📄 missile.java
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import java.awt.Graphics;
/**
* <p>Title: UFO_Play</p>
*
* <p>Description: 基于applet的攻击UFO的小游戏中的导弹类</p>
*
* <p>Copyright: Copyright (c) 2007</p>
*
* <p>Company: 鹿児島大学</p>
* @author 柴 智
* @version 1.0
*/
public class Missile extends Piece {
//导弹类的构造函数
public Missile(UFO_Canvas ufo_canvas) {
//导弹属性值的初始化
super(ufo_canvas);
px = opx = 0;
py = opy = 0;
vx = 0;
vy = 7;
w = 12;
h = 22;
active = false;
img = ufo_canvas.getMissile();
}
//对象的移动函数
public void move() {
opx = px;
opy = py;
px = ufo_canvas.getL().px;
// 使移动的速度更加实际化
int dx = px - opx;
int nvy = vy * vy - dx * dx;
if (nvy > 0) {
nvy = (int) Math.sqrt(nvy); // Should exceptions
}
if (nvy < 1) {
nvy = 1;
}
py += nvy;
if (py > ufo_canvas.getWindow_size().height + 2 * h) {
active = false;
}
}
int seq = 0;
//导弹对象的绘制
public void draw() {
//设置绘制区域
set_draw_rectangles(ufo_canvas.getPaint_area(), ufo_canvas.getNew_area());
//先将变化绘制到缓冲中
Graphics bg = ufo_canvas.getBuffer().getGraphics();
bg.clipRect(ufo_canvas.getPaint_area().x, ufo_canvas.getPaint_area().y,
w, h);
bg.drawImage(ufo_canvas.getBackdrop(), 0, 0, ufo_canvas.getBaseApplet());
bg.dispose();
//由于导弹所用的图片是一个序列图,所以要从中剪切,然后再使用
//根据seq的值来显示此序列图的一部分
seq = ++seq % 1;
int dx = px - opx;
seq = 0;
if (dx > 0) {
seq = 1;
} else if (dx < 0) {
seq = 2;
}
//将变化绘制到缓冲上
bg = ufo_canvas.getBuffer().getGraphics();
bg.clipRect(ufo_canvas.getNew_area().x, ufo_canvas.getNew_area().y, w,
h);
bg.drawImage(img, ufo_canvas.getNew_area().x - w * seq,
ufo_canvas.getNew_area().y, ufo_canvas.getBaseApplet());
bg.dispose();
//使用新的区域
ufo_canvas.getPaint_area().add(ufo_canvas.getNew_area());
//将缓冲绘制到屏幕上
Graphics g = ufo_canvas.getBaseApplet().getGraphics();
g.clipRect(ufo_canvas.getPaint_area().x, ufo_canvas.getPaint_area().y,
ufo_canvas.getPaint_area().width,
ufo_canvas.getPaint_area().height);
g.drawImage(ufo_canvas.getBuffer(), 0, 0, ufo_canvas.getBaseApplet());
g.dispose();
}
}
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