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"));
}