詳情請參照注釋,這裡就不多廢話了,實現一下兒時的經典而已。
Blood.java
package com.hkm.TankWar;import java.awt.*;/** * 血塊類,我方坦克吃了可回血; * @author Hekangmin * */public class Blood { private int x,y,w,h;//血塊的位置和寬度高度; private TankWarClient tc; private int step=0;//紀錄血塊移動的步數; private boolean live=true; public boolean isLive() { return live; } public void setLive(boolean live) { this.live = live; } /** * 紀錄血塊的位置; */ private int[][] pos={{400,300},{400,320},{420,320},{440,300},{440,330},{480,400},{520,400},{540,400}}; public Blood() { x=pos[0][0]; y=pos[0][1]; w=h=18; } public void draw(Graphics g) { if(!live) return; Color c=g.getColor(); g.setColor(Color.CYAN); g.fillOval(x, y, w, h); g.setColor(c); move(); } /** * 移動血塊 */ public void move() { step++; if(step>=pos.length) step=0; else{ x=pos[step][0]; y=pos[step][1]; } } public Rectangle getRect() { return new Rectangle(x,y,w,h); } }
Explode.java
package com.hkm.TankWar;import java.awt.*;/** * 爆炸類 * @author Hekangmin * */public class Explode { private int x,y;//爆炸發生的位置 private boolean Live=true; int dia[]={4,8,12,16,32,40,20,14,4};//用園類比,代表圓的直徑; int step=0;//區別移到第幾個直徑 private TankWarClient tc;//持有引用 public Explode(int x,int y,TankWarClient tc) { this.x=x; this.y=y; this.tc=tc; } public void draw(Graphics g) { if(!Live) { tc.explodes.remove(this); return; } if(step==dia.length)//如果到了最後一個直徑爆炸死亡; { Live=false; step=0; return; } Color c=g.getColor(); g.setColor(Color.YELLOW); g.fillOval(x, y, dia[step], dia[step]); g.setColor(c); step++; } }
Missile.java
package com.hkm.TankWar;import java.awt.*;import java.awt.Event.*;import java.awt.event.KeyEvent;import java.util.List;/** * 子彈類 * @author Hekangmin * */ public class Missile { private int x,y;//子彈的位置 private Tank.Direction dir;//坦克方向 private static final int XSPEED=10;//坦克x方向的移動速度, private static final int YSPEED=10;//坦克y方向的移動速度, public static final int WIDTH=10; public static final int HEIGHT=10; private boolean Live=true;//判斷子彈是否活著 private boolean good;//區分敵軍子彈和我軍子彈 private TankWarClient tc; public Missile(int x, int y, Tank.Direction dir) { this.x = x; this.y = y; this.dir = dir; } public Missile(int x,int y,boolean good,Tank.Direction dir,TankWarClient tc) { this(x,y,dir); this.good=good;//將坦克好壞的屬性與子彈還壞屬性設定成相同; this.tc=tc; } /** * 畫出子彈 * @param g為畫筆 */ public void draw(Graphics g) { if(!Live) { tc.missiles.remove(this); return; } Color c=g.getColor(); if(good) { g.setColor(Color.BLUE); } else g.setColor(Color.ORANGE); g.fillOval(x, y, WIDTH, HEIGHT); g.setColor(c); move(); } /** * 根據坦克的方向讓子彈移動 */ 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; } if(x<0||y<0||x>TankWarClient.GAME_WIDTH||y>TankWarClient.GAME_HEIGHT)//子彈越界則讓其死亡; { Live=false; } } public boolean isLive() { return Live; } public Rectangle getRect()//擷取子彈的矩形地區; { return new Rectangle(this.x,this.y,this.WIDTH,this.HEIGHT); } /** * 判斷子彈與坦克碰撞; * @param t為坦克 * @return返回true則表示發生碰撞,否則沒有碰撞; */ public boolean hitTank(Tank t) { if(this.Live&&this.getRect().intersects(t.getRect())&&t.isLive()&&this.good!=t.isGood()) { if(t.isGood()) { t.setLife(t.getLife()-10); if(t.getLife()<=0) t.setLive(false); }else{ t.setLive(false); } this.Live=false;///將子彈設為死亡; Explode e=new Explode(x,y,tc);//發生爆炸; tc.explodes.add(e); return true; } return false; } /** * 判斷子彈與敵軍坦克相撞; * @param tanks敵軍坦克 * @returntrue表示相撞,false沒有相撞; */ public boolean hitTanks(List<Tank> tanks) { for(int i=0;i<tanks.size();i++) { if(hitTank(tc.tanks.get(i))) { return true; } } return false; } /** * 判斷子彈是否撞牆 * @param w牆 * @returntrue,撞上,false,未撞上; */ public boolean hitsWall(Wall w) { if(this.Live&&this.getRect().intersects(w.getRect())) { Live=false; return true; } return false; } }
Tank.java
package com.hkm.TankWar;import java.awt.*;import java.awt.event.KeyEvent;import java.util.*;/** * 坦克類 * @author Hekangmin * */public class Tank { public static final int XSPEED=5;//坦克x方向速度 public static final int YSPEED=5; public static final int WIDTH=30; public static final int HEIGHT=30; private BloodBar bb=new BloodBar();//血條 private int life=100; public int getLife() { return life; } public void setLife(int life) { this.life = life; } private static Random r=new Random(); private static int step=r.nextInt(12)+3;//定義一個數表示敵軍坦克隨機東的步數; private boolean bL=false,bU=false,bR=false,bD=false; enum Direction{L,LU,U,RU,R,RD,D,LD,STOP};//利用枚舉類型定義坦克方向; private int x,y; private int oldX,oldY;//紀錄上一步坦克的位置; private boolean live=true;//判斷是否活著 public boolean isLive() { return live; } public void setLive(boolean live) { this.live = live; } private boolean good;//坦克是好是壞 public boolean isGood() { return good; } private Direction ptDir=Direction.D;//新增炮筒的方向; TankWarClient tc;//為了持有對方的引用以可以方便訪問其成員變數; Direction dir=Direction.STOP;//一開始將坦克方向設為stop; public Tank(int x,int y,boolean good,Direction dir,TankWarClient tc) { this.x=x; this.y=y; this.oldX=x; this.oldY=y; this.good=good; this.dir=dir; this.tc=tc;//持有對方的引用; } public void draw(Graphics g) { if(!live)//如果死亡則不再draw; { if(!good) { tc.tanks.remove(this); if(tc.tanks.size()<5)//少於5輛坦克時添加坦克; { for(int i=0;i<10;i++) { int posX=r.nextInt(800); int posY=r.nextInt(600); tc.tanks.add(new Tank(posX,posY,false,Direction.D,tc));//使得坦克出現的位置隨機 } } } return; } Color c=g.getColor(); if(good) { g.setColor(Color.RED); bb.draw(g); } else g.setColor(Color.BLACK); g.fillOval(x, y, WIDTH, HEIGHT); g.setColor(c); switch(ptDir)//畫出炮筒的方向; { case L: g.drawLine(x+Tank.WIDTH/2, y+Tank.HEIGHT/2, x-10, y+Tank.HEIGHT/2);//畫出炮筒,畫一條直線代替; break; case LU: g.drawLine(x+Tank.WIDTH/2, y+Tank.HEIGHT/2, x-7, y-7); break; case U: g.drawLine(x+Tank.WIDTH/2, y+Tank.HEIGHT/2, x+Tank.WIDTH/2, y-10); break; case RU: g.drawLine(x+Tank.WIDTH/2, y+Tank.HEIGHT/2, x+Tank.WIDTH+7, y-7); break; case R: g.drawLine(x+Tank.WIDTH/2, y+Tank.HEIGHT/2, x+Tank.WIDTH+10, y+Tank.HEIGHT/2); break; case RD: g.drawLine(x+Tank.WIDTH/2, y+Tank.HEIGHT/2, x+Tank.WIDTH+7, y+Tank.HEIGHT+7); break; case D: g.drawLine(x+Tank.WIDTH/2, y+Tank.HEIGHT/2, x+Tank.WIDTH/2, y+Tank.HEIGHT+10); break; case LD: g.drawLine(x+Tank.WIDTH/2, y+Tank.HEIGHT/2, x-7, y+HEIGHT+7); break; } move(); } public void move() { oldX=x;//紀錄坦克上一步的位置 oldY=y; 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; /** * 防止坦克越界; */ if(x<0) x=0; if(y<25) y=25; if(x+Tank.WIDTH>TankWarClient.GAME_WIDTH) x=TankWarClient.GAME_WIDTH-30; if(y+Tank.HEIGHT>TankWarClient.GAME_HEIGHT) y=TankWarClient.GAME_HEIGHT-30; if(!good) { Direction[] dirs=Direction.values();//將枚舉類型轉化成數組; if(step==0) { step=r.nextInt(12)+3; int rn=r.nextInt(dirs.length);//產生length以內隨機的整數; dir=dirs[rn]; } step--; if(r.nextInt(40)>20) this.fire();//使敵軍坦克發射子彈; } } /** * 處理按鍵 * @param e鍵盤事件; */ public void KeyPressed(KeyEvent e) { int key=e.getKeyCode(); switch(key) { case KeyEvent.VK_LEFT: bL=true; break; case KeyEvent.VK_RIGHT: bR=true; break; case KeyEvent.VK_UP: bU=true; break; case KeyEvent.VK_DOWN: bD=true; break; } locationDir(); } 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_RIGHT: bR=false; break; case KeyEvent.VK_UP: bU=false; break; case KeyEvent.VK_DOWN: bD=false; break; case KeyEvent.VK_A: superFire(); break; case KeyEvent.VK_F2: reBorn(); break; } locationDir(); } /** * 發射子彈 * @return返回子彈類型 */ public Missile fire() { if(!live) return null; int mx=this.x+Tank.WIDTH/2-Missile.WIDTH/2;//計運算元彈發射的位置; int my=this.y+Tank.HEIGHT/2-Missile.HEIGHT/2; Missile m=new Missile(mx,my,good,ptDir,this.tc);////根據炮筒方向發射子彈 tc.missiles.add(m); return m; } public Missile fire(Direction dir) { if(!live) return null; int mx=this.x+Tank.WIDTH/2-Missile.WIDTH/2; int my=this.y+Tank.HEIGHT/2-Missile.HEIGHT/2; Missile m=new Missile(mx,my,good,dir,this.tc);//根據坦克的方向發射子彈; tc.missiles.add(m); return m; } public void superFire() { Direction[] dirs=Direction.values(); for(int i=0;i<8;i++) { fire(dirs[i]); } } public void locationDir() { 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 Rectangle getRect()//擷取tank的矩形地區 { return new Rectangle(this.x,this.y,this.WIDTH,this.HEIGHT); } /** * 坦克撞牆 * @param w牆 * @returntrue撞上,false未撞上; */ public boolean colliedsWithWall(Wall w) { if(this.live&&this.getRect().intersects(w.getRect())) { this.stay(); return true; } return false; } /** * 處理坦克與坦克相撞,防止其互相穿越; * @param tanks敵軍坦克; * @return true撞上,false未撞上; */ public boolean colliedsWithTanks(java.util.List<Tank> tanks) { for(int i=0;i<tanks.size();i++) { Tank t=tanks.get(i); if(this!=t) { if(this.live&&this.isLive()&&this.getRect().intersects(t.getRect())) { this.stay();//返回上一步的位置; t.stay();////返回上一步的位置 return true; } } } return false; } private void stay() { x=oldX; y=oldY; } /** * 為Tank的內部類;血條,顯示在我方坦克的頭頂上; * @author Hekangmin * */ private class BloodBar { public void draw(Graphics g) { Color c=g.getColor(); g.setColor(Color.RED); g.drawRect(x,y-10,WIDTH,10); int w=WIDTH*life/100; g.fillRect(x,y-10,w,10); } } /** * 吃到血塊加血; * @param b血塊 * @returntrue吃到,false未吃到; */ public boolean eat(Blood b) { if(this.live&&b.isLive()&&this.getRect().intersects(b.getRect())) { this.life=100; b.setLive(false); return true; } return false; } /** * 我軍坦剋死後複活; */ public void reBorn() { if(this.isGood()&&!this.isLive()) { this.setLive(true); this.setLife(100); } }}
TankWarClient.java
package com.hkm.TankWar;import java.awt.*;import java.awt.event.*;import java.util.List;import java.util.ArrayList; /** * 這個是遊戲的運行視窗; * @author Hekangmin * */public class TankWarClient extends Frame{/** * 遊戲視窗的寬度; */ public static final int GAME_WIDTH=800; /** * 遊戲視窗的高度; */ public static final int GAME_HEIGHT=600; Tank MyTank=new Tank(700,400,true,Tank.Direction.STOP,this); List<Tank> tanks=new ArrayList<Tank>(); List<Explode> explodes=new ArrayList<Explode>(); List<Missile> missiles=new ArrayList<Missile>(); Wall w1=new Wall(300,200,20,200,this); Wall w2=new Wall(600,300,30,150,this); Blood b=new Blood(); /** * 畫一張虛擬圖片; */ Image OffScreenImage=null; public TankWarClient(String name)//設定文字 { super(name); } /** * 運行視窗; */ public void launchFrame() { for(int i=0;i<10;i++)//添加十輛敵軍坦克 { tanks.add(new Tank(50+40*(i+1),50,false,Tank.Direction.D,this)); } this.setBounds(200,100,GAME_WIDTH,GAME_HEIGHT); this.setBackground(Color.GREEN); this.addWindowListener(new WindowAdapter()//匿名類 { public void windowClosing(WindowEvent e) { System.exit(0); } }); this.addKeyListener(new KeyMonitor());//加入鍵盤監聽器; this.setResizable(false);//不可改變視窗的大小; this.setVisible(true); new Thread(new PaintThread()).start();//建立一個線程; } public void paint(Graphics g) { g.drawString("Missile count: "+missiles.size(), 10, 50);//顯示字串; g.drawString("Explodes count: "+explodes.size(),10,70); g.drawString("tanks count: "+tanks.size(),10,90); g.drawString("Mytank life: "+MyTank.getLife(),10,110); /** * 畫出牆; */ w1.draw(g); w2.draw(g); /** * 檢測子彈與各類的事情; */ for(int i=0;i<missiles.size();i++) { Missile m=missiles.get(i); m.hitsWall(w1); m.hitsWall(w2); m.hitTanks(tanks); m.hitTank(MyTank); m.draw(g); //if(!m.isLive()) //missiles.remove(m); //else m.draw(g); } /** * 畫出爆炸; */ for(int i=0;i<explodes.size();i++) { Explode e=explodes.get(i); e.draw(g); } for(int i=0;i<tanks.size();i++) { Tank t=tanks.get(i); t.colliedsWithWall(w1); t.colliedsWithWall(w2); t.colliedsWithTanks(tanks); t.draw(g); } b.draw(g); MyTank.eat(b); MyTank.draw(g); } /** * 利用雙緩衝技術消除坦克閃爍的現象; */ public void update(Graphics g) //g為畫在螢幕上的畫筆; { if(OffScreenImage==null) OffScreenImage=this.createImage(GAME_WIDTH, GAME_HEIGHT); Graphics gOffScreen=OffScreenImage.getGraphics();//gOffScreen是OffScreenImage的畫筆; Color c=gOffScreen.getColor(); gOffScreen.setColor(Color.GREEN); gOffScreen.fillRect(0, 0, GAME_WIDTH, GAME_HEIGHT); gOffScreen.setColor(c); paint(gOffScreen);//畫在虛擬圖片上; g.drawImage(OffScreenImage,0,0,null);//用g畫筆將虛擬圖片上的東西畫在螢幕上 } private class PaintThread implements Runnable{ public void run() { while(true) { repaint();//這裡的repaint方法是Frame類的 try{ Thread.sleep(100); }catch(InterruptedException e){ e.printStackTrace(); } } } } private class KeyMonitor extends KeyAdapter { public void keyReleased(KeyEvent e) { MyTank.keyReleased(e); } public void keyPressed(KeyEvent e) { MyTank.KeyPressed(e); } } public static void main(String[] args) { new TankWarClient("My Tank World").launchFrame(); } }
Wall.java
package com.hkm.TankWar;import java.awt.*;/** * 產生阻礙物牆這個類; * @author Hekangmin * */ public class Wall { /** * x,y為牆的位置,w,h為寬度高度; */ int x,y,w,h; /** * 持有引用 */ TankWarClient tc; public Wall(int x, int y, int w, int h, TankWarClient tc) { this.x = x; this.y = y; this.w = w; this.h = h; this.tc = tc; } public void draw(Graphics g) { Color c=g.getColor(); g.setColor(Color.GRAY); g.fillRect(x,y,w,h); g.setColor(c); } /** * 得到牆的矩形地區; * @return */ public Rectangle getRect() { return new Rectangle(x,y,w,h); } }
以上所述就是本文的全部內容了,希望大家能夠喜歡。