package com.bjsxt.tank;import java.awt.*;import java.awt.event.*;import java.util.List;import java.util.ArrayList;/*** 这个类的作用是坦克游戏的主窗口* @author mashibing**/public class TankClient extends Frame {/*** 整个坦克游戏的宽度*/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();public void paint(Graphics g) {/** 指明子弹-爆炸-坦克的数量* 以及坦克的生命值*/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<5; 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);}/*** 本方法显示坦克主窗口**/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();uchFrame();}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);}}}package com.bjsxt.tank;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;}/*** 撞墙* @param w 被撞的墙* @return 撞上了返回true,否则false*/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;}}package com.bjsxt.tank;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;}}package com.bjsxt.tank;import 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 ++;}}package com.bjsxt.tank;import java.awt.*;public class Blood {int x, y, w, h;TankClient tc;int step = 0;private boolean live = true;//指明血块运动的轨迹,由pos中各个点构成private int[][] pos = {{350, 300}, {360, 300}, {375, 275}, {400, 200}, {360, 270}, {365, 290}, {340, 280}};public Blood() {x = pos[0][0];y = pos[0][1];w = h = 15;}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][1];}public Rectangle getRect() {return new Rectangle(x, y, w , h);}public boolean isLive() {return live;}public void setLive(boolean live) {this.live = live;}}package com.bjsxt.tank;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);}}。