- 浏览: 131399 次
- 性别:
- 来自: 嘉兴
文章分类
最新评论
-
枫磊行者:
...
baiduMap开发(2)BaiduMapView详解及布局实现 -
tuspark:
这篇文章讲解FileInputStream和FileOutpu ...
Java学习小记(三)FileInputStream和FileOutputStream -
xieyuNL:
qinweiping 写道xieyuNL 写道qinweipi ...
《Java特种兵(上册)》 试读心得 -
qinweiping:
xieyuNL 写道qinweiping 写道胖哥是在阿里巴巴 ...
《Java特种兵(上册)》 试读心得 -
xieyuNL:
qinweiping 写道胖哥是在阿里巴巴西溪园区的吗?xie ...
《Java特种兵(上册)》 试读心得
今天总算是把坦克大战做出来了不过还觉得有点不如意的地方比如说每次坦克出来的位置都是固定的,还有代码写的还是不够健壮,坦克上没有把机器人就是计算机控制的那部分给做完善,其中可能会涉及到一个人工智能的问题,本人水平有限还未尝试过还得请高手多多指教,最后还会有后续版本是图片版的这样可以美观一点。接下去要做的就是加入一些网络的特性呵呵其实要改进的地方还是真的不少的,现在把J2SE的代码如下;
Blood类主要就是那个飘来飘去的血块,吃了会涨血:
import java.awt.Color; import java.awt.Graphics; import java.awt.Rectangle; public class Blood { int x,y,w,h; TankClient tcClient; private boolean live=true; public void setLive(boolean live) { this.live = live; } public boolean isLive() { return live; } private int[][] pos={ {350,300},{360,300},{375,275},{400,200},{360,270},{365,290},{340,280} }; private int step; public Blood(int i){ x=pos[0][0]; y=pos[0][1]; w=h=15; } public void Blood1(int i) { // TODO Auto-generated constructor stub } public void draw(Graphics g){ if(!live)return; Color c=g.getColor(); g.setColor(Color.MAGENTA); g.fillRect(x, y, w, h); g.setColor(c); move(); } private void move(){ step ++; if(step==pos.length){ step=0; } x=pos[step][0]; y=pos[step][0]; } public Rectangle getRect(){ return new Rectangle(x,y,w,h); } }
EXPlode;(子弹爆炸时候的火焰类)
mport java.awt.*; public class Explode { int x, y; private boolean live = true; private TankClient tc ; int[] diameter = {4, 7, 12, 18, 26, 32, 49, 30, 14, 6}; int step = 0; public Explode(int x, int y, TankClient tc) { this.x = x; this.y = y; this.tc = tc; } public void draw(Graphics g) { if(!live) { tc.explodes.remove(this); return; } if(step == diameter.length) { live = false; step = 0; return; } Color c = g.getColor(); g.setColor(Color.ORANGE); g.fillOval(x, y, diameter[step], diameter[step]); g.setColor(c); step ++; } }
Missile(子弹类)
import java.awt.*; import java.util.List; public class Missile { public static final int XSPEED = 10; public static final int YSPEED = 10; public static final int WIDTH = 10; public static final int HEIGHT = 10; int x, y; Tank.Direction dir; private boolean good; private boolean live = true; private TankClient tc; public Missile(int x, int y, Tank.Direction dir) { this.x = x; this.y = y; this.dir = dir; } public Missile(int x, int y, boolean good, Tank.Direction dir, TankClient tc) { this(x, y, dir); this.good = good; this.tc = tc; } public void draw(Graphics g) { if(!live) { tc.missiles.remove(this); return; } Color c = g.getColor(); g.setColor(Color.BLACK); g.fillOval(x, y, WIDTH, HEIGHT); g.setColor(c); move(); } private void move() { switch(dir) { case L: x -= XSPEED; break; case LU: x -= XSPEED; y -= YSPEED; break; case U: y -= YSPEED; break; case RU: x += XSPEED; y -= YSPEED; break; case R: x += XSPEED; break; case RD: x += XSPEED; y += YSPEED; break; case D: y += YSPEED; break; case LD: x -= XSPEED; y += YSPEED; break; case STOP: break; } if(x < 0 || y < 0 || x > TankClient.GAME_WIDTH || y > TankClient.GAME_HEIGHT) { live = false; } } public boolean isLive() { return live; } public Rectangle getRect() { return new Rectangle(x, y, WIDTH, HEIGHT); } public boolean hitTank(Tank t) { if(this.live && this.getRect().intersects(t.getRect()) && t.isLive() && this.good != t.isGood()) { if(t.isGood()) { t.setLife(t.getLife()-20); if(t.getLife() <= 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; } public boolean hitWall(Wall w) { if(this.live && this.getRect().intersects(w.getRect())) { this.live = false; return true; } return false; } }
tank类
import java.awt.*; import java.awt.event.*; import java.util.*; public class Tank { public static final int XSPEED = 5; public static final int YSPEED = 5; public static final int WIDTH = 30; public static final int HEIGHT = 30; private boolean live = true; private BloodBar bb = new BloodBar(); private int life = 100; TankClient tc; private boolean good; private int x, y; private int oldX, oldY; private static Random r = new Random(); private boolean bL=false, bU=false, bR=false, bD = false; enum Direction {L, LU, U, RU, R, RD, D, LD, STOP}; private Direction dir = Direction.STOP; private Direction ptDir = Direction.D; private int step = r.nextInt(12) + 3; 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; } public void draw(Graphics g) { if(!live) { if(!good) { tc.tanks.remove(this); } return; } Color c = g.getColor(); if(good) g.setColor(Color.RED); else g.setColor(Color.BLUE); g.fillOval(x, y, WIDTH, HEIGHT); g.setColor(c); if(good) bb.draw(g); switch(ptDir) { case L: g.drawLine(x + Tank.WIDTH/2, y + Tank.HEIGHT/2, x, y + Tank.HEIGHT/2); break; case LU: g.drawLine(x + Tank.WIDTH/2, y + Tank.HEIGHT/2, x, y); break; case U: g.drawLine(x + Tank.WIDTH/2, y + Tank.HEIGHT/2, x + Tank.WIDTH/2, y); break; case RU: g.drawLine(x + Tank.WIDTH/2, y + Tank.HEIGHT/2, x + Tank.WIDTH, y); break; case R: g.drawLine(x + Tank.WIDTH/2, y + Tank.HEIGHT/2, x + Tank.WIDTH, y + Tank.HEIGHT/2); break; case RD: g.drawLine(x + Tank.WIDTH/2, y + Tank.HEIGHT/2, x + Tank.WIDTH, y + Tank.HEIGHT); break; case D: g.drawLine(x + Tank.WIDTH/2, y + Tank.HEIGHT/2, x + Tank.WIDTH/2, y + Tank.HEIGHT); break; case LD: g.drawLine(x + Tank.WIDTH/2, y + Tank.HEIGHT/2, x, y + Tank.HEIGHT); break; } move(); } void move() { this.oldX = x; this.oldY = y; switch(dir) { case L: x -= XSPEED; break; case LU: x -= XSPEED; y -= YSPEED; break; case U: y -= YSPEED; break; case RU: x += XSPEED; y -= YSPEED; break; case R: x += XSPEED; break; case RD: x += XSPEED; y += YSPEED; break; case D: y += YSPEED; break; case LD: x -= XSPEED; y += YSPEED; break; case STOP: break; } if(this.dir != Direction.STOP) { this.ptDir = this.dir; } 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; if(!good) { Direction[] dirs = Direction.values(); if(step == 0) { step = r.nextInt(12) + 3; int rn = r.nextInt(dirs.length); dir = dirs[rn]; } step --; if(r.nextInt(40) > 38) this.fire(); } } private void stay() { x = oldX; y = oldY; } public void keyPressed(KeyEvent e) { int key = e.getKeyCode(); switch(key) { case KeyEvent.VK_F2: if(!this.live){ this.live=true; this.life=100; } break; case KeyEvent.VK_LEFT : bL = true; break; case KeyEvent.VK_UP : bU = true; break; case KeyEvent.VK_RIGHT : bR = true; break; case KeyEvent.VK_DOWN : bD = true; break; } locateDirection(); } 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; } 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_UP : bU = false; break; case KeyEvent.VK_RIGHT : bR = false; break; case KeyEvent.VK_DOWN : bD = false; break; case KeyEvent.VK_A : superFire(); break; } locateDirection(); } public 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; } public boolean collidesWithWall(Wall w) { if(this.live && this.getRect().intersects(w.getRect())) { this.stay(); return true; } return false; } 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.isLive() && this.getRect().intersects(t.getRect())) { this.stay(); t.stay(); return true; } } } return false; } private void superFire() { Direction[] dirs = Direction.values(); for(int i=0; i<8; i++) { fire(dirs[i]); } } public int getLife() { return life; } public void setLife(int life) { this.life = life; } private class BloodBar { public void draw(Graphics g) { Color c = g.getColor(); g.setColor(Color.RED); g.drawRect(x, y-10, WIDTH, 10); int w = WIDTH * life/100 ; g.fillRect(x, y-10, w, 10); g.setColor(c); } } public boolean eat (Blood b){ if(this.live && b.isLive() &&this.getRect().intersects(b.getRect())) { this.life=100; b.setLive(false); return true; } return false; } }
TankClient(tank客户端)
import java.awt.*; import java.awt.event.*; import java.util.List; import java.util.ArrayList; public class TankClient extends Frame { public static final int GAME_WIDTH = 800; public static final int GAME_HEIGHT = 600; Tank myTank = new Tank(50, 50, true, Tank.Direction.STOP, this); Wall w1 = new Wall(100, 200, 20, 150, this), w2 = new Wall(300, 100, 300, 20, this); List<Explode> explodes = new ArrayList<Explode>(); List<Missile> missiles = new ArrayList<Missile>(); List<Tank> tanks = new ArrayList<Tank>(); Image offScreenImage = null; Blood b=new Blood(0); public void paint(Graphics g) { 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 life:" + myTank.getLife(), 10, 110); if(tanks.size()<=0){ for(int i=0; i<7; i++) { tanks.add(new Tank(50 + 40*(i+1), 50, false, Tank.Direction.D, this)); } } 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); //if(!m.isLive()) missiles.remove(m); //else m.draw(g); } for(int i=0; i<explodes.size(); i++) { Explode e = explodes.get(i); e.draw(g); } for(int i=0; i<tanks.size(); i++) { Tank t = tanks.get(i); t.collidesWithWall(w1); t.collidesWithWall(w2); t.collidesWithTanks(tanks); t.draw(g); } myTank.draw(g); myTank.eat(b); w1.draw(g); w2.draw(g); b.draw(g); } 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(Color.GREEN); gOffScreen.fillRect(0, 0, GAME_WIDTH, GAME_HEIGHT); gOffScreen.setColor(c); paint(gOffScreen); g.drawImage(offScreenImage, 0, 0, null); } public void lauchFrame() { for(int i=0; i<10; i++) { tanks.add(new Tank(50 + 40*(i+1), 50, false, Tank.Direction.D, this)); } //this.setLocation(400, 300); this.setSize(GAME_WIDTH, GAME_HEIGHT); this.setTitle("TankWar"); this.addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) { System.exit(0); } }); this.setResizable(false); this.setBackground(Color.GREEN); this.addKeyListener(new KeyMonitor()); setVisible(true); new Thread(new PaintThread()).start(); } public static void main(String[] args) { TankClient tc = new TankClient(); tc.lauchFrame(); } private class PaintThread implements Runnable { public void run() { while(true) { repaint(); try { Thread.sleep(50); } catch (InterruptedException e) { e.printStackTrace(); } } } } private class KeyMonitor extends KeyAdapter { public void keyReleased(KeyEvent e) { myTank.keyReleased(e); } public void keyPressed(KeyEvent e) { myTank.keyPressed(e); } } }import java.awt.*; public class Wall { 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); } }
Wall(qiang)
发表评论
-
【菜鸟学开发系统】学生成绩管理系统(三)
2011-01-28 21:26 1671今天我们来探讨一下开发实现业务功能和数据库的操作 由于先前数据 ... -
【菜鸟学开发系统】学生成绩管理系统(二)
2011-01-25 23:14 1707学了java很久了想做个成绩管理系统就参考了一些资料用JTre ... -
Java学习小记(十)坦克大战学习笔记(二)
2010-08-09 01:40 1385我写坦克大战的笔记主要是挑着重要的版本写一下今天要写的是一个非 ... -
【New】Java学习小记(九)坦克大战学习笔记
2010-08-08 18:36 1740看了尚学堂马士兵老师的教程感觉还不错就试试身手根据课堂上听的这 ...
相关推荐
JSP(Java Server Pages)是另一种常用的Java Web技术,它允许开发者在HTML页面中嵌入Java代码,使得前端和后端的交互更加便捷。JSP最终会被编译为Servlet执行,因此理解JSP生命周期和指令(如page、include、taglib...
STM8S+STVD+COSMIC折腾小记STM8S+STVD+COSMIC折腾小记.专为新手准备_rezip
STM8S+STVD+COSMIC折腾小记STM8S+STVD+COSMIC折腾小记.专为新手准备1_rezip
在本项目中,我们将探索如何利用Linux操作系统,Java编程语言,Python3,NumPy库以及STL文件格式来实现3D打印技术。这是一个跨学科的综合应用,涉及到计算机科学、软件开发以及制造技术。 首先,Linux是开源的操作...
GeoStudio学习小记
### D3.js 学习小记 #### SVG基础与D3.js绘图实践 ##### SVG基础 SVG(可缩放矢量图形)是一种基于XML的矢量图像格式,用于描述二维图形以及图形应用。SVG 图像可以被放大、缩小而不会失真,非常适合于网页制作。...
在Java编程语言中,`transient`关键字是一个非常重要的概念,它与对象的序列化过程紧密相关。序列化是将一个对象的状态转换为字节流,以便存储或在网络中传输。当一个类实现了`Serializable`接口,该类的对象就可以...
《VC学习小记》 学习Visual C++,也就是VC,是一项技术性强且深入的工程,尤其对于初学者来说,需要有良好的C/C++基础作为支撑。C++的基础知识包括语法、面向对象编程概念以及模板等高级特性,这些都是使用MFC...
时间和日期中常用到的几个类: java.util.Date, java.util.Calendar, java.util.GregorainCalendar, java.text.DateFormat, java.text.SimpleDateFormat
本章节将重点围绕104规约的学习小记,包括固定长度报文的基本结构、常见帧的类型、报文示例及总召唤命令等几个方面进行详细解析。 #### 二、固定长度报文 固定长度报文是104规约中的一种基本报文形式,其结构相对...
标题中的“Flex整合J2EE开发小记+源码下载”揭示了本文的主题,主要讨论的是如何将Adobe Flex技术与Java EE(J2EE)平台相结合进行应用开发,并且提供了相应的源代码供学习和参考。Flex是一种用于构建富互联网应用...
【LocalCache 学习小记1】 LocalCache 是一种本地高速缓存机制,它主要用于提升数据获取速度,尤其是在处理大量数据时,可以有效避免频繁访问远程数据库或分布式缓存,如 Redis 中的热键问题。LocalCache 不是...
自己写的一本数据结构程序集,电子书chm版,实现了严蔚敏版的数据结构中80%以上的算法,书中100% 的代码都是由个人编写. 是本人学习编程,学习数据结构的一个总结. 取名为拾荒小记 亦为总结,亦为追忆
华为ensp ar1启动失败 代码40 处理小记,希望可以帮助到需要的人。
### STM8S+STVD+COSMIC折腾小记 #### 一、STM8S存储器模式及编程细节 STM8S微控制器支持两种不同的存储器模式:`-stackshort(mods0)` 和 `-StackLong(modsl0)`。这两种模式分别针对不同的内存管理需求。 1. **`-...
Redis提供了`SAVE`命令用于创建数据库的备份,但如果不正确配置,可能会被利用来写入任意文件,比如创建一个包含恶意代码的PHP文件,从而获取Shell权限。为避免这种情况,应限制`SAVE`命令的使用,并确保只有授权...
随笔小记的文档,自己记录的一些文档,仅供参考
标题 "SQL学习小记" 暗示了这篇博客文章主要关注的是SQL语言的学习和实践。SQL(Structured Query Language)是用于管理和处理关系数据库的标准编程语言。以下是对这个主题的详细探讨: SQL基础: 1. 数据类型:SQL...