TankWar0.7


package com.diaodiao;

import java.awt.Frame;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;

public class TankClient extends Frame {

public static final int GAME_WIDTH = 800;
public static final int GAME_HEIGHT = 600;

private Tank myTank = new Tank(50, 50);
private Missile m = new Missile(50, 60, Tank.Direction.R);

Image offScreenImage = null;

@Override
public void paint(Graphics g) {
m.draw(g);
myTank.drawTank(g);
}

public void update(Graphics g) {
if(offScreenImage == null) {
offScreenImage = this.createImage(GAME_WIDTH, GAME_HEIGHT);
}
Graphics gOffScreen = offScreenImage.getGraphics(); //图片的画笔
Color c = gOffScreen.getColor();
gOffScreen.setColor(Color.GREEN);
gOffScreen.fillRect(0, 0, GAME_WIDTH, GAME_HEIGHT);
gOffScreen.setColor(c);
paint(gOffScreen);
g.drawImage(offScreenImage, 0, 0, null);
}

/**
*
*/
private static final long serialVersionUID = 1L;

public void lauchFrame() {
setLocation(300, 100);
setSize(GAME_WIDTH, GAME_HEIGHT);
setTitle("TankWar");
setResizable(false);
setBackground(Color.GREEN);
this.addWindowListener(new WindowAdapter(){

@Override
public void windowClosing(WindowEvent e) {
System.exit(0);
}

});
this.addKeyListener(new KeyMonitor());
setVisible(true);
new Thread(new PaintThread()).start();
}

/**
* @param args
*/
public static void main(String[] args) {
TankClient tc = new TankClient();
tc.lauchFrame();
}

private class PaintThread implements Runnable {
@Override
public void run() {
while(true) {
repaint();
try {
Thread.sleep(40);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
}

private class KeyMonitor extends KeyAdapter {
@Override
public void keyReleased(KeyEvent e) {
myTank.keyReleased(e);
}

@Override
public void keyPressed(KeyEvent e) {
myTank.keyPressed(e);
}
}
}




package com.diaodiao;

import java.awt.Color;
import java.awt.Graphics;
import java.awt.event.KeyEvent;

public class Tank {

public static final int XSPEED = 5;
public static final int YSPEED = 5;

private int x, y;

private boolean bL = false, bU = false, bR = false, bD = false;
enum Direction {L, LU, U, RU, R, RD, D, LD, STOP};

private Direction dir = Direction.STOP;

public Tank() {}

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;
}

public void drawTank(Graphics g) {
Color c = g.getColor();
g.setColor(Color.RED);
g.fillOval(x, y, 30, 30);
g.setColor(c);
move();
}

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;
case STOP:
break;
}
}

public void keyPressed(KeyEvent e) {
int key = e.getKeyCode();
if(key == KeyEvent.VK_RIGHT) {
bR = true;
}else if(key == KeyEvent.VK_DOWN) {
bD = true;
}else if(key == KeyEvent.VK_LEFT) {
bL = true;
}else if(key == KeyEvent.VK_UP) {
bU = true;
}
locateDirection();
}

void locateDirection() {
if(bL && !bR && !bU && !bD) {
dir = Direction.L;
}else if(bL && !bR && bU && !bD) {
dir = Direction.LU;
}else if(!bL && !bR && bU && !bD) {
dir = Direction.U;
}else if(!bL && bR && bU && !bD) {
dir = Direction.RU;
}else if(!bL && bR && !bU && !bD) {
dir = Direction.R;
}else if(!bL && bR && !bU && bD) {
dir = Direction.RD;
}else if(!bL && !bR && !bU && bD) {
dir = Direction.D;
}else if(bL && !bR && !bU && bD) {
dir = Direction.LD;
}else {
dir = Direction.STOP;
}
}

public void keyReleased(KeyEvent e) {
int key = e.getKeyCode();
if(key == KeyEvent.VK_RIGHT) {
bR = false;
}else if(key == KeyEvent.VK_DOWN) {
bD = false;
}else if(key == KeyEvent.VK_LEFT) {
bL = false;
}else if(key == KeyEvent.VK_UP) {
bU = false;
}
locateDirection();
}

}




package com.diaodiao;

import java.awt.Color;
import java.awt.Graphics;

public class Missile { //子弹类

public static final int XSPEED = 10; //每一次移动的位移量X
public static final int YSPEED = 10; //每一次移动的位移量Y

private int x,y; //子弹坐标
Tank.Direction dir; //子弹飞行的方向

public Missile(int x, int y, Tank.Direction dir) {
this.x = x;
this.y = y;
this.dir = dir;
}

public void draw(Graphics g) {
Color c = g.getColor();
g.setColor(Color.BLACK);
g.fillOval(x, y, 10, 10);
g.setColor(c);

move();
}

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;
}

}

}

内容概要:本文档主要展示了C语言中关于字符串处理、指针操作以及动态内存分配的相关代码示例。首先介绍了如何实现键值对(“key=value”)字符串的解析,包括去除多余空格和根据键获取对应值的功能,并提供了相应的测试用例。接着演示了从给定字符串中分离出奇偶位置字符的方法,并将结果分别存储到两个不同的缓冲区中。此外,还探讨了常量(const)修饰符在变量和指针中的应用规则,解释了不同类型指针的区别及其使用场景。最后,详细讲解了如何动态分配二维字符数组,并实现了对这类数组的排序与释放操作。 适合人群:具有C语言基础的程序员或计算机科学相关专业的学生,尤其是那些希望深入理解字符串处理、指针操作以及动态内存管理机制的学习者。 使用场景及目标:①掌握如何高效地解析键值对字符串并去除其中的空白字符;②学会编写能够正确处理奇偶索引字符的函数;③理解const修饰符的作用范围及其对程序逻辑的影响;④熟悉动态分配二维字符数组的技术,并能对其进行有效的排序和清理。 阅读建议:由于本资源涉及较多底层概念和技术细节,建议读者先复习C语言基础知识,特别是指针和内存管理部分。在学习过程中,可以尝试动手编写类似的代码片段,以便更好地理解和掌握文中所介绍的各种技巧。同时,注意观察代码注释,它们对于理解复杂逻辑非常有帮助。
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