前言
小时候大家都玩过坦克大战吧,熟悉的旋律和丰富的关卡陪伴了我们一整个寒暑假,还记得传说中的经典坦克大战 吗?那些怀旧的记忆,伴随着我们一起走过来的经典坦克大战,刚开始那战战兢兢,屡屡被敌人坦克击毁的情景历历在目。现在好了,再也不用担心敌人坦克了,可 以横冲直撞,横扫敌人坦克了。快哉!!!
《坦克大战》游戏以坦克战斗为主题,用java语言实现,采用了swing技术进行了界面化处理,设计思路用了面向对象思想。
主要需求
可以生成不同的地图,消灭地图上的所有坦克为胜利;可以设置关卡地图,不断增加难度。
主要设计
1、要有难度关卡:第一关,第二关,第三关,第四关,第五关;第一关地图最简单,第五关地图最难;
2、坦克要有血条,打多次才会死
3、地图要我有我方坦克四辆(相当于4条命)和多辆敌方坦克
4、我方坦克的炮弹数量是固定的,设置为500
5、地图右边显示基本信息
6、地图上要在砖块,铁块,河流
功能截图
游戏开始页面
代码实现
窗口布局
public class GameFrame extends JFrame {
/**
* serialVersionUID
*/
private static final long serialVersionUID = -1176914786963603304L;
public GameFrame() {
super();
this.setSize(800, 700);
this.setTitle("坦克大战");
this.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
this.setResizable(false);
this.setIconImage(TankGameImages.myTankImg[0]);
// 显示器屏幕大小
Dimension screenSizeInfo = Toolkit.getDefaultToolkit().getScreenSize();
int leftTopX = ((int) screenSizeInfo.getWidth() - this.getWidth()) / 2;
int leftTopY = ((int) screenSizeInfo.getHeight() - this.getHeight()) / 2;
// 设置显示的位置在屏幕中间
this.setLocation(leftTopX, leftTopY);
}
}
地图渲染核心算法
@Service
public class PaintService {
@Autowired
private GameContext context;
private Brick rightBrick = new Brick(700, 50);
private Iron rightIron = new Iron(700, 50);
private Water rightWater = new Water(700, 50);
/**
* 画出东西(包括坦克、障碍物。。)
*
* @param g Graphics
* @param stuff 东西对象
* @param panel 被画的那个面板
*/
public void drawStuff(Graphics g, Stuff stuff, JPanel panel) {
switch (stuff.getType()) {
//枚举的switch,有意思,不需要+StuffTypeEnum.TANK
case TANK:
Tank tank = (Tank) stuff;
switch (stuff.getDirect()) { // 判断所朝的方向
case NORTH:
this.drawNorth(g, tank, panel);
break;
case SOUTH:
this.drawSouth(g, tank, panel);
break;
case WEST:
this.drawWest(g, tank, panel);
break;
case EAST:
this.drawEast(g, tank, panel);
break;
}
break;
case BRICK:
// g.setColor(new Color(216, 90, 49));
// g.fill3DRect(stuff.getX() - 20, stuff.getY() - 20, 40, 40, false);
g.drawImage(TankGameImages.stuffImg[StuffTypeEnum.BRICK.getKey()],
stuff.getX() - 10, stuff.getY() - 10, 20, 20, panel);
break;
case IRON:
// g.setColor(new Color(225, 225, 225));
// g.fill3DRect(stuff.getX() - 20,
// stuff.getY() - 20, 40, 40, false);
g.drawImage(TankGameImages.stuffImg[StuffTypeEnum.IRON.getKey()], stuff.getX() - 10,
stuff.getY() - 10, 20, 20, panel);
break;
case WATER:
// g.setColor(new Color(65, 64, 253));
// g.fillRect(stuff.getX() - 20,
// stuff.getY() - 20, 40, 40);
g.drawImage(TankGameImages.stuffImg[StuffTypeEnum.WATER.getKey()],
stuff.getX() - 10, stuff.getY() - 10, 20, 20, panel);
break;
}
}
/**
* 画出爆炸
*
* @param g Graphics
* @param bombs 炸弹对象容器
* @param panel 被画的那个面板
*/
public void drawBomb(Graphics g, Vector<Bomb> bombs, JPanel panel) {
for (int i = 0; i < bombs.size(); i++) {
int l = bombs.get(i).getL();
Bomb b = bombs.get(i); // 从炸弹容器中取出一颗炸弹
if (b.getLifeTime() > 24) { // 生命值21-25
g.drawImage(TankGameImages.bomb[0], b.getX() - l / 2, b.getY()
- l / 2, l, l, panel);
} else if (b.getLifeTime() > 18) { // 生命值16-20
g.drawImage(TankGameImages.bomb[1], b.getX() - l / 2, b.getY()
- l / 2, l, l, panel);
} else if (b.getLifeTime() > 12) { // 生命值11-15
g.drawImage(TankGameImages.bomb[2], b.getX() - l / 2, b.getY()
- l / 2, l, l, panel);
} else if (b.getLifeTime() > 6) { // 生命值6-10
g.drawImage(TankGameImages.bomb[3], b.getX() - l / 2, b.getY()
- l / 2, l, l, panel);
} else { // 生命值低于6
g.drawImage(TankGameImages.bomb[4], b.getX() - l / 2, b.getY()
- l / 2, l, l, panel);
}
b.lifeDown(); // 生命随时间衰减
if (b.getLifeTime() == 0) { // 该炸弹死亡
b.setLive(false);
}
}
}
/**
* 画出敌人坦克和子弹
*
* @param g Graphics
* @param enemies 敌人坦克容量
* @param panel 被画的面板
*/
public void drawEnemyTank(Graphics g, Vector<EnemyTank> enemies, JPanel panel) {
for (int i = 0; i < enemies.size(); i++) {
this.drawStuff(g, enemies.get(i), panel); // 画出敌人的坦克
for (int j = 0; j < enemies.get(i).getBullets().size(); j++) {
if (enemies.get(i).getBullets().get(j) != null) {
Bullet eb = enemies.get(i).getBullets().get(j);
g.drawImage(TankGameImages.bullet, eb.getX() - 2,
eb.getY() - 2, 4, 4, panel);
}
}
}
}
/**
* 画出我的坦克和子弹
*
* @param g Graphics
* @param myTanks 我的坦克容量
* @param panel 被画的那个面板
*/
public void drawMyTank(Graphics g, Vector<MyTank> myTanks, JPanel panel) {
for (int m = 0; m < myTanks.size(); m++) {
MyTank myTank = myTanks.get(m); // 取出我的坦克
this.drawStuff(g, myTank, panel); // 画出我的坦克
for (int i = 0; i < myTank.getBullets().size(); i++) {
if (myTank.getBullets().get(i) != null) {
Bullet b = myTank.getBullets().get(i);
g.drawImage(TankGameImages.bullet, b.getX() - 2,
b.getY() - 2, 4, 4, panel);
}
}
}
}
/**
* 画出地图
*
* @param g Graphics
* @param map 地图对象
* @param panel 被画的那个面板
*/
public void drawMap(Graphics g, Map map, JPanel panel) {
Vector<Brick> bricks = map.getBricks();
Vector<Iron> irons = map.getIrons();
Vector<Water> waters = map.getWaters();
for (int i = 0; i < bricks.size(); i++) {
this.drawStuff(g, bricks.get(i), panel);
}
for (int i = 0; i < irons.size(); i++) {
this.drawStuff(g, irons.get(i), panel);
}
for (int i = 0; i < waters.size(); i++) {
this.drawStuff(g, waters.get(i), panel);
}
}
/**
* 画出一个面朝北的坦克
*
* @param g Graphics
* @param tank 东西对象
* @param panel 被画的那个面板
*/
public void drawNorth(Graphics g, Tank tank, JPanel panel) {
// int x = tank.getX();
// int y = tank.getY(); //0.设置画笔颜色
// g.setColor(Color.white);
// //1.画出左边的矩形
// g.fill3DRect(x - 20, y - 20, 10,
// 40, false);
// g.fill3DRect(x + 10, y - 20, 10, 40, false);//2.画出右边矩形
// //3.更换画笔颜色
// g.setColor(tank.getColor()); //4.画出轮子条纹
// for (int
// i = 0;
// i < 20 - 1;
// i++) {
// g.drawLine(x - 20, y - 20 + (i + 1) * 2, x - 10 - 1, y - 20 + (i + 1) * 2);
// g.drawLine(x + 10, y - 20 + (i + 1) * 2, x + 20 - 1, y - 20 + (i + 1) * 2);
// } //5.画出中间1矩形
// g.fill3DRect(x - 15, y - 14, 30, 28, false); //6.更换画笔颜色
// g.setColor(Color.white); //7.画出中间2矩形
// g.draw3DRect(x - 10, y - 9, 20,
// 18, false); //8.画出中间3矩形
// g.draw3DRect(x - 3, y - 5, 6, 10, false); //9.画直线
// g.drawLine(x - 15, y - 14, x - 10, y - 9);
// g.drawLine(x + 15, y - 14, x + 10, y - 9);
// g.drawLine(x - 15, y + 14, x - 10, y + 9);
// g.drawLine(x + 15, y + 14, x + 10, y + 9);
// g.setColor(tank.getColor()); //10.画矩形
// g.fill3DRect(x - 3, y - 12, 6, 3,
// false);
// g.fill3DRect(x - 2, y - 20, 4, 2, false);
// g.fill3DRect(x - 1, y - 20,
// 2, 11, false);
Image image;
if (tank.getTankType() == TankTypeEnum.MY) {
g.setColor(Color.green);
image = TankGameImages.myTankImg[DirectionEnum.NORTH.getKey()];// 初始化图片
} else {
image = TankGameImages.enemyTankImg[DirectionEnum.NORTH.getKey()];
g.setColor(Color.gray);
}
g.drawImage(image, tank.getX() - 20, tank.getY() - 20, 40, 40, panel);
g.fillRect(tank.getX() - 20, tank.getY() - 30, tank.getBlood() * 4, 5);
}
/**
* 画出一个方向朝南的坦克
*
* @param g Graphics
* @param tank 东西对象
* @param panel 被画的那个面板
*/
public void drawSouth(Graphics g, Tank tank, JPanel panel) {
// int x = tank.getX();
// int y = tank.getY();
// g.setColor(Color.white);
// g.fill3DRect(x - 20, y - 20, 10, 40, false);
// g.fill3DRect(x + 10, y - 20, 10,
// 40, false);
// g.setColor(tank.getColor());
// for (int i = 0; i < 20 - 1; i++) {
// g.drawLine(x - 20, y - 20 + (i + 1) * 2, x - 10 - 1, y - 20 + (i + 1) * 2);
// g.drawLine(x + 10,
// y - 20 + (i + 1) * 2, x + 20 - 1, y - 20 + (i + 1) * 2);
// }
// g.fill3DRect(x - 15, y - 14, 30,
// 28, false);
// g.setColor(Color.white);
// g.draw3DRect(x - 10, y - 9, 20,
// 18, false);
// g.draw3DRect(x - 3, y - 5, 6, 10, false);
// g.drawLine(x - 15,
// y - 14, x - 10, y - 9);
// g.drawLine(x + 15, y - 14, x + 10, y - 9);
// g.drawLine(x - 15,
// y + 14, x - 10, y + 9);
// g.drawLine(x + 15, y + 14, x + 10, y + 9);
// g.setColor(tank.getColor());
// g.fill3DRect(x - 3, y + 9, 6, 3, false);
// g.fill3DRect(x - 1, y + 9, 2, 11, false);
// g.fill3DRect(x - 2, y + 18, 4, 2,
// false);
Image image;
if (tank.getTankType() == TankTypeEnum.MY) {
g.setColor(Color.green);
image = TankGameImages.myTankImg[DirectionEnum.SOUTH.getKey()];// 初始化图片
} else {
image = TankGameImages.enemyTankImg[DirectionEnum.SOUTH.getKey()];
g.setColor(Color.gray);
}
g.drawImage(image, tank.getX() - 20, tank.getY() - 20, 40, 40, panel);
g.fillRect(tank.getX() - 20, tank.getY() - 30, tank.getBlood() * 4, 5);
}
/**
* 画出一个方向朝西的坦克
*
* @param g Graphics
* @param tank 东西对象
* @param panel 被画的那个面板
*/
public void drawWest(Graphics g, Tank tank, JPanel panel) {
// int x = tank.getX();
// int y = tank.getY();
// g.setColor(Color.white);
// g.fill3DRect(x - 20, y - 20, 40, 10, false);
// g.fill3DRect(x - 20, y + 10, 40,
// 10, false);
// g.setColor(tank.getColor());
// for (int i = 0; i < 20 - 1; i++) {
// g.drawLine(x - 20 + (i + 1) * 2, y - 20, x - 20 + (i + 1) * 2, y - 10 - 1);
// g.drawLine(x - 20 + (i + 1) * 2, y - 20 + 30, x - 20 + (i + 1) * 2, y - 10 - 1 + 30);
// }
// g.fill3DRect(x - 14, y - 15, 28, 30, false);
// g.setColor(Color.white);
// g.draw3DRect(x - 9, y - 10, 18, 20, false);
// g.draw3DRect(x - 5, y - 3, 10,
// 6, false);
// g.drawLine(x - 15, y - 14, x - 10, y - 9);
// g.drawLine(x + 15, y - 14,
// x + 10, y - 9);
// g.drawLine(x - 15, y + 14, x - 10, y + 9);
// g.drawLine(x + 15, y + 14,
// x + 10, y + 9);
// g.setColor(tank.getColor());
// g.fill3DRect(x - 12, y - 3, 3,
// 6, false);
// g.fill3DRect(x - 20, y - 1, 11, 2, false);
// g.fill3DRect(x - 20,
// y - 2, 2, 4, false);
Image image;
if (tank.getTankType() == TankTypeEnum.MY) {
image = TankGameImages.myTankImg[DirectionEnum.WEST.getKey()];// 初始化图片
g.setColor(Color.green);
} else {
image = TankGameImages.enemyTankImg[DirectionEnum.WEST.getKey()];
g.setColor(Color.gray);
}
g.drawImage(image, tank.getX() - 20, tank.getY() - 20, 40, 40, panel);
g.fillRect(tank.getX() - 20, tank.getY() - 30, tank.getBlood() * 4, 5);
}
/**
* 画出一个方向朝东的坦克
*
* @param g Graphics
* @param tank 东西对象
* @param panel 被画的那个面板
*/
public void drawEast(Graphics g, Tank tank, JPanel panel) {
// int x = tank.getX();
// int y = tank.getY();
// g.setColor(Color.white);
// g.fill3DRect(x - 20, y - 20, 40, 10, false);
// g.fill3DRect(x - 20, y + 10, 40,
// 10, false);
// g.setColor(tank.getColor());
// for (int i = 0; i < 20 - 1; i++) {
// g.drawLine(x - 20 + (i + 1) * 2, y - 20, x - 20 + (i + 1) * 2, y - 10 - 1);
// g.drawLine(x - 20 + (i + 1) * 2, y - 20 + 30, x - 20 + (i + 1) * 2, y - 10 - 1 + 30);
// }
// g.fill3DRect(x - 14, y - 15, 28, 30, false);
// g.setColor(Color.white);
// g.draw3DRect(x - 9, y - 10, 18, 20, false);
// g.draw3DRect(x - 5, y - 3, 10,
// 6, false);
// g.drawLine(x - 15, y - 14, x - 10, y - 9);
// g.drawLine(x + 15, y - 14,
// x + 10, y - 9);
// g.drawLine(x - 15, y + 14, x - 10, y + 9);
// g.drawLine(x + 15, y + 14,
// x + 10, y + 9);
// g.setColor(tank.getColor());
// g.fill3DRect(x + 9, y - 3, 3, 6,
// false);
// g.fill3DRect(x + 9, y - 1, 11, 2, false);
// g.fill3DRect(x + 18, y - 2,
// 2, 4, false);
Image image;
if (tank.getTankType() == TankTypeEnum.MY) {
image = TankGameImages.myTankImg[DirectionEnum.EAST.getKey()];// 初始化图片
g.setColor(Color.green);
} else {
image = TankGameImages.enemyTankImg[DirectionEnum.EAST.getKey()];
g.setColor(Color.gray);
}
g.drawImage(image, tank.getX() - 20, tank.getY() - 20, 40, 40, panel);
g.fillRect(tank.getX() - 20, tank.getY() - 30, tank.getBlood() * 4, 5);
}
/**
* 画出游戏右边的那个面板
*
* @param g Graphics
* @param tgp 游戏主要面板对象
*/
public void drawRight(Graphics g, GamePanel tgp, RealTimeGameData data) {
if (data.getMapMakingFlag().equals(Boolean.TRUE)) {
g.drawString("当前选中画笔(可按C键切换)", 620, 20);
if (data.getCurrentStuff() == StuffTypeEnum.IRON) {
drawStuff(g, rightIron, tgp);
} else if (data.getCurrentStuff() == StuffTypeEnum.BRICK) {
drawStuff(g, rightBrick, tgp);
} else if (data.getCurrentStuff() == StuffTypeEnum.WATER) {
drawStuff(g, rightWater, tgp);
} else {
g.drawString("橡皮擦", 680, 50);
}
} else {
for (int i = 0; i < data.getEnemyTankNum(); i++) {
if (i >= 4) {
g.drawImage(TankGameImages.enemyTankImg[DirectionEnum.NORTH.getKey()],
402 + 50 * i, 100, 40, 40, tgp);
} else {
g.drawImage(TankGameImages.enemyTankImg[DirectionEnum.NORTH.getKey()],
602 + 50 * i, 20, 40, 40, tgp);
}
}
for (int j = 0; j < data.getMyTankNum(); j++) {
g.drawImage(TankGameImages.myTankImg[DirectionEnum.NORTH.getKey()], 602 + 50 * j,
400, 40, 40, tgp);
}
g.drawString("我的坦克子弹数目:" + data.getMyBulletNum(), 620, 500);
}
}
public void rePaintPanel(GamePanel panel, Graphics g) {
RealTimeGameData data = context.getGameData();
if (data.isStart()) {
g.setColor(Color.black);
g.fillRect(0, 0, GameConstants.GAME_PANEL_WIDTH, GameConstants.GAME_PANEL_HEIGHT);
g.fillRect(280, 600, 40, 40);
this.drawMap(g, data.getMap(), panel);
this.drawMyTank(g, data.getMyTanks(), panel); // 画出我的坦克(包括子弹)
this.drawEnemyTank(g, data.getEnemies(), panel); // 画出敌人坦克(包括子弹)
this.drawBomb(g, data.getBombs(), panel); // 画出爆炸
this.drawRight(g, panel, data);
if (data.getMyTankNum() == 0) { // 如果我的坦克数量为0
g.drawImage(TankGameImages.gameOver, 250, data.getDy(), 100,
100, panel);
}
if (data.getEnemyTankNum() == 0) { // 如果敌人坦克的数量为0
g.drawImage(TankGameImages.gameWin, 250, data.getDy(), 100,
100, panel);
}
if (data.getDy() == 250) {
g.fillRect(0, 0, 800, 600);
g.setColor(Color.BLUE);
if (data.getMyTankNum() == 0) {
g.drawString("失败了!!!", 300, 220);
} else {
g.drawString("挑战成功,请稍等...", 300, 220);
}
g.drawString(
("敌人坦克死亡数量:" + (8 - data.getEnemyTankNum())),
300, 260);
g.drawString("我的坦克死亡总数量:" + data.getBeKilled(), 300,
280);
g.drawString(
"我的炮弹消耗总数量:"
+ (GameConstants.MY_TANK_INIT_BULLET_NUM - data
.getMyBulletNum()), 300, 300);
g.drawString("敌人坦克剩余数量:" + data.getEnemyTankNum(), 300,
320);
g.drawString("我的坦克剩余总数量:" + data.getMyTankNum(), 300,
340);
g.drawString("我的炮弹剩余总数量:" + data.getMyBulletNum(), 300,
360);
}
} else {
g.drawImage(TankGameImages.startImage, 0, 0, 800, 700, panel);
//g.drawImage(TankGameImages.font, 0, data.getKy(), panel);
if (data.isIconSmile()) {
//g.drawImage(TankGameImages.yctSmile1, data.getKx(), 45,
// panel);
data.setIconSmile(false);
} else {
//g.drawImage(TankGameImages.yctSmile2, data.getKx(), 45,
// panel);
data.setIconSmile(true);
}
}
}
}
坦克核心算法
@Service
public class TankEventService {
/**
* 判断坦克是否与另一个事物重叠
*
* @param stuff 东西对象
* @param length 两者之间的最短距离
* @return 是否重叠
*/
public boolean isTankOverlap(Tank tank, Stuff stuff, int length) {
boolean b = false;
int x = stuff.getX();
int y = stuff.getY();
if (tank.getDirect() == DirectionEnum.NORTH) {
tank.setY(tank.getY() - tank.getSpeed());
if (Math.abs(tank.getY() - y) < length
&& Math.abs(tank.getX() - x) < length) {
b = true;
tank.setY(tank.getY() + tank.getSpeed());
} else {
tank.setY(tank.getY() + tank.getSpeed());
}
}
if (tank.getDirect() == DirectionEnum.SOUTH) {
tank.setY(tank.getY() + tank.getSpeed());
if (Math.abs(tank.getY() - y) < length
&& Math.abs(tank.getX() - x) < length) {
b = true;
}
tank.setY(tank.getY() - tank.getSpeed());
}
if (tank.getDirect() == DirectionEnum.EAST) {
tank.setX(tank.getX() + tank.getSpeed());
if (Math.abs(tank.getY() - y) < length
&& Math.abs(tank.getX() - x) < length) {
b = true;
}
tank.setX(tank.getX() - tank.getSpeed());
}
if (tank.getDirect() == DirectionEnum.WEST) {
tank.setX(tank.getX() - tank.getSpeed());
if (Math.abs(tank.getY() - y) < length
&& Math.abs(tank.getX() - x) < length) {
b = true;
}
tank.setX(tank.getX() + tank.getSpeed());
}
return b;
}
/**
* 判断是否重叠
*
* @param enemies 敌人坦克容量
* @return 是否重叠
*/
public boolean isMyTankOverlap(MyTank tank, Vector<EnemyTank> enemies) {
for (int i = 0; i < enemies.size(); i++) {
if (isTankOverlap(tank, enemies.get(i), 40))
return true;
}
return false;
}
/**
* 判断自己跟别的坦克是否重叠
*
* @param enemies 敌人坦克容量
* @param myTanks 我的坦克容量
* @return 是否重叠
*/
public boolean isEnemyTankOverlap(EnemyTank enemy, Vector<EnemyTank> enemies, Vector<MyTank> myTanks) {
for (int i = 0; i < enemies.size(); i++) {
if (enemy != enemies.get(i)) {
if (isTankOverlap(enemy, enemies.get(i), 40)) {
enemy.setOverlapNo(true);
return true;
}
}
}
for (int j = 0; j < myTanks.size(); j++) {
if (isTankOverlap(enemy, myTanks.get(j), 40)) {
enemy.setOverlapYes(true);
return true;
}
}
enemy.setOverlapNo(false);
enemy.setOverlapYes(false);
return false;
}
/**
* 每隔36毫秒 一直向西走
*/
public void enemyGoWest(EnemyTank enemy) {
for (; ; ) {
GameTimeUnit.sleepMillis(36);
if (!enemy.isOverlapNo()&& !enemy.isOverlapYes()) {
enemy.goWest();
}
if (enemy.getMyTankLocation() != DirectionEnum.WEST) {
enemy.setDirect(enemy.getMyTankDirect());
break;
}
}
}
/**
* 每隔36毫秒 一直向东走
*/
public void enemyGoEast(EnemyTank enemy) {
for (; ; ) {
GameTimeUnit.sleepMillis(36);
if (!enemy.isOverlapNo() && !enemy.isOverlapYes()) {
enemy.goEast();
}
if (enemy.getMyTankLocation() != DirectionEnum.EAST) {
enemy.setDirect(enemy.getMyTankDirect());
break;
}
}
}
/**
* 每隔36毫秒 一直向北走
*/
public void enemyGoNorth(EnemyTank enemy) {
for (; ; ) {
GameTimeUnit.sleepMillis(36);
if (!enemy.isOverlapNo() && !enemy.isOverlapYes()) {
enemy.goNorth();
}
if (enemy.getMyTankLocation() != DirectionEnum.NORTH) {
enemy.setDirect(enemy.getMyTankDirect());
break;
}
}
}
/**
* 每隔36毫秒 一直向南走
*/
public void enemyGoSouth(EnemyTank enemy) {
for (; ; ) {
GameTimeUnit.sleepMillis(36);
if (!enemy.isOverlapNo() && !enemy.isOverlapYes()) {
enemy.goSouth();
}
if (enemy.getMyTankLocation() != DirectionEnum.SOUTH) {
enemy.setDirect(enemy.getMyTankDirect());
break;
}
}
}
/**
* 从指定的三个方向中随机选择一个
*
* @param direct1 方向1
* @param direct2 方向2
* @param direct3 方向3
*/
public DirectionEnum enemyGetRandomDirect(DirectionEnum direct1, DirectionEnum direct2, DirectionEnum direct3) {
int random = (int) (Math.random() * 3);
DirectionEnum returnDirect = DirectionEnum.INVALID;
switch (random) {
case 0:
returnDirect = direct1;
break;
case 1:
returnDirect = direct2;
break;
case 2:
returnDirect = direct3;
break;
}
return returnDirect;
}
/**
* 让敌人坦克能够发现我的坦克并开炮
*
* @param myTank 我的坦克
* @param map 地图对象
*/
public void enemyFindAndKill(EnemyTank enemy, MyTank myTank, Map map) {
int myX = myTank.getX();
int myY = myTank.getY();
int enX = enemy.getX();
int enY = enemy.getY();
if (Math.abs(myX - enX) < 20 && myY <= 580) {
if (enY < myY) {
int s = 0;
for (int t = 0; t < map.getIrons().size(); t++) {
Iron iron = map.getIrons().get(t);
if (Math.abs(enX - iron.getX()) <= 10 && iron.getY() > enY
&& iron.getY() < myY) {
s = 1;
break;
}
}
if (s == 0) {
enemy.setShot(true);
enemy.setMyTankLocation(DirectionEnum.SOUTH);
}
} else {
int s = 0;
for (int t = 0; t < map.getIrons().size(); t++) {
Iron iron = map.getIrons().get(t);
if (Math.abs(enX - iron.getX()) <= 10 && iron.getY() < enY
&& iron.getY() > myY) {
s = 1;
break;
}
}
if (s == 0) {
enemy.setShot(true);
enemy.setMyTankLocation(DirectionEnum.NORTH);
}
}
} else if (Math.abs(myY - enY) < 20 && myY <= 580) {
if (enX > myX) {
int s = 0;
for (int t = 0; t < map.getIrons().size(); t++) {
Iron iron = map.getIrons().get(t);
if (Math.abs(enY - iron.getY()) <= 10 && iron.getX() < enX
&& iron.getX() > myX) {
s = 1;
break;
}
}
if (s == 0) {
enemy.setShot(true);
enemy.setMyTankLocation(DirectionEnum.WEST);
}
} else {
int s = 0;
for (int t = 0; t < map.getIrons().size(); t++) {
Iron iron = map.getIrons().get(t);
if (Math.abs(enY - iron.getY()) <= 10 && iron.getX() > enX
&& iron.getX() < myX) {
s = 1;
break;
}
}
if (s == 0) {
enemy.setShot(true);
enemy.setMyTankLocation(DirectionEnum.EAST);
}
}
} else {
enemy.setShot(false);
enemy.setMyTankLocation(DirectionEnum.INVALID);
}
}
}
总结
通过此次的《坦克大战》游戏实现,让我对swing的相关知识有了进一步的了解,对java这门语言也有了比以前更深刻的认识。
java的一些基本语法,比如数据类型、运算符、程序流程控制和数组等,理解更加透彻。java最核心的核心就是面向对象思想,对于这一个概念,终于悟到了一些。
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