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1、RPG游戏开源开发讲座(JAVA篇)JavaRPG游戏开发中地图的初步构建文件:Example1.Javapackageorg.loon.chair.example1;importjava.awt.Container;importjavax.swing.JFrame;/***Example1中窗体,用于显示地图。**@authorchenpeng**LoonFrameworkinGame**/publicclassExample1extendsJFrame{publicExample1(){//默认的窗体名称setTitle(
2、"Example1[Java游戏中地图的描绘]");//获得我们自定义面板[地图面板]的实例MyPanelpanel=newMyPanel();ContainercontentPane=getContentPane();contentPane.add(panel);//执行并构建窗体设定pack();}publicstaticvoidmain(String[]args){Example1e1=newExample1();//设定允许窗体关闭操作e1.setDefaultCloseOperation(JFrame.EXIT_ON
3、_CLOSE);//显示窗体e1.setVisible(true);}}文件:MyPanel.Javapackageorg.loon.chair.example1;importjava.awt.Dimension;importjava.awt.Graphics;importjava.awt.Image;importjavax.swing.ImageIcon;importjavax.swing.JPanel;/***Example1中自定义面板,用于描绘底层地图。**@authorchenpeng**LoonFrameworki
4、nGame**/publicclassMyPanelextendsJPanel{//窗体的宽与高privatestaticfinalintWIDTH=480;privatestaticfinalintHEIGHT=480;//设定背景方格默认行数privatestaticfinalintROW=15;//设定背景方格默认列数privatestaticfinalintCOL=15;//单个图像大小,我默认采用32x32图形,可根据需要调整比例。//当时,始终应和窗体大小比例协调;比如32x32的图片,如何//一行设置15个,那么
5、就是480,也就是本例子默认的窗体大小,//当然,我们也可以根据ROW*CS,COl*CS在初始化时自动调整//窗体大小,以后的例子中会用到类似情况。总之一句话,编程//是[为目的而存在的],所有的方法,大家都可任意尝试和使用。privatestaticfinalintCS=32;//设定地图,通常在rpg类型游戏开发中,以[二维数组]对象为//基础进行地图处理,用以描绘出X坐标和Y坐标。实际上,即令//再华丽的RPG类游戏,都是从这些简单的X,Y坐标开始的。//PS:所谓[数组],大家可以简单的理解为即数据的集合,一维数组/
6、/仅包含X轴,而二维是由X,Y两个轴组成的,X与Y的交织点,即为//一条数据。privateint[][]map={{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},{1,0,0,0,0,0,0,0,0,0,0,0,0,0,1},{1,0,0,0,0,0,0,0,0,0,0,0,0,0,1},{1,0,0,0,0,0,0,0,0,0,0,0,0,0,1},{1,0,0,0,0,0,0,0,0,0,0,0,0,0,1},{1,0,0,0,0,1,1,1,1,1,0,0,0,0,1},{1,0,0,0,0,1,0,0
7、,0,1,0,0,0,0,1},{1,0,0,0,0,1,0,0,0,1,0,0,0,0,1},{1,0,0,0,0,1,0,0,0,1,0,0,0,0,1},{1,0,0,0,0,1,1,0,1,1,0,0,0,0,1},{1,0,0,0,0,0,0,0,0,0,0,0,0,0,1},{1,0,0,0,0,0,0,0,0,0,0,0,0,0,1},{1,0,0,0,0,0,0,0,0,0,0,0,0,0,1},{1,0,0,0,0,0,0,0,0,0,0,0,0,0,1},{1,1,1,1,1,1,1,1,1,1,1,1,1
8、,1,1}};//设定显示图像对象privateImagefloorImage;privateImagewallImage;publicMyPanel(){//设定初始构造时面板大小setPreferredSize(newDimension(WIDTH,HEIGHT));//