java写的坦克大战简易版
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package com.cwj.tankGame;import javax.sound.sampled.*;import java.io*;import java.awt.*;import java.io.IOException;import java.util.*;import javax.swing,*;import javax.imageio.ImageIO;import javax.swing.*;class AePlayWave extends Thread {private String filename;public AePlayWave(String wavfile) {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; info = new (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();}}}class Bomb{int x;int y;int lifeTime = 10;boolean isLive=true;public Bomb(int x,int y){this.x=x;this.y=y;}public void lifeDown(){if(lifeTime>0){lifeTime--;}else{this.isLive=false;}}}class EnemyTank extends Tank implements Runnable{int n=1;//敌方坦克转弯n次发射一颗子弹int MaxShot = 10;int runDistance = 10;//变一次方向前进的距离//定义一个向量可以访问MyPanel上所有地方坦克Vector<EnemyTank> ets =new Vector<EnemyTank>();Vector<Shot> ss = new Vector<Shot>();public void setEts(Vector<EnemyTank> v){this.ets=v;}public int abs(int x){if(x>0)return x;elsereturn -x;}public boolean isTouchOther(){switch(this.direction){case 0://上for(int i=0;i<ets.size();i++){EnemyTank t = ets.get(i);if(t!=this)//不是自己这辆坦克{if(abs(this.x-t.x)<=40&&this.y>t.y&&this.y-t.y<=40) {return true;}}}break;case 2://下for(int i=0;i<ets.size();i++){EnemyTank t = ets.get(i);if(t!=this)//不是自己这辆坦克{if(abs(this.x-t.x)<=40&&t.y>this.y&&t.y-this.y<=40) {return true;}}}break;case 1://左for(int i=0;i<ets.size();i++){EnemyTank t = ets.get(i);if(t!=this)//不是自己这辆坦克{if(abs(this.y-t.y)<=40&&this.x>t.x&&this.x-t.x<=40) {return true;}}}break;case 3://右for(int i=0;i<ets.size();i++){EnemyTank t = ets.get(i);if(t!=this)//不是自己这辆坦克{if(abs(this.y-t.y)<=40&&this.x<t.x&&t.x-this.x<=40) {return true;}}}break;}return false;}public EnemyTank(int x,int y){super(x,y);}int time=0;public void sleep(){try{Thread.sleep(50);}catch(Exception e){e.printStackTrace();}}public void run() {while(true){switch(direction){case 0:for(int i =0;i<this.runDistance;i++){if(y>20&&!this.isTouchOther())y-=speed;this.sleep();}break; case 1:for(int i =0;i<this.runDistance;i++){if(x>20&&!this.isTouchOther())x-=speed;this.sleep();}break; case 2:for(int i =0;i<this.runDistance;i++){if(y<580&&!this.isTouchOther())y+=speed;this.sleep();}break; case 3:for(int i =0;i<this.runDistance;i++){if(x<780&&!this.isTouchOther())x+=speed;this.sleep();}break; }this.direction=(int)(Math.random()*4);if(this.isLive==false){break;}else{time++;if(time%n==0)if(ss.size()<MaxShot){Shot s = new Shot(x,y);s.setDirection(direction);ss.add(s);Thread t = new Thread(s);t.start();}}}}}class MyTank extends Tank{int MAXSHOT=20;public int getMAXSHOT() {return MAXSHOT;}public void setMAXSHOT(int mAXSHOT) { MAXSHOT = mAXSHOT;}Shot shot=null;Vector<Shot> ss = new Vector<Shot>(); public MyTank(int x,int y){super(x,y);}public void fire(){if(this.isLive==true){shot = new Shot(x,y);ss.add(shot);Thread t = new Thread(shot);t.start();shot.setDirection(this.direction);}}public void moveUp(){if(y>20)y-=speed;}public void moveLeft(){if(x>20)x-=speed;}public void moveDown(){if(y<580)y+=speed;}public void moveRight(){if(x<780)x+=speed;}class Node {int x;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 getDirection() {return direction;}public void setDirection(int direction) { this.direction = direction;}int y;int direction;public Node(int x,int y){this.x=x;this.y=y;}}class Record {//记录每关有多少敌人private static int etNum=20;private static int sum = 0;private static FileWriter fw=null;private static BufferedWriter bw = null; private static FileReader fr = null; private static BufferedReader br = null; private static Vector<Node> nodes=null; public static Vector<Node> getNodes() { return nodes;public static void setNodes(Vector<Node> nodes) { Record.nodes = nodes;}public static Vector<EnemyTank> ets = null;public static Vector<EnemyTank> getEts() {return ets;}public static void setEts(Vector<EnemyTank> ets) { Record.ets = ets;}public static void restoreRecord(){try {nodes = new Vector<Node>();File file = new File("e:\\tankGame.txt");if(!file.isDirectory()){if(file.createNewFile())System.out.println("成功创建文件e:\\tankGame.txt"); }fr = new FileReader("e:\\tankGame.txt");br = new BufferedReader(fr);String strSum = br.readLine();if(strSum!=null)sum = Integer.parseInt(strSum);else return;String str="";while((str=br.readLine())!=null){String []xyd=str.split(" ");int x,y,direction;x = Integer.parseInt(xyd[0]);y = Integer.parseInt(xyd[1]);direction = Integer.parseInt(xyd[2]);Node node = new Node(x,y);node.setDirection(direction);nodes.add(node);}for(int i=0;i<nodes.size();i++){System.out.println(nodes.get(i).x+" "+nodes.get(i).y+" "+nodes.get(i).direction); }} catch (Exception e) {e.printStackTrace();}finally{try {if(br!=null)br.close();if(fr!=null)fr.close();} catch (IOException e) {e.printStackTrace();}}}public static void keepRecord(){try {fw = new FileWriter("e:\\tankGame.txt");bw = new BufferedWriter(fw);bw.write(sum+"\r\n");for(int i =0;i<ets.size();i++){EnemyTank et = ets.get(i);if(et.isLive==true){String record = et.x+" "+et.y+" "+et.getDirection()+"\r\n";bw.write(record);}}} catch (Exception e) {e.printStackTrace();}finally{try {if(bw!=null)bw.close();if(fw!=null)fw.close();} catch (IOException e) {e.printStackTrace();}}}public static int getSum() {return sum;}public static void setSum(int sum) { Record.sum = sum;}public static void addSum(){sum++;}public static int getEtNum() {return etNum;}public static void setEtNum(int etNum) { Record.etNum = etNum;}public static int getMyLife() {return myLife;}public static void setMyLife(int myLise) { Record.myLife = myLise;}//生命数private static int myLife=3;public static void reduceEtNum(){etNum--;}public static void reduceMyLife(){myLife--;}}class Shot implements Runnable{int x;int speed=5;int y;int direction;boolean isLive=true;public void run(){while(true){try{Thread.sleep(100);}catch(Exception e){e.printStackTrace();}switch(this.direction){case 0:y-=speed;break;case 1:x-=speed;break;case 2:y+=speed;break;case 3:x+=speed;break;}if(x<0||x>800||y<0||y>600){this.isLive=false;break;}}//while}public int getSpeed() {return speed;}public void setSpeed(int speed) { this.speed = speed;}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 getDirection() {return direction;}public void setDirection(int direction) { this.direction = direction;}public Shot(int x,int y){this.x=x;this.y=y;}}class Tank{boolean isLive=true;int x=0;int y=0;int color;public int getColor() {return color;}public void setColor(int color) {this.color = color;}int speed=3;int direction=0;//0上1左2下3右public int getSpeed() {return speed;}public void setSpeed(int speed) { this.speed = speed;}public int getDirection() {return direction;}public void setDirection(int direction) { this.direction = direction;}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 Tank(int x,int y){this.x=x;this.y=y;}}public class TankGame extends JFrame implements ActionListener{ MyPanel mp=null;MyStartPanel msp = null;JMenuBar jmb =null;JMenu jm1=null;JMenuItem jmi11 =null;JMenuItem jmi12 = null;JMenuItem jmi13 = null;JMenuItem jmi14 = null;public static void main(String[]args){TankGame t = new TankGame();}public TankGame(){/*mp=new MyPanel();this.add(mp);Thread t = new Thread(mp);t.start();this.addKeyListener(mp);*/jmb = new JMenuBar();jm1 = new JMenu("游戏(G)");jm1.setMnemonic('G');jmi11 = new JMenuItem("开始游戏(N)");jmi11.addActionListener(this);jmi11.setActionCommand("newgame");jmi11.setMnemonic('N');jmi12 = new JMenuItem("退出游戏(E)");jmi12.addActionListener(this);jmi12.setActionCommand("exitgame");jmi12.setMnemonic('E');jmi13 = new JMenuItem("退出并保存(O)");jmi13.addActionListener(this);jmi13.setActionCommand("exitandsave");jmi13.setMnemonic('O');jmi14 = new JMenuItem("继续游戏(S)");jmi14.addActionListener(this);jmi14.setActionCommand("continue");jmi14.setMnemonic('S');jm1.add(jmi11);jm1.add(jmi13);jm1.add(jmi14);jm1.add(jmi12);jmb.add(jm1);this.setJMenuBar(jmb);msp = new MyStartPanel();Thread t = new Thread(msp);t.start();this.add(msp);this.setSize(900, 700);this.setLocationRelativeTo(null);this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);this.setTitle("坦克大战欢迎加qq1036624975交流学习编程爱好者学习交流群294787264");this.setVisible(true);}public void actionPerformed(ActionEvent e) {if(e.getActionCommand().equals("newgame")){if(mp!=null)this.remove(mp);mp = new MyPanel("newGame");Thread t = new Thread(mp);t.start();this.remove(msp);this.add(mp);this.addKeyListener(mp);this.setVisible(true);AePlayWave apw = new AePlayWave("e://tank.wav"); new Thread(apw).start();}else if(e.getActionCommand().equals("exitgame")){System.exit(0);}else if(e.getActionCommand().equals("exitandsave")) {Record.setEts(mp.et);Record.keepRecord();System.exit(0);}else if(e.getActionCommand().equals("continue")){Record.restoreRecord();if(mp!=null)this.remove(mp);mp = new MyPanel("oldGame");Thread t = new Thread(mp);t.start();this.remove(msp);this.add(mp);this.addKeyListener(mp);this.setVisible(true);}}}class MyStartPanel extends JPanel implements Runnable {int count=0;public void paint(Graphics g){super.paint(g);g.fillRect(0, 0, 800, 600);if(count%6==0)g.setColor(Color.YELLOW);else if(count%6==1)g.setColor(Color.BLUE);else if(count%6==2)g.setColor(Color.CYAN);else if(count%6==3)g.setColor(Color.GREEN);else if(count%6==4)g.setColor(Color.ORANGE);else if(count%6==5)g.setColor(Color.PINK);g.setFont(new Font("黑体",Font.PLAIN,100));g.drawString("第一关",250,300);g.setFont(new Font("黑体",Font.PLAIN,20));g.drawString("w上s下a左d右j发射子弹", 0, 20);if(count>20000)count=0;}public void run() {while(true){try {Thread.sleep(300);} catch (Exception e) {e.printStackTrace();}count++;this.repaint();}}}class MyPanel extends JPanel implements KeyListener,Runnable {Image bomb1=null;Image bomb2=null;Image bomb3=null;MyTank mt = null;//我的坦克Vector<EnemyTank>et=new Vector<EnemyTank>();Vector<Bomb>bombs = new Vector<Bomb>();Vector<Node>nodes =null;int enemyTankNum=20;public MyPanel(String ifNew){Record.restoreRecord();mt = new MyTank(300,570);mt.setSpeed(7);mt.setColor(0);//初始化敌人的坦克if(ifNew.equals("newGame")){for(int i =0;i<enemyTankNum;i++){EnemyTank tank = null;if(i<10){tank=new EnemyTank((i+1)*70,20);}else{tank = new EnemyTank(((i-9))*70,80);}tank.setDirection(2);Thread t = new Thread(tank);t.start();Shot s = new Shot(tank.x,tank.y);s.setDirection(tank.direction);new Thread(s).start();tank.ss.add(s);tank.setColor(1);et.add(tank);tank.setEts(et);}}else if(ifNew.equals("oldGame")){nodes=Record.getNodes();for(int i =0;i<nodes.size();i++){Node node = nodes.get(i);EnemyTank tank = null;tank = new EnemyTank(node.getX(),node.getY()); tank.setDirection(node.getDirection());Thread t = new Thread(tank);t.start();Shot s = new Shot(tank.x,tank.y);s.setDirection(tank.direction);new Thread(s).start();tank.ss.add(s);tank.setColor(1);et.add(tank);tank.setEts(et);}}//三张图片,组成一颗炸弹try {bomb1=ImageIO.read(new File("image/bomb_1.gif"));bomb2=ImageIO.read(new File("image/bomb_2.gif"));bomb3=ImageIO.read(new File("image/bomb_3.gif"));} catch (IOException e) {// TODO Auto-generated catch blocke.printStackTrace();}//以下方式加载图片第一次爆炸效果不明显/*bomb1=Toolkit.getDefaultToolkit().getImage("image/bomb_1.gif"); bomb2=Toolkit.getDefaultToolkit().getImage("image/bomb_2.gif"); bomb3=Toolkit.getDefaultToolkit().getImage("image/bomb_3.gif");*/ }public void showMessage(Graphics g){this.paintTank(825, 20, g, 0, 1);this.paintTank(825, 80, g, 0, 0);g.setColor(Color.BLACK);g.drawString("x"+Record.getEtNum(),850,20);g.drawString("x"+Record.getMyLife(), 850, 80);g.setFont(new Font("华文彩云",Font.BOLD,20));g.drawString("总成绩", 2, 620);g.drawString(""+Record.getSum(), 76, 620);}public void paint(Graphics g){super.paint(g);g.fillRect(0, 0, 800, 600);this.showMessage(g);if(mt.isLive==true)paintTank(mt.getX(),mt.getY(),g,mt.getDirection(),mt.getColor());//画敌人坦克for(int i=0;i<et.size();i++){EnemyTank t = et.get(i);if(t.isLive==true){paintTank(t.getX(),t.getY(),g,t.getDirection(),t.getColor());for(int j = 0;j<t.ss.size();j++)//画子弹{if(s.isLive==true){g.setColor(Color.RED);g.fillRect(s.getX(), s.getY(), 5,5);}else{t.ss.remove(s);}}}else{et.remove(t);}}//爆炸效果for(int i=0;i<bombs.size();i++){Bomb b = bombs.get(i);if(b.lifeTime>6){g.drawImage(bomb1,b.x,b.y,40,40,this);}else if(b.lifeTime>3){g.drawImage(bomb2,b.x,b.y,40,40,this);}else{g.drawImage(bomb3,b.x,b.y,40,40,this);}b.lifeDown();if(b.lifeTime==0){bombs.remove(b);}}for(int i =0;i<mt.ss.size();i++)//我的画子弹{Shot s = mt.ss.get(i);if(s!=null&&s.isLive==true){g.setColor(Color.YELLOW);g.fillRect(s.getX(), s.getY(),5, 5);}if(s.isLive==false) //子弹清空,才能打下一发子弹{}}}//被攻击public void hitMyTank(){for(int i=0;i<et.size();i++){EnemyTank e=et.get(i);for(int j=0;j<e.ss.size();j++){Shot enemyShot = e.ss.get(j); boolean res=false;res = this.isHitTank(enemyShot, mt); if(res==true)Record.reduceMyLife();}}}//攻击敌方坦克public void hitEnemyTank(){for(int i=0;i<mt.ss.size();i++){Shot shot = mt.ss.get(i);if(shot.isLive==true){for(int j =0;j<et.size();j++){EnemyTank etank = et.get(j);if(etank.isLive==true){boolean res=false;res=this.isHitTank(shot, etank);if(res==true){Record.reduceEtNum();Record.addSum();}}}}}}//判断子弹是否击中坦克public boolean isHitTank(Shot shot,Tank etank){boolean res=false;if(shot.x>etank.x-20&&shot.x<etank.x+20&&shot.y>etank.y-20&&shot.y<etank.y+20&&et ank.isLive==true)//子弹击中{shot.isLive=false;etank.isLive=false;Bomb bomb = new Bomb(etank.getX()-20,etank.getY()-20);bombs.add(bomb);res = true;}return res;}public void paintTank(int x,int y,Graphics g,int direction,int type){switch(type)//判断坦克类型{case 0:g.setColor(Color.yellow);//自己的break;case 1:g.setColor(Color.RED);//敌人的break;}switch(direction){case 0://上g.fillRect(x-20, y-20, 40, 40);g.fill3DRect(x-5, y-20, 10, 20,false);break;case 1://左g.fillRect(x-20, y-20, 40, 40);g.fill3DRect(x-20, y-5, 20, 10,false);break;case 2://下g.fillRect(x-20, y-20, 40, 40);g.fill3DRect(x-5, y, 10, 20,false);break;case 3://右g.fillRect(x-20, y-20, 40, 40);g.fill3DRect(x, y-5, 20, 10,false);break;}}@Overridepublic void keyTyped(KeyEvent e) {// TODO Auto-generated method stub}@Overridepublic void keyPressed(KeyEvent e) {// TODO Auto-generated method stubif(e.getKeyCode()==KeyEvent.VK_J)//发射子弹{if(this.mt.ss.size()<this.mt.getMAXSHOT()) {this.mt.fire();}}if(e.getKeyCode()==KeyEvent.VK_W){mt.setDirection(0);this.mt.moveUp();}else if(e.getKeyCode()==KeyEvent.VK_A) {mt.setDirection(1);this.mt.moveLeft();}else if(e.getKeyCode()==KeyEvent.VK_S) {mt.setDirection(2);this.mt.moveDown();}else if(e.getKeyCode()==KeyEvent.VK_D) {mt.setDirection(3);this.mt.moveRight();}this.repaint();}@Overridepublic void keyReleased(KeyEvent e) {// TODO Auto-generated method stub}@Overridepublic void run() {// TODO Auto-generated method stubwhile(true){try {Thread.sleep(50);//50毫秒重绘一次} catch (InterruptedException e) {// TODO Auto-generated catch blocke.printStackTrace();}this.hitEnemyTank();//判断己方坦克是否击中敌方坦克this.hitMyTank();//判断敌方坦克是否击中己方坦克this.repaint();}}}。
importjava.awt.*;importjavax.swing.*;importimportclassfextendsJFrame{f(Stringtitle){this.setTitle(title);this.setSize(608,630);this.setLocation(300,100);this.setBackground(Color.BLACK); MyTankmp=newMyTank();this.add(mp);this.addKeyListener(mp); newThread(mp).start();}publicstaticvoidmain(String[]args){ fh=newf("坦克大战(版本1.0)");h.setVisible(true);}}//主战坦克//子弹intdx=295,dy=295;intdx1=295,dy1=-10;intdx2=600,dy2=295;intdx3=295,dy3=600;intdx4=-10,dy4=295;//敌军坦克intnum=10;//敌军坦克数量,不能修改int[]xf=newint[num];int[]yf=newint[num];int[]opf=newint[num];int[]dxf=newint[num];int[]dyf=newint[num];int[]dxf1=newint[num];int[]dyf2=newint[num];int[]dxf3=newint[num];int[]dyf3=newint[num];int[]dxf4=newint[num];int[]dyf4=newint[num];//构造函数,初始化敌军坦克的位置和状态MyTank(){for(inti=0;i<num;i++){xf[i]=(int)(Math.random()*560);yf[i]=(int)(Math.random()*560);dxf[i]=xf[i]+15;dyf[i]=yf[i]+15;}for(inti=0;i<num;i++){dxf1[i]=295;dyf1[i]=-10;dxf2[i]=600;dyf2[i]=295;dxf3[i]=295;dyf3[i]=600;dxf4[i]=-10;dyf4[i]=295;}}//主面版publicvoidpaint(Graphicsg){switch(color%6){case0:g.setColor(Color.blue);break; case1:g.setColor(Color.yellow);break; case2:g.setColor(Color.red);break; case3:g.setColor(Color.orange);break; case4:g.setColor(Color.green);break; case5:g.setColor(Color.black);break; }g.fillOval(x-5,y-5,10,10);g.fillOval(x-5,y+5,10,10);g.fillOval(x-5,y+15,10,10);g.fillOval(x-5,y+25,10,10);g.fillOval(x-5,y+35,10,10);g.fillOval(x+35,y+35,10,10);g.setColor(Color.black);g.fillRect(x+15,y-20,10,40);switch(color%20){case0:g.setColor(Color.white);break; case1:g.setColor(Color.white);break; case2:g.setColor(Color.white);break; case3:g.setColor(Color.white);break; case4:g.setColor(Color.white);break; case5:g.setColor(Color.white);break; case6:g.setColor(Color.white);break; case7:g.setColor(Color.white);break; case8:g.setColor(Color.white);break; case9:g.setColor(Color.white);break;case10:g.setColor(Color.black);break; case11:g.setColor(Color.black);break; case12:g.setColor(Color.black);break; case13:g.setColor(Color.black);break; case14:g.setColor(Color.black);break; case15:g.setColor(Color.black);break;}}g.fillRect(x,y,40,40);switch(color%6){case0:g.setColor(Color.blue);break; case1:g.setColor(Color.yellow);break; case2:g.setColor(Color.red);break; case3:g.setColor(Color.orange);break; case4:g.setColor(Color.green);break; case5:g.setColor(Color.black);break; }g.fillOval(x-5,y-5,10,10);g.fillOval(x+5,y-5,10,10);g.fillOval(x+15,y-5,10,10);g.fillOval(x+25,y-5,10,10);g.fillOval(x+25,y+35,10,10);g.fillOval(x+35,y+35,10,10);g.setColor(Color.black);g.fillRect(x+20,y+15,40,10);switch(color%20){case0:g.setColor(Color.white);break; case1:g.setColor(Color.white);break; case2:g.setColor(Color.white);break; case3:g.setColor(Color.white);break; case4:g.setColor(Color.white);break; case5:g.setColor(Color.white);break; case6:g.setColor(Color.white);break; case7:g.setColor(Color.white);break; case8:g.setColor(Color.white);break;case9:g.setColor(Color.white);break; case10:g.setColor(Color.black);break; case11:g.setColor(Color.black);break; case12:g.setColor(Color.black);break; case13:g.setColor(Color.black);break; case14:g.setColor(Color.black);break;}}g.setColor(Color.blue);g.fillRect(x,y,40,40);switch(color%6){case0:g.setColor(Color.blue);break; case1:g.setColor(Color.yellow);break; case2:g.setColor(Color.red);break; case3:g.setColor(Color.orange);break; case4:g.setColor(Color.green);break; case5:g.setColor(Color.black);break; }g.fillOval(x-5,y-5,10,10);g.fillOval(x-5,y+5,10,10);g.fillOval(x-5,y+15,10,10);g.fillOval(x+35,y+15,10,10);g.fillOval(x+35,y+25,10,10);g.fillOval(x+35,y+35,10,10);g.setColor(Color.black);g.fillRect(x+15,y+20,10,40);switch(color%20){case0:g.setColor(Color.white);break; case1:g.setColor(Color.white);break; case2:g.setColor(Color.white);break; case3:g.setColor(Color.white);break; case4:g.setColor(Color.white);break; case5:g.setColor(Color.white);break; case6:g.setColor(Color.white);break; case7:g.setColor(Color.white);break;case8:g.setColor(Color.white);break; case9:g.setColor(Color.white);break; case10:g.setColor(Color.black);break; case11:g.setColor(Color.black);break; case12:g.setColor(Color.black);break; case13:g.setColor(Color.black);break;}}if(op==4){g.setColor(Color.yellow);g.fillRect(x,y,40,40);switch(color%6){case0:g.setColor(Color.blue);break; case1:g.setColor(Color.yellow);break; case2:g.setColor(Color.red);break; case3:g.setColor(Color.orange);break; case4:g.setColor(Color.green);break; case5:g.setColor(Color.black);break; }g.fillOval(x-5,y-5,10,10);g.fillOval(x+5,y-5,10,10);g.fillOval(x+5,y+35,10,10);g.fillOval(x+15,y+35,10,10);g.fillOval(x+25,y+35,10,10);g.fillOval(x+35,y+35,10,10);g.setColor(Color.black);g.fillRect(x-20,y+15,40,10);switch(color%20){case0:g.setColor(Color.white);break; case1:g.setColor(Color.white);break; case2:g.setColor(Color.white);break; case3:g.setColor(Color.white);break; case4:g.setColor(Color.white);break; case5:g.setColor(Color.white);break; case6:g.setColor(Color.white);break;case7:g.setColor(Color.white);break; case8:g.setColor(Color.white);break; case9:g.setColor(Color.white);break; case10:g.setColor(Color.black);break; case11:g.setColor(Color.black);break; case12:g.setColor(Color.black);break;}}g.setColor(Color.black);g.fillOval(dx,dy,10,10);g.fillOval(dx1,dy1,10,10);g.fillOval(dx2,dy2,10,10);g.fillOval(dx3,dy3,10,10);g.fillOval(dx4,dy4,10,10);for(inti=0;i<num;i++){if(opf[i]==1){g.fillRect(xf[i],yf[i],40,40);g.fillOval(xf[i]-5,yf[i]-5,10,10); g.fillOval(xf[i]-5,yf[i]+5,10,10); g.fillOval(xf[i]-5,yf[i]+15,10,10);g.fillOval(xf[i]+35,yf[i]+15,10,10);g.fillOval(xf[i]+35,yf[i]+25,10,10);g.fillOval(xf[i]+35,yf[i]+35,10,10);g.fillRect(xf[i]+15,yf[i]-20,10,40);g.fillOval(xf[i]+5,yf[i]+30,10,10);g.fillOval(xf[i]+25,yf[i]+30,10,10); }if(opf[i]==2){g.fillRect(xf[i],yf[i],40,40);g.fillOval(xf[i]-5,yf[i]-5,10,10); g.fillOval(xf[i]+5,yf[i]-5,10,10); g.fillOval(xf[i]+15,yf[i]-5,10,10);g.fillOval(xf[i]+25,yf[i]-5,10,10);g.fillOval(xf[i]+35,yf[i]-5,10,10);g.fillOval(xf[i]-5,yf[i]+35,10,10);g.fillOval(xf[i]+5,yf[i]+35,10,10);g.fillOval(xf[i]+15,yf[i]+35,10,10);g.fillOval(xf[i]+25,yf[i]+35,10,10);g.fillOval(xf[i]+35,yf[i]+35,10,10);g.fillRect(xf[i]+20,yf[i]+15,40,10);}g.fillOval(xf[i]+35,yf[i]-5,10,10);g.fillOval(xf[i]+35,yf[i]+5,10,10);g.fillOval(xf[i]+35,yf[i]+15,10,10);g.fillOval(xf[i]+35,yf[i]+25,10,10);g.fillOval(xf[i]+35,yf[i]+35,10,10);g.fillRect(xf[i]+15,yf[i]+20,10,40);g.fillOval(xf[i]+5,yf[i],10,10);g.fillOval(xf[i]+25,yf[i],10,10);}if(opf[i]==4){g.fillRect(xf[i],yf[i],40,40);g.fillOval(xf[i]-5,yf[i]-5,10,10); g.fillOval(xf[i]+5,yf[i]-5,10,10);g.fillOval(xf[i]+5,yf[i]+35,10,10); g.fillOval(xf[i]+15,yf[i]+35,10,10);g.fillOval(xf[i]+25,yf[i]+35,10,10);g.fillOval(xf[i]+35,yf[i]+35,10,10);g.fillRect(xf[i]-20,yf[i]+15,40,10);g.fillOval(xf[i]+30,yf[i]+5,10,10); g.fillOval(xf[i]+30,yf[i]+25,10,10); }g.fillOval(dxf1[i],dyf1[i],10,10); g.fillOval(dxf2[i],dyf2[i],10,10); g.fillOval(dxf3[i],dyf3[i],10,10); g.fillOval(dxf4[i],dyf4[i],10,10);}}publicvoidkeyTyped(KeyEvente){}//键盘控制坦克的移动,发弹publicvoidkeyPressed(KeyEvente){ color++;if(e.getKeyCode()==KeyEvent.VK_UP){}}x=x+tankspeed;dx=dx+tankspeed;if(x>=560){x=x-tankspeed;dx=dx-tankspeed;}}if(e.getKeyCode()==KeyEvent.VK_DOWN){ op=3;y=y+tankspeed;dy=dy+tankspeed;if(y>=560){y=y-tankspeed;}if(e.getKeyCode()==KeyEvent.VK_LEFT){op=4;x=x-tankspeed;dx=dx-tankspeed;if(x<=0){x=x+tankspeed;dx=dx+tankspeed;}}if(e.getKeyCode()==KeyEvent.VK_SPACE){if(op==1){dx1=dx;dy1=dy;}if(op==2){dx2=dx;dy2=dy;}if(op==3){dx3=dx;dy3=dy;}if(op==4){dx4=dx;dy4=dy;}}}}dy3=dy3+tankbullet;dx4=dx4-tankbullet;for(inti=0;i<num;i++){dyf1[i]=dyf1[i]-tankfbullet;dxf2[i]=dxf2[i]+tankfbullet;dyf3[i]=dyf3[i]+tankfbullet;dxf4[i]=dxf4[i]-tankfbullet;}//判断是否被击中for(inti=0;i<num;i++){if(dyf1[i]<y+38&&dyf1[i]>y+8&&dxf1[i]-x>-10&&dxf1[i]-x<40){ ("被1击中");dxf1[i]=dxf[i];dyf1[i]=dyf[i];if(dxf2[i]>x+2&&dxf2[i]<x+32&&dyf2[i]-y>-10&&dyf2[i]-y<40){ ("被2击中");dxf2[i]=dxf[i];dyf2[i]=dyf[i];shengming=shengming-nandu;}if(dyf3[i]>y+2&&dyf3[i]<y+32&&dxf3[i]-x>-10&&dxf3[i]-x<40){ ("被3击中");dxf3[i]=dxf[i];dyf3[i]=dyf[i];shengming=shengming-nandu;}if(dxf4[i]>x+8&&dxf4[i]<x+38&&dyf4[i]-y>-10&&dyf4[i]-y<40){ ("被4击中");dxf4[i]=dxf[i];dyf4[i]=dyf[i];shengming=shengming-nandu;}}//判断是否击中敌军for(inti=0;i<num;i++){S("1击中");fenshu=fenshu+100;xf[i]=(int)(Math.random()*560);}}fenshu=fenshu+100;xf[i]=(int)(Math.random()*560);yf[i]=(int)(Math.random()*560);}if(dx4>xf[i]+8&&dx4<xf[i]+38&&dy4-yf[i]>-10&&dy4-yf[i]<40){ ("4击中");fenshu=fenshu+100;xf[i]=(int)(Math.random()*560);yf[i]=(int)(Math.random()*560);}dxf[i]=xf[i]+15;dyf[i]=yf[i]+15;}switch(opf[i]){case1:{yf[i]--;dyf[i]--;for(ints=0;s<num;s++){ if(yf[i]<=0){yf[i]++;dyf[i]++;}}break;}case2:{xf[i]++;dxf[i]++;for(ints=0;s<num;s++){if(xf[i]>=560){xf[i]--;dxf[i]--;}}break;}}}break;}case4:{xf[i]--;dxf[i]--;for(ints=0;s<num;s++){ if(xf[i]<=0){xf[i]++;dxf[i]++;}}break;}}try{Thread.sleep(20);}catch(Exceptione){e.printStackTrace();}//坦克的开火if(a%50==5){if(Math.random()>0.5){for(inti=0;i<2;i++){if(opf[i]==1){dxf1[i]=dxf[i];dyf1[i]=dyf[i]; }if(opf[i]==2){dxf2[i]=dxf[i];dyf2[i]=dyf[i]; }if(opf[i]==3){dxf3[i]=dxf[i];dyf3[i]=dyf[i]; }if(opf[i]==4){dxf4[i]=dxf[i];dyf4[i]=dyf[i]; }}}}}}if(opf[i]==3){dxf3[i]=dxf[i];dyf3[i]=dyf[i]; }if(opf[i]==4){dxf4[i]=dxf[i];dyf4[i]=dyf[i]; }}}}if(a%50==25){if(Math.random()>0.5){for(inti=4;i<6;i++){if(opf[i]==1){if(opf[i]==2){dxf2[i]=dxf[i];dyf2[i]=dyf[i]; }if(opf[i]==3){dxf3[i]=dxf[i];dyf3[i]=dyf[i]; }if(opf[i]==4){dxf4[i]=dxf[i];dyf4[i]=dyf[i]; }}}}if(a%50==35){if(Math.random()>0.5){for(inti=6;i<8;i++){if(opf[i]==1){dxf1[i]=dxf[i];dyf1[i]=dyf[i]; }if(opf[i]==2){dxf2[i]=dxf[i];dyf2[i]=dyf[i]; }}}}}}if(Math.random()>0.5){for(inti=8;i<10;i++){if(opf[i]==1){dxf1[i]=dxf[i];dyf1[i]=dyf[i]; }if(opf[i]==2){dxf2[i]=dxf[i];dyf2[i]=dyf[i]; }if(opf[i]==3){dxf3[i]=dxf[i];dyf3[i]=dyf[i]; }if(opf[i]==4){dxf4[i]=dxf[i];dyf4[i]=dyf[i]; }}//坦克的随机移动if(a%50==1){for(inti=0;i<2;i++){ if(Math.random()>0.5){ if(Math.random()>0.5){ opf[i]=1;}else{opf[i]=2;}}else{if(Math.random()>0.5){ opf[i]=3;}else{opf[i]=4;}}}}if(a%50==11){//坦克的随机移动}}else{opf[i]=4;}}}}if(a%50==21){//坦克的随机移动for(inti=4;i<6;i++){if(Math.random()>0.5){ if(Math.random()>0.5){ opf[i]=1;}else{opf[i]=2;}else{if(Math.random()>0.5){ opf[i]=3;}else{opf[i]=4;}}}}if(a%50==31){//坦克的随机移动for(inti=6;i<8;i++){if(Math.random()>0.5){ if(Math.random()>0.5){ opf[i]=1;}else{opf[i]=2;}}else{if(Math.random()>0.5){ opf[i]=3;}else{}}}}//opf[i]=1;}else{opf[i]=2;}}else{if(Math.random()>0.5){ opf[i]=3;}else{opf[i]=4;}}}}//重画//弹出player1胜利对话框JOptionPane.showMessageDialog(null, "你结束了!!!","GameOver!",JOptionPane.ERROR_MESSAGE); //结束游戏System.exit(0);}this.repaint();}}}。
Java课程设计任务书简单电子游戏坦克大战的设计1、主要内容:设计一个简单的坦克大战电子游戏,可以允许多位玩家在局域网中同时对战2、系统要求:游戏具有图形游戏界面,能让用户看到游戏所给出的反馈。
有人机交互功能,使用户操作指定的游戏元素,并且坦克具有生命值,能攻击敌方,无法攻击友方,而且坦克的攻击具有视觉效果!3、具体要求(包括技术要求等):1.需要有图形游戏界面,让用户能看到游戏给出的反馈2.有人机交互功能,使用户能操作指定的游戏元素3.不同队伍的坦克,须显示不同外观,已分辨敌我4.坦克能够开火,攻击敌方,但不能攻击队友5需要有不可被子弹穿透的墙6.坦克有生命值,并非被击中一次就会爆炸7游戏结束后可重新开始学习并掌握以下技术:Java、JavaBean 等熟练使用以下开发工具:Myeclipse 等实现系统上述的功能。
4、进度安排:12月28日~ 12月29日:课程设计选题,查找参考资料12月30日~ 1月1日:完成系统设计和数据库设计1月2日~ 1月4日:完成程序代码的编写1月4日~ 1月5日:系统测试与完善1月5日~ 1月6日:完成课程设计报告,准备答辩分工:随着计算机的普及以及对电子游戏的认识,电子游戏已被越来越多的人选作放松、娱乐的休闲方式;电子游戏既不需要专门购买游戏器材,也不需要宽阔的游戏场地,只需要一台能独立完成任务的计算机即可,它可以是人们工作、学习时用的计算机,并不需要另行配置,这比起传统休闲游戏即省钱又省事。
局域网游戏更是可以将现实空间中零散的计算机,组织起来,使其在逻辑空间中集中起来,使游戏的组织、开展变得轻松。
如此轻松而又安逸的休闲方式,使得越来越多的人尝试,甚至已经将电子游戏作为主要休闲方式,既然有如此多的人使用,那其中必然存在巨大的商机,即使人们不愿意为一个小小的休闲游戏花费金钱,但在游戏中添加广告、游戏相关服务也包藏了巨大的财富;当然电子游戏的制作如今已是空前的火爆,大大小小的游戏公司横空出世,都想在电子游戏制作这个行业里占据一席之地,而一款成功的电子游戏需要精心的策划、分析、设计,只有这样才能获得游戏中包藏的财富,以及做出一款真正能够让玩家娱乐、放松的游戏,而不是骗取玩家钱财的工具。
JAVA实现经典游戏坦克⼤战的⽰例代码⽬录前⾔主要设计功能截图代码实现总结前⾔⼩时候⼤家都玩过坦克⼤战吧,熟悉的旋律和丰富的关卡陪伴了我们⼀整个寒暑假,还记得传说中的经典坦克⼤战吗?那些怀旧的记忆,伴随着我们⼀起⾛过来的经典坦克⼤战,刚开始那战战兢兢,屡屡被敌⼈坦克击毁的情景历历在⽬。
现在好了,再也不⽤担⼼敌⼈坦克了,可以横冲直撞,横扫敌⼈坦克了。
快哉《坦克⼤战》游戏以坦克战⽃为主题,⽤java语⾔实现,采⽤了swing技术进⾏了界⾯化处理,设计思路⽤了⾯向对象思想。
主要需求可以⽣成不同的地图,消灭地图上的所有坦克为胜利;可以设置关卡地图,不断增加难度。
主要设计1、要有难度关卡:第⼀关,第⼆关,第三关,第四关,第五关;第⼀关地图最简单,第五关地图最难;2、坦克要有⾎条,打多次才会死3、地图要我有我⽅坦克四辆(相当于4条命)和多辆敌⽅坦克4、我⽅坦克的炮弹数量是固定的,设置为5005、地图右边显⽰基本信息6、地图上要在砖块,铁块,河流功能截图游戏开始页⾯代码实现窗⼝布局public class GameFrame extends JFrame {/*** serialVersionUID*/private static final long serialVersionUID = -1176914786963603304L;public GameFrame() {super();this.setSize(800, 700);this.setTitle("坦克⼤战");this.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);this.setResizable(false);// 显⽰器屏幕⼤⼩Dimension screenSizeInfo = Toolkit.getDefaultToolkit().getScreenSize();int leftTopX = ((int) screenSizeInfo.getWidth() - this.getWidth()) / 2;int leftTopY = ((int) screenSizeInfo.getHeight() - this.getHeight()) / 2;// 设置显⽰的位置在屏幕中间this.setLocation(leftTopX, leftTopY);}}地图渲染核⼼算法@Servicepublic class PaintService {@Autowiredprivate GameContext context;private Brick rightBrick = new Brick(700, 50);private Iron rightIron = new Iron(700, 50);private Water rightWater = new Water(700, 50);/*** 画出东西(包括坦克、障碍物。
java简单坦克⼤战制作代码利⽤Java语⾔中的集合、Swing、线程等知识点编写⼀个坦克⼤战游戏。
(1)画出敌我坦克的原理:在坦克类⾥⾯有⼀个布尔类型变量good。
⽤于判断坦克的阵营,在创建坦克对象时在Tank类的构造⽅法中传⼊good的值。
在画坦克的时候判断good的值,区分敌我坦克的颜⾊;(2)坦克运动的原理:在坦克类⾥写⼊了监听键盘摁键的响应事件,对监听到的上下左右键进⾏记录,并合成坦克移动的⼋个⽅向的变量。
之后对应每个⽅向的不同对坦克坐标x,y的值做响应的更改实现我⽅坦克的移动。
⽽敌⽅坦克则⾃动移动,通过随机数对敌⽅坦克移动⽅向的随机,并且随机出每次移动的次数。
两个随机值相结合即实现了敌⽅坦克的移动。
(3)坦克发射⼦弹的原理:通过键盘监听,检测到发射⼦弹命令后将主类的⼦弹类集合中添加⼀个⼦弹类。
将炮筒的⽅向以及坦克的位置以及坦克的阵营传⼊给⼦弹类,在主类paint画⽅法中⼀直循环⼦弹类集合,如果集合内有⼦弹,就画出来。
这样就实现了发射⼦弹。
(4)坦克、⼦弹、墙的碰撞原理:在坦克类⼦弹类墙类中分别getRect⽅法获取⾃⾝的范围,然后在每次画坦克、⼦弹时都会进⾏相应的碰撞检测(在坦克类⾥有与墙和出⾃⼰外的坦克相撞的处理⽅法、在⼦弹类⾥有与墙和坦克相碰撞的处理⽅法。
),如果⾃⾝与不该碰撞的物体的范围相重合,则代表两物体相撞。
(5)坦克加⾎的原理:在⾎块类中有⾎块与我⽅坦克相碰撞的处理⽅法,如果⾎块范围与坦克范围重合则⾎块类死亡,并且坦克类的⾎量回复置满。
(6)坦克复活的原理:通过键盘监听,检测到我⽅坦克复活命令后,如果我⽅坦克处于死亡状态,则将我⽅坦克存货状态改为活着并且将我⽅坦克⾎量回置满⾎。
编程思想:坦克⼤战的编程思想在主类开启⼀个线程,没50毫秒循环⼀次画⽅法(绘制整个界⾯内的所有东西)。
画的东西有敌我坦克(颜⾊区分)、⼦弹、墙、⾎块、爆炸。
所以总共写出了⼏个类:Tank坦克类、Missile⼦弹类、Wall墙类、Blood ⾎块类、TankClient主类。
坦克⼤战【java项⽬】坦克⼤战(JAVA项⽬)1.项⽬简介复刻童年经典⼩游戏——坦克⼤战:⽤户进⼊游戏界⾯后,通过键盘上的数字1,2键选择游戏模式,选择1并按回车键进⼊单⼈模式;选择2并按回车键进⼊双⼈模式。
玩家1可通过按键WASD控制坦克⽅向及移动,并且按空格发射⼦弹。
玩家2通过⽅向键控制坦克⽅向移动,并且按K键发射⼦弹。
⼦弹碰到围墙后消失,⼦弹碰到坦克后产⽣爆炸特效。
左上⾓记录敌⽅坦克的实时数量。
玩家击败所有敌⽅坦克,游戏胜利;若所有我⽅坦克被击败,或者我⽅基地被摧毁,则游戏失败。
2.⼩组成员及分⼯成员负责任务组长黄抒鸿博客撰写,游戏规则的制定,碰撞检测,爆炸特效的实现,随机事件的编写组员雷正伟前期调研,⾯向对象设计,窗体绘制,闪动问题的解决,键盘事件的编写3.项⽬功能架构图与主要功能流程图3.1项⽬功能架构图3.2主要功能流程图3.3⾯向对象类设计图4.功能详解4.1 窗体绘制及添加键盘事件4.1.1 创建窗⼝·创建类继承JFrame·创建启动⽅法launch()4.1.2 为窗⼝上⾊·重写paint()⽅法,设置图形颜⾊和⼤⼩4.1.3 添加选项⽂字4.1.4 为窗⼝添加键盘事件添加内部类,实现KeyAdapter类,重写keyPressed⽅法,写⼊键盘事件,1选择单⼈模式,2选择双⼈模式窗⼝添加键盘监视器添加指针图⽚在项⽬⽂件夹下创建⽂件夹images,关于项⽬的图⽚,插件都放在这个⽂件夹内创建图⽚对象在launch()⽅法中重绘图形4.2双缓冲解决闪动问题创建⼀个图⽚Image offScreemImage = null;重写paint()⽅法创建⼀个和弹出窗⼝宽⾼相同的图⽚,获取该图⽚的图形对象,把所有内容添加到该图⽚中//创建和容器⼀样⼤⼩的Image图⽚if(offScreemImage == null) {offScreemImage = this.createImage(width,height);}//获的该图⽚的图形Graphics gImage = offScreemImage.getGraphics();gImage.setColor(Color.GRAY);gImage.fillRect(0, 0, width, height);//添加游戏选项gImage.setColor(Color.BLUE);gImage.setFont(new Font("仿宋", Font.BOLD, 50));if (state == 0 ) {gImage.drawString("选择游戏模式", 220, 100);gImage.drawString("单⼈模式", 220, 200);gImage.drawString("双⼈模式", 220, 300);//绘制指针gImage.drawImage(select, 160, y, null);} else if (state ==1 || state ==2) {gImage.drawString("游戏开始", 220, 100);if (state ==1) {gImage.drawString("单⼈模式", 220, 200);} else if(state ==2) {gImage.drawString("双⼈模式", 220, 200);}}4.3⾯向对象设计游戏⽗类:坦克类:玩家⼀和玩家⼆玩家2和玩家1的⽅法都是⼀样的,只需要修改键盘事件。
MyTankGame2.javapackage test;import javax.swing.*;import java.awt.*;import java.awt.event.*;//import java.io.*;import java.util.*;class MyTankGame2 extends JFrame implements ActionListener {MyPanel mp=null;//定义一个开始的面板MyStartPanel msp=null;//做出我需要的菜单JMenuBar jmb=null;//开始游戏JMenu jm1=null;JMenuItem jmi1=null;//退出系统JMenuItem jmi2=null;//存盘退出JMenuItem jmi3=null;JMenuItem jmi4=null;public static void main(String[] args){//System.out.println("Hello World!");MyTankGame2 mtg=new MyTankGame2();}//构造方法public MyTankGame2(){//创建菜单及菜单选项jmb=new JMenuBar();jm1=new JMenu("游戏(G)");//设置助记符jm1.setMnemonic('G');jmi1=new JMenuItem("开始新游戏(N)");jmi2=new JMenuItem("退出游戏(E)");jmi3=new JMenuItem("存盘退出游戏");jmi4=new JMenuItem("继续上局游戏");jmi4.addActionListener(this);jmi4.setActionCommand("continueGame");jmi3.addActionListener(this);jmi3.setActionCommand("saveExit");jmi2.setMnemonic('E');//对jmi1进行响应jmi1.addActionListener(this);jmi1.setActionCommand("newGame");jmi2.addActionListener(this);jmi2.setActionCommand("exit");jm1.add(jmi1);jm1.add(jmi2);jm1.add(jmi3);jm1.add(jmi4);jmb.add(jm1);msp=new MyStartPanel();Thread t=new Thread(msp);t.start();this.setJMenuBar(jmb);this.add(msp);this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);this.setSize(600,450);this.setVisible(true);}@Overridepublic void actionPerformed(ActionEvent e) {//对用户不同的点击进行不同的处理if(e.getActionCommand().equals("newGame")){mp=new MyPanel("newGame");Thread t=new Thread(mp);t.start();//先删除旧的面板this.remove(msp);this.add(mp);//注册监听this.addKeyListener(mp);//显示this.setVisible(true);}else if(e.getActionCommand().equals("exit")){//保存击毁敌人的数量Recorder.keepRecording();System.exit(0);}//对存盘退出做处理else if(e.getActionCommand().equals("saveExit")){//工作Recorder re=new Recorder();re.setEts(mp.ets);//保存击毁敌人的数量和敌人的坐标re.keepRecAndEnemyTank();//退出System.exit(0);}else if(e.getActionCommand().equals("continueGame")){ //mp=new MyPanel("con");//mp.flag=;Thread t=new Thread(mp);t.start();//先删除旧的面板this.remove(msp);this.add(mp);//注册监听this.addKeyListener(mp);//显示this.setVisible(true);}}}class MyStartPanel extends JPanel implements Runnable{ int times=0;public void paint(Graphics g){super.paint(g);g.fillRect(0, 0, 400, 300);//提示信息if(times%2==0){g.setColor(Color.yellow);//开关信息的字体Font myFont=new Font("华文新魏",Font.BOLD,30);g.setFont(myFont);g.drawString("stage:1", 150, 140);}}@Overridepublic void run() {// TODO Auto-generated method stubwhile(true){//休眠try {Thread.sleep(100);} catch (Exception e) {// TODO: handle exception}times++;//重画this.repaint();}}}//我的面板class MyPanel extends JPanel implements KeyListener,Runnable {//定义我的坦克Hero hero=null;//判断继续上局还是新游戏//定义敌人的坦克组Vector<EnemyTank> ets=new Vector<EnemyTank>();Vector<Node> nodes=new Vector<Node>();//定义炸弹集合Vector<Bomb> bombs=new Vector<Bomb>();int enSize=5;//定义三张图片Image image1=null;Image image2=null;Image image3=null;//构造方法public MyPanel(String flag){//恢复记录Recorder.getRecording();hero=new Hero(30,231);if(flag.equals("newGame")){//初始化敌人的坦克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.setColor(0);et.setDirect(2);//将MyPanel的敌人坦克向量交给该敌人坦克et.setEts(ets);//启动敌人的坦克Thread t=new Thread(et);t.start();//给敌人的坦克添加一颗子弹Shot s=new Shot(et.x+10, et.y+30, 2,1);et.ss.add(s);new Thread(s).start();ets.add(et);//加入}}else{nodes=new Recorder().getNodesAndEnNums();//初始化敌人的坦克for(int i=0;i<nodes.size();i++){Node node=nodes.get(i);//创建一辆敌人的坦克对象EnemyTank et=new EnemyTank(node.x,node.y);et.setColor(0);et.setDirect(node.direct);//将MyPanel的敌人坦克向量交给该敌人坦克et.setEts(ets);//启动敌人的坦克Thread t=new Thread(et);t.start();//给敌人的坦克添加一颗子弹Shot s=new Shot(et.x+10, et.y+30, 2,1);et.ss.add(s);new Thread(s).start();ets.add(et);//加入}}/*try {image1=ImageIO.read(new File("/bomb_1.gif"));image2=ImageIO.read(new File("/bomb_2.gif"));image3=ImageIO.read(new File("/bomb_3.gif"));} catch (Exception e) {e.printStackTrace();// TODO: handle exception}*///播放开战声音AePlayWave apw=new AePlayWave("F:\\myjava\\day9\\坦克大战\\TankGamae13\\src\\111.wav");apw.start();//初始化图片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"));}//画出提示信息public void showInfo(Graphics g){//画出提示信息坦克(该坦克不参与战斗)this.drawTank(100, 320, g, 0, 0);g.setColor(Color.black);g.drawString(Recorder.getEnNum()+"", 128, 343);this.drawTank(165, 320, g, 0, 1);g.setColor(Color.black);g.drawString(Recorder.getMyLife()+"", 195, 343);//画出玩家的总成绩g.setColor(Color.black);Font f=new Font("宋体",Font.BOLD,20);g.setFont(f);g.drawString("您的总成绩", 410, 25);this.drawTank(420, 60, g, 0, 0);g.setColor(Color.black);g.drawString(Recorder.getAllEnNum()+"", 455, 80);}//重写paint函数public void paint(Graphics g){super.paint(g);g.fillRect(0,0,400,300);//画出提示信息this.showInfo(g);//画出自己的坦克if(hero.isLive){this.drawTank(hero.getX(),hero.getY(),g,hero.getDirect(),1);}//从ss中取出每一颗子弹并绘制for(int i=0;i<hero.ss.size();i++){Shot myShot =hero.ss.get(i);//画出子弹if(myShot!=null&&myShot.isLive==true){g.draw3DRect(myShot.x, myShot.y, 1, 1, false);}if(myShot.isLive==false){//从ss中删除掉该子弹hero.ss.remove(myShot);}}//画出炸弹for(int i=0;i<bombs.size();i++){Bomb b=bombs.get(i);if(b.life>6){g.drawImage(image1, b.x, b.y, 30, 30,this);}else if(b.life>3){g.drawImage(image2, b.x, b.y, 30, 30,this);}else{g.drawImage(image3, b.x, b.y, 30, 30,this);}//让b的生命值减小b.lifeDown();if(b.life==0){//把炸弹从向量中去掉bombs.remove(b);}}//画出敌人的坦克for(int i=0;i<ets.size();i++){ EnemyTank et=ets.get(i);if(et.isLive){this.drawTank(et.getX(),et.getY(), g, et.getDirect(), 0);//顺便画出敌人的子弹for(int j=0;j<et.ss.size();j++){//取出子弹Shot enemyShot=et.ss.get(j);if(enemyShot.isLive){g.draw3DRect(enemyShot.x, enemyShot.y, 1, 1, false);}else{//如果死亡了,就从Vextor中删除掉et.ss.remove(enemyShot);}}}}}//判断我的子弹是否会击中敌人的坦克public void hitEnemyTank(){//判断是否会击中for(int i=0;i<hero.ss.size();i++){//取出子弹Shot myShot=hero.ss.get(i);//判断子弹是否有效if(myShot.isLive){//取出每一个敌人坦克与之匹配for(int j=0;j<ets.size();j++){//取出坦克EnemyTank et=ets.get(j);if(et.isLive){if(this.hitTank(myShot, et)){ //减少敌人数量Recorder.reduceEnNum();//增加我的记录Recorder.addEnEnum();}}}}}}//我是否被击中public void hitMe(){//取出每一个敌人的坦克for(int i=0;i<this.ets.size();i++){//取出坦克EnemyTank et=ets.get(i);//取出每颗子弹for(int j=0;j<et.ss.size();j++){//取出子弹Shot enemyShot=et.ss.get(j);if(hero.isLive){if(this.hitTank(enemyShot, hero)){//待写}}}}}//画出一个专门判断子弹是否击中敌人坦克的函数public boolean hitTank(Shot s ,Tank et){boolean b2=false;//判断该坦克的方向switch(et.direct){//敌人坦克的方向是向上或者向下case 0:case 2:if(s.x>et.x&&s.x<et.x+20&&s.y>et.y&&s.y<et.y+30){//击中//子弹死亡s.isLive=false;//敌人坦克死亡et.isLive=false;b2=true;//System.out.println("hytfyfrujyg");//创建一颗炸弹放入VectorBomb b=new Bomb(et.x, et.y);bombs.add(b);}break;case 1:case 3:if(s.x>et.x&&s.x<et.x+30&&s.y>et.y&&s.y<et.y+20){//击中//子弹死亡s.isLive=false;//敌人坦克死亡et.isLive=false;b2=true;Bomb b=new Bomb(et.x, et.y);bombs.add(b);}break;}return b2;}//画出坦克的函数(扩展)public void drawTank(int x,int y,Graphics g,int direction,int type) {//判断类型switch(type){case 0:g.setColor(Color.CYAN);break;case 1:g.setColor(Color.yellow);break;}//判断方向switch(direction){//向上走case 0://g.setColor(Color.CYAN);//画出我的坦克(到时再封装成一个函数)//1.画出左边的矩形g.fill3DRect(x,y,5,30,false);//2.画出右边边的矩形g.fill3DRect(x+15,y,5,30,false);//3画出中间的矩形g.fill3DRect(x+5,y+5,10,20,false);//4画圆形g.fillOval(x+5,y+10,10,10);//5.画出线g.drawLine(x+10,y+15,x+10,y);break;case 1://向右g.fill3DRect(x, y, 30,5, false);g.fill3DRect(x, y+15, 30,5 ,false);g.fill3DRect(x+5, y+5, 20, 10, false);g.fillOval(x+10, y+5, 10, 10);g.drawLine(x+15, y+10, x+30, y+10);break;case 2://向下g.fill3DRect(x,y,5,30,false);//2.画出右边边的矩形g.fill3DRect(x+15,y,5,30,false);//3画出中间的矩形g.fill3DRect(x+5,y+5,10,20,false);//4画圆形g.fillOval(x+5,y+10,10,10);//5.画出线g.drawLine(x+10,y+15,x+10,y+30);break;case 3://向左g.fill3DRect(x, y, 30,5, false);g.fill3DRect(x, y+15, 30,5 ,false);g.fill3DRect(x+5, y+5, 20, 10, false);g.fillOval(x+10, y+5, 10, 10);g.drawLine(x+15, y+10, x, y+10);break;}}@Overridepublic void keyTyped(KeyEvent e) {// TODO Auto-generated method stub}@Override//w上,s下,a左,右边public void keyPressed(KeyEvent e) {// TODO Auto-generated method stubif(e.getKeyCode()==KeyEvent.VK_W){//设置我的坦克的方向上this.hero.setDirect(0);if(this.hero.y>0){this.hero.moveUp();}}else if(e.getKeyCode()==KeyEvent.VK_D){//设置我的坦克的方向右边this.hero.setDirect(1);if(this.hero.x<370){this.hero.moveRight();}}else if(e.getKeyCode()==KeyEvent.VK_S){//设置我的坦克的方向 xia边this.hero.setDirect(2);if(this.hero.y<=271){this.hero.moveDown();}}else if(e.getKeyCode()==KeyEvent.VK_A){//设置我的坦克的方向左边this.hero.setDirect(3);if(this.hero.x>0){this.hero.moveLeft();}}if(e.getKeyCode()==KeyEvent.VK_K){//玩家按了一个k键,开火if(this.hero.ss.size()<=5){this.hero.shotEnemy();}}//必须用repaintPanelthis.repaint();}@Overridepublic void keyReleased(KeyEvent e) {// TODO Auto-generated method stub }@Overridepublic void run() {// TODO Auto-generated method stub//每隔100毫秒去重画while(true){try {Thread.sleep(100);} catch (InterruptedException e) {// TODO Auto-generated catch blocke.printStackTrace();}this.hitEnemyTank();this.hitMe();//重绘this.repaint();}}}Members.javapackage test;import java.io.*;import java.util.Vector;import javax.sound.sampled.AudioFormat;import javax.sound.sampled.AudioInputStream;import javax.sound.sampled.AudioSystem;import javax.sound.sampled.DataLine;import javax.sound.sampled.SourceDataLine;class AePlayWave extends Thread {private String filename;public AePlayWave(String wavfile) {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; info = new (SourceDataLine.class, format);try {auline = (SourceDataLine) AudioSystem.getLine(info);auline.open(format);} catch (Exception e) {e.printStackTrace();return;}auline.start();int nBytesRead = 0;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();}}}class Node//恢复点{int x,y,direct;public Node(int x,int y,int direct){this.x=x;this.y=y;this.direct=direct;}}//记录类,同时也可以保存一些设置class Recorder{//记录每关有多少敌人private static int enNum=5;//设置我有多少可用的人private static int myLife=3;//记录总共消灭了多少敌人private static int allEnNum=0;//从文件中恢复记录点static Vector<Node> nodes=new Vector<Node>();private static FileWriter fw=null;private static BufferedWriter bw=null;private static FileReader fr=null;private static BufferedReader br=null;private Vector <EnemyTank> ets=new Vector<EnemyTank>();public Vector<EnemyTank> getEts() {return ets;}public void setEts(Vector<EnemyTank> ets) {this.ets = ets;}//完成读取任务public Vector<Node> getNodesAndEnNums(){try {fr=new FileReader("F:\\myRecording.txt");br=new BufferedReader(fr);String n="";//先读取第一行n=br.readLine();allEnNum=Integer.parseInt(n);while((n=br.readLine())!=null){String []xyz=n.split(" ");Node node=new Node(Integer.parseInt(xyz[0]),Integer.parseInt(xyz[1]),Integer.parseInt(xyz[2]));nodes.add(node);}} catch (Exception e) {e.printStackTrace();// TODO: handle exception}finally{try {br.close();fr.close();} catch (Exception e2) {// TODO: handle exception}}return nodes;}//保存击毁敌人坦克的数量和敌人坦克的坐标,方向public void keepRecAndEnemyTank(){try {//创建fw=new FileWriter("F:\\myRecording.txt");bw=new BufferedWriter(fw);bw.write(allEnNum+"\r\n");//保存当前还活着的坐标和方向for(int i=0;i<ets.size();i++){//取出第一个坦克EnemyTank et=ets.get(i);if(et.isLive){String record=et.x+" "+et.y+" "+et.direct;//写入到文件bw.write(record+"\r\n");}}} catch (Exception e) {// TODO: handle exception}finally{//关闭流try {bw.close();fw.close();} catch (Exception e2) {// TODO: handle exception}}}//从文件中读取记录public static void getRecording(){try {fr=new FileReader("F:\\myRecording.txt");br=new BufferedReader(fr);String n=br.readLine();allEnNum=Integer.parseInt(n);} catch (Exception e) {e.printStackTrace();// TODO: handle exception}finally{try {br.close();fr.close();} catch (Exception e2) {// TODO: handle exception}}}//把玩家击毁敌人的坦克数量保存到文件中public static void keepRecording(){try {//创建fw=new FileWriter("F:\\myRecording.txt");bw=new BufferedWriter(fw);bw.write(allEnNum+"\r\n");} catch (Exception e) {// TODO: handle exception}finally{//关闭流try {bw.close();fw.close();} catch (Exception e2) {// TODO: handle exception}}}public static int getAllEnNum() {return allEnNum;}public static void setAllEnNum(int allEnNum) { Recorder.allEnNum = allEnNum;}public static int getEnNum() {return enNum;}public static void setEnNum(int enNum) {Recorder.enNum = enNum;}public static int getMyLife() {return myLife;}public static void setMyLife(int myLife) { Recorder.myLife = myLife;}//减少敌人数public static void reduceEnNum(){enNum--;}//消灭敌人public static void addEnEnum(){allEnNum++;}}//炸弹类class Bomb{int x,y;//炸弹的生命int life=9;boolean isLive=true;public Bomb(int x,int y){this.x=x;this.y=y;}//减少生命值public void lifeDown(){if(life>0){life--;}else{this.isLive=false;}}}//子弹类class Shot implements Runnable{int x,y;int direct;int speed=1;//是否还活着boolean isLive=true;public Shot(int x,int y,int direct,int speed) {this.x=x;this.y=y;this.direct=direct;this.speed=speed;}@Overridepublic void run() {// TODO Auto-generated method stubwhile(true){try {Thread.sleep(50);} catch (InterruptedException e) {// TODO Auto-generated catch blocke.printStackTrace();}switch(direct){case 0://向上y-=speed;break;case 1://向右x+=speed;break;case 2://下y+=speed;break;case 3:x-=speed;break;}//子弹何时死亡if(x<0||x>400||y<0||y>300){this.isLive=false;break;}//System.out.println(x+""+y);}}}//坦克类class Tank{int x=0;int y=0;//定义方向的值0上,右2,下3,左int direct=0;//坦克的速度int speed=1;int color=0;boolean isLive=true;public int getColor() {return color;}public void setColor(int color) {this.color = color;}public int getSpeed() {return speed;}public void setSpeed(int speed) {this.speed = 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 int getY(){return y;}public void setX(int x){this.x=x;}public void setY(int y){this.y=y;}}//敌人的坦克 ,做成线程class EnemyTank extends Tank implements Runnable {//boolean isLive=true;int times=0;//定义一个向量,可以访问到MyPanel上所有敌人的坦克Vector<EnemyTank> ets=new Vector<EnemyTank>();//定义一个向量,可以存放敌人的子弹Vector <Shot> ss=new Vector<Shot>();//敌人添加子弹应当在刚刚创建坦克和敌人的坦克子弹死亡之后public EnemyTank(int x, int y){super(x, y);}//得到MyPanel的敌人坦克向量public void setEts(Vector<EnemyTank>vv){this.ets=vv;}//判断是否碰到了别人的敌人的坦克public boolean isTouchOtherEnemy(){boolean b=false;//..。
MyTankGame2.javapackage test;import javax.swing.*;import java.awt.*;import java.awt.event.*;//import java.io.*;import java.util.*;class MyTankGame2 extends JFrame implements ActionListener {MyPanel mp=null;//定义一个开始的面板MyStartPanel msp=null;//做出我需要的菜单JMenuBar jmb=null;//开始游戏JMenu jm1=null;JMenuItem jmi1=null;//退出系统JMenuItem jmi2=null;//存盘退出JMenuItem jmi3=null;JMenuItem jmi4=null;public static void main(String[] args){//System.out.println("Hello World!");MyTankGame2 mtg=new MyTankGame2();}//构造方法public MyTankGame2(){//创建菜单及菜单选项jmb=new JMenuBar();jm1=new JMenu("游戏(G)");//设置助记符jm1.setMnemonic('G');jmi1=new JMenuItem("开始新游戏(N)");jmi2=new JMenuItem("退出游戏(E)");jmi3=new JMenuItem("存盘退出游戏");jmi4=new JMenuItem("继续上局游戏");jmi4.addActionListener(this);jmi4.setActionCommand("continueGame");jmi3.addActionListener(this);jmi3.setActionCommand("saveExit");jmi2.setMnemonic('E');//对jmi1进行响应jmi1.addActionListener(this);jmi1.setActionCommand("newGame");jmi2.addActionListener(this);jmi2.setActionCommand("exit");jm1.add(jmi1);jm1.add(jmi2);jm1.add(jmi3);jm1.add(jmi4);jmb.add(jm1);msp=new MyStartPanel();Thread t=new Thread(msp);t.start();this.setJMenuBar(jmb);this.add(msp);this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);this.setSize(600,450);this.setVisible(true);}@Overridepublic void actionPerformed(ActionEvent e) {//对用户不同的点击进行不同的处理if(e.getActionCommand().equals("newGame")){mp=new MyPanel("newGame");Thread t=new Thread(mp);t.start();//先删除旧的面板this.remove(msp);this.add(mp);//注册监听this.addKeyListener(mp);//显示this.setVisible(true);}else if(e.getActionCommand().equals("exit")){//保存击毁敌人的数量Recorder.keepRecording();System.exit(0);}//对存盘退出做处理else if(e.getActionCommand().equals("saveExit")){//工作Recorder re=new Recorder();re.setEts(mp.ets);//保存击毁敌人的数量和敌人的坐标re.keepRecAndEnemyTank();//退出System.exit(0);}else if(e.getActionCommand().equals("continueGame")){ //mp=new MyPanel("con");//mp.flag=;Thread t=new Thread(mp);t.start();//先删除旧的面板this.remove(msp);this.add(mp);//注册监听this.addKeyListener(mp);//显示this.setVisible(true);}}}class MyStartPanel extends JPanel implements Runnable{ int times=0;public void paint(Graphics g){super.paint(g);g.fillRect(0, 0, 400, 300);//提示信息if(times%2==0){g.setColor(Color.yellow);//开关信息的字体Font myFont=new Font("华文新魏",Font.BOLD,30);g.setFont(myFont);g.drawString("stage:1", 150, 140);}}@Overridepublic void run() {// TODO Auto-generated method stubwhile(true){//休眠try {Thread.sleep(100);} catch (Exception e) {// TODO: handle exception}times++;//重画this.repaint();}}}//我的面板class MyPanel extends JPanel implements KeyListener,Runnable {//定义我的坦克Hero hero=null;//判断继续上局还是新游戏//定义敌人的坦克组Vector<EnemyTank> ets=new Vector<EnemyTank>();Vector<Node> nodes=new Vector<Node>();//定义炸弹集合Vector<Bomb> bombs=new Vector<Bomb>();int enSize=5;//定义三张图片Image image1=null;Image image2=null;Image image3=null;//构造方法public MyPanel(String flag){//恢复记录Recorder.getRecording();hero=new Hero(30,231);if(flag.equals("newGame")){//初始化敌人的坦克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.setColor(0);et.setDirect(2);//将MyPanel的敌人坦克向量交给该敌人坦克et.setEts(ets);//启动敌人的坦克Thread t=new Thread(et);t.start();//给敌人的坦克添加一颗子弹Shot s=new Shot(et.x+10, et.y+30, 2,1);et.ss.add(s);new Thread(s).start();ets.add(et);//加入}}else{nodes=new Recorder().getNodesAndEnNums();//初始化敌人的坦克for(int i=0;i<nodes.size();i++){Node node=nodes.get(i);//创建一辆敌人的坦克对象EnemyTank et=new EnemyTank(node.x,node.y);et.setColor(0);et.setDirect(node.direct);//将MyPanel的敌人坦克向量交给该敌人坦克et.setEts(ets);//启动敌人的坦克Thread t=new Thread(et);t.start();//给敌人的坦克添加一颗子弹Shot s=new Shot(et.x+10, et.y+30, 2,1);et.ss.add(s);new Thread(s).start();ets.add(et);//加入}}/*try {image1=ImageIO.read(new File("/bomb_1.gif"));image2=ImageIO.read(new File("/bomb_2.gif"));image3=ImageIO.read(new File("/bomb_3.gif"));} catch (Exception e) {e.printStackTrace();// TODO: handle exception}*///播放开战声音AePlayWave apw=new AePlayWave("F:\\myjava\\day9\\坦克大战\\TankGamae13\\src\\111.wav");apw.start();//初始化图片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"));}//画出提示信息public void showInfo(Graphics g){//画出提示信息坦克(该坦克不参与战斗)this.drawTank(100, 320, g, 0, 0);g.setColor(Color.black);g.drawString(Recorder.getEnNum()+"", 128, 343);this.drawTank(165, 320, g, 0, 1);g.setColor(Color.black);g.drawString(Recorder.getMyLife()+"", 195, 343);//画出玩家的总成绩g.setColor(Color.black);Font f=new Font("宋体",Font.BOLD,20);g.setFont(f);g.drawString("您的总成绩", 410, 25);this.drawTank(420, 60, g, 0, 0);g.setColor(Color.black);g.drawString(Recorder.getAllEnNum()+"", 455, 80);}//重写paint函数public void paint(Graphics g){super.paint(g);g.fillRect(0,0,400,300);//画出提示信息this.showInfo(g);//画出自己的坦克if(hero.isLive){this.drawTank(hero.getX(),hero.getY(),g,hero.getDirect(),1);}//从ss中取出每一颗子弹并绘制for(int i=0;i<hero.ss.size();i++){Shot myShot =hero.ss.get(i);//画出子弹if(myShot!=null&&myShot.isLive==true){g.draw3DRect(myShot.x, myShot.y, 1, 1, false);}if(myShot.isLive==false){//从ss中删除掉该子弹hero.ss.remove(myShot);}}//画出炸弹for(int i=0;i<bombs.size();i++){Bomb b=bombs.get(i);if(b.life>6){g.drawImage(image1, b.x, b.y, 30, 30,this);}else if(b.life>3){g.drawImage(image2, b.x, b.y, 30, 30,this);}else{g.drawImage(image3, b.x, b.y, 30, 30,this);}//让b的生命值减小b.lifeDown();if(b.life==0){//把炸弹从向量中去掉bombs.remove(b);}}//画出敌人的坦克for(int i=0;i<ets.size();i++){ EnemyTank et=ets.get(i);if(et.isLive){this.drawTank(et.getX(),et.getY(), g, et.getDirect(), 0);//顺便画出敌人的子弹for(int j=0;j<et.ss.size();j++){//取出子弹Shot enemyShot=et.ss.get(j);if(enemyShot.isLive){g.draw3DRect(enemyShot.x, enemyShot.y, 1, 1, false);}else{//如果死亡了,就从Vextor中删除掉et.ss.remove(enemyShot);}}}}}//判断我的子弹是否会击中敌人的坦克public void hitEnemyTank(){//判断是否会击中for(int i=0;i<hero.ss.size();i++){//取出子弹Shot myShot=hero.ss.get(i);//判断子弹是否有效if(myShot.isLive){//取出每一个敌人坦克与之匹配for(int j=0;j<ets.size();j++){//取出坦克EnemyTank et=ets.get(j);if(et.isLive){if(this.hitTank(myShot, et)){ //减少敌人数量Recorder.reduceEnNum();//增加我的记录Recorder.addEnEnum();}}}}}}//我是否被击中public void hitMe(){//取出每一个敌人的坦克for(int i=0;i<this.ets.size();i++){//取出坦克EnemyTank et=ets.get(i);//取出每颗子弹for(int j=0;j<et.ss.size();j++){//取出子弹Shot enemyShot=et.ss.get(j);if(hero.isLive){if(this.hitTank(enemyShot, hero)){//待写}}}}}//画出一个专门判断子弹是否击中敌人坦克的函数public boolean hitTank(Shot s ,Tank et){boolean b2=false;//判断该坦克的方向switch(et.direct){//敌人坦克的方向是向上或者向下case 0:case 2:if(s.x>et.x&&s.x<et.x+20&&s.y>et.y&&s.y<et.y+30){//击中//子弹死亡s.isLive=false;//敌人坦克死亡et.isLive=false;b2=true;//System.out.println("hytfyfrujyg");//创建一颗炸弹放入VectorBomb b=new Bomb(et.x, et.y);bombs.add(b);}break;case 1:case 3:if(s.x>et.x&&s.x<et.x+30&&s.y>et.y&&s.y<et.y+20){//击中//子弹死亡s.isLive=false;//敌人坦克死亡et.isLive=false;b2=true;Bomb b=new Bomb(et.x, et.y);bombs.add(b);}break;}return b2;}//画出坦克的函数(扩展)public void drawTank(int x,int y,Graphics g,int direction,int type) {//判断类型switch(type){case 0:g.setColor(Color.CYAN);break;case 1:g.setColor(Color.yellow);break;}//判断方向switch(direction){//向上走case 0://g.setColor(Color.CYAN);//画出我的坦克(到时再封装成一个函数)//1.画出左边的矩形g.fill3DRect(x,y,5,30,false);//2.画出右边边的矩形g.fill3DRect(x+15,y,5,30,false);//3画出中间的矩形g.fill3DRect(x+5,y+5,10,20,false);//4画圆形g.fillOval(x+5,y+10,10,10);//5.画出线g.drawLine(x+10,y+15,x+10,y);break;case 1://向右g.fill3DRect(x, y, 30,5, false);g.fill3DRect(x, y+15, 30,5 ,false);g.fill3DRect(x+5, y+5, 20, 10, false);g.fillOval(x+10, y+5, 10, 10);g.drawLine(x+15, y+10, x+30, y+10);break;case 2://向下g.fill3DRect(x,y,5,30,false);//2.画出右边边的矩形g.fill3DRect(x+15,y,5,30,false);//3画出中间的矩形g.fill3DRect(x+5,y+5,10,20,false);//4画圆形g.fillOval(x+5,y+10,10,10);//5.画出线g.drawLine(x+10,y+15,x+10,y+30);break;case 3://向左g.fill3DRect(x, y, 30,5, false);g.fill3DRect(x, y+15, 30,5 ,false);g.fill3DRect(x+5, y+5, 20, 10, false);g.fillOval(x+10, y+5, 10, 10);g.drawLine(x+15, y+10, x, y+10);break;}}@Overridepublic void keyTyped(KeyEvent e) {// TODO Auto-generated method stub}@Override//w上,s下,a左,右边public void keyPressed(KeyEvent e) {// TODO Auto-generated method stubif(e.getKeyCode()==KeyEvent.VK_W){//设置我的坦克的方向上this.hero.setDirect(0);if(this.hero.y>0){this.hero.moveUp();}}else if(e.getKeyCode()==KeyEvent.VK_D){//设置我的坦克的方向右边this.hero.setDirect(1);if(this.hero.x<370){this.hero.moveRight();}}else if(e.getKeyCode()==KeyEvent.VK_S){//设置我的坦克的方向 xia边this.hero.setDirect(2);if(this.hero.y<=271){this.hero.moveDown();}}else if(e.getKeyCode()==KeyEvent.VK_A){//设置我的坦克的方向左边this.hero.setDirect(3);if(this.hero.x>0){this.hero.moveLeft();}}if(e.getKeyCode()==KeyEvent.VK_K){//玩家按了一个k键,开火if(this.hero.ss.size()<=5){this.hero.shotEnemy();}}//必须用repaintPanelthis.repaint();}@Overridepublic void keyReleased(KeyEvent e) {// TODO Auto-generated method stub }@Overridepublic void run() {// TODO Auto-generated method stub//每隔100毫秒去重画while(true){try {Thread.sleep(100);} catch (InterruptedException e) {// TODO Auto-generated catch blocke.printStackTrace();}this.hitEnemyTank();this.hitMe();//重绘this.repaint();}}}Members.javapackage test;import java.io.*;import java.util.Vector;import javax.sound.sampled.AudioFormat;import javax.sound.sampled.AudioInputStream;import javax.sound.sampled.AudioSystem;import javax.sound.sampled.DataLine;import javax.sound.sampled.SourceDataLine;class AePlayWave extends Thread {private String filename;public AePlayWave(String wavfile) {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; info = new (SourceDataLine.class, format);try {auline = (SourceDataLine) AudioSystem.getLine(info);auline.open(format);} catch (Exception e) {e.printStackTrace();return;}auline.start();int nBytesRead = 0;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();}}}class Node//恢复点{int x,y,direct;public Node(int x,int y,int direct){this.x=x;this.y=y;this.direct=direct;}}//记录类,同时也可以保存一些设置class Recorder{//记录每关有多少敌人private static int enNum=5;//设置我有多少可用的人private static int myLife=3;//记录总共消灭了多少敌人private static int allEnNum=0;//从文件中恢复记录点static Vector<Node> nodes=new Vector<Node>();private static FileWriter fw=null;private static BufferedWriter bw=null;private static FileReader fr=null;private static BufferedReader br=null;private Vector <EnemyTank> ets=new Vector<EnemyTank>();public Vector<EnemyTank> getEts() {return ets;}public void setEts(Vector<EnemyTank> ets) {this.ets = ets;}//完成读取任务public Vector<Node> getNodesAndEnNums(){try {fr=new FileReader("F:\\myRecording.txt");br=new BufferedReader(fr);String n="";//先读取第一行n=br.readLine();allEnNum=Integer.parseInt(n);while((n=br.readLine())!=null){String []xyz=n.split(" ");Node node=new Node(Integer.parseInt(xyz[0]),Integer.parseInt(xyz[1]),Integer.parseInt(xyz[2]));nodes.add(node);}} catch (Exception e) {e.printStackTrace();// TODO: handle exception}finally{try {br.close();fr.close();} catch (Exception e2) {// TODO: handle exception}}return nodes;}//保存击毁敌人坦克的数量和敌人坦克的坐标,方向public void keepRecAndEnemyTank(){try {//创建fw=new FileWriter("F:\\myRecording.txt");bw=new BufferedWriter(fw);bw.write(allEnNum+"\r\n");//保存当前还活着的坐标和方向for(int i=0;i<ets.size();i++){//取出第一个坦克EnemyTank et=ets.get(i);if(et.isLive){String record=et.x+" "+et.y+" "+et.direct;//写入到文件bw.write(record+"\r\n");}}} catch (Exception e) {// TODO: handle exception}finally{//关闭流try {bw.close();fw.close();} catch (Exception e2) {// TODO: handle exception}}}//从文件中读取记录public static void getRecording(){try {fr=new FileReader("F:\\myRecording.txt");br=new BufferedReader(fr);String n=br.readLine();allEnNum=Integer.parseInt(n);} catch (Exception e) {e.printStackTrace();// TODO: handle exception}finally{try {br.close();fr.close();} catch (Exception e2) {// TODO: handle exception}}}//把玩家击毁敌人的坦克数量保存到文件中public static void keepRecording(){try {//创建fw=new FileWriter("F:\\myRecording.txt");bw=new BufferedWriter(fw);bw.write(allEnNum+"\r\n");} catch (Exception e) {// TODO: handle exception}finally{//关闭流try {bw.close();fw.close();} catch (Exception e2) {// TODO: handle exception}}}public static int getAllEnNum() {return allEnNum;}public static void setAllEnNum(int allEnNum) { Recorder.allEnNum = allEnNum;}public static int getEnNum() {return enNum;}public static void setEnNum(int enNum) {Recorder.enNum = enNum;}public static int getMyLife() {return myLife;}public static void setMyLife(int myLife) { Recorder.myLife = myLife;}//减少敌人数public static void reduceEnNum(){enNum--;}//消灭敌人public static void addEnEnum(){allEnNum++;}}//炸弹类class Bomb{int x,y;//炸弹的生命int life=9;boolean isLive=true;public Bomb(int x,int y){this.x=x;this.y=y;}//减少生命值public void lifeDown(){if(life>0){life--;}else{this.isLive=false;}}}//子弹类class Shot implements Runnable{int x,y;int direct;int speed=1;//是否还活着boolean isLive=true;public Shot(int x,int y,int direct,int speed) {this.x=x;this.y=y;this.direct=direct;this.speed=speed;}@Overridepublic void run() {// TODO Auto-generated method stubwhile(true){try {Thread.sleep(50);} catch (InterruptedException e) {// TODO Auto-generated catch blocke.printStackTrace();}switch(direct){case 0://向上y-=speed;break;case 1://向右x+=speed;break;case 2://下y+=speed;break;case 3:x-=speed;break;}//子弹何时死亡if(x<0||x>400||y<0||y>300){this.isLive=false;break;}//System.out.println(x+""+y);}}}//坦克类class Tank{int x=0;int y=0;//定义方向的值0上,右2,下3,左int direct=0;//坦克的速度int speed=1;int color=0;boolean isLive=true;public int getColor() {return color;}public void setColor(int color) {this.color = color;}public int getSpeed() {return speed;}public void setSpeed(int speed) {this.speed = 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 int getY(){return y;}public void setX(int x){this.x=x;}public void setY(int y){this.y=y;}}//敌人的坦克 ,做成线程class EnemyTank extends Tank implements Runnable {//boolean isLive=true;int times=0;//定义一个向量,可以访问到MyPanel上所有敌人的坦克Vector<EnemyTank> ets=new Vector<EnemyTank>();//定义一个向量,可以存放敌人的子弹Vector <Shot> ss=new Vector<Shot>();//敌人添加子弹应当在刚刚创建坦克和敌人的坦克子弹死亡之后public EnemyTank(int x, int y){super(x, y);}//得到MyPanel的敌人坦克向量public void setEts(Vector<EnemyTank>vv){this.ets=vv;}//判断是否碰到了别人的敌人的坦克public boolean isTouchOtherEnemy(){boolean b=false;//..。