

引言:
坦克大戰(zhàn)也是小時一個比較經(jīng)典的游戲了,我在網(wǎng)上也是參考了韓順平老師寫的坦克大戰(zhàn),并做了一下完善,編寫出來作為兒時的回憶吧!
思路:
創(chuàng)建主窗口,加載菜單及游戲面板。
在游戲面板中初始化各種參數(shù),并建立各種功能組件。
利用線程固定刷新游戲界面。
處理各種碰撞問題
游戲結(jié)束。
代碼:

本游戲用的是JDK1.8,編碼UTF-8;
我這里用的IDE是Intellij Idea,新建了一個game的空項目,tankwar作為其中的一個模塊(當(dāng)然這個不重要,個人喜好罷了)。類比較多,TankWar.java是游戲入口類。GameFrame.java是主窗口類。GamePanel.java是游戲面板類。GameLogic.java是游戲邏輯類。先一口氣把所有的代碼貼上來再說。
TankWar.java 游戲入口類
package lag.game.tankwar;
/**
* 功能:坦克大戰(zhàn)<br>
* 作者:我是小木魚(Lag)
*/
public class TankWar
{
public static void main(String[] args)
{
new GameFrame();
}
}
GameFrame.java游戲窗口
package lag.game.tankwar;
import java.awt.*;
import javax.swing.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
/**
* 游戲窗口
*/
public class GameFrame extends JFrame implements ActionListener
{
/** 游戲面板 */
private GamePanel gamePanel;
/**
* 構(gòu)造函數(shù)
*/
public GameFrame()
{
try
{
// 定制菜單
JMenuBar mb_main = new JMenuBar(); // 菜單欄
JMenu m_game = new JMenu("游戲"); // 游戲菜單
m_game.setFont(new Font("微軟雅黑",Font.PLAIN,12)); // 游戲菜單字體
JMenuItem mi_new = new JMenuItem("新游戲"); // 游戲菜單中的新游戲子菜單
mi_new.setFont(new Font("微軟雅黑",Font.PLAIN,12)); // 子菜單字體
mi_new.addActionListener(this); // 為窗口增加新游戲菜單的事件監(jiān)聽
mi_new.setActionCommand("new"); // 設(shè)置新游戲菜單的監(jiān)聽標(biāo)識
m_game.add(mi_new); // 將新游戲子菜單附加到游戲菜單上
JMenuItem mi_grade = new JMenuItem("選關(guān)卡");
mi_grade.setFont(new Font("微軟雅黑",Font.PLAIN,12));
mi_grade.addActionListener(this);
mi_grade.setActionCommand("grade");
m_game.add(mi_grade);
m_game.addSeparator(); // 菜單分隔符
JMenuItem mi_exit = new JMenuItem("退出");
mi_exit.setFont(new Font("微軟雅黑",Font.PLAIN,12));
mi_exit.addActionListener(this);
mi_exit.setActionCommand("exit");
m_game.add(mi_exit);
mb_main.add(m_game);
JMenu m_help = new JMenu("幫助");
m_help.setFont(new Font("微軟雅黑",Font.PLAIN,12));
JMenuItem mi_about = new JMenuItem("關(guān)于");
mi_about.setFont(new Font("微軟雅黑",Font.PLAIN,12));
mi_about.addActionListener(this);
mi_about.setActionCommand("about");
m_help.add(mi_about);
mb_main.add(m_help);
this.setJMenuBar(mb_main);
// 定制面板
this.gamePanel = new GamePanel();
this.add(this.gamePanel);
// 定制窗口
this.setTitle("坦克大戰(zhàn)"); // 標(biāo)題
this.setLayout(null); // 清空布局管理器
this.setSize(this.gamePanel.getWidth() + 10,this.gamePanel.getHeight() + 60); // 根據(jù)游戲面板大小設(shè)置游戲窗口大小
this.setResizable(false); // 程序運行時禁止改變窗口大小尺寸
this.setLocationRelativeTo(null); // 窗口居中
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); // 點擊窗口X按鈕時默認(rèn)關(guān)閉程序
this.setVisible(true); // 顯示窗口
//音樂(用線程播放)
// new Thread(()->{
// GameMusic gameMusic = new GameMusic(this.getClass().getClassLoader().getResourceAsStream("audio/start.wav"));
// gameMusic.play(false);
// }).start();
}
catch (Exception e)
{
e.printStackTrace();
JOptionPane.showMessageDialog(this,"程序出現(xiàn)異常錯誤,即將退出!\r\n\r\n"+e.toString(),"提示",JOptionPane.ERROR_MESSAGE);
System.exit(0);
}
}
/**
* 事件監(jiān)聽
*/
@Override
public void actionPerformed(ActionEvent e)
{
// 監(jiān)聽事件的標(biāo)識
String command = e.getActionCommand();
switch (command)
{
case "new": // 開始新游戲
this.gamePanel.newGame();
break;
case "grade":
int gradeCount = GameMap.getGradeCount();
String[] options = new String[gradeCount];
for (int i = 0; i < gradeCount; i++)
{
options[i] = i + 1 + "";
}
String grade = (String)JOptionPane.showInputDialog(this, "請選擇你要進行的關(guān)卡:","選關(guān)", JOptionPane.INFORMATION_MESSAGE, null, options, options[0]);
gamePanel.setGrade(Integer.parseInt(grade));
gamePanel.newGame();
break;
case "exit":
System.exit(0);
break;
case "about":
JOptionPane.showMessageDialog(this,"我是小木魚(Lag)","提示",JOptionPane.INFORMATION_MESSAGE);
break;
}
}
}
GamePanel.java游戲面板
package lag.game.tankwar;
import java.awt.*;
import javax.swing.*;
import java.util.List;
import java.util.ArrayList;
import java.util.Vector;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.image.BufferedImage;
/**
* 游戲面板
*/
public class GamePanel extends JPanel implements KeyListener
{
/** 游戲狀態(tài)常量 */
private final static int GAME_STATE_READY = 0; // 游戲未開始
private final static int GAME_STATE_RUNNING = 1; // 游戲運行中
private final static int GAME_STATE_OVER = 9; // 游戲已結(jié)束
/** 游戲運行場景范圍常量 */
public final static int GAME_ACTION_WIDTH = Block.BLOCK_WIDTH * 26; // 游戲運行場景寬度
public final static int GAME_ACTION_HEIGHT = Block.BLOCK_HEIGHT * 26; // 游戲運行場景寬度
/** 游戲面板范圍常量 */
public final static int GAME_PANEL_WIDTH = GAME_ACTION_WIDTH + 150; // 游戲面板寬度
public final static int GAME_PANEL_HEIGHT = GAME_ACTION_HEIGHT; // 游戲面板高度
/** 利用雙緩沖機制防止畫面閃爍(創(chuàng)建一張與面板畫面一樣大小的圖片,所有的元素先繪制到該圖片上,再將該圖片一次性繪制到面板畫面上) */
private BufferedImage bufferedImage = new BufferedImage(GAME_ACTION_WIDTH,GAME_ACTION_HEIGHT,BufferedImage.TYPE_4BYTE_ABGR);
/** 游戲刷新頻率 */
private int repaintInterval = 50; // 游戲每秒刷新(1000/repaintInterval)次
/** 游戲狀態(tài) */
private int gameState = GAME_STATE_READY;
/** 我方的坦克 */
private Hero hero;
/** 我方坦克模型(顯示在計分榜上) */
private Hero heroModel = new Hero(GAME_ACTION_WIDTH + 30,200,Tank.TANK_DIRECTION_RIGHT);
/** 敵方坦克池(考慮線程安全用Vector,沒用ArrayList) */
private Vector<Enemy> enemyPool = new Vector<>();
/** 敵方坦克池最大數(shù)量 */
private int enemyPoolMaxNum = 0;
/** 敵方坦克死亡數(shù)量 */
private int enemyDeadNum = 0;
/** 敵方坦克模型(顯示在計分榜上) */
private Enemy enemyModel = new Enemy(GAME_ACTION_WIDTH + 30,20,Tank.TANK_DIRECTION_RIGHT);
/** 創(chuàng)建敵方坦克線程是否運行標(biāo)識 */
private boolean createEnemyTankThreadRunning = false;
/** 上次投放時間(用來設(shè)置投放坦克最小時間間隔) */
private long lastCreateEnemyTankTime = System.currentTimeMillis();
/** 塊列表 */
private List<Block> blockList = new ArrayList<>();
/** 爆炸列表 */
private List<Bomb> bombList = new ArrayList<>();
/** 游戲關(guān)卡 */
private int grade = 1;
/** 游戲某關(guān)地圖 */
private byte[][] gameGradeMap;
/** 大本營 */
private Camp camp = new Camp(12 * Block.BLOCK_WIDTH,24 * Block.BLOCK_HEIGHT);
/**
* 構(gòu)造函數(shù)
*/
public GamePanel()
{
// 設(shè)置面板大小
this.setSize(GAME_PANEL_WIDTH,GAME_PANEL_HEIGHT);
// 監(jiān)聽鍵盤事件
this.setFocusable(true); // 先讓面板得到焦點
this.addKeyListener(this); // 將監(jiān)聽鍵盤事件附加到面板上
// 創(chuàng)建游戲邏輯實例
GameLogic.setInstance(new GameLogic(this));
}
/**
* 開始新游戲
*/
public void newGame()
{
// 游戲清空重置
gameReset();
// 設(shè)置游戲狀態(tài)為運行中
this.gameState = GAME_STATE_RUNNING;
// 加載游戲地圖
loadGameMap();
// 設(shè)置大本營
camp.setState(Camp.CAMP_STATE_RUNNING);
// 創(chuàng)建我方坦克
int heroX = 8 * Block.BLOCK_WIDTH;
int heroY = (this.gameGradeMap.length - 2) * Block.BLOCK_HEIGHT;
hero = new Hero(heroX,heroY,Tank.TANK_DIRECTION_UP);
hero.work();
// 創(chuàng)建敵方坦克
createEnemyTank();
// 啟動線程來定時刷新畫面
refresh();
}
/**
* 加載游戲地圖
*/
private void loadGameMap()
{
// 得到本關(guān)地圖
this.gameGradeMap = GameMap.getGameMap(this.grade);
// 得到地圖位置(幾行幾列)
int row = this.gameGradeMap.length;
int column = this.gameGradeMap[0].length;
// 開始循環(huán)
for (int i = 0; i < row; i++)
{
for (int j = 0; j < column; j++)
{
int mapValue = this.gameGradeMap[i][j];
switch (mapValue)
{
case Block.BLOCK_KIND_BRICK:
Brick brick = new Brick(Block.BLOCK_WIDTH * j,Block.BLOCK_HEIGHT * i);
this.blockList.add(brick);
break;
case Block.BLOCK_KIND_IRON:
Iron iron = new Iron(Block.BLOCK_WIDTH * j,Block.BLOCK_HEIGHT * i);
this.blockList.add(iron);
break;
}
}
}
this.enemyPoolMaxNum = GameMap.getEnemyTankNum(this.grade); // 本關(guān)敵方坦克數(shù)量
}
/**
* 游戲重置
*/
private void gameReset()
{
// 停止上局正在運行的線程
if(this.gameState == GAME_STATE_RUNNING){this.gameState = GAME_STATE_READY;}
while (true)
{
if(this.createEnemyTankThreadRunning)
{
try
{
Thread.sleep(10);
}
catch (InterruptedException e)
{
throw new RuntimeException(e);
}
}
else
{
break;
}
}
// 清空敵方坦克池中的所有坦克及其子彈
for (int i = 0; i < enemyPool.size(); i++)
{
Enemy enemy = enemyPool.get(i);
enemy.reset();
for (int j = 0; j < enemy.getBulletPool().size(); j++)
{
Bullet bullet = enemy.getBulletPool().get(j);
bullet.reset();
}
enemy.getBulletPool().clear();
}
enemyPool.clear();
enemyDeadNum = 0;
// 清空我方坦克及其子彈
if(hero != null)
{
hero.reset();
for (int i = 0; i < hero.getBulletPool().size(); i++)
{
Bullet bullet = hero.getBulletPool().get(i);
bullet.reset();
}
hero.getBulletPool().clear();
}
// 清空塊池中的所有塊
blockList.clear();
}
/**
* 創(chuàng)建敵方坦克
*/
private void createEnemyTank()
{
this.createEnemyTankThreadRunning = true; // 線程運行中
new Thread(()->{
//System.out.println("創(chuàng)建敵方坦克線程開始啟動...");
// 記錄已投放的坦克數(shù)量
int createEnemyTankNum = 0;
try
{
while (this.gameState == GAME_STATE_RUNNING)
{
// 休眠一會
try
{
Thread.sleep(repaintInterval); // 休眠時間短主要是考慮可以迅速退出本線程
}
catch (InterruptedException e)
{
e.printStackTrace();
}
// 控制連續(xù)投放間隔
long curCreateEnemyTankTime = System.currentTimeMillis();
if((curCreateEnemyTankTime - this.lastCreateEnemyTankTime) >= 3000) // 3秒投放
{
this.lastCreateEnemyTankTime = curCreateEnemyTankTime;
}
else
{
continue;
}
// 投放敵方坦克到達最大值后退出本線程
if(createEnemyTankNum >= enemyPoolMaxNum){break;}
// 在敵方坦克池中尋找空閑的坦克隨機顯示在左上角或右上角
Enemy enemy = null;
for (int i = 0; i < enemyPool.size(); i++)
{
Enemy tmpEnemy = enemyPool.get(i);
if(tmpEnemy.getState() == Tank.TANK_STATE_FREE)
{
enemy = tmpEnemy;
//System.out.println("找到空閑的敵方坦克了..................");
break;
}
}
// 沒有就增加一個
if(enemy == null)
{
enemy = new Enemy(-100,-100,Tank.TANK_DIRECTION_DOWN);
enemyPool.add(enemy);
//System.out.println("新建敵方坦克了.................");
}
// 開始投放(隨機投放到左上角與右上角,坦克不能重疊)
int enemyX; // 坦克X坐標(biāo)
int enemyDirection = Tank.TANK_DIRECTION_DOWN; // 坦克方向默認(rèn)向下
int randomPos = GameLogic.getRandomInt(0,1); // 隨機生成位置(0-左上角,1-右上角)
if(randomPos == 0) // 左上角(方向下/右)
{
enemyX = 0;
if(GameLogic.getRandomInt(0,1) == 1){enemyDirection = Tank.TANK_DIRECTION_RIGHT;}
}
else // 右上角(方向下/左)
{
enemyX = GAME_ACTION_WIDTH - Tank.TANK_WIDTH;
if(GameLogic.getRandomInt(0,1) == 1){enemyDirection = Tank.TANK_DIRECTION_LEFT;}
}
enemy.setX(enemyX);
enemy.setY(0);
enemy.setDirection(enemyDirection);
// 判斷該范圍內(nèi)是否可以投放運行
boolean workFlag = true;
for (int i = 0; i < enemyPool.size(); i++)
{
Enemy tmpEnemy = enemyPool.get(i);
if(tmpEnemy.getState() == Tank.TANK_STATE_RUNNING && enemy != tmpEnemy)
{
if(GameLogic.getInstance().tankCollideTank(enemy,tmpEnemy)) // 敵方坦克占位,不能投放
{
workFlag = false;
continue;
}
}
}
if(GameLogic.getInstance().tankCollideTank(enemy,hero)) // 我方坦克占位,不能投放
{
workFlag = false;
}
// 不能投放準(zhǔn)備下一次
if(!workFlag){continue;}
// 可以投放了
enemy.work(); // 啟動線程開始工作了
createEnemyTankNum++;
}
}
catch (Exception e)
{
e.printStackTrace();
}
finally
{
this.createEnemyTankThreadRunning = false; // 線程結(jié)束
}
//System.out.println("創(chuàng)建敵方坦克線程退出歷史舞臺了......");
}).start();
}
/**
* 游戲結(jié)束
*/
private void gameOver()
{
// 設(shè)置游戲狀態(tài)
this.gameState = GAME_STATE_OVER;
// 游戲清空重置
gameReset();
}
/**
* 游戲勝利
*/
private void gameWin()
{
if(enemyPoolMaxNum - enemyDeadNum <= 0)
{
this.grade++;
newGame();
}
}
/**
* 碰撞處理
*/
private void collide()
{
// 判斷我方子彈是否與敵方坦克或塊或大本營碰撞
for (int i = 0; i < hero.getBulletPool().size(); i++)
{
Bullet bullet = hero.getBulletPool().get(i);
if(bullet.getState() == Bullet.BULLET_STATE_RUNNING) // 我方子彈飛行中
{
// 判斷是否與敵方坦克碰撞
for (int j = 0; j < enemyPool.size(); j++)
{
Enemy enemy = enemyPool.get(j);
if(enemy.getState() == Tank.TANK_STATE_RUNNING) // 敵方坦克爬行中
{
// 開始判斷
if(GameLogic.getInstance().bulletCollideTank(bullet,enemy)) // 這還真碰上了
{
// 記錄坦克坐標(biāo),因為坦克銷毀時會改變其坐標(biāo)
int bombX = enemy.getX();
int bombY = enemy.getY();
// 子彈銷毀
bullet.reset();
// 坦克受到傷害
enemy.hurt(bullet);
// 判斷坦克是否死亡
if(enemy.isDead())
{
// 坦克銷毀
enemy.reset();
enemyDeadNum++;
// 坦克爆炸
addBomb(bombX,bombY,Tank.TANK_WIDTH,Tank.TANK_HEIGHT);
// 判斷是否勝利
gameWin();
}
}
}
}
// 判斷是否與塊碰撞
for (int m = blockList.size() - 1; m >= 0; m--)
{
Block block = blockList.get(m);
// 開始判斷
if(GameLogic.getInstance().bulletCollideBlock(bullet,block)) // 這還真碰上了
{
// 記錄塊坐標(biāo)
int bombX = block.getX();
int bombY = block.getY();
// 子彈銷毀
bullet.reset();
if(block.getBlockKind() == Block.BLOCK_KIND_BRICK)
{
// 磚塊銷毀
blockList.remove(m);
// 磚塊爆炸
addBomb(bombX,bombY,Block.BLOCK_WIDTH,Block.BLOCK_HEIGHT);
}
else
{
addBomb(bombX,bombY,Block.BLOCK_WIDTH,Block.BLOCK_HEIGHT);
}
}
}
// 判斷是否與大本營碰撞
if(camp.getState() == Camp.CAMP_STATE_RUNNING)
{
if(GameLogic.getInstance().bulletCollideCamp(bullet,camp)) // 完蛋了啊
{
// 子彈銷毀
bullet.reset();
// 大本營銷毀
camp.setState(Camp.CAMP_STATE_FREE);
// 大本營爆炸
addBomb(camp.getX(),camp.getY(),camp.getWidth(),camp.getHeight());
// 游戲結(jié)束
gameOver();
}
}
}
}
// 判斷敵方子彈是否與我方坦克或塊或大本營碰撞(不需要判斷敵方坦克狀態(tài),因為即使坦克銷毀子彈可能仍然在飛)
for (int i = 0; i < enemyPool.size(); i++)
{
// 判斷是否與我方坦克碰撞
Enemy enemy = enemyPool.get(i);
for (int j = 0; j < enemy.getBulletPool().size(); j++)
{
Bullet bullet = enemy.getBulletPool().get(j);
if(bullet.getState() == Bullet.BULLET_STATE_RUNNING)
{
// 判斷子彈是否與坦克碰撞
if(GameLogic.getInstance().bulletCollideTank(bullet,hero)) // 完蛋了啊
{
// 記錄坦克坐標(biāo),因為坦克銷毀時會改變其坐標(biāo)
int bombX = hero.getX();
int bombY = hero.getY();
// 子彈銷毀
bullet.reset();
// 坦克受到傷害
hero.hurt(bullet);
// 判斷坦克是否死亡
if(hero.isDead())
{
// 坦克銷毀
hero.reset();
// 坦克爆炸
addBomb(bombX,bombY,Tank.TANK_WIDTH,Tank.TANK_HEIGHT);
// 游戲結(jié)束
gameOver();
}
}
// 判斷子彈是否與塊碰撞
for (int m = blockList.size() - 1; m >= 0; m--)
{
Block block = blockList.get(m);
// 開始判斷
if(GameLogic.getInstance().bulletCollideBlock(bullet,block)) // 這還真碰上了
{
// 記錄塊坐標(biāo)
int bombX = block.getX();
int bombY = block.getY();
// 子彈銷毀
bullet.reset();
if(block.getBlockKind() == Block.BLOCK_KIND_BRICK)
{
// 磚塊銷毀
blockList.remove(m);
// 磚塊爆炸
addBomb(bombX,bombY,Block.BLOCK_WIDTH,Block.BLOCK_HEIGHT);
}
else
{
addBomb(bombX,bombY,Block.BLOCK_WIDTH,Block.BLOCK_HEIGHT);
}
}
}
// 判斷子彈是否與大本營碰撞
if(camp.getState() == Camp.CAMP_STATE_RUNNING)
{
if(GameLogic.getInstance().bulletCollideCamp(bullet,camp)) // 完蛋了啊
{
// 子彈銷毀
bullet.reset();
// 大本營銷毀
camp.setState(Camp.CAMP_STATE_FREE);
// 大本營爆炸
addBomb(camp.getX(),camp.getY(),camp.getWidth(),camp.getHeight());
// 游戲結(jié)束
gameOver();
}
}
}
}
}
}
/**
* 添加爆炸
*/
private void addBomb(int x,int y,int w,int h)
{
// 查找空閑的爆炸
Bomb bomb = null;
for (int i = 0; i < bombList.size(); i++)
{
Bomb tmpBomb = bombList.get(i);
if(tmpBomb.getState() == Bomb.BOMB_STATE_FREE)
{
bomb = tmpBomb;
//System.out.println("找到空閑的爆炸了..................");
break;
}
}
// 沒有就增加一個
if(bomb == null)
{
bomb = new Bomb(-100,-100);
bombList.add(bomb);
//System.out.println("新建爆炸了.................");
}
bomb.setX(x);
bomb.setY(y);
bomb.setWidth(w);
bomb.setHeight(h);
bomb.work();
}
/**
* 字符被輸入
*/
@Override
public void keyTyped(KeyEvent e){}
/**
* 某鍵被按下
*/
@Override
public void keyPressed(KeyEvent e)
{
// 游戲未開始或結(jié)束禁止按鍵
if(this.gameState != GAME_STATE_RUNNING){return;}
int keyCode = e.getKeyCode();
switch (keyCode)
{
case KeyEvent.VK_W:
case KeyEvent.VK_UP:
hero.move(Tank.TANK_DIRECTION_UP);
break;
case KeyEvent.VK_D:
case KeyEvent.VK_RIGHT:
hero.move(Tank.TANK_DIRECTION_RIGHT);
break;
case KeyEvent.VK_S:
case KeyEvent.VK_DOWN:
hero.move(Tank.TANK_DIRECTION_DOWN);
break;
case KeyEvent.VK_A:
case KeyEvent.VK_LEFT:
hero.move(Tank.TANK_DIRECTION_LEFT);
break;
case KeyEvent.VK_SPACE:
hero.shoot();
break;
}
}
/**
* 某鍵被釋放
*/
@Override
public void keyReleased(KeyEvent e){}
/**
* 利用線程來定時刷新重繪游戲畫面,適用于飛機類刷新頻率較高的游戲。<br>
* 動畫原理就是在極短時間內(nèi)連續(xù)顯示多個圖片,給人眼一種畫面動起來的錯覺(人眼的識別靜態(tài)圖時間為0.1秒)。<br>
* 屏幕刷新頻率(FPS->幀/每秒),單位赫茲(Hz)。<br>
* 20Hz ->每秒刷新畫面20次,即每隔(1000/20)毫秒刷新一次畫面。<br>
*/
private void refresh()
{
// 利用Lambda表達式替代內(nèi)部類更方便
new Thread(() ->
{
//System.out.println("游戲自動刷新線程開始啟動...");
while (this.gameState == GAME_STATE_RUNNING)
{
// 碰撞處理
collide();
// 開始刷新
repaint();
// 延時睡眠
try
{
Thread.sleep(repaintInterval);
}
catch (InterruptedException e)
{
e.printStackTrace();
}
}
//System.out.println("游戲自動刷新線程退出歷史舞臺了......");
}).start();
}
/**
* 繪制游戲畫面(利用雙緩沖機制防止畫面閃爍)
*/
@Override
public void paint(Graphics g)
{
// 完成初始化工作,該語句千萬不要動
super.paint(g);
// 準(zhǔn)備開始游戲
if(this.gameState == GAME_STATE_READY)
{
// 清一下背景
g.setColor(Color.BLACK);
g.fillRect(0,0,this.getWidth(),this.getHeight());
// 顯示Logo
g.setColor(Color.ORANGE);
g.setFont(new Font("微軟雅黑",Font.BOLD,60));
g.drawString("坦 克 大 戰(zhàn)", 160,170);
g.setColor(Color.CYAN);
g.setFont(new Font("微軟雅黑",Font.BOLD,40));
g.drawString("2023", 280,280);
g.setColor(Color.WHITE);
g.setFont(new Font("宋體",Font.PLAIN,20));
g.drawString("我是小木魚(Lag)制作", 240,420);
return;
}
// 游戲結(jié)束
if(this.gameState == GAME_STATE_OVER)
{
g.setColor(Color.BLACK);
g.fillRect(0,0,this.getWidth(),this.getHeight());
g.setColor(Color.RED);
g.setFont(new Font("宋體",Font.BOLD,60));
g.drawString("游戲結(jié)束", 200,170);
g.drawString("大蝦請重新來過吧!", 70,280);
}
// 游戲進行中
if(this.gameState == GAME_STATE_RUNNING)
{
// 設(shè)置游戲面板區(qū)域
g.setColor(Color.LIGHT_GRAY);
g.fillRect(0,0,this.getWidth(),this.getWidth());
g.setColor(Color.WHITE);
g.fill3DRect(GAME_ACTION_WIDTH,0,2,GAME_ACTION_HEIGHT,true);
// 繪制分?jǐn)?shù)
// 敵方坦克信息
enemyModel.draw(g);
g.setColor(Tank.TANK_COLOR_ENEMY);
g.setFont(new Font("微軟雅黑",Font.BOLD,20));
g.drawString("總數(shù):" + enemyPoolMaxNum,enemyModel.getX() ,enemyModel.getY() + 70);
g.drawString("死亡:" + enemyDeadNum,enemyModel.getX() ,enemyModel.getY() + 100);
g.drawString("剩余:" + (enemyPoolMaxNum - enemyDeadNum),enemyModel.getX() ,enemyModel.getY() + 130);
// 我方坦克信息
heroModel.draw(g);
g.setColor(Tank.TANK_COLOR_HERO);
g.setFont(new Font("微軟雅黑",Font.BOLD,20));
g.drawString("總數(shù):1" ,heroModel.getX() ,heroModel.getY() + 70);
g.drawString("生命:" + hero.getHp() ,heroModel.getX() ,heroModel.getY() + 100);
// 關(guān)口信息
g.setColor(Color.BLACK);
int gradeModelX = heroModel.getX();
int gradeModelY = heroModel.getY() + 150;
g.fillRect(gradeModelX,gradeModelY,3,40);
Polygon triangle = new Polygon();
triangle.addPoint(gradeModelX + 3, gradeModelY);
triangle.addPoint(gradeModelX + 3, gradeModelY + 20);
triangle.addPoint(gradeModelX + 40, gradeModelY + 20);
g.setColor(Color.RED);
g.fillPolygon(triangle);
g.setColor(Color.WHITE);
g.setFont(new Font("微軟雅黑",Font.BOLD,20));
g.drawString("關(guān)數(shù):" + this.grade ,gradeModelX ,gradeModelY + 70);
// 利用雙緩沖機制來重繪畫面,防止畫面閃爍(先把所有的元素繪制到緩沖圖片上,再將該圖片一次性繪制到畫面上)
Graphics ig = bufferedImage.getGraphics(); // 得到緩沖圖片的畫筆
// 設(shè)置游戲面板區(qū)域
ig.setColor(Color.BLACK);
ig.fillRect(0,0,GAME_ACTION_WIDTH,GAME_ACTION_HEIGHT);
// 繪制地圖
for (Block block : this.blockList){block.draw(ig);}
// 繪制大本營
if(camp.getState() == Camp.CAMP_STATE_RUNNING){camp.draw(ig);}
// 繪制我方坦克
hero.draw(ig);
// 繪制我方子彈
for (Bullet bullet : hero.getBulletPool()){if(bullet.getState() == Bullet.BULLET_STATE_RUNNING){bullet.draw(ig);}}
// 繪制敵方坦克、子彈
for (int i = 0; i < enemyPool.size(); i++)
{
Enemy enemy = enemyPool.get(i);
// 繪制坦克
if(enemy.getState() == Tank.TANK_STATE_RUNNING){enemy.draw(ig);}
// 繪制子彈
for (Bullet bullet : enemy.getBulletPool()){if(bullet.getState() == Bullet.BULLET_STATE_RUNNING){bullet.draw(ig);}}
}
// 繪制爆炸
for (Bomb bomb : bombList){if(bomb.getState() == Bomb.BOMB_STATE_RUNNING){bomb.draw(ig);}}
// 將緩沖圖片一次性顯示到畫面上
g.drawImage(bufferedImage,0,0,null);
}
}
public Hero getHero(){return hero;}
public Vector<Enemy> getEnemyPool(){return enemyPool;}
public List<Block> getBlockList(){return blockList;}
public Camp getCamp(){return camp;}
public void setGrade(int grade){this.grade = grade;}
}
GameLogic.java游戲邏輯
package lag.game.tankwar;
/**
* 游戲邏輯(牛逼類)
*/
public class GameLogic
{
/** 唯一實例 */
private static GameLogic instance;
/** 游戲面板 */
private GamePanel gamePanel;
/**
* 構(gòu)造函數(shù)
* @param gamePanel 游戲面板
*/
public GameLogic(GamePanel gamePanel)
{
this.gamePanel = gamePanel;
}
/**
* 得到唯一實例
*/
public static GameLogic getInstance()
{
return instance;
}
/**
* 設(shè)置唯一實例
* @param gameLogic 游戲邏輯
*/
public static void setInstance(GameLogic gameLogic)
{
instance = gameLogic;
}
/**
* 判斷矩形1是否碰撞到矩形2
* @param x1 矩形1左上角X坐標(biāo)
* @param y1 矩形1左上角Y坐標(biāo)
* @param w1 矩形1寬度
* @param h1 矩形1高度
* @param x2 矩形2左上角X坐標(biāo)
* @param y2 矩形2左上角Y坐標(biāo)
* @param w2 矩形2寬度
* @param h2 矩形2高度
*/
public boolean rectCollideRect(int x1,int y1,int w1,int h1,int x2,int y2,int w2,int h2)
{
// 判斷原理(1、矩形1的四個頂點是否落在矩形2里;2、矩形2的四個頂點是否落在矩形1里。若高度或?qū)掗熛嗟葧r特殊判斷)
// 這個碰撞判斷比較嚴(yán),必須進入才算碰撞,挨著不算
// 判斷矩形1的四個頂點是否落在矩形2里
if((x1 > x2 && x1 < x2 + w2 && y1 > y2 && y1 < y2 + h2)
|| (x1 + w1 > x2 && x1 + w1 < x2 + w2 && y1 > y2 && y1 < y2 + h2)
|| (x1 > x2 && x1 < x2 + w2 && y1 + h1 > y2 && y1 + h1 < y2 + h2)
|| (x1 + w1 > x2 && x1 + w1 < x2 + w2 && y1 + h1 > y2 && y1 + h1 < y2 + h2))
{return true;}
// 判斷矩形2的四個頂點是否落在矩形1里
if((x2 > x1 && x2 < x1 + w1 && y2 > y1 && y2 < y1 + h1)
|| (x2 + w2 > x1 && x2 + w2 < x1 + w1 && y2 > y1 && y2 < y1 + h1)
|| (x2 > x1 && x2 < x1 + w1 && y2 + h2 > y1 && y2 + h2 < y1 + h1)
|| (x2 + w2 > x1 && x2 + w2 < x1 + w1 && y2 + h2 > y1 && y2 + h2 < y1 + h1))
{return true;}
// 特殊情況處理
// 若2個矩形的寬度相等時
if(w1 == w2){if(x1 == x2 && x1 + w1 == x2 + w2 && ((y1 > y2 && y1 < y2 + h2) || (y1 + h1 > y2 && y1 + h1 < y2 + h2))){return true;}}
// 若2個矩形的高度相等時
if(h1 == h2){if(y1 == y2 && y1 + h1 == y2 + h2 && ((x1 > x2 && x1 < x2 + w2) || (x1 + w1 > x2 && x1 + w1 < x2 + w2))){return true;}}
// 2個矩形完全重合
if(x1 == x2 && y1 == y2 && w1 == w2 && h1 == h2){return true;}
return false;
}
/**
* 判斷坦克移動時的下一個位置是否碰撞到任何對象
*/
public boolean tankMoveCollide(Tank tank)
{
int newX = tank.getX();
int newY = tank.getY();
// 得到移動后的新坐標(biāo)
switch (tank.getDirection())
{
case Tank.TANK_DIRECTION_UP:
newY = tank.getY() - tank.getSpeed();
break;
case Tank.TANK_DIRECTION_RIGHT:
newX = tank.getX() + tank.getSpeed();
break;
case Tank.TANK_DIRECTION_DOWN:
newY = tank.getY() + tank.getSpeed();
break;
case Tank.TANK_DIRECTION_LEFT:
newX = tank.getX() - tank.getSpeed();
break;
}
// 判斷是否碰撞到邊界
switch (tank.getDirection())
{
case Tank.TANK_DIRECTION_UP:
if(newY < 0){return true;}
break;
case Tank.TANK_DIRECTION_RIGHT:
if(newX + Tank.TANK_WIDTH > GamePanel.GAME_ACTION_WIDTH){return true;}
break;
case Tank.TANK_DIRECTION_DOWN:
if(newY + Tank.TANK_HEIGHT > GamePanel.GAME_ACTION_HEIGHT){return true;}
break;
case Tank.TANK_DIRECTION_LEFT:
if(newX < 0){return true;}
break;
}
// 判斷是否碰撞到敵方坦克
for (int i = 0; i < gamePanel.getEnemyPool().size(); i++)
{
Enemy enemy = gamePanel.getEnemyPool().get(i);
if(enemy.getState() == Tank.TANK_STATE_RUNNING && tank != enemy)
{
if(rectCollideRect(newX,newY,Tank.TANK_WIDTH,Tank.TANK_HEIGHT,enemy.getX(),enemy.getY(),Tank.TANK_WIDTH,Tank.TANK_HEIGHT)){return true;}
}
}
// 判斷是否碰撞到我方坦克
if(tank.getTankKind() == Tank.TANK_KIND_ENEMY)
{
if(rectCollideRect(newX,newY,Tank.TANK_WIDTH,Tank.TANK_HEIGHT,gamePanel.getHero().getX(),gamePanel.getHero().getY(),Tank.TANK_WIDTH,Tank.TANK_HEIGHT)){return true;}
}
// 判斷是否碰撞到塊
for (Block block : gamePanel.getBlockList())
{
if(rectCollideRect(newX,newY,Tank.TANK_WIDTH,Tank.TANK_HEIGHT,block.getX(),block.getY(),Block.BLOCK_WIDTH,Block.BLOCK_HEIGHT)){return true;}
}
// 判斷是否碰撞大本營
if(gamePanel.getCamp().getState() == Camp.CAMP_STATE_RUNNING)
{
if(rectCollideRect(newX,newY,Tank.TANK_WIDTH,Tank.TANK_HEIGHT,gamePanel.getCamp().getX(),gamePanel.getCamp().getY(),gamePanel.getCamp().getWidth(),gamePanel.getCamp().getHeight())){return true;}
}
return false;
}
/**
* 判斷坦克是否碰撞到坦克<br>
* @param tank1 坦克1
* @param tank2 坦克2
*/
public boolean tankCollideTank(Tank tank1,Tank tank2)
{
return rectCollideRect(tank1.getX(),tank1.getY(),Tank.TANK_WIDTH,Tank.TANK_HEIGHT,tank2.getX(),tank2.getY(),Tank.TANK_WIDTH,Tank.TANK_HEIGHT);
}
/**
* 判斷子彈是否碰撞到坦克<br>
*/
public boolean bulletCollideTank(Bullet bullet,Tank tank)
{
return rectCollideRect(bullet.getX(),bullet.getY(),bullet.getWidth(),bullet.getHeight(),tank.getX(),tank.getY(),Tank.TANK_WIDTH,Tank.TANK_HEIGHT);
}
/**
* 判斷子彈是否碰撞到塊
*/
public boolean bulletCollideBlock(Bullet bullet,Block block)
{
return rectCollideRect(bullet.getX(),bullet.getY(),bullet.getWidth(),bullet.getHeight(),block.getX(),block.getY(),Block.BLOCK_WIDTH,Block.BLOCK_HEIGHT);
}
/**
* 判斷子彈是否碰撞到大本營
*/
public boolean bulletCollideCamp(Bullet bullet,Camp camp)
{
return rectCollideRect(bullet.getX(),bullet.getY(),bullet.getWidth(),bullet.getHeight(),camp.getX(),camp.getY(),camp.getWidth(),camp.getHeight());
}
/**
* 得到某范圍內(nèi)的隨機整數(shù)
* @param min 最小值
* @param max 最大值
*/
public static int getRandomInt(int min,int max)
{
return (int)(min + Math.random() * (max - min + 1));
}
}
GameMap.java游戲地圖
package lag.game.tankwar;
/**
* 游戲地圖
*/
public class GameMap
{
/** 各關(guān)地圖[26行26列](0-空地,1-磚塊,2-鐵塊) */
private static byte[][][] gradeMap =
{
// 第1關(guān)地圖
{
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,1,1,0,0,1,1,0,0,1,1,0,0,1,1,0,0,1,1,0,0,1,1,0,0},
{0,0,1,1,0,0,1,1,0,0,1,1,0,0,1,1,0,0,1,1,0,0,1,1,0,0},
{0,0,1,1,0,0,1,1,0,0,1,1,0,0,1,1,0,0,1,1,0,0,1,1,0,0},
{0,0,1,1,0,0,1,1,0,0,1,1,0,0,1,1,0,0,1,1,0,0,1,1,0,0},
{0,0,1,1,0,0,1,1,0,0,1,1,2,2,1,1,0,0,1,1,0,0,1,1,0,0},
{0,0,1,1,0,0,1,1,0,0,1,1,2,2,1,1,0,0,1,1,0,0,1,1,0,0},
{0,0,1,1,0,0,1,1,0,0,1,1,0,0,1,1,0,0,1,1,0,0,1,1,0,0},
{0,0,1,1,0,0,1,1,0,0,0,0,0,0,0,0,0,0,1,1,0,0,1,1,0,0},
{0,0,1,1,0,0,1,1,0,0,0,0,0,0,0,0,0,0,1,1,0,0,1,1,0,0},
{0,0,0,0,0,0,0,0,0,0,1,1,0,0,1,1,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,1,1,0,0,1,1,0,0,0,0,0,0,0,0,0,0},
{1,1,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,1,1},
{2,2,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,2,2},
{0,0,0,0,0,0,0,0,0,0,1,1,0,0,1,1,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0},
{0,0,1,1,0,0,1,1,0,0,1,1,1,1,1,1,0,0,1,1,0,0,1,1,0,0},
{0,0,1,1,0,0,1,1,0,0,1,1,0,0,1,1,0,0,1,1,0,0,1,1,0,0},
{0,0,1,1,0,0,1,1,0,0,1,1,0,0,1,1,0,0,1,1,0,0,1,1,0,0},
{0,0,1,1,0,0,1,1,0,0,1,1,0,0,1,1,0,0,1,1,0,0,1,1,0,0},
{0,0,1,1,0,0,1,1,0,0,0,0,0,0,0,0,0,0,1,1,0,0,1,1,0,0},
{0,0,1,1,0,0,1,1,0,0,0,0,0,0,0,0,0,0,1,1,0,0,1,1,0,0},
{0,0,1,1,0,0,1,1,0,0,0,1,1,1,1,0,0,0,1,1,0,0,1,1,0,0},
{0,0,0,0,0,0,0,0,0,0,0,1,0,0,1,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,1,0,0,1,0,0,0,0,0,0,0,0,0,0,0}
},
// 第2關(guān)地圖
{
{0,0,0,0,0,0,2,2,0,0,0,0,0,0,2,2,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,2,2,0,0,0,0,0,0,2,2,0,0,0,0,0,0,0,0,0,0},
{0,0,1,1,0,0,2,2,0,0,0,0,0,0,1,1,0,0,1,1,0,0,1,1,0,0},
{0,0,1,1,0,0,2,2,0,0,0,0,0,0,1,1,0,0,1,1,0,0,1,1,0,0},
{0,0,1,1,0,0,0,0,0,0,0,0,1,1,1,1,0,0,1,1,2,2,1,1,0,0},
{0,0,1,1,0,0,0,0,0,0,0,0,1,1,1,1,0,0,1,1,2,2,1,1,0,0},
{0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,2,2,0,0,0,0,0,0},
{0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,2,2,0,0,0,0,0,0},
{0,0,0,0,0,0,1,1,0,0,0,0,2,2,0,0,0,0,1,1,0,0,1,1,2,2},
{0,0,0,0,0,0,1,1,0,0,0,0,2,2,0,0,0,0,1,1,0,0,1,1,2,2},
{0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,2,2,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,2,2,0,0,0,0,0,0,0,0},
{0,0,1,1,1,1,1,1,0,0,0,0,0,0,2,2,0,0,0,0,0,0,1,1,0,0},
{0,0,1,1,1,1,1,1,0,0,0,0,0,0,2,2,0,0,0,0,0,0,1,1,0,0},
{0,0,0,0,0,0,2,2,0,0,1,1,0,0,1,1,0,0,1,1,0,0,1,1,0,0},
{0,0,0,0,0,0,2,2,0,0,1,1,0,0,1,1,0,0,1,1,0,0,1,1,0,0},
{2,2,1,1,0,0,2,2,0,0,1,1,0,0,1,1,0,0,0,0,0,0,1,1,0,0},
{2,2,1,1,0,0,2,2,0,0,1,1,0,0,1,1,0,0,0,0,0,0,1,1,0,0},
{0,0,1,1,0,0,1,1,0,0,1,1,1,1,1,1,0,0,1,1,2,2,1,1,0,0},
{0,0,1,1,0,0,1,1,0,0,1,1,1,1,1,1,0,0,1,1,2,2,1,1,0,0},
{0,0,1,1,0,0,1,1,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0},
{0,0,1,1,0,0,1,1,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0},
{0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,1,1,0,0},
{0,0,1,1,0,0,0,0,0,0,0,1,1,1,1,0,0,0,1,1,0,0,1,1,0,0},
{0,0,1,1,0,0,1,1,0,0,0,1,0,0,1,0,0,0,1,1,1,1,1,1,0,0},
{0,0,1,1,0,0,1,1,0,0,0,1,0,0,1,0,0,0,1,1,1,1,1,1,0,0}
}
// 其他關(guān)地圖...
};
/** 總關(guān)卡數(shù) */
private static int gradeCount = gradeMap.length;
/** 各關(guān)敵方坦克數(shù)量 */
private static int[] enemyTankNum = {10,20};
/**
* 返回某關(guān)地圖
* @param grade 關(guān)數(shù)
*/
public static byte[][] getGameMap(int grade)
{
// 由于數(shù)組是個對象,而原始地圖是不允許被修改的,所以不能直接賦值(引用地址),得復(fù)制一個新的地圖讓游戲隨便修改。
byte[][] tempMap = null;
if(grade > 0 && grade <= gradeCount)
{
tempMap = gradeMap[grade - 1];
}
else
{
tempMap = gradeMap[0];
}
//開始復(fù)制
int row = tempMap.length;
int column = tempMap[0].length;
byte[][] returnMap = new byte[row][column];
for (int i = 0; i < row; i++)
{
for (int j = 0; j < column; j++)
{
returnMap[i][j] = tempMap[i][j];
}
}
return returnMap;
}
/**
* 功能:返回總關(guān)卡數(shù)<br>
*/
public static int getGradeCount(){return gradeCount;}
/**
* 返回某關(guān)敵方坦克數(shù)量
* @param grade 關(guān)數(shù)
*/
public static int getEnemyTankNum(int grade)
{
if(grade < 1 || grade > gradeCount){grade = gradeCount;}
return enemyTankNum[grade - 1];
}
}
GameMusic.java
package lag.game.tankwar;
import java.io.File;
import java.io.InputStream;
import javax.sound.sampled.Clip;
import javax.sound.sampled.DataLine;
import javax.sound.sampled.AudioFormat;
import javax.sound.sampled.AudioSystem;
import javax.sound.sampled.AudioInputStream;
/**
* 游戲音樂<br>
* 支持音樂格式(AITF、AU、WAV),就是加載有點慢啊。
*/
public class GameMusic
{
/** 音頻輸入流 */
private AudioInputStream stream;
/** 音頻格式 */
private AudioFormat format;
/** 音頻剪輯 */
private Clip clip;
/**
* 功能:構(gòu)造函數(shù)<br>
*/
public GameMusic(String fileName)
{
try
{
File file = new File(fileName);
//將音樂文件轉(zhuǎn)為音頻輸入流
this.stream = AudioSystem.getAudioInputStream(file);
//得到音頻格式
this.format = stream.getFormat();
}
catch(Exception e)
{
e.printStackTrace();
}
}
/**
* 構(gòu)造函數(shù)
* @param fileName URL文件名
*/
public GameMusic(InputStream fileName)
{
try
{
//將音樂文件轉(zhuǎn)為音頻輸入流
this.stream = AudioSystem.getAudioInputStream(fileName);
//得到音頻格式
this.format = stream.getFormat();
}
catch(Exception e)
{
e.printStackTrace();
}
}
/**
* 功能:播放音樂<br>
* 參數(shù):boolean _loop -> 是否循環(huán)(True-無限循環(huán),F(xiàn)alse-不循環(huán))<br>
*/
public void play(boolean _loop)
{
try
{
//設(shè)置音頻行信息
DataLine.Info info = new DataLine.Info(Clip.class,this.format);
//建立音頻行信息
this.clip = (Clip)AudioSystem.getLine(info);
this.clip.open(this.stream);
if(_loop) //無限循環(huán)
{
this.clip.loop(Clip.LOOP_CONTINUOUSLY);
}
else
{
this.clip.loop(0);
}
this.clip.start();
}
catch(Exception e)
{
e.printStackTrace();
}
}
/**
* 功能:停止音樂<br>
*/
public void stop()
{
try
{
if(this.clip.isRunning())
{
this.clip.stop();
this.clip.close();
}
}
catch(Exception e)
{
e.printStackTrace();
}
}
}
Tank.java坦克父類
package lag.game.tankwar;
import java.awt.*;
import java.util.Vector;
/**
* 坦克父類
*/
public class Tank
{
/** 坦克類別常量 */
public final static int TANK_KIND_HERO = 0; // 我方坦克
public final static int TANK_KIND_ENEMY = 1; // 敵方坦克
/** 坦克顏色常量 */
public final static Color TANK_COLOR_HERO = Color.YELLOW; // 我方坦克顏色
public final static Color TANK_COLOR_ENEMY = Color.CYAN; // 敵方坦克顏色
/** 坦克方向常量 */
public final static int TANK_DIRECTION_UP = 0; // 向上
public final static int TANK_DIRECTION_RIGHT = 1; // 向右
public final static int TANK_DIRECTION_DOWN = 2; // 向下
public final static int TANK_DIRECTION_LEFT = 3; // 向左
/** 坦克狀態(tài)常量 */
public final static int TANK_STATE_FREE = 0; // 空閑中
public final static int TANK_STATE_RUNNING = 1; // 運行中
/** 坦克最大血量值 */
public final static int TANK_MAX_BLOOD = 100;
/** 坦克尺寸常量 */
public final static int TANK_WIDTH = 40;
public final static int TANK_HEIGHT = 40;
/** 坦克左上角X坐標(biāo) */
private int x;
/** 坦克左上角Y坐標(biāo) */
private int y;
/** 坦克速度 */
private int speed = 8;
/** 坦克血量 */
private int hp = TANK_MAX_BLOOD;
/** 坦克方向 */
private int direction = TANK_DIRECTION_UP;
/** 坦克類別 */
private int tankKind = TANK_KIND_HERO;
/** 坦克狀態(tài) */
private int state = TANK_STATE_FREE;
/** 子彈池(考慮線程安全用Vector,沒用ArrayList) */
private Vector<Bullet> bulletPool = new Vector<>();
/** 上次射擊時間(用來設(shè)置2次射擊最小時間間隔,禁止連續(xù)射擊) */
private long lastShootTime = System.currentTimeMillis();
/**
* 構(gòu)造函數(shù)
* @param tankKind 坦克類別
* @param x 坦克左上角X坐標(biāo)
* @param y 坦克左上角Y坐標(biāo)
* @param direction 坦克方向
*/
public Tank(int tankKind, int x, int y, int direction)
{
this.tankKind = tankKind;
this.x = x;
this.y = y;
this.direction = direction;
}
/**
* 畫坦克
*/
public void draw(Graphics g)
{
// 繪制血條
g.setColor(Color.YELLOW);
g.fill3DRect(this.x,this.y,TANK_WIDTH,3,false); // 底色
g.setColor(Color.RED);
g.fill3DRect(this.x,this.y,(hp * TANK_WIDTH)/TANK_MAX_BLOOD,3,false); // 血量(計算寬度時由于都是int類型,因此除法是放到最后計算的,防止出現(xiàn)結(jié)果為0的問題【int取整了】)
g.setColor(Color.WHITE);
g.draw3DRect(this.x,this.y,TANK_WIDTH,3,false); // 邊框
int tankToBloodHeight = 5; // 坦克到血條的高度
// 設(shè)置坦克顏色
if(this.tankKind == TANK_KIND_HERO) // 我方坦克顏色
{
g.setColor(TANK_COLOR_HERO);
}
else // 敵方坦克顏色
{
g.setColor(TANK_COLOR_ENEMY);
}
// 繪制四周虛線
for (int i = 0; i <= 10; i++)
{
g.drawOval(x - 1,y + 4 * i - 1, 1,1);
g.drawOval(x + TANK_WIDTH - 1,y + 4 * i - 1, 1,1);
if(i < 10){g.drawOval(x + 4 * i - 1,y + TANK_HEIGHT - 1, 1,1);}
}
// 根據(jù)方向開始繪制坦克
switch (direction)
{
case TANK_DIRECTION_UP:
g.fill3DRect(this.x + tankToBloodHeight,this.y + tankToBloodHeight,7,30,false); // 左邊輪子
g.fill3DRect(this.x + 23 + tankToBloodHeight,this.y + tankToBloodHeight,7,30,false); // 右邊輪子
g.fill3DRect(this.x + 7 + tankToBloodHeight,this.y + 5 + tankToBloodHeight,16,20,false); // 駕駛室
g.fillOval(this.x + 9 + tankToBloodHeight,this.y + 9 + tankToBloodHeight,12,12); // 炮臺
g.fill3DRect(x + 14 + tankToBloodHeight,y + tankToBloodHeight,3,15,false); // 炮管
break;
case TANK_DIRECTION_RIGHT:
g.fill3DRect(this.x + tankToBloodHeight,this.y + tankToBloodHeight,30,7,false); // 上邊輪子
g.fill3DRect(this.x + tankToBloodHeight,this.y + 23 + tankToBloodHeight,30,7,false); // 下邊輪子
g.fill3DRect(this.x + 5 + tankToBloodHeight,this.y + 7 + tankToBloodHeight,20,16,false); // 駕駛室
g.fillOval(this.x + 9 + tankToBloodHeight,this.y + 9 + tankToBloodHeight,12,12); // 炮臺
g.fill3DRect(x + 15 + tankToBloodHeight,y + 14 + tankToBloodHeight,15,3,false); // 炮管
break;
case TANK_DIRECTION_DOWN:
g.fill3DRect(this.x + tankToBloodHeight,this.y + tankToBloodHeight,7,30,false); // 左邊輪子
g.fill3DRect(this.x + 23 + tankToBloodHeight,this.y + tankToBloodHeight,7,30,false); // 右邊輪子
g.fill3DRect(this.x + 7 + tankToBloodHeight,this.y + 5 + tankToBloodHeight,16,20,false); // 駕駛室
g.fillOval(this.x + 9 + tankToBloodHeight,this.y + 9 + tankToBloodHeight,12,12); // 炮臺
g.fill3DRect(x + 14 + tankToBloodHeight,y + 15 + tankToBloodHeight,3,15,false); // 炮管
break;
case TANK_DIRECTION_LEFT:
g.fill3DRect(this.x + tankToBloodHeight,this.y + tankToBloodHeight,30,7,false); // 上邊輪子
g.fill3DRect(this.x + tankToBloodHeight,this.y + 23 + tankToBloodHeight,30,7,false); // 下邊輪子
g.fill3DRect(this.x + 5 + tankToBloodHeight,this.y + 7 + tankToBloodHeight,20,16,false); // 駕駛室
g.fillOval(this.x + 9 + tankToBloodHeight,this.y + 9 + tankToBloodHeight,12,12); // 炮臺
g.fill3DRect(x + tankToBloodHeight,y + 14 + tankToBloodHeight,15,3,false); // 炮管
break;
}
}
/**
* 坦克移動
* @param direction 移動方向
*/
public void move(int direction)
{
if(this.direction == direction) // 方向相同,加速前進(要判斷邊界及是否碰撞到別的對象)
{
if(!GameLogic.getInstance().tankMoveCollide(this)) // 沒有碰撞,可以移動
{
switch (direction)
{
case TANK_DIRECTION_UP:
this.y -= this.speed;
break;
case TANK_DIRECTION_RIGHT:
this.x += this.speed;
break;
case TANK_DIRECTION_DOWN:
this.y += this.speed;
break;
case TANK_DIRECTION_LEFT:
this.x -= this.speed;
break;
}
}
}
else // 方向不同,僅調(diào)整方向不前進
{
this.direction = direction;
}
}
/**
* 坦克射擊
*/
public void shoot()
{
// 禁止連續(xù)射擊
long curShootTime = System.currentTimeMillis();
if((curShootTime - this.lastShootTime) >= 500) // 2發(fā)/秒
{
this.lastShootTime = curShootTime;
}
else
{
return;
}
// 在子彈池中尋找空閑的子彈
Bullet bullet = null;
for (int i = 0; i < bulletPool.size(); i++)
{
Bullet tmpBullet = bulletPool.get(i);
if(tmpBullet.getState() == Bullet.BULLET_STATE_FREE)
{
bullet = tmpBullet;
//System.out.println("找到空閑的子彈了..................");
break;
}
}
// 沒有就增加一個
if(bullet == null)
{
bullet = new Bullet(this);
//System.out.println("新建子彈了.................");
bulletPool.add(bullet);
}
// 設(shè)置子彈位置
switch (this.direction)
{
case TANK_DIRECTION_UP:
bullet.setPosition(this.x + TANK_WIDTH/2 - bullet.getWidth()/2,this.y - bullet.getHeight(),this.direction);
break;
case TANK_DIRECTION_RIGHT:
bullet.setPosition(this.x + TANK_WIDTH,this.y + TANK_HEIGHT/2 - bullet.getHeight()/2,this.direction);
break;
case TANK_DIRECTION_DOWN:
bullet.setPosition(this.x + TANK_WIDTH/2 - bullet.getWidth()/2,this.y + TANK_HEIGHT,this.direction);
break;
case TANK_DIRECTION_LEFT:
bullet.setPosition(this.x - bullet.getWidth(),this.y + TANK_HEIGHT/2 - bullet.getHeight()/2,this.direction);
break;
}
// 讓子彈飛一會
bullet.fly();
}
/** 坦克受到傷害 */
public void hurt(Bullet bullet)
{
this.hp -= bullet.getAtk();
if(this.hp < 0){this.hp = 0;}
}
/**
* 坦克是否死亡
*/
public boolean isDead()
{
return this.hp <= 0;
}
/**
* 坦克開始工作了
*/
public void work()
{
this.state = TANK_STATE_RUNNING;
}
/** 坦克重置 */
public void reset()
{
this.setX(-100);
this.setY(-100);
this.setHp(Tank.TANK_MAX_BLOOD);
this.setState(TANK_STATE_FREE);
}
public int getX(){return x;}
public void setX(int x){this.x = x;}
public int getY(){return y;}
public void setY(int y){this.y = y;}
public int getSpeed(){return speed;}
public void setSpeed(int speed){this.speed = speed;}
public int getHp(){return hp;}
public void setHp(int hp){this.hp = hp;}
public int getDirection(){return direction;}
public void setDirection(int direction){this.direction = direction;}
public int getState(){return state;}
public void setState(int state){this.state = state;}
public int getTankKind(){return tankKind;}
public Vector<Bullet> getBulletPool(){return bulletPool;}
}
Hero.java我方的坦克
package lag.game.tankwar;
/**
* 我方的坦克
*/
public class Hero extends Tank
{
/**
* 構(gòu)造函數(shù)
* @param x 坦克左上角X坐標(biāo)
* @param y 坦克左上角Y坐標(biāo)
* @param direction 坦克方向
*/
public Hero(int x, int y, int direction)
{
super(TANK_KIND_HERO, x, y, direction);
}
}
Enemy.java敵方的坦克
package lag.game.tankwar;
/**
* 敵方的坦克
*/
public class Enemy extends Tank
{
/**
* 構(gòu)造函數(shù)
* @param x 坦克左上角X坐標(biāo)
* @param y 坦克左上角Y坐標(biāo)
* @param direction 坦克方向
*/
public Enemy(int x, int y, int direction)
{
super(TANK_KIND_ENEMY, x, y, direction);
}
/**
* 起來干活了
*/
@Override
public void work()
{
super.work();
// 啟動線程讓坦克跑(看看敵方坦克的AI)
new Thread(()->{
//System.out.println("坦克線程啟動...");
while (this.getState() == TANK_STATE_RUNNING)
{
try
{
Thread.sleep(200);
}
catch (InterruptedException e)
{
e.printStackTrace();
}
// 隨機確認(rèn)是原地不動還是移動(0-不動,其它-移動)
if(GameLogic.getRandomInt(0,8) != 0) // 移動(概率設(shè)大點)
{
// 隨機確認(rèn)是改變方向還是向前移動(0-改變方向,其它-向前移動)
if(GameLogic.getRandomInt(0,12) == 0) // 改變方向(概率設(shè)小點)
{
int newDirection = GameLogic.getRandomInt(TANK_DIRECTION_UP, TANK_DIRECTION_LEFT + 3);
if(newDirection > TANK_DIRECTION_LEFT){newDirection = TANK_DIRECTION_DOWN;} // 向下概率設(shè)大點
this.setDirection(newDirection);
}
else // 向前移動
{
// 如果到邊界了就別頂牛了,趕緊換方向
boolean toBorder = false; // 默認(rèn)未到邊界
switch (this.getDirection())
{
case TANK_DIRECTION_UP:
if((this.getY() - this.getSpeed() < 0))
{
toBorder = true;
}
break;
case TANK_DIRECTION_RIGHT:
if((this.getX() + TANK_WIDTH + this.getSpeed() > GamePanel.GAME_ACTION_WIDTH))
{
toBorder = true;
}
break;
case TANK_DIRECTION_DOWN:
if((this.getY() + TANK_HEIGHT + this.getSpeed() > GamePanel.GAME_ACTION_HEIGHT))
{
toBorder = true;
}
break;
case TANK_DIRECTION_LEFT:
if((this.getX() - this.getSpeed() < 0))
{
toBorder = true;
}
break;
}
if(toBorder) // 到邊界了趕緊換方向
{
int newDirection = GameLogic.getRandomInt(TANK_DIRECTION_UP, TANK_DIRECTION_LEFT);
this.setDirection(newDirection);
}
else // 繼續(xù)前進
{
this.move(this.getDirection());
}
}
}
// 隨機確認(rèn)是發(fā)射子彈還是省子彈(1-發(fā)射,其它-不發(fā)射)
if(GameLogic.getRandomInt(0,8) == 1)
{
this.shoot();
}
}
//System.out.println("坦克線程退出歷史舞臺了...");
}).start();
}
}
Bullet.java子彈類
package lag.game.tankwar;
import java.awt.*;
/**
* 子彈類<br>
*/
public class Bullet
{
/** 子彈狀態(tài)常量 */
public final static int BULLET_STATE_FREE = 0; // 空閑中
public final static int BULLET_STATE_RUNNING = 1; // 運行中
/** 子彈攻擊力常量 */
public final static int BULLET_MAX_ATTACK = 100; // 最大攻擊力
public final static int BULLET_MIN_ATTACK = 20; // 最小攻擊力
/** 子彈左上角X坐標(biāo) */
private int x;
/** 子彈左上角Y坐標(biāo) */
private int y;
/** 子彈寬度 */
private int width = 10;
/** 子彈高度 */
private int height = 10;
/** 子彈方向 */
private int direction;
/** 子彈速度 */
private int speed = 16;
/** 子彈狀態(tài) */
private int state = BULLET_STATE_FREE;
/** 所屬坦克 */
private Tank tank;
/** 子彈攻擊力 */
private int atk;
/**
* 構(gòu)造函數(shù)
* @param tank 所屬坦克
*/
public Bullet(Tank tank)
{
this.tank = tank;
this.atk = GameLogic.getRandomInt(BULLET_MIN_ATTACK,BULLET_MAX_ATTACK);
}
/**
* 設(shè)置子彈位置
*/
public void setPosition(int x,int y,int direction)
{
this.x = x;
this.y = y;
this.direction = direction;
}
/**
* 功能:子彈重置<br>
*/
public void reset()
{
this.x = -100;
this.y = -100;
this.atk = GameLogic.getRandomInt(BULLET_MIN_ATTACK,BULLET_MAX_ATTACK); // 重新隨機生成攻擊力
this.state = BULLET_STATE_FREE;
}
/**
* 讓子彈飛一會
*/
public void fly()
{
// 設(shè)置子彈狀態(tài)為運行中
this.state = BULLET_STATE_RUNNING;
// 啟動線程讓子彈飛
new Thread(()->{
//System.out.println(tank.getTankKind() + "子彈線程啟動...");
while (this.state == BULLET_STATE_RUNNING) //tank.getState() == Tank.TANK_STATE_RUNNING &&
{
try
{
Thread.sleep(50);
}
catch (InterruptedException e)
{
e.printStackTrace();
}
switch (direction)
{
case Tank.TANK_DIRECTION_UP:
if(this.y - this.speed >= 0)
{
this.y -= this.speed;
}
else
{
this.reset();
}
break;
case Tank.TANK_DIRECTION_RIGHT:
if(this.x + this.width + this.speed <= GamePanel.GAME_ACTION_WIDTH)
{
this.x += this.speed;
}
else
{
this.reset();
}
break;
case Tank.TANK_DIRECTION_DOWN:
if(this.y + this.height + this.speed <= GamePanel.GAME_ACTION_HEIGHT)
{
this.y += this.speed;
}
else
{
this.reset();
}
break;
case Tank.TANK_DIRECTION_LEFT:
if(this.x >= this.speed)
{
this.x -= this.speed;
}
else
{
this.reset();
}
break;
}
}
//System.out.println("子彈線程退出歷史舞臺了......");
}).start();
}
/**
* 畫子彈
*/
public void draw(Graphics g)
{
// 開始畫子彈
if(tank.getTankKind() == Tank.TANK_KIND_HERO) // 我方子彈
{
g.setColor(Tank.TANK_COLOR_HERO);
}
else // 敵方子彈
{
g.setColor(Tank.TANK_COLOR_ENEMY);
}
g.fillOval(this.x,this.y,this.width,this.height);
// 根據(jù)攻擊力畫加強子彈
g.setColor(Color.RED);
if(this.atk == 100)
{
g.fillOval(this.x,this.y,this.width,this.height);
}
else if(this.atk >= 90)
{
g.fillOval(this.x + 1,this.y + 1,this.width - 2,this.height - 2);
}
else if(this.atk >= 70)
{
g.fillOval(this.x + 2,this.y + 2,this.width - 4,this.height - 4);
}
else if(this.atk >= 50)
{
g.fillOval(this.x + 3,this.y + 3,this.width - 6,this.height - 6);
}
}
public int getX(){return x;}
public int getY(){return y;}
public int getWidth(){return width;}
public int getHeight(){return height;}
public int getDirection(){return direction;}
public int getSpeed(){return speed;}
public int getState(){return state;}
public int getAtk(){return atk;}
}
Bomb.java爆炸效果
package lag.game.tankwar;
import java.awt.*;
/**
* 爆炸效果
*/
public class Bomb
{
/** 爆炸狀態(tài)常量 */
public final static int BOMB_STATE_FREE = 0; // 空閑中
public final static int BOMB_STATE_RUNNING = 1; // 運行中
/** 爆炸左上角X坐標(biāo) */
private int x;
/** 爆炸左上角Y坐標(biāo) */
private int y;
/** 爆炸寬度 */
private int width = 20;
/** 爆炸高度 */
private int height = 20;
/** 狀態(tài) */
private int state = BOMB_STATE_FREE;
/** 爆炸進度,根據(jù)它來決定顯示哪種爆炸形狀(-1-不顯示任何爆炸形狀,0-準(zhǔn)備顯示,1-顯示第一種爆炸形狀,2-顯示第二種爆炸形狀,3-顯示第三種爆炸形狀) */
public int bombProgress = -1;
/**
* 構(gòu)造函數(shù)
* @param x 爆炸左上角X坐標(biāo)
* @param y 爆炸左上角Y坐標(biāo)
*/
public Bomb(int x, int y)
{
this.x = x;
this.y = y;
}
/**
* 起來干活,準(zhǔn)備爆炸。
*/
public void work()
{
// 設(shè)置爆炸狀態(tài)為運行中
this.state = BOMB_STATE_RUNNING;
// 爆炸進度,準(zhǔn)備顯示
bombProgress = 0;
}
/**
* 爆炸重置
*/
public void reset()
{
this.setX(-100);
this.setY(-100);
this.state = BOMB_STATE_FREE;
this.bombProgress = -1;
}
/**
* 畫爆炸<br>
* 每幀顯示一種形狀,共三種,即3幀結(jié)束爆炸<br>
*/
public void draw(Graphics g)
{
// 進度走起
this.bombProgress++;
// 根據(jù)進度顯示某種爆炸形狀
switch (this.bombProgress)
{
case 1: // 第一種形狀
g.setColor(Color.WHITE);
g.fillRoundRect(this.x + 5,this.y + 5,20,20,10,10);
g.fillOval(this.x + 10,this.y,10,30);
g.setColor(Color.YELLOW);
g.drawOval(this.x + 10,this.y,10,30);
g.setColor(Color.WHITE);
g.fillOval(this.x,this.y + 10,30,10);
g.setColor(Color.YELLOW);
g.drawOval(this.x,this.y + 10,30,10);
break;
case 2: // 第二種形狀
g.setColor(Color.WHITE);
g.fillOval(this.x + 12,this.y + 5,6,20);
g.setColor(Color.YELLOW);
g.drawOval(this.x + 12,this.y + 5,6,20);
g.setColor(Color.WHITE);
g.fillOval(this.x + 5,this.y + 12,20,6);
g.setColor(Color.YELLOW);
g.drawOval(this.x + 5,this.y + 12,20,6);
break;
case 3: // 第三種形狀
g.setColor(Color.WHITE);
g.fillOval(this.x + 10,this.y + 10,10,10);
g.setColor(Color.YELLOW);
g.drawOval(this.x + 10,this.y + 10,10,10);
break;
default:
this.reset();
break;
}
}
public int getX(){return x;}
public void setX(int x){this.x = x;}
public int getY(){return y;}
public void setY(int y){this.y = y;}
public int getWidth(){return width;}
public void setWidth(int width){this.width = width;}
public int getHeight(){return height;}
public void setHeight(int height){this.height = height;}
public int getState(){return state;}
}
Block.java磚塊與鐵塊的父類
package lag.game.tankwar;
import java.awt.*;
/**
* 磚塊與鐵塊的父類
*/
public class Block
{
/** 塊類別常量 */
public final static int BLOCK_KIND_BRICK = 1; // 磚塊
public final static int BLOCK_KIND_IRON = 2; // 鐵塊
/** 塊尺寸常量(默認(rèn)4個塊=1坦克大?。?*/
public final static int BLOCK_WIDTH = Tank.TANK_WIDTH / 2;
public final static int BLOCK_HEIGHT = Tank.TANK_HEIGHT / 2;
/** 塊左上角X坐標(biāo) */
private int x;
/** 塊左上角Y坐標(biāo) */
private int y;
/** 塊類別 */
private int blockKind = BLOCK_KIND_BRICK;
/**
* 構(gòu)造函數(shù)
* @param blockKind 塊類別
* @param x 塊左上角X坐標(biāo)
* @param y 塊左上角Y坐標(biāo)
*/
public Block(int blockKind,int x, int y)
{
this.blockKind = blockKind;
this.x = x;
this.y = y;
}
/**
* 畫塊
*/
public void draw(Graphics g)
{
if(this.blockKind == BLOCK_KIND_BRICK) // 畫磚塊
{
g.setColor(new Color(210, 105, 30));
g.fillRect(this.x,this.y,BLOCK_WIDTH,BLOCK_HEIGHT);
g.setColor(new Color(244, 164, 96));
g.drawLine(this.x,this.y,this.x + BLOCK_WIDTH - 1,this.y);
g.drawLine(this.x,this.y + BLOCK_HEIGHT / 2,this.x + BLOCK_WIDTH - 1,this.y + BLOCK_HEIGHT / 2);
g.drawLine(this.x,this.y,this.x,this.y + BLOCK_HEIGHT / 2);
g.drawLine(this.x + BLOCK_WIDTH / 2,this.y + BLOCK_HEIGHT / 2, this.x + BLOCK_WIDTH / 2, this.y + BLOCK_HEIGHT - 1);
}
else if(this.blockKind == BLOCK_KIND_IRON) // 畫鐵塊
{
g.setColor(new Color(190, 190, 190));
g.fillRect(this.x,this.y,BLOCK_WIDTH,BLOCK_HEIGHT);
g.setColor(Color.WHITE);
g.fillRect(this.x + 3,this.y + 3,BLOCK_WIDTH - 6,BLOCK_HEIGHT - 6);
g.draw3DRect(this.x + 3,this.y + 3,BLOCK_WIDTH - 6,BLOCK_HEIGHT - 6,true);
g.drawLine(this.x + 1,this.y + 1,this.x + 3,this.y + 3);
g.drawLine(this.x + BLOCK_WIDTH - 1,this.y + 1,this.x + BLOCK_WIDTH - 3,this.y + 3);
g.drawLine(this.x + 1,this.y + BLOCK_HEIGHT - 1,this.x + 3,this.y + BLOCK_HEIGHT - 3);
g.drawLine(this.x + BLOCK_WIDTH - 1,this.y + BLOCK_HEIGHT - 1,this.x + BLOCK_WIDTH - 3,this.y + BLOCK_HEIGHT - 3);
}
}
public int getX(){return x;}
public void setX(int x){this.x = x;}
public int getY(){return y;}
public void setY(int y){this.y = y;}
public int getBlockKind(){return blockKind;}
}
Brick.java磚塊
package lag.game.tankwar;
/**
* 磚塊
*/
public class Brick extends Block
{
/**
* 構(gòu)造函數(shù)
* @param x 磚塊左上角X坐標(biāo)
* @param y 磚塊左上角Y坐標(biāo)
*/
public Brick(int x, int y)
{
super(BLOCK_KIND_BRICK, x, y);
}
}
Iron.java鐵塊
package lag.game.tankwar;
/**
* 鐵塊
*/
public class Iron extends Block
{
/**
* 構(gòu)造函數(shù)
* @param x 鐵塊左上角X坐標(biāo)
* @param y 鐵塊左上角Y坐標(biāo)
*/
public Iron(int x, int y)
{
super(BLOCK_KIND_IRON, x, y);
}
}
Camp.java營地
package lag.game.tankwar;
import java.awt.*;
/**
* 營地
*/
public class Camp
{
/** 營地狀態(tài)常量 */
public final static int CAMP_STATE_FREE = 0; // 空閑中
public final static int CAMP_STATE_RUNNING = 1; // 運行中
/** 營地左上角X坐標(biāo) */
private int x;
/** 營地左上角Y坐標(biāo) */
private int y;
/** 營地寬度 */
private int width = Tank.TANK_WIDTH;
/** 營地高度 */
private int height = Tank.TANK_HEIGHT;
/** 營地狀態(tài) */
private int state = CAMP_STATE_FREE;
/** 元素寬度 */
private int elementWidth = 2;
/** 元素高度 */
private int elementHeight = 2;
/** 營地地圖(20 * 20) */
private static byte[][] campMap =
{
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,1,0,0,0,1,1,1,1,0,0,0,0,0,0,0,1,0,0},
{1,1,1,1,0,0,0,1,1,1,1,0,0,0,0,0,1,1,1,1},
{0,2,1,1,1,0,0,0,1,0,0,1,1,0,0,1,1,1,2,0},
{1,1,2,0,1,0,0,0,1,1,1,1,0,0,0,1,0,2,1,1},
{0,0,1,2,1,1,0,0,1,1,1,1,0,0,1,1,2,1,0,0},
{0,1,1,1,2,1,0,0,1,1,1,1,0,0,1,2,1,1,1,0},
{0,0,1,1,1,2,1,1,1,1,1,1,1,1,2,1,1,1,0,0},
{0,0,0,1,1,1,2,1,1,1,1,1,1,2,1,1,1,0,0,0},
{0,0,1,1,1,1,1,1,2,1,1,1,2,1,1,1,1,1,0,0},
{0,0,0,1,1,1,1,1,1,2,1,2,1,1,1,1,1,0,0,0},
{0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0},
{0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0},
{0,0,0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,0,0},
{0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0},
{0,0,0,0,0,0,1,0,1,1,1,0,1,0,0,0,0,0,0,0},
{0,0,0,0,0,0,1,1,1,0,1,1,1,0,0,0,0,0,0,0},
{0,0,0,0,0,1,1,1,1,0,1,1,1,1,0,0,0,0,0,0},
{0,0,0,0,0,1,1,0,1,0,1,0,1,1,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}
};
/**
* 構(gòu)造函數(shù)
*/
public Camp(int x, int y)
{
this.x = x;
this.y = y;
}
/**
* 畫營地
*/
public void draw(Graphics g)
{
int row = campMap.length;
int column = campMap[0].length;
for (int i = 0; i < row; i++)
{
for (int j = 0; j < column; j++)
{
int mapValue = campMap[i][j];
if(mapValue == 1)
{
g.setColor(Color.WHITE);
drawElement(g,this.x + elementWidth * j,this.y + elementHeight * i);
}
else if(mapValue == 2)
{
g.setColor(Color.LIGHT_GRAY);
drawElement(g,this.x + elementWidth * j,this.y + elementHeight * i);
}
}
}
}
/**
* 畫元素
* @param x 元素左上角X坐標(biāo)
* @param y 元素左上角Y坐標(biāo)
*/
private void drawElement(Graphics g,int x,int y)
{
g.fillRect(x,y,elementWidth,elementHeight);
g.setColor(Color.WHITE);
g.draw3DRect(x,y,elementWidth,elementHeight,true);
}
public int getX(){return x;}
public void setX(int x){this.x = x;}
public int getY(){return y;}
public void setY(int y){this.y = y;}
public int getWidth(){return width;}
public int getHeight(){return height;}
public int getState(){return state;}
public void setState(int state){this.state = state;}
}
下載:
鏈接:https://pan.baidu.com/s/1aqNjqATCjteiAdv90YDByw?pwd=mylx
提取碼:mylx文章來源:http://www.zghlxwxcb.cn/news/detail-461671.html
感言:
本游戲并沒有使用圖片,都是用Java畫的,有興趣的朋友可以自己改用圖片,圖片素材我已經(jīng)打包了。使用圖片的朋友要注意一個問題,就是圖片加載是需要時間的,第一次可能還未加載成功就直接刷新下一次界面了,這也是韓順平老師那個第一次射擊坦克不出現(xiàn)爆炸效果的原因。Toolkit.getDefaultToolkit().createImage這個方法有BUG,改用new ImageIcon(圖片路徑)).getImage()就可以了。文章來源地址http://www.zghlxwxcb.cn/news/detail-461671.html
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