坦克大战敌我坦克重叠问题

解决前
/*
 * 功能:坦克大战1.1
 * 1.画出坦克
 * 2.坦克可以上下左右移动
 */
package Tank1_1;

import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
import java.util.*;

public class MyTankGame2 extends JFrame {

	MyPanel mp = null;
	
	public static void main(String[] args) {
		// TODO Auto-generated method stub
		MyTankGame2 mtg = new MyTankGame2();
	}
	//构造函数
	public MyTankGame2() {
		mp = new MyPanel();
		this.setTitle("坦克大战1.1");
		this.add(mp);
		this.addKeyListener(mp);
		this.setSize(400,300);
		this.setVisible(true);
		this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
	}
}

//我的面板
class MyPanel extends JPanel implements KeyListener {
	
	//定义一个我的坦克
	Hero hero = null;
	
	//定义敌人坦克组
	Vector<EnemyTank> ets = new Vector<EnemyTank>();
	int enSize = 3;//敌人坦克数量
	
	
	//构造函数
	public MyPanel() {
		hero = new Hero(150, 150);
		
		//初始化敌人坦克
		for (int i = 0; i < enSize; i++) {
			//创建一辆敌人的坦克对象
			EnemyTank et = new EnemyTank((i+1)*50, 0);
			et.setDirect(2);
			et.setColor(0);
			//加入
			ets.add(et);
		}
	}
	
	//重写paint
	public void paint(Graphics g) {
		super.paint(g);
		//设置图象的背景颜色
		g.fillRect(0, 0, 600, 400);
		//画出自己的坦克
		this.drawTank(hero.getX(), hero.getY(), g, this.hero.direct, 1);
		//画出敌人的坦克
		for (int i = 0; i < ets.size(); i++) {
			this.drawTank(ets.get(i).getX(), ets.get(i).getY(), g, ets.get(i).getDirect(), 0);
		}
		
	}
	//画出坦克的函数
	public void drawTank(int x, int y, Graphics g, int direct, int type) {
		//判断是什么类型的坦克
		switch(type) {
		case 0:
			g.setColor(Color.CYAN);
			break;
		case 1:
			g.setColor(Color.YELLOW);
			break;
		}
		
		//判断方向
		switch (direct) {
		//向上
		case 0:
			//1.坦克左履带
			g.fill3DRect(hero.getX(), hero.getY(), 5, 30, false);
			//2.画出右履带
			g.fill3DRect(hero.getX()+15, hero.getY(), 5, 30, false);
			//3.画出中间车身
			g.fill3DRect(hero.getX()+5, hero.getY()+5, 10, 20, false);
			//4.画出炮楼
			g.fillRect(hero.getX()+5, hero.getY()+10, 10, 10);
			//5.画出坦克炮
			g.drawLine(hero.getX()+9, hero.getY()+15, hero.getX()+9, hero.getY());
			break;
		//向右
		case 1:
			//1.坦克左履带
			g.fill3DRect(hero.getX()-5, hero.getY()+5, 30, 5, false);
			//2.坦克右履带
			g.fill3DRect(hero.getX()-5, hero.getY()+20, 30, 5, false);
			//3.坦克车身
			g.fill3DRect(hero.getX(), hero.getY()+10, 20, 10, false);
			//4.坦克炮楼
			g.fillRect(hero.getX()+5, hero.getY()+10, 10, 10);
			//5.坦克炮
			g.drawLine(hero.getX()+10, hero.getY()+15, hero.getX()+25, hero.getY()+15);
			break;
		//向下
		case 2:
			//1.坦克左履带
			g.fill3DRect(hero.getX(), hero.getY(), 5, 30, false);
			//2.画出右履带
			g.fill3DRect(hero.getX()+15, hero.getY(), 5, 30, false);
			//3.画出中间车身
			g.fill3DRect(hero.getX()+5, hero.getY()+5, 10, 20, false);
			//4.画出炮楼
			g.fillRect(hero.getX()+5, hero.getY()+10, 10, 10);
			//5.画出坦克炮
			g.drawLine(hero.getX()+9, hero.getY()+15, hero.getX()+9, hero.getY()+30);
			break;
		//向左
		case 3:
			//1.坦克左履带
			g.fill3DRect(hero.getX()-5, hero.getY()+5, 30, 5, false);
			//2.坦克右履带
			g.fill3DRect(hero.getX()-5, hero.getY()+20, 30, 5, false);
			//3.坦克车身
			g.fill3DRect(hero.getX(), hero.getY()+10, 20, 10, false);
			//4.坦克炮楼
			g.fillRect(hero.getX()+5, hero.getY()+10, 10, 10);
			//5.坦克炮
			g.drawLine(hero.getX()+10, hero.getY()+15, hero.getX()-5, hero.getY()+15);
			break;
		}
	}

	//键按下处理awsd
	public void keyPressed(KeyEvent e) {
		// TODO Auto-generated method stub
		if (e.getKeyCode() == KeyEvent.VK_W) {
			this.hero.setDirect(0);
			this.hero.moveUp();
		} else if (e.getKeyCode() == KeyEvent.VK_D) {
			this.hero.setDirect(1);
			this.hero.moveRight();
		} else if (e.getKeyCode() == KeyEvent.VK_S) {
			this.hero.setDirect(2);
			this.hero.moveDown();
		} else if (e.getKeyCode() == KeyEvent.VK_A) {
			this.hero.setDirect(3);
			this.hero.moveLeft();
		}
		//重新绘制窗口
		this.repaint();
	}

	@Override
	public void keyReleased(KeyEvent e) {
		// TODO Auto-generated method stub
		
	}

	@Override
	public void keyTyped(KeyEvent e) {
		// TODO Auto-generated method stub
		
	}
}

改正后

/*
 * 功能:坦克大战1.1
 * 1.画出坦克
 * 2.坦克可以上下左右移动
 */
package Tank1_1;

import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
import java.util.*;

public class MyTankGame2 extends JFrame {

	MyPanel mp = null;
	
	public static void main(String[] args) {
		// TODO Auto-generated method stub
		MyTankGame2 mtg = new MyTankGame2();
	}
	//构造函数
	public MyTankGame2() {
		mp = new MyPanel();
		this.setTitle("坦克大战1.1");
		this.add(mp);
		this.addKeyListener(mp);
		this.setSize(400,300);
		this.setVisible(true);
		this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
	}
}

//我的面板
class MyPanel extends JPanel implements KeyListener {
	
	//定义一个我的坦克
	Hero hero = null;
	
	//定义敌人坦克组
	Vector<EnemyTank> ets = new Vector<EnemyTank>();
	int enSize = 3;//敌人坦克数量
	
	
	//构造函数
	public MyPanel() {
		hero = new Hero(150, 150);
		
		//初始化敌人坦克
		for (int i = 0; i < enSize; i++) {
			//创建一辆敌人的坦克对象
			EnemyTank et = new EnemyTank((i+1)*50, 0);
			et.setDirect(2);
			et.setColor(0);
			//加入
			ets.add(et);
		}
	}
	
	//重写paint
	public void paint(Graphics g) {
		super.paint(g);
		//设置图象的背景颜色
		g.fillRect(0, 0, 600, 400);
		//画出自己的坦克
		this.drawTank(hero.getX(), hero.getY(), g, this.hero.direct, 1);
		//画出敌人的坦克
		for (int i = 0; i < ets.size(); i++) {
			this.drawTank(ets.get(i).getX(), ets.get(i).getY(), g, ets.get(i).getDirect(), 0);
		}
		
	}
	//画出坦克的函数
	public void drawTank(int x, int y, Graphics g, int direct, int type) {
		//判断是什么类型的坦克
		switch(type) {
		case 0:
			g.setColor(Color.CYAN);
			break;
		case 1:
			g.setColor(Color.YELLOW);
			break;
		}
		
		//判断方向
		switch (direct) {
		//向上
		case 0:
			//1.坦克左履带
			g.fill3DRect(x, y, 5, 30, false);
			//2.画出右履带
			g.fill3DRect(x+15, y, 5, 30, false);
			//3.画出中间车身
			g.fill3DRect(x+5, y+5, 10, 20, false);
			//4.画出炮楼
			g.fillRect(x+5, y+10, 10, 10);
			//5.画出坦克炮
			g.drawLine(x+9, y+15, x+9, y);
			break;
		//向右
		case 1:
			//1.坦克左履带
			g.fill3DRect(x-5, y+5, 30, 5, false);
			//2.坦克右履带
			g.fill3DRect(x-5, y+20, 30, 5, false);
			//3.坦克车身
			g.fill3DRect(x, y+10, 20, 10, false);
			//4.坦克炮楼
			g.fillRect(x+5, y+10, 10, 10);
			//5.坦克炮
			g.drawLine(x+10, y+15, x+25, y+15);
			break;
		//向下
		case 2:
			//1.坦克左履带
			g.fill3DRect(x, y, 5, 30, false);
			//2.画出右履带
			g.fill3DRect(x+15, y, 5, 30, false);
			//3.画出中间车身
			g.fill3DRect(x+5, y+5, 10, 20, false);
			//4.画出炮楼
			g.fillRect(x+5, y+10, 10, 10);
			//5.画出坦克炮
			g.drawLine(x+9, y+15, x+9, y+30);
			break;
		//向左
		case 3:
			//1.坦克左履带
			g.fill3DRect(x-5, y+5, 30, 5, false);
			//2.坦克右履带
			g.fill3DRect(x-5, y+20, 30, 5, false);
			//3.坦克车身
			g.fill3DRect(x, y+10, 20, 10, false);
			//4.坦克炮楼
			g.fillRect(x+5, y+10, 10, 10);
			//5.坦克炮
			g.drawLine(x+10, y+15, x-5, y+15);
			break;
		}
	}

	//键按下处理awsd
	public void keyPressed(KeyEvent e) {
		// TODO Auto-generated method stub
		if (e.getKeyCode() == KeyEvent.VK_W) {
			this.hero.setDirect(0);
			this.hero.moveUp();
		} else if (e.getKeyCode() == KeyEvent.VK_D) {
			this.hero.setDirect(1);
			this.hero.moveRight();
		} else if (e.getKeyCode() == KeyEvent.VK_S) {
			this.hero.setDirect(2);
			this.hero.moveDown();
		} else if (e.getKeyCode() == KeyEvent.VK_A) {
			this.hero.setDirect(3);
			this.hero.moveLeft();
		}
		//重新绘制窗口
		this.repaint();
	}

	@Override
	public void keyReleased(KeyEvent e) {
		// TODO Auto-generated method stub
		
	}

	@Override
	public void keyTyped(KeyEvent e) {
		// TODO Auto-generated method stub
		
	}
}


主要区别

//判断方向
		switch (direct) {
		//向上
		case 0:
			//1.坦克左履带
			g.fill3DRect(hero.getX(), hero.getY(), 5, 30, false);
			//2.画出右履带
			g.fill3DRect(hero.getX()+15, hero.getY(), 5, 30, false);
			//3.画出中间车身
			g.fill3DRect(hero.getX()+5, hero.getY()+5, 10, 20, false);
			//4.画出炮楼
			g.fillRect(hero.getX()+5, hero.getY()+10, 10, 10);
			//5.画出坦克炮
			g.drawLine(hero.getX()+9, hero.getY()+15, hero.getX()+9, hero.getY());
			break;
		//向右
		case 1:
			//1.坦克左履带
			g.fill3DRect(hero.getX()-5, hero.getY()+5, 30, 5, false);
			//2.坦克右履带
			g.fill3DRect(hero.getX()-5, hero.getY()+20, 30, 5, false);
			//3.坦克车身
			g.fill3DRect(hero.getX(), hero.getY()+10, 20, 10, false);
			//4.坦克炮楼
			g.fillRect(hero.getX()+5, hero.getY()+10, 10, 10);
			//5.坦克炮
			g.drawLine(hero.getX()+10, hero.getY()+15, hero.getX()+25, hero.getY()+15);
			break;
		//向下
		case 2:
			//1.坦克左履带
			g.fill3DRect(hero.getX(), hero.getY(), 5, 30, false);
			//2.画出右履带
			g.fill3DRect(hero.getX()+15, hero.getY(), 5, 30, false);
			//3.画出中间车身
			g.fill3DRect(hero.getX()+5, hero.getY()+5, 10, 20, false);
			//4.画出炮楼
			g.fillRect(hero.getX()+5, hero.getY()+10, 10, 10);
			//5.画出坦克炮
			g.drawLine(hero.getX()+9, hero.getY()+15, hero.getX()+9, hero.getY()+30);
			break;
		//向左
		case 3:
			//1.坦克左履带
			g.fill3DRect(hero.getX()-5, hero.getY()+5, 30, 5, false);
			//2.坦克右履带
			g.fill3DRect(hero.getX()-5, hero.getY()+20, 30, 5, false);
			//3.坦克车身
			g.fill3DRect(hero.getX(), hero.getY()+10, 20, 10, false);
			//4.坦克炮楼
			g.fillRect(hero.getX()+5, hero.getY()+10, 10, 10);
			//5.坦克炮
			g.drawLine(hero.getX()+10, hero.getY()+15, hero.getX()-5, hero.getY()+15);
			break;
		}
//判断方向
		switch (direct) {
		//向上
		case 0:
			//1.坦克左履带
			g.fill3DRect(x, y, 5, 30, false);
			//2.画出右履带
			g.fill3DRect(x+15, y, 5, 30, false);
			//3.画出中间车身
			g.fill3DRect(x+5, y+5, 10, 20, false);
			//4.画出炮楼
			g.fillRect(x+5, y+10, 10, 10);
			//5.画出坦克炮
			g.drawLine(x+9, y+15, x+9, y);
			break;
		//向右
		case 1:
			//1.坦克左履带
			g.fill3DRect(x-5, y+5, 30, 5, false);
			//2.坦克右履带
			g.fill3DRect(x-5, y+20, 30, 5, false);
			//3.坦克车身
			g.fill3DRect(x, y+10, 20, 10, false);
			//4.坦克炮楼
			g.fillRect(x+5, y+10, 10, 10);
			//5.坦克炮
			g.drawLine(x+10, y+15, x+25, y+15);
			break;
		//向下
		case 2:
			//1.坦克左履带
			g.fill3DRect(x, y, 5, 30, false);
			//2.画出右履带
			g.fill3DRect(x+15, y, 5, 30, false);
			//3.画出中间车身
			g.fill3DRect(x+5, y+5, 10, 20, false);
			//4.画出炮楼
			g.fillRect(x+5, y+10, 10, 10);
			//5.画出坦克炮
			g.drawLine(x+9, y+15, x+9, y+30);
			break;
		//向左
		case 3:
			//1.坦克左履带
			g.fill3DRect(x-5, y+5, 30, 5, false);
			//2.坦克右履带
			g.fill3DRect(x-5, y+20, 30, 5, false);
			//3.坦克车身
			g.fill3DRect(x, y+10, 20, 10, false);
			//4.坦克炮楼
			g.fillRect(x+5, y+10, 10, 10);
			//5.坦克炮
			g.drawLine(x+10, y+15, x-5, y+15);
			break;
		}

问题出现在没有简化判断坦克方向的定义上,应将判断内的hero.getX()和hero.getY()使用Ctrl+F替换为x和y


不然会导致

this.drawTank(hero.getX(), hero.getY(), g, this.hero.direct, 1);
中的hero.getX(),hero.getY()与其混淆,从而导致坦克重叠

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转载自blog.csdn.net/xzy15047220045/article/details/80615802