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package v1_5;
import java.awt.*;
import java.awt.event.KeyEvent;
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;
//保留TankClient的引用,更方便的使用其中的成员变量
TankClient tc=null;
private int x, y;
private Direction ptDir = Direction.D;
private boolean good;
//是否按下了4个方向键
private boolean bL = false,
bU = false,
bR = false,
bD = false;
//成员变量:方向
enum Direction {L, LU, U, RU, R, RD, D, LD, STOP};
private Direction dir = Direction.STOP;
public Tank(int x, int y , boolean good) {
this.x = x;
this.y = y;
this.good=good;
}
public Tank(int x, int y, boolean good,TankClient tankClient) {
//调用其他构造方法
this(x,y,good);
this.tc = tankClient;
}
public void draw(Graphics g) {
Color c = g.getColor();
//以不同的颜色来显示不同的坦克
if(good) {
g.setColor(Color.RED);
}
else {
g.setColor(Color.BLUE);
}
g.fillOval(x,y,WIDTH,HEIGHT);
g.setColor(c);
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;
case STOP:
break;
}
move();
}
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;
}
//将坦克方向传给炮筒,使炮筒与坦克方向一致
if(this.dir != Direction.STOP) {
this.ptDir = this.dir;
}
}
public void KyePressed(KeyEvent e) {
int key = e.getKeyCode();
switch (key) {
//按下Ctrl做的动作
case KeyEvent.VK_CONTROL:
tc.m = fire();
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();
}
public Missile fire(){
//保证子弹从Tank的中间出现
int x=this.x+Tank.WIDTH/2- Missile.WIDTH/2;
int y=this.y+Tank.HEIGHT/2- Missile.WIDTH/2;
//将Tank现在的位置和方向传递给子弹
//并且现在子弹的初始化不再是坦克决定,而是由炮筒决定
Missile m=new Missile(x,y,ptDir);
//在这里将missiles加入到容器里
tc.missiles.add(m);
return m;
}
public void kyeReleased(KeyEvent e) {
int key = e.getKeyCode();
switch (key) {
//按下Ctrl时做出动作
//只有当键被抬起时,这枚炮弹才被发出去
//避免了一直按下Ctrl而使得子弹过多的问题
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;
}
locateDirection();
}
private 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;
}
}
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