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



 

posted @ 2014-09-02 21:02  月壹墨  阅读(1331)  评论(0编辑  收藏  举报