多线程不停执行if判断,即便if条件正确也不执行(判断的是另一个类的公共静态变量),在线程run方法最前面加一句输出print语句却又执行了,求解……
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
Tank类代码:
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;
}
}
}
子弹类代码(不重要,只为了能调试运行):
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;}
}
}
相关推荐
【雷达信号处理】数字下变频(DDC)(Matlab代码实现)
内容概要:本文介绍了基于MATLAB的雷达信号处理中数字下变频(DDC)技术的实现方法,重点阐述了DDC在雷达接收机前端信号处理中的关键作用。通过将高频回波信号下变频至基带,便于后续进行数字化处理与目标信息提取。文中提供了完整的MATLAB代码实现,涵盖混频、低通滤波、抽取等核心步骤,帮助读者理解DDC的工作原理与工程实现细节。; 适合人群:具备一定信号与系统、数字信号处理基础知识,从事雷达、通信或电子工程相关领域的研究生、科研人员及工程技术人员。; 使用场景及目标:①用于教学演示,加深对数字下变频原理的理解;②作为雷达或通信系统仿真项目的基础模块;③辅助科研人员快速搭建信号处理链路,进行算法验证与性能分析。; 阅读建议:建议结合数字信号处理教材中的混频、奈奎斯特采样及多速率信号处理理论进行学习,动手运行并调试代码,尝试调整参数(如本振频率、滤波器阶数、抽取因子)以观察对输出信号的影响,从而深入掌握DDC的设计要点与实际应用。
福建省福州新区矢量面数据-02坐标-geojson格式.json
福州新区区划面数据,geojson格式,02坐标
量化数据笔记第2篇:外盘期货历史高频tick数据涵盖主流交易所的活跃合约,以逐笔成交记录为主 字段通常包含品种代码、交易所、日期、精确到毫秒的时间戳、成交价格、成交量、持仓量变化,以及盘口买卖一档挂单
量化数据笔记第2篇:外盘期货历史高频tick数据涵盖主流交易所的活跃合约,以逐笔成交记录为主。字段通常包含品种代码、交易所、日期、精确到毫秒的时间戳、成交价格、成交量、持仓量变化,以及盘口买卖一档挂单价与挂单量。数据保留了原始行情序列,反映微观价格变动与流动性瞬时变化。 数据源:CMES金融数据库
【多机器人路径规划】基于优先级规划与Petri网融合的多机器人路径规划框架研究(Matlab代码实现)
内容概要:本文提出了一种基于优先级规划与Petri网融合的多机器人路径规划框架,旨在解决多机器人系统在共享环境中进行路径规划时可能出现的冲突与死锁问题。该方法结合了优先级规划的高效性与Petri网在建模并发与冲突方面的优势,通过建立形式化的Petri网模型对机器人运动状态进行精确描述,并引入优先级机制动态调整路径执行顺序,从而实现无冲突、无死锁的安全路径规划。研究通过Matlab代码实现了算法仿真,验证了该框架在复杂网格环境下的可行性与有效性,能够有效提升多机器人系统的运行效率与安全性。 适合人群:具备一定自动化、机器人或控制理论基础的科研人员,以及从事智能物流、智能制造、多智能体系统等相关方向的研究生与工程技术人员。 使用场景及目标:①应用于仓储机器人、AGV调度、自动化码头等多移动机器人协同作业场景;②解决多机器人路径规划中的死锁预防、冲突消解与资源竞争问题;③为开发高效、可靠的多智能体路径规划系统提供理论支持与实现参考。 阅读建议:此资源以Matlab代码实现为核心,建议读者在理解Petri网基本原理和优先级调度机制的基础上,结合提供的代码进行仿真实验,通过调整优先级规则与网络结构,深入掌握算法的设计思路与优化方法。
碰碰炸挤黑单机游戏,好玩
碰碰炸挤黑单机游戏,好玩


Java SE
