JAVA

버블버블 게임 5단계 (물방울 동작 처리하기)

jiyoon12 2025. 5. 2. 11:04
  • enum 타입 사용하기
package bubble.test05;

/**
 * enum 을 사용하는 방법
 * 대문자 사용 권장(내부적을 상수로 취급한다)
 */
public enum PlayerWay {
    LEFT, RIGHT
}

 

  • Bubble 움직임 설계하기
package bubble.test05;

import javax.swing.*;

public class Bubble extends JLabel implements Moveable {

    private int x;
    private int y;

    // 물방울 움직임 상태
    private boolean left;
    private boolean right;
    private boolean up;

    private boolean isLeft; // true, false

    private ImageIcon bubble; // 기본 물방울

    private Player player;

    // 생성자를 통해서 player 객체의 주소값을 주입 받기 -> 생성자 의존 주입
    public Bubble(Player player) {
        this.player = player;
        initData();
        setInitLayout();
        // 버블은 스레드가 하나면 된다.
        bubbleStartThread();
    }

    private void bubbleStartThread() {
        new Thread(new Runnable() {
            @Override
            public void run() {
                if (player.getPlayerWay() == PlayerWay.LEFT) {
                    left();
                } else {
                    right();
                }
            }
        }).start();
    }

    private void initData() {
        bubble = new ImageIcon("img/bubble.png");
        left = false;
        right = false;
        up = false;
    }

    private void setInitLayout() {
        x = player.getX();
        y = player.getY();
        setIcon(bubble);
        setSize(50, 50);
        setLocation(x, y);
    }

    // getter
    @Override
    public int getX() {
        return x;
    }

    @Override
    public int getY() {
        return y;
    }

    public boolean isLeft() {
        return left;
    }

    public boolean isRight() {
        return right;
    }

    public boolean isUp() {
        return up;
    }

    public ImageIcon getBubble() {
        return bubble;
    }

    public Player getPlayer() {
        return player;
    }

    // setter
    public void setX(int x) {
        this.x = x;
    }

    public void setY(int y) {
        this.y = y;
    }

    public void setLeft(boolean left) {
        this.left = left;
    }

    public void setRight(boolean right) {
        this.right = right;
    }

    public void setUp(boolean up) {
        this.up = up;
    }

    public void setBubble(ImageIcon bubble) {
        this.bubble = bubble;
    }

    public void setPlayer(Player player) {
        this.player = player;
    }

    @Override
    public void left() {
        left = true;
        for (int i = 0; i < 400; i++) {
            x--;
            setLocation(x, y);
            try {
                Thread.sleep(1);
            } catch (InterruptedException e) {
                throw new RuntimeException(e);
            }
        }
        up();
    }

    @Override
    public void right() {
        right = true;
        for (int i = 0; i < 400; i++) {
            x++;
            setLocation(x, y);
            try {
                Thread.sleep(1);
            } catch (InterruptedException e) {
                throw new RuntimeException(e);
            }
        }
        up();
    }

    @Override
    public void up() {
        up = true;
        while (true) {
            y--;
            setLocation(x, y);
            try {
                Thread.sleep(1);
            } catch (InterruptedException e) {
                throw new RuntimeException(e);
            }
        }
    }
}

 

  • 플레이어에 현재 방향 상태 정보 추가
package bubble.test05;

import javax.swing.*;

public class Player extends JLabel implements Moveable {

    private int x;
    private int y;

    // 멤버변수
    private ImageIcon playerR;
    private ImageIcon playerL;

    //플레이어의 속도 상태
    private final int SPEED = 4;
    private final int JUMP_SPEED = 2;

    // 플레이어의 움직인 상태
    private boolean left;
    private boolean right;
    private boolean up;
    private boolean down;

    // 벽에 충돌한 상태
    private boolean leftWallCrash;
    private boolean rightWallCrash;

    // 플레이어 방향 상태 (enum 타입 사용법 1- 선언)
    private PlayerWay playerWay;

    // PlayerWay - getter 만 생성
    public PlayerWay getPlayerWay() {
        return playerWay;
    }

    @Override
    public int getX() {
        return x;
    }

    @Override
    public int getY() {
        return y;
    }

    public ImageIcon getPlayerR() {
        return playerR;
    }

    public ImageIcon getPlayerL() {
        return playerL;
    }

    public int getSPEED() {
        return SPEED;
    }

    public int getJUMP_SPEED() {
        return JUMP_SPEED;
    }

    public boolean isLeft() {
        return left;
    }

    public boolean isRight() {
        return right;
    }

    public boolean isUp() {
        return up;
    }

    public boolean isDown() {
        return down;
    }

    public boolean isLeftWallCrash() {
        return leftWallCrash;
    }

    public boolean isRightWallCrash() {
        return rightWallCrash;
    }

    public void setX(int x) {
        this.x = x;
    }

    public void setY(int y) {
        this.y = y;
    }

    public void setPlayerR(ImageIcon playerR) {
        this.playerR = playerR;
    }

    public void setPlayerL(ImageIcon playerL) {
        this.playerL = playerL;
    }

    public void setLeft(boolean left) {
        this.left = left;
    }

    public void setRight(boolean right) {
        this.right = right;
    }

    public void setUp(boolean up) {
        this.up = up;
    }

    public void setDown(boolean down) {
        this.down = down;
    }

    public void setLeftWallCrash(boolean leftWallCrash) {
        this.leftWallCrash = leftWallCrash;
    }

    public void setRightWallCrash(boolean rightWallCrash) {
        this.rightWallCrash = rightWallCrash;
    }

    public Player() {
        initData();
        setInitLayout();
    }

    private void initData() {
        playerR = new ImageIcon("img/playerR.png");
        playerL = new ImageIcon("img/playerL.png");

        //플레이어 초기 상태 설정
        x = 55;
        y = 535;

        left = false;
        right = false;
        up = false;
        down = false;
    }


    private void setInitLayout() {


        setSize(50, 50);
        setIcon(playerR);
        setLocation(x, y);
    }

    @Override
    public void left() {
        // 클래스 이름으로 접근한다.
        playerWay = PlayerWay.LEFT;
        left = true;
        setIcon(playerL);
        new Thread(new Runnable() {
            @Override
            public void run() {
                while (left) {
                    x = x - SPEED;
                    setLocation(x, y);
                    try {
                        Thread.sleep(10);
                    } catch (InterruptedException e) {
                        throw new RuntimeException(e);
                    }
                } // end of while
            } // end of run()
        }).start();
    }

    @Override
    public void right() {
        playerWay = PlayerWay.RIGHT;
        right = true; // 움직인 상태 값 변경
        setIcon(playerR);

        // 익명 클래스 - thread.start() --> run() 메서드 안에서 구문 동작
        new Thread(new Runnable() {
            @Override
            public void run() {
                while (right) {
                    x = x + SPEED;
                    setLocation(x, y);
                    try {
                        Thread.sleep(10);
                    } catch (InterruptedException e) {
                        throw new RuntimeException(e);
                    }
                }
            }
        }).start();
    }

    @Override
    public void up() {
        System.out.println("점프!");
        up = true;
        new Thread(new Runnable() {
            @Override
            public void run() {
                for (int i = 0; i < 130 / JUMP_SPEED; i++) {
                    y = y - JUMP_SPEED;
                    setLocation(x, y);
                    try {
                        Thread.sleep(5);
                    } catch (InterruptedException e) {
                        throw new RuntimeException(e);
                    }
                } // end of for
                up = false; // 상태값을 잘 다루어야 버그가 없다.
                down();
            }
        }).start();
    }

    @Override
    public void down() {
        down = true;
        new Thread(new Runnable() {
            @Override
            public void run() {
                for (int i = 0; i < 130 / JUMP_SPEED; i++) {
                    y = y + JUMP_SPEED;
                    setLocation(x, y);
                    try {
                        Thread.sleep(3);
                    } catch (InterruptedException e) {
                        throw new RuntimeException(e);
                    }
                } // end of for
                down = false;
            }
        }).start();
    }
}