Java坦克大战 (七) 之图片版

本文来自:小易博客专栏。转载请注明出处:http://blog.csdn.net/oldinaction

在此小易将坦克大战这个项目分为几个版本,以此对J2SE的知识进行回顾和总结,希望这样也能给刚学完J2SE的小伙伴们一点启示!


如果嫌代码太长,可以在这里下载打包好的源代码哦!


坦克大战效果图:



坦克大战V0.7图片版实现功能:

1、将方向定义为一个Enum类写在一个文件里,修正坦克子弹的颜色
2、加入坦克、子弹、爆炸的图片
3、添加配置文件,并导出可运行的jar包


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



 

转载于:https://www.cnblogs.com/oldinaction/p/5167492.html

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