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1、import java.awt.*;/血塊類public class Blood int x, y, w, h;/定義血塊坐標(biāo)變量,寬度、高度變量TankClient tc; /生命坦克客戶端變量int step = 0;private boolean live = true;/初始生命為true/定義5個(gè)血塊數(shù)組private int pos = 350, 300, 360, 300, 375, 275, 400, 200, 360, 270, 365, 290, 340, 280 ;/血塊構(gòu)造函數(shù)public Blood() x = pos00;y = pos01;w = h = 15;/

2、畫(huà)出血塊public void draw(Graphics g) if(!live) return;Color c = g.getColor();/對(duì)象c獲取當(dāng)前顏色g.setColor(Color.MAGENTA);/設(shè)定血塊顏色為洋紅色g.fillRect(x, y, w, h);/用洋紅色填充矩形g.setColor(c);move();/調(diào)用move方法 /血塊移動(dòng)方法private void move() step +;if(step = pos.length)step = 0;x = posstep0;y = posstep1;/看是否和子彈相碰撞public Rectangle

3、getRect() return new Rectangle(x, y, w , h); /判斷生存狀態(tài)public boolean isLive() return live;/返回生存狀態(tài) /設(shè)定生死狀態(tài)public void setLive(boolean live) this.live = live;import java.awt.*;/爆炸類public class Explode int x, y; /定義爆炸坐標(biāo)變量private boolean live = true;/初始化生命為true/引用坦克客戶端對(duì)象private TankClient tc ;/定義并初始化半徑數(shù)組i

4、nt diameter = 4, 7, 12, 18, 26, 32, 49, 30, 14, 6;int step = 0;/根據(jù)碰撞位置創(chuàng)建爆炸public Explode(int x, int y, TankClient tc) this.x = x;this.y = y;this.tc = tc;/用一個(gè)圓來(lái)表示模擬爆炸public void draw(Graphics g) if(!live) tc.explodes.remove(this);return;if(step = diameter.length) live = false;step = 0;return;Color c

5、= g.getColor();/對(duì)象c用來(lái)獲取顏色g.setColor(Color.ORANGE);/設(shè)定爆炸顏色為桔黃色g.fillOval(x, y, diameterstep, diameterstep);/用桔黃色填充圓g.setColor(c);step +;import java.awt.*;import java.util.List;/子彈類public class Missile public static final int XSPEED = 10; /子彈水平速度public static final int YSPEED = 10; /子彈垂直速度public stati

6、c final int WIDTH = 10; /子彈寬度變量public static final int HEIGHT = 10;/子彈高度變量int x, y;/子彈坐標(biāo)Tank.Direction dir;/子彈方向/子彈生死狀態(tài)變量private boolean good;/設(shè)定敵我雙方判斷標(biāo)志private boolean live = true;/判斷是否存活/坦克客戶對(duì)象private TankClient tc;/子彈構(gòu)造函數(shù)public Missile(int x, int y, Tank.Direction dir) this.x = x;this.y = y;this.

7、dir = dir;/重寫(xiě)構(gòu)造函數(shù)public Missile(int x, int y, boolean good, Tank.Direction dir, TankClient tc) this(x, y, dir);this.good = good;this.tc = tc;/在窗體上畫(huà)出子彈public void draw(Graphics g) if(!live) tc.missiles.remove(this);return;/如果子彈死了,則不畫(huà)出Color c = g.getColor();/獲取顏色g.setColor(Color.BLACK);/設(shè)置子彈顏色為黑色g.fil

8、lOval(x, y, WIDTH, HEIGHT);/用黑色填充圓g.setColor(c);move();/子彈移動(dòng)方法 /子彈移動(dòng)函數(shù)private void move() /根據(jù)子彈的方向確定下一步的移動(dòng)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

9、;break;case D:y += YSPEED;break;case LD:x -= XSPEED;y += YSPEED;break;case STOP:break;/判斷子彈是否出界,若出則去掉if(x 0 | y TankClient.GAME_WIDTH | y TankClient.GAME_HEIGHT) live = false; /判斷子彈生存狀態(tài)public boolean isLive() return live;/返回子彈生存狀態(tài)/獲取子彈外圍坐標(biāo)public Rectangle getRect() return new Rectangle(x, y, WIDTH,

10、HEIGHT);/打坦克函數(shù)public boolean hitTank(Tank t) if(this.live & this.getRect().intersects(t.getRect() & t.isLive() & this.good != t.isGood() /每中一次彈生命值減少20if(t.isGood() t.setLife(t.getLife()-20);if(t.getLife() = 0) t.setLive(false);/坦克沒(méi)血了則沒(méi)生命 else t.setLive(false);this.live = false;Explode e = new Explod

11、e(x, y, tc);/創(chuàng)建一個(gè)爆炸e對(duì)象tc.explodes.add(e);/添加到爆炸容器中return true;return false;/依次判斷所有敵方坦克是否被子彈擊中public boolean hitTanks(List tanks) for(int i=0; itanks.size(); i+) if(hitTank(tanks.get(i) return true;return false;/判斷子彈是否擊中墻public boolean hitWall(Wall w) if(this.live & this.getRect().intersects(w.getRec

12、t() this.live = false;return true;return false;import java.awt.*;import java.awt.event.*;import java.util.*;/定義坦克類public class Tank public static final int XSPEED = 5; /坦克水平速度public static final int YSPEED = 5; /坦克垂直速度public static final int WIDTH = 30; /坦克寬度public static final int HEIGHT = 30; /坦克高

13、度private boolean live = true; /初始化生命為trueprivate BloodBar bb = new BloodBar();/聲明血塊變量private int life = 100; /初始化生命值為100TankClient tc;/生命坦克客戶端變量private boolean good;/設(shè)置區(qū)分?jǐn)澄覂煞綐?biāo)志private int x, y; /聲明兩個(gè)整型私有變量x,y坐標(biāo)private int oldX, oldY;/記錄上一步的坐標(biāo)private static Random r = new Random(); /創(chuàng)建一個(gè)隨機(jī)數(shù)r對(duì)象/聲明方向變量

14、private boolean bL=false, bU=false, bR=false, bD = false;enum Direction L, LU, U, RU, R, RD, D, LD, STOP;/*坦克的八個(gè)方向和一個(gè)stop狀態(tài)*/private Direction dir = Direction.STOP;private Direction ptDir = Direction.D;private int step = r.nextInt(12) + 3;/整數(shù)step在3,14間隨機(jī)取值 /構(gòu)造方法public Tank(int x, int y, boolean good

15、) this.x = x;this.y = y;this.oldX = x;this.oldY = y;this.good = good;/重寫(xiě)構(gòu)造方法public Tank(int x, int y, boolean good, Direction dir, TankClient tc) this(x, y, good);this.dir = dir;this.tc = tc;/畫(huà)出坦克public void draw(Graphics g) if(!live) if(!good) tc.tanks.remove(this);return;Color c = g.getColor();/獲取

16、顏色if(good) g.setColor(Color.RED);/我方坦克顏色設(shè)置為紅色else g.setColor(Color.BLUE);g.fillOval(x, y, WIDTH, HEIGHT);g.setColor(c);/畫(huà)出子彈if(good) 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,

17、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.WIDT

18、H/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();/移動(dòng)方法void move() /記錄上一次坐標(biāo)this.oldX = x;this.oldY = y

19、;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 != Dire

20、ction.STOP) this.ptDir = this.dir;/控制坦克不出界if(x 0) x = 0;if(y 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) step = r.nextInt(12) + 3;int rn =

21、r.nextInt(dirs.length);/改變方向dir = dirsrn;step -;if(r.nextInt(40) 38) this.fire();private void stay() x = oldX;y = oldY;/鍵按下的消息處理public void keyPressed(KeyEvent e) int key = e.getKeyCode();switch(key) case KeyEvent.VK_Q :if(!this.live) this.live = true;this.life = 100;break;case KeyEvent.VK_LEFT :bL

22、= true;break;case KeyEvent.VK_UP :bU = true;break;case KeyEvent.VK_RIGHT :bR = true;break;case KeyEvent.VK_DOWN :bD = true;break;locateDirection();/設(shè)定方向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

23、= 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

24、.STOP; /鍵抬起的消息處理public void keyReleased(KeyEvent e) int key = e.getKeyCode();switch(key) case KeyEvent.VK_CONTROL:fire();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;case KeyEvent.VK_A

25、:/按下A開(kāi)火superFire();break;locateDirection();/開(kāi)火發(fā)射方法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, good, ptDir, this.tc);tc.missiles.add(m);return m;public Missile fire(Directio

26、n 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, good, dir, this.tc);tc.missiles.add(m);return m;/看坦克是否與子彈碰撞public Rectangle getRect() return new Rectangle(x, y, WIDTH, HEIGHT); /判斷坦克是否還活著 pub

27、lic boolean isLive() return live; /設(shè)定坦克的生死狀態(tài)public void setLive(boolean live) this.live = live; /判斷坦克狀態(tài)是否良好public boolean isGood() return good;/坦克與墻相撞public boolean collidesWithWall(Wall w) if(this.live & this.getRect().intersects(w.getRect() this.stay();return true;return false;/坦克與坦克相撞public boole

28、an collidesWithTanks(java.util.List tanks) for(int i=0; itanks.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;/發(fā)射超級(jí)子彈private void superFire() Direction dirs = Direction.values();for(int i

29、=0; i8; i+) fire(dirsi); /返回坦克的生命值public int getLife() return life; /設(shè)置坦克的生命值public void setLife(int life) this.life = life;/創(chuàng)建生命值private class BloodBar /在坦克上方畫(huà)出生命條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.fil

30、lRect(x, y-10, w, 10);g.setColor(c);/判斷坦克是否吃到東西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;import java.awt.*;import java.awt.event.*;import java.util.List;import java.util.ArrayList;/坦克游戲的窗體類p

31、ublic class TankClient extends Frame /定義窗口寬高public static final int GAME_WIDTH = 800;public static final int GAME_HEIGHT = 600;/聲明一個(gè)自己坦克的對(duì)象Tank myTank = new Tank(50, 50, true, Tank.Direction.STOP, this);/聲明兩個(gè)墻變量Wall w1 = new Wall(100, 200, 20, 150, this), w2 = new Wall(300, 100, 300, 20, this);List

32、explodes = new ArrayList();/創(chuàng)建一個(gè)存放爆炸的容器List missiles = new ArrayList();/創(chuàng)建一個(gè)存放子彈的容器List tanks = new ArrayList();/創(chuàng)建一個(gè)存放坦克的容器Image offScreenImage = null;Blood b = new Blood();/創(chuàng)建一個(gè)血塊對(duì)象/畫(huà)方法public void paint(Graphics g) /左上角顯示的有關(guān)游戲的相關(guān)信息g.drawString(missiles count: + missiles.size(), 10, 50);/子彈數(shù)g.drawS

33、tring(explodes count: + explodes.size(), 10, 70);/爆炸數(shù)g.drawString(tanks count: + tanks.size(), 10, 90);/坦克數(shù)g.drawString(tanks life: + myTank.getLife(), 10, 110);/坦克生命/畫(huà)出爆炸if(tanks.size() = 0) for(int i=0; i5; i+) tanks.add(new Tank(50 + 40*(i+1), 50, false, Tank.Direction.D, this);/畫(huà)出子彈for(int i=0;

34、imissiles.size(); i+) Missile m = missiles.get(i);m.hitTanks(tanks);/打敵人m.hitTank(myTank);/被敵人打m.hitWall(w1);/撞墻m.hitWall(w2);m.draw(g);/if(!m.isLive() missiles.remove(m);/else m.draw(g);for(int i=0; iexplodes.size(); i+) Explode e = explodes.get(i);e.draw(g);for(int i=0; itanks.size(); i+) Tank t =

35、 tanks.get(i);t.collidesWithWall(w1);t.collidesWithWall(w2);/坦克撞到墻t.collidesWithTanks(tanks);/坦克相撞t.draw(g);myTank.draw(g);/畫(huà)出坦克myTank.eat(b);w1.draw(g);/畫(huà)出墻w2.draw(g);b.draw(g);/雙緩存消除閃爍public void update(Graphics g) if(offScreenImage = null) offScreenImage = this.createImage(GAME_WIDTH, GAME_HEIGHT

36、);Graphics gOffScreen = offScreenImage.getGraphics();Color c = gOffScreen.getColor();gOffScreen.setColor(Color.GREEN);gOffScreen.fillRect(0, 0, GAME_WIDTH, GAME_HEIGHT);gOffScreen.setColor(c);paint(gOffScreen);g.drawImage(offScreenImage, 0, 0, null);/啟動(dòng)窗口public void lauchFrame() /畫(huà)出坦克for(int i=0; i10; i+) tanks.add(new Tank(50 + 40*(i+1), 50,

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