于显示图像
    private BufferedImage show = null;
    //定义当前的场景对象
    private  BackGround bg = null;
    //定义一个线程对象
    private  Thread thread = new Thread(this);
    public Obstacle(int x,int y,int type,BackGround bg){
        this.x = x;
        this.y = y;
        this.type = type;
        this.bg  = bg;
        show = StaticValue.obstacle.get(type);
        //如果是旗子的话,启动线程
        if(type == 8){
            thread.start();
        }
    }
    public int getX() {
        return x;
    }
    public int getY() {
        return y;
    }
    public int getType() {
        return type;
    }
    public BufferedImage getShow() {
        return show;
    }
    @Override
    public void run() {
        while(true){
            if(this.bg.isReach()){
                if(this.y < 374){
                    this.y += 5;
                }else{
                    this.bg.setBase(true);
                }
            }
            try {
                Thread.sleep(50);
            } catch (InterruptedException e) {
                e.printStackTrace();
            }
        }
    }
}

StaticValue类:

package com.sxt;
import javax.imageio.ImageIO;
import java.awt.*;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import java.util.ArrayList;
import java.util.List;
public class StaticValue {
    //背景
    public static BufferedImage bg = null;
    public static BufferedImage bg2 = null;
    //马里奥向左跳跃
    public static BufferedImage jump_L = null;
    //马里奥向右跳跃
    public static BufferedImage jump_R = null;
    //马里奥向左站立
    public static BufferedImage stand_L = null;
    //马里奥向右站立
    public static BufferedImage stand_R = null;
    //城堡
    public static BufferedImage tower = null;
    //旗杆
    public static BufferedImage gan = null;
    //障碍物
    public static List<BufferedImage> obstacle = new ArrayList<>();
    //马里奥向左跑
    public static List<BufferedImage> run_L = new ArrayList<>();
    //马里奥向右跑
    public static List<BufferedImage> run_R = new ArrayList<>();
    //蘑菇敌人
    public static List<BufferedImage> mogu = new ArrayList<>();
    //食人花敌人
    public static List<BufferedImage> flower = new ArrayList<>();
    //路径的前缀,方便后续调用
    public static String path = System.getProperty("user.dir")+"/src/images/";
    //初始化方法
    public static void init()  {
        try {
            //加载背景图片
            bg = ImageIO.read(new File(path+"bg.png"));
            bg2 = ImageIO.read(new File(path+"bg2.png"));
            //加载马里奥向左站立
            stand_L = ImageIO.read(new File(path+"s_mario_stand_L.png"));
            //加载马里奥向右站立
            stand_R = ImageIO.read(new File(path+"s_mario_stand_R.png"));
            //加载城堡
            tower = ImageIO.read(new File(path+"tower.png"));
            //加载旗杆
            gan = ImageIO.read(new File(path+"gan.png"));
            //加载马里奥向左跳跃
            jump_L = ImageIO.read(new File(path+"s_mario_jump1_L.png"));
            //加载马里奥向右跳跃
            jump_R = ImageIO.read(new File(path+"s_mario_jump1_R.png"));
        } catch (IOException e) {
            e.printStackTrace();
        }
        //加载马里奥向左跑
        for (int i = 1; i <= 2 ; i++) {
            try {
                run_L.add(ImageIO.read(new File(path+"s_mario_run"+i+"_L.png")));
            } catch (IOException e) {
                e.printStackTrace();
            }
        }
        //加载马里奥向右跑
        for (int i = 1; i <= 2 ; i++) {
            try {
                run_R.add(ImageIO.read(new File(path+"s_mario_run"+i+"_R.png")));
            } catch (IOException e) {
                e.printStackTrace();
            }
        }
        try {
            //加载障碍物
            obstacle.add(ImageIO.read(new File(path+"brick.png")));
            obstacle.add(ImageIO.read(new File(path+"soil_up.png")));
            obstacle.add(ImageIO.read(new File(path+"soil_base.png")));
        } catch (IOException e) {
            e.printStackTrace();
        }
        //加载水管
        for (int i = 1; i <=4 ; i++) {
            try {
                obstacle.add(ImageIO.read(new File(path+"pipe"+i+".png")));
            } catch (IOException e) {
                e.printStackTrace();
            }
        }
        //加载不可破坏的砖块和旗子
        try {
            obstacle.add(ImageIO.read(new File(path+"brick2.png")));
            obstacle.add(ImageIO.read(new File(path+"flag.png")));
        } catch (IOException e) {
            e.printStackTrace();
        }
        //加载蘑菇敌人
        for (int i = 1; i <=3 ; i++) {
            try {
                mogu.add(ImageIO.read(new File(path+"fungus"+i+".png")));
            } catch (IOException e) {
                e.printStackTrace();
            }
        }
        //加载食人花敌人
        for (int i = 1; i <=2; i++) {
            try {
                flower.add(ImageIO.read(new File(path+"flower1."+i+".png")));
            } catch (IOException e) {
                e.printStackTrace();
            }
        }
    }
}

Mario类:

package com.sxt;
import java.awt.image.BufferedImage;
public class Mario implements Runnable  {
    //用于表示横纵坐标
    private int x;
    private int y;
    //用于表示当前状态
    private String status;
    //用于显示当前状态对应的图像
    private BufferedImage show = null;
    //定义一个BackGround对象,用来获取障碍物的信息
    private BackGround backGround = new BackGround();
    //用来实现马里奥的动作
    private Thread thread = null;
    //马里奥移动速度
    private int xSpeed;
    //马里奥的跳跃高度
    private int ySpeed;
    //定义一个索引
    private int index;
    //表示马里奥上升的时间
    private int upTime = 0;
    //用于判断马里奥是否走到城堡门口
    private  boolean isOK;
    //判断马里奥是否死亡
    private boolean isDeath = false;
    //表示分数
    private int score = 0;
    public Mario(){
    }
    public Mario(int x, int y) {
        this.x = x;
        this.y = y;
        show = StaticValue.stand_R;
        this.status = "stand--right";
        thread = new Thread(this);
        thread.start();
    }
    //马里奥死亡的方法
    public void death(){
        isDeath = true;
    }
    //马里奥向左移动
    public void leftMove(){
        //改变速度
        xSpeed = -5;
        //判断马里奥是否碰到旗子
        if(backGround.isReach()){
            xSpeed = 0;
        }
        //判断马里奥是否处于空中
        if(status.indexOf("jump")!= -1){
            status = "jump--left";
        }else{
            status = "move--left";
        }
    }
    //马里奥向右移动
    public void rightMove(){
        //改变速度
        xSpeed = 5;
        //判断马里奥是否碰到旗子
        if(backGround.isReach()){
            xSpeed = 0;
        }
        //判断马里奥是否处于空中
        if(status.indexOf("jump")!= -1){
            status = "jump--right";
        }else{
            status = "move--right";
        }
    }
    //马里奥向左停止
    public void leftStop(){
        //改变速度
        xSpeed = 0;
        //判断马里奥是否处于空中
        if(status.indexOf("jump")!= -1){
            status = "jump--left";
        }else{
            status = "stop--left";
        }
    }
    //马里奥向右停止
    public void rightStop(){
        //改变速度
        xSpeed = 0;
        //判断马里奥是否处于空中
        if(status.indexOf("jump")!= -1){
            status = "jump--right";
        }else{
            status = "stop--right";
        }
    }
    //马里奥跳跃
    public void jump(){
        if(status.indexOf("jump") == -1){
            if(status.indexOf("left") != -1){
                status = "jump--left";
            }else{
                status = "jump--right";
            }
            ySpeed = -10;
            upTime = 7;
        }
        //判断马里奥是否碰到旗子
        if(backGround.isReach()){
            ySpeed = 0;
        }
    }
    //马里奥下落
    public void fall(){
        if(status.indexOf("left") != -1){
            status = "jump--left";
        }else{
            status = "jump--right";
        }
        ySpeed = 10;
    }
    @Override
    public void run() {
        while(true){
            //判断是否处于障碍物停止
            boolean onObstacle = false;
            //判断是否可以往右走
            boolean canRight = true;
            //判断是否可以往左走
            boolean canLeft = true;
            //判断马里奥是否到达旗杆位置
            if(backGround.isFlag() && this.x >= 500){
                this.backGround.setReach(true);
                //判断旗子是否下落完成
                if(this.backGround.isBase()){
                    status = "move--right";
                    if(x < 690){
                        x += 5;
                    }else{
                        isOK = true;
                    }
                }else{
                    if(y < 395){
                        xSpeed = 0;
                        this.y += 5;
                        status = "jump--right";
                    }
                    if(y > 395){
                        this.y = 395;
                        status = "stop--right";
                    }
                }
            }else {
                //遍历当前场景里所有的障碍物
                for (int i = 0; i < backGround.getObstacleList().size(); i++) {
                    Obstacle ob = backGround.getObstacleList().get(i);
                    //判断马里奥是否在障碍物上
                    if (ob.getY() == this.y + 25 && (ob.getX() > this.x - 30 && ob.getX() < this.x + 25)) {
                        onObstacle = true;
                    }
                    //判断是否跳起来顶到砖块
                    if ((ob.getY() >= this.y - 30 && ob.getY() <= this.y - 20) && (ob.getX() > this.x - 30 && ob.getX() < this.x + 25)) {
                        if (ob.getType() == 0) {
                            backGround.getObstacleList().remove(ob);
                            score++;
                        }
                        upTime = 0;
                    }
                    //判断是否可以往右走
                    if (ob.getX() == this.x + 25 && (ob.getY() > this.y - 30 && ob.getY() < this.y + 25)) {
                        canRight = false;
                    }
                    //判断是否可以往左走
                    if (ob.getX() == this.x - 30 && (ob.getY() > this.y - 30 && ob.getY() < this.y + 25)) {
                        canLeft = false;
                    }
                }
                //判断马里奥是否碰到敌人死亡或者踩死蘑菇
                for (int i = 0; i < backGround.getEnemyList().size(); i++) {
                    Enemy e = backGround.getEnemyList().get(i);
                    if(e.getY() == this.y +20 && (e.getX()-25 <this.x && e.getX()+35 >= this.x)){
                        if(e.getType() == 1){
                            e.death();
                            score += 2;
                            upTime = 3;
                            ySpeed = -10;
                        }else if(e.getType() == 2){
                            //马里奥死亡
                            death();
                        }
                    }
                    if((e.getX()+35 > this.x && e.getX()-25< this.x) && (e.getY()+35 > this.y &&e.getY()-20 < this.y)){
                        //马里奥死亡
                        death();
                    }
                }
                //判断马里奥跳跃的操作
                if (onObstacle && upTime == 0) {
                    if (status.indexOf("left") != -1) {
                        if (xSpeed != 0) {
                            status = "move--left";
                        } else {
                            status = "stop--left";
                        }
                    } else {
                        if (xSpeed != 0) {
                            status = "move--right";
                        } else {
                            status = "stop--right";
                        }
                    }
                } else {
                    if (upTime != 0) {
                        upTime--;
                    } else {
                        fall();
                    }
                    y += ySpeed;
                }
            }
            if((canLeft && xSpeed <0) ||(canRight &&xSpeed >0)){
                x += xSpeed;
                //判断马里奥是否到最左边
                if(x<0){
                    x=0;
                }
            }
            //判断是否是移动状态
            if(status.contains("move")){
                index = index==0?1:0;
            }
            //判断是否向左移动
            if("move--left".equals(status)){
                show = StaticValue.run_L.get(index);
            }
            //判断是否向左移动
            if("move--right".equals(status)){
                show = StaticValue.run_R.get(index);
            }
            //判断是否向左停止
            if("stop--left".equals(status)){
                show = StaticValue.stand_L;
            }
            //判断是否向右停止
            if("stop--right".equals(status)){
                show = StaticValue.stand_R;
            }
            //判断是否向左跳跃
            if("jump--left".equals(status)){
                show = StaticValue.jump_L;
            }
            //判断是否向右跳跃
            if("jump--right".equals(status)){
                show = StaticValue.jump_R;
            }
            try {
                Thread.sleep(50);
            } catch (InterruptedException e) {
                e.printStackTrace();
            }
        }
    }
    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 BufferedImage getShow() {
        return show;
    }
    public void setShow(BufferedImage show) {
        this.show = show;
    }
    public void setBackGround(BackGround backGround) {
        this.backGround = backGround;
    }
    public boolean isOK() {
        return isOK;
    }
    public boolean isDeath() {
        return isDeath;
    }
    public int getScore() {
        return score;
    }
}

Enemy类:

package com.sxt;
import java.awt.image.BufferedImage;
public class Enemy implements Runnable{
    //存储当前坐标
    private int x,y;
    //存储敌人类型
    private int type;
    //判断敌人运动方向
    private  boolean face_to = true;
    //用于显示敌人的当前图像
    private BufferedImage show;
    //定义一个背景对象
    private BackGround bg;
    //食人花运动的极限范围
    private int max_up = 0;
    private int max_down = 0;
    private Thread thread = new Thread(this);
    //定义当前图片的状态
    private int image_type = 0;
    //蘑菇敌人的构造函数
    public Enemy(int x, int y, int type, boolean face_to, BackGround bg) {
        this.x = x;
        this.y = y;
        this.type = type;
        this.face_to = face_to;
        this.bg = bg;
        show = StaticValue.mogu.get(0);
        thread.start();
    }
    //食人花敌人的构造函数
    public Enemy(int x, int y, int type, boolean face_to, BackGround bg, int max_up, int max_down) {
        this.x = x;
        this.y = y;
        this.type = type;
        this.face_to = face_to;
        this.bg = bg;
        this.max_up = max_up;
        this.max_down = max_down;
        show = StaticValue.flower.get(0);
        thread.start();
    }
    //死亡方法
    public void death(){
        show = StaticValue.mogu.get(2);
        this.bg.getEnemyList().remove(this);
    }
    @Override
    public void run() {
        while(true){
            //判断是否是蘑菇敌人
            if(type == 1){
                if(face_to){
                    this.x -= 2;
                }else{
                    this.x += 2;
                }
            }
            image_type = image_type == 1 ? 0 : 1;
            show = StaticValue.mogu.get(image_type);
            //定义两个布尔变量
            boolean canLeft = true;
            boolean canRight = true;
            for (int i = 0; i < bg.getObstacleList().size(); i++) {
                Obstacle ob1 = bg.getObstacleList().get(i);
                //判断是否可以向右走
                if(ob1.getX() == this.x + 36 &&(ob1.getY() + 65 > this.y && ob1.getY() - 35 < this.y)){
                    canRight = false;
                }
                //判断是否可以向左走
                if(ob1.getX() == this.x - 36 &&(ob1.getY() + 65 > this.y && ob1.getY() - 35 < this.y)){
                    canLeft = false;
                }
            }
            if(face_to && !canLeft || this.x == 0){
                face_to = false;
            }else if((!face_to) && (!canRight) || this.x == 764){
                face_to = true;
            }
            //判断是否是食人花
            if(type == 2){
                if(face_to){
                    this.y -= 2;
                }else{
                    this.y += 2;
                }
                image_type = image_type == 1? 0:1;
                //判断释然华是否到达极限位置
                if(face_to && (this.y == max_up)){
                    face_to = false;
                }
                if((!face_to) &&(this.y == max_down)){
                    face_to = true;
                }
                show = StaticValue.flower.get(image_type);
            }
            try {
                Thread.sleep(50);
            } catch (InterruptedException e) {
                e.printStackTrace();
            }
        }
    }
    public int getX() {
        return x;
    }
    public int getY() {
        return y;
    }
    public BufferedImage getShow() {
        return show;
    }
    public int getType() {
        return type;
    }
}
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