IO 流-利用到坦克大战
坦克大战0.5版
减少性能
- 避免敌人坦克重叠静止
- 记录玩家的总成绩(累积击毁敌方坦克数),存盘退出【io流】
- 记泉退出游戏时敌人坦克坐标/方向,存盘退出【io流】
- 玩游戏时,能够抉择是开新游戏还是持续上局游戏
package com.hspedu.tankgame5;/** * 炸弹 */public class Bomb { int x, y; //炸弹的坐标 int life = 9; //炸弹的生命周期 boolean isLive = true; //是否还存活 public Bomb(int x, int y) { this.x = x; this.y = y; } //缩小生命值 public void lifeDown() { //配合呈现图片的爆炸成果 if(life > 0) { life--; } else { isLive = false; } }}
package com.hspedu.tankgame5;import java.util.Vector;/** * 敌人的坦克 */@SuppressWarnings({"all"})public class EnemyTank extends Tank implements Runnable { //在敌人坦克类,应用Vector 保留多个Shot Vector<Shot> shots = new Vector<>(); //减少成员,EnemyTank 能够失去敌人坦克的Vector //剖析 //1. Vector<EnemyTank> 在 Vector<EnemyTank> enemyTanks = new Vector<>(); boolean isLive = true; public EnemyTank(int x, int y) { super(x, y); } //这里提供一个办法,能够将MyPanel 的成员 Vector<EnemyTank> enemyTanks = new Vector<>(); //设置到 EnemyTank 的成员 enemyTanks public void setEnemyTanks(Vector<EnemyTank> enemyTanks) { this.enemyTanks = enemyTanks; } //编写办法,判断以后的这个敌人坦克,是否和 enemyTanks 中的其余坦克产生的重叠或者碰撞 public boolean isTouchEnemyTank() { //判断以后敌人坦克(this) 方向 switch (this.getDirect()) { case 0: //上 //让以后敌人坦克和其它所有的敌人坦克比拟 for (int i = 0; i < enemyTanks.size(); i++) { //从vector 中取出一个敌人坦克 EnemyTank enemyTank = enemyTanks.get(i); //不和本人比拟 if (enemyTank != this) { //如果敌人坦克是上/下 // //1. 如果敌人坦克是上/下 x的范畴 [enemyTank.getX(), enemyTank.getX() + 40] // y的范畴 [enemyTank.getY(), enemyTank.getY() + 60] if (enemyTank.getDirect() == 0 || enemyTank.getDirect() == 2) { //2. 以后坦克 左上角的坐标 [this.getX(), this.getY()] if (this.getX() >= enemyTank.getX() && this.getX() <= enemyTank.getX() + 40 && this.getY() >= enemyTank.getY() && this.getY() <= enemyTank.getY() + 60) { return true; } //3. 以后坦克 右上角的坐标 [this.getX() + 40, this.getY()] if (this.getX() + 40 >= enemyTank.getX() && this.getX() + 40 <= enemyTank.getX() + 40 && this.getY() >= enemyTank.getY() && this.getY() <= enemyTank.getY() + 60) { return true; } } //如果敌人坦克是 右/左 //1. 如果敌人坦克是右/左 x的范畴 [enemyTank.getX(), enemyTank.getX() + 60] // y的范畴 [enemyTank.getY(), enemyTank.getY() + 40] if (enemyTank.getDirect() == 1 || enemyTank.getDirect() == 3) { //2. 以后坦克 左上角的坐标 [this.getX(), this.getY()] if (this.getX() >= enemyTank.getX() && this.getX() <= enemyTank.getX() + 60 && this.getY() >= enemyTank.getY() && this.getY() <= enemyTank.getY() + 40) { return true; } //3. 以后坦克 右上角的坐标 [this.getX() + 40, this.getY()] if (this.getX() + 40 >= enemyTank.getX() && this.getX() + 40 <= enemyTank.getX() + 60 && this.getY() >= enemyTank.getY() && this.getY() <= enemyTank.getY() + 40) { return true; } } } } break; case 1: //右 //让以后敌人坦克和其它所有的敌人坦克比拟 for (int i = 0; i < enemyTanks.size(); i++) { //从vector 中取出一个敌人坦克 EnemyTank enemyTank = enemyTanks.get(i); //不和本人比拟 if (enemyTank != this) { //如果敌人坦克是上/下 //1. 如果敌人坦克是上/下 x的范畴 [enemyTank.getX(), enemyTank.getX() + 40] // y的范畴 [enemyTank.getY(), enemyTank.getY() + 60] if (enemyTank.getDirect() == 0 || enemyTank.getDirect() == 2) { //2. 以后坦克 右上角的坐标 [this.getX() + 60, this.getY()] if (this.getX() + 60 >= enemyTank.getX() && this.getX() + 60 <= enemyTank.getX() + 40 && this.getY() >= enemyTank.getY() && this.getY() <= enemyTank.getY() + 60) { return true; } //3. 以后坦克 右下角的坐标 [this.getX() + 60, this.getY() + 40] if (this.getX() + 60 >= enemyTank.getX() && this.getX() + 60 <= enemyTank.getX() + 40 && this.getY() + 40 >= enemyTank.getY() && this.getY() + 40 <= enemyTank.getY() + 60) { return true; } } //如果敌人坦克是 右/左 //1. 如果敌人坦克是右/左 x的范畴 [enemyTank.getX(), enemyTank.getX() + 60] // y的范畴 [enemyTank.getY(), enemyTank.getY() + 40] if (enemyTank.getDirect() == 1 || enemyTank.getDirect() == 3) { //2. 以后坦克 右上角的坐标 [this.getX() + 60, this.getY()] if (this.getX() + 60 >= enemyTank.getX() && this.getX() + 60 <= enemyTank.getX() + 60 && this.getY() >= enemyTank.getY() && this.getY() <= enemyTank.getY() + 40) { return true; } //3. 以后坦克 右下角的坐标 [this.getX() + 60, this.getY() + 40] if (this.getX() + 60 >= enemyTank.getX() && this.getX() + 60 <= enemyTank.getX() + 60 && this.getY() + 40 >= enemyTank.getY() && this.getY() + 40 <= enemyTank.getY() + 40) { return true; } } } } break; case 2: //下 //让以后敌人坦克和其它所有的敌人坦克比拟 for (int i = 0; i < enemyTanks.size(); i++) { //从vector 中取出一个敌人坦克 EnemyTank enemyTank = enemyTanks.get(i); //不和本人比拟 if (enemyTank != this) { //如果敌人坦克是上/下 //1. 如果敌人坦克是上/下 x的范畴 [enemyTank.getX(), enemyTank.getX() + 40] // y的范畴 [enemyTank.getY(), enemyTank.getY() + 60] if (enemyTank.getDirect() == 0 || enemyTank.getDirect() == 2) { //2. 以后坦克 左下角的坐标 [this.getX(), this.getY() + 60] if (this.getX() >= enemyTank.getX() && this.getX() <= enemyTank.getX() + 40 && this.getY() + 60 >= enemyTank.getY() && this.getY() + 60 <= enemyTank.getY() + 60) { return true; } //3. 以后坦克 右下角的坐标 [this.getX() + 40, this.getY() + 60] if (this.getX() + 40 >= enemyTank.getX() && this.getX() + 40 <= enemyTank.getX() + 40 && this.getY() + 60 >= enemyTank.getY() && this.getY() + 60 <= enemyTank.getY() + 60) { return true; } } //如果敌人坦克是 右/左 //1. 如果敌人坦克是右/左 x的范畴 [enemyTank.getX(), enemyTank.getX() + 60] // y的范畴 [enemyTank.getY(), enemyTank.getY() + 40] if (enemyTank.getDirect() == 1 || enemyTank.getDirect() == 3) { //2. 以后坦克 左下角的坐标 [this.getX(), this.getY() + 60] if (this.getX() >= enemyTank.getX() && this.getX() <= enemyTank.getX() + 60 && this.getY() + 60 >= enemyTank.getY() && this.getY() + 60 <= enemyTank.getY() + 40) { return true; } //3. 以后坦克 右下角的坐标 [this.getX() + 40, this.getY() + 60] if (this.getX() + 40 >= enemyTank.getX() && this.getX() + 40 <= enemyTank.getX() + 60 && this.getY() + 60 >= enemyTank.getY() && this.getY() + 60 <= enemyTank.getY() + 40) { return true; } } } } break; case 3: //左 //让以后敌人坦克和其它所有的敌人坦克比拟 for (int i = 0; i < enemyTanks.size(); i++) { //从vector 中取出一个敌人坦克 EnemyTank enemyTank = enemyTanks.get(i); //不和本人比拟 if (enemyTank != this) { //如果敌人坦克是上/下 //1. 如果敌人坦克是上/下 x的范畴 [enemyTank.getX(), enemyTank.getX() + 40] // y的范畴 [enemyTank.getY(), enemyTank.getY() + 60] if (enemyTank.getDirect() == 0 || enemyTank.getDirect() == 2) { //2. 以后坦克 左上角的坐标 [this.getX(), this.getY() ] if (this.getX() >= enemyTank.getX() && this.getX() <= enemyTank.getX() + 40 && this.getY() >= enemyTank.getY() && this.getY() <= enemyTank.getY() + 60) { return true; } //3. 以后坦克 左下角的坐标 [this.getX(), this.getY() + 40] if (this.getX() >= enemyTank.getX() && this.getX() <= enemyTank.getX() + 40 && this.getY() + 40 >= enemyTank.getY() && this.getY() + 40 <= enemyTank.getY() + 60) { return true; } } //如果敌人坦克是 右/左 //1. 如果敌人坦克是右/左 x的范畴 [enemyTank.getX(), enemyTank.getX() + 60] // y的范畴 [enemyTank.getY(), enemyTank.getY() + 40] if (enemyTank.getDirect() == 1 || enemyTank.getDirect() == 3) { //2. 以后坦克 左上角的坐标 [this.getX(), this.getY() ] if (this.getX() >= enemyTank.getX() && this.getX() <= enemyTank.getX() + 60 && this.getY() >= enemyTank.getY() && this.getY() <= enemyTank.getY() + 40) { return true; } //3. 以后坦克 左下角的坐标 [this.getX(), this.getY() + 40] if (this.getX() >= enemyTank.getX() && this.getX() <= enemyTank.getX() + 60 && this.getY() + 40 >= enemyTank.getY() && this.getY() + 40 <= enemyTank.getY() + 40) { return true; } } } } break; } return false; } @Override public void run() { while (true) { //这里咱们判断如果shots size() =0, 创立一颗子弹,放入到 //shots汇合,并启动 if (isLive && shots.size() < 1) { Shot s = null; //判断坦克的方向,创立对应的子弹 switch (getDirect()) { case 0: s = new Shot(getX() + 20, getY(), 0); break; case 1: s = new Shot(getX() + 60, getY() + 20, 1); break; case 2: //向下 s = new Shot(getX() + 20, getY() + 60, 2); break; case 3://向左 s = new Shot(getX(), getY() + 20, 3); break; } shots.add(s); //启动 new Thread(s).start(); } //依据坦克的方向来持续冲动 switch (getDirect()) { case 0: //向上 //让坦克放弃一个方向,走30步 for (int i = 0; i < 30; i++) { if (getY() > 0 && !isTouchEnemyTank()) { moveUp(); } //休眠50毫秒 try { Thread.sleep(50); } catch (InterruptedException e) { e.printStackTrace(); } } break; case 1: //向右 for (int i = 0; i < 30; i++) { if (getX() + 60 < 1000 && !isTouchEnemyTank()) { moveRight(); } //休眠50毫秒 try { Thread.sleep(50); } catch (InterruptedException e) { e.printStackTrace(); } } break; case 2: //向下 for (int i = 0; i < 30; i++) { if (getY() + 60 < 750 && !isTouchEnemyTank()) { moveDown(); } //休眠50毫秒 try { Thread.sleep(50); } catch (InterruptedException e) { e.printStackTrace(); } } break; case 3: //向左 for (int i = 0; i < 30; i++) { if (getX() > 0 && !isTouchEnemyTank()) { moveLeft(); } //休眠50毫秒 try { Thread.sleep(50); } catch (InterruptedException e) { e.printStackTrace(); } } break; } //而后随机的扭转坦克方向 0-3 setDirect((int) (Math.random() * 4)); //写并发程序,肯定要思考分明,该线程什么时候完结 if (!isLive) { break; //退出线程. } } }}
package com.hspedu.tankgame5;import java.util.Vector;/** * 本人的坦克 */public class Hero extends Tank { //定义一个Shot对象, 示意一个射击(线程) Shot shot = null; //能够发射多颗子弹 //Vector<Shot> shots = new Vector<>(); public Hero(int x, int y) { super(x, y); } //射击 public void shotEnemyTank() { //发多颗子弹怎么办, 管制在咱们的面板上,最多只有5颗// if(shots.size() == 5) {// return;// } //创立 Shot 对象, 依据以后Hero对象的地位和方向来创立Shot switch (getDirect()) {//失去Hero对象方向 case 0: //向上 shot = new Shot(getX() + 20, getY(), 0); break; case 1: //向右 shot = new Shot(getX() + 60, getY() + 20, 1); break; case 2: //向下 shot = new Shot(getX() + 20, getY() + 60, 2); break; case 3: //向左 shot = new Shot(getX(), getY() + 20, 3); break; } //把新创建的shot放入到shots //shots.add(shot); //启动咱们的Shot线程 new Thread(shot).start(); }}
package com.hspedu.tankgame5;import javax.swing.*;import java.awt.event.WindowAdapter;import java.awt.event.WindowEvent;import java.util.Scanner;public class HspTankGame05 extends JFrame { // 定义MyPanel MyPanel mp = null; static Scanner scanner = new Scanner(System.in); public static void main(String[] args) { HspTankGame05 hspTankGame01 = new HspTankGame05(); } public HspTankGame05() { System.out.println("请输出抉择 1: 新游戏 2: 持续上局"); String key = scanner.next(); mp = new MyPanel(key); //将mp 放入到Thread ,并启动 Thread thread = new Thread(mp); thread.start(); this.add(mp);//把面板(就是游戏的绘图区域) this.setSize(1300, 950); this.addKeyListener(mp);//让JFrame 监听mp的键盘事件 this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); this.setVisible(true); //在JFrame 中减少相应敞开窗口的解决 this.addWindowListener(new WindowAdapter() { @Override public void windowClosing(WindowEvent e) { Recorder.keepRecord(); System.exit(0); } }); }}
package com.hspedu.tankgame5;import javax.swing.*;import java.awt.*;import java.awt.event.KeyEvent;import java.awt.event.KeyListener;import java.io.File;import java.io.FileInputStream;import java.util.Vector;/** * 坦克大战的绘图区域 *///为了监听 键盘事件, 实现KeyListener//为了让Panel 不停的重绘子弹,须要将 MyPanel 实现Runnable ,当做一个线程应用@SuppressWarnings({"all"})public class MyPanel extends JPanel implements KeyListener, Runnable { //定义我的坦克 Hero hero = null; //定义敌人坦克,放入到Vector Vector<EnemyTank> enemyTanks = new Vector<>(); //定义一个寄存Node 对象的Vector, 用于复原敌人坦克的坐标和方向 Vector<Node> nodes = new Vector<>(); //定义一个Vector ,用于寄存炸弹 //阐明,当子弹击中坦克时,退出一个Bomb对象到bombs Vector<Bomb> bombs = new Vector<>(); int enemyTankSize = 3; //定义三张炸弹图片,用于显示爆炸成果 Image image1 = null; Image image2 = null; Image image3 = null; public MyPanel(String key) { nodes = Recorder.getNodesAndEnemyTankRec(); //将MyPanel对象的 enemyTanks 设置给 Recorder 的 enemyTanks Recorder.setEnemyTanks(enemyTanks); hero = new Hero(500, 100);//初始化本人坦克 switch (key) { case "1": //初始化敌人坦克 for (int i = 0; i < enemyTankSize; i++) { //创立一个敌人的坦克 EnemyTank enemyTank = new EnemyTank((100 * (i + 1)), 0); //将enemyTanks 设置给 enemyTank !!! enemyTank.setEnemyTanks(enemyTanks); //设置方向 enemyTank.setDirect(2); //启动敌人坦克线程,让他动起来 new Thread(enemyTank).start(); //给该enemyTank 退出一颗子弹 Shot shot = new Shot(enemyTank.getX() + 20, enemyTank.getY() + 60, enemyTank.getDirect()); //退出enemyTank的Vector 成员 enemyTank.shots.add(shot); //启动 shot 对象 new Thread(shot).start(); //退出 enemyTanks.add(enemyTank); } break; case "2": //持续上局游戏 //初始化敌人坦克 for (int i = 0; i < nodes.size(); i++) { Node node = nodes.get(i); //创立一个敌人的坦克 EnemyTank enemyTank = new EnemyTank(node.getX(), node.getY()); //将enemyTanks 设置给 enemyTank !!! enemyTank.setEnemyTanks(enemyTanks); //设置方向 enemyTank.setDirect(node.getDirect()); //启动敌人坦克线程,让他动起来 new Thread(enemyTank).start(); //给该enemyTank 退出一颗子弹 Shot shot = new Shot(enemyTank.getX() + 20, enemyTank.getY() + 60, enemyTank.getDirect()); //退出enemyTank的Vector 成员 enemyTank.shots.add(shot); //启动 shot 对象 new Thread(shot).start(); //退出 enemyTanks.add(enemyTank); } break; default: System.out.println("你的输出有误..."); } //初始化图片对象 image1 = Toolkit.getDefaultToolkit().getImage(Panel.class.getResource("/bomb_1.gif")); image2 = Toolkit.getDefaultToolkit().getImage(Panel.class.getResource("/bomb_2.gif")); image3 = Toolkit.getDefaultToolkit().getImage(Panel.class.getResource("/bomb_3.gif")); } //编写办法,显示我方击毁敌方坦克的信息 public void showInfo(Graphics g) { //画出玩家的总成绩 g.setColor(Color.BLACK); Font font = new Font("宋体", Font.BOLD, 25); g.setFont(font); g.drawString("您累积击毁敌方坦克", 1020, 30); drawTank(1020, 60, g, 0, 0);//画出一个敌方坦克 g.setColor(Color.BLACK);//这里须要从新设置成彩色 g.drawString(Recorder.getAllEnemyTankNum() + "", 1080, 100); } @Override public void paint(Graphics g) { super.paint(g); g.fillRect(0, 0, 1000, 750);//填充矩形,默认彩色 showInfo(g); if (hero != null && hero.isLive) { //画出本人坦克-封装办法 drawTank(hero.getX(), hero.getY(), g, hero.getDirect(), 1); } //画出hero射击的子弹 if (hero.shot != null && hero.shot.isLive == true) { g.draw3DRect(hero.shot.x, hero.shot.y, 1, 1, false); } //将hero的子弹汇合 shots ,遍历取出绘制// for(int i = 0; i < hero.shots.size(); i++) {// Shot shot = hero.shots.get(i);// if (shot != null && shot.isLive) {// g.draw3DRect(shot.x, shot.y, 1, 1, false);//// } else {//如果该shot对象曾经有效 ,就从shots汇合中拿掉// hero.shots.remove(shot);// }// } //如果bombs 汇合中有对象,就画出 for (int i = 0; i < bombs.size(); i++) { //取出炸弹 Bomb bomb = bombs.get(i); //依据以后这个bomb对象的life值去画出对应的图片 if (bomb.life > 6) { g.drawImage(image1, bomb.x, bomb.y, 60, 60, this); } else if (bomb.life > 3) { g.drawImage(image2, bomb.x, bomb.y, 60, 60, this); } else { g.drawImage(image3, bomb.x, bomb.y, 60, 60, this); } //让这个炸弹的生命值缩小 bomb.lifeDown(); //如果bomb life 为0, 就从bombs 的汇合中删除 if (bomb.life == 0) { bombs.remove(bomb); } } //画出敌人的坦克, 遍历Vector for (int i = 0; i < enemyTanks.size(); i++) { //从Vector 取出坦克 EnemyTank enemyTank = enemyTanks.get(i); //判断以后坦克是否还存活 if (enemyTank.isLive) {//当敌人坦克是存活的,才画出该坦克 drawTank(enemyTank.getX(), enemyTank.getY(), g, enemyTank.getDirect(), 0); //画出 enemyTank 所有子弹 for (int j = 0; j < enemyTank.shots.size(); j++) { //取出子弹 Shot shot = enemyTank.shots.get(j); //绘制 if (shot.isLive) { //isLive == true g.draw3DRect(shot.x, shot.y, 1, 1, false); } else { //从Vector 移除 enemyTank.shots.remove(shot); } } } } } //编写办法,画出坦克 /** * @param x 坦克的左上角x坐标 * @param y 坦克的左上角y坐标 * @param g 画笔 * @param direct 坦克方向(上下左右) * @param type 坦克类型 */ public void drawTank(int x, int y, Graphics g, int direct, int type) { //依据不同类型坦克,设置不同色彩 switch (type) { case 0: //敌人的坦克 g.setColor(Color.cyan); break; case 1: //我的坦克 g.setColor(Color.yellow); break; } //依据坦克方向,来绘制对应形态坦克 //direct 示意方向(0: 向上 1 向右 2 向下 3 向左 ) // switch (direct) { case 0: //示意向上 g.fill3DRect(x, y, 10, 60, false);//画出坦克右边轮子 g.fill3DRect(x + 30, y, 10, 60, false);//画出坦克左边轮子 g.fill3DRect(x + 10, y + 10, 20, 40, false);//画出坦克盖子 g.fillOval(x + 10, y + 20, 20, 20);//画出圆形盖子 g.drawLine(x + 20, y + 30, x + 20, y);//画出炮筒 break; case 1: //示意向右 g.fill3DRect(x, y, 60, 10, false);//画出坦克上边轮子 g.fill3DRect(x, y + 30, 60, 10, false);//画出坦克下边轮子 g.fill3DRect(x + 10, y + 10, 40, 20, false);//画出坦克盖子 g.fillOval(x + 20, y + 10, 20, 20);//画出圆形盖子 g.drawLine(x + 30, y + 20, x + 60, y + 20);//画出炮筒 break; case 2: //示意向下 g.fill3DRect(x, y, 10, 60, false);//画出坦克右边轮子 g.fill3DRect(x + 30, y, 10, 60, false);//画出坦克左边轮子 g.fill3DRect(x + 10, y + 10, 20, 40, false);//画出坦克盖子 g.fillOval(x + 10, y + 20, 20, 20);//画出圆形盖子 g.drawLine(x + 20, y + 30, x + 20, y + 60);//画出炮筒 break; case 3: //示意向左 g.fill3DRect(x, y, 60, 10, false);//画出坦克上边轮子 g.fill3DRect(x, y + 30, 60, 10, false);//画出坦克下边轮子 g.fill3DRect(x + 10, y + 10, 40, 20, false);//画出坦克盖子 g.fillOval(x + 20, y + 10, 20, 20);//画出圆形盖子 g.drawLine(x + 30, y + 20, x, y + 20);//画出炮筒 break; default: System.out.println("临时没有解决"); } } //如果咱们的坦克能够发射多个子弹 //在判断我方子弹是否击中敌人坦克时,就须要把咱们的子弹汇合中 //所有的子弹,都取出和敌人的所有坦克,进行判断 //老韩给的局部代码.. public void hitEnemyTank() {// //遍历咱们的子弹// for(int j = 0;j < hero.shots.size();j++) {// Shot shot = hero.shots.get(j);// //判断是否击中了敌人坦克// if (shot != null && hero.shot.isLive) {//当我的子弹还存活//// //遍历敌人所有的坦克// for (int i = 0; i < enemyTanks.size(); i++) {// EnemyTank enemyTank = enemyTanks.get(i);// hitTank(hero.shot, enemyTank);// }//// }// } //单颗子弹。 if (hero.shot != null && hero.shot.isLive) {//当我的子弹还存活 //遍历敌人所有的坦克 for (int i = 0; i < enemyTanks.size(); i++) { EnemyTank enemyTank = enemyTanks.get(i); hitTank(hero.shot, enemyTank); } } } //编写办法,判断敌人坦克是否击中我的坦克 public void hitHero() { //遍历所有的敌人坦克 for (int i = 0; i < enemyTanks.size(); i++) { //取出敌人坦克 EnemyTank enemyTank = enemyTanks.get(i); //遍历enemyTank 对象的所有子弹 for (int j = 0; j < enemyTank.shots.size(); j++) { //取出子弹 Shot shot = enemyTank.shots.get(j); //判断 shot 是否击中我的坦克 if (hero.isLive && shot.isLive) { hitTank(shot, hero); } } } } //编写办法,判断我方的子弹是否击中敌人坦克. //什么时候判断 我方的子弹是否击中敌人坦克 ? run办法 //前面咱们将 enemyTank 改成 tank名称 public void hitTank(Shot s, Tank enemyTank) { //判断s 击中坦克 switch (enemyTank.getDirect()) { case 0: //坦克向上 case 2: //坦克向下 if (s.x > enemyTank.getX() && s.x < enemyTank.getX() + 40 && s.y > enemyTank.getY() && s.y < enemyTank.getY() + 60) { s.isLive = false; enemyTank.isLive = false; //当我的子弹击中敌人坦克后,将enemyTank 从Vector 拿掉 enemyTanks.remove(enemyTank); //当我方击毁一个敌人坦克时,就对数据allEnemyTankNum++ //解读, 因为 enemyTank 能够是 Hero 也能够是 EnemyTank if (enemyTank instanceof EnemyTank) { Recorder.addAllEnemyTankNum(); } //创立Bomb对象,退出到bombs汇合 Bomb bomb = new Bomb(enemyTank.getX(), enemyTank.getY()); bombs.add(bomb); } break; case 1: //坦克向右 case 3: //坦克向左 if (s.x > enemyTank.getX() && s.x < enemyTank.getX() + 60 && s.y > enemyTank.getY() && s.y < enemyTank.getY() + 40) { s.isLive = false; enemyTank.isLive = false; //当我的子弹击中敌人坦克后,将enemyTank 从Vector 拿掉 enemyTanks.remove(enemyTank); //解读, 因为 enemyTank 能够是 Hero 也能够是 EnemyTank if (enemyTank instanceof EnemyTank) { Recorder.addAllEnemyTankNum(); } //创立Bomb对象,退出到bombs汇合 Bomb bomb = new Bomb(enemyTank.getX(), enemyTank.getY()); bombs.add(bomb); } break; } } @Override public void keyTyped(KeyEvent e) { } //解决wdsa 键按下的状况 @Override public void keyPressed(KeyEvent e) { System.out.println(e.getKeyCode()); if (e.getKeyCode() == KeyEvent.VK_W) {//按下W键 //扭转坦克的方向 hero.setDirect(0);// //批改坦克的坐标 y -= 1 if (hero.getY() > 0) { hero.moveUp(); } } else if (e.getKeyCode() == KeyEvent.VK_D) {//D键, 向右 hero.setDirect(1); if (hero.getX() + 60 < 1000) { hero.moveRight(); } } else if (e.getKeyCode() == KeyEvent.VK_S) {//S键 hero.setDirect(2); if (hero.getY() + 60 < 750) { hero.moveDown(); } } else if (e.getKeyCode() == KeyEvent.VK_A) {//A键 hero.setDirect(3); if (hero.getX() > 0) { hero.moveLeft(); } } //如果用户按下的是J,就发射 if (e.getKeyCode() == KeyEvent.VK_J) { //判断hero的子弹是否销毁,发射一颗子弹 if (hero.shot == null || !hero.shot.isLive) { hero.shotEnemyTank(); } //发射多颗子弹 //hero.shotEnemyTank(); } //让面板重绘 this.repaint(); } @Override public void keyReleased(KeyEvent e) { } @Override public void run() { //每隔 100毫秒,重绘区域, 刷新绘图区域, 子弹就挪动 while (true) { try { Thread.sleep(100); } catch (InterruptedException e) { e.printStackTrace(); } //判断是咱们子弹否击中了敌人坦克 hitEnemyTank(); //判断敌人坦克是否击中咱们 hitHero(); this.repaint(); } }}
package com.hspedu.tankgame5;/** * 一个Node 对象,示意一个敌人坦克的信息 */public class Node { private int x; private int y; private int direct; public Node(int x, int y, int direct) { this.x = x; this.y = y; this.direct = direct; } 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; } public int getDirect() { return direct; } public void setDirect(int direct) { this.direct = direct; }}
package com.hspedu.tankgame5;import java.io.*;import java.nio.Buffer;import java.util.Vector;/** * 该类用于记录相干信息的.和文件交互 */@SuppressWarnings({"all"})public class Recorder { //定义变量,记录我方击毁敌人坦克数 private static int allEnemyTankNum = 0; //定义IO对象, 筹备写数据到文件中 private static BufferedWriter bw = null; private static BufferedReader br = null; private static String recordFile = "e:\\myRecord.txt"; //定义Vector ,指向 MyPanel 对象的 敌人坦克Vector private static Vector<EnemyTank> enemyTanks = null; //定义一个Node 的Vector ,用于保留敌人的信息node private static Vector<Node> nodes = new Vector<>(); public static void setEnemyTanks(Vector<EnemyTank> enemyTanks) { Recorder.enemyTanks = enemyTanks; } public static String getRecordFile() { return recordFile; } //减少一个办法,用于读取recordFile, 复原相干信息 //该办法,在持续上局的时候调用即可 public static Vector<Node> getNodesAndEnemyTankRec() { try { br = new BufferedReader(new FileReader(recordFile)); allEnemyTankNum = Integer.parseInt(br.readLine()); //循环读取文件,生成nodes 汇合 String line = "";//255 40 0 while ((line = br.readLine()) != null) { String[] xyd = line.split(" "); Node node = new Node(Integer.parseInt(xyd[0]), Integer.parseInt(xyd[1]), Integer.parseInt(xyd[2])); nodes.add(node); //放入nodes Vector } } catch (IOException e) { e.printStackTrace(); } finally { try { if (br != null) { br.close(); } } catch (IOException e) { e.printStackTrace(); } } return nodes; } //减少一个办法,当游戏退出时,咱们将allEnemyTankNum 保留到 recordFile //对keepRecord 进行降级, 保留敌人坦克的坐标和方向 public static void keepRecord() { try { bw = new BufferedWriter(new FileWriter(recordFile)); bw.write(allEnemyTankNum + "\r\n"); //遍历敌人坦克的Vector ,而后依据状况保留即可. //OOP, 定义一个属性 ,而后通过setXxx失去 敌人坦克的Vector for (int i = 0; i < enemyTanks.size(); i++) { //取出敌人坦克 EnemyTank enemyTank = enemyTanks.get(i); if (enemyTank.isLive) { //倡议判断. //保留该enemyTank信息 String record = enemyTank.getX() + " " + enemyTank.getY() + " " + enemyTank.getDirect(); //写入到文件 bw.write(record + "\r\n"); } } } catch (IOException e) { e.printStackTrace(); } finally { try { if (bw != null) { bw.close(); } } catch (IOException e) { e.printStackTrace(); } } } public static int getAllEnemyTankNum() { return allEnemyTankNum; } public static void setAllEnemyTankNum(int allEnemyTankNum) { Recorder.allEnemyTankNum = allEnemyTankNum; } //当我方坦克击毁一个敌人坦克,就该当 allEnemyTankNum++ public static void addAllEnemyTankNum() { Recorder.allEnemyTankNum++; }}
package com.hspedu.tankgame5;/** * 射击子弹 */public class Shot implements Runnable { int x; //子弹x坐标 int y; //子弹y坐标 int direct = 0; //子弹方向 int speed = 2; //子弹的速度 boolean isLive = true; //子弹是否还存活 //结构器 public Shot(int x, int y, int direct) { this.x = x; this.y = y; this.direct = direct; } @Override public void run() {//射击 while (true) { //休眠 50毫秒 try { Thread.sleep(50); } catch (InterruptedException e) { e.printStackTrace(); } //依据方向来扭转x,y坐标 switch (direct) { case 0://上 y -= speed; break; case 1://右 x += speed; break; case 2://下 y += speed; break; case 3://左 x -= speed; break; } //老师测试,这里咱们输入x,y的坐标 System.out.println("子弹 x=" + x + " y=" + y); //当子弹挪动到面板的边界时,就应该销毁(把启动的子弹的线程销毁) //当子弹碰到敌人坦克时,也应该完结线程 if (!(x >= 0 && x <= 1000 && y >= 0 && y <= 750 && isLive)) { System.out.println("子弹线程退出"); isLive = false; break; } } }}
package com.hspedu.tankgame5;public class Tank { private int x;//坦克的横坐标 private int y;//坦克的纵坐标 private int direct = 0;//坦克方向 0 上1 右 2下 3左 private int speed = 1; boolean isLive = true; public int getSpeed() { return speed; } public void setSpeed(int speed) { this.speed = speed; } //上右下左挪动办法 public void moveUp() { y -= speed; } public void moveRight() { x += speed; } public void moveDown() { y += speed; } public void moveLeft() { x -= speed; } public int getDirect() { return direct; } public void setDirect(int direct) { this.direct = direct; } public Tank(int x, int y) { this.x = x; this.y = y; } 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; }}
坦克大战0.6版
减少性能
- 游戏开始时,播放经典的坦克大战音乐,[思路, 应用一个播放音乐的类,即可]
- 修改下文件存储地位
- 解决文件相干异样 =》提醒代码的健壮性
package com.hspedu.tankgame6;import javax.sound.sampled.*;import java.io.File;import java.io.IOException;public class AePlayWave extends Thread { private String filename; public AePlayWave(String wavfile) { //结构器 , 指定文件 filename = wavfile; } public void run() { File soundFile = new File(filename); AudioInputStream audioInputStream = null; try { audioInputStream = AudioSystem.getAudioInputStream(soundFile); } catch (Exception e1) { e1.printStackTrace(); return; } AudioFormat format = audioInputStream.getFormat(); SourceDataLine auline = null; DataLine.Info info = new DataLine.Info(SourceDataLine.class, format); try { auline = (SourceDataLine) AudioSystem.getLine(info); auline.open(format); } catch (Exception e) { e.printStackTrace(); return; } auline.start(); int nBytesRead = 0; //这是缓冲 byte[] abData = new byte[512]; try { while (nBytesRead != -1) { nBytesRead = audioInputStream.read(abData, 0, abData.length); if (nBytesRead >= 0) auline.write(abData, 0, nBytesRead); } } catch (IOException e) { e.printStackTrace(); return; } finally { auline.drain(); auline.close(); } }}
package com.hspedu.tankgame6;import javax.swing.*;import java.awt.*;import java.awt.event.KeyEvent;import java.awt.event.KeyListener;import java.io.File;import java.util.Vector;/** * 坦克大战的绘图区域 *///为了监听 键盘事件, 实现KeyListener//为了让Panel 不停的重绘子弹,须要将 MyPanel 实现Runnable ,当做一个线程应用@SuppressWarnings({"all"})public class MyPanel extends JPanel implements KeyListener, Runnable { //定义我的坦克 Hero hero = null; //定义敌人坦克,放入到Vector Vector<EnemyTank> enemyTanks = new Vector<>(); //定义一个寄存Node 对象的Vector, 用于复原敌人坦克的坐标和方向 Vector<Node> nodes = new Vector<>(); //定义一个Vector ,用于寄存炸弹 //阐明,当子弹击中坦克时,退出一个Bomb对象到bombs Vector<Bomb> bombs = new Vector<>(); int enemyTankSize = 3; //定义三张炸弹图片,用于显示爆炸成果 Image image1 = null; Image image2 = null; Image image3 = null; public MyPanel(String key) { //先判断记录的文件是否存在 //如果存在,就失常执行,如果文件不存在,提醒,只能开启新游戏,key = "1" File file = new File(Recorder.getRecordFile()); if (file.exists()) { nodes = Recorder.getNodesAndEnemyTankRec(); } else { System.out.println("文件不存在,只能开启新的游戏"); key = "1"; } //将MyPanel对象的 enemyTanks 设置给 Recorder 的 enemyTanks Recorder.setEnemyTanks(enemyTanks); hero = new Hero(500, 100);//初始化本人坦克 switch (key) { case "1": //初始化敌人坦克 for (int i = 0; i < enemyTankSize; i++) { //创立一个敌人的坦克 EnemyTank enemyTank = new EnemyTank((100 * (i + 1)), 0); //将enemyTanks 设置给 enemyTank !!! enemyTank.setEnemyTanks(enemyTanks); //设置方向 enemyTank.setDirect(2); //启动敌人坦克线程,让他动起来 new Thread(enemyTank).start(); //给该enemyTank 退出一颗子弹 Shot shot = new Shot(enemyTank.getX() + 20, enemyTank.getY() + 60, enemyTank.getDirect()); //退出enemyTank的Vector 成员 enemyTank.shots.add(shot); //启动 shot 对象 new Thread(shot).start(); //退出 enemyTanks.add(enemyTank); } break; case "2": //持续上局游戏 //初始化敌人坦克 for (int i = 0; i < nodes.size(); i++) { Node node = nodes.get(i); //创立一个敌人的坦克 EnemyTank enemyTank = new EnemyTank(node.getX(), node.getY()); //将enemyTanks 设置给 enemyTank !!! enemyTank.setEnemyTanks(enemyTanks); //设置方向 enemyTank.setDirect(node.getDirect()); //启动敌人坦克线程,让他动起来 new Thread(enemyTank).start(); //给该enemyTank 退出一颗子弹 Shot shot = new Shot(enemyTank.getX() + 20, enemyTank.getY() + 60, enemyTank.getDirect()); //退出enemyTank的Vector 成员 enemyTank.shots.add(shot); //启动 shot 对象 new Thread(shot).start(); //退出 enemyTanks.add(enemyTank); } break; default: System.out.println("你的输出有误..."); } //初始化图片对象 image1 = Toolkit.getDefaultToolkit().getImage(Panel.class.getResource("/bomb_1.gif")); image2 = Toolkit.getDefaultToolkit().getImage(Panel.class.getResource("/bomb_2.gif")); image3 = Toolkit.getDefaultToolkit().getImage(Panel.class.getResource("/bomb_3.gif")); //这里,播放指定的音乐 new AePlayWave("src\\111.wav").start(); } //编写办法,显示我方击毁敌方坦克的信息 public void showInfo(Graphics g) { //画出玩家的总成绩 g.setColor(Color.BLACK); Font font = new Font("宋体", Font.BOLD, 25); g.setFont(font); g.drawString("您累积击毁敌方坦克", 1020, 30); drawTank(1020, 60, g, 0, 0);//画出一个敌方坦克 g.setColor(Color.BLACK);//这里须要从新设置成彩色 g.drawString(Recorder.getAllEnemyTankNum() + "", 1080, 100); } @Override public void paint(Graphics g) { super.paint(g); g.fillRect(0, 0, 1000, 750);//填充矩形,默认彩色 showInfo(g); if (hero != null && hero.isLive) { //画出本人坦克-封装办法 drawTank(hero.getX(), hero.getY(), g, hero.getDirect(), 1); } //画出hero射击的子弹 if (hero.shot != null && hero.shot.isLive == true) { g.draw3DRect(hero.shot.x, hero.shot.y, 1, 1, false); } //将hero的子弹汇合 shots ,遍历取出绘制// for(int i = 0; i < hero.shots.size(); i++) {// Shot shot = hero.shots.get(i);// if (shot != null && shot.isLive) {// g.draw3DRect(shot.x, shot.y, 1, 1, false);//// } else {//如果该shot对象曾经有效 ,就从shots汇合中拿掉// hero.shots.remove(shot);// }// } //如果bombs 汇合中有对象,就画出 for (int i = 0; i < bombs.size(); i++) { //取出炸弹 Bomb bomb = bombs.get(i); //依据以后这个bomb对象的life值去画出对应的图片 if (bomb.life > 6) { g.drawImage(image1, bomb.x, bomb.y, 60, 60, this); } else if (bomb.life > 3) { g.drawImage(image2, bomb.x, bomb.y, 60, 60, this); } else { g.drawImage(image3, bomb.x, bomb.y, 60, 60, this); } //让这个炸弹的生命值缩小 bomb.lifeDown(); //如果bomb life 为0, 就从bombs 的汇合中删除 if (bomb.life == 0) { bombs.remove(bomb); } } //画出敌人的坦克, 遍历Vector for (int i = 0; i < enemyTanks.size(); i++) { //从Vector 取出坦克 EnemyTank enemyTank = enemyTanks.get(i); //判断以后坦克是否还存活 if (enemyTank.isLive) {//当敌人坦克是存活的,才画出该坦克 drawTank(enemyTank.getX(), enemyTank.getY(), g, enemyTank.getDirect(), 0); //画出 enemyTank 所有子弹 for (int j = 0; j < enemyTank.shots.size(); j++) { //取出子弹 Shot shot = enemyTank.shots.get(j); //绘制 if (shot.isLive) { //isLive == true g.draw3DRect(shot.x, shot.y, 1, 1, false); } else { //从Vector 移除 enemyTank.shots.remove(shot); } } } } } //编写办法,画出坦克 /** * @param x 坦克的左上角x坐标 * @param y 坦克的左上角y坐标 * @param g 画笔 * @param direct 坦克方向(上下左右) * @param type 坦克类型 */ public void drawTank(int x, int y, Graphics g, int direct, int type) { //依据不同类型坦克,设置不同色彩 switch (type) { case 0: //敌人的坦克 g.setColor(Color.cyan); break; case 1: //我的坦克 g.setColor(Color.yellow); break; } //依据坦克方向,来绘制对应形态坦克 //direct 示意方向(0: 向上 1 向右 2 向下 3 向左 ) // switch (direct) { case 0: //示意向上 g.fill3DRect(x, y, 10, 60, false);//画出坦克右边轮子 g.fill3DRect(x + 30, y, 10, 60, false);//画出坦克左边轮子 g.fill3DRect(x + 10, y + 10, 20, 40, false);//画出坦克盖子 g.fillOval(x + 10, y + 20, 20, 20);//画出圆形盖子 g.drawLine(x + 20, y + 30, x + 20, y);//画出炮筒 break; case 1: //示意向右 g.fill3DRect(x, y, 60, 10, false);//画出坦克上边轮子 g.fill3DRect(x, y + 30, 60, 10, false);//画出坦克下边轮子 g.fill3DRect(x + 10, y + 10, 40, 20, false);//画出坦克盖子 g.fillOval(x + 20, y + 10, 20, 20);//画出圆形盖子 g.drawLine(x + 30, y + 20, x + 60, y + 20);//画出炮筒 break; case 2: //示意向下 g.fill3DRect(x, y, 10, 60, false);//画出坦克右边轮子 g.fill3DRect(x + 30, y, 10, 60, false);//画出坦克左边轮子 g.fill3DRect(x + 10, y + 10, 20, 40, false);//画出坦克盖子 g.fillOval(x + 10, y + 20, 20, 20);//画出圆形盖子 g.drawLine(x + 20, y + 30, x + 20, y + 60);//画出炮筒 break; case 3: //示意向左 g.fill3DRect(x, y, 60, 10, false);//画出坦克上边轮子 g.fill3DRect(x, y + 30, 60, 10, false);//画出坦克下边轮子 g.fill3DRect(x + 10, y + 10, 40, 20, false);//画出坦克盖子 g.fillOval(x + 20, y + 10, 20, 20);//画出圆形盖子 g.drawLine(x + 30, y + 20, x, y + 20);//画出炮筒 break; default: System.out.println("临时没有解决"); } } //如果咱们的坦克能够发射多个子弹 //在判断我方子弹是否击中敌人坦克时,就须要把咱们的子弹汇合中 //所有的子弹,都取出和敌人的所有坦克,进行判断 //老韩给的局部代码.. public void hitEnemyTank() {// //遍历咱们的子弹// for(int j = 0;j < hero.shots.size();j++) {// Shot shot = hero.shots.get(j);// //判断是否击中了敌人坦克// if (shot != null && hero.shot.isLive) {//当我的子弹还存活//// //遍历敌人所有的坦克// for (int i = 0; i < enemyTanks.size(); i++) {// EnemyTank enemyTank = enemyTanks.get(i);// hitTank(hero.shot, enemyTank);// }//// }// } //单颗子弹。 if (hero.shot != null && hero.shot.isLive) {//当我的子弹还存活 //遍历敌人所有的坦克 for (int i = 0; i < enemyTanks.size(); i++) { EnemyTank enemyTank = enemyTanks.get(i); hitTank(hero.shot, enemyTank); } } } //编写办法,判断敌人坦克是否击中我的坦克 public void hitHero() { //遍历所有的敌人坦克 for (int i = 0; i < enemyTanks.size(); i++) { //取出敌人坦克 EnemyTank enemyTank = enemyTanks.get(i); //遍历enemyTank 对象的所有子弹 for (int j = 0; j < enemyTank.shots.size(); j++) { //取出子弹 Shot shot = enemyTank.shots.get(j); //判断 shot 是否击中我的坦克 if (hero.isLive && shot.isLive) { hitTank(shot, hero); } } } } //编写办法,判断我方的子弹是否击中敌人坦克. //什么时候判断 我方的子弹是否击中敌人坦克 ? run办法 //前面咱们将 enemyTank 改成 tank名称 public void hitTank(Shot s, Tank enemyTank) { //判断s 击中坦克 switch (enemyTank.getDirect()) { case 0: //坦克向上 case 2: //坦克向下 if (s.x > enemyTank.getX() && s.x < enemyTank.getX() + 40 && s.y > enemyTank.getY() && s.y < enemyTank.getY() + 60) { s.isLive = false; enemyTank.isLive = false; //当我的子弹击中敌人坦克后,将enemyTank 从Vector 拿掉 enemyTanks.remove(enemyTank); //当我方击毁一个敌人坦克时,就对数据allEnemyTankNum++ //解读, 因为 enemyTank 能够是 Hero 也能够是 EnemyTank if (enemyTank instanceof EnemyTank) { Recorder.addAllEnemyTankNum(); } //创立Bomb对象,退出到bombs汇合 Bomb bomb = new Bomb(enemyTank.getX(), enemyTank.getY()); bombs.add(bomb); } break; case 1: //坦克向右 case 3: //坦克向左 if (s.x > enemyTank.getX() && s.x < enemyTank.getX() + 60 && s.y > enemyTank.getY() && s.y < enemyTank.getY() + 40) { s.isLive = false; enemyTank.isLive = false; //当我的子弹击中敌人坦克后,将enemyTank 从Vector 拿掉 enemyTanks.remove(enemyTank); //解读, 因为 enemyTank 能够是 Hero 也能够是 EnemyTank if (enemyTank instanceof EnemyTank) { Recorder.addAllEnemyTankNum(); } //创立Bomb对象,退出到bombs汇合 Bomb bomb = new Bomb(enemyTank.getX(), enemyTank.getY()); bombs.add(bomb); } break; } } @Override public void keyTyped(KeyEvent e) { } //解决wdsa 键按下的状况 @Override public void keyPressed(KeyEvent e) { System.out.println(e.getKeyCode()); if (e.getKeyCode() == KeyEvent.VK_W) {//按下W键 //扭转坦克的方向 hero.setDirect(0);// //批改坦克的坐标 y -= 1 if (hero.getY() > 0) { hero.moveUp(); } } else if (e.getKeyCode() == KeyEvent.VK_D) {//D键, 向右 hero.setDirect(1); if (hero.getX() + 60 < 1000) { hero.moveRight(); } } else if (e.getKeyCode() == KeyEvent.VK_S) {//S键 hero.setDirect(2); if (hero.getY() + 60 < 750) { hero.moveDown(); } } else if (e.getKeyCode() == KeyEvent.VK_A) {//A键 hero.setDirect(3); if (hero.getX() > 0) { hero.moveLeft(); } } //如果用户按下的是J,就发射 if (e.getKeyCode() == KeyEvent.VK_J) { //判断hero的子弹是否销毁,发射一颗子弹 if (hero.shot == null || !hero.shot.isLive) { hero.shotEnemyTank(); } //发射多颗子弹 //hero.shotEnemyTank(); } //让面板重绘 this.repaint(); } @Override public void keyReleased(KeyEvent e) { } @Override public void run() { //每隔 100毫秒,重绘区域, 刷新绘图区域, 子弹就挪动 while (true) { try { Thread.sleep(100); } catch (InterruptedException e) { e.printStackTrace(); } //判断是咱们子弹否击中了敌人坦克 hitEnemyTank(); //判断敌人坦克是否击中咱们 hitHero(); this.repaint(); } }}
package com.hspedu.tankgame5;import java.io.*;import java.nio.Buffer;import java.util.Vector;/** * 该类用于记录相干信息的.和文件交互 */@SuppressWarnings({"all"})public class Recorder { //定义变量,记录我方击毁敌人坦克数 private static int allEnemyTankNum = 0; //定义IO对象, 筹备写数据到文件中 private static BufferedWriter bw = null; private static BufferedReader br = null; private static String recordFile = "e:\\myRecord.txt"; //定义Vector ,指向 MyPanel 对象的 敌人坦克Vector private static Vector<EnemyTank> enemyTanks = null; //定义一个Node 的Vector ,用于保留敌人的信息node private static Vector<Node> nodes = new Vector<>(); public static void setEnemyTanks(Vector<EnemyTank> enemyTanks) { Recorder.enemyTanks = enemyTanks; } public static String getRecordFile() { return recordFile; } //减少一个办法,用于读取recordFile, 复原相干信息 //该办法,在持续上局的时候调用即可 public static Vector<Node> getNodesAndEnemyTankRec() { try { br = new BufferedReader(new FileReader(recordFile)); allEnemyTankNum = Integer.parseInt(br.readLine()); //循环读取文件,生成nodes 汇合 String line = "";//255 40 0 while ((line = br.readLine()) != null) { String[] xyd = line.split(" "); Node node = new Node(Integer.parseInt(xyd[0]), Integer.parseInt(xyd[1]), Integer.parseInt(xyd[2])); nodes.add(node); //放入nodes Vector } } catch (IOException e) { e.printStackTrace(); } finally { try { if (br != null) { br.close(); } } catch (IOException e) { e.printStackTrace(); } } return nodes; } //减少一个办法,当游戏退出时,咱们将allEnemyTankNum 保留到 recordFile //对keepRecord 进行降级, 保留敌人坦克的坐标和方向 public static void keepRecord() { try { bw = new BufferedWriter(new FileWriter(recordFile)); bw.write(allEnemyTankNum + "\r\n"); //遍历敌人坦克的Vector ,而后依据状况保留即可. //OOP, 定义一个属性 ,而后通过setXxx失去 敌人坦克的Vector for (int i = 0; i < enemyTanks.size(); i++) { //取出敌人坦克 EnemyTank enemyTank = enemyTanks.get(i); if (enemyTank.isLive) { //倡议判断. //保留该enemyTank信息 String record = enemyTank.getX() + " " + enemyTank.getY() + " " + enemyTank.getDirect(); //写入到文件 bw.write(record + "\r\n"); } } } catch (IOException e) { e.printStackTrace(); } finally { try { if (bw != null) { bw.close(); } } catch (IOException e) { e.printStackTrace(); } } } public static int getAllEnemyTankNum() { return allEnemyTankNum; } public static void setAllEnemyTankNum(int allEnemyTankNum) { Recorder.allEnemyTankNum = allEnemyTankNum; } //当我方坦克击毁一个敌人坦克,就该当 allEnemyTankNum++ public static void addAllEnemyTankNum() { Recorder.allEnemyTankNum++; }}
package com.hspedu.tankgame6;/** * 炸弹 */public class Bomb { int x, y; //炸弹的坐标 int life = 9; //炸弹的生命周期 boolean isLive = true; //是否还存活 public Bomb(int x, int y) { this.x = x; this.y = y; } //缩小生命值 public void lifeDown() { //配合呈现图片的爆炸成果 if(life > 0) { life--; } else { isLive = false; } }}
package com.hspedu.tankgame6;import java.util.Vector;/** * 敌人的坦克 */@SuppressWarnings({"all"})public class EnemyTank extends Tank implements Runnable { //在敌人坦克类,应用Vector 保留多个Shot Vector<Shot> shots = new Vector<>(); //减少成员,EnemyTank 能够失去敌人坦克的Vector //剖析 //1. Vector<EnemyTank> 在 Vector<EnemyTank> enemyTanks = new Vector<>(); boolean isLive = true; public EnemyTank(int x, int y) { super(x, y); } //这里提供一个办法,能够将MyPanel 的成员 Vector<EnemyTank> enemyTanks = new Vector<>(); //设置到 EnemyTank 的成员 enemyTanks public void setEnemyTanks(Vector<EnemyTank> enemyTanks) { this.enemyTanks = enemyTanks; } //编写办法,判断以后的这个敌人坦克,是否和 enemyTanks 中的其余坦克产生的重叠或者碰撞 public boolean isTouchEnemyTank() { //判断以后敌人坦克(this) 方向 switch (this.getDirect()) { case 0: //上 //让以后敌人坦克和其它所有的敌人坦克比拟 for (int i = 0; i < enemyTanks.size(); i++) { //从vector 中取出一个敌人坦克 EnemyTank enemyTank = enemyTanks.get(i); //不和本人比拟 if (enemyTank != this) { //如果敌人坦克是上/下 //老韩剖析 //1. 如果敌人坦克是上/下 x的范畴 [enemyTank.getX(), enemyTank.getX() + 40] // y的范畴 [enemyTank.getY(), enemyTank.getY() + 60] if (enemyTank.getDirect() == 0 || enemyTank.getDirect() == 2) { //2. 以后坦克 左上角的坐标 [this.getX(), this.getY()] if (this.getX() >= enemyTank.getX() && this.getX() <= enemyTank.getX() + 40 && this.getY() >= enemyTank.getY() && this.getY() <= enemyTank.getY() + 60) { return true; } //3. 以后坦克 右上角的坐标 [this.getX() + 40, this.getY()] if (this.getX() + 40 >= enemyTank.getX() && this.getX() + 40 <= enemyTank.getX() + 40 && this.getY() >= enemyTank.getY() && this.getY() <= enemyTank.getY() + 60) { return true; } } //如果敌人坦克是 右/左 //老韩剖析 //1. 如果敌人坦克是右/左 x的范畴 [enemyTank.getX(), enemyTank.getX() + 60] // y的范畴 [enemyTank.getY(), enemyTank.getY() + 40] if (enemyTank.getDirect() == 1 || enemyTank.getDirect() == 3) { //2. 以后坦克 左上角的坐标 [this.getX(), this.getY()] if (this.getX() >= enemyTank.getX() && this.getX() <= enemyTank.getX() + 60 && this.getY() >= enemyTank.getY() && this.getY() <= enemyTank.getY() + 40) { return true; } //3. 以后坦克 右上角的坐标 [this.getX() + 40, this.getY()] if (this.getX() + 40 >= enemyTank.getX() && this.getX() + 40 <= enemyTank.getX() + 60 && this.getY() >= enemyTank.getY() && this.getY() <= enemyTank.getY() + 40) { return true; } } } } break; case 1: //右 //让以后敌人坦克和其它所有的敌人坦克比拟 for (int i = 0; i < enemyTanks.size(); i++) { //从vector 中取出一个敌人坦克 EnemyTank enemyTank = enemyTanks.get(i); //不和本人比拟 if (enemyTank != this) { //如果敌人坦克是上/下 //老韩剖析 //1. 如果敌人坦克是上/下 x的范畴 [enemyTank.getX(), enemyTank.getX() + 40] // y的范畴 [enemyTank.getY(), enemyTank.getY() + 60] if (enemyTank.getDirect() == 0 || enemyTank.getDirect() == 2) { //2. 以后坦克 右上角的坐标 [this.getX() + 60, this.getY()] if (this.getX() + 60 >= enemyTank.getX() && this.getX() + 60 <= enemyTank.getX() + 40 && this.getY() >= enemyTank.getY() && this.getY() <= enemyTank.getY() + 60) { return true; } //3. 以后坦克 右下角的坐标 [this.getX() + 60, this.getY() + 40] if (this.getX() + 60 >= enemyTank.getX() && this.getX() + 60 <= enemyTank.getX() + 40 && this.getY() + 40 >= enemyTank.getY() && this.getY() + 40 <= enemyTank.getY() + 60) { return true; } } //如果敌人坦克是 右/左 //老韩剖析 //1. 如果敌人坦克是右/左 x的范畴 [enemyTank.getX(), enemyTank.getX() + 60] // y的范畴 [enemyTank.getY(), enemyTank.getY() + 40] if (enemyTank.getDirect() == 1 || enemyTank.getDirect() == 3) { //2. 以后坦克 右上角的坐标 [this.getX() + 60, this.getY()] if (this.getX() + 60 >= enemyTank.getX() && this.getX() + 60 <= enemyTank.getX() + 60 && this.getY() >= enemyTank.getY() && this.getY() <= enemyTank.getY() + 40) { return true; } //3. 以后坦克 右下角的坐标 [this.getX() + 60, this.getY() + 40] if (this.getX() + 60 >= enemyTank.getX() && this.getX() + 60 <= enemyTank.getX() + 60 && this.getY() + 40 >= enemyTank.getY() && this.getY() + 40 <= enemyTank.getY() + 40) { return true; } } } } break; case 2: //下 //让以后敌人坦克和其它所有的敌人坦克比拟 for (int i = 0; i < enemyTanks.size(); i++) { //从vector 中取出一个敌人坦克 EnemyTank enemyTank = enemyTanks.get(i); //不和本人比拟 if (enemyTank != this) { //如果敌人坦克是上/下 //老韩剖析 //1. 如果敌人坦克是上/下 x的范畴 [enemyTank.getX(), enemyTank.getX() + 40] // y的范畴 [enemyTank.getY(), enemyTank.getY() + 60] if (enemyTank.getDirect() == 0 || enemyTank.getDirect() == 2) { //2. 以后坦克 左下角的坐标 [this.getX(), this.getY() + 60] if (this.getX() >= enemyTank.getX() && this.getX() <= enemyTank.getX() + 40 && this.getY() + 60 >= enemyTank.getY() && this.getY() + 60 <= enemyTank.getY() + 60) { return true; } //3. 以后坦克 右下角的坐标 [this.getX() + 40, this.getY() + 60] if (this.getX() + 40 >= enemyTank.getX() && this.getX() + 40 <= enemyTank.getX() + 40 && this.getY() + 60 >= enemyTank.getY() && this.getY() + 60 <= enemyTank.getY() + 60) { return true; } } //如果敌人坦克是 右/左 //老韩剖析 //1. 如果敌人坦克是右/左 x的范畴 [enemyTank.getX(), enemyTank.getX() + 60] // y的范畴 [enemyTank.getY(), enemyTank.getY() + 40] if (enemyTank.getDirect() == 1 || enemyTank.getDirect() == 3) { //2. 以后坦克 左下角的坐标 [this.getX(), this.getY() + 60] if (this.getX() >= enemyTank.getX() && this.getX() <= enemyTank.getX() + 60 && this.getY() + 60 >= enemyTank.getY() && this.getY() + 60 <= enemyTank.getY() + 40) { return true; } //3. 以后坦克 右下角的坐标 [this.getX() + 40, this.getY() + 60] if (this.getX() + 40 >= enemyTank.getX() && this.getX() + 40 <= enemyTank.getX() + 60 && this.getY() + 60 >= enemyTank.getY() && this.getY() + 60 <= enemyTank.getY() + 40) { return true; } } } } break; case 3: //左 //让以后敌人坦克和其它所有的敌人坦克比拟 for (int i = 0; i < enemyTanks.size(); i++) { //从vector 中取出一个敌人坦克 EnemyTank enemyTank = enemyTanks.get(i); //不和本人比拟 if (enemyTank != this) { //如果敌人坦克是上/下 //老韩剖析 //1. 如果敌人坦克是上/下 x的范畴 [enemyTank.getX(), enemyTank.getX() + 40] // y的范畴 [enemyTank.getY(), enemyTank.getY() + 60] if (enemyTank.getDirect() == 0 || enemyTank.getDirect() == 2) { //2. 以后坦克 左上角的坐标 [this.getX(), this.getY() ] if (this.getX() >= enemyTank.getX() && this.getX() <= enemyTank.getX() + 40 && this.getY() >= enemyTank.getY() && this.getY() <= enemyTank.getY() + 60) { return true; } //3. 以后坦克 左下角的坐标 [this.getX(), this.getY() + 40] if (this.getX() >= enemyTank.getX() && this.getX() <= enemyTank.getX() + 40 && this.getY() + 40 >= enemyTank.getY() && this.getY() + 40 <= enemyTank.getY() + 60) { return true; } } //如果敌人坦克是 右/左 //老韩剖析 //1. 如果敌人坦克是右/左 x的范畴 [enemyTank.getX(), enemyTank.getX() + 60] // y的范畴 [enemyTank.getY(), enemyTank.getY() + 40] if (enemyTank.getDirect() == 1 || enemyTank.getDirect() == 3) { //2. 以后坦克 左上角的坐标 [this.getX(), this.getY() ] if (this.getX() >= enemyTank.getX() && this.getX() <= enemyTank.getX() + 60 && this.getY() >= enemyTank.getY() && this.getY() <= enemyTank.getY() + 40) { return true; } //3. 以后坦克 左下角的坐标 [this.getX(), this.getY() + 40] if (this.getX() >= enemyTank.getX() && this.getX() <= enemyTank.getX() + 60 && this.getY() + 40 >= enemyTank.getY() && this.getY() + 40 <= enemyTank.getY() + 40) { return true; } } } } break; } return false; } @Override public void run() { while (true) { //这里咱们判断如果shots size() =0, 创立一颗子弹,放入到 //shots汇合,并启动 if (isLive && shots.size() < 1) { Shot s = null; //判断坦克的方向,创立对应的子弹 switch (getDirect()) { case 0: s = new Shot(getX() + 20, getY(), 0); break; case 1: s = new Shot(getX() + 60, getY() + 20, 1); break; case 2: //向下 s = new Shot(getX() + 20, getY() + 60, 2); break; case 3://向左 s = new Shot(getX(), getY() + 20, 3); break; } shots.add(s); //启动 new Thread(s).start(); } //依据坦克的方向来持续冲动 switch (getDirect()) { case 0: //向上 //让坦克放弃一个方向,走30步 for (int i = 0; i < 30; i++) { if (getY() > 0 && !isTouchEnemyTank()) { moveUp(); } //休眠50毫秒 try { Thread.sleep(50); } catch (InterruptedException e) { e.printStackTrace(); } } break; case 1: //向右 for (int i = 0; i < 30; i++) { if (getX() + 60 < 1000 && !isTouchEnemyTank()) { moveRight(); } //休眠50毫秒 try { Thread.sleep(50); } catch (InterruptedException e) { e.printStackTrace(); } } break; case 2: //向下 for (int i = 0; i < 30; i++) { if (getY() + 60 < 750 && !isTouchEnemyTank()) { moveDown(); } //休眠50毫秒 try { Thread.sleep(50); } catch (InterruptedException e) { e.printStackTrace(); } } break; case 3: //向左 for (int i = 0; i < 30; i++) { if (getX() > 0 && !isTouchEnemyTank()) { moveLeft(); } //休眠50毫秒 try { Thread.sleep(50); } catch (InterruptedException e) { e.printStackTrace(); } } break; } //而后随机的扭转坦克方向 0-3 setDirect((int) (Math.random() * 4)); //听老韩说,写并发程序,肯定要思考分明,该线程什么时候完结 if (!isLive) { break; //退出线程. } } }}
package com.hspedu.tankgame6;/** * 本人的坦克 */public class Hero extends Tank { //定义一个Shot对象, 示意一个射击(线程) Shot shot = null; //能够发射多颗子弹 //Vector<Shot> shots = new Vector<>(); public Hero(int x, int y) { super(x, y); } //射击 public void shotEnemyTank() { //发多颗子弹怎么办, 管制在咱们的面板上,最多只有5颗// if(shots.size() == 5) {// return;// } //创立 Shot 对象, 依据以后Hero对象的地位和方向来创立Shot switch (getDirect()) {//失去Hero对象方向 case 0: //向上 shot = new Shot(getX() + 20, getY(), 0); break; case 1: //向右 shot = new Shot(getX() + 60, getY() + 20, 1); break; case 2: //向下 shot = new Shot(getX() + 20, getY() + 60, 2); break; case 3: //向左 shot = new Shot(getX(), getY() + 20, 3); break; } //把新创建的shot放入到shots //shots.add(shot); //启动咱们的Shot线程 new Thread(shot).start(); }}
package com.hspedu.tankgame6;import javax.swing.*;import java.awt.event.WindowAdapter;import java.awt.event.WindowEvent;import java.util.Scanner;public class HspTankGame06 extends JFrame { //定义MyPanel MyPanel mp = null; static Scanner scanner = new Scanner(System.in); public static void main(String[] args) { HspTankGame06 hspTankGame01 = new HspTankGame06(); } public HspTankGame06() { System.out.println("请输出抉择 1: 新游戏 2: 持续上局"); String key = scanner.next(); mp = new MyPanel(key); //将mp 放入到Thread ,并启动 Thread thread = new Thread(mp); thread.start(); this.add(mp);//把面板(就是游戏的绘图区域) this.setSize(1300, 950); this.addKeyListener(mp);//让JFrame 监听mp的键盘事件 this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); this.setVisible(true); //在JFrame 中减少相应敞开窗口的解决 this.addWindowListener(new WindowAdapter() { @Override public void windowClosing(WindowEvent e) { Recorder.keepRecord(); System.exit(0); } }); }}
package com.hspedu.tankgame6;/** * 一个Node 对象,示意一个敌人坦克的信息 */public class Node { private int x; private int y; private int direct; public Node(int x, int y, int direct) { this.x = x; this.y = y; this.direct = direct; } 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; } public int getDirect() { return direct; } public void setDirect(int direct) { this.direct = direct; }}
package com.hspedu.tankgame6;/** * 射击子弹 */public class Shot implements Runnable { int x; //子弹x坐标 int y; //子弹y坐标 int direct = 0; //子弹方向 int speed = 2; //子弹的速度 boolean isLive = true; //子弹是否还存活 //结构器 public Shot(int x, int y, int direct) { this.x = x; this.y = y; this.direct = direct; } @Override public void run() {//射击 while (true) { //休眠 50毫秒 try { Thread.sleep(50); } catch (InterruptedException e) { e.printStackTrace(); } //依据方向来扭转x,y坐标 switch (direct) { case 0://上 y -= speed; break; case 1://右 x += speed; break; case 2://下 y += speed; break; case 3://左 x -= speed; break; } //老师测试,这里咱们输入x,y的坐标 //System.out.println("子弹 x=" + x + " y=" + y); //当子弹挪动到面板的边界时,就应该销毁(把启动的子弹的线程销毁) //当子弹碰到敌人坦克时,也应该完结线程 if (!(x >= 0 && x <= 1000 && y >= 0 && y <= 750 && isLive)) { System.out.println("子弹线程退出"); isLive = false; break; } } }}
package com.hspedu.tankgame6;public class Tank { private int x;//坦克的横坐标 private int y;//坦克的纵坐标 private int direct = 0;//坦克方向 0 上1 右 2下 3左 private int speed = 1; boolean isLive = true; public int getSpeed() { return speed; } public void setSpeed(int speed) { this.speed = speed; } //上右下左挪动办法 public void moveUp() { y -= speed; } public void moveRight() { x += speed; } public void moveDown() { y += speed; } public void moveLeft() { x -= speed; } public int getDirect() { return direct; } public void setDirect(int direct) { this.direct = direct; } public Tank(int x, int y) { this.x = x; this.y = y; } 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; }}