终于完成,修改了很多地方,大家如果需要可以看看,java基础知识练手的!
**********************************************
//线程主类
import java.awt.Color;
import java.awt.Frame;
import java.awt.Graphics;
import java.awt.Image
import java.util.ArrayList;
import java.util.List;
public class TankClient extends Frame {
public static final int GAME_WIDTH = 800;
public static final int GAME_HIGHT = 600;
private static TankClient tc;
public static boolean p=true;
Wall w1 = new Wall(100, 200, 20, 150, this), w2 = new Wall(300, 100, 300, 20, this);
Tank myTank = new Tank(50, 50, true, Tank.Direction.STOP, this);
/**
* 怎么打多发炮弹,使用容器装炮弹,每当按下Ctr这个键的时候往容器中添加炮弹
* 画出每一个炮弹;
// //LinkedList<>;//链表删除快,查找慢
// 画出爆炸
List<Explode> explodes = new ArrayList<Explode>();
private Image offScreenImage = null;
// 坏坦克创建
// 关数
int c = 1;
List<Tank> tanks = new ArrayList<Tank>();
// 重写
Blood b = new Blood();
/**
* //消除闪烁,使用双缓冲
//线程重画更加均匀,更能控制重化的速度。按键重画不能解决子弹自动飞行的问题;
*/
public void update(Graphics g) {
if (offScreenImage == null) {
offScreenImage = this.createImage(GAME_WIDTH, GAME_HIGHT);
}
// 拿到图片上的画笔
Graphics gOffScreen = offScreenImage.getGraphics();
Color c = gOffScreen.getColor();
gOffScreen.setColor(Color.blue);
gOffScreen.fillRect(0, 0, GAME_WIDTH, GAME_HIGHT);
gOffScreen.setColor(c);
paint(gOffScreen);// 画在背后图片上
g.drawImage(offScreenImage, 0, 0, null);// 画在屏幕上
}
/**
* // 画出还有多少炮弹,画一个字符串到屏幕
*/
public void paint(Graphics g) {
g.drawString("missiles count:" + missiles.size(), 30, 50);
g.drawString("Explode count:" + explodes.size(), 30, 70);
g.drawString("Tanks count:" + tanks.size(), 30, 90);
g.drawString("tanks life:" + myTank.getLife(), 30, 110);
g.drawString("关卡数: -" + c + "-", 30, 130);
g.drawString("p为暂停 ", 30, 150);
for (int i = 0; i < missiles.size(); i++) {
Missile m = missiles.get(i);
m.draw(g);
m.hitTank(tanks);
m.hitTank(myTank);
m.hitWall(w1);
m.hitWall(w2);
}
for (int i = 0; i < tanks.size(); i++) {
Tank t = tanks.get(i);
t.collideWithWall(w1);
t.collideWithWall(w2);
t.collidesWithTanks(tanks);
t.draw(g);
myTank.collideWithWall(w1);
myTank.collideWithWall(w2);
}
for (int i = 0; i < explodes.size(); i++) {
Explode e = explodes.get(i);
e.draw(g);
}
myTank.draw(g);
w1.draw(g);
w2.draw(g);
myTank.eat(b);
if(myTank.getLife()<=40){
b.draw(g);
}
/**
* 敌人死完后再加入,C为关卡数,不同的关卡,坦克数量,以及出现的地方不同
*/
if (tanks.size() == 0) {
c++;
if (c > 10) {
for (int i = 0; i < 15; i++) {
tanks.add(new Tank((i) * 50, 50, false, Tank.Direction.D, tc));
}
} else if(c>5){
for (int j = 0; j < 10; j++) {
tanks.add(new Tank( 300,j*40+50, false, Tank.Direction.D, tc));
}
}else {
for (int i = 0; i < 10; i++) {
tanks.add(new Tank((i) * 50, 50, false, Tank.Direction.D, tc));
}
}
}
}
/**
* 添加坦克,以及设置窗体
*/
public void lauchFrame() {
for (int i = 0; i < 10; i++) {
tanks.add(new Tank((i + 1) * 50 + 100, 50, false, Tank.Direction.D, tc));
}
setTitle("TankWar");
setBounds(230, 100, 800, 600);
// 匿名内部类,短,不涉及将来的扩展
addWindowListener(new WindowAdapter() {
public void windowClosing(WindowEvent e) {
System.exit(0);
}
});
setResizable(false);
setBackground(Color.GREEN);
setVisible(true);
addKeyListener(new KeyMoniter());
new Thread(new PaintThread()).start();
}
public static void main(String[] args) {
tc = new TankClient();
tc.lauchFrame();
}
/**
* // 内部类,只为这个TankWar服务,方便的访问包装类的方法,不方便公开,
* @author yan
*
*/
private class PaintThread implements Runnable {
public void run() {
while (true) {
//游戏暂停有关,线程不能关,关了以后的话,后面的方法都不会运行
if(p==true){
repaint();}
// 内部调用父类的paint方法;
try {
Thread.sleep(50);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
}
/**
* // 键盘事件,内部类
* @author yan
*
*/
private class KeyMoniter extends KeyAdapter {
public void keyReleased(KeyEvent e) {
myTank.keyReleased(e);
}
public void keyPressed(KeyEvent e) {
myTank.keyPressed(e);
}
}
}
*********************************************************
//血块类
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Rectangle;
import java.util.Random;
//血块
public class Blood {
int step=0;
int x,y,w,h;
Random ran=new Random();
private boolean live=true;
public boolean isLive() {
return live;
}
public void setLive(boolean live) {
this.live = live;
}
TankClient tc;
/**
* 初始化血块
*/
public Blood(){
w=h=20;
x=300;
y=300;
}
/**
* 用来设定下一次血块随机出现的地点,避免线程带来的闪烁,(不归线程来控制)
*/
public void setBlood(){
x=ran.nextInt(500)+50;
y=ran.nextInt(500)+50;
live=true;
}
public void draw(Graphics g){
if(!live){
return ;
}
Color c=g.getColor();
g.setColor(Color.MAGENTA);
g.fillRect(x, y, w, h);
g.setColor(c);
}
/**
* 血块的碰撞检测
* @return
*/
public Rectangle getRect(){
return new Rectangle(x,y,w,h);
}
}
*******************************************
//爆炸类
import java.awt.Color;
import java.awt.Graphics;
public class Explode {
int x,y;
private boolean live=true;
private TankClient tc;
public Explode(int x,int y,TankClient tc){
this.x=x;
this.y=y;
this.tc=tc;
}
int[] diameter={4,6,7,10,12,15,18,21,25,26,30,32,35,40,45,49,30,14,6};
int step;
public void draw(Graphics g){
if(step==diameter.length){
live=false;
tc.explodes.remove(this);//爆炸完成后移除此对象
step=0;
return;
}
if(!live)return;
Color c = g.getColor();
g.setColor(Color.green);
g.fillOval(x, y, diameter[step], diameter[step]);
step++;
g.setColor(c);
}
}
*********************************************************
//炮弹类
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Rectangle;
import java.util.List;
import Frame.Tank.Direction;
/**
* // 炮弹的生死状态,默认为生,出街,打倒敌人为死
* @author yan
*
*/
public class Missile {
private static final int xspeed = 8;
private static final int yspeed = 8;
public static final int WIDTH = 10;
public static final int HEIGHT = 10;
private List<Tank> tanks;
private boolean Live = true;
private boolean good=true;
public boolean isLive() {
return Live;
}
int x, y;
Tank.Direction dir;
private TankClient tc;
public Missile(int x, int y, Direction dir) {
this.x = x;
this.y = y;
this.dir = dir;
}
public Missile(int x, int y, Direction dir,boolean good,TankClient tc) {
this(x, y, dir);
this.good=good;
this.tc = tc;
}
public void draw(Graphics g) {
if (!Live) {
tc.missiles.remove(this);
}
Color c = g.getColor();
g.setColor(Color.black);
g.fillOval(x, y, WIDTH, HEIGHT);
g.setColor(c);
move();
影音先锋电影 http://www.iskdy .com/
private void move() {
switch (dir) {
case L:
x -= xspeed;
break;
case LU:
x -= xspeed;
y -= yspeed;
break;
case U:
y -= yspeed;
break;
case RU:
x += xspeed;
y -= yspeed;
break;
case R:
x += xspeed;
break;
case RD:
x += xspeed;
y += yspeed;
break;
case LD:
x -= xspeed;
y += yspeed;
break;
case D:
y += yspeed;
break;
}
if (x < 0 || y < 0 || x > TankClient.GAME_WIDTH || y > TankClient.GAME_HIGHT) {
Live = false;
tc.missiles.remove(this);
}
}
/**
* // 得到外围小方块,(碰撞检测辅助类Rectangle)
* @return
*/
public Rectangle getRect() {
return new Rectangle(x, y, WIDTH, HEIGHT);
}
/**
* // 添加爆炸对象到列表,射击类
* @param t
* @return
*/
public boolean hitTank(Tank t) {
if (this.Live&&this.getRect().intersects(t.getRect()) && t.isLive() == true&&this.good!=t.isGood()) {// 检测是否碰撞,碰撞之后,还得判断坦克是生还是死,否则子弹在那个地方还是会消失
if(t.isGood()){
t.setLife(t.getLife()-20);
if(t.getLife()<=0)
t.setLive(false);
}else{
t.setLive(false);
}
Explode e = new Explode(x, y, tc);
tc.explodes.add(e);
this.Live = false;
return true;
}
return false;
}
/**
* // 对一个数组的坦克进行射击类添加
* @param tanks
* @return
*/
public boolean hitTank(List<Tank> tanks) {
for (int i = 0; i < tanks.size(); i++) {
if (hitTank(tanks.get(i))) {
return true;
}
}
return false;
}
/**
* 坦克碰撞到墙
* @param w
* @return
*/
public boolean hitWall(Wall w){
if(this.Live&&this.getRect().intersects(w.getRect())){
this.Live=false;
return true;
}
return false;
}
}
********************************************************
**********************************************
//线程主类
import java.awt.Color;
import java.awt.Frame;
import java.awt.Graphics;
import java.awt.Image
import java.util.ArrayList;
import java.util.List;
public class TankClient extends Frame {
public static final int GAME_WIDTH = 800;
public static final int GAME_HIGHT = 600;
private static TankClient tc;
public static boolean p=true;
Wall w1 = new Wall(100, 200, 20, 150, this), w2 = new Wall(300, 100, 300, 20, this);
Tank myTank = new Tank(50, 50, true, Tank.Direction.STOP, this);
/**
* 怎么打多发炮弹,使用容器装炮弹,每当按下Ctr这个键的时候往容器中添加炮弹
* 画出每一个炮弹;
伦理片 http://www.dotdy.com/
List<Missile> missiles = new ArrayList<Missile>(); // 遍历比较快// //LinkedList<>;//链表删除快,查找慢
// 画出爆炸
List<Explode> explodes = new ArrayList<Explode>();
private Image offScreenImage = null;
// 坏坦克创建
// 关数
int c = 1;
List<Tank> tanks = new ArrayList<Tank>();
// 重写
Blood b = new Blood();
/**
* //消除闪烁,使用双缓冲
//线程重画更加均匀,更能控制重化的速度。按键重画不能解决子弹自动飞行的问题;
*/
public void update(Graphics g) {
if (offScreenImage == null) {
offScreenImage = this.createImage(GAME_WIDTH, GAME_HIGHT);
}
// 拿到图片上的画笔
Graphics gOffScreen = offScreenImage.getGraphics();
Color c = gOffScreen.getColor();
gOffScreen.setColor(Color.blue);
gOffScreen.fillRect(0, 0, GAME_WIDTH, GAME_HIGHT);
gOffScreen.setColor(c);
paint(gOffScreen);// 画在背后图片上
g.drawImage(offScreenImage, 0, 0, null);// 画在屏幕上
}
/**
* // 画出还有多少炮弹,画一个字符串到屏幕
*/
public void paint(Graphics g) {
g.drawString("missiles count:" + missiles.size(), 30, 50);
g.drawString("Explode count:" + explodes.size(), 30, 70);
g.drawString("Tanks count:" + tanks.size(), 30, 90);
g.drawString("tanks life:" + myTank.getLife(), 30, 110);
g.drawString("关卡数: -" + c + "-", 30, 130);
g.drawString("p为暂停 ", 30, 150);
for (int i = 0; i < missiles.size(); i++) {
Missile m = missiles.get(i);
m.draw(g);
m.hitTank(tanks);
m.hitTank(myTank);
m.hitWall(w1);
m.hitWall(w2);
}
for (int i = 0; i < tanks.size(); i++) {
Tank t = tanks.get(i);
t.collideWithWall(w1);
t.collideWithWall(w2);
t.collidesWithTanks(tanks);
t.draw(g);
myTank.collideWithWall(w1);
myTank.collideWithWall(w2);
}
for (int i = 0; i < explodes.size(); i++) {
Explode e = explodes.get(i);
e.draw(g);
}
myTank.draw(g);
w1.draw(g);
w2.draw(g);
myTank.eat(b);
if(myTank.getLife()<=40){
b.draw(g);
}
/**
* 敌人死完后再加入,C为关卡数,不同的关卡,坦克数量,以及出现的地方不同
*/
if (tanks.size() == 0) {
c++;
if (c > 10) {
for (int i = 0; i < 15; i++) {
tanks.add(new Tank((i) * 50, 50, false, Tank.Direction.D, tc));
}
} else if(c>5){
for (int j = 0; j < 10; j++) {
tanks.add(new Tank( 300,j*40+50, false, Tank.Direction.D, tc));
}
}else {
for (int i = 0; i < 10; i++) {
tanks.add(new Tank((i) * 50, 50, false, Tank.Direction.D, tc));
}
}
}
}
/**
* 添加坦克,以及设置窗体
*/
public void lauchFrame() {
for (int i = 0; i < 10; i++) {
tanks.add(new Tank((i + 1) * 50 + 100, 50, false, Tank.Direction.D, tc));
}
setTitle("TankWar");
setBounds(230, 100, 800, 600);
// 匿名内部类,短,不涉及将来的扩展
addWindowListener(new WindowAdapter() {
public void windowClosing(WindowEvent e) {
System.exit(0);
}
});
setResizable(false);
setBackground(Color.GREEN);
setVisible(true);
addKeyListener(new KeyMoniter());
new Thread(new PaintThread()).start();
}
public static void main(String[] args) {
tc = new TankClient();
tc.lauchFrame();
}
/**
* // 内部类,只为这个TankWar服务,方便的访问包装类的方法,不方便公开,
* @author yan
*
*/
private class PaintThread implements Runnable {
public void run() {
while (true) {
//游戏暂停有关,线程不能关,关了以后的话,后面的方法都不会运行
if(p==true){
repaint();}
// 内部调用父类的paint方法;
try {
Thread.sleep(50);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
}
/**
* // 键盘事件,内部类
* @author yan
*
*/
private class KeyMoniter extends KeyAdapter {
public void keyReleased(KeyEvent e) {
myTank.keyReleased(e);
}
public void keyPressed(KeyEvent e) {
myTank.keyPressed(e);
}
}
}
*********************************************************
//血块类
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Rectangle;
import java.util.Random;
//血块
public class Blood {
int step=0;
int x,y,w,h;
Random ran=new Random();
private boolean live=true;
public boolean isLive() {
return live;
}
public void setLive(boolean live) {
this.live = live;
}
TankClient tc;
/**
* 初始化血块
*/
public Blood(){
w=h=20;
x=300;
y=300;
}
/**
* 用来设定下一次血块随机出现的地点,避免线程带来的闪烁,(不归线程来控制)
*/
public void setBlood(){
x=ran.nextInt(500)+50;
y=ran.nextInt(500)+50;
live=true;
}
public void draw(Graphics g){
if(!live){
return ;
}
Color c=g.getColor();
g.setColor(Color.MAGENTA);
g.fillRect(x, y, w, h);
g.setColor(c);
}
/**
* 血块的碰撞检测
* @return
*/
public Rectangle getRect(){
return new Rectangle(x,y,w,h);
}
}
*******************************************
//爆炸类
import java.awt.Color;
import java.awt.Graphics;
public class Explode {
int x,y;
private boolean live=true;
private TankClient tc;
public Explode(int x,int y,TankClient tc){
this.x=x;
this.y=y;
this.tc=tc;
}
int[] diameter={4,6,7,10,12,15,18,21,25,26,30,32,35,40,45,49,30,14,6};
int step;
public void draw(Graphics g){
if(step==diameter.length){
live=false;
tc.explodes.remove(this);//爆炸完成后移除此对象
step=0;
return;
}
if(!live)return;
Color c = g.getColor();
g.setColor(Color.green);
g.fillOval(x, y, diameter[step], diameter[step]);
step++;
g.setColor(c);
}
}
*********************************************************
//炮弹类
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Rectangle;
import java.util.List;
import Frame.Tank.Direction;
/**
* // 炮弹的生死状态,默认为生,出街,打倒敌人为死
* @author yan
*
*/
public class Missile {
private static final int xspeed = 8;
private static final int yspeed = 8;
public static final int WIDTH = 10;
public static final int HEIGHT = 10;
private List<Tank> tanks;
private boolean Live = true;
private boolean good=true;
public boolean isLive() {
return Live;
}
int x, y;
Tank.Direction dir;
private TankClient tc;
public Missile(int x, int y, Direction dir) {
this.x = x;
this.y = y;
this.dir = dir;
}
public Missile(int x, int y, Direction dir,boolean good,TankClient tc) {
this(x, y, dir);
this.good=good;
this.tc = tc;
}
public void draw(Graphics g) {
if (!Live) {
tc.missiles.remove(this);
}
Color c = g.getColor();
g.setColor(Color.black);
g.fillOval(x, y, WIDTH, HEIGHT);
g.setColor(c);
move();
影音先锋电影 http://www.iskdy .com/
private void move() {
switch (dir) {
case L:
x -= xspeed;
break;
case LU:
x -= xspeed;
y -= yspeed;
break;
case U:
y -= yspeed;
break;
case RU:
x += xspeed;
y -= yspeed;
break;
case R:
x += xspeed;
break;
case RD:
x += xspeed;
y += yspeed;
break;
case LD:
x -= xspeed;
y += yspeed;
break;
case D:
y += yspeed;
break;
}
if (x < 0 || y < 0 || x > TankClient.GAME_WIDTH || y > TankClient.GAME_HIGHT) {
Live = false;
tc.missiles.remove(this);
}
}
/**
* // 得到外围小方块,(碰撞检测辅助类Rectangle)
* @return
*/
public Rectangle getRect() {
return new Rectangle(x, y, WIDTH, HEIGHT);
}
/**
* // 添加爆炸对象到列表,射击类
* @param t
* @return
*/
public boolean hitTank(Tank t) {
if (this.Live&&this.getRect().intersects(t.getRect()) && t.isLive() == true&&this.good!=t.isGood()) {// 检测是否碰撞,碰撞之后,还得判断坦克是生还是死,否则子弹在那个地方还是会消失
if(t.isGood()){
t.setLife(t.getLife()-20);
if(t.getLife()<=0)
t.setLive(false);
}else{
t.setLive(false);
}
Explode e = new Explode(x, y, tc);
tc.explodes.add(e);
this.Live = false;
return true;
}
return false;
}
/**
* // 对一个数组的坦克进行射击类添加
* @param tanks
* @return
*/
public boolean hitTank(List<Tank> tanks) {
for (int i = 0; i < tanks.size(); i++) {
if (hitTank(tanks.get(i))) {
return true;
}
}
return false;
}
/**
* 坦克碰撞到墙
* @param w
* @return
*/
public boolean hitWall(Wall w){
if(this.Live&&this.getRect().intersects(w.getRect())){
this.Live=false;
return true;
}
return false;
}
}
********************************************************