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import java.awt.Color;
import java.awt.Frame;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.util.List;
import java.util.ArrayList;
public class TankWarClient extends Frame {
private static final long serialVersionUID = 1L;//添加序列化ID,去除警告,此参数暂时无用
public static final int GAME_HEIGHT = 750;
public static final int GAME_WIDTH = 900;
public static final String TITLE = "TankWar ver0.8";
private static Image offScreen = null;//静态成员变量,以免每次重画生成浪费时间空间
Tank playerTank = new Tank(250,250,this);//将自身引用this传递给Tank对象
List<Missile> mlist = new ArrayList<Missile>();
public Thread fireThread = new Thread(new TankFireThread());
public static void main(String[] args) {
TankWarClient tankwar = new TankWarClient();
tankwar.initFrame();
}
private void initFrame() {
setBackground(new Color(0, 200, 0));
setBounds(500, 100, GAME_WIDTH, GAME_HEIGHT);
setResizable(false);
setTitle(TITLE);
addWindowListener(new WindowAdapter() {
public void windowClosing(WindowEvent e) {
System.exit(0);
;
}
});
addKeyListener(new KeyMoveMonitor());
setVisible(true);
new Thread(this.new TankMoveThread()).start();
fireThread.start();
}
public void update(Graphics g) {
if(offScreen==null){
offScreen = this.createImage(GAME_WIDTH, GAME_HEIGHT);
}
Graphics offg = offScreen.getGraphics();//拿到离屏图片的画笔
Color color = offg.getColor();
offg.setColor(new Color(0, 200, 0));
offg.fillRect(0, 0,GAME_WIDTH, GAME_HEIGHT);//模拟背景擦出(用背景色刷盖整个frame)
offg.setColor(color);
paint(offg);//在离屏图片上重画全部坦克子弹等
g.drawImage(offScreen, 0, 0, null);//将离屏图片画在屏幕上
}
public void paint(Graphics g) {
playerTank.generate(g);//先绘画坦克(内部绘画炮筒)
for(int i = 0; i<mlist.size(); i++){
Missile s = mlist.get(i);
s.generate(g);
}
}//使用容器存放子弹,画出所有发射的子弹
private class TankMoveThread implements Runnable {
public void run() {
while (true) {
repaint();// 重画默认会自动刷新背景,已有的坦克会被清除,画出新位置坦克
try {
Thread.sleep(15);// 每15ms刷新一次,更平滑,视觉效果更好
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
}
private class KeyMoveMonitor extends KeyAdapter{
public void keyReleased(KeyEvent e) {
playerTank.keyReleasedAction(e);
}
public void keyPressed(KeyEvent e) {
playerTank.keyPressedAction(e);
}
}
}
class TankFireThread implements Runnable{
public void run(){
while(true){
//System.out.println(Tank.IS_FIREING);//这句话不注释就能运行,长按数字键1会间隔发射子弹;注释则不运行
if(Tank.IS_FIREING == true && Tank.FIRE_READY ==true){
try {
Thread.sleep(15);//空出时间重画
} catch (InterruptedException e) {
e.printStackTrace();
}
Tank.FIRE_READY = false;//重画结束后进入准备状态冷却。
}
if(Tank.IS_FIREING == true && Tank.FIRE_READY == false){//准备状态冷却中
try {
Thread.sleep(250);//发射频率时间控制(冷却时间)
} catch (InterruptedException e) {
e.printStackTrace();
}
Tan
import java.awt.BasicStroke;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.KeyEvent;
public class Tank {
public static int TANK_WIDTH = 30;
public static int TANK_HEIGHT = 30;
public static boolean RIGHT_MOVE = false;
public static boolean LEFT_MOVE = false;
public static boolean UP_MOVE = false;
public static boolean DOWN_MOVE = false;
public static boolean IS_FIREING = false;
public static boolean FIRE_READY = true;//控制发射频率,准备状态默认true
public static int KEYPRESSED = 0;//最多只能按下两个方向按键
public static final int SPEED = 2;
public static enum DIRECTION {R,L,U,D,RU,RD,LU,LD,STOP}; //8个方向+stop
private int positionX;
private int positionY;
private DIRECTION tankdir = DIRECTION.STOP;
private DIRECTION barreldir = DIRECTION.D;//默认炮筒向下,必须有默认值,提供开局坦克不动直接fire的子弹方向
private TankWarClient tc = null;
public Tank(int positionX, int positionY,TankWarClient tc) {
this.positionX = positionX;
this.positionY = positionY;
this.tc = tc;
}
public void generate(Graphics g){
Color color = g.getColor();
g.setColor(new Color(248, 159, 16));
g.fillOval(positionX, positionY, TANK_WIDTH, TANK_HEIGHT);
setDirection();
setBarrelDirection();
drawBarrel(g);//画炮筒
g.setColor(color);// 还原现场
if(IS_FIREING == true && FIRE_READY == true) fire();
move();
}
private void drawBarrel(Graphics g) {
Graphics2D g2d = (Graphics2D)g;//转型为了设置线宽
g2d.setStroke(new BasicStroke(2.5f));
g2d.setColor(Color.DARK_GRAY);
switch (barreldir) {
case D:
g2d.drawLine(positionX+TANK_WIDTH/2, positionY+TANK_HEIGHT/2, positionX+TANK_WIDTH/2, positionY+TANK_HEIGHT);
break;
case U:
g2d.drawLine(positionX+TANK_WIDTH/2, positionY+TANK_HEIGHT/2, positionX+TANK_WIDTH/2, positionY);
break;
case R:
g2d.drawLine(positionX+TANK_WIDTH/2, positionY+TANK_HEIGHT/2, positionX+TANK_WIDTH, positionY+TANK_HEIGHT/2);
break;
case L:
g2d.drawLine(positionX+TANK_WIDTH/2, positionY+TANK_HEIGHT/2, positionX, positionY+TANK_HEIGHT/2);
break;
case RU:
g2d.drawLine(positionX+TANK_WIDTH/2, positionY+TANK_HEIGHT/2, positionX+TANK_WIDTH, positionY);
break;
case RD:
g2d.drawLine(positionX+TANK_WIDTH/2, positionY+TANK_HEIGHT/2, positionX+TANK_WIDTH, positionY+TANK_HEIGHT);
break;
case LU:
g2d.drawLine(positionX+TANK_WIDTH/2, positionY+TANK_HEIGHT/2, positionX, positionY);
break;
case LD:
g2d.drawLine(positionX+TANK_WIDTH/2, positionY+TANK_HEIGHT/2, positionX, positionY+TANK_HEIGHT);
break;
}
}
public void move(){
if(RIGHT_MOVE==true){positionX=positionX+SPEED;}
if(LEFT_MOVE==true){positionX=positionX-SPEED;}
if(UP_MOVE==true){positionY=positionY-SPEED;}
if(DOWN_MOVE==true){positionY=positionY+SPEED;}
}
private void setDirection() {
if(RIGHT_MOVE && !LEFT_MOVE && !UP_MOVE && !DOWN_MOVE)
{tankdir = DIRECTION.R;}
else if(!RIGHT_MOVE && LEFT_MOVE && !UP_MOVE && !DOWN_MOVE)
{tankdir = DIRECTION.L;}
else if(!RIGHT_MOVE && !LEFT_MOVE && UP_MOVE && !DOWN_MOVE)
{tankdir = DIRECTION.U;}
else if(!RIGHT_MOVE && !LEFT_MOVE && !UP_MOVE && DOWN_MOVE)
{tankdir = DIRECTION.D;}
else if(RIGHT_MOVE && !LEFT_MOVE && UP_MOVE && !DOWN_MOVE)
{tankdir = DIRECTION.RU;}
else if(RIGHT_MOVE && !LEFT_MOVE && !UP_MOVE && DOWN_MOVE)
{tankdir = DIRECTION.RD;}
else if(!RIGHT_MOVE && LEFT_MOVE && UP_MOVE && !DOWN_MOVE)
{tankdir = DIRECTION.LU;}
else if(!RIGHT_MOVE && LEFT_MOVE && !UP_MOVE && DOWN_MOVE)
{tankdir = DIRECTION.LD;}
else{tankdir = DIRECTION.STOP;}
}
private void setBarrelDirection() {
if(tankdir != DIRECTION.STOP) barreldir = tankdir;
}
private Missile fire() {
Missile m = new Missile(positionX+TANK_WIDTH/2-Missile.MISSILE_WIDTH/2, positionY+TANK_HEIGHT/2-Missile.MILLISE_HEIGTH/2,barreldir);//以炮管当前位置new出子弹
tc.mlist.add(m);
return m;
}
public void keyReleasedAction(KeyEvent e){
int k = e.getKeyCode();
if(KEYPRESSED>0 && k != KeyEvent.VK_NUMPAD1){
switch (k) {
case KeyEvent.VK_D:
if(RIGHT_MOVE == true){RIGHT_MOVE = false; KEYPRESSED--;}
break;
case KeyEvent.VK_A:
if(LEFT_MOVE == true){LEFT_MOVE = false; KEYPRESSED--;}
break;
case KeyEvent.VK_S:
if(DOWN_MOVE == true){DOWN_MOVE = false; KEYPRESSED--;}
break;
case KeyEvent.VK_W:
if(UP_MOVE == true){UP_MOVE = false; KEYPRESSED--;}
break;
}
}
if(k == KeyEvent.VK_NUMPAD1){
if(IS_FIREING == true) {
IS_FIREING = false;
}
}
}
public void keyPressedAction(KeyEvent e){
int k = e.getKeyCode();
if (KEYPRESSED<2 && k != KeyEvent.VK_NUMPAD1){
switch (k) {
case KeyEvent.VK_D:
if(RIGHT_MOVE != true){RIGHT_MOVE = true; KEYPRESSED++;}
break;
case KeyEvent.VK_A:
if(LEFT_MOVE != true){LEFT_MOVE = true; KEYPRESSED++;}
break;
case KeyEvent.VK_S:
if(DOWN_MOVE != true){DOWN_MOVE = true; KEYPRESSED++;}
break;
case KeyEvent.VK_W:
if(UP_MOVE != true){UP_MOVE = true; KEYPRESSED++;}
break;
}
}
//攻击键ctrl不受2方向键按键个数限制,应该跳出if语句写
if(k == KeyEvent.VK_NUMPAD1){
if(IS_FIREING != true) IS_FIREING = true;
}
}
}
import java.awt.Color;
import java.awt.Graphics;
import TankWarPC.Tank.DIRECTION;
public class Missile {
public static int MISSILE_WIDTH = 10;
public static int MILLISE_HEIGTH = 10;
public static final int SPEED = 3;
private int missilePosition_x;
private int missilePosition_y;
private DIRECTION mDir = DIRECTION.R;
public Missile(int init_x, int init_y,DIRECTION mDir) {
this.missilePosition_x = init_x;
this.missilePosition_y = init_y;
this.mDir = mDir;
}
public void generate(Graphics g){
Color color = g.getColor();
g.setColor(new Color(255, 0, 0));
g.fillOval(missilePosition_x, missilePosition_y, MISSILE_WIDTH, MILLISE_HEIGTH);
g.setColor(color);// 还原现场
move();
}
public void move(){//子弹只有8方向,没有stop
if(mDir == DIRECTION.R){missilePosition_x = missilePosition_x + SPEED;}
else if(mDir == DIRECTION.L) {missilePosition_x = missilePosition_x - SPEED;}
else if(mDir == DIRECTION.D) {missilePosition_y = missilePosition_y + SPEED;}
else if(mDir == DIRECTION.U) {missilePosition_y = missilePosition_y - SPEED;}
else if(mDir == DIRECTION.RU) {missilePosition_x = missilePosition_x + SPEED; missilePosition_y = missilePosition_y - SPEED;}
else if(mDir == DIRECTION.RD) {missilePosition_x = missilePosition_x + SPEED; missilePosition_y = missilePosition_y + SPEED;}
else if(mDir == DIRECTION.LU) {missilePosition_x = missilePosition_x - SPEED; missilePosition_y = missilePosition_y - SPEED;}
else if(mDir == DIRECTION.LD) {missilePosition_x = missilePosition_x - SPEED; missilePosition_y = missilePosition_y + SPEED;}
}
}
Tank.IS_FIREING == true && Tank.FIRE_READY ==true