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📄 tank.java

📁 java实现的网络版坦克大战源码
💻 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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