炮弹类:
import java.awt.*;
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;
public Missile(int x, int y, Tank.Direction dir) {
this.x = x;
this.y = y;
this.dir = dir;
}
public void draw(Graphics g) {
Color c = g.getColor();
g.setColor(Color.BLACK);
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;
}
}
}
坦克类:
import java.awt.*;
import java.awt.event.*;
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;
TankClient tc;
private int x, y;
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;
public Tank(int x, int y) {
this.x = x;
this.y = y;
}
public Tank(int x, int y, TankClient tc) {
this(x, y);
this.tc = tc;
}
public void draw(Graphics g) {
Color c = g.getColor();
g.setColor(Color.RED);
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;
case STOP:
break;
}
}
public void keyPressed(KeyEvent e) {
int key = e.getKeyCode();
switch(key) {
case KeyEvent.VK_CONTROL:
tc.m = 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;
}
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_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;
}
locateDirection();
}
public Missile fire() {
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);
return m;
}
}
主方法类:
import java.awt.*;
import java.awt.event.*;
public class TankClient extends Frame {
public static final int GAME_WIDTH = 800;
public static final int GAME_HEIGHT = 600;
Tank myTank = new Tank(50, 50, this);
Missile m = null;
Image offScreenImage = null;
public void paint(Graphics g) {
if(m!=null) m.draw(g);
myTank.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 void lauchFrame() {
this.setLocation(400, 300);
this.setSize(GAME_WIDTH, GAME_HEIGHT);
this.setTitle("TankWar");
this.addWindowListener(new WindowAdapter() {
public void windowClosing(WindowEvent e) {
System.exit(0);
}
});
this.setResizable(false);
this.setBackground(Color.GREEN);
this.addKeyListener(new KeyMonitor());
setVisible(true);
new Thread(new PaintThread()).start();
}
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);
}
}
}
11 个解决方案
#1
哈哈,我帮你顶下吧
#2
我在网上查了下 说可能是键位冲突 为什么我左上,右上,右下都木有问题呢?
#3
已经远离swing awt很久了。
#4
观望中。。
#5
我跟着视频写过,但是我一点问题也没有啊
但是我的不太一样,他用的是AWT,我用的是SWING,写完后,没有你所说的问题
但是我的不太一样,他用的是AWT,我用的是SWING,写完后,没有你所说的问题
#6
我把你的程序复制了一下 运行 没有出现你说的 按住左和下的时候会无法打出子弹
你这程序的问题在于必须要移动中才可以打出炮弹 如果坦克停止无法打出 炮弹
你可以 在加入Missile类 之前 画上炮管
让炮管的方向控制子弹的方向 最好先看完全部的视频后再做一遍 这样比较有思路
你这程序的问题在于必须要移动中才可以打出炮弹 如果坦克停止无法打出 炮弹
你可以 在加入Missile类 之前 画上炮管
让炮管的方向控制子弹的方向 最好先看完全部的视频后再做一遍 这样比较有思路
#7
这样说来 那确实是我的按键冲突了。。
#8
按键冲突,用手柄吧
#9
你贴出来的是什么东西? 怎么炮弹也打不出的?
#10
。。修改了 加了炮筒 站着也可以打炮弹了
是按键冲突的问题 多谢大家
以下是加了炮筒的坦克类:
是按键冲突的问题 多谢大家
以下是加了炮筒的坦克类:
import java.awt.*;
import java.awt.event.*;
public class Tank {
public static final int XSPEED = 5;
public static final int YSPEED = 5;
public static final int WIDTH = 20;
public static final int HEIGHT = 20;
int x,y;
TankClient tc = null;
boolean bL=false,bU=false,bR=false,bD=false;
enum Direction{L,LU,U,UR,R,RD,D,LD,STOP};
private Direction dir = Direction.STOP;
private Direction ptDir = Direction.D;
public Tank(int x, int y) {
this.x = x;
this.y = y;
}
public Tank(int x,int y,TankClient tc){
this.x = x;
this.y = y;
this.tc = tc;
}
public void draw(Graphics g){
Color c = g.getColor();
g.setColor(Color.RED);
g.fillOval(x, y,WIDTH,HEIGHT);
g.setColor(c);
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 UR:
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();
}
public void keyPressed(KeyEvent e){
int key = e.getKeyCode();
switch(key){
case KeyEvent.VK_CONTROL:
tc.m = 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;
}
locationDirection();
}
void locationDirection(){
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.UR;
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;
}
void move() {
switch(dir) {
case L:
x -= XSPEED;
break;
case LU:
x -= XSPEED;
y -= YSPEED;
break;
case U:
y -= YSPEED;
break;
case UR:
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(dir !=Direction.STOP){
ptDir = dir;
}
}
public void keyReleased(KeyEvent e) {
int key = e.getKeyCode();
switch(key){
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;
}
locationDirection();
}
public Missile fire(){
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);
return m;
}
}
#11
按CTRL建发射炮弹
#1
哈哈,我帮你顶下吧
#2
我在网上查了下 说可能是键位冲突 为什么我左上,右上,右下都木有问题呢?
#3
已经远离swing awt很久了。
#4
观望中。。
#5
我跟着视频写过,但是我一点问题也没有啊
但是我的不太一样,他用的是AWT,我用的是SWING,写完后,没有你所说的问题
但是我的不太一样,他用的是AWT,我用的是SWING,写完后,没有你所说的问题
#6
我把你的程序复制了一下 运行 没有出现你说的 按住左和下的时候会无法打出子弹
你这程序的问题在于必须要移动中才可以打出炮弹 如果坦克停止无法打出 炮弹
你可以 在加入Missile类 之前 画上炮管
让炮管的方向控制子弹的方向 最好先看完全部的视频后再做一遍 这样比较有思路
你这程序的问题在于必须要移动中才可以打出炮弹 如果坦克停止无法打出 炮弹
你可以 在加入Missile类 之前 画上炮管
让炮管的方向控制子弹的方向 最好先看完全部的视频后再做一遍 这样比较有思路
#7
这样说来 那确实是我的按键冲突了。。
#8
按键冲突,用手柄吧
#9
你贴出来的是什么东西? 怎么炮弹也打不出的?
#10
。。修改了 加了炮筒 站着也可以打炮弹了
是按键冲突的问题 多谢大家
以下是加了炮筒的坦克类:
是按键冲突的问题 多谢大家
以下是加了炮筒的坦克类:
import java.awt.*;
import java.awt.event.*;
public class Tank {
public static final int XSPEED = 5;
public static final int YSPEED = 5;
public static final int WIDTH = 20;
public static final int HEIGHT = 20;
int x,y;
TankClient tc = null;
boolean bL=false,bU=false,bR=false,bD=false;
enum Direction{L,LU,U,UR,R,RD,D,LD,STOP};
private Direction dir = Direction.STOP;
private Direction ptDir = Direction.D;
public Tank(int x, int y) {
this.x = x;
this.y = y;
}
public Tank(int x,int y,TankClient tc){
this.x = x;
this.y = y;
this.tc = tc;
}
public void draw(Graphics g){
Color c = g.getColor();
g.setColor(Color.RED);
g.fillOval(x, y,WIDTH,HEIGHT);
g.setColor(c);
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 UR:
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();
}
public void keyPressed(KeyEvent e){
int key = e.getKeyCode();
switch(key){
case KeyEvent.VK_CONTROL:
tc.m = 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;
}
locationDirection();
}
void locationDirection(){
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.UR;
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;
}
void move() {
switch(dir) {
case L:
x -= XSPEED;
break;
case LU:
x -= XSPEED;
y -= YSPEED;
break;
case U:
y -= YSPEED;
break;
case UR:
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(dir !=Direction.STOP){
ptDir = dir;
}
}
public void keyReleased(KeyEvent e) {
int key = e.getKeyCode();
switch(key){
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;
}
locationDirection();
}
public Missile fire(){
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);
return m;
}
}
#11
按CTRL建发射炮弹