JAVA小游戏----坦克大战(swing贴图版)(三)

坦克能移动了,接下来就是发射子弹了。

于是我们需要一个子弹类

public class Bullet {
	// 位置
	int local_x;
	int local_y;
	// 大小
	int width = 3;
	int height = 3;
	// 方向
	Direction dir;
	// 存活
	boolean is_Dead;
	// 敌我
	boolean is_enemy;
	// 图片
	Image BulletIamge;

	public int getLocal_x() {
		return local_x;
	}

	public void setLocal_x(int local_x) {
		this.local_x = local_x;
	}

	public int getLocal_y() {
		return local_y;
	}

	public void setLocal_y(int local_y) {
		this.local_y = local_y;
	}

	public int getWidth() {
		return width;
	}

	public void setWidth(int width) {
		this.width = width;
	}

	public int getHeight() {
		return height;
	}

	public void setHeight(int height) {
		this.height = height;
	}

	public Direction getDir() {
		return dir;
	}

	public void setDir(Direction dir) {
		this.dir = dir;
	}

	public boolean isIs_Dead() {
		return is_Dead;
	}

	public void setIs_Dead(boolean is_Dead) {
		this.is_Dead = is_Dead;
	}

	public boolean isIs_enemy() {
		return is_enemy;
	}

	public void setIs_enemy(boolean is_enemy) {
		this.is_enemy = is_enemy;
	}

	public Image getBulletIamge() {
		return BulletIamge;
	}

	public void setBulletIamge(Image bulletIamge) {
		BulletIamge = bulletIamge;
	}

	public Bullet(int local_x, int local_y, Direction dir, boolean is_enemy) {
		super();
		this.local_x = local_x;
		this.local_y = local_y;
		this.dir = dir;
		this.is_enemy = is_enemy;
	}

	public void draw() {// 获取子弹图片
		if (!isIs_enemy()) {
			setBulletIamge(Toolkit.getDefaultToolkit().getImage("tankmissile"));
		} else {
			setBulletIamge(Toolkit.getDefaultToolkit().getImage("tankmissile"));
		}
	}
}

设定按空格键时开火,在KeyContral中添加控制开火键,因为坦克和子弹是对应的,于是在Tank类中加一个子弹属性,又由于是一群子弹,故用ArrayList实现。

//子弹集
ArrayList bullets = new ArrayList<>();
public abstract void fire();//开火

在MyTank中重写fire();

	@Override
	public void fire() {
		this.bullets.add(new Bullet(local_x + (width - Bullet.width) / 2, local_y + (height - Bullet.height) / 2, pdir,
				is_enemy));
	}

在keyPressed方法中添加fire()

		@Override
		public void keyPressed(KeyEvent e) {

			super.keyPressed(e);
			int key = e.getKeyCode();
			switch (key) {
			case KeyEvent.VK_SPACE://空格开火
				fire();
				break;
			case KeyEvent.VK_UP:
				pdir = dir = Direction.U;
				break;
			case KeyEvent.VK_DOWN:
				pdir = dir = Direction.D;
				break;
			case KeyEvent.VK_LEFT:
				pdir = dir = Direction.L;
				break;
			case KeyEvent.VK_RIGHT:
				pdir = dir = Direction.R;
				break;
			default:
				pdir = dir = Direction.Stop;
			}
		}

子弹出生便一直移动,直到死亡,目前没有敌机,所以碰墙死亡,用move()实现

	public void move(){
		if(this.local_x<0||this.local_x>TankFrame.Frame_Width||this.local_y<0||this.local_y>TankFrame.Frame_Height){
			setIs_Dead(true);
		}else{
			switch(dir){
			case U: setLocal_y(local_y-speed);break;
			case D: setLocal_y(local_y+speed);break;
			case L: setLocal_x(local_x-speed);break;
			case R: setLocal_y(local_x+speed);break;
			default: setLocal_y(local_x+speed);
			}
		}
	}

子弹被new在出来后要绘制出来才能看见,在TankPanel中添加绘制代码(所有绘制都在其中)

                // 绘制我方子弹
		for (int i = 0; i < mtank.getBullets().size(); i++) {
			Bullet b = mtank.getBullets().get(i);
			if (b.isIs_Dead() == true) {
				mtank.getBullets().remove(i);// 死亡则移除
			} else {
				b.draw();
				g.drawImage(b.getBulletIamge(), b.getLocal_x(), b.getLocal_y(), Bullet.width, Bullet.height, this);
				b.move();
			}
		}

效果如下:

JAVA小游戏----坦克大战(swing贴图版)(三)_第1张图片


完整源码如下:

TankFrame:

public class TankFrame extends JFrame {

	/**
	 * 
	 */
	private static final long serialVersionUID = 1L;

	public static int Frame_Width = 500;
	public static int Frame_Height = 500;

	TankPanel TP = new TankPanel();

	public void launchFrame() {
		// 窗口大小及位置
		setSize(Frame_Width, Frame_Height);
		setLocation(1000, 100);

		add(TP);
		addKeyListener(TP.mtank.kc);// 添加键盘控制

		setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
		setVisible(true);
		setResizable(false);

		new Thread(TP).start();// 启动线程
	}

	public static void main(String[] args) {
		new TankFrame().launchFrame();
	}

}

TankPanel:

public class TankPanel extends JPanel implements Runnable {

	/**
	 * 
	 */
	private static final long serialVersionUID = 1L;

	MyTank mtank = new MyTank(100, 100, false);

	@Override
	protected void paintComponent(Graphics g) {

		super.paintComponent(g);
		g.fillRect(0, 0, TankFrame.Frame_Width, TankFrame.Frame_Height);

		// 绘制我方坦克
		mtank.draw();
		g.drawImage(mtank.getTankImage(), mtank.getLocal_x(), mtank.getLocal_y(), mtank.getWidth(), mtank.getHeight(),
				this);
		mtank.move();

		// 绘制我方子弹
		for (int i = 0; i < mtank.getBullets().size(); i++) {
			Bullet b = mtank.getBullets().get(i);
			if (b.isIs_Dead() == true) {
				mtank.getBullets().remove(i);// 死亡则移除
			} else {
				b.draw();
				g.drawImage(b.getBulletIamge(), b.getLocal_x(), b.getLocal_y(), Bullet.width, Bullet.height, this);
				b.move();
			}
		}

	}

	@Override
	public void run() {
		while (true) {
			repaint();
			try {
				Thread.sleep(100);
			} catch (InterruptedException e) {
				// TODO Auto-generated catch block
				e.printStackTrace();
			}
		}
	}

}

Tank:

public abstract class Tank {
	// 位置
	int local_x;
	int local_y;
	// 大小
	int width = 20;
	int height = 20;
	// 速度
	int speed = 5;
	// 运动方向
	Direction dir;
	// 炮筒方向
	Direction pdir;
	// 坦克图片
	Image tankImage;
	// 敌我
	boolean is_enemy;
	// 死亡
	boolean is_Dead;
	// 子弹集
	ArrayList bullets = new ArrayList<>();

	public int getLocal_x() {
		return local_x;
	}

	public void setLocal_x(int local_x) {
		this.local_x = local_x;
	}

	public int getLocal_y() {
		return local_y;
	}

	public void setLocal_y(int local_y) {
		this.local_y = local_y;
	}

	public int getWidth() {
		return width;
	}

	public void setWidth(int width) {
		this.width = width;
	}

	public int getHeight() {
		return height;
	}

	public void setHeight(int height) {
		this.height = height;
	}

	public int getSpeed() {
		return speed;
	}

	public void setSpeed(int speed) {
		this.speed = speed;
	}

	public Direction getDir() {
		return dir;
	}

	public void setDir(Direction dir) {
		this.dir = dir;
	}

	public Direction getPdir() {
		return pdir;
	}

	public void setPdir(Direction pdir) {
		this.pdir = pdir;
	}

	public Image getTankImage() {
		return tankImage;
	}

	public void setTankImage(Image tankImage) {
		this.tankImage = tankImage;
	}

	public boolean isIs_enemy() {
		return is_enemy;
	}

	public void setIs_enemy(boolean is_enemy) {
		this.is_enemy = is_enemy;
	}

	public boolean isIs_Dead() {
		return is_Dead;
	}

	public void setIs_Dead(boolean is_Dead) {
		this.is_Dead = is_Dead;
	}

	public ArrayList getBullets() {
		return bullets;
	}

	public void setBullets(ArrayList bullets) {
		this.bullets = bullets;
	}

	public Tank(int local_x, int local_y, boolean is_enemy) {
		super();
		this.local_x = local_x;
		this.local_y = local_y;
		this.is_enemy = is_enemy;
	}

	public abstract void draw();// 绘制相关函数(获取图片)

	public abstract void move();// 移动函数

	public abstract void fire();// 开火

	public abstract Rectangle getRec();// 获取当前位置,返回对应矩形

	public abstract Rectangle getNextRec();// 获取移动后的位置,返回对应矩形

}

MyTank:

public class MyTank extends Tank {
	// 坦克移动方向
	Direction dir = Direction.Stop;
	// 坦克炮筒方向
	Direction pdir = Direction.U;

	public KeyContral kc = new KeyContral();

	public MyTank(int local_x, int local_y, boolean is_enemy) {
		super(local_x, local_y, is_enemy);
		// TODO Auto-generated constructor stub
	}

	@Override
	public void draw() {
		switch (pdir) {
		case U:// 注意不能用Direction.U
			setTankImage(Toolkit.getDefaultToolkit().getImage("p2tankU.gif"));
			break;
		case D:
			setTankImage(Toolkit.getDefaultToolkit().getImage("p2tankD.gif"));
			break;
		case L:
			setTankImage(Toolkit.getDefaultToolkit().getImage("p2tankL.gif"));
			break;
		case R:
			setTankImage(Toolkit.getDefaultToolkit().getImage("p2tankR.gif"));
			break;
		default:
			setTankImage(Toolkit.getDefaultToolkit().getImage("p2tankU.gif"));
		}
	}

	@Override
	public void move() {// 实现移动,并控制不越界
		if (dir == Direction.U) {
			if (local_y - speed >= 0)
				setLocal_y(local_y - speed);
		} else if (dir == Direction.D) {
			if (local_y + speed <= TankFrame.Frame_Height - (height * 2 + height / 3))
				setLocal_y(local_y + speed);
		} else if (dir == Direction.L) {
			if (local_x - speed >= 0)
				setLocal_x(local_x - speed);
		} else if (dir == Direction.R) {
			if (local_x + speed <= TankFrame.Frame_Width - (width + width / 3))
				setLocal_x(local_x + speed);
		} else {

		}
	}

	@Override
	public Rectangle getRec() {

		return null;
	}

	@Override
	public Rectangle getNextRec() {

		return null;
	}

	public class KeyContral extends KeyAdapter {// 按下方向改变
		@Override
		public void keyPressed(KeyEvent e) {

			super.keyPressed(e);
			int key = e.getKeyCode();
			switch (key) {
			case KeyEvent.VK_SPACE:// 空格开火
				fire();
				break;
			case KeyEvent.VK_UP:
				pdir = dir = Direction.U;
				break;
			case KeyEvent.VK_DOWN:
				pdir = dir = Direction.D;
				break;
			case KeyEvent.VK_LEFT:
				pdir = dir = Direction.L;
				break;
			case KeyEvent.VK_RIGHT:
				pdir = dir = Direction.R;
				break;
			default:
				dir = Direction.Stop;
			}
		}

		@Override
		public void keyReleased(KeyEvent e) {// 释放移动方向改变恢复,指向不改变

			super.keyReleased(e);
			int key = e.getKeyCode();
			switch (key) {
			case KeyEvent.VK_UP:
				dir = Direction.Stop;
				break;
			case KeyEvent.VK_DOWN:
				dir = Direction.Stop;
				break;
			case KeyEvent.VK_LEFT:
				dir = Direction.Stop;
				break;
			case KeyEvent.VK_RIGHT:
				dir = Direction.Stop;
				break;
			}
		}
	}

	@Override
	public void fire() {
		this.bullets.add(new Bullet(local_x + (width - Bullet.width) / 2, local_y + (height - Bullet.height) / 2, pdir,
				is_enemy));
	}

}

Bullet:

public class Bullet {
	// 位置
	int local_x;
	int local_y;
	// 大小
	public static int width = 4;
	public static int height = 4;
	// 方向
	Direction dir;
	// 速度
	int speed = 8;
	// 存活
	boolean is_Dead;
	// 敌我
	boolean is_enemy;
	// 图片
	Image BulletIamge;

	public int getSpeed() {
		return speed;
	}

	public void setSpeed(int speed) {
		this.speed = speed;
	}

	public int getLocal_x() {
		return local_x;
	}

	public void setLocal_x(int local_x) {
		this.local_x = local_x;
	}

	public int getLocal_y() {
		return local_y;
	}

	public void setLocal_y(int local_y) {
		this.local_y = local_y;
	}

	public int getWidth() {
		return width;
	}

	public int getHeight() {
		return height;
	}

	public Direction getDir() {
		return dir;
	}

	public void setDir(Direction dir) {
		this.dir = dir;
	}

	public boolean isIs_Dead() {
		return is_Dead;
	}

	public void setIs_Dead(boolean is_Dead) {
		this.is_Dead = is_Dead;
	}

	public boolean isIs_enemy() {
		return is_enemy;
	}

	public void setIs_enemy(boolean is_enemy) {
		this.is_enemy = is_enemy;
	}

	public Image getBulletIamge() {
		return BulletIamge;
	}

	public void setBulletIamge(Image bulletIamge) {
		BulletIamge = bulletIamge;
	}

	public Bullet(int local_x, int local_y, Direction dir, boolean is_enemy) {
		super();
		this.local_x = local_x;
		this.local_y = local_y;
		this.dir = dir;
		this.is_enemy = is_enemy;
	}

	public void draw() {// 获取子弹图片
		if (!isIs_enemy()) {
			setBulletIamge(Toolkit.getDefaultToolkit().getImage("tankmissile.gif"));
		} else {
			setBulletIamge(Toolkit.getDefaultToolkit().getImage("enemymissile.gif"));
		}
	}

	public void move() {
		if (this.local_x < 0 || this.local_x > TankFrame.Frame_Width || this.local_y < 0
				|| this.local_y > TankFrame.Frame_Height) {
			setIs_Dead(true);// 触边界死亡
		} else {
			switch (this.dir) {
			case U:
				setLocal_y(local_y - speed);
				break;
			case D:
				setLocal_y(local_y + speed);
				break;
			case L:
				setLocal_x(local_x - speed);
				break;
			case R:
				setLocal_x(local_x + speed);
				break;
			default:
				setLocal_y(local_y - speed);
			}
		}
	}
}

Direction:

public enum Direction {
	U,D,L,R,Stop
}




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