📄 tank.java
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import java.awt.Color;
import java.awt.Graphics;
import java.awt.Rectangle;
import java.awt.event.KeyEvent;
import java.util.Random;
/**
* 代表坦克的类
* @author mashibing
*
*/
public class Tank {
int id;
public static final int XSPEED = 5;
public static final int YSPEED = 5;
public static final int WIDTH = 30;
public static final int HEIGHT = 30;
boolean good;
int x, y;
private static Random r = new Random();
private boolean live = true;
private int step = r.nextInt(12) + 3;
TankClient tc;
boolean bL, bU, bR, bD;
Dir dir = Dir.STOP;
Dir ptDir = Dir.D;
/**
* 根据位置和好坏构建坦克
* @param x
* @param y
* @param good
*/
public Tank(int x, int y, boolean good) {
this.x = x;
this.y = y;
this.good = good;
}
/**
* 根据相关属性构建坦克
* @param x
* @param y
* @param good
* @param dir
* @param tc 游戏的场所
*/
public Tank(int x, int y, boolean good, Dir dir, TankClient tc) {
this(x, y, good);
this.dir = dir;
this.tc = tc;
}
/**
* 画出坦克
* @param g 画笔
*/
public void draw(Graphics g) {
if (!live) {
if (!good) {
tc.tanks.remove(this);
}
return;
}
Color c = g.getColor();
if (good)
g.setColor(Color.RED);
else
g.setColor(Color.BLUE);
g.fillOval(x, y, WIDTH, HEIGHT);
g.drawString("id:" + id, x, y - 10);
g.setColor(c);
switch (ptDir) {
case L:
g.drawLine(x + WIDTH / 2, y + HEIGHT / 2, x, y + HEIGHT / 2);
break;
case LU:
g.drawLine(x + WIDTH / 2, y + HEIGHT / 2, x, y);
break;
case U:
g.drawLine(x + WIDTH / 2, y + HEIGHT / 2, x + WIDTH / 2, y);
break;
case RU:
g.drawLine(x + WIDTH / 2, y + HEIGHT / 2, x + WIDTH, y);
break;
case R:
g
.drawLine(x + WIDTH / 2, y + HEIGHT / 2, x + WIDTH, y
+ HEIGHT / 2);
break;
case RD:
g.drawLine(x + WIDTH / 2, y + HEIGHT / 2, x + WIDTH, y + HEIGHT);
break;
case D:
g
.drawLine(x + WIDTH / 2, y + HEIGHT / 2, x + WIDTH / 2, y
+ HEIGHT);
break;
case LD:
g.drawLine(x + WIDTH / 2, y + HEIGHT / 2, x, y + HEIGHT);
break;
}
move();
}
private void move() {
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 (dir != Dir.STOP) {
ptDir = dir;
}
if (x < 0)
x = 0;
if (y < 30)
y = 30;
if (x + WIDTH > TankClient.GAME_WIDTH)
x = TankClient.GAME_WIDTH - WIDTH;
if (y + HEIGHT > TankClient.GAME_HEIGHT)
y = TankClient.GAME_HEIGHT - HEIGHT;
/*
* if(!good) { if(step == 0) { step = r.nextInt(12) + 3; Dir[] dirs =
* Dir.values(); dir = dirs[r.nextInt(dirs.length)]; } step --;
* if(r.nextInt(40) > 38) this.fire(); }
*/
}
/**
* 键按下的消息处理
* @param e 按键事件
*/
public void keyPressed(KeyEvent e) {
int key = e.getKeyCode();
switch (key) {
case KeyEvent.VK_LEFT:
bL = true;
break;
case KeyEvent.VK_UP:
bU = true;
break;
case KeyEvent.VK_RIGHT:
bR = true;
break;
case KeyEvent.VK_DOWN:
bD = true;
break;
}
locateDirection();
}
private void locateDirection() {
Dir oldDir = this.dir;
if (bL && !bU && !bR && !bD)
dir = Dir.L;
else if (bL && bU && !bR && !bD)
dir = Dir.LU;
else if (!bL && bU && !bR && !bD)
dir = Dir.U;
else if (!bL && bU && bR && !bD)
dir = Dir.RU;
else if (!bL && !bU && bR && !bD)
dir = Dir.R;
else if (!bL && !bU && bR && bD)
dir = Dir.RD;
else if (!bL && !bU && !bR && bD)
dir = Dir.D;
else if (bL && !bU && !bR && bD)
dir = Dir.LD;
else if (!bL && !bU && !bR && !bD)
dir = Dir.STOP;
if (dir != oldDir) {
TankMoveMsg msg = new TankMoveMsg(id, x, y, dir, ptDir);
tc.nc.send(msg);
}
}
/**
* 键抬起的消息处理
* @param e 抬键消息
*/
public void keyReleased(KeyEvent e) {
int key = e.getKeyCode();
switch (key) {
case KeyEvent.VK_CONTROL:
fire();
break;
case KeyEvent.VK_LEFT:
bL = false;
break;
case KeyEvent.VK_UP:
bU = false;
break;
case KeyEvent.VK_RIGHT:
bR = false;
break;
case KeyEvent.VK_DOWN:
bD = false;
break;
}
locateDirection();
}
private Missile fire() {
if (!live)
return null;
int x = this.x + WIDTH / 2 - Missile.WIDTH / 2;
int y = this.y + HEIGHT / 2 - Missile.HEIGHT / 2;
Missile m = new Missile(id, x, y, this.good, this.ptDir, this.tc);
tc.missiles.add(m);
MissileNewMsg msg = new MissileNewMsg(m);
tc.nc.send(msg);
return m;
}
/**
* 取得坦克的外切方形
* @return 坦克的外切Rectangle
*/
public Rectangle getRect() {
return new Rectangle(x, y, WIDTH, HEIGHT);
}
/**
* 检测坦克是否还活着
* @return
*/
public boolean isLive() {
return live;
}
/**
* 设定坦克的生死状态
* @param live
*/
public void setLive(boolean live) {
this.live = live;
}
}
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