坦克大战0.8-1.4

版本0.8:
功能:
让主坦克向8个方向行走
步骤:
添加记录按键状态的布尔量
添加代表方向的量(使用枚举)
根据按键状态确定Tank方向
根据方向进行下一步的移动(move)
版本0.9
功能:
让主坦克向8个方向行走
步骤:
处理键抬起的消息
修改TankClient相关代码
版本1.0
功能:
添加子弹类
步骤:
添加Missile类
添加x,y,dir等属性以及常量
添加构造方法、draw方法等必要方法
根据不同方向,进行不同的运动
在TankClient中模拟一颗子弹
new一颗子弹出来
画出来
注意:
不一定一次写到位
进行多次实验
将步骤分解开来逐一进行调试
版本1.1
功能:
根据主战坦克的方向和位置,打出子弹
步骤:
增加对Ctrl键的按键处理
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Missile
根据Tank方向和位置设定子弹的方向和位置并发射出来
注意:
掌握面向对象的思维方式来确定类应该具有的方法
版本1.2
功能:
为了解决坦克停下来也能打出炮弹的问题--画出炮筒
步骤:
Tank类增加新的属性ptDir
每次move后根据Tank新的方向确定炮筒的方向
将炮筒用直线的形式表现出来
版本1.3
功能:
打出多发炮弹
步骤:
使用容器装炮弹
每当抬起Ctrl键就往容器中加入新的炮弹
逐一画出每发炮弹
注意:
泛型的使用
将TankClient的实例传递到Tank中
this的运用,类的初始化过程
版本1.4
功能:
解决炮弹不消亡的问题
解决坦克出界的问题
步骤:
加入控制炮弹生死的量bLive(Missile)
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
注意:

将思维转化为代码

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, this);
	List missiles = new ArrayList();
	
	Image offScreenImage = null;
	
	public void paint(Graphics g) {
		g.drawString("missiles count:" + missiles.size(), 50, 50);
		for(int i=0;i

import java.awt.*;
import java.awt.event.*;

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;
	
	TankClient tc = null;
	
	private int x, y;
	
	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;

	public Tank(int x, int y) {
		this.x = x;
		this.y = y;
	}
	
	public Tank(int x, int y, TankClient tc) {
		this(x, y);
		this.tc = tc;
	}
	
	public void draw(Graphics g) {
		Color c = g.getColor();
		g.setColor(Color.RED);
		g.fillOval(x, y, WIDTH, HEIGHT);
		g.setColor(c);
		
		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() {
		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)
			ptDir = dir;
	}
	
	public void keyPressed(KeyEvent e) {
		int key = e.getKeyCode();
		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;
		}
		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;
		}
		locateDirection();
		
	}
	
	public Missile fire(){
		int x = this.x + Tank.WIDTH/2 - Missile.WIDTH;
		int y = this.y + Tank.HEIGHT/2 - Missile.HEIGHT;
		Missile m = new Missile(x , y, ptDir, this.tc);
		tc.missiles.add(m);
		return m;
	}
}

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;
	
	private boolean Live = true;
	private TankClient tc;
	
	public boolean isLive() {
		return Live;
	}

	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 draw(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 > TankClient.GAME_WIDTH || y > TankClient.GAME_HEIGHT){
			Live = false;
			tc.missiles.remove(this);
		}
	}

}


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