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java坦克大战墙_坦克大战 - java代码库 - 云代码

發布時間:2023/12/10 编程问答 32 豆豆
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[java]代碼庫package mzxmzx;

import java.awt.*;

import java.awt.event.*;

import java.util.Random;

public class Tank {

/**

* 坦克的移動速度

*/

public static final int XSPEED = 5;

public static final int YSPEED = 5;

public static final int WIDTH = 30;//坦克的寬度定義為常量

public static final int HEIGHT = 30;//坦克的高度定義為常量

private boolean live = true;//返回布爾類型,判斷坦克的生死

private int life = 100;

private BloodBar bb = new BloodBar();//BloodBar一個bb出來

public int getLife() {

return life;

}

public void setLife(int life) {

this.life = life;

}

TankClient tc;

private boolean good;//定義一個布爾變量,判斷敵我坦克

public boolean isGood() {

return good;

}

private int x, y;

private int oldX,oldY;

private void stay(){//坦克撞到墻之后定義為stay

x = oldX;

y = oldY;

}

private static Random r = new Random();

private boolean bL=false, bU=false, bR=false, bD = false;//用4個布爾類型的值代表是不是按下了4個鍵,當按下某個鍵時由FALSE變成true

enum Direction {L, LU, U, RU, R, RD, D, LD, STOP};//枚舉

private int step = r.nextInt(12) + 3; //最小值至少移動3步,最大值移動到14步

private Direction dir = Direction.STOP;//給默認值為STOP

private Direction ptDir = Direction.D;//炮筒的方向(向下的方向)

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,Direction dir, TankClient tc) {

this(x, y, good);

this.dir = dir;

this.tc = tc;

}

public void draw(Graphics g) {

if(!live){

if(!good){

tc.tanks.remove(this);

}return;

}

Color c = g.getColor();//設置前景色

if(good) g.setColor(Color.RED);//我們的坦克顏色設置

else g.setColor(Color.BLUE);//敵方坦克設置

g.fillOval(x, y, WIDTH, HEIGHT);//畫一個實心圓(50,50為坐標,30,,30是圓的高度和寬度)

g.setColor(c);;//把原來顏色設置回來

if(good)bb.draw(g); //把我的坦克的血條畫出來

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;

}

move();

}

void move() {

this.oldX=x;

this.oldY=y;//move之前記錄上一步坦克x,y的值

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(this.dir != Direction.STOP) {

this.ptDir = this.dir;

}

if(x < 0) x = 0;//解決坦克出界的問題

if(y < 30) y = 30;//注意標題欄

if(x + Tank.WIDTH > TankClient.GAME_WIDTH) x = TankClient.GAME_WIDTH - Tank.WIDTH;

if(y + Tank.HEIGHT > TankClient.GAME_HEIGHT) y = TankClient.GAME_HEIGHT - Tank.HEIGHT;

if(!good){

Direction[] dirs = Direction.values(); //將方向轉化為數組

if(step == 0){ //只有STEP等于0時,才轉方向

step = r.nextInt(12) + 3;

int rn = r.nextInt(dirs.length);//move完成后,如果是敵軍坦克的,隨機產生一個數,來設定坦克下一個方向

dir = dirs[rn];

}

step --;

if(r.nextInt(50)>48)this.fire();//防止敵軍炮火太猛烈,生成大于48的隨機數時才開火

}

}

public void keyPressed(KeyEvent e) {

int key = e.getKeyCode();//定義一個key,(獲得按鍵的虛擬碼)

switch(key) {

/* case KeyEvent.VK_CONTROL:

// tc.missiles.add(fire());//一種調用方法:調用fire方法,返回值是一發炮彈

fire();

break;*/ // 在KeyPressed中子彈太密集,將其設置為抬起發炮彈(released)

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;

case KeyEvent.VK_F2:

if(!this.live){

this.live = true;//復活

this.life = 100;//100血

}break;

}

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.U;

else if(!bL && bU && bR && !bD) dir = Direction.RU;

else if(!bL && !bU && bR && !bD) dir = Direction.R;

else if(!bL && !bU && bR && bD) dir = Direction.RD;

else if(!bL && !bU && !bR && bD) dir = Direction.D;

else if(bL && !bU && !bR && bD) dir = Direction.LD;

else if(!bL && !bU && !bR && !bD) dir = Direction.STOP;

}

public void keyReleased(KeyEvent e) {

int key = e.getKeyCode();//定義一個key,(獲得按鍵的虛擬碼)

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;

case KeyEvent.VK_A:

superFire();

break;

}

locateDirection();

}

public Missile fire() {//fire方法返回值Missile

if(!live) return null;//解決自己坦克被擊殺后,仍然可以操作的問題

int x = this.x + Tank.WIDTH/2 - Missile.WIDTH/2;//計算x,y的位置

int y = this.y + Tank.HEIGHT/2 - Missile.HEIGHT/2;

Missile m = new Missile(x, y,good, ptDir, this.tc);//坦克的x,y

tc.missiles.add(m);

return m;

}

public Missile fire(Direction dir){//超級炮彈的fire方法

if(!live) return null;//解決自己坦克被擊殺后,仍然可以操作的問題

int x = this.x + Tank.WIDTH/2 - Missile.WIDTH/2;//計算x,y的位置

int y = this.y + Tank.HEIGHT/2 - Missile.HEIGHT/2;

Missile m = new Missile(x, y,good, dir, this.tc);//坦克的x,y

tc.missiles.add(m);

return m;

}

private void superFire() {//超級炮彈!!

Direction[] dirs = Direction.values();

for(int i=0; i<8; i++) {

fire(dirs[i]);

}

}

public Rectangle getRect() {//矩形,子彈左上角位置,寬度高度

return new Rectangle(x, y, WIDTH, HEIGHT);

}

public boolean isLive() {

return live;

}

public void setLive(boolean live) {

this.live = live;

}

/**

* 為了解決坦克穿過墻這一問題

* @param w 坦克撞擊的墻

* @return 坦克一旦撞上了槍,返回true,否則返回false

*/

public boolean collidesWithWall(Wall w) {//解決坦克穿過墻這一問題

if(this.live && this.getRect().intersects(w.getRect())) {

this.stay();

return true;

}

return false;

}

public boolean collidesWithTanks(java.util.List tanks) {

for(int i=0; i

Tank t = tanks.get(i);//兩輛坦克不是一輛坦克才相撞

if(this != t) {

if(this.live && t.isLive() && this.getRect().intersects(t.getRect())) {

this.stay();//兩輛坦克都停止

t.stay();

return true;

}

}

}

return false;

}

private class BloodBar {//坦克的血條

public void draw(Graphics g) {

Color c = g.getColor();

g.setColor(Color.RED);

g.drawRect(x, y-10, WIDTH, 10);//外面的框

int w = WIDTH * life/100 ;//計算寬度

g.fillRect(x, y-10, w, 10);

g.setColor(c);

}

}

public boolean eat(Blood b) {//吃掉血塊

if(this.live && b.isLive() && this.getRect().intersects(b.getRect())) {

this.life = 100;//吃掉血塊血量恢復至100

b.setLive(false);//

return true;

}

return false;

}

}

[源代碼打包下載]

TankWar2.6.rar(50積分)[37 次下載]

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