今天总算是把坦克大战做出来了不过还觉得有点不如意的地方比如说每次坦克出来的位置都是固定的,还有代码写的还是不够健壮,坦克上没有把机器人就是计算机控制的那部分给做完善,其中可能会涉及到一个人工智能的问题,本人水平有限还未尝试过还得请高手多多指教,最后还会有后续版本是图片版的这样可以美观一点。接下去要做的就是加入一些网络的特性呵呵其实要改进的地方还是真的不少的,现在把J2SE的代码如下;
Blood类主要就是那个飘来飘去的血块,吃了会涨血:
import java.awt.Color; import java.awt.Graphics; import java.awt.Rectangle; public class Blood { int x,y,w,h; TankClient tcClient; private boolean live=true; public void setLive(boolean live) { this.live = live; } public boolean isLive() { return live; } private int[][] pos={ {350,300},{360,300},{375,275},{400,200},{360,270},{365,290},{340,280} }; private int step; public Blood(int i){ x=pos[0][0]; y=pos[0][1]; w=h=15; } public void Blood1(int i) { // TODO Auto-generated constructor stub } public void draw(Graphics g){ if(!live)return; Color c=g.getColor(); g.setColor(Color.MAGENTA); g.fillRect(x, y, w, h); g.setColor(c); move(); } private void move(){ step ++; if(step==pos.length){ step=0; } x=pos[step][0]; y=pos[step][0]; } public Rectangle getRect(){ return new Rectangle(x,y,w,h); } }
EXPlode;(子弹爆炸时候的火焰类)
mport java.awt.*; public class Explode { int x, y; private boolean live = true; private TankClient tc ; int[] diameter = {4, 7, 12, 18, 26, 32, 49, 30, 14, 6}; int step = 0; public Explode(int x, int y, TankClient tc) { this.x = x; this.y = y; this.tc = tc; } public void draw(Graphics g) { if(!live) { tc.explodes.remove(this); return; } if(step == diameter.length) { live = false; step = 0; return; } Color c = g.getColor(); g.setColor(Color.ORANGE); g.fillOval(x, y, diameter[step], diameter[step]); g.setColor(c); step ++; } }
Missile(子弹类)
import java.awt.*; import java.util.List; 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; private boolean good; private boolean live = true; 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, boolean good, Tank.Direction dir, TankClient tc) { this(x, y, dir); this.good = good; this.tc = tc; } public void draw(Graphics g) { if(!live) { tc.missiles.remove(this); return; } 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; case STOP: break; } if(x < 0 || y < 0 || x > TankClient.GAME_WIDTH || y > TankClient.GAME_HEIGHT) { live = false; } } public boolean isLive() { return live; } public Rectangle getRect() { return new Rectangle(x, y, WIDTH, HEIGHT); } public boolean hitTank(Tank t) { if(this.live && this.getRect().intersects(t.getRect()) && t.isLive() && this.good != t.isGood()) { if(t.isGood()) { t.setLife(t.getLife()-20); if(t.getLife() <= 0) t.setLive(false); } else { t.setLive(false); } this.live = false; Explode e = new Explode(x, y, tc); tc.explodes.add(e); return true; } return false; } public boolean hitTanks(List<Tank> tanks) { for(int i=0; i<tanks.size(); i++) { if(hitTank(tanks.get(i))) { return true; } } return false; } public boolean hitWall(Wall w) { if(this.live && this.getRect().intersects(w.getRect())) { this.live = false; return true; } return false; } }
tank类
import java.awt.*; import java.awt.event.*; import java.util.*; public class Tank { public static final int XSPEED = 5; public static final int YSPEED = 5; public static final int WIDTH = 30; public static final int HEIGHT = 30; private boolean live = true; private BloodBar bb = new BloodBar(); private int life = 100; TankClient tc; private boolean good; private int x, y; private int oldX, oldY; private static Random r = new Random(); 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; private Direction ptDir = Direction.D; private int step = r.nextInt(12) + 3; public Tank(int x, int y, boolean good) { this.x = x; this.y = y; this.oldX = x; this.oldY = y; this.good = good; } public Tank(int x, int y, boolean good, Direction dir, TankClient tc) { this(x, y, good); this.dir = dir; this.tc = tc; } public void draw(Graphics g) { if(!live) { if(!good) { tc.tanks.remove(this); } return; } Color c = g.getColor(); if(good) g.setColor(Color.RED); else g.setColor(Color.BLUE); g.fillOval(x, y, WIDTH, HEIGHT); g.setColor(c); if(good) bb.draw(g); 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(); } void move() { this.oldX = x; this.oldY = y; 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(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.HEIGHT > TankClient.GAME_HEIGHT) y = TankClient.GAME_HEIGHT - Tank.HEIGHT; if(!good) { Direction[] dirs = Direction.values(); if(step == 0) { step = r.nextInt(12) + 3; int rn = r.nextInt(dirs.length); dir = dirs[rn]; } step --; if(r.nextInt(40) > 38) this.fire(); } } private void stay() { x = oldX; y = oldY; } public void keyPressed(KeyEvent e) { int key = e.getKeyCode(); switch(key) { case KeyEvent.VK_F2: if(!this.live){ this.live=true; this.life=100; } break; 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; } locateDirection(); } 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; } public void keyReleased(KeyEvent e) { int key = e.getKeyCode(); switch(key) { case KeyEvent.VK_CONTROL: 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; case KeyEvent.VK_A : superFire(); break; } locateDirection(); } 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; } public Missile fire(Direction dir) { 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, dir, this.tc); tc.missiles.add(m); return m; } public Rectangle getRect() { return new Rectangle(x, y, WIDTH, HEIGHT); } public boolean isLive() { return live; } public void setLive(boolean live) { this.live = live; } public boolean isGood() { return good; } public boolean collidesWithWall(Wall w) { if(this.live && this.getRect().intersects(w.getRect())) { this.stay(); return true; } return false; } public boolean collidesWithTanks(java.util.List<Tank> tanks) { for(int i=0; i<tanks.size(); i++) { Tank t = tanks.get(i); if(this != t) { if(this.live && t.isLive() && this.getRect().intersects(t.getRect())) { this.stay(); t.stay(); return true; } } } return false; } private void superFire() { Direction[] dirs = Direction.values(); for(int i=0; i<8; i++) { fire(dirs[i]); } } public int getLife() { return life; } public void setLife(int life) { this.life = life; } private class BloodBar { public void draw(Graphics g) { Color c = g.getColor(); g.setColor(Color.RED); g.drawRect(x, y-10, WIDTH, 10); int w = WIDTH * life/100 ; g.fillRect(x, y-10, w, 10); g.setColor(c); } } public boolean eat (Blood b){ if(this.live && b.isLive() &&this.getRect().intersects(b.getRect())) { this.life=100; b.setLive(false); return true; } return false; } }
TankClient(tank客户端)
import java.awt.*; import java.awt.event.*; import java.util.List; 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, true, Tank.Direction.STOP, this); Wall w1 = new Wall(100, 200, 20, 150, this), w2 = new Wall(300, 100, 300, 20, this); List<Explode> explodes = new ArrayList<Explode>(); List<Missile> missiles = new ArrayList<Missile>(); List<Tank> tanks = new ArrayList<Tank>(); Image offScreenImage = null; Blood b=new Blood(0); public void paint(Graphics g) { g.drawString("missiles count:" + missiles.size(), 10, 50); g.drawString("explodes count:" + explodes.size(), 10, 70); g.drawString("tanks count:" + tanks.size(), 10, 90); g.drawString("tanks life:" + myTank.getLife(), 10, 110); if(tanks.size()<=0){ for(int i=0; i<7; i++) { tanks.add(new Tank(50 + 40*(i+1), 50, false, Tank.Direction.D, this)); } } 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.draw(g); //if(!m.isLive()) missiles.remove(m); //else m.draw(g); } for(int i=0; i<explodes.size(); i++) { Explode e = explodes.get(i); e.draw(g); } for(int i=0; i<tanks.size(); i++) { Tank t = tanks.get(i); t.collidesWithWall(w1); t.collidesWithWall(w2); t.collidesWithTanks(tanks); t.draw(g); } myTank.draw(g); myTank.eat(b); w1.draw(g); w2.draw(g); b.draw(g); } 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.GREEN); gOffScreen.fillRect(0, 0, GAME_WIDTH, GAME_HEIGHT); gOffScreen.setColor(c); paint(gOffScreen); g.drawImage(offScreenImage, 0, 0, null); } public void lauchFrame() { for(int i=0; i<10; i++) { tanks.add(new Tank(50 + 40*(i+1), 50, false, Tank.Direction.D, this)); } //this.setLocation(400, 300); 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.GREEN); this.addKeyListener(new KeyMonitor()); setVisible(true); new Thread(new PaintThread()).start(); } public static void main(String[] args) { TankClient tc = new TankClient(); tc.lauchFrame(); } private class PaintThread implements Runnable { public void run() { while(true) { repaint(); try { Thread.sleep(50); } catch (InterruptedException e) { e.printStackTrace(); } } } } private class KeyMonitor extends KeyAdapter { public void keyReleased(KeyEvent e) { myTank.keyReleased(e); } public void keyPressed(KeyEvent e) { myTank.keyPressed(e); } } }import java.awt.*; public class Wall { int x, y, w, h; TankClient tc ; 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; } public void draw(Graphics g) { g.fillRect(x, y, w, h); } public Rectangle getRect() { return new Rectangle(x, y, w, h); } }
Wall(qiang)