Java——坦克大战(3)

来源:互联网 发布:大话西游手游多开软件 编辑:程序博客网 时间:2024/05/02 04:59

本次实现:

  • 让敌方坦克能向随机方向移动
  • 敌我双方均能发射子弹且能击毁目标
  • 实现击中目标后产生爆炸效果
  • 优化相关细节及参数,将部分功能封装成一个(函数)方法
详细代码:
1、
package com.tank;import javax.swing.*;import java.awt.*;import java.awt.event.*;import java.util.*;public class TankGame extends JFrame{MyPanel mp = null;public static void main(String[] args) {TankGame test = new TankGame();}//构造函数public TankGame(){mp = new MyPanel();Thread t  = new Thread(mp);t.start();//不启动run()方法不会定时重绘this.add(mp);this.addKeyListener(mp);this.setSize(410, 300);this.setTitle("坦克大战");this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);this.setVisible(true);}}//炸弹类class Bomb{int x, y;int life = 13;boolean isLive =true;public Bomb(int x, int y){this.x = x;this.y = y;}//生命周期如不定义周期,爆炸效果会瞬间执行完毕public void lifeDown(){if (life>0){life--;}else{isLive = false;}}}class MyPanel extends JPanel implements KeyListener, Runnable{//定义我的坦克Hero hero = null;//定义敌军坦克组,vector tanks 简写为vtsVector <Enemy> vts= new Vector <Enemy>();int eSize = 3;//定义一个炸弹集合Vector <Bomb> vBombs= new Vector<Bomb>();//定义三张爆炸效果图Image image1 = null;Image image2 = null;Image image3 = null;public MyPanel(){hero = new Hero(186, 235);hero.setColor(0);//初始化爆炸效果图image1 = Toolkit.getDefaultToolkit().getImage(Panel.class.getResource("/bomb_1.gif"));image2 = Toolkit.getDefaultToolkit().getImage(Panel.class.getResource("/bomb_2.gif"));image3 = Toolkit.getDefaultToolkit().getImage(Panel.class.getResource("/bomb_3.gif"));//初始化敌军坦克for(int i=0; i<eSize; i++){Enemy eTank = new Enemy(i*186, 0);eTank.setColor(1);eTank.setDirect(1);vts.add(eTank);Thread t = new Thread(eTank);t.start();}}//判断英雄坦克是否击中目标public void hitEnemy(){//取出每一颗存活的炮弹与坦克进行对比for(int i=0; i<hero.vb.size(); i++){Bullet b = hero.vb.get(i);if(b.isLive){//如果炮弹存活,则取出敌方存活的坦克与其匹配for(int j=0; j<vts.size(); j++){Enemy e = vts.get(j);if(e.isLive){this.isHit(b, e);//对比该炮弹是否击中该敌军坦克(即炮弹进入该坦克坐标区域)}}}}}//判断敌方坦克是否击中hero坦克public void hitHero(){//取出敌方坦克for(int i=0; i<vts.size(); i++){//取出坦克Enemy e = vts.get(i);//取出每一颗敌方炮弹for(int j=0; j<e.eb.size(); j++){Bullet b = e.eb.get(j);this.isHit(b, hero);}}}//重写paint方法public void paint(Graphics g){super.paint(g);g.fillRect(0, 0, 410, 300);//调用画坦克函数 画出英雄的坦克if(hero.isLive){this.drawTank(this.hero.getX(), this.hero.getY(), g, this.hero.getDirect(), this.hero.getColor());}//从vb向量中取出炮弹for(int i=0; i<hero.vb.size(); i++){Bullet myBullet = hero.vb.get(i);//画出炮弹if(myBullet!=null && myBullet.isLive==true){//如果无isLive条件,子弹虽然不会移动,但是会一直存在g.drawOval(myBullet.x, myBullet.y, 2, 2);}if(myBullet.isLive==false){hero.vb.remove(myBullet);}}//画出爆炸效果for(int i=0; i<vBombs.size(); i++){//取出爆炸对象Bomb bomb = vBombs.get(i);if(bomb.life>8){g.drawImage(image1, bomb.x, bomb.y, 30, 30, this);}else if(bomb.life>4){g.drawImage(image2, bomb.x, bomb.y, 30, 30, this);}else {g.drawImage(image3, bomb.x, bomb.y, 30, 30, this);}bomb.lifeDown();//生命周期减少if(bomb.isLive==false){vBombs.remove(bomb);}}//画出敌军坦克for(int i=0; i<vts.size(); i++){Enemy e = vts.get(i);if(e.isLive){//画出存活的敌军坦克(被炮弹击中后敌方坦克的isLive状态变为false,即死亡)this.drawTank(e.getX(), e.getY(), g, e.getDirect(), vts.get(i).getColor());//画出敌方炮弹for(int j=0; j<e.eb.size(); j++){Bullet b = e.eb.get(j);if(b.isLive){g.drawOval(b.x, b.y, 2, 2);}else{e.eb.remove(j);}}}}/*附加:上面情况会出现敌方坦克已死亡,已发射的炮弹其实还存在,但是不会执行到绘出那一步 * 这里再重新添加个判断条件,当敌方坦克已死亡,即:!e.isLive时 * 不绘出死亡的坦克,但继续副出已发出且处于存活状态的炮弹 */for(int i=0; i<vts.size(); i++){Enemy e = vts.get(i);if(!e.isLive){//只画出敌方坦克死亡前发射的炮弹for(int j=0; j<e.eb.size(); j++){Bullet b = e.eb.get(j);if(b.isLive){g.drawOval(b.x, b.y, 2, 2);}else{e.eb.remove(j);}}}}}//击中后显示目标效果public void isHit(Bullet b, Tank t){switch(t.direct){//敌军坦克方向为上、下时状态case 0:case 1:if(b.x>t.x && b.x<t.x+20 && b.y>t.y && b.y<t.y+30){b.isLive = false;t.isLive = false;Bomb bomb = new Bomb(t.x, t.y);//击中时创建一个爆炸对象vBombs.add(bomb);//加入Vector中}//敌军坦克方向为左、右时状态case 2:case 3:if(b.x>t.x && b.x<t.x+30 && b.y>t.y && b.y<t.y+20){b.isLive = false;t.isLive = false;Bomb bomb = new Bomb(t.x, t.y);vBombs.add(bomb);}}}//画坦克函数public void drawTank(int x, int y, Graphics g, int direct, int color){//定义坦克颜色switch(color){case 0:g.setColor(Color.GREEN);break;case 1:g.setColor(Color.red);break;}////判断坦克方向switch (direct){//向上case 0:g.fill3DRect(x, y, 5, 30, false);g.fill3DRect(x+5, y+5, 10, 20, false);g.fillOval(x+5, y+10, 10, 10);g.drawLine(x+10, y+10, x+10, y);g.fill3DRect(x+15, y, 5, 30, false); break;//向下case 1:g.fill3DRect(x, y, 5, 30, false);g.fill3DRect(x+5, y+5, 10, 20, false);g.fillOval(x+5, y+10, 10, 10);g.drawLine(x+10, y+10, x+10, y+30);g.fill3DRect(x+15, y, 5, 30, false);break;//向左case 2:g.fill3DRect(x, y+10, 30, 5, false);g.fill3DRect(x+5, y+15, 20, 10, false);g.fillOval(x+10, y+15, 10, 10);g.drawLine(x+15, y+20, x, y+20);g.fill3DRect(x, y+25, 30, 5, false);break;//向右case 3:g.fill3DRect(x, y+10, 30, 5, false);g.fill3DRect(x+5, y+15, 20, 10, false);g.fillOval(x+10, y+15, 10, 10);g.drawLine(x+15, y+20, x+30, y+20);g.fill3DRect(x, y+25, 30, 5, false);break;}}@Overridepublic void keyTyped(KeyEvent e) {// TODO 自动生成的方法存根}@Overridepublic void keyPressed(KeyEvent e) {if(e.getKeyCode() == KeyEvent.VK_UP){this.hero.setDirect(0);this.hero.moveUp();}else if((e.getKeyCode() == KeyEvent.VK_DOWN)){this.hero.setDirect(1);this.hero.moveDown();}else if((e.getKeyCode() == KeyEvent.VK_LEFT)){this.hero.setDirect(2);this.hero.moveLeft();}else if((e.getKeyCode() == KeyEvent.VK_RIGHT)){this.hero.setDirect(3);this.hero.moveRight();}//判断玩家是否按下发射炮弹键(空格键)if(e.getKeyCode() == KeyEvent.VK_SPACE){if(hero.vb.size()<5){//限定每次能发射的最大炮弹数this.hero.shot();}}this.repaint();/*run()方法中已经定时重绘,这里可以不必重绘,但是由于延时重绘会导致英雄坦克的运动显得不流畅*/}@Overridepublic void keyReleased(KeyEvent e) {// TODO 自动生成的方法存根}@Override//每隔100毫秒重绘一下炮弹public void run() {// TODO 自动生成的方法存根while(true){try {Thread.sleep(100);} catch (InterruptedException e) {// TODO 自动生成的 catch 块e.printStackTrace();}//判断是否击中敌方坦克this.hitEnemy();//判断敌方坦克是否击中英雄坦克this.hitHero();this.repaint();}}}
2、
package com.tank;import java.util.Vector;class Tank{//坦克横、纵坐标 int x = 0;int y = 0;//坦克颜色int color = 0;//是否存活boolean isLive = true;public int getColor() {return color;}public void setColor(int color) {this.color = color;}//坦克方向   0 = 上, 1 = 下,2 = 左, 3 = 右int direct = 0;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;}}//英雄坦克——我的class Hero extends Tank{//创建英雄坦克的炮弹Bullet b = null;//创建向量Vector <Bullet> vb = new Vector <Bullet>();//移动速度int speed = 3;//坦克的初始位置public Hero (int x, int y){super(x, y);}//我的坦克 移动方法public void moveUp(){y-=speed;}public void moveDown(){y+=speed;}public void moveLeft(){x-=speed;}public void moveRight(){x+=speed;}//坦克开炮public void shot(){switch(this.direct){case 0:b = new Bullet(x+10, y, this.direct);//向上vb.add(b);//将炮弹加入向量break;case 1:b = new Bullet(x+10, y+30, this.direct);//向下vb.add(b);break;case 2:b = new Bullet(x, y+20, this.direct);//向左vb.add(b);break;case 3:b = new Bullet(x+30, y+20, this.direct);//向右vb.add(b);break;}//启动炮弹线程 Thread t = new Thread(b);t.start();}}//敌方坦克     实现线程接口class Enemy extends Tank implements Runnable{//移动速度int speed = 1;//定义一个向量存放敌方坦克的炮弹Vector <Bullet> eb = new Vector <Bullet>();public Enemy(int x, int y) {super(x, y);}@Overridepublic void run() {while(true){try {Thread.sleep(100);} catch (InterruptedException e) {// TODO 自动生成的 catch 块e.printStackTrace();}switch(this.direct){case 0://上for(int i=0; i<25; i++){if(y>0){y-=speed;}try {Thread.sleep(50);} catch (InterruptedException e) {// TODO 自动生成的 catch 块e.printStackTrace();}}break;case 1://下for(int i=0; i<30; i++){if(y<300-30){ //必须要减去一个y轴的长度,不然坦克y点在边界时,其部分出界了y+=speed;}try {Thread.sleep(50);} catch (InterruptedException e) {// TODO 自动生成的 catch 块e.printStackTrace();}}break;case 2://左for(int i=0; i<35; i++){if(x>0){x-=speed;}try {Thread.sleep(50);} catch (InterruptedException e) {// TODO 自动生成的 catch 块e.printStackTrace();}}break;case 3://右for(int i=0; i<40; i++){if(x<400-30){x+=speed;}try {Thread.sleep(50);} catch (InterruptedException e) {// TODO 自动生成的 catch 块e.printStackTrace();}}break;}if(isLive){if(eb.size()<5){Bullet b = null;switch(direct){case 0:b = new Bullet(x+9, y, this.direct);//向上eb.add(b);//将炮弹加入向量break;case 1:b = new Bullet(x+9, y+30, this.direct);//向下eb.add(b);break;case 2:b = new Bullet(x, y+19, this.direct);//向左eb.add(b);break;case 3:b = new Bullet(x+30, y+19, this.direct);//向右eb.add(b);break;}Thread t = new Thread(b);t.start();}}//坦克产生一个随机方向this.direct = (int)(Math.random()*4);//坦克死亡后退出线程if(this.isLive == false){break;}}}}//炮弹类class Bullet implements Runnable{int x, y;int direct;//坦克方向决定炮弹方向int speed = 6;boolean isLive = true;//用于判定炮弹是否死亡public Bullet(int x, int y, int direct){this.x = x;this.y = y;this.direct = direct;}@Override//炮弹运行public void run() {while(isLive){try {Thread.sleep(130);} catch (InterruptedException e) {// TODO 自动生成的 catch 块e.printStackTrace();}switch(direct){case 0:y-=speed;break;case 1:y+=speed;break;case 2:x-=speed;break;case 3:x+=speed;}if(x<0 || x>400|| y<0 || y>300){isLive = false;}}}}

演示效果:







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