java坦克大战墙_坦克大战 - java代码库 - 云代码
[java]代碼庫package mzxmzx;
import java.awt.*;
import java.awt.event.*;
import java.util.Random;
public class Tank {
/**
* 坦克的移動速度
*/
public static final int XSPEED = 5;
public static final int YSPEED = 5;
public static final int WIDTH = 30;//坦克的寬度定義為常量
public static final int HEIGHT = 30;//坦克的高度定義為常量
private boolean live = true;//返回布爾類型,判斷坦克的生死
private int life = 100;
private BloodBar bb = new BloodBar();//BloodBar一個bb出來
public int getLife() {
return life;
}
public void setLife(int life) {
this.life = life;
}
TankClient tc;
private boolean good;//定義一個布爾變量,判斷敵我坦克
public boolean isGood() {
return good;
}
private int x, y;
private int oldX,oldY;
private void stay(){//坦克撞到墻之后定義為stay
x = oldX;
y = oldY;
}
private static Random r = new Random();
private boolean bL=false, bU=false, bR=false, bD = false;//用4個布爾類型的值代表是不是按下了4個鍵,當按下某個鍵時由FALSE變成true
enum Direction {L, LU, U, RU, R, RD, D, LD, STOP};//枚舉
private int step = r.nextInt(12) + 3; //最小值至少移動3步,最大值移動到14步
private Direction dir = Direction.STOP;//給默認值為STOP
private Direction ptDir = Direction.D;//炮筒的方向(向下的方向)
public Tank(int x, int y, boolean good) {
this.x = x;
this.y = y;
this.oldX = x;
this.oldY = y;
this.good = good;
}
public Tank(int x, int y, boolean good,Direction dir, TankClient tc) {
this(x, y, good);
this.dir = dir;
this.tc = tc;
}
public void draw(Graphics g) {
if(!live){
if(!good){
tc.tanks.remove(this);
}return;
}
Color c = g.getColor();//設置前景色
if(good) g.setColor(Color.RED);//我們的坦克顏色設置
else g.setColor(Color.BLUE);//敵方坦克設置
g.fillOval(x, y, WIDTH, HEIGHT);//畫一個實心圓(50,50為坐標,30,,30是圓的高度和寬度)
g.setColor(c);;//把原來顏色設置回來
if(good)bb.draw(g); //把我的坦克的血條畫出來
switch(ptDir) {
case L:
g.drawLine(x + Tank.WIDTH/2, y + Tank.HEIGHT/2, x, y + Tank.HEIGHT/2);
break;
case LU:
g.drawLine(x + Tank.WIDTH/2, y + Tank.HEIGHT/2, x, y);
break;
case U:
g.drawLine(x + Tank.WIDTH/2, y + Tank.HEIGHT/2, x + Tank.WIDTH/2, y);
break;
case RU:
g.drawLine(x + Tank.WIDTH/2, y + Tank.HEIGHT/2, x + Tank.WIDTH, y);
break;
case R:
g.drawLine(x + Tank.WIDTH/2, y + Tank.HEIGHT/2, x + Tank.WIDTH, y + Tank.HEIGHT/2);
break;
case RD:
g.drawLine(x + Tank.WIDTH/2, y + Tank.HEIGHT/2, x + Tank.WIDTH, y + Tank.HEIGHT);
break;
case D:
g.drawLine(x + Tank.WIDTH/2, y + Tank.HEIGHT/2, x + Tank.WIDTH/2, y + Tank.HEIGHT);
break;
case LD:
g.drawLine(x + Tank.WIDTH/2, y + Tank.HEIGHT/2, x, y + Tank.HEIGHT);
break;
}
move();
}
void move() {
this.oldX=x;
this.oldY=y;//move之前記錄上一步坦克x,y的值
switch(dir) {
case L:
x -= XSPEED;
break;
case LU:
x -= XSPEED;
y -= YSPEED;
break;
case U:
y -= YSPEED;
break;
case RU:
x += XSPEED;
y -= YSPEED;
break;
case R:
x += XSPEED;
break;
case RD:
x += XSPEED;
y += YSPEED;
break;
case D:
y += YSPEED;
break;
case LD:
x -= XSPEED;
y += YSPEED;
break;
case STOP:
break;
}
if(this.dir != Direction.STOP) {
this.ptDir = this.dir;
}
if(x < 0) x = 0;//解決坦克出界的問題
if(y < 30) y = 30;//注意標題欄
if(x + Tank.WIDTH > TankClient.GAME_WIDTH) x = TankClient.GAME_WIDTH - Tank.WIDTH;
if(y + Tank.HEIGHT > TankClient.GAME_HEIGHT) y = TankClient.GAME_HEIGHT - Tank.HEIGHT;
if(!good){
Direction[] dirs = Direction.values(); //將方向轉化為數組
if(step == 0){ //只有STEP等于0時,才轉方向
step = r.nextInt(12) + 3;
int rn = r.nextInt(dirs.length);//move完成后,如果是敵軍坦克的,隨機產生一個數,來設定坦克下一個方向
dir = dirs[rn];
}
step --;
if(r.nextInt(50)>48)this.fire();//防止敵軍炮火太猛烈,生成大于48的隨機數時才開火
}
}
public void keyPressed(KeyEvent e) {
int key = e.getKeyCode();//定義一個key,(獲得按鍵的虛擬碼)
switch(key) {
/* case KeyEvent.VK_CONTROL:
// tc.missiles.add(fire());//一種調用方法:調用fire方法,返回值是一發炮彈
fire();
break;*/ // 在KeyPressed中子彈太密集,將其設置為抬起發炮彈(released)
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;
case KeyEvent.VK_F2:
if(!this.live){
this.live = true;//復活
this.life = 100;//100血
}break;
}
locateDirection();
}
void locateDirection() {
if(bL && !bU && !bR && !bD) dir = Direction.L;
else if(bL && bU && !bR && !bD) dir = Direction.LU;
else if(!bL && bU && !bR && !bD) dir = Direction.U;
else if(!bL && bU && bR && !bD) dir = Direction.RU;
else if(!bL && !bU && bR && !bD) dir = Direction.R;
else if(!bL && !bU && bR && bD) dir = Direction.RD;
else if(!bL && !bU && !bR && bD) dir = Direction.D;
else if(bL && !bU && !bR && bD) dir = Direction.LD;
else if(!bL && !bU && !bR && !bD) dir = Direction.STOP;
}
public void keyReleased(KeyEvent e) {
int key = e.getKeyCode();//定義一個key,(獲得按鍵的虛擬碼)
switch(key) {
case KeyEvent.VK_CONTROL:
fire();
break;
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_A:
superFire();
break;
}
locateDirection();
}
public Missile fire() {//fire方法返回值Missile
if(!live) return null;//解決自己坦克被擊殺后,仍然可以操作的問題
int x = this.x + Tank.WIDTH/2 - Missile.WIDTH/2;//計算x,y的位置
int y = this.y + Tank.HEIGHT/2 - Missile.HEIGHT/2;
Missile m = new Missile(x, y,good, ptDir, this.tc);//坦克的x,y
tc.missiles.add(m);
return m;
}
public Missile fire(Direction dir){//超級炮彈的fire方法
if(!live) return null;//解決自己坦克被擊殺后,仍然可以操作的問題
int x = this.x + Tank.WIDTH/2 - Missile.WIDTH/2;//計算x,y的位置
int y = this.y + Tank.HEIGHT/2 - Missile.HEIGHT/2;
Missile m = new Missile(x, y,good, dir, this.tc);//坦克的x,y
tc.missiles.add(m);
return m;
}
private void superFire() {//超級炮彈!!
Direction[] dirs = Direction.values();
for(int i=0; i<8; i++) {
fire(dirs[i]);
}
}
public Rectangle getRect() {//矩形,子彈左上角位置,寬度高度
return new Rectangle(x, y, WIDTH, HEIGHT);
}
public boolean isLive() {
return live;
}
public void setLive(boolean live) {
this.live = live;
}
/**
* 為了解決坦克穿過墻這一問題
* @param w 坦克撞擊的墻
* @return 坦克一旦撞上了槍,返回true,否則返回false
*/
public boolean collidesWithWall(Wall w) {//解決坦克穿過墻這一問題
if(this.live && this.getRect().intersects(w.getRect())) {
this.stay();
return true;
}
return false;
}
public boolean collidesWithTanks(java.util.List tanks) {
for(int i=0; i
Tank t = tanks.get(i);//兩輛坦克不是一輛坦克才相撞
if(this != t) {
if(this.live && t.isLive() && this.getRect().intersects(t.getRect())) {
this.stay();//兩輛坦克都停止
t.stay();
return true;
}
}
}
return false;
}
private class BloodBar {//坦克的血條
public void draw(Graphics g) {
Color c = g.getColor();
g.setColor(Color.RED);
g.drawRect(x, y-10, WIDTH, 10);//外面的框
int w = WIDTH * life/100 ;//計算寬度
g.fillRect(x, y-10, w, 10);
g.setColor(c);
}
}
public boolean eat(Blood b) {//吃掉血塊
if(this.live && b.isLive() && this.getRect().intersects(b.getRect())) {
this.life = 100;//吃掉血塊血量恢復至100
b.setLive(false);//
return true;
}
return false;
}
}
[源代碼打包下載]
TankWar2.6.rar(50積分)[37 次下載]
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