Java坦克大战 (四) 之子弹的产生
本文来自:小易博客专栏。转载请注明出处:http://blog.csdn.net/oldinaction
在此小易将坦克大战这个项目分为几个版本,以此对J2SE的知识进行回顾和总结,希望这样也能给刚学完J2SE的小伙伴们一点启示!
坦克大战V0.4实现功能:
1、写一个Missile类,产生一个可运动的子弹
2、让子弹可以通过按键控制发射,并且从坦克中心发射出来
3、使坦克停下来仍然能发子弹。为坦克添加炮筒,炮筒的方向会随着坦克运动方向而改变
4、能打出多发炮弹
5、解决炮弹不消亡的问题,解决坦克出界的问题
注意事项:
1、java.awt和java.util包中都有个List,所以当着两个包都使用了是,就要明确指定。
2、当写好了Missile类后,要在TankCilent中先new出来再将它画出来
3、根据“坦克打出一发子弹”这句话,来确定Tank中的方法fire,其返回值为Missle
4、让子弹可以通过按键控制发射,并且从坦克中心发射出来,如下图:
所以:
子弹中心点x坐标: x2 = x1 + w1/2 - w2/2;
子弹中心点y坐标: y2 = y1 + h1/2 - h2/2;
5、为了解决坦克停下也能打出炮弹的问题—画出炮筒,Tank类增加新的属性ptDir,炮筒的方向
6、解决炮弹不消亡的问题,步骤:加入控制炮弹生死的量bLive(Missle),当炮弹已经死去就不需要对其重画,当炮弹飞出边界就死亡,当炮弹死亡就从容器中去除。解决坦克出界的问题同样如此
7、打出多发炮弹,步骤:使用容器装炮弹,每当抬起某键就往容器中加入新的炮弹,逐一画出每一发炮弹
坦克大战V0.4源代码:
TankCilent类:
import java.awt.*; import java.awt.event.*; import java.util.List; //java.awt包中也有个List,所以此处要导包明确 import java.util.ArrayList; public class TankClient extends Frame { public static final int GAME_WIDTH = 800; public static final int GAME_HEIGHT = 600; Tank myTank = new Tank(50, 50 ,this); List<Missile> missiles = new ArrayList<Missile>(); //定义一个集合来装子弹 Image offScreenImage = null; //定义一个屏幕后的虚拟图片 @Override public void paint(Graphics g) { myTank.drawTank(g); for (int i = 0; i < missiles.size(); i++) { //遍历集合,把其中的子弹画出来 Missile m = missiles.get(i); m.drawMissile(g); } g.drawString("Missile Count: " + missiles.size(), 10, 50); //用来记录missiles中子弹的个数 } //利用双缓冲消除圆圈移动时屏幕的闪动 @Override public void update(Graphics g) { if (offScreenImage == null) { offScreenImage = this.createImage(GAME_WIDTH, GAME_HEIGHT); //判断是为了避免每次重画时都给offScreenImage赋值 } Graphics gOffScreen = offScreenImage.getGraphics(); //定义虚拟图片上的画笔gOffScreen Color c = gOffScreen.getColor(); gOffScreen.setColor(Color.GREEN); gOffScreen.fillRect(0, 0, GAME_WIDTH, GAME_HEIGHT); //重画背景,如果没有这句则在屏幕上会保留圆圈的移动路径 gOffScreen.setColor(c); paint(gOffScreen); //把圆圈画到虚拟图片上 g.drawImage(offScreenImage, 0, 0, null); //再一次性把虚拟图片画到真实屏幕上,在真实屏幕上画则要用真实屏幕的画笔g } public void luanchFrame() { this.setLocation(400, 300); this.setSize(GAME_WIDTH, GAME_HEIGHT); this.setTitle("坦克大战 - By:小易 - QQ:381740148"); this.setResizable(false); //不允许改变窗口大小 this.addWindowListener(new WindowAdapter() { @Override public void windowClosing(WindowEvent e) { System.exit(0); } }); //添加关闭功能,此处使用匿名类比较合适 this.setBackground(Color.GREEN); this.addKeyListener(new KeyMonitor()); setVisible(true); new Thread(new PaintThread()).start(); //启动线程,实例化线程对象时不要忘了new Thread(Runnable对象); } public static void main(String[] args) { TankClient tc = new TankClient(); tc.luanchFrame(); } //PaintThread只为TankClient服务,所以写成内部类好些 public class PaintThread implements Runnable { public void run() { while (true) { repaint(); //repaint()是TankClient或者他的父类的方法,内部类可以访问外部包装类的成员,这也是内部类的好处 try { Thread.sleep(50); //每隔50毫秒重画一次 } catch (InterruptedException e) { e.printStackTrace(); } } } } public class KeyMonitor extends KeyAdapter { @Override public void keyReleased(KeyEvent e) { myTank.keyReleased(e); } @Override public void keyPressed(KeyEvent e) { myTank.keyPressed(e); } } }
Tank类:
import java.awt.*; import java.awt.event.*; public class Tank { public static final int XSPEED = 5; //定义常量X轴速度 public static final int YSPEED = 5; public static final int WIDTH = 30; public static final int HEIGHT = 30; TankClient tc; private int x , y; //定义变量画圆圈(坦克)时四边形左上点的x、y左边 private boolean bL = false, bU = false, bR = false, bD = false; //定义变量左上右下的按键是否被按下 enum Direction {L,LU,U,RU,R,RD,D,LD,STOP}; //定义枚举类型,值为左、左上、上、右上、右、右下、下、左下、停止 private Direction dir = Direction.STOP; //定义变量坦克的方向 private Direction ptDir = Direction.D; //定义变量坦克炮筒的方向,起初向下 public Tank(int x, int y) { this.x = x; this.y = y; } public Tank(int x, int y ,TankClient tc) { this(x,y); //相当于调用上面的构造方法 this.tc = tc; } public void drawTank(Graphics g) { Color c = g.getColor(); //取得g(以后称为画笔)的颜色 g.setColor(Color.RED); g.fillOval(x, y, WIDTH, HEIGHT); //"画圆",利用填充一个四边形(四边形的内切圆),参数分别代表:四边形左上点的坐标X,Y,宽度,高度 g.setColor(c); //用完画笔后把画笔默认的颜色(黑色)设置回去 //根据炮筒的方向,画直线代表炮筒 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; } move(); //每次按键都会重画,就会调用drawTank,在这里重画坦克的此时位置 } public void keyPressed(KeyEvent e) { int key = e.getKeyCode(); //得到按键的虚拟码,再和下面的KeyEvent.VK_LEFT等虚拟码比较看是否是某按键 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; } locateDraction(); if (dir != Direction.STOP) { ptDir = dir; } } public void keyReleased(KeyEvent e) { int key = e.getKeyCode(); switch (key) { case KeyEvent.VK_CONTROL: //按Ctrl就发射子弹调用fire方法 fire(); //只有松开Ctrl才能发出子弹 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; } locateDraction(); } //通过上右下的按键是否被按下判断坦克要运动的方向 void locateDraction() { 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 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; } //防止坦克出界 if (x < 0) x = 0; if (y < 25) y = 25; //考虑了标题栏的高度 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; } //坦克开火,就new一个子弹出来 private Missile fire() { int x = this.x + Tank.WIDTH/2 - Missile.WIDTH/2; //让子弹从坦克中心打出 int y = this.y + Tank.HEIGHT/2 - Missile.HEIGHT/2; Missile m = new Missile(x, y, ptDir , this.tc); tc.missiles.add(m); //每new一个Missile对象就把他装到集合中 return m; //返回的m,其他地方可调用可不调用 } }
Missile类:
import java.awt.*; public class Missile { public static final int XSPEED = 10; public static final int YSPEED = 10; public static final int WIDTH = 10; public static final int HEIGHT = 10; int x, y; Tank.Direction dir; boolean live = true; //定义一个判断子弹是否出界的变量 private TankClient tc; public Missile(int x, int y, Tank.Direction dir) { this.x = x; this.y = y; this.dir = dir; } public Missile(int x, int y, Tank.Direction dir, TankClient tc) { this(x, y, dir); this.tc = tc; } public void drawMissile(Graphics g) { Color c = g.getColor(); g.setColor(Color.BLACK); g.fillOval(x, y, WIDTH, HEIGHT); 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; } if (x < 0 || y < 0 || x > tc.GAME_WIDTH || y > tc.GAME_HEIGHT) { live = false; tc.missiles.remove(this); } } public boolean isLive() { return live; } }
知识点回顾:
1、泛型的使用:数据类型的限定,此处数据类型指封装数据类型和类
2、MyEclipse生成get和set方法:光标处于该变量名上 - 单击右键 - Source - Generate Getters and Setters
3、生成成员变量的get和set方法的好处是可以再其他类中访问这个类的此成员变量