防止敌人坦克重叠运动
- 1,可以得到所有的坦克—— 在EnemyTank类中增加成员,EnemyTank 可以得到敌人坦克的Vector
- 2,判断当前敌人坦克是否和其他的敌人坦克重叠或碰撞——在EnemyTank类中创建isTouchEnemyTank方法进行判断
- 3,控制坦克移动范围——在EnemyTank类重写线程的run方法中进行控制
- 4,将判断坦克重叠或碰撞的方法isTouchEnemyTank方法应用到敌人坦克线程中——在MyPanel类中的构造器中将enemyTank 中的setEnemyTanks 方法 应用到 enemyTanks !!!
EnemyTank类
import java.util.Vector;
//敌人坦克
public class EnemyTank extends Tank implements Runnable {
//给敌人坦克类,使用Vector 保存多个Shot
Vector<Shot> shots = new Vector<>();
//增加成员,EnemyTank 可以得到敌人坦克的Vector
//分析:
//1,
Vector<EnemyTank> enemyTanks = new Vector<>();
//定义敌人坦克的存活属性
boolean isLive = true;
public EnemyTank(int x, int y) {
super(x, y);
}
//这里提供一个方法,可以将MyPanel的成员 Vector<EnemyTank> enemyTanks = new Vector<>();
//设置到 EnemyTank 的成员 enemyTanks
public void setEnemyTanks(Vector<EnemyTank> enemyTanks) {
this.enemyTanks = enemyTanks;
}
//编写方法,判断当前这个敌人坦克,是否和 enemyTanks 中的其他坦克发生重叠或碰撞
public boolean isTouchEnemyTank() {
//判断当前这个敌人坦克(this)的方向
switch (this.getDirect()) {
case 0://上
//让当前敌人坦克和其他所有的敌人坦克比较
for (int i = 0; i < enemyTanks.size(); i++) {
//取出敌人所有坦克
EnemyTank enemyTank = enemyTanks.get(i);
//使得取出的坦克不和自己比较
if (enemyTank != this) {
//1,如果其他敌人坦克是上/下 x的范围[enemyTank.getX(),enemyTank.getX()+40]
// Y的范围[enemyTank.getY(),enemyTank.getY()+60]
if (enemyTank.getDirect() == 0 || enemyTank.getDirect() == 2) {
//2,当前坦克左上角的坐标 [this.getX,this.getY]
if (this.getX() >= enemyTank.getX()
&& this.getX() <= enemyTank.getX() + 40
&& this.getY() >= enemyTank.getY()
&& this.getY() <= enemyTank.getY() + 60) {
return true;
}
//2,当前坦克右上角的坐标 [this.getX+40,this.getY]
if (this.getX() + 40 >= enemyTank.getX()
&& this.getX()+40 <= enemyTank.getX() + 40
&& this.getY() >= enemyTank.getY()
&& this.getY() <= enemyTank.getY() + 60) {
return true;
}
}
//1,如果敌人坦克是左/右:X的范围[enemyTank.getX(),enemyTank.getX()+60]
// Y的范围[enemyTank.getY(),enemyTank.getY()+40]
if (enemyTank.getDirect() == 1 || enemyTank.getDirect() == 3) {
//2,当前坦克左上角的坐标 [this.getX,this.getY]
if (this.getX() >= enemyTank.getX()
&& this.getX() <= enemyTank.getX() + 60
&& this.getY() >= enemyTank.getY()
&& this.getY() <= enemyTank.getY() + 40) {
return true;
}
//2,当前坦克右上角的坐标 [this.getX+40,this.getY]
if (this.getX() + 40 >= enemyTank.getX()
&& this.getX() + 40 <= enemyTank.getX() + 60
&& this.getY() >= enemyTank.getY()
&& this.getY() <= enemyTank.getY() + 40) {
return true;
}
}
}
}
break;
case 1://右
//让当前敌人坦克和其他所有的敌人坦克比较
for (int i = 0; i < enemyTanks.size(); i++) {
//取出敌人所有坦克
EnemyTank enemyTank = enemyTanks.get(i);
//使得取出的坦克不和自己比较
if (enemyTank != this) {
//1,如果其他敌人坦克是上/下 x的范围[enemyTank.getX(),enemyTank.getX()+40]
// Y的范围[enemyTank.getY(),enemyTank.getY()+60]
if (enemyTank.getDirect() == 0 || enemyTank.getDirect() == 2) {
//2,当前坦克右上角的坐标 [this.getX+60,this.getY]
if (this.getX() + 60 >= enemyTank.getX()
&& this.getX() + 60 <= enemyTank.getX() + 40
&& this.getY() >= enemyTank.getY()
&& this.getY() <= enemyTank.getY() + 60) {
return true;
}
//3,当前坦克右下角的坐标 [this.getX+60,this.getY+40]
if (this.getX() + 60 >= enemyTank.getX()
&& this.getX() + 60 <= enemyTank.getX() + 40
&& this.getY() + 40 >= enemyTank.getY()
&& this.getY() + 40 <= enemyTank.getY() + 60) {
return true;
}
}
//1,如果敌人坦克是左/右:X的范围[enemyTank.getX(),enemyTank.getX()+60]
// Y的范围[enemyTank.getY(),enemyTank.getY()+40]
if (enemyTank.getDirect() == 1 || enemyTank.getDirect() == 3) {
//2,当前坦克右上角的坐标 [this.getX+60,this.getY]
if (this.getX() + 60 >= enemyTank.getX()
&& this.getX() + 60 <= enemyTank.getX() + 60
&& this.getY() >= enemyTank.getY()
&& this.getY() <= enemyTank.getY() + 40) {
return true;
}
//2,当前坦克右下角的坐标 [this.getX+60,this.getY+40]
if (this.getX() + 60 >= enemyTank.getX()
&& this.getX() + 60 <= enemyTank.getX() + 60
&& this.getY() + 40 >= enemyTank.getY()
&& this.getY() + 40 <= enemyTank.getY() + 40) {
return true;
}
}
}
}
break;
case 2:
//让当前敌人坦克和其他所有的敌人坦克比较
for (int i = 0; i < enemyTanks.size(); i++) {
//取出敌人所有坦克
EnemyTank enemyTank = enemyTanks.get(i);
//使得取出的坦克不和自己比较
if (enemyTank != this) {
//1,如果其他敌人坦克是上/下 x的范围[enemyTank.getX(),enemyTank.getX()+40]
// Y的范围[enemyTank.getY(),enemyTank.getY()+60]
if (enemyTank.getDirect() == 0 || enemyTank.getDirect() == 2) {
//2,当前坦克左下角的坐标 [this.getX,this.getY+60]
if (this.getX() >= enemyTank.getX()
&& this.getX() <= enemyTank.getX() + 40
&& this.getY() + 60 >= enemyTank.getY()
&& this.getY() + 60 <= enemyTank.getY() + 60) {
return true;
}
//3,当前坦克右下角的坐标 [this.getX+40,this.getY+60]
if (this.getX() + 40 >= enemyTank.getX()
&& this.getX() + 40 <= enemyTank.getX() + 40
&& this.getY() + 60 >= enemyTank.getY()
&& this.getY() + 60 <= enemyTank.getY() + 60) {
return true;
}
}
//1,如果敌人坦克是左/右:X的范围[enemyTank.getX(),enemyTank.getX()+60]
// Y的范围[enemyTank.getY(),enemyTank.getY()+40]
if (enemyTank.getDirect() == 1 || enemyTank.getDirect() == 3) {
//2,当前坦克左下角的坐标 [this.getX,this.getY+60]
if (this.getX() >= enemyTank.getX()
&& this.getX() <= enemyTank.getX() + 60
&& this.getY() + 60 >= enemyTank.getY()
&& this.getY() + 60 <= enemyTank.getY() + 40) {
return true;
}
//3,当前坦克右下角的坐标 [this.getX+40,this.getY+60]
if (this.getX() + 40 >= enemyTank.getX()
&& this.getX() + 40 <= enemyTank.getX() + 60
&& this.getY() + 60 >= enemyTank.getY()
&& this.getY() + 60 <= enemyTank.getY() + 40) {
return true;
}
}
}
}
break;
case 3:
//让当前敌人坦克和其他所有的敌人坦克比较
for (int i = 0; i < enemyTanks.size(); i++) {
//取出敌人所有坦克
EnemyTank enemyTank = enemyTanks.get(i);
//使得取出的坦克不和自己比较
if (enemyTank != this) {
//1,如果其他敌人坦克是上/下 x的范围[enemyTank.getX(),enemyTank.getX()+40]
// Y的范围[enemyTank.getY(),enemyTank.getY()+60]
if (enemyTank.getDirect() == 0 || enemyTank.getDirect() == 2) {
//2,当前坦克左上角的坐标 [this.getX,this.getY]
if (this.getX() >= enemyTank.getX()
&& this.getX() <= enemyTank.getX() + 40
&& this.getY() >= enemyTank.getY()
&& this.getY() <= enemyTank.getY() + 60) {
return true;
}
//3,当前坦克左下角的坐标 [this.getX,this.getY+40]
if (this.getX() >= enemyTank.getX()
&& this.getX() <= enemyTank.getX() + 40
&& this.getY() + 40 >= enemyTank.getY()
&& this.getY() + 40 <= enemyTank.getY() + 60) {
return true;
}
}
//1,如果敌人坦克是左/右:X的范围[enemyTank.getX(),enemyTank.getX()+60]
// Y的范围[enemyTank.getY(),enemyTank.getY()+40]
if (enemyTank.getDirect() == 1 || enemyTank.getDirect() == 3) {
//2,当前坦克左上角的坐标 [this.getX,this.getY]
if (this.getX() >= enemyTank.getX()
&& this.getX() <= enemyTank.getX() + 60
&& this.getY() >= enemyTank.getY()
&& this.getY() <= enemyTank.getY() + 40) {
return true;
}
//3,当前坦克左下角的坐标 [this.getX,this.getY+40]
if (this.getX() >= enemyTank.getX()
&& this.getX() <= enemyTank.getX() + 60
&& this.getY() + 40 >= enemyTank.getY()
&& this.getY() + 40 <= enemyTank.getY() + 40) {
return true;
}
}
}
}
break;
}
return false;
}
@Override
public void run() {
while (true) {
//这里我们判断如果shots size() = 0; 创建一颗子弹,放入到shots集合,并启动
if (isLive && shots.size() < 1) {
Shot s = null;
//判断坦克的方向,创建对应的子弹
switch (getDirect()) {
case 0:
s = new Shot(getX() + 20, getY(), 0);
break;
case 1:
s = new Shot(getX() + 60, getY() + 20, 1);
break;
case 2:
s = new Shot(getX() + 20, getY() + 60, 2);
break;
case 3:
s = new Shot(getX(), getY() + 20, 3);
break;
}
shots.add(s);
new Thread(s).start();
}
//控制坦克移动范围
switch (getDirect()) {
//根据坦克的方向来进行移动
case 0://向上
//让坦克保持一个方向,走30步
for (int i = 0; i < 30; i++) {
if (getY() > 0 && !isTouchEnemyTank()) {
moveUp();
}
//休眠50好眠
try {
Thread.sleep(50);
} catch (InterruptedException e) {
throw new RuntimeException(e);
}
}
break;
case 1://向右
//让坦克保持一个方向,走30步
for (int i = 0; i < 30; i++) {
if (getX() + 60 < 1000&& !isTouchEnemyTank()) {
moveRight();
}
//休眠50好眠
try {
Thread.sleep(50);
} catch (InterruptedException e) {
throw new RuntimeException(e);
}
}
break;
case 2://向下
//让坦克保持一个方向,走30步
for (int i = 0; i < 30; i++) {
if (getY() + 60 < 750&& !isTouchEnemyTank()) {
moveDown();
}
//休眠50好眠
try {
Thread.sleep(50);
} catch (InterruptedException e) {
throw new RuntimeException(e);
}
}
break;
case 3://向左
//让坦克保持一个方向,走30步
for (int i = 0; i < 10; i++) {
if (getX() > 0&& !isTouchEnemyTank()) {
moveLeft();
}
//休眠50好眠
try {
Thread.sleep(50);
} catch (InterruptedException e) {
throw new RuntimeException(e);
}
}
break;
}
//休眠50好眠
try {
Thread.sleep(50);
} catch (InterruptedException e) {
throw new RuntimeException(e);
}
// 然后随机的改变坦克方向0-3
setDirect((int) (Math.random() * 4)); //0-3
//一旦写并发程序,一定要考虑清楚,该线程什么时候结束
if (!isLive) {
break;
}
}
}
}
MyPanel类
//画板类
public class MyPanel extends JPanel implements KeyListener, Runnable {
//定义我的坦克
Hero hero = null;
//定义敌人坦克,放入到Vector(线程安全,可以有多个)
Vector<EnemyTank> enemyTanks = new Vector<>();
int enemyTankSize = 6;
//定义一个Vector,用于存放炸弹(炸弹既不属于我方坦克也不属于地方坦克 ,所以坦克放在画板类)
//当我们的子弹击中坦克时,就加入一个Bomb对象到bombs
Vector<Bomb> bombs = new Vector<>();
//定义三张炸弹图片,用于显示爆炸效果
Image image1 = null;
Image image2 = null;
Image image3 = null;
public MyPanel() {//初始化自己的坦克
hero = new Hero(100, 100);
hero.setSpeed(5);
//初始化敌人的坦克
for (int i = 0; i < enemyTankSize; i++) {
//创建一个敌人的坦克
EnemyTank enemyTank = new EnemyTank(100 * (i + 1), 0);
//将enemyTank 中的setEnemyTanks 方法 应用到 enemyTanks !!!
enemyTank.setEnemyTanks(enemyTanks);
//启动敌人坦克线程,让他动起来
new Thread(enemyTank).start();
//设置方向```java
//在这里插入代码片
enemyTank.setDirect(2);
//给该enemyTank 加入一颗子弹
Shot shot = new Shot(enemyTank.getX() + 20, enemyTank.getY() + 60, enemyTank.getDirect());
enemyTank.shots.add(shot);
//启动shot对象
new Thread(shot).start();
//把敌人的坦克加入的总的坦克对象中
enemyTanks.add(enemyTank);
}
记录玩家的总成绩(累积击毁敌方坦克数)
- 1,显示击毁坦克的信息:在MyPanel中编写showInfo方法,用于显示我方击毁坦克的信息
- 2,将我们击毁的坦克数量动态化:创建Recorder类,定义变量用来记录敌方坦克的数量
- 3,将击毁的坦克数量和敌人坦克的坐标和方向传入文件:创建keepRecord 利用IO流进行操作
- 4,设置关闭窗体时,游戏的信息传入文件:在窗体 中增加相应关闭窗口的处理
玩游戏时,可以选择时开新游戏还是继续新游戏
- 1,设置开 新游戏、继续游戏 的选项:在窗体类中进行设置,1为新游戏;2为继续游戏
- 2,设置判断语句,设置各个选项时的操作:在Mypanel类中,画敌方坦克时进行操作
- 3,若是继续游戏:从之前保存的文件中恢复相关信息:在Recorder类中,增加一个方法,用于读取recordFile,恢复相关信息
最终版:敌方坦克不重叠;记录成绩等
窗体类: TankGame02
import javax.swing.*;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.util.Scanner;
//窗体类
public class TankGame02 extends JFrame {//窗体
static Scanner scanner = new Scanner(System.in);
public static void main(String[] args) {
new TankGame02();
}
private MyPanel mp = null;//创建画板对象
public TankGame02(){
System.out.println("请输入选择 1,新游戏 2,继续上局");
String key = scanner.nextLine();
mp = new MyPanel(key);//画板初试化
//将mp放入Thread对象中
Thread thread = new Thread(mp);
thread.start();
this.add(mp);//把画板传入窗体
this.setSize(1200,750);
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
//窗体JFrame对象可以监听键盘事件,面板实现了键盘监听器
// 即可以监听到面板发生的监听事件
this.addKeyListener(mp);
this.setVisible(true);
//在JFrame 中增加相应关闭窗口的处理
this.addWindowListener(new WindowAdapter() {
@Override
public void windowClosing(WindowEvent e) {
Recorder.keepRecord();
System.exit(0);
}
});
}
}
坦克父类:Tank
//坦克父类
public class Tank {
private int x;//坦克的横坐标
private int y;//坦克的纵坐标
boolean isLive =true; //判断坦克是否存活
private int direct;//坦克方向 //direct表示方法: 0:向上 1:向右 2:向下 3:向左
private int speed = 1;
public int getSpeed() {
return speed;
}
public void setSpeed(int speed) {
this.speed = speed;
}
//定义 可以上下左右移动的方法
public void moveUp() {
y -= speed;
}
public void moveDown() {
y += speed;
}
public void moveLeft() {
x -= speed;
}
public void moveRight() {
x += speed;
}
public Tank(int direct) {
this.direct = direct;
}
public int getDirect() {
return direct;
}
public void setDirect(int direct) {
this.direct = direct;
}
public Tank(int x, int y) {
this.x = x;
this.y = y;
}
public int getX() {
return x;
}
public void setX(int x) {
this.x = x;
}
public int getY() {
return y;
}
public void setY(int y) {
this.y = y;
}
}
子弹类:Shot
public class Shot implements Runnable {
int x;//子弹的横坐标
int y;//子弹的Y坐标
int direct;//子弹的方向
int speed = 50;
boolean isLive = true;//子弹何时退出
public Shot(int x, int y, int direct) {
this.x = x;
this.y = y;
this.direct = direct;
}
@Override
public void run() {
while (true){
//让线程休眠一会
try {
Thread.sleep(100);
} catch (InterruptedException e) {
throw new RuntimeException(e);
}
//根据方向改变x,y坐标
switch (direct){
case 0://上
y-=speed;
break;
case 1://右
x+=speed;
break;
case 2://下
y+=speed;
break;
case 3://左
x-=speed;
break;
}
//我们输除 x,y的坐标
System.out.println("子弹x="+x+"子弹y="+y+"方向"+direct);
//当子弹移动到面板的边界时,就应该销毁(把启动的子弹的线程销毁)
//当子弹碰到敌人坦克时,也应该结束线程
if(!(x>=0&&x<=1000&&y>=0&&y<=750&&isLive)){
isLive = false;
break;
}
}
}
}
成绩记录类:Recorder
import java.io.*;
import java.nio.charset.StandardCharsets;
import java.util.Vector;
public class Recorder {
//定义变量,记录敌方坦克的数量
public static int allEnemyTankNum = 1;
//定义IO对象,准备写数据到文件中
private static BufferedWriter bw = null;
private static BufferedReader br = null;
private static String recordFile = "d:\\myRecord.txt";
//定义Vector 指向MyPanel 对象的敌人坦克 Vector
private static Vector<EnemyTank> enemyTanks = null;
//定义一个Node的Vector,用于保存敌人的信息node
private static Vector<Node> nodes = new Vector<>();
public static void setEnemyTanks(Vector<EnemyTank> enemyTanks) {
Recorder.enemyTanks = enemyTanks;
}
public static int getAllEnemyTankNum() {
return allEnemyTankNum;
}
//增加一个方法,用于读取recordFile,恢复相关信息
public static Vector<Node> getNodesAndEnemyRec() {
try {
br = new BufferedReader(new FileReader(recordFile));
String s = br.readLine();
// System.out.println(s);
allEnemyTankNum = Integer.parseInt(s);
// System.out.println(allEnemyTankNum);
//循环读取文件,生成nodes集合
String line = " ";
while ((line = br.readLine()) != null) {
String[] xyd = line.split(" ");
Node node = new Node(Integer.parseInt(xyd[0]), Integer.parseInt(xyd[1]), Integer.parseInt(xyd[2]));
nodes.add(node);//放入到nodes Vector
}
} catch (IOException e) {
throw new RuntimeException(e);
} finally {
if (br != null) {
try {
br.close();
} catch (IOException e) {
throw new RuntimeException(e);
}
}
}
return nodes;
}
//增加一个方法,当游戏退出时,我们将allEnemyTankNum 保存到 recordFile
//对keepRecord 方法进行升级,保留敌人坦克的坐标和方向
public static void keepRecord() {
try {
bw = new BufferedWriter(new FileWriter(recordFile));
System.out.println(allEnemyTankNum + "----");
bw.write(allEnemyTankNum+"");
bw.newLine();
//遍历敌人坦克的Vector,然后根据情况保存即可
//OOP思想,定义一个属性,然后通过setXxx得到 敌人坦克的Vector
for (int i = 0; i < enemyTanks.size(); i++) {
//取出敌人坦克
EnemyTank enemyTank = enemyTanks.get(i);
if (enemyTank.isLive) {
//保存该enemyTank信息
String record = enemyTank.getX() + " " + enemyTank.getY() + " " + enemyTank.getDirect();
bw.write(record);
bw.newLine();
}
}
} catch (IOException e) {
throw new RuntimeException(e);
} finally {
try {
if (bw != null) {
bw.close();
}
} catch (IOException e) {
throw new RuntimeException(e);
}
}
;
}
public static void setAllEnemyTankNum(int allEnemyTankNum) {
Recorder.allEnemyTankNum = allEnemyTankNum;
}
//当我方坦克击毁一个敌人坦克,就应当 allEnemyTankNum++
public static void addAllEnemyTankNum() {
Recorder.allEnemyTankNum++;
}
}
节点类:用来指代打掉的敌方坦克Node
public class Node {
int x ;
int y;
int direct;
public Node(int x, int y, int direct) {
this.x = x;
this.y = y;
this.direct = direct;
}
public int getX() {
return x;
}
public void setX(int x) {
this.x = x;
}
public int getY() {
return y;
}
public void setY(int y) {
this.y = y;
}
public int getDirect() {
return direct;
}
public void setDirect(int direct) {
this.direct = direct;
}
}
画板类:MyPanel
import javax.swing.*;
import java.awt.*;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.util.ArrayList;
import java.util.Vector;
//画板类
public class MyPanel extends JPanel implements KeyListener, Runnable {
//定义我的坦克
Hero hero = null;
//定义敌人坦克,放入到Vector(线程安全,可以有多个)
Vector<EnemyTank> enemyTanks = new Vector<>();
//定义一个存放Node 对象的Vector 用于恢复敌人的坐标和方向
Vector<Node> nodes = new Vector<>();
int enemyTankSize = 6;
//定义一个Vector,用于存放炸弹(炸弹既不属于我方坦克也不属于地方坦克 ,所以坦克放在画板类)
//当我们的子弹击中坦克时,就加入一个Bomb对象到bombs
Vector<Bomb> bombs = new Vector<>();
//定义三张炸弹图片,用于显示爆炸效果
Image image1 = null;
Image image2 = null;
Image image3 = null;
public MyPanel(String key) {//初始化自己的坦克
nodes = Recorder.getNodesAndEnemyRec();
//将MyPanel对象的 enemyTanks 设置给Recorder 的enemyTanks
Recorder.setEnemyTanks(enemyTanks);
hero = new Hero(100, 100);
hero.setSpeed(5);
switch (key){
case "1":
//初始化敌人的坦克
for (int i = 0; i < enemyTankSize; i++) {
//创建一个敌人的坦克
EnemyTank enemyTank = new EnemyTank(100 * (i + 1), 0);
//将enemyTank 中的setEnemyTanks 方法 应用到 enemyTanks !!!
enemyTank.setEnemyTanks(enemyTanks);
//启动敌人坦克线程,让他动起来
new Thread(enemyTank).start();
//设置方向```java
//在这里插入代码片
enemyTank.setDirect(2);
//给该enemyTank 加入一颗子弹
Shot shot = new Shot(enemyTank.getX() + 20, enemyTank.getY() + 60, enemyTank.getDirect());
enemyTank.shots.add(shot);
//启动shot对象
new Thread(shot).start();
//把敌人的坦克加入的总的坦克对象中
enemyTanks.add(enemyTank);
}
break;
case "2":
//初始化敌人的坦克
for (int i = 0; i < nodes.size(); i++) {
Node node = nodes.get(i);
//创建一个敌人的坦克
EnemyTank enemyTank = new EnemyTank(node.getX(),node.getY());
//将enemyTank 中的setEnemyTanks 方法 应用到 enemyTanks !!!
enemyTank.setEnemyTanks(enemyTanks);
//启动敌人坦克线程,让他动起来
new Thread(enemyTank).start();
//设置方向```java
//在这里插入代码片
enemyTank.setDirect(node.getDirect());
//给该enemyTank 加入一颗子弹
Shot shot = new Shot(enemyTank.getX() + 20, enemyTank.getY() + 60, enemyTank.getDirect());
enemyTank.shots.add(shot);
//启动shot对象
new Thread(shot).start();
//把敌人的坦克加入的总的坦克对象中
enemyTanks.add(enemyTank);
}
break;
default:
System.out.println("你的输入有误");
}
// image1 = Toolkit.getDefaultToolkit().getImage(Panel.class.getResource("/1.gif"));
// image2 = Toolkit.getDefaultToolkit().getImage(Panel.class.getResource("/2.gif"));
// image3 = Toolkit.getDefaultToolkit().getImage(Panel.class.getResource("/3.gif"));
//初始化照片对象
image1 = new ImageIcon("image/1.gif").getImage();
image2 = new ImageIcon("image/2.gif").getImage();
image3 = new ImageIcon("image/3.gif").getImage();
}
//编写方法 用于显示我方击毁坦克的信息
public void showInfo(Graphics g){
//画出玩家的总成绩
//设置字体
g.setColor(Color.BLACK);
Font font = new Font("宋体", Font.BOLD, 20);
g.setFont(font);
//添加汉字
g.drawString("您累积击毁敌方坦克",920,30);
//画出一个敌方坦克
drawTank(920,60,g,0,0);
//写出击中的坦克数量 这里需要重新设置颜色
g.setColor(Color.BLUE);
g.drawString(Recorder.getAllEnemyTankNum()+"",980,100);
}
@Override
public void paint(Graphics g) {
super.paint(g);
//3,通过画笔填充一个矩形区域 g.fillRect();
g.fillRect(0, 0, 900, 750);//填充矩形,默认为黑色
showInfo(g);
if (hero != null && hero.isLive){
//画出自己的坦克
drawTank(hero.getX(), hero.getY(), g, hero.getDirect(), 1);}
// drawTank(hero.getX() +100,hero.getY(),g,hero.getDirect(),0);
// drawTank(hero.getX() +200,hero.getY(),g,hero.getDirect(),0);
// drawTank(hero.getX() +300,hero.getY(),g,hero.getDirect(),1);
//判断何时画子弹
// if (hero.shot != null && hero.shot.isLive == true) {
// g.setColor(Color.white);
// g.draw3DRect(hero.shot.x, hero.shot.y, 1, 1, false);
//
// }
//将hero的子弹集合shots,遍历取出绘制
for (int i = 0; i < hero.shots.size(); i++) {
Shot shot = hero.shots.get(i);
if (shot != null && shot.isLive == true) {
g.setColor(Color.white);
g.draw3DRect(shot.x, shot.y, 1, 1, false);
}else {//如果该shot对象已经无效,就从shots集合中拿掉
hero.shots.remove(shot);
}
}
//如果bombs 集合中有对象,就画出
for (int i = 0; i < bombs.size(); i++) {
//取出来炸弹
Bomb bomb = bombs.get(i);
//根据当前这个bomb对象的life值去画出对应的图片
if (bomb.life > 6) {
g.drawImage(image1, bomb.x, bomb.y, 60, 60, this);
} else if (bomb.life > 3) {
g.drawImage(image2, bomb.x, bomb.y, 60, 60, this);
} else {
g.drawImage(image3, bomb.x, bomb.y, 60, 60, this);
}
//让这个炸弹的生命值减少
bomb.lifeDown();
//如果 bomb life 为0 ,就从bombs的集合中删除
if (bomb.life == 0) {
bombs.remove(bomb);
}
}
//画出敌人的坦克
for (int i = 0; i < enemyTanks.size(); i++) {
//从Vector取出坦克
EnemyTank enemyTank = enemyTanks.get(i);
//判断当前坦克是否还存活
if (enemyTank.isLive) {//当敌人坦克时存活的,才画出该坦克
drawTank(enemyTank.getX(), enemyTank.getY(), g, enemyTank.getDirect(), 0);
//画出 enemyTank 所有子弹
for (int j = 0; j < enemyTank.shots.size(); j++) {
//取出子弹
Shot shot = enemyTank.shots.get(j);
//绘制
if (shot.isLive) {//isLive=true
g.setColor(Color.white);
g.draw3DRect(shot.x, shot.y, 1, 1, false);
} else {
//从Vector 移除
enemyTank.shots.remove(shot);
}
}
}
}
}
/*
int x 坦克的横坐标
int y 坦克的纵坐标
Graphics g 画笔
int direct 坦克的方向
int type 坦克的类型
*/
public void drawTank(int x, int y, Graphics g, int direct, int type) {
switch (type) {
case 0://敌人的坦克
g.setColor(Color.cyan);
break;
case 1://我的坦克
g.setColor(Color.yellow);
break;
}
//根据坦克的方向,来绘制坦克
//direct表示方法: 0:向上 1:向右 2:向下 3:向左
switch (direct) {
case 0://表示向上
g.fill3DRect(x, y, 10, 60, false);//画出坦克左边轮子
g.fill3DRect(x + 30, y, 10, 60, false);//画出坦克右边轮子
g.fill3DRect(x + 10, y + 10, 20, 40, false);//画出坦克盖子
g.fillOval(x + 10, y + 20, 20, 20);//画出圆形盖子
g.drawLine(x + 20, y + 30, x + 20, y);//画出炮筒
break;
case 1://表示向右
g.fill3DRect(x, y, 60, 10, false);//画出坦克上边轮子
g.fill3DRect(x, y + 30, 60, 10, false);//画出坦克下边轮子
g.fill3DRect(x + 10, y + 10, 40, 20, false);//画出坦克盖子
g.fillOval(x + 20, y + 10, 20, 20);//画出圆形盖子
g.drawLine(x + 30, y + 20, x + 60, y + 20);//画出炮筒
break;
case 2://表示向下
g.fill3DRect(x, y, 10, 60, false);//画出坦克左边轮子
g.fill3DRect(x + 30, y, 10, 60, false);//画出坦克右边轮子
g.fill3DRect(x + 10, y + 10, 20, 40, false);//画出坦克盖子
g.fillOval(x + 10, y + 20, 20, 20);//画出圆形盖子
g.drawLine(x + 20, y + 30, x + 20, y + 60);//画出炮筒
break;
case 3://表示向左
g.fill3DRect(x, y, 60, 10, false);//画出坦克上边轮子
g.fill3DRect(x, y + 30, 60, 10, false);//画出坦克下边轮子
g.fill3DRect(x + 10, y + 10, 40, 20, false);//画出坦克盖子
g.fillOval(x + 20, y + 10, 20, 20);//画出圆形盖子
g.drawLine(x + 30, y + 20, x, y + 20);//画出炮筒
break;
default:
System.out.println("暂时没有处理");
}
}
//编写方法,判断敌人坦克是否击中我方坦克
public void hitHero(){
//遍历所有的敌人坦克
for (int i = 0; i < enemyTanks.size(); i++) {
//取出敌人坦克
EnemyTank enemyTank = enemyTanks.get(i);
//遍历enemyTank 对象的所有子弹
for (int j = 0; j < enemyTank.shots.size(); j++) {
//取出子弹
Shot shot = enemyTank.shots.get(j);
//判断shot 是否击中我的坦克
if (hero.isLive&&shot.isLive){
hitTank( shot,hero);
}
}
}
}
public void hitEnemy(){
//判断我们的子弹是否击中了敌人坦克
if (hero.shot != null && hero.shot.isLive) {//当我方的子弹还存活
//遍历敌人所有的坦克
for (int i = 0; i < enemyTanks.size(); i++) {
EnemyTank enemyTank = enemyTanks.get(i);
hitTank(hero.shot, enemyTank);
}
}
}
//编写方法:判断我方子弹是否击敌人坦克
//什么时候判断,我方坦克是否击中敌人坦克? run方法
public void hitTank(Shot s, Tank tank) {
//判断s 击中坦克
switch (tank.getDirect()) {
case 0://敌人坦克向上
case 2://敌人坦克向下
if (s.x > tank.getX() && s.y < tank.getY() + 40 &&
s.y > tank.getY() && s.y < tank.getY() + 60) {
s.isLive = false;
tank.isLive = false;
//当我的子弹击中敌人坦克后,将enenmyTank 从Vector 拿掉
enemyTanks.remove(tank);
//当我方击毁一个enemyTanks敌人坦克时,就对数据allEnemyTankNum++
//解读:因为enemyTank 可以是 Hero 也可以是 EnemyTank
if (tank instanceof EnemyTank){
Recorder.addAllEnemyTankNum();
}
//这里敌人坦克被击中
//创建Bomb对象,加入到bombs集合
Bomb bomb = new Bomb(tank.getX(), tank.getY());
bombs.add(bomb);
}
break;
case 1://敌人坦克向右
case 3://敌人坦克向下
if (s.x > tank.getX() && s.y < tank.getY() + 60 &&
s.y > tank.getY() && s.y < tank.getY() + 40) {
s.isLive = false;
tank.isLive = false;
//当我的子弹击中敌人坦克后,将enenmyTank 从Vector 拿掉
//当我方击毁一个enemyTanks敌人坦克时,就对数据allEnemyTankNum++
//解读:因为enemyTank 可以是 Hero 也可以是 EnemyTank
if (tank instanceof EnemyTank){
Recorder.addAllEnemyTankNum();
}
Bomb bomb = new Bomb(tank.getX(), tank.getY());
bombs.add(bomb);
}
break;
}
}
//有字符输出时,该方法就会触发
@Override
public void keyTyped(KeyEvent e) {
}
//当某个键按下,该方法会触发
@Override
public void keyPressed(KeyEvent e) {
if (e.getKeyCode() == KeyEvent.VK_W) {//上
//改变坦克方向
hero.setDirect(0);
//让坦克动起来
if (hero.getY()>0){
hero.moveUp();
}
} else if (e.getKeyCode() == KeyEvent.VK_S) {//下
hero.setDirect(2);
if (hero.getY()+60<750){
hero.moveDown();
}
} else if (e.getKeyCode() == KeyEvent.VK_A) {//左
hero.setDirect(3);
if (hero.getX()>0){
hero.moveLeft();
}
} else if (e.getKeyCode() == KeyEvent.VK_D) {//右
hero.setDirect(1);
if (hero.getX()+60<1000)
hero.moveRight();
}
//如果用户按下的是J,就发射
if (e.getKeyCode() == KeyEvent.VK_J) {
//判断hero的子弹是否销毁---发射一颗子弹
if (hero.shot==null|| !hero.shot.isLive) {
//线程销毁后,不代表shot对象为空,所以还需要判断shot的声明周期,才可以继续发子弹
hero.shotEnemyTank();
}
//发射多颗子弹
hero.shotEnemyTank();
}
//重绘
repaint();
}
//当某个键释放(松开),该方法会触发
@Override
public void keyReleased(KeyEvent e) {
}
//添加线程的方法,确保子弹可以重绘
@Override
public void run() {//每隔 100毫秒,重绘区域,刷新绘图区域,子弹就移动
while (true) {
try {
Thread.sleep(100);
} catch (InterruptedException e) {
throw new RuntimeException(e);
}
//判断我们坦克是否击中别人
hitEnemy();
//判断敌人坦克是否击中我们
// hitHero();
this.repaint();
}
}
}
我方坦克类:Hero
import java.util.Vector;
//自己的坦克,继承坦克父类
public class Hero extends Tank {
//定义一个Shot对象,表示一个射击(线程)
Shot shot = null;
//可以发射多颗子弹
Vector<Shot> shots = new Vector<>();
public Hero(int x, int y) {
super(x, y);
}
public void shotEnemyTank(){
//发多颗子弹怎么办? 控制在我们的面板上,最多只有5颗子弹
if (shots.size()==5){
return;
}
//创建Shot对象,根据当前Hero对象的位置和方向来创建Shot
switch (getDirect()){//得到Hero对象方向
case 0://上
shot = new Shot(getX()+20,getY(),0);
break;
case 1://右
shot = new Shot(getX()+60,getY()+20,1);
break;
case 2://下
shot = new Shot(getX()+20,getY()+60,2);
break;
case 3://左
shot = new Shot(getX(),getY()+20,3);
break;
}
//把新创建的shot放入到shots中
shots.add(shot);
//启动我们的shot线程
new Thread(shot).start();
}
}
敌方坦克类:EnemyTank
import java.util.Vector;
//敌人坦克
public class EnemyTank extends Tank implements Runnable {
//给敌人坦克类,使用Vector 保存多个Shot
Vector<Shot> shots = new Vector<>();
//增加成员,EnemyTank 可以得到敌人坦克的Vector
//分析:
//1,
Vector<EnemyTank> enemyTanks = new Vector<>();
//定义敌人坦克的存活属性
boolean isLive = true;
public EnemyTank(int x, int y) {
super(x, y);
}
//这里提供一个方法,可以将MyPanel的成员 Vector<EnemyTank> enemyTanks = new Vector<>();
//设置到 EnemyTank 的成员 enemyTanks
public void setEnemyTanks(Vector<EnemyTank> enemyTanks) {
this.enemyTanks = enemyTanks;
}
//编写方法,判断当前这个敌人坦克,是否和 enemyTanks 中的其他坦克发生重叠或碰撞
public boolean isTouchEnemyTank() {
//判断当前这个敌人坦克(this)的方向
switch (this.getDirect()) {
case 0://上
//让当前敌人坦克和其他所有的敌人坦克比较
for (int i = 0; i < enemyTanks.size(); i++) {
//取出敌人所有坦克
EnemyTank enemyTank = enemyTanks.get(i);
//使得取出的坦克不和自己比较
if (enemyTank != this) {
//1,如果其他敌人坦克是上/下 x的范围[enemyTank.getX(),enemyTank.getX()+40]
// Y的范围[enemyTank.getY(),enemyTank.getY()+60]
if (enemyTank.getDirect() == 0 || enemyTank.getDirect() == 2) {
//2,当前坦克左上角的坐标 [this.getX,this.getY]
if (this.getX() >= enemyTank.getX()
&& this.getX() <= enemyTank.getX() + 40
&& this.getY() >= enemyTank.getY()
&& this.getY() <= enemyTank.getY() + 60) {
return true;
}
//2,当前坦克右上角的坐标 [this.getX+40,this.getY]
if (this.getX() + 40 >= enemyTank.getX()
&& this.getX()+40 <= enemyTank.getX() + 40
&& this.getY() >= enemyTank.getY()
&& this.getY() <= enemyTank.getY() + 60) {
return true;
}
}
//1,如果敌人坦克是左/右:X的范围[enemyTank.getX(),enemyTank.getX()+60]
// Y的范围[enemyTank.getY(),enemyTank.getY()+40]
if (enemyTank.getDirect() == 1 || enemyTank.getDirect() == 3) {
//2,当前坦克左上角的坐标 [this.getX,this.getY]
if (this.getX() >= enemyTank.getX()
&& this.getX() <= enemyTank.getX() + 60
&& this.getY() >= enemyTank.getY()
&& this.getY() <= enemyTank.getY() + 40) {
return true;
}
//2,当前坦克右上角的坐标 [this.getX+40,this.getY]
if (this.getX() + 40 >= enemyTank.getX()
&& this.getX() + 40 <= enemyTank.getX() + 60
&& this.getY() >= enemyTank.getY()
&& this.getY() <= enemyTank.getY() + 40) {
return true;
}
}
}
}
break;
case 1://右
//让当前敌人坦克和其他所有的敌人坦克比较
for (int i = 0; i < enemyTanks.size(); i++) {
//取出敌人所有坦克
EnemyTank enemyTank = enemyTanks.get(i);
//使得取出的坦克不和自己比较
if (enemyTank != this) {
//1,如果其他敌人坦克是上/下 x的范围[enemyTank.getX(),enemyTank.getX()+40]
// Y的范围[enemyTank.getY(),enemyTank.getY()+60]
if (enemyTank.getDirect() == 0 || enemyTank.getDirect() == 2) {
//2,当前坦克右上角的坐标 [this.getX+60,this.getY]
if (this.getX() + 60 >= enemyTank.getX()
&& this.getX() + 60 <= enemyTank.getX() + 40
&& this.getY() >= enemyTank.getY()
&& this.getY() <= enemyTank.getY() + 60) {
return true;
}
//3,当前坦克右下角的坐标 [this.getX+60,this.getY+40]
if (this.getX() + 60 >= enemyTank.getX()
&& this.getX() + 60 <= enemyTank.getX() + 40
&& this.getY() + 40 >= enemyTank.getY()
&& this.getY() + 40 <= enemyTank.getY() + 60) {
return true;
}
}
//1,如果敌人坦克是左/右:X的范围[enemyTank.getX(),enemyTank.getX()+60]
// Y的范围[enemyTank.getY(),enemyTank.getY()+40]
if (enemyTank.getDirect() == 1 || enemyTank.getDirect() == 3) {
//2,当前坦克右上角的坐标 [this.getX+60,this.getY]
if (this.getX() + 60 >= enemyTank.getX()
&& this.getX() + 60 <= enemyTank.getX() + 60
&& this.getY() >= enemyTank.getY()
&& this.getY() <= enemyTank.getY() + 40) {
return true;
}
//2,当前坦克右下角的坐标 [this.getX+60,this.getY+40]
if (this.getX() + 60 >= enemyTank.getX()
&& this.getX() + 60 <= enemyTank.getX() + 60
&& this.getY() + 40 >= enemyTank.getY()
&& this.getY() + 40 <= enemyTank.getY() + 40) {
return true;
}
}
}
}
break;
case 2:
//让当前敌人坦克和其他所有的敌人坦克比较
for (int i = 0; i < enemyTanks.size(); i++) {
//取出敌人所有坦克
EnemyTank enemyTank = enemyTanks.get(i);
//使得取出的坦克不和自己比较
if (enemyTank != this) {
//1,如果其他敌人坦克是上/下 x的范围[enemyTank.getX(),enemyTank.getX()+40]
// Y的范围[enemyTank.getY(),enemyTank.getY()+60]
if (enemyTank.getDirect() == 0 || enemyTank.getDirect() == 2) {
//2,当前坦克左下角的坐标 [this.getX,this.getY+60]
if (this.getX() >= enemyTank.getX()
&& this.getX() <= enemyTank.getX() + 40
&& this.getY() + 60 >= enemyTank.getY()
&& this.getY() + 60 <= enemyTank.getY() + 60) {
return true;
}
//3,当前坦克右下角的坐标 [this.getX+40,this.getY+60]
if (this.getX() + 40 >= enemyTank.getX()
&& this.getX() + 40 <= enemyTank.getX() + 40
&& this.getY() + 60 >= enemyTank.getY()
&& this.getY() + 60 <= enemyTank.getY() + 60) {
return true;
}
}
//1,如果敌人坦克是左/右:X的范围[enemyTank.getX(),enemyTank.getX()+60]
// Y的范围[enemyTank.getY(),enemyTank.getY()+40]
if (enemyTank.getDirect() == 1 || enemyTank.getDirect() == 3) {
//2,当前坦克左下角的坐标 [this.getX,this.getY+60]
if (this.getX() >= enemyTank.getX()
&& this.getX() <= enemyTank.getX() + 60
&& this.getY() + 60 >= enemyTank.getY()
&& this.getY() + 60 <= enemyTank.getY() + 40) {
return true;
}
//3,当前坦克右下角的坐标 [this.getX+40,this.getY+60]
if (this.getX() + 40 >= enemyTank.getX()
&& this.getX() + 40 <= enemyTank.getX() + 60
&& this.getY() + 60 >= enemyTank.getY()
&& this.getY() + 60 <= enemyTank.getY() + 40) {
return true;
}
}
}
}
break;
case 3:
//让当前敌人坦克和其他所有的敌人坦克比较
for (int i = 0; i < enemyTanks.size(); i++) {
//取出敌人所有坦克
EnemyTank enemyTank = enemyTanks.get(i);
//使得取出的坦克不和自己比较
if (enemyTank != this) {
//1,如果其他敌人坦克是上/下 x的范围[enemyTank.getX(),enemyTank.getX()+40]
// Y的范围[enemyTank.getY(),enemyTank.getY()+60]
if (enemyTank.getDirect() == 0 || enemyTank.getDirect() == 2) {
//2,当前坦克左上角的坐标 [this.getX,this.getY]
if (this.getX() >= enemyTank.getX()
&& this.getX() <= enemyTank.getX() + 40
&& this.getY() >= enemyTank.getY()
&& this.getY() <= enemyTank.getY() + 60) {
return true;
}
//3,当前坦克左下角的坐标 [this.getX,this.getY+40]
if (this.getX() >= enemyTank.getX()
&& this.getX() <= enemyTank.getX() + 40
&& this.getY() + 40 >= enemyTank.getY()
&& this.getY() + 40 <= enemyTank.getY() + 60) {
return true;
}
}
//1,如果敌人坦克是左/右:X的范围[enemyTank.getX(),enemyTank.getX()+60]
// Y的范围[enemyTank.getY(),enemyTank.getY()+40]
if (enemyTank.getDirect() == 1 || enemyTank.getDirect() == 3) {
//2,当前坦克左上角的坐标 [this.getX,this.getY]
if (this.getX() >= enemyTank.getX()
&& this.getX() <= enemyTank.getX() + 60
&& this.getY() >= enemyTank.getY()
&& this.getY() <= enemyTank.getY() + 40) {
return true;
}
//3,当前坦克左下角的坐标 [this.getX,this.getY+40]
if (this.getX() >= enemyTank.getX()
&& this.getX() <= enemyTank.getX() + 60
&& this.getY() + 40 >= enemyTank.getY()
&& this.getY() + 40 <= enemyTank.getY() + 40) {
return true;
}
}
}
}
break;
}
return false;
}
@Override
public void run() {
while (true) {
//这里我们判断如果shots size() = 0; 创建一颗子弹,放入到shots集合,并启动
if (isLive && shots.size() < 1) {
Shot s = null;
//判断坦克的方向,创建对应的子弹
switch (getDirect()) {
case 0:
s = new Shot(getX() + 20, getY(), 0);
break;
case 1:
s = new Shot(getX() + 60, getY() + 20, 1);
break;
case 2:
s = new Shot(getX() + 20, getY() + 60, 2);
break;
case 3:
s = new Shot(getX(), getY() + 20, 3);
break;
}
shots.add(s);
new Thread(s).start();
}
//控制坦克移动范围
switch (getDirect()) {
//根据坦克的方向来进行移动
case 0://向上
//让坦克保持一个方向,走30步
for (int i = 0; i < 30; i++) {
if (getY() > 0 && !isTouchEnemyTank()) {
moveUp();
}
//休眠50好眠
try {
Thread.sleep(50);
} catch (InterruptedException e) {
throw new RuntimeException(e);
}
}
break;
case 1://向右
//让坦克保持一个方向,走30步
for (int i = 0; i < 30; i++) {
if (getX() + 60 < 1000&& !isTouchEnemyTank()) {
moveRight();
}
//休眠50好眠
try {
Thread.sleep(50);
} catch (InterruptedException e) {
throw new RuntimeException(e);
}
}
break;
case 2://向下
//让坦克保持一个方向,走30步
for (int i = 0; i < 30; i++) {
if (getY() + 60 < 750&& !isTouchEnemyTank()) {
moveDown();
}
//休眠50好眠
try {
Thread.sleep(50);
} catch (InterruptedException e) {
throw new RuntimeException(e);
}
}
break;
case 3://向左
//让坦克保持一个方向,走30步
for (int i = 0; i < 10; i++) {
if (getX() > 0&& !isTouchEnemyTank()) {
moveLeft();
}
//休眠50好眠
try {
Thread.sleep(50);
} catch (InterruptedException e) {
throw new RuntimeException(e);
}
}
break;
}
//休眠50好眠
try {
Thread.sleep(50);
} catch (InterruptedException e) {
throw new RuntimeException(e);
}
// 然后随机的改变坦克方向0-3
setDirect((int) (Math.random() * 4)); //0-3
//一旦写并发程序,一定要考虑清楚,该线程什么时候结束
if (!isLive) {
break;
}
}
}
}
炸弹类:Bomb
//炸弹类
public class Bomb {
int x, y;//炸弹的坐标
int life = 9;//炸弹的生命周期
boolean isLive = true;//是否还存活
public Bomb(int x, int y) {
this.x = x;
this.y = y;
}
//减少生命值
public void lifeDown() {//配合图片出现爆炸效果
if (life > 0) {
life--;
} else {
isLive = false;
}
}
}