坦克大战是我们小时候玩红白机时代的经典游戏,看到有不少小伙伴都使用各种语言实现了一下,手痒痒,也使用java做的一个比较简单的坦克大战,主要面向于学过Java的人群,与学了一段时间的人,有利于面向对象思想的提高,推荐给大家。
详情请参照注释,这里就不多废话了,实现一下儿时的经典而已。
Blood.java
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package com.hkm.TankWar;
import java.awt.*;
/** * 血块类,我方坦克吃了可回血;
* @author Hekangmin
*
*/
public class Blood {
private int x,y,w,h; //血块的位置和宽度高度;
private TankWarClient tc;
private int step= 0 ; //纪录血块移动的步数;
private boolean live= true ;
public boolean isLive() {
return live;
}
public void setLive( boolean live) {
this .live = live;
}
/**
* 纪录血块的位置;
*/
private int [][] pos={{ 400 , 300 },{ 400 , 320 },{ 420 , 320 },{ 440 , 300 },{ 440 , 330 },{ 480 , 400 },{ 520 , 400 },{ 540 , 400 }};
public Blood()
{
x=pos[ 0 ][ 0 ];
y=pos[ 0 ][ 1 ];
w=h= 18 ;
}
public void draw(Graphics g)
{
if (!live) return ;
Color c=g.getColor();
g.setColor(Color.CYAN);
g.fillOval(x, y, w, h);
g.setColor(c);
move();
}
/**
* 移动血块
*/
public void move()
{
step++;
if (step>=pos.length) step= 0 ;
else {
x=pos[step][ 0 ];
y=pos[step][ 1 ];
}
}
public Rectangle getRect()
{
return new Rectangle(x,y,w,h);
}
} |
Explode.java
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package com.hkm.TankWar;
import java.awt.*;
/** * 爆炸类
* @author Hekangmin
*
*/
public class Explode {
private int x,y; //爆炸发生的位置
private boolean Live= true ;
int dia[]={ 4 , 8 , 12 , 16 , 32 , 40 , 20 , 14 , 4 }; //用园模拟,代表圆的直径;
int step= 0 ; //区别移到第几个直径
private TankWarClient tc; //持有引用
public Explode( int x, int y,TankWarClient tc)
{
this .x=x;
this .y=y;
this .tc=tc;
}
public void draw(Graphics g)
{
if (!Live)
{
tc.explodes.remove( this );
return ;
}
if (step==dia.length) //如果到了最后一个直径爆炸死亡;
{
Live= false ;
step= 0 ;
return ;
}
Color c=g.getColor();
g.setColor(Color.YELLOW);
g.fillOval(x, y, dia[step], dia[step]);
g.setColor(c);
step++;
}
} |
Missile.java
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package com.hkm.TankWar;
import java.awt.*;
import java.awt.Event.*;
import java.awt.event.KeyEvent;
import java.util.List;
/** * 子弹类
* @author Hekangmin
*
*/
public class Missile {
private int x,y; //子弹的位置
private Tank.Direction dir; //坦克方向
private static final int XSPEED= 10 ; //坦克x方向的移动速度,
private static final int YSPEED= 10 ; //坦克y方向的移动速度,
public static final int WIDTH= 10 ;
public static final int HEIGHT= 10 ;
private boolean Live= true ; //判断子弹是否活着
private boolean good; //区分敌军子弹和我军子弹
private TankWarClient tc;
public Missile( int x, int y, Tank.Direction dir) {
this .x = x;
this .y = y;
this .dir = dir;
}
public Missile( int x, int y, boolean good,Tank.Direction dir,TankWarClient tc)
{
this (x,y,dir);
this .good=good; //将坦克好坏的属性与子弹还坏属性设为相同;
this .tc=tc;
}
/**
* 画出子弹
* @param g为画笔
*/
public void draw(Graphics g)
{
if (!Live)
{
tc.missiles.remove( this );
return ;
}
Color c=g.getColor();
if (good)
{
g.setColor(Color.BLUE);
}
else g.setColor(Color.ORANGE);
g.fillOval(x, y, WIDTH, HEIGHT);
g.setColor(c);
move();
}
/**
* 根据坦克的方向让子弹移动
*/
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>TankWarClient.GAME_WIDTH||y>TankWarClient.GAME_HEIGHT) //子弹越界则让其死亡;
{
Live= false ;
}
}
public boolean isLive()
{
return Live;
}
public Rectangle getRect() //获取子弹的矩形区域;
{
return new Rectangle( this .x, this .y, this .WIDTH, this .HEIGHT);
}
/**
* 判断子弹与坦克碰撞;
* @param t为坦克
* @return返回true则表示发生碰撞,否则没有碰撞;
*/
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()- 10 );
if (t.getLife()<= 0 ) t.setLive( false );
} else {
t.setLive( false );
}
this .Live= false ; ///将子弹设为死亡;
Explode e= new Explode(x,y,tc); //发生爆炸;
tc.explodes.add(e);
return true ;
}
return false ;
}
/**
* 判断子弹与敌军坦克相撞;
* @param tanks敌军坦克
* @returntrue表示相撞,false没有相撞;
*/
public boolean hitTanks(List<Tank> tanks)
{
for ( int i= 0 ;i<tanks.size();i++)
{
if (hitTank(tc.tanks.get(i)))
{
return true ;
}
}
return false ;
}
/**
* 判断子弹是否撞墙
* @param w墙
* @returntrue,撞上,false,未撞上;
*/
public boolean hitsWall(Wall w)
{
if ( this .Live&& this .getRect().intersects(w.getRect()))
{
Live= false ;
return true ;
}
return false ;
}
} |
Tank.java
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package com.hkm.TankWar;
import java.awt.*;
import java.awt.event.KeyEvent;
import java.util.*;
/** * 坦克类
* @author Hekangmin
*
*/
public class Tank {
public static final int XSPEED= 5 ; //坦克x方向速度
public static final int YSPEED= 5 ;
public static final int WIDTH= 30 ;
public static final int HEIGHT= 30 ;
private BloodBar bb= new BloodBar(); //血条
private int life= 100 ;
public int getLife() {
return life;
}
public void setLife( int life) {
this .life = life;
}
private static Random r= new Random();
private static int step=r.nextInt( 12 )+ 3 ; //定义一个数表示敌军坦克随机东的步数;
private boolean bL= false ,bU= false ,bR= false ,bD= false ;
enum Direction{L,LU,U,RU,R,RD,D,LD,STOP}; //利用枚举类型定义坦克方向;
private int x,y;
private int oldX,oldY; //纪录上一步坦克的位置;
private boolean live= true ; //判断是否活着
public boolean isLive() {
return live;
}
public void setLive( boolean live) {
this .live = live;
}
private boolean good; //坦克是好是坏
public boolean isGood() {
return good;
}
private Direction ptDir=Direction.D; //新增炮筒的方向;
TankWarClient tc; //为了持有对方的引用以可以方便访问其成员变量;
Direction dir=Direction.STOP; //一开始将坦克方向设为stop;
public Tank( int x, int y, boolean good,Direction dir,TankWarClient tc)
{
this .x=x;
this .y=y;
this .oldX=x;
this .oldY=y;
this .good=good;
this .dir=dir;
this .tc=tc; //持有对方的引用;
}
public void draw(Graphics g)
{
if (!live) //如果死亡则不再draw;
{
if (!good)
{
tc.tanks.remove( this );
if (tc.tanks.size()< 5 ) //少于5辆坦克时添加坦克;
{
for ( int i= 0 ;i< 10 ;i++)
{
int posX=r.nextInt( 800 );
int posY=r.nextInt( 600 );
tc.tanks.add( new Tank(posX,posY, false ,Direction.D,tc)); //使得坦克出现的位置随机
}
}
}
return ;
}
Color c=g.getColor();
if (good)
{
g.setColor(Color.RED);
bb.draw(g);
}
else g.setColor(Color.BLACK);
g.fillOval(x, y, WIDTH, HEIGHT);
g.setColor(c);
switch (ptDir) //画出炮筒的方向;
{
case L:
g.drawLine(x+Tank.WIDTH/ 2 , y+Tank.HEIGHT/ 2 , x- 10 , y+Tank.HEIGHT/ 2 ); //画出炮筒,画一条直线代替;
break ;
case LU:
g.drawLine(x+Tank.WIDTH/ 2 , y+Tank.HEIGHT/ 2 , x- 7 , y- 7 );
break ;
case U:
g.drawLine(x+Tank.WIDTH/ 2 , y+Tank.HEIGHT/ 2 , x+Tank.WIDTH/ 2 , y- 10 );
break ;
case RU:
g.drawLine(x+Tank.WIDTH/ 2 , y+Tank.HEIGHT/ 2 , x+Tank.WIDTH+ 7 , y- 7 );
break ;
case R:
g.drawLine(x+Tank.WIDTH/ 2 , y+Tank.HEIGHT/ 2 , x+Tank.WIDTH+ 10 , y+Tank.HEIGHT/ 2 );
break ;
case RD:
g.drawLine(x+Tank.WIDTH/ 2 , y+Tank.HEIGHT/ 2 , x+Tank.WIDTH+ 7 , y+Tank.HEIGHT+ 7 );
break ;
case D:
g.drawLine(x+Tank.WIDTH/ 2 , y+Tank.HEIGHT/ 2 , x+Tank.WIDTH/ 2 , y+Tank.HEIGHT+ 10 );
break ;
case LD:
g.drawLine(x+Tank.WIDTH/ 2 , y+Tank.HEIGHT/ 2 , x- 7 , y+HEIGHT+ 7 );
break ;
}
move();
}
public void move()
{
oldX=x; //纪录坦克上一步的位置
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;
/**
* 防止坦克越界;
*/
if (x< 0 ) x= 0 ;
if (y< 25 ) y= 25 ;
if (x+Tank.WIDTH>TankWarClient.GAME_WIDTH) x=TankWarClient.GAME_WIDTH- 30 ;
if (y+Tank.HEIGHT>TankWarClient.GAME_HEIGHT) y=TankWarClient.GAME_HEIGHT- 30 ;
if (!good)
{
Direction[] dirs=Direction.values(); //将枚举类型转化成数组;
if (step== 0 )
{
step=r.nextInt( 12 )+ 3 ;
int rn=r.nextInt(dirs.length); //产生length以内随机的整数;
dir=dirs[rn];
}
step--;
if (r.nextInt( 40 )> 20 ) this .fire(); //使敌军坦克发射子弹;
}
}
/**
* 处理按键
* @param e键盘事件;
*/
public void KeyPressed(KeyEvent e)
{
int key=e.getKeyCode();
switch (key)
{
case KeyEvent.VK_LEFT:
bL= true ;
break ;
case KeyEvent.VK_RIGHT:
bR= true ;
break ;
case KeyEvent.VK_UP:
bU= true ;
break ;
case KeyEvent.VK_DOWN:
bD= true ;
break ;
}
locationDir();
}
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_RIGHT:
bR= false ;
break ;
case KeyEvent.VK_UP:
bU= false ;
break ;
case KeyEvent.VK_DOWN:
bD= false ;
break ;
case KeyEvent.VK_A:
superFire();
break ;
case KeyEvent.VK_F2:
reBorn();
break ;
}
locationDir();
}
/**
* 发射子弹
* @return返回子弹类型
*/
public Missile fire() {
if (!live)
return null ;
int mx= this .x+Tank.WIDTH/ 2 -Missile.WIDTH/ 2 ; //计算子弹发射的位置;
int my= this .y+Tank.HEIGHT/ 2 -Missile.HEIGHT/ 2 ;
Missile m= new Missile(mx,my,good,ptDir, this .tc); ////根据炮筒方向发射子弹
tc.missiles.add(m);
return m;
}
public Missile fire(Direction dir)
{
if (!live)
return null ;
int mx= this .x+Tank.WIDTH/ 2 -Missile.WIDTH/ 2 ;
int my= this .y+Tank.HEIGHT/ 2 -Missile.HEIGHT/ 2 ;
Missile m= new Missile(mx,my,good,dir, this .tc); //根据坦克的方向发射子弹;
tc.missiles.add(m);
return m;
}
public void superFire()
{
Direction[] dirs=Direction.values();
for ( int i= 0 ;i< 8 ;i++)
{
fire(dirs[i]);
}
}
public void locationDir()
{
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 Rectangle getRect() //获取tank的矩形区域
{
return new Rectangle( this .x, this .y, this .WIDTH, this .HEIGHT);
}
/**
* 坦克撞墙
* @param w墙
* @returntrue撞上,false未撞上;
*/
public boolean colliedsWithWall(Wall w)
{
if ( this .live&& this .getRect().intersects(w.getRect()))
{
this .stay();
return true ;
}
return false ;
}
/**
* 处理坦克与坦克相撞,防止其互相穿越;
* @param tanks敌军坦克;
* @return true撞上,false未撞上;
*/
public boolean colliedsWithTanks(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 .isLive()&& this .getRect().intersects(t.getRect()))
{
this .stay(); //返回上一步的位置;
t.stay(); ////返回上一步的位置
return true ;
}
}
}
return false ;
}
private void stay()
{
x=oldX;
y=oldY;
}
/**
* 为Tank的内部类;血条,显示在我方坦克的头顶上;
* @author Hekangmin
*
*/
private 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/ 100 ;
g.fillRect(x,y- 10 ,w, 10 );
}
}
/**
* 吃到血块加血;
* @param b血块
* @returntrue吃到,false未吃到;
*/
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 ;
}
/**
* 我军坦克死后复活;
*/
public void reBorn()
{
if ( this .isGood()&&! this .isLive())
{
this .setLive( true );
this .setLife( 100 );
}
}
} |
TankWarClient.java
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package com.hkm.TankWar;
import java.awt.*;
import java.awt.event.*;
import java.util.List;
import java.util.ArrayList;
/** * 这个是游戏的运行窗口;
* @author Hekangmin
*
*/
public class TankWarClient extends Frame{
/** * 游戏窗口的宽度;
*/
public static final int GAME_WIDTH= 800 ;
/**
* 游戏窗口的高度;
*/
public static final int GAME_HEIGHT= 600 ;
Tank MyTank= new Tank( 700 , 400 , true ,Tank.Direction.STOP, this );
List<Tank> tanks= new ArrayList<Tank>();
List<Explode> explodes= new ArrayList<Explode>();
List<Missile> missiles= new ArrayList<Missile>();
Wall w1= new Wall( 300 , 200 , 20 , 200 , this );
Wall w2= new Wall( 600 , 300 , 30 , 150 , this );
Blood b= new Blood();
/**
* 画一张虚拟图片;
*/
Image OffScreenImage= null ;
public TankWarClient(String name) //设置文字
{
super (name);
}
/**
* 运行窗口;
*/
public void launchFrame()
{
for ( int i= 0 ;i< 10 ;i++) //添加十辆敌军坦克
{
tanks.add( new Tank( 50 + 40 *(i+ 1 ), 50 , false ,Tank.Direction.D, this ));
}
this .setBounds( 200 , 100 ,GAME_WIDTH,GAME_HEIGHT);
this .setBackground(Color.GREEN);
this .addWindowListener( new WindowAdapter() //匿名类
{
public void windowClosing(WindowEvent e)
{
System.exit( 0 );
}
});
this .addKeyListener( new KeyMonitor()); //加入键盘监听器;
this .setResizable( false ); //不可改变窗口的大小;
this .setVisible( true );
new Thread( new PaintThread()).start(); //新建一个线程;
}
public void paint(Graphics g)
{
g.drawString( "Missile count: " +missiles.size(), 10 , 50 ); //显示字符串;
g.drawString( "Explodes count: " +explodes.size(), 10 , 70 );
g.drawString( "tanks count: " +tanks.size(), 10 , 90 );
g.drawString( "Mytank life: " +MyTank.getLife(), 10 , 110 );
/**
* 画出墙;
*/
w1.draw(g);
w2.draw(g);
/**
* 检测子弹与各类的事情;
*/
for ( int i= 0 ;i<missiles.size();i++)
{
Missile m=missiles.get(i);
m.hitsWall(w1);
m.hitsWall(w2);
m.hitTanks(tanks);
m.hitTank(MyTank);
m.draw(g);
//if(!m.isLive())
//missiles.remove(m);
//else m.draw(g);
}
/**
* 画出爆炸;
*/
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.colliedsWithWall(w1);
t.colliedsWithWall(w2);
t.colliedsWithTanks(tanks);
t.draw(g);
}
b.draw(g);
MyTank.eat(b);
MyTank.draw(g);
}
/**
* 利用双缓冲技术消除坦克闪烁的现象;
*/
public void update(Graphics g) //g为画在屏幕上的画笔;
{
if (OffScreenImage== null )
OffScreenImage= this .createImage(GAME_WIDTH, GAME_HEIGHT);
Graphics gOffScreen=OffScreenImage.getGraphics(); //gOffScreen是OffScreenImage的画笔;
Color c=gOffScreen.getColor();
gOffScreen.setColor(Color.GREEN);
gOffScreen.fillRect( 0 , 0 , GAME_WIDTH, GAME_HEIGHT);
gOffScreen.setColor(c);
paint(gOffScreen); //画在虚拟图片上;
g.drawImage(OffScreenImage, 0 , 0 , null ); //用g画笔将虚拟图片上的东西画在屏幕上
}
private class PaintThread implements Runnable{
public void run() {
while ( true )
{
repaint(); //这里的repaint方法是Frame类的
try {
Thread.sleep( 100 );
} 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);
}
}
public static void main(String[] args) {
new TankWarClient( "My Tank World" ).launchFrame();
}
} |
Wall.java
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package com.hkm.TankWar;
import java.awt.*;
/** * 生成阻碍物墙这个类;
* @author Hekangmin
*
*/
public class Wall {
/**
* x,y为墙的位置,w,h为宽度高度;
*/
int x,y,w,h;
/**
* 持有引用
*/
TankWarClient tc;
public Wall( int x, int y, int w, int h, TankWarClient 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.GRAY);
g.fillRect(x,y,w,h);
g.setColor(c);
}
/**
* 得到墙的矩形区域;
* @return
*/
public Rectangle getRect()
{
return new Rectangle(x,y,w,h);
}
} |
以上所述就是本文的全部内容了,希望大家能够喜欢。