坦克大战-java基础部分应用(韩顺平老师版)

坦克大战-java基础部分应用(韩顺平老师版)

首先是主代码main方法部分
通过继承JFram来显示对应的窗口

main方法模块

package com.tankgame04_v;  /* viktor_qiu compile */

import javax.swing.*;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.io.IOException;
import java.util.Scanner;

public class TankGame05 extends JFrame {
    MyPanel mp = null;
    public static void main(String[] args) throws IOException {

        TankGame05 tankgame02 = new TankGame05();
    }

    public TankGame05() throws IOException {
        System.out.println("请输入选择 1:新游戏 2:继续上局");
        Scanner scanner = new Scanner(System.in);
        String key = scanner.next();
        mp = new MyPanel(key);
        Thread thread = new Thread(mp);
        thread.start();
        this.add(mp);//绘图区域
        this.setSize(1300,785);
        this.addKeyListener(mp);//监听键盘事件
        this.setDefaultCloseOperation(EXIT_ON_CLOSE);
        this.setVisible(true);

        //在JFrame 中增加相应关闭窗口的处理
        this.addWindowListener(new WindowAdapter() {
            @Override
            public void windowClosing(WindowEvent e) {
                Recorder.keepRecorder();
                System.exit(0);
            }
        });
    }
}

myPanel模块

继承Panel来实现画板和画笔的功能,主控制模块

package com.tankgame04_v;  /* viktor_qiu compile */

import javax.swing.*;
import java.awt.*;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.io.IOException;
import java.util.Vector;

//绘图区域
//为了让Panel不停重绘一个
public class MyPanel extends JPanel implements KeyListener, Runnable {
    //定义我的坦克
    Hero hero = null;
    Vector<EnemyTank> enemyTanks = new Vector<>();
    //定义一个node对象Vector,用于回复敌人坦克的坐标和方向
    Vector<Node> nodes = new Vector<>();
    //定义一个Vector 用于存放炸弹
    Vector<Bomb> bombs = new Vector<>();
    //当子弹击中坦克时,加入一个bombs对象
    //定义三张炸弹图片 用于显示爆炸效果
    Image image1 = null;
    Image image2 = null;
    Image image3 = null;
    int enemyTankSize = 5;

    public MyPanel(String key) throws IOException {
        nodes = Recorder.getNodesAndEnemyTankNum();
        //将enemyTanks给Recorder
        Recorder.setEnemyTanks(enemyTanks);
        hero = new Hero(450, 700);//初始化自己的坦克
        //初始化炸弹效果
        Bomb bomb = new Bomb(0, 0);
        bombs.add(bomb);

        switch (key){
            case "1":
                //把计算清0
                Recorder.setAllEnemyTankNum(0);
                //初始化大小的坦克
                for (int i = 0; i < enemyTankSize; i++) {
                    EnemyTank enemyTank = new EnemyTank(100 * (i + 1), 0);
                    //将enemyTanks设置给enemyTank
                    enemyTank.setEnemyTanks(enemyTanks);
                    hero.setEnemyTanks(enemyTanks);
                    //设置方向
                    enemyTank.setDirect((int) (Math.random() * 4));
                    //启动敌人坦克线程动起来
                    new Thread(enemyTank).start();
                    //给该EnemyTank加入一个子弹
                    Shot shot = new Shot(enemyTank.getX() + 20, enemyTank.getY() + 25, enemyTank.getDirect());
                    //加入enemyTank的Vector成员
                    enemyTank.shots.add(shot);
                    //启动shot对象
                    new Thread(shot).start();
                    enemyTanks.add(enemyTank);
                }
                break;
            case "2": //继续上局游戏
                //初始化大小的坦克
                for (int i = 0; i < nodes.size(); i++) {
                    System.out.println("创建坦克"+i);
                    Node node = nodes.get(i);
                    EnemyTank enemyTank = new EnemyTank(node.getX(),node.getY());
                    //将enemyTanks设置给enemyTank
                    enemyTank.setEnemyTanks(enemyTanks);
                    hero.setEnemyTanks(enemyTanks);
                    //设置方向
                    enemyTank.setDirect(node.getDirect());
                    //启动敌人坦克线程动起来
                    new Thread(enemyTank).start();
                    //给该EnemyTank加入一个子弹
                    Shot shot = new Shot(enemyTank.getX() + 20, enemyTank.getY() + 25, enemyTank.getDirect());
                    //加入enemyTank的Vector成员
                    enemyTank.shots.add(shot);
                    //启动shot对象
                    new Thread(shot).start();
                    enemyTanks.add(enemyTank);
                }
                break;
            default:
                System.out.println("你的输入有误");
                break;
        }

        //初始化图片对象
        image1 = Toolkit.getDefaultToolkit().getImage(MyPanel.class.getResource("/1.png"));
        image2 = Toolkit.getDefaultToolkit().getImage(MyPanel.class.getResource("/2.png"));
        image3 = Toolkit.getDefaultToolkit().getImage(MyPanel.class.getResource("/3.png"));
    }

    //编写方法,显示我方摧毁敌方信息
    public void showInfo(Graphics g){
        g.setColor(Color.BLACK);
        Font font = new Font("宋体",Font.BOLD,25);
        g.setFont(font);
        g.drawString("您累计击毁敌方坦克",1020,30);
        drawTank(1020,60,g,0,0);
        g.setColor(Color.BLACK);
        g.drawString(Recorder.getAllEnemyTankNum()+"",1080,100);
    }
    @Override
    public void paint(Graphics g) {
        super.paint(g);
        g.fillRect(0, 0, 1000, 750); //填充矩形为黑色
        showInfo(g);
        if (hero != null && hero.isLive) {
            drawTank(hero.getX(), hero.getY(), g, hero.getDirect(), 1); //自己的坦克
        }
        //自己的子弹
//        if (hero.shot != null && hero.shot.isLive == true) {
//            g.fillOval(hero.shot.x - 2, hero.shot.y - 2, 5, 5);
//        }
        //将自己的子弹集合,遍历取出
        for (int i = 0; i < hero.shots.size(); i++) {
            Shot shot = hero.shots.get(i);
            if (shot != null && shot.isLive == true) {
                g.fillOval(shot.x - 2, shot.y - 2, 5, 5);
            } else {//该shot已经失效,就从shots集合中拿掉
                hero.shots.remove(shot);
            }
        }
        //画出敌人的坦克 遍历
        for (int i = 0; i < enemyTanks.size(); i++) {
            //取出坦克
            EnemyTank enemyTank = enemyTanks.get(i);
            if (enemyTank.isLive) { //当敌方坦克是存活的 才进行绘制
                drawTank(enemyTank.getX(), enemyTank.getY(), g, enemyTank.getDirect(), 0);
                //画出敌方坦克子弹
                for (int j = 0; j < enemyTank.shots.size(); j++) {
                    Shot shot = enemyTank.shots.get(j);
                    //绘制
                    if (shot.isLive) { //isLive == true
                        g.fillOval(shot.x - 2, shot.y - 2, 5, 5);
                    } else {
                        enemyTank.shots.remove(shot);
                    }
                }
            }
        }
        //如果bombs集合中有对象,就画出
        for (int i = 0; i < bombs.size(); i++) {
            Bomb bomb = bombs.get(i);
            //根据当前这个life值画出对应的图片
            if (bomb.life > 6) {
                g.drawImage(image1, bomb.x, bomb.y, 60, 60, this);
            } else if (bomb.life > 3) {
                g.drawImage(image2, bomb.x, bomb.y, 60, 60, this);
            } else {
                g.drawImage(image3, bomb.x, bomb.y, 60, 60, this);
            }
            //让这个炸弹的生命值减少
            bomb.lifeDown();
            //如果life为0 就删除
            if (bomb.life == 0) {
                bombs.remove(bomb);
            }
        }
    }

    /**
     * @param x      tank左上x坐标
     * @param y      tank左上y坐标
     * @param g      画笔
     * @param direct 坦克方向
     * @param type   坦克类型
     */
    //编写方法画坦克
    public void drawTank(int x, int y, Graphics g, int direct, int type) {
        //根据不同的坦克类型,设置不同的颜色
        switch (type) {
            case 0://我们的坦克
                g.setColor(Color.CYAN);
                break;
            case 1://敌人的坦克
                g.setColor(Color.YELLOW);
                break;
        }
        //根据方向绘制坦克(0为向上,1向右,2向下,3向左)
        switch (direct) {
            case 0:
                g.fill3DRect(x, y, 10, 50, false);//左轮子
                g.fill3DRect(x + 30, y, 10, 50, false);//右轮子
                g.fill3DRect(x + 10, y + 10, 20, 30, false); //坦克盖子
                g.fillOval(x + 10, y + 15, 20, 20); //圆形盖子
                g.drawLine(x + 20, y + 30, x + 20, y);
                break;
            case 1:
                g.fill3DRect(x, y, 50, 10, false);//上轮子
                g.fill3DRect(x, y + 30, 50, 10, false);//下轮子
                g.fill3DRect(x + 10, y + 10, 30, 20, false); //坦克盖子
                g.fillOval(x + 15, y + 10, 20, 20); //圆形盖子
                g.drawLine(x + 30, y + 20, x + 50, y + 20);
                break;
            case 2:
                g.fill3DRect(x, y, 10, 50, false);//左轮子
                g.fill3DRect(x + 30, y, 10, 50, false);//右轮子
                g.fill3DRect(x + 10, y + 10, 20, 30, false); //坦克盖子
                g.fillOval(x + 10, y + 15, 20, 20); //圆形盖子
                g.drawLine(x + 20, y + 50, x + 20, y + 30);
                break;
            case 3:
                g.fill3DRect(x, y, 50, 10, false);//上轮子
                g.fill3DRect(x, y + 30, 50, 10, false);//下轮子
                g.fill3DRect(x + 10, y + 10, 30, 20, false); //坦克盖子
                g.fillOval(x + 15, y + 10, 20, 20); //圆形盖子
                g.drawLine(x, y + 20, x + 20, y + 20);
                break;
            case 10:
                g.fill3DRect(x, y, 10, 50, false);//左轮子
                g.fill3DRect(x + 2, y + 2, 6, 46, true);//左轮子
                g.fill3DRect(x + 30, y, 10, 50, false);//右轮子
                g.fill3DRect(x + 32, y, 6, 46, true);//右轮子
                //g.fill3DRect(x+ 10,y+20,20,20,true);
                g.fill3DRect(x + 10, y + 10, 20, 30, false); //坦克盖子
                g.fillOval(x + 10, y + 15, 20, 20); //圆形盖子
                g.fillRect(x + 18, y - 5, 4, 20);


            default:
                System.out.println("暂时不处理");
        }
    }

    //需要遍历我方子弹 和坦克进行判断
    public void hitEnemyTank() {
        //遍历我方子弹
        for (int j = 0; j < hero.shots.size(); j++) {
            Shot shot = hero.shots.get(j);
            //判断是否击中了敌人坦克
            if (shot != null && shot.isLive) { //当我的子弹还存活
                for (int i = 0; i < enemyTanks.size(); i++) {
                    EnemyTank enemyTank = enemyTanks.get(i);
                    hitTank(shot, enemyTank);
                }
            }
        }
    }

    //编写方法,判断敌人是否打中我们坦克
    public void hitHero() {
        for (int i = 0; i < enemyTanks.size(); i++) {
            EnemyTank enemyTank = enemyTanks.get(i);
            for (int j = 0; j < enemyTank.shots.size(); j++) {
                Shot shot = enemyTank.shots.get(j);
                //判断shot是否击中我们的坦克
                if (hero.isLive && shot.isLive) {
                    hitTank(shot, hero);
                }
            }
        }
    }

    //编写方法,判断我方的子弹是否击中坦克
    public void hitTank(Shot s, Tank enemyTank) {
        //判断子弹时候打中这个区域
        switch (enemyTank.getDirect()) {
            case 0://向上
            case 2://向下
                if (s.x > enemyTank.getX() && s.x < enemyTank.getX() + 40
                        && s.y > enemyTank.getY() && s.y < enemyTank.getY() + 50) {
                    s.isLive = false;
                    enemyTank.isLive = false;
                    //当我的子弹击中敌方坦克,将enemyTank移除
                    enemyTanks.remove(enemyTank);
                    //当我放摧毁一个坦克,就对allEnemyTankNum++
                    if(enemyTank instanceof EnemyTank){
                        Recorder.addAllEnemyTankNum();
                    }
                    //炸弹加入bomb
                    Bomb bomb = new Bomb(enemyTank.getX(), enemyTank.getY());
                    bombs.add(bomb);
                }
                break;
            case 1://case 3://if (s.x > enemyTank.getX() && s.x < enemyTank.getX() + 50
                        && s.y > enemyTank.getY() && s.y < enemyTank.getY() + 40) {
                    s.isLive = false;
                    enemyTank.isLive = false;
                    //当我的子弹击中敌方坦克,将enemyTank移除
                    enemyTanks.remove(enemyTank);
                    if(enemyTank instanceof EnemyTank){
                        Recorder.addAllEnemyTankNum();
                    }
                    Bomb bomb = new Bomb(enemyTank.getX(), enemyTank.getY());
                    bombs.add(bomb);
                }
                break;
        }
    }


    @Override
    public void keyTyped(KeyEvent e) {

    }

    @Override
    public void keyPressed(KeyEvent e) {
        if (e.getKeyCode() == KeyEvent.VK_B) { //如果按下B键加速
            hero.setSpeed();
        }
        if (e.getKeyCode() == KeyEvent.VK_W) {//如果按下w键
            //改变坦克的方向
            hero.setDirect(0);
            if (hero.getY() > hero.speed - 1 && !hero.isTouchEnemyTank()) {
                hero.moveUp();
            }
        }
        if (e.getKeyCode() == KeyEvent.VK_D) {//如果按下d键
            hero.setDirect(1);
            if (hero.getX() + 50 < 1000 && !hero.isTouchEnemyTank()) {
                hero.moveRight();
            }
        }
        if (e.getKeyCode() == KeyEvent.VK_S) {//如果按下s键
            hero.setDirect(2);
            if (hero.getY() + 50 < 750 && !hero.isTouchEnemyTank()) {
                hero.moveDown();
            }
        }
        if (e.getKeyCode() == KeyEvent.VK_A) {//如果按下a键
            hero.setDirect(3);
            if (hero.getX() > hero.speed - 1 && !hero.isTouchEnemyTank()) {
                hero.moveLeft();
            }
        }
        if (e.getKeyCode() == KeyEvent.VK_J) {
            System.out.println("开炮");
            //一棵子弹
            //if(hero.shot ==null || !hero.shot.isLive){
            //   hero.shotEnemyTank();
            //}
            hero.shotEnemyTank();
        }
        repaint();
    }

    @Override
    public void keyReleased(KeyEvent e) {

    }

    @Override
    public void run() {
        while (true) {
            try {
                Thread.sleep(10);
            } catch (InterruptedException e) {
                throw new RuntimeException(e);
            }

            hitEnemyTank();
            //判断敌方坦克是否击中我们
            hitHero();
            repaint();
        }
    }
}

Tank模块

这个模块的作用是所有的坦克行为都在这里 当然包括我方坦克和敌方坦克

package com.tankgame04_v;  /* viktor_qiu compile */

import java.util.Vector;

public class Tank {
    private int x; //tank横坐标
    private int y; // 从坐标
    int speed = 5;//坦克初始速度
    private int direct;//坦克方向 0 1 2 3
    boolean isLive = true;

    //增加一个成员 EnemyTank可以得到敌人坦克的Vector
    Vector<EnemyTank> enemyTanks = new Vector<>();

    public Tank(int x, int y) {
        this.x = x;
        this.y = y;
    }
    public void setSpeed(){
        speed++;
        if (speed>20) speed=5;
    }
    public void moveUp(){
        y -=speed;
    }

    public void moveDown(){
        y+=speed;
    }

    public void moveRight(){
        x+=speed;
    }

    public void moveLeft(){
        x-=speed;
    }


    public boolean isTouchEnemyTank() {
        //判断当前敌人坦克的方向
        switch (this.getDirect()) {
            case 0:
                //让当前敌人坦克与其他所有坦克比较
                for (int i = 0; i < enemyTanks.size(); i++) {
                    //取出vector取出一个敌人的坦克
                    EnemyTank enemyTank = enemyTanks.get(i);
                    //不和自己比较
                    if (enemyTank != this) {
                        //如果敌人坦克是上下方向x的范围就是[enemyTank.getX(),enemyTank.getX()+40]
                        //                  y的范围就是[enemyTank.getY(),enemyTank.getY()+50]
                        if (enemyTank.getDirect() == 0 || enemyTank.getDirect() == 2) {
                            if (this.getX() >= enemyTank.getX() && this.getX() <= enemyTank.getX() + 40
                                    && this.getY() >= enemyTank.getY() && this.getY() <= enemyTank.getY() + 50) {
                                return true;
                            }
                            //判断右上角的坐标
                            if (this.getX() + 40 >= enemyTank.getX() && this.getX() + 40 <= enemyTank.getX() + 40
                                    && this.getY() >= enemyTank.getY() && this.getY() <= enemyTank.getY() + 50) {
                                return true;
                            }
                        }

                        //如果敌人的方向是左和右
                        if (enemyTank.getDirect() == 1 || enemyTank.getDirect() == 3) {
                            if (this.getX() >= enemyTank.getX() && this.getX() <= enemyTank.getX() + 50
                                    && this.getY() >= enemyTank.getY() && this.getY() <= enemyTank.getY() + 40) {
                                return true;
                            }
                            //判断右上角的坐标
                            if (this.getX() + 40 >= enemyTank.getX() && this.getX() + 40 <= enemyTank.getX() + 50
                                    && this.getY() >= enemyTank.getY() && this.getY() <= enemyTank.getY() + 40) {
                                return true;
                            }
                        }
                    }
                }
                break;
            case 1:
                for (int i = 0; i < enemyTanks.size(); i++) {
                    //取出vector取出一个敌人的坦克
                    EnemyTank enemyTank = enemyTanks.get(i);
                    //不和自己比较
                    if (enemyTank != this) {
                        if (enemyTank.getDirect() == 0 || enemyTank.getDirect() == 2) {
                            if (this.getX() + 50 >= enemyTank.getX() && this.getX() + 50 <= enemyTank.getX() + 40
                                    && this.getY() >= enemyTank.getY() && this.getY() <= enemyTank.getY() + 50) {
                                return true;
                            }
                            //判断右下角的坐标
                            if (this.getX() + 50 >= enemyTank.getX() && this.getX() + 50 <= enemyTank.getX() + 40
                                    && this.getY() + 40 >= enemyTank.getY() && this.getY() + 40 <= enemyTank.getY() + 50) {
                                return true;
                            }
                        }

                        //如果敌人的方向是左和右
                        if (enemyTank.getDirect() == 1 || enemyTank.getDirect() == 3) {
                            if (this.getX() + 50 >= enemyTank.getX() && this.getX() + 50 <= enemyTank.getX() + 50
                                    && this.getY() >= enemyTank.getY() && this.getY() <= enemyTank.getY() + 40) {
                                return true;
                            }
                            //判断右下角的坐标
                            if (this.getX() + 50 >= enemyTank.getX() && this.getX() + 50 <= enemyTank.getX() + 50
                                    && this.getY() + 40 >= enemyTank.getY() && this.getY() + 40 <= enemyTank.getY() + 40) {
                                return true;
                            }
                        }
                    }
                }
                break;
            case 2:
                for (int i = 0; i < enemyTanks.size(); i++) {
                    //取出vector取出一个敌人的坦克
                    EnemyTank enemyTank = enemyTanks.get(i);
                    //不和自己比较
                    if (enemyTank != this) {
                        //如果敌人坦克是上下方向x的范围就是[enemyTank.getX(),enemyTank.getX()+40]
                        //                  y的范围就是[enemyTank.getY(),enemyTank.getY()+50]
                        if (enemyTank.getDirect() == 0 || enemyTank.getDirect() == 2) {
                            if (this.getX() >= enemyTank.getX() && this.getX() <= enemyTank.getX() + 40
                                    && this.getY() + 50 >= enemyTank.getY() && this.getY() + 50 <= enemyTank.getY() + 50) {
                                return true;
                            }
                            //判断右上角的坐标
                            if (this.getX() + 40 >= enemyTank.getX() && this.getX() + 40 <= enemyTank.getX() + 40
                                    && this.getY() + 50 >= enemyTank.getY() && this.getY() + 50 <= enemyTank.getY() + 50) {
                                return true;
                            }
                        }

                        //如果敌人的方向是左和右
                        if (enemyTank.getDirect() == 1 || enemyTank.getDirect() == 3) {
                            if (this.getX() >= enemyTank.getX() && this.getX() <= enemyTank.getX() + 50
                                    && this.getY() + 50 >= enemyTank.getY() && this.getY() + 50 <= enemyTank.getY() + 40) {
                                return true;
                            }
                            //判断右上角的坐标
                            if (this.getX() + 40 >= enemyTank.getX() && this.getX() + 40 <= enemyTank.getX() + 50
                                    && this.getY() + 50 >= enemyTank.getY() && this.getY() + 50 <= enemyTank.getY() + 40) {
                                return true;
                            }
                        }
                    }
                }
                break;
            case 3:
                for (int i = 0; i < enemyTanks.size(); i++) {
                    //取出vector取出一个敌人的坦克
                    EnemyTank enemyTank = enemyTanks.get(i);
                    //不和自己比较
                    if (enemyTank != this) {
                        if (enemyTank.getDirect() == 0 || enemyTank.getDirect() == 2) {
                            if (this.getX() >= enemyTank.getX() && this.getX() <= enemyTank.getX() + 40
                                    && this.getY() >= enemyTank.getY() && this.getY() <= enemyTank.getY() + 50) {
                                return true;
                            }
                            //判断右下角的坐标
                            if (this.getX() >= enemyTank.getX() && this.getX() <= enemyTank.getX() + 40
                                    && this.getY() + 40 >= enemyTank.getY() && this.getY() + 40 <= enemyTank.getY() + 50) {
                                return true;
                            }
                        }

                        //如果敌人的方向是左和右
                        if (enemyTank.getDirect() == 1 || enemyTank.getDirect() == 3) {
                            if (this.getX() >= enemyTank.getX() && this.getX() <= enemyTank.getX() + 50
                                    && this.getY() >= enemyTank.getY() && this.getY() <= enemyTank.getY() + 40) {
                                return true;
                            }
                            //判断右下角的坐标
                            if (this.getX() >= enemyTank.getX() && this.getX() <= enemyTank.getX() + 50
                                    && this.getY() + 40 >= enemyTank.getY() && this.getY() + 40 <= enemyTank.getY() + 40) {
                                return true;
                            }
                        }
                    }
                }
                break;
        }
        return false;
    }

    //将EnemyTank能得到其他坦克的成员
    public void setEnemyTanks(Vector<EnemyTank> enemyTanks) {
        this.enemyTanks = enemyTanks;
    }

    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;
    }
}

Hero模块

继承了Tank模块 我方坦克的一个类

package com.tankgame04_v;  /* viktor_qiu compile */

import java.util.Vector;

//自己的坦克
public class Hero extends Tank {
    //定义一个shot对象
    Shot shot = null;
    //可以发射多颗子弹
    Vector<Shot> shots = new Vector<>();
    public Hero(int x, int y) {
        super(x, y);
    }
    //设计
    public void shotEnemyTank(){
        if(shots.size()>=5) {
            return;
        }
            //创建一个Shot对象 根据当前Hero对象的位置和方向创建Shot
        switch (getDirect()){ //得到hero对象的方向
            case 0:
                shot = new Shot(getX()+20,getY(),0);
                break;
            case 1:
                shot = new Shot(getX()+50,getY()+20,1);
                break;
            case 2:
                shot = new Shot(getX()+20,getY()+50,2);
                break;
            case 3:
                shot = new Shot(getX(),getY()+20,3);
                break;
        }
        //把新创建的shot放入shot中

            shots.add(shot);

        //启动Shot线程
        new Thread(shot).start();
    }
}

EnemyTank模块

继承了Tank模块 敌方坦克的一个类
继承了Runnable 使之能进行多线程操作

package com.tankgame04_v;  /* viktor_qiu compile */

import java.util.Vector;

public class EnemyTank extends Tank implements Runnable {
    //在敌方坦克类,使用Vector保存多个Shot
    Vector<Shot> shots = new Vector<>();
    Hero hero = null;

    public EnemyTank(int x, int y) {
        super(x, y);
    }

    @Override
    public void run() {

        while (true) {

            //判断shot size() = 0 ,创建一颗子弹
            if (isLive && shots.size() == 0) {

                Shot s = null;
                //判断坦克的方向
                switch (getDirect()) {
                    case 0:
                        s = new Shot(getX() + 20, getY(), 0);
                        break;
                    case 1:
                        s = new Shot(getX() + 50, getY() + 20, 1);
                        break;
                    case 2:
                        s = new Shot(getX() + 20, getY() + 50, 2);
                        break;
                    case 3:
                        s = new Shot(getX(), getY() + 20, 3);
                        break;
                }
                shots.add(s);
                new Thread(s).start();
            }
            //任何随机改变坦克方向
            setDirect((int) (Math.random() * 4));
            //根据坦克的方向来继续移动
            switch (getDirect()) {
                case 0:////让一个坦克保存一个方向走30步
                    for (int i = 0; i < 30; i++) {
                        if (getY() > super.speed - 1 && ! isTouchEnemyTank()) {
                            moveUp();
                        }
                        try {
                            Thread.sleep(50);
                        } catch (InterruptedException e) {
                            throw new RuntimeException(e);
                        }
                    }
                    break;
                case 1://for (int i = 0; i < 30; i++) {
                        if (getX() + 50 < 1000 && ! isTouchEnemyTank()) {
                            moveRight();
                        }
                        try {
                            Thread.sleep(50);
                        } catch (InterruptedException e) {
                            throw new RuntimeException(e);
                        }
                    }
                    break;
                case 2://for (int i = 0; i < 30; i++) {
                        if (getY() + 50 < 750 && ! isTouchEnemyTank()) {
                            moveDown();
                        }
                        try {
                            Thread.sleep(50);
                        } catch (InterruptedException e) {
                            throw new RuntimeException(e);
                        }
                    }
                    break;
                case 3://for (int i = 0; i < 30; i++) {
                        if (getX() > super.speed - 1 && ! isTouchEnemyTank()) {
                            moveLeft();
                        }
                        try {
                            Thread.sleep(50);
                        } catch (InterruptedException e) {
                            throw new RuntimeException(e);
                        }
                    }
                    break;
            }


            //写并发程序一定要考虑什么时候结束
            if (! isLive) {
                break;
            }
        }


    }
}

Shot 模块

继承了Runnable 使之能进行多线程

package com.tankgame04_v;  /* viktor_qiu compile */

public class Shot implements Runnable{
    int x; //子弹x
    int y; //子弹y
    int direct = 0; //子弹方向
    int speed = 6;
    boolean isLive = true; //子弹是否存活

    public Shot(int x, int y, int direct) {
        this.x = x;
        this.y = y;
        this.direct = direct;
    }

    @Override
    public void run() { //设计
        while(true){
            //休眠
            try {
                Thread.sleep(50);
            } catch (InterruptedException e) {
                throw new RuntimeException(e);
            }
            //根据方向改变x,y
            switch (direct){
                case 0://上
                    y -=speed;
                    break;
                case 1:
                    x +=speed;
                    break;
                case 2:
                    y +=speed;
                    break;
                case 3:
                    x -= speed;
                    break;
            }
            //System.out.println("子弹x = "+x+ "子弹y= "+y);
            //当子弹碰到的时候就会消失
            //当在面板边界时 摧毁子弹
            if(!(x>=0 && x<=1000 &&y>=0 &&y<=750 && isLive)){
                //System.out.println("子弹退出");
                isLive = false;
                break;
            }
        }
    }
}

Bomb模块-三张图片

插入3张图片进行循环读取使之有爆炸的效果
1
2
3

package com.tankgame04_v;  /* viktor_qiu compile */

public class Bomb {
    int x,y;//炸弹坐标
    int life = 9; //炸弹的生命周期
    boolean isLive = true; //是否还存活

    public Bomb(int x, int y) {
        this.x = x;
        this.y = y;
    }

    //减少生命值
    public void lifeDown(){
        if(life>0){
            life--;
        }else{
            isLive = false;
        }
    }
}

Recorder模块

应用IO流 即input/output
该模块记录敌方位置数据,以便下一局开局或者继续上一局

package com.tankgame04_v;  /* viktor_qiu compile */

import java.io.*;
import java.util.Vector;

//该类用于记录相关的信息,和文件交互
public class Recorder {
    //定义一个变量,记录我方击毁敌方坦克
    private static int allEnemyTankNum=0;
    //定义IO对象,准备写数据文件
    private static FileWriter fw = null;
    private static BufferedWriter bw = null;
    private static BufferedReader br = null;
    private static String recordFile = "src\\com\\myRecord.txt";
    //定义一个Vector
    private static Vector<EnemyTank> enemyTanks = null;

    //定义一个Node的Vector用于保存敌人的信息node
    public static Vector<Node> nodes = new Vector<>();

    public static void setEnemyTanks(Vector<EnemyTank> enemyTanks) {
        Recorder.enemyTanks = enemyTanks;
    }

    //增加一个方法来读取recordFile来恢复信息
    public static Vector<Node> getNodesAndEnemyTankNum() throws IOException {
        br = new BufferedReader(new FileReader(recordFile));
        allEnemyTankNum = Integer.parseInt(br.readLine()) ;
        //循环读取文件,升成nodes集合
        String line ="";
        while ((line=br.readLine())!=null) {
            String[] xyd = line.split(" ");
            Node node = new Node(Integer.parseInt(xyd[0]), Integer.parseInt(xyd[2]), Integer.parseInt(xyd[2]));
            nodes.add(node);//放入到vector
        }
        if(br!=null){
            br.close();
        }
        return nodes;
    }


    //增加一个方法
    public static void keepRecorder(){

        try {
            bw = new BufferedWriter(new FileWriter(recordFile));
            bw.write(allEnemyTankNum+"\r\n");
            //遍历敌人坦克的Vector ,根据情况保存
            for (int i = 0; i < enemyTanks.size(); i++) {
                EnemyTank enemyTank = enemyTanks.get(i);
                if(enemyTank.isLive){  //建议判断一下
                    //保存该enemyTank信息
                    String record = enemyTank.getX() +" "+enemyTank.getY()+" "+enemyTank.getDirect();
                    bw.write(record+"\r\n");
                }
            }
        } catch (IOException e) {
            throw new RuntimeException(e);
        } finally {
            if(bw !=null){
                try {
                    bw.close();
                } catch (IOException e) {
                    throw new RuntimeException(e);
                }
            }
        }


    }
    public static int getAllEnemyTankNum() {
        return allEnemyTankNum;
    }

    public static void setAllEnemyTankNum(int allEnemyTankNum) {
        Recorder.allEnemyTankNum = allEnemyTankNum;
    }

    //当我放坦克击毁一个坦克 就allEnemyTankNum++
    public static void addAllEnemyTankNum(){
        Recorder.allEnemyTankNum++;
    }
}

nodes模块

记录敌人位置和方向的一个类

package com.tankgame04_v;  /* viktor_qiu compile */

//一个Node对象表示一个敌人的信息
public class Node {
    private int x;
    private int y;
    private int direct;

    public Node(int x, int y, int direct) {
        this.x = x;
        this.y = y;
        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 int getDirect() {
        return direct;
    }

    public void setDirect(int direct) {
        this.direct = direct;
    }
}

最终效果图

最终效果
在这里插入图片描述

结语

韩老师这个项目带我充分学习到了很多思想,但是自己独立写出这个项目还是有点吃力,这个项目有些注释是不完善的,居然有友友看到有些注释写错了,那就是写错了,但是基本都是运行的了的,这是我的第一份笔记,共勉!!!

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