kotlin实现坦克大战

kotlin实现坦克大战

      • 1.源码:https://gitee.com/zouchengxin/tank_game
      • 2.分析

1.源码:https://gitee.com/zouchengxin/tank_game

2.分析

  • GameStart.kt(程序入口):
    import javafx.application.Application
    
    fun main(args: Array<String>) {
        Application.launch(GameWindow::class.java,null)
    }
    
  • GameWindow.kt(游戏主逻辑):
import business.*
import enums.Direction
import javafx.scene.input.KeyCode
import javafx.scene.input.KeyEvent
import model.*
import model.Map
import org.itheima.kotlin.game.core.Window

class GameWindow :Window("坦克大战","img/logo.jpg",Config.gameWidth,Config.gameHeight){
   private var map=Map("map/1.map")
   private lateinit var tank:Tank
   private var isGameOver=false
   override fun onCreate() {
       tank= Tank(9,9)
       map.list.add(tank)
   }

   override fun onDisplay() {
       //println("list:${map.list.size}")
       map.list.forEach {
           it.draw()
       }
   }

   override fun onKeyPressed(event: KeyEvent) {
       when(event.code){
           KeyCode.W -> tank.move(Direction.UP)
           KeyCode.S -> tank.move(Direction.DOWN)
           KeyCode.A -> tank.move(Direction.LEFT)
           KeyCode.D -> tank.move(Direction.RIGHT)
           KeyCode.ENTER ->{
               tank.fire()
               map.list.add(tank.bullet)
           }
       }
   }

   override fun onRefresh() {
       map.list.filter { it is Destroyable }.forEach {
           it as Destroyable
           if(it.isDestroy()){
               map.list.remove(it)
           }
       }
       if(isGameOver){
           return
       }

       if(map.list.filter { it is Enemy }.size<map.enemyActiveCount){
           map.enemyLocation.forEach {
               map.list.add(Enemy(it.first,it.second))
               map.enemyCount--
           }
       }
       //碰撞检测
       map.list.filter {it is Moveable}.forEach  moveTag@{
           move ->
               var badDirection:Direction?=null
               var badBlock:Blockable?= null
               if (move is Tank){
                   move as Tank
                   move.fire()
                   if(move.bullet!=null){
                       map.list.add(move.bullet)
                   }
               }
               if (move is Enemy){
                   move as Enemy
                   move.fire()
                   if(move.bullet!=null){
                       map.list.add(move.bullet)
                   }
               }
               move as Moveable
               map.list.filter { it is Blockable&&it!=move }.forEach blockTag@{ block ->
                   block as Blockable
                   var direction: Direction? = move.willCollision(block)
                   direction?.let {
                       //println(direction)
                       badDirection=direction
                       badBlock=block
                       return@blockTag
                   }
               }
               move.notifyCollision(badDirection,badBlock)
       }

       map.list.filter { it is AutoMove }.forEach {
           it as AutoMove
           it.autoMove()
       }

       map.list.filter { it is Attackable }.forEach attack@{
           attack ->attack as Attackable
               map.list.filter { it is Sufferable&&it!=attack }.forEach suffer@{
                   suffer ->suffer as Sufferable
                   val collision=attack.isCollision(attack.x,attack.y,attack.width,attack.height,suffer.x,suffer.y,suffer.width,suffer.height)
                   if(collision){//发生碰撞
                       attack.notifyAttack(suffer)
                       val sufferViews=suffer.notifySuffer(attack)
                       if(sufferViews!=null){
                           map.list.addAll(sufferViews)
                       }
                       return@suffer
                   }
               }
       }

       if(map.list.filter { it is Tank }.isEmpty()||map.list.filter { it is Camp }.isEmpty()||map.enemyCount<0){
           isGameOver=true
           println(isGameOver)
       }

   }
}
  • model/*:定义了一些模型,方便绘制图形
  • business/*:定义了一些接口,用于区分模型

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