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  • java制作简单的坦克大战

    坦克大战是我们小时候玩红白机时代的经典游戏,看到有不少小伙伴都使用各种语言实现了一下,手痒痒,也使用java做的一个比较简单的坦克大战,主要面向于学过Java的人群,与学了一段时间的人,有利于面向对象思想的提高,推荐给大家。

    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

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    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

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    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

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    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<Tank> tanks)
      {
        for(int i=0;i<tanks.size();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

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    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<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();//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

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    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<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();
        
      /**
       * 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<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);
        }
        /**
         * 画出爆炸;
         */
        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);
      }
        
      /**
       * 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

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    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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  • 原文地址:https://www.cnblogs.com/bohanfu/p/5726460.html
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