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云代码 - java代码库

坦克大战

2017-11-11 作者: 云代码会员举报

[java]代码库

package mzxmzx;
 
 
import java.awt.*;
import java.awt.event.*;
import java.util.Random;
 
 
public class Tank {
    /**
     * 坦克的移动速度
     */
    public static final int XSPEED = 5;
    public static final int YSPEED = 5;
     
    public static final int WIDTH = 30;//坦克的宽度定义为常量
    public static final int HEIGHT = 30;//坦克的高度定义为常量
     
    private boolean live = true;//返回布尔类型,判断坦克的生死
    private int life = 100;
    private BloodBar bb = new BloodBar();//BloodBar一个bb出来
    public int getLife() {
        return life;
    }
 
    public void setLife(int life) {
        this.life = life;
    }
 
    TankClient tc;
     
    private boolean good;//定义一个布尔变量,判断敌我坦克
     
    public boolean isGood() {
        return good;
    }
 
    private int x, y;
    private int oldX,oldY;
    private void stay(){//坦克撞到墙之后定义为stay
        x = oldX;
        y = oldY;
    }
     
    private static Random r = new Random();
     
    private boolean bL=false, bU=false, bR=false, bD = false;//用4个布尔类型的值代表是不是按下了4个键,当按下某个键时由FALSE变成true
    enum Direction {L, LU, U, RU, R, RD, D, LD, STOP};//枚举
     
    private int step = r.nextInt(12) + 3; //最小值至少移动3步,最大值移动到14步
    private Direction dir = Direction.STOP;//给默认值为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();//设置前景色
        if(good) g.setColor(Color.RED);//我们的坦克颜色设置
        else g.setColor(Color.BLUE);//敌方坦克设置
        g.fillOval(x, y, WIDTH, HEIGHT);//画一个实心圆(50,50为坐标,30,,30是圆的高度和宽度)
        g.setColor(c);;//把原来颜色设置回来
        if(good)bb.draw(g); //把我的坦克的血条画出来
        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之前记录上一步坦克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;//解决坦克出界的问题
        if(y < 30) y = 30;//注意标题栏
        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();   //将方向转化为数组
             if(step == 0){      //只有STEP等于0时,才转方向
                 step = r.nextInt(12)  + 3;
                 int rn = r.nextInt(dirs.length);//move完成后,如果是敌军坦克的,随机产生一个数,来设定坦克下一个方向
                 dir = dirs[rn];    
             }
            step --;
            if(r.nextInt(50)>48)this.fire();//防止敌军炮火太猛烈,生成大于48的随机数时才开火
        }
         
    }
     
    public void keyPressed(KeyEvent e) {
        int key = e.getKeyCode();//定义一个key,(获得按键的虚拟码)
        switch(key) {
         /* case KeyEvent.VK_CONTROL:
           // tc.missiles.add(fire());//一种调用方法:调用fire方法,返回值是一发炮弹
                fire();
             break;*/       // 在KeyPressed中子弹太密集,将其设置为抬起发炮弹(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;//复活
                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();//定义一个key,(获得按键的虚拟码)
        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;//解决自己坦克被击杀后,仍然可以操作的问题
        int x = this.x + Tank.WIDTH/2 - Missile.WIDTH/2;//计算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){//超级炮弹的fire方法
        if(!live) return null;//解决自己坦克被击杀后,仍然可以操作的问题
        int x = this.x + Tank.WIDTH/2 - Missile.WIDTH/2;//计算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() {//超级炮弹!!
        Direction[] dirs = Direction.values();
        for(int i=0; i<8; i++) {
            fire(dirs[i]);
        }
    }
     
    public Rectangle getRect() {//矩形,子弹左上角位置,宽度高度
        return new Rectangle(x, y, WIDTH, HEIGHT);
    }
 
    public boolean isLive() {
        return live;
    }
 
    public void setLive(boolean live) {
        this.live = live;
    }
    /**
     *  为了解决坦克穿过墙这一问题
     * @param w  坦克撞击的墙
     * @return   坦克一旦撞上了枪,返回true,否则返回false
     */
    public boolean collidesWithWall(Wall w) {//解决坦克穿过墙这一问题
        if(this.live && this.getRect().intersects(w.getRect())) {
            this.stay();
            return true;
        }
        return false;
    }
    public boolean collidesWithTanks(java.util.List<Tank> tanks) {
        for(int i=0; i<tanks.size(); i++) {
            Tank t = tanks.get(i);//两辆坦克不是一辆坦克才相撞
            if(this != t) {
                if(this.live && t.isLive() && this.getRect().intersects(t.getRect())) {
                    this.stay();//两辆坦克都停止
                    t.stay();
                    return true;
                }
            }
        }
        return false;
    }
    private class BloodBar {//坦克的血条
        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 ;//计算宽度
            g.fillRect(x, y-10, w, 10);
            g.setColor(c);
        }
    }
    public boolean eat(Blood b) {//吃掉血块
        if(this.live && b.isLive() && this.getRect().intersects(b.getRect())) {
            this.life = 100;//吃掉血块血量恢复至100
            b.setLive(false);//
            return true;
        }
        return false;
    }
}

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