Repository: wblearn/Small-plane-game Branch: master Commit: 2065e23767c4 Files: 12 Total size: 34.2 KB Directory structure: gitextract_6vaf1i7i/ ├── .classpath ├── .project ├── .settings/ │ └── org.eclipse.jdt.core.prefs ├── README.md └── src/ └── com/ └── tarena/ └── fly/ ├── Airplane.java ├── Award.java ├── Bee.java ├── Bullet.java ├── Enemy.java ├── FlyingObject.java ├── Hero.java └── ShootGame.java ================================================ FILE CONTENTS ================================================ ================================================ FILE: .classpath ================================================ ================================================ FILE: .project ================================================ Shoot org.eclipse.jdt.core.javabuilder org.eclipse.jdt.core.javanature ================================================ FILE: .settings/org.eclipse.jdt.core.prefs ================================================ #Mon Jul 21 11:48:12 CST 2014 eclipse.preferences.version=1 org.eclipse.jdt.core.compiler.codegen.inlineJsrBytecode=enabled org.eclipse.jdt.core.compiler.codegen.targetPlatform=1.6 org.eclipse.jdt.core.compiler.codegen.unusedLocal=preserve org.eclipse.jdt.core.compiler.compliance=1.6 org.eclipse.jdt.core.compiler.debug.lineNumber=generate org.eclipse.jdt.core.compiler.debug.localVariable=generate org.eclipse.jdt.core.compiler.debug.sourceFile=generate org.eclipse.jdt.core.compiler.problem.assertIdentifier=error org.eclipse.jdt.core.compiler.problem.enumIdentifier=error org.eclipse.jdt.core.compiler.source=1.6 ================================================ FILE: README.md ================================================ ![](http://wblearn.github.io/img/in-post/public/2556999-1a2ad6a9a6690588.gif) ## 写在前面 技术源于分享,所以今天抽空把自己之前用java做过的小游戏整理贴出来给大家参考学习。java确实不适合写桌面应用,这里只是**通过这个游戏让大家理解oop面向对象编程的过程**,纯属娱乐。代码写的很简单,也很容易理解,并且注释写的很清楚了,还有问题,自己私下去补课学习。 ## 完整代码 >敌飞机 ``` import java.util.Random; 敌飞机: 是飞行物,也是敌人 public class Airplane extends FlyingObject implements Enemy { private int speed = 3; //移动步骤 /** 初始化数据 */ public Airplane(){ this.image = ShootGame.airplane; width = image.getWidth(); height = image.getHeight(); y = -height; Random rand = new Random(); x = rand.nextInt(ShootGame.WIDTH - width); } /** 获取分数 */ @Override public int getScore() { return 5; } /** //越界处理 */ @Override public boolean outOfBounds() { return y>ShootGame.HEIGHT; } /** 移动 */ @Override public void step() { y += speed; } } ``` >分数奖励 ``` /**   * 奖励   */   public interface Award {       int DOUBLE_FIRE = 0;  //双倍火力       int LIFE = 1;   //1条命       /** 获得奖励类型(上面的0或1) */       int getType();   }   ``` >蜜蜂 ``` import java.util.Random;      /** 蜜蜂 */   public class Bee extends FlyingObject implements Award{       private int xSpeed = 1;   //x坐标移动速度       private int ySpeed = 2;   //y坐标移动速度       private int awardType;    //奖励类型              /** 初始化数据 */       public Bee(){           this.image = ShootGame.bee;           width = image.getWidth();           height = image.getHeight();           y = -height;           Random rand = new Random();           x = rand.nextInt(ShootGame.WIDTH - width);           awardType = rand.nextInt(2);   //初始化时给奖励       }              /** 获得奖励类型 */       public int getType(){           return awardType;       }          /** 越界处理 */       @Override       public boolean outOfBounds() {           return y>ShootGame.HEIGHT;       }          /** 移动,可斜着飞 */       @Override       public void step() {                 x += xSpeed;           y += ySpeed;           if(x > ShootGame.WIDTH-width){                 xSpeed = -1;           }           if(x < 0){               xSpeed = 1;           }       }   } ``` >子弹类:是飞行物体 ``` /**   * 子弹类:是飞行物   */   public class Bullet extends FlyingObject {       private int speed = 3;  //移动的速度              /** 初始化数据 */       public Bullet(int x,int y){           this.x = x;           this.y = y;           this.image = ShootGame.bullet;       }          /** 移动 */       @Override       public void step(){              y-=speed;       }          /** 越界处理 */       @Override       public boolean outOfBounds() {           return y<-height;       }      }   ``` >敌人的分数 ``` /**   * 敌人,可以有分数   */   public interface Enemy {       /** 敌人的分数  */       int getScore();   }   ``` >飞行物(敌机,蜜蜂,子弹,英雄机) ``` import java.awt.image.BufferedImage;      /**   * 飞行物(敌机,蜜蜂,子弹,英雄机)   */   public abstract class FlyingObject {       protected int x;    //x坐标       protected int y;    //y坐标       protected int width;    //宽       protected int height;   //高       protected BufferedImage image;   //图片          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 int getWidth() {           return width;       }          public void setWidth(int width) {           this.width = width;       }          public int getHeight() {           return height;       }          public void setHeight(int height) {           this.height = height;       }          public BufferedImage getImage() {           return image;       }          public void setImage(BufferedImage image) {           this.image = image;       }          /**       * 检查是否出界       * @return true 出界与否       */       public abstract boolean outOfBounds();              /**       * 飞行物移动一步       */       public abstract void step();              /**       * 检查当前飞行物体是否被子弹(x,y)击(shoot)中       * @param Bullet 子弹对象       * @return true表示被击中了       */       public boolean shootBy(Bullet bullet){           int x = bullet.x;  //子弹横坐标           int y = bullet.y;  //子弹纵坐标           return this.x英雄机 ``` import java.awt.image.BufferedImage;      /**   * 英雄机:是飞行物   */   public class Hero extends FlyingObject{              private BufferedImage[] images = {};  //英雄机图片       private int index = 0;                //英雄机图片切换索引              private int doubleFire;   //双倍火力       private int life;   //命              /** 初始化数据 */       public Hero(){           life = 3;   //初始3条命           doubleFire = 0;   //初始火力为0           images = new BufferedImage[]{ShootGame.hero0, ShootGame.hero1}; //英雄机图片数组           image = ShootGame.hero0;   //初始为hero0图片           width = image.getWidth();           height = image.getHeight();           x = 150;           y = 400;       }              /** 获取双倍火力 */       public int isDoubleFire() {           return doubleFire;       }          /** 设置双倍火力 */       public void setDoubleFire(int doubleFire) {           this.doubleFire = doubleFire;       }              /** 增加火力 */       public void addDoubleFire(){           doubleFire = 40;       }              /** 增命 */       public void addLife(){  //增命           life++;       }              /** 减命 */       public void subtractLife(){   //减命           life--;       }              /** 获取命 */       public int getLife(){           return life;       }              /** 当前物体移动了一下,相对距离,x,y鼠标位置  */       public void moveTo(int x,int y){              this.x = x - width/2;           this.y = y - height/2;       }          /** 越界处理 */       @Override       public boolean outOfBounds() {           return false;         }          /** 发射子弹 */       public Bullet[] shoot(){              int xStep = width/4;      //4半           int yStep = 20;  //步           if(doubleFire>0){  //双倍火力               Bullet[] bullets = new Bullet[2];               bullets[0] = new Bullet(x+xStep,y-yStep);  //y-yStep(子弹距飞机的位置)               bullets[1] = new Bullet(x+3*xStep,y-yStep);               return bullets;           }else{      //单倍火力               Bullet[] bullets = new Bullet[1];               bullets[0] = new Bullet(x+2*xStep,y-yStep);                 return bullets;           }       }          /** 移动 */       @Override       public void step() {           if(images.length>0){               image = images[index++/10%images.length];  //切换图片hero0,hero1           }       }              /** 碰撞算法 */       public boolean hit(FlyingObject other){                      int x1 = other.x - this.width/2;                 //x坐标最小距离           int x2 = other.x + this.width/2 + other.width;   //x坐标最大距离           int y1 = other.y - this.height/2;                //y坐标最小距离           int y2 = other.y + this.height/2 + other.height; //y坐标最大距离                  int herox = this.x + this.width/2;               //英雄机x坐标中心点距离           int heroy = this.y + this.height/2;              //英雄机y坐标中心点距离                      return herox>x1 && heroxy1 && heroy游戏启动主类 ``` import java.awt.Font;   import java.awt.Color;   import java.awt.Graphics;   import java.awt.event.MouseAdapter;   import java.awt.event.MouseEvent;   import java.util.Arrays;   import java.util.Random;   import java.util.Timer;   import java.util.TimerTask;   import java.awt.image.BufferedImage;      import javax.imageio.ImageIO;   import javax.swing.ImageIcon;   import javax.swing.JFrame;   import javax.swing.JPanel;      public class ShootGame extends JPanel {       public static final int WIDTH = 400; // 面板宽       public static final int HEIGHT = 654; // 面板高       /** 游戏的当前状态: START RUNNING PAUSE GAME_OVER */       private int state;       private static final int START = 0;       private static final int RUNNING = 1;       private static final int PAUSE = 2;       private static final int GAME_OVER = 3;          private int score = 0; // 得分       private Timer timer; // 定时器       private int intervel = 1000 / 100; // 时间间隔(毫秒)          public static BufferedImage background;       public static BufferedImage start;       public static BufferedImage airplane;       public static BufferedImage bee;       public static BufferedImage bullet;       public static BufferedImage hero0;       public static BufferedImage hero1;       public static BufferedImage pause;       public static BufferedImage gameover;          private FlyingObject[] flyings = {}; // 敌机数组       private Bullet[] bullets = {}; // 子弹数组       private Hero hero = new Hero(); // 英雄机          static { // 静态代码块,初始化图片资源           try {               background = ImageIO.read(ShootGame.class                       .getResource("background.png"));               start = ImageIO.read(ShootGame.class.getResource("start.png"));               airplane = ImageIO                       .read(ShootGame.class.getResource("airplane.png"));               bee = ImageIO.read(ShootGame.class.getResource("bee.png"));               bullet = ImageIO.read(ShootGame.class.getResource("bullet.png"));               hero0 = ImageIO.read(ShootGame.class.getResource("hero0.png"));               hero1 = ImageIO.read(ShootGame.class.getResource("hero1.png"));               pause = ImageIO.read(ShootGame.class.getResource("pause.png"));               gameover = ImageIO                       .read(ShootGame.class.getResource("gameover.png"));           } catch (Exception e) {               e.printStackTrace();           }       }          /** 画 */       @Override       public void paint(Graphics g) {           g.drawImage(background, 0, 0, null); // 画背景图           paintHero(g); // 画英雄机           paintBullets(g); // 画子弹           paintFlyingObjects(g); // 画飞行物           paintScore(g); // 画分数           paintState(g); // 画游戏状态       }          /** 画英雄机 */       public void paintHero(Graphics g) {           g.drawImage(hero.getImage(), hero.getX(), hero.getY(), null);       }          /** 画子弹 */       public void paintBullets(Graphics g) {           for (int i = 0; i < bullets.length; i++) {               Bullet b = bullets[i];               g.drawImage(b.getImage(), b.getX() - b.getWidth() / 2, b.getY(),                       null);           }       }          /** 画飞行物 */       public void paintFlyingObjects(Graphics g) {           for (int i = 0; i < flyings.length; i++) {               FlyingObject f = flyings[i];               g.drawImage(f.getImage(), f.getX(), f.getY(), null);           }       }          /** 画分数 */       public void paintScore(Graphics g) {           int x = 10; // x坐标           int y = 25; // y坐标           Font font = new Font(Font.SANS_SERIF, Font.BOLD, 22); // 字体           g.setColor(new Color(0xFF0000));           g.setFont(font); // 设置字体           g.drawString("SCORE:" + score, x, y); // 画分数           y=y+20; // y坐标增20           g.drawString("LIFE:" + hero.getLife(), x, y); // 画命       }          /** 画游戏状态 */       public void paintState(Graphics g) {           switch (state) {           case START: // 启动状态               g.drawImage(start, 0, 0, null);               break;           case PAUSE: // 暂停状态               g.drawImage(pause, 0, 0, null);               break;           case GAME_OVER: // 游戏终止状态               g.drawImage(gameover, 0, 0, null);               break;           }       }          public static void main(String[] args) {           JFrame frame = new JFrame("Fly");           ShootGame game = new ShootGame(); // 面板对象           frame.add(game); // 将面板添加到JFrame中           frame.setSize(WIDTH, HEIGHT); // 设置大小           frame.setAlwaysOnTop(true); // 设置其总在最上           frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); // 默认关闭操作           frame.setIconImage(new ImageIcon("images/icon.jpg").getImage()); // 设置窗体的图标           frame.setLocationRelativeTo(null); // 设置窗体初始位置           frame.setVisible(true); // 尽快调用paint              game.action(); // 启动执行       }          /** 启动执行代码 */       public void action() {           // 鼠标监听事件           MouseAdapter l = new MouseAdapter() {               @Override               public void mouseMoved(MouseEvent e) { // 鼠标移动                   if (state == RUNNING) { // 运行状态下移动英雄机--随鼠标位置                       int x = e.getX();                       int y = e.getY();                       hero.moveTo(x, y);                   }               }                  @Override               public void mouseEntered(MouseEvent e) { // 鼠标进入                   if (state == PAUSE) { // 暂停状态下运行                       state = RUNNING;                   }               }                  @Override               public void mouseExited(MouseEvent e) { // 鼠标退出                   if (state == RUNNING) { // 游戏未结束,则设置其为暂停                       state = PAUSE;                   }               }                  @Override               public void mouseClicked(MouseEvent e) { // 鼠标点击                   switch (state) {                   case START:                       state = RUNNING; // 启动状态下运行                       break;                   case GAME_OVER: // 游戏结束,清理现场                       flyings = new FlyingObject[0]; // 清空飞行物                       bullets = new Bullet[0]; // 清空子弹                       hero = new Hero(); // 重新创建英雄机                       score = 0; // 清空成绩                       state = START; // 状态设置为启动                       break;                   }               }           };           this.addMouseListener(l); // 处理鼠标点击操作           this.addMouseMotionListener(l); // 处理鼠标滑动操作              timer = new Timer(); // 主流程控制           timer.schedule(new TimerTask() {               @Override               public void run() {                   if (state == RUNNING) { // 运行状态                       enterAction(); // 飞行物入场                       stepAction(); // 走一步                       shootAction(); // 英雄机射击                       bangAction(); // 子弹打飞行物                       outOfBoundsAction(); // 删除越界飞行物及子弹                       checkGameOverAction(); // 检查游戏结束                   }                   repaint(); // 重绘,调用paint()方法               }              }, intervel, intervel);       }          int flyEnteredIndex = 0; // 飞行物入场计数          /** 飞行物入场 */       public void enterAction() {           flyEnteredIndex++;           if (flyEnteredIndex % 40 == 0) { // 400毫秒生成一个飞行物--10*40               FlyingObject obj = nextOne(); // 随机生成一个飞行物               flyings = Arrays.copyOf(flyings, flyings.length + 1);               flyings[flyings.length - 1] = obj;           }       }          /** 走一步 */       public void stepAction() {           for (int i = 0; i < flyings.length; i++) { // 飞行物走一步               FlyingObject f = flyings[i];               f.step();           }              for (int i = 0; i < bullets.length; i++) { // 子弹走一步               Bullet b = bullets[i];               b.step();           }           hero.step(); // 英雄机走一步       }          /** 飞行物走一步 */       public void flyingStepAction() {           for (int i = 0; i < flyings.length; i++) {               FlyingObject f = flyings[i];               f.step();           }       }          int shootIndex = 0; // 射击计数          /** 射击 */       public void shootAction() {           shootIndex++;           if (shootIndex % 30 == 0) { // 300毫秒发一颗               Bullet[] bs = hero.shoot(); // 英雄打出子弹               bullets = Arrays.copyOf(bullets, bullets.length + bs.length); // 扩容               System.arraycopy(bs, 0, bullets, bullets.length - bs.length,                       bs.length); // 追加数组           }       }          /** 子弹与飞行物碰撞检测 */       public void bangAction() {           for (int i = 0; i < bullets.length; i++) { // 遍历所有子弹               Bullet b = bullets[i];               bang(b); // 子弹和飞行物之间的碰撞检查           }       }          /** 删除越界飞行物及子弹 */       public void outOfBoundsAction() {           int index = 0; // 索引           FlyingObject[] flyingLives = new FlyingObject[flyings.length]; // 活着的飞行物           for (int i = 0; i < flyings.length; i++) {               FlyingObject f = flyings[i];               if (!f.outOfBounds()) {                   flyingLives[index++] = f; // 不越界的留着               }           }           flyings = Arrays.copyOf(flyingLives, index); // 将不越界的飞行物都留着              index = 0; // 索引重置为0           Bullet[] bulletLives = new Bullet[bullets.length];           for (int i = 0; i < bullets.length; i++) {               Bullet b = bullets[i];               if (!b.outOfBounds()) {                   bulletLives[index++] = b;               }           }           bullets = Arrays.copyOf(bulletLives, index); // 将不越界的子弹留着       }          /** 检查游戏结束 */       public void checkGameOverAction() {           if (isGameOver()==true) {               state = GAME_OVER; // 改变状态           }       }          /** 检查游戏是否结束 */       public boolean isGameOver() {                      for (int i = 0; i < flyings.length; i++) {               int index = -1;               FlyingObject obj = flyings[i];               if (hero.hit(obj)) { // 检查英雄机与飞行物是否碰撞                   hero.subtractLife(); // 减命                   hero.setDoubleFire(0); // 双倍火力解除                   index = i; // 记录碰上的飞行物索引               }               if (index != -1) {                   FlyingObject t = flyings[index];                   flyings[index] = flyings[flyings.length - 1];                   flyings[flyings.length - 1] = t; // 碰上的与最后一个飞行物交换                      flyings = Arrays.copyOf(flyings, flyings.length - 1); // 删除碰上的飞行物               }           }                      return hero.getLife() <= 0;       }          /** 子弹和飞行物之间的碰撞检查 */       public void bang(Bullet bullet) {           int index = -1; // 击中的飞行物索引           for (int i = 0; i < flyings.length; i++) {               FlyingObject obj = flyings[i];               if (obj.shootBy(bullet)) { // 判断是否击中                   index = i; // 记录被击中的飞行物的索引                   break;               }           }           if (index != -1) { // 有击中的飞行物               FlyingObject one = flyings[index]; // 记录被击中的飞行物                  FlyingObject temp = flyings[index]; // 被击中的飞行物与最后一个飞行物交换               flyings[index] = flyings[flyings.length - 1];               flyings[flyings.length - 1] = temp;                  flyings = Arrays.copyOf(flyings, flyings.length - 1); // 删除最后一个飞行物(即被击中的)                  // 检查one的类型(敌人加分,奖励获取)               if (one instanceof Enemy) { // 检查类型,是敌人,则加分                   Enemy e = (Enemy) one; // 强制类型转换                   score += e.getScore(); // 加分               } else { // 若为奖励,设置奖励                   Award a = (Award) one;                   int type = a.getType(); // 获取奖励类型                   switch (type) {                   case Award.DOUBLE_FIRE:                       hero.addDoubleFire(); // 设置双倍火力                       break;                   case Award.LIFE:                       hero.addLife(); // 设置加命                       break;                   }               }           }       }          /**       * 随机生成飞行物       *        * @return 飞行物对象       */       public static FlyingObject nextOne() {           Random random = new Random();           int type = random.nextInt(20); // [0,20)           if (type < 4) {               return new Bee();           } else {               return new Airplane();           }       }      }   ``` #写在最后 以上就是这个游戏我整理的完整代码,因为图片差不多9张,所以图片没上传,需要图片的友友请简信我,最后,我做了一张思维导图贴出来让大家更好的理解OOP面向对象编程的过程。 ![](http://wblearn.github.io/img/in-post/public/2556999-8217513e89c06a4a.webp) >ps:码字很累,友友们点个赞或者关注,谢谢,么么哒~~ >资源已上传(包括图片),下载地址请戳这里 ------2016/12/25更新--------------- 上面的小飞机游戏下载地址失效了,最近开通了[我的github博客](https://wblearn.github.io/),欢迎大家测试,同时方便以后托管一些项目及资源。下载地址:[Java打飞机小游戏(附完整源码)](https://github.com/wblearn/Small-plane-game) ================================================ FILE: src/com/tarena/fly/Airplane.java ================================================ package com.tarena.fly; import java.util.Random; /** * зɻ: ǷҲǵ */ public class Airplane extends FlyingObject implements Enemy { private int speed = 3; //ƶ /** ʼ */ public Airplane(){ this.image = ShootGame.airplane; width = image.getWidth(); height = image.getHeight(); y = -height; Random rand = new Random(); x = rand.nextInt(ShootGame.WIDTH - width); } /** ȡ */ @Override public int getScore() { return 5; } /** //Խ紦 */ @Override public boolean outOfBounds() { return y>ShootGame.HEIGHT; } /** ƶ */ @Override public void step() { y += speed; } } ================================================ FILE: src/com/tarena/fly/Award.java ================================================ package com.tarena.fly; /** * */ public interface Award { int DOUBLE_FIRE = 0; //˫ int LIFE = 1; //1 /** ý(01) */ int getType(); } ================================================ FILE: src/com/tarena/fly/Bee.java ================================================ package com.tarena.fly; import java.util.Random; /** ۷ */ public class Bee extends FlyingObject implements Award{ private int xSpeed = 1; //xƶٶ private int ySpeed = 2; //yƶٶ private int awardType; // /** ʼ */ public Bee(){ this.image = ShootGame.bee; width = image.getWidth(); height = image.getHeight(); y = -height; Random rand = new Random(); x = rand.nextInt(ShootGame.WIDTH - width); awardType = rand.nextInt(2); //ʼʱ } /** ý */ public int getType(){ return awardType; } /** Խ紦 */ @Override public boolean outOfBounds() { return y>ShootGame.HEIGHT; } /** ƶбŷ */ @Override public void step() { x += xSpeed; y += ySpeed; if(x > ShootGame.WIDTH-width){ xSpeed = -1; } if(x < 0){ xSpeed = 1; } } } ================================================ FILE: src/com/tarena/fly/Bullet.java ================================================ package com.tarena.fly; /** * ӵ:Ƿ */ public class Bullet extends FlyingObject { private int speed = 3; //ƶٶ /** ʼ */ public Bullet(int x,int y){ this.x = x; this.y = y; this.image = ShootGame.bullet; } /** ƶ */ @Override public void step(){ y-=speed; } /** Խ紦 */ @Override public boolean outOfBounds() { return y<-height; } } ================================================ FILE: src/com/tarena/fly/Enemy.java ================================================ package com.tarena.fly; /** * ˣз */ public interface Enemy { /** ˵ķ */ int getScore(); } ================================================ FILE: src/com/tarena/fly/FlyingObject.java ================================================ package com.tarena.fly; import java.awt.image.BufferedImage; /** * (л۷䣬ӵӢۻ) */ public abstract class FlyingObject { protected int x; //x protected int y; //y protected int width; // protected int height; // protected BufferedImage image; //ͼƬ 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 int getWidth() { return width; } public void setWidth(int width) { this.width = width; } public int getHeight() { return height; } public void setHeight(int height) { this.height = height; } public BufferedImage getImage() { return image; } public void setImage(BufferedImage image) { this.image = image; } /** * Ƿ * @return true */ public abstract boolean outOfBounds(); /** * ƶһ */ public abstract void step(); /** * 鵱ǰǷӵ(x,y)(shoot) * @param Bullet ӵ * @return trueʾ */ public boolean shootBy(Bullet bullet){ int x = bullet.x; //ӵ int y = bullet.y; //ӵ return this.x0){ //˫ Bullet[] bullets = new Bullet[2]; bullets[0] = new Bullet(x+xStep,y-yStep); //y-yStep(ӵɻλ) bullets[1] = new Bullet(x+3*xStep,y-yStep); return bullets; }else{ // Bullet[] bullets = new Bullet[1]; bullets[0] = new Bullet(x+2*xStep,y-yStep); return bullets; } } /** ƶ */ @Override public void step() { if(images.length>0){ image = images[index++/10%images.length]; //лͼƬhero0hero1 } } /** ײ㷨 */ public boolean hit(FlyingObject other){ int x1 = other.x - this.width/2; //xС int x2 = other.x + this.width/2 + other.width; //x int y1 = other.y - this.height/2; //yС int y2 = other.y + this.height/2 + other.height; //y int herox = this.x + this.width/2; //Ӣۻxĵ int heroy = this.y + this.height/2; //Ӣۻyĵ return herox>x1 && heroxy1 && heroy