📄 launch_missiles.java
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default : say_pos_x = say_margin ; break ; } Graphics bg = buffer.getGraphics() ; bg.setFont(say_font) ; if (say_style == SHADOW) { bg.setColor(new Color(150,150,150)) ; bg.drawString(s, say_pos_x+2,say_pos_y+1) ; } bg.setColor(Color.white) ; // 在缓冲区内写字符串 bg.drawString(s, say_pos_x,say_pos_y) ; say_pos_y += (int) (1.2 * fm.getHeight()) ; // 提升相应的 y坐标值 bg.dispose() ; // 释放资源 } public void set_say_mode(int m) { // 设置显示模式 say_mode = m ; } public void set_say_style(int s) { // 设置显示类型 say_style = s ; } public void set_say_font(Font f) { // 设置显示所用的字体 say_font = f ; } public void set_say_margin(int margin) { // 设置显示的空白边缘 say_margin = margin ; } public void set_say_pos(int x, int y) { // 设置显示位置的坐标 say_pos_x = x ; say_pos_y = y ; }}/* -------------------- 定义Piece基类 -------------------------- */class Piece { Launch_Missiles a ; int px,py ; // 定义新位置的x、y坐标 int opx,opy ; // 定义旧位置的x、y坐标 int w,h ; // 定义宽度,高度 int vx,vy ; // 定义x和y方向的速度 Color c ; // 定义颜色 boolean active = false ; Image img = null ; public void set_pos(int x, int y) { // 设定位置 px = opx = x ; py = opy = y ; } public void set_vel(int x,int y) { // 设置速度 vx = x ; vy = y ; } public void set_size(int x,int y) { // 设置高度和宽度 w = x ; h = y ; } public void set_color(Color c) { // 设置颜色 this.c = c ; } public void set_draw_rectangles(Rectangle o, Rectangle n) { // 设置绘制区域 int sh = a.window_size.height ; int x = px - w/2 ; int y = (sh - py) - h/2 ; int ox = opx - w/2 ; int oy = (sh - opy) - h/2 ; o.setBounds(ox,oy,w,h); n.setBounds(x,y,w,h) ; } public boolean active() { // 获取active属性值 return active ; } public void active(boolean s) { // 设置active属性值 active = s ; } public boolean collision(Piece p) { // 物体间的碰撞的监测 int dpx = Math.abs(px - p.px) ; int dpy = Math.abs(py - p.py) ; if ((dpx < (Math.max(w/2,p.w/2))+1) && (dpy < (Math.max(h/2,p.h/2)+1))) return true ; return false ; } public void draw() { // 绘制对象 set_draw_rectangles(a.paint_area, a.new_area) ; // 设置绘制的区域 Graphics bg = a.buffer.getGraphics() ; // 绘制缓冲区 bg.clipRect(a.paint_area.x, a.paint_area.y, w, h); bg.drawImage(a.backdrop,0,0,a) ; bg.dispose() ; a.buf_g.setColor(c); // 填充缓冲区 a.buf_g.fillRect(a.new_area.x, a.new_area.y, w, h); a.paint_area.add(a.new_area) ; // 使用新的区域 Graphics g = a.getGraphics() ; // 将缓冲绘制到屏幕上 g.clipRect(a.paint_area.x ,a.paint_area.y, a.paint_area.width, a.paint_area.height); g.drawImage(a.buffer, 0, 0, a); g.dispose() ; } public void erase() { // 清除 set_draw_rectangles(a.paint_area, a.new_area) ; // 设置绘制的区域 a.paint_area.add(a.new_area) ; // 使用新的区域 Graphics bg = a.buffer.getGraphics() ; // 将背景幕拷到缓冲中 bg.clipRect(a.paint_area.x, a.paint_area.y, a.paint_area.width, a.paint_area.height); bg.drawImage(a.backdrop,0,0,a) ; bg.dispose() ; Graphics g = a.getGraphics() ; // 将缓冲绘制到屏幕上 g.clipRect(a.paint_area.x,a.paint_area.y,a.paint_area.width,a.paint_area.height); g.drawImage(a.buffer,0,0, a); g.dispose() ; }}/* -------------------- 定义导弹发射架类 -------------------------- */class Launcher extends Piece { public Launcher (Launch_Missiles a) { this.a = a ; // 初始化导弹发射架属性值 w = 12 ; h = 22 ; px = opx = a.window_size.width/2 ; py = opy = w/2+1 ; active = true ; img = a.missile ; } public void move() { // 移动导弹发射架 opx = px ; opy = py ; int dx = a.mouse_x - px ; int abs_dx = Math.abs(dx) ; int step = 1 ; if (abs_dx > 10) step = 5 ; else if (abs_dx > 1) step = abs_dx/2 ; if (dx != 0) { px += step*(dx/abs_dx) ; if (px < w/2) px = w/2 ; else if (px > (a.window_size.width - w/2)) px = a.window_size.width - w/2 ; } } public boolean has_moved() { // 判断导弹发射架是否移动 if ((px - opx) != 0) return true ; return false ; } public void draw() { // 绘制导弹发射架 set_draw_rectangles(a.paint_area, a.new_area) ; Graphics bg = a.buffer.getGraphics() ; bg.clipRect(a.paint_area.x, a.paint_area.y, w, h); bg.drawImage(a.backdrop,0,0,a) ; bg.dispose() ; if (a.M.active()) { // 根据导弹的active属性值进行相应的绘制 a.buf_g.setColor(c); // 导弹飞行时,发射架外观为一实心矩形 a.buf_g.fillRect(a.new_area.x, a.new_area.y, w, h); } else { // 否则,发射架外观为一竖立的导弹 bg = a.buffer.getGraphics() ; bg.clipRect(a.new_area.x, a.new_area.y, w, h); bg.drawImage(img,a.new_area.x,a.new_area.y,a) ; bg.dispose() ; } a.paint_area.add(a.new_area) ; // 使用新的区域 Graphics g = a.getGraphics() ; // 将缓冲绘制到屏幕上 g.clipRect(a.paint_area.x ,a.paint_area.y, a.paint_area.width, a.paint_area.height); g.drawImage(a.buffer, 0, 0, a); g.dispose() ; }}/* -------------------- 定义导弹Missile类 -------------------------- */class Missile extends Piece { public Missile (Launch_Missiles a) { this.a = a ; // 初始化导弹属性值 px = opx = 0 ; py = opy = 0 ; vx = 0 ; vy = 7 ; w = 12 ; h = 22 ; active = false ; img = a.missile ; } public void move() { // 移动对象 opx = px ; opy = py ; px = a.L.px ; int dx = px - opx ; int nvy = vy*vy - dx*dx ; if (nvy > 0) nvy = (int) Math.sqrt(nvy) ; if (nvy < 1) nvy = 1 ; py += nvy ; if (py > a.window_size.height + 2*h) active = false ; } int seq = 0 ; public void draw() { // 绘制导弹 set_draw_rectangles(a.paint_area, a.new_area) ; // 设置绘制区域 Graphics bg = a.buffer.getGraphics() ; bg.clipRect(a.paint_area.x, a.paint_area.y, w, h); bg.drawImage(a.backdrop,0,0,a) ; bg.dispose() ; seq = ++seq % 1 ; int dx = px - opx ; seq = 0 ; if (dx > 0) seq = 1 ; else if (dx < 0) seq = 2 ; bg = a.buffer.getGraphics() ; bg.clipRect(a.new_area.x, a.new_area.y, w, h); bg.drawImage(img,a.new_area.x-w*seq,a.new_area.y,a) ; bg.dispose() ; a.paint_area.add(a.new_area) ; Graphics g = a.getGraphics() ; g.clipRect(a.paint_area.x ,a.paint_area.y, a.paint_area.width, a.paint_area.height); g.drawImage(a.buffer, 0, 0, a); g.dispose() ; }}/* -------------------- 定义飞行物Flyer类 -------------------------- */class Flyer extends Piece { public Flyer (Launch_Missiles a) { this.a = a ; // 初始化飞行物属性值 vx = (Math.random() > 0.5 ? 1 : -1) ; vy = -2 ; w = 20 ; h = 8 ; int aw = a.window_size.width ; px = opx = (int) (w/2+1 + (aw-w-2)* Math.random()) ; py = opy = a.window_size.height + h/2 + 1 ; active = true ; img = a.ufostrip ; } public void move() { // 移动飞行物 opx = px ; opy = py ; px += vx ; py += vy ; if (py < -h/2) active = false ; if ((px <= w/2) || (px >= (a.window_size.width - w/2)) || (Math.random() > 0.96)) { vx = -vx ; } } int seq = 0 ; int seq2 = 0 ; public void draw() { // 绘制飞行物 set_draw_rectangles(a.paint_area, a.new_area) ; Graphics bg = a.buffer.getGraphics() ; bg.clipRect(a.paint_area.x, a.paint_area.y, w, h); bg.drawImage(a.backdrop,0,0,a) ; bg.dispose() ; if ((++seq2 % 4) == 0) seq = ++seq % 4 ; bg = a.buffer.getGraphics() ; bg.clipRect(a.new_area.x, a.new_area.y, w, h); bg.drawImage(img,a.new_area.x-w*seq,a.new_area.y,a) ; bg.dispose() ; a.paint_area.add(a.new_area) ; Graphics g = a.getGraphics() ; g.clipRect(a.paint_area.x ,a.paint_area.y, a.paint_area.width, a.paint_area.height); g.drawImage(a.buffer, 0, 0, a); g.dispose() ; }}/* -------------------- 定义爆炸Explosion类 -------------------------- */class Explosion extends Piece { public Explosion (Launch_Missiles a, int x, int y) { this.a = a ; // 初始化爆炸对象属性值 w = 30 ; h = 30 ; px = opx = x ; py = opy = y ; active = true ; img = a.missile_explosion ; } int seq = 0 ; int seq2 = 0 ; public void draw() { set_draw_rectangles(a.paint_area, a.new_area) ; Graphics bkd_g = a.backdrop.getGraphics(); bkd_g.clipRect(a.paint_area.x, a.paint_area.y, w, h); bkd_g.drawImage(a.bgimg,0,0,a.window_size.width,a.window_size.height,a) ; if ((++seq2 % 4) == 0) seq = ++seq % 5 ; if (seq == 4) active = false ; bkd_g.clipRect(a.new_area.x, a.new_area.y, w, h); bkd_g.drawImage(img,a.new_area.x-w*seq,a.new_area.y,a) ; bkd_g.dispose() ; Graphics bg = a.buffer.getGraphics() ; bg.clipRect(a.new_area.x,a.new_area.y,w,h); bg.drawImage(a.backdrop,0,0,a) ; bg.dispose() ; Graphics g = a.getGraphics() ; g.clipRect(a.paint_area.x ,a.paint_area.y, a.paint_area.width, a.paint_area.height); g.drawImage(a.buffer, 0, 0, a); g.dispose() ; } public void erase() { // 清除爆炸 set_draw_rectangles(a.paint_area, a.new_area) ; Graphics bkd_g = a.backdrop.getGraphics(); bkd_g.clipRect(a.paint_area.x, a.paint_area.y, w, h); bkd_g.drawImage(a.bgimg,0,0,a.window_size.width,a.window_size.height,a) ; bkd_g.dispose() ; super.erase() ; }}
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