java制作簡單的坦克大戰(zhàn)
更新時(shí)間:2015年03月30日 14:45:06 投稿:hebedich
坦克大戰(zhàn)是我們小時(shí)候玩紅白機(jī)時(shí)代的經(jīng)典游戲,看到有不少小伙伴都使用各種語言實(shí)現(xiàn)了一下,手癢癢,也使用java做的一個(gè)比較簡單的坦克大戰(zhàn),主要面向于學(xué)過Java的人群,與學(xué)了一段時(shí)間的人,有利于面向?qū)ο笏枷氲奶岣?,推薦給大家。
詳情請參照注釋,這里就不多廢話了,實(shí)現(xiàn)一下兒時(shí)的經(jīng)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(jì)錄血塊移動(dòng)的步數(shù);
private boolean live=true;
public boolean isLive() {
return live;
}
public void setLive(boolean live) {
this.live = live;
}
/**
* 紀(jì)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(dòng)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(fā)生的位置
private boolean Live=true;
int dia[]={4,8,12,16,32,40,20,14,4};//用園模擬,代表圓的直徑;
int step=0;//區(qū)別移到第幾個(gè)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)//如果到了最后一個(gè)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(dòng)速度,
private static final int YSPEED=10;//坦克y方向的移動(dòng)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(qū)分?jǐn)耻娮訌椇臀臆娮訌?
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(shè)為相同;
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(jù)坦克的方向讓子彈移動(dòng)
*/
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()//獲取子彈的矩形區(qū)域;
{
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(fā)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(shè)為死亡;
Explode e=new Explode(x,y,tc);//發(fā)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;
}
/**
* 判斷子彈是否撞墻
* @param w墻
* @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(gè)數(shù)表示敵軍坦克隨機(jī)東的步數(shù);
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(jì)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量;
Direction dir=Direction.STOP;//一開始將坦克方向設(shè)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)//少于5輛坦克時(shí)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(xiàn)的位置隨機(jī)
}
}
}
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(jì)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(zhuǎn)化成數(shù)組;
if(step==0)
{
step=r.nextInt(12)+3;
int rn=r.nextInt(dirs.length);//產(chǎn)生length以內(nèi)隨機(jī)的整數(shù);
dir=dirs[rn];
}
step--;
if(r.nextInt(40)>20) this.fire();//使敵軍坦克發(fā)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(fā)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(jì)算子彈發(fā)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(jù)炮筒方向發(fā)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(jù)坦克的方向發(fā)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()//獲取tank的矩形區(qū)域
{
return new Rectangle(this.x,this.y,this.WIDTH,this.HEIGHT);
}
/**
* 坦克撞墻
* @param w墻
* @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(nèi)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;
}
/**
* 我軍坦克死后復(fù)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(gè)是游戲的運(yùn)行窗口;
* @author Hekangmin
*
*/
public class TankWarClient extends Frame{
/**
* 游戲窗口的寬度;
*/
public static final int GAME_WIDTH=800;
/**
* 游戲窗口的高度;
*/
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?zhí)摂M圖片;
*/
Image OffScreenImage=null;
public TankWarClient(String name)//設(shè)置文字
{
super(name);
}
/**
* 運(yùn)行窗口;
*/
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(jiān)聽器;
this.setResizable(false);//不可改變窗口的大??;
this.setVisible(true);
new Thread(new PaintThread()).start();//新建一個(gè)線程;
}
public void paint(Graphics g)
{
g.drawString("Missile count: "+missiles.size(), 10, 50);//顯示字符串;
g.drawString("Explodes count: "+explodes.size(),10,70);
g.drawString("tanks count: "+tanks.size(),10,90);
g.drawString("Mytank life: "+MyTank.getLife(),10,110);
/**
* 畫出墻;
*/
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);
}
/**
* 利用雙緩沖技術(shù)消除坦克閃爍的現(xiàn)象;
*/
public void update(Graphics g) //g為畫在屏幕上的畫筆;
{
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屏幕上
}
private class PaintThread implements Runnable{
public void run() {
while(true)
{
repaint();//這里的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.*;
/**
* 生成阻礙物墻這個(gè)類;
* @author Hekangmin
*
*/
public class Wall {
/**
* x,y為墻的位置,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);
}
/**
* 得到墻的矩形區(qū)域;
* @return
*/
public Rectangle getRect()
{
return new Rectangle(x,y,w,h);
}
}
以上所述就是本文的全部內(nèi)容了,希望大家能夠喜歡。
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