详情请参照注释,这里就不多废话了,实现一下儿时的经典而已。
Blood.java
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package
com.hkm.TankWar;
import
java.awt.*;
/**
* 血块类,我方坦克吃了可回血;
* @author Hekangmin
*
*/
public
class
Blood {
private
int
x,y,w,h;
//血块的位置和宽度高度;
private
TankWarClient tc;
private
int
step=
0
;
//纪录血块移动的步数;
private
boolean
live=
true
;
public
boolean
isLive() {
return
live;
}
public
void
setLive(
boolean
live) {
this
.live = live;
}
/**
* 纪录血块的位置;
*/
private
int
[][] pos={{
400
,
300
},{
400
,
320
},{
420
,
320
},{
440
,
300
},{
440
,
330
},{
480
,
400
},{
520
,
400
},{
540
,
400
}};
public
Blood()
{
x=pos[
0
][
0
];
y=pos[
0
][
1
];
w=h=
18
;
}
public
void
draw(Graphics g)
{
if
(!live)
return
;
Color c=g.getColor();
g.setColor(Color.CYAN);
g.fillOval(x, y, w, h);
g.setColor(c);
move();
}
/**
* 移动血块
*/
public
void
move()
{
step++;
if
(step>=pos.length) step=
0
;
else
{
x=pos[step][
0
];
y=pos[step][
1
];
}
}
public
Rectangle getRect()
{
return
new
Rectangle(x,y,w,h);
}
}
|
Explode.java
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package
com.hkm.TankWar;
import
java.awt.*;
/**
* 爆炸类
* @author Hekangmin
*
*/
public
class
Explode {
private
int
x,y;
//爆炸发生的位置
private
boolean
Live=
true
;
int
dia[]={
4
,
8
,
12
,
16
,
32
,
40
,
20
,
14
,
4
};
//用园模拟,代表圆的直径;
int
step=
0
;
//区别移到第几个直径
private
TankWarClient tc;
//持有引用
public
Explode(
int
x,
int
y,TankWarClient tc)
{
this
.x=x;
this
.y=y;
this
.tc=tc;
}
public
void
draw(Graphics g)
{
if
(!Live)
{
tc.explodes.remove(
this
);
return
;
}
if
(step==dia.length)
//如果到了最后一个直径爆炸死亡;
{
Live=
false
;
step=
0
;
return
;
}
Color c=g.getColor();
g.setColor(Color.YELLOW);
g.fillOval(x, y, dia[step], dia[step]);
g.setColor(c);
step++;
}
}
|
Missile.java
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package
com.hkm.TankWar;
import
java.awt.*;
import
java.awt.Event.*;
import
java.awt.event.KeyEvent;
import
java.util.List;
/**
* 子弹类
* @author Hekangmin
*
*/
public
class
Missile {
private
int
x,y;
//子弹的位置
private
Tank.Direction dir;
//坦克方向
private
static
final
int
XSPEED=
10
;
//坦克x方向的移动速度,
private
static
final
int
YSPEED=
10
;
//坦克y方向的移动速度,
public
static
final
int
WIDTH=
10
;
public
static
final
int
HEIGHT=
10
;
private
boolean
Live=
true
;
//判断子弹是否活着
private
boolean
good;
//区分敌军子弹和我军子弹
private
TankWarClient 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,TankWarClient tc)
{
this
(x,y,dir);
this
.good=good;
//将坦克好坏的属性与子弹还坏属性设为相同;
this
.tc=tc;
}
/**
* 画出子弹
* @param g为画笔
*/
public
void
draw(Graphics g)
{
if
(!Live)
{
tc.missiles.remove(
this
);
return
;
}
Color c=g.getColor();
if
(good)
{
g.setColor(Color.BLUE);
}
else
g.setColor(Color.ORANGE);
g.fillOval(x, y, WIDTH, HEIGHT);
g.setColor(c);
move();
}
/**
* 根据坦克的方向让子弹移动
*/
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>TankWarClient.GAME_WIDTH||y>TankWarClient.GAME_HEIGHT)
//子弹越界则让其死亡;
{
Live=
false
;
}
}
public
boolean
isLive()
{
return
Live;
}
public
Rectangle getRect()
//获取子弹的矩形区域;
{
return
new
Rectangle(
this
.x,
this
.y,
this
.WIDTH,
this
.HEIGHT);
}
/**
* 判断子弹与坦克碰撞;
* @param t为坦克
* @return返回true则表示发生碰撞,否则没有碰撞;
*/
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()-
10
);
if
(t.getLife()<=
0
) t.setLive(
false
);
}
else
{
t.setLive(
false
);
}
this
.Live=
false
;
///将子弹设为死亡;
Explode e=
new
Explode(x,y,tc);
//发生爆炸;
tc.explodes.add(e);
return
true
;
}
return
false
;
}
/**
* 判断子弹与敌军坦克相撞;
* @param tanks敌军坦克
* @returntrue表示相撞,false没有相撞;
*/
public
boolean
hitTanks(List
{
for
(
int
i=
0
;i
{
if
(hitTank(tc.tanks.get(i)))
{
return
true
;
}
}
return
false
;
}
/**
* 判断子弹是否撞墙
* @param w墙
* @returntrue,撞上,false,未撞上;
*/
public
boolean
hitsWall(Wall w)
{
if
(
this
.Live&&
this
.getRect().intersects(w.getRect()))
{
Live=
false
;
return
true
;
}
return
false
;
}
}
|
Tank.java
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package
com.hkm.TankWar;
import
java.awt.*;
import
java.awt.event.KeyEvent;
import
java.util.*;
/**
* 坦克类
* @author Hekangmin
*
*/
public
class
Tank {
public
static
final
int
XSPEED=
5
;
//坦克x方向速度
public
static
final
int
YSPEED=
5
;
public
static
final
int
WIDTH=
30
;
public
static
final
int
HEIGHT=
30
;
private
BloodBar bb=
new
BloodBar();
//血条
private
int
life=
100
;
public
int
getLife() {
return
life;
}
public
void
setLife(
int
life) {
this
.life = life;
}
private
static
Random r=
new
Random();
private
static
int
step=r.nextInt(
12
)+
3
;
//定义一个数表示敌军坦克随机东的步数;
private
boolean
bL=
false
,bU=
false
,bR=
false
,bD=
false
;
enum
Direction{L,LU,U,RU,R,RD,D,LD,STOP};
//利用枚举类型定义坦克方向;
private
int
x,y;
private
int
oldX,oldY;
//纪录上一步坦克的位置;
private
boolean
live=
true
;
//判断是否活着
public
boolean
isLive() {
return
live;
}
public
void
setLive(
boolean
live) {
this
.live = live;
}
private
boolean
good;
//坦克是好是坏
public
boolean
isGood() {
return
good;
}
private
Direction ptDir=Direction.D;
//新增炮筒的方向;
TankWarClient tc;
//为了持有对方的引用以可以方便访问其成员变量;
Direction dir=Direction.STOP;
//一开始将坦克方向设为stop;
public
Tank(
int
x,
int
y,
boolean
good,Direction dir,TankWarClient tc)
{
this
.x=x;
this
.y=y;
this
.oldX=x;
this
.oldY=y;
this
.good=good;
this
.dir=dir;
this
.tc=tc;
//持有对方的引用;
}
public
void
draw(Graphics g)
{
if
(!live)
//如果死亡则不再draw;
{
if
(!good)
{
tc.tanks.remove(
this
);
if
(tc.tanks.size()<
5
)
//少于5辆坦克时添加坦克;
{
for
(
int
i=
0
;i<
10
;i++)
{
int
posX=r.nextInt(
800
);
int
posY=r.nextInt(
600
);
tc.tanks.add(
new
Tank(posX,posY,
false
,Direction.D,tc));
//使得坦克出现的位置随机
}
}
}
return
;
}
Color c=g.getColor();
if
(good)
{
g.setColor(Color.RED);
bb.draw(g);
}
else
g.setColor(Color.BLACK);
g.fillOval(x, y, WIDTH, HEIGHT);
g.setColor(c);
switch
(ptDir)
//画出炮筒的方向;
{
case
L:
g.drawLine(x+Tank.WIDTH/
2
, y+Tank.HEIGHT/
2
, x-
10
, y+Tank.HEIGHT/
2
);
//画出炮筒,画一条直线代替;
break
;
case
LU:
g.drawLine(x+Tank.WIDTH/
2
, y+Tank.HEIGHT/
2
, x-
7
, y-
7
);
break
;
case
U:
g.drawLine(x+Tank.WIDTH/
2
, y+Tank.HEIGHT/
2
, x+Tank.WIDTH/
2
, y-
10
);
break
;
case
RU:
g.drawLine(x+Tank.WIDTH/
2
, y+Tank.HEIGHT/
2
, x+Tank.WIDTH+
7
, y-
7
);
break
;
case
R:
g.drawLine(x+Tank.WIDTH/
2
, y+Tank.HEIGHT/
2
, x+Tank.WIDTH+
10
, y+Tank.HEIGHT/
2
);
break
;
case
RD:
g.drawLine(x+Tank.WIDTH/
2
, y+Tank.HEIGHT/
2
, x+Tank.WIDTH+
7
, y+Tank.HEIGHT+
7
);
break
;
case
D:
g.drawLine(x+Tank.WIDTH/
2
, y+Tank.HEIGHT/
2
, x+Tank.WIDTH/
2
, y+Tank.HEIGHT+
10
);
break
;
case
LD:
g.drawLine(x+Tank.WIDTH/
2
, y+Tank.HEIGHT/
2
, x-
7
, y+HEIGHT+
7
);
break
;
}
move();
}
public
void
move()
{
oldX=x;
//纪录坦克上一步的位置
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;
/**
* 防止坦克越界;
*/
if
(x<
0
) x=
0
;
if
(y<
25
) y=
25
;
if
(x+Tank.WIDTH>TankWarClient.GAME_WIDTH) x=TankWarClient.GAME_WIDTH-
30
;
if
(y+Tank.HEIGHT>TankWarClient.GAME_HEIGHT) y=TankWarClient.GAME_HEIGHT-
30
;
if
(!good)
{
Direction[] dirs=Direction.values();
//将枚举类型转化成数组;
if
(step==
0
)
{
step=r.nextInt(
12
)+
3
;
int
rn=r.nextInt(dirs.length);
//产生length以内随机的整数;
dir=dirs[rn];
}
step--;
if
(r.nextInt(
40
)>
20
)
this
.fire();
//使敌军坦克发射子弹;
}
}
/**
* 处理按键
* @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_RIGHT:
bR=
true
;
break
;
case
KeyEvent.VK_UP:
bU=
true
;
break
;
case
KeyEvent.VK_DOWN:
bD=
true
;
break
;
}
locationDir();
}
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_RIGHT:
bR=
false
;
break
;
case
KeyEvent.VK_UP:
bU=
false
;
break
;
case
KeyEvent.VK_DOWN:
bD=
false
;
break
;
case
KeyEvent.VK_A:
superFire();
break
;
case
KeyEvent.VK_F2:
reBorn();
break
;
}
locationDir();
}
/**
* 发射子弹
* @return返回子弹类型
*/
public
Missile fire() {
if
(!live)
return
null
;
int
mx=
this
.x+Tank.WIDTH/
2
-Missile.WIDTH/
2
;
//计算子弹发射的位置;
int
my=
this
.y+Tank.HEIGHT/
2
-Missile.HEIGHT/
2
;
Missile m=
new
Missile(mx,my,good,ptDir,
this
.tc);
////根据炮筒方向发射子弹
tc.missiles.add(m);
return
m;
}
public
Missile fire(Direction dir)
{
if
(!live)
return
null
;
int
mx=
this
.x+Tank.WIDTH/
2
-Missile.WIDTH/
2
;
int
my=
this
.y+Tank.HEIGHT/
2
-Missile.HEIGHT/
2
;
Missile m=
new
Missile(mx,my,good,dir,
this
.tc);
//根据坦克的方向发射子弹;
tc.missiles.add(m);
return
m;
}
public
void
superFire()
{
Direction[] dirs=Direction.values();
for
(
int
i=
0
;i<
8
;i++)
{
fire(dirs[i]);
}
}
public
void
locationDir()
{
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
Rectangle getRect()
//获取tank的矩形区域
{
return
new
Rectangle(
this
.x,
this
.y,
this
.WIDTH,
this
.HEIGHT);
}
/**
* 坦克撞墙
* @param w墙
* @returntrue撞上,false未撞上;
*/
public
boolean
colliedsWithWall(Wall w)
{
if
(
this
.live&&
this
.getRect().intersects(w.getRect()))
{
this
.stay();
return
true
;
}
return
false
;
}
/**
* 处理坦克与坦克相撞,防止其互相穿越;
* @param tanks敌军坦克;
* @return true撞上,false未撞上;
*/
public
boolean
colliedsWithTanks(java.util.List
{
for
(
int
i=
0
;i
{
Tank t=tanks.get(i);
if
(
this
!=t)
{
if
(
this
.live&&
this
.isLive()&&
this
.getRect().intersects(t.getRect()))
{
this
.stay();
//返回上一步的位置;
t.stay();
////返回上一步的位置
return
true
;
}
}
}
return
false
;
}
private
void
stay()
{
x=oldX;
y=oldY;
}
/**
* 为Tank的内部类;血条,显示在我方坦克的头顶上;
* @author Hekangmin
*
*/
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
);
}
}
/**
* 吃到血块加血;
* @param b血块
* @returntrue吃到,false未吃到;
*/
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
;
}
/**
* 我军坦克死后复活;
*/
public
void
reBorn()
{
if
(
this
.isGood()&&!
this
.isLive())
{
this
.setLive(
true
);
this
.setLife(
100
);
}
}
}
|
TankWarClient.java
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package
com.hkm.TankWar;
import
java.awt.*;
import
java.awt.event.*;
import
java.util.List;
import
java.util.ArrayList;
/**
* 这个是游戏的运行窗口;
* @author Hekangmin
*
*/
public
class
TankWarClient
extends
Frame{
/**
* 游戏窗口的宽度;
*/
public
static
final
int
GAME_WIDTH=
800
;
/**
* 游戏窗口的高度;
*/
public
static
final
int
GAME_HEIGHT=
600
;
Tank MyTank=
new
Tank(
700
,
400
,
true
,Tank.Direction.STOP,
this
);
List
new
ArrayList
List
new
ArrayList
List
new
ArrayList
Wall w1=
new
Wall(
300
,
200
,
20
,
200
,
this
);
Wall w2=
new
Wall(
600
,
300
,
30
,
150
,
this
);
Blood b=
new
Blood();
/**
* 画一张虚拟图片;
*/
Image OffScreenImage=
null
;
public
TankWarClient(String name)
//设置文字
{
super
(name);
}
/**
* 运行窗口;
*/
public
void
launchFrame()
{
for
(
int
i=
0
;i<
10
;i++)
//添加十辆敌军坦克
{
tanks.add(
new
Tank(
50
+
40
*(i+
1
),
50
,
false
,Tank.Direction.D,
this
));
}
this
.setBounds(
200
,
100
,GAME_WIDTH,GAME_HEIGHT);
this
.setBackground(Color.GREEN);
this
.addWindowListener(
new
WindowAdapter()
//匿名类
{
public
void
windowClosing(WindowEvent e)
{
System.exit(
0
);
}
});
this
.addKeyListener(
new
KeyMonitor());
//加入键盘监听器;
this
.setResizable(
false
);
//不可改变窗口的大小;
this
.setVisible(
true
);
new
Thread(
new
PaintThread()).start();
//新建一个线程;
}
public
void
paint(Graphics g)
{
g.drawString(
"Missile count: "
+missiles.size(),
10
,
50
);
//显示字符串;
g.drawString(
"Explodes count: "
+explodes.size(),
10
,
70
);
g.drawString(
"tanks count: "
+tanks.size(),
10
,
90
);
g.drawString(
"Mytank life: "
+MyTank.getLife(),
10
,
110
);
/**
* 画出墙;
*/
w1.draw(g);
w2.draw(g);
/**
* 检测子弹与各类的事情;
*/
for
(
int
i=
0
;i
{
Missile m=missiles.get(i);
m.hitsWall(w1);
m.hitsWall(w2);
m.hitTanks(tanks);
m.hitTank(MyTank);
m.draw(g);
//if(!m.isLive())
//missiles.remove(m);
//else m.draw(g);
}
/**
* 画出爆炸;
*/
for
(
int
i=
0
;i
{
Explode e=explodes.get(i);
e.draw(g);
}
for
(
int
i=
0
;i
{
Tank t=tanks.get(i);
t.colliedsWithWall(w1);
t.colliedsWithWall(w2);
t.colliedsWithTanks(tanks);
t.draw(g);
}
b.draw(g);
MyTank.eat(b);
MyTank.draw(g);
}
/**
* 利用双缓冲技术消除坦克闪烁的现象;
*/
public
void
update(Graphics g)
//g为画在屏幕上的画笔;
{
if
(OffScreenImage==
null
)
OffScreenImage=
this
.createImage(GAME_WIDTH, GAME_HEIGHT);
Graphics gOffScreen=OffScreenImage.getGraphics();
//gOffScreen是OffScreenImage的画笔;
Color c=gOffScreen.getColor();
gOffScreen.setColor(Color.GREEN);
gOffScreen.fillRect(
0
,
0
, GAME_WIDTH, GAME_HEIGHT);
gOffScreen.setColor(c);
paint(gOffScreen);
//画在虚拟图片上;
g.drawImage(OffScreenImage,
0
,
0
,
null
);
//用g画笔将虚拟图片上的东西画在屏幕上
}
private
class
PaintThread
implements
Runnable{
public
void
run() {
while
(
true
)
{
repaint();
//这里的repaint方法是Frame类的
try
{
Thread.sleep(
100
);
}
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);
}
}
public
static
void
main(String[] args) {
new
TankWarClient(
"My Tank World"
).launchFrame();
}
}
|
Wall.java
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|
package
com.hkm.TankWar;
import
java.awt.*;
/**
* 生成阻碍物墙这个类;
* @author Hekangmin
*
*/
public
class
Wall {
/**
* x,y为墙的位置,w,h为宽度高度;
*/
int
x,y,w,h;
/**
* 持有引用
*/
TankWarClient tc;
public
Wall(
int
x,
int
y,
int
w,
int
h, TankWarClient tc) {
this
.x = x;
this
.y = y;
this
.w = w;
this
.h = h;
this
.tc = tc;
}
public
void
draw(Graphics g)
{
Color c=g.getColor();
g.setColor(Color.GRAY);
g.fillRect(x,y,w,h);
g.setColor(c);
}
/**
* 得到墙的矩形区域;
* @return
*/
public
Rectangle getRect()
{
return
new
Rectangle(x,y,w,h);
}
}
|
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