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java项目,坦克大战

阅读更多
现在坦克已经可以运动,并且可以发炮弹了


主类,启动类
---------------------------------------------------------
import java.awt.Color;
import java.awt.Frame;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.util.ArrayList;
import java.util.List;
//消除闪烁,使用双缓冲
//线程重画更加均匀,更能控制重化的速度。按键重画不能解决子弹自动飞行的问题;

public class TankClient extends Frame {
public static final int GAME_WIDTH = 800;
public static final int GAME_HIGHT = 600;

Tank myTank = new Tank(50, 50,this);
//怎么打多发炮弹,使用容器装炮弹,每当按下Ctr这个键的时候往容器中添加炮弹
//画出每一个炮弹;
List<Missile> missiles =new ArrayList<Missile>(); //遍历比较快   //LinkedList<>;//链表删除快,查找慢
private Image offScreenImage = null;

// 重写
public void update(Graphics g) {
if (offScreenImage == null) {
offScreenImage = this.createImage(GAME_WIDTH, GAME_HIGHT);
}
// 拿到图片上的画笔
Graphics gOffScreen = offScreenImage.getGraphics();
Color c = gOffScreen.getColor();
gOffScreen.setColor(Color.blue);
gOffScreen.fillRect(0, 0, GAME_WIDTH, GAME_HIGHT);
gOffScreen.setColor(c);
paint(gOffScreen);// 画在背后图片上
g.drawImage(offScreenImage, 0, 0, null);// 画在屏幕上

}

public void paint(Graphics g) {
//画出还有多少炮弹,画一个字符串到屏幕
g.drawString("missiles count:"+missiles.size(), 30, 50);

for(int i=0;i<missiles.size();i++){
Missile m=missiles.get(i);
m.draw(g);

}
myTank.draw(g);

}

public void lauchFrame() {
setTitle("TankWar");
setBounds(230, 100, 800, 600);
// 匿名内部类,短,不涉及将来的扩展
addWindowListener(new WindowAdapter() {
public void windowClosing(WindowEvent e) {
System.exit(0);
}
});

setResizable(false);
setBackground(Color.GREEN);
setVisible(true);
addKeyListener(new KeyMoniter());
new Thread(new PaintThread()).start();
}

public static void main(String[] args) {
TankClient tc = new TankClient();
tc.lauchFrame();

}

// 内部类,只为这个TankWar服务,方便的访问包装类的方法,不方便公开,
private class PaintThread implements Runnable {
public void run() {
while (true) {
repaint();// 内部调用父类的paint方法;
try {
Thread.sleep(30);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
}

// 键盘事件,内部类
private class KeyMoniter extends KeyAdapter {
public void keyReleased(KeyEvent e){
myTank.keyReleased(e);
}
public void keyPressed(KeyEvent e) {
myTank.keyPressed(e);
}
}




}
----------------------------------------


Tank类


import java.awt.Color;
import java.awt.Graphics;
import java.awt.event.KeyEvent;

public class Tank {
public static final int xspeed = 5;
public static final int yspeed = 5;
public static final int WIDTH=30;
public static final int HEIGHT=30;
TankClient tc=null;
int x, y;
private boolean bL = false, bU = false, bR = false, bD = false;

public enum Direction {
L, LU, U, RU, R, RD, LD, D, STOP
};// 枚举类型

private Direction dir = Direction.STOP;
//定义一个炮筒的方向;
private Direction ptDir=Direction.D;
public Tank(int x, int y) {

this.x = x;
this.y = y;
}

public Tank(int x,int y, TankClient tc){
this(x, y);//调用上一个构造方法
this.tc=tc;

}

public void draw(Graphics g) {
Color c = g.getColor();
g.setColor(Color.red);
g.fillOval(x, y, WIDTH, HEIGHT);
g.setColor(c);
//根据坦克的方向画一条直线当作炮筒;
switch (ptDir) {
case L:

g.drawLine(x+Tank.WIDTH/2, y+Tank.HEIGHT/2, x, y+Tank.HEIGHT/2);
break; 
case LU:
g.drawLine(x+Tank.WIDTH/2, y+Tank.HEIGHT/2, x, y);
break;
case U:
g.drawLine(x+Tank.WIDTH/2, y+Tank.HEIGHT/2, x+Tank.WIDTH/2, y);
break;
case RU:
g.drawLine(x+Tank.WIDTH/2, y+Tank.HEIGHT/2, x+Tank.WIDTH, y);
break;
case R:
g.drawLine(x+Tank.WIDTH/2, y+Tank.HEIGHT/2, x+Tank.WIDTH, y+Tank.HEIGHT/2);
break;
case RD:
g.drawLine(x+Tank.WIDTH/2, y+Tank.HEIGHT/2, x+Tank.WIDTH, y+Tank.HEIGHT);
break;
case LD:
g.drawLine(x+Tank.WIDTH/2, y+Tank.HEIGHT/2, x, y+Tank.HEIGHT);
break;
case D:
g.drawLine(x+Tank.WIDTH/2, y+Tank.HEIGHT/2, x+Tank.WIDTH/2, y+Tank.HEIGHT);
break;

}
move();
}

// 移动坦克
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 LD:
x -= xspeed;
y += yspeed;
break;
case D:
y += yspeed;
break;
case STOP:
break;

}
//坦克出界问题
if(x<=0)x=0;
if(y<=30)y=30;
if(x+Tank.HEIGHT>=TankClient.GAME_WIDTH)x=TankClient.GAME_WIDTH-Tank.WIDTH;
if(y+Tank.HEIGHT>=TankClient.GAME_HIGHT)y=TankClient.GAME_HIGHT-Tank.HEIGHT;

if(dir!=Direction.STOP){
ptDir=dir;
}
}

public void keyPressed(KeyEvent e) {
// 获得键的虚拟码
int key = e.getKeyCode();
// if(key==KeyEvent.VK_RIGHT){
// x+=5;
// }if(key==KeyEvent.VK_LEFT){
// x=x-5;
// }if(key==KeyEvent.VK_UP){
// y=y-5;
// }if(key==KeyEvent.VK_DOWN){
// y=y+5;
// }
switch (key) {

case KeyEvent.VK_LEFT:
bL = true;
break;
case KeyEvent.VK_UP:
bU = true;
break;
case KeyEvent.VK_RIGHT:
bR = true;
break;
case KeyEvent.VK_DOWN:
bD = true;
break;
}
locateDirection();
}

void locateDirection() {
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.D;}
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.LD;}
else if(!bL&&!bU&&!bR&&!bD) dir=Direction.STOP;

}

public void keyReleased(KeyEvent e) {
// 获得键的虚拟码
int key = e.getKeyCode();
switch (key) {
case KeyEvent.VK_CONTROL:
fire();
break;
case KeyEvent.VK_LEFT:
bL = false;
break;
case KeyEvent.VK_UP:
bU = false;
break;
case KeyEvent.VK_RIGHT:
bR = false;
break;
case KeyEvent.VK_DOWN:
bD = false;
break;
}
locateDirection();

}

//开火
public Missile fire(){

Missile m=new Missile(x+Tank.WIDTH/2-Missile.WIDTH/2,y+Tank.HEIGHT/2-Missile.HEIGHT/2,ptDir,tc);//传递坦克的位置和方向
tc.missiles.add(m);
return m;


}


}


---------------------------------

子弹类



import java.awt.Color;
import java.awt.Graphics;

import Frame.Tank.Direction;

public class Missile {
private static final int xspeed=8;
private static final int yspeed=8;
public static final int WIDTH=10;
public static final int HEIGHT=10;
private boolean  Live=true;
//炮弹的生死状态,默认为生,出街,打倒敌人为死
public boolean isLive() {
return Live;
}

int x,y;
Tank.Direction dir;
private TankClient tc;

public Missile(int x, int y, Direction dir) {

this.x = x;
this.y = y;
this.dir = dir;
}
public Missile(int x,int y,Direction dir , TankClient tc){
this(x, y, dir);
this.tc=tc;
}

public void draw(Graphics g){
Color c=g.getColor();
g.setColor(Color.black);
g.fillOval(x, y, WIDTH, HEIGHT);
g.setColor(c);
move();

}

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 LD:
x -= xspeed;
y += yspeed;
break;
case D:
y += yspeed;
break;

}
if(x<0||y<0||x>TankClient.GAME_WIDTH||y>TankClient.GAME_HIGHT){
Live=false;
tc.missiles.remove(this);
}




}
}
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1 楼 蜡笔新zkx 2015-11-24  
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