坦克大战java版

吃了可以加血的血块类

import java.awt.*;

public class Blood {
    
    //血块移动的路径
    int[][] pos = {
            {450,250},{450,252},{450,254},{450,256},{450,258},{450,260},
            {450,310},{452,300},{454,300},{456,300},{458,300},{460,300}
    };
    
    int x,y,w,h;
    TankClient tc;
    int step = 0;
    private boolean live = true;
    
    /**
     * 判断血块是否存在
     * @return 返回真存在 假则不存在
     */
    public boolean isLive() {
        return live;
    }
    
    /**
     * 设置血块是否存在
     * @param live 真则存在 假则不存在
     */
    public void setLive(boolean live) {
        this.live = live;
    }
    
    /**
     * 构造方法
     * @param tc TankClient的引用
     */
    public Blood(TankClient tc) {
        this.w = 15;
        this.h = 15;
        this.x = pos[0][0];
        this.y = pos[0][1];
        this.tc = tc;
    }
    
    /**
     * 根据血块的位置画出血块
     * @param g 画笔
     */
    public void draw(Graphics g){
        if(!live) return;
        Color c = g.getColor();
        g.setColor(Color.darkGray);
        g.fillRect(x, y, w, h);
        g.setColor(c);
        move();
    }
    
    /**
     * 改变血块的位置
     */
    public void move(){
        if(step == pos.length) step = 0;
        x = pos[step][0];
        y = pos[step][1];
        step++;
    }
    
    /**
     * 获得血块外围的矩形 检测碰撞使用
     * @return Rectangle 矩形
     */
    public Rectangle getRect(){
        return new Rectangle(x,y,w,h);
    }
    
}

方向枚举

/**
 * 定义方向的一个类
 */
public enum Direction {
    L, LU, U, RU, R, RD, D, LD, STOP
}

负责爆炸绘图的类

import java.awt.*;
/**
 * 爆炸的类
 *
 */
public class Explode {
    private int x,y;
    private boolean live = true;
    TankClient tc;
    private int step = 0;
    
    private static Toolkit tk = Toolkit.getDefaultToolkit();
    private static Image[] images = {
        tk.getImage(Explode.class.getClassLoader().getResource("images/0.gif")),
        tk.getImage(Explode.class.getClassLoader().getResource("images/1.gif")),
        tk.getImage(Explode.class.getClassLoader().getResource("images/2.gif")),
        tk.getImage(Explode.class.getClassLoader().getResource("images/3.gif")),
        tk.getImage(Explode.class.getClassLoader().getResource("images/4.gif")),
        tk.getImage(Explode.class.getClassLoader().getResource("images/5.gif")),
        tk.getImage(Explode.class.getClassLoader().getResource("images/6.gif")),
        tk.getImage(Explode.class.getClassLoader().getResource("images/7.gif")),
        tk.getImage(Explode.class.getClassLoader().getResource("images/8.gif")),
        tk.getImage(Explode.class.getClassLoader().getResource("images/9.gif")),
        tk.getImage(Explode.class.getClassLoader().getResource("images/10.gif"))        
    };
    
    private boolean loaded = false;
    
    /**
     * 构造方法
     * @param x 爆炸的x坐标
     * @param y 爆炸的y坐标
     * @param tc TankClient的引用
     */
    public Explode(int x,int y,TankClient tc){
        this.x = x;
        this.y = y;
        this.tc = tc;
    }
    
    /**
     * 画出爆炸
     * @param g 画笔
     */
    public void draw(Graphics g){
        
        if(!loaded) {
            for (int i = 0; i < images.length; i++) {
                g.drawImage(images[i], -100, -100, null);
            }            
            loaded = true;
        }
        
        if(!live) {
            tc.explodes.remove(this);
            return;
        }
        if(step == images.length){
            live = false;
            step = 0;
            return;
        }
        g.drawImage(images[step], x, y, null);
        
        step++;
     }
    
}

子弹类

import java.awt.*;
import java.util.HashMap;
import java.util.List;
import java.util.Map;

public class Missile {
    /**
     * 子弹x方向上的速度
     */
    public static final int XSPEED = 20;
    /**
     * 子弹y方向上的速度
     */
    public static final int YSPEED = 20;
    
    /**
     * 子弹的宽度
     */
    public static final int WIDTH = 10;
    /**
     * 子弹的高度
     */
    public static final int HEIGHT = 10;
    /**
     * 敌方子弹的攻击力
     */
    public static final int ATK = 20;
    
    int x, y;
    Direction dir;
    
    private TankClient tc;
    
    private boolean live = true;
    
    private boolean good;
    
    private static Toolkit tk = Toolkit.getDefaultToolkit();
    private static Image[] images = null;
    private static Map<String, Image> imgs = new HashMap<String, Image>();
    
    static{
        images = new Image[]{
                tk.getImage(Tank.class.getClassLoader().getResource("images/missileL.gif")),
                tk.getImage(Tank.class.getClassLoader().getResource("images/missileLU.gif")),
                tk.getImage(Tank.class.getClassLoader().getResource("images/missileU.gif")),
                tk.getImage(Tank.class.getClassLoader().getResource("images/missileRU.gif")),
                tk.getImage(Tank.class.getClassLoader().getResource("images/missileR.gif")),
                tk.getImage(Tank.class.getClassLoader().getResource("images/missileRD.gif")),
                tk.getImage(Tank.class.getClassLoader().getResource("images/missileD.gif")),
                tk.getImage(Tank.class.getClassLoader().getResource("images/missileLD.gif"))
        };
        imgs.put("L", images[0]);
        imgs.put("LU",images[1]);
        imgs.put("U", images[2]);
        imgs.put("RU",images[3]);
        imgs.put("R", images[4]);
        imgs.put("RD",images[5]);
        imgs.put("D", images[6]);
        imgs.put("LD",images[7]);
    }
    
    /**
     * 判断子弹是否存在
     * @return 返回真则存在 假则不存在
     */
    public boolean isLive() {
        return live;
    }


    /**
     * 构造方法
     * @param x 子弹的x坐标
     * @param y 子弹的y坐标
     * @param dir 子弹的方向
     */
    public Missile(int x, int y, Direction dir) {
        this.x = x;
        this.y = y;
        this.dir = dir;
    }
    
    /**
     * 构造方法
     * @param x 子弹的x坐标
     * @param y 子弹的y坐标
     * @param good 子弹的阵营(是哪个阵营的坦克打出来的)
     * @param direction 方向
     * @param tc TankClient的引用
     */
    public Missile(int x,int y,boolean good,Direction direction ,TankClient tc){
        this(x, y, direction);
        this.tc = tc;
        this.good =good;
    }
    
    /**
     * 根据子弹的位置画出子弹
     * @param g
     */
    public void draw(Graphics g) {
        if(!live){ 
            tc.missiles.remove(this);
            return; 
        }
        
        switch(dir) {
        case L:
            g.drawImage(imgs.get("L"), x, y, null);
            break;
        case LU:
            g.drawImage(imgs.get("LU"), x, y, null);
            break;
        case U:
            g.drawImage(imgs.get("U"), x, y, null);
            break;
        case RU:
            g.drawImage(imgs.get("RU"), x, y, null);
            break;
        case R:
            g.drawImage(imgs.get("R"), x, y, null);
            break;
        case RD:
            g.drawImage(imgs.get("RD"), x, y, null);
            break;
        case D:
            g.drawImage(imgs.get("D"), x, y, null);
            break;
        case LD:
            g.drawImage(imgs.get("LD"), x, y, null);
            break;
        }
        
        move();
    }

    /**
     * 改变子弹当前的位置    
     */
    public 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;
        }
        if( x<0 || y<0 || x > TankClient.GAME_WIDTH || y > TankClient.GAME_HEIGHT){
            live = false;
        }
        
    }
    
    /**
     * 获得子弹外围的矩形,用来检测碰撞
     * @return Rectangle 矩形
     */
    public Rectangle getRec(){
        return new Rectangle(x,y,WIDTH,HEIGHT);
    }
    
    /**
     * 检测是否撞上了坦克
     * @param t 坦克
     * @return 返回真则击中坦克 假则没有击中坦克
     */
    public boolean hitTank(Tank t){
        if(this.live && this.getRec().intersects(t.getRec()) && t.isLive() && this.good != t.isGood()){
            if(t.isGood()){
                t.setLife(t.getLife() - ATK);
                if(t.getLife() <= 0) t.setLive(false);
            }else{
                t.setLive(false);
            }
            this.live = false;
            Explode e = new Explode(x, y, this.tc);
            tc.explodes.add(e);
            return true;
        }
        return false;
    }
    
    /**
     * 检测是否和其他坦克相撞
     * @param tanks 储存所有坦克的顺序表
     * @return 返回真则撞上 假则没有与任何坦克相撞
     */
    public boolean hitTanks(List<Tank> tanks){
        for(int i = 0;i<tanks.size();i++){
            if(hitTank(tanks.get(i))){
                return true;
            }
        }
        return false;
    }
    
    /**
     * 检测是否撞墙
     * @param w 墙
     * @return 返回真则撞墙 假则没有撞墙
     */
    public boolean hitWall(Wall w){
        if(live && this.getRec().intersects(w.getRect())){
            this.live = false;
            return true;
        }
        return false;
    }
    
    /**
     * 检测子弹是否撞上了子弹
     * @param missiles 所有的子弹
     * @return 为真则撞上 假则没有撞上
     */
    public boolean hitMissiles(java.util.List<Missile> missiles){
        for(int i = 0 ; i<missiles.size();i++){
            Missile m = missiles.get(i);
            if(m.good && good) return false;
            if(!m.good && !good) return false;
            else if(m != this ){
                if(live && m.isLive() &&this.getRec().intersects(m.getRec())){
                    live = false;
                    m.live = false;
                    return true;
                }
            }
        }
        return false;
    }
}

坦克类

import java.awt.*;
import java.awt.event.*;
import java.util.Random;
import java.util.List;
import java.awt.Toolkit;
import java.util.*;

public class Tank {
    /**
     * 坦克x方向上的速度
     */
    public static final int XSPEED = 5;
    /**
     * 坦克y方向上的速度
     */
    public static final int YSPEED = 5;
    /**
     * 坦克的宽度
     */
    public static final int WIDTH = 30;
    /**
     * 坦克的高度
     */
    public static final int HEIGHT = 30;
    
    /**
     * 难度
     */
    public static final int HARD = 15;
    
    TankClient tc;
    
    private static Random rn = new Random();
    
    private boolean good ;
    
    private static Toolkit tk = Toolkit.getDefaultToolkit();
    private static Image[] images = null;
    private static Map<String, Image> imgs = new HashMap<String, Image>();
    static{
        images = new Image[]{
                tk.getImage(Tank.class.getClassLoader().getResource("images/tankL.gif")),
                tk.getImage(Tank.class.getClassLoader().getResource("images/tankLU.gif")),
                tk.getImage(Tank.class.getClassLoader().getResource("images/tankU.gif")),
                tk.getImage(Tank.class.getClassLoader().getResource("images/tankRU.gif")),
                tk.getImage(Tank.class.getClassLoader().getResource("images/tankR.gif")),
                tk.getImage(Tank.class.getClassLoader().getResource("images/tankRD.gif")),
                tk.getImage(Tank.class.getClassLoader().getResource("images/tankD.gif")),
                tk.getImage(Tank.class.getClassLoader().getResource("images/tankLD.gif"))    
        };
        imgs.put("L", images[0]);
        imgs.put("LU",images[1]);
        imgs.put("U", images[2]);
        imgs.put("RU",images[3]);
        imgs.put("R", images[4]);
        imgs.put("RD",images[5]);
        imgs.put("D", images[6]);
        imgs.put("LD",images[7]);
    }
    
    /**
     * 用来判断坦克的阵营
     * @return good 为真则为友方 为假则为敌方
     */
    public boolean isGood() {
        return good;
    }

    private boolean live = true;
    
    private int step = rn.nextInt(12)+3;
    
    private int life = 100;
    
    //坦克头上的血条
    private BloodBar bb = new BloodBar();
    
    /**
     * 获得当前坦克的生命值
     * @return life 
     */
    public int getLife() {
        return life;
    }
    /**
     * 设置坦克的生命值
     * @param life
     */
    public void setLife(int life) {
        this.life = life;
    }
    
    /**
     * 判断坦克是否活着
     * @return 返回真 则活着 假 则死亡
     */
    public boolean isLive() {
        return live;
    }

    /**
     * 设置坦克的生死  true为生  false为死
     * @param live
     */
    public void setLive(boolean live) {
        this.live = live;
    }
    //当前坦克的位置
    private int x, y;
    //坦克前一次的位置
    private int oldX,oldY;
    
    private boolean bL=false, bU=false, bR=false, bD = false;
    
    private Direction dir = Direction.STOP;
    private Direction ptDir = Direction.D;
    
    
    
    /**
     * 构造函数
     * @param x 坦克的x坐标
     * @param y 坦克的y坐标
     * @param good 坦克的阵营(好坏)true为友方  false为敌方
     */
    public Tank(int x, int y,boolean good) {
        this.x = x;
        this.y = y;
        this.oldX = x;
        this.oldY = y;
        this.good = good;
    }
    
    /**
     * 构造函数
     * @param x 坦克的x坐标
     * @param y 坦克的y坐标
     * @param good 坦克的阵营(好坏)true为友方  false为敌方
     * @param dir 坦克初始化时的方向
     * @param tc TankClient类的一个引用
     */
    public Tank(int x, int y, boolean good,Direction dir, TankClient tc) {
        this(x, y, good);
        this.tc = tc;
        this.dir = dir;
    }
    
    /**
     * 根据坦克的位置状态画出此坦克
     * @param g 画笔
     */
    public void draw(Graphics g) {
        if(!isLive()) {
            if(!good) tc.tanks.remove(this);
            return;
        }
        //画血条
        if(good) bb.draw(g);
        
        switch(ptDir) {
        case L:
            g.drawImage(imgs.get("L"), x, y, null);
            break;
        case LU:
            g.drawImage(imgs.get("LU"), x, y, null);
            break;
        case U:
            g.drawImage(imgs.get("U"), x, y, null);
            break;
        case RU:
            g.drawImage(imgs.get("RU"), x, y, null);
            break;
        case R:
            g.drawImage(imgs.get("R"), x, y, null);
            break;
        case RD:
            g.drawImage(imgs.get("RD"), x, y, null);
            break;
        case D:
            g.drawImage(imgs.get("D"), x, y, null);
            break;
        case LD:
            g.drawImage(imgs.get("LD"), x, y, null);
            break;
        }
        //记录前一步的位置
        oldX = x;
        oldY = y;
        move();
        if(x<0) x = 0;
        if(y<30) y = 30;
        if(x+Tank.WIDTH > TankClient.GAME_WIDTH) x = TankClient.GAME_WIDTH-Tank.WIDTH;
        if(y+Tank.WIDTH > TankClient.GAME_HEIGHT) y = TankClient.GAME_HEIGHT-Tank.HEIGHT;
    }
    
    /**
     * 坦克向前移动一步
     */
    public 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;
        }
        
        if(this.dir != Direction.STOP) {
            this.ptDir = this.dir;
        }
        
        if(!good){
            if(step == 0){
                step = rn.nextInt(12)+3;
                Direction[] dirs = Direction.values();
                int i = rn.nextInt(dirs.length);
                this.dir = dirs[i];
            }
            step--;
            if(rn.nextInt(40)>HARD) this.fire();
        }
    }
    
    /**
     * 键盘按下的响应方法
     * @param e 键盘事件
     */
    public void keyPressed(KeyEvent e) {
        int key = e.getKeyCode();
        switch(key) {
        case KeyEvent.VK_LEFT :
            bL = true;
            break;
        case KeyEvent.VK_1:
            if(tc.myTank.getLife() == 0){
                tc.myTank = new Tank(600, 600,true,Direction.STOP, tc);
            }
            break;
        case KeyEvent.VK_UP :
            bU = true;
            break;
        case KeyEvent.VK_RIGHT :
            bR = true;
            break;
        case KeyEvent.VK_DOWN :
            bD = true;
            break;
        /*case KeyEvent.VK_A:
            superFire();
            break;*/
        }
        locateDirection();
    }
    
    /**
     * 确定并设置坦克的移动方向
     */
    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;
    }
    
    /**
     * 键盘松开的响应方法
     * @param e 键盘事件
     */
    public void keyReleased(KeyEvent e) {
        int key = e.getKeyCode();
        switch(key) {
        case KeyEvent.VK_SPACE:
            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;
        }
        locateDirection();        
    }
    
    /**
     * 沿着坦克的正方向发出一发炮弹
     * @return Missile 返回炮弹的引用
     */
    public Missile fire() {
        if(!live) return null;
        int x = this.x + Tank.WIDTH/2 - Missile.WIDTH/2;
        int y = this.y + Tank.HEIGHT/2 - Missile.HEIGHT/2;
        Missile m = new Missile(x, y, good, ptDir,this.tc);
        tc.missiles.add(m);
        return m;
    }
    
    /**
     * 设置一个方向 坦克开火 发射一枚炮弹
     * @param dirsp 方向
     * @return Missile 返回炮弹的引用
     */
    public Missile fire(Direction dirsp) {
        if(!live) return null;
        int x = this.x + Tank.WIDTH/2 - Missile.WIDTH/2;
        int y = this.y + Tank.HEIGHT/2 - Missile.HEIGHT/2;
        Missile m = new Missile(x, y, good, dirsp,this.tc);
        tc.missiles.add(m);
        return m;
    }
    
    /**
     * 获取当前坦克的矩形
     * @return Rectangle 矩形的引用
     */
    public Rectangle getRec(){
        return new Rectangle(x,y,WIDTH,HEIGHT);
    }
    
    //回到前一次的位置
    private void stay(){
        x = oldX;
        y = oldY;
    }
    
    /**
     * 是否撞上了墙
     * @param w 被撞的墙
     * @return 返回真则撞上  假则没有撞上
     */
    public boolean hitWall(Wall w){
        if(live && this.getRec().intersects(w.getRect())){
            stay();
            return true;
        }
        return false;
    }
    
    /**
     * 检测是否撞上了其他坦克
     * @param tanks 储存其他坦克的顺序表
     * @return 返回真则撞上  假则没有撞上
     */
    public boolean hitTank(List<Tank> tanks){
        for(int i = 0 ; i<tanks.size();i++){
            if(tanks.get(i) != this){
                if(live && tanks.get(i).isLive() &&this.getRec().intersects(tanks.get(i).getRec())){
                    stay();
                    return true;
                }
            }
        }
        return false;
    }
    
    /**
     * 向八个方向发射一枚炮弹
     */
    public void superFire(){
        Direction[] dirs = Direction.values();
        for(int i = 0 ; i< 8 ;i++){
            fire(dirs[i]);
        }
    }
    
    //画一个血条
    private class BloodBar{
        public void draw(Graphics g){
            Color c = g.getColor();
            g.setColor(Color.RED);
            g.drawRect(x, y-5, WIDTH, 5);
            int w = WIDTH * life/100;
            g.fillRect(x, y-5, w, 5);
            g.setColor(c);
         }
    }
    
    /**
     * 吃血块 瞬间回满血量
     * @param b 要吃的血块
     * @return 返回真则吃到 假则没有吃到
     */
    public boolean eatBlood(Blood b){
        if(live && b.isLive() && this.getRec().intersects(b.getRect())){
            b.setLive(false);
            this.life = 100;
            return true;
        }
        return false;
    }
}

主界面

import java.awt.*;
import java.awt.event.*;
import java.util.List;
import java.util.ArrayList;
import java.util.Random;

public class TankClient extends Frame {
    /**
     * 游戏面板的宽度
     */
    public static final int GAME_WIDTH = 800;
    /**
     * 游戏面板的高度
     */
    public static final int GAME_HEIGHT = 600;
    
    //构建一个我方坦克
    Tank myTank = new Tank(600, 600,true,Direction.STOP, this);
    //构建一堵墙
    Wall w1 = new Wall(100, 300, 300, 20, this);
    //构建第二堵墙
    Wall w2 = new Wall(200, 400, 20, 300, this);
    //构建储存敌方坦克的顺序表
    List<Tank> tanks = new ArrayList<Tank>();
    //构建储存爆炸的顺序表
    List<Explode> explodes = new ArrayList<Explode>();
    //构建保存子弹的顺序表
    List<Missile> missiles = new ArrayList<Missile>();
    //构建一个加血的血块
    Blood blood = new Blood(this);
    //构建一个虚拟图像,作缓冲
    Image offScreenImage = null;
    /**
     * 画出游戏窗体及之上的物体
     */
    public void paint(Graphics g) {
        /**
         * 显示子弹,爆炸,坦克的数目及坦克的血量
         */
        g.drawString("missiles count:" + missiles.size(), 10, 50);
        g.drawString("explors  count:" + explodes.size(), 10, 70);
        g.drawString("tanks    count:" + tanks.size(), 10, 90);
        g.drawString("mytank    life:" + myTank.getLife(), 10, 110);
        
        
        //挨个的将子弹画出来
        for(int i=0; i<missiles.size(); i++) {
            Missile m = missiles.get(i);
            m.hitTanks(tanks);
            m.hitTank(myTank);
            m.hitWall(w1);
            m.hitWall(w2);
            m.hitMissiles(missiles);
            m.draw(g);
        }
        
        //重新构建出6个地方坦克
        if(tanks.size() == 0){
            for(int i=0;i<6;i++){
                Tank t = new Tank(50+(i+1)*50,50,false,Direction.D,this);
                tanks.add(t);
            }
        }
        
        //挨个的画出爆炸
        for(int i=0;i<explodes.size();i++){
            Explode e = explodes.get(i);
            e.draw(g);
        }
        
        //挨个的画出敌方坦克
        for(int i=0 ; i<tanks.size();i++){
            Tank t = tanks.get(i);
            t.hitWall(w1);
            t.hitWall(w2);
            t.hitTank(tanks);
            t.draw(g);
        }
        
        //画出我方坦克
        myTank.draw(g);
        
        /**
         *画出两堵墙 
         */
        w1.draw(g);
        w2.draw(g);
        
        myTank.eatBlood(blood);
        blood.draw(g);
    }
    
    /**
     * 更新当前的窗口
     */
    public void update(Graphics g) {
        if(offScreenImage == null) {
            offScreenImage = this.createImage(GAME_WIDTH, GAME_HEIGHT);
        }
        Graphics gOffScreen = offScreenImage.getGraphics();
        Color c = gOffScreen.getColor();
        gOffScreen.setColor(Color.BLACK);
        gOffScreen.fillRect(0, 0, GAME_WIDTH, GAME_HEIGHT);
        gOffScreen.setColor(c);
        paint(gOffScreen);
        g.drawImage(offScreenImage, 0, 0, null);
    }
    
    /**
     * 创建游戏窗体
     */
    public void lauchFrame() {
        
        //游戏开始构建出10辆敌方坦克
        for(int i=0;i<10;i++){
            Tank t = new Tank(50+(i+1)*50,50,false,Direction.D,this);
            tanks.add(t);
        }
        
        /**
         * 设置窗口的属性
         * 增加消息监听
         */
        this.setSize(GAME_WIDTH, GAME_HEIGHT);
        this.setTitle("TankWar");
        this.addWindowListener(new WindowAdapter() {
            public void windowClosing(WindowEvent e) {
                System.exit(0);
            }
        });
        this.setResizable(false);
        this.setBackground(Color.BLACK);
        this.addKeyListener(new KeyMonitor());
        setVisible(true);
        
        //添加一个消息监听线程
        new Thread(new PaintThread()).start();
    }
    
    /**
     * 程序运行的主方法
     * @param args 
     */
    public static void main(String[] args) {
        TankClient tc = new TankClient();
        tc.lauchFrame();
    }
    
    /**
     * 私有的线程类
     * 用来控制床口的重画
     */
    private class PaintThread implements Runnable {

        public void run() {
            while(true) {
                repaint();
                try {
                    //设置窗口重画的时间间隔
                    Thread.sleep(50);
                } catch (InterruptedException e) {
                    e.printStackTrace();
                }
            }
        }
    }
    
    
    /**
     * 私有的监听类
     * 用来监听一些按键响应
     */
    private class KeyMonitor extends KeyAdapter {
        
        /**
         * 松开按键的响应函数
         */
        public void keyReleased(KeyEvent e) {
            myTank.keyReleased(e);
        }
        
        /**
         * 按下键盘的响应函数
         */
        public void keyPressed(KeyEvent e) {
            myTank.keyPressed(e);
        }
        
    }
}

墙的类

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

/**
 * 墙的类
 */
public class Wall {
    int x,y,w,h;
    TankClient tc;
    
    /**
     * 构造方法
     * @param x 墙的x坐标
     * @param y 墙的y坐标
     * @param w 墙的宽度
     * @param h 墙的高度
     * @param tc TankClient的引用
     */
    public Wall(int x, int y, int w, int h, TankClient tc) {
        this.x = x;
        this.y = y;
        this.w = w;
        this.h = h;
        this.tc = tc;
    }
    
    /**
     * 画出这堵墙
     * @param g 画笔
     */
    public void draw(Graphics g){
        Color color =g.getColor();
        g.setColor(Color.PINK);
        g.fillRect(x, y, w, h);
        g.setColor(color);
    }
    
    /**
     * 获取这堵墙的外围矩形 用来检测碰撞使用
     * @return Rectangle 矩形
     */
    public Rectangle getRect(){
        return new Rectangle(x,y,w,h);
    }
    
}

附带的图片 点击这里下载

posted @ 2014-02-24 11:26  梦醒心晴  Views(393)  Comments(0Edit  收藏  举报