本文来自:小易博客专栏。转载请注明出处:http://blog.csdn.net/oldinaction
在此小易将坦克大战这个项目分为几个版本,以此对J2SE的知识进行回顾和总结,希望这样也能给刚学完J2SE的小伙伴们一点启示!
如果嫌代码太长,可以在这里下载打包好的源代码哦!
坦克大战效果图:
坦克大战V0.7图片版实现功能:
1、将方向定义为一个Enum类写在一个文件里,修正坦克子弹的颜色
2、加入坦克、子弹、爆炸的图片
3、添加配置文件,并导出可运行的jar包
注意事项:
1、ProperMrg类中props.load(ProperMgr.class.getClassLoader().getResourceAsStream("config/tank.properties"));的解释:
(1)得到ProperMgr这个类编译后的class文件(ProperMgr.class)
(2)得到类装载器(getClassLoader())
(3)通过装载器得到源文件("config/tank.properties")的Stream(getResourceAsStream())
(4)加载(load)源文件
2、Tank类中获取图片tk.getImage(Tank.class.getClassLoader().getResource("images/tankL.gif"))的解释:
(1)Tank.class.getClassLoader()得到某个类(Tank)的装载器
(2)再获取文件getResource("文件路径")
(3)这样既不是绝对路径也不是相对路径,文件路径是根据装载器来获取相应的路径的。不用担心文件被移动后的路径问题(所有的文件最终会被编译到bin目录下)
坦克大战V0.7图片版源代码:
包com.exjava.tankWar中含有的类
TankClient类:
package com.exjava.tankWar;
import java.awt.*;
import java.awt.event.*;
import java.io.IOException;
import java.util.List; //java.awt包中也有个List,所以此处要导包明确
import java.util.ArrayList;
import java.util.Properties;
/**
* 主要的类
* @ClassName: TankClient
* @Description: 坦克,子弹,爆炸,血块都在这里实例化
* @author oldinaction
* @date 2014年9月2日 下午4:15:44
*/
public class TankClient extends Frame {
public static final int GAME_WIDTH = 800;
public static final int GAME_HEIGHT = 600;
Tank myTank = new Tank(350, 520, true, Direction.STOP, this); //我方坦克
Wall w1 = new Wall(100, 300, 20, 100, this), w2 = new Wall(300, 250, 150, 20, this);
Blood b = new Blood(this);
List missiles = new ArrayList(); //定义一个集合来装子弹
List explodes = new ArrayList();
List tanks = new ArrayList();
Image offScreenImage = null; //定义一个屏幕后的虚拟图片
@Override
public void paint(Graphics g) {
if (tanks.size() <= 0) {
for(int i = 0; i < Integer.parseInt(ProperMgr.getProperty("reProduceTank")); i++) {
tanks.add(new Tank(50 + 40*(i+1), 50, false, Direction.D, this));
}
}
g.drawString("missiles Count: " + missiles.size(), 10, 50); //用来记录missiles中子弹的个数
g.drawString("explodes Count: " + explodes.size(), 10, 70);
g.drawString("tanks Count: " + tanks.size(), 10, 90);
g.drawString("myTank life: " + myTank.getLife(), 10, 110);
for (int i = 0; i < missiles.size(); i++) { //遍历集合,把其中的子弹画出来
Missile m = missiles.get(i);
m.hitTanks(tanks);
m.hitTank(myTank);
m.hitWall(w1); //检测子弹是否撞墙
m.hitWall(w2);
m.drawMissile(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); //检测敌方坦克是否撞墙
t.collidesWithWall(w2);
t.collidesWithTanks(tanks);
t.drawTank(g);
}
myTank.drawTank(g);
myTank.eat(b);
w1.draw(g);
w2.draw(g);
b.draw(g);
}
//利用双缓冲消除圆圈移动时屏幕的闪动
@Override
public void update(Graphics g) {
if (offScreenImage == null) {
offScreenImage = this.createImage(GAME_WIDTH, GAME_HEIGHT); //判断是为了避免每次重画时都给offScreenImage赋值
}
Graphics gOffScreen = offScreenImage.getGraphics(); //定义虚拟图片上的画笔gOffScreen
Color c = gOffScreen.getColor();
gOffScreen.setColor(Color.BLACK);
gOffScreen.fillRect(0, 0, GAME_WIDTH, GAME_HEIGHT); //重画背景,如果没有这句则在屏幕上会保留圆圈的移动路径
gOffScreen.setColor(c);
paint(gOffScreen); //把圆圈画到虚拟图片上
g.drawImage(offScreenImage, 0, 0, null); //再一次性把虚拟图片画到真实屏幕上,在真实屏幕上画则要用真实屏幕的画笔g
}
public void luanchFrame() {
int initTankCount = Integer.parseInt(ProperMgr.getProperty("initTankCount"));
for(int i = 0; i < initTankCount; i++) {
tanks.add(new Tank(50 + 40*(i+1), 50, false, Direction.D, this));
}
this.setLocation(300, 50);
this.setSize(GAME_WIDTH, GAME_HEIGHT);
this.setTitle("坦克大战 - 游戏还存在Bug,欢迎大家试玩! - 帮助(复活:F2;放弹:1键;超级炮弹:空格) - By:小易 - QQ:381740148");
this.setResizable(false); //不允许改变窗口大小
this.addWindowListener(new WindowAdapter() {
@Override
public void windowClosing(WindowEvent e) {
System.exit(0);
}
}); //添加关闭功能,此处使用匿名类比较合适
this.setBackground(Color.BLACK);
this.addKeyListener(new KeyMonitor());
setVisible(true);
new Thread(new PaintThread()).start(); //启动线程,实例化线程对象时不要忘了new Thread(Runnable对象);
}
public static void main(String[] args) {
TankClient tc = new TankClient();
tc.luanchFrame();
}
//PaintThread只为TankClient服务,所以写成内部类好些
public class PaintThread implements Runnable {
public void run() {
while (true) {
repaint(); //repaint()是TankClient或者他的父类的方法,内部类可以访问外部包装类的成员,这也是内部类的好处
try {
Thread.sleep(50); //每隔50毫秒重画一次
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
}
public class KeyMonitor extends KeyAdapter {
@Override
public void keyReleased(KeyEvent e) {
myTank.keyReleased(e);
}
@Override
public void keyPressed(KeyEvent e) {
myTank.keyPressed(e);
}
}
}
Tank类:
package com.exjava.tankWar;
import java.awt.*;
import java.awt.event.*;
import java.util.HashMap;
import java.util.Map;
import java.util.Random;
public class Tank {
public static final int XSPEED = 5; //定义常量X轴速度
public static final int YSPEED = 5;
public static final int WIDTH = 30;
public static final int HEIGHT = 30;
public static final int LIFE = 100;
//定义一个随机数产生器,此时的Random类是java.util.Random,不同于Math中的
private static Random r = new Random(); //随机数产生器只需要一个,所以定义成静态,防止每次new一个坦克是都会产生一个随机数产生器
private BloodBar bb = new BloodBar();
private boolean good; //定义变量说明是我方还是敌方坦克,为true表示我方坦克
private boolean live = true; //定义变量说明是坦克是否存活
private int life = LIFE; //设置坦克的生命值为100
TankClient tc;
private int x , y; //定义变量画圆圈(坦克)时四边形左上点的x、y左边
private int oldX , oldY; //定义坦克上个位置的坐标
private boolean bL = false, bU = false, bR = false, bD = false; //定义变量左上右下的按键是否被按下
private Direction dir = Direction.STOP; //定义变量坦克的方向
private Direction ptDir = Direction.U; //定义变量坦克炮筒的方向,起初向上
private int step = r.nextInt(12) + 3; //定义坦克朝着一个方向移动几步
private static Toolkit tk = Toolkit.getDefaultToolkit();
private static Image[] TankImages = null;
private static Map imgs = new HashMap();
//静态代码区,这样这个类的class文件被加载,首先执行这里的代码;一条语句也可以写在里面,最适合给一些变量做初始化
static{
TankImages = new Image[] {
tk.getImage(Tank.class.getClassLoader().getResource("images/tankL.gif")),
tk.getImage(Tank.class.getClassLoader().getResource("images/tankLU.gif")),
tk.getImage(Tank.class.getClassLoader().getResource("images/tankU.gif")),
tk.getImage(Tank.class.getClassLoader().getResource("images/tankRU.gif")),
tk.getImage(Tank.class.getClassLoader().getResource("images/tankR.gif")),
tk.getImage(Tank.class.getClassLoader().getResource("images/tankRD.gif")),
tk.getImage(Tank.class.getClassLoader().getResource("images/tankD.gif")),
tk.getImage(Tank.class.getClassLoader().getResource("images/tankLD.gif"))
};
imgs.put("L", TankImages[0]);
imgs.put("LU", TankImages[1]);
imgs.put("U", TankImages[2]);
imgs.put("RU", TankImages[3]);
imgs.put("R", TankImages[4]);
imgs.put("RD", TankImages[5]);
imgs.put("D", TankImages[6]);
imgs.put("LD", TankImages[7]);
}
public Tank(int x, int y, boolean good) {
this.x = x;
this.y = y;
this.good = good;
this.oldX = x;
this.oldY =y;
}
public Tank(int x, int y, boolean good, Direction dir, TankClient tc) {
this(x, y, good); //相当于调用上面的构造方法
this.dir = dir;
this.tc = tc;
}
public void drawTank(Graphics g) {
if(!live) {
if(!good) {
tc.tanks.remove(this);
}
return; //如果坦克没有存活就直接返回,不用画坦克了
}
if (good) bb.draw(g);
//根据炮筒的方向,画直线代表炮筒
switch (ptDir) {
case L:
g.drawImage(imgs.get("L"), x, y, null);
break;
case LU:
g.drawImage(imgs.get("LU"), x, y, null);
break;
case U:
g.drawImage(imgs.get("U"), x, y, null);
break;
case RU:
g.drawImage(imgs.get("RU"), x, y, null);
break;
case R:
g.drawImage(imgs.get("R"), x, y, null);
break;
case RD:
g.drawImage(imgs.get("RD"), x, y, null);
break;
case D:
g.drawImage(imgs.get("D"), x, y, null);
break;
case LD:
g.drawImage(imgs.get("LD"), x, y, null);
break;
}
move(); //每次按键都会重画,就会调用drawTank,在这里重画坦克的此时位置
}
public void keyPressed(KeyEvent e) {
int key = e.getKeyCode(); //得到按键的虚拟码,再和下面的KeyEvent.VK_LEFT等虚拟码比较看是否是某按键
switch (key) {
case KeyEvent.VK_F2:
if (!this.live) {
this.live = true;
this.life = LIFE;
}
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;
}
locateDraction();
}
public void keyReleased(KeyEvent e) {
int key = e.getKeyCode();
switch (key) {
case KeyEvent.VK_1: //按1就发射子弹调用fire方法
fire(); //只有松开1才能发出子弹
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_SPACE: //按SPACE就发射子弹调用fire方法
superFire();
break;
}
locateDraction();
}
//通过上右下的按键是否被按下判断坦克要运动的方向
void locateDraction() {
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 move() {
oldX = x;
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;
}
//防止坦克出界
if (x < 0) x = 0;
if (y < 25) y = 25; //考虑了标题栏的高度
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(); //把枚举转换成数组
if (step == 0) {
int rn = r.nextInt(dirs.length);
dir = dirs[rn]; //如果移动步数为0就改变方向
step = r.nextInt(12) + 3;
}
step --;
if(r.nextInt(40) > 37) this.fire();
}
}
public void stay() {
x = oldX;
y = oldY;
}
//坦克开火,就new一个子弹出来
private Missile fire() {
if(!live) return null;
int x = this.x + Tank.WIDTH/2 - Missile.WIDTH/2; //让子弹从坦克中心打出
int y = this.y + Tank.HEIGHT/2 - Missile.HEIGHT/2;
Missile m = new Missile(x, y, good, ptDir , this.tc);
tc.missiles.add(m); //每new一个Missile对象就把他装到集合中
return m; //返回的m,其他地方可调用可不调用
}
private Missile fire(Direction dir) {
if(!live) return null;
int x = this.x + Tank.WIDTH/2 - Missile.WIDTH/2; //让子弹从坦克中心打出
int y = this.y + Tank.HEIGHT/2 - Missile.HEIGHT/2;
Missile m = new Missile(x, y, good, dir , this.tc);
tc.missiles.add(m); //每new一个Missile对象就把他装到集合中
return m; //返回的m,其他地方可调用可不调用
}
public Rectangle getRect() {
return new Rectangle(x, y, WIDTH, HEIGHT); //得到坦克的探测方块,Rectangle是java.awt包中专门用于游戏碰撞的类
}
public boolean isLive() {
return live;
}
//Tank类的成员方法可生成对应的get和set方法,那么在其他类中就可以访问了
public void setLive(boolean live) {
this.live = live;
}
public boolean isGood() {
return good;
}
//检测坦克是否撞墙
public boolean collidesWithWall(Wall w) {
if(this.live && this.getRect().intersects(w.getRect())) {
this.stay(); //如果坦克撞到墙就让他回到上一个位置
return true;
}
return false;
}
//检测坦克是否相撞,java.util.List接口或者类的另一种写法,java.awt中也有List,所以要写明确
public boolean collidesWithTanks(java.util.List 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;
}
//超级炮弹:朝8个方向各发一发炮弹
private void superFire() {
Direction[] dirs = Direction.values();
for (int i = 0; i < 8; i++) { //dirs[8]是STOP
fire(dirs[i]);
}
}
public int getLife() {
return life;
}
public void setLife(int life) {
this.life = life;
}
public 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/LIFE ;
g.fillRect(x, y - 10, w, 10);
g.setColor(c);
}
}
//吃血块
public boolean eat(Blood b) {
if(this.live && b.isLive() && this.getRect().intersects(b.getRect())) {
b.setLive(false);
life = LIFE;
return true;
}
return false;
}
}
Missile类:
package com.exjava.tankWar;
import java.awt.*;
import java.util.HashMap;
import java.util.List;
import java.util.Map;
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;
Direction dir;
private boolean good; //定义变量表示是否是我方子弹
private boolean live = true; //定义一个判断子弹是否出界的变量
private TankClient tc;
private static Toolkit tk = Toolkit.getDefaultToolkit();
private static Image[] MissileImages = null;
private static Map imgs = new HashMap();
static{
MissileImages = new Image[] {
tk.getImage(Tank.class.getClassLoader().getResource("images/missileL.gif")),
tk.getImage(Tank.class.getClassLoader().getResource("images/missileLU.gif")),
tk.getImage(Tank.class.getClassLoader().getResource("images/missileU.gif")),
tk.getImage(Tank.class.getClassLoader().getResource("images/missileRU.gif")),
tk.getImage(Tank.class.getClassLoader().getResource("images/missileR.gif")),
tk.getImage(Tank.class.getClassLoader().getResource("images/missileRD.gif")),
tk.getImage(Tank.class.getClassLoader().getResource("images/missileD.gif")),
tk.getImage(Tank.class.getClassLoader().getResource("images/missileLD.gif"))
};
imgs.put("L", MissileImages[0]);
imgs.put("LU", MissileImages[1]);
imgs.put("U", MissileImages[2]);
imgs.put("RU", MissileImages[3]);
imgs.put("R", MissileImages[4]);
imgs.put("RD", MissileImages[5]);
imgs.put("D", MissileImages[6]);
imgs.put("LD", MissileImages[7]);
}
public Missile(int x, int y, Direction dir) {
this.x = x;
this.y = y;
this.dir = dir;
}
public Missile(int x, int y,boolean good, Direction dir, TankClient tc) {
this(x, y, dir);
this.good = good;
this.tc = tc;
}
public void drawMissile(Graphics g) {
if(!live) {
tc.missiles.remove(this);
return;
}
switch (dir) {
case L:
g.drawImage(imgs.get("L"), x, y, null);
break;
case LU:
g.drawImage(imgs.get("LU"), x, y, null);
break;
case U:
g.drawImage(imgs.get("U"), x, y, null);
break;
case RU:
g.drawImage(imgs.get("RU"), x, y, null);
break;
case R:
g.drawImage(imgs.get("R"), x, y, null);
break;
case RD:
g.drawImage(imgs.get("RD"), x, y, null);
break;
case D:
g.drawImage(imgs.get("D"), x, y, null);
break;
case LD:
g.drawImage(imgs.get("LD"), x, y, null);
break;
}
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 > tc.GAME_WIDTH || y > tc.GAME_HEIGHT) {
live = false;
}
}
public boolean isLive() {
return live;
}
public Rectangle getRect() {
return new Rectangle(x, y, WIDTH, HEIGHT); //得到子弹的探测方块,Rectangle是java.awt包中专门用于游戏碰撞的类
}
//判断子弹是否打到了坦克
public boolean hitTank(Tank t) {
//intersects是Rectangle的一个方法;t.isLive()是为了判断坦克是否存活,如果没有则打掉这个坦克后,之后的子弹到达原来这个坦克的位置就会消失
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 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;
}
}
Explode类:
package com.exjava.tankWar;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.Toolkit;
//爆炸类(爆炸的英文:explode)
public class Explode {
int x, y;
private TankClient tc;
private boolean live = true;
private boolean init = false; //定义变量表示图片是否已经被加载到内存了
private static Toolkit tk = Toolkit.getDefaultToolkit(); //Toolkit是java.awt中的工具包类,这样就可以方便的拿到硬盘的信息
private static Image[] imgs = { //每次只需加载一次,所以写出static
//下面用到了反射的概念,Explode.class.getClassLoader()是得到最终生成class文件的装载器,getResource()得到装载器的目录
//此时加载的图片路径绝对和相对都不合适,用这个方法最合适,这个方法比较常用
tk.getImage(Explode.class.getClassLoader().getResource("images/1.gif")),
tk.getImage(Explode.class.getClassLoader().getResource("images/2.gif")),
tk.getImage(Explode.class.getClassLoader().getResource("images/3.gif")),
tk.getImage(Explode.class.getClassLoader().getResource("images/4.gif")),
tk.getImage(Explode.class.getClassLoader().getResource("images/5.gif")),
tk.getImage(Explode.class.getClassLoader().getResource("images/6.gif")),
tk.getImage(Explode.class.getClassLoader().getResource("images/7.gif")),
tk.getImage(Explode.class.getClassLoader().getResource("images/8.gif")),
tk.getImage(Explode.class.getClassLoader().getResource("images/9.gif")),
tk.getImage(Explode.class.getClassLoader().getResource("images/10.gif"))
};
int step = 0; //定义变量代表画爆炸的圆画到第几个了
public Explode(int x, int y, TankClient tc) {
this.x = x;
this.y = y;
this.tc = tc;
}
public void draw(Graphics g) {
if(!init) {
for (int i = 0; i < imgs.length; i++) {
g.drawImage(imgs[i], -100, -100, null); //把图片画在看不到的地方
}
init = true;
}
if(!live) {
tc.explodes.remove(this);
return;
}
if (step == imgs.length) {
live = false;
step = 0;
return;
}
g.drawImage(imgs[step], x, y, null);
step ++ ;
}
}
Wall类:
package com.exjava.tankWar;
import java.awt.*;
public class Wall {
private int x, y, w, h;
private 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) {
Color c = g.getColor();
g.setColor(Color.WHITE);
g.fillRect(x, y, w, h);
g.setColor(c);
}
public Rectangle getRect() {
return new Rectangle(x, y, w, h);
}
}
Blood类:
package com.exjava.tankWar;
import java.awt.*;
public class Blood {
private int x, y, w, h;
private TankClient tc;
private boolean live = true;
private int step = 0;
int[][] pos = {
{400,400}, {420,400}, {440,400}, {440,420}, {440,440}, {420,440}, {400,440}, {400,420}
};
public Blood(TankClient tc) {
this.x = pos[0][0];
this.y = pos[0][1];
this.w = h = 10;
this.tc = tc;
}
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][1];
}
public Rectangle getRect() {
return new Rectangle(x, y, w, h);
}
public boolean isLive() {
return live;
}
public void setLive(boolean live) {
this.live = live;
}
}
Direction类:
package com.exjava.tankWar;
public enum Direction {
L,LU,U,RU,R,RD,D,LD,STOP; //定义枚举类型,值为左、左上、上、右上、右、右下、下、左下、停止
}
ProperMgr类:
package com.exjava.tankWar;
import java.io.IOException;
import java.util.Properties;
public class ProperMgr {
//Singleton模式,只实例化一个对象
//读配置文件用的对象,这个对象只需要把配置文件加载到内存就行,之后就和他没关系,所以只需实例化一次
static Properties props = new Properties();
static {
try {
props.load(ProperMgr.class.getClassLoader().getResourceAsStream("config/tank.properties"));
} catch (IOException e1) {
e1.printStackTrace();
}
}
private ProperMgr() {} //构造方法定义成静态的,就是不准别的类new这种对象
public static String getProperty(String key) {
return props.getProperty(key);
}
}
包config中含有的文件
tank.properties源码:
initTankCount=20
reProduceTank=10
包images中含有的文件上述图片
坦克大战图片下载地址:点击下载