坦克大战单机版总结

       这几天跟着马士兵的视频写出了《坦克大战》单机版,在此基础上我还修改了几个小版块,比如敌方的坦克全部被我军歼灭后,战争级数上升一级,我军的战斗值恢复到满值,自动生成一批坦克,每次敌军新增的坦克数量也随着级数的上升而增多,有点级数越高越难打的味道,另外还增加了一个若不同敌军子弹相撞则爆炸的效果。

       这是我学习JAVA一个多月以来,首次做的一个小项目,由于之前学过别的语言,所以做起来并不觉得困难。通过这个小项目,让我更深的了解了面向对象,同时也更深入的了解了一些新的知识点,稍作总结:

       对象能够移动的本质是:改变对象的坐标,再对对象重画。由于重画的速度很快,我们的肉眼无法察觉,因此就以为是移动了。根据坦克的起始坐标,根据坦克的方向设一个变量相应的改变坦克的起始坐标。然后在通过重画,就达到了运动的效果。

       其次在不断的重画的过程中,由于刷新的频率大于重画的频率,导致会闪烁,可以通过加入一个线程不断的刷新来消除闪烁问题,具体实现方法:

private class PaintThread implements Runnable{
		public void run() {
			while(true){
				repaint();
				try {
					Thread.sleep(50);
				} catch (InterruptedException e) {
					e.printStackTrace();
				}
			}
		}	
	}

到网上一查,发现还有其他方法,这个待研究。

      还有通过构造子弹以及坦克,初步了解了ListArrayList等的用法,当然此个项目也有一些不足之处,比如说我军子弹和敌军子弹、以及我军坦克和敌军坦克没有分开控制,这样子导致无法完成我军子弹碰到敌军子弹可以爆炸等问题。

知道怎么通过按键监听来实现按键控制操作,如使坦克和炮弹按八个方向跑,可以参看Tank.java和Missile.java里的内容。

···

     总的来说,这个项目使我对JAVA的兴趣又增添几分,因为每做出一步,都会让我有点小成就感,然后是到最终完成,又想去做它的升级版···

 效果如图:

坦克大战单机版总结_第1张图片

下面贴出代码:

CSDN下载地址:http://download.csdn.net/detail/yanghai0321/3766202

说明:我军战死后按“F2”键可以重生一辆,按“Ctrl”键发射炮弹,按“A”键发射超级炮弹(可以向八个方向同时发射)!

主窗口:TankClient.java

package com.yanghai.tankwar;
import java.awt.*;
import java.awt.event.*;
import java.util.List;
import java.util.ArrayList;

/**
 * 这个类的作用是坦克游戏的主窗口
 * @author Yanghai
 *
 */
public class TankClient extends Frame{
	public static final int GAME_WIDTH=800;
	public static final int GAME_HEIGHT=600;
	Tank myTank=new Tank(750,550,true,Tank.Direction.STOP,this);
	Wall w1=new Wall(250,200,20,150,this);
	Wall w2=new Wall(500,300,150,20,this);
	Blood b=new Blood();
	int level=1;
	int init=10;
	
	List<Missile> missiles=new ArrayList<Missile>();
	List<Explode> explodes=new ArrayList<Explode>();
	List<Tank> tanks=new ArrayList<Tank>();
	
	Image offScreenImage =null;//设置一张背后的图片
	
	public void paint(Graphics g) {
		g.drawString("missiles count:"+missiles.size(), 8, 45);
		g.drawString("explodes count:"+explodes.size(), 8, 65);
		g.drawString("tanks    count:"+tanks.size(), 8, 85);
		g.drawString("myTank's  life:"+myTank.getLife(), 8, 105);
		g.drawString("Fighting level:"+level, 700, 65);
		if(tanks.size()<=0){
			init++;
			for(int i=0;i<init;i++){
				tanks.add(new Tank(30*(i+1),3*(i+20)+5,false,Tank.Direction.D,this));
			}
			level++;
			myTank.setLife(myTank.HP);
		}
		for(int i=0;i<missiles.size();i++){
			Missile m=missiles.get(i);
			m.hitTank(myTank);
			m.hitTanks(tanks);
			m.hitWall(w1);
			m.hitWall(w2);
			m.hitMissiles(missiles);
			//if(!m.isLive())missiles.remove(m);
			//else m.draw(g);
			m.draw(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);
			t.collidesWithWall(w2);
			t.collidesWithTanks(tanks);
			t.draw(g);
		}
		myTank.collidesWithTanks(tanks);
		//myTank.collidesWithWall(w1);
		//myTank.collidesWithWall(w2);
		myTank.eat(b);
		myTank.draw(g);
		w1.draw(g);
		w2.draw(g);
		b.draw(g);
	}
	
	public void update(Graphics g) {//屏幕的画笔
		if(offScreenImage==null){
			offScreenImage=this.createImage(GAME_WIDTH, GAME_HEIGHT);//设置一张图片
		}
		Graphics gOffScreenImage=offScreenImage.getGraphics();//得到paint画笔,背后图片的画笔
		Color c=gOffScreenImage.getColor();
		gOffScreenImage.setColor(Color.GREEN);
		gOffScreenImage.fillRect(0, 0, GAME_WIDTH, GAME_HEIGHT);
		gOffScreenImage.setColor(c);
		paint(gOffScreenImage);//调用paint()方法,用画笔在后面的图片上画一遍
		g.drawImage(offScreenImage, 0, 0, null);//把图片画到屏幕上来
	}
	
	/**
	 * 本方法显示坦克主窗口
	 */
	public void lauchFrame(){
		this.setTitle("TankWar");
		this.setLocation(200, 120);
		this.setSize(GAME_WIDTH,GAME_HEIGHT);
		for(int i=0;i<init;i++){
			tanks.add(new Tank(16*(i*5),40*(i+5),false,Tank.Direction.D,this));
		}
		this.addWindowListener(new WindowAdapter(){
			public void windowClosing(WindowEvent e) {
				System.exit(0);
			}
			
		});
		this.setResizable(false);
		this.setBackground(Color.GREEN);
		setVisible(true);
		new Thread(new PaintThread()).start();
		this.addKeyListener(new KeyMonitor());
	}
	
	public static void main(String[] args) {
		TankClient tc=new TankClient();
		tc.lauchFrame();
	}
	
	private class PaintThread implements Runnable{
		public void run() {
			while(true){
				repaint();
				try {
					Thread.sleep(50);
				} 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);
			}
		}
}

坦克类:Tank.java

package com.yanghai.tankwar;

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

public class Tank {

	int x, y;
	int oldX, oldY;
	int myTanks = 0;

	private int life = HP;
	public static final int HP = 100;

	public int getLife() {
		return life;
	}

	private BloodBar bb = new BloodBar();

	public void setLife(int life) {
		this.life = life;
	}

	private static Random r = new Random();// 设置成静态的,可以被多个对象调用
	int step = r.nextInt(12) + 3;

	public static final int XSPEED = 8;
	public static final int YSPEED = 8;
	public static final int WIDTH = 30;
	public static final int HEIGHT = 30;
	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;

	TankClient tc;
	private boolean good;
	private boolean live = true;// 设置Tank的生死量

	public boolean isLive() {
		return live;
	}

	public void setLive(boolean live) {
		this.live = live;
	}

	public Tank(int x, int y, boolean good) {
		this.x = x;
		this.y = y;
		this.good = good;
	}

	public Tank(int x, int y, boolean good, Direction dir, TankClient tc) {
		this(x, y, good);
		this.dir = dir;
		this.tc = tc;
	}

	private class BloodBar {
		public void draw(Graphics g) {
			Color c = g.getColor();
			g.drawRect(x, y - 10, WIDTH, 7);
			g.setColor(Color.RED);
			int w = WIDTH * life / 100;
			g.fillRect(x, y - 10, w, 7);
			g.setColor(c);
		}
	}

	public Rectangle getRect() {
		return new Rectangle(x, y, WIDTH, HEIGHT);
	}

	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;
		}
		if (x < 0)
			x = 0;
		if (y < 20)
			y = 20;
		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();
			if (step == 0) {// 前几步让坦克随原来的方向走,然后再随机产生方向(循环)
				step = r.nextInt(15) + 4;
				int rn = r.nextInt(dirs.length);
				dir = dirs[rn];
			}
			step--;// 每画一次,随机产生的要走方向的次数减,这样才能让下一个随机数产生,从而有不同的方向
			if (r.nextInt(40) > 37)
				this.fire();
		}
	}

	public boolean isGood() {
		return good;
	}

	public void draw(Graphics g) {
		if (!live) {
			if (!good) {
				tc.tanks.remove(this);
			}
			return;
		}
		Color c = g.getColor();
		if (good)
			g.setColor(Color.RED);
		else
			g.setColor(Color.BLUE);
		g.fillOval(x, y, WIDTH, HEIGHT);
		g.setColor(c);

		if (isGood())
			bb.draw(g);

		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 + 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();
	}

	public void keyPressed(KeyEvent e) {
		int key = e.getKeyCode();
		switch (key) {
		case KeyEvent.VK_F2:
			if (!this.isLive()) {
				myTanks++;
				if (myTanks < 10) {
					this.setLive(true);
					this.setLife(HP);
				}
			}
			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;
		}
		locateDirection();
	}

	public Missile fire() {
		if (!live)
			return null;
		int x = this.x + Tank.WIDTH / 2 - Missile.WIDTH / 2;
		int y = this.y + Tank.HEIGHT / 2 - Missile.HEIGHT / 2;
		Missile m = new Missile(x, y, ptDir, good, this.tc);
		tc.missiles.add(m);
		return m;
	}

	public Missile fire(Direction dir) {
		if (!live)
			return null;

		
		int x = this.x + Tank.WIDTH / 2 - Missile.WIDTH / 2;
		int y = this.y + Tank.HEIGHT / 2 - Missile.HEIGHT / 2;
		Missile m = new Missile(x, y, dir, good, this.tc);
		tc.missiles.add(m);
		return m;
	}

	public void keyReleased(KeyEvent e) {// 若没有此段处理代码,则在keyPressed方法后,最先按的两次总会是true
		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;
		case KeyEvent.VK_A:
			superFire();
			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;
	}

	private void stay() {
		x = oldX;
		y = oldY;
	}

	/**
	 * 撞墙
	 * 
	 * @param w被撞的墙
	 * @return 撞上了返回true,否则false
	 */
	public boolean collidesWithWall(Wall w) {
		if (this.live && this.getRect().intersects(w.getRect())) {
			this.stay();
			return true;
		}
		return false;
	}

	public boolean collidesWithTanks(java.util.List<Tank> tanks) {
		for (int i = 0; i < tanks.size(); i++) {
			Tank t = tanks.get(i);
			if (this != t) {
				if (this.live && this.getRect().intersects(t.getRect())) {
					this.stay();
					t.stay();
					return true;
				}
			}
		}
		return false;
	}

	public boolean eat(Blood b) {
		if (this.live && b.isLive() && this.getRect().intersects(b.getRect())) {
			this.life = HP;
			b.setLive(false);
			return true;
		}
		return false;
	}

	public void superFire() {
		
		
		for (int i = 0; i < 8; i++) {
			Direction[] dirs = Direction.values();
			dir = dirs[i];
			fire(dir);
		}
	}
}


子弹类:

Missile.java

package com.yanghai.tankwar;

import java.awt.*;
import java.util.List;

public class Missile {
	int x, y;
	public static final int XSPEED = 12;
	public static final int YSPEED = 12;
	public static final int WIDTH = 10;
	public static final int HEIGHT = 10;

	Tank.Direction dir;
	TankClient tc;
	private boolean Live = true;// 设置子弹的生死量
	private boolean good = true;

	public boolean isLive() {
		return Live;
	}

	public void draw(Graphics g) {
		if (!Live) {
			tc.missiles.remove(this);
			return;
		}
		Color c = g.getColor();
		g.setColor(Color.BLACK);
		g.fillOval(x, y, WIDTH, HEIGHT);
		g.setColor(c);

		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;
		}
		if (x < 0 || y < 0 || x > TankClient.GAME_WIDTH
				|| y > TankClient.GAME_HEIGHT) {
			Live = false;
		}
	}

	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, boolean good, TankClient tc) {
		this(x, y, dir);
		this.good = good;
		this.tc = tc;
	}

	public Rectangle getRect() {
		return new Rectangle(x, y, WIDTH, HEIGHT);
	}

	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() - 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 hitWall(Wall w) {
		if (this.Live && this.getRect().intersects(w.getRect())) {
			this.Live = false;
			return true;
		}
		return false;
	}

	public boolean hitTanks(List<Tank> tanks) {
		for (int i = 0; i < tanks.size(); i++) {
			if (this.hitTank(tanks.get(i))) {
				return true;
			}
		}
		return false;
	}

	public boolean hitMissiles(List<Missile> missiles) {

		for (int i = 0; i < missiles.size(); i++) {

			Missile m = missiles.get(i);
			if (this != m) {
				// 修改的地方,这里的判断出现了问题,
				// 问题出现在我方的坦克发出炮弹是从
				// 一个地方打出的,子弹会重叠,所以偶
				// 数个的子弹会相互抵消,奇数个的子弹
				// 会有一发子弹出来,加上判断条件(不是我方子弹 !this.ggod)即可,
				// 此外,还要判断敌方的子弹是否重合,再加一个判断条件(敌方 this.good == m.good)。
				if (this.Live && m.Live
						&& this.getRect().intersects(m.getRect()) && !this.good
						&& (this.good == m.good)) {
					this.Live = false;
					m.Live = false;
					return true;
				}
			}
		}
		return false;
	}
}


爆炸类:Explode.java

package com.yanghai.tankwar;
import java.awt.*;

public class Explode {
	int x,y;
	private boolean live=true;
	
	int[] diameter={5,12,26,34,56,30,17,6};
	int step=0;
	
	TankClient tc;
	public Explode(int x,int y,TankClient tc){
		this.x=x;
		this.y=y;
		this.tc=tc;
	}
	
	public void draw(Graphics g){
		if(!live){
			tc.explodes.remove(this);
			return;
		}
		if(step==diameter.length)
		{
			live=false;
			step=0;
			return;
		}
		Color c=g.getColor();
		g.setColor(Color.ORANGE);
		g.fillOval(x, y, diameter[step], diameter[step]);
		g.setColor(c);
		step++;
	}
}


血块类:Blood.java

package com.yanghai.tankwar;
import java.awt.*;

public class Blood {
	int x,y,w,h;
	TankClient tc;
	private boolean live=true;
	public boolean isLive() {
		return live;
	}

	public void setLive(boolean live) {
		this.live = live;
	}

	int step=0;
	//指明血块运动的方向
	int [][] pos={
			{350,300},{360,300},{375,275},{400,200},{370,270},{360,290},{340,280},{350,300}
	             };
	public Blood(){
		x=pos[0][0];
		y=pos[0][1];
		w=h=15;
	}
	
	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);
		mov();
	}

	private void mov() {
		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);
	}
}


墙类:Wall.java

package com.yanghai.tankwar;
import java.awt.*;

public class Wall {
	TankClient tc;
	int x,y,w,h;
	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.ORANGE);
		g.fillRect(x, y, w, h);
		g.setColor(c);
	}
	public Rectangle getRect(){
		return new Rectangle(x,y,w,h);
	}
}


 嘿嘿,各位写代码也有点累了吧,特别是深夜的时候是不是觉得应该有点吃的就更好了?可以到本人开的小店“小灰灰休闲美食”店买点休闲食品哦,既满足食欲又可以放松哈子,当然平时也要吃是吧,也可以买来送朋友哦!
 


 

你可能感兴趣的:(java,c,Random,Class,import)