坦克大战0.2版
新增功能
1. 敌方无法碰撞 (基础)
2. 显示战绩 (IO流)
3. 是否继续上一次的游戏 或者 新的开始 (IO流)
package com;
import java.io.IOException;
import java.util.Locale;
import java.util.Scanner;
public class Continue {
static String select = "";
public static void choose(){
System.out.println("您是否继续上一次的游戏? (y/n)");
Scanner in = new Scanner(System.in);
while(!(select=in.next()).toLowerCase().equals("y")&&!(select=in.next()).toLowerCase().equals("n")){
System.out.println("请重新输入");
}
if(select.equals("y")){
try {
MyPanel.continue_();
} catch (IOException e) {
e.printStackTrace();
}
}
else{
}
}
}
package com;
import javax.swing.*;
import java.awt.*;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.io.*;
import java.util.Locale;
import java.util.Vector;
class Main extends JFrame {
MyPanel mp;
public static void main(String[] args) throws IOException {
Continue.choose();
new Main();
}
Main() throws IOException {
//new Thread(mp);
mp = new MyPanel();
this.add(mp);
this.setSize(1300, 800);
this.addKeyListener(mp);
this.setVisible(true);
this.setDefaultCloseOperation(EXIT_ON_CLOSE);
this.addWindowListener(new WindowAdapter() {
public void windowClosing(WindowEvent e) {
try {
MyPanel.save();
} catch (IOException ex) {
ex.printStackTrace();
}
System.exit(0);
}
});
}
}
class Tank {
private int x;
private int y;
private int type;
private int direct = 0;
private int speed;
public static int cnt = 0;
public int getSpeed() {
return speed;
}
public void setSpeed(int speed) {
this.speed = speed;
}
public void moveUp() {
if (y > 0)
y -= speed;
}
public void moveDown() {
if (y + 50 < 750)
y += speed;
}
public void moveLeft() {
if (x > 0)
x -= speed;
}
public void moveRight() {
if (x + 50 < 1000)
x += speed;
}
public int getDirect() {
return direct;
}
public void setDirect(int direct) {
this.direct = direct;
}
//坦克的坐标
public Tank(int x, int y, int type) {
this.x = x;
this.y = y;
this.type = type;
}
public int getType() {
return type;
}
public void setType(int type) {
this.type = type;
}
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;
}
}
class Hero extends Tank {
Vector<Ball> bullet = new Vector<>();
int kill = 0;
public Hero(int x, int y, int type) {
super(x, y, type);
}
int ballNum = 0;
//控制坦克发射子弹
Ball ball = null;
boolean isLive = true;
public void fire() {
ball = null;
switch (getDirect()) {
case 0:
ball = new Ball(getX() + 20, getY(), 0);
break;
case 1:
ball = new Ball(getX() + 50, getY() + 20, 1);
break;
case 2:
ball = new Ball(getX() + 20, getY() + 50, 2);
break;
case 3:
ball = new Ball(getX(), getY() + 20, 3);
break;
}
bullet.add(ball);
new Thread(ball).start();
}
}
class Enemy extends Tank implements Runnable {
boolean isLive = true;
public Enemy(int x, int y, int type) {
super(x, y, type);
}
//增加成员,Enemy 可以得到敌人坦克的Vector
//分析
//1. Vector<Enemy> 在
Vector<Enemy> Enemys = new Vector<>();
//这里提供一个方法,可以将MyPanel 的成员 Vector<Enemy> Enemys = new Vector<>();
//设置到 Enemy 的成员 Enemys
public void setEnemys(Vector<Enemy> Enemys) {
this.Enemys = Enemys;
}
//编写方法,判断当前的这个敌人坦克,是否和 Enemys 中的其他坦克发生的重叠或者碰撞
public boolean isTouchEnemy() {
//判断当前敌人坦克(this) 方向
switch (this.getDirect()) {
case 0: //上
//让当前敌人坦克和其它所有的敌人坦克比较
for (int i = 0; i < Enemys.size(); i++) {
//从vector 中取出一个敌人坦克
Enemy Enemy = Enemys.get(i);
//不和自己比较
if (Enemy != this) {
//如果敌人坦克是上/下
//1. 如果敌人坦克是上/下 x的范围 [Enemy.getX(), Enemy.getX() + 40]
// y的范围 [Enemy.getY(), Enemy.getY() + 60]
if (Enemy.getDirect() == 0 || Enemy.getDirect() == 2) {
//2. 当前坦克 左上角的坐标 [this.getX(), this.getY()]
if (this.getX() >= Enemy.getX()
&& this.getX() <= Enemy.getX() + 40
&& this.getY() >= Enemy.getY()
&& this.getY() <= Enemy.getY() + 60) {
return true;
}
//3. 当前坦克 右上角的坐标 [this.getX() + 40, this.getY()]
if (this.getX() + 40 >= Enemy.getX()
&& this.getX() + 40 <= Enemy.getX() + 40
&& this.getY() >= Enemy.getY()
&& this.getY() <= Enemy.getY() + 60) {
return true;
}
}
//如果敌人坦克是 右/左
//1. 如果敌人坦克是右/左 x的范围 [Enemy.getX(), Enemy.getX() + 60]
// y的范围 [Enemy.getY(), Enemy.getY() + 40]
if (Enemy.getDirect() == 1 || Enemy.getDirect() == 3) {
//2. 当前坦克 左上角的坐标 [this.getX(), this.getY()]
if (this.getX() >= Enemy.getX()
&& this.getX() <= Enemy.getX() + 60
&& this.getY() >= Enemy.getY()
&& this.getY() <= Enemy.getY() + 40) {
return true;
}
//3. 当前坦克 右上角的坐标 [this.getX() + 40, this.getY()]
if (this.getX() + 40 >= Enemy.getX()
&& this.getX() + 40 <= Enemy.getX() + 60
&& this.getY() >= Enemy.getY()
&& this.getY() <= Enemy.getY() + 40) {
return true;
}
}
}
}
break;
case 1: //右
//让当前敌人坦克和其它所有的敌人坦克比较
for (int i = 0; i < Enemys.size(); i++) {
//从vector 中取出一个敌人坦克
Enemy Enemy = Enemys.get(i);
//不和自己比较
if (Enemy != this) {
//如果敌人坦克是上/下
//1. 如果敌人坦克是上/下 x的范围 [Enemy.getX(), Enemy.getX() + 40]
// y的范围 [Enemy.getY(), Enemy.getY() + 60]
if (Enemy.getDirect() == 0 || Enemy.getDirect() == 2) {
//2. 当前坦克 右上角的坐标 [this.getX() + 60, this.getY()]
if (this.getX() + 60 >= Enemy.getX()
&& this.getX() + 60 <= Enemy.getX() + 40
&& this.getY() >= Enemy.getY()
&& this.getY() <= Enemy.getY() + 60) {
return true;
}
//3. 当前坦克 右下角的坐标 [this.getX() + 60, this.getY() + 40]
if (this.getX() + 60 >= Enemy.getX()
&& this.getX() + 60 <= Enemy.getX() + 40
&& this.getY() + 40 >= Enemy.getY()
&& this.getY() + 40 <= Enemy.getY() + 60) {
return true;
}
}
//如果敌人坦克是 右/左
//1. 如果敌人坦克是右/左 x的范围 [Enemy.getX(), Enemy.getX() + 60]
// y的范围 [Enemy.getY(), Enemy.getY() + 40]
if (Enemy.getDirect() == 1 || Enemy.getDirect() == 3) {
//2. 当前坦克 右上角的坐标 [this.getX() + 60, this.getY()]
if (this.getX() + 60 >= Enemy.getX()
&& this.getX() + 60 <= Enemy.getX() + 60
&& this.getY() >= Enemy.getY()
&& this.getY() <= Enemy.getY() + 40) {
return true;
}
//3. 当前坦克 右下角的坐标 [this.getX() + 60, this.getY() + 40]
if (this.getX() + 60 >= Enemy.getX()
&& this.getX() + 60 <= Enemy.getX() + 60
&& this.getY() + 40 >= Enemy.getY()
&& this.getY() + 40 <= Enemy.getY() + 40) {
return true;
}
}
}
}
break;
case 2: //下
//让当前敌人坦克和其它所有的敌人坦克比较
for (int i = 0; i < Enemys.size(); i++) {
//从vector 中取出一个敌人坦克
Enemy Enemy = Enemys.get(i);
//不和自己比较
if (Enemy != this) {
//如果敌人坦克是上/下
//1. 如果敌人坦克是上/下 x的范围 [Enemy.getX(), Enemy.getX() + 40]
// y的范围 [Enemy.getY(), Enemy.getY() + 60]
if (Enemy.getDirect() == 0 || Enemy.getDirect() == 2) {
//2. 当前坦克 左下角的坐标 [this.getX(), this.getY() + 60]
if (this.getX() >= Enemy.getX()
&& this.getX() <= Enemy.getX() + 40
&& this.getY() + 60 >= Enemy.getY()
&& this.getY() + 60 <= Enemy.getY() + 60) {
return true;
}
//3. 当前坦克 右下角的坐标 [this.getX() + 40, this.getY() + 60]
if (this.getX() + 40 >= Enemy.getX()
&& this.getX() + 40 <= Enemy.getX() + 40
&& this.getY() + 60 >= Enemy.getY()
&& this.getY() + 60 <= Enemy.getY() + 60) {
return true;
}
}
//如果敌人坦克是 右/左
//1. 如果敌人坦克是右/左 x的范围 [Enemy.getX(), Enemy.getX() + 60]
// y的范围 [Enemy.getY(), Enemy.getY() + 40]
if (Enemy.getDirect() == 1 || Enemy.getDirect() == 3) {
//2. 当前坦克 左下角的坐标 [this.getX(), this.getY() + 60]
if (this.getX() >= Enemy.getX()
&& this.getX() <= Enemy.getX() + 60
&& this.getY() + 60 >= Enemy.getY()
&& this.getY() + 60 <= Enemy.getY() + 40) {
return true;
}
//3. 当前坦克 右下角的坐标 [this.getX() + 40, this.getY() + 60]
if (this.getX() + 40 >= Enemy.getX()
&& this.getX() + 40 <= Enemy.getX() + 60
&& this.getY() + 60 >= Enemy.getY()
&& this.getY() + 60 <= Enemy.getY() + 40) {
return true;
}
}
}
}
break;
case 3: //左
//让当前敌人坦克和其它所有的敌人坦克比较
for (int i = 0; i < Enemys.size(); i++) {
//从vector 中取出一个敌人坦克
Enemy Enemy = Enemys.get(i);
//不和自己比较
if (Enemy != this) {
//如果敌人坦克是上/下
//1. 如果敌人坦克是上/下 x的范围 [Enemy.getX(), Enemy.getX() + 40]
// y的范围 [Enemy.getY(), Enemy.getY() + 60]
if (Enemy.getDirect() == 0 || Enemy.getDirect() == 2) {
//2. 当前坦克 左上角的坐标 [this.getX(), this.getY() ]
if (this.getX() >= Enemy.getX()
&& this.getX() <= Enemy.getX() + 40
&& this.getY() >= Enemy.getY()
&& this.getY() <= Enemy.getY() + 60) {
return true;
}
//3. 当前坦克 左下角的坐标 [this.getX(), this.getY() + 40]
if (this.getX() >= Enemy.getX()
&& this.getX() <= Enemy.getX() + 40
&& this.getY() + 40 >= Enemy.getY()
&& this.getY() + 40 <= Enemy.getY() + 60) {
return true;
}
}
//如果敌人坦克是 右/左
//1. 如果敌人坦克是右/左 x的范围 [Enemy.getX(), Enemy.getX() + 60]
// y的范围 [Enemy.getY(), Enemy.getY() + 40]
if (Enemy.getDirect() == 1 || Enemy.getDirect() == 3) {
//2. 当前坦克 左上角的坐标 [this.getX(), this.getY() ]
if (this.getX() >= Enemy.getX()
&& this.getX() <= Enemy.getX() + 60
&& this.getY() >= Enemy.getY()
&& this.getY() <= Enemy.getY() + 40) {
return true;
}
//3. 当前坦克 左下角的坐标 [this.getX(), this.getY() + 40]
if (this.getX() >= Enemy.getX()
&& this.getX() <= Enemy.getX() + 60
&& this.getY() + 40 >= Enemy.getY()
&& this.getY() + 40 <= Enemy.getY() + 40) {
return true;
}
}
}
}
break;
}
return false;
}
Ball ball_ = null;
Vector<Ball> ball = new Vector<>();
public void fire() {
ball_ = null;
switch (getDirect()) {
case 0:
ball_ = new Ball(getX() + 20, getY(), 0);
break;
case 1:
ball_ = new Ball(getX() + 50, getY() + 20, 1);
break;
case 2:
ball_ = new Ball(getX() + 20, getY() + 50, 2);
break;
case 3:
ball_ = new Ball(getX(), getY() + 20, 3);
break;
}
ball.add(ball_);
new Thread(ball_).start();
}
@Override
public void run() {
while (true) {
switch (getDirect()) {
case 0 -> {
for (int i = 0; i < 20; i++) {
try {
Thread.sleep(20);
} catch (InterruptedException e) {
throw new RuntimeException(e);
}
if (!isTouchEnemy())
moveUp();
}
}
case 1 -> {
for (int i = 0; i < 20; i++) {
try {
Thread.sleep(20);
} catch (InterruptedException e) {
throw new RuntimeException(e);
}
if (!isTouchEnemy())
moveRight();
}
}
case 2 -> {
for (int i = 0; i < 20; i++) {
try {
Thread.sleep(20);
} catch (InterruptedException e) {
throw new RuntimeException(e);
}
if (!isTouchEnemy())
moveDown();
}
}
case 3 -> {
for (int i = 0; i < 20; i++) {
try {
Thread.sleep(20);
} catch (InterruptedException e) {
throw new RuntimeException(e);
}
if (!isTouchEnemy())
moveLeft();
}
}
}
setDirect((int) (Math.random() * 4));
if (!isLive) {
break;
}
}
}
}
class Ball implements Runnable {
int x;
int y;
int dir;
int speed = 10;
boolean isLive = true;
public void setSpeed(int speed) {
this.speed = speed;
}
public Ball(int x, int y, int dir) {
this.x = x;
this.y = y;
this.dir = dir;
}
@Override
public void run() {
while (true) {
switch (dir) {
case 0:
y -= speed;
break;
case 1:
x += speed;
break;
case 2:
y += speed;
break;
case 3:
x -= speed;
break;
}
try {
Thread.sleep(50);
//System.out.println(Thread.currentThread().getName() + " " + x + " " + y);
} catch (InterruptedException e) {
throw new RuntimeException(e);
}
//System.out.println("X= " + x + " Y=" + y);
if (!(x >= 0 && x <= 1000 && y >= 0 && y <= 750 && isLive)) {
//System.out.println("子弹已销毁");
isLive = false;
break;
}
}
}
}
class MyPanel extends JPanel implements KeyListener, Runnable {
Hero hero;
Enemy enemyTanks;
Vector<Squib> squibs = new Vector<>();
Image image1 = null;
Image image2 = null;
Image image3 = null;
File file = new File("d:\\tmp", "tankBat.txt");
// ***
static Vector<Enemy> enemy = new Vector<>();
int enemySize = 6;
static int n = 0; //坦克数量
Enemy enemyTank;
static BufferedReader bufferedReader = null;
static BufferedWriter bufferedWriter = null;
public MyPanel() throws IOException {
hero = new Hero(100, 300, 0);
hero.setSpeed(10);
bufferedReader = new BufferedReader(new FileReader(file));
char[] num = new char[1024];
int readLen = bufferedReader.read(num);
int pos = 0;
String s = new String(num, 0, readLen);
System.out.println(s);
hero.kill = Integer.parseInt(s);
new Thread(this).start();
if (Continue.select.toLowerCase().equals("n"))
for (int i = 0; i < enemySize; i++) {
enemyTanks = new Enemy(i * 100 + 50, 10, 1);
enemyTanks.setSpeed(3);
Ball ball_ = new Ball(enemyTanks.getX() + 20, enemyTanks.getY() + 50, 2);
enemyTanks.ball.add(ball_);
new Thread(ball_).start();
new Thread(enemyTanks).start();
enemy.add(enemyTanks);
}
for (int i = 0; i < enemy.size(); i++)
enemy.get(i).setEnemys(enemy);
image1 = Toolkit.getDefaultToolkit().getImage(Main.class.getResource("/picture/squib1.png"));
image2 = Toolkit.getDefaultToolkit().getImage(Main.class.getResource("/picture/squib2.png"));
image3 = Toolkit.getDefaultToolkit().getImage(Main.class.getResource("/picture/squib3.png"));
//new Thread(change).start();
}
public void info(Graphics g) {
String kill = "";
try {
char[] chars = new char[1024];
bufferedReader = new BufferedReader(new FileReader(file));
bufferedReader.read(chars);
kill = new String(chars);
} catch (IOException e) {
e.printStackTrace();
} finally {
try {
bufferedReader.close();
} catch (IOException e) {
e.printStackTrace();
}
}
g.setColor(Color.black);
g.setFont(new Font("宋体", Font.BOLD, 30));
g.drawString("您累积击杀敌方坦克", 1000, 100);
drawUpTank(1000, 200, g, 1);
g.setColor(Color.black);
g.drawString(kill, 1100, 250);
}
public void paint(Graphics g) {
super.paint(g);
g.drawImage(image1, 200, 200, 400, 400, this);
g.fillRect(0, 0, 1000, 750);
//画击杀界面
info(g);
for (int i = 0; i < enemy.size(); i++) {
if (enemy.get(i).isLive) {
// System.out.println(change.dir);
switch (enemy.get(i).getDirect()) {
case 0:
//enemy.get(i).moveUp();
drawUpTank(enemy.get(i).getX(), enemy.get(i).getY(), g, enemy.get(i).getType());
break;
case 1:
//enemy.get(i).moveRight();
drawRightTank(enemy.get(i).getX(), enemy.get(i).getY(), g, enemy.get(i).getType());
break;
case 2:
//enemy.get(i).moveDown();
drawDownTank(enemy.get(i).getX(), enemy.get(i).getY(), g, enemy.get(i).getType());
break;
case 3:
//enemy.get(i).moveLeft();
drawLeftTank(enemy.get(i).getX(), enemy.get(i).getY(), g, enemy.get(i).getType());
break;
}
//System.out.println("坦克的位置:" + enemy.get(i).getX() + " " + enemy.get(i).getY());
//drawDownTank(enemy.get(i).getX(), enemy.get(i).getY(), g, enemy.get(i).getType());
Enemy tank_ = enemy.get(i);
Vector<Ball> balls = tank_.ball;
for (int j = 0; j < balls.size(); j++) {
Ball ball = balls.get(j);
if (ball.isLive) {
g.fill3DRect(ball.x, ball.y, 5, 5, false);
if (ball.x > hero.getX() && ball.x < hero.getX() + 40 && ball.y > hero.getY() && ball.y < hero.getY() + 50) {
squibs.add(new Squib(hero.getX(), hero.getY()));
hero.isLive = false;
try {
bufferedWriter = new BufferedWriter(new FileWriter(file));
bufferedWriter.write(hero.kill + "");
} catch (IOException e) {
e.printStackTrace();
} finally {
try {
bufferedWriter.close();
} catch (IOException e) {
e.printStackTrace();
}
}
}
} else {
tank_.ball.remove(ball);
}
}
} else {
enemy.remove(enemy.get(i));
}
}
// 画坦克
if (hero.isLive) {
switch (hero.getDirect()) {
case 0 -> drawUpTank(hero.getX(), hero.getY(), g, hero.getType());
case 1 -> drawRightTank(hero.getX(), hero.getY(), g, hero.getType());
case 2 -> drawDownTank(hero.getX(), hero.getY(), g, hero.getType());
case 3 -> drawLeftTank(hero.getX(), hero.getY(), g, hero.getType());
default -> {
}
}
} else {
}
//画已方子弹
for (int i = 0; i < hero.bullet.size(); i++) {
Ball ball = hero.bullet.get(i);
if (ball.isLive) {
for (int j = 0; j < enemy.size(); j++) {
Enemy enemy1 = enemy.get(j);
if (ball.x >= enemy1.getX() && ball.x <= enemy1.getX() + 40 && ball.y >= enemy1.getY()
&& ball.y <= enemy1.getY() + 50) {
ball.isLive = false;
enemy.get(j).isLive = false;
hero.kill++;
try {
bufferedWriter = new BufferedWriter(new FileWriter(file));
bufferedWriter.write(hero.kill + "");
} catch (IOException e) {
e.printStackTrace();
} finally {
try {
bufferedWriter.close();
} catch (IOException e) {
e.printStackTrace();
}
}
squibs.add(new Squib(enemy1.getX(), enemy1.getY()));
}
}
g.fill3DRect(ball.x, ball.y, 5, 5, false);
} else {
hero.bullet.remove(ball);
}
}
//画爆炸效果
for (int i = 0; i < squibs.size(); i++) {
Squib tmp1 = squibs.get(i);
if (tmp1.life > 6) {
g.drawImage(image1, tmp1.x, tmp1.y, 40, 40, this);
} else if (tmp1.life > 3) {
g.drawImage(image2, tmp1.x, tmp1.y, 40, 40, this);
} else {
g.drawImage(image3, tmp1.x, tmp1.y, 40, 40, this);
}
tmp1.lifeDown();
if (tmp1.life == 0)
squibs.remove(tmp1);
}
//画敌方子弹
for (int i = 0; i < enemy.size(); i++) {
Vector<Ball> ball = enemy.get(i).ball;
Enemy enemy1 = enemy.get(i);
if (ball.size() < 100) {
enemy.get(i).fire();
}
}
}
public void run() {
while (true) {
try {
Thread.sleep(10);
this.repaint();
} catch (InterruptedException e) {
throw new RuntimeException(e);
}
}
}
public static void save() throws IOException {
bufferedWriter = new BufferedWriter(new FileWriter("d:\\tmp\\tankAxis.txt"));
for (int i = 0; i < enemy.size(); i++) {
Enemy tmp = enemy.get(i);
bufferedWriter.write(tmp.getX() + "" + " " + tmp.getY() + "" + " " + tmp.getDirect());
bufferedWriter.newLine();
}
bufferedWriter.close();
}
public static void continue_() throws IOException {
bufferedReader = new BufferedReader(new FileReader("d:\\tmp\\tankAxis.txt"));
String str = "";
while ((str = bufferedReader.readLine()) != null) {
String str1[] = str.split(" ");
Enemy tmp = new Enemy(Integer.parseInt(str1[0]), Integer.parseInt(str1[1]), 1);
tmp.setDirect(Integer.parseInt(str1[2]));
tmp.setSpeed(3);
Ball ball_ = new Ball(tmp.getX() + 20, tmp.getY() + 50, 2);
tmp.ball.add(ball_);
new Thread(ball_).start();
new Thread(tmp).start();
enemy.add(tmp);
}
bufferedReader.close();
}
//向上移动的坦克
public void drawUpTank(int x, int y, Graphics g, int type) {
switch (type) {
case 0:
g.setColor(Color.cyan);
break;
case 1:
g.setColor(Color.yellow);
break;
}
//左
g.fill3DRect(x, y, 10, 50, false);
//中
g.fill3DRect(x + 10, y + 10, 20, 30, false);
//右
g.fill3DRect(x + 30, y, 10, 50, false);
//圆
g.fillOval(x + 10, y + 20, 20, 10);
//炮筒
g.fill3DRect(x + 20, y, 2, 20, false);
//this.repaint();
}
public void drawDownTank(int x, int y, Graphics g, int type) {
switch (type) {
case 0:
g.setColor(Color.cyan);
break;
case 1:
g.setColor(Color.yellow);
break;
}
//左
g.fill3DRect(x, y, 10, 50, false);
//中
g.fill3DRect(x + 10, y + 10, 20, 30, false);
//右
g.fill3DRect(x + 30, y, 10, 50, false);
//圆
g.fillOval(x + 10, y + 20, 20, 10);
//炮筒
g.fill3DRect(x + 20, y + 30, 2, 20, false);
//this.repaint();
}
public void drawRightTank(int x, int y, Graphics g, int type) {
switch (type) {
case 0:
g.setColor(Color.cyan);
break;
case 1:
g.setColor(Color.yellow);
break;
}
g.fill3DRect(x, y, 50, 10, false);
g.fill3DRect(x + 10, y + 10, 30, 20, false);
g.fill3DRect(x, y + 30, 50, 10, false);
g.fillOval(x + 20, y + 10, 10, 20);
g.fill3DRect(x + 30, y + 20, 20, 2, false);
//this.repaint();
}
public void drawLeftTank(int x, int y, Graphics g, int type) {
switch (type) {
case 0:
g.setColor(Color.cyan);
break;
case 1:
g.setColor(Color.yellow);
break;
}
g.fill3DRect(x, y, 50, 10, false);
g.fill3DRect(x + 10, y + 10, 30, 20, false);
g.fill3DRect(x, y + 30, 50, 10, false);
g.fillOval(x + 20, y + 10, 10, 20);
g.fill3DRect(x, y + 20, 20, 2, false);
//this.repaint();
}
@Override
public void keyTyped(KeyEvent e) {
}
@Override
public void keyPressed(KeyEvent e) {
if (hero.isLive) {
if (e.getKeyCode() == KeyEvent.VK_DOWN) {
hero.setDirect(2);
hero.moveDown();
} else if (e.getKeyCode() == KeyEvent.VK_UP) {
hero.setDirect(0);
hero.moveUp();
} else if (e.getKeyCode() == KeyEvent.VK_LEFT) {
hero.setDirect(3);
hero.moveLeft();
} else if (e.getKeyCode() == KeyEvent.VK_RIGHT) {
hero.setDirect(1);
hero.moveRight();
}
if (e.getKeyCode() == KeyEvent.VK_SPACE) {
if (hero.bullet.size() <= 5)
hero.fire();
}
}
}
@Override
public void keyReleased(KeyEvent e) {
}
}
package com;
public class Squib {
int x,y;
public Squib(int x, int y) {
this.x = x;
this.y = y;
}
boolean isLive = true;
int life = 9;
public void lifeDown(){
if(life>0) life--;
else isLive = false;
}
}
写了这么多 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%