坦克大战2.0

好久没更新,坚持,不要灰心。!
坦克大战2.0.

//各个成员类
//定义一个坦克类
class Tank
{
	int x=0;
	int y=0;
	int direct=0;
	int Type=0;
	public int getType() {
		return Type;
	}
	public void setType(int type) {
		Type = type;
	}

	//设置坦克的速度
	int speed=1;
	public int getSpeed() {
		return speed;
	}
	public void setSpeed(int speed) {
		this.speed = speed;
	}

	//坦克的方向 0 向上 1 向下 2 向左 3 向右
	
	public int getDirect() {
		return direct;
	}
	public void setDirect(int direct) {
		this.direct = direct;
	}
	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 Tank(int x,int y)
	{
		this.x=x;
		this.y=y;
	}
}
//敌人的坦克
class EnemyTank extends Tank
{
	public EnemyTank(int x,int y)
	{
		super(x,y);
	}
}
//我的坦克
class Hero extends Tank
{
	//子弹
	Shot s=null;
	public Hero(int x,int y)
	{
		super(x,y);
		
	}
	//开火
	public void fire()
	{
		switch(this.direct)
		{
		case 0:
			s=new Shot(x+10,y,0);
			break;
		case 1:
			s=new Shot(x+10, y+30,1);
			break;
		case 2:
			s=new Shot(x, y+10,2);
			break;
		case 3:
			s=new Shot(x+30, y+10,3);
			break;
		}
		Thread t=new Thread(s);
		t.start();
	}
	public void moveUp()
	{
		y-=speed;
	}
	public void moveDown()
	{
		y+=speed;
	}
	public void moveLeft()
	{
		x-=speed;
	}
	public void moveRight()
	{
		x+=speed;
	}
} 

//子弹类
class Shot implements Runnable
{
	int x=0;
	int y=0;
	int direct;
	int speed=3;
	boolean isLive=true;
	
	public Shot(int x,int y,int direct)
	{
		this.x=x;
		this.y=y;
		this.direct=direct;
		
	}
	public void run()
	{
		
		while(true)
		{try {
			Thread.sleep(50);
		} catch (InterruptedException e) {
			// TODO Auto-generated catch block
			e.printStackTrace();
		}
			switch(direct)
			{
			case 0:
				y-=speed;
				break;
			case 1:
				y+=speed;
				break;
			case 2:
				x-=speed;
				break;
			case 3:
				x+=speed;
				break;
			}
			System.out.println("x="+x+"  y="+y);
			if(x<0||x>400||y<0||y>400){
				this.isLive=false;
				break;
			}
		}
	}
}
//执行块
package com.tank2;
import java.awt.*;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;

import javax.swing.*;
import java.util.*;


public class Demo1_1 extends JFrame{

	MyPanel mp=null;
	public static void main(String[] args) {
		Demo1_1 dm=new Demo1_1();

	}
	//构造函数
	public Demo1_1()
	{
		mp=new MyPanel();
		Thread t=new Thread(mp);
		t.start();
		this.add(mp);
		
		this.addKeyListener(mp);
		this.setSize(400,300);
		this.setLocation(200,200);
		this.setTitle("坦克大战");
		this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
		this.setVisible(true);
		
		
	}

}
//我的面板
class MyPanel extends JPanel implements KeyListener,Runnable
{
	//定义一个我的坦克;(到时候再封装成一个函数)
	Hero hero=null;
	//定义敌人的坦克组
	Vector<EnemyTank> ets=new Vector<EnemyTank>();
	int ensize=3;
		public MyPanel()
	{
		hero=new Hero(100,100);
		hero.setDirect(0);
		hero.setType(1);
		//初始化敌人的坦克
		for(int i=0;i<ensize;i++)
		{
			EnemyTank et=new EnemyTank((i+1)*50, 0);//创建一辆敌人的坦克,加入到组中
			et.direct=1;
			et.Type=0;
			
			ets.add(et);
			
		}
		
	}
	public void paint(Graphics g)
	{
		super.paint(g);
		g.fill3DRect(0, 0, 400, 300, false);
		//画出我的坦克;
		
		this.drawTank(hero.getX(), hero.getY(), g, hero.getDirect(), hero.getType());
		//画子弹
		if(hero.s!=null&&hero.s.isLive==true)
		{
			g.draw3DRect(hero.s.x, hero.s.y, 3, 3, false);
		}
		//画敌人的坦克
		for(int i=0;i<ets.size();i++)
		{
			this.drawTank(ets.get(i).getX(), ets.get(i).getY(), g, ets.get(i).getDirect(), ets.get(i).getType());
		}
		
		
	}

	//画坦克的函数;
	public void drawTank(int x,int y,Graphics g,int direct,int type)
	{
		//判断是什么类型的坦克;
		switch(type)
		{
		case 0:
			g.setColor(Color.cyan);
			
			break;
		case 1:
		    g.setColor(Color.yellow);
		break;
		
		
		}
		switch(direct)
		{
		case 0:
			g.fill3DRect(x, y, 5, 30, false);
			g.fill3DRect(x+15, y, 5, 30, false);
			g.fill3DRect(x+5, y+5, 10, 20, false);
			
			g.fillOval(x+5, y+8, 9, 10);
			g.drawLine(x+10, y+15, x+10, y);
			
			break;
		case 1:
			g.fill3DRect(x, y, 5, 30, false);
			g.fill3DRect(x+15, y, 5, 30, false);
			g.fill3DRect(x+5, y+5, 10, 20, false);
			
			g.fillOval(x+5, y+8, 9, 10);
			g.drawLine(x+10, y+15, x+10, y+30);
			break;
		case 2:
			g.fill3DRect(x, y, 30, 5, false);
			g.fill3DRect(x, y+15,30,5, false);
			g.fill3DRect(x+5, y+5, 20, 10, false);
			
			g.fillOval(x+8, y+4, 10, 10);
			g.drawLine(x+15, y+10,x, y+10);
			break;
		case 3:
			g.fill3DRect(x, y, 30, 5, false);
			g.fill3DRect(x, y+15,30,5, false);
			g.fill3DRect(x+5, y+5, 20, 10, false);
			
			g.fillOval(x+8, y+4, 10, 10);
			g.drawLine(x+15, y+10,x+30, y+10);
			break;
		}
		
		
	}
	@Override
	public void keyPressed(KeyEvent e) {//键按下处理:a 表示向左 s 表示向下
		
		// TODO Auto-generated method stub
		if(e.getKeyCode()==KeyEvent.VK_W)
		{
			//设置坦克的方向
			this.hero.setDirect(0);
			this.hero.moveUp();
			
		}else if(e.getKeyCode()==KeyEvent.VK_S)
		{
			this.hero.setDirect(1);
			this.hero.moveDown();
			
		}else if(e.getKeyCode()==KeyEvent.VK_A)
		{
			this.hero.setDirect(2);
			this.hero.moveLeft();
			
		}else if(e.getKeyCode()==KeyEvent.VK_D)
		{
			this.hero.setDirect(3);
			this.hero.moveRight();
			
		}
		if(e.getKeyCode()==KeyEvent.VK_J){
		this.hero.fire();}
		//必须重绘
		this.repaint();
	}
	@Override
	public void keyReleased(KeyEvent e) {
		
		
	}
	@Override
	public void keyTyped(KeyEvent e) {
		// TODO Auto-generated method stub
		
	}
	@Override
	public void run() {
		// TODO Auto-generated method stub
		while(true)
		{
			try {
			Thread.sleep(100);
		} catch (InterruptedException e) {
			// TODO Auto-generated catch block
			e.printStackTrace();
		}this.repaint();
		}
		
	}
}

可能遇到了最难的关卡。先冲过去试试看。

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