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://左
case 3://右
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://上
//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://右
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://下
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://左
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
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
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!!!