📄 tankthread.cs
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using System;
using System.Collections.Generic;
using System.Text;
using System.Threading;
using System.Windows.Forms;
public class TankThread
{
Thread tankThread;
Form tankGame2008;
PlayerTankSprite playerTank;
EnemyTankSprite[] enemyTank;
ShellSprite MyShell;
ShellSprite[] enemyShell;
Explosion explosion;
int explosionTimes = 0;
int[] shellTimes = { 0, 25, 75, 100 };
public TankThread(Form TankGame2008, PlayerTankSprite playerTank, EnemyTankSprite[] enemyTank, ShellSprite myShell, ShellSprite[] enemyShell, Explosion explosion)
{
this.playerTank = playerTank;
this.enemyTank = enemyTank;
this.tankGame2008 = TankGame2008;
this.MyShell = myShell;
this.enemyShell = enemyShell;
this.explosion = explosion;
}
public void run()
{
while (tankThread != null)
{
tankGame2008.Invalidate();
try
{
Thread.Sleep(10);
explosionTimes++;
for (int a = 0; a < shellTimes.Length; a++)
{
shellTimes[a]++;
}
}
catch
{
}
#region explosion
//处理爆炸效果
if (explosion.getVisible() == true)
{
if (explosionTimes >= 8)
{
explosionTimes = 0;
explosion.updateState();
}
}
#endregion
#region playerTank
//处理玩家坦克
if (playerTank.getActive() == true)
{
playerTank.updatePos(playerTank.getTankDirection());
//检测玩家坦克和敌方坦克的碰撞
for (int i = 0; i < enemyTank.Length; i++)
{
if (playerTank.isCollided(enemyTank[i]) == true && playerTank.getVisible() == true && enemyTank[i].getVisible() == true)
{
explosion.setPos(playerTank.getX(), playerTank.getY());
playerTank.setVisible(false);
explosion.setVisible(true);
}
}
}
#endregion
#region enemyTank
//处理敌方坦克
for (int i = 0; i < enemyTank.Length; i++)
{
//更新
if (enemyTank[i].getActive() == true && enemyTank[i].getVisible() == true)
{
enemyTank[i].updatePos(enemyTank[i].getTankDirection());
}
//检测敌方和敌方的碰撞
for (int a = 0; a < enemyTank.Length; a++)
{
//如果不是自己和自己检测碰撞
if (i != a)
{
if (enemyTank[i].isCollided(enemyTank[a]) == true && enemyTank[i].getVisible() == true && enemyTank[a].getVisible() == true)
{
enemyTank[i].setTankDirection(this.reverseDirection(enemyTank[i].getTankDirection()));
}
if (enemyTank[i].isCollided(playerTank) == true && enemyTank[i].getVisible() == true && enemyTank[i].getActive() == true)
{
explosion.setPos(playerTank.getX(), playerTank.getY());
playerTank.setActive(false) ;
playerTank.setVisible(false);
}
}
}
}
#endregion
#region PlayerShell
//处理玩家炮弹
if (MyShell.getActive() == true)
{
MyShell.updatePos(MyShell.getShellDirection());
//检测玩家炮弹和敌方坦克的碰撞
for (int a = 0; a < enemyTank.Length; a++)
{
if (MyShell.isCollided(enemyTank[a]) == true && enemyTank[a].getVisible() == true && MyShell.getVisible() == true)
{
explosion.setPos(enemyTank[a].getX(), enemyTank[a].getY());
enemyTank[a].setActive(false);
enemyTank[a].setVisible(false);
enemyShell[a].setActive(false);
enemyShell[a].setVisible(false);
MyShell.setVisible(false);
MyShell.setActive(false);
explosion.setVisible(true);
((TankGame2008.TankGame2008)tankGame2008).destroyEnemyNumber++;
}
}
}
#endregion
#region enemyShell
//处理敌方炮弹
for (int i = 0; i < enemyShell.Length; i++)
{
//使坦克间隔一段时间发炮弹
if (shellTimes[i] >= 100)
{
//如果坦克visible为true,才处理它的炮弹
if (enemyTank[i].getVisible() == true)
{
enemyShell[i].setShellDirection(enemyTank[i].getTankDirection());
enemyShell[i].setVisible(true);
enemyShell[i].setActive(true);
if (enemyTank[i].getTankDirection() == 0)
{
enemyShell[i].setPos(enemyTank[i].getX(), enemyTank[i].getY() + enemyTank[i].getHeight() / 2);
}
if (enemyTank[i].getTankDirection() == 1)
{
enemyShell[i].setPos(enemyTank[i].getX() + enemyTank[i].getWidth(), enemyTank[i].getY() + enemyTank[i].getHeight() / 2);
}
if (enemyTank[i].getTankDirection() == 2)
{
enemyShell[i].setPos(enemyTank[i].getX() + enemyTank[i].getWidth() / 2, enemyTank[i].getY());
}
if (enemyTank[i].getTankDirection() == 3)
{
enemyShell[i].setPos(enemyTank[i].getX() + enemyTank[i].getWidth() / 2, enemyTank[i].getY() + enemyTank[i].getHeight());
}
}
shellTimes[i] = 0;
}
if (enemyShell[i].getActive() == true)
{
enemyShell[i].updatePos(enemyShell[i].getShellDirection());
}
//检测敌方炮弹和玩家炮弹的碰撞
if (enemyShell[i].isCollided(MyShell) && enemyShell[i].getVisible() == true && MyShell.getVisible() == true)
{
enemyShell[i].setVisible(false);
enemyShell[i].setActive(false);
MyShell.setVisible(false);
MyShell.setActive(false);
}
//检测敌方炮弹和敌方炮弹的碰撞
for (int a = 0; a < enemyShell.Length; a++)
{
if (a != i)
{
if (enemyShell[i].isCollided(enemyShell[a]) && enemyShell[i].getVisible() == true && enemyShell[a].getVisible() == true)
{
enemyShell[i].setVisible(false);
enemyShell[i].setActive(false);
enemyShell[a].setVisible(false);
enemyShell[a].setActive(false);
}
}
}
//检测敌方炮弹和玩家坦克的碰撞
if (enemyShell[i].isCollided(playerTank) == true && playerTank.getVisible() == true && enemyShell[i].getVisible() == true)
{
explosion.setPos(playerTank.getX(), playerTank.getY());
explosion.setVisible(true);
playerTank.setVisible(false);
enemyShell[i].setVisible(false);
playerTank.setActive(false);
enemyShell[i].setActive(false);
}
for (int a = 0; a < enemyTank.Length; a++)
{
if (a != i)
{
if (enemyShell[i].isCollided(enemyTank[a]) == true && enemyShell[i].getVisible() == true && enemyTank[a].getVisible() == true)
{
enemyShell[i].setVisible(false);
enemyShell[i].setActive(false);
}
}
}
}
#endregion
}
}
public void startRuning()
{
tankThread = new Thread(run);
tankThread.Start();
}
public void stopRuning()
{
tankThread = null;
}
public int reverseDirection(int direction)
{
int result = 0;
switch (direction)
{
case 0:
result = 1;
break;
case 1:
result = 0;
break;
case 2:
result = 3;
break;
case 3:
result = 2;
break;
}
return result;
}
}
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