Java实现的经典坦克大战小游戏

Java实现的经典坦克大战小游戏

先看一下游戏结构:
在这里插入图片描述

有点多,没有耐心的可以不用看,这里先给出链接吧!
云链接:经典坦克大战
提取码:s9ai

这里就不介绍功能了,贴了一张游戏运行的截图,具体的功能自己去看吧:
在这里插入图片描述

废话不多说,给出代码:
BombTank.java

import java.util.ArrayList;
import java.awt.*;
import java.awt.event.*;
import java.util.List;
import javax.swing.JOptionPane;

public class TankClient extends Frame implements ActionListener {

	/**
	 * 
	 */
	private static final long serialVersionUID = 1L;
	public static final int Fram_width = 800; // 静态全局窗口大小
	public static final int Fram_length = 600;
	public static boolean printable = true;
	MenuBar jmb = null;
	Menu jm1 = null, jm2 = null, jm3 = null, jm4 = null;
	MenuItem jmi1 = null, jmi2 = null, jmi3 = null, jmi4 = null, jmi5 = null,
			jmi6 = null, jmi7 = null, jmi8 = null, jmi9 = null;
	Image screenImage = null;

	Tank homeTank = new Tank(300, 560, true, Direction.STOP, this);// 实例化坦克
	GetBlood blood = new GetBlood(); // 实例化生命
	Home home = new Home(373, 545, this);// 实例化home

	List<River> theRiver = new ArrayList<River>();
	List<Tank> tanks = new ArrayList<Tank>();
	List<BombTank> bombTanks = new ArrayList<BombTank>();
	List<Bullets> bullets = new ArrayList<Bullets>();
	List<Tree> trees = new ArrayList<Tree>();
	List<CommonWall> homeWall = new ArrayList<CommonWall>(); // 实例化对象容器
	List<CommonWall> otherWall = new ArrayList<CommonWall>();
	List<MetalWall> metalWall = new ArrayList<MetalWall>();

	public void update(Graphics g) {

		screenImage = this.createImage(Fram_width, Fram_length);

		Graphics gps = screenImage.getGraphics();
		Color c = gps.getColor();
		gps.setColor(Color.GRAY);
		gps.fillRect(0, 0, Fram_width, Fram_length);
		gps.setColor(c);
		framPaint(gps);
		g.drawImage(screenImage, 0, 0, null);
	}

	public void framPaint(Graphics g) {

		Color c = g.getColor();
		g.setColor(Color.green); // 设置字体显示属性

		Font f1 = g.getFont();
		g.setFont(new Font("TimesRoman", Font.BOLD, 20));
		g.drawString("区域内还有敌方坦克: ", 200, 70);
		g.setFont(new Font("TimesRoman", Font.ITALIC, 30));
		g.drawString("" + tanks.size(), 400, 70);
		g.setFont(new Font("TimesRoman", Font.BOLD, 20));
		g.drawString("剩余生命值: ", 500, 70);
		g.setFont(new Font("TimesRoman", Font.ITALIC, 30));
		g.drawString("" + homeTank.getLife(), 650, 70);
		g.setFont(f1);

		if (tanks.size() == 0 && home.isLive() && homeTank.isLive()) {
			Font f = g.getFont();
			g.setFont(new Font("TimesRoman", Font.BOLD, 60)); // 判断是否赢得比赛
			this.otherWall.clear();
			g.drawString("你赢了! ", 310, 300);
			g.setFont(f);
		}

		if (homeTank.isLive() == false) {
			Font f = g.getFont();
			g.setFont(new Font("TimesRoman", Font.BOLD, 40));
			tanks.clear();
			bullets.clear();
			g.setFont(f);
		}
		g.setColor(c);

		for (int i = 0; i < theRiver.size(); i++) { // 画出河流
			River r = theRiver.get(i);
			r.draw(g);
		}

		for (int i = 0; i < theRiver.size(); i++) {
			River r = theRiver.get(i);
			homeTank.collideRiver(r);

			r.draw(g);
		}

		home.draw(g); // 画出home
		homeTank.draw(g);// 画出自己家的坦克
		homeTank.eat(blood);// 充满血--生命值

		for (int i = 0; i < bullets.size(); i++) { // 对每一个子弹
			Bullets m = bullets.get(i);
			m.hitTanks(tanks); // 每一个子弹打到坦克上
			m.hitTank(homeTank); // 每一个子弹打到自己家的坦克上时
			m.hitHome(); // 每一个子弹打到家里是

			for (int j = 0; j < metalWall.size(); j++) { // 每一个子弹打到金属墙上
				MetalWall mw = metalWall.get(j);
				m.hitWall(mw);
			}

			for (int j = 0; j < otherWall.size(); j++) {// 每一个子弹打到其他墙上
				CommonWall w = otherWall.get(j);
				m.hitWall(w);
			}

			for (int j = 0; j < homeWall.size(); j++) {// 每一个子弹打到家的墙上
				CommonWall cw = homeWall.get(j);
				m.hitWall(cw);
			}
			m.draw(g); // 画出效果图
		}

		for (int i = 0; i < tanks.size(); i++) {
			Tank t = tanks.get(i); // 获得键值对的键

			for (int j = 0; j < homeWall.size(); j++) {
				CommonWall cw = homeWall.get(j);
				t.collideWithWall(cw); // 每一个坦克撞到家里的墙时
				cw.draw(g);
			}
			for (int j = 0; j < otherWall.size(); j++) { // 每一个坦克撞到家以外的墙
				CommonWall cw = otherWall.get(j);
				t.collideWithWall(cw);
				cw.draw(g);
			}
			for (int j = 0; j < metalWall.size(); j++) { // 每一个坦克撞到金属墙
				MetalWall mw = metalWall.get(j);
				t.collideWithWall(mw);
				mw.draw(g);
			}
			for (int j = 0; j < theRiver.size(); j++) {
				River r = theRiver.get(j); // 每一个坦克撞到河流时
				t.collideRiver(r);
				r.draw(g);
				// t.draw(g);
			}

			t.collideWithTanks(tanks); // 撞到自己的人
			t.collideHome(home);

			t.draw(g);
		}

		blood.draw(g);

		for (int i = 0; i < trees.size(); i++) { // 画出trees
			Tree tr = trees.get(i);
			tr.draw(g);
		}

		for (int i = 0; i < bombTanks.size(); i++) { // 画出爆炸效果
			BombTank bt = bombTanks.get(i);
			bt.draw(g);
		}

		for (int i = 0; i < otherWall.size(); i++) { // 画出otherWall
			CommonWall cw = otherWall.get(i);
			cw.draw(g);
		}

		for (int i = 0; i < metalWall.size(); i++) { // 画出metalWall
			MetalWall mw = metalWall.get(i);
			mw.draw(g);
		}

		homeTank.collideWithTanks(tanks);
		homeTank.collideHome(home);

		for (int i = 0; i < metalWall.size(); i++) {// 撞到金属墙
			MetalWall w = metalWall.get(i);
			homeTank.collideWithWall(w);
			w.draw(g);
		}

		for (int i = 0; i < otherWall.size(); i++) {
			CommonWall cw = otherWall.get(i);
			homeTank.collideWithWall(cw);
			cw.draw(g);
		}

		for (int i = 0; i < homeWall.size(); i++) { // 家里的坦克撞到自己家
			CommonWall w = homeWall.get(i);
			homeTank.collideWithWall(w);
			w.draw(g);
		}

	}

	public TankClient() {
		// printable = false;
		// 创建菜单及菜单选项
		jmb = new MenuBar();
		jm1 = new Menu("游戏");
		jm2 = new Menu("暂停继续");
		jm3 = new Menu("帮助");
		jm4 = new Menu("游戏级别");
		jm1.setFont(new Font("TimesRoman", Font.BOLD, 15));// 设置菜单显示的字体
		jm2.setFont(new Font("TimesRoman", Font.BOLD, 15));// 设置菜单显示的字体
		jm3.setFont(new Font("TimesRoman", Font.BOLD, 15));// 设置菜单显示的字体
		jm4.setFont(new Font("TimesRoman", Font.BOLD, 15));// 设置菜单显示的字体

		jmi1 = new MenuItem("重新开始");
		jmi2 = new MenuItem("退出");
		jmi3 = new MenuItem("暂停");
		jmi4 = new MenuItem("继续");
		jmi5 = new MenuItem("游戏说明");
		jmi6 = new MenuItem("级别 Ⅰ");
		jmi7 = new MenuItem("级别 Ⅱ");
		jmi8 = new MenuItem("级别 Ⅲ");
		jmi9 = new MenuItem("级别 Ⅳ");
		jmi1.setFont(new Font("TimesRoman", Font.BOLD, 15));
		jmi2.setFont(new Font("TimesRoman", Font.BOLD, 15));
		jmi3.setFont(new Font("TimesRoman", Font.BOLD, 15));
		jmi4.setFont(new Font("TimesRoman", Font.BOLD, 15));
		jmi5.setFont(new Font("TimesRoman", Font.BOLD, 15));

		jm1.add(jmi1);
		jm1.add(jmi2);
		jm2.add(jmi3);
		jm2.add(jmi4);
		jm3.add(jmi5);
		jm4.add(jmi6);
		jm4.add(jmi7);
		jm4.add(jmi8);
		jm4.add(jmi9);

		jmb.add(jm1);
		jmb.add(jm2);

		jmb.add(jm4);
		jmb.add(jm3);

		jmi1.addActionListener(this);
		jmi1.setActionCommand("NewGame");
		jmi2.addActionListener(this);
		jmi2.setActionCommand("Exit");
		jmi3.addActionListener(this);
		jmi3.setActionCommand("Stop");
		jmi4.addActionListener(this);
		jmi4.setActionCommand("Continue");
		jmi5.addActionListener(this);
		jmi5.setActionCommand("help");
		jmi6.addActionListener(this);
		jmi6.setActionCommand("leve Ⅰ");
		jmi7.addActionListener(this);
		jmi7.setActionCommand("level Ⅱ");
		jmi8.addActionListener(this);
		jmi8.setActionCommand("level Ⅲ");
		jmi9.addActionListener(this);
		jmi9.setActionCommand("level Ⅳ");

		this.setMenuBar(jmb);// 菜单Bar放到JFrame上
		this.setVisible(true);

		for (int i = 0; i < 10; i++) { // 家的格局
			if (i < 4)
				homeWall.add(new CommonWall(350, 580 - 21 * i, this));
			else if (i < 7)
				homeWall.add(new CommonWall(372 + 22 * (i - 4), 517, this));
			else
				homeWall.add(new CommonWall(416, 538 + (i - 7) * 21, this));

		}

		for (int i = 0; i < 32; i++) {
			if (i < 16) {
				otherWall.add(new CommonWall(220 + 20 * i, 300, this)); // 普通墙布局
				otherWall.add(new CommonWall(500 + 20 * i, 180, this));
				otherWall.add(new CommonWall(200, 400 + 20 * i, this));
				otherWall.add(new CommonWall(500, 400 + 20 * i, this));
			} else if (i < 32) {
				otherWall.add(new CommonWall(220 + 20 * (i - 16), 320, this));
				otherWall.add(new CommonWall(500 + 20 * (i - 16), 220, this));
				otherWall.add(new CommonWall(220, 400 + 20 * (i - 16), this));
				otherWall.add(new CommonWall(520, 400 + 20 * (i - 16), this));
			}
		}

		for (int i = 0; i < 20; i++) { // 金属墙布局
			if (i < 10) {
				metalWall.add(new MetalWall(140 + 30 * i, 150, this));
				metalWall.add(new MetalWall(600, 400 + 20 * (i), this));
			} else if (i < 20)
				metalWall.add(new MetalWall(140 + 30 * (i - 10), 180, this));
			else
				metalWall.add(new MetalWall(500 + 30 * (i - 10), 160, this));
		}

		for (int i = 0; i < 4; i++) { // 树的布局
			if (i < 4) {
				trees.add(new Tree(0 + 30 * i, 360, this));
				trees.add(new Tree(220 + 30 * i, 360, this));
				trees.add(new Tree(440 + 30 * i, 360, this));
				trees.add(new Tree(660 + 30 * i, 360, this));
			}

		}

		theRiver.add(new River(85, 100, this));

		for (int i = 0; i < 20; i++) { // 初始化20辆坦克
			if (i < 9) // 设置坦克出现的位置
				tanks.add(new Tank(150 + 70 * i, 40, false, Direction.D, this));
			else if (i < 15)
				tanks.add(new Tank(700, 140 + 50 * (i - 6), false, Direction.D,
						this));
			else
				tanks
						.add(new Tank(10, 50 * (i - 12), false, Direction.D,
								this));
		}

		this.setSize(Fram_width, Fram_length); // 设置界面大小
		this.setLocation(280, 50); // 设置界面出现的位置
		this
				.setTitle("※TanKeWar※ 《∷∷∷∷∷》 ReStart--R  Fire--F");

		this.addWindowListener(new WindowAdapter() { // 窗口监听关闭
					public void windowClosing(WindowEvent e) {
						System.exit(0);
					}
				});
		this.setResizable(false);
		this.setBackground(Color.GREEN);
		this.setVisible(true);

		this.addKeyListener(new KeyMonitor());// 键盘监听
		new Thread(new PaintThread()).start(); // 线程启动
	}

	public static void main(String[] args) {
		new TankClient(); // 实例化
	}

	private class PaintThread implements Runnable {
		public void run() {
			// TODO Auto-generated method stub
			while (printable) {
				repaint();
				try {
					Thread.sleep(50);
				} catch (InterruptedException e) {
					e.printStackTrace();
				}
			}
		}
	}

	private class KeyMonitor extends KeyAdapter {

		public void keyReleased(KeyEvent e) { // 监听键盘释放
			homeTank.keyReleased(e);
		}

		public void keyPressed(KeyEvent e) { // 监听键盘按下
			homeTank.keyPressed(e);
		}

	}

	public void actionPerformed(ActionEvent e) {

		if (e.getActionCommand().equals("NewGame")) {
			printable = false;
			Object[] options = { "确定", "取消" };
			int response = JOptionPane.showOptionDialog(this, "您确定开始新游戏!", "",
					JOptionPane.YES_OPTION, JOptionPane.QUESTION_MESSAGE, null,
					options, options[0]);
			if (response == 0) {

				printable = true;
				this.dispose();
				new TankClient();
			} else {
				printable = true;
				new Thread(new PaintThread()).start(); // 线程启动
			}

		} else if (e.getActionCommand().endsWith("Stop")) {
			printable = false;
		} else if (e.getActionCommand().equals("Continue")) {

			if (!printable) {
				printable = true;
				new Thread(new PaintThread()).start(); // 线程启动
			}
			// System.out.println("继续");
		} else if (e.getActionCommand().equals("Exit")) {
			printable = false;
			Object[] options = { "确定", "取消" };
			int response = JOptionPane.showOptionDialog(this, "您确认要退出吗", "",
					JOptionPane.YES_OPTION, JOptionPane.QUESTION_MESSAGE, null,
					options, options[0]);
			if (response == 0) {
				System.out.println("退出");
				System.exit(0);
			} else {
				printable = true;
				new Thread(new PaintThread()).start(); // 线程启动

			}

		} else if (e.getActionCommand().equals("help")) {
			printable = false;
			JOptionPane.showMessageDialog(null, "用  ↑ ↓ ← → 控制方向,F键--开火,R键--重新开始!",
					"提示!", JOptionPane.INFORMATION_MESSAGE);
			this.setVisible(true);
			printable = true;
			new Thread(new PaintThread()).start(); // 线程启动
		} else if (e.getActionCommand().equals("level Ⅰ")) {
			Tank.count = 12;
			Tank.speedX = 6;
			Tank.speedY = 6;
			Bullets.speedX = 10;
			Bullets.speedY = 10;
			this.dispose();
			new TankClient();
		} else if (e.getActionCommand().equals("level Ⅱ")) {
			Tank.count = 12;
			Tank.speedX = 10;
			Tank.speedY = 10;
			Bullets.speedX = 12;
			Bullets.speedY = 12;
			this.dispose();
			new TankClient();

		} else if (e.getActionCommand().equals("level Ⅲ")) {
			Tank.count = 20;
			Tank.speedX = 14;
			Tank.speedY = 14;
			Bullets.speedX = 16;
			Bullets.speedY = 16;
			this.dispose();
			new TankClient();
		} else if (e.getActionCommand().equals("level Ⅳ")) {
			Tank.count = 20;
			Tank.speedX = 16;
			Tank.speedY = 16;
			Bullets.speedX = 18;
			Bullets.speedY = 18;
			this.dispose();
			new TankClient();
		}
	}
}

Bullets.java

import java.awt.*;
import java.util.HashMap;
import java.util.List;
import java.util.Map;

public class Bullets {
	public static  int speedX = 10;
	public static  int speedY = 10; // 子弹的全局静态速度

	public static final int width = 10;
	public static final int length = 10;

	private int x, y;
	Direction diretion;

	private boolean good;
	private boolean live = true;

	private TankClient tc;

	private static Toolkit tk = Toolkit.getDefaultToolkit();
	private static Image[] bulletImages = null;
	private static Map<String, Image> imgs = new HashMap<String, Image>(); // 定义Map键值对,是不同方向对应不同的弹头

	static {
		bulletImages = new Image[] { // 不同方向的子弹
				tk.getImage(Bullets.class.getClassLoader().getResource(
						"images/bulletL.gif")),

				tk.getImage(Bullets.class.getClassLoader().getResource(
						"images/bulletU.gif")),

				tk.getImage(Bullets.class.getClassLoader().getResource(
						"images/bulletR.gif")),

				tk.getImage(Bullets.class.getClassLoader().getResource(
						"images/bulletD.gif")),

		};

		imgs.put("L", bulletImages[0]); // 加入Map容器

		imgs.put("U", bulletImages[1]);

		imgs.put("R", bulletImages[2]);

		imgs.put("D", bulletImages[3]);

	}

	public Bullets(int x, int y, Direction dir) { // 构造函数1,传递位置和方向
		this.x = x;
		this.y = y;
		this.diretion = dir;
	}

	// 构造函数2,接受另外两个参数
	public Bullets(int x, int y, boolean good, Direction dir, TankClient tc) {
		this(x, y, dir);
		this.good = good;
		this.tc = tc;
	}

	private void move() {

		switch (diretion) {
		case L:
			x -= speedX; // 子弹不断向左进攻
			break;

		case U:
			y -= speedY;
			break;

		case R:
			x += speedX; // 字段不断向右
			break;

		case D:
			y += speedY;
			break;

		case STOP:
			break;
		}

		if (x < 0 || y < 0 || x > TankClient.Fram_width
				|| y > TankClient.Fram_length) {
			live = false;
		}
	}

	public void draw(Graphics g) {
		if (!live) {
			tc.bullets.remove(this);
			return;
		}

		switch (diretion) { // 选择不同方向的子弹
		case L:
			g.drawImage(imgs.get("L"), x, y, null);
			break;

		case U:
			g.drawImage(imgs.get("U"), x, y, null);
			break;

		case R:
			g.drawImage(imgs.get("R"), x, y, null);
			break;

		case D:
			g.drawImage(imgs.get("D"), x, y, null);
			break;

		}

		move(); // 调用子弹move()函数
	}

	public boolean isLive() { // 判读是否还活着
		return live;
	}

	public Rectangle getRect() {
		return new Rectangle(x, y, width, length);
	}

	public boolean hitTanks(List<Tank> tanks) {// 当子弹打到坦克时
		for (int i = 0; i < tanks.size(); i++) {
			if (hitTank(tanks.get(i))) { // 对每一个坦克,调用hitTank
				return true;
			}
		}
		return false;
	}

	public boolean hitTank(Tank t) { // 当子弹打到坦克上

		if (this.live && this.getRect().intersects(t.getRect()) && t.isLive()
				&& this.good != t.isGood()) {

			BombTank e = new BombTank(t.getX(), t.getY(), tc);
			tc.bombTanks.add(e);
			if (t.isGood()) {
				t.setLife(t.getLife() - 50); // 受一粒子弹寿命减少50,接受4枪就死,总生命值200
				if (t.getLife() <= 0)
					t.setLive(false); // 当寿命为0时,设置寿命为死亡状态
			} else {
				t.setLive(false); 
			}

			this.live = false;

			return true; // 射击成功,返回true
		}
		return false; // 否则返回false
	}

	public boolean hitWall(CommonWall w) { // 子弹打到CommonWall上
		if (this.live && this.getRect().intersects(w.getRect())) {
			this.live = false;
			this.tc.otherWall.remove(w); // 子弹打到CommonWall墙上时则移除此击中墙
			this.tc.homeWall.remove(w);
			return true;
		}
		return false;
	}

	public boolean hitWall(MetalWall w) { // 子弹打到金属墙上
		if (this.live && this.getRect().intersects(w.getRect())) {
			this.live = false;
			//this.tc.metalWall.remove(w); //子弹不能穿越金属墙
			return true;
		}
		return false;
	}

	public boolean hitHome() { // 当子弹打到家时
		if (this.live && this.getRect().intersects(tc.home.getRect())) {
			this.live = false;
			this.tc.home.setLive(false); // 当家接受一枪时就死亡
			return true;
		}
		return false;
	}

}

CommonWall.java

import java.awt.*;

public class CommonWall {
	public static final int width = 20; //设置墙的固定参数
	public static final int length = 20;
	int x, y;

	TankClient tc;
	private static Toolkit tk = Toolkit.getDefaultToolkit();
	private static Image[] wallImags = null;
	static {
		wallImags = new Image[] { // 储存commonWall的图片
		tk.getImage(CommonWall.class.getResource("Images/commonWall.gif")), };
	}

	public CommonWall(int x, int y, TankClient tc) { // 构造函数
		this.x = x;
		this.y = y;
		this.tc = tc; // 获得界面控制
	}

	public void draw(Graphics g) {// 画commonWall
		g.drawImage(wallImags[0], x, y, null);
	}

	public Rectangle getRect() {  //构造指定参数的长方形实例
		return new Rectangle(x, y, width, length);
	}
}

Direction.java


public enum Direction {  //方向为枚举类
	L, U,  R,  D,  STOP
}

GetBlood.java

import java.awt.*;
import java.util.Random;

public class GetBlood {
	
	public static final int width = 36;
	public static final int length = 36;

	private int x, y;
	TankClient tc;
	private static Random r = new Random();

	int step = 0; 
	private boolean live = false;

	private static Toolkit tk = Toolkit.getDefaultToolkit();
	private static Image[] bloodImags = null;
	static {
		bloodImags = new Image[] { tk.getImage(CommonWall.class
				.getResource("Images/hp.png")), };
	}

	private int[][] poition = { { 155, 196 }, { 500, 58 }, { 80, 340 },
			{ 99, 199 }, { 345, 456 }, { 123, 321 }, { 258, 413 } };

	public void draw(Graphics g) {
		if (r.nextInt(100) > 98) {
			this.live = true;
			move();
		}
		if (!live)
			return;
		g.drawImage(bloodImags[0], x, y, null);

	}

	private void move() {
		step++;
		if (step == poition.length) {
			step = 0;
		}
		x = poition[step][0];
		y = poition[step][1];
		
	}

	public Rectangle getRect() { //返回长方形实例
		return new Rectangle(x, y, width, length);
	}

	public boolean isLive() {//判断是否还活着
		return live;
	}

	public void setLive(boolean live) {  //设置生命
		this.live = live;
	}

}

MetalWall.java

import java.awt.Graphics;
import java.awt.Image;
import java.awt.Rectangle;
import java.awt.Toolkit;

public class MetalWall {
	public static final int width = 30; // 设置金属墙的长宽静态全局参数
	public static final int length = 30;
	private int x, y;
	TankClient tc;
	private static Toolkit tk = Toolkit.getDefaultToolkit();
	private static Image[] wallImags = null;
	static {
		wallImags = new Image[] { tk.getImage(CommonWall.class
				.getResource("Images/metalWall.gif")), };
	}

	public MetalWall(int x, int y, TankClient tc) {// 构造函数,传递要构造的长宽并赋值
		this.x = x;
		this.y = y;
		this.tc = tc;
	}

	public void draw(Graphics g) { // 画金属墙
		g.drawImage(wallImags[0], x, y, null);
	}

	public Rectangle getRect() { // 构造指定参数的长方形实例
		return new Rectangle(x, y, width, length);
	}
}

River.java

import java.awt.Graphics;
import java.awt.Image;
import java.awt.Rectangle;
import java.awt.Toolkit;


public class River {
	public static final int riverWidth = 40;
	public static final int riverLength = 100;//静态全局变量
	private int x, y;
	TankClient tc ;
	
	private static Toolkit tk = Toolkit.getDefaultToolkit();
	private static Image[] riverImags = null;
	
	static {   //存储图片
		riverImags = new Image[]{
				tk.getImage(CommonWall.class.getResource("Images/river.jpg")),
		};
	}
	
	
	public River(int x, int y, TankClient tc) {    //River的构造方法
		this.x = x;
		this.y = y;
		this.tc = tc;             //获得控制
	}
	
	public void draw(Graphics g) {
		g.drawImage(riverImags[0],x, y, null);            //在对应X,Y出画河
	}
	public static int getRiverWidth() {
		return riverWidth;
	}

	public static int getRiverLength() {
		return riverLength;
	}
	
	public int getX() {
		return x;
	}

	public void setX(int x) {
		this.x = x;
	}

	public int getY() {
		return y;
	}

	public void setY(int y) {
		this.y = y;
	}
	public Rectangle getRect() {
		return new Rectangle(x, y, riverWidth, riverLength);
	}


}

Tank.java

import java.awt.*;
import java.awt.event.*;
import java.util.*;

public class Tank {
	public static  int speedX = 6, speedY =6; // 静态全局变量速度---------可以作为扩张来设置级别,速度快的话比较难
	public static int count = 0;
	public static final int width = 35, length = 35; // 坦克的全局大小,具有不可改变性
	private Direction direction = Direction.STOP; // 初始化状态为静止
	private Direction Kdirection = Direction.U; // 初始化方向为向上
	TankClient tc;

	private boolean good;
	private int x, y;
	private int oldX, oldY;
	private boolean live = true; // 初始化为活着
	private int life = 200; // 初始生命值

	private static Random r = new Random();
	private int step = r.nextInt(10)+5 ; // 产生一个随机数,随机模拟坦克的移动路径

	private boolean bL = false, bU = false, bR = false, bD = false;
	

	private static Toolkit tk = Toolkit.getDefaultToolkit();// 控制面板
	private static Image[] tankImags = null; // 存储全局静态
	static {
		tankImags = new Image[] {
				tk.getImage(BombTank.class.getResource("Images/tankD.gif")),
				tk.getImage(BombTank.class.getResource("Images/tankU.gif")),
				tk.getImage(BombTank.class.getResource("Images/tankL.gif")),
				tk.getImage(BombTank.class.getResource("Images/tankR.gif")), };

	}

	public Tank(int x, int y, boolean good) {// Tank的构造函数1
		this.x = x;
		this.y = y;
		this.oldX = x;
		this.oldY = y;
		this.good = good;
	}

	public Tank(int x, int y, boolean good, Direction dir, TankClient tc) {// Tank的构造函数2
		this(x, y, good);
		this.direction = dir;
		this.tc = tc;
	}

	public void draw(Graphics g) {
		if (!live) {
			if (!good) {
				tc.tanks.remove(this); // 删除无效的
			}
			return;
		}

		if (good)
			new DrawBloodbBar().draw(g); // 创造一个血包

		switch (Kdirection) {
							//根据方向选择坦克的图片
		case D:
			g.drawImage(tankImags[0], x, y, null);
			break;

		case U:
			g.drawImage(tankImags[1], x, y, null);
			break;
		case L:
			g.drawImage(tankImags[2], x, y, null);
			break;

		case R:
			g.drawImage(tankImags[3], x, y, null);
			break;

		}

		move();   //调用move函数
	}

	void move() {

		this.oldX = x;
		this.oldY = y;

		switch (direction) {  //选择移动方向
		case L:
			x -= speedX;
			break;
		case U:
			y -= speedY;
			break;
		case R:
			x += speedX;
			break;
		case D:
			y += speedY;
			break;
		case STOP:
			break;
		}

		if (this.direction != Direction.STOP) {
			this.Kdirection = this.direction;
		}

		if (x < 0)
			x = 0;
		if (y < 40)      //防止走出规定区域
			y = 40;
		if (x + Tank.width > TankClient.Fram_width)  //超过区域则恢复到边界
			x = TankClient.Fram_width - Tank.width;
		if (y + Tank.length > TankClient.Fram_length)
			y = TankClient.Fram_length - Tank.length;

		if (!good) {
			Direction[] directons = Direction.values();
			if (step == 0) {                  
				step = r.nextInt(12) + 3;  //产生随机路径
				int rn = r.nextInt(directons.length);
				direction = directons[rn];      //产生随机方向
			}
			step--;

			if (r.nextInt(40) > 38)//产生随机数,控制敌人开火
				this.fire();
		}
	}

	private void changToOldDir() {  
		x = oldX;
		y = oldY;
	}

	public void keyPressed(KeyEvent e) {  //接受键盘事件
		int key = e.getKeyCode();
		switch (key) {
		case KeyEvent.VK_R:  //当按下R时,重新开始游戏 
			tc.tanks.clear();  //清理
			tc.bullets.clear();
			tc.trees.clear();
			tc.otherWall.clear();
			tc.homeWall.clear();
			tc.metalWall.clear();
			tc.homeTank.setLive(false);
			if (tc.tanks.size() == 0) {   //当在区域中没有坦克时,就出来坦克      
				for (int i = 0; i < 20; i++) {
					if (i < 9)                              //设置坦克出现的位置
						tc.tanks.add(new Tank(150 + 70 * i, 40, false,
								Direction.R, tc));
					else if (i < 15)
						tc.tanks.add(new Tank(700, 140 + 50 * (i -6), false,
								Direction.D, tc));
					else
						tc.tanks.add(new Tank(10,  50 * (i - 12), false,
								Direction.L, tc));
				}
			}
			
			tc.homeTank = new Tank(300, 560, true, Direction.STOP, tc);//设置自己出现的位置
			
			if (!tc.home.isLive())  //将home重置生命
				tc.home.setLive(true);
			new TankClient(); //重新创建面板
			break;
		case KeyEvent.VK_RIGHT: //监听向右键
			bR = true;
			break;
			
		case KeyEvent.VK_LEFT://监听向左键
			bL = true;
			break;
		
		case KeyEvent.VK_UP:  //监听向上键
			bU = true;
			break;
		
		case KeyEvent.VK_DOWN://监听向下键
			bD = true;
			break;
		}
		decideDirection();//调用函数确定移动方向
	}

	void decideDirection() {
		if (!bL && !bU && bR && !bD)  //向右移动
			direction = Direction.R;

		else if (bL && !bU && !bR && !bD)   //向左移
			direction = Direction.L;

		else if (!bL && bU && !bR && !bD)  //向上移动
			direction = Direction.U;

		else if (!bL && !bU && !bR && bD) //向下移动
			direction = Direction.D;

		else if (!bL && !bU && !bR && !bD)
			direction = Direction.STOP;  //没有按键,就保持不动
	}

	public void keyReleased(KeyEvent e) {  //键盘释放监听
		int key = e.getKeyCode();
		switch (key) {
		
		case KeyEvent.VK_F:
			fire();
			break;
			
		case KeyEvent.VK_RIGHT:
			bR = false;
			break;
		
		case KeyEvent.VK_LEFT:
			bL = false;
			break;
		
		case KeyEvent.VK_UP:
			bU = false;
			break;
		
		case KeyEvent.VK_DOWN:
			bD = false;
			break;
			

		}
		decideDirection();  //释放键盘后确定移动方向
	}

	public Bullets fire() {  //开火方法
		if (!live)
			return null;
		int x = this.x + Tank.width / 2 - Bullets.width / 2;  //开火位置
		int y = this.y + Tank.length / 2 - Bullets.length / 2;
		Bullets m = new Bullets(x, y + 2, good, Kdirection, this.tc);  //没有给定方向时,向原来的方向发火
		tc.bullets.add(m);                                                
		return m;
	}


	public Rectangle getRect() {
		return new Rectangle(x, y, width, length);
	}

	public boolean isLive() {
		return live;
	}

	public void setLive(boolean live) {
		this.live = live;
	}

	public boolean isGood() {
		return good;
	}

	public boolean collideWithWall(CommonWall w) {  //碰撞到普通墙时
		if (this.live && this.getRect().intersects(w.getRect())) {
			 this.changToOldDir();    //转换到原来的方向上去
			return true;
		}
		return false;
	}

	public boolean collideWithWall(MetalWall w) {  //撞到金属墙
		if (this.live && this.getRect().intersects(w.getRect())) {
			this.changToOldDir();     
			return true;
		}
		return false;
	}

	public boolean collideRiver(River r) {    //撞到河流的时候
		if (this.live && this.getRect().intersects(r.getRect())) {
			this.changToOldDir();
			return true;
		}
		return false;
	}

	public boolean collideHome(Home h) {   //撞到家的时候
		if (this.live && this.getRect().intersects(h.getRect())) {
			this.changToOldDir();
			return true;
		}
		return false;
	}

	public boolean collideWithTanks(java.util.List<Tank> tanks) {//撞到坦克时
		for (int i = 0; i < tanks.size(); i++) {
			Tank t = tanks.get(i);
			if (this != t) {
				if (this.live && t.isLive()
						&& this.getRect().intersects(t.getRect())) {
					this.changToOldDir();
					t.changToOldDir();
					return true;
				}
			}
		}
		return false;
	}


	public int getLife() {
		return life;
	}

	public void setLife(int life) {
		this.life = life;
	}

	private class DrawBloodbBar {
		public void draw(Graphics g) {
			Color c = g.getColor();
			g.setColor(Color.RED);
			g.drawRect(375, 585, width, 10);
			int w = width * life / 200;
			g.fillRect(375, 585, w, 10);
			g.setColor(c);
		}
	}

	public boolean eat(GetBlood b) {
		if (this.live && b.isLive() && this.getRect().intersects(b.getRect())) {
			if(this.life<=100)
			this.life = this.life+100;      //每吃一个,增加100生命点
			else
				this.life = 200;
			b.setLive(false);
			return true;
		}
		return false;
	}

	public int getX() {
		return x;
	}

	public int getY() {
		return y;
	}
}

Tree.java

import java.awt.Graphics;
import java.awt.Image;
import java.awt.Toolkit;

//设置界面树和丛林
public class Tree {
	public static final int width = 30;
	public static final int length = 30;
	int x, y;
	TankClient tc ;
	private static Toolkit tk = Toolkit.getDefaultToolkit();
	private static Image[] treeImags = null;
	static {
		treeImags = new Image[]{
				tk.getImage(CommonWall.class.getResource("Images/tree.gif")),
		};
	}
	
	
	public Tree(int x, int y, TankClient tc) {  //Tree的构造方法,传递x,y和tc对象
		this.x = x;
		this.y = y;
		this.tc = tc;
	}
	
	public void draw(Graphics g) {           //画出树
		g.drawImage(treeImags[0],x, y, null);
	}
	
}

TankClient.java 类

import java.util.ArrayList;
import java.awt.*;
import java.awt.event.*;
import java.util.List;
import javax.swing.JOptionPane;

public class TankClient extends Frame implements ActionListener {

	/**
	 * 
	 */
	private static final long serialVersionUID = 1L;
	public static final int Fram_width = 800; // 静态全局窗口大小
	public static final int Fram_length = 600;
	public static boolean printable = true;
	MenuBar jmb = null;
	Menu jm1 = null, jm2 = null, jm3 = null, jm4 = null;
	MenuItem jmi1 = null, jmi2 = null, jmi3 = null, jmi4 = null, jmi5 = null,
			jmi6 = null, jmi7 = null, jmi8 = null, jmi9 = null;
	Image screenImage = null;

	Tank homeTank = new Tank(300, 560, true, Direction.STOP, this);// 实例化坦克
	GetBlood blood = new GetBlood(); // 实例化生命
	Home home = new Home(373, 545, this);// 实例化home

	List<River> theRiver = new ArrayList<River>();
	List<Tank> tanks = new ArrayList<Tank>();
	List<BombTank> bombTanks = new ArrayList<BombTank>();
	List<Bullets> bullets = new ArrayList<Bullets>();
	List<Tree> trees = new ArrayList<Tree>();
	List<CommonWall> homeWall = new ArrayList<CommonWall>(); // 实例化对象容器
	List<CommonWall> otherWall = new ArrayList<CommonWall>();
	List<MetalWall> metalWall = new ArrayList<MetalWall>();

	public void update(Graphics g) {

		screenImage = this.createImage(Fram_width, Fram_length);

		Graphics gps = screenImage.getGraphics();
		Color c = gps.getColor();
		gps.setColor(Color.GRAY);
		gps.fillRect(0, 0, Fram_width, Fram_length);
		gps.setColor(c);
		framPaint(gps);
		g.drawImage(screenImage, 0, 0, null);
	}

	public void framPaint(Graphics g) {

		Color c = g.getColor();
		g.setColor(Color.green); // 设置字体显示属性

		Font f1 = g.getFont();
		g.setFont(new Font("TimesRoman", Font.BOLD, 20));
		g.drawString("区域内还有敌方坦克: ", 200, 70);
		g.setFont(new Font("TimesRoman", Font.ITALIC, 30));
		g.drawString("" + tanks.size(), 400, 70);
		g.setFont(new Font("TimesRoman", Font.BOLD, 20));
		g.drawString("剩余生命值: ", 500, 70);
		g.setFont(new Font("TimesRoman", Font.ITALIC, 30));
		g.drawString("" + homeTank.getLife(), 650, 70);
		g.setFont(f1);

		if (tanks.size() == 0 && home.isLive() && homeTank.isLive()) {
			Font f = g.getFont();
			g.setFont(new Font("TimesRoman", Font.BOLD, 60)); // 判断是否赢得比赛
			this.otherWall.clear();
			g.drawString("你赢了! ", 310, 300);
			g.setFont(f);
		}

		if (homeTank.isLive() == false) {
			Font f = g.getFont();
			g.setFont(new Font("TimesRoman", Font.BOLD, 40));
			tanks.clear();
			bullets.clear();
			g.setFont(f);
		}
		g.setColor(c);

		for (int i = 0; i < theRiver.size(); i++) { // 画出河流
			River r = theRiver.get(i);
			r.draw(g);
		}

		for (int i = 0; i < theRiver.size(); i++) {
			River r = theRiver.get(i);
			homeTank.collideRiver(r);

			r.draw(g);
		}

		home.draw(g); // 画出home
		homeTank.draw(g);// 画出自己家的坦克
		homeTank.eat(blood);// 充满血--生命值

		for (int i = 0; i < bullets.size(); i++) { // 对每一个子弹
			Bullets m = bullets.get(i);
			m.hitTanks(tanks); // 每一个子弹打到坦克上
			m.hitTank(homeTank); // 每一个子弹打到自己家的坦克上时
			m.hitHome(); // 每一个子弹打到家里是

			for (int j = 0; j < metalWall.size(); j++) { // 每一个子弹打到金属墙上
				MetalWall mw = metalWall.get(j);
				m.hitWall(mw);
			}

			for (int j = 0; j < otherWall.size(); j++) {// 每一个子弹打到其他墙上
				CommonWall w = otherWall.get(j);
				m.hitWall(w);
			}

			for (int j = 0; j < homeWall.size(); j++) {// 每一个子弹打到家的墙上
				CommonWall cw = homeWall.get(j);
				m.hitWall(cw);
			}
			m.draw(g); // 画出效果图
		}

		for (int i = 0; i < tanks.size(); i++) {
			Tank t = tanks.get(i); // 获得键值对的键

			for (int j = 0; j < homeWall.size(); j++) {
				CommonWall cw = homeWall.get(j);
				t.collideWithWall(cw); // 每一个坦克撞到家里的墙时
				cw.draw(g);
			}
			for (int j = 0; j < otherWall.size(); j++) { // 每一个坦克撞到家以外的墙
				CommonWall cw = otherWall.get(j);
				t.collideWithWall(cw);
				cw.draw(g);
			}
			for (int j = 0; j < metalWall.size(); j++) { // 每一个坦克撞到金属墙
				MetalWall mw = metalWall.get(j);
				t.collideWithWall(mw);
				mw.draw(g);
			}
			for (int j = 0; j < theRiver.size(); j++) {
				River r = theRiver.get(j); // 每一个坦克撞到河流时
				t.collideRiver(r);
				r.draw(g);
				// t.draw(g);
			}

			t.collideWithTanks(tanks); // 撞到自己的人
			t.collideHome(home);

			t.draw(g);
		}

		blood.draw(g);

		for (int i = 0; i < trees.size(); i++) { // 画出trees
			Tree tr = trees.get(i);
			tr.draw(g);
		}

		for (int i = 0; i < bombTanks.size(); i++) { // 画出爆炸效果
			BombTank bt = bombTanks.get(i);
			bt.draw(g);
		}

		for (int i = 0; i < otherWall.size(); i++) { // 画出otherWall
			CommonWall cw = otherWall.get(i);
			cw.draw(g);
		}

		for (int i = 0; i < metalWall.size(); i++) { // 画出metalWall
			MetalWall mw = metalWall.get(i);
			mw.draw(g);
		}

		homeTank.collideWithTanks(tanks);
		homeTank.collideHome(home);

		for (int i = 0; i < metalWall.size(); i++) {// 撞到金属墙
			MetalWall w = metalWall.get(i);
			homeTank.collideWithWall(w);
			w.draw(g);
		}

		for (int i = 0; i < otherWall.size(); i++) {
			CommonWall cw = otherWall.get(i);
			homeTank.collideWithWall(cw);
			cw.draw(g);
		}

		for (int i = 0; i < homeWall.size(); i++) { // 家里的坦克撞到自己家
			CommonWall w = homeWall.get(i);
			homeTank.collideWithWall(w);
			w.draw(g);
		}

	}

	public TankClient() {
		// printable = false;
		// 创建菜单及菜单选项
		jmb = new MenuBar();
		jm1 = new Menu("游戏");
		jm2 = new Menu("暂停继续");
		jm3 = new Menu("帮助");
		jm4 = new Menu("游戏级别");
		jm1.setFont(new Font("TimesRoman", Font.BOLD, 15));// 设置菜单显示的字体
		jm2.setFont(new Font("TimesRoman", Font.BOLD, 15));// 设置菜单显示的字体
		jm3.setFont(new Font("TimesRoman", Font.BOLD, 15));// 设置菜单显示的字体
		jm4.setFont(new Font("TimesRoman", Font.BOLD, 15));// 设置菜单显示的字体

		jmi1 = new MenuItem("重新开始");
		jmi2 = new MenuItem("退出");
		jmi3 = new MenuItem("暂停");
		jmi4 = new MenuItem("继续");
		jmi5 = new MenuItem("游戏说明");
		jmi6 = new MenuItem("级别 Ⅰ");
		jmi7 = new MenuItem("级别 Ⅱ");
		jmi8 = new MenuItem("级别 Ⅲ");
		jmi9 = new MenuItem("级别 Ⅳ");
		jmi1.setFont(new Font("TimesRoman", Font.BOLD, 15));
		jmi2.setFont(new Font("TimesRoman", Font.BOLD, 15));
		jmi3.setFont(new Font("TimesRoman", Font.BOLD, 15));
		jmi4.setFont(new Font("TimesRoman", Font.BOLD, 15));
		jmi5.setFont(new Font("TimesRoman", Font.BOLD, 15));

		jm1.add(jmi1);
		jm1.add(jmi2);
		jm2.add(jmi3);
		jm2.add(jmi4);
		jm3.add(jmi5);
		jm4.add(jmi6);
		jm4.add(jmi7);
		jm4.add(jmi8);
		jm4.add(jmi9);

		jmb.add(jm1);
		jmb.add(jm2);

		jmb.add(jm4);
		jmb.add(jm3);

		jmi1.addActionListener(this);
		jmi1.setActionCommand("NewGame");
		jmi2.addActionListener(this);
		jmi2.setActionCommand("Exit");
		jmi3.addActionListener(this);
		jmi3.setActionCommand("Stop");
		jmi4.addActionListener(this);
		jmi4.setActionCommand("Continue");
		jmi5.addActionListener(this);
		jmi5.setActionCommand("help");
		jmi6.addActionListener(this);
		jmi6.setActionCommand("leve Ⅰ");
		jmi7.addActionListener(this);
		jmi7.setActionCommand("level Ⅱ");
		jmi8.addActionListener(this);
		jmi8.setActionCommand("level Ⅲ");
		jmi9.addActionListener(this);
		jmi9.setActionCommand("level Ⅳ");

		this.setMenuBar(jmb);// 菜单Bar放到JFrame上
		this.setVisible(true);

		for (int i = 0; i < 10; i++) { // 家的格局
			if (i < 4)
				homeWall.add(new CommonWall(350, 580 - 21 * i, this));
			else if (i < 7)
				homeWall.add(new CommonWall(372 + 22 * (i - 4), 517, this));
			else
				homeWall.add(new CommonWall(416, 538 + (i - 7) * 21, this));

		}

		for (int i = 0; i < 32; i++) {
			if (i < 16) {
				otherWall.add(new CommonWall(220 + 20 * i, 300, this)); // 普通墙布局
				otherWall.add(new CommonWall(500 + 20 * i, 180, this));
				otherWall.add(new CommonWall(200, 400 + 20 * i, this));
				otherWall.add(new CommonWall(500, 400 + 20 * i, this));
			} else if (i < 32) {
				otherWall.add(new CommonWall(220 + 20 * (i - 16), 320, this));
				otherWall.add(new CommonWall(500 + 20 * (i - 16), 220, this));
				otherWall.add(new CommonWall(220, 400 + 20 * (i - 16), this));
				otherWall.add(new CommonWall(520, 400 + 20 * (i - 16), this));
			}
		}

		for (int i = 0; i < 20; i++) { // 金属墙布局
			if (i < 10) {
				metalWall.add(new MetalWall(140 + 30 * i, 150, this));
				metalWall.add(new MetalWall(600, 400 + 20 * (i), this));
			} else if (i < 20)
				metalWall.add(new MetalWall(140 + 30 * (i - 10), 180, this));
			else
				metalWall.add(new MetalWall(500 + 30 * (i - 10), 160, this));
		}

		for (int i = 0; i < 4; i++) { // 树的布局
			if (i < 4) {
				trees.add(new Tree(0 + 30 * i, 360, this));
				trees.add(new Tree(220 + 30 * i, 360, this));
				trees.add(new Tree(440 + 30 * i, 360, this));
				trees.add(new Tree(660 + 30 * i, 360, this));
			}

		}

		theRiver.add(new River(85, 100, this));

		for (int i = 0; i < 20; i++) { // 初始化20辆坦克
			if (i < 9) // 设置坦克出现的位置
				tanks.add(new Tank(150 + 70 * i, 40, false, Direction.D, this));
			else if (i < 15)
				tanks.add(new Tank(700, 140 + 50 * (i - 6), false, Direction.D,
						this));
			else
				tanks
						.add(new Tank(10, 50 * (i - 12), false, Direction.D,
								this));
		}

		this.setSize(Fram_width, Fram_length); // 设置界面大小
		this.setLocation(280, 50); // 设置界面出现的位置
		this
				.setTitle("※TanKeWar※ 《∷∷∷∷∷》 ReStart--R  Fire--F");

		this.addWindowListener(new WindowAdapter() { // 窗口监听关闭
					public void windowClosing(WindowEvent e) {
						System.exit(0);
					}
				});
		this.setResizable(false);
		this.setBackground(Color.GREEN);
		this.setVisible(true);

		this.addKeyListener(new KeyMonitor());// 键盘监听
		new Thread(new PaintThread()).start(); // 线程启动
	}

	public static void main(String[] args) {
		new TankClient(); // 实例化
	}

	private class PaintThread implements Runnable {
		public void run() {
			// TODO Auto-generated method stub
			while (printable) {
				repaint();
				try {
					Thread.sleep(50);
				} catch (InterruptedException e) {
					e.printStackTrace();
				}
			}
		}
	}

	private class KeyMonitor extends KeyAdapter {

		public void keyReleased(KeyEvent e) { // 监听键盘释放
			homeTank.keyReleased(e);
		}

		public void keyPressed(KeyEvent e) { // 监听键盘按下
			homeTank.keyPressed(e);
		}

	}

	public void actionPerformed(ActionEvent e) {

		if (e.getActionCommand().equals("NewGame")) {
			printable = false;
			Object[] options = { "确定", "取消" };
			int response = JOptionPane.showOptionDialog(this, "您确定开始新游戏!", "",
					JOptionPane.YES_OPTION, JOptionPane.QUESTION_MESSAGE, null,
					options, options[0]);
			if (response == 0) {

				printable = true;
				this.dispose();
				new TankClient();
			} else {
				printable = true;
				new Thread(new PaintThread()).start(); // 线程启动
			}

		} else if (e.getActionCommand().endsWith("Stop")) {
			printable = false;
		} else if (e.getActionCommand().equals("Continue")) {

			if (!printable) {
				printable = true;
				new Thread(new PaintThread()).start(); // 线程启动
			}
			// System.out.println("继续");
		} else if (e.getActionCommand().equals("Exit")) {
			printable = false;
			Object[] options = { "确定", "取消" };
			int response = JOptionPane.showOptionDialog(this, "您确认要退出吗", "",
					JOptionPane.YES_OPTION, JOptionPane.QUESTION_MESSAGE, null,
					options, options[0]);
			if (response == 0) {
				System.out.println("退出");
				System.exit(0);
			} else {
				printable = true;
				new Thread(new PaintThread()).start(); // 线程启动

			}

		} else if (e.getActionCommand().equals("help")) {
			printable = false;
			JOptionPane.showMessageDialog(null, "用  ↑ ↓ ← → 控制方向,F键--开火,R键--重新开始!",
					"提示!", JOptionPane.INFORMATION_MESSAGE);
			this.setVisible(true);
			printable = true;
			new Thread(new PaintThread()).start(); // 线程启动
		} else if (e.getActionCommand().equals("level Ⅰ")) {
			Tank.count = 12;
			Tank.speedX = 6;
			Tank.speedY = 6;
			Bullets.speedX = 10;
			Bullets.speedY = 10;
			this.dispose();
			new TankClient();
		} else if (e.getActionCommand().equals("level Ⅱ")) {
			Tank.count = 12;
			Tank.speedX = 10;
			Tank.speedY = 10;
			Bullets.speedX = 12;
			Bullets.speedY = 12;
			this.dispose();
			new TankClient();

		} else if (e.getActionCommand().equals("level Ⅲ")) {
			Tank.count = 20;
			Tank.speedX = 14;
			Tank.speedY = 14;
			Bullets.speedX = 16;
			Bullets.speedY = 16;
			this.dispose();
			new TankClient();
		} else if (e.getActionCommand().equals("level Ⅳ")) {
			Tank.count = 20;
			Tank.speedX = 16;
			Tank.speedY = 16;
			Bullets.speedX = 18;
			Bullets.speedY = 18;
			this.dispose();
			new TankClient();
		}
	}
}

home.java

import java.awt.Color;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.Rectangle;
import java.awt.Toolkit;

public class Home {
	private int x, y;
	private TankClient tc;
	public static final int width = 30, length = 30; // 全局静态变量长宽
	private boolean live = true;

	private static Toolkit tk = Toolkit.getDefaultToolkit(); // 全局静态变量
	private static Image[] homeImags = null;
	static {
		homeImags = new Image[] { tk.getImage(CommonWall.class
				.getResource("Images/home.jpg")), };
	}

	public Home(int x, int y, TankClient tc) {// 构造函数,传递Home的参数并赋值
		this.x = x;
		this.y = y;
		this.tc = tc; // 获得控制
	}

	public void gameOver(Graphics g) {

		tc.tanks.clear();// 作清理页面工作
		tc.metalWall.clear();
		tc.otherWall.clear();
		tc.bombTanks.clear();
		tc.theRiver.clear();
		tc.trees.clear();
		tc.bullets.clear();
		tc.homeTank.setLive(false);
		Color c = g.getColor(); // 设置参数
		g.setColor(Color.green);
		Font f = g.getFont();
		g.setFont(new Font(" ", Font.PLAIN, 40));
		g.drawString("你输了!", 220, 250);
		g.drawString("  游戏结束! ", 220, 300);
		g.setFont(f);
		g.setColor(c);

	}

	public void draw(Graphics g) {

		if (live) { // 如果活着,则画出home
			g.drawImage(homeImags[0], x, y, null);

			for (int i = 0; i < tc.homeWall.size(); i++) {
				CommonWall w = tc.homeWall.get(i);
				w.draw(g);
			}
		} else {
			gameOver(g); // 调用游戏结束

		}
	}

	public boolean isLive() { // 判读是否还活着
		return live;
	}

	public void setLive(boolean live) { // 设置生命
		this.live = live;
	}

	public Rectangle getRect() { // 返回长方形实例
		return new Rectangle(x, y, width, length);
	}

}

有点多,主要也不是让你在页面上看的,闲得无聊,贴了一下。

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