📄 tank.java
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package com.sun;
import java.awt.*;
import java.awt.event.*;
import java.util.*;
public class TanK {
/**
* 坦克移动的速度
*/
public static final int XSPEED=5;
public static final int YSPEED=5;
/**
* 坦克的宽度
*/
public static final int WIDTH=30;
/**
* 坦克的高度
*/
public static final int HEIGHT=30;
private int x,y;
private int oldX,oldY;
private boolean bl=false,br=false,bu=false,bd=false;
private boolean good;
private static Random r=new Random();
private boolean live=true;
private int life=100;
private BloodBar bb=new BloodBar();
private int step=r.nextInt(12)+3;
enum Direction{L,LU,U,RU,R,RD,D,LD,STOP};
private Direction dir=Direction.STOP;
private Direction ptDir=Direction.D;
Tanke tc=null;
/**
* 构造函数
* @param x 坦克的位置 x坐标
* @param y 坦克的位置 y坐标
* @param good 敌我坦克的标志
*/
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,Tanke tc){
this(x,y,good);
this.tc=tc;
}
public void draw(Graphics g){
if(!live){
if(!good){
tc.tanks.remove(this);
}
return;
}
Color c = g.getColor();
if(good){
bb.draw(g);
g.setColor(Color.red);
}
else
g.setColor(Color.BLACK);
g.fillOval(x, y, WIDTH, HEIGHT);
g.setColor(Color.blue);
/*
* 画炮筒
*/
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;
}
g.setColor(c);
move();
}
/**
* 根据按键设定坦克的移动方向
*/
void move(){
this.oldX=x;
this.oldY=y;
switch(dir){
case L:
x-=XSPEED;
break;
case LU:
x-=XSPEED;
y-=YSPEED;
break;
case U:
y-=YSPEED;
break;
case RU:
y-=YSPEED;
x+=XSPEED;
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(dir!=Direction.STOP){
this.ptDir=this.dir;
}
if(x<0)x=0;
if(y<30)y=30;
if(x+TanK.WIDTH>Tanke.WIDTH)x=Tanke.WIDTH-TanK.WIDTH;
if(y+TanK.HEIGHT>Tanke.HEIGHT)y=Tanke.HEIGHT-TanK.HEIGHT ;
if(!good){
Direction[] dirs=Direction.values();
if(step==0){
step=r.nextInt(12)+3;
dir=dirs[r.nextInt(dirs.length)];
}
step--;
if(r.nextInt(40)>38) this.fire();
}//子弹不能太密集,敌方坦克分布的更加均匀
}
public void keyPressed(KeyEvent e) {
int k=e.getKeyCode();
switch(k){
case KeyEvent.VK_RIGHT:
br=true;
break;
case KeyEvent.VK_LEFT:
bl=true;
break;
case KeyEvent.VK_UP:
bu=true;
break;
case KeyEvent.VK_DOWN:
bd=true;
break;
}
locateDirection();
}
/**
* 坦克打出一颗子弹
* @return 一颗子弹
*/
public Missile fire(){
if(!live)return null;
Missile m=new Missile(x+TanK.WIDTH/2-Missile.WIDTH/2,y+TanK.HEIGHT/2-Missile.HEIGHT/2,this.good,ptDir,this.tc);
tc.missiles.add(m);
return m;
}
/**
* 坦克打出具有特效的子弹
* @param dir 子弹射出的方向
* @return 一颗子弹
*/
public Missile fire(Direction dir){
if(!live)return null;
Missile m=new Missile(x+TanK.WIDTH/2-Missile.WIDTH/2,y+TanK.HEIGHT/2-Missile.HEIGHT/2,this.good,dir,this.tc);
tc.missiles.add(m);
return m;
}
public void superFire(){
Direction dirs[]=Direction.values();
for(int i=0;i<8;i++){
fire(dirs[i]);
}
}
public void keyReleased(KeyEvent e) {
int k=e.getKeyCode();
switch (k) {
case KeyEvent.VK_F2:
if(!this.live){
this.setLive(true);
this.setLife(100);
}
break;
case KeyEvent.VK_RIGHT:
br = false;
break;
case KeyEvent.VK_LEFT:
bl = false;
break;
case KeyEvent.VK_UP:
bu = false;
break;
case KeyEvent.VK_DOWN:
bd = false;
break;
case KeyEvent.VK_CONTROL:
fire();
break;
case KeyEvent.VK_A:
superFire();
}
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.RU;
else if(!bl&&!bu&&br&&bd) dir=Direction.RD;
else if(bl&&!bu&&!br&&bd) dir=Direction.LD;
else if(!bl&&bu&&!br&&!bd) dir=Direction.U;
else if(!bl&&!bu&&br&&!bd) dir=Direction.R;
else if(!bl&&!bu&&!br&&bd) dir=Direction.D;
else if(!bl&&!bu&&!br&&!bd) dir=Direction.STOP;
}
private void stay(){
x=this.oldX;
y=this.oldY;
}
public Rectangle getRec(){
return new Rectangle(x,y,WIDTH,HEIGHT);
}
public boolean isLive() {
return live;
}
public void setLive(boolean live) {
this.live = live;
}
public boolean isGood() {
return good;
}
public void setGood(boolean good) {
this.good = good;
}
/**
* 撞墙检测
* @param w 被撞的墙
* @return 装上了返回true,否则返回false
*/
public boolean collidesWithWall(Wall w){
if(this.live&&this.getRec().intersects(w.getRec())){
this.stay();
return true;
}
return false;
}
/**
* 坦克之间碰撞检测
* @param tanks 所有的坦克
* @return 撞上了返回true,否着返回false
*/
public boolean collidesWithTanks(java.util.List<TanK>tanks){
for(int i=0;i<tanks.size();i++){
TanK t=tanks.get(i);
if(this!=t){
if(this.live&&t.isLive()&&this.getRec().intersects(t.getRec())){
this.stay();
t.stay();
return true;
}
}
return false;
}
return false;
}
public int getLife() {
return life;
}
public void setLife(int life) {
this.life = life;
}
/**
* 坦克的生命值
* @author sun
*
*/
private class BloodBar{
public void draw(Graphics g){
Color c=g.getColor();
g.setColor(Color.red);
g.drawRect(x, y-10, WIDTH, 10);
int w=WIDTH*life/100;
g.fillRect(x, y-10, w, 10);
g.setColor(c);
}
}
/**
* 坦克吃小血块,增加一条生命
* @param b 小血块
* @return 吃到血块返回true,否则返回false
*/
public boolean eat(Blood b){
if (this.isGood()&&this.isLive()&&b.isLive()){
if(this.getRec().intersects(b.getRec())){
this.life=100;
b.setLive(false);
return true;
}
}
return false;
}
}
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