Java learning_Day15
本人学习视频用的是马士兵的,也在这里献上
<链接:https://pan.baidu.com/s/1qKNGJNh0GgvlJnitTJGqgA>
提取码:fobs
主要内容:
小游戏:坦克大战(图片版)
成果图:
代码
TankClient.java 部分
摘要:下面程序主要用于显示背景界面,添加游戏的所有元素以控制及游戏的开始和结束。
import java.awt.*;
import java.util.List;
import java.util.Properties;
import java.util.ArrayList;
import java.awt.event.*;
import java.io.IOException;
public class TankClient extends Frame {
//游戏边框的大小和背景颜色设定
public static final int GAME_WIDTH = 800;
public static final int GAME_HEIGHT = 600;
public static final Color BACKGROUND_COLOR = new Color(255-150, 255-220, 255-255);
//我方坦克的初始化
Tank myTank = new Tank(GAME_WIDTH/2, GAME_HEIGHT/2, true, Direction.STOP,this);
//游戏增设的两堵墙,子弹和敌方坦克无法穿透,但是我方坦克可以穿过
Wall w1 = new Wall(100, 200, 20, 150, this), w2 = new Wall(400, 100, 300, 20, this);
//新建三个容器,分别用于装载爆炸、子弹和坦克
List<Explode> explodes = new ArrayList<Explode>();
List<Missile> missiles = new ArrayList<Missile>();
List<Tank> tanks = new ArrayList<Tank>();
Image offScreenImage = null;
MedicalKit mk = new MedicalKit(); //急救包,我方坦克可以用于治疗生命值
//游戏中所有元素的绘制
@Override
public void paint(Graphics g) {
//将屏幕上的所有子弹,爆炸,敌方坦克,我方坦克生命值绘制与游戏左上角
g.drawString("missiles count:" + missiles.size(), 10, 50);
g.drawString("explodes count:" + explodes.size(), 10, 70);
g.drawString("tanks count:" + tanks.size(), 10, 90);
g.drawString("tanks hitpoint:" + myTank.getHitPoint(), 10, 110);
//当地方坦克被全部摧毁时,重新创建
if(tanks.size() <= 0) {
for(int i = 0; i < Integer.parseInt(PropertyManager.getProperty("reProduceTankCount")); i++) {
tanks.add(new Tank(50+40*(i+1), 50, false, Direction.D, this));
}
}
//子弹的所有效果呈现
for(int i = 0; i < missiles.size(); i++) {
Missile m = missiles.get(i);
m.hitTanks(tanks);
m.hitTank(myTank);
m.hitWall(w1);
m.hitWall(w2);
m.draw(g);
}
//爆炸的所有效果呈现
for(int i = 0; i < explodes.size(); i++) {
Explode e = explodes.get(i);
e.draw(g);
}
//坦克的所有效果呈现
for(int i = 0; i < tanks.size(); i++) {
Tank t = tanks.get(i);
t.collidesWithWal(w1);
t.collidesWithWal(w2);
t.collidesWithTanks(tanks);
t.draw(g);
}
myTank.draw(g);
myTank.eat(mk); //我方坦克吃治疗包回血
w1.draw(g);
w2.draw(g);
mk.draw(g);
}
//防止画面闪烁
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(BACKGROUND_COLOR);
gOffScreen.fillRect(0, 0, GAME_WIDTH, GAME_HEIGHT);
gOffScreen.setColor(c);
paint(gOffScreen);
g.drawImage(offScreenImage, 0, 0, null);
}
//初始化游戏界面
public void launchFrame() {
//敌方坦克的初始化
int initTankCount = Integer.parseInt(PropertyManager.getProperty("initTankCount"));
for(int i = 0; i < initTankCount; i++) {
tanks.add(new Tank(50+40*(i+1), 50, false, Direction.D, this));
}
//背景窗口的参数设定
this.setLocation(400, 200);
this.setSize(GAME_WIDTH, GAME_HEIGHT);
this.setTitle("TankWar");
this.addWindowListener(new WindowAdapter() {
@Override
public void windowClosing(WindowEvent e) {
System.exit(0);
}
});
this.setResizable(false);
this.setBackground(BACKGROUND_COLOR);
this.addKeyListener(new KeyMonitor());
setVisible(true);
new Thread(new PaintThread()).start();
}
public static void main(String[] args) {
TankClient tc = new TankClient();
tc.launchFrame();
}
private class PaintThread implements Runnable {
@Override
public void run() {
while(true) {
repaint();
try {
Thread.sleep(50);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
}
private class KeyMonitor extends KeyAdapter {
@Override
public void keyReleased(KeyEvent e) {
myTank.KeyReleased(e);
}
@Override
public void keyPressed(KeyEvent e) {
myTank.KeyPressed(e);
}
}
}
Tank.java
摘要:下面程序主要用于相应坦克的相关操作。
import java.awt.*;
import java.awt.event.*;
import java.util.*;
public class Tank {
//坦克参数的设定
public static final int XSPEED = 5;
public static final int YSPEED = 5;
public static final Color GOOD_COLOR = new Color(215, 203, 167);
public static final Color BAD_COLOR = new Color(191, 134, 114);
public static final Color BLOOD_COLOR = new Color(202, 79, 79);
public static final int HITPOINT = 100;
private int x, y;
private int oldX, oldY; //记录坦克上一次的位置信息
TankClient tc = null;
private boolean good;
private boolean live = true;
private int hitPoint = HITPOINT;
private BloodBar bb = new BloodBar();
private static Random r = new Random();
private boolean bL = false, bU = false, bR = false, bD = false;
private Direction dir = Direction.STOP; //坦克的移动方向
private Direction ptDir = Direction.D; //炮筒的朝向
private int step = r.nextInt(12) + 3;
//坦克的图片的添加和显示
private static Toolkit tk = Toolkit.getDefaultToolkit();
private static Image[] tankImages = null;
private static Map<String, Image> imgs = new HashMap<String, Image>();
static { //静态语句块,用于添加坦克图片和按键对应图片的指令
tankImages = new Image[] {
tk.getImage(Tank.class.getClassLoader().getResource("images/tankL.gif")),
tk.getImage(Tank.class.getClassLoader().getResource("images/tankLU.gif")),
tk.getImage(Tank.class.getClassLoader().getResource("images/tankU.gif")),
tk.getImage(Tank.class.getClassLoader().getResource("images/tankRU.gif")),
tk.getImage(Tank.class.getClassLoader().getResource("images/tankR.gif")),
tk.getImage(Tank.class.getClassLoader().getResource("images/tankRD.gif")),
tk.getImage(Tank.class.getClassLoader().getResource("images/tankD.gif")),
tk.getImage(Tank.class.getClassLoader().getResource("images/tankLD.gif")),
};
//System.out.println("OK");
imgs.put("L", tankImages[0]);
imgs.put("LU", tankImages[1]);
imgs.put("U", tankImages[2]);
imgs.put("RU", tankImages[3]);
imgs.put("R", tankImages[4]);
imgs.put("RD", tankImages[5]);
imgs.put("D", tankImages[6]);
imgs.put("LD", tankImages[7]);
}
//坦克默认大小的设定
public static final int WIDTH = 30;
public static final int HEIGHT = 30;
public Tank(int x, int y, boolean good) {
this.x = x;
this.y = y;
this.oldX = x;
this.oldY = y;
this.good = good;
}
public Tank(int x, int y, boolean good, Direction dir, TankClient tc) {
this(x, y, good);
this.dir = dir;
this.tc = tc;
}
//坦克的具体绘制细节
public void draw(Graphics g) {
//保存这一次的位置信息
this.oldX = x;
this.oldY = y;
//判断地方坦克是否死亡,如果是,则移出容器
if(!live) {
if(!good) {
tc.tanks.remove(this);
}
return;
}
//绘制我方坦克的血条
if(good) bb.draw(g);
//我方坦克对应玩家按键的方向移动
switch(ptDir) {
case L:
g.drawImage(imgs.get("L"), x, y, null);
break;
case LD:
g.drawImage(imgs.get("LD"), x, y, null);
break;
case LU:
g.drawImage(imgs.get("LU"), x, y, null);
break;
case R:
g.drawImage(imgs.get("R"), x, y, null);
break;
case RU:
g.drawImage(imgs.get("RU"), x, y, null);
break;
case RD:
g.drawImage(imgs.get("RD"), x, y, null);
break;
case U:
g.drawImage(imgs.get("U"), x, y, null);
break;
case D:
g.drawImage(imgs.get("D"), x, y, null);
break;
}
//让炮筒的方向与坦克移动方向保持一致
if(this.dir != Direction.STOP) {
this.ptDir = this.dir;
}
move();
}
//坦克移动的具体操作
void move() {
switch(dir) {
case L:
x -= XSPEED;
break;
case LD:
x -= XSPEED;
y += YSPEED;
break;
case LU:
x -= XSPEED;
y -= YSPEED;
break;
case R:
x += XSPEED;
break;
case RU:
x += XSPEED;
y -= YSPEED;
break;
case RD:
x += XSPEED;
y += YSPEED;
break;
case U:
y -= YSPEED;
break;
case D:
y += YSPEED;
break;
case STOP:
break;
}
//坦克到达游戏边界的处理措施
if(x < 0) x = 0;
if(y < 30) y = 30;
if(x + Tank.WIDTH > TankClient.GAME_WIDTH) x = TankClient.GAME_WIDTH - Tank.WIDTH;
if(y + Tank.HEIGHT > TankClient.GAME_HEIGHT) y = TankClient.GAME_HEIGHT - Tank.HEIGHT;
//设置敌方坦克的随机移动
if(!good) {
Direction[] dirs = Direction.values();
if(step == 0) {
step = r.nextInt(12) + 3;
int rn = r.nextInt(dirs.length);
dir = dirs[rn];
}
step--;
//设置敌方坦克的随机开火
if(r.nextInt(40) > 38) this.fire();
}
}
//当地方坦克接触到墙时,使其返回上一次位置
private void stay() {
x = oldX;
y = oldY;
}
//设置我方坦克的按键触发效果
public void KeyPressed(KeyEvent e) {
int key = e.getKeyCode();
switch(key) {
case KeyEvent.VK_F2:
if(!this.live) {
this.live = true;
this.hitPoint = HITPOINT;
}
break;
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;
}
locateDirection();
}
//根据坦克的四个方向是否按下来判断如何前进
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;
}
//我方坦克的按键释放触发效果
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;
}
locateDirection();
}
private Missile fire() {
if(!live) return null;
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, good, ptDir, this.tc);
tc.missiles.add(m);
return m;
}
public Missile fire(Direction dir) {
if(!live) return null;
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, good, dir, this.tc);
tc.missiles.add(m);
return m;
}
public Rectangle getRect() {
return new Rectangle(x, y, WIDTH, HEIGHT);
}
public boolean isLive() {
return live;
}
public void setLive(boolean live) {
this.live = live;
}
public boolean isGood() {
return good;
}
//敌方坦克碰到墙时的处理
public boolean collidesWithWal(Wall w) {
if(this.live && this.getRect().intersects(w.getRect())) {
this.stay();
return true;
}
return false;
}
//敌方坦克碰到敌方坦克时的处理
public boolean collidesWithTanks(java.util.List<Tank> tanks) {
for(int i = 0; i < tanks.size(); i++) {
Tank t = tanks.get(i);
if(this != t) {
if(this.live && t.live && this.getRect().intersects(t.getRect())) {
this.stay();
return true;
}
}
}
return false;
}
//我方坦克的大招:朝八个方向开火
private void superFire() {
Direction[] dirs = Direction.values();
for(int i = 0; i < 8; i++) {
fire(dirs[i]);
}
}
public int getHitPoint() {
return hitPoint;
}
public void setHitPoint(int hitPoint) {
this.hitPoint = hitPoint;
}
//我方坦克的血条
private class BloodBar {
public void draw(Graphics g) {
Color c = g.getColor();
g.setColor(BLOOD_COLOR);
g.drawRect(x, y-10, WIDTH, 10);
int w = WIDTH * hitPoint/100;
g.fillRect(x, y-10, w, 10);
g.setColor(c);
}
}
//我方坦克吃医疗包
public boolean eat(MedicalKit mk) {
if(this.live && mk.isLive() && this.getRect().intersects(mk.getRect())) {
mk.setLive(false);
this.hitPoint = HITPOINT;
return true;
}
return false;
}
}
Missile.java
摘要:下面程序主要用户响应子弹的相关操作。
import java.util.HashMap;
import java.util.List;
import java.util.Map;
import java.awt.*;
public class Missile {
//子弹参数的设定
public static final int XSPEED = 10;
public static final int YSPEED = 10;
public static final Color MISSILE_BAD_COLOR = new Color(90, 90, 90);
public static final Color MISSILE_GOOD_COLOR = new Color(255,111,111);
public static final int WIDTH = 10;
public static final int HEIGHT = 10;
int x, y;
Direction dir;
private boolean good; //判断是地方坦克的炮弹还是我方坦克的炮弹
private boolean live = true;
private TankClient tc;
//子弹图片的添加和显示
private static Toolkit tk = Toolkit.getDefaultToolkit();
private static Image[] missileImages = null;
private static Map<String, Image> imgs = new HashMap<String, Image>();
static {
missileImages = new Image[] {
tk.getImage(Tank.class.getClassLoader().getResource("images/missileL.gif")),
tk.getImage(Tank.class.getClassLoader().getResource("images/missileLU.gif")),
tk.getImage(Tank.class.getClassLoader().getResource("images/missileU.gif")),
tk.getImage(Tank.class.getClassLoader().getResource("images/missileRU.gif")),
tk.getImage(Tank.class.getClassLoader().getResource("images/missileR.gif")),
tk.getImage(Tank.class.getClassLoader().getResource("images/missileRD.gif")),
tk.getImage(Tank.class.getClassLoader().getResource("images/missileD.gif")),
tk.getImage(Tank.class.getClassLoader().getResource("images/missileLD.gif")),
};
//System.out.println("OK");
imgs.put("L", missileImages[0]);
imgs.put("LU", missileImages[1]);
imgs.put("U", missileImages[2]);
imgs.put("RU", missileImages[3]);
imgs.put("R", missileImages[4]);
imgs.put("RD", missileImages[5]);
imgs.put("D", missileImages[6]);
imgs.put("LD", missileImages[7]);
}
public Missile(int x, int y, Direction dir) {
this.x = x;
this.y = y;
this.dir = dir;
}
public Missile(int x, int y, boolean good, Direction dir, TankClient tc) {
this(x, y, dir);
this.good = good;
this.tc = tc;
}
//子弹的具体绘制细节
public void draw(Graphics g) {
if(!live) {
tc.missiles.remove(this);
return;
}
switch(dir) {
case L:
g.drawImage(imgs.get("L"), x, y, null);
break;
case LD:
g.drawImage(imgs.get("LD"), x, y, null);
break;
case LU:
g.drawImage(imgs.get("LU"), x, y, null);
break;
case R:
g.drawImage(imgs.get("R"), x, y, null);
break;
case RU:
g.drawImage(imgs.get("RU"), x, y, null);
break;
case RD:
g.drawImage(imgs.get("RD"), x, y, null);
break;
case U:
g.drawImage(imgs.get("U"), x, y, null);
break;
case D:
g.drawImage(imgs.get("D"), x, y, null);
break;
}
move();
}
private void move() {
switch(dir) {
case L:
x -= XSPEED;
break;
case LD:
x -= XSPEED;
y += YSPEED;
break;
case LU:
x -= XSPEED;
y -= YSPEED;
break;
case R:
x += XSPEED;
break;
case RU:
x += XSPEED;
y -= YSPEED;
break;
case RD:
x += XSPEED;
y += YSPEED;
break;
case U:
y -= YSPEED;
break;
case D:
y += YSPEED;
break;
}
//当子弹移动到游戏边界以外,视为子弹移出容器
if(x < 0 || y < 0 || x > TankClient.GAME_WIDTH || y > TankClient.GAME_HEIGHT) {
live = false;
tc.missiles.remove(this);
}
}
public boolean isLive() {
return live;
}
public Rectangle getRect() {
return new Rectangle(x, y, WIDTH, HEIGHT);
}
//当子弹打击到坦克的具体动作
public boolean hitTank(Tank t) {
if(this.live && this.getRect().intersects(t.getRect()) && t.isLive() && this.good != t.isGood()) {
if(t.isGood()) {
t.setHitPoint(t.getHitPoint() - 20);
if(t.getHitPoint() <= 0) t.setLive(false);
} else {
t.setLive(false);
}
this.live = false;
Explode e = new Explode(x, y, tc);
tc.explodes.add(e);
return true;
}
return false;
}
public boolean hitTanks(List<Tank> tanks) {
for(int i = 0; i < tanks.size(); i++) {
if(hitTank(tanks.get(i))) {
return true;
}
}
return false;
}
//当子弹打击到墙的具体操作
public boolean hitWall(Wall w) {
if(this.live && this.getRect().intersects(w.getRect())) {
this.live = false;
return true;
}
return false;
}
}
Explode.java
摘要:下面程序主要用于响应子弹打到坦克是的相应操作。
import java.awt.*;
public class Explode {
//爆炸的参数设定
public static final Color EXPLODE_COLOR = new Color(245, 172, 110);
int x, y;
private boolean live = true;
private TankClient tc;
private static Toolkit tk = Toolkit.getDefaultToolkit();
//爆炸特效的添加和显示
private static Image[] imgs = {
tk.getImage(Explode.class.getClassLoader().getResource("images/0.gif")),
tk.getImage(Explode.class.getClassLoader().getResource("images/1.gif")),
tk.getImage(Explode.class.getClassLoader().getResource("images/2.gif")),
tk.getImage(Explode.class.getClassLoader().getResource("images/3.gif")),
tk.getImage(Explode.class.getClassLoader().getResource("images/4.gif")),
tk.getImage(Explode.class.getClassLoader().getResource("images/5.gif")),
tk.getImage(Explode.class.getClassLoader().getResource("images/6.gif")),
tk.getImage(Explode.class.getClassLoader().getResource("images/7.gif")),
tk.getImage(Explode.class.getClassLoader().getResource("images/8.gif")),
tk.getImage(Explode.class.getClassLoader().getResource("images/9.gif"))
};
int step = 0;
private boolean init; //初始化爆炸效果
public Explode(int x, int y, TankClient tc) {
this.x = x;
this.y = y;
this.tc = tc;
}
public void draw(Graphics g) {
/*
* 由于爆炸图片不能在第一次时立即显示,
* 所以需要对爆炸效果进行初始化。
*/
if(false == init) {
for (int i = 0; i < imgs.length; i++) {
g.drawImage(imgs[i], -100, -100, null);
}
init = true;
}
if(!live) {
tc.explodes.remove(this);
return;
}
if(step == imgs.length) {
live = false;
step = 0;
return;
}
g.drawImage(imgs[step], x, y, null);
step++;
}
}
Wall.java
摘要:下面程序是对游戏中墙的具体细节描述。
import java.awt.*;
public class Wall {
//墙的具体参数
int x, y, w, h;
TankClient tc;
public Wall(int x, int y, int w, int h, TankClient tc) {
this.x = x;
this.y = y;
this.w = w;
this.h = h;
this.tc = tc;
}
public void draw(Graphics g) {
g.fillRect(x, y, w, h);
}
public Rectangle getRect() {
return new Rectangle(x, y, w, h);
}
}
MedicalKit.java
摘要:下面程序主要描述医疗包的一些具体细节。
import java.awt.*;
public class MedicalKit {
//医疗包的参数设置
int x, y, w, h;
TankClient tc;
private static final Color MEDICALKIT_COLOR = new Color(99, 208, 99);
int step = 0;
private boolean live = true;
private int[][] pos= { //医疗包会根据特定轨迹进行来回移动
{350, 300}, {360,300}, {375,275}, {400, 200}, {360, 270}, {365, 290},{340, 280}
};
public MedicalKit() {
x = pos[0][0];
y = pos[0][1];
w = h = 15;
}
public void draw(Graphics g) {
if(!live) return;
Color c = g.getColor();
g.setColor(MEDICALKIT_COLOR);
g.fillRect(x, y, w, h);
g.setColor(c);
move();
}
private void move() {
step++;
if(step/20 == pos.length) {
step = 0;
}
x = pos[step/20][0];
y = pos[step/20][1];
}
public Rectangle getRect() {
return new Rectangle(x, y, w, h);
}
public boolean isLive() {
return live;
}
public void setLive(boolean live) {
this.live = live;
}
}
Direction.java
摘要:包含坦克和子弹的八个方向。
public enum Direction {
L, LU, U, RU, R, RD, D, LD, STOP
}
PropertyManager.java
摘要:下面程序用于获取配置文件的参数。
import java.io.IOException;
import java.util.Properties;
public class PropertyManager {
static Properties props = new Properties();
//加载配置文件
static {
try {
props.load(PropertyManager.class.getClassLoader().getResourceAsStream("config/tank.properties"));
} catch (IOException e1) {
e1.printStackTrace();
}
}
//返回配置文件中的对应参数
public static String getProperty(String key) {
return props.getProperty(key);
}
}
tank.properties
摘要:程序的配置文件
initTankCount = 10
reProduceTankCount = 3