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import java.awt.*;
import java.awt.event.KeyEvent;
import java.util.Random;
public class Tank {
int x, y;
int oldX, oldY;
int step;
public static final int XSPEED = 5;
public static final int YSPEED = 5;
public static final int WIDTH = 30;
public static final int HEIGHT = 30;
//保留TankClient的引用,更方便地使用其中的成员变量
TankClient tc = null;
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;
public void setLive(boolean b) {
this.live = b;
}
public int getX() {
return x;
}
public int getY() {
return y;
}
public boolean isGood() {
return good;
}
//成员变量:方向
enum Direction {L, LU, U, RU, R, RD, D, LD, STOP}
;
private Direction dir = Direction.D;
//ptDir代表炮筒的方向,默认方向向下
private Direction ptDir = Direction.D;
public int getLife() {
return life;
}
public void setLife(int life) {
this.life = life;
}
private int life = 100;
private boolean good;
private BloodBar bb= new BloodBar();
public Tank(int x, int y) {
this.x = x;
this.y = y;
}
public Tank(int x, int y, TankClient tc) {
//调用其它的构造方法
this(x, y);
this.tc = tc;
}
public Tank(int x, int y, boolean good, TankClient tc) {
//调用其它的构造方法
this(x, y);
this.tc = tc;
this.good = good;
}
public boolean isLive() {
return live;
}
public void draw(Graphics g) {
if (!live) return;
if(good) {
bb.draw(g);
}
Color c = g.getColor();
//以不同的颜色来显示不同的坦克
if (this.good) {
g.setColor(Color.RED);
} else {
g.setColor(Color.BLUE);
}
//g.setColor(Color.RED);
g.fillOval(x, y, 30, 30);
g.setColor(c);
//判断出炮筒的方向,并模拟方向来画出炮筒
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();
}
public Rectangle getRect() {
return new Rectangle(x, y, WIDTH, HEIGHT);
}
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;
}
//将坦克的方向传给炮筒,使炮筒与坦克方向一致
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;
}
}
// Tank.java 中增加一个吃血条的方法:
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;
}
public boolean collidesWithWall(Wall w) {
if (this.getRect().intersects(w.getRect()) &&
this.live) {
this.stay();
return true;
}
return false;
}
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;
}
//增加stay方法:
private void stay() {
x = oldX;
y = oldY;
}
public void KeyPressed(KeyEvent e) {
int key = e.getKeyCode();
switch (key) {
//按下Ctrl时作出的动作
case KeyEvent.VK_CONTROL:
fire();
break;
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) {
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();
}
public Missile fire() {
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Missile
Missile m = new Missile(x, y, ptDir, 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;
}
public void superFire() {
Direction[] dirs = Direction.values();
for (int i = 0; i < 8; i++) {
fire(dirs[i]);
}
}
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;
}
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); g.setColor(c);
}
}
}
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