📄 tankclient.java
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import java.awt.Color;
import java.awt.Frame;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.util.ArrayList;
import java.util.List;
import java.util.Random;
@SuppressWarnings("serial")
public class TankClient extends Frame {
/**
* 游戏画面的宽度
*/
public static final int GAME_WIDTH = 640;
/**
* 游戏画面的高度
*/
public static final int GAME_HEIGHT = 480;
Wall w1, w2;
List<Missile> missiles = new ArrayList<Missile>();
List<Explode> explodes = new ArrayList<Explode>();
List<Tank> tanks = new ArrayList<Tank>();
Tank myTank = new Tank(50, 50, Direction.STOP, true, this);
Image offScreenImage = null;
public TankClient() {
w1 = new Wall(200, 200, 300, 20);
w2 = new Wall(400, 300, 20, 150);
}
@Override
public void paint(Graphics g) {
g.drawString("missiles count: " + missiles.size(), 10, 50);
g.drawString("explodes count: " + explodes.size(), 10, 70);
g.drawString("tanks count: " + tanks.size(), 10, 90);
g.drawString("mytank life: " + myTank.life, 10, 110);
myTank.draw(g);
drawEnemyTanks(g);
drawMissiles(g);
drawExplodes(g);
w1.draw(g);
w2.draw(g);
if(tanks.size() <= 0) {
produceNewTanks();
}
}
private void produceNewTanks() {
Random r = new Random();
for(int i=0; i<40; i++) {
int x = r.nextInt(GAME_WIDTH - Tank.WIDTH);
int y = r.nextInt(GAME_HEIGHT - Tank.HEIGHT - 30) + 30;
tanks.add(new Tank(x, y, Direction.D, false, this));
}
}
private void drawEnemyTanks(Graphics g) {
for (int i = 0; i < tanks.size(); i++) {
Tank t = tanks.get(i);
t.draw(g);
}
}
private void drawExplodes(Graphics g) {
for(int i=0; i<explodes.size(); i++) {
Explode e = explodes.get(i);
e.draw(g);
}
}
private void drawMissiles(Graphics g) {
for(int i=0; i<missiles.size(); i++) {
Missile m = missiles.get(i);
m.draw(g);
}
}
/**
* 重写update方法,用双缓冲的方法解决闪烁现象
*/
@Override
public void update(Graphics g) {
if (offScreenImage == null) {
offScreenImage = this.createImage(GAME_WIDTH, GAME_HEIGHT);
}
Graphics gOffScreen = offScreenImage.getGraphics();
Color c = gOffScreen.getColor();
gOffScreen.setColor(Color.GREEN);
gOffScreen.fillRect(0, 0, GAME_WIDTH, GAME_HEIGHT);
gOffScreen.setColor(c);
paint(gOffScreen);
g.drawImage(offScreenImage, 0, 0, GAME_WIDTH, GAME_HEIGHT, null);
}
/**
* 显示主窗口并启动重画线程
*/
public void lanuchFrame() {
//加入多辆敌人坦克
for (int i = 0; i < 10; i++) {
Tank t = new Tank(30*(i+1), 100, Direction.D, false, this);
tanks.add(t);
}
this.setLocation(100, 100);
this.setSize(GAME_WIDTH, GAME_HEIGHT);
this.setResizable(false);
this.addWindowListener(new WindowAdapter() {
@Override
public void windowClosing(WindowEvent e) {
setVisible(false);
System.exit(0);
}
});
this.addKeyListener(new KeyMonitor());
this.setBackground(Color.GREEN);
this.setVisible(true);
new Thread(new PaintThread()).start();
}
public static void main(String[] args) {
TankClient tc = new TankClient();
tc.lanuchFrame();
}
// 重画线程,每隔固定的时间让主窗口重画
private class PaintThread implements Runnable {
public void run() {
while (true) {
repaint();
try {
Thread.sleep(50);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
}
private class KeyMonitor extends KeyAdapter {
@Override
public void keyReleased(KeyEvent e) {
myTank.keyReleased(e);
}
@Override
public void keyPressed(KeyEvent e) {
myTank.keyPressed(e);
}
}
}
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