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Tank22.java 8.20 KB
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张聚洋 提交于 2023-05-06 15:19 . v2.2
package V22;
import V20.Missile;
import V20.TankClient;
import V20.Wall;
import java.awt.*;
import java.awt.event.*;
import java.util.Random;
public class Tank{
public static final int XSPEED = 5;
public static final int YSPEED = 5;
public static final int WIDTH = 30;
public static final int HEIGHT = 30;
private boolean good;
TankClient tc = null;
private int x, y;
int oldX,oldY;
int step;
private static Random r = new Random();
Direction[] dirs = Direction.values();
//将这个枚举类型转为数据组
int rn = r.nextInt(dirs.length);
private boolean live=true ;
//是否按下了4个方向键
private boolean bL=false,
bU = false,
bR = false,
bD = false;
//成员变量:方向
public enum Direction {L,LU,U,RU,R,RD,D,LD,STOP};
private Direction dir=Direction.STOP;
//ptDir代表炮筒的方向,默认方向向下
private Direction ptDir = Direction.D;
public boolean isGood() {
return good;
}
public Tank(int x, int y, boolean good) {
this.x = x;
this.y = y;
this.good = good;
}
public Tank(int x, int y, boolean good, TankClient tc) {
this(x, y,good);
this.tc = tc;
}
public int getX() {
return x;
}
public int getY() {
return y;
}
public boolean isLive() {
return live;
}
public void setLive(boolean live){
this.live=live;
}
public void draw(Graphics g) {
if(!live) return;
Color c = g.getColor();
if(good) {
g.setColor(Color.RED);
}
else {
g.setColor(Color.BLUE);
}
g.fillOval(x, y,WIDTH, HEIGHT);
g.setColor(c);
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;
case STOP:
break;
}
move();
}
void move(){
this.oldX = x;
this.oldY = y;
if( !good) {
//Direction.values()将这个枚举类型转为数组
Direction[] dirs = Direction.values();
if(step == 0) {
step = r.nextInt(12) + 3;
int rn = r.nextInt(dirs.length);
dir = dirs[rn];
}
step--;
if(r.nextInt(40) > 38) this.fire();
}
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;
if(y < 25) y = 25;
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;
}
public void KyePressed(KeyEvent e) {
int key = e.getKeyCode();
switch (key) {
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;
}
locateDirection();
}
public void keyReleased(KeyEvent e) {
int key = e.getKeyCode();
switch(key) {
//按下Ctrl时作出动作
//只有当键被抬起来时,这枚炮弹才被发出去
//避免了一直按下Ctrl而使得子弹过多的问题
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();
}
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 Missile fire() {
//保证子弹从Tank的中间出现
int x = this.x + Tank.WIDTH / 2 - Missile.WIDTH / 2;
int y = this.y + Tank.HEIGHT / 2 - Missile.WIDTH / 2;
Missile m = new Missile(x, y, ptDir, this.tc,this.good);
//在这里将missile加入到容器里
tc.missiles.add(m);
return m;
}
public Missile fire(Direction dir) {
if (!live) return null;
//保证子弹从Tank的中间出现
int x = this.x + Tank.WIDTH / 2 - Missile.WIDTH / 2;
int y = this.y + Tank.HEIGHT / 2 - Missile.WIDTH / 2;
//将Tank现在的位置和方向传递给子弹
//并且现在子弹的初始化不再是由坦克决定,而是由炮筒决定
Missile m = new Missile(x, y, dir, this.tc, good);
tc.missiles.add(m);
return m;
}
private void superFire() {
Direction[] dirs = Direction.values();
for(int i = 0; i < 8; i++) { fire(dirs[i]);
}
}
public boolean collidesWithWall(Wall w) {
if(this.getRect().intersects(w.getRect()) &&
this.live) {
this.stay();
return true;
}
return false;
}
private void stay() {
x = oldX;
y = oldY;
}
public boolean collidesWithTanks(java.util.List<Tank> tanks) {
for(int i = 0; i < tanks.size(); i++) { Tank t = tanks.get(i);
if(this != t) {
if(this.live && t.isLive() &&
this.getRect().intersects(t.getRect())) { t.stay();
this.stay(); return true;
}
}
}
return false;
}
public Rectangle getRect() {
return new Rectangle(x, y, WIDTH, HEIGHT);
}
}
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