用户注册



邮箱:

密码:

用户登录


邮箱:

密码:
记住登录一个月忘记密码?

发表随想


还能输入:200字
云代码 - java代码库

游戏

2018-03-29 作者:云代码会员举报

[java]代码库

java打飞机完整代码
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
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
1
2
3
4
5
6
7
8
9
/**
 * 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
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
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
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
/**
 * 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
1
2
3
4
5
6
7
/**
 * 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)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
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<x && x<this.x+width && this.y<y && y<this.y+height; 
    } 
 
}
英雄机
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
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 && herox<x2 && heroy>y1 && heroy<y2;   //区间范围内为撞上了 
    } 
 
}
游戏启动主类
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
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(); 
        } 
    } 
 
}

[代码运行效果截图]


游戏


分享到:
更多

网友评论    (发表评论)

共5 条评论 1/1页

发表评论:

评论须知:

  • 1、评论每次加2分,每天上限为30;
  • 2、请文明用语,共同创建干净的技术交流环境;
  • 3、若被发现提交非法信息,评论将会被删除,并且给予扣分处理,严重者给予封号处理;
  • 4、请勿发布广告信息或其他无关评论,否则将会删除评论并扣分,严重者给予封号处理。