学习的第二个小项目是坦克大战单机版,有机会会将它做成图片版,或者网络版的。
这个单机版经过了26个版本,最终成为一个简单的单机版,大家可以体验一下哦。
tankwar
程序的主窗口 TankClient.java

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 = 600;
	public static final int GAME_HEIGHT = 400;
	
	Tank myTank = new Tank(50, 50,true, Tank.Direction.STOP, this);
	

	
	List<Explode> explodes = new ArrayList<Explode>();
	List<Missile> missiles = new ArrayList<Missile>();
	List<Tank> tanks = new ArrayList<Tank>();
	
	Wall w1 = new Wall(300, 200, 20, 150, this);
	
	Wall w2 = new Wall(100, 200, 20, 150, this);
	
	Blood b = new Blood();
	
	Image offScreenImage = null;

	public void paint(Graphics g) {
		//显示相关信息
		g.drawString("missiles count : " + missiles.size(),10,50);
		g.drawString("explodes count : " + explodes.size(),10,70);
		g.drawString("tanks count : " + tanks.size(),10,90);
		g.drawString("my life : " + myTank.getLife(),10,110);
		//画出子弹
		for(int i=0;i<missiles.size(); i++){
			Missile m = missiles.get(i);
			m.hitTanks(tanks);
			m.hitTank(myTank);
			m.hitWall(w1);
			m.hitWall(w2);
			m.draw(g);
		}
		//画出玩家的坦克
		if(myTank.isLive()) {
			myTank.draw(g); 
			myTank.eat(b);
		}
		//画出爆炸
		for(int i=0;i<explodes.size();i++){
			Explode e = explodes.get(i);
			e.draw(g);
		}
		
		//画出敌人坦克
		if(tanks.size() <=0) {
			for(int i=0;i<5;i++){
				tanks.add(new Tank(50 + 40*(i+1), 50, false,Tank.Direction.D, this));
			}
		}
		
		for(int i=0;i<tanks.size();i++){
			Tank t = tanks.get(i);
			t.hitWall(w1);
			t.hitWall(w2);
			t.hitTanks(tanks);
			if(t.isLive()) t.draw(g);
		}
		
		//画出墙
		w1.draw(g);
		w2.draw(g);
		
		//画出血块
		b.draw(g);
	}
	
	public void update(Graphics g) {
		if(offScreenImage == null){
			offScreenImage = this.createImage(GAME_WIDTH,GAME_HEIGHT);
		}
		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);
	}

	public static void main(String[] args) {
		TankClient tc=new TankClient();
		tc.LaunchFrame();
	}
	
	public void LaunchFrame(){
		// 添加10个敌方坦克
		for(int i=0;i<10;i++){
			tanks.add(new Tank(50 + 40*(i+1), 50, false,Tank.Direction.D, this));
		}
		setLocation(100, 100);
		setSize(GAME_WIDTH,GAME_HEIGHT);
		setTitle("TankWar");
		addWindowListener(new WindowAdapter() {
			public void windowClosing(WindowEvent e) {
				System.exit(0);
			}
		});
		this.setResizable(false);
		this.setBackground(Color.green);
		addKeyListener(new KeyMonitor());
		setVisible(true);
		
		new Thread(new PaintThread()).start();
	}
	
	private class PaintThread implements Runnable {
		public void run() {
			while (true) {
				repaint();
				try {
					Thread.sleep(80);
				} 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);
		}
	}
}

控制坦克的类Tank.java

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

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;
	
	private int x, y;
	private int oldX, oldY;
	
	private boolean needReset = false;
	
	private int life = 100;
	private BloodBar bb = new BloodBar();
	
	public void setLife(int life) {
		this.life = life;
	}

	public int getLife() {
		return life;
	}

	TankClient tc;
	
	private boolean good;
	
	private static Random r = new Random();
	
	private boolean live = true;
	
	private int step = r.nextInt(12) + 3;
	
	public boolean isLive() {
		return live;
	}

	public void setLive(boolean live) {
		this.live = live;
	}
	
	public boolean isGood(){
		return good;
	}
	
	public void setGood(boolean good){
		this.good = good;
	}

	enum Direction {L, LU, U, RU, R, RD, D, LD, STOP};
	private Direction dir = Direction.STOP;
	//炮筒方向
	private Direction ptDir = Direction.D;
	
	private boolean bL=false, bU=false,bR=false,bD=false;
	
	public Tank(int x, int y, boolean good) {
		this.x = x;
		this.y = y;
		this.oldX = x;
		this.oldY = 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;
	}
	
	public void draw(Graphics g){
		Color c = g.getColor();
		if(good) g.setColor(Color.red);
		else g.setColor(Color.yellow);
		g.fillOval(x, y, WIDTH, HEIGHT);
		g.setColor(c);
		
		if(this.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 + 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(){
		this.oldX = x;
		this.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;
		}
		
		//只要坦克不是停着的,调整炮筒方向,使之与前进方向一致
		if (this.dir != Direction.STOP) {
			this.ptDir = this.dir;
		}
		
		//避免坦克出界
		if(x < 0) x = 0;
		if(y < 25 ) y = 25;
		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;
		
		//给敌方坦克设定随机方向
		if(!good){
			Direction[] dirs = Direction.values();
			if(step == 0){
				step = r.nextInt(12) + 3;
				int rn = r.nextInt(dirs.length);
				dir = dirs[rn];
			}
			step --;
			
			//设置敌方坦克发子弹
			if(r.nextInt(40) > 38) this.fire();
		}
	}
	
	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;
		case KeyEvent.VK_A :
			superFire();
			break;
		case KeyEvent.VK_B :
			if(!this.live) {
				this.live = true;
				this.life = 100;
			}
			break;
		}
		
	}
	
	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;
	}
	
	//超级子弹
	private void superFire(){
		Direction[] dirs = Direction.values();
		for(int i=0;i<8;i++){
			fire(dirs[i]);
		}
	}
	
	
	public Rectangle getRect() {
		return new Rectangle(x, y, WIDTH, HEIGHT);
	}
	
	private void stayOld(){
		x = oldX;
		y = oldY;
	}
	
	public boolean hitWall(Wall w){
		if(this.live && this.getRect().intersects(w.getRect())){
			this.stayOld();
			return true;
		}
		return false;
	}
	
	public boolean hitTanks(java.util.List<Tank> tanks){
		for(int i=0;i<tanks.size();i++){
			Tank t = tanks.get(i);
			if(this != t){
				if(this.live && t.live && this.getRect().intersects(t.getRect())){
					this.stayOld();
					t.stayOld();
					return true;
				}
			}
		}
		
		return false;
	}
	
	private class BloodBar{
		public void draw(Graphics g){
			Color c = g.getColor();
			// 先画外面的空心框
			g.setColor(Color.red);
			g.drawRect(x, y-10, WIDTH, 10);
			//画里面的实心框
			int w = WIDTH * life/100;
			g.fillRect(x, y-10, w, 10);
			
		}
	}
	
	public boolean eat(Blood b){
		if(this.isLive() && b.isLive() && this.getRect().intersects(b.getRect())){
			this.life = 100;
			b.setLive(false);
			return true;
		}
		return false;
	}
	
}

控制子弹的类Missile.java

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

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 TankClient tc;
	
	private boolean live = true ;
	
	private boolean good;

	public boolean isLive() {
		return live;
	}

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

	public Missile(int x, int y, Tank.Direction dir) {
		super();
		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 void draw(Graphics g) {
		if(!live) {
			tc.missiles.remove(this);
			return;
		}
		Color c = g.getColor();
		if(this.good) g.setColor(Color.red);
		else g.setColor(Color.yellow);
		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;
		case STOP:
			break;
		}
		
		if(x < 0 || y < 0 || x > TankClient.GAME_WIDTH || y > TankClient.GAME_HEIGHT){
			live = false;
			tc.missiles.remove(this);
		}
	}
	
	public Rectangle getRect() {
		return new Rectangle(x, y, WIDTH, HEIGHT);
	}
	
	public boolean hitTank(Tank t){
		//子弹击中目标坦克
		if(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);
					t.setLive(false);
				}
			}
			this.live = false;
			tc.missiles.remove(this);
			Explode e = new Explode(x, y, tc);
			tc.explodes.add(e);
			return true;
		}
		return false;
	}
	
	public boolean hitTanks(List<Tank> tanks){
		for(int i=0;i<tanks.size();i++){
			if(hitTank(tanks.get(i))){
				tanks.get(i).setLive(false);
				tanks.remove(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;
	}
}

控制爆炸的类Explode.java

import java.awt.*;

public class Explode {
	int x, y;
	private boolean live = true;
	int[] diameter = {2, 6, 13, 18, 25, 16, 10, 6};
	int step = 0;
	
	private 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.white);
		g.fillOval(x, y, diameter[step], diameter[step]);
		g.setColor(c);
		
		step ++;
	}
}

显示玩家坦克生命值的类Blood.java

import java.awt.*;

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

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

	private int[][] pos = {{50, 360}, {70, 360}, {90, 360}, {110, 380}, {130, 320}, {150, 250}, {170, 200}};
	
	int step = 0;
	
	public Blood(){
		x = pos[0][0];
		y = pos[0][1];
		w = h = 15 ;
	}
	
	public void draw(Graphics g){
		if(!isLive()) 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);
	}
}

显示障碍物的类Wall.java

import java.awt.*;

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

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