时间:2023-01-03 08:29:47 | 栏目:JAVA代码 | 点击:次
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。
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500
5、地图右边显示基本信息
6、地图上要在砖块,铁块,河流
游戏开始页面
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); this.setIconImage(TankGameImages.myTankImg[0]); // 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
@Service public class PaintService { @Autowired private 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。。) * * @param g Graphics * @param stuff 东西对象 * @param panel 被画的那个面板 */ public void drawStuff(Graphics g, Stuff stuff, JPanel panel) { switch (stuff.getType()) { //枚举的switch,有意思,不需要+StuffTypeEnum.TANK case TANK: Tank tank = (Tank) stuff; switch (stuff.getDirect()) { // 判断所朝的方向 case NORTH: this.drawNorth(g, tank, panel); break; case SOUTH: this.drawSouth(g, tank, panel); break; case WEST: this.drawWest(g, tank, panel); break; case EAST: this.drawEast(g, tank, panel); break; } break; case BRICK: // g.setColor(new Color(216, 90, 49)); // g.fill3DRect(stuff.getX() - 20, stuff.getY() - 20, 40, 40, false); g.drawImage(TankGameImages.stuffImg[StuffTypeEnum.BRICK.getKey()], stuff.getX() - 10, stuff.getY() - 10, 20, 20, panel); break; case IRON: // g.setColor(new Color(225, 225, 225)); // g.fill3DRect(stuff.getX() - 20, // stuff.getY() - 20, 40, 40, false); g.drawImage(TankGameImages.stuffImg[StuffTypeEnum.IRON.getKey()], stuff.getX() - 10, stuff.getY() - 10, 20, 20, panel); break; case WATER: // g.setColor(new Color(65, 64, 253)); // g.fillRect(stuff.getX() - 20, // stuff.getY() - 20, 40, 40); g.drawImage(TankGameImages.stuffImg[StuffTypeEnum.WATER.getKey()], stuff.getX() - 10, stuff.getY() - 10, 20, 20, panel); break; } } /** * 画出爆炸 * * @param g Graphics * @param bombs 炸弹对象容器 * @param panel 被画的那个面板 */ public void drawBomb(Graphics g, Vector<Bomb> bombs, JPanel panel) { for (int i = 0; i < bombs.size(); i++) { int l = bombs.get(i).getL(); Bomb b = bombs.get(i); // 从炸弹容器中取出一颗炸弹 if (b.getLifeTime() > 24) { // 生命值21-25 g.drawImage(TankGameImages.bomb[0], b.getX() - l / 2, b.getY() - l / 2, l, l, panel); } else if (b.getLifeTime() > 18) { // 生命值16-20 g.drawImage(TankGameImages.bomb[1], b.getX() - l / 2, b.getY() - l / 2, l, l, panel); } else if (b.getLifeTime() > 12) { // 生命值11-15 g.drawImage(TankGameImages.bomb[2], b.getX() - l / 2, b.getY() - l / 2, l, l, panel); } else if (b.getLifeTime() > 6) { // 生命值6-10 g.drawImage(TankGameImages.bomb[3], b.getX() - l / 2, b.getY() - l / 2, l, l, panel); } else { // 生命值低于6 g.drawImage(TankGameImages.bomb[4], b.getX() - l / 2, b.getY() - l / 2, l, l, panel); } b.lifeDown(); // 生命随时间衰减 if (b.getLifeTime() == 0) { // 该炸弹死亡 b.setLive(false); } } } /** * 画出敌人坦克和子弹 * * @param g Graphics * @param enemies 敌人坦克容量 * @param panel 被画的面板 */ public void drawEnemyTank(Graphics g, Vector<EnemyTank> enemies, JPanel panel) { for (int i = 0; i < enemies.size(); i++) { this.drawStuff(g, enemies.get(i), panel); // 画出敌人的坦克 for (int j = 0; j < enemies.get(i).getBullets().size(); j++) { if (enemies.get(i).getBullets().get(j) != null) { Bullet eb = enemies.get(i).getBullets().get(j); g.drawImage(TankGameImages.bullet, eb.getX() - 2, eb.getY() - 2, 4, 4, panel); } } } } /** * 画出我的坦克和子弹 * * @param g Graphics * @param myTanks 我的坦克容量 * @param panel 被画的那个面板 */ public void drawMyTank(Graphics g, Vector<MyTank> myTanks, JPanel panel) { for (int m = 0; m < myTanks.size(); m++) { MyTank myTank = myTanks.get(m); // 取出我的坦克 this.drawStuff(g, myTank, panel); // 画出我的坦克 for (int i = 0; i < myTank.getBullets().size(); i++) { if (myTank.getBullets().get(i) != null) { Bullet b = myTank.getBullets().get(i); g.drawImage(TankGameImages.bullet, b.getX() - 2, b.getY() - 2, 4, 4, panel); } } } } /** * 画出地图 * * @param g Graphics * @param map 地图对象 * @param panel 被画的那个面板 */ public void drawMap(Graphics g, Map map, JPanel panel) { Vector<Brick> bricks = map.getBricks(); Vector<Iron> irons = map.getIrons(); Vector<Water> waters = map.getWaters(); for (int i = 0; i < bricks.size(); i++) { this.drawStuff(g, bricks.get(i), panel); } for (int i = 0; i < irons.size(); i++) { this.drawStuff(g, irons.get(i), panel); } for (int i = 0; i < waters.size(); i++) { this.drawStuff(g, waters.get(i), panel); } } /** * 画出一个面朝北的坦克 * * @param g Graphics * @param tank 东西对象 * @param panel 被画的那个面板 */ public void drawNorth(Graphics g, Tank tank, JPanel panel) { // int x = tank.getX(); // int y = tank.getY(); //0.设置画笔颜色 // g.setColor(Color.white); // //1.画出左边的矩形 // g.fill3DRect(x - 20, y - 20, 10, // 40, false); // g.fill3DRect(x + 10, y - 20, 10, 40, false);//2.画出右边矩形 // //3.更换画笔颜色 // g.setColor(tank.getColor()); //4.画出轮子条纹 // for (int // i = 0; // i < 20 - 1; // i++) { // g.drawLine(x - 20, y - 20 + (i + 1) * 2, x - 10 - 1, y - 20 + (i + 1) * 2); // g.drawLine(x + 10, y - 20 + (i + 1) * 2, x + 20 - 1, y - 20 + (i + 1) * 2); // } //5.画出中间1矩形 // g.fill3DRect(x - 15, y - 14, 30, 28, false); //6.更换画笔颜色 // g.setColor(Color.white); //7.画出中间2矩形 // g.draw3DRect(x - 10, y - 9, 20, // 18, false); //8.画出中间3矩形 // g.draw3DRect(x - 3, y - 5, 6, 10, false); //9.画直线 // g.drawLine(x - 15, y - 14, x - 10, y - 9); // g.drawLine(x + 15, y - 14, x + 10, y - 9); // g.drawLine(x - 15, y + 14, x - 10, y + 9); // g.drawLine(x + 15, y + 14, x + 10, y + 9); // g.setColor(tank.getColor()); //10.画矩形 // g.fill3DRect(x - 3, y - 12, 6, 3, // false); // g.fill3DRect(x - 2, y - 20, 4, 2, false); // g.fill3DRect(x - 1, y - 20, // 2, 11, false); Image image; if (tank.getTankType() == TankTypeEnum.MY) { g.setColor(Color.green); image = TankGameImages.myTankImg[DirectionEnum.NORTH.getKey()];// 初始化图片 } else { image = TankGameImages.enemyTankImg[DirectionEnum.NORTH.getKey()]; g.setColor(Color.gray); } g.drawImage(image, tank.getX() - 20, tank.getY() - 20, 40, 40, panel); g.fillRect(tank.getX() - 20, tank.getY() - 30, tank.getBlood() * 4, 5); } /** * 画出一个方向朝南的坦克 * * @param g Graphics * @param tank 东西对象 * @param panel 被画的那个面板 */ public void drawSouth(Graphics g, Tank tank, JPanel panel) { // int x = tank.getX(); // int y = tank.getY(); // g.setColor(Color.white); // g.fill3DRect(x - 20, y - 20, 10, 40, false); // g.fill3DRect(x + 10, y - 20, 10, // 40, false); // g.setColor(tank.getColor()); // for (int i = 0; i < 20 - 1; i++) { // g.drawLine(x - 20, y - 20 + (i + 1) * 2, x - 10 - 1, y - 20 + (i + 1) * 2); // g.drawLine(x + 10, // y - 20 + (i + 1) * 2, x + 20 - 1, y - 20 + (i + 1) * 2); // } // g.fill3DRect(x - 15, y - 14, 30, // 28, false); // g.setColor(Color.white); // g.draw3DRect(x - 10, y - 9, 20, // 18, false); // g.draw3DRect(x - 3, y - 5, 6, 10, false); // g.drawLine(x - 15, // y - 14, x - 10, y - 9); // g.drawLine(x + 15, y - 14, x + 10, y - 9); // g.drawLine(x - 15, // y + 14, x - 10, y + 9); // g.drawLine(x + 15, y + 14, x + 10, y + 9); // g.setColor(tank.getColor()); // g.fill3DRect(x - 3, y + 9, 6, 3, false); // g.fill3DRect(x - 1, y + 9, 2, 11, false); // g.fill3DRect(x - 2, y + 18, 4, 2, // false); Image image; if (tank.getTankType() == TankTypeEnum.MY) { g.setColor(Color.green); image = TankGameImages.myTankImg[DirectionEnum.SOUTH.getKey()];// 初始化图片 } else { image = TankGameImages.enemyTankImg[DirectionEnum.SOUTH.getKey()]; g.setColor(Color.gray); } g.drawImage(image, tank.getX() - 20, tank.getY() - 20, 40, 40, panel); g.fillRect(tank.getX() - 20, tank.getY() - 30, tank.getBlood() * 4, 5); } /** * 画出一个方向朝西的坦克 * * @param g Graphics * @param tank 东西对象 * @param panel 被画的那个面板 */ public void drawWest(Graphics g, Tank tank, JPanel panel) { // int x = tank.getX(); // int y = tank.getY(); // g.setColor(Color.white); // g.fill3DRect(x - 20, y - 20, 40, 10, false); // g.fill3DRect(x - 20, y + 10, 40, // 10, false); // g.setColor(tank.getColor()); // for (int i = 0; i < 20 - 1; i++) { // g.drawLine(x - 20 + (i + 1) * 2, y - 20, x - 20 + (i + 1) * 2, y - 10 - 1); // g.drawLine(x - 20 + (i + 1) * 2, y - 20 + 30, x - 20 + (i + 1) * 2, y - 10 - 1 + 30); // } // g.fill3DRect(x - 14, y - 15, 28, 30, false); // g.setColor(Color.white); // g.draw3DRect(x - 9, y - 10, 18, 20, false); // g.draw3DRect(x - 5, y - 3, 10, // 6, false); // g.drawLine(x - 15, y - 14, x - 10, y - 9); // g.drawLine(x + 15, y - 14, // x + 10, y - 9); // g.drawLine(x - 15, y + 14, x - 10, y + 9); // g.drawLine(x + 15, y + 14, // x + 10, y + 9); // g.setColor(tank.getColor()); // g.fill3DRect(x - 12, y - 3, 3, // 6, false); // g.fill3DRect(x - 20, y - 1, 11, 2, false); // g.fill3DRect(x - 20, // y - 2, 2, 4, false); Image image; if (tank.getTankType() == TankTypeEnum.MY) { image = TankGameImages.myTankImg[DirectionEnum.WEST.getKey()];// 初始化图片 g.setColor(Color.green); } else { image = TankGameImages.enemyTankImg[DirectionEnum.WEST.getKey()]; g.setColor(Color.gray); } g.drawImage(image, tank.getX() - 20, tank.getY() - 20, 40, 40, panel); g.fillRect(tank.getX() - 20, tank.getY() - 30, tank.getBlood() * 4, 5); } /** * 画出一个方向朝东的坦克 * * @param g Graphics * @param tank 东西对象 * @param panel 被画的那个面板 */ public void drawEast(Graphics g, Tank tank, JPanel panel) { // int x = tank.getX(); // int y = tank.getY(); // g.setColor(Color.white); // g.fill3DRect(x - 20, y - 20, 40, 10, false); // g.fill3DRect(x - 20, y + 10, 40, // 10, false); // g.setColor(tank.getColor()); // for (int i = 0; i < 20 - 1; i++) { // g.drawLine(x - 20 + (i + 1) * 2, y - 20, x - 20 + (i + 1) * 2, y - 10 - 1); // g.drawLine(x - 20 + (i + 1) * 2, y - 20 + 30, x - 20 + (i + 1) * 2, y - 10 - 1 + 30); // } // g.fill3DRect(x - 14, y - 15, 28, 30, false); // g.setColor(Color.white); // g.draw3DRect(x - 9, y - 10, 18, 20, false); // g.draw3DRect(x - 5, y - 3, 10, // 6, false); // g.drawLine(x - 15, y - 14, x - 10, y - 9); // g.drawLine(x + 15, y - 14, // x + 10, y - 9); // g.drawLine(x - 15, y + 14, x - 10, y + 9); // g.drawLine(x + 15, y + 14, // x + 10, y + 9); // g.setColor(tank.getColor()); // g.fill3DRect(x + 9, y - 3, 3, 6, // false); // g.fill3DRect(x + 9, y - 1, 11, 2, false); // g.fill3DRect(x + 18, y - 2, // 2, 4, false); Image image; if (tank.getTankType() == TankTypeEnum.MY) { image = TankGameImages.myTankImg[DirectionEnum.EAST.getKey()];// 初始化图片 g.setColor(Color.green); } else { image = TankGameImages.enemyTankImg[DirectionEnum.EAST.getKey()]; g.setColor(Color.gray); } g.drawImage(image, tank.getX() - 20, tank.getY() - 20, 40, 40, panel); g.fillRect(tank.getX() - 20, tank.getY() - 30, tank.getBlood() * 4, 5); } /** * 画出游戏右边的那个面板 * * @param g Graphics * @param tgp 游戏主要面板对象 */ public void drawRight(Graphics g, GamePanel tgp, RealTimeGameData data) { if (data.getMapMakingFlag().equals(Boolean.TRUE)) { g.drawString("当前选中画笔(可按C键切换)", 620, 20); if (data.getCurrentStuff() == StuffTypeEnum.IRON) { drawStuff(g, rightIron, tgp); } else if (data.getCurrentStuff() == StuffTypeEnum.BRICK) { drawStuff(g, rightBrick, tgp); } else if (data.getCurrentStuff() == StuffTypeEnum.WATER) { drawStuff(g, rightWater, tgp); } else { g.drawString("橡皮擦", 680, 50); } } else { for (int i = 0; i < data.getEnemyTankNum(); i++) { if (i >= 4) { g.drawImage(TankGameImages.enemyTankImg[DirectionEnum.NORTH.getKey()], 402 + 50 * i, 100, 40, 40, tgp); } else { g.drawImage(TankGameImages.enemyTankImg[DirectionEnum.NORTH.getKey()], 602 + 50 * i, 20, 40, 40, tgp); } } for (int j = 0; j < data.getMyTankNum(); j++) { g.drawImage(TankGameImages.myTankImg[DirectionEnum.NORTH.getKey()], 602 + 50 * j, 400, 40, 40, tgp); } g.drawString("我的坦克子弹数目:" + data.getMyBulletNum(), 620, 500); } } public void rePaintPanel(GamePanel panel, Graphics g) { RealTimeGameData data = context.getGameData(); if (data.isStart()) { g.setColor(Color.black); g.fillRect(0, 0, GameConstants.GAME_PANEL_WIDTH, GameConstants.GAME_PANEL_HEIGHT); g.fillRect(280, 600, 40, 40); this.drawMap(g, data.getMap(), panel); this.drawMyTank(g, data.getMyTanks(), panel); // 画出我的坦克(包括子弹) this.drawEnemyTank(g, data.getEnemies(), panel); // 画出敌人坦克(包括子弹) this.drawBomb(g, data.getBombs(), panel); // 画出爆炸 this.drawRight(g, panel, data); if (data.getMyTankNum() == 0) { // 如果我的坦克数量为0 g.drawImage(TankGameImages.gameOver, 250, data.getDy(), 100, 100, panel); } if (data.getEnemyTankNum() == 0) { // 如果敌人坦克的数量为0 g.drawImage(TankGameImages.gameWin, 250, data.getDy(), 100, 100, panel); } if (data.getDy() == 250) { g.fillRect(0, 0, 800, 600); g.setColor(Color.BLUE); if (data.getMyTankNum() == 0) { g.drawString("失败了!!!", 300, 220); } else { g.drawString("挑战成功,请稍等...", 300, 220); } g.drawString( ("敌人坦克死亡数量:" + (8 - data.getEnemyTankNum())), 300, 260); g.drawString("我的坦克死亡总数量:" + data.getBeKilled(), 300, 280); g.drawString( "我的炮弹消耗总数量:" + (GameConstants.MY_TANK_INIT_BULLET_NUM - data .getMyBulletNum()), 300, 300); g.drawString("敌人坦克剩余数量:" + data.getEnemyTankNum(), 300, 320); g.drawString("我的坦克剩余总数量:" + data.getMyTankNum(), 300, 340); g.drawString("我的炮弹剩余总数量:" + data.getMyBulletNum(), 300, 360); } } else { g.drawImage(TankGameImages.startImage, 0, 0, 800, 700, panel); //g.drawImage(TankGameImages.font, 0, data.getKy(), panel); if (data.isIconSmile()) { //g.drawImage(TankGameImages.yctSmile1, data.getKx(), 45, // panel); data.setIconSmile(false); } else { //g.drawImage(TankGameImages.yctSmile2, data.getKx(), 45, // panel); data.setIconSmile(true); } } } }
坦克核心算法
@Service public class TankEventService { /** * 判断坦克是否与另一个事物重叠 * * @param stuff 东西对象 * @param length 两者之间的最短距离 * @return 是否重叠 */ public boolean isTankOverlap(Tank tank, Stuff stuff, int length) { boolean b = false; int x = stuff.getX(); int y = stuff.getY(); if (tank.getDirect() == DirectionEnum.NORTH) { tank.setY(tank.getY() - tank.getSpeed()); if (Math.abs(tank.getY() - y) < length && Math.abs(tank.getX() - x) < length) { b = true; tank.setY(tank.getY() + tank.getSpeed()); } else { tank.setY(tank.getY() + tank.getSpeed()); } } if (tank.getDirect() == DirectionEnum.SOUTH) { tank.setY(tank.getY() + tank.getSpeed()); if (Math.abs(tank.getY() - y) < length && Math.abs(tank.getX() - x) < length) { b = true; } tank.setY(tank.getY() - tank.getSpeed()); } if (tank.getDirect() == DirectionEnum.EAST) { tank.setX(tank.getX() + tank.getSpeed()); if (Math.abs(tank.getY() - y) < length && Math.abs(tank.getX() - x) < length) { b = true; } tank.setX(tank.getX() - tank.getSpeed()); } if (tank.getDirect() == DirectionEnum.WEST) { tank.setX(tank.getX() - tank.getSpeed()); if (Math.abs(tank.getY() - y) < length && Math.abs(tank.getX() - x) < length) { b = true; } tank.setX(tank.getX() + tank.getSpeed()); } return b; } /** * 判断是否重叠 * * @param enemies 敌人坦克容量 * @return 是否重叠 */ public boolean isMyTankOverlap(MyTank tank, Vector<EnemyTank> enemies) { for (int i = 0; i < enemies.size(); i++) { if (isTankOverlap(tank, enemies.get(i), 40)) return true; } return false; } /** * 判断自己跟别的坦克是否重叠 * * @param enemies 敌人坦克容量 * @param myTanks 我的坦克容量 * @return 是否重叠 */ public boolean isEnemyTankOverlap(EnemyTank enemy, Vector<EnemyTank> enemies, Vector<MyTank> myTanks) { for (int i = 0; i < enemies.size(); i++) { if (enemy != enemies.get(i)) { if (isTankOverlap(enemy, enemies.get(i), 40)) { enemy.setOverlapNo(true); return true; } } } for (int j = 0; j < myTanks.size(); j++) { if (isTankOverlap(enemy, myTanks.get(j), 40)) { enemy.setOverlapYes(true); return true; } } enemy.setOverlapNo(false); enemy.setOverlapYes(false); return false; } /** * 每隔36毫秒 一直向西走 */ public void enemyGoWest(EnemyTank enemy) { for (; ; ) { GameTimeUnit.sleepMillis(36); if (!enemy.isOverlapNo()&& !enemy.isOverlapYes()) { enemy.goWest(); } if (enemy.getMyTankLocation() != DirectionEnum.WEST) { enemy.setDirect(enemy.getMyTankDirect()); break; } } } /** * 每隔36毫秒 一直向东走 */ public void enemyGoEast(EnemyTank enemy) { for (; ; ) { GameTimeUnit.sleepMillis(36); if (!enemy.isOverlapNo() && !enemy.isOverlapYes()) { enemy.goEast(); } if (enemy.getMyTankLocation() != DirectionEnum.EAST) { enemy.setDirect(enemy.getMyTankDirect()); break; } } } /** * 每隔36毫秒 一直向北走 */ public void enemyGoNorth(EnemyTank enemy) { for (; ; ) { GameTimeUnit.sleepMillis(36); if (!enemy.isOverlapNo() && !enemy.isOverlapYes()) { enemy.goNorth(); } if (enemy.getMyTankLocation() != DirectionEnum.NORTH) { enemy.setDirect(enemy.getMyTankDirect()); break; } } } /** * 每隔36毫秒 一直向南走 */ public void enemyGoSouth(EnemyTank enemy) { for (; ; ) { GameTimeUnit.sleepMillis(36); if (!enemy.isOverlapNo() && !enemy.isOverlapYes()) { enemy.goSouth(); } if (enemy.getMyTankLocation() != DirectionEnum.SOUTH) { enemy.setDirect(enemy.getMyTankDirect()); break; } } } /** * 从指定的三个方向中随机选择一个 * * @param direct1 方向1 * @param direct2 方向2 * @param direct3 方向3 */ public DirectionEnum enemyGetRandomDirect(DirectionEnum direct1, DirectionEnum direct2, DirectionEnum direct3) { int random = (int) (Math.random() * 3); DirectionEnum returnDirect = DirectionEnum.INVALID; switch (random) { case 0: returnDirect = direct1; break; case 1: returnDirect = direct2; break; case 2: returnDirect = direct3; break; } return returnDirect; } /** * 让敌人坦克能够发现我的坦克并开炮 * * @param myTank 我的坦克 * @param map 地图对象 */ public void enemyFindAndKill(EnemyTank enemy, MyTank myTank, Map map) { int myX = myTank.getX(); int myY = myTank.getY(); int enX = enemy.getX(); int enY = enemy.getY(); if (Math.abs(myX - enX) < 20 && myY <= 580) { if (enY < myY) { int s = 0; for (int t = 0; t < map.getIrons().size(); t++) { Iron iron = map.getIrons().get(t); if (Math.abs(enX - iron.getX()) <= 10 && iron.getY() > enY && iron.getY() < myY) { s = 1; break; } } if (s == 0) { enemy.setShot(true); enemy.setMyTankLocation(DirectionEnum.SOUTH); } } else { int s = 0; for (int t = 0; t < map.getIrons().size(); t++) { Iron iron = map.getIrons().get(t); if (Math.abs(enX - iron.getX()) <= 10 && iron.getY() < enY && iron.getY() > myY) { s = 1; break; } } if (s == 0) { enemy.setShot(true); enemy.setMyTankLocation(DirectionEnum.NORTH); } } } else if (Math.abs(myY - enY) < 20 && myY <= 580) { if (enX > myX) { int s = 0; for (int t = 0; t < map.getIrons().size(); t++) { Iron iron = map.getIrons().get(t); if (Math.abs(enY - iron.getY()) <= 10 && iron.getX() < enX && iron.getX() > myX) { s = 1; break; } } if (s == 0) { enemy.setShot(true); enemy.setMyTankLocation(DirectionEnum.WEST); } } else { int s = 0; for (int t = 0; t < map.getIrons().size(); t++) { Iron iron = map.getIrons().get(t); if (Math.abs(enY - iron.getY()) <= 10 && iron.getX() > enX && iron.getX() < myX) { s = 1; break; } } if (s == 0) { enemy.setShot(true); enemy.setMyTankLocation(DirectionEnum.EAST); } } } else { enemy.setShot(false); enemy.setMyTankLocation(DirectionEnum.INVALID); } } }
通过此次的《坦克大战》游戏实现,让我对swing的相关知识有了进一步的了解,对java这门语言也有了比以前更深刻的认识。
java的一些基本语法,比如数据类型、运算符、程序流程控制和数组等,理解更加透彻。java最核心的核心就是面向对象思想,对于这一个概念,终于悟到了一些。