坦克大战简单版本
作者:互联网
绘制框
import javax.swing.*;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.util.Scanner;
public class TankGame03 extends JFrame {
private MyPanel myPanel=null; //定义一个面板属性
private Scanner scanner = new Scanner(System.in);
public static void main(String[] args) {
new TankGame03();
}
public TankGame03(){
System.out.println("请选择 1.重新开始游戏 2.继续上局游戏");
String key =scanner.next();
myPanel=new MyPanel(key); //初始化面板
this.add(myPanel);
//启动面板线程
new Thread(myPanel).start();
this.setSize(1300,950);
this.addKeyListener(myPanel); //让JFrame监听myPanel的键盘事件
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
this.setVisible(true);
//在JFrame 中增加相应关闭窗口的处理
this.addWindowListener(new WindowAdapter() {
@Override
public void windowClosing(WindowEvent e) {
Recorder.record(); //掉用方法,用来记录击败敌方坦克数
System.exit(0);
}
});
}
}
//绘制自己的坦克区域
import javax.swing.*;
import java.awt.*;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.io.File;
import java.io.FileNotFoundException;
import java.io.FileReader;
import java.util.Vector;
//继承面板JPanel绘制坦克
//为了监听键盘事件,实现KeyLister接口
//为了让Panel 不停的重绘子弹,需要将 MyPanel 实现Runnable ,当做一个线程使用
@SuppressWarnings({"all"})
public class MyPanel extends JPanel implements KeyListener, Runnable {
Hero hero = null; //定义自己的坦克
Vector<EnemyTank> enemyTanks = new Vector<>(); //创建一个敌人坦克的集合
int enemySize = 6; //定义敌人坦克的数量
//当子弹击中坦克时,就加入爆炸效果
Vector<Bomb> bombs = new Vector<>(); //用于存放炸弹
Vector<Node> nodes = new Vector<Node>(); //用来恢复敌人坦克的坐标和方向
//定义三张组合爆炸的图片
Image image1 = null;
Image image2 = null;
Image image3 = null;
public MyPanel(String key) {
//先判断文件是否存在;
//如果存在,正常执行游戏,如果不存在,把 key 重值为 "1"
File file = new File(Recorder.getFilePath());
if(file.exists()){
nodes = Recorder.getDate(); //把敌人坦克的方向坐标信息给 nodes
}else{
System.out.println("没有存盘,重新开始游戏");
key="1";
}
//将MyPanel的enemyTanks 设置给 Recorder 的enemyTanks
Recorder.setEnemyTanks(enemyTanks);
hero = new Hero(700, 100); //初始化自己的坦克
hero.setSpeech(5); //设置坦克移动的速度
switch (key) {
case "1":
for (int i = 0; i < enemySize; i++) {
//初始化一个敌人的坦克
EnemyTank enemyTank = new EnemyTank(100 * i, 0);
//将enemyTanks 设置给 enemyTank
enemyTank.setEnemyTanks(enemyTanks);
//设置敌人坦克的方向
enemyTank.setDirect(2);
//启动坦克线程
new Thread(enemyTank).start();
//初始化一颗子弹
Shot shot = new Shot(enemyTank.getX() + 20, enemyTank.getY() + 60, enemyTank.getDirect());
//添加到Vector<Shot>集合中
enemyTank.shots.add(shot);
//启动子弹线程
new Thread(shot).start();
enemyTanks.add(enemyTank);
}
//初始化三张图片
image1 = Toolkit.getDefaultToolkit().getImage(Panel.class.getResource("/bomb_1.gif"));
image2 = Toolkit.getDefaultToolkit().getImage(Panel.class.getResource("/bomb_2.gif"));
image3 = Toolkit.getDefaultToolkit().getImage(Panel.class.getResource("/bomb_3.gif"));
break;
case "2":
for (int i = 0; i < nodes.size(); i++) {
//初始化一个敌人的坦克
Node node = nodes.get(i);
EnemyTank enemyTank = new EnemyTank(node.getX(),node.getY());
//将enemyTanks 设置给 enemyTank
enemyTank.setEnemyTanks(enemyTanks);
//设置敌人坦克的方向
enemyTank.setDirect(node.getDirect());
//启动坦克线程
new Thread(enemyTank).start();
//初始化一颗子弹
Shot shot = new Shot(enemyTank.getX() + 20, enemyTank.getY() + 60, enemyTank.getDirect());
//添加到Vector<Shot>集合中
enemyTank.shots.add(shot);
//启动子弹线程
new Thread(shot).start();
enemyTanks.add(enemyTank);
}
//初始化三张图片
image1 = Toolkit.getDefaultToolkit().getImage(Panel.class.getResource("/bomb_1.gif"));
image2 = Toolkit.getDefaultToolkit().getImage(Panel.class.getResource("/bomb_2.gif"));
image3 = Toolkit.getDefaultToolkit().getImage(Panel.class.getResource("/bomb_3.gif"));
break;
}
}
//编写方法,显示我方击毁敌方坦克的信息
public void showInfo(Graphics g) {
//画出玩家的总成绩
g.setColor(Color.BLACK);
Font font = new Font("楷体", Font.BOLD, 25);
g.setFont(font);
g.drawString("您累积击毁敌方坦克", 1020, 30);
drawTank(1020, 60, g, 0, 1); //画出一个敌方坦克
g.setColor(Color.BLACK);
g.drawString(Recorder.getAllEnemyTankNum() + "", 1080, 100);
}
@Override
public void paint(Graphics g) {
super.paint(g);
g.fillRect(0, 0, 1000, 750); //绘制画坦克的区域 ,默认为黑色
showInfo(g); // 我方击毁敌方坦克的信息
if (hero.isLive && hero != null) {
drawTank(hero.getX(), hero.getY(), g, hero.getDirect(), 0); //绘制自己的坦克
}
for (int i = 0; i < enemyTanks.size(); i++) { //遍历vector,画出敌人的坦克
EnemyTank enemyTank = enemyTanks.get(i);
//当敌人坦克存活时,才画出坦克
if (enemyTank.isLive) {
drawTank(enemyTank.getX(), enemyTank.getY(), g, enemyTank.getDirect(), 1);
for (int j = 0; j < enemyTank.shots.size(); j++) { //遍历vector,画出敌人的子弹
//取出子弹
Shot shot = enemyTank.shots.get(j);
//判断子弹是否存活,在绘制
if (shot.isLive) {
g.fill3DRect(shot.x, shot.y, 3, 3, false);
} else {
//移除子弹
enemyTank.shots.remove(shot);
}
}
}
}
//画出爆炸效果
for (int i = 0; i < bombs.size(); i++) {
Bomb bomb = bombs.get(i);
if (bomb.lift > 6) {
g.drawImage(image1, bomb.x, bomb.y, 60, 60, this);
}
if (bomb.lift > 3) {
g.drawImage(image2, bomb.x, bomb.y, 60, 60, this);
} else {
g.drawImage(image3, bomb.x, bomb.y, 60, 60, this);
}
//调用bomb中的lifeDown方法,减少生命周期
bomb.liftDown();
//当炸弹生命周期为0后,移除炸弹
if (!bomb.isLive) {
bombs.remove(bomb);
}
}
// //画出hero的子弹
// if (hero.shot != null && hero.shot.isLive) {
// g.setColor(Color.yellow);
// g.fill3DRect(hero.shot.x, hero.shot.y, 3, 3, false);
// }
//画出hero的多颗子弹
for (int i = 0; i < hero.shots.size(); i++) {
Shot shot = hero.shots.get(i);
//画出hero的子弹
if (shot != null && shot.isLive) {
g.setColor(Color.yellow);
g.fill3DRect(shot.x, shot.y, 3, 3, false);
} else {
//当子弹消亡后,在集合中移除子弹
hero.shots.remove(shot);
}
}
}
//判断子弹是否击中敌人
//在run方法中判断我方坦克是否击中敌方坦克
public void hitShot(Shot s, Tank enemyTank) {
//判断敌人坦克方向,确认敌人坦克范围
//判断s 击中坦克
switch (enemyTank.getDirect()) {
case 0: //坦克向上
case 2: //坦克向下
if (s.x > enemyTank.getX() && s.x < enemyTank.getX() + 40
&& s.y > enemyTank.getY() && s.y < enemyTank.getY() + 60) {
s.isLive = false;
enemyTank.isLive = false;
//移除敌人坦克
enemyTanks.remove(enemyTank);
//当我方坦克击毁敌方坦克,就对数据allEnemyTankNum ++
//应为enemyTank 可以是Hero ,也可以是 EnemyTank
if (enemyTank instanceof EnemyTank) {
Recorder.addAllEnemyTankNum();
}
//敌人坦克被击中后,制造出爆炸效果
Bomb bomb = new Bomb(enemyTank.getX(), enemyTank.getY());
//添加到炸弹集合中
bombs.add(bomb);
}
break;
case 1: //坦克向右
case 3: //坦克向左
if (s.x > enemyTank.getX() && s.x < enemyTank.getX() + 60
&& s.y > enemyTank.getY() && s.y < enemyTank.getY() + 40) {
s.isLive = false;
enemyTank.isLive = false;
//移除敌人坦克
enemyTanks.remove(enemyTank);
if (enemyTank instanceof EnemyTank) {
Recorder.addAllEnemyTankNum();
}
//敌人坦克被击中后,制造出爆炸效果
Bomb bomb = new Bomb(enemyTank.getX(), enemyTank.getY());
//添加到炸弹集合中
bombs.add(bomb);
}
break;
}
}
//判断敌方坦克是否击中我方坦克
public void hitHero() {
//遍历敌方坦克
for (int i = 0; i < enemyTanks.size(); i++) {
EnemyTank enemyTank = enemyTanks.get(i);
//遍历敌方坦克的子弹
for (int j = 0; j < enemyTank.shots.size(); j++) {
Shot shot = enemyTank.shots.get(j);
if (shot.isLive && hero.isLive) {
hitShot(shot, hero);
}
}
}
}
//判断我方子弹是否击中敌人坦克
public void hitEnemyTank() {
for (int i = 0; i < hero.shots.size(); i++) { //遍历我方坦克的子弹集合
Shot shot = hero.shots.get(i); //取出一颗子弹
//判断是否击中敌人坦克
if (shot != null && shot.isLive) {
for (int j = 0; j < enemyTanks.size(); j++) {
EnemyTank enemyTank = enemyTanks.get(j);
//调用hitShot()方法,判断是否击中敌人坦克
hitShot(shot, enemyTank);
}
}
}
}
/**
* @param x 坦克左上角横坐标
* @param y 坦克的左上角纵坐标
* @param g 坦克的画笔
* @param direct 坦克的方向(上下左右)
* @param type 坦克的类型(用颜色来区分)
*/
//定义一个绘制坦克的方法,完成封装性
@SuppressWarnings({"all"})
public void drawTank(int x, int y, Graphics g, int direct, int type) {
switch (type) { // 设置坦克的颜色类型,来区分不同类型的坦克.
case 0: //黄色
g.setColor(Color.yellow);
break;
case 1: //青蓝色
g.setColor(Color.cyan);
break;
}
//根据坦克方向,绘制不同的坦克(上(0)右(1)下(2)左(3))
switch (direct) {
case 0: //向上
g.fill3DRect(x, y, 10, 60, false); //坦克的左轮
g.fill3DRect(x + 30, y, 10, 60, false); //坦克的右轮
g.fill3DRect(x + 10, y + 10, 20, 40, false); //坦克中区
g.fillOval(x + 10, y + 20, 20, 20); //坦克的圆盖
g.drawLine(x + 20, y + 30, x + 20, y);
break;
case 1: //向右
g.fill3DRect(x, y, 60, 10, false); //坦克的上轮
g.fill3DRect(x, y + 30, 60, 10, false); //坦克的下轮
g.fill3DRect(x + 10, y + 10, 40, 20, false); //坦克中区
g.fillOval(x + 20, y + 10, 20, 20); //坦克的圆盖
g.drawLine(x + 20, y + 20, x + 60, y + 20); //炮筒
break;
case 2: //向下
g.fill3DRect(x, y, 10, 60, false); //坦克的左轮
g.fill3DRect(x + 30, y, 10, 60, false); //坦克的右轮
g.fill3DRect(x + 10, y + 10, 20, 40, false); //坦克中区
g.fillOval(x + 10, y + 20, 20, 20); //坦克的圆盖
g.drawLine(x + 20, y + 30, x + 20, y + 60);
break;
case 3: //向左
g.fill3DRect(x, y, 60, 10, false); //坦克的上轮
g.fill3DRect(x, y + 30, 60, 10, false); //坦克的下轮
g.fill3DRect(x + 10, y + 10, 40, 20, false); //坦克中区
g.fillOval(x + 20, y + 10, 20, 20); //坦克的圆盖
g.drawLine(x + 20, y + 20, x, y + 20); //炮筒
break;
default:
System.out.println("请绘制坦克");
}
}
@Override
public void keyTyped(KeyEvent e) {
}
//通过按压键盘,控制坦克移动的方向0(上)1(下)2(左)3(右)
@Override
public void keyPressed(KeyEvent e) {
if (e.getKeyCode() == KeyEvent.VK_W) { //向上移动
hero.setDirect(0);
//限制坦克向上移动的范围
if (hero.getY() >= 0) {
hero.moveUp();
}
} else if (e.getKeyCode() == KeyEvent.VK_D) { //向右移动
hero.setDirect(1);
//限制坦克向右移动的范围
if (hero.getX() + 60 <= 1000) {
hero.moveRight();
}
} else if (e.getKeyCode() == KeyEvent.VK_S) { //向下移动
hero.setDirect(2);
//限制坦克向下移动的范围
if (hero.getY() + 60 <= 750) {
hero.moveDown();
}
} else if (e.getKeyCode() == KeyEvent.VK_A) { //向左移动
hero.setDirect(3);
//限制坦克向左移动的范围
if (hero.getX() >= 0) {
hero.moveLeft();
}
}
if (e.getKeyCode() == KeyEvent.VK_J) {
// //判断子弹是否创建或者子弹消亡,按 J 重新发射一颗子弹
// if (hero.shot == null || !hero.shot.isLive) {
//发射子弹
// hero.shotEnemyTank();
// }
hero.shotEnemyTank();
}
//重绘制面板
this.repaint();
}
@Override
public void keyReleased(KeyEvent e) {
}
@Override
public void run() {
while (true) {
try { //让该线程每个100毫秒,重新绘制一次面板
Thread.sleep(100);
} catch (InterruptedException e) {
e.printStackTrace();
}
// //判断是否击中敌人坦克
// if (hero.shot != null && hero.shot.isLive) {
// for (int i = 0; i < enemyTanks.size(); i++) {
// EnemyTank enemyTank = enemyTanks.get(i);
// //调用hitShot()方法,判断是否击中敌人坦克
// hitShot(hero.shot, enemyTank);
// }
// }
//判断是否击中敌方坦克
hitEnemyTank();
//判断是否击中我方坦克
hitHero();
this.repaint();
}
}
}
//父类Tank
public class Tank {
private int x; //设置坦克的横坐标
private int y; //设置坦克的纵坐标
private int direct; //设置坦克的方向 0(上)1(下)2(左)3(右)
private int speech = 2; //设置坦克移动的速度
boolean isLive = true; //判断坦克是否存活
public Tank(int x, int y) {
this.x = x;
this.y = y;
}
public void moveUp() {
y -= speech;
}
public void moveRight() {
x += speech;
}
public void moveDown() {
y += speech;
}
public void moveLeft() {
x -= speech;
}
public int getSpeech() {
return speech;
}
public void setSpeech(int speech) {
this.speech = speech;
}
public int getDirect() {
return direct;
}
public void setDirect(int direct) {
this.direct = direct;
}
public int getX() {
return x;
}
public void setX(int x) {
this.x = x;
}
public int getY() {
return y;
}
public void setY(int y) {
this.y = y;
}
}
**import java.util.Vector;
//敌人的坦克继承坦克类
public class EnemyTank extends Tank implements Runnable {
//在敌人类使用Vector保存多个Shot
Vector<Shot> shots = new Vector<>();
//增加成员,EnemyTank 坦克可以得到所有坦克的成员 Vector
Vector<EnemyTank> enemyTanks = new Vector<>();
boolean isLive = true;
public EnemyTank(int x, int y) {
super(x, y);
}
//这里提供一个方法,可以将myPanel的成员 Vector<EnemyTank> enemyTanks = new vector<>();
//设置到EnemyTank 的成员 enemyTanks中
public void setEnemyTanks(Vector<EnemyTank> enemyTanks) {
this.enemyTanks = enemyTanks;
}
//编写方法判断当前 enemyTank 是否和 Vector<EnemyTank> enemyTanks 中的坦克碰撞或者重叠
public boolean isTouchEnemyTank() {
switch (this.getDirect()) {
case 0:
//让当前敌人坦克和其他敌人的所有坦克比较
for (int i = 0; i < enemyTanks.size(); i++) {
//取出一个坦克
EnemyTank enemyTank = enemyTanks.get(i);
//不和自己比较
if (this != enemyTank) {
//如果敌人敌人坦克是上下方向
//如果敌人坦克是 上/下 的x的范围 [enemyTank.getX() , enemyTank.getX() +40]
// y的范围 [enemyTank.getY() , enemyTank.getY() + 60]
if (enemyTank.getDirect() == 0 || enemyTank.getDirect() == 2) {
//自己坦克在左上角的坐标[this.getX() , this,getY() ]
if (this.getX() >= enemyTank.getX()
&& this.getX() <= enemyTank.getX() + 40
&& this.getY() >= enemyTank.getY()
&& this.getY() <= enemyTank.getY() + 60) {
return true;
}
//自己坦克的右上角的坐标[this.getX()+40 , this,getY()]
if (this.getX() + 40 >= enemyTank.getX()
&& this.getX() + 40 <= enemyTank.getX() + 40
&& this.getY() >= enemyTank.getY()
&& this.getY() <= enemyTank.getY() + 60) {
return true;
}
}
//如果敌人坦克是左右方向
//如果敌人坦克是 左/右 的x的范围 [enemyTank.getX() , enemyTank.get()+60]
// y的范围 [enemyTank.getY() , enemyTank.getY() + 40]
if (enemyTank.getDirect() == 1 || enemyTank.getDirect() == 3) {
//自己坦克在左上角的坐标[this.getX() , this,getY() ]
if (this.getX() >= enemyTank.getX()
&& this.getX() <= enemyTank.getX() + 60
&& this.getY() >= enemyTank.getY()
&& this.getY() <= enemyTank.getY() + 40) {
return true;
}
//自己坦克的右上角的坐标[this.getX()+40 , this,getY()]
if (this.getX() + 40 >= enemyTank.getX()
&& this.getX() + 40 <= enemyTank.getX() + 60
&& this.getY() >= enemyTank.getY()
&& this.getY() <= enemyTank.getY() + 40) {
return true;
}
}
}
}
break;
case 1:
//让当前敌人坦克和其他敌人的所有坦克比较
for (int i = 0; i < enemyTanks.size(); i++) {
//取出一个坦克
EnemyTank enemyTank = enemyTanks.get(i);
//不和自己比较
if (this != enemyTank) {
//如果敌人敌人坦克是上下方向
//如果敌人坦克是 上/下 的x的范围 [enemyTank.getX() , enemyTank.getX() +40]
// y的范围 [enemyTank.getY() , enemyTank.getY() + 60]
if (enemyTank.getDirect() == 0 || enemyTank.getDirect() == 2) {
//自己坦克在右上角的坐标[this.getX()+60 , this.getY() ]
if (this.getX() + 60 >= enemyTank.getX()
&& this.getX() + 60 <= enemyTank.getX() + 40
&& this.getY() >= enemyTank.getY()
&& this.getY() <= enemyTank.getY() + 60) {
return true;
}
//自己坦克的右下角的坐标[this.getX()+60 , this,getY()+40 ]
if (this.getX() + 60 >= enemyTank.getX()
&& this.getX() + 60 <= enemyTank.getX() + 40
&& this.getY() + 40 >= enemyTank.getY()
&& this.getY() + 40 <= enemyTank.getY() + 60) {
return true;
}
}
//如果敌人坦克是左右方向
//如果敌人坦克是 左/右 的x的范围 [enemyTank.getX(), enemyTank.getX() +60]
// y的范围 [enemyTank.getY() , enemyTank.getY() + 40]
if (enemyTank.getDirect() == 0 || enemyTank.getDirect() == 2) {
//自己坦克在右上角的坐标[this.getX()+60 , this.getY() ]
if (this.getX() + 60 >= enemyTank.getX()
&& this.getX() + 60 <= enemyTank.getX() + 60
&& this.getY() >= enemyTank.getY()
&& this.getY() <= enemyTank.getY() + 40) {
return true;
}
//自己坦克的右下角的坐标[this.getX()+60 , this,getY()+40 ]
if (this.getX() + 60 >= enemyTank.getX()
&& this.getX() + 60 <= enemyTank.getX() + 60
&& this.getY() + 40 >= enemyTank.getY()
&& this.getY() + 40 <= enemyTank.getY() + 40) {
return true;
}
}
}
}
break;
case 2:
//让当前敌人坦克和其他敌人的所有坦克比较
for (int i = 0; i < enemyTanks.size(); i++) {
//取出一个坦克
EnemyTank enemyTank = enemyTanks.get(i);
//不和自己比较
if (this != enemyTank) {
//如果敌人敌人坦克是上下方向
//如果敌人坦克是 上/下 的x的范围 [enemyTank.getX() , enemyTank.getX() +40]
// y的范围 [enemyTank.getY() , enemyTank.getY() + 60]
if (enemyTank.getDirect() == 0 || enemyTank.getDirect() == 2) {
//自己坦克在左下角的坐标[this.getX() , this,getY()+60 ]
if (this.getX() >= enemyTank.getX()
&& this.getX() <= enemyTank.getX() + 40
&& this.getY() + 60 >= enemyTank.getY()
&& this.getY() + 60 <= enemyTank.getY() + 60) {
return true;
}
//自己坦克的右下角的坐标[this.getX()+40 , this,getY()+60]
if (this.getX() + 40 >= enemyTank.getX()
&& this.getX() + 40 <= enemyTank.getX() + 40
&& this.getY() + 60 >= enemyTank.getY()
&& this.getY() + 60 <= enemyTank.getY() + 60) {
return true;
}
}
//如果敌人坦克是左右方向
//如果敌人坦克是 左/右 的x的范围 [enemyTank.getX() , enemyTank.get()+60]
// y的范围 [enemyTank.getY() , enemyTank.getY() + 40]
if (enemyTank.getDirect() == 1 || enemyTank.getDirect() == 3) {
//自己坦克在左下角的坐标[this.getX() , this,getY()+60]
if (this.getX() >= enemyTank.getX()
&& this.getX() <= enemyTank.getX() + 60
&& this.getY() + 60 >= enemyTank.getY()
&& this.getY() + 60 <= enemyTank.getY() + 40) {
return true;
}
//自己坦克的右下角的坐标[this.getX()+40 , this,getY()+60]
if (this.getX() + 40 >= enemyTank.getX()
&& this.getX() + 40 <= enemyTank.getX() + 60
&& this.getY() + 60 >= enemyTank.getY()
&& this.getY() + 60 <= enemyTank.getY() + 40) {
return true;
}
}
}
}
break;
case 3:
//让当前敌人坦克和其他敌人的所有坦克比较
for (int i = 0; i < enemyTanks.size(); i++) {
//取出一个坦克
EnemyTank enemyTank = enemyTanks.get(i);
//不和自己比较
if (this != enemyTank) {
//如果敌人敌人坦克是上下方向
//如果敌人坦克是 上/下 的x的范围 [enemyTank.getX() , enemyTank.getX() +40]
// y的范围 [enemyTank.getY() , enemyTank.getY() + 60]
if (enemyTank.getDirect() == 0 || enemyTank.getDirect() == 2) {
//自己坦克在左上角的坐标[this.getX(), this.getY() ]
if (this.getX() >= enemyTank.getX()
&& this.getX() <= enemyTank.getX() + 40
&& this.getY() >= enemyTank.getY()
&& this.getY() <= enemyTank.getY() + 60) {
return true;
}
//自己坦克的左下角的坐标[this.getX() , this,getY()+40 ]
if (this.getX() >= enemyTank.getX()
&& this.getX() <= enemyTank.getX() + 40
&& this.getY() + 40 >= enemyTank.getY()
&& this.getY() + 40 <= enemyTank.getY() + 60) {
return true;
}
}
//如果敌人坦克是左右方向
//如果敌人坦克是 左/右 的x的范围 [enemyTank.getX(), enemyTank.getX() +60]
// y的范围 [enemyTank.getY() , enemyTank.getY() + 40]
if (enemyTank.getDirect() == 0 || enemyTank.getDirect() == 2) {
//自己坦克在左上角的坐标[this.getX()+ , this.getY() ]
if (this.getX() >= enemyTank.getX()
&& this.getX() <= enemyTank.getX() + 60
&& this.getY() >= enemyTank.getY()
&& this.getY() <= enemyTank.getY() + 40) {
return true;
}
//自己坦克的左下角的坐标[this.getX() , this,getY()+40 ]
if (this.getX() >= enemyTank.getX()
&& this.getX() <= enemyTank.getX() + 60
&& this.getY() + 40 >= enemyTank.getY()
&& this.getY() + 40 <= enemyTank.getY() + 40) {
return true;
}
}
}
}
break;
}
return false;
}
@Override
public void run() {
while (true) {
//判断shots.size()是否为0,如果没有子弹了,敌方坦克还活着,就创建一颗子弹添加进去
if (shots.size() == 0 && isLive) {
Shot shot = null;
switch (getDirect()) {
case 0:
shot = new Shot(getX() + 20, getY(), 0);
break;
case 1:
shot = new Shot(getX() + 60, getY() + 20, 1);
break;
case 2:
shot = new Shot(getX() + 20, getY() + 60, 2);
break;
case 3:
shot = new Shot(getX(), getY() + 20, 3);
break;
}
shots.add(shot);
//启动线程
new Thread(shot).start();
}
//让敌人坦克可以自己移动
switch (getDirect()) {
case 0:
for (int i = 0; i < 30; i++) {
if (getY() > 0 && !isTouchEnemyTank() ) {
moveUp();
}//向上
try {
Thread.sleep(50);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
break;
case 1:
for (int i = 0; i < 30; i++) {
if (getX() + 60 < 1000 && !isTouchEnemyTank() ) {
moveRight(); //向右
}
try {
Thread.sleep(50);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
break;
case 2:
for (int i = 0; i < 30; i++) {
if (getY() + 60 < 750 && !isTouchEnemyTank() ) {
moveDown(); //向下
}
try {
Thread.sleep(50);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
break;
case 3:
for (int i = 0; i < 30; i++) {
if (getX() > 0 && !isTouchEnemyTank() )
moveLeft(); //向左
try {
Thread.sleep(50);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
break;
}
//让坦克随机移动,随机改变坦克的方向
setDirect((int) (Math.random() * 4));
if (!isLive) { //当坦克死亡跳出循环
break;
}
}
}
}**
```import java.util.Vector;
//绘制自己的坦克 继承父类
public class Hero extends Tank {
Shot shot = null; //设置一个子弹属性
Vector<Shot> shots = new Vector<>(); //创建一个子弹集合,让坦克可以发射多颗子弹
public Hero(int x, int y) {
super(x, y);
}
//创建 Shot 对象, 根据当前Hero对象的位置和方向来创建Shot
public void shotEnemyTank() {
if (shots.size() < 5) {
switch (getDirect()) {//得到Hero对象方向
case 0: //向上
shot = new Shot(getX() + 20, getY(), 0);
break;
case 1: //向右
shot = new Shot(getX() + 60, getY() + 20, 1);
break;
case 2: //向下
shot = new Shot(getX() + 20, getY() + 60, 2);
break;
case 3: //向左
shot = new Shot(getX(), getY() + 20, 3);
break;
}
//把发射的子弹添加进Vector 中
shots.add(shot);
//启动线程
new Thread(shot).start();
}
}
}
//实现爆炸效果
public class Bomb {
int x, y; //炸弹的横纵坐标
int lift = 9; //炸弹的生命周期
boolean isLive = true;
public Bomb(int x, int y) {
this.x = x;
this.y = y;
}
public void liftDown() { //当生命周期结束时,爆炸结束
if (lift > 0) {
lift--;
} else {
isLive = false;
}
}
}
//子弹
public class Shot implements Runnable{
int x; //子弹的横坐标
int y; //子弹的纵坐标
int direct; //子弹的方向
int speed=4; //子弹的速度
boolean isLive=true; //子弹是否存活
public Shot(int x, int y, int direct) {
this.x = x;
this.y = y;
this.direct = direct;
}
public int getX() {
return x;
}
public void setX(int x) {
this.x = x;
}
public int getY() {
return y;
}
public void setY(int y) {
this.y = y;
}
public int getDirect() {
return direct;
}
public void setDirect(int direct) {
this.direct = direct;
}
@Override
public void run() {
while (true) {
//子弹休眠50毫秒
try {
Thread.sleep(50);
} catch (InterruptedException e) {
e.printStackTrace();
}
//根据方向来改变x,y坐标
switch (direct) {
case 0://上
y -= speed;
break;
case 1://右
x += speed;
break;
case 2://下
y += speed;
break;
case 3://左
x -= speed;
break;
}
System.out.println("x="+x+"\ty="+y);
//判断子弹什么时候死亡,当子弹超出边界,子弹击中敌方坦克消亡
if(x<0 || x>1000 || y<0 || y >750 || !isLive){
System.out.println("子弹已消亡");
isLive=false;
break;
}
}
}
}
//用来恢复数据,一个Node对象,表示一个敌人坦克的信息
public class Node {
private int x;
private int y;
private int direct;
public Node(int x, int y, int direct) {
this.x = x;
this.y = y;
this.direct = direct;
}
public int getX() {
return x;
}
public void setX(int x) {
this.x = x;
}
public int getY() {
return y;
}
public void setY(int y) {
this.y = y;
}
public int getDirect() {
return direct;
}
public void setDirect(int direct) {
this.direct = direct;
}
}
import java.io.*;
import java.util.Vector;
//记录相关信息和文件交互
@SuppressWarnings({"all"})
public class Recorder {
//用于记录击毁坦克数
private static int allEnemyTankNum = 0;
//定义IO对象
private static BufferedWriter bw = null;
private static BufferedReader br = null;
private static FileReader fr = null;
// private static String filePath = "d:\\javaCreateFile\\myRecord.txt";
//把记录文件保存到Src中
private static String filePath = "src\\myRecord.txt";
//从 MyPanel 中获取敌方坦克的信息
private static Vector<EnemyTank> enemyTanks = new Vector<>();
//定义一个Node对象,用于保存敌人信息
private static Vector<Node> nodes = new Vector<>();
public static void setNodes(Vector<Node> nodes) {
Recorder.nodes = nodes;
}
//返回当前文件的路径
public static String getFilePath() {
return filePath;
}
//恢复 filePath 文件里面的数据
public static Vector<Node> getDate() {
try {
br = new BufferedReader(new FileReader(filePath));
allEnemyTankNum = Integer.parseInt(br.readLine()); //恢复击杀的总坦克数
String line = " "; //用来读取存放的行
while ((line = br.readLine()) != null) {
String[] s = line.split(" "); //在字符串的空格处切割
Node node = new Node(Integer.parseInt(s[0]), Integer.parseInt(s[1]), Integer.parseInt(s[2])); //或去一个敌人坦克信息
nodes.add(node); //添加进入 nodes 集合
}
} catch (IOException e) {
e.printStackTrace();
} finally {
if (br != null) {
try {
br.close();
} catch (IOException e) {
e.printStackTrace();
}
}
}
return nodes;
}
public static void setEnemyTanks(Vector<EnemyTank> enemyTanks) {
Recorder.enemyTanks = enemyTanks;
}
//增加一个方法,当游戏退出的时候,把 allEnemyTankNum 保存到 filePath中
//记录剩余敌方坦克的坐标
public static void record() {
try {
bw = new BufferedWriter(new FileWriter(filePath));
bw.write(allEnemyTankNum + "" + "\r\n");
for (int i = 0; i < enemyTanks.size(); i++) {
EnemyTank enemyTank = enemyTanks.get(i);
//判断敌方坦克是否存活
if (enemyTank.isLive) {
//保存 enemyTank的信息
String re = enemyTank.getX() + " " + enemyTank.getY() + " " + enemyTank.getDirect() + " ";
bw.write(re + "\r\n");
}
}
} catch (IOException e) {
e.printStackTrace();
} finally {
if (bw != null) {
try {
bw.close();
} catch (IOException e) {
e.printStackTrace();
}
}
}
}
public static int getAllEnemyTankNum() {
return allEnemyTankNum;
}
public static void setAllEnemyTankNum(int allEnemyTankNum) {
Recorder.allEnemyTankNum = allEnemyTankNum;
}
//当我发击毁一个敌人坦克
public static void addAllEnemyTankNum() {
Recorder.allEnemyTankNum++;
}
}
标签:int,public,大战,getX,getY,版本,坦克,enemyTank 来源: https://blog.csdn.net/weixin_56204177/article/details/117428912