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Rocket.java 3.02 KB
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戴俊杰 提交于 2021-05-07 07:53 . add files.
import greenfoot.*;
/**
* A rocket that can be controlled by the arrowkeys: up, left, right.
* The gun is fired by hitting the 'space' key. 'z' releases a proton wave.
*
* @author Poul Henriksen
* @author Michael Kölling
*
* @version 1.1
*/
public class Rocket extends SmoothMover
{
private static final int gunReloadTime = 5; // The minimum delay between firing the gun.
private int reloadDelayCount; // How long ago we fired the gun the last time.
private static final int protonReloadTime = 20;
private int protonDelayCount;
private GreenfootImage rocket = new GreenfootImage("rocket.png");
private GreenfootImage rocketWithThrust = new GreenfootImage("rocketWithThrust.png");
/**
* Initialise this rocket.
*/
public Rocket() {
reloadDelayCount = 5;
protonDelayCount = 20;
setImage(rocket);
}
/**
* Do what a rocket's gotta do. (Which is: mostly flying about, and turning,
* accelerating and shooting when the right keys are pressed.)
*/
public void act() {
checkKeys();
reloadDelayCount++;
protonDelayCount++;
move();
checkAsteroidCollision();
}
public void checkAsteroidCollision() {
Asteroid asteroid = (Asteroid)getOneIntersectingObject(Asteroid.class);
if(asteroid !=null) {
Explosion explosion = new Explosion();
Space space = (Space) getWorld();
space.addObject(explosion,getX(),getY());
space.removeObject(this);
int score=space.getCounter().getValue();
ScoreBoard board=new ScoreBoard(score);
space.addObject(board, space.getWidth()/2, space.getHeight()/2);
}
}
/**
* Check whether there are any key pressed and react to them.
*/
private void checkKeys()
{
if (Greenfoot.isKeyDown("space")) {
fire();
}
if (Greenfoot.isKeyDown("z")) {
fireproton();
}
if (Greenfoot.isKeyDown("left")) {
turn(-5);
}
if (Greenfoot.isKeyDown("right")) {
turn(5);
}
if (Greenfoot.isKeyDown("up")) {
int rotation = getRotation();
addToVelocity(new Vector(rotation,1));
setImage(rocketWithThrust);
}
else {
setImage(rocket);
}
}
/**
* Fire a bullet if the gun is ready.
*/
private void fire() {
if (reloadDelayCount >= gunReloadTime) {
Bullet bullet = new Bullet (getVelocity(), getRotation());
getWorld().addObject (bullet, getX(), getY());
bullet.move ();
reloadDelayCount = 0;
}
}
private void fireproton() {
if (protonDelayCount >= protonReloadTime) {
ProtonWave wave = new ProtonWave ();
getWorld().addObject (wave, getX(), getY());
protonDelayCount = 0;
}
}
}
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