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📄 tankthread.java

📁 新功能坦克大战
💻 JAVA
📖 第 1 页 / 共 4 页
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                                    case 1:                                        enemyTank[n][k].down=true;                                        break;                                    case 2:                                        enemyTank[n][k].left=true;                                        break;                                }                            }                        }                    }                }            }            for(int i=0;i<brick.num;i++){                if(brick.wall[i]!=null){                    if(enemyTank[n][k].FlagUp){                        if(((enemyTank[n][k].x+10>=brick.wall[i].x && enemyTank[n][k].x+10<=brick.wall[i].x+20)||(enemyTank[n][k].x+30>=brick.wall[i].x && enemyTank[n][k].x+30<=brick.wall[i].x+20))                                &&(enemyTank[n][k].y==brick.wall[i].y+20)){                            enemyTank[n][k].up=false;                             switch((int)(Math.random()*3)){                                 case 0:                                     enemyTank[n][k].down=true;                                     break;                                 case 1:                                     enemyTank[n][k].left=true;                                     break;                                 case 2:                                     enemyTank[n][k].right=true;                                     break;                             }                        }                    }                    else if(enemyTank[n][k].FlagDown){                        if(((enemyTank[n][k].x+10>=brick.wall[i].x && enemyTank[n][k].x+10<=brick.wall[i].x+20)||(enemyTank[n][k].x+30>=brick.wall[i].x && enemyTank[n][k].x+30<=brick.wall[i].x+20))                                &&(enemyTank[n][k].y+40==brick.wall[i].y)){                            enemyTank[n][k].down=false;                            switch((int)(Math.random()*3)){                                case 0:                                    enemyTank[n][k].up=true;                                    break;                                case 1:                                    enemyTank[n][k].left=true;                                    break;                                case 2:                                    enemyTank[n][k].right=true;                                    break;                            }                       }                   }                   else if(enemyTank[n][k].FlagLeft){                       if(((enemyTank[n][k].y+10>=brick.wall[i].y && enemyTank[n][k].y+10<=brick.wall[i].y+20)||(enemyTank[n][k].y+30>=brick.wall[i].y && enemyTank[n][k].y+30<=brick.wall[i].y+20))                               && (enemyTank[n][k].x==brick.wall[i].x+20)){                           enemyTank[n][k].left=false;                           switch((int)(Math.random()*3)){                               case 0:                                   enemyTank[n][k].up=true;                                   break;                               case 1:                                   enemyTank[n][k].down=true;                                   break;                               case 2:                                   enemyTank[n][k].right=true;                                   break;                           }                       }                   }                   else if(enemyTank[n][k].FlagRight){                       if(((enemyTank[n][k].y+10>=brick.wall[i].y && enemyTank[n][k].y+10<=brick.wall[i].y+20)||(enemyTank[n][k].y+30>=brick.wall[i].y && enemyTank[n][k].y+30<=brick.wall[i].y+20))                               &&(enemyTank[n][k].x+40==brick.wall[i].x)){                           enemyTank[n][k].right=false;                           switch((int)(Math.random()*3)){                               case 0:                                   enemyTank[n][k].up=true;                                   break;                               case 1:                                   enemyTank[n][k].down=true;                                   break;                               case 2:                                   enemyTank[n][k].left=true;                                   break;                           }                       }                   }               }           }           if(fort!=null){               if(enemyTank[n][k].FlagDown){                   if((enemyTank[n][k].x>200 && enemyTank[n][k].x<280) && enemyTank[n][k].y>=560){                       enemyTank[n][k].down=false;                       switch((int)(Math.random()*3)){                           case 0:                               enemyTank[n][k].up=true;                               break;                           case 1:                               enemyTank[n][k].left=true;                               break;                           case 2:                               enemyTank[n][k].right=true;                               break;                       }                   }               }               else if(enemyTank[n][k].FlagLeft){                   if((enemyTank[n][k].x>240 && enemyTank[n][k].x<=280)&& enemyTank[n][k].y>520){                       enemyTank[n][k].left=false;                       switch((int)(Math.random()*3)){                           case 0:                               enemyTank[n][k].up=true;                               break;                           case 1:                               enemyTank[n][k].down=true;                               break;                           case 2:                               enemyTank[n][k].right=true;                               break;                       }                   }               }               else if(enemyTank[n][k].FlagRight){                   if(enemyTank[n][k].x>=200 && enemyTank[n][k].x<280 && enemyTank[n][k].y>520){                       enemyTank[n][k].right=false;                       switch((int)(Math.random()*3)){                           case 0:                               enemyTank[n][k].up=true;                               break;                           case 1:                               enemyTank[n][k].down=true;                               break;                           case 2:                               enemyTank[n][k].left=true;                               break;                       }                   }               }           }        }        }        // 主坦克的子弹生成    public void CreatMyBall(){        if(myBall==null){            if(mytank.FlagUp){                myBall=new Ball(mytank.x+15,mytank.y,tankFrame);            }            else if(mytank.FlagDown){                myBall=new Ball(mytank.x+15,mytank.y+30,tankFrame);             }             else if(mytank.FlagLeft){                 myBall=new Ball(mytank.x,mytank.y+15,tankFrame);             }else{                 myBall=new Ball(mytank.x+30,mytank.y+15,tankFrame);             }             if(!myBall.life){                      myBall.life=true;                 sound.chosenClip.stop();                 sound.chosenClip=sound.SendRocket;                 sound.chosenClip.play();                 myBall.Type=mytank.Type;                 switch(myBall.Type){                     case 0:                         myBall.sleeptime=70;                         break;                     case 1:                         myBall.sleeptime=50;                         break;                     case 2:                         myBall.sleeptime=40;                         break;                 }                 if(mytank.FlagUp || mytank.FlagDown || mytank.FlagLeft || mytank.FlagRight){                     myBall.up=mytank.FlagUp;                     myBall.down=mytank.FlagDown;                     myBall.left=mytank.FlagLeft;                     myBall.right=mytank.FlagRight;                 }                 else{                     myBall.up=true;                 }                 BallThread(myBall);               }                else{}                   tankFrame.myBall=myBall;           }    }    // 坦克线程的启动    public void BallThread(Ball ball){       Thread ballThread =new Thread(ball);       ballThread.start();    }    // 敌坦克被打中    public void BallExecute(int n,int k){        sound.chosenClip.stop();        sound.chosenClip=sound.Blowsound1;        sound.chosenClip.play();        myBall.life=false;        myBall.image=null;        enemyBall[n][k].image=null;        enemyBall[n][k]=null;        myBall=null;          }    //  敌坦克创建    public void EnemyTankExecute(int n,int k){        enemyTank[n][k].lifetime--;        myBall.life=false;        myBall.image=null;        myBall=null;        sound.chosenClip.stop();        sound.chosenClip=sound.Blowsound2;        sound.chosenClip.play();         if(enemyTank[n][k].lifetime<=0){            enemyTank[n][k].image=null;            enemyTank[n][k].ima=null;            enemyTank[n][k].x=-40;            enemyTank[n][k].y=-40;            if(k!=0 && enemyTank[n][0]!=null)                enemyTank[n][0].counter=0;               if(subtitle!=null && subtitle.EnemyNo>0 && subtitle.EnemyNo<=20){                subtitle.EnemyNo--;                subtitle.image[subtitle.EnemyNo]=null;                if(subtitle.EnemyNo<=0){                    mytank.x=160;                    mytank.y=560;                    mytank.sign=0;                    mytank.FlagUp=true;                    mytank.FlagDown=false;                    mytank.FlagLeft=false;                    mytank.FlagRight=false;                    if(prop!=null){                        prop.image=null;                        prop=null;                    }                    for(int i=0;i<3;i++){                        for(int j=0;j<2;j++){                            if(enemyBall[i][j]!=null){                                enemyBall[i][j].image=null;                                enemyBall[i][j]=null;                            }                        }                    }                    switch(mytank.Type){                        case 0:                            mytank.image = Toolkit.getDefaultToolkit().getImage("images/1.jpg");                            break;                        case 1:                            mytank.image = Toolkit.getDefaultToolkit().getImage("images/11.jpg");                            break;                        case 2:                            mytank.image = Toolkit.getDefaultToolkit().getImage("images/21.jpg");                            break;                    }                    grade++;                    try {                         Inirial();                    } catch (Exception ex) {                    }                }            }            if(enemyTank[n][k].Type==8 || enemyTank[n][k].Type==9){                prop=new Prop(tankFrame);                prop.x=(int)(Math.random()*480);                prop.y=(int)(Math.random()*400)+80;                tankFrame.prop=prop;            }            enemyTank[n][k]=null;         }    }    public void MyTankExecute(int n,int k){        enemyBall[n][k].image=null;        enemyBall[n][k]=null;        if(mytank.Type>0 && mytank.sign>=100){            mytank.Type--;        }        else if(mytank.Type<=0 && mytank.sign>=100){            mytank.lifetime--;            mytank.x=160;            mytank.y=560;            mytank.up=mytank.down=mytank.left=mytank.right=false;            mytank.FlagUp=true;            mytank.FlagDown=false;            mytank.FlagLeft=false;            mytank.FlagRight=false;            mytank.sign=0;            mytank.image= Toolkit.getDefaultToolkit().getImage("images/1.jpg");            mytank.ima=Toolkit.getDefaultToolkit().getImage("images/01.jpg");            subtitle.TankLife--;            subtitle.strTank=Integer.toString(subtitle.TankLife);        }            }    //  敌坦克子弹打中物体    public void EnemyBallExplope(int n,int k){

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