java制造簡略的坦克年夜戰。本站提示廣大學習愛好者:(java制造簡略的坦克年夜戰)文章只能為提供參考,不一定能成為您想要的結果。以下是java制造簡略的坦克年夜戰正文
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Blood.java
package com.hkm.TankWar;
import java.awt.*;
/**
* 血塊類,我方坦克吃了可回血;
* @author Hekangmin
*
*/
public class Blood {
private int x,y,w,h;//血塊的地位和寬度高度;
private TankWarClient tc;
private int step=0;//記載血塊挪動的步數;
private boolean live=true;
public boolean isLive() {
return live;
}
public void setLive(boolean live) {
this.live = live;
}
/**
* 記載血塊的地位;
*/
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();
}
/**
* 挪動血塊
*/
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.*;
/**
* 爆炸類
* @author Hekangmin
*
*/
public class Explode {
private int x,y;//爆炸產生的地位
private boolean Live=true;
int dia[]={4,8,12,16,32,40,20,14,4};//用園模仿,代表圓的直徑;
int step=0;//差別移到第幾個直徑
private TankWarClient tc;//持有援用
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)//假如到了最初一個直徑爆炸逝世亡;
{
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;
/**
* 槍彈類
* @author Hekangmin
*
*/
public class Missile {
private int x,y;//槍彈的地位
private Tank.Direction dir;//坦克偏向
private static final int XSPEED=10;//坦克x偏向的挪動速度,
private static final int YSPEED=10;//坦克y偏向的挪動速度,
public static final int WIDTH=10;
public static final int HEIGHT=10;
private boolean Live=true;//斷定槍彈能否在世
private boolean good;//辨別敵軍槍彈和我軍槍彈
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;//將坦克利害的屬性與槍彈還壞屬性設為雷同;
this.tc=tc;
}
/**
* 畫出槍彈
* @param g為畫筆
*/
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();
}
/**
* 依據坦克的偏向讓槍彈挪動
*/
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)//槍彈越界則讓其逝世亡;
{
Live=false;
}
}
public boolean isLive()
{
return Live;
}
public Rectangle getRect()//獲得槍彈的矩形區域;
{
return new Rectangle(this.x,this.y,this.WIDTH,this.HEIGHT);
}
/**
* 斷定槍彈與坦克碰撞;
* @param t為坦克
* @return前往true則表現產生碰撞,不然沒有碰撞;
*/
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;///將槍彈設為逝世亡;
Explode e=new Explode(x,y,tc);//產生爆炸;
tc.explodes.add(e);
return true;
}
return false;
}
/**
* 斷定槍彈與敵軍坦克相撞;
* @param tanks敵軍坦克
* @returntrue表現相撞,false沒有相撞;
*/
public boolean hitTanks(List<Tank> tanks)
{
for(int i=0;i<tanks.size();i++)
{
if(hitTank(tc.tanks.get(i)))
{
return true;
}
}
return false;
}
/**
* 斷定槍彈能否撞牆
* @param w牆
* @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.*;
/**
* 坦克類
* @author Hekangmin
*
*/
public class Tank {
public static final int XSPEED=5;//坦克x偏向速度
public static final int YSPEED=5;
public static final int WIDTH=30;
public static final int HEIGHT=30;
private BloodBar bb=new BloodBar();//血條
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;//界說一個數表現敵軍坦克隨機東的步數;
private boolean bL=false,bU=false,bR=false,bD=false;
enum Direction{L,LU,U,RU,R,RD,D,LD,STOP};//應用列舉類型界說坦克偏向;
private int x,y;
private int oldX,oldY;//記載上一步坦克的地位;
private boolean live=true;//斷定能否在世
public boolean isLive() {
return live;
}
public void setLive(boolean live) {
this.live = live;
}
private boolean good;//坦克是好是壞
public boolean isGood() {
return good;
}
private Direction ptDir=Direction.D;//新增炮筒的偏向;
TankWarClient tc;//為了持有對方的援用以可以便利拜訪其成員變量;
Direction dir=Direction.STOP;//一開端將坦克偏向設為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;//持有對方的援用;
}
public void draw(Graphics g)
{
if(!live)//假如逝世亡則不再draw;
{
if(!good)
{
tc.tanks.remove(this);
if(tc.tanks.size()<5)//少於5輛坦克時添加坦克;
{
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));//使得坦克湧現的地位隨機
}
}
}
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)//畫出炮筒的偏向;
{
case L:
g.drawLine(x+Tank.WIDTH/2, y+Tank.HEIGHT/2, x-10, y+Tank.HEIGHT/2);//畫出炮筒,畫一條直線取代;
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;//記載坦克上一步的地位
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;
/**
* 避免坦克越界;
*/
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();//將列舉類型轉化成數組;
if(step==0)
{
step=r.nextInt(12)+3;
int rn=r.nextInt(dirs.length);//發生length之內隨機的整數;
dir=dirs[rn];
}
step--;
if(r.nextInt(40)>20) this.fire();//使敵軍坦克發射槍彈;
}
}
/**
* 處置按鍵
* @param e鍵盤事宜;
*/
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();
}
/**
* 發射槍彈
* @return前往槍彈類型
*/
public Missile fire() {
if(!live)
return null;
int mx=this.x+Tank.WIDTH/2-Missile.WIDTH/2;//盤算槍彈發射的地位;
int my=this.y+Tank.HEIGHT/2-Missile.HEIGHT/2;
Missile m=new Missile(mx,my,good,ptDir,this.tc);////依據炮筒偏向發射槍彈
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);//依據坦克的偏向發射槍彈;
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()//獲得tank的矩形區域
{
return new Rectangle(this.x,this.y,this.WIDTH,this.HEIGHT);
}
/**
* 坦克撞牆
* @param w牆
* @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;
}
/**
* 處置坦克與坦克相撞,避免其相互穿越;
* @param tanks敵軍坦克;
* @return true撞上,false未撞上;
*/
public boolean colliedsWithTanks(java.util.List<Tank> tanks)
{
for(int i=0;i<tanks.size();i++)
{
Tank t=tanks.get(i);
if(this!=t)
{
if(this.live&&this.isLive()&&this.getRect().intersects(t.getRect()))
{
this.stay();//前往上一步的地位;
t.stay();////前往上一步的地位
return true;
}
}
}
return false;
}
private void stay()
{
x=oldX;
y=oldY;
}
/**
* 為Tank的外部類;血條,顯示在我方坦克的頭頂上;
* @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);
}
}
/**
* 吃到血塊加血;
* @param b血塊
* @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;
}
/**
* 我軍坦克逝世後回生;
*/
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;
/**
* 這個是游戲的運轉窗口;
* @author Hekangmin
*
*/
public class TankWarClient extends Frame{
/**
* 游戲窗口的寬度;
*/
public static final int GAME_WIDTH=800;
/**
* 游戲窗口的高度;
*/
public static final int GAME_HEIGHT=600;
Tank MyTank=new Tank(700,400,true,Tank.Direction.STOP,this);
List<Tank> tanks=new ArrayList<Tank>();
List<Explode> explodes=new ArrayList<Explode>();
List<Missile> missiles=new ArrayList<Missile>();
Wall w1=new Wall(300,200,20,200,this);
Wall w2=new Wall(600,300,30,150,this);
Blood b=new Blood();
/**
* 畫一張虛擬圖片;
*/
Image OffScreenImage=null;
public TankWarClient(String name)//設置文字
{
super(name);
}
/**
* 運轉窗口;
*/
public void launchFrame()
{
for(int i=0;i<10;i++)//添加十輛敵軍坦克
{
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()//匿名類
{
public void windowClosing(WindowEvent e)
{
System.exit(0);
}
});
this.addKeyListener(new KeyMonitor());//參加鍵盤監聽器;
this.setResizable(false);//弗成轉變窗口的年夜小;
this.setVisible(true);
new Thread(new PaintThread()).start();//新建一個線程;
}
public void paint(Graphics g)
{
g.drawString("Missile count: "+missiles.size(), 10, 50);//顯示字符串;
g.drawString("Explodes count: "+explodes.size(),10,70);
g.drawString("tanks count: "+tanks.size(),10,90);
g.drawString("Mytank life: "+MyTank.getLife(),10,110);
/**
* 畫出牆;
*/
w1.draw(g);
w2.draw(g);
/**
* 檢測槍彈與各類的工作;
*/
for(int i=0;i<missiles.size();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);
}
/**
* 畫出爆炸;
*/
for(int i=0;i<explodes.size();i++)
{
Explode e=explodes.get(i);
e.draw(g);
}
for(int i=0;i<tanks.size();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);
}
/**
* 應用雙緩沖技巧清除坦克閃耀的景象;
*/
public void update(Graphics g) //g為畫在屏幕上的畫筆;
{
if(OffScreenImage==null)
OffScreenImage=this.createImage(GAME_WIDTH, GAME_HEIGHT);
Graphics gOffScreen=OffScreenImage.getGraphics();//gOffScreen是OffScreenImage的畫筆;
Color c=gOffScreen.getColor();
gOffScreen.setColor(Color.GREEN);
gOffScreen.fillRect(0, 0, GAME_WIDTH, GAME_HEIGHT);
gOffScreen.setColor(c);
paint(gOffScreen);//畫在虛擬圖片上;
g.drawImage(OffScreenImage,0,0,null);//用g畫筆將虛擬圖片上的器械畫在屏幕上
}
private class PaintThread implements Runnable{
public void run() {
while(true)
{
repaint();//這裡的repaint辦法是Frame類的
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.*;
/**
* 生成障礙物牆這個類;
* @author Hekangmin
*
*/
public class Wall {
/**
* x,y為牆的地位,w,h為寬度高度;
*/
int x,y,w,h;
/**
* 持有援用
*/
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);
}
/**
* 獲得牆的矩形區域;
* @return
*/
public Rectangle getRect()
{
return new Rectangle(x,y,w,h);
}
}
以上所述就是本文的全體內容了,願望年夜家可以或許愛好。