坦克大战-基础版02

坦克大战02

添加坦克静止的处理

只要四个键都没按,坦克就是静止的

tank类添加moving属性

if (!bL && !bU && !bR && !bD) {
                myTank.setMoving(false);
            }else {

                myTank.setMoving(true);

                if (bL) myTank.setDir(Dir.LEFT);
                if (bU) myTank.setDir(Dir.UP);
                if (bR) myTank.setDir(Dir.RIGHT);
                if (bD) myTank.setDir(Dir.DOWN);
}

子弹类

public class Bullet {
    private static final int SPEED = 5;
    private static final int WIDTH = 10, HEIGHT = 10 ;

    private int x,y;
    private Dir dir;

    public Bullet(int x, int y, Dir dir) {
        this.x = x;
        this.y = y;
        this.dir = dir;
    }

    public Bullet() {
    }

    public void paint(Graphics g) {
        Color color = g.getColor();
        g.setColor(Color.RED);
        g.fillOval(x, y, WIDTH, HEIGHT); //正方形的左上角坐标和宽高
        g.setColor(color);
        move();
    }
    private void move() {
        switch (dir) {
            case LEFT:
                x -= SPEED;
                break;
            case UP:
                y -= SPEED;
                break;
            case RIGHT:
                x += SPEED;
                break;
            case DOWN:
                y += SPEED;
                break;
        }
    }
}

在tankFrame中创建子弹对象

给定位置以及,和tank一样的默认方向

Bullet bullet = new Bullet(300,300,Dir.DOWN);

处理双缓冲,解决闪烁

每次移动坦克就会有闪烁现象的出现

Image offScreenImage = null;

    @Override
    public void update(Graphics g) {
        if (offScreenImage ==null){
            offScreenImage = this.createImage(GAME_WIDTH,GAME_HEIGHT);
        }
        Graphics gOffScreen = offScreenImage.getGraphics();
        Color c = gOffScreen.getColor();
        gOffScreen.setColor(Color.BLACK);
        gOffScreen.fillRect(0,0,GAME_WIDTH,GAME_HEIGHT);
        gOffScreen.setColor(c);
        paint(gOffScreen);
        g.drawImage(offScreenImage,0,0,null);
    }

使用ctrl键发射子弹

在tank类中添加fire方法

    public void fire() {
        tf.bullet = new Bullet(this.x, this.y, this.dir);
    }
    //处理键盘的监听【内部类】
    class MyKeyListener extends KeyAdapter {

        //坦克的方向,坦克的坐标
        boolean bL = false;
        boolean bU = false;
        boolean bR = false;
        boolean bD = false;


        //键盘按下
        @Override
        public void keyPressed(KeyEvent e) {
            //x+=200;
            //需要重新载入画布
            //repaint();

            //识别按下去的键
            int key = e.getKeyCode();
            switch (key) {
                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;
                default:
                    break;
            }
            setMainTankDir();
            new Thread(()->new Audio("audios/tank_move.wav").play()).start();
        }

        //键盘抬起
        @Override
        public void keyReleased(KeyEvent e) {

            //按下去的键归位
            int key = e.getKeyCode();
            switch (key) {
                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_CONTROL:
                    myTank.fire();
                    break;
                default:
                    break;
            }
            setMainTankDir();
        }

        private void setMainTankDir() {

            if (!bL && !bU && !bR && !bD) {
                myTank.setMoving(false);
            } else {

                myTank.setMoving(true);

                if (bL) myTank.setDir(Dir.LEFT);
                if (bU) myTank.setDir(Dir.UP);
                if (bR) myTank.setDir(Dir.RIGHT);
                if (bD) myTank.setDir(Dir.DOWN);
            }
       

子弹list的内存泄漏问题

如果手速很快同时按下很多子弹

在bullet类中

private boolean live = true;
 public void paint(Graphics g) {
        if (!live){
            tf.bullets.remove(this);
        }
 }    

tankframe类

List<Bullet> bullets = new ArrayList<>();

更改坦克子弹图片

bullet

        if (!live){
            tf.bullets.remove(this);
        }
        
        switch (dir){
            case LEFT:
                g.drawImage(ResourceManager.bulletL,x,y,null);
                break;
            case UP:
                g.drawImage(ResourceManager.bulletU,x,y,null);
                break;
            case RIGHT:
                g.drawImage(ResourceManager.bulletR,x,y,null);
                break;
            case DOWN:
                g.drawImage(ResourceManager.bulletD,x,y,null);
                break;
        }
        move();
    }

ResourceManager类

public class ResourceManager {
    public static BufferedImage goodTankL, goodTankU, goodTankR, goodTankD;
    public static BufferedImage badTankL, badTankU, badTankR, badTankD;
    public static BufferedImage bulletL, bulletU, bulletR, bulletD;
    public static BufferedImage[] explodes = new BufferedImage[16];

    static {
        try{
        tankU = ImageIO.read(ResourceManager.class.getClassLoader().getResourceAsStream("images/tankU.gif"));
            tankR = ImageIO.read(ResourceManager.class.getClassLoader().getResourceAsStream("images/tankR.gif"));
            tankD = ImageIO.read(ResourceManager.class.getClassLoader().getResourceAsStream("images/tankD.gif"));

            bulletL = ImageIO.read(ResourceManager.class.getClassLoader().getResourceAsStream("images/bulletL.gif"));
            bulletU = ImageIO.read(ResourceManager.class.getClassLoader().getResourceAsStream("images/bulletU.gif"));
            bulletR = ImageIO.read(ResourceManager.class.getClassLoader().getResourceAsStream("images/bulletR.gif"));
            bulletD = ImageIO.read(ResourceManager.class.getClassLoader().getResourceAsStream("images/bulletD.gif"));
        } catch (IOException e) {
            e.printStackTrace();
        }
            
    }
}

子弹在坦克位移方向的中心位置发射

tank

    public static final int WIDTH = ResourceManager.tankL.getWidth();
    public static final int HEIGHT = ResourceManager.tankL.getHeight();

    public void fire() {
        tf.bullets.add( new Bullet(this.x, this.y, this.dir,this.tf));
        int bX = this.x + Tank.WIDTH/2 - Bullet.WIDTH/2;
        int bY = this.y + Tank.HEIGHT/2 - Bullet.HEIGHT/2;
        tf.bullets.add( new Bullet(bX, bY, this.dir,this.tf));
    }

产生8个敌方坦克

Main

//初始化坦克
        for (int i = 0; i < 8; i++) {
            tf.tanks.add(new Tank(50 + i * 80, 200, Dir.DOWN, tf));
        }

tankframe

    List<Tank> tanks = new ArrayList<>();
//paint方法中
 for (int i = 0; i < tanks.size(); i++) {
            tanks.get(i).paint(g);
        }

碰撞检测

tank

 private boolean living = true;
//paint
  if (!living) tf.tanks.remove(this);

    public void die() {
        this.living = false;
    }

bullet

//paint
  if (!living) {
            tf.bullets.remove(this);
        }
 if (x < 0 || y < 0 || x > TankFrame.GAME_WIDTH || y > TankFrame.GAME_HEIGHT)
            living = false;
 public void collideWith(Tank tank) {
        Rectangle rectBu = new Rectangle(this.x, this.y, WIDTH, HEIGHT);
        Rectangle rectTa = new Rectangle(tank.getX(), tank.getY(), tank.WIDTH, tank.HEIGHT);
        if (rectBu.intersects(rectTa)){
            tank.die();
            this.die();
        }
    }

    private void die() {
        this.living = false;
    }

tankFrame

g.drawString("敌人数量"+tanks.size(),10,80);

  for (int i = 0;i < bullets.size(); i++){
            for (int j = 0; j < tanks.size(); j++) {
                bullets.get(i).collideWith(tanks.get(j));
            }
 }

敌人坦克区分敌我,默认不开启队友伤害,敌人坦克随机发射

Group

public enum Group {
    GOOD,BAD;
}

tank

private Random random = new Random();
 private Group group = Group.BAD;
tf.bullets.add(new Bullet(bX, bY, this.dir, Group.BAD, this.tf));

击中爆炸

explode

public class Explode {
    public static final int WIDTH = ResourceManager.explodes[0].getWidth();
    public static final int HEIGHT = ResourceManager.explodes[0].getHeight();

    private int x, y;

    private boolean living = true;
    TankFrame tf = null;

    private int step = 0;

    public Explode(int x, int y, TankFrame tf) {
        this.x = x;
        this.y = y;
        this.tf = tf;
    }


    public void paint(Graphics g) {
        g.drawImage(ResourceManager.explodes[step++], x, y, null);
        if (step >= ResourceManager.explodes.length) step = 0;
    }

}

resourceManager

for (int i = 0; i < 16; i++) {
                explodes[i] = ImageIO.read(ResourceManager.class.getClassLoader().getResourceAsStream("images/e" + (i + 1) + ".gif"));
}
  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值