Java游戏开发 —— 坦克大战

引言:

坦克大战也是小时一个比较经典的游戏了,我在网上也是参考了韩顺平老师写的坦克大战,并做了一下完善,编写出来作为儿时的回忆吧!

思路:

  1. 创建主窗口,加载菜单及游戏面板。

  1. 在游戏面板中初始化各种参数,并建立各种功能组件。

  1. 利用线程固定刷新游戏界面。

  1. 处理各种碰撞问题

  1. 游戏结束。

代码:

本游戏用的是JDK1.8,编码UTF-8;

我这里用的IDE是Intellij Idea,新建了一个game的空项目,tankwar作为其中的一个模块(当然这个不重要,个人喜好罢了)。类比较多,TankWar.java是游戏入口类。GameFrame.java是主窗口类。GamePanel.java是游戏面板类。GameLogic.java是游戏逻辑类。先一口气把所有的代码贴上来再说。

  1. TankWar.java 游戏入口类

package lag.game.tankwar;

/**
 * 功能:坦克大战<br>
 * 作者:我是小木鱼(Lag)
 */
public class TankWar
{
    public static void main(String[] args)
    {
        new GameFrame();
    }
}
  1. GameFrame.java游戏窗口

package lag.game.tankwar;

import java.awt.*;
import javax.swing.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;

/**
 * 游戏窗口
 */
public class GameFrame extends JFrame implements ActionListener
{
    /** 游戏面板 */
    private GamePanel gamePanel;

    /**
     * 构造函数
     */
    public GameFrame()
    {
        try
        {
            // 定制菜单
            JMenuBar mb_main = new JMenuBar();      // 菜单栏
            JMenu m_game = new JMenu("游戏");     // 游戏菜单
            m_game.setFont(new Font("微软雅黑",Font.PLAIN,12));    // 游戏菜单字体
            JMenuItem mi_new = new JMenuItem("新游戏");    // 游戏菜单中的新游戏子菜单
            mi_new.setFont(new Font("微软雅黑",Font.PLAIN,12));     // 子菜单字体
            mi_new.addActionListener(this);       // 为窗口增加新游戏菜单的事件监听
            mi_new.setActionCommand("new");         // 设置新游戏菜单的监听标识
            m_game.add(mi_new);                     // 将新游戏子菜单附加到游戏菜单上
            JMenuItem mi_grade = new JMenuItem("选关卡");
            mi_grade.setFont(new Font("微软雅黑",Font.PLAIN,12));
            mi_grade.addActionListener(this);
            mi_grade.setActionCommand("grade");
            m_game.add(mi_grade);
            m_game.addSeparator();                  // 菜单分隔符
            JMenuItem mi_exit = new JMenuItem("退出");
            mi_exit.setFont(new Font("微软雅黑",Font.PLAIN,12));
            mi_exit.addActionListener(this);
            mi_exit.setActionCommand("exit");
            m_game.add(mi_exit);
            mb_main.add(m_game);
            JMenu m_help = new JMenu("帮助");
            m_help.setFont(new Font("微软雅黑",Font.PLAIN,12));
            JMenuItem mi_about = new JMenuItem("关于");
            mi_about.setFont(new Font("微软雅黑",Font.PLAIN,12));
            mi_about.addActionListener(this);
            mi_about.setActionCommand("about");
            m_help.add(mi_about);
            mb_main.add(m_help);
            this.setJMenuBar(mb_main);

            // 定制面板
            this.gamePanel = new GamePanel();
            this.add(this.gamePanel);

            // 定制窗口
            this.setTitle("坦克大战");                   // 标题
            this.setLayout(null);                       // 清空布局管理器
            this.setSize(this.gamePanel.getWidth() + 10,this.gamePanel.getHeight() + 60);   // 根据游戏面板大小设置游戏窗口大小
            this.setResizable(false);                   // 程序运行时禁止改变窗口大小尺寸
            this.setLocationRelativeTo(null);           // 窗口居中
            this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);    // 点击窗口X按钮时默认关闭程序
            this.setVisible(true);                      // 显示窗口
            //音乐(用线程播放)
//            new Thread(()->{
//                GameMusic gameMusic = new GameMusic(this.getClass().getClassLoader().getResourceAsStream("audio/start.wav"));
//                gameMusic.play(false);
//            }).start();
        }
        catch (Exception e)
        {
            e.printStackTrace();
            JOptionPane.showMessageDialog(this,"程序出现异常错误,即将退出!\r\n\r\n"+e.toString(),"提示",JOptionPane.ERROR_MESSAGE);
            System.exit(0);
        }
    }

    /**
     * 事件监听
     */
    @Override
    public void actionPerformed(ActionEvent e)
    {
        // 监听事件的标识
        String command = e.getActionCommand();
        switch (command)
        {
            case "new":     // 开始新游戏
                this.gamePanel.newGame();
                break;
            case "grade":
                int gradeCount = GameMap.getGradeCount();
                String[] options = new String[gradeCount];
                for (int i = 0; i < gradeCount; i++)
                {
                    options[i] = i + 1 + "";
                }
                String grade = (String)JOptionPane.showInputDialog(this, "请选择你要进行的关卡:","选关", JOptionPane.INFORMATION_MESSAGE, null, options, options[0]);
                gamePanel.setGrade(Integer.parseInt(grade));
                gamePanel.newGame();
                break;
            case "exit":
                System.exit(0);
                break;
            case "about":
                JOptionPane.showMessageDialog(this,"我是小木鱼(Lag)","提示",JOptionPane.INFORMATION_MESSAGE);
                break;

        }
    }

}
  1. GamePanel.java游戏面板

package lag.game.tankwar;

import java.awt.*;
import javax.swing.*;
import java.util.List;
import java.util.ArrayList;
import java.util.Vector;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.image.BufferedImage;

/**
 * 游戏面板
 */
public class GamePanel extends JPanel implements KeyListener
{
    /** 游戏状态常量 */
    private final static int GAME_STATE_READY = 0;       // 游戏未开始
    private final static int GAME_STATE_RUNNING = 1;     // 游戏运行中
    private final static int GAME_STATE_OVER = 9;        // 游戏已结束

    /** 游戏运行场景范围常量 */
    public final static int GAME_ACTION_WIDTH = Block.BLOCK_WIDTH * 26;     // 游戏运行场景宽度
    public final static int GAME_ACTION_HEIGHT = Block.BLOCK_HEIGHT * 26;    // 游戏运行场景宽度

    /** 游戏面板范围常量 */
    public final static int GAME_PANEL_WIDTH = GAME_ACTION_WIDTH + 150;     // 游戏面板宽度
    public final static int GAME_PANEL_HEIGHT = GAME_ACTION_HEIGHT;         // 游戏面板高度

    /** 利用双缓冲机制防止画面闪烁(创建一张与面板画面一样大小的图片,所有的元素先绘制到该图片上,再将该图片一次性绘制到面板画面上) */
    private BufferedImage bufferedImage = new BufferedImage(GAME_ACTION_WIDTH,GAME_ACTION_HEIGHT,BufferedImage.TYPE_4BYTE_ABGR);

    /** 游戏刷新频率 */
    private int repaintInterval = 50;      // 游戏每秒刷新(1000/repaintInterval)次

    /** 游戏状态 */
    private int gameState = GAME_STATE_READY;

    /** 我方的坦克 */
    private Hero hero;

    /** 我方坦克模型(显示在计分榜上) */
    private Hero heroModel = new Hero(GAME_ACTION_WIDTH + 30,200,Tank.TANK_DIRECTION_RIGHT);

    /** 敌方坦克池(考虑线程安全用Vector,没用ArrayList) */
    private Vector<Enemy> enemyPool = new Vector<>();

    /** 敌方坦克池最大数量 */
    private int enemyPoolMaxNum = 0;

    /** 敌方坦克死亡数量 */
    private int enemyDeadNum = 0;

    /** 敌方坦克模型(显示在计分榜上) */
    private Enemy enemyModel = new Enemy(GAME_ACTION_WIDTH + 30,20,Tank.TANK_DIRECTION_RIGHT);

    /** 创建敌方坦克线程是否运行标识 */
    private boolean createEnemyTankThreadRunning = false;

    /** 上次投放时间(用来设置投放坦克最小时间间隔) */
    private long lastCreateEnemyTankTime = System.currentTimeMillis();

    /** 块列表 */
    private List<Block> blockList = new ArrayList<>();

    /** 爆炸列表 */
    private List<Bomb> bombList = new ArrayList<>();

    /** 游戏关卡 */
    private int grade = 1;

    /** 游戏某关地图 */
    private byte[][] gameGradeMap;

    /** 大本营 */
    private Camp camp = new Camp(12 * Block.BLOCK_WIDTH,24 * Block.BLOCK_HEIGHT);

    /**
     * 构造函数
     */
    public GamePanel()
    {
        // 设置面板大小
        this.setSize(GAME_PANEL_WIDTH,GAME_PANEL_HEIGHT);

        // 监听键盘事件
        this.setFocusable(true);           // 先让面板得到焦点
        this.addKeyListener(this);      // 将监听键盘事件附加到面板上

        // 创建游戏逻辑实例
        GameLogic.setInstance(new GameLogic(this));
    }

    /**
     * 开始新游戏
     */
    public void newGame()
    {
        // 游戏清空重置
        gameReset();

        // 设置游戏状态为运行中
        this.gameState = GAME_STATE_RUNNING;

        // 加载游戏地图
        loadGameMap();

        // 设置大本营
        camp.setState(Camp.CAMP_STATE_RUNNING);

        // 创建我方坦克
        int heroX = 8 * Block.BLOCK_WIDTH;
        int heroY = (this.gameGradeMap.length - 2) * Block.BLOCK_HEIGHT;
        hero = new Hero(heroX,heroY,Tank.TANK_DIRECTION_UP);
        hero.work();

        // 创建敌方坦克
        createEnemyTank();

        // 启动线程来定时刷新画面
        refresh();

    }

    /**
     * 加载游戏地图
     */
    private void loadGameMap()
    {
        // 得到本关地图
        this.gameGradeMap = GameMap.getGameMap(this.grade);

        // 得到地图位置(几行几列)
        int row = this.gameGradeMap.length;
        int column = this.gameGradeMap[0].length;

        // 开始循环
        for (int i = 0; i < row; i++)
        {
            for (int j = 0; j < column; j++)
            {
                int mapValue = this.gameGradeMap[i][j];
                switch (mapValue)
                {
                    case Block.BLOCK_KIND_BRICK:
                        Brick brick = new Brick(Block.BLOCK_WIDTH * j,Block.BLOCK_HEIGHT * i);
                        this.blockList.add(brick);
                        break;
                    case Block.BLOCK_KIND_IRON:
                        Iron iron = new Iron(Block.BLOCK_WIDTH * j,Block.BLOCK_HEIGHT * i);
                        this.blockList.add(iron);
                        break;
                }
            }
        }

        this.enemyPoolMaxNum = GameMap.getEnemyTankNum(this.grade);     // 本关敌方坦克数量
    }

    /**
     * 游戏重置
     */
    private void gameReset()
    {
        // 停止上局正在运行的线程
        if(this.gameState == GAME_STATE_RUNNING){this.gameState = GAME_STATE_READY;}
        while (true)
        {
            if(this.createEnemyTankThreadRunning)
            {
                try
                {
                    Thread.sleep(10);
                }
                catch (InterruptedException e)
                {
                    throw new RuntimeException(e);
                }
            }
            else
            {
                break;
            }
        }

        // 清空敌方坦克池中的所有坦克及其子弹
        for (int i = 0; i < enemyPool.size(); i++)
        {
            Enemy enemy = enemyPool.get(i);
            enemy.reset();
            for (int j = 0; j < enemy.getBulletPool().size(); j++)
            {
                Bullet bullet = enemy.getBulletPool().get(j);
                bullet.reset();
            }
            enemy.getBulletPool().clear();
        }
        enemyPool.clear();
        enemyDeadNum = 0;

        // 清空我方坦克及其子弹
        if(hero != null)
        {
            hero.reset();
            for (int i = 0; i < hero.getBulletPool().size(); i++)
            {
                Bullet bullet = hero.getBulletPool().get(i);
                bullet.reset();
            }
            hero.getBulletPool().clear();
        }

        // 清空块池中的所有块
        blockList.clear();

    }

    /**
     * 创建敌方坦克
     */
    private void createEnemyTank()
    {
        this.createEnemyTankThreadRunning = true;   // 线程运行中
        new Thread(()->{
            //System.out.println("创建敌方坦克线程开始启动...");
            // 记录已投放的坦克数量
            int createEnemyTankNum = 0;
            try
            {
                while (this.gameState == GAME_STATE_RUNNING)
                {
                    // 休眠一会
                    try
                    {
                        Thread.sleep(repaintInterval);      // 休眠时间短主要是考虑可以迅速退出本线程
                    }
                    catch (InterruptedException e)
                    {
                        e.printStackTrace();
                    }
                    // 控制连续投放间隔
                    long curCreateEnemyTankTime = System.currentTimeMillis();
                    if((curCreateEnemyTankTime - this.lastCreateEnemyTankTime) >= 3000)  // 3秒投放
                    {
                        this.lastCreateEnemyTankTime = curCreateEnemyTankTime;
                    }
                    else
                    {
                        continue;
                    }
                    // 投放敌方坦克到达最大值后退出本线程
                    if(createEnemyTankNum >= enemyPoolMaxNum){break;}
                    // 在敌方坦克池中寻找空闲的坦克随机显示在左上角或右上角
                    Enemy enemy = null;
                    for (int i = 0; i < enemyPool.size(); i++)
                    {
                        Enemy tmpEnemy = enemyPool.get(i);
                        if(tmpEnemy.getState() == Tank.TANK_STATE_FREE)
                        {
                            enemy = tmpEnemy;
                            //System.out.println("找到空闲的敌方坦克了..................");
                            break;
                        }
                    }
                    // 没有就增加一个
                    if(enemy == null)
                    {
                        enemy = new Enemy(-100,-100,Tank.TANK_DIRECTION_DOWN);
                        enemyPool.add(enemy);
                        //System.out.println("新建敌方坦克了.................");
                    }
                    // 开始投放(随机投放到左上角与右上角,坦克不能重叠)
                    int enemyX;     // 坦克X坐标
                    int enemyDirection = Tank.TANK_DIRECTION_DOWN;  // 坦克方向默认向下
                    int randomPos = GameLogic.getRandomInt(0,1);    // 随机生成位置(0-左上角,1-右上角)
                    if(randomPos == 0)  // 左上角(方向下/右)
                    {
                        enemyX = 0;
                        if(GameLogic.getRandomInt(0,1) == 1){enemyDirection = Tank.TANK_DIRECTION_RIGHT;}
                    }
                    else    // 右上角(方向下/左)
                    {
                        enemyX = GAME_ACTION_WIDTH - Tank.TANK_WIDTH;
                        if(GameLogic.getRandomInt(0,1) == 1){enemyDirection = Tank.TANK_DIRECTION_LEFT;}
                    }
                    enemy.setX(enemyX);
                    enemy.setY(0);
                    enemy.setDirection(enemyDirection);
                    // 判断该范围内是否可以投放运行
                    boolean workFlag = true;
                    for (int i = 0; i < enemyPool.size(); i++)
                    {
                        Enemy tmpEnemy = enemyPool.get(i);
                        if(tmpEnemy.getState() == Tank.TANK_STATE_RUNNING && enemy != tmpEnemy)
                        {
                            if(GameLogic.getInstance().tankCollideTank(enemy,tmpEnemy))  // 敌方坦克占位,不能投放
                            {
                                workFlag = false;
                                continue;
                            }
                        }
                    }
                    if(GameLogic.getInstance().tankCollideTank(enemy,hero))      // 我方坦克占位,不能投放
                    {
                        workFlag = false;
                    }
                    // 不能投放准备下一次
                    if(!workFlag){continue;}
                    // 可以投放了
                    enemy.work();   // 启动线程开始工作了
                    createEnemyTankNum++;
                }
            }
            catch (Exception e)
            {
                e.printStackTrace();
            }
            finally
            {
                this.createEnemyTankThreadRunning = false;      // 线程结束
            }
            //System.out.println("创建敌方坦克线程退出历史舞台了......");
        }).start();

    }

    /**
     * 游戏结束
     */
    private void gameOver()
    {

        // 设置游戏状态
        this.gameState = GAME_STATE_OVER;

        // 游戏清空重置
        gameReset();

    }

    /**
     * 游戏胜利
     */
    private void gameWin()
    {
        if(enemyPoolMaxNum - enemyDeadNum <= 0)
        {
            this.grade++;
            newGame();
        }
    }

    /**
     * 碰撞处理
     */
    private void collide()
    {
        // 判断我方子弹是否与敌方坦克或块或大本营碰撞
        for (int i = 0; i < hero.getBulletPool().size(); i++)
        {
            Bullet bullet = hero.getBulletPool().get(i);
            if(bullet.getState() == Bullet.BULLET_STATE_RUNNING)    // 我方子弹飞行中
            {
                // 判断是否与敌方坦克碰撞
                for (int j = 0; j < enemyPool.size(); j++)
                {
                    Enemy enemy = enemyPool.get(j);
                    if(enemy.getState() == Tank.TANK_STATE_RUNNING)     // 敌方坦克爬行中
                    {
                        // 开始判断
                        if(GameLogic.getInstance().bulletCollideTank(bullet,enemy))   // 这还真碰上了
                        {
                            // 记录坦克坐标,因为坦克销毁时会改变其坐标
                            int bombX = enemy.getX();
                            int bombY = enemy.getY();
                            // 子弹销毁
                            bullet.reset();
                            // 坦克受到伤害
                            enemy.hurt(bullet);
                            // 判断坦克是否死亡
                            if(enemy.isDead())
                            {
                                // 坦克销毁
                                enemy.reset();
                                enemyDeadNum++;
                                // 坦克爆炸
                                addBomb(bombX,bombY,Tank.TANK_WIDTH,Tank.TANK_HEIGHT);
                                // 判断是否胜利
                                gameWin();
                            }
                        }
                    }
                }
                // 判断是否与块碰撞
                for (int m = blockList.size() - 1; m >= 0; m--)
                {
                    Block block = blockList.get(m);
                    // 开始判断
                    if(GameLogic.getInstance().bulletCollideBlock(bullet,block))   // 这还真碰上了
                    {
                        // 记录块坐标
                        int bombX = block.getX();
                        int bombY = block.getY();
                        // 子弹销毁
                        bullet.reset();
                        if(block.getBlockKind() == Block.BLOCK_KIND_BRICK)
                        {
                            // 砖块销毁
                            blockList.remove(m);
                            // 砖块爆炸
                            addBomb(bombX,bombY,Block.BLOCK_WIDTH,Block.BLOCK_HEIGHT);
                        }
                        else
                        {
                            addBomb(bombX,bombY,Block.BLOCK_WIDTH,Block.BLOCK_HEIGHT);
                        }
                    }
                }
                // 判断是否与大本营碰撞
                if(camp.getState() == Camp.CAMP_STATE_RUNNING)
                {
                    if(GameLogic.getInstance().bulletCollideCamp(bullet,camp))   // 完蛋了啊
                    {
                        // 子弹销毁
                        bullet.reset();
                        // 大本营销毁
                        camp.setState(Camp.CAMP_STATE_FREE);
                        // 大本营爆炸
                        addBomb(camp.getX(),camp.getY(),camp.getWidth(),camp.getHeight());
                        // 游戏结束
                        gameOver();
                    }
                }
            }
        }

        // 判断敌方子弹是否与我方坦克或块或大本营碰撞(不需要判断敌方坦克状态,因为即使坦克销毁子弹可能仍然在飞)
        for (int i = 0; i < enemyPool.size(); i++)
        {
            // 判断是否与我方坦克碰撞
            Enemy enemy = enemyPool.get(i);
            for (int j = 0; j < enemy.getBulletPool().size(); j++)
            {
                Bullet bullet = enemy.getBulletPool().get(j);
                if(bullet.getState() == Bullet.BULLET_STATE_RUNNING)
                {
                    // 判断子弹是否与坦克碰撞
                    if(GameLogic.getInstance().bulletCollideTank(bullet,hero))   // 完蛋了啊
                    {
                        // 记录坦克坐标,因为坦克销毁时会改变其坐标
                        int bombX = hero.getX();
                        int bombY = hero.getY();
                        // 子弹销毁
                        bullet.reset();
                        // 坦克受到伤害
                        hero.hurt(bullet);
                        // 判断坦克是否死亡
                        if(hero.isDead())
                        {
                            // 坦克销毁
                            hero.reset();
                            // 坦克爆炸
                            addBomb(bombX,bombY,Tank.TANK_WIDTH,Tank.TANK_HEIGHT);
                            // 游戏结束
                            gameOver();
                        }
                    }
                    // 判断子弹是否与块碰撞
                    for (int m = blockList.size() - 1; m >= 0; m--)
                    {
                        Block block = blockList.get(m);
                        // 开始判断
                        if(GameLogic.getInstance().bulletCollideBlock(bullet,block))   // 这还真碰上了
                        {
                            // 记录块坐标
                            int bombX = block.getX();
                            int bombY = block.getY();
                            // 子弹销毁
                            bullet.reset();
                            if(block.getBlockKind() == Block.BLOCK_KIND_BRICK)
                            {
                                // 砖块销毁
                                blockList.remove(m);
                                // 砖块爆炸
                                addBomb(bombX,bombY,Block.BLOCK_WIDTH,Block.BLOCK_HEIGHT);
                            }
                            else
                            {
                                addBomb(bombX,bombY,Block.BLOCK_WIDTH,Block.BLOCK_HEIGHT);
                            }
                        }
                    }
                    // 判断子弹是否与大本营碰撞
                    if(camp.getState() == Camp.CAMP_STATE_RUNNING)
                    {
                        if(GameLogic.getInstance().bulletCollideCamp(bullet,camp))   // 完蛋了啊
                        {
                            // 子弹销毁
                            bullet.reset();
                            // 大本营销毁
                            camp.setState(Camp.CAMP_STATE_FREE);
                            // 大本营爆炸
                            addBomb(camp.getX(),camp.getY(),camp.getWidth(),camp.getHeight());
                            // 游戏结束
                            gameOver();
                        }
                    }
                }
            }
        }

    }

    /**
     * 添加爆炸
     */
    private void addBomb(int x,int y,int w,int h)
    {
        // 查找空闲的爆炸
        Bomb bomb = null;
        for (int i = 0; i < bombList.size(); i++)
        {
            Bomb tmpBomb = bombList.get(i);
            if(tmpBomb.getState() == Bomb.BOMB_STATE_FREE)
            {
                bomb = tmpBomb;
                //System.out.println("找到空闲的爆炸了..................");
                break;
            }
        }
        // 没有就增加一个
        if(bomb == null)
        {
            bomb = new Bomb(-100,-100);
            bombList.add(bomb);
            //System.out.println("新建爆炸了.................");
        }
        bomb.setX(x);
        bomb.setY(y);
        bomb.setWidth(w);
        bomb.setHeight(h);
        bomb.work();
    }

    /**
     * 字符被输入
     */
    @Override
    public void keyTyped(KeyEvent e){}

    /**
     * 某键被按下
     */
    @Override
    public void keyPressed(KeyEvent e)
    {
        // 游戏未开始或结束禁止按键
        if(this.gameState != GAME_STATE_RUNNING){return;}

        int keyCode = e.getKeyCode();
        switch (keyCode)
        {
            case KeyEvent.VK_W:
            case KeyEvent.VK_UP:
                hero.move(Tank.TANK_DIRECTION_UP);
                break;
            case KeyEvent.VK_D:
            case KeyEvent.VK_RIGHT:
                hero.move(Tank.TANK_DIRECTION_RIGHT);
                break;
            case KeyEvent.VK_S:
            case KeyEvent.VK_DOWN:
                hero.move(Tank.TANK_DIRECTION_DOWN);
                break;
            case KeyEvent.VK_A:
            case KeyEvent.VK_LEFT:
                hero.move(Tank.TANK_DIRECTION_LEFT);
                break;
            case KeyEvent.VK_SPACE:
                hero.shoot();
                break;
        }
    }

    /**
     * 某键被释放
     */
    @Override
    public void keyReleased(KeyEvent e){}

    /**
     * 利用线程来定时刷新重绘游戏画面,适用于飞机类刷新频率较高的游戏。<br>
     * 动画原理就是在极短时间内连续显示多个图片,给人眼一种画面动起来的错觉(人眼的识别静态图时间为0.1秒)。<br>
     * 屏幕刷新频率(FPS->帧/每秒),单位赫兹(Hz)。<br>
     * 20Hz ->每秒刷新画面20次,即每隔(1000/20)毫秒刷新一次画面。<br>
     */
    private void refresh()
    {
        // 利用Lambda表达式替代内部类更方便
        new Thread(() ->
        {
            //System.out.println("游戏自动刷新线程开始启动...");
            while (this.gameState == GAME_STATE_RUNNING)
            {
                // 碰撞处理
                collide();

                // 开始刷新
                repaint();

                // 延时睡眠
                try
                {
                    Thread.sleep(repaintInterval);
                }
                catch (InterruptedException e)
                {
                    e.printStackTrace();
                }
            }
            //System.out.println("游戏自动刷新线程退出历史舞台了......");
        }).start();

    }

    /**
     * 绘制游戏画面(利用双缓冲机制防止画面闪烁)
     */
    @Override
    public void paint(Graphics g)
    {
        // 完成初始化工作,该语句千万不要动
        super.paint(g);

        // 准备开始游戏
        if(this.gameState == GAME_STATE_READY)
        {
            // 清一下背景
            g.setColor(Color.BLACK);
            g.fillRect(0,0,this.getWidth(),this.getHeight());
            // 显示Logo
            g.setColor(Color.ORANGE);
            g.setFont(new Font("微软雅黑",Font.BOLD,60));
            g.drawString("坦  克  大  战", 160,170);
            g.setColor(Color.CYAN);
            g.setFont(new Font("微软雅黑",Font.BOLD,40));
            g.drawString("2023", 280,280);
            g.setColor(Color.WHITE);
            g.setFont(new Font("宋体",Font.PLAIN,20));
            g.drawString("我是小木鱼(Lag)制作", 240,420);
            return;
        }

        // 游戏结束
        if(this.gameState == GAME_STATE_OVER)
        {
            g.setColor(Color.BLACK);
            g.fillRect(0,0,this.getWidth(),this.getHeight());
            g.setColor(Color.RED);
            g.setFont(new Font("宋体",Font.BOLD,60));
            g.drawString("游戏结束", 200,170);
            g.drawString("大虾请重新来过吧!", 70,280);
        }

        // 游戏进行中
        if(this.gameState == GAME_STATE_RUNNING)
        {
            // 设置游戏面板区域
            g.setColor(Color.LIGHT_GRAY);
            g.fillRect(0,0,this.getWidth(),this.getWidth());
            g.setColor(Color.WHITE);
            g.fill3DRect(GAME_ACTION_WIDTH,0,2,GAME_ACTION_HEIGHT,true);

            // 绘制分数
            // 敌方坦克信息
            enemyModel.draw(g);
            g.setColor(Tank.TANK_COLOR_ENEMY);
            g.setFont(new Font("微软雅黑",Font.BOLD,20));
            g.drawString("总数:" + enemyPoolMaxNum,enemyModel.getX() ,enemyModel.getY() + 70);
            g.drawString("死亡:" + enemyDeadNum,enemyModel.getX() ,enemyModel.getY() + 100);
            g.drawString("剩余:" + (enemyPoolMaxNum - enemyDeadNum),enemyModel.getX() ,enemyModel.getY() + 130);
            // 我方坦克信息
            heroModel.draw(g);
            g.setColor(Tank.TANK_COLOR_HERO);
            g.setFont(new Font("微软雅黑",Font.BOLD,20));
            g.drawString("总数:1" ,heroModel.getX() ,heroModel.getY() + 70);
            g.drawString("生命:" + hero.getHp() ,heroModel.getX() ,heroModel.getY() + 100);
            // 关口信息
            g.setColor(Color.BLACK);
            int gradeModelX = heroModel.getX();
            int gradeModelY = heroModel.getY() + 150;
            g.fillRect(gradeModelX,gradeModelY,3,40);
            Polygon triangle = new Polygon();
            triangle.addPoint(gradeModelX + 3, gradeModelY);
            triangle.addPoint(gradeModelX + 3, gradeModelY + 20);
            triangle.addPoint(gradeModelX  + 40, gradeModelY + 20);
            g.setColor(Color.RED);
            g.fillPolygon(triangle);
            g.setColor(Color.WHITE);
            g.setFont(new Font("微软雅黑",Font.BOLD,20));
            g.drawString("关数:" + this.grade ,gradeModelX ,gradeModelY + 70);

            // 利用双缓冲机制来重绘画面,防止画面闪烁(先把所有的元素绘制到缓冲图片上,再将该图片一次性绘制到画面上)
            Graphics ig = bufferedImage.getGraphics();      // 得到缓冲图片的画笔

            // 设置游戏面板区域
            ig.setColor(Color.BLACK);
            ig.fillRect(0,0,GAME_ACTION_WIDTH,GAME_ACTION_HEIGHT);

            // 绘制地图
            for (Block block : this.blockList){block.draw(ig);}

            // 绘制大本营
            if(camp.getState() == Camp.CAMP_STATE_RUNNING){camp.draw(ig);}

            // 绘制我方坦克
            hero.draw(ig);

            // 绘制我方子弹
            for (Bullet bullet : hero.getBulletPool()){if(bullet.getState() == Bullet.BULLET_STATE_RUNNING){bullet.draw(ig);}}

            // 绘制敌方坦克、子弹
            for (int i = 0; i < enemyPool.size(); i++)
            {
                Enemy enemy = enemyPool.get(i);
                // 绘制坦克
                if(enemy.getState() == Tank.TANK_STATE_RUNNING){enemy.draw(ig);}
                // 绘制子弹
                for (Bullet bullet : enemy.getBulletPool()){if(bullet.getState() == Bullet.BULLET_STATE_RUNNING){bullet.draw(ig);}}
            }

            // 绘制爆炸
            for (Bomb bomb : bombList){if(bomb.getState() == Bomb.BOMB_STATE_RUNNING){bomb.draw(ig);}}

            // 将缓冲图片一次性显示到画面上
            g.drawImage(bufferedImage,0,0,null);
        }

    }

    public Hero getHero(){return hero;}

    public Vector<Enemy> getEnemyPool(){return enemyPool;}

    public List<Block> getBlockList(){return blockList;}

    public Camp getCamp(){return camp;}

    public void setGrade(int grade){this.grade = grade;}

}
  1. GameLogic.java游戏逻辑

package lag.game.tankwar;

/**
 * 游戏逻辑(牛逼类)
 */
public class GameLogic
{
    /** 唯一实例 */
    private static GameLogic instance;

    /** 游戏面板 */
    private GamePanel gamePanel;

    /**
     * 构造函数
     * @param gamePanel 游戏面板
     */
    public GameLogic(GamePanel gamePanel)
    {
        this.gamePanel = gamePanel;
    }

    /**
     * 得到唯一实例
     */
    public static GameLogic getInstance()
    {
        return instance;
    }

    /**
     * 设置唯一实例
     * @param gameLogic 游戏逻辑
     */
    public static void setInstance(GameLogic gameLogic)
    {
        instance = gameLogic;
    }

    /**
     * 判断矩形1是否碰撞到矩形2
     * @param x1 矩形1左上角X坐标
     * @param y1 矩形1左上角Y坐标
     * @param w1 矩形1宽度
     * @param h1 矩形1高度
     * @param x2 矩形2左上角X坐标
     * @param y2 矩形2左上角Y坐标
     * @param w2 矩形2宽度
     * @param h2 矩形2高度
     */
    public boolean rectCollideRect(int x1,int y1,int w1,int h1,int x2,int y2,int w2,int h2)
    {
        // 判断原理(1、矩形1的四个顶点是否落在矩形2里;2、矩形2的四个顶点是否落在矩形1里。若高度或宽阔相等时特殊判断)

        // 这个碰撞判断比较严,必须进入才算碰撞,挨着不算

        // 判断矩形1的四个顶点是否落在矩形2里
        if((x1 > x2 && x1 < x2 + w2 && y1 > y2 && y1 < y2 + h2)
                || (x1 + w1 > x2 && x1 + w1 < x2 + w2 && y1 > y2 && y1 < y2 + h2)
                || (x1 > x2 && x1 < x2 + w2 && y1 + h1 > y2 && y1 + h1 < y2 + h2)
                || (x1 + w1 > x2 && x1 + w1 < x2 + w2 && y1 + h1 > y2 && y1 + h1 < y2 + h2))
        {return true;}

        // 判断矩形2的四个顶点是否落在矩形1里
        if((x2 > x1 && x2 < x1 + w1 && y2 > y1 && y2 < y1 + h1)
                || (x2 + w2 > x1 && x2 + w2 < x1 + w1 && y2 > y1 && y2 < y1 + h1)
                || (x2 > x1 && x2 < x1 + w1 && y2 + h2 > y1 && y2 + h2 < y1 + h1)
                || (x2 + w2 > x1 && x2 + w2 < x1 + w1 && y2 + h2 > y1 && y2 + h2 < y1 + h1))
        {return true;}

        // 特殊情况处理

        // 若2个矩形的宽度相等时
        if(w1 == w2){if(x1 == x2 && x1 + w1 == x2 + w2 && ((y1 > y2 && y1 < y2 + h2) || (y1 + h1 > y2 && y1 + h1 < y2 + h2))){return true;}}

        // 若2个矩形的高度相等时
        if(h1 == h2){if(y1 == y2 && y1 + h1 == y2 + h2 && ((x1 > x2 && x1 < x2 + w2) || (x1 + w1 > x2 && x1 + w1 < x2 + w2))){return true;}}

        // 2个矩形完全重合
        if(x1 == x2 && y1 == y2 && w1 == w2 && h1 == h2){return true;}

        return false;
    }

    /**
     * 判断坦克移动时的下一个位置是否碰撞到任何对象
     */
    public boolean tankMoveCollide(Tank tank)
    {
        int newX = tank.getX();
        int newY = tank.getY();

        // 得到移动后的新坐标
        switch (tank.getDirection())
        {
            case Tank.TANK_DIRECTION_UP:
                newY = tank.getY() - tank.getSpeed();
                break;
            case Tank.TANK_DIRECTION_RIGHT:
                newX = tank.getX() + tank.getSpeed();
                break;
            case Tank.TANK_DIRECTION_DOWN:
                newY = tank.getY() + tank.getSpeed();
                break;
            case Tank.TANK_DIRECTION_LEFT:
                newX = tank.getX() - tank.getSpeed();
                break;
        }

        // 判断是否碰撞到边界
        switch (tank.getDirection())
        {
            case Tank.TANK_DIRECTION_UP:
                if(newY < 0){return true;}
                break;
            case Tank.TANK_DIRECTION_RIGHT:
                if(newX + Tank.TANK_WIDTH > GamePanel.GAME_ACTION_WIDTH){return true;}
                break;
            case Tank.TANK_DIRECTION_DOWN:
                if(newY + Tank.TANK_HEIGHT > GamePanel.GAME_ACTION_HEIGHT){return true;}
                break;
            case Tank.TANK_DIRECTION_LEFT:
                if(newX < 0){return true;}
                break;
        }

        // 判断是否碰撞到敌方坦克
        for (int i = 0; i < gamePanel.getEnemyPool().size(); i++)
        {
            Enemy enemy = gamePanel.getEnemyPool().get(i);
            if(enemy.getState() == Tank.TANK_STATE_RUNNING && tank != enemy)
            {
                if(rectCollideRect(newX,newY,Tank.TANK_WIDTH,Tank.TANK_HEIGHT,enemy.getX(),enemy.getY(),Tank.TANK_WIDTH,Tank.TANK_HEIGHT)){return true;}
            }
        }

        // 判断是否碰撞到我方坦克
        if(tank.getTankKind() == Tank.TANK_KIND_ENEMY)
        {
            if(rectCollideRect(newX,newY,Tank.TANK_WIDTH,Tank.TANK_HEIGHT,gamePanel.getHero().getX(),gamePanel.getHero().getY(),Tank.TANK_WIDTH,Tank.TANK_HEIGHT)){return true;}
        }

        // 判断是否碰撞到块
        for (Block block : gamePanel.getBlockList())
        {
            if(rectCollideRect(newX,newY,Tank.TANK_WIDTH,Tank.TANK_HEIGHT,block.getX(),block.getY(),Block.BLOCK_WIDTH,Block.BLOCK_HEIGHT)){return true;}
        }

        // 判断是否碰撞大本营
        if(gamePanel.getCamp().getState() == Camp.CAMP_STATE_RUNNING)
        {
            if(rectCollideRect(newX,newY,Tank.TANK_WIDTH,Tank.TANK_HEIGHT,gamePanel.getCamp().getX(),gamePanel.getCamp().getY(),gamePanel.getCamp().getWidth(),gamePanel.getCamp().getHeight())){return true;}
        }

        return false;
    }

    /**
     * 判断坦克是否碰撞到坦克<br>
     * @param tank1 坦克1
     * @param tank2 坦克2
     */
    public boolean tankCollideTank(Tank tank1,Tank tank2)
    {
        return rectCollideRect(tank1.getX(),tank1.getY(),Tank.TANK_WIDTH,Tank.TANK_HEIGHT,tank2.getX(),tank2.getY(),Tank.TANK_WIDTH,Tank.TANK_HEIGHT);
    }

    /**
     * 判断子弹是否碰撞到坦克<br>
     */
    public boolean bulletCollideTank(Bullet bullet,Tank tank)
    {
        return rectCollideRect(bullet.getX(),bullet.getY(),bullet.getWidth(),bullet.getHeight(),tank.getX(),tank.getY(),Tank.TANK_WIDTH,Tank.TANK_HEIGHT);
    }

    /**
     * 判断子弹是否碰撞到块
     */
    public boolean bulletCollideBlock(Bullet bullet,Block block)
    {
        return rectCollideRect(bullet.getX(),bullet.getY(),bullet.getWidth(),bullet.getHeight(),block.getX(),block.getY(),Block.BLOCK_WIDTH,Block.BLOCK_HEIGHT);
    }

    /**
     * 判断子弹是否碰撞到大本营
     */
    public boolean bulletCollideCamp(Bullet bullet,Camp camp)
    {
        return rectCollideRect(bullet.getX(),bullet.getY(),bullet.getWidth(),bullet.getHeight(),camp.getX(),camp.getY(),camp.getWidth(),camp.getHeight());
    }

    /**
     * 得到某范围内的随机整数
     * @param min 最小值
     * @param max 最大值
     */
    public static int getRandomInt(int min,int max)
    {
        return (int)(min + Math.random() * (max - min + 1));
    }

}
  1. GameMap.java游戏地图

package lag.game.tankwar;

/**
 * 游戏地图
 */
public class GameMap
{
    /** 各关地图[26行26列](0-空地,1-砖块,2-铁块) */
    private static byte[][][] gradeMap =
        {
            // 第1关地图
            {
                {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
                {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
                {0,0,1,1,0,0,1,1,0,0,1,1,0,0,1,1,0,0,1,1,0,0,1,1,0,0},
                {0,0,1,1,0,0,1,1,0,0,1,1,0,0,1,1,0,0,1,1,0,0,1,1,0,0},
                {0,0,1,1,0,0,1,1,0,0,1,1,0,0,1,1,0,0,1,1,0,0,1,1,0,0},
                {0,0,1,1,0,0,1,1,0,0,1,1,0,0,1,1,0,0,1,1,0,0,1,1,0,0},
                {0,0,1,1,0,0,1,1,0,0,1,1,2,2,1,1,0,0,1,1,0,0,1,1,0,0},
                {0,0,1,1,0,0,1,1,0,0,1,1,2,2,1,1,0,0,1,1,0,0,1,1,0,0},
                {0,0,1,1,0,0,1,1,0,0,1,1,0,0,1,1,0,0,1,1,0,0,1,1,0,0},
                {0,0,1,1,0,0,1,1,0,0,0,0,0,0,0,0,0,0,1,1,0,0,1,1,0,0},
                {0,0,1,1,0,0,1,1,0,0,0,0,0,0,0,0,0,0,1,1,0,0,1,1,0,0},
                {0,0,0,0,0,0,0,0,0,0,1,1,0,0,1,1,0,0,0,0,0,0,0,0,0,0},
                {0,0,0,0,0,0,0,0,0,0,1,1,0,0,1,1,0,0,0,0,0,0,0,0,0,0},
                {1,1,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,1,1},
                {2,2,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,2,2},
                {0,0,0,0,0,0,0,0,0,0,1,1,0,0,1,1,0,0,0,0,0,0,0,0,0,0},
                {0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0},
                {0,0,1,1,0,0,1,1,0,0,1,1,1,1,1,1,0,0,1,1,0,0,1,1,0,0},
                {0,0,1,1,0,0,1,1,0,0,1,1,0,0,1,1,0,0,1,1,0,0,1,1,0,0},
                {0,0,1,1,0,0,1,1,0,0,1,1,0,0,1,1,0,0,1,1,0,0,1,1,0,0},
                {0,0,1,1,0,0,1,1,0,0,1,1,0,0,1,1,0,0,1,1,0,0,1,1,0,0},
                {0,0,1,1,0,0,1,1,0,0,0,0,0,0,0,0,0,0,1,1,0,0,1,1,0,0},
                {0,0,1,1,0,0,1,1,0,0,0,0,0,0,0,0,0,0,1,1,0,0,1,1,0,0},
                {0,0,1,1,0,0,1,1,0,0,0,1,1,1,1,0,0,0,1,1,0,0,1,1,0,0},
                {0,0,0,0,0,0,0,0,0,0,0,1,0,0,1,0,0,0,0,0,0,0,0,0,0,0},
                {0,0,0,0,0,0,0,0,0,0,0,1,0,0,1,0,0,0,0,0,0,0,0,0,0,0}
            },
            // 第2关地图
            {
                {0,0,0,0,0,0,2,2,0,0,0,0,0,0,2,2,0,0,0,0,0,0,0,0,0,0},
                {0,0,0,0,0,0,2,2,0,0,0,0,0,0,2,2,0,0,0,0,0,0,0,0,0,0},
                {0,0,1,1,0,0,2,2,0,0,0,0,0,0,1,1,0,0,1,1,0,0,1,1,0,0},
                {0,0,1,1,0,0,2,2,0,0,0,0,0,0,1,1,0,0,1,1,0,0,1,1,0,0},
                {0,0,1,1,0,0,0,0,0,0,0,0,1,1,1,1,0,0,1,1,2,2,1,1,0,0},
                {0,0,1,1,0,0,0,0,0,0,0,0,1,1,1,1,0,0,1,1,2,2,1,1,0,0},
                {0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,2,2,0,0,0,0,0,0},
                {0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,2,2,0,0,0,0,0,0},
                {0,0,0,0,0,0,1,1,0,0,0,0,2,2,0,0,0,0,1,1,0,0,1,1,2,2},
                {0,0,0,0,0,0,1,1,0,0,0,0,2,2,0,0,0,0,1,1,0,0,1,1,2,2},
                {0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,2,2,0,0,0,0,0,0,0,0},
                {0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,2,2,0,0,0,0,0,0,0,0},
                {0,0,1,1,1,1,1,1,0,0,0,0,0,0,2,2,0,0,0,0,0,0,1,1,0,0},
                {0,0,1,1,1,1,1,1,0,0,0,0,0,0,2,2,0,0,0,0,0,0,1,1,0,0},
                {0,0,0,0,0,0,2,2,0,0,1,1,0,0,1,1,0,0,1,1,0,0,1,1,0,0},
                {0,0,0,0,0,0,2,2,0,0,1,1,0,0,1,1,0,0,1,1,0,0,1,1,0,0},
                {2,2,1,1,0,0,2,2,0,0,1,1,0,0,1,1,0,0,0,0,0,0,1,1,0,0},
                {2,2,1,1,0,0,2,2,0,0,1,1,0,0,1,1,0,0,0,0,0,0,1,1,0,0},
                {0,0,1,1,0,0,1,1,0,0,1,1,1,1,1,1,0,0,1,1,2,2,1,1,0,0},
                {0,0,1,1,0,0,1,1,0,0,1,1,1,1,1,1,0,0,1,1,2,2,1,1,0,0},
                {0,0,1,1,0,0,1,1,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0},
                {0,0,1,1,0,0,1,1,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0},
                {0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,1,1,0,0},
                {0,0,1,1,0,0,0,0,0,0,0,1,1,1,1,0,0,0,1,1,0,0,1,1,0,0},
                {0,0,1,1,0,0,1,1,0,0,0,1,0,0,1,0,0,0,1,1,1,1,1,1,0,0},
                {0,0,1,1,0,0,1,1,0,0,0,1,0,0,1,0,0,0,1,1,1,1,1,1,0,0}
            }
            // 其他关地图...
        };

    /** 总关卡数 */
    private static int gradeCount = gradeMap.length;

    /** 各关敌方坦克数量 */
    private static int[] enemyTankNum = {10,20};

    /**
     * 返回某关地图
     * @param grade 关数
     */
    public static byte[][] getGameMap(int grade)
    {
        // 由于数组是个对象,而原始地图是不允许被修改的,所以不能直接赋值(引用地址),得复制一个新的地图让游戏随便修改。
        byte[][] tempMap = null;
        if(grade > 0 && grade <= gradeCount)
        {
            tempMap = gradeMap[grade - 1];
        }
        else
        {
            tempMap = gradeMap[0];
        }
        //开始复制
        int row = tempMap.length;
        int column = tempMap[0].length;
        byte[][] returnMap = new byte[row][column];
        for (int i = 0; i < row; i++)
        {
            for (int j = 0; j < column; j++)
            {
                returnMap[i][j] = tempMap[i][j];
            }
        }

        return returnMap;
    }

    /**
     * 功能:返回总关卡数<br>
     */
    public static int getGradeCount(){return gradeCount;}

    /**
     * 返回某关敌方坦克数量
     * @param grade 关数
     */
    public static int getEnemyTankNum(int grade)
    {
        if(grade < 1 || grade > gradeCount){grade = gradeCount;}
        return enemyTankNum[grade - 1];
    }

}
  1. GameMusic.java

package lag.game.tankwar;

import java.io.File;
import java.io.InputStream;
import javax.sound.sampled.Clip;
import javax.sound.sampled.DataLine;
import javax.sound.sampled.AudioFormat;
import javax.sound.sampled.AudioSystem;
import javax.sound.sampled.AudioInputStream;

/**
 * 游戏音乐<br>
 * 支持音乐格式(AITF、AU、WAV),就是加载有点慢啊。
 */
public class GameMusic
{
    /** 音频输入流 */
    private AudioInputStream stream;

    /** 音频格式 */
    private AudioFormat format;

    /** 音频剪辑 */
    private Clip clip;

    /**
     * 功能:构造函数<br>
     */
    public GameMusic(String fileName)
    {
        try
        {
            File file = new File(fileName);
            //将音乐文件转为音频输入流
            this.stream = AudioSystem.getAudioInputStream(file);
            //得到音频格式
            this.format = stream.getFormat();
        }
        catch(Exception e)
        {
            e.printStackTrace();
        }
    }

    /**
     * 构造函数
     * @param fileName URL文件名
     */
    public GameMusic(InputStream fileName)
    {
        try
        {
            //将音乐文件转为音频输入流
            this.stream = AudioSystem.getAudioInputStream(fileName);
            //得到音频格式
            this.format = stream.getFormat();
        }
        catch(Exception e)
        {
            e.printStackTrace();
        }
    }

    /**
     * 功能:播放音乐<br>
     * 参数:boolean _loop -> 是否循环(True-无限循环,False-不循环)<br>
     */
    public void play(boolean _loop)
    {
        try
        {
            //设置音频行信息
            DataLine.Info info = new DataLine.Info(Clip.class,this.format);
            //建立音频行信息
            this.clip = (Clip)AudioSystem.getLine(info);
            this.clip.open(this.stream);
            if(_loop)    //无限循环
            {
                this.clip.loop(Clip.LOOP_CONTINUOUSLY);
            }
            else
            {
                this.clip.loop(0);
            }
            this.clip.start();
        }
        catch(Exception e)
        {
            e.printStackTrace();
        }
    }

    /**
     * 功能:停止音乐<br>
     */
    public void stop()
    {
        try
        {
            if(this.clip.isRunning())
            {
                this.clip.stop();
                this.clip.close();
            }
        }
        catch(Exception e)
        {
            e.printStackTrace();
        }
    }

}
  1. Tank.java坦克父类

package lag.game.tankwar;

import java.awt.*;
import java.util.Vector;

/**
 * 坦克父类
 */
public class Tank
{
    /** 坦克类别常量 */
    public final static int TANK_KIND_HERO = 0;                 // 我方坦克
    public final static int TANK_KIND_ENEMY = 1;                // 敌方坦克

    /** 坦克颜色常量 */
    public final static Color TANK_COLOR_HERO = Color.YELLOW;   // 我方坦克颜色
    public final static Color TANK_COLOR_ENEMY = Color.CYAN;    // 敌方坦克颜色

    /** 坦克方向常量 */
    public final static int TANK_DIRECTION_UP = 0;              // 向上
    public final static int TANK_DIRECTION_RIGHT = 1;           // 向右
    public final static int TANK_DIRECTION_DOWN = 2;            // 向下
    public final static int TANK_DIRECTION_LEFT = 3;            // 向左

    /** 坦克状态常量 */
    public final static int TANK_STATE_FREE = 0;                // 空闲中
    public final static int TANK_STATE_RUNNING = 1;             // 运行中

    /** 坦克最大血量值 */
    public final static int TANK_MAX_BLOOD = 100;

    /** 坦克尺寸常量 */
    public final static int TANK_WIDTH = 40;
    public final static int TANK_HEIGHT = 40;

    /** 坦克左上角X坐标 */
    private int x;

    /** 坦克左上角Y坐标 */
    private int y;

    /** 坦克速度 */
    private int speed = 8;

    /** 坦克血量 */
    private int hp = TANK_MAX_BLOOD;

    /** 坦克方向 */
    private int direction = TANK_DIRECTION_UP;

    /** 坦克类别 */
    private int tankKind = TANK_KIND_HERO;

    /** 坦克状态 */
    private int state = TANK_STATE_FREE;

    /** 子弹池(考虑线程安全用Vector,没用ArrayList) */
    private Vector<Bullet> bulletPool = new Vector<>();

    /** 上次射击时间(用来设置2次射击最小时间间隔,禁止连续射击) */
    private long lastShootTime = System.currentTimeMillis();

    /**
     * 构造函数
     * @param tankKind 坦克类别
     * @param x 坦克左上角X坐标
     * @param y 坦克左上角Y坐标
     * @param direction 坦克方向
     */
    public Tank(int tankKind, int x, int y, int direction)
    {
        this.tankKind = tankKind;
        this.x = x;
        this.y = y;
        this.direction = direction;
    }

    /**
     * 画坦克
     */
    public void draw(Graphics g)
    {
        // 绘制血条
        g.setColor(Color.YELLOW);
        g.fill3DRect(this.x,this.y,TANK_WIDTH,3,false);   // 底色
        g.setColor(Color.RED);
        g.fill3DRect(this.x,this.y,(hp * TANK_WIDTH)/TANK_MAX_BLOOD,3,false);   // 血量(计算宽度时由于都是int类型,因此除法是放到最后计算的,防止出现结果为0的问题【int取整了】)
        g.setColor(Color.WHITE);
        g.draw3DRect(this.x,this.y,TANK_WIDTH,3,false);   // 边框
        int tankToBloodHeight = 5;  // 坦克到血条的高度
        // 设置坦克颜色
        if(this.tankKind == TANK_KIND_HERO)    // 我方坦克颜色
        {
            g.setColor(TANK_COLOR_HERO);
        }
        else    // 敌方坦克颜色
        {
            g.setColor(TANK_COLOR_ENEMY);
        }
        // 绘制四周虚线
        for (int i = 0; i <= 10; i++)
        {
            g.drawOval(x - 1,y + 4 * i - 1, 1,1);
            g.drawOval(x + TANK_WIDTH - 1,y + 4 * i - 1, 1,1);
            if(i < 10){g.drawOval(x + 4 * i - 1,y + TANK_HEIGHT - 1, 1,1);}
        }
        // 根据方向开始绘制坦克
        switch (direction)
        {
            case TANK_DIRECTION_UP:
                g.fill3DRect(this.x + tankToBloodHeight,this.y + tankToBloodHeight,7,30,false);            // 左边轮子
                g.fill3DRect(this.x + 23 + tankToBloodHeight,this.y + tankToBloodHeight,7,30,false);       // 右边轮子
                g.fill3DRect(this.x + 7 + tankToBloodHeight,this.y + 5 + tankToBloodHeight,16,20,false);   // 驾驶室
                g.fillOval(this.x + 9 + tankToBloodHeight,this.y + 9 + tankToBloodHeight,12,12);                  // 炮台
                g.fill3DRect(x + 14 + tankToBloodHeight,y + tankToBloodHeight,3,15,false);                 // 炮管
                break;
            case TANK_DIRECTION_RIGHT:
                g.fill3DRect(this.x + tankToBloodHeight,this.y + tankToBloodHeight,30,7,false);            // 上边轮子
                g.fill3DRect(this.x + tankToBloodHeight,this.y + 23 + tankToBloodHeight,30,7,false);       // 下边轮子
                g.fill3DRect(this.x + 5 + tankToBloodHeight,this.y + 7 + tankToBloodHeight,20,16,false);   // 驾驶室
                g.fillOval(this.x + 9 + tankToBloodHeight,this.y + 9 + tankToBloodHeight,12,12);                  // 炮台
                g.fill3DRect(x + 15 + tankToBloodHeight,y + 14 + tankToBloodHeight,15,3,false);            // 炮管
                break;
            case TANK_DIRECTION_DOWN:
                g.fill3DRect(this.x + tankToBloodHeight,this.y + tankToBloodHeight,7,30,false);            // 左边轮子
                g.fill3DRect(this.x + 23 + tankToBloodHeight,this.y + tankToBloodHeight,7,30,false);       // 右边轮子
                g.fill3DRect(this.x + 7 + tankToBloodHeight,this.y + 5 + tankToBloodHeight,16,20,false);   // 驾驶室
                g.fillOval(this.x + 9 + tankToBloodHeight,this.y + 9 + tankToBloodHeight,12,12);                  // 炮台
                g.fill3DRect(x + 14 + tankToBloodHeight,y + 15 + tankToBloodHeight,3,15,false);            // 炮管
                break;
            case TANK_DIRECTION_LEFT:
                g.fill3DRect(this.x + tankToBloodHeight,this.y + tankToBloodHeight,30,7,false);            // 上边轮子
                g.fill3DRect(this.x + tankToBloodHeight,this.y + 23 + tankToBloodHeight,30,7,false);       // 下边轮子
                g.fill3DRect(this.x + 5 + tankToBloodHeight,this.y + 7 + tankToBloodHeight,20,16,false);   // 驾驶室
                g.fillOval(this.x + 9 + tankToBloodHeight,this.y + 9 + tankToBloodHeight,12,12);                  // 炮台
                g.fill3DRect(x + tankToBloodHeight,y + 14 + tankToBloodHeight,15,3,false);                 // 炮管
                break;
        }

    }

    /**
     * 坦克移动
     * @param direction 移动方向
     */
    public void move(int direction)
    {
        if(this.direction == direction)     // 方向相同,加速前进(要判断边界及是否碰撞到别的对象)
        {
            if(!GameLogic.getInstance().tankMoveCollide(this))   // 没有碰撞,可以移动
            {
                switch (direction)
                {
                    case TANK_DIRECTION_UP:
                        this.y -= this.speed;
                        break;
                    case TANK_DIRECTION_RIGHT:
                        this.x += this.speed;
                        break;
                    case TANK_DIRECTION_DOWN:
                        this.y += this.speed;
                        break;
                    case TANK_DIRECTION_LEFT:
                        this.x -= this.speed;
                        break;
                }
            }
        }
        else    // 方向不同,仅调整方向不前进
        {
            this.direction = direction;
        }
    }

    /**
     * 坦克射击
     */
    public void shoot()
    {
        // 禁止连续射击
        long curShootTime = System.currentTimeMillis();
        if((curShootTime - this.lastShootTime) >= 500)  // 2发/秒
        {
            this.lastShootTime = curShootTime;
        }
        else
        {
            return;
        }

        // 在子弹池中寻找空闲的子弹
        Bullet bullet = null;
        for (int i = 0; i < bulletPool.size(); i++)
        {
            Bullet tmpBullet = bulletPool.get(i);
            if(tmpBullet.getState() == Bullet.BULLET_STATE_FREE)
            {
                bullet = tmpBullet;
                //System.out.println("找到空闲的子弹了..................");
                break;
            }
        }

        // 没有就增加一个
        if(bullet == null)
        {
            bullet = new Bullet(this);
            //System.out.println("新建子弹了.................");
            bulletPool.add(bullet);
        }

        // 设置子弹位置
        switch (this.direction)
        {
            case TANK_DIRECTION_UP:
                bullet.setPosition(this.x + TANK_WIDTH/2 - bullet.getWidth()/2,this.y - bullet.getHeight(),this.direction);
                break;
            case TANK_DIRECTION_RIGHT:
                bullet.setPosition(this.x + TANK_WIDTH,this.y + TANK_HEIGHT/2 - bullet.getHeight()/2,this.direction);
                break;
            case TANK_DIRECTION_DOWN:
                bullet.setPosition(this.x + TANK_WIDTH/2 - bullet.getWidth()/2,this.y + TANK_HEIGHT,this.direction);
                break;
            case TANK_DIRECTION_LEFT:
                bullet.setPosition(this.x - bullet.getWidth(),this.y + TANK_HEIGHT/2 - bullet.getHeight()/2,this.direction);
                break;
        }

        // 让子弹飞一会
        bullet.fly();
    }

    /** 坦克受到伤害 */
    public void hurt(Bullet bullet)
    {
        this.hp -= bullet.getAtk();
        if(this.hp < 0){this.hp = 0;}
    }

    /**
     * 坦克是否死亡
     */
    public boolean isDead()
    {
        return this.hp <= 0;
    }

    /**
     * 坦克开始工作了
     */
    public void work()
    {
        this.state = TANK_STATE_RUNNING;
    }

    /** 坦克重置 */
    public void reset()
    {
        this.setX(-100);
        this.setY(-100);
        this.setHp(Tank.TANK_MAX_BLOOD);
        this.setState(TANK_STATE_FREE);
    }

    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 int getSpeed(){return speed;}

    public void setSpeed(int speed){this.speed = speed;}

    public int getHp(){return hp;}

    public void setHp(int hp){this.hp = hp;}

    public int getDirection(){return direction;}

    public void setDirection(int direction){this.direction = direction;}

    public int getState(){return state;}

    public void setState(int state){this.state = state;}

    public int getTankKind(){return tankKind;}

    public Vector<Bullet> getBulletPool(){return bulletPool;}

}
  1. Hero.java我方的坦克

package lag.game.tankwar;

/**
 * 我方的坦克
 */
public class Hero extends Tank
{
    /**
     * 构造函数
     * @param x 坦克左上角X坐标
     * @param y 坦克左上角Y坐标
     * @param direction 坦克方向
     */
    public Hero(int x, int y, int direction)
    {
        super(TANK_KIND_HERO, x, y, direction);
    }

}
  1. Enemy.java敌方的坦克

package lag.game.tankwar;

/**
 * 敌方的坦克
 */
public class Enemy extends Tank
{
    /**
     * 构造函数
     * @param x 坦克左上角X坐标
     * @param y 坦克左上角Y坐标
     * @param direction 坦克方向
     */
    public Enemy(int x, int y, int direction)
    {
        super(TANK_KIND_ENEMY, x, y, direction);
    }

    /**
     * 起来干活了
     */
    @Override
    public void work()
    {
        super.work();
        // 启动线程让坦克跑(看看敌方坦克的AI)
        new Thread(()->{
            //System.out.println("坦克线程启动...");
            while (this.getState() == TANK_STATE_RUNNING)
            {
                try
                {
                    Thread.sleep(200);
                }
                catch (InterruptedException e)
                {
                    e.printStackTrace();
                }
                // 随机确认是原地不动还是移动(0-不动,其它-移动)
                if(GameLogic.getRandomInt(0,8) != 0)   // 移动(概率设大点)
                {
                    // 随机确认是改变方向还是向前移动(0-改变方向,其它-向前移动)
                    if(GameLogic.getRandomInt(0,12) == 0)   // 改变方向(概率设小点)
                    {
                        int newDirection = GameLogic.getRandomInt(TANK_DIRECTION_UP, TANK_DIRECTION_LEFT + 3);
                        if(newDirection > TANK_DIRECTION_LEFT){newDirection = TANK_DIRECTION_DOWN;}    // 向下概率设大点
                        this.setDirection(newDirection);
                    }
                    else    // 向前移动
                    {
                        // 如果到边界了就别顶牛了,赶紧换方向
                        boolean toBorder = false;     // 默认未到边界
                        switch (this.getDirection())
                        {
                            case TANK_DIRECTION_UP:
                                if((this.getY() - this.getSpeed() < 0))
                                {
                                    toBorder = true;
                                }
                                break;
                            case TANK_DIRECTION_RIGHT:
                                if((this.getX() + TANK_WIDTH + this.getSpeed() > GamePanel.GAME_ACTION_WIDTH))
                                {
                                    toBorder = true;
                                }
                                break;
                            case TANK_DIRECTION_DOWN:
                                if((this.getY() + TANK_HEIGHT + this.getSpeed() > GamePanel.GAME_ACTION_HEIGHT))
                                {
                                    toBorder = true;
                                }
                                break;
                            case TANK_DIRECTION_LEFT:
                                if((this.getX() - this.getSpeed() < 0))
                                {
                                    toBorder = true;
                                }
                                break;
                        }
                        if(toBorder)  // 到边界了赶紧换方向
                        {
                            int newDirection = GameLogic.getRandomInt(TANK_DIRECTION_UP, TANK_DIRECTION_LEFT);
                            this.setDirection(newDirection);
                        }
                        else    // 继续前进
                        {
                            this.move(this.getDirection());
                        }
                    }
                }
                // 随机确认是发射子弹还是省子弹(1-发射,其它-不发射)
                if(GameLogic.getRandomInt(0,8) == 1)
                {
                    this.shoot();
                }
            }
            //System.out.println("坦克线程退出历史舞台了...");
        }).start();
    }

}
  1. Bullet.java子弹类

package lag.game.tankwar;

import java.awt.*;

/**
 * 子弹类<br>
 */
public class Bullet
{
    /** 子弹状态常量 */
    public final static int BULLET_STATE_FREE = 0;      // 空闲中
    public final static int BULLET_STATE_RUNNING = 1;   // 运行中

    /** 子弹攻击力常量 */
    public final static int BULLET_MAX_ATTACK = 100;    // 最大攻击力
    public final static int BULLET_MIN_ATTACK = 20;     // 最小攻击力

    /** 子弹左上角X坐标 */
    private int x;

    /** 子弹左上角Y坐标 */
    private int y;

    /** 子弹宽度 */
    private int width = 10;

    /** 子弹高度 */
    private int height = 10;

    /** 子弹方向 */
    private int direction;

    /** 子弹速度 */
    private int speed = 16;

    /** 子弹状态 */
    private int state = BULLET_STATE_FREE;

    /** 所属坦克 */
    private Tank tank;

    /** 子弹攻击力 */
    private int atk;

    /**
     * 构造函数
     * @param tank 所属坦克
     */
    public Bullet(Tank tank)
    {
        this.tank = tank;
        this.atk = GameLogic.getRandomInt(BULLET_MIN_ATTACK,BULLET_MAX_ATTACK);
    }

    /**
     * 设置子弹位置
     */
    public void setPosition(int x,int y,int direction)
    {
        this.x = x;
        this.y = y;
        this.direction = direction;
    }

    /**
     * 功能:子弹重置<br>
     */
    public void reset()
    {
        this.x = -100;
        this.y = -100;
        this.atk = GameLogic.getRandomInt(BULLET_MIN_ATTACK,BULLET_MAX_ATTACK);     // 重新随机生成攻击力
        this.state = BULLET_STATE_FREE;
    }

    /**
     * 让子弹飞一会
     */
    public void fly()
    {
        // 设置子弹状态为运行中
        this.state = BULLET_STATE_RUNNING;

        // 启动线程让子弹飞
        new Thread(()->{
            //System.out.println(tank.getTankKind() + "子弹线程启动...");
            while (this.state == BULLET_STATE_RUNNING)  //tank.getState() == Tank.TANK_STATE_RUNNING &&
            {
                try
                {
                    Thread.sleep(50);
                }
                catch (InterruptedException e)
                {
                    e.printStackTrace();
                }

                switch (direction)
                {
                    case Tank.TANK_DIRECTION_UP:
                        if(this.y - this.speed >= 0)
                        {
                            this.y -= this.speed;
                        }
                        else
                        {
                            this.reset();
                        }
                        break;
                    case Tank.TANK_DIRECTION_RIGHT:
                        if(this.x + this.width + this.speed <= GamePanel.GAME_ACTION_WIDTH)
                        {
                            this.x += this.speed;
                        }
                        else
                        {
                            this.reset();
                        }
                        break;
                    case Tank.TANK_DIRECTION_DOWN:
                        if(this.y + this.height + this.speed <= GamePanel.GAME_ACTION_HEIGHT)
                        {
                            this.y += this.speed;
                        }
                        else
                        {
                            this.reset();
                        }
                        break;
                    case Tank.TANK_DIRECTION_LEFT:
                        if(this.x >= this.speed)
                        {
                            this.x -= this.speed;
                        }
                        else
                        {
                            this.reset();
                        }
                        break;
                }
            }
            //System.out.println("子弹线程退出历史舞台了......");
        }).start();
    }

    /**
     * 画子弹
     */
    public void draw(Graphics g)
    {
        // 开始画子弹
        if(tank.getTankKind() == Tank.TANK_KIND_HERO)    // 我方子弹
        {
            g.setColor(Tank.TANK_COLOR_HERO);
        }
        else    // 敌方子弹
        {
            g.setColor(Tank.TANK_COLOR_ENEMY);
        }
        g.fillOval(this.x,this.y,this.width,this.height);
        // 根据攻击力画加强子弹
        g.setColor(Color.RED);
        if(this.atk == 100)
        {
            g.fillOval(this.x,this.y,this.width,this.height);
        }
        else if(this.atk >= 90)
        {
            g.fillOval(this.x + 1,this.y + 1,this.width - 2,this.height - 2);
        }
        else if(this.atk >= 70)
        {
            g.fillOval(this.x + 2,this.y + 2,this.width - 4,this.height - 4);
        }
        else if(this.atk >= 50)
        {
            g.fillOval(this.x + 3,this.y + 3,this.width - 6,this.height - 6);
        }
    }

    public int getX(){return x;}

    public int getY(){return y;}

    public int getWidth(){return width;}

    public int getHeight(){return height;}

    public int getDirection(){return direction;}

    public int getSpeed(){return speed;}

    public int getState(){return state;}

    public int getAtk(){return atk;}

}
  1. Bomb.java爆炸效果

package lag.game.tankwar;

import java.awt.*;

/**
 * 爆炸效果
 */
public class Bomb
{
    /** 爆炸状态常量 */
    public final static int BOMB_STATE_FREE = 0;      // 空闲中
    public final static int BOMB_STATE_RUNNING = 1;   // 运行中

    /** 爆炸左上角X坐标 */
    private int x;

    /** 爆炸左上角Y坐标 */
    private int y;

    /** 爆炸宽度 */
    private int width = 20;

    /** 爆炸高度 */
    private int height = 20;

    /** 状态 */
    private int state = BOMB_STATE_FREE;

    /** 爆炸进度,根据它来决定显示哪种爆炸形状(-1-不显示任何爆炸形状,0-准备显示,1-显示第一种爆炸形状,2-显示第二种爆炸形状,3-显示第三种爆炸形状) */
    public int bombProgress = -1;

    /**
     * 构造函数
     * @param x 爆炸左上角X坐标
     * @param y 爆炸左上角Y坐标
     */
    public Bomb(int x, int y)
    {
        this.x = x;
        this.y = y;
    }

    /**
     * 起来干活,准备爆炸。
     */
    public void work()
    {
        // 设置爆炸状态为运行中
        this.state = BOMB_STATE_RUNNING;

        // 爆炸进度,准备显示
        bombProgress = 0;
    }

    /**
     * 爆炸重置
     */
    public void reset()
    {
        this.setX(-100);
        this.setY(-100);
        this.state = BOMB_STATE_FREE;
        this.bombProgress = -1;
    }

    /**
     * 画爆炸<br>
     * 每帧显示一种形状,共三种,即3帧结束爆炸<br>
     */
    public void draw(Graphics g)
    {
        // 进度走起
        this.bombProgress++;

        // 根据进度显示某种爆炸形状
        switch (this.bombProgress)
        {
            case 1:         // 第一种形状
                g.setColor(Color.WHITE);
                g.fillRoundRect(this.x + 5,this.y + 5,20,20,10,10);
                g.fillOval(this.x + 10,this.y,10,30);
                g.setColor(Color.YELLOW);
                g.drawOval(this.x + 10,this.y,10,30);
                g.setColor(Color.WHITE);
                g.fillOval(this.x,this.y + 10,30,10);
                g.setColor(Color.YELLOW);
                g.drawOval(this.x,this.y + 10,30,10);
                break;
            case 2:         // 第二种形状
                g.setColor(Color.WHITE);
                g.fillOval(this.x + 12,this.y + 5,6,20);
                g.setColor(Color.YELLOW);
                g.drawOval(this.x + 12,this.y + 5,6,20);
                g.setColor(Color.WHITE);
                g.fillOval(this.x + 5,this.y + 12,20,6);
                g.setColor(Color.YELLOW);
                g.drawOval(this.x + 5,this.y + 12,20,6);
                break;
            case 3:         // 第三种形状
                g.setColor(Color.WHITE);
                g.fillOval(this.x + 10,this.y + 10,10,10);
                g.setColor(Color.YELLOW);
                g.drawOval(this.x + 10,this.y + 10,10,10);
                break;
            default:
                this.reset();
                break;
        }
    }

    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 int getWidth(){return width;}

    public void setWidth(int width){this.width = width;}

    public int getHeight(){return height;}

    public void setHeight(int height){this.height = height;}

    public int getState(){return state;}

}
  1. Block.java砖块与铁块的父类

package lag.game.tankwar;

import java.awt.*;

/**
 * 砖块与铁块的父类
 */
public class Block
{
    /** 块类别常量 */
    public final static int BLOCK_KIND_BRICK = 1;     // 砖块
    public final static int BLOCK_KIND_IRON = 2;      // 铁块

    /** 块尺寸常量(默认4个块=1坦克大小) */
    public final static int BLOCK_WIDTH = Tank.TANK_WIDTH / 2;
    public final static int BLOCK_HEIGHT = Tank.TANK_HEIGHT / 2;

    /** 块左上角X坐标 */
    private int x;

    /** 块左上角Y坐标 */
    private int y;

    /** 块类别 */
    private int blockKind = BLOCK_KIND_BRICK;

    /**
     * 构造函数
     * @param blockKind 块类别
     * @param x 块左上角X坐标
     * @param y 块左上角Y坐标
     */
    public Block(int blockKind,int x, int y)
    {
        this.blockKind = blockKind;
        this.x = x;
        this.y = y;
    }

    /**
     * 画块
     */
    public void draw(Graphics g)
    {
        if(this.blockKind == BLOCK_KIND_BRICK)   // 画砖块
        {
            g.setColor(new Color(210, 105, 30));
            g.fillRect(this.x,this.y,BLOCK_WIDTH,BLOCK_HEIGHT);
            g.setColor(new Color(244, 164, 96));
            g.drawLine(this.x,this.y,this.x + BLOCK_WIDTH - 1,this.y);
            g.drawLine(this.x,this.y + BLOCK_HEIGHT / 2,this.x + BLOCK_WIDTH - 1,this.y + BLOCK_HEIGHT / 2);
            g.drawLine(this.x,this.y,this.x,this.y + BLOCK_HEIGHT / 2);
            g.drawLine(this.x + BLOCK_WIDTH / 2,this.y + BLOCK_HEIGHT / 2, this.x + BLOCK_WIDTH / 2, this.y + BLOCK_HEIGHT - 1);
        }
        else if(this.blockKind == BLOCK_KIND_IRON)      // 画铁块
        {
            g.setColor(new Color(190, 190, 190));
            g.fillRect(this.x,this.y,BLOCK_WIDTH,BLOCK_HEIGHT);
            g.setColor(Color.WHITE);
            g.fillRect(this.x + 3,this.y + 3,BLOCK_WIDTH - 6,BLOCK_HEIGHT - 6);
            g.draw3DRect(this.x + 3,this.y + 3,BLOCK_WIDTH - 6,BLOCK_HEIGHT - 6,true);
            g.drawLine(this.x + 1,this.y + 1,this.x + 3,this.y + 3);
            g.drawLine(this.x + BLOCK_WIDTH - 1,this.y + 1,this.x + BLOCK_WIDTH - 3,this.y + 3);
            g.drawLine(this.x + 1,this.y + BLOCK_HEIGHT - 1,this.x + 3,this.y + BLOCK_HEIGHT - 3);
            g.drawLine(this.x + BLOCK_WIDTH - 1,this.y + BLOCK_HEIGHT - 1,this.x + BLOCK_WIDTH - 3,this.y + BLOCK_HEIGHT - 3);
        }
    }

    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 int getBlockKind(){return blockKind;}

}
  1. Brick.java砖块

package lag.game.tankwar;

/**
 * 砖块
 */
public class Brick extends Block
{
    /**
     * 构造函数
     * @param x 砖块左上角X坐标
     * @param y 砖块左上角Y坐标
     */
    public Brick(int x, int y)
    {
        super(BLOCK_KIND_BRICK, x, y);
    }

}
  1. Iron.java铁块

package lag.game.tankwar;

/**
 * 铁块
 */
public class Iron extends Block
{
    /**
     * 构造函数
     * @param x 铁块左上角X坐标
     * @param y 铁块左上角Y坐标
     */
    public Iron(int x, int y)
    {
        super(BLOCK_KIND_IRON, x, y);
    }

}
  1. Camp.java营地

package lag.game.tankwar;

import java.awt.*;

/**
 * 营地
 */
public class Camp
{
    /** 营地状态常量 */
    public final static int CAMP_STATE_FREE = 0;                // 空闲中
    public final static int CAMP_STATE_RUNNING = 1;             // 运行中

    /** 营地左上角X坐标 */
    private int x;

    /** 营地左上角Y坐标 */
    private int y;

    /** 营地宽度 */
    private int width = Tank.TANK_WIDTH;

    /** 营地高度 */
    private int height = Tank.TANK_HEIGHT;

    /** 营地状态 */
    private int state = CAMP_STATE_FREE;

    /** 元素宽度 */
    private int elementWidth = 2;

    /** 元素高度 */
    private int elementHeight = 2;

    /** 营地地图(20 * 20) */
    private static byte[][] campMap =
        {
            {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
            {0,0,1,0,0,0,1,1,1,1,0,0,0,0,0,0,0,1,0,0},
            {1,1,1,1,0,0,0,1,1,1,1,0,0,0,0,0,1,1,1,1},
            {0,2,1,1,1,0,0,0,1,0,0,1,1,0,0,1,1,1,2,0},
            {1,1,2,0,1,0,0,0,1,1,1,1,0,0,0,1,0,2,1,1},
            {0,0,1,2,1,1,0,0,1,1,1,1,0,0,1,1,2,1,0,0},
            {0,1,1,1,2,1,0,0,1,1,1,1,0,0,1,2,1,1,1,0},
            {0,0,1,1,1,2,1,1,1,1,1,1,1,1,2,1,1,1,0,0},
            {0,0,0,1,1,1,2,1,1,1,1,1,1,2,1,1,1,0,0,0},
            {0,0,1,1,1,1,1,1,2,1,1,1,2,1,1,1,1,1,0,0},
            {0,0,0,1,1,1,1,1,1,2,1,2,1,1,1,1,1,0,0,0},
            {0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0},
            {0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0},
            {0,0,0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,0,0},
            {0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0},
            {0,0,0,0,0,0,1,0,1,1,1,0,1,0,0,0,0,0,0,0},
            {0,0,0,0,0,0,1,1,1,0,1,1,1,0,0,0,0,0,0,0},
            {0,0,0,0,0,1,1,1,1,0,1,1,1,1,0,0,0,0,0,0},
            {0,0,0,0,0,1,1,0,1,0,1,0,1,1,0,0,0,0,0,0},
            {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}
        };

    /**
     * 构造函数
     */
    public Camp(int x, int y)
    {
        this.x = x;
        this.y = y;
    }

    /**
     * 画营地
     */
    public void draw(Graphics g)
    {
        int row = campMap.length;
        int column = campMap[0].length;
        for (int i = 0; i < row; i++)
        {
            for (int j = 0; j < column; j++)
            {
                int mapValue = campMap[i][j];
                if(mapValue == 1)
                {
                    g.setColor(Color.WHITE);
                    drawElement(g,this.x + elementWidth * j,this.y + elementHeight * i);
                }
                else if(mapValue == 2)
                {
                    g.setColor(Color.LIGHT_GRAY);
                    drawElement(g,this.x + elementWidth * j,this.y + elementHeight * i);
                }
            }
        }
    }

    /**
     * 画元素
     * @param x 元素左上角X坐标
     * @param y 元素左上角Y坐标
     */
    private void drawElement(Graphics g,int x,int y)
    {
        g.fillRect(x,y,elementWidth,elementHeight);
        g.setColor(Color.WHITE);
        g.draw3DRect(x,y,elementWidth,elementHeight,true);
    }

    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 int getWidth(){return width;}

    public int getHeight(){return height;}

    public int getState(){return state;}

    public void setState(int state){this.state = state;}

}

下载:

链接:https://pan.baidu.com/s/1aqNjqATCjteiAdv90YDByw?pwd=mylx

提取码:mylx

感言:

本游戏并没有使用图片,都是用Java画的,有兴趣的朋友可以自己改用图片,图片素材我已经打包了。使用图片的朋友要注意一个问题,就是图片加载是需要时间的,第一次可能还未加载成功就直接刷新下一次界面了,这也是韩顺平老师那个第一次射击坦克不出现爆炸效果的原因。Toolkit.getDefaultToolkit().createImage这个方法有BUG,改用new ImageIcon(图片路径)).getImage()就可以了。

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