吃了可以加血的血块类
import java.awt.*; public class Blood { //血块移动的路径 int[][] pos = { {450,250},{450,252},{450,254},{450,256},{450,258},{450,260}, {450,310},{452,300},{454,300},{456,300},{458,300},{460,300} }; int x,y,w,h; TankClient tc; int step = 0; private boolean live = true; /** * 判断血块是否存在 * @return 返回真存在 假则不存在 */ public boolean isLive() { return live; } /** * 设置血块是否存在 * @param live 真则存在 假则不存在 */ public void setLive(boolean live) { this.live = live; } /** * 构造方法 * @param tc TankClient的引用 */ public Blood(TankClient tc) { this.w = 15; this.h = 15; this.x = pos[0][0]; this.y = pos[0][1]; this.tc = tc; } /** * 根据血块的位置画出血块 * @param g 画笔 */ public void draw(Graphics g){ if(!live) return; Color c = g.getColor(); g.setColor(Color.darkGray); g.fillRect(x, y, w, h); g.setColor(c); move(); } /** * 改变血块的位置 */ public void move(){ if(step == pos.length) step = 0; x = pos[step][0]; y = pos[step][1]; step++; } /** * 获得血块外围的矩形 检测碰撞使用 * @return Rectangle 矩形 */ public Rectangle getRect(){ return new Rectangle(x,y,w,h); } }
方向枚举
/** * 定义方向的一个类 */ public enum Direction { L, LU, U, RU, R, RD, D, LD, STOP }
负责爆炸绘图的类
import java.awt.*; /** * 爆炸的类 * */ public class Explode { private int x,y; private boolean live = true; TankClient tc; private int step = 0; private static Toolkit tk = Toolkit.getDefaultToolkit(); private static Image[] images = { tk.getImage(Explode.class.getClassLoader().getResource("images/0.gif")), tk.getImage(Explode.class.getClassLoader().getResource("images/1.gif")), tk.getImage(Explode.class.getClassLoader().getResource("images/2.gif")), tk.getImage(Explode.class.getClassLoader().getResource("images/3.gif")), tk.getImage(Explode.class.getClassLoader().getResource("images/4.gif")), tk.getImage(Explode.class.getClassLoader().getResource("images/5.gif")), tk.getImage(Explode.class.getClassLoader().getResource("images/6.gif")), tk.getImage(Explode.class.getClassLoader().getResource("images/7.gif")), tk.getImage(Explode.class.getClassLoader().getResource("images/8.gif")), tk.getImage(Explode.class.getClassLoader().getResource("images/9.gif")), tk.getImage(Explode.class.getClassLoader().getResource("images/10.gif")) }; private boolean loaded = false; /** * 构造方法 * @param x 爆炸的x坐标 * @param y 爆炸的y坐标 * @param tc TankClient的引用 */ public Explode(int x,int y,TankClient tc){ this.x = x; this.y = y; this.tc = tc; } /** * 画出爆炸 * @param g 画笔 */ public void draw(Graphics g){ if(!loaded) { for (int i = 0; i < images.length; i++) { g.drawImage(images[i], -100, -100, null); } loaded = true; } if(!live) { tc.explodes.remove(this); return; } if(step == images.length){ live = false; step = 0; return; } g.drawImage(images[step], x, y, null); step++; } }
子弹类
import java.awt.*; import java.util.HashMap; import java.util.List; import java.util.Map; public class Missile { /** * 子弹x方向上的速度 */ public static final int XSPEED = 20; /** * 子弹y方向上的速度 */ public static final int YSPEED = 20; /** * 子弹的宽度 */ public static final int WIDTH = 10; /** * 子弹的高度 */ public static final int HEIGHT = 10; /** * 敌方子弹的攻击力 */ public static final int ATK = 20; int x, y; Direction dir; private TankClient tc; private boolean live = true; private boolean good; private static Toolkit tk = Toolkit.getDefaultToolkit(); private static Image[] images = null; private static Map<String, Image> imgs = new HashMap<String, Image>(); static{ images = new Image[]{ tk.getImage(Tank.class.getClassLoader().getResource("images/missileL.gif")), tk.getImage(Tank.class.getClassLoader().getResource("images/missileLU.gif")), tk.getImage(Tank.class.getClassLoader().getResource("images/missileU.gif")), tk.getImage(Tank.class.getClassLoader().getResource("images/missileRU.gif")), tk.getImage(Tank.class.getClassLoader().getResource("images/missileR.gif")), tk.getImage(Tank.class.getClassLoader().getResource("images/missileRD.gif")), tk.getImage(Tank.class.getClassLoader().getResource("images/missileD.gif")), tk.getImage(Tank.class.getClassLoader().getResource("images/missileLD.gif")) }; imgs.put("L", images[0]); imgs.put("LU",images[1]); imgs.put("U", images[2]); imgs.put("RU",images[3]); imgs.put("R", images[4]); imgs.put("RD",images[5]); imgs.put("D", images[6]); imgs.put("LD",images[7]); } /** * 判断子弹是否存在 * @return 返回真则存在 假则不存在 */ public boolean isLive() { return live; } /** * 构造方法 * @param x 子弹的x坐标 * @param y 子弹的y坐标 * @param dir 子弹的方向 */ public Missile(int x, int y, Direction dir) { this.x = x; this.y = y; this.dir = dir; } /** * 构造方法 * @param x 子弹的x坐标 * @param y 子弹的y坐标 * @param good 子弹的阵营(是哪个阵营的坦克打出来的) * @param direction 方向 * @param tc TankClient的引用 */ public Missile(int x,int y,boolean good,Direction direction ,TankClient tc){ this(x, y, direction); this.tc = tc; this.good =good; } /** * 根据子弹的位置画出子弹 * @param g */ public void draw(Graphics g) { if(!live){ tc.missiles.remove(this); return; } switch(dir) { case L: g.drawImage(imgs.get("L"), x, y, null); break; case LU: g.drawImage(imgs.get("LU"), x, y, null); break; case U: g.drawImage(imgs.get("U"), x, y, null); break; case RU: g.drawImage(imgs.get("RU"), x, y, null); break; case R: g.drawImage(imgs.get("R"), x, y, null); break; case RD: g.drawImage(imgs.get("RD"), x, y, null); break; case D: g.drawImage(imgs.get("D"), x, y, null); break; case LD: g.drawImage(imgs.get("LD"), x, y, null); break; } move(); } /** * 改变子弹当前的位置 */ public 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; case STOP: break; } if( x<0 || y<0 || x > TankClient.GAME_WIDTH || y > TankClient.GAME_HEIGHT){ live = false; } } /** * 获得子弹外围的矩形,用来检测碰撞 * @return Rectangle 矩形 */ public Rectangle getRec(){ return new Rectangle(x,y,WIDTH,HEIGHT); } /** * 检测是否撞上了坦克 * @param t 坦克 * @return 返回真则击中坦克 假则没有击中坦克 */ public boolean hitTank(Tank t){ if(this.live && this.getRec().intersects(t.getRec()) && t.isLive() && this.good != t.isGood()){ if(t.isGood()){ t.setLife(t.getLife() - ATK); if(t.getLife() <= 0) t.setLive(false); }else{ t.setLive(false); } this.live = false; Explode e = new Explode(x, y, this.tc); tc.explodes.add(e); return true; } return false; } /** * 检测是否和其他坦克相撞 * @param tanks 储存所有坦克的顺序表 * @return 返回真则撞上 假则没有与任何坦克相撞 */ public boolean hitTanks(List<Tank> tanks){ for(int i = 0;i<tanks.size();i++){ if(hitTank(tanks.get(i))){ return true; } } return false; } /** * 检测是否撞墙 * @param w 墙 * @return 返回真则撞墙 假则没有撞墙 */ public boolean hitWall(Wall w){ if(live && this.getRec().intersects(w.getRect())){ this.live = false; return true; } return false; } /** * 检测子弹是否撞上了子弹 * @param missiles 所有的子弹 * @return 为真则撞上 假则没有撞上 */ public boolean hitMissiles(java.util.List<Missile> missiles){ for(int i = 0 ; i<missiles.size();i++){ Missile m = missiles.get(i); if(m.good && good) return false; if(!m.good && !good) return false; else if(m != this ){ if(live && m.isLive() &&this.getRec().intersects(m.getRec())){ live = false; m.live = false; return true; } } } return false; } }
坦克类
import java.awt.*; import java.awt.event.*; import java.util.Random; import java.util.List; import java.awt.Toolkit; import java.util.*; public class Tank { /** * 坦克x方向上的速度 */ public static final int XSPEED = 5; /** * 坦克y方向上的速度 */ public static final int YSPEED = 5; /** * 坦克的宽度 */ public static final int WIDTH = 30; /** * 坦克的高度 */ public static final int HEIGHT = 30; /** * 难度 */ public static final int HARD = 15; TankClient tc; private static Random rn = new Random(); private boolean good ; private static Toolkit tk = Toolkit.getDefaultToolkit(); private static Image[] images = null; private static Map<String, Image> imgs = new HashMap<String, Image>(); static{ images = new Image[]{ tk.getImage(Tank.class.getClassLoader().getResource("images/tankL.gif")), tk.getImage(Tank.class.getClassLoader().getResource("images/tankLU.gif")), tk.getImage(Tank.class.getClassLoader().getResource("images/tankU.gif")), tk.getImage(Tank.class.getClassLoader().getResource("images/tankRU.gif")), tk.getImage(Tank.class.getClassLoader().getResource("images/tankR.gif")), tk.getImage(Tank.class.getClassLoader().getResource("images/tankRD.gif")), tk.getImage(Tank.class.getClassLoader().getResource("images/tankD.gif")), tk.getImage(Tank.class.getClassLoader().getResource("images/tankLD.gif")) }; imgs.put("L", images[0]); imgs.put("LU",images[1]); imgs.put("U", images[2]); imgs.put("RU",images[3]); imgs.put("R", images[4]); imgs.put("RD",images[5]); imgs.put("D", images[6]); imgs.put("LD",images[7]); } /** * 用来判断坦克的阵营 * @return good 为真则为友方 为假则为敌方 */ public boolean isGood() { return good; } private boolean live = true; private int step = rn.nextInt(12)+3; private int life = 100; //坦克头上的血条 private BloodBar bb = new BloodBar(); /** * 获得当前坦克的生命值 * @return life */ public int getLife() { return life; } /** * 设置坦克的生命值 * @param life */ public void setLife(int life) { this.life = life; } /** * 判断坦克是否活着 * @return 返回真 则活着 假 则死亡 */ public boolean isLive() { return live; } /** * 设置坦克的生死 true为生 false为死 * @param live */ public void setLive(boolean live) { this.live = live; } //当前坦克的位置 private int x, y; //坦克前一次的位置 private int oldX,oldY; private boolean bL=false, bU=false, bR=false, bD = false; private Direction dir = Direction.STOP; private Direction ptDir = Direction.D; /** * 构造函数 * @param x 坦克的x坐标 * @param y 坦克的y坐标 * @param good 坦克的阵营(好坏)true为友方 false为敌方 */ public Tank(int x, int y,boolean good) { this.x = x; this.y = y; this.oldX = x; this.oldY = y; this.good = good; } /** * 构造函数 * @param x 坦克的x坐标 * @param y 坦克的y坐标 * @param good 坦克的阵营(好坏)true为友方 false为敌方 * @param dir 坦克初始化时的方向 * @param tc TankClient类的一个引用 */ public Tank(int x, int y, boolean good,Direction dir, TankClient tc) { this(x, y, good); this.tc = tc; this.dir = dir; } /** * 根据坦克的位置状态画出此坦克 * @param g 画笔 */ public void draw(Graphics g) { if(!isLive()) { if(!good) tc.tanks.remove(this); return; } //画血条 if(good) bb.draw(g); switch(ptDir) { case L: g.drawImage(imgs.get("L"), x, y, null); break; case LU: g.drawImage(imgs.get("LU"), x, y, null); break; case U: g.drawImage(imgs.get("U"), x, y, null); break; case RU: g.drawImage(imgs.get("RU"), x, y, null); break; case R: g.drawImage(imgs.get("R"), x, y, null); break; case RD: g.drawImage(imgs.get("RD"), x, y, null); break; case D: g.drawImage(imgs.get("D"), x, y, null); break; case LD: g.drawImage(imgs.get("LD"), x, y, null); break; } //记录前一步的位置 oldX = x; oldY = y; move(); if(x<0) x = 0; if(y<30) y = 30; if(x+Tank.WIDTH > TankClient.GAME_WIDTH) x = TankClient.GAME_WIDTH-Tank.WIDTH; if(y+Tank.WIDTH > TankClient.GAME_HEIGHT) y = TankClient.GAME_HEIGHT-Tank.HEIGHT; } /** * 坦克向前移动一步 */ public 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; case STOP: break; } if(this.dir != Direction.STOP) { this.ptDir = this.dir; } if(!good){ if(step == 0){ step = rn.nextInt(12)+3; Direction[] dirs = Direction.values(); int i = rn.nextInt(dirs.length); this.dir = dirs[i]; } step--; if(rn.nextInt(40)>HARD) this.fire(); } } /** * 键盘按下的响应方法 * @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_1: if(tc.myTank.getLife() == 0){ tc.myTank = new Tank(600, 600,true,Direction.STOP, tc); } break; case KeyEvent.VK_UP : bU = true; break; case KeyEvent.VK_RIGHT : bR = true; break; case KeyEvent.VK_DOWN : bD = true; break; /*case KeyEvent.VK_A: superFire(); break;*/ } locateDirection(); } /** * 确定并设置坦克的移动方向 */ 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.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; } /** * 键盘松开的响应方法 * @param e 键盘事件 */ public void keyReleased(KeyEvent e) { int key = e.getKeyCode(); switch(key) { case KeyEvent.VK_SPACE: 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(); } /** * 沿着坦克的正方向发出一发炮弹 * @return Missile 返回炮弹的引用 */ public Missile fire() { if(!live) return null; int x = this.x + Tank.WIDTH/2 - Missile.WIDTH/2; int y = this.y + Tank.HEIGHT/2 - Missile.HEIGHT/2; Missile m = new Missile(x, y, good, ptDir,this.tc); tc.missiles.add(m); return m; } /** * 设置一个方向 坦克开火 发射一枚炮弹 * @param dirsp 方向 * @return Missile 返回炮弹的引用 */ public Missile fire(Direction dirsp) { if(!live) return null; int x = this.x + Tank.WIDTH/2 - Missile.WIDTH/2; int y = this.y + Tank.HEIGHT/2 - Missile.HEIGHT/2; Missile m = new Missile(x, y, good, dirsp,this.tc); tc.missiles.add(m); return m; } /** * 获取当前坦克的矩形 * @return Rectangle 矩形的引用 */ public Rectangle getRec(){ return new Rectangle(x,y,WIDTH,HEIGHT); } //回到前一次的位置 private void stay(){ x = oldX; y = oldY; } /** * 是否撞上了墙 * @param w 被撞的墙 * @return 返回真则撞上 假则没有撞上 */ public boolean hitWall(Wall w){ if(live && this.getRec().intersects(w.getRect())){ stay(); return true; } return false; } /** * 检测是否撞上了其他坦克 * @param tanks 储存其他坦克的顺序表 * @return 返回真则撞上 假则没有撞上 */ public boolean hitTank(List<Tank> tanks){ for(int i = 0 ; i<tanks.size();i++){ if(tanks.get(i) != this){ if(live && tanks.get(i).isLive() &&this.getRec().intersects(tanks.get(i).getRec())){ stay(); return true; } } } return false; } /** * 向八个方向发射一枚炮弹 */ public void superFire(){ Direction[] dirs = Direction.values(); for(int i = 0 ; i< 8 ;i++){ fire(dirs[i]); } } //画一个血条 private class BloodBar{ public void draw(Graphics g){ Color c = g.getColor(); g.setColor(Color.RED); g.drawRect(x, y-5, WIDTH, 5); int w = WIDTH * life/100; g.fillRect(x, y-5, w, 5); g.setColor(c); } } /** * 吃血块 瞬间回满血量 * @param b 要吃的血块 * @return 返回真则吃到 假则没有吃到 */ public boolean eatBlood(Blood b){ if(live && b.isLive() && this.getRec().intersects(b.getRect())){ b.setLive(false); this.life = 100; return true; } return false; } }
主界面
import java.awt.*; import java.awt.event.*; import java.util.List; import java.util.ArrayList; import java.util.Random; public class TankClient extends Frame { /** * 游戏面板的宽度 */ public static final int GAME_WIDTH = 800; /** * 游戏面板的高度 */ public static final int GAME_HEIGHT = 600; //构建一个我方坦克 Tank myTank = new Tank(600, 600,true,Direction.STOP, this); //构建一堵墙 Wall w1 = new Wall(100, 300, 300, 20, this); //构建第二堵墙 Wall w2 = new Wall(200, 400, 20, 300, this); //构建储存敌方坦克的顺序表 List<Tank> tanks = new ArrayList<Tank>(); //构建储存爆炸的顺序表 List<Explode> explodes = new ArrayList<Explode>(); //构建保存子弹的顺序表 List<Missile> missiles = new ArrayList<Missile>(); //构建一个加血的血块 Blood blood = new Blood(this); //构建一个虚拟图像,作缓冲 Image offScreenImage = null; /** * 画出游戏窗体及之上的物体 */ public void paint(Graphics g) { /** * 显示子弹,爆炸,坦克的数目及坦克的血量 */ g.drawString("missiles count:" + missiles.size(), 10, 50); g.drawString("explors count:" + explodes.size(), 10, 70); g.drawString("tanks count:" + tanks.size(), 10, 90); g.drawString("mytank life:" + myTank.getLife(), 10, 110); //挨个的将子弹画出来 for(int i=0; i<missiles.size(); i++) { Missile m = missiles.get(i); m.hitTanks(tanks); m.hitTank(myTank); m.hitWall(w1); m.hitWall(w2); m.hitMissiles(missiles); m.draw(g); } //重新构建出6个地方坦克 if(tanks.size() == 0){ for(int i=0;i<6;i++){ Tank t = new Tank(50+(i+1)*50,50,false,Direction.D,this); tanks.add(t); } } //挨个的画出爆炸 for(int i=0;i<explodes.size();i++){ Explode e = explodes.get(i); e.draw(g); } //挨个的画出敌方坦克 for(int i=0 ; i<tanks.size();i++){ Tank t = tanks.get(i); t.hitWall(w1); t.hitWall(w2); t.hitTank(tanks); t.draw(g); } //画出我方坦克 myTank.draw(g); /** *画出两堵墙 */ w1.draw(g); w2.draw(g); myTank.eatBlood(blood); blood.draw(g); } /** * 更新当前的窗口 */ public void update(Graphics g) { if(offScreenImage == null) { offScreenImage = this.createImage(GAME_WIDTH, GAME_HEIGHT); } Graphics gOffScreen = offScreenImage.getGraphics(); Color c = gOffScreen.getColor(); gOffScreen.setColor(Color.BLACK); gOffScreen.fillRect(0, 0, GAME_WIDTH, GAME_HEIGHT); gOffScreen.setColor(c); paint(gOffScreen); g.drawImage(offScreenImage, 0, 0, null); } /** * 创建游戏窗体 */ public void lauchFrame() { //游戏开始构建出10辆敌方坦克 for(int i=0;i<10;i++){ Tank t = new Tank(50+(i+1)*50,50,false,Direction.D,this); tanks.add(t); } /** * 设置窗口的属性 * 增加消息监听 */ this.setSize(GAME_WIDTH, GAME_HEIGHT); this.setTitle("TankWar"); this.addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) { System.exit(0); } }); this.setResizable(false); this.setBackground(Color.BLACK); this.addKeyListener(new KeyMonitor()); setVisible(true); //添加一个消息监听线程 new Thread(new PaintThread()).start(); } /** * 程序运行的主方法 * @param args */ public static void main(String[] args) { TankClient tc = new TankClient(); tc.lauchFrame(); } /** * 私有的线程类 * 用来控制床口的重画 */ private class PaintThread implements Runnable { public void run() { while(true) { repaint(); try { //设置窗口重画的时间间隔 Thread.sleep(50); } catch (InterruptedException e) { e.printStackTrace(); } } } } /** * 私有的监听类 * 用来监听一些按键响应 */ private class KeyMonitor extends KeyAdapter { /** * 松开按键的响应函数 */ public void keyReleased(KeyEvent e) { myTank.keyReleased(e); } /** * 按下键盘的响应函数 */ public void keyPressed(KeyEvent e) { myTank.keyPressed(e); } } }
墙的类
import java.awt.Color; import java.awt.Graphics; import java.awt.Rectangle; /** * 墙的类 */ public class Wall { int x,y,w,h; TankClient tc; /** * 构造方法 * @param x 墙的x坐标 * @param y 墙的y坐标 * @param w 墙的宽度 * @param h 墙的高度 * @param tc TankClient的引用 */ public Wall(int x, int y, int w, int h, TankClient tc) { this.x = x; this.y = y; this.w = w; this.h = h; this.tc = tc; } /** * 画出这堵墙 * @param g 画笔 */ public void draw(Graphics g){ Color color =g.getColor(); g.setColor(Color.PINK); g.fillRect(x, y, w, h); g.setColor(color); } /** * 获取这堵墙的外围矩形 用来检测碰撞使用 * @return Rectangle 矩形 */ public Rectangle getRect(){ return new Rectangle(x,y,w,h); } }
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