java中的接口是类吗
202
2023-08-03
java制作简单的坦克大战
详情请参照注释,这里就不多废话了,实现一下儿时的经典而已。
Blood.java
package com.hkm.TankWar;
import java.awt.*;
/**
* 血块类,我方坦克吃了可回血;
* @author Hekangmin
*
*/
public class Blood {
private int x,y,w,h;//血块的位置和宽度高度;
private TankWarClient tc;
private int step=0;//纪录血块移动的步数;
private boolean live=true;
public boolean isLive() {
return live;
}
public void setLive(boolean live) {
this.live = live;
}
/**
* 纪录血块的位置;
*/
private int[][] pos={{400,300},{400,320},{420,320},{440,300},{440,330},{480,400},{520,400},{540,400}};
public Blood()
{
x=pos[0][0];
y=pos[0][1];
w=h=18;
}
public void draw(Graphics g)
{
if(!live) return;
Color c=g.getColor();
g.setColor(Color.CYAN);
g.fillOval(x, y, w, h);
g.setColor(c);
move();
}
/**
* 移动血块
*/
public void move()
{
step++;
if(step>=pos.length) step=0;
else{
x=pos[step][0];
y=pos[step][1];
}
}
public Rectangle getRect()
{
return new Rectangle(x,y,w,h);
}
}
Explode.java
package com.hkm.TankWar;
import java.awt.*;
/**
* 爆炸类
* @author Hekangmin
*
*/
public class Explode {
private int x,y;//爆炸发生的位置
private boolean Live=true;
int dia[]={4,8,12,16,32,40,20,14,4};//用园模拟,代表圆的直径;
int step=0;//区别移到第几个直径
private TankWarClient tc;//持有引用
public Explode(int x,int y,TankWarClient tc)
{
this.x=x;
this.y=y;
this.tc=tc;
}
public void draw(Graphics g)
{
if(!Live)
{
tc.explodes.remove(this);
return;
}
if(step==dia.length)//如果到了最后一个直径爆炸死亡;
{
Live=false;
step=0;
return;
}
Color c=g.getColor();
g.setColor(Color.YELLOW);
g.fillOval(x, y, dia[step], dia[step]);
g.setColor(c);
step++;
}
}
Missile.java
package com.hkm.TankWar;
import java.awt.*;
import java.awt.Event.*;
import java.awt.event.KeyEvent;
import java.util.List;
/**
* 子弹类
* @author Hekangmin
*
*/
public class Missile {
private int x,y;//子弹的位置
private Tank.Direction dir;//坦克方向
private static final int XSPEED=10;//坦克x方向的移动速度,
private static final int YSPEED=10;//坦克y方向的移动速度,
public static final int WIDTH=10;
public static final int HEIGHT=10;
private boolean Live=true;//判断子弹是否活着
private boolean good;//区分敌军子弹和我军子弹
private TankWarClient tc;
public Missile(int x, int y, Tank.Direction dir) {
this.x = x;
this.y = y;
this.dir = dir;
}
public Missile(int x,int y,boolean good,Tank.Direction dir,TankWarClient tc)
{
this(x,y,dir);
this.good=good;//将坦克好坏的属性与子弹还坏属性设为相同;
this.tc=tc;
}
/**
* 画出子弹
* @param g为画笔
*/
public void draw(Graphics g)
{
if(!Live)
{
tc.missiles.remove(this);
return;
}
Color c=g.getColor();
if(good)
{
g.setColor(Color.BLUE);
}
else g.setColor(Color.ORANGE);
g.fillOval(x, y, WIDTH, HEIGHT);
g.setColor(c);
move();
}
/**
* 根据坦克的方向让子弹移动
*/
private void move() {
switch(dir)
{
case L:
x-=XSPEED;
break;
case LU:
x-=XSPEED;
y-=YSPEED;
break;
case U:
y-=YSPEED;
break;
case RU:
x+=XSPEED;
y-=YSPEED;
break;
case R:
x+=XSPEED;
break;
case RD:
x+=XSPEED;
y+=YSPEED;
break;
case D:
y+=YSPEED;
break;
case LD:
x-=XSPEED;
y+=YSPEED;
break;
}
if(x<0||y<0||x>TankWarClient.GAME_WIDTH||y>TankWarClient.GAME_HEIGHT)//子弹越界则让其死亡;
{
Live=false;
}
}
public boolean isLive()
{
return Live;
}
public Rectangle getRect()//获取子弹的矩形区域;
{
return new Rectangle(this.x,this.y,this.WIDTH,this.HEIGHT);
}
/**
* 判断子弹与坦克碰撞;
* @param t为坦克
* @return返回true则表示发生碰撞,否则没有碰撞;
*/
public boolean hitTank(Tank t)
{
if(this.Live&&this.getRect().intersects(t.getRect())&&t.isLive()&&this.good!=t.isGood())
{
if(t.isGood())
{
t.setLife(t.getLife()-10);
if(t.getLife()<=0) t.setLive(false);
}else{
t.setLive(false);
}
this.Live=false;///将子弹设为死亡;
Explode e=new Explode(x,y,tc);//发生爆炸;
tc.explodes.add(e);
return true;
}
return false;
}
/**
* 判断子弹与敌军坦克相撞;
* @param tanks敌军坦克
* @returntrue表示相撞,false没有相撞;
*/
public boolean hitTanks(List
{
for(int i=0;i { if(hitTank(tc.tanks.get(i))) { return true; } } return false; } /** * 判断子弹是否撞墙 * @param w墙 * @returntrue,撞上,false,未撞上; */ public boolean hitsWall(Wall w) { if(this.Live&&this.getRect().intersects(w.getRect())) { Live=false; return true; } return false; } } Tank.java package com.hkm.TankWar; import java.awt.*; import java.awt.event.KeyEvent; import java.util.*; /** * 坦克类 * @author Hekangmin * */ public class Tank { public static final int XSPEED=5;//坦克x方向速度 public static final int YSPEED=5; public static final int WIDTH=30; public static final int HEIGHT=30; private BloodBar bb=new BloodBar();//血条 private int life=100; public int getLife() { return life; } public void setLife(int life) { this.life = life; } private static Random r=new Random(); private static int step=r.nextInt(12)+3;//定义一个数表示敌军坦克随机东的步数; private boolean bL=false,bU=false,bR=false,bD=false; enum Direction{L,LU,U,RU,R,RD,D,LD,STOP};//利用枚举类型定义坦克方向; private int x,y; private int oldX,oldY;//纪录上一步坦克的位置; private boolean live=true;//判断是否活着 public boolean isLive() { return live; } public void setLive(boolean live) { this.live = live; } private boolean good;//坦克是好是坏 public boolean isGood() { return good; } private Direction ptDir=Direction.D;//新增炮筒的方向; TankWarClient tc;//为了持有对方的引用以可以方便访问其成员变量; Direction dir=Direction.STOP;//一开始将坦克方向设为stop; public Tank(int x,int y,boolean good,Direction dir,TankWarClient tc) { this.x=x; this.y=y; this.oldX=x; this.oldY=y; this.good=good; this.dir=dir; this.tc=tc;//持有对方的引用; } public void draw(Graphics g) { if(!live)//如果死亡则不再draw; { if(!good) { tc.tanks.remove(this); if(tc.tanks.size()<5)//少于5辆坦克时添加坦克; { for(int i=0;i<10;i++) { int posX=r.nextInt(800); int posY=r.nextInt(600); tc.tanks.add(new Tank(posX,posY,false,Direction.D,tc));//使得坦克出现的位置随机 } } } return; } Color c=g.getColor(); if(good) { g.setColor(Color.RED); bb.draw(g); } else g.setColor(Color.BLACK); g.fillOval(x, y, WIDTH, HEIGHT); g.setColor(c); switch(ptDir)//画出炮筒的方向; { case L: g.drawLine(x+Tank.WIDTH/2, y+Tank.HEIGHT/2, x-10, y+Tank.HEIGHT/2);//画出炮筒,画一条直线代替; break; case LU: g.drawLine(x+Tank.WIDTH/2, y+Tank.HEIGHT/2, x-7, y-7); break; case U: g.drawLine(x+Tank.WIDTH/2, y+Tank.HEIGHT/2, x+Tank.WIDTH/2, y-10); break; case RU: g.drawLine(x+Tank.WIDTH/2, y+Tank.HEIGHT/2, x+Tank.WIDTH+7, y-7); break; case R: g.drawLine(x+Tank.WIDTH/2, y+Tank.HEIGHT/2, x+Tank.WIDTH+10, y+Tank.HEIGHT/2); break; case RD: g.drawLine(x+Tank.WIDTH/2, y+Tank.HEIGHT/2, x+Tank.WIDTH+7, y+Tank.HEIGHT+7); break; case D: g.drawLine(x+Tank.WIDTH/2, y+Tank.HEIGHT/2, x+Tank.WIDTH/2, y+Tank.HEIGHT+10); break; case LD: g.drawLine(x+Tank.WIDTH/2, y+Tank.HEIGHT/2, x-7, y+HEIGHT+7); break; } move(); } public void move() { oldX=x;//纪录坦克上一步的位置 oldY=y; switch(dir) { case L: x-=XSPEED; break; case LU: x-=XSPEED; y-=YSPEED; break; case U: y-=YSPEED; break; case RU: x+=XSPEED; y-=YSPEED; break; case R: x+=XSPEED; break; case RD: x+=XSPEED; y+=YSPEED; break; case D: y+=YSPEED; break; case LD: x-=XSPEED; y+=YSPEED; break; case STOP: break; } if(this.dir!=Direction.STOP) this.ptDir=this.dir; /** * 防止坦克越界; */ if(x<0) x=0; if(y<25) y=25; if(x+Tank.WIDTH>TankWarClient.GAME_WIDTH) x=TankWarClient.GAME_WIDTH-30; if(y+Tank.HEIGHT>TankWarClient.GAME_HEIGHT) y=TankWarClient.GAME_HEIGHT-30; if(!good) { Direction[] dirs=Direction.values();//将枚举类型转化成数组; if(step==0) { step=r.nextInt(12)+3; int rn=r.nextInt(dirs.length);//产生length以内随机的整数; dir=dirs[rn]; } step--; if(r.nextInt(40)>20) this.fire();//使敌军坦克发射子弹; } } /** * 处理按键 * @param e键盘事件; */ public void KeyPressed(KeyEvent e) { int key=e.getKeyCode(); switch(key) { case KeyEvent.VK_LEFT: bL=true; break; case KeyEvent.VK_RIGHT: bR=true; break; case KeyEvent.VK_UP: bU=true; break; case KeyEvent.VK_DOWN: bD=true; break; } locationDir(); } public void keyReleased(KeyEvent e) { int key=e.getKeyCode(); switch(key) { case KeyEvent.VK_CONTROL: fire(); break; case KeyEvent.VK_LEFT: bL=false; break; case KeyEvent.VK_RIGHT: bR=false; break; case KeyEvent.VK_UP: bU=false; break; case KeyEvent.VK_DOWN: bD=false; break; case KeyEvent.VK_A: superFire(); break; case KeyEvent.VK_F2: reBorn(); break; } locationDir(); } /** * 发射子弹 * @return返回子弹类型 */ public Missile fire() { if(!live) return null; int mx=this.x+Tank.WIDTH/2-Missile.WIDTH/2;//计算子弹发射的位置; int my=this.y+Tank.HEIGHT/2-Missile.HEIGHT/2; Missile m=new Missile(mx,my,good,ptDir,this.tc);////根据炮筒方向发射子弹 tc.missiles.add(m); return m; } public Missile fire(Direction dir) { if(!live) return null; int mx=this.x+Tank.WIDTH/2-Missile.WIDTH/2; int my=this.y+Tank.HEIGHT/2-Missile.HEIGHT/2; Missile m=new Missile(mx,my,good,dir,this.tc);//根据坦克的方向发射子弹; tc.missiles.add(m); return m; } public void superFire() { Direction[] dirs=Direction.values(); for(int i=0;i<8;i++) { fire(dirs[i]); } } public void locationDir() { if(bL&&!bU&&!bR&&!bD) dir=Direction.L; else if(bL&&bU&&!bR&&!bD) dir=Direction.LU; else if(!bL&&bU&&!bR&&!bD) dir=Direction.U; else if(!bL&&bU&&bR&&!bD) dir=Direction.RU; else if(!bL&&!bU&&bR&&!bD) dir=Direction.R; else if(!bL&&!bU&&bR&&bD) dir=Direction.RD; else if(!bL&&!bU&&!bR&&bD) dir=Direction.D; else if(bL&&!bU&&!bR&&bD) dir=Direction.LD; else if(!bL&&!bU&&!bR&&!bD) dir=Direction.STOP; } public Rectangle getRect()//获取tank的矩形区域 { return new Rectangle(this.x,this.y,this.WIDTH,this.HEIGHT); } /** * 坦克撞墙 * @param w墙 * @returntrue撞上,false未撞上; */ public boolean colliedsWithWall(Wall w) { if(this.live&&this.getRect().intersects(w.getRect())) { this.stay(); return true; } return false; } /** * 处理坦克与坦克相撞,防止其互相穿越; * @param tanks敌军坦克; * @return true撞上,false未撞上; */ public boolean colliedsWithTanks(java.util.List { for(int i=0;i { Tank t=tanks.get(i); if(this!=t) { if(this.live&&this.isLive()&&this.getRect().intersects(t.getRect())) { this.stay();//返回上一步的位置; t.stay();////返回上一步的位置 return true; } } } return false; } private void stay() { x=oldX; y=oldY; } /** * 为Tank的内部类;血条,显示在我方坦克的头顶上; * @author Hekangmin * */ private class BloodBar { public void draw(Graphics g) { Color c=g.getColor(); g.setColor(Color.RED); g.drawRect(x,y-10,WIDTH,10); int w=WIDTH*life/100; g.fillRect(x,y-10,w,10); } } /** * 吃到血块加血; * @param b血块 * @returntrue吃到,false未吃到; */ public boolean eat(Blood b) { if(this.live&&b.isLive()&&this.getRect().intersects(b.getRect())) { this.life=100; b.setLive(false); return true; } return false; } /** * 我军坦克死后复活; */ public void reBorn() { if(this.isGood()&&!this.isLive()) { this.setLive(true); this.setLife(100); } } } TankWarClient.java package com.hkm.TankWar; import java.awt.*; import java.awt.event.*; import java.util.List; import java.util.ArrayList; /** * 这个是游戏的运行窗口; * @author Hekangmin * */ public class TankWarClient extends Frame{ /** * 游戏窗口的宽度; */ public static final int GAME_WIDTH=800; /** * 游戏窗口的高度; */ public static final int GAME_HEIGHT=600; Tank MyTank=new Tank(700,400,true,Tank.Direction.STOP,this); List List List Wall w1=new Wall(300,200,20,200,this); Wall w2=new Wall(600,300,30,150,this); Blood b=new Blood(); /** * 画一张虚拟图片; */ Image OffScreenImage=null; public TankWarClient(String name)//设置文字 { super(name); } /** * 运行窗口; */ public void launchFrame() { for(int i=0;i<10;i++)//添加十辆敌军坦克 { tanks.add(new Tank(50+40*(i+1),50,false,Tank.Direction.D,this)); } this.setBounds(200,100,GAME_WIDTH,GAME_HEIGHT); this.setBackground(Color.GREEN); this.addWindowListener(new WindowAdapter()//匿名类 { public void windowClosing(WindowEvent e) { System.exit(0); } }); this.addKeyListener(new KeyMonitor());//加入键盘监听器; this.setResizable(false);//不可改变窗口的大小; this.setVisible(true); new Thread(new PaintThread()).start();//新建一个线程; } public void paint(Graphics g) { g.drawString("Missile count: "+missiles.size(), 10, 50);//显示字符串; g.drawString("Explodes count: "+explodes.size(),10,70); g.drawString("tanks count: "+tanks.size(),10,90); g.drawString("Mytank life: "+MyTank.getLife(),10,110); /** * 画出墙; */ w1.draw(g); w2.draw(g); /** * 检测子弹与各类的事情; */ for(int i=0;i { Missile m=missiles.get(i); m.hitsWall(w1); m.hitsWall(w2); m.hitTanks(tanks); m.hitTank(MyTank); m.draw(g); //if(!m.isLive()) //missiles.remove(m); //else m.draw(g); } /** * 画出爆炸; */ for(int i=0;i { Explode e=explodes.get(i); e.draw(g); } for(int i=0;i { Tank t=tanks.get(i); t.colliedsWithWall(w1); t.colliedsWithWall(w2); t.colliedsWithTanks(tanks); t.draw(g); } b.draw(g); MyTank.eat(b); MyTank.draw(g); } /** * 利用双缓冲技术消除坦克闪烁的现象; */ public void update(Graphics g) //g为画在屏幕上的画笔; { if(OffScreenImage==null) OffScreenImage=this.createImage(GAME_WIDTH, GAME_HEIGHT); Graphics gOffScreen=OffScreenImage.getGraphics();//gOffScreen是OffScreenImage的画笔; Color c=gOffScreen.getColor(); gOffScreen.setColor(Color.GREEN); gOffScreen.fillRect(0, 0, GAME_WIDTH, GAME_HEIGHT); gOffScreen.setColor(c); paint(gOffScreen);//画在虚拟图片上; g.drawImage(OffScreenImage,0,0,null);//用g画笔将虚拟图片上的东西画在屏幕上 } private class PaintThread implements Runnable{ public void run() { while(true) { repaint();//这里的repaint方法是Frame类的 try{ Thread.sleep(100); }catch(InterruptedException e){ e.printStackTrace(); } } } } private class KeyMonitor extends KeyAdapter { public void keyReleased(KeyEvent e) { MyTank.keyReleased(e); } public void keyPressed(KeyEvent e) { MyTank.KeyPressed(e); } } public static void main(String[] args) { new TankWarClient("My Tank World").launchFrame(); } } Wall.java package com.hkm.TankWar; import java.awt.*; /** * 生成阻碍物墙这个类; * @author Hekangmin * */ public class Wall { /** * x,y为墙的位置,w,h为宽度高度; */ int x,y,w,h; /** * 持有引用 */ TankWarClient tc; public Wall(int x, int y, int w, int h, TankWarClient tc) { this.x = x; this.y = y; this.w = w; this.h = h; this.tc = tc; } public void draw(Graphics g) { Color c=g.getColor(); g.setColor(Color.GRAY); g.fillRect(x,y,w,h); g.setColor(c); } /** * 得到墙的矩形区域; * @return */ public Rectangle getRect() { return new Rectangle(x,y,w,h); } } 以上所述就是本文的全部内容了,希望大家能够喜欢。
{
if(hitTank(tc.tanks.get(i)))
{
return true;
}
}
return false;
}
/**
* 判断子弹是否撞墙
* @param w墙
* @returntrue,撞上,false,未撞上;
*/
public boolean hitsWall(Wall w)
{
if(this.Live&&this.getRect().intersects(w.getRect()))
{
Live=false;
return true;
}
return false;
}
}
Tank.java
package com.hkm.TankWar;
import java.awt.*;
import java.awt.event.KeyEvent;
import java.util.*;
/**
* 坦克类
* @author Hekangmin
*
*/
public class Tank {
public static final int XSPEED=5;//坦克x方向速度
public static final int YSPEED=5;
public static final int WIDTH=30;
public static final int HEIGHT=30;
private BloodBar bb=new BloodBar();//血条
private int life=100;
public int getLife() {
return life;
}
public void setLife(int life) {
this.life = life;
}
private static Random r=new Random();
private static int step=r.nextInt(12)+3;//定义一个数表示敌军坦克随机东的步数;
private boolean bL=false,bU=false,bR=false,bD=false;
enum Direction{L,LU,U,RU,R,RD,D,LD,STOP};//利用枚举类型定义坦克方向;
private int x,y;
private int oldX,oldY;//纪录上一步坦克的位置;
private boolean live=true;//判断是否活着
public boolean isLive() {
return live;
}
public void setLive(boolean live) {
this.live = live;
}
private boolean good;//坦克是好是坏
public boolean isGood() {
return good;
}
private Direction ptDir=Direction.D;//新增炮筒的方向;
TankWarClient tc;//为了持有对方的引用以可以方便访问其成员变量;
Direction dir=Direction.STOP;//一开始将坦克方向设为stop;
public Tank(int x,int y,boolean good,Direction dir,TankWarClient tc)
{
this.x=x;
this.y=y;
this.oldX=x;
this.oldY=y;
this.good=good;
this.dir=dir;
this.tc=tc;//持有对方的引用;
}
public void draw(Graphics g)
{
if(!live)//如果死亡则不再draw;
{
if(!good)
{
tc.tanks.remove(this);
if(tc.tanks.size()<5)//少于5辆坦克时添加坦克;
{
for(int i=0;i<10;i++)
{
int posX=r.nextInt(800);
int posY=r.nextInt(600);
tc.tanks.add(new Tank(posX,posY,false,Direction.D,tc));//使得坦克出现的位置随机
}
}
}
return;
}
Color c=g.getColor();
if(good)
{
g.setColor(Color.RED);
bb.draw(g);
}
else g.setColor(Color.BLACK);
g.fillOval(x, y, WIDTH, HEIGHT);
g.setColor(c);
switch(ptDir)//画出炮筒的方向;
{
case L:
g.drawLine(x+Tank.WIDTH/2, y+Tank.HEIGHT/2, x-10, y+Tank.HEIGHT/2);//画出炮筒,画一条直线代替;
break;
case LU:
g.drawLine(x+Tank.WIDTH/2, y+Tank.HEIGHT/2, x-7, y-7);
break;
case U:
g.drawLine(x+Tank.WIDTH/2, y+Tank.HEIGHT/2, x+Tank.WIDTH/2, y-10);
break;
case RU:
g.drawLine(x+Tank.WIDTH/2, y+Tank.HEIGHT/2, x+Tank.WIDTH+7, y-7);
break;
case R:
g.drawLine(x+Tank.WIDTH/2, y+Tank.HEIGHT/2, x+Tank.WIDTH+10, y+Tank.HEIGHT/2);
break;
case RD:
g.drawLine(x+Tank.WIDTH/2, y+Tank.HEIGHT/2, x+Tank.WIDTH+7, y+Tank.HEIGHT+7);
break;
case D:
g.drawLine(x+Tank.WIDTH/2, y+Tank.HEIGHT/2, x+Tank.WIDTH/2, y+Tank.HEIGHT+10);
break;
case LD:
g.drawLine(x+Tank.WIDTH/2, y+Tank.HEIGHT/2, x-7, y+HEIGHT+7);
break;
}
move();
}
public void move()
{
oldX=x;//纪录坦克上一步的位置
oldY=y;
switch(dir)
{
case L:
x-=XSPEED;
break;
case LU:
x-=XSPEED;
y-=YSPEED;
break;
case U:
y-=YSPEED;
break;
case RU:
x+=XSPEED;
y-=YSPEED;
break;
case R:
x+=XSPEED;
break;
case RD:
x+=XSPEED;
y+=YSPEED;
break;
case D:
y+=YSPEED;
break;
case LD:
x-=XSPEED;
y+=YSPEED;
break;
case STOP:
break;
}
if(this.dir!=Direction.STOP)
this.ptDir=this.dir;
/**
* 防止坦克越界;
*/
if(x<0) x=0;
if(y<25) y=25;
if(x+Tank.WIDTH>TankWarClient.GAME_WIDTH) x=TankWarClient.GAME_WIDTH-30;
if(y+Tank.HEIGHT>TankWarClient.GAME_HEIGHT) y=TankWarClient.GAME_HEIGHT-30;
if(!good)
{
Direction[] dirs=Direction.values();//将枚举类型转化成数组;
if(step==0)
{
step=r.nextInt(12)+3;
int rn=r.nextInt(dirs.length);//产生length以内随机的整数;
dir=dirs[rn];
}
step--;
if(r.nextInt(40)>20) this.fire();//使敌军坦克发射子弹;
}
}
/**
* 处理按键
* @param e键盘事件;
*/
public void KeyPressed(KeyEvent e)
{
int key=e.getKeyCode();
switch(key)
{
case KeyEvent.VK_LEFT:
bL=true;
break;
case KeyEvent.VK_RIGHT:
bR=true;
break;
case KeyEvent.VK_UP:
bU=true;
break;
case KeyEvent.VK_DOWN:
bD=true;
break;
}
locationDir();
}
public void keyReleased(KeyEvent e) {
int key=e.getKeyCode();
switch(key)
{
case KeyEvent.VK_CONTROL:
fire();
break;
case KeyEvent.VK_LEFT:
bL=false;
break;
case KeyEvent.VK_RIGHT:
bR=false;
break;
case KeyEvent.VK_UP:
bU=false;
break;
case KeyEvent.VK_DOWN:
bD=false;
break;
case KeyEvent.VK_A:
superFire();
break;
case KeyEvent.VK_F2:
reBorn();
break;
}
locationDir();
}
/**
* 发射子弹
* @return返回子弹类型
*/
public Missile fire() {
if(!live)
return null;
int mx=this.x+Tank.WIDTH/2-Missile.WIDTH/2;//计算子弹发射的位置;
int my=this.y+Tank.HEIGHT/2-Missile.HEIGHT/2;
Missile m=new Missile(mx,my,good,ptDir,this.tc);////根据炮筒方向发射子弹
tc.missiles.add(m);
return m;
}
public Missile fire(Direction dir)
{
if(!live)
return null;
int mx=this.x+Tank.WIDTH/2-Missile.WIDTH/2;
int my=this.y+Tank.HEIGHT/2-Missile.HEIGHT/2;
Missile m=new Missile(mx,my,good,dir,this.tc);//根据坦克的方向发射子弹;
tc.missiles.add(m);
return m;
}
public void superFire()
{
Direction[] dirs=Direction.values();
for(int i=0;i<8;i++)
{
fire(dirs[i]);
}
}
public void locationDir()
{
if(bL&&!bU&&!bR&&!bD)
dir=Direction.L;
else if(bL&&bU&&!bR&&!bD)
dir=Direction.LU;
else if(!bL&&bU&&!bR&&!bD)
dir=Direction.U;
else if(!bL&&bU&&bR&&!bD)
dir=Direction.RU;
else if(!bL&&!bU&&bR&&!bD)
dir=Direction.R;
else if(!bL&&!bU&&bR&&bD)
dir=Direction.RD;
else if(!bL&&!bU&&!bR&&bD)
dir=Direction.D;
else if(bL&&!bU&&!bR&&bD)
dir=Direction.LD;
else if(!bL&&!bU&&!bR&&!bD)
dir=Direction.STOP;
}
public Rectangle getRect()//获取tank的矩形区域
{
return new Rectangle(this.x,this.y,this.WIDTH,this.HEIGHT);
}
/**
* 坦克撞墙
* @param w墙
* @returntrue撞上,false未撞上;
*/
public boolean colliedsWithWall(Wall w)
{
if(this.live&&this.getRect().intersects(w.getRect()))
{
this.stay();
return true;
}
return false;
}
/**
* 处理坦克与坦克相撞,防止其互相穿越;
* @param tanks敌军坦克;
* @return true撞上,false未撞上;
*/
public boolean colliedsWithTanks(java.util.List
{
for(int i=0;i { Tank t=tanks.get(i); if(this!=t) { if(this.live&&this.isLive()&&this.getRect().intersects(t.getRect())) { this.stay();//返回上一步的位置; t.stay();////返回上一步的位置 return true; } } } return false; } private void stay() { x=oldX; y=oldY; } /** * 为Tank的内部类;血条,显示在我方坦克的头顶上; * @author Hekangmin * */ private class BloodBar { public void draw(Graphics g) { Color c=g.getColor(); g.setColor(Color.RED); g.drawRect(x,y-10,WIDTH,10); int w=WIDTH*life/100; g.fillRect(x,y-10,w,10); } } /** * 吃到血块加血; * @param b血块 * @returntrue吃到,false未吃到; */ public boolean eat(Blood b) { if(this.live&&b.isLive()&&this.getRect().intersects(b.getRect())) { this.life=100; b.setLive(false); return true; } return false; } /** * 我军坦克死后复活; */ public void reBorn() { if(this.isGood()&&!this.isLive()) { this.setLive(true); this.setLife(100); } } } TankWarClient.java package com.hkm.TankWar; import java.awt.*; import java.awt.event.*; import java.util.List; import java.util.ArrayList; /** * 这个是游戏的运行窗口; * @author Hekangmin * */ public class TankWarClient extends Frame{ /** * 游戏窗口的宽度; */ public static final int GAME_WIDTH=800; /** * 游戏窗口的高度; */ public static final int GAME_HEIGHT=600; Tank MyTank=new Tank(700,400,true,Tank.Direction.STOP,this); List List List Wall w1=new Wall(300,200,20,200,this); Wall w2=new Wall(600,300,30,150,this); Blood b=new Blood(); /** * 画一张虚拟图片; */ Image OffScreenImage=null; public TankWarClient(String name)//设置文字 { super(name); } /** * 运行窗口; */ public void launchFrame() { for(int i=0;i<10;i++)//添加十辆敌军坦克 { tanks.add(new Tank(50+40*(i+1),50,false,Tank.Direction.D,this)); } this.setBounds(200,100,GAME_WIDTH,GAME_HEIGHT); this.setBackground(Color.GREEN); this.addWindowListener(new WindowAdapter()//匿名类 { public void windowClosing(WindowEvent e) { System.exit(0); } }); this.addKeyListener(new KeyMonitor());//加入键盘监听器; this.setResizable(false);//不可改变窗口的大小; this.setVisible(true); new Thread(new PaintThread()).start();//新建一个线程; } public void paint(Graphics g) { g.drawString("Missile count: "+missiles.size(), 10, 50);//显示字符串; g.drawString("Explodes count: "+explodes.size(),10,70); g.drawString("tanks count: "+tanks.size(),10,90); g.drawString("Mytank life: "+MyTank.getLife(),10,110); /** * 画出墙; */ w1.draw(g); w2.draw(g); /** * 检测子弹与各类的事情; */ for(int i=0;i { Missile m=missiles.get(i); m.hitsWall(w1); m.hitsWall(w2); m.hitTanks(tanks); m.hitTank(MyTank); m.draw(g); //if(!m.isLive()) //missiles.remove(m); //else m.draw(g); } /** * 画出爆炸; */ for(int i=0;i { Explode e=explodes.get(i); e.draw(g); } for(int i=0;i { Tank t=tanks.get(i); t.colliedsWithWall(w1); t.colliedsWithWall(w2); t.colliedsWithTanks(tanks); t.draw(g); } b.draw(g); MyTank.eat(b); MyTank.draw(g); } /** * 利用双缓冲技术消除坦克闪烁的现象; */ public void update(Graphics g) //g为画在屏幕上的画笔; { if(OffScreenImage==null) OffScreenImage=this.createImage(GAME_WIDTH, GAME_HEIGHT); Graphics gOffScreen=OffScreenImage.getGraphics();//gOffScreen是OffScreenImage的画笔; Color c=gOffScreen.getColor(); gOffScreen.setColor(Color.GREEN); gOffScreen.fillRect(0, 0, GAME_WIDTH, GAME_HEIGHT); gOffScreen.setColor(c); paint(gOffScreen);//画在虚拟图片上; g.drawImage(OffScreenImage,0,0,null);//用g画笔将虚拟图片上的东西画在屏幕上 } private class PaintThread implements Runnable{ public void run() { while(true) { repaint();//这里的repaint方法是Frame类的 try{ Thread.sleep(100); }catch(InterruptedException e){ e.printStackTrace(); } } } } private class KeyMonitor extends KeyAdapter { public void keyReleased(KeyEvent e) { MyTank.keyReleased(e); } public void keyPressed(KeyEvent e) { MyTank.KeyPressed(e); } } public static void main(String[] args) { new TankWarClient("My Tank World").launchFrame(); } } Wall.java package com.hkm.TankWar; import java.awt.*; /** * 生成阻碍物墙这个类; * @author Hekangmin * */ public class Wall { /** * x,y为墙的位置,w,h为宽度高度; */ int x,y,w,h; /** * 持有引用 */ TankWarClient tc; public Wall(int x, int y, int w, int h, TankWarClient tc) { this.x = x; this.y = y; this.w = w; this.h = h; this.tc = tc; } public void draw(Graphics g) { Color c=g.getColor(); g.setColor(Color.GRAY); g.fillRect(x,y,w,h); g.setColor(c); } /** * 得到墙的矩形区域; * @return */ public Rectangle getRect() { return new Rectangle(x,y,w,h); } } 以上所述就是本文的全部内容了,希望大家能够喜欢。
{
Tank t=tanks.get(i);
if(this!=t)
{
if(this.live&&this.isLive()&&this.getRect().intersects(t.getRect()))
{
this.stay();//返回上一步的位置;
t.stay();////返回上一步的位置
return true;
}
}
}
return false;
}
private void stay()
{
x=oldX;
y=oldY;
}
/**
* 为Tank的内部类;血条,显示在我方坦克的头顶上;
* @author Hekangmin
*
*/
private class BloodBar
{
public void draw(Graphics g)
{
Color c=g.getColor();
g.setColor(Color.RED);
g.drawRect(x,y-10,WIDTH,10);
int w=WIDTH*life/100;
g.fillRect(x,y-10,w,10);
}
}
/**
* 吃到血块加血;
* @param b血块
* @returntrue吃到,false未吃到;
*/
public boolean eat(Blood b)
{
if(this.live&&b.isLive()&&this.getRect().intersects(b.getRect()))
{
this.life=100;
b.setLive(false);
return true;
}
return false;
}
/**
* 我军坦克死后复活;
*/
public void reBorn()
{
if(this.isGood()&&!this.isLive())
{
this.setLive(true);
this.setLife(100);
}
}
}
TankWarClient.java
package com.hkm.TankWar;
import java.awt.*;
import java.awt.event.*;
import java.util.List;
import java.util.ArrayList;
/**
* 这个是游戏的运行窗口;
* @author Hekangmin
*
*/
public class TankWarClient extends Frame{
/**
* 游戏窗口的宽度;
*/
public static final int GAME_WIDTH=800;
/**
* 游戏窗口的高度;
*/
public static final int GAME_HEIGHT=600;
Tank MyTank=new Tank(700,400,true,Tank.Direction.STOP,this);
List
List
List
Wall w1=new Wall(300,200,20,200,this);
Wall w2=new Wall(600,300,30,150,this);
Blood b=new Blood();
/**
* 画一张虚拟图片;
*/
Image OffScreenImage=null;
public TankWarClient(String name)//设置文字
{
super(name);
}
/**
* 运行窗口;
*/
public void launchFrame()
{
for(int i=0;i<10;i++)//添加十辆敌军坦克
{
tanks.add(new Tank(50+40*(i+1),50,false,Tank.Direction.D,this));
}
this.setBounds(200,100,GAME_WIDTH,GAME_HEIGHT);
this.setBackground(Color.GREEN);
this.addWindowListener(new WindowAdapter()//匿名类
{
public void windowClosing(WindowEvent e)
{
System.exit(0);
}
});
this.addKeyListener(new KeyMonitor());//加入键盘监听器;
this.setResizable(false);//不可改变窗口的大小;
this.setVisible(true);
new Thread(new PaintThread()).start();//新建一个线程;
}
public void paint(Graphics g)
{
g.drawString("Missile count: "+missiles.size(), 10, 50);//显示字符串;
g.drawString("Explodes count: "+explodes.size(),10,70);
g.drawString("tanks count: "+tanks.size(),10,90);
g.drawString("Mytank life: "+MyTank.getLife(),10,110);
/**
* 画出墙;
*/
w1.draw(g);
w2.draw(g);
/**
* 检测子弹与各类的事情;
*/
for(int i=0;i { Missile m=missiles.get(i); m.hitsWall(w1); m.hitsWall(w2); m.hitTanks(tanks); m.hitTank(MyTank); m.draw(g); //if(!m.isLive()) //missiles.remove(m); //else m.draw(g); } /** * 画出爆炸; */ for(int i=0;i { Explode e=explodes.get(i); e.draw(g); } for(int i=0;i { Tank t=tanks.get(i); t.colliedsWithWall(w1); t.colliedsWithWall(w2); t.colliedsWithTanks(tanks); t.draw(g); } b.draw(g); MyTank.eat(b); MyTank.draw(g); } /** * 利用双缓冲技术消除坦克闪烁的现象; */ public void update(Graphics g) //g为画在屏幕上的画笔; { if(OffScreenImage==null) OffScreenImage=this.createImage(GAME_WIDTH, GAME_HEIGHT); Graphics gOffScreen=OffScreenImage.getGraphics();//gOffScreen是OffScreenImage的画笔; Color c=gOffScreen.getColor(); gOffScreen.setColor(Color.GREEN); gOffScreen.fillRect(0, 0, GAME_WIDTH, GAME_HEIGHT); gOffScreen.setColor(c); paint(gOffScreen);//画在虚拟图片上; g.drawImage(OffScreenImage,0,0,null);//用g画笔将虚拟图片上的东西画在屏幕上 } private class PaintThread implements Runnable{ public void run() { while(true) { repaint();//这里的repaint方法是Frame类的 try{ Thread.sleep(100); }catch(InterruptedException e){ e.printStackTrace(); } } } } private class KeyMonitor extends KeyAdapter { public void keyReleased(KeyEvent e) { MyTank.keyReleased(e); } public void keyPressed(KeyEvent e) { MyTank.KeyPressed(e); } } public static void main(String[] args) { new TankWarClient("My Tank World").launchFrame(); } } Wall.java package com.hkm.TankWar; import java.awt.*; /** * 生成阻碍物墙这个类; * @author Hekangmin * */ public class Wall { /** * x,y为墙的位置,w,h为宽度高度; */ int x,y,w,h; /** * 持有引用 */ TankWarClient tc; public Wall(int x, int y, int w, int h, TankWarClient tc) { this.x = x; this.y = y; this.w = w; this.h = h; this.tc = tc; } public void draw(Graphics g) { Color c=g.getColor(); g.setColor(Color.GRAY); g.fillRect(x,y,w,h); g.setColor(c); } /** * 得到墙的矩形区域; * @return */ public Rectangle getRect() { return new Rectangle(x,y,w,h); } } 以上所述就是本文的全部内容了,希望大家能够喜欢。
{
Missile m=missiles.get(i);
m.hitsWall(w1);
m.hitsWall(w2);
m.hitTanks(tanks);
m.hitTank(MyTank);
m.draw(g);
//if(!m.isLive())
//missiles.remove(m);
//else m.draw(g);
}
/**
* 画出爆炸;
*/
for(int i=0;i { Explode e=explodes.get(i); e.draw(g); } for(int i=0;i { Tank t=tanks.get(i); t.colliedsWithWall(w1); t.colliedsWithWall(w2); t.colliedsWithTanks(tanks); t.draw(g); } b.draw(g); MyTank.eat(b); MyTank.draw(g); } /** * 利用双缓冲技术消除坦克闪烁的现象; */ public void update(Graphics g) //g为画在屏幕上的画笔; { if(OffScreenImage==null) OffScreenImage=this.createImage(GAME_WIDTH, GAME_HEIGHT); Graphics gOffScreen=OffScreenImage.getGraphics();//gOffScreen是OffScreenImage的画笔; Color c=gOffScreen.getColor(); gOffScreen.setColor(Color.GREEN); gOffScreen.fillRect(0, 0, GAME_WIDTH, GAME_HEIGHT); gOffScreen.setColor(c); paint(gOffScreen);//画在虚拟图片上; g.drawImage(OffScreenImage,0,0,null);//用g画笔将虚拟图片上的东西画在屏幕上 } private class PaintThread implements Runnable{ public void run() { while(true) { repaint();//这里的repaint方法是Frame类的 try{ Thread.sleep(100); }catch(InterruptedException e){ e.printStackTrace(); } } } } private class KeyMonitor extends KeyAdapter { public void keyReleased(KeyEvent e) { MyTank.keyReleased(e); } public void keyPressed(KeyEvent e) { MyTank.KeyPressed(e); } } public static void main(String[] args) { new TankWarClient("My Tank World").launchFrame(); } } Wall.java package com.hkm.TankWar; import java.awt.*; /** * 生成阻碍物墙这个类; * @author Hekangmin * */ public class Wall { /** * x,y为墙的位置,w,h为宽度高度; */ int x,y,w,h; /** * 持有引用 */ TankWarClient tc; public Wall(int x, int y, int w, int h, TankWarClient tc) { this.x = x; this.y = y; this.w = w; this.h = h; this.tc = tc; } public void draw(Graphics g) { Color c=g.getColor(); g.setColor(Color.GRAY); g.fillRect(x,y,w,h); g.setColor(c); } /** * 得到墙的矩形区域; * @return */ public Rectangle getRect() { return new Rectangle(x,y,w,h); } } 以上所述就是本文的全部内容了,希望大家能够喜欢。
{
Explode e=explodes.get(i);
e.draw(g);
}
for(int i=0;i { Tank t=tanks.get(i); t.colliedsWithWall(w1); t.colliedsWithWall(w2); t.colliedsWithTanks(tanks); t.draw(g); } b.draw(g); MyTank.eat(b); MyTank.draw(g); } /** * 利用双缓冲技术消除坦克闪烁的现象; */ public void update(Graphics g) //g为画在屏幕上的画笔; { if(OffScreenImage==null) OffScreenImage=this.createImage(GAME_WIDTH, GAME_HEIGHT); Graphics gOffScreen=OffScreenImage.getGraphics();//gOffScreen是OffScreenImage的画笔; Color c=gOffScreen.getColor(); gOffScreen.setColor(Color.GREEN); gOffScreen.fillRect(0, 0, GAME_WIDTH, GAME_HEIGHT); gOffScreen.setColor(c); paint(gOffScreen);//画在虚拟图片上; g.drawImage(OffScreenImage,0,0,null);//用g画笔将虚拟图片上的东西画在屏幕上 } private class PaintThread implements Runnable{ public void run() { while(true) { repaint();//这里的repaint方法是Frame类的 try{ Thread.sleep(100); }catch(InterruptedException e){ e.printStackTrace(); } } } } private class KeyMonitor extends KeyAdapter { public void keyReleased(KeyEvent e) { MyTank.keyReleased(e); } public void keyPressed(KeyEvent e) { MyTank.KeyPressed(e); } } public static void main(String[] args) { new TankWarClient("My Tank World").launchFrame(); } } Wall.java package com.hkm.TankWar; import java.awt.*; /** * 生成阻碍物墙这个类; * @author Hekangmin * */ public class Wall { /** * x,y为墙的位置,w,h为宽度高度; */ int x,y,w,h; /** * 持有引用 */ TankWarClient tc; public Wall(int x, int y, int w, int h, TankWarClient tc) { this.x = x; this.y = y; this.w = w; this.h = h; this.tc = tc; } public void draw(Graphics g) { Color c=g.getColor(); g.setColor(Color.GRAY); g.fillRect(x,y,w,h); g.setColor(c); } /** * 得到墙的矩形区域; * @return */ public Rectangle getRect() { return new Rectangle(x,y,w,h); } } 以上所述就是本文的全部内容了,希望大家能够喜欢。
{
Tank t=tanks.get(i);
t.colliedsWithWall(w1);
t.colliedsWithWall(w2);
t.colliedsWithTanks(tanks);
t.draw(g);
}
b.draw(g);
MyTank.eat(b);
MyTank.draw(g);
}
/**
* 利用双缓冲技术消除坦克闪烁的现象;
*/
public void update(Graphics g) //g为画在屏幕上的画笔;
{
if(OffScreenImage==null)
OffScreenImage=this.createImage(GAME_WIDTH, GAME_HEIGHT);
Graphics gOffScreen=OffScreenImage.getGraphics();//gOffScreen是OffScreenImage的画笔;
Color c=gOffScreen.getColor();
gOffScreen.setColor(Color.GREEN);
gOffScreen.fillRect(0, 0, GAME_WIDTH, GAME_HEIGHT);
gOffScreen.setColor(c);
paint(gOffScreen);//画在虚拟图片上;
g.drawImage(OffScreenImage,0,0,null);//用g画笔将虚拟图片上的东西画在屏幕上
}
private class PaintThread implements Runnable{
public void run() {
while(true)
{
repaint();//这里的repaint方法是Frame类的
try{
Thread.sleep(100);
}catch(InterruptedException e){
e.printStackTrace();
}
}
}
}
private class KeyMonitor extends KeyAdapter
{
public void keyReleased(KeyEvent e) {
MyTank.keyReleased(e);
}
public void keyPressed(KeyEvent e) {
MyTank.KeyPressed(e);
}
}
public static void main(String[] args) {
new TankWarClient("My Tank World").launchFrame();
}
}
Wall.java
package com.hkm.TankWar;
import java.awt.*;
/**
* 生成阻碍物墙这个类;
* @author Hekangmin
*
*/
public class Wall {
/**
* x,y为墙的位置,w,h为宽度高度;
*/
int x,y,w,h;
/**
* 持有引用
*/
TankWarClient tc;
public Wall(int x, int y, int w, int h, TankWarClient tc) {
this.x = x;
this.y = y;
this.w = w;
this.h = h;
this.tc = tc;
}
public void draw(Graphics g)
{
Color c=g.getColor();
g.setColor(Color.GRAY);
g.fillRect(x,y,w,h);
g.setColor(c);
}
/**
* 得到墙的矩形区域;
* @return
*/
public Rectangle getRect()
{
return new Rectangle(x,y,w,h);
}
}
以上所述就是本文的全部内容了,希望大家能够喜欢。
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