坦克大战4.0
新增功能内容:
- 敌坦克移动发射,并自动装弹
- 我方坦克被击中爆炸
5.0版本已上传
提示:爆炸图片需自行按路径放在工程文件的out文件夹对应的包下
画框
package com.hspedu.tankgame04plus;
import javax.swing.*;
/**
* @ClassName
* @Description
* @Author zxk
* @DateTime 2022-01-14-18:24
* @Version
*///第四版加强:敌坦克移动发射->Hero被击中爆炸
public class ZxkTankGame04 extends JFrame {//画框
//定义画板
Mypanel mp = null;
public static void main(String[] args) {
ZxkTankGame04 zxkTankGame01 = new ZxkTankGame04();//新建画框
}
public ZxkTankGame04(){
mp = new Mypanel();//新建画板
new Thread(mp).start();//开启画板重绘线程
this.add(mp);//添加画板到画框
setSize(1200, 950);//画板大小
this.addKeyListener(mp);//监听画板的键盘
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);//设置关闭画框的同时关闭jvm
setVisible(true);//可视化
}
}
画板
package com.hspedu.tankgame04plus;
import javax.swing.*;
import java.awt.*;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.util.Vector;
/**
* @ClassName
* @Description
* @Author zxk
* @DateTime 2022-01-14-18:17
* @Version
*///画板
public class Mypanel extends JPanel implements KeyListener,Runnable {//方法的参数坐标都在左上角,除了画字符串在左下角
//定义自己的坦克
Hero hero = null;
Vector<EnemyTank> enemyTanks = new Vector<EnemyTank>();//新建敌人坦克集合
Vector<Bomb> bombs = new Vector<Bomb>();//新建炸弹集合,当击中坦克时,加入炸弹到集合中
//定义三张图片,用于显示爆炸效果
Image image1 = null;
Image image2 = null;
Image image3 = null;
public Mypanel(){//画板构造器内部新建坦克,指明敌坦克及其炮弹的初始位置和方向
hero = new Hero(100, 100,'w',10);
for (int i = 0; i < 3; i++) {
//初始化敌坦克
EnemyTank enemyTank = new EnemyTank(200 + i * 100, 0, 's', 1);
new Thread(enemyTank).start();//启动敌坦克线程移动
//初始化敌坦克第一发子弹
Bullet bullet = new Bullet(enemyTank.getX() + 20, enemyTank.getY() + 60, 's');
new Thread(bullet).start();//立即启动子弹的线程
enemyTank.bullets.add(bullet);//将子弹加入敌坦克的子弹集合中
enemyTanks.add(enemyTank);
}
//初始化图片对象
image1 = Toolkit.getDefaultToolkit().getImage(Panel.class.getResource("/bomb_1.gif"));
image2 = Toolkit.getDefaultToolkit().getImage(Panel.class.getResource("/bomb_2.gif"));
image3 = Toolkit.getDefaultToolkit().getImage(Panel.class.getResource("/bomb_3.gif"));
}
@Override
public void paint(Graphics g) {//重写父类画画方法
super.paint(g);
System.out.println("重画过");
g.fillRect(0,0,1000,750);//画板填充颜色默认黑色
//绘制敌方坦克及其子弹
for (int i = 0; i < enemyTanks.size(); i++) {
//取出敌坦克(因可能被击中做判断)
EnemyTank enemyTank = enemyTanks.get(i);
if (enemyTank.alive) {//存活则画出
drawTank(enemyTank.getX(), enemyTank.getY(), g, enemyTank.getDirection(), false);
for (int j = 0; j < enemyTank.bullets.size(); j++) {
//取出子弹
Bullet bullet = enemyTank.bullets.get(j);
//绘制存活的子弹,移除死亡的子弹
if (bullet.alive) {
g.draw3DRect(bullet.x, bullet.y, 2, 2, false);
} else {
enemyTank.bullets.remove(bullet);
}
}
} else {
enemyTanks.remove(enemyTank);//被击中则死亡然后移除,否则只是不画但仍存在
}
}
//绘制我方坦克,后创建的坦克可以显示在先创建的上层(被击中就消失了)
if (hero.alive) {
drawTank(hero.getX(), hero.getY(), g, hero.getDirection(), true);
}
//绘制Hero的一个子弹
/*if (hero.bullet != null && hero.bullet.alive) {
g.draw3DRect(hero.bullet.x,hero.bullet.y,2,2,false);
}*/
//绘制Hero的多个子弹
for (int i = 0; i < hero.ammos.size(); i++) {
Bullet ammo=hero.ammos.get(i);
if (ammo != null && ammo.alive) {
g.draw3DRect(ammo.x, ammo.y, 2, 2, false);
} else {//子弹集合中移除消亡的子弹
hero.ammos.remove(ammo);
}
}
//绘制爆炸(如果炸弹集合中有对象就画出)
for (int i = 0; i < bombs.size(); i++) {
Bomb bomb = bombs.get(i);
if (bomb.life > 6) {
g.drawImage(image1, bomb.x, bomb.y, 60, 60,this);
}else if (bomb.life > 3) {
g.drawImage(image2, bomb.x, bomb.y, 60, 60,this);
}else {
g.drawImage(image3, bomb.x, bomb.y, 60, 60,this);
}
//减少炸弹生命值
bomb.lifeDown();
//判断删除炸弹
if (bomb.life == 0) {
bombs.remove(bomb);
}
}
}
public void drawTank(int x,int y,Graphics g,char direct,boolean type){
//坦克类型不同,颜色不同
if (type) {
g.setColor(Color.cyan);
} else {
g.setColor(Color.yellow);
}
//四种方向
switch (direct) {
case 'w'://坦克朝上
g.fill3DRect(x, y, 10, 60, false);//左车轮
g.fill3DRect(x + 30, y, 10, 60, false);//右车轮
g.fill3DRect(x + 10, y + 10, 20, 40, false);//车中间部分
g.fillOval(x + 10, y + 20, 20, 20);//车盖
g.drawLine(x + 20, y + 30, x + 20, y);//炮筒
break;
case 's':
g.fill3DRect(x, y, 10, 60, false);
g.fill3DRect(x + 30, y, 10, 60, false);
g.fill3DRect(x + 10, y + 10, 20, 40, false);
g.fillOval(x + 10, y + 20, 20, 20);
g.drawLine(x + 20, y + 30, x + 20, y+60);
break;
case 'a':
g.fill3DRect(x-10, y+10, 60, 10, false);
g.fill3DRect(x-10, y+40, 60, 10, false);
g.fill3DRect(x, y + 20, 40, 20, false);
g.fillOval(x + 10, y + 20, 20, 20);
g.drawLine(x + 20, y + 30, x-10, y+30);
break;
case 'd':
g.fill3DRect(x-10, y+10, 60, 10, false);
g.fill3DRect(x-10, y+40, 60, 10, false);
g.fill3DRect(x, y + 20, 40, 20, false);
g.fillOval(x + 10, y + 20, 20, 20);
g.drawLine(x + 20, y + 30, x+50, y+30);
break;
}
}
//判断方法:敌人子弹是否击中Hero
public void hitHero(Bullet bullet) {
switch (hero.getDirection()) {
case 'w':
case 's':
if (bullet.x > hero.getX() && bullet.x < hero.getX() + 40
&& bullet.y > hero.getY() && bullet.y < hero.getY() + 60) {
bullet.alive = false;
hero.alive = false;//当坦克不在存活了就不再画了
//创建炸弹对象加入到炸弹集合中
Bomb bomb = new Bomb(hero.getX(), hero.getY());
bombs.add(bomb);
}
break;
case 'a':
case 'd':
if (bullet.x > hero.getX() - 10 && bullet.x < hero.getX() + 50
&& bullet.y > hero.getY() + 10 && bullet.y < hero.getY() + 50) {
bullet.alive = false;
hero.alive = false;
Bomb bomb = new Bomb(hero.getX(), hero.getY());
bombs.add(bomb);
}
break;
}
}
//判断方法:子弹是否击中敌人坦克
public void hitTank(Bullet bullet, EnemyTank enemyTank){
//子弹击中坦克
switch (enemyTank.getDirection()) {
case 'w':
case 's':
if (bullet.x > enemyTank.getX() && bullet.x < enemyTank.getX() + 40
&& bullet.y > enemyTank.getY() && bullet.y < enemyTank.getY() + 60) {
bullet.alive = false;
enemyTank.alive = false;
//创建炸弹对象加入到炸弹集合中
Bomb bomb = new Bomb(enemyTank.getX(), enemyTank.getY());
bombs.add(bomb);
}
break;
case 'a':
case 'd':
if (bullet.x > enemyTank.getX() - 10 && bullet.x < enemyTank.getX() + 50
&& bullet.y > enemyTank.getY() + 10 && bullet.y < enemyTank.getY() + 50) {
bullet.alive = false;
enemyTank.alive = false;
Bomb bomb = new Bomb(enemyTank.getX(), enemyTank.getY());
bombs.add(bomb);
}
break;
}
}
@Override
public void keyTyped(KeyEvent e) {
}
@Override
public void keyPressed(KeyEvent e) {//键盘事件
if (e.getKeyCode() == KeyEvent.VK_D) {//坦克车头朝右且位置往右挪
if (hero.getX() < 950) {//限制坦克不出画框(当移动速度超过10,会出现坦克车头出框)
hero.moveRight();
}
hero.setDirection('d');
}else if (e.getKeyCode() == KeyEvent.VK_A) {
if (hero.getX() > 10) {
hero.moveLeft();
}
hero.setDirection('a');
}else if (e.getKeyCode() == KeyEvent.VK_W) {
if (hero.getY() > 0) {
hero.moveUp();
}
hero.setDirection('w');
}else if (e.getKeyCode() == KeyEvent.VK_S) {
if (hero.getY() + 60 < 750) {
hero.moveDown();
}
hero.setDirection('s');
}
//监听器调用Hero的射击方法
if (e.getKeyCode() == KeyEvent.VK_J) {
/*if (hero.bullet==null||!hero.bullet.alive) {//当子弹是空弹(第一次射击)||子弹消亡后才可以射击(子弹消亡即线程结束后并不是子弹为空)
hero.shotEnemy();
}*/
hero.shotEnemy();
}
this.repaint();
}
@Override
public void keyReleased(KeyEvent e) {
}
//每休眠100ms画板重绘
@Override
public void run() {
while (true) {
try {
Thread.sleep(100);
} catch (InterruptedException e) {
e.printStackTrace();
}
//定时反复判断Hero的子弹是否击中了敌方坦克
if (hero.ammos!=null) {//首先弹夹不为空
for (int i = 0; i < enemyTanks.size(); i++) {
EnemyTank enemyTank = enemyTanks.get(i);
for (int j = 0; j < hero.ammos.size(); j++) {//将每颗子弹都与每个坦克比较
if (hero.ammos.get(j) != null && hero.ammos.get(j).alive) {
hitTank(hero.ammos.get(j),enemyTank);
}
}
// hitTank(hero.bullet,enemyTank);
}
}
//定时反复判断Hero的子弹是否击中了敌方坦克(取出每个坦克的每颗子弹调用hitHero方法)
for (int i = 0; i < enemyTanks.size(); i++) {
EnemyTank enemyTank = enemyTanks.get(i);
for (int j = 0; j < enemyTank.bullets.size(); j++) {
Bullet bullet = enemyTank.bullets.get(j);
hitHero(bullet);
//如果将方法形参改为Tank类型(多态)放入我方或敌坦克,将会丢失子类特有的alive属性
//可以分情况向下转型解决问题
//hitTank(bullet,hero);
}
}
this.repaint();
}
}
}
Tank类
package com.hspedu.tankgame04plus;
/**
* @ClassName
* @Description
* @Author zxk
* @DateTime 2022-01-14-18:13
* @Version
*///坦克类
public class Tank {
private int x;
private int y;
private char direction;
private int speed;
public Tank(int x, int y,char direction,int speed) {
this.x = x;
this.y = y;
this.direction = direction;
this.speed = speed;
}
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 char getDirection() {
return direction;
}
public void setDirection(char direction) {
this.direction = direction;
}
public int getSpeed() {
return speed;
}
public void setSpeed(int speed) {
this.speed = speed;
}
public void moveUp(){//开坦克:改变坦克位置
y -= speed;
}
public void moveDown(){
y += speed;
}
public void moveLeft(){
x -= speed;
}
public void moveRight(){
x += speed;
}
}
Hero类
package com.hspedu.tankgame04plus;
import java.util.Vector;
/**
* @ClassName
* @Description
* @Author zxk
* @DateTime 2022-01-14-18:15
* @Version
*///自己的坦克
public class Hero extends Tank {
boolean alive = true;
//添加自己坦克的子弹集合属性->修改射击方法:每次按键J(射击)将加芯后的子弹放入弹夹->绘制时取出子弹分别绘制->修改hit方法的使用(反复判断是否击中坦克)
Vector<Bullet> ammos = new Vector<Bullet>();
//构造器指明Hero的初始位置
public Hero(int x, int y,char direction,int speed) {
super(x, y,direction,speed);
}
//填弹(空弹)
Bullet bullet = null;
//射击方法(空弹加芯):根据坦克的当前位置(炮筒头部)填入子弹的初始位置
public void shotEnemy(){
if (ammos.size() == 5) {//控制同时射出的子弹数为5
return;
}
switch (this.getDirection()) {
case 'w':
bullet = new Bullet(getX() + 20, getY(), 'w');
break;
case 's':
bullet = new Bullet(getX() + 20, getY()+60, 's');
break;
case 'a':
bullet = new Bullet(getX() -10, getY()+30, 'a');
break;
case 'd':
bullet = new Bullet(getX() + 50, getY()+30, 'd');
break;
}
ammos.add(bullet);
//启动子弹线程->按预定轨迹射击->最终消亡
new Thread(bullet).start();
}
}
EnemyTank类
package com.hspedu.tankgame04plus;
import java.util.Vector;
/**
* @ClassName
* @Description
* @Author zxk
* @DateTime 2022-01-14-22:19
* @Version
*///敌人坦克
public class EnemyTank extends Tank implements Runnable{
public EnemyTank(int x, int y, char direction, int speed) {
super(x, y, direction, speed);
}
//创建敌坦克子弹集合
Vector<Bullet> bullets = new Vector<Bullet>();
boolean alive = true;
//子线程提供坦克移动和射击
@Override
public void run() {
while (true) {
if (alive && bullets.size() < 1) {//每50ms判断敌坦克没子弹了就补充再射击,提示:在画画方法中,判断子弹消亡就移除了
Bullet bullet = null;
switch (getDirection()) {
case 'w':
bullet = new Bullet(getX() + 20, getY(), 'w');
break;
case 's':
bullet = new Bullet(getX() + 20, getY()+60, 's');
break;
case 'a':
bullet = new Bullet(getX() -10, getY()+30, 'a');
break;
case 'd':
bullet = new Bullet(getX() + 50, getY()+30, 'd');
break;
}
bullets.add(bullet);//添加新子弹
new Thread(bullet).start();//启动子弹线程使其有轨迹
}
//敌坦克朝指定方向移动
switch (getDirection()) {
case 'w':
for (int i = 0; i < 30; i++) {//前进30步休眠50ms然后随机转向
if (getY() > 0) {//限制坦克不出画框
moveUp();
try {
Thread.sleep(50);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
break;
case 's':
for (int i = 0; i < 30; i++) {
if (getY() + 60 < 750) {
moveDown();
try {
Thread.sleep(50);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
break;
case 'a':
for (int i = 0; i < 30; i++) {
if (getX() - 10 > 0) {
moveLeft();
try {
Thread.sleep(50);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
break;
case 'd':
for (int i = 0; i < 30; i++) {
if (getX() + 50 < 1000) {
moveRight();
try {
Thread.sleep(50);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
break;
}
//随机改变坦克方向
int dic = (int) (Math.random() * 4);
switch (dic) {
case 0:
setDirection('w');
break;
case 1:
setDirection('s');
break;
case 2:
setDirection('a');
break;
case 3:
setDirection('d');
break;
}
//判断终止坦克线程
if (!alive) {
break;
}
}
}
}
Bullet类
package com.hspedu.tankgame04plus;
/**
* @ClassName
* @Description
* @Author zxk
* @DateTime 2022-01-19-14:39
* @Version
*///子弹类
public class Bullet implements Runnable{
int x;
int y;
int speed = 5;
char direction;
boolean alive = true;
//构造器指定子弹初始初始位置和方向
public Bullet(int x, int y, char direction) {
this.x = x;
this.y = y;
this.direction = direction;
}
//根据方向改变子弹射出后的位置(子弹轨迹)
@Override
public void run() {
while (true) {
//每休眠50ms改变子弹位置
try {
Thread.sleep(50);
} catch (InterruptedException e) {
e.printStackTrace();
}
switch (direction) {
case 'w':
y-=speed;
break;
case 's':
y+=speed;
break;
case 'a':
x-=speed;
break;
case 'd':
x+=speed;
break;
}
//子弹脱离画框当即销毁
if (!(x >= 0 && x <= 1000 && y >= 0 && y <= 750&&alive)) {
alive = false;
System.out.println("子弹线程终止");
break;
}
}
}
}
Bomb类
package com.hspedu.tankgame04plus;
/**
* @ClassName
* @Description
* @Author zxk
* @DateTime 2022-01-20-10:46
* @Version
*/
public class Bomb {
int x, y;
int life = 9;
boolean alive = true;
public Bomb(int x, int y) {
this.x = x;
this.y = y;
}
//减少生命值
public void lifeDown() {
if (life > 0) {
life--;
} else {
alive = false;
}
}
}