坦克大战图片版

本文转自:小易博客专栏。http://blog.csdn.NET/oldinaction

坦克大战效果图:
这里写图片描述

注意事项:
1、ProperMrg类中props.load(ProperMgr.class.getClassLoader().getResourceAsStream(“config/tank.properties”));的解释:
(1)得到ProperMgr这个类编译后的class文件(ProperMgr.class)
(2)得到类装载器(getClassLoader())
(3)通过装载器得到源文件(“config/tank.properties”)的Stream(getResourceAsStream())
(4)加载(load)源文件
2、Tank类中获取图片tk.getImage(Tank.class.getClassLoader().getResource(“images/tankL.gif”))的解释:
(1)Tank.class.getClassLoader()得到某个类(Tank)的装载器
(2)再获取文件getResource(“文件路径”)
(3)这样既不是绝对路径也不是相对路径,文件路径是根据装载器来获取相应的路径的。不用担心文件被移动后的路径问题(所有的文件最终会被编译到bin目录下)

坦克大战V0.7图片版源代码:
包com.exjava.tankWar中含有的类
TankClient类:

package com.exjava.tankWar;  
import java.awt.*;  
import java.awt.event.*;  
import java.io.IOException;  
import java.util.List; //java.awt包中也有个List,所以此处要导包明确  
import java.util.ArrayList;  
import java.util.Properties;  

/** 
 * 主要的类 
 * @ClassName: TankClient 
 * @Description: 坦克,子弹,爆炸,血块都在这里实例化 
 * @author oldinaction 
 * @date 2014年9月2日 下午4:15:44 
 */  
public class TankClient extends Frame {  
    public static final int GAME_WIDTH = 800;  
    public static final int GAME_HEIGHT = 600;  

    Tank myTank = new Tank(350, 520, true, Direction.STOP, this); //我方坦克  
    Wall w1 = new Wall(100, 300, 20, 100, this), w2 = new Wall(300, 250, 150, 20, this);  
    Blood b = new Blood(this);  

    List<Missile> missiles = new ArrayList<Missile>(); //定义一个集合来装子弹  
    List<Explode> explodes = new ArrayList<Explode>();  
    List<Tank> tanks = new ArrayList<Tank>();  

    Image offScreenImage = null; //定义一个屏幕后的虚拟图片  

    @Override  
    public void paint(Graphics g) {  
        if (tanks.size() <= 0) {  
            for(int i = 0; i < Integer.parseInt(ProperMgr.getProperty("reProduceTank")); i++) {  
                tanks.add(new Tank(50 + 40*(i+1), 50, false, Direction.D, this));  
            }  
        }  

        g.drawString("missiles Count: " + missiles.size(), 10, 50); //用来记录missiles中子弹的个数  
        g.drawString("explodes Count: " + explodes.size(), 10, 70);  
        g.drawString("tanks Count: " + tanks.size(), 10, 90);  
        g.drawString("myTank life: " + myTank.getLife(), 10, 110);  

        for (int i = 0; i < missiles.size(); i++) { //遍历集合,把其中的子弹画出来  
            Missile m = missiles.get(i);  
            m.hitTanks(tanks);  
            m.hitTank(myTank);  
            m.hitWall(w1); //检测子弹是否撞墙  
            m.hitWall(w2);  
            m.drawMissile(g);  
        }  

        for (int i = 0; i < explodes.size(); i++) {  
            Explode e = explodes.get(i);  
            e.draw(g);  
        }  

        for (int i = 0; i < tanks.size(); i++) {  
            Tank t = tanks.get(i);  
            t.collidesWithWall(w1); //检测敌方坦克是否撞墙  
            t.collidesWithWall(w2);  
            t.collidesWithTanks(tanks);  
            t.drawTank(g);  
        }  

        myTank.drawTank(g);  
        myTank.eat(b);  
        w1.draw(g);  
        w2.draw(g);  
        b.draw(g);  
    }  

    //利用双缓冲消除圆圈移动时屏幕的闪动  
    @Override  
    public void update(Graphics g) {  
        if (offScreenImage == null) {  
            offScreenImage = this.createImage(GAME_WIDTH, GAME_HEIGHT); //判断是为了避免每次重画时都给offScreenImage赋值  
        }  
        Graphics gOffScreen = offScreenImage.getGraphics(); //定义虚拟图片上的画笔gOffScreen  
        Color c = gOffScreen.getColor();  
        gOffScreen.setColor(Color.BLACK);  
        gOffScreen.fillRect(0, 0, GAME_WIDTH, GAME_HEIGHT); //重画背景,如果没有这句则在屏幕上会保留圆圈的移动路径  
        gOffScreen.setColor(c);  
        paint(gOffScreen); //把圆圈画到虚拟图片上  
        g.drawImage(offScreenImage, 0, 0, null); //再一次性把虚拟图片画到真实屏幕上,在真实屏幕上画则要用真实屏幕的画笔g  
    }  

    public void luanchFrame() {  

        int initTankCount = Integer.parseInt(ProperMgr.getProperty("initTankCount"));  

        for(int i = 0; i < initTankCount; i++) {  
            tanks.add(new Tank(50 + 40*(i+1), 50, false, Direction.D, this));  
        }  

        this.setLocation(300, 50);  
        this.setSize(GAME_WIDTH, GAME_HEIGHT);  
        this.setTitle("坦克大战  - 游戏还存在Bug,欢迎大家试玩! - 帮助(复活:F2;放弹:1键;超级炮弹:空格) - By:小易 - QQ:381740148");  
        this.setResizable(false); //不允许改变窗口大小  
        this.addWindowListener(new WindowAdapter() {  
            @Override  
            public void windowClosing(WindowEvent e) {  
                System.exit(0);  
            }  
        }); //添加关闭功能,此处使用匿名类比较合适  
        this.setBackground(Color.BLACK);  

        this.addKeyListener(new KeyMonitor());  

        setVisible(true);  

        new Thread(new PaintThread()).start(); //启动线程,实例化线程对象时不要忘了new Thread(Runnable对象);  
    }  

    public static void main(String[] args) {  
        TankClient tc = new TankClient();  
        tc.luanchFrame();  
    }  

    //PaintThread只为TankClient服务,所以写成内部类好些  
    public class PaintThread implements Runnable {   

        public void run() {  
            while (true) {  
                repaint(); //repaint()是TankClient或者他的父类的方法,内部类可以访问外部包装类的成员,这也是内部类的好处  
                try {  
                    Thread.sleep(50); //每隔50毫秒重画一次  
                } catch (InterruptedException e) {  
                    e.printStackTrace();  
                }  
            }             
        }  
    }  

    public class KeyMonitor extends KeyAdapter {  

        @Override  
        public void keyReleased(KeyEvent e) {  
            myTank.keyReleased(e);  
        }  

        @Override  
        public void keyPressed(KeyEvent e) {  
            myTank.keyPressed(e);  
        }  
    }  

}  

Tank类:

package com.exjava.tankWar;  
import java.awt.*;  
import java.awt.event.*;  
import java.util.HashMap;  
import java.util.Map;  
import java.util.Random;  

public class Tank {  
    public static final int XSPEED = 5; //定义常量X轴速度  
    public static final int YSPEED = 5;  

    public static final int WIDTH = 30;  
    public static final int HEIGHT = 30;  

    public static final int LIFE = 100;  

    //定义一个随机数产生器,此时的Random类是java.util.Random,不同于Math中的  
    private static Random r = new Random(); //随机数产生器只需要一个,所以定义成静态,防止每次new一个坦克是都会产生一个随机数产生器  
    private BloodBar bb = new BloodBar();  

    private boolean good; //定义变量说明是我方还是敌方坦克,为true表示我方坦克  

    private boolean live = true; //定义变量说明是坦克是否存活  

    private int life = LIFE; //设置坦克的生命值为100  

    TankClient tc;  

    private int x , y; //定义变量画圆圈(坦克)时四边形左上点的x、y左边  
    private int oldX , oldY; //定义坦克上个位置的坐标  

    private boolean bL = false, bU = false, bR = false, bD = false; //定义变量左上右下的按键是否被按下  

    private Direction dir = Direction.STOP; //定义变量坦克的方向  
    private Direction ptDir = Direction.U; //定义变量坦克炮筒的方向,起初向上  

    private int step = r.nextInt(12) + 3; //定义坦克朝着一个方向移动几步  

    private static Toolkit tk = Toolkit.getDefaultToolkit();  

    private static Image[] TankImages = null;  
    private static Map<String, Image> imgs = new HashMap<String, Image>();  

    //静态代码区,这样这个类的class文件被加载,首先执行这里的代码;一条语句也可以写在里面,最适合给一些变量做初始化  
    static{  
        TankImages = new Image[] {  
                tk.getImage(Tank.class.getClassLoader().getResource("images/tankL.gif")),  
                tk.getImage(Tank.class.getClassLoader().getResource("images/tankLU.gif")),  
                tk.getImage(Tank.class.getClassLoader().getResource("images/tankU.gif")),  
                tk.getImage(Tank.class.getClassLoader().getResource("images/tankRU.gif")),  
                tk.getImage(Tank.class.getClassLoader().getResource("images/tankR.gif")),  
                tk.getImage(Tank.class.getClassLoader().getResource("images/tankRD.gif")),  
                tk.getImage(Tank.class.getClassLoader().getResource("images/tankD.gif")),  
                tk.getImage(Tank.class.getClassLoader().getResource("images/tankLD.gif"))     
        };  

        imgs.put("L", TankImages[0]);  
        imgs.put("LU", TankImages[1]);  
        imgs.put("U", TankImages[2]);  
        imgs.put("RU", TankImages[3]);  
        imgs.put("R", TankImages[4]);  
        imgs.put("RD", TankImages[5]);  
        imgs.put("D", TankImages[6]);  
        imgs.put("LD", TankImages[7]);  
    }  

    public Tank(int x, int y, boolean good) {  
        this.x = x;  
        this.y = y;  
        this.good = good;  
        this.oldX = x;  
        this.oldY =y;  
    }  

    public Tank(int x, int y, boolean good, Direction dir, TankClient tc) {  
        this(x, y, good); //相当于调用上面的构造方法  
        this.dir = dir;  
        this.tc = tc;  
    }  

    public void drawTank(Graphics g) {  
        if(!live) {  
            if(!good) {  
                tc.tanks.remove(this);  
            }  
            return; //如果坦克没有存活就直接返回,不用画坦克了  
        }  

        if (good) bb.draw(g);  

        //根据炮筒的方向,画直线代表炮筒  
        switch (ptDir) {  
        case L:  
            g.drawImage(imgs.get("L"), x, y, null);  
            break;  
        case LU:  
            g.drawImage(imgs.get("LU"), x, y, null);  
            break;  
        case U:  
            g.drawImage(imgs.get("U"), x, y, null);  
            break;  
        case RU:  
            g.drawImage(imgs.get("RU"), x, y, null);  
            break;  
        case R:  
            g.drawImage(imgs.get("R"), x, y, null);  
            break;  
        case RD:  
            g.drawImage(imgs.get("RD"), x, y, null);  
            break;  
        case D:  
            g.drawImage(imgs.get("D"), x, y, null);  
            break;  
        case LD:  
            g.drawImage(imgs.get("LD"), x, y, null);  
            break;  
        }  

        move(); //每次按键都会重画,就会调用drawTank,在这里重画坦克的此时位置  
    }  

    public void keyPressed(KeyEvent e) {  
        int key = e.getKeyCode(); //得到按键的虚拟码,再和下面的KeyEvent.VK_LEFT等虚拟码比较看是否是某按键  
        switch (key) {  
        case KeyEvent.VK_F2:  
            if (!this.live) {  
                this.live = true;  
                this.life = LIFE;  
            }  
            break;  
        case KeyEvent.VK_LEFT:  
            bL = true;  
            break;  
        case KeyEvent.VK_UP:  
            bU = true;  
            break;  
        case KeyEvent.VK_RIGHT:  
            bR = true;  
            break;  
        case KeyEvent.VK_DOWN:  
            bD = true;  
            break;  
        }  
        locateDraction();  

    }  

    public void keyReleased(KeyEvent e) {  
        int key = e.getKeyCode();  
        switch (key) {  
        case KeyEvent.VK_1: //按1就发射子弹调用fire方法  
            fire(); //只有松开1才能发出子弹  
            break;  
        case KeyEvent.VK_LEFT:  
            bL = false;  
            break;  
        case KeyEvent.VK_UP:  
            bU = false;  
            break;  
        case KeyEvent.VK_RIGHT:  
            bR = false;  
            break;  
        case KeyEvent.VK_DOWN:  
            bD = false;  
            break;  
        case KeyEvent.VK_SPACE: //按SPACE就发射子弹调用fire方法  
            superFire();  
            break;  
        }  
        locateDraction();  
    }  

    //通过上右下的按键是否被按下判断坦克要运动的方向  
    void locateDraction() {  
        if(bL && !bU && !bR && !bD) dir =Direction.L;  
        else if(bL && bU && !bR && !bD) dir =Direction.LU;  
        else if(!bL && bU && !bR && !bD) dir =Direction.U;  
        else if(!bL && bU && bR && !bD) dir =Direction.RU;  
        else if(!bL && !bU && bR && !bD) dir =Direction.R;  
        else if(!bL && !bU && bR && bD) dir =Direction.RD;  
        else if(!bL && !bU && !bR && bD) dir =Direction.D;  
        else if(bL && !bU && !bR && bD) dir =Direction.LD;  
        else if(!bL && !bU && !bR && !bD) dir =Direction.STOP;  
    }  

    public void move() {  
        oldX = x;  
        oldY = y;  

        switch (dir) {  
        case L:  
            x -= XSPEED;  
            break;  
        case LU:  
            x -= XSPEED;  
            y -= YSPEED;  
            break;  
        case U:  
            y -= YSPEED;          
            break;  
        case RU:  
            x += XSPEED;  
            y -= YSPEED;  
            break;  
        case R:  
            x += XSPEED;  
            break;  
        case RD:  
            x += XSPEED;  
            y += YSPEED;  
            break;  
        case D:  
            y += YSPEED;  
            break;  
        case LD:  
            x -= XSPEED;  
            y += YSPEED;  
            break;  
        case STOP:            
            break;  
        }  

        if(this.dir != Direction.STOP) {  
            this.ptDir = this.dir;  
        }  

        //防止坦克出界  
        if (x < 0) x = 0;  
        if (y < 25) y = 25; //考虑了标题栏的高度  
        if (x + Tank.WIDTH > TankClient.GAME_WIDTH) x = TankClient.GAME_WIDTH - Tank.WIDTH;  
        if (y + Tank.HEIGHT > TankClient.GAME_HEIGHT) y = TankClient.GAME_HEIGHT - Tank.HEIGHT;  

        if (!good) {  
            Direction[] dirs = Direction.values(); //把枚举转换成数组     
            if (step == 0) {  
                int rn = r.nextInt(dirs.length);  
                dir = dirs[rn]; //如果移动步数为0就改变方向  
                step = r.nextInt(12) + 3;  
            }     
            step --;  

            if(r.nextInt(40) > 37) this.fire();  
        }  
    }  

    public void stay() {  
        x = oldX;  
        y = oldY;  
    }  

    //坦克开火,就new一个子弹出来  
    private Missile fire() {  
        if(!live) return null;  

        int x = this.x + Tank.WIDTH/2 - Missile.WIDTH/2; //让子弹从坦克中心打出  
        int y = this.y + Tank.HEIGHT/2 - Missile.HEIGHT/2;  
        Missile m = new Missile(x, y, good, ptDir , this.tc);  
        tc.missiles.add(m); //每new一个Missile对象就把他装到集合中  
        return m; //返回的m,其他地方可调用可不调用  
    }  

    private Missile fire(Direction dir) {  
        if(!live) return null;  

        int x = this.x + Tank.WIDTH/2 - Missile.WIDTH/2; //让子弹从坦克中心打出  
        int y = this.y + Tank.HEIGHT/2 - Missile.HEIGHT/2;  
        Missile m = new Missile(x, y, good, dir , this.tc);  
        tc.missiles.add(m); //每new一个Missile对象就把他装到集合中  
        return m; //返回的m,其他地方可调用可不调用  
    }  

    public Rectangle getRect() {  
        return new Rectangle(x, y, WIDTH, HEIGHT); //得到坦克的探测方块,Rectangle是java.awt包中专门用于游戏碰撞的类  
    }  

    public boolean isLive() {  
        return live;  
    }  

    //Tank类的成员方法可生成对应的get和set方法,那么在其他类中就可以访问了  
    public void setLive(boolean live) {  
        this.live = live;  
    }  


    public boolean isGood() {  
        return good;  
    }  

    //检测坦克是否撞墙  
    public boolean collidesWithWall(Wall w) {  
        if(this.live && this.getRect().intersects(w.getRect())) {  
            this.stay(); //如果坦克撞到墙就让他回到上一个位置  
            return true;  
        }  
        return false;  
    }  

    //检测坦克是否相撞,java.util.List<E>接口或者类的另一种写法,java.awt中也有List,所以要写明确  
    public boolean collidesWithTanks(java.util.List<Tank> tanks) {  
        for (int i = 0; i < tanks.size(); i++) {  
            Tank t = tanks.get(i);        
            if (this != t) {  
                if(this.live && t.isLive() && this.getRect().intersects(t.getRect())) {  
                    this.stay();  
                    t.stay();  
                    return true;  
                }  
            }         
        }  
        return false;  
    }  

    //超级炮弹:朝8个方向各发一发炮弹  
    private void superFire() {  
        Direction[] dirs = Direction.values();  
        for (int i = 0; i < 8; i++) { //dirs[8]是STOP  
            fire(dirs[i]);  
        }  
    }  

    public int getLife() {  
        return life;  
    }  

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

    public class BloodBar {  
        public void draw(Graphics g) {  
            Color c = g.getColor();  
            g.setColor(Color.RED);  
            g.drawRect(x, y - 10, WIDTH, 10);  
            int w = WIDTH * life/LIFE ;  
            g.fillRect(x, y - 10, w, 10);  
            g.setColor(c);  
        }  
    }  

    //吃血块  
    public boolean eat(Blood b) {  
        if(this.live && b.isLive() && this.getRect().intersects(b.getRect())) {  
            b.setLive(false);  
            life = LIFE;  
            return true;  
        }  
        return false;  
    }  
}  

Missile类:

package com.exjava.tankWar;  
import java.awt.*;  
import java.util.HashMap;  
import java.util.List;  
import java.util.Map;  

public class Missile {  
    public static final int XSPEED = 10;  
    public static final int YSPEED = 10;  

    public static final int WIDTH = 10;  
    public static final int HEIGHT = 10;  

    int x, y;  
    Direction dir;  

    private boolean good; //定义变量表示是否是我方子弹  

    private boolean live = true; //定义一个判断子弹是否出界的变量  

    private TankClient tc;  

    private static Toolkit tk = Toolkit.getDefaultToolkit();  

    private static Image[] MissileImages = null;  
    private static Map<String, Image> imgs = new HashMap<String, Image>();  

    static{  
        MissileImages = new Image[] {  
                tk.getImage(Tank.class.getClassLoader().getResource("images/missileL.gif")),  
                tk.getImage(Tank.class.getClassLoader().getResource("images/missileLU.gif")),  
                tk.getImage(Tank.class.getClassLoader().getResource("images/missileU.gif")),  
                tk.getImage(Tank.class.getClassLoader().getResource("images/missileRU.gif")),  
                tk.getImage(Tank.class.getClassLoader().getResource("images/missileR.gif")),  
                tk.getImage(Tank.class.getClassLoader().getResource("images/missileRD.gif")),  
                tk.getImage(Tank.class.getClassLoader().getResource("images/missileD.gif")),  
                tk.getImage(Tank.class.getClassLoader().getResource("images/missileLD.gif"))      
        };  

        imgs.put("L", MissileImages[0]);  
        imgs.put("LU", MissileImages[1]);  
        imgs.put("U", MissileImages[2]);  
        imgs.put("RU", MissileImages[3]);  
        imgs.put("R", MissileImages[4]);  
        imgs.put("RD", MissileImages[5]);  
        imgs.put("D", MissileImages[6]);  
        imgs.put("LD", MissileImages[7]);  
    }  

    public Missile(int x, int y, Direction dir) {  
        this.x = x;  
        this.y = y;  
        this.dir = dir;  
    }  

    public Missile(int x, int y,boolean good, Direction dir, TankClient tc) {  
        this(x, y, dir);  
        this.good = good;  
        this.tc = tc;  
    }  

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

        switch (dir) {  
        case L:  
            g.drawImage(imgs.get("L"), x, y, null);  
            break;  
        case LU:  
            g.drawImage(imgs.get("LU"), x, y, null);  
            break;  
        case U:  
            g.drawImage(imgs.get("U"), x, y, null);       
            break;  
        case RU:  
            g.drawImage(imgs.get("RU"), x, y, null);  
            break;  
        case R:  
            g.drawImage(imgs.get("R"), x, y, null);  
            break;  
        case RD:  
            g.drawImage(imgs.get("RD"), x, y, null);  
            break;  
        case D:  
            g.drawImage(imgs.get("D"), x, y, null);  
            break;  
        case LD:  
            g.drawImage(imgs.get("LD"), x, y, null);  
            break;  
        }  

        move();  
    }  

    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 D:  
            y += YSPEED;  
            break;  
        case LD:  
            x -= XSPEED;  
            y += YSPEED;  
            break;  
        }  

        if (x < 0 || y < 0 || x > tc.GAME_WIDTH || y > tc.GAME_HEIGHT) {  
            live = false;  
        }  
    }  

    public boolean isLive() {  
        return live;  
    }  

    public Rectangle getRect() {  
        return new Rectangle(x, y, WIDTH, HEIGHT); //得到子弹的探测方块,Rectangle是java.awt包中专门用于游戏碰撞的类  
    }  

    //判断子弹是否打到了坦克  
    public boolean hitTank(Tank t) {  
        //intersects是Rectangle的一个方法;t.isLive()是为了判断坦克是否存活,如果没有则打掉这个坦克后,之后的子弹到达原来这个坦克的位置就会消失  
        if (this.live && this.getRect().intersects(t.getRect()) && t.isLive() && this.good != t.isGood()) {  
            if (t.isGood()) {  
                t.setLife(t.getLife() - 20);  
                if (t.getLife() <= 0) {  
                    t.setLive(false);  
                }  
            } else {  
                t.setLive(false);  
            }  
            this.live = false;  
            Explode e = new Explode(x, y, tc);  
            tc.explodes.add(e);  
            return true;  
        }  
        return false;  
    }  

    public boolean hitTanks(List<Tank> tanks) {  
        for (int i = 0; i < tanks.size(); i++) {  
            if (hitTank(tanks.get(i))) {  
                return true;  
            }  
        }  
        return false;  
    }  

    public boolean hitWall(Wall w) {  
        if(this.live && this.getRect().intersects(w.getRect())) {  
            this.live = false;  
            return true;  
        }  
        return false;  
    }  

}  

Explode类:

package com.exjava.tankWar;  

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

//爆炸类(爆炸的英文:explode)  
public class Explode {  

    int x, y;  
    private TankClient tc;  

    private boolean live = true;  

    private boolean init = false; //定义变量表示图片是否已经被加载到内存了  

    private static Toolkit tk = Toolkit.getDefaultToolkit(); //Toolkit是java.awt中的工具包类,这样就可以方便的拿到硬盘的信息  

    private static Image[] imgs = { //每次只需加载一次,所以写出static  
        //下面用到了反射的概念,Explode.class.getClassLoader()是得到最终生成class文件的装载器,getResource()得到装载器的目录  
        //此时加载的图片路径绝对和相对都不合适,用这个方法最合适,这个方法比较常用  
        tk.getImage(Explode.class.getClassLoader().getResource("images/1.gif")),  
        tk.getImage(Explode.class.getClassLoader().getResource("images/2.gif")),  
        tk.getImage(Explode.class.getClassLoader().getResource("images/3.gif")),  
        tk.getImage(Explode.class.getClassLoader().getResource("images/4.gif")),  
        tk.getImage(Explode.class.getClassLoader().getResource("images/5.gif")),  
        tk.getImage(Explode.class.getClassLoader().getResource("images/6.gif")),  
        tk.getImage(Explode.class.getClassLoader().getResource("images/7.gif")),  
        tk.getImage(Explode.class.getClassLoader().getResource("images/8.gif")),  
        tk.getImage(Explode.class.getClassLoader().getResource("images/9.gif")),  
        tk.getImage(Explode.class.getClassLoader().getResource("images/10.gif"))  
    };  

    int step = 0; //定义变量代表画爆炸的圆画到第几个了  

    public Explode(int x, int y, TankClient tc) {  
        this.x = x;  
        this.y = y;  
        this.tc = tc;  
    }  

    public void draw(Graphics g) {  

        if(!init) {  
            for (int i = 0; i < imgs.length; i++) {  
                g.drawImage(imgs[i], -100, -100, null); //把图片画在看不到的地方  
            }  
            init = true;  
        }  

        if(!live) {  
            tc.explodes.remove(this);  
            return;  
        }  

        if (step == imgs.length) {  
            live = false;  
            step = 0;  
            return;  
        }  

        g.drawImage(imgs[step], x, y, null);  

        step ++ ;  

    }  

}  

Wall类:

package com.exjava.tankWar;  
import java.awt.*;  

public class Wall {  
    private int x, y, w, h;  
    private TankClient tc;  

    public Wall(int x, int y, int w, int h, TankClient tc) {  
        this.x = x;  
        this.y = y;  
        this.w = w;  
        this.h = h;  
        this.tc = tc;  
    }  

    public void draw(Graphics g) {  
        Color c = g.getColor();  
        g.setColor(Color.WHITE);  
        g.fillRect(x, y, w, h);  
        g.setColor(c);  
    }  

    public Rectangle getRect() {  
        return new Rectangle(x, y, w, h);  
    }  
}  

Blood类:

package com.exjava.tankWar;  
import java.awt.*;  

public class Blood {  

    private int x, y, w, h;  
    private TankClient tc;  

    private boolean live = true;  

    private int step = 0;  

    int[][] pos = {  
                    {400,400}, {420,400}, {440,400}, {440,420}, {440,440}, {420,440}, {400,440}, {400,420}  
                    };  

    public Blood(TankClient tc) {  
        this.x = pos[0][0];  
        this.y = pos[0][1];  
        this.w = h = 10;  
        this.tc = tc;  
    }  

    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);  

        move();  
    }  

    private void move() {  
        step ++;  

        if(step == pos.length) {  
            step = 0;  
        }  

        x = pos[step][0];  
        y = pos[step][1];         
    }  

    public Rectangle getRect() {  
        return new Rectangle(x, y, w, h);  
    }  

    public boolean isLive() {  
        return live;  
    }  

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

}  

Direction类:

package com.exjava.tankWar;  

public enum Direction {  
    L,LU,U,RU,R,RD,D,LD,STOP; //定义枚举类型,值为左、左上、上、右上、右、右下、下、左下、停止  
}  

ProperMgr类:

package com.exjava.tankWar;  

import java.io.IOException;  
import java.util.Properties;  

public class ProperMgr {  
    //Singleton模式,只实例化一个对象  
    //读配置文件用的对象,这个对象只需要把配置文件加载到内存就行,之后就和他没关系,所以只需实例化一次  
    static  Properties props = new Properties();  

    static {  
        try {  
            props.load(ProperMgr.class.getClassLoader().getResourceAsStream("config/tank.properties"));  
        } catch (IOException e1) {  
            e1.printStackTrace();  
        }  
    }  

    private ProperMgr() {} //构造方法定义成静态的,就是不准别的类new这种对象  

    public static String getProperty(String key) {  
        return props.getProperty(key);  
    }  

}  

包config中含有的文件
tank.properties源码:

initTankCount=20  
reProduceTank=10  

包images中含有的文件上述图片
坦克大战图片下载地址:点击下载

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