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package v2_2;
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;
Tank.Direction dir;
private int x, y;
//判断子弹是否活着
private boolean live = true;
private TankClient tc;
private boolean good;
public Missile(int x, int y, Tank.Direction dir) {
this.x = x;
this.y = y;
this.dir = dir;
}
public Missile(int x, int y, Tank.Direction dir, TankClient tc, boolean good) {
this(x, y, dir);
this.tc = tc;
this.good=good;
}
public boolean isLive() {
return live;
}
public void draw(Graphics g) {
//如果没有活着,就从容器中去掉,并且不再画了
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;
}
if (x < 0 || y < 0 || x > TankClient.GAME_WIDTH || y > TankClient.GAME_HEIGHT) {
live = false;
tc.missiles.remove(this);
}
}
//getRect()可以正好拿到包在坦克外面的方块
public Rectangle getRect() {
return new Rectangle(x, y, WIDTH, HEIGHT);
}
//intersects可以判断这两个方块是否相交
//如果已经碰撞,那么就将子弹和坦克都设置为false
public boolean hitTank(Tank t) {
//如果子弹活着,子弹与坦克相碰,坦克活着,
//子弹与坦克不是一伙的,那么这样才开火
if(this.live &&
this.getRect().intersects(t.getRect()) && t.isLive()
&& (this.good != t.isGood())) {
t.setLive(false);
this.live = false;
Explode e = new Explode(x, y, tc);
tc.explodes.add(e);
return true;
}
return false;
}
public boolean hitWall(Wall w) {
if(this.live &&
this.getRect().intersects(w.getRect())) {
this.live = false; 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;
}
}
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