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import greenfoot.*;
/**
* A rocket that can be controlled by the arrowkeys: up, left, right.
* The gun is fired by hitting the 'space' key. 'z' releases a proton wave.
*
* @author Poul Henriksen
* @author Michael Kölling
*
* @version 1.1
*/
public class Rocket extends SmoothMover
{
private static final int gunReloadTime = 5; // The minimum delay between firing the gun.
private static final int protonTime = 60;
private int protonDelayCount;
private int reloadDelayCount; // How long ago we fired the gun the last time.
private GreenfootImage rocket= new GreenfootImage("rocket.png");
private GreenfootImage rocketWithThrus= new GreenfootImage("rocketWithThrust.png");
/**
* Initialise this rocket.
*/
public Rocket()
{
reloadDelayCount = 5;
protonDelayCount = 60 ;
}
/**
* Do what a rocket's gotta do. (Which is: mostly flying about, and turning,
* accelerating and shooting when the right keys are pressed.)
*/
public void act()
{
checkKeys();
reloadDelayCount++;
protonDelayCount++;
move();
checkAsteroidHit();
}
/**
* Check whether there are any key pressed and react to them.
*/
private void checkKeys()
{
if (Greenfoot.isKeyDown("space"))
{
fire();
}
if (Greenfoot.isKeyDown("z")) {
fireProtonWave();
}
if (Greenfoot.isKeyDown("left")) {
turn(-15);
}
if (Greenfoot.isKeyDown("right")) {
turn(15);
}
if (Greenfoot.isKeyDown("up")){
setImage(rocketWithThrus);
int degree = getRotation();
Vector v = new Vector(degree,1.0);
addToVelocity(v);
}else {
setImage(rocket);
}
}
public void fireProtonWave(){
if(protonDelayCount >= protonTime){
ProtonWave pw = new ProtonWave();
getWorld().addObject(pw, getX(), getY());
protonDelayCount = 0;
}
}
/**
* Fire a bullet if the gun is ready.
*/
private void fire()
{
if (reloadDelayCount >= gunReloadTime)
{
Bullet bullet = new Bullet (getVelocity(), getRotation());
getWorld().addObject (bullet, getX(), getY());
bullet.move ();
reloadDelayCount = 0;
}
}
private void checkAsteroidHit()
{
Asteroid asteroid = (Asteroid) getOneIntersectingObject(Asteroid.class);
if (asteroid != null)
{
Explosion explosion = new Explosion();
Space space = (Space) getWorld();
space.addObject(explosion, getX(), getY());
getWorld().removeObject(this);
int score = space.getCounter().getValue();
ScoreBoard board = new ScoreBoard(score);
space.addObject(board, 300, 250);
}
}
}
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