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📄 tank.java

📁 坦克大战 有关卡 有显示 有大招 等等 功能
💻 JAVA
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package leo.tank;

import java.awt.Color;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.Rectangle;
import java.awt.Toolkit;
import java.awt.event.KeyEvent;
import java.util.HashMap;
import java.util.Map;
import java.util.Random;

/**
 * 用于构建坦克
 * @author 黄思志 030402129
 *
 */
public class Tank {
	public static final int XSPEED = 5,YSPEED = 5;
	
	public static final int WIDTH = 50;
	public static final int HEIGHT = 50;
	
	
	private boolean live = true;
	private BloodBar bb = new BloodBar();
	private int life = 100;
	
	TankWar tw;
	
	private boolean good = true;
	
	int x,y,oldx,oldy;
	
	private static Random r = new Random();
	private int step = r.nextInt(12)+3;
	private int liveCount = 3;
	private int superMCount = 5;
	
	private boolean bL =false,bU=false, bR=false,bD=false;

	
	private Direction dir = Direction.STOP;
	private Direction ptDir = Direction.U;
	
	private static Toolkit tk = Toolkit.getDefaultToolkit();
		
	private static Image[] tankImages = null;
	
	/**
	 * 建立坦克图片的映射字符
	 * 用字符索引不同的坦克图片
	 */
	private static Map<String, Image> imgs = new HashMap<String, Image>();
	
	/**
	 * 静态函数
	 * 载入内存后首先执行的函数
	 * 可以用来初始化变量和函数
	 * 或执行一些必须在其他函数外执行的方法函数
	 * 适合做初始化工作
	 */
	static {
		tankImages = new Image[]{
				tk.getImage(Tank.class.getClassLoader().getResource("images/tankL.gif")),
				tk.getImage(Tank.class.getClassLoader().getResource("images/tankLU.gif")),
				tk.getImage(Tank.class.getClassLoader().getResource("images/tankU.gif")),
				tk.getImage(Tank.class.getClassLoader().getResource("images/tankRU.gif")),
				tk.getImage(Tank.class.getClassLoader().getResource("images/tankR.gif")),
				tk.getImage(Tank.class.getClassLoader().getResource("images/tankRD.gif")),
				tk.getImage(Tank.class.getClassLoader().getResource("images/tankD.gif")),
				tk.getImage(Tank.class.getClassLoader().getResource("images/tankLD.gif"))
		};
		
		imgs.put("L", tankImages[0]);
		imgs.put("LU", tankImages[1]);
		imgs.put("U", tankImages[2]);
		imgs.put("RU", tankImages[3]);
		imgs.put("R", tankImages[4]);
		imgs.put("RD", tankImages[5]);
		imgs.put("D", tankImages[6]);
		imgs.put("LD", tankImages[7]);
		
	}

	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,TankWar tw) {
		this(x,y,good);
		this.dir = dir;
		this.tw = tw;
	}
	
	/**
	 *自绘方法 
	 * @param g
	 */
	public void draw(Graphics g) {
		if(!live){
			if(!good)tw.emTk.remove(this);
			return;
		}

		if(good) {
			bb.draw(g);
		}
		switch(ptDir) {
		case L:
			//g.drawLine(x+Tank.WIDTH/2, y+Tank.HEIGHT/2,x, y+Tank.HEIGHT/2);
			g.drawImage(imgs.get("L"), x, y, null);
			break;
		case LU:
			//g.drawLine(x+Tank.WIDTH/2, y+Tank.HEIGHT/2,x, y);
			g.drawImage(imgs.get("LU"), x, y, null);
			break;
		case U:
			//g.drawLine(x+Tank.WIDTH/2, y+Tank.HEIGHT/2,x+WIDTH/2, y);
			g.drawImage(imgs.get("U"), x, y, null);
			break;
		case RU:
			//g.drawLine(x+Tank.WIDTH/2, y+Tank.HEIGHT/2,x+WIDTH, y);
			g.drawImage(imgs.get("RU"), x, y, null);
			break;
		case R:
			//g.drawLine(x+Tank.WIDTH/2, y+Tank.HEIGHT/2,x+WIDTH, y+Tank.HEIGHT/2);
			g.drawImage(imgs.get("R"), x, y, null);
			break;
		case RD:
			//g.drawLine(x+Tank.WIDTH/2, y+Tank.HEIGHT/2,x+WIDTH, y+Tank.HEIGHT);
			g.drawImage(imgs.get("RD"), x, y, null);
			break;
		case D:
			//g.drawLine(x+Tank.WIDTH/2, y+Tank.HEIGHT/2,x+WIDTH/2, y+Tank.HEIGHT);
			g.drawImage(imgs.get("D"), x, y, null);
			break;
		case LD:
			//g.drawLine(x+Tank.WIDTH/2, y+Tank.HEIGHT/2,x, y+Tank.HEIGHT);
			g.drawImage(imgs.get("LD"), x, y, null);
			break;
		case STOP:
			break;
		}
		move();
	}
	
	/**
	 * 移动方法
	 *
	 */
	public void move() {
		oldx = x;
		oldy = y;
		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 || y < 30 || x+Tank.WIDTH > TankWar.vx || y+Tank.HEIGHT > TankWar.vy) {
			this.stay();
		}
		
		if(!good) {
			Direction[] dirs = Direction.values();
			if(step == 0){
				step = r.nextInt(12)+5;
				int rn = r.nextInt(dirs.length);
				dir = dirs[rn];
			}
			step--;
			int fireR;
			if((tw.gameLevel+1)*(tw.gameThrough+1) > 977)fireR = 0;
			else fireR = 977 - (tw.gameLevel+1)*(tw.gameThrough+1)*5;
			if(r.nextInt(1000) > fireR) this.fire();
		}
		//this.hitTank(tc.myTank);
		tw.myTank.eatBlood(tw.b);
		tw.myTank.eatSuperMissile(tw.sm);
		this.hitTanks(tw.emTk);
		this.hitWall(tw.w1);
		this.hitWall(tw.w2);
	}

	/**
	 * 被停止(退到微小的前一步)方法
	 *	调用于碰撞后
	 */
	public void stay() {
		x = oldx;
		y = oldy;
		step = 0;
	}
	
	/**
	 * 处理键盘事件的方法
	 * 键盘按钮按下事件调用
	 * @param e
	 */
	public void keyPressed(KeyEvent e) {
		int key = e.getKeyCode();
		switch(key) {
		
		case KeyEvent.VK_A:
		case KeyEvent.VK_LEFT:
			bL = true;
			break;
		case KeyEvent.VK_D:
		case KeyEvent.VK_RIGHT:
			bR = true;
			break;
		case KeyEvent.VK_W:
		case KeyEvent.VK_UP:
			bU = true;
			break;
		case KeyEvent.VK_S:
		case KeyEvent.VK_DOWN:
			bD = true;
			break;
		case KeyEvent.VK_Q:
			bL = true;
			bU = true;
			break;
		case KeyEvent.VK_E:
			bR = true;
			bU = true;
			break;

		default:
			break;
		}
		locateDirection();
	}

	/**
	 * 设置生存与否
	 * @param live
	 */
	public void setLive(boolean live) {
		this.live = live;
	}

	/**
	 * 处理键盘弹起事件的方法
	 * 键盘弹起事件被调用
	 * @param e
	 */
	public void keyReleased(KeyEvent e) {
		int key = e.getKeyCode();
		switch(key) {

		case KeyEvent.VK_A:
		case KeyEvent.VK_LEFT:
			bL = false;
			break;
		case KeyEvent.VK_D:
		case KeyEvent.VK_RIGHT:
			bR = false;
			break;
		case KeyEvent.VK_W:
		case KeyEvent.VK_UP:
			bU = false;
			break;
		case KeyEvent.VK_S:
		case KeyEvent.VK_DOWN:
			bD = false;
			break;
		case KeyEvent.VK_Q:
			bL = false;
			bU = false;
			break;
		case KeyEvent.VK_E:
			bR = false;
			bU = false;
			break;
		case KeyEvent.VK_CONTROL:
			fire();
			break;
		case KeyEvent.VK_SHIFT:
			superFire();
			break;
		case KeyEvent.VK_F2:
			if(!tw.myTank.live) {
				tw.myTank.reborn();
			}			
			break;
		default:
			break;
		}
	
		locateDirection();
	}
	
	/**
	 * 复活方法
	 * @return
	 */
	boolean reborn (){
		if(this.liveCount <= 0)return false;
		this.liveCount--;
		this.live = true;
		this.life = 100;
		this.superMCount = 5;				
		this.x = TankWar.vx-100;
		this.y = TankWar.vy-100;
		this.ptDir = Direction.U;
		return true;
	}
	
	/**
	 * 根据键盘值设置移动方向
	 *
	 */
	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;
		
	}

	/**
	 * 普通射击方法
	 * 己方坦克调用
	 * @return
	 */
	public Missile fire() {
		if(!live)return null;
		int x = this.x+Tank.WIDTH/2-Missile.WIDTH/2;
		int y = this.y+Tank.HEIGHT/2-Missile.HEIGHT/2;
		Missile mi = new Missile(x,y, good, ptDir,tw);
		tw.m.add(mi);
		return mi;
	}

	/**
	 * 普通射击方法
	 * 敌方坦克调用
	 * @param dir
	 * @return
	 */
	public Missile fire(Direction dir) {
		if(!live)return null;
		int x = this.x+Tank.WIDTH/2-Missile.WIDTH/2;
		int y = this.y+Tank.HEIGHT/2-Missile.HEIGHT/2;
		Missile mi = new Missile(x,y, good, dir,tw);
		tw.m.add(mi);
		return mi;
	}

	/**
	 * 超级子弹射击方法
	 *
	 */
	public void superFire() {
		if(this.superMCount <= 0)
			return;
		this.superMCount--;
		Direction[] dir = Direction.values();
		for(int j=0;j<20;j++)
			for(int i=0;i<8;i++) {
			fire(dir[i]);
		}
	}
	
	/**
	 * 获取外接矩形方法
	 * @return
	 */
	public Rectangle getRect() {
		return new Rectangle(x, y, WIDTH,HEIGHT);
	}

	/**
	 * 获取生存与否方法
	 * @return
	 */
	public boolean isLive() {
		return live;
	}

	/**
	 * 判断是否己方坦克方法
	 * @return
	 */
	public boolean isGood() {
		return good;
	}

	/**
	 * 设置坦克是否己方
	 */
	public void setGood(boolean good) {
		this.good = good;
	}
	
	/**
	 * 与其他坦克撞击方法
	 * @param t 目标坦克
	 * @return 相撞则返回true
	 */
	public boolean hitTank(Tank t) {
		if(this != t && this.getRect().intersects(t.getRect()) && this.live && t.isLive()) {
			if(this.good != t.isGood()) {
				this.setLife(this.getLife()-34);
				if(this.getLife() <= 0){
					this.setLive(false);
					if(this.liveCount == 0) 
						tw.gameOver = true;
				}
				t.setLive(false);
				Explode e = new Explode(x,y,tw);
				tw.ep.add(e);
			} else {
				this.stay();
			}
			return true;	
		}
		return false;
		
	}
	
	/**
	 * 与坦克数组里所有坦克撞击的方法
	 * @param tanks
	 * @return
	 */
	public boolean hitTanks(java.util.List<Tank> tanks) {
		for(int i=0;i<tanks.size();i++)	{
			if(hitTank(tanks.get(i))) {
				return true;
			}
		}
		return false;
	}
	
	/**
	 * 撞墙方法
	 * @param w
	 * @return
	 */
	public boolean hitWall(Wall w) {
		if(this.live && this.getRect().intersects(w.getRect()))	{
			this.stay();
			return true;
		}
		return false;
	}

	/**
	 * 获取坦克生命值
	 * @return
	 */
	public int getLife() {
		return life;
	}

	/**
	 * 设置坦克生命值方法
	 * @param life
	 */
	public void setLife(int life) {
		if(life < 0) {
			this.life = 0;
			return;
		}
		this.life = life;
	}
	
	/**
	 * 坦克血槽
	 * @author 	黄思志 030402129
	 *
	 */
	private class BloodBar {
		public void draw(Graphics g) {
			Color c = g.getColor();
			g.setColor(Color.gray);
			g.drawRect(x-5, y-10, WIDTH + 10, 4);
			int w = (WIDTH + 10)* life/100;
			g.setColor(Color.red);
			g.fillRect(x-5, y-10, w, 4);
			g.setColor(c);
			
		}
	}

	/**
	 * 获取坦克剩余复活次数
	 * @return
	 */
	public int getLiveCount() {
		return liveCount;
	}

	/**
	 * 设置坦克剩余复活次数
	 * @param liveCount
	 */
	public void setLiveCount(int liveCount) {
		this.liveCount = liveCount;
	}

	/**
	 * 获取超级子弹剩余数
	 * @return
	 */
	public int getSuperMCount() {
		return superMCount;
	}

	/**
	 * 设置超级子弹剩余数
	 * @param superMCount
	 */
	public void setSuperMCount(int superMCount) {
		this.superMCount = superMCount;
	}
	
	/**
	 * 吃血块的方法
	 * @param b
	 * @return
	 */
	public boolean eatBlood(Blood b) {
		if(this.getRect().intersects(b.getRect()) && this.live && b.isLive()) {
			if(this.good) {
				b.setLive(false);
				life = 100;
				tw.score += 200;
				if(tw.score/10000*(tw.gameLevel+1)*(tw.gameThrough+1) > (tw.score-20)/10000*(tw.gameLevel+1)*(tw.gameThrough+1))this.liveCount++;
			} 
			
			return true;	
		}
		return false;
	}
	
	/**
	 * 吃超级子弹的方法
	 * @param sm
	 * @return
	 */
	public boolean eatSuperMissile(SuperMissile sm) {
		if(this.getRect().intersects(sm.getRect()) && this.live && sm.isLive()) {
			if(this.good) {
				sm.setLive(false);
				this.superMCount ++;
				tw.score += 200;
				if(tw.score/10000*(tw.gameLevel+1)*(tw.gameThrough+1) > (tw.score-20)/10000*(tw.gameLevel+1)*(tw.gameThrough+1))this.liveCount++;
			} 
			
			return true;	
		}
		return false;
	}

}

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