坦克大战程序代码

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坦克大战源代码

坦克大战源代码

import java.awt.Color;import java.awt.Frame;import java.awt.Graphics;import java.awt.Image;import java.awt.event.KeyAdapter;import java.awt.event.KeyEvent;import java.awt.event.WindowAdapter;import java.awt.event.WindowEvent;import java.util.ArrayList;import java.util.List;public class TankClient extends Frame {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);List<Missile> missiles = new ArrayList<Missile>();List<Explode> explodes = new ArrayList<Explode>();List<Tank> tanks = new ArrayList<Tank>();Image offScreenImage = null;@Overridepublic void paint(Graphics g) {g.drawString("missiles count:" + missiles.size(), 10, 50);g.drawString("explodes count:" + explodes.size(), 10, 70);g.drawString("tanks count:" + tanks.size(), 10, 90);for(int i=0; i<missiles.size(); i++) {Missile m = missiles.get(i);m.hitTanks(tanks);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.draw(g);}myTank.draw(g);}@Overridepublic void update(Graphics g) {if(offScreenImage == null) {offScreenImage = this.createImage(800, 600);}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);}public void launchFrame() {//生产多少地方坦克for(int i=0; i<5; 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() {@Overridepublic void windowClosing(WindowEvent e) {System.exit(0);}});this.setResizable(false);this.setBackground(Color.GREEN);this.addKeyListener(new KeyMonitor());this.setVisible(true);new Thread(new PaintThread()).start();}public static void main(String[] args) {TankClient tc = new TankClient();unchFrame();}class PaintThread implements Runnable {public void run() {while(true) {repaint();try {Thread.sleep(50);} catch (InterruptedException e) {e.printStackTrace();}}}}class KeyMonitor extends KeyAdapter {@Overridepublic void keyReleased(KeyEvent e) {myTank.keyReleased(e);}@Overridepublic void keyPressed(KeyEvent e) {myTank.keyPressed(e);}}}import java.awt.Color;import java.awt.Graphics;import java.awt.Rectangle;import java.awt.event.KeyEvent;import java.util.Random;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;boolean good;int x, y;private static Random r = new Random();private boolean live = true;private int step = r.nextInt(12) + 3;TankClient tc;boolean bL, bU, bR, bD;enum Direction {L, LU, U, RU, R, RD, D, LD, STOP};Direction dir = Direction.STOP;Direction ptDir = Direction.D;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, 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);switch(ptDir) {case L:g.drawLine(x + WIDTH/2, y + HEIGHT/2, x, y + HEIGHT/2);break;case LU:g.drawLine(x + WIDTH/2, y + HEIGHT/2, x, y);break;case U:g.drawLine(x + WIDTH/2, y + HEIGHT/2, x + WIDTH/2, y);break;case RU:g.drawLine(x + WIDTH/2, y + HEIGHT/2, x + WIDTH, y);break;case R:g.drawLine(x + WIDTH/2, y + HEIGHT/2, x + WIDTH, y + HEIGHT/2);break;case RD:g.drawLine(x + WIDTH/2, y + HEIGHT/2, x + WIDTH, y + HEIGHT);break;case D:g.drawLine(x + WIDTH/2, y + HEIGHT/2, x + WIDTH/2, y + HEIGHT);break;case LD:g.drawLine(x + WIDTH/2, y + HEIGHT/2, x, y + HEIGHT);break;}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(dir != Direction.STOP) {ptDir = dir;}if(x < 0) x = 0;if(y < 30) y = 30;if(x + WIDTH > TankClient.GAME_WIDTH) x = TankClient.GAME_WIDTH - WIDTH;if(y+ HEIGHT> TankClient.GAME_HEIGHT) y= TankClient.GAME_HEIGHT- HEIGHT;if(!good) {if(step == 0) {step = r.nextInt(12) + 3;Direction[] dirs = Direction.values();dir = dirs[r.nextInt(dirs.length)];}step --;if(r.nextInt(40) > 38) this.fire();}}public void keyPressed(KeyEvent e) {int key = e.getKeyCode();switch (key) {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();}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;}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;}locateDirection();}private Missile fire() {int x = this.x + WIDTH/2 - Missile.WIDTH/2;int y = this.y + HEIGHT/2 - Missile.HEIGHT/2;Missile m = new Missile(x, y, this.good, this.ptDir, 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;}}import java.awt.Color;import java.awt.Graphics;import java.awt.Rectangle;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;TankClient tc;int x, y;Tank.Direction dir = Tank.Direction.R;boolean live = true;private boolean good;public Missile(int x, int y, boolean good, Tank.Direction dir) { this.x = x;this.y = y;this.good = good;this.dir = dir;}public Missile(int x, int y, boolean good, Tank.Direction dir, TankClient tc) {this(x, y, good, dir);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 Rectangle getRect() {return new Rectangle(x, y, WIDTH, HEIGHT);}public boolean hitTank(Tank t) {if(this.live && t.isLive() && this.good != t.good&&this.getRect().intersects(t.getRect())) {this.live = false;t.setLive(false);tc.explodes.add(new Explode(x, y, tc));return true;}return false;}public boolean hitTanks(List<Tank> tanks) { for(int i=0; i<tanks.size(); i++) {if(this.hitTank(tanks.get(i))) {return true;}}return false;}}import java.awt.Color;import java.awt.Graphics;public class Explode {int x, y;private int[] diameters = {4, 7, 12, 18, 26, 32, 49, 30, 14, 6};private boolean live = true;private TankClient tc;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;}Color c = g.getColor();g.setColor(Color.ORANGE);g.fillOval(x, y, diameters[step], diameters[step]);g.setColor(c);step ++;if(step == diameters.length) {live = false;}}}。

C语言完整游戏项目坦克大战详细代码

C语言完整游戏项目坦克大战详细代码

C语⾔完整游戏项⽬坦克⼤战详细代码话不多说我们今天就来创造出属于我们⾃⼰的《坦克⼤战》,GOGOGO直接开始吧这次的源码⽐较详细,我分了好⼏个cpp⽂件,思路更加的清晰,请耐⼼⽤⼼的观看⾸先就是我们载⼊图⽚的函数tupian.cpp# include "tanke.h"障碍物void LaoWang(int * tilex, int * tiley){IMAGE img;loadimage(&img, _T("res\\tile.bmp"));putimage(*tilex, *tiley, 32 , 32 , &img, 32 * 5, 0 );}void tileHong(int * tilex, int * tiley){IMAGE img;loadimage(&img, _T("res\\tile.bmp"));putimage(*tilex, *tiley, 32, 32, &img, 32 * 0, 0 );return;}void tileLv(int * tilex, int * tiley){IMAGE img;loadimage(&img, _T("res\\tile.bmp"));putimage(*tilex, *tiley, 32, 32, &img, 32 * 2, 0 );return;}void tileBai(int * tilex, int * tiley){IMAGE img;loadimage(&img, _T("res\\tile.bmp"));putimage(*tilex, *tiley, 32, 32, &img, 32 * 1, 0 );return;}IMAGE img;loadimage(&img, _T("res\\tile.bmp"));putimage(*tilex, *tiley, 32, 32, &img, 32 * 3, 0 ); }//物品void FaZhang(int *wupinx, int *wupiny){IMAGE img;loadimage(&img, _T("res\\fazhang.jpg"));putimage(*wupinx, *wupiny, 24, 24, &img, 0, 0 ); }void ShouQiang(int *wupinx, int *wupiny){IMAGE img;loadimage(&img, _T("res\\shouqiang.jpg"));putimage(*wupinx, *wupiny, 24, 24, &img, 0, 0 ); }void ShangDian(int *wupinx, int *wupiny){IMAGE img;loadimage(&img,_T("res\\shangdian.jpg"));putimage(*wupinx, *wupiny, 32, 32, &img, 0, 0 ); }void YaoShui(int *wupinx, int *wupiny){IMAGE img;loadimage(&img, _T("res\\yaoshui.jpg"));putimage(*wupinx, *wupiny, 28, 28, &img, 0, 0 ); }void DunPai(int *wupinx, int *wupiny){IMAGE img;loadimage(&img, _T("res\\dunpai.jpg"));putimage(*wupinx, *wupiny, 28, 28, &img, 0, 0 ); }void XieZi(int *wupinx, int *wupiny){IMAGE img;loadimage(&img, _T("res\ iezi.jpg"));putimage(*wupinx, *wupiny, 28, 28, &img, 0, 0 ); }void Boss(int *wupinx, int *wupiny){IMAGE img;loadimage(&img, _T("res\\boss.jpg"));putimage(*wupinx, *wupiny, 32, 32, &img, 0, 0 ); }void BigBoss(int *wupinx, int *wupiny){IMAGE img;loadimage(&img, _T("res\\bigboss.jpg"));putimage(*wupinx, *wupiny, 32, 32, &img, 0, 0 ); }接下来是初始化的函数waiyuan.cpp# include "tanke.h"{setcolor(GREEN);settextstyle(0, 0, ("宋体"));char c2[20] = "⾃⼰⽣命值:";outtextxy(0, 20, c2);char c3[10] ;sprintf(c3, _T("%.1f"), 100* (60 - *j) / 60.0);outtextxy(90, 20, c3);}void DShengMing(int * d,int *k){setcolor(GREEN);settextstyle(0, 0, ("宋体"));char c2[20] = "敌⼈⽣命值:";outtextxy(0, 0, c2);char c3[10] ;sprintf(c3, _T("%.1f"), 100* (60 - *d) / 60.0);outtextxy(90, 0, c3);char c4[40] = "恭喜~! 现在起⾦币到2200有惊喜!";//胜利 if ( *k >= 8000 ){setcolor(YELLOW);settextstyle(30, 0, ("宋体"));outtextxy(150, 0, c4);}}void Gold(int * gold){setcolor(GREEN);settextstyle(0, 0, ("宋体"));char c2[20] = "⾦币:";outtextxy(0, 40, c2);char c3[10] ;sprintf(c3, _T("%d"), *gold);outtextxy(40, 40, c3);}void start(void){initgraph(200, 130);TCHAR s1[10]="坦克⼤战";TCHAR s2[30]="按A 开始游戏按B 退出游戏";TCHAR s3[30]="按W S A D控制⽅向";TCHAR s4[20]="按J 发射⼦弹";TCHAR s5[20]="按C 看攻略";outtextxy(70, 0, s1);outtextxy(0, 110, s2);outtextxy(60, 90, s5);outtextxy(55, 30, s4);outtextxy(35, 60, s3);while (true){Sleep(500);if (GetAsyncKeyState('A')){BeginBatchDraw();closegraph();initgraph(640, 480);Sleep(200);Quit();return ;}if (GetAsyncKeyState('C'))GongLue();}}}void GongLue(void){initgraph(450, 300);TCHAR s1[20]="游戏攻略:";TCHAR s2[50]="再打坦克之前先吃法杖打掉⽩⾊砖块,";TCHAR s3[50]="这样敌坦克打⽩⾊就不能回⾎了,boss更应如此。

c语言坦克大战最新代码

c语言坦克大战最新代码
} key=bioskey(0);
judge_tank_my(map,key);/*判断己方坦克运动函数*/
} aaa: ; } void map_all(int map[15][15])/*初始化地图函数*/ { int i,j; for(i=0;i<15;i++)
for(j=0;j<15;j++) switch(map[j][i]) { case 0: break; case 5:map_wall(i,j);break;/*地形*/ case 6:map_steel(i,j);break; case 7:map_water(i,j);break; case 8:map_border(i,j);break; case 9:map_base(i,j);break; }
void uptank(int i,int j,int color);/*画坦克函数*/ void downtank(int i,int j,int color); void lefttank(int i,int j,int color); void righttank(int i,int j,int color);
/* Note:Your choice is C IDE */ #include "graphics.h" #include "stdlib.h" #include "stdio.h"
#define a_UP 0x4800/*定义A坦克按键*/ #define a_DOWN 0x5000 #define a_LEFT 0x4b00 #define a_RIGHT 0x4d00 #define a_shoot 0x1c0d
void judge_moveshootway(int map[15][15],int i);/*炮弹运动时判断炮弹方 向函数*/ void judge_shoot(int m,int map[15][15],int i);/*判断炮弹打中的物体函数 */ void judge_shootway(int map[15][15],int i);/*炮弹打中物体时判断方向函 数*/

c语言坦克大战源代码

c语言坦克大战源代码

c语言坦克大战源代码/*游戏的整体思路大概是这样的?首先是欢迎界面,然后进入游戏界面,最后是gameover的界面。

本来打算做单人游戏,后来发现让敌人自主移动比较困难,所以改成了双人游戏?layer1控制按键是up,down,left,right,enter,player2控制按键是a,s,d,w,space。

*/#include<stdio.h>#include<string.h>#include<stdlib.h>#include<graphics.h>/*定义鼠标键值常量*/#define ESC 0x011b/*玩家1坦克按键*/#define UP 0x4800#define DOWN 0x5000#define LEFT 0x4b00#define RIGHT 0x4d00#define ENTER 0x1c0d#define up 0x1177/*玩家2坦克按键*/#define down 0x1f73#define left 0x1e61#define right 0x2064#define fire 0x246a/*定义游戏常量*//*双人游戏*/#define NUM 2/*坦克宽度*/#define WIDTH 20/*坦克的数量,宽度*//*定义global变量*******************************************//*子弹的属性*/struct myboom{/*如果子弹life为0则代表子弹没有发射*/int life;int x,y;int direction;};/*子弹们的初始属性*/struct myboom iboom[NUM]={{0},{0}};/*坦克的属性*/struct mytank{int life;int x,y;int direction;};/*坦克们的初始属性*/struct mytank itank[NUM]={{3,10*WIDTH,22*WIDTH},{1,440,40}};pre[NUM][2]={{10*WIDTH,22*WIDTH},{440,40}};/*xy[0]代表自己的坦克; xy[1]及以后代表敌军; 坦克坐标*//*存被子弹覆盖的图像*/void *boom_save[NUM];/*malloc开辟图像空间的大小*/int size;/*动画显示*/void *save[NUM];/*后来加上的。

坦克大战代码

坦克大战代码

private static final long serialVersionUID = 1L;
groundData o = new groundData();//地图数据,会在本线程中实时更新
int perStep = 1, sleepTime = 7;//线程的睡眠时间以及每次睡眠后坦克移动的像素
MyBullet3 enemyBullet[] = {sBullet,sBullet,sBullet,sBullet,sBullet,sBullet,sBullet,sBullet,sBullet,sBullet,sBullet,sBullet,sBullet,sBullet,sBullet,
sBullet,sBullet,sBullet,sBullet,sBullet,sBullet,sBullet,sBullet,sBullet,sBullet,sBullet,sBullet,sBullet,sBullet,sBullet,
int enemyNum = 0 , enemyMax = 6;//现有敌人数量,画面允许敌人的最大数量
boolean stuck = false ;//坦克是否无法前行
MyBullet3 bullet = new MyBullet3();//我方坦克炮弹
//敌方坦克炮弹
MyBullet3 sBullet = new MyBullet3();
g.fillOval(x + 35 , y + 15 , 10 , 10) ;
g.fillOval(x + 35 , y + 25 , 10 , 10) ;
g.fillOval(x + 35 , y + 35 , 10 , 10) ;

坦克大战程序代码(精心汇编)

坦克大战程序代码(精心汇编)

class f extends JFrame {f(String title) {(title) ;(608 , 630) ;(300 , 100) ;;MyTank mp = new MyTank() ; (mp) ;(mp) ;new Thread(mp).start() ;}public static void main(String[] args) { f h = new f("坦克大战(版本") ; (true) ;}}//主战坦克class MyTank extends JPanel implements KeyListener , Runnable { int x = 280, y = 280 ;//坦克的初始位置int op = 1 ;//坦克的移动方向int color = 0 ;int tankspeed = 8 ;//坦克的速度int tankbullet = 8 ;//坦克的子弹速度int tankfbullet = 4 ;//敌军的子弹速度int shengming = 100 ;//生命int fenshu = 0 ;int nandu = 5 ; //设置游戏难度//子弹int dx = 295 , dy = 295 ;int dx1 = 295 , dy1 = -10 ;int dx2 = 600 , dy2 = 295 ;int dx3 = 295 , dy3 = 600 ;int dx4 = -10 , dy4 = 295 ;//敌军坦克int num = 10 ;//敌军坦克数量,不能修改int[] xf = new int[num] ;int[] yf = new int[num] ;int[] opf = new int[num] ;int[] dxf = new int[num] ;int[] dyf = new int[num] ;int[] dxf1 = new int[num] ;int[] dyf1 = new int[num] ;int[] dxf2 = new int[num] ;int[] dyf2 = new int[num] ;int[] dxf3 = new int[num] ;int[] dyf3 = new int[num] ;int[] dxf4 = new int[num] ;int[] dyf4 = new int[num] ;//构造函数,初始化敌军坦克的位置和状态MyTank() {for (int i = 0; i<num; i++) {xf[i] = (int) () * 560) ;yf[i] = (int) () * 560) ;dxf[i] = xf[i] + 15 ;dyf[i] = yf[i] + 15 ;}for (int i = 0; i<num; i++) {dxf1[i] = 295 ; dyf1[i] = -10 ;dxf2[i] = 600 ; dyf2[i] = 295 ;dxf3[i] = 295 ; dyf3[i] = 600 ;dxf4[i] = -10 ; dyf4[i] = 295 ;}}//主面版public void paint(Graphics g) { (g) ;;;("生命:" , 10 , 20 ) ;(50 , 10 , shengming * 5 , 10) ;(50 , 10 , 500 , 10) ;("得分: "+ fenshu , 10 , 40) ; if(op == 1) {;(x , y , 40 , 40) ;switch (color % 6) {case 0: ; break;case 1: ; break;case 2: ; break;case 3: ; break;case 5: ; break;}(x - 5 , y - 5 , 10 , 10) ; (x - 5 , y + 5 , 10 , 10) ; (x - 5 , y + 15 , 10 , 10) ; (x - 5 , y + 25 , 10 , 10) ; (x - 5 , y + 35 , 10 , 10) ; (x + 35 , y - 5 , 10 , 10) ; (x + 35 , y + 5 , 10 , 10) ; (x + 35 , y + 15 , 10 , 10) ; (x + 35 , y + 25 , 10 , 10) ; (x + 35 , y + 35 , 10 , 10) ; ;(x + 15 , y - 20 , 10 , 40) ; switch (color % 20) {case 1: ; break; case 2: ; break; case 3: ; break; case 4: ; break; case 5: ; break; case 6: ; break; case 7: ; break; case 8: ; break; case 9: ; break; case 10: ; break; case 11: ; break; case 12: ; break; case 13: ; break; case 14: ; break; case 15: ; break;case 17: ; break;case 18: ; break;case 19: ; break; }(x + 5 , y + 30 , 10 , 10) ; (x + 25 , y + 30 , 10 , 10) ; }if(op == 2) {;(x , y , 40 , 40) ;switch (color % 6) {case 0: ; break;case 1: ; break;case 2: ; break;case 3: ; break;case 5: ; break;}(x - 5 , y - 5 , 10 , 10) ; (x + 5 , y - 5 , 10 , 10) ; (x + 15 , y - 5 , 10 , 10) ; (x + 25 , y - 5 , 10 , 10) ; (x + 35 , y - 5 , 10 , 10) ; (x - 5 , y+35 , 10 , 10) ; (x + 5 , y+35 , 10 , 10) ; (x + 15 , y+35 , 10 , 10) ; (x + 25 , y+35 , 10 , 10) ; (x + 35 , y+35 , 10 , 10) ; ;(x + 20 , y + 15 , 40 , 10) ; switch (color % 20) {case 1: ; break; case 2: ; break; case 3: ; break; case 4: ; break; case 5: ; break; case 6: ; break; case 7: ; break; case 8: ; break; case 9: ; break; case 10: ; break; case 11: ; break; case 12: ; break; case 13: ; break; case 14: ; break; case 15: ; break;case 17: ; break;case 18: ; break;case 19: ; break; }(x , y + 5 , 10 , 10) ;(x , y + 25 , 10 , 10) ;}if(op == 3) {;(x , y , 40 , 40) ;switch (color % 6) {case 0: ; break;case 1: ; break;case 2: ; break;case 3: ; break;case 5: ; break;}(x - 5 , y - 5 , 10 , 10) ; (x - 5 , y + 5 , 10 , 10) ; (x - 5 , y + 15 , 10 , 10) ; (x - 5 , y + 25 , 10 , 10) ; (x - 5 , y + 35 , 10 , 10) ; (x + 35 , y - 5 , 10 , 10) ; (x + 35 , y + 5 , 10 , 10) ; (x + 35 , y + 15 , 10 , 10) ; (x + 35 , y + 25 , 10 , 10) ; (x + 35 , y + 35 , 10 , 10) ; ;(x + 15 , y + 20 , 10 , 40) ; switch (color % 20) {case 1: ; break; case 2: ; break; case 3: ; break; case 4: ; break; case 5: ; break; case 6: ; break; case 7: ; break; case 8: ; break; case 9: ; break; case 10: ; break; case 11: ; break; case 12: ; break; case 13: ; break; case 14: ; break; case 15: ; break;case 17: ; break;case 18: ; break;case 19: ; break; }(x + 5 , y , 10 , 10) ;(x + 25 , y , 10 , 10) ;}if(op == 4) {;(x , y , 40 , 40) ;switch (color % 6) {case 0: ; break;case 1: ; break;case 2: ; break;case 3: ; break;case 5: ; break;}(x - 5 , y - 5 , 10 , 10) ; (x + 5 , y - 5 , 10 , 10) ; (x + 15 , y - 5 , 10 , 10) ; (x + 25 , y - 5 , 10 , 10) ; (x + 35 , y - 5 , 10 , 10) ; (x - 5 , y+35 , 10 , 10) ; (x + 5 , y+35 , 10 , 10) ; (x + 15 , y+35 , 10 , 10) ; (x + 25 , y+35 , 10 , 10) ; (x + 35 , y+35 , 10 , 10) ; ;(x - 20 , y + 15 , 40 , 10) ; switch (color % 20) {case 1: ; break; case 2: ; break; case 3: ; break; case 4: ; break; case 5: ; break; case 6: ; break; case 7: ; break; case 8: ; break; case 9: ; break; case 10: ; break; case 11: ; break; case 12: ; break; case 13: ; break; case 14: ; break; case 15: ; break;case 17: ; break;case 18: ; break;case 19: ; break; }(x + 30 , y + 5 , 10 , 10) ; (x + 30 , y + 25 , 10 , 10) ; };(dx , dy , 10 , 10) ;(dx1 , dy1 , 10 , 10) ; (dx2 , dy2 , 10 , 10) ; (dx3 , dy3 , 10 , 10) ; (dx4 , dy4 , 10 , 10) ;for (int i = 0; i<num; i++) { if(opf[i] == 1) {(xf[i] - 5 , yf[i] - 5 , 10 , 10) ; (xf[i] - 5 , yf[i] + 5 , 10 , 10) ; (xf[i] - 5 , yf[i] + 15 , 10 , 10) ; (xf[i] - 5 , yf[i] + 25 , 10 , 10) ; (xf[i] - 5 , yf[i] + 35 , 10 , 10) ; (xf[i] + 35 , yf[i] - 5 , 10 , 10) ; (xf[i] + 35 , yf[i] + 5 , 10 , 10) ; (xf[i] + 35 , yf[i] + 15 , 10 , 10) ; (xf[i] + 35 , yf[i] + 25 , 10 , 10) ; (xf[i] + 35 , yf[i] + 35 , 10 , 10) ; (xf[i] + 15 , yf[i] - 20 , 10 , 40) ; (xf[i] + 5 , yf[i] + 30 , 10 , 10) ; (xf[i] + 25 , yf[i] + 30 , 10 , 10) ; }if(opf[i] == 2) {(xf[i] - 5 , yf[i] - 5 , 10 , 10) ; (xf[i] + 5 , yf[i] - 5 , 10 , 10) ; (xf[i] + 15 , yf[i] - 5 , 10 , 10) ; (xf[i] + 25 , yf[i] - 5 , 10 , 10) ; (xf[i] + 35 , yf[i] - 5 , 10 , 10) ; (xf[i] - 5 , yf[i] + 35 , 10 , 10) ; (xf[i] + 5 , yf[i] + 35 , 10 , 10) ; (xf[i] + 15 , yf[i] + 35 , 10 , 10) ; (xf[i] + 25 , yf[i] + 35 , 10 , 10) ; (xf[i] + 35 , yf[i] + 35 , 10 , 10) ; (xf[i] + 20 , yf[i] + 15 , 40 , 10) ; (xf[i] , yf[i] + 5 , 10 , 10) ;(xf[i] , yf[i] + 25 , 10 , 10) ;}if(opf[i] == 3) {(xf[i] - 5 , yf[i] - 5 , 10 , 10) ; (xf[i] - 5 , yf[i] + 5 , 10 , 10) ; (xf[i] - 5 , yf[i] + 15 , 10 , 10) ; (xf[i] - 5 , yf[i] + 25 , 10 , 10) ; (xf[i] - 5 , yf[i] + 35 , 10 , 10) ; (xf[i] + 35 , yf[i] - 5 , 10 , 10) ; (xf[i] + 35 , yf[i] + 5 , 10 , 10) ; (xf[i] + 35 , yf[i] + 15 , 10 , 10) ; (xf[i] + 35 , yf[i] + 25 , 10 , 10) ; (xf[i] + 35 , yf[i] + 35 , 10 , 10) ; (xf[i] + 15 , yf[i] + 20 , 10 , 40) ; (xf[i] + 5 , yf[i] , 10 , 10) ;(xf[i] + 25 , yf[i] , 10 , 10) ;}if(opf[i] == 4) {(xf[i] , yf[i] , 40 , 40) ;(xf[i] - 5 , yf[i] - 5 , 10 , 10) ; (xf[i] + 5 , yf[i] - 5 , 10 , 10) ; (xf[i] + 15 , yf[i] - 5 , 10 , 10) ; (xf[i] + 25 , yf[i] - 5 , 10 , 10) ; (xf[i] + 35 , yf[i] - 5 , 10 , 10) ; (xf[i] - 5 , yf[i] + 35 , 10 , 10) ; (xf[i] + 5 , yf[i] + 35 , 10 , 10) ; (xf[i] + 15 , yf[i] + 35 , 10 , 10) ; (xf[i] + 25 , yf[i] + 35 , 10 , 10) ; (xf[i] + 35 , yf[i] + 35 , 10 , 10) ; (xf[i] - 20 , yf[i] + 15 , 40 , 10) ; (xf[i] + 30 , yf[i] + 5 , 10 , 10) ; (xf[i] + 30 , yf[i] + 25 , 10 , 10) ; }(dxf1[i] , dyf1[i] , 10 , 10 ) ;(dxf2[i] , dyf2[i] , 10 , 10 ) ;(dxf3[i] , dyf3[i] , 10 , 10 ) ;(dxf4[i] , dyf4[i] , 10 , 10 ) ;}}public void keyTyped(KeyEvent e) { }//键盘控制坦克的移动,发弹public void keyPressed(KeyEvent e) { color ++ ;if() == {op = 1 ;y = y - tankspeed ;dy = dy - tankspeed ;if(y <= 0) {y = y + tankspeed ;dy = dy + tankspeed ; }}if() == {op = 2 ;x = x + tankspeed ; dx = dx + tankspeed ; if(x >= 560) {x = x - tankspeed ; dx = dx - tankspeed ; }}if() == {op = 3 ;y = y + tankspeed ; dy = dy + tankspeed ;if(y >= 560) {y = y - tankspeed ; dy = dy - tankspeed ; }}if() == {op = 4 ;x = x - tankspeed ; dx = dx - tankspeed ; if(x <= 0) {x = x + tankspeed ; dx = dx + tankspeed ; }}if() == {if(op == 1) {dx1 = dx ; dy1 = dy ;}if(op == 2) {dx2 = dx ; dy2 = dy ;}if(op == 3) {dx3 = dx ; dy3 = dy ;}if(op == 4) {dx4 = dx ; dy4 = dy ;}}() ;}public void keyReleased(KeyEvent e) { }public void run() {for (int a = 0; a<60000; a++) {dy1 = dy1 - tankbullet ;dx2 = dx2 + tankbullet ;dy3 = dy3 + tankbullet ;dx4 = dx4 - tankbullet ;for (int i = 0; i<num; i++) {dyf1[i] = dyf1[i] - tankfbullet ;dxf2[i] = dxf2[i] + tankfbullet ;dyf3[i] = dyf3[i] + tankfbullet ;dxf4[i] = dxf4[i] - tankfbullet ;}//判断是否被击中for (int i = 0; i<num; i++) {if(dyf1[i]<y + 38 &&dyf1[i]>y +8 && dxf1[i]-x>-10 && dxf1[i]-x<40) { ("被1击中") ;dxf1[i] = dxf[i] ; dyf1[i] = dyf[i] ;shengming = shengming - nandu ;}if(dxf2[i]>x+2 &&dxf2[i]<x+32 &&dyf2[i] - y >-10 && dyf2[i] - y <40 ) { ("被2击中") ;dxf2[i] = dxf[i] ; dyf2[i] = dyf[i] ;shengming = shengming - nandu ;}if(dyf3[i]>y+2 && dyf3[i]< y+32 && dxf3[i]-x >-10&& dxf3[i]-x<40) { ("被3击中") ;dxf3[i] = dxf[i] ; dyf3[i] = dyf[i] ;shengming = shengming - nandu ;}if(dxf4[i]>x+8 &&dxf4[i]<x+38 &&dyf4[i] - y >-10 && dyf4[i] - y <40 ) { ("被4击中") ;dxf4[i] = dxf[i] ; dyf4[i] = dyf[i] ;shengming = shengming - nandu ;}}//判断是否击中敌军for (int i = 0; i<num; i++) {if(dy1<yf[i] + 38 &&dy1>yf[i] +8 && dx1-xf[i]>-10 && dx1-xf[i]<40) { ("1击中") ;fenshu = fenshu + 100 ;xf[i] = (int)() * 560 );yf[i] = (int)() * 560 );}if(dx2>xf[i]+2 &&dx2<xf[i]+32 &&dy2 - yf[i] >-10 && dy2 - yf[i] <40 ) { ("2击中") ;fenshu = fenshu + 100 ;xf[i] = (int)() * 560 );yf[i] = (int)() * 560 );}if(dy3>yf[i]+2 && dy3< yf[i]+32 && dx3-xf[i] >-10&& dx3-xf[i]<40) { ("3击中") ;fenshu = fenshu + 100 ;xf[i] = (int)() * 560 );yf[i] = (int)() * 560 );}if(dx4>xf[i]+8 &&dx4<xf[i]+38 &&dy4 - yf[i] >-10 && dy4 - yf[i] <40 ) { ("4击中") ;fenshu = fenshu + 100 ;xf[i] = (int)() * 560 );yf[i] = (int)() * 560 );}dxf[i] = xf[i] + 15 ;dyf[i] = yf[i] + 15 ;}//坦克的移动for (int i = 0; i<num; i++) { switch (opf[i]) {case 1:{yf[i]-- ;dyf[i] -- ;for (int s = 0; s<num; s++) { if(yf[i] <= 0) {yf[i] ++ ;dyf[i] ++ ;}}break;}case 2:{xf[i]++ ;dxf[i]++ ;for (int s = 0; s<num; s++) { if(xf[i] >= 560){xf[i] -- ;dxf[i] -- ;}}break;}case 3:{yf[i]++ ;dyf[i]++ ;for (int s = 0; s<num ; s++) { if(yf[i] >= 560){yf[i] -- ;dyf[i] -- ;}}break;}case 4:{xf[i]-- ;dxf[i]-- ;for (int s = 0; s<num; s++) { if(xf[i] <= 0){xf[i] ++ ;dxf[i] ++ ;}}break;}}}try{(20) ;}catch(Exception e) {() ;}//坦克的开火if(a % 50 == 5) {if()>{for (int i = 0; i<2; i++) {if(opf[i] == 1) {dxf1[i] = dxf[i] ; dyf1[i] = dyf[i] ; }if(opf[i] == 2) {dxf2[i] = dxf[i] ; dyf2[i] = dyf[i] ; }if(opf[i] == 3) {dxf3[i] = dxf[i] ; dyf3[i] = dyf[i] ; }if(opf[i] == 4) {dxf4[i] = dxf[i] ; dyf4[i] = dyf[i] ; }}}}if(a % 50 == 15) {if()> {for (int i = 2; i<4; i++) {if(opf[i] == 1) {dxf1[i] = dxf[i] ; dyf1[i] = dyf[i] ; }if(opf[i] == 2) {dxf2[i] = dxf[i] ; dyf2[i] = dyf[i] ; }if(opf[i] == 3) {dxf3[i] = dxf[i] ; dyf3[i] = dyf[i] ; }if(opf[i] == 4) {dxf4[i] = dxf[i] ; dyf4[i] = dyf[i] ; }}}}if(a % 50 == 25) {if()>{for (int i = 4; i<6; i++) {if(opf[i] == 1) {dxf1[i] = dxf[i] ; dyf1[i] = dyf[i] ;}if(opf[i] == 2) {dxf2[i] = dxf[i] ; dyf2[i] = dyf[i] ; }if(opf[i] == 3) {dxf3[i] = dxf[i] ; dyf3[i] = dyf[i] ; }if(opf[i] == 4) {dxf4[i] = dxf[i] ; dyf4[i] = dyf[i] ; }}}}if(a % 50 == 35) {if()>{for (int i = 6; i<8; i++) {if(opf[i] == 1) {dxf1[i] = dxf[i] ; dyf1[i] = dyf[i] ; }if(opf[i] == 2) {dxf2[i] = dxf[i] ; dyf2[i] = dyf[i] ; }if(opf[i] == 3) {dxf3[i] = dxf[i] ; dyf3[i] = dyf[i] ; }if(opf[i] == 4) {dxf4[i] = dxf[i] ; dyf4[i] = dyf[i] ; }}}}if(a % 50 == 45) {if()> {for (int i = 8; i<10; i++) {if(opf[i] == 1) {dxf1[i] = dxf[i] ; dyf1[i] = dyf[i] ; }if(opf[i] == 2) {dxf2[i] = dxf[i] ; dyf2[i] = dyf[i] ; }if(opf[i] == 3) {dxf3[i] = dxf[i] ; dyf3[i] = dyf[i] ; }if(opf[i] == 4) {dxf4[i] = dxf[i] ; dyf4[i] = dyf[i] ; }}}//坦克的随机移动if(a % 50 == 1 ) {for (int i = 0; i<2; i++) { if( () > ) {if() > {opf[i] = 1 ;}else{opf[i] = 2 ;}}else{if() > {opf[i] = 3 ;}else{opf[i] = 4 ;}}}if(a % 50 == 11 ) {//坦克的随机移动for (int i = 2; i<4; i++) { if( () > ) {if() > {opf[i] = 1 ;}else{opf[i] = 2 ;}}else{if() > {opf[i] = 3 ;}else{}}}}if(a % 50 == 21 ) {//坦克的随机移动for (int i = 4; i<6; i++) { if( () > ) {if() > {opf[i] = 1 ;}else{opf[i] = 2 ;}}else{if() > {}else{opf[i] = 4 ;}}}}if(a % 50 == 31 ) {//坦克的随机移动for (int i = 6; i<8; i++) { if( () > ) {if() > {opf[i] = 1 ;}else{opf[i] = 2 ;}}else{if() > {opf[i] = 3 ;}else{opf[i] = 4 ;}}}}if(a % 50 == 41 ) {//坦克的随机移动for (int i = 8; i<10; i++) { if( () > ) {if() > {opf[i] = 1 ;}else{opf[i] = 2 ;}}else{if() > {opf[i] = 3 ;}else{opf[i] = 4 ;}}}}//重画if(shengming<=0){//弹出player1胜利对话框(null,"你结束了","Game Over !", ; //结束游戏(0) ;}() ;}}}。

坦克大战游戏编程实现

坦克大战游戏编程实现

坦克大战游戏编程实现游戏编程实现坦克大战坦克大战是一款经典的电子游戏,在游戏中,玩家将控制一个坦克,通过操作坦克的移动和攻击,与其他玩家或电脑进行战斗。

本文将介绍如何使用编程语言实现坦克大战游戏。

设计思路在实现坦克大战游戏之前,首先需要明确游戏的基本要素和规则。

玩家将操作一个坦克,通过键盘或操纵杆控制坦克的移动和攻击。

游戏画面由地图、坦克、子弹等元素构成。

坦克可以向前、向后、向左、向右移动,可以发射子弹进行攻击。

玩家需要躲避敌方坦克的攻击,同时尽可能击败敌方坦克。

编程实现坦克的移动和攻击可以通过编程语言来实现。

以下是使用Java语言来编写坦克大战游戏的示例代码:```javapublic class TankGame extends JFrame {private Tank tank; // 玩家坦克private List<Tank> enemyTanks; // 敌方坦克列表private List<Bullet> bullets; // 子弹列表public TankGame() {// 初始化游戏窗口this.setSize(800, 600);this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); this.setVisible(true);// 初始化玩家坦克tank = new Tank(400, 500);// 初始化敌方坦克列表enemyTanks = new ArrayList<>();enemyTanks.add(new Tank(100, 100));enemyTanks.add(new Tank(300, 200));// 初始化子弹列表bullets = new ArrayList<>();// 添加键盘监听器,控制坦克移动和攻击this.addKeyListener(new KeyListener() {@Overridepublic void keyPressed(KeyEvent e) {int keycode = e.getKeyCode();switch (keycode) {case KeyEvent.VK_UP:tank.moveUp();break;case KeyEvent.VK_DOWN: tank.moveDown();break;case KeyEvent.VK_LEFT: tank.moveLeft();break;case KeyEvent.VK_RIGHT: tank.moveRight();break;case KeyEvent.VK_SPACE: bullets.add(tank.fire());break;default:break;}// 重新绘制游戏画面repaint();}@Overridepublic void keyReleased(KeyEvent e) { }@Overridepublic void keyTyped(KeyEvent e) { }});}// 绘制游戏画面public void paint(Graphics g) {super.paint(g);// 绘制玩家坦克tank.draw(g);// 绘制敌方坦克for (Tank enemyTank : enemyTanks) { enemyTank.draw(g);}// 绘制子弹for (Bullet bullet : bullets) {bullet.draw(g);}}public static void main(String[] args) {new TankGame();}}```在上述示例代码中,我们创建了一个继承自JFrame的主窗口,并在窗口中添加了一个玩家坦克、敌方坦克和子弹的列表。

python实现坦克大战游戏 附详细注释

python实现坦克大战游戏 附详细注释

python实现坦克大战游戏附详细注释本文实例为大家分享了python实现坦克大战的具体代码,供大家参考,具体内容如下:#功能实现游戏主窗口import pygame,time,random#导入模块_display = pygame.display#赋值给一个变量调用时方便color_red = pygame.Color(255,0,0)#同上vclass MainGame(object):screen_width = 900#游戏界面宽度screen_height = 550#界面的高度Tank_p1 = None#坦克对象window = None #窗口对象EnemyTank_list = []# 存储所有敌方坦克EnemTank_count = 10# 要创建的敌方坦克的数量Bullet_list = [] #创建我方子弹列表EnemyTank_bullet_list = []Explode_list= []wall_list = []def startGame(self):pygame.display.init()#初始化游戏模块的显示MainGame.window = _display.set_mode([MainGame.screen_width,MainGame.screen_height])#生成并加载游戏窗口、\#pygame.display模块及set_mode方法和pygame相关方法调用设置# 见<<https:///docs/ref/display.html#pygame.display.set_mode>> UC 浏览器实现自动翻译pygame.display.set_caption("坦克大战v1.0")#s设置游戏标题self.creatEnemyTank()#类中调用初始敌方坦克方法self.creatMyTank()#创建我方坦克self.creatWalls()#创建障碍物while True:#无限循环所有行为方法都要无限制的显示MainGame.window.fill(pygame.Color(0,0,0))#窗口颜色设置Window在开始方法已设置为游戏窗口self.getEvent()#死循环中获取事件的值对其进行相应处理MainGame.window.blit(self.drawText("剩余敌方数量%d" %len(MainGame.EnemyTank_list)),(7, 7))#循环游戏窗口加载文本bilt方法在页面写入另一个self.blitWalls()if MainGame.Tank_p1 and MainGame.Tank_p1.alive:MainGame.Tank_p1.displayTank()#循环调用生成的坦克对象(显示)方法self.blitEnemyTank()# 此类中用self 循环展示敌方坦克if MainGame.Tank_p1 and not MainGame.Tank_p1.stop:MainGame.Tank_p1.move()# 移动MainGame.Tank_p1.hitWall()#撞击墙壁MainGame.Tank_p1.hitEnemyTank()#撞击敌方坦克方法self.blitEnemyBullet()#显示敌方坦克子弹self.blitBullet()#显示炮弹self.blitExplode()#显示爆炸效果time.sleep(0.02)_display.update()#获取更新#将带有文字的surface 绘制到窗口中循环# 创建敌方坦克def creatEnemyTank(self):#创建敌方坦克top = 100for i in range(MainGame.EnemTank_count):#MainGame.EnemTank_count=5 五次循环创建敌方坦克speed = random.randint(3, 6) # 随机模块random.randint# 每次都随机生成一个left值left = random.randint(1, 7)eTank = EnemyTank(left * 100, top, speed)#生成敌方坦克类对象传入参数left 为随机MainGame.EnemyTank_list.append(eTank)#将创建的每一个敌方坦克添加到列表# 将坦克加入到窗口中def creatMyTank(self):MainGame.Tank_p1 = MyTank(400, 480) # 生成一个坦克类的实例对象music = Music("img/start.wav")music.play()def creatWalls(self):for i in range(1,10):wall = Wall(60*i,250)MainGame.wall_list.append(wall)def blitWalls(self):for wall in MainGame.wall_list:if wall.live == True:wall.displayWall()else:MainGame.wall_list.remove(wall)def blitEnemyTank(self):#显示敌方坦克若出现坦克图片重叠也是符合逻辑for eTank in MainGame.EnemyTank_list:if eTank.live :eTank.displayTank()#将列表中每一个进行显示eTank为敌方坦克类对象调用父类Tank类中显示方法eTank.randMove()eTank.hitWall()eTank.hitMyTank()ebullet = eTank.shot()if ebullet:#如果不为空MainGame.EnemyTank_bullet_list.append(ebullet)else:MainGame.EnemyTank_list.remove(eTank)def blitEnemyBullet(self):#将敌方坦克加入到窗口中for ebullet in MainGame.EnemyTank_bullet_list:if ebullet.alive:ebullet.display_bullet()ebullet.bulletMove()ebullet.hitWalls()if MainGame.Tank_p1.alive:ebullet.hitMyTank()else:MainGame.EnemyTank_bullet_list.remove(ebullet)def blitBullet(self):#显示子弹for bullet in MainGame.Bullet_list:#事件中获的子弹的列表进行遍历类似显示坦克方法逐个展示if bullet.alive:#Bullet类中设置的标签来判断子弹的存活True为生根据炮弹移动方法bulletmove()中所加限制条件bullet.display_bullet()#调用列表中子弹对象的显示方法bullet.bulletMove()#子弹的移动bullet.hitEnemyTank()#调用与敌方坦克的碰撞检测方法bullet.hitWalls()#d调用子弹碰撞墙壁else:MainGame.Bullet_list.remove(bullet)#如果为False bulletmove()中触碰墙壁就是False 就从列表删除循环执行def blitExplode(self):for explode in MainGame.Explode_list:if explode.live:explode.display_explode()music = Music("img/blast.wav")music.play()else:MainGame.Explode_list.remove(explode)def drawText(self,content):#文本写入游戏窗口pygame.font.init()#初始化字体font = pygame.font.SysFont("kaiti",18)#创建字体对象text_sf = font.render(content,True,color_red)#字体样式对象return text_sf #返回内容的surfacedef getEvent(self):#获取所有事件eventlist = pygame.event.get()#所有事件列表for event in eventlist:#遍历每一个事件进行判断键盘输入的字符#type属性if event.type == pygame.QUIT:#如果是QUIT(就是点击窗口的退出按钮叉号) print("退出游戏")self.gameOver()#退出方法if event.type == pygame.KEYUP:#如果键盘按钮抬起并且是上下左右键if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT or event.key == pygame.K_UP\or event.key == pygame.K_DOWN:if MainGame.Tank_p1 and MainGame.Tank_p1.alive:MainGame.Tank_p1.stop = True#stop为True 按钮抬起就停止start方法中的开关实现坦克按住按钮持续移动if event.type == pygame.KEYDOWN:#如果事件的类型为按下按键进行如下判断if event.key == pygame.K_ESCAPE :self.creatMyTank()if MainGame.Tank_p1 and MainGame.Tank_p1.alive:if event.key == pygame.K_LEFT:#如果为左方向键如下为同一类型print("向左移动")MainGame.Tank_p1.direction = "L"#设置坦克方向进行判断向左就是L,# 并设置游戏窗口的界限还可以利用方向作为字典的键获取坦克图片坦克的移动方向#就是加载不同方向的坦克图片呈现出移动的效果MainGame.Tank_p1.stop = False#坦克移动的开关循环使用False为移动if event.key == pygame.K_RIGHT:print("向右移动")MainGame.Tank_p1.direction = "R"MainGame.Tank_p1.stop = Falseif event.key ==pygame.K_UP:print("向上移动")MainGame.Tank_p1.direction = "U"MainGame.Tank_p1.stop = Falseif event.key == pygame.K_DOWN:print("向下移动")MainGame.Tank_p1.direction = "D"MainGame.Tank_p1.stop = Falseif event.key == pygame.K_SPACE:#空格键发射子弹if len(MainGame.Bullet_list) < 3:#控制子弹在屏幕显示的数量太多没有游戏体验列表中存储三个m = Bullet(MainGame.Tank_p1)#子弹类对象添加到列表开始方法调用显示子弹子弹触碰墙壁列表内移除对象MainGame.Bullet_list.append(m)music =Music("img/fire.wav")music.play()def gameOver(self):#游戏结束方法exit()class BaseItem(pygame.sprite.Sprite):def __init__(self):pygame.sprite.Sprite.__init__(self)class Tank(BaseItem):#坦克的父类def __init__(self,left,top):#坦克图片集合self.images = {"U":pygame.image.load("img/p1tankU.gif"),"D": pygame.image.load("img/p1tankD.gif"),"L":pygame.image.load("img/p1tankL.gif"),"R": pygame.image.load("img/p1tankR.gif"),}#坦克各方向图片的加载#坦克的方向self.direction = "U"#坦克初始化时候的默认图片,根据坦克的方向从字典里去提取self.image = self.images[self.direction]#坦克的区域(left,top,width,height)坦克位置以及坦克的大小self.rect = self.image.get_rect()self.rect.left = left#坦克距离左边位置修改默认参数指定的位置self.rect.top = top#将坦克距离上边的位置修改我指定的位置self.speed = 15#设置坦克的速度self.stop = True #设置移动的开关self.oldtop = self.rect.topself.oldleft = self.rect.leftdef move(self):self.oldtop = self.rect.topself.oldleft = self.rect.leftif self.direction == "U":#向上时if self.rect.top > 0:#self.rect = self.image.get_rect()# self.rect.top = top#将坦克距离上边的位置修改我指定的位置self.rect.top -= self.speed#坦克的速度距离每一次调用时相减直到<0时elif self.direction == "D":#向下时if self.rect.top < MainGame.screen_height-MainGame.Tank_p1.rect.height:#下边界小于窗口的高度减去坦克自身的高度的距离self.rect.top += self.speed #距离加速度的距离循环一次添加一次elif self.direction == "L":if self.rect.left > 0:self.rect.left -= self.speedelif self.direction == "R":if self.rect.left < MainGame.screen_width -MainGame.Tank_p1.rect.width: self.rect.left += self.speeddef stay(self):self.rect.left = self.oldleftself.rect.top = self.oldtopdef hitWall(self):for wall in MainGame.wall_list:if pygame.sprite.collide_rect(wall,self):self.stay()def shot(self):return Bullet(self)def displayTank(self):#坦克显示方法#1.重新设置坦克的图片self.image = self.images[self.direction]#2.将坦克加入到窗口中MainGame.window.blit(self.image,self.rect)#调用MainGame window方法# 传入图片和位置self.rect = self.image.get_rect()class MyTank(Tank):def __init__(self,left,top):super(MyTank,self).__init__(left,top)def hitEnemyTank(self):for etank in MainGame.EnemyTank_list:if pygame.sprite.collide_rect(etank,self):self.stay()class EnemyTank(Tank):#敌方坦克类def __init__(self,left,top,speed):#初始化敌方坦克三个参数self.images = {"U": pygame.image.load("img/enemy1U.gif"),"D": pygame.image.load("img/enemy1D.gif"),"L": pygame.image.load("img/enemy1L.gif"),"R": pygame.image.load("img/enemy1R.gif"), }#加载敌方坦克图片# 坦克的方向self.direction = self.randDirection()#自定义坦克的随机方向self.image = self.images[self.direction]#坦克的信息从字典中以键获得值# 坦克所在的区域Rect->self.rect = self.image.get_rect()#获得坦克图片的距离距左和距上# 指定坦克初始化位置分别距x,y轴的位置self.rect.left = left#距左的位置>>形参self.rect.top = top#距上的位置# 新增速度属性self.speed = speed #速度>>初始化时设置self.stop = Trueself.step = 50#设置步数self.live = Truedef randDirection(self):#随机生成敌方坦克的方向图片num = random.randint(1, 4)if num == 1:return 'U'elif num == 2:return 'D'elif num == 3:return 'L'elif num == 4:return 'R'def randMove(self):#敌方坦克随机移动if self.step <= 0:#如果步数为0self.direction = self.randDirection()#方向为随机方向self.step = 30# 重置步数else:self.move()#移动坦克位置不断改变self.step -= 1#步数每次循环减一def shot(self):s = random.randint(1,1000)if s <30:return Bullet(self)def hitMyTank(self):if pygame.sprite.collide_rect(self,MainGame.Tank_p1):self.stay()class Bullet(BaseItem):#炮弹类def __init__(self,tank):self.image = pygame.image.load("img\enemymissile.gif")self.direction = tank.direction#子弹速度self.speed = 18self.rect = self.image.get_rect()#获得子弹的对象的坐标只计算距离左侧和和上面#子弹初始化位置要根据坦克大方向进行调整可以自己画图计算if self.direction == "U":#子弹的位置left += 坦克宽度的一半- 子弹的宽度的一半self.rect.left = tank.rect.left + tank.rect.width/2 - self.rect.width/2self.rect.top = tank.rect.top - self.rect.heightelif self.direction == "D":self.rect.left = tank.rect.left + tank.rect.width / 2 - self.rect.width / 2self.rect.top = tank.rect.top - self.rect.heightelif self.direction == "L":self.rect.left = tank.rect.left - tank.rect.width / 2 - self.rect.width / 2self.rect.top = tank.rect.top + tank.rect.width/2 -self.rect.width/2elif self.direction == "R":self.rect.left = tank.rect.left + tank.rect.width / 2self.rect.top = tank.rect.top + tank.rect.width/2 -self.rect.width/2speed = 10#速度alive = True#设置一个小标签作判断def bulletMove(self):#炮弹移动if self.direction == "U":if self.rect.top > 0 :#距离限制计算self子弹对象本身rect.top距离窗口上方rect.left左侧self.rect.top -= self.speedelse:self.alive = False#此为<0时的情况同下都是触碰墙壁时的情况elif self.direction == "D":if self.rect.top < MainGame.screen_height - self.rect.height:#屏幕高度- 子弹的高度self.rect.top += self.speedelse:self.alive = Falseelif self.direction == "L":if self.rect.left > 0:self.rect.left -= self.speedelse:self.alive = Falseelif self.direction == "R":if self.rect.left < MainGame.screen_width - self.rect.width:self.rect.left += self.speedelse:self.alive = Falsedef hitEnemyTank(self):#我方子弹与敌方坦克相碰for etank in MainGame.EnemyTank_list:#敌方坦克列表if pygame.sprite.collide_rect(etank,self):#sprite中的相撞测试explode = Explode(etank)#产生一个爆炸效果MainGame.Explode_list.append(explode)self.alive = Falseetank.live = Falsedef hitMyTank(self):if pygame.sprite.collide_rect(self,MainGame.Tank_p1):explode = Explode(MainGame.Tank_p1)MainGame.Explode_list.append(explode)MainGame.Tank_p1.alive = Falseself.alive = Falsedef hitWalls(self):for wall in MainGame.wall_list:if pygame.sprite.collide_rect(wall,self):self.alive = Falsewall.hp -= 1if wall.hp <= 0:wall.live = Falsedef display_bullet(self):#显示子弹方法MainGame.window.blit(self.image,self.rect)#窗口写入class Explode:#爆炸效果def __init__(self,tank):self.step = 0self.rect = tank.rectself.images = [pygame.image.load("img/blast0.gif"),pygame.image.load("img/blast1.gif"),pygame.image.load("img/blast2.gif"),pygame.image.load("img/blast3.gif"),pygame.image.load("img/blast4.gif"),pygame.image.load("img/blast5.gif"),pygame.image.load("img/blast6.gif"),pygame.image.load("img/blast7.gif"),]self.live = Trueself.image = self.images[self.step]def display_explode(self):#显示爆炸效果if self.step < len(self.images):MainGame.window.blit(self.image,self.rect)self.image = self.images[self.step]self.step += 1else:self.live = Falseself.step = 0class Wall:def __init__(self,left,top):self.image = pygame.image.load("img/steels.gif") self.rect = self.image.get_rect()self.rect.left = leftself.rect.top = topself.live = Trueself.hp = 3def displayWall(self):#显示障碍物MainGame.window.blit(self.image,self.rect)class Music:#音效def __init__(self,filename):self.filename = filenamepygame.mixer.init()#混合器的初始pygame.mixer.music.load(self.filename)#加载音乐文件def play(self):pygame.mixer.music.play(loops=0)#播放音乐MainGame().startGame()。

坦克大战的游戏代码

坦克大战的游戏代码

using System;using System.Collections.Generic;using System.Text;using System.Drawing; //addusing System.Collections;//addnamespace 坦克{class Tank{private int width; //坦克的宽度private int height; //坦克的高度private int top; //坦克位置的纵坐标private int left; //坦克位置的横坐标private int type; //坦克的类型(2---5敌方,6己方)private int direct; //0--上,1--下,2--左,3--右public ArrayList bList=new ArrayList();//子弹序列public Tank(int tank_type)//构造函数{Random r = new Random();this.direct = r.Next(0, 4);//产生0—3的数this.width = 32;this.height = 32;this.left = r.Next(0, 1);//产生0—9的数this.top = r.Next(0, 1);//产生0—9的数this.type = tank_type;}public int Top//Top属性{get{return top;}set{if (top >= 0 && top <= 9){top = value;//if (top == 0 || top == 9) newDirect();}}}public int Type//坦克的类型属性{get{return type;}set{if (top >= 1 && top <= 5){type = value;}}}public int Left//Left属性{get{return left;}set{if (left >= 0 && left <= 9){left = value;//if (left == 0 || left == 9) newDirect();}}}public int Direct//Direct属性(坦克方向){get{return direct;}set{direct = value;}}public void newDirect()//改变方向{Random r = new Random();int new_Direct=r.Next(0, 4);//产生0—3的数while(this.direct == new_Direct)new_Direct = r.Next(0, 4);//产生0—3的数this.direct = new_Direct;}public void Draw(Graphics g,int type)//根据坦克类型选择不同图片{Image tankImage = Image.FromFile("BMP/ETANK1.BMP");if (type == 2) tankImage = Image.FromFile("BMP/ETANK2.BMP");if (type == 3) tankImage = Image.FromFile("BMP/ETANK3.BMP");if (type == 4) tankImage = Image.FromFile("BMP/ETANK4.BMP");if (type == 5) tankImage = Image.FromFile("BMP/ETANK1.BMP");if (type == 6) tankImage = Image.FromFile("BMP/MYTANK.BMP");//得到绘制这个坦克图形的在游戏面板中的矩形区域Rectangle destRect = new Rectangle(this.left * width, this.top * height, width,height);Rectangle srcRect = new Rectangle(direct * width, 0, width, height);g.DrawImage(tankImage,destRect,srcRect,GraphicsUnit.Pixel );}public void Explore(Graphics g)//坦克爆炸动画{//得到绘制这个坦克图形的在游戏面板中的矩形区域Rectangle destRect = new Rectangle(this.left * width, this.top * height, width, height);Rectangle srcRect = new Rectangle(0, 0, width, height);Image tankImage = Image.FromFile("BMP/explode1.bmp");g.DrawImage(tankImage, destRect, srcRect, GraphicsUnit.Pixel);tankImage = Image.FromFile("BMP/explode1.bmp");g.DrawImage(tankImage, destRect, srcRect, GraphicsUnit.Pixel);tankImage = Image.FromFile("BMP/explode2.bmp");g.DrawImage(tankImage, destRect, srcRect, GraphicsUnit.Pixel);PlaySound.Play("Sound/Explode.wav");}public void fire(){bullet b = new bullet(this.type);//根据坦克产生不同子弹b.Direct = this.Direct;//坦克的朝向b.Top = this.Top;b.Left = this.Left;//b.move();bList.Add(b);if(this.type==6) PlaySound.Play("Sound/Shoot.wav");//己方发射出声}public void MoveBullet(ref int [,]Map){for (int i = bList.Count-1; i>=0; i--)//遍历子弹序列//for (int i = 0; i < bList.Count;i++ ){bullet t = ((bullet)bList[i]);//移动以前if (t.Left < 0 || t.Left > 9 || t.Top < 0 || t.Top > 9)//超出边界{bList.RemoveAt(i); continue;//删除此颗子弹}if (Map[t.Left, t.Top] != 0 && Map[t.Left, t.Top]!= this.type )//已遇到坦克和墙等障碍物{bList.RemoveAt(i);//删除此颗子弹if (t.hitE(Map[t.Left, t.Top]))//击中对方坦克Map[t.Left, t.Top] = -1;//此处坦克被打中continue;}t.move();//移动以后if (t.Left < 0 || t.Left > 9 || t.Top < 0 ||t.Top > 9)//超出边界{bList.RemoveAt(i);continue;//删除此颗子弹}if (Map[t.Left, t.Top] != 0)//已遇到物体{bList.RemoveAt(i);//删除此颗子弹if (t.hitE(Map[t.Left, t.Top]))//击中对方坦克Map[t.Left, t.Top] = -1;//此处坦克被打中continue;}}}public void DrawBullet(Graphics g,int [,]Map)//画子弹{MoveBullet(ref Map);foreach (bullet t in bList)//遍历子弹序列t.Draw(g);}//public void NewPosition()//产生新坐标//{// Random r = new Random();// this.left = r.Next(0, 10);//产生0—9的数// this.top = r.Next(0, 10);//产生0—9的数//}//public bool ComparePosition(Tank s)//比较坦克位置//{// if (this.left == s.left && this.top == s.top)// return true;// else// return false;//}}}。

Java游戏开发之坦克大战代码

Java游戏开发之坦克大战代码

Java游戏开发之坦克大战代码标题:Java游戏开发之坦克大战代码关键词:Java坦克大战,坦克大战Java代码这是一个Java坦克大战的源码,实现了大部分功能,是学习Java绘图技术的好例子主类:package com.qq.TankGame;import java.awt.Color;import java.awt.Font;import java.awt.Graphics;import java.awt.Image;import java.awt.Paint;import java.awt.Panel;import java.awt.Toolkit;import java.awt.event.ActionEvent;import java.awt.event.ActionListener;import java.awt.event.KeyEvent;import java.awt.event.KeyListener;import java.io.BufferedReader;import java.io.BufferedWriter;import java.io.FileNotFoundException;import java.io.FileReader;import java.io.FileWriter;import java.io.IOException;import java.util.Vector;import javax.swing.JFrame;import javax.swing.JMenu;import javax.swing.JMenuBar;import javax.swing.JMenuItem;import javax.swing.JPanel;import javax.swing.JTextArea;/////**// * 功能:java绘图// * @author Administrator// *// */public class TankGame extends JFrame implements ActionListener{MyPanel mp = null;myStartPanel msp = null;EnemyTask em = null;JMenuBar jmb = null;JMenu jm = null;JMenuItem jmi1 = null;JMenuItem jmi2 = null;JMenuItem jmi3 = null;public static void main(String[] args) {TankGame tankGame = new TankGame();}public TankGame(){jmb = new JMenuBar();jm = new JMenu("游戏(G)");jm.setMnemonic('G');jmi1 = new JMenuItem("开始游戏(S)");jmi1.setMnemonic('S');jmi1.addActionListener(this);jmi1.setActionCommand("newGame");jmi2 = new JMenuItem("继续游戏(O)");jmi2.setMnemonic('O');jmi3 = new JMenuItem("退出游戏(X)");jmi3.setMnemonic('X');jmi3.addActionListener(this);jmi3.setActionCommand("exit");//启动mp线程//em = new EnemyTask();//mp = new MyPanel();msp = new myStartPanel();this.setJMenuBar(jmb);this.add(msp);//this.add(mp);jmb.add(jm);jm.add(jmi1);jm.add(jmi2);jm.add(jmi3);this.setSize(600,500);//this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); this.setVisible(true);//this.addKeyListener(mp);Thread t1 = new Thread(msp);t1.start();// Thread t = new Thread(mp);// t.start();}@Overridepublic void actionPerformed(ActionEvent arg0) {if(arg0.getActionCommand().equals("newGame")){mp = new MyPanel();Thread t = new Thread(mp);t.start();this.remove(msp);this.remove(mp);this.add(mp);this.setVisible(true);this.addKeyListener(mp);//Recoder.getRecording();}else if(arg0.getActionCommand()== "exit"){//Recoder.KeepRecording();Recoder.KeepExit();//KeepExit();System.exit(0);}}}class myStartPanel extends JPanel implements Runnable{ int times = 0;public void paint(Graphics g ){super.paint(g);g.fillRect(0, 0, 400, 300);if(times%2 ==0){g.setColor(Color.BLUE);Font f = new Font("华文新魏", Font.BOLD, 30);g.setFont(f);g.drawString("stage:1", 150, 150);}}@Overridepublic void run() {while(true){try {Thread.sleep(300);} catch (InterruptedException e) {e.printStackTrace();}this.repaint();times ++;}}}class MyPanel extends JPanel implements KeyListener,Runnable{ int [] TanksX = new int[20];int [] TanksY = new int[20];int [] ShotsX = new int[100];int [] ShotsY = new int[100];// int [][]Tanks = new int[20][2];// int [][]Shots = new int[20][2];int [] ETdirects = new int[20];int [] HeroShotsX = new int[10];int [] HeroShotsY = new int[10];static Hero hero = null;EnemyTask et = null;shot s = null;boolean isPaintShot = true;int a = 0, b = 0 , c = 0;int [] directs = new int [10];static //敌人坦克集合Vector<EnemyTask> ets = new Vector<EnemyTask>();int enSize = 3; //敌人坦克初始数量int enSizes = 5; //敌人坦克画面总数量int hintEnemyTanks = 0;//击中敌人坦克数量public void showInfo(Graphics g ){//画提示信息//画出提出坦克this.drawTank(80, 330, g, 0, 1);this.drawTank(160, 330, g, 0, 0);g.setColor(Color.BLACK);g.drawString(Recoder.getEnNum() + "", 105, 350);g.drawString(Recoder.getMyLife() + "", 185, 350);//画出成绩g.setColor(Color.BLACK);Font f = new Font("宋体", Font.BOLD, 15);g.setFont(f);g.drawString("你的总成绩:", 400, 20);this.drawTank(410, 30, g, 0, 1);g.drawString((20 - Recoder.getEnNum()) + "", 435, 50);}public void paint(Graphics g){super.paint(g);g.fillRect(0, 0, 400, 300);this.showInfo(g);//画出提示信息//自己坦克if(hero.isLive == true){this.drawTank(hero.getX(), hero.getY(), g, hero.direct, hero.type); }else{if(Recoder.getMyLife() > 0){hero = new Hero(30, 270 ,0,0,10 , true);hero.isLive = true;}}//画出敌人坦克for(int i = 0; i <ets.size(); i++){EnemyTask et = ets.get(i);if(!et.isLive){ets.remove(i);if(Recoder.getEnNum() >0){this.drawTank(50, 0, g, 1, 1);ets.add(et);//et.isLive = true;Thread t = new Thread(et);t.start();}// if(Recoder.getEnNum() > 0){// et.isLive = true;// }}if(et.isLive){this.drawTank(et.getX(), et.getY(),g, et.direct, et.type);System.out.println("et.ss.size()"+et.ss.size());for(int j = 0; j < et.ss.size(); j++){//敌人坦克子弹s = et.ss.get(j);if(s.isLive){if(isPaintShot){g.fill3DRect(s.x, s.y, 5, 10, false);}}else{et.ss.remove(j);}}}// if(!et.isLive){// ets.remove(i);// }}//画出子弹for(int i = 0; i< hero.ss.size(); i++){if(hero.ss.get(i)!= null && hero.ss.get(i).isLive == true){ g.fill3DRect(hero.ss.get(i).x, hero.ss.get(i).y, 5, 10, false); }if(hero.ss.get(i).isLive == false){hero.ss.remove(hero.ss.get(i));}}}// public void hintTank2(shot s , Hero et){// switch (et.direct) {// case 0:// case 1:// if(s.x < et.x + 20 && s.x > et.x// && s.y < et.y + 30 && s.y > et.y){// s.isLive = false;// et.isLive = false;// }// //break;// case 2:// case 3:// if(s.x < et.x + 30 && s.x > et.x// && s.y < et.y + 20 && s.y > et.y){// s.isLive = false;// et.isLive = false;// }// //break;////// default://// break;// }//// }public boolean hintTank(shot s , Tank et){boolean b = false;switch (et.direct) {case 0:case 1:if(s.x < et.x + 20 && s.x > et.x&& s.y < et.y + 30 && s.y > et.y){s.isLive = false;et.isLive = false;b = true;}break;case 2:case 3:if(s.x < et.x + 30 && s.x > et.x&& s.y < et.y + 20 && s.y > et.y){s.isLive = false;et.isLive = false;b = true;}break;// default:// break;}return b;}public void drawTank (int x , int y , Graphics g , int direct , int type){ switch(type){//坦克类型case 0:g.setColor(Color.RED);break;case 1:g.setColor(Color.BLUE);break;}switch (direct) {case 0://向上g.fill3DRect(x, y, 5, 30, false );g.fill3DRect(x + 15, y, 5, 30, false );g.fill3DRect(x + 5, y + 5, 10, 20, false );g.fillOval(x + 5, y + 10, 10, 10);g.drawLine(x + 10, y,x + 10, y + 15);break;case 1://向下g.fill3DRect(x, y, 5, 30, false );g.fill3DRect(x + 15, y, 5, 30, false );g.fill3DRect(x + 5, y + 5, 10, 20, false );g.fillOval(x + 5, y + 10, 10, 10);g.drawLine(x + 10, y + 15,x + 10,y + 30 ); break;case 2://向左g.fill3DRect(x, y, 30, 5, false );g.fill3DRect(x , y + 15, 30, 5, false );g.fill3DRect(x + 5, y + 5, 20, 10, false );g.fillOval(x + 10, y + 5, 10, 10);g.drawLine(x , y + 10,x + 15,y + 10 );break;case 3://向右g.fill3DRect(x, y, 30, 5, false );g.fill3DRect(x , y + 15, 30, 5, false );g.fill3DRect(x + 5, y + 5, 20, 10, false );g.fillOval(x + 10, y + 5, 10, 10);g.drawLine(x + 15,y + 10, x + 30 , y + 10); break;default:break;}}public MyPanel (){hero = new Hero(30, 270 ,0,0,10 , true);//tanks = new tank(100,100, 2 ,1);//初始化敌人坦克Recoder.setHero(hero);for(int i = 0; i < enSize; i++){//创建敌人坦克的对象Recoder.getRecording();EnemyTask et = new EnemyTask((i + 1)*50, 0, 1, 1, 5 ,true); et.setEts(ets);Recoder.setEtss(ets);//传ets到RecoderThread t = new Thread(et);t.start();shot s = new shot(et.x + 10 , et.y + 30, et.direct);et.ss.add(s);Thread t2 = new Thread(s);t2.start();ets.add(et);//加入到集合中//et.setColor(1);}Recoder.setEnSize(enSize);}@Overridepublic void keyPressed(KeyEvent arg0) {// TODO Auto-generated method stubif(arg0.getKeyCode() == KeyEvent.VK_S){//hero.setX(hero.getX() ++ 1);// int i= hero.getY();// i += hero.speed;// hero.setY(i);this.hero.MoveDown();hero.setD(1);}if(arg0.getKeyCode() == KeyEvent.VK_W){//hero.setX(hero.getX() ++ 1);// int i= hero.getY();// i -= hero.speed;// hero.setY(i);hero.MoveUp();hero.setD(0);}if(arg0.getKeyCode() == KeyEvent.VK_D){//hero.setX(hero.getX() ++ 1);// int i= hero.getX();// i += hero.speed;// hero.setX(i);hero.MoveRight();hero.setD(3);}if(arg0.getKeyCode() == KeyEvent.VK_A){//hero.setX(hero.getX() ++ 1);// int i= hero.getX();// i -= hero.speed;// hero.setX(i);hero.MoveLeft();hero.setD(2);}//判断是否按下Jif(arg0.getKeyCode() == KeyEvent.VK_J){if(hero.ss.size() <= 4){this.hero.shotEnemy();//System.out.println("j");}}if(arg0.getKeyCode() == KeyEvent.VK_SPACE){//空格暂停 if(hero.speed != 0){a = hero.speed ;hero.speed = 0;for(int i = 0; i < ets.size(); i ++){//System.out.println("aaaaaaaaaaaaaa");EnemyTask et = ets.get(i);//System.out.println("speed" + et.speed);b = et.speed;et.speed = 0;directs[i] = et.direct;//System.out.println(et.direct);//System.out.println(directs[i]);//et.direct = 0;et.isdirects = false;for(int j = 0 ; j < et.ss.size(); j ++){shot s = et.ss.get(j);c = s.speed;s.speed = 0;System.out.println("aa");}}//System.out.println("b1 =" + b);isPaintShot = false;}else{hero.speed = a;//System.out.println("a2 =" + a);for(int i = 0; i < ets.size(); i ++){//System.out.println("bbbbbbbbbbbbbbbbbbb");EnemyTask et = ets.get(i);et.isdirects = true;et.speed = b;et.direct = directs[i];for(int j = 0 ; j < et.ss.size(); j ++){shot s = et.ss.get(j);s.speed = c;isPaintShot = true;}}s.isShot = true;}}if(arg0.getKeyCode() == KeyEvent.VK_K){this.KeepExit();System.exit(0);}if(arg0.getKeyCode() == KeyEvent.VK_L){this.GetKeeper();}this.repaint();}@Overridepublic void keyReleased(KeyEvent arg0) {// TODO Auto-generated method stub}@Overridepublic void keyTyped(KeyEvent arg0) {// TODO Auto-generated method stub}@Overridepublic void run() {//每隔100mswhile(true){try {Thread.sleep(100);} catch (InterruptedException e) {// TODO Auto-generated catch blocke.printStackTrace();}this.hintEnemyTank();this.hintMyTank();// for(int i = 0; i < et.ss.size(); i ++){// shot myshot = et.ss.get(i);// if(et.isLive == true){//// if(hero.isLive = true){// this.hintTank2(myshot, hero);// }//// }// }this.repaint();}}private void hintMyTank() {for(int i = 0; i < ets.size(); i++){EnemyTask et = ets.get(i);for(int j = 0; j < et.ss.size(); j++ ){shot s = et.ss.get(j);if(s != null){if(hero.isLive){this.hintTank(s, hero);if(this.hintTank(s, hero)){//判断是否击中,返回true则hero数量减一Recoder.setMyLife(Recoder.getMyLife() - 1 );}}}}}}private void hintEnemyTank() {for(int i = 0; i < hero.ss.size(); i ++){shot myshot = hero.ss.get(i);if(myshot.isLive == true){for(int j = 0; j < ets.size(); j ++){EnemyTask et = ets.get(j);if(et.isLive = true){this.hintTank(myshot, et);if(this.hintTank(myshot, et)){hintEnemyTanks ++;Recoder.setEnNum(Recoder.getEnNum() - 1);}}}}}}private void KeepExit(){int [] heros = new int[]{hero.getX(),hero.getY(),hero.direct,};for(int i = 0 ; i < ets.size(); i ++){EnemyTask et = ets.get(i);TanksX[i] = et.getX();TanksY[i] = et.getY();ETdirects [i] = et.direct;for(int j = 1 ; j < et.ss.size(); j++){shot s = et.ss.get(j);ShotsX[j] = s.x;ShotsY[j] = s.y;}}for(int i = 0 ; i < hero.ss.size(); i++ ){shot s = hero.ss.get(i);HeroShotsX[i] = s.x ;HeroShotsY[i] = s.y;}BufferedWriter bw = null;try {bw = new BufferedWriter(new FileWriter("d:\\aa\\TanksX.txt")); for(int i = 0 ; i < enSize ; i ++){bw.write(TanksX[i] + "\r\n");bw.write(TanksY[i] + "\r\n");}} catch (Exception e) {// TODO Auto-generated catch blocke.printStackTrace();}finally {try {bw.close();} catch (IOException e) {// TODO Auto-generated catch blocke.printStackTrace();}}}public void GetKeeper (){//继续游戏时还原数据BufferedReader br = null ;try {br = new BufferedReader(new FileReader("d:\\aa\\TanksX.txt")); for(int i = 0; i < enSize*2 ; i ++){if(i % 2 !=0){TanksY[i] = Integer.parseInt(br.readLine());System.out.println("TanksY" + TanksY[i]);}else{TanksX[i] = Integer.parseInt(br.readLine());System.out.println("TanksX" + TanksX[i]);}}} catch (Exception e) {// TODO Auto-generated catch blocke.printStackTrace();}finally {try {br.close();} catch (IOException e) {// TODO Auto-generated catch blocke.printStackTrace();}}}}//class tank extends Tank{//// public tank(int x, int y, int direct,int type) {// super(x, y, direct,type);// // TODO Auto-generated constructor stub// }////}下面是工具类:package com.qq.TankGame;import java.io.BufferedReader;import java.io.BufferedWriter;import java.io.FileNotFoundException;import java.io.FileReader;import java.io.FileWriter;import java.io.IOException;import java.util.Vector;class Recoder{/****/private static Vector<EnemyTask> ets = new Vector<EnemyTask>(); public static Vector<EnemyTask> getEts() {return ets;}public static void setEtss(Vector<EnemyTask> ets) {Recoder.ets = ets;}private static int enSize ;public static int getEnSize() {return enSize;}public static void setEnSize(int enSize) {Recoder.enSize = enSize;}private static Hero hero ;public static Hero getHero() {return hero;}public static void setHero(Hero hero) { Recoder.hero = hero;}public static void KeepExit(){//System.out.println(hero.getX());int [] TanksX = new int[20];int [] TanksY = new int[20];int [] ShotsX = new int[100];int [] ShotsY = new int[100];int [] ETdirects = new int[20];int [] HeroShotsX = new int[10];int [] HeroShotsY = new int[10];int [] heros = new int[]{hero.getX(),hero.getY(),hero.direct};for(int i = 0 ; i < ets.size(); i ++){EnemyTask et = ets.get(i);TanksX[i] = et.getX();TanksY[i] = et.getY();ETdirects [i] = et.direct;for(int j = 1 ; j < et.ss.size(); j++){shot s = et.ss.get(j);ShotsX[j] = s.x;ShotsY[j] = s.y;}}for(int i = 0 ; i < hero.ss.size(); i++ ){ shot s = hero.ss.get(i);HeroShotsX[i] = s.x ;HeroShotsY[i] = s.y;}BufferedWriter bw = null;BufferedWriter bw1 = null ;try {bw = new BufferedWriter(new FileWriter("d:\\aa\\TanksX.txt"));for(int i = 0 ; i < enSize ; i ++){bw.write(TanksX[i] + "\r\n");bw.write(TanksY[i] + "\r\n");}bw1 = new BufferedWriter(new FileWriter("d:\\aa\\KeepRecoding.txt")); bw1.write((20 - getEnNum()) + "\r\n" );} catch (Exception e) {// TODO Auto-generated catch blocke.printStackTrace();}finally {try {bw1.close();bw.close();} catch (IOException e) {// TODO Auto-generated catch blocke.printStackTrace();}}}private static int enNum = 5;public static int getEnNum() {return enNum;}public static void setEnNum(int enNum) {Recoder.enNum = enNum;}public static int getMyLife() {return myLife;}public static void setMyLife(int myLife) {Recoder.myLife = myLife;}private static int myLife = 3;private static BufferedReader br = null;public static void getRecording(){try {br = new BufferedReader(new FileReader("d:\\aa\\KeepRecoding.txt")); String n ;while((n = br.readLine()) != null ){String a = n;enNum = 20 - Integer.parseInt(n);}} catch (Exception e) {// TODO Auto-generated catch blocke.printStackTrace();}finally {try {br.close();} catch (IOException e) {// TODO Auto-generated catch blocke.printStackTrace();}}}private static BufferedWriter bw = null;public static void KeepRecording (){try {bw = new BufferedWriter(new FileWriter("d:\\aa\\KeepRecoding.txt")); bw.write((20 - getEnNum()) + "\r\n" );} catch (IOException e) {// TODO Auto-generated catch blocke.printStackTrace();}finally{try {bw.close();//先开后关//new FileWriter("d:\\aa\\KeepRecoding.txt").close();} catch (IOException e) {// TODO Auto-generated catch blocke.printStackTrace();}}}public class Tank {int x = 0 ;int y = 0;int direct = 0; //方向int type = 0 ;//类型int speed = 30;//速度int color;boolean isLive;public int getColor() {return color;}public void setColor(int color) {this.color = color;}public int getS() {return speed;}public void setS(int speed) {this.speed = speed;}public Tank(int x , int y , int direct , int type, int speed, boolean isLive){ this.x = x;this.y = y;this.direct = direct;this.type= type;this.speed = speed;this.isLive = isLive;}public int getX() {return x;}public void setX(int x) {this.x = x;}public int getY() {return y;}public void setY(int y) {this.y = y;}public int getD() {return direct;}public void setD(int direct) {this.direct = direct;}public int getT() {return type;}public void setT(int type) {this.type = type;}}class EnemyTask extends Tank implements Runnable{Vector<shot> ss = new Vector<shot>();Vector<EnemyTask> ets = new Vector<EnemyTask>();boolean isdirects = true;public EnemyTask(int x, int y, int direct, int type, int speed ,boolean isLive) {super(x, y, direct, type, speed, isLive);// TODO Auto-generated constructor stub}public boolean isTouchOhterTank (){boolean b = false;switch (this.direct) {case 0://此坦克向上for(int i = 0; i < ets.size(); i++){EnemyTask et = ets.get(i);if(et != this){if(et.direct == 0 || et.direct == 1){//上或下if((this.x>=et.x && this.x <= et.x + 20//第一个点x在内&& this.y>=et.y && this.y <= et.y + 30)//第一个点y在内||(this.x + 20>=et.x && this.x+ 20 <= et.x + 20//第二个点x在内&& this.y >=et.y && this.y <= et.y + 30)//第二个点y在内){b = true;}}if(et.direct == 2 || et.direct == 3){//左或右if((this.x>=et.x && this.x <= et.x + 30//第一个点x在内&& this.y>=et.y && this.y <= et.y + 20)//第一个点y在内||(this.x + 20>=et.x && this.x+ 20 <= et.x + 30//第二个点x在内&& this.y >=et.y && this.y <= et.y + 20)//第二个点y在内){b = true;}}}}break;case 1://向下for(int i = 0; i < ets.size(); i++){EnemyTask et = ets.get(i);if(et != this){if(et.direct == 0 || et.direct == 1){//上或下if((this.x>=et.x && this.x <= et.x + 20//第一个点x在内&& this.y + 30>=et.y && this.y + 30 <= et.y + 30)//第一个点y在内||(this.x + 20>=et.x && this.x+ 20 <= et.x + 20//第二个点x在内&& this.y + 30>=et.y && this.y + 30 <= et.y + 30)//第二个点y在内){b = true;}}if(et.direct == 2 || et.direct == 3){//左或右if((this.x>=et.x && this.x <= et.x + 30//第一个点x在内&& this.y + 30 >=et.y && this.y + 30 <= et.y + 20)//第一个点y在内||(this.x + 20 >=et.x && this.x+ 20 <= et.x + 30//第二个点x在内&& this.y + 30 >=et.y && this.y + 30 <= et.y + 20)//第二个点y在内){b = true;}}}}break;case 2:for(int i = 0; i < ets.size(); i++){EnemyTask et = ets.get(i);if(et != this){if(et.direct == 0 || et.direct == 1){//上或下if((this.x>=et.x && this.x <= et.x + 20//第一个点x在内&& this.y>=et.y && this.y <= et.y + 30)//第一个点y在内||(this.x >=et.x && this.x<= et.x + 20//第二个点x在内&& this.y + 20 >=et.y && this.y + 20 <= et.y + 30)//第二个点y在内){b = true;}}if(et.direct == 2 || et.direct == 3){//左或右if((this.x>=et.x && this.x <= et.x + 30//第一个点x在内&& this.y>=et.y && this.y <= et.y + 20)//第一个点y在内||(this.x >=et.x && this.x<= et.x + 30//第二个点x在内&& this.y + 20>=et.y && this.y + 20 <= et.y + 20)//第二个点y在内){b = true;}}}}break;case 3:for(int i = 0; i < ets.size(); i++){EnemyTask et = ets.get(i);if(et != this){if(et.direct == 0 || et.direct == 1){//上或下if((this.x + 30>=et.x && this.x + 30 <= et.x + 20//第一个点x在内&& this.y>=et.y && this.y <= et.y + 30)//第一个点y在内||(this.x + 30 >=et.x && this.x+ 30 <= et.x + 20//第二个点x在内&& this.y + 20 >=et.y && this.y + 20 <= et.y + 30)//第二个点y在内){b = true;}}if(et.direct == 2 || et.direct == 3){//左或右if((this.x + 30>=et.x && this.x + 30 <= et.x + 30//第一个点x在内&& this.y>=et.y && this.y <= et.y + 20)//第一个点y在内||(this.x + 30>=et.x && this.x+ 30 <= et.x + 30//第二个点x在内&& this.y + 20>=et.y && this.y + 20 <= et.y + 20)//第二个点y在内){b = true;}}}}break;default:break;}return b ;}@Overridepublic void run() {int a = (int) (Math.random() * 10 + 2);//连动步数int times = 0;while(true){try {Thread.sleep(300);} catch (InterruptedException e) {// TODO Auto-generated catch blocke.printStackTrace();}//if(x > 0 && x < 400 - 30 & y > 0 && y < 300 - 30){ //if(!this.isTouchOhterTank()){switch(this.direct){case 0://System.out.println(isTouchOhterTank());for(int i = 0 ;i < a ; i++){if(y - this.speed > 0 && !this.isTouchOhterTank()){y -= this.speed;}try {Thread.sleep(50);} catch (InterruptedException e) {// TODO Auto-generated catch blocke.printStackTrace();}}break;case 1:for(int i = 0 ;i < a ; i++){if(y + speed < 300 - 30 && !this.isTouchOhterTank()){ y += this.speed;}try {Thread.sleep(50);} catch (InterruptedException e) {// TODO Auto-generated catch blocke.printStackTrace();}}break;case 2:for(int i = 0 ;i < a ; i++){if(x - speed > 0 && !this.isTouchOhterTank()){x -= this.speed;}try {Thread.sleep(50);} catch (InterruptedException e) {// TODO Auto-generated catch blocke.printStackTrace();}}break;case 3:for(int i = 0 ;i < a ; i++){if(x + speed < 400 - 30 && !this.isTouchOhterTank()){ x += this.speed;}try {Thread.sleep(50);} catch (InterruptedException e) {// TODO Auto-generated catch blocke.printStackTrace();}}break;}//}times ++;if(times % 2 == 0){if(isLive){if(ss.size() < 3){shot s = null;switch (direct) {case 0://向上s = new shot(x + 10 , y ,0);ss.add(s);break;case 1://向下s = new shot(x + 10 , y + 30 , 1);ss.add(s);break;case 2://向左s = new shot(x , y + 10 , 2);ss.add(s);break;case 3://右s = new shot(x + 30 , y + 10 , 3);ss.add(s);break;default:break;}Thread t = new Thread(s);t.start();}}}//}// //随机改变方向// public void changeDirect(){//// }if(isdirects){this.direct = (int) (Math.random() * 4); }if(this.isLive == false){break;}if(ss.size() < 3){}}}public void setEts(Vector<EnemyTask> ets) { this.ets = ets;}// @Override// public void run() {// while(true){// try {// Thread.sleep(50);// } catch (InterruptedException e) {// // TODO Auto-generated catch block// e.printStackTrace();// }//// y ++ ;// System.out.println(y);// }//// }}class Hero extends Tank{//public Hero(int x , int y, int direct, int type,int speed, boolean isLive){super(x, y, direct, type,speed , isLive);}Vector<shot> ss = new Vector<shot>();shot s = null;//开火public void shotEnemy(){//System.out.println("shotEnemy");if(Recoder.getMyLife() > 0){//生命没有了,不能发子弹 switch (this.direct) {case 0://向上s = new shot(x + 10 , y ,0);ss.add(s);break;case 3://右s = new shot(x + 30 , y + 10 , 3);ss.add(s);break;case 1://向下s = new shot(x + 10 , y + 30 , 1);ss.add(s);break;case 2://向左s = new shot(x , y + 10 , 2);ss.add(s);break;default:break;}Thread t = new Thread(s);t.start();}}//向上,下,左,右public void MoveUp(){if(y - this.speed > 0){y -= speed;}}public void MoveDown(){if(y + this.speed < 300 -30){y += speed;}}public void MoveLeft(){if(x - this.speed > 0){x -= speed;}}public void MoveRight(){if(x + this.speed < 400 -30){x += speed;}}}class shot implements Runnable{int x ,y;int direct;int speed = 20; //子弹速度boolean isShot = true;boolean isLive = true;//子弹是否活着 public shot(int x,int y, int direct){this.x = x;this.y = y;this.direct = direct;}@Overridepublic void run() {while(true){try {Thread.sleep(50);} catch (InterruptedException e) {// TODO Auto-generated catch blocke.printStackTrace();}if(isShot){switch (direct) {case 0://向上y -= speed;break;case 1://下y += speed;break;case 2://右x -= speed;break;case 3://左x += speed;break;default:break;}}//System.out.println(x + " " + y);if(x < 0 || x > 400 || y < 0 || y > 300){ //System.out.println("this.islive = false");this.isLive = false;break;}}} }。

坦克大战源代码

坦克大战源代码

/**坦克大战*/package com.tankgame1;import java.awt.*;import javax.swing.*;import java.awt.event.*;import java.util.*;public class TankGame1_0 extends JFrame implements KeyListener,ActionListener{ GamePanel gp;StartPanel sp;JMenuBar jmb=null;JMenu jm=null,jm1=null;JMenuItem jmi1,jmi2,jmi3,jmi4;TankGame1_0(){jmb=new JMenuBar();jm=new JMenu("文件");jm1=new JMenu("游戏设置");jmi1=new JMenuItem("新游戏");jmi1.setActionCommand("NEW");jmi1.addActionListener(this);jmi2=new JMenuItem("暂停");jmi2.setActionCommand("PAUSE");jmi2.addActionListener(this);jmi3=new JMenuItem("继续");jmi3.setActionCommand("CONTINUE");jmi3.addActionListener(this);jmi4=new JMenuItem("退出");jmi4.setActionCommand("QUIT");jmi4.addActionListener(this);jm.add(jmi1);jm.add(jmi2);jm.add(jmi3);jm.add(jmi4);jmb.add(jm);jmb.add(jm1);// gp=new GamePanel();// Thread t=new Thread(gp);// t.start();// //注册一下接收键盘的动作// this.addKeyListener(this);// //设置界面// this.add(gp);sp=new StartPanel();Thread t=new Thread(sp);t.start();this.add(sp);this.setJMenuBar(jmb);this.setBounds(180, 20, 305, 530);this.setVisible(true);this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); }public static void main(String[] args) {TankGame1_0 tg=new TankGame1_0();}@Overridepublic void keyPressed(KeyEvent arg0) {if(!Record.pause){switch(arg0.getKeyCode()){case KeyEvent.VK_UP:if(!gp.mtk.isTouchTank()&&!gp.mtk.isTouchRiver())gp.mtk.moveUp();gp.mtk.setDirect(0);break;case KeyEvent.VK_DOWN:if(!gp.mtk.isTouchTank()&&!gp.mtk.isTouchRiver())gp.mtk.moveDown();gp.mtk.setDirect(2);break;case KeyEvent.VK_LEFT:if(!gp.mtk.isTouchTank()&&!gp.mtk.isTouchRiver())gp.mtk.moveLeft();gp.mtk.setDirect(3);break;case KeyEvent.VK_RIGHT:if(!gp.mtk.isTouchTank()&&!gp.mtk.isTouchRiver())gp.mtk.moveRight();gp.mtk.setDirect(1);break;}if(arg0.getKeyCode()=='A'||arg0.getKeyCode()=='a'){ gp.mtk.kitEnemy();}gp.repaint();}}@Overridepublic void keyReleased(KeyEvent arg0) {// TODO Auto-generated method stub}@Overridepublic void keyTyped(KeyEvent arg0) {// TODO Auto-generated method stub}@Overridepublic void actionPerformed(ActionEvent arg0) {if(arg0.getActionCommand().equals("NEW")){this.remove(sp);gp=new GamePanel();Thread t=new Thread(gp);t.start();//注册一下接收键盘的动作this.addKeyListener(this);//设置界面this.add(gp);this.setVisible(true);}if(arg0.getActionCommand().equals("PAUSE")){Record.pause=true;}if(arg0.getActionCommand().equals("CONTINUE")){ Record.pause=false;}if(arg0.getActionCommand().equals("QUIT")){System.exit(0);}}}class GamePanel extends JPanel implements Runnable{//定义的我的坦克MyTank mtk;River river=new River(50,300,200,30);Vector<SoilWall> sw=new V ector<SoilWall>();SoilWall s=null;Vector<SteelWall> stw=new Vector<SteelWall>();SteelWall st=null;Image im1=null;Image im2=null;Image im3=null;Image im4=null;Image im5=null;Vector<Bomb> bb=new Vector<Bomb>();//定义敌人的坦克int drtssize=4;Vector<EnemyTank> drts;EnemyTank dt=null;GamePanel(){//初始化爆炸的图片im1=Toolkit.getDefaultToolkit().getImage(Panel.class.getResource("/bomb_1.gif"));im2=Toolkit.getDefaultToolkit().getImage(Panel.class.getResource("/bomb_2.gif"));im3=Toolkit.getDefaultToolkit().getImage(Panel.class.getResource("/bomb_3.gif"));im4=Toolkit.getDefaultToolkit().getImage(Panel.class.getResource("/img2.jpg"));im5=Toolkit.getDefaultToolkit().getImage(Panel.class.getResource("/img1.jpg"));//土墙的初始化for(int i=5;i<24;i++,i++){s=new SoilWall(i*10,120);sw.add(s);}//钢墙的初始化for(int i=5;i<24;i++,i++){st=new SteelWall(i*10,200);stw.add(st);}//我的坦克初始化mtk=new MyTank(135,350,0,0);mtk.setStw(stw);mtk.setSw(sw);//敌人的坦克初始化drts=new Vector<EnemyTank>();for(int i=0;i<this.drtssize;i++){EnemyTank dt=new EnemyTank((i+1)*50,10,2,1);EnemyTank dt1=new EnemyTank((i+1)*50,60,2,1);Thread t=new Thread(dt);Thread t1=new Thread(dt1);t.start();t1.start();dt.setEts(drts);dt1.setEts(drts);dt.setR(river);dt1.setR(river);dt.setSw(sw);dt.setStw(stw);mtk.setEts(drts);mtk.setR(river);drts.add(dt);drts.add(dt1);}}public void paint(Graphics g){super.paint(g);//游戏的操作背景色g.setColor(Color.BLACK);//g.fillRect(0, 0, 300, 400);g.drawImage(im4, 0, 0, 300, 400,this);//让tank接收到panel上的对象mtk.setEts(drts);if(river!=null)mtk.setR(river);//画出河流if(river!=null)g.drawImage(im5, river.x, river.y, river.x1, river.y1, this); //画出墙来g.setColor(Color.yellow);for(int i=0;i<sw.size();i++){s=sw.get(i);if(s.isLive)g.fill3DRect(s.x, s.y, 15, 20, true);elsesw.remove(s);}g.setColor(Color.WHITE);for(int i=0;i<stw.size();i++){st=stw.get(i);if(st.isLive)g.fill3DRect(st.x, st.y, 15, 20, true);elsestw.remove(st);}//画出炸弹for(int i=0;i<bb.size();i++){Bomb bomb=bb.get(i);if(bomb.isLive==true){bomb.times--;if(bomb.times>14)g.drawImage(im1, bomb.x, bomb.y, 30, 30,this);else if(bomb.times>7)g.drawImage(im2, bomb.x, bomb.y, 30, 30,this);else if(bomb.times>0)g.drawImage(im3, bomb.x, bomb.y, 30, 30,this);}if(bomb.times==0){bomb.isLive=false;bb.remove(bomb);}}//画我的坦克if(Record.MyLife>0)drawTank(mtk.getX(),mtk.getY(),mtk.getDirect(),0,g);if(mtk.isLive==false){Record.MyLife--;mtk=new MyTank(135,350,0,0);mtk.setSw(sw);mtk.setStw(stw);}//画我的坦克的子弹g.setColor(Color.white);for(int i=0;i<mtk.bs.size();i++){Bullet b=mtk.bs.get(i);if(b!=null&&b.isLive==true)g.drawOval(b.getX(), b.getY(), 2, 2);if(b.isLive==false)mtk.bs.remove(b);}//画出敌人的坦克for(int i=0;i<drts.size();i++){EnemyTank dt=drts.get(i);if(dt.isLive==true && dt!=null)drawTank(dt.getX(),dt.getY(),dt.getDirect(),dt.getType(),g);if(dt.isLive==false){drts.remove(dt);Record.EnemyLife--;if(Record.EnemyLife>7){dt=new EnemyTank(120,10,2,1);dt.setSw(sw);dt.setStw(stw);Thread t=new Thread(dt);t.start();drts.add(dt);}}}//画出敌人的坦克的子弹g.setColor(Color.white);for(int i=0;i<drts.size();i++){EnemyTank dt=drts.get(i);if(dt.isLive==true)for(int j=0;j<dt.bs.size();j++){Bullet b=dt.bs.get(j);if(b.isLive)g.drawOval(b.getX(), b.getY(), 2, 2);if(b.isLive==false)dt.bs.remove(b);}}//显示游戏结束画面if(Record.EnemyLife<=0||Record.MyLife<=0){g.setColor(Color.YELLOW);g.setFont(new Font("宋体",Font.BOLD,20));g.drawString("GAME OVER!", 100, 100);Record.pause=true;}//显示游戏中的各种提示信息showInfo(g);}//显示信息的方法public void showInfo(Graphics g){Color c=null;c=g.getColor();this.drawTank(50, 420, 0, 0, g);this.drawTank(150, 420, 0, 1, g);g.setColor(Color.BLACK);g.setFont(new Font("黑体",Font.BOLD,20));g.drawString(Record.MyLife+"", 80, 435);g.drawString(Record.EnemyLife+"", 185, 435);g.setColor(c);}//用于绘制坦克public void drawTank(int x,int y,int direct,int type,Graphics g){ switch(type){case 0:g.setColor(Color.YELLOW);break;case 1:g.setColor(Color.green);break;}switch(direct){case 0:g.fill3DRect(x, y, 5, 30, false);g.draw3DRect(x+5, y+5, 10, 20, true);g.fill3DRect(x+15, y, 5, 30, false);g.fillOval(x+7, y+8, 6, 13);g.drawRect(x+10, y-4, 1, 17);break;case 2:g.fill3DRect(x, y, 5, 30, false);g.draw3DRect(x+5, y+5, 10, 20, true);g.fill3DRect(x+15, y, 5, 30, false);g.fillOval(x+7, y+8, 6, 13);g.drawRect(x+10, y+13, 1, 17);break;case 1:g.fill3DRect(x, y, 30, 5, false);g.draw3DRect(x+5, y+5, 20, 10, true);g.fill3DRect(x, y+15, 30, 5, false);g.fillOval(x+9, y+7, 13, 6);g.drawRect(x+15, y+9, 17, 1);break;case 3:g.fill3DRect(x, y, 30, 5, false);g.draw3DRect(x+5, y+5, 20, 10, true);g.fill3DRect(x, y+15, 30, 5, false);g.fillOval(x+9, y+7, 13, 6);g.drawRect(x-2, y+9, 17, 1);break;}}public void kill(Tank t,Bullet b){switch(t.direct){case 0:case 2:if(b.x>t.x&&b.y>t.y&&b.x<t.x+20&&b.y<t.y+30) {t.isLive=false;b.isLive=false;this.bb.add(new Bomb(t.getX(),t.getY()));}break;case 1:case 3:if(b.x>t.x&&b.y>t.y&&b.x<t.x+30&&b.y<t.y+20) {t.isLive=false;b.isLive=false;this.bb.add(new Bomb(t.getX(),t.getY()));}break;}}public void killWall(Wall w,Bullet b){if(b.x>=w.x&&b.y>=w.y&&b.x<=w.x+15&&b.y<=w.y+20) {w.life--;b.isLive=false;if(w.life<=0)w.isLive=false;}}@Overridepublic void run() {while(true){this.repaint();try {Thread.sleep(10);} catch (InterruptedException e) {// TODO Auto-generated catch blocke.printStackTrace();}if(mtk!=null)for(int i=0;i<mtk.bs.size();i++){Bullet b=mtk.bs.get(i);if(b.isLive){for(int j=0;j<drts.size();j++){Tank t=drts.get(j);if(t.isLive){this.kill(t, b);}}}}for(int i=0;i<drts.size();i++){Tank et=drts.get(i);if(et.isLive){for(int j=0;j<et.bs.size();j++){Bullet b=et.bs.get(j);if(b.isLive&&b!=null){this.kill(mtk, b);}}}}for(int i=0;i<drts.size();i++){Tank et=drts.get(i);if(et.isLive){for(int j=0;j<et.bs.size();j++){Bullet b=et.bs.get(j);for(int k=0;k<sw.size();k++){SoilWall t=sw.get(k);if(t.isLive){this.killWall(t, b);}}for(int k=0;k<stw.size();k++){SteelWall t=stw.get(k);if(t.isLive){this.killWall(t, b);}}}}}for(int i=0;i<mtk.bs.size();i++){Bullet b=mtk.bs.get(i);if(b.isLive){for(int j=0;j<sw.size();j++){SoilWall t=sw.get(j);if(t.isLive){this.killWall(t, b);}}for(int j=0;j<stw.size();j++){SteelWall t=stw.get(j);if(t.isLive){this.killWall(t, b);}}}}}}}//游戏开始界面class StartPanel extends JPanel implements Runnable{ boolean f=true;public void paint(Graphics g){super.paint(g);g.setColor(Color.RED);g.setFont(new Font("宋体",Font.BOLD,30));if(f){g.drawString("请选择菜单", 60, 150);f=false;}elsef=true;}@Overridepublic void run() {while(true){try {Thread.sleep(200);} catch (InterruptedException e) {// TODO Auto-generated catch blocke.printStackTrace();}this.repaint();}}}//坦克类class Tank{int x;int y;int direct;int type;int speed;boolean isLive=true;Vector<SoilWall> sw=new V ector<SoilWall>();public Vector<SoilWall> getSw() {return sw;}public void setSw(Vector<SoilWall> sw) {this.sw = sw;}public SoilWall getS() {return s;}public void setS(SoilWall s) {this.s = s;}public Vector<SteelWall> getStw() {return stw;}public void setStw(Vector<SteelWall> stw) {this.stw = stw;}public SteelWall getSt() {return st;}public void setSt(SteelWall st) {this.st = st;}SoilWall s=null;Vector<SteelWall> stw=new Vector<SteelWall>(); SteelWall st=null;Vector<EnemyTank> ets=new Vector<EnemyTank>(); River r=null;public boolean isLive() {return isLive;}public void setLive(boolean isLive) {this.isLive = isLive;}public River getR() {return r;}public void setR(River r) {this.r = r;}public Vector<Bullet> getBs() {return bs;}public void setBs(Vector<Bullet> bs) {this.bs = bs;}public Bullet getB() {return b;}public void setB(Bullet b) {this.b = b;}public Vector<EnemyTank> getEts() {return ets;}public void setEts(Vector<EnemyTank> ets) { this.ets = ets;}Vector<Bullet> bs=new V ector<Bullet>(); Bullet b;public int getSpeed() {return speed;}public void setSpeed(int speed) {this.speed = speed;}public int getType() {return type;}public void setType(int type) {this.type = type;}public int getDirect() {return direct;}public void setDirect(int direct) {this.direct = direct;}public int getX() {return x;}public void setX(int x) {this.x = x;}public int getY() {return y;}public void setY(int y) {this.y = y;}Tank(int x,int y,int direct,int type){this.direct=direct;this.x=x;this.y=y;this.type=type;}public void moveUp(){if(!Record.pause){if(y>=0&&!this.isTouchRiver()&&!this.isTouchWall()) y=y-speed;if(isTouchRiver())y=y+speed;}}public void moveDown(){if(!Record.pause){if(y<=370&&!this.isTouchRiver()&&!this.isTouchWall()) y=y+speed;if(isTouchRiver())y=y-speed;}}public void moveLeft(){if(!Record.pause){if(x>=0&&!this.isTouchRiver()&&!this.isTouchWall()) x=x-speed;if(isTouchRiver())x=x+speed;}}public void moveRight(){if(!Record.pause){if(x<=270&&!this.isTouchRiver()&&!this.isTouchWall()) x=x+speed;if(isTouchRiver())x=x-speed;}}public void kitEnemy(){switch(this.direct){case 0:b=new Bullet(this.x+9,this.y-6,0);break;case 1:b=new Bullet(this.x+31,this.y+8,1);break;case 2:b=new Bullet(this.x+9,this.y+31,2);break;case 3:b=new Bullet(this.x-4,this.y+8,3);break;}if(bs.size()<5){bs.add(b);Thread t=new Thread(b);t.start();}}public boolean isTouchWall(){boolean f=false;switch(this.direct){case 0:case 2:for(int i=0;i<sw.size();i++){s=sw.get(i);if(this.x>=s.x&&this.y>=s.y&&this.x<=s.x+15&&this.y<=s.y+20)f=true;if(this.x+20>=s.x&&this.y>=s.y&&this.x+20<=s.x+15&&this.y<=s.y+20) f=true;if(this.x>=s.x&&this.y+30>=s.y&&this.x<=s.x+15&&this.y+30<=s.y+20) f=true;if(this.x+20>=s.x&&this.y+30>=s.y&&this.x+20<=s.x+15&&this.y+30<=s.y+20)f=true;if(this.x+5>=s.x&&this.y>=s.y&&this.x+5<=s.x+15&&this.y<=s.y+20) f=true;if(this.x+5>=s.x&&this.y+20>=s.y&&this.x+5<=s.x+15&&this.y+20<=s.y+20)f=true;}if(this.direct==0&&f)this.y=this.y+this.speed;if(this.direct==2&&f)this.y=this.y-this.speed;for(int i=0;i<stw.size();i++){st=stw.get(i);if(this.x>=st.x&&this.y>=st.y&&this.x<=st.x+15&&this.y<=st.y+20)f=true;if(this.x+20>=st.x&&this.y>=st.y&&this.x+20<=st.x+15&&this.y<=st.y+20) f=true;if(this.x>=st.x&&this.y+30>=st.y&&this.x<=st.x+15&&this.y+30<=st.y+20) f=true;if(this.x+20>=st.x&&this.y+30>=st.y&&this.x+20<=st.x+15&&this.y+30<=st.y+20)f=true;if(this.x+5>=st.x&&this.y>=st.y&&this.x+5<=st.x+15&&this.y<=st.y+20) f=true;if(this.x+5>=st.x&&this.y+20>=st.y&&this.x+5<=st.x+15&&this.y+20<=st.y+20)f=true;}if(this.direct==0&&f)this.y=this.y+this.speed;if(this.direct==2&&f)this.y=this.y-this.speed;break;case 1:case 3:for(int i=0;i<sw.size();i++){s=sw.get(i);if(this.x>=s.x&&this.y>=s.y&&this.x<=s.x+15&&this.y<=s.y+20)f=true;if(this.x+30>=s.x&&this.y>=s.y&&this.x+30<=s.x+15&&this.y<=s.y+20) f=true;if(this.x>=s.x&&this.y+20>=s.y&&this.x<=s.x+15&&this.y+20<=s.y+20) f=true;if(this.x+30>=s.x&&this.y+20>=s.y&&this.x+30<=s.x+15&&this.y+20<=s.y+20)f=true;if(this.x>=s.x&&this.y+10>=s.y&&this.x<=s.x+15&&this.y+10<=s.y+20) f=true;if(this.x+30>=s.x&&this.y+10>=s.y&&this.x+30<=s.x+15&&this.y+10<=s.y+20)f=true;}if(this.direct==1&&f)this.x=this.x-this.speed;if(this.direct==3&&f)this.x=this.x+this.speed;for(int i=0;i<stw.size();i++){st=stw.get(i);if(this.x>=st.x&&this.y>=st.y&&this.x<=st.x+15&&this.y<=st.y+20)f=true;if(this.x+30>=st.x&&this.y>=st.y&&this.x+30<=st.x+15&&this.y<=st.y+20) f=true;if(this.x>=st.x&&this.y+20>=st.y&&this.x<=st.x+15&&this.y+20<=st.y+20) f=true;if(this.x+30>=st.x&&this.y+20>=st.y&&this.x+30<=st.x+15&&this.y+20<=st.y+20)f=true;if(this.x>=st.x&&this.y+10>=st.y&&this.x<=st.x+15&&this.y+10<=st.y+20) f=true;if(this.x+30>=st.x&&this.y+10>=st.y&&this.x+30<=st.x+15&&this.y+10<=st.y+20)f=true;}if(this.direct==1&&f)this.x=this.x-this.speed;if(this.direct==3&&f)this.x=this.x+this.speed;break;}return f;}public boolean isTouchTank(){boolean f=false;for(int i=0;i<ets.size();i++){EnemyTank et=ets.get(i);if(et!=this){switch(this.direct){case 0:if(et.direct==0||et.direct==2){if(this.x>=et.x&&this.y>=et.y&&this.x<=et.x+20&&this.y<=et.y+30)f=true;if(this.x+20>=et.x&&this.y>=et.y&&this.x+20<=et.x+20&&this.y<=et.y+30)f=true;}if(et.direct==1||et.direct==3){if(this.x>=et.x&&this.y>=et.y&&this.x<=et.x+30&&this.y<=et.y+20)f=true;if(this.x+20>=et.x&&this.y>=et.y&&this.x+20<=et.x+30&&this.y<=et.y+20)f=true;}break;case 1:if(et.direct==0||et.direct==2){if(this.x+30>=et.x&&this.y>=et.y&&this.x+30<=et.x+20&&this.y<=et.y+30)f=true;if(this.x+30>=et.x&&this.y+20>=et.y&&this.x+30<=et.x+20&&this.y+20<=et.y+30)f=true;}if(et.direct==1||et.direct==3){if(this.x+30>=et.x&&this.y>=et.y&&this.x+30<=et.x+30&&this.y<=et.y+20)f=true;if(this.x+30>=et.x&&this.y+20>=et.y&&this.x+30<=et.x+30&&this.y+20<=et.y+20)f=true;}break;case 2:if(et.direct==0||et.direct==2){if(this.x>=et.x&&this.y+30>=et.y&&this.x<=et.x+20&&this.y<=et.y+30){f=true;}if(this.x+20>=et.x&&this.y+30>=et.y&&this.x+20<=et.x+20&&this.y+30<=et.y+30){f=true;}}if(et.direct==1||et.direct==3){if(this.x>=et.x&&this.y+30>=et.y&&this.x<=et.x+30&&this.y<=et.y+20){f=true;}if(this.x+20>=et.x&&this.y+30>=et.y&&this.x+20<=et.x+30&&this.y+30<=et.y+20){f=true;}}break;case 3:if(et.direct==0||et.direct==2){if(this.x>=et.x&&this.y>=et.y&&this.x<=et.x+20&&this.y<=et.y+30)f=true;if(this.x>=et.x&&this.y+20>=et.y&&this.x<=et.x+20&&this.y+20<=et.y+30)f=true;}if(et.direct==1||et.direct==3){if(this.x>=et.x&&this.y>=et.y&&this.x<=et.x+30&&this.y<=et.y+20)f=true;if(this.x>=et.x&&this.y+20>=et.y&&this.x<=et.x+30&&this.y+20<=et.y+20)f=true;}break;}}}return f;}public boolean isTouchRiver(){boolean f=false;if(this.r!=null)switch(this.direct){case 0:case 2:if(this.x>=r.x&&this.y>=r.y&&this.x<=r.x+r.x1&&this.y<=r.y+r.y1)f=true;if(this.x+20>=r.x&&this.y>=r.y&&this.x+20<=r.x+r.x1&&this.y<=r.y+r.y1) f=true;if(this.x>=r.x&&this.y+30>=r.y&&this.x<=r.x+r.x1&&this.y+30<=r.y+r.y1) f=true;if(this.x+20>=r.x&&this.y+30>=r.y&&this.x+20<=r.x+r.x1&&this.y+30<=r.y+r.y1)f=true;if(this.direct==0&&f)this.y=this.y+this.speed;if(this.direct==2&&f)this.y=this.y-this.speed;break;case 1:case 3:if(this.x>=r.x&&this.y>=r.y&&this.x<=r.x+r.x1&&this.y<=r.y+r.y1)f=true;if(this.x+30>=r.x&&this.y>=r.y&&this.x+30<=r.x+r.x1&&this.y<=r.y+r.y1) f=true;if(this.x>=r.x&&this.y+20>=r.y&&this.x<=r.x+r.x1&&this.y+20<=r.y+r.y1) f=true;if(this.x+30>=r.x&&this.y+20>=r.y&&this.x+30<=r.x+r.x1&&this.y+20<=r.y+r.y1) f=true;if(this.direct==1&&f)this.x=this.x-this.speed;if(this.direct==3&&f)this.x=this.x+this.speed;break;}return f;}}//我的坦克类class MyTank extends Tank{MyTank(int x,int y,int direct,int type){super(x,y,direct,type);this.setDirect(0);this.setType(0);this.setSpeed(5);}}//敌人的坦克类class EnemyTank extends Tank implements Runnable{EnemyTank(int x,int y,int direct,int type){super(x,y,direct,type);this.setDirect(2);this.setType(1);this.setSpeed(5);}@Overridepublic void run() {while(true){while(Record.pause){try {Thread.sleep(1000);} catch (InterruptedException e) {// TODO Auto-generated catch blocke.printStackTrace();}}this.direct=(int)(Math.random()*4);this.kitEnemy();switch(this.direct){case 0:if(!this.isTouchTank()&&!this.isTouchRiver()&&!this.isTouchWall())for(int i=0;i<=15;i++){this.moveUp();try {Thread.sleep(50);} catch (InterruptedException e) {// TODO Auto-generated catch blocke.printStackTrace();}}break;case 1:if(!this.isTouchTank()&&!this.isTouchRiver()&&!this.isTouchWall())for(int i=0;i<=15;i++){if(!this.isTouchTank()&&!this.isTouchRiver()&&!this.isTouchWall())this.moveRight();try {Thread.sleep(50);} catch (InterruptedException e) {// TODO Auto-generated catch blocke.printStackTrace();}}break;case 2:if(!this.isTouchTank()&&!this.isTouchRiver()&&!this.isTouchWall())for(int i=0;i<=15;i++){if(!this.isTouchTank()&&!this.isTouchRiver()&&!this.isTouchWall())this.moveDown();try {Thread.sleep(50);} catch (InterruptedException e) {// TODO Auto-generated catch blocke.printStackTrace();}}break;case 3:if(!this.isTouchTank()&&!this.isTouchRiver()&&!this.isTouchWall())for(int i=0;i<=15;i++){if(!this.isTouchTank()&&!this.isTouchRiver()&&!this.isTouchWall())this.moveLeft();try {Thread.sleep(50);} catch (InterruptedException e) {// TODO Auto-generated catch blocke.printStackTrace();}}break;}}}}class Bullet implements Runnable{int x;boolean isLive=true;public int getX() {return x;}public void setX(int x) {this.x = x;}public int getY() {return y;}public void setY(int y) {this.y = y;}public int getDirect() {return direct;}public void setDirect(int direct) {this.direct = direct;}int y;int direct;int speed=10;public int getSpeed() {return speed;}public void setSpeed(int speed) {this.speed = speed;}public Bullet(int x,int y,int direct){this.x=x;this.y=y;this.direct=direct;}@Overridepublic void run() {while(true){while(Record.pause){try {Thread.sleep(1000);} catch (InterruptedException e) {// TODO Auto-generated catch blocke.printStackTrace();}}switch(this.direct){case 0:y=y-speed;try {Thread.sleep(50);} catch (InterruptedException e) {// TODO Auto-generated catch blocke.printStackTrace();}break;case 1:x=x+speed;try {Thread.sleep(50);} catch (InterruptedException e) {// TODO Auto-generated catch blocke.printStackTrace();}break;case 2:y=y+speed;try {Thread.sleep(50);} catch (InterruptedException e) {// TODO Auto-generated catch blocke.printStackTrace();}break;case 3:x=x-speed;try {Thread.sleep(50);} catch (InterruptedException e) {// TODO Auto-generated catch blocke.printStackTrace();}break;}if(x<-5||y<-5||x>300||y>400){this.isLive=false;break;}}}}//爆炸类class Bomb{int x;int y;int times=24;boolean isLive=true;Bomb(int x,int y){this.x=x;this.y=y;}}class Record{static int MyLife=3;static int EnemyLife=20;static boolean pause=false;}class River{int x,x1;int y,y1;River(int x,int y,int x1,int y1){this.x=x;this.y=y;this.x1=x1;this.y1=y1;}}class Wall{int x;int y;boolean isLive=true;int life=1;Wall(int x,int y){this.x=x;this.y=y;}}class SoilWall extends Wall{SoilWall(int x,int y){super(x, y);life=1;}}class SteelWall extends Wall{SteelWall(int x,int y){super(x,y);life=3;}}。

java 坦克大战游戏教程完整代码

java 坦克大战游戏教程完整代码

项目:用java做的坦克大战效果图:进入《坦克大战》游戏主界面点击开始菜单,即可进入游戏:使用W/A/S/D控制坦克移动,使用J发射子弹消灭所有坦克游戏获得胜利,被击中后,游戏将会结束:完整代码见下文,需要准备一个进入坦克大战的音乐声音,放在TankVs.java代码文件的同路径的shengyin文件夹下。

(没有也可以)代码运行方法:1,在以及配置好java JDK的情况下,将下面的完整的代码复制到并粘贴到记事本内,并将后缀.txt改为.java,文件命名为TankVs.java。

2,运行cmd,使用javac TankVs.java命令编译该java文件,编译成功后,使用java TankVs 命令即可运行游戏。

//以下为完整的坦克游戏代码import java.awt.*;import javax.swing.*;import java.awt.event.*;import java.util.*;import java.io.*;import javax.sound.sampled.*;//导入声音类包public class TankVs extends JFrame implements ActionListener,Runnable{OverPanel op=null;WinPanel wp=null;FirstPanel fmp=null;MyPanel mp=null;JMenuBar jmb=null;JMenu jm=null;JMenuItem jmi=null;public static void main(String[] args){TankVs tk1=new TankVs();}public TankVs(){fmp=new FirstPanel();jmb=new JMenuBar();jm=new JMenu("开始");jmi=new JMenuItem("开始游戏");jm.add(jmi);jmb.add(jm);this.setJMenuBar(jmb);this.add(fmp);jmi.addActionListener(this);//添加单击事件监听this.setSize(1000,800);this.setLocation(200,100);this.setTitle("坦克大战");//文件的路径自己改一下this.setIconImage(new ImageIcon("D:\\JAVA\\高级\\坦克大战\\image\\tank.jpg").getImage());this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);this.setResizable(false);this.setVisible(true);Thread t=new Thread(fmp);t.start();}public void actionPerformed(ActionEvent e){if(fmp!=null){this.remove(fmp);}if(op!=null){this.remove(op);}if(wp!=null){this.remove(wp);}mp=new MyPanel();mp.repaint();this.addKeyListener(mp);//添加键盘事件监听this.add(mp);Thread t=new Thread(mp);t.start();this.setVisible(true);Thread t1=new Thread(this);t1.start();shengyin sy=new shengyin(".\\shengyin\\tank.wav");sy.start();}public void run(){while(true){try{Thread.sleep(50);}catch(Exception e){}if(this.mp.dtk.size()==0){try{Thread.sleep(1000);}catch(Exception e){}this.wp=new WinPanel();this.add(wp);this.remove(mp);this.setVisible(true);}if(this.mp.mt.shengming==false){try{Thread.sleep(1000);}catch(Exception e){}this.op=new OverPanel();this.add(op);this.remove(mp);this.setVisible(true);}}}}class FirstPanel extends JPanel implements Runnable{int times=0;public void paint(Graphics g){super.paint(g);g.fillRect(0,0,800,600);if(times%2==0){g.setColor(Color.yellow);Font myFont=new Font("华文行楷",Font.BOLD,80);g.setFont(myFont);g.drawString("坦克大战",230,300);}}public void run(){while(true){try{Thread.sleep(500);}catch(Exception e){}times++;this.repaint();}}}class OverPanel extends JPanel{public void paint(Graphics g){super.paint(g);g.fillRect(0,0,800,600);g.setColor(Color.yellow);g.setFont(new Font("Cambria",Font.BOLD,80));g.drawString("GAME OVER",200,300);}}class WinPanel extends JPanel{public void paint(Graphics g){super.paint(g);g.fillRect(0,0,800,600);g.setColor(Color.yellow);g.setFont(new Font("Cambria",Font.BOLD,80));g.drawString("YOU WIN",200,300);}}class MyPanel extends JPanel implements KeyListener,Runnable{WoTank mt=null;Vector<DiTank> dtk=new Vector<DiTank>();//集合类+泛型,Vector适用与多线程,int tks=12;public MyPanel(){mt=new WoTank(260,500);mt.setSudu(8);for(int i=0;i<tks;i++){DiTank dt=new DiTank((750/(tks-1))*i,20);dt.setSudu(2);dtk.add(dt);Thread t=new Thread(dt);//启动敌人坦克线程t.start();}}public void paint(Graphics g){super.paint(g);g.fillRect(0,0,800,600);if(mt.shengming==true){this.drawTank(mt.getX(),mt.getY(),g,mt.getFangxiang(),0);//绘制我方坦克}for(int i=0;i<dtk.size();i++){DiTank dt=dtk.get(i);this.drawTank(dt.getX(),dt.getY(),g,dt.getFangxiang(),1);if(dt.zd.shengming==true){g.setColor(Color.white);g.fill3DRect(dt.zd.x,dt.zd.y,3,3,false);//绘制敌方坦克}}for(int i=0;i<mt.aa.size();i++)//绘制子弹{Zidan zd=mt.aa.get(i);if(zd.shengming==true && mt.shengming==true){g.setColor(Color.red);g.fill3DRect(zd.x,zd.y,3,3,false);}if(zd.shengming==false){mt.aa.remove(zd);}}}public void drawTank(int x,int y,Graphics g,int fangxiang,int leixing){switch(leixing){case 0://我的坦克g.setColor(Color.yellow);break;case 1://敌人的坦克g.setColor(Color.green);break;}switch(fangxiang){case 0://上方向g.fill3DRect(x,y,5,30,false);g.fill3DRect(x+15,y,5,30,false);g.fill3DRect(x+5,y+5,10,20,false);g.fillOval(x+5,y+10,10,10);g.drawLine(x+10,y+15,x+10,y-3);break;case 1://左方向g.fill3DRect(x,y,30,5,false);g.fill3DRect(x,y+15,30,5,false);g.fill3DRect(x+5,y+5,20,10,false);g.fillOval(x+10,y+5,10,10);g.drawLine(x+15,y+10,x-3,y+10);break;case 2://下方向g.fill3DRect(x,y,5,30,false);g.fill3DRect(x+15,y,5,30,false);g.fill3DRect(x+5,y+5,10,20,false);g.fillOval(x+5,y+10,10,10);g.drawLine(x+10,y+15,x+10,y+33);break;case 3://右方向g.fill3DRect(x,y,30,5,false);g.fill3DRect(x,y+15,30,5,false);g.fill3DRect(x+5,y+5,20,10,false);g.fillOval(x+10,y+5,10,10);g.drawLine(x+15,y+10,x+33,y+10);break;}}public void keyTyped(KeyEvent e){}public void keyReleased(KeyEvent e){}public void keyPressed(KeyEvent e){if(mt.shengming==true){if(e.getKeyCode()==KeyEvent.VK_W){this.mt.setFangxiang(0);this.mt.xiangshang();}else if(e.getKeyCode()==KeyEvent.VK_A)this.mt.setFangxiang(1);this.mt.xiangzuo();}else if(e.getKeyCode()==KeyEvent.VK_S){this.mt.setFangxiang(2);this.mt.xiangxia();}else if(e.getKeyCode()==KeyEvent.VK_D){this.mt.setFangxiang(3);this.mt.xiangyou();}if(e.getKeyCode()==KeyEvent.VK_J){if(mt.aa.size()<8)//允许我的坦克同时存在8颗子弹{this.mt.fszd();Thread t=new Thread(this);//启动画板线程t.start();}}}this.repaint();}public void run(){while(mt.zd.shengming==true ||dtk.size()>0){try{Thread.sleep(50);}catch(Exception e){}for(int i=0;i<mt.aa.size();i++){Zidan zd=mt.aa.get(i);for(int j=0;j<dtk.size();j++){DiTank dt=dtk.get(j);this.jzdf(zd,dt);}for(int i=0;i<dtk.size();i++){DiTank dt=dtk.get(i);this.jzwf(dt.zd,mt);}this.repaint();//System.out.println("线程1");}}public void jzdf(Zidan zd,DiTank dt)//击中敌方{switch(dt.fangxiang){case 0:case 2:if(zd.x>dt.getX() && zd.x<dt.getX()+20 && zd.y>dt.getY() && zd.y<dt.getY()+30){zd.shengming=false;dt.shengming=false;mt.aa.remove(zd);dtk.remove(dt);}break;case 1:case 3:if(zd.x>dt.getX() && zd.x<dt.getX()+30 && zd.y>dt.getY() && zd.y<dt.getY()+20){zd.shengming=false;dt.shengming=false;mt.aa.remove(zd);dtk.remove(dt);}break;}}public void jzwf(Zidan zd,WoTank mt)//击中我方{if(mt.shengming==true){switch(mt.fangxiang){case 0:case 2:if(zd.x>mt.getX() && zd.x<mt.getX()+20 && zd.y>mt.getY() && zd.y<mt.getY()+30){zd.shengming=false;mt.shengming=false;}break;case 1:case 3:if(zd.x>mt.getX() && zd.x<mt.getX()+30 && zd.y>mt.getY() && zd.y<mt.getY()+20){zd.shengming=false;mt.shengming=false;}break;}}}}class Tank{private int x=0,y=0;int fangxiang=0;int sudu=1;boolean shengming=true;public int getSudu(){return sudu;}public void setSudu(int sudu){this.sudu=sudu;}public int getFangxiang(){return fangxiang;}public void setFangxiang(int fangxiang){this.fangxiang=fangxiang;}public int getX(){return x;}public int getY(){return y;}public void setX(int x){this.x=x;}public void setY(int y){this.y=y;}public Tank(int x,int y){this.x=x;this.y=y;}}class WoTank extends Tank{Zidan zd=new Zidan();Vector<Zidan> aa=new Vector<Zidan>();public WoTank(int x,int y){super(x,y);}public void xiangshang(){if(getY()-sudu>0){this.setY(this.getY()-sudu);}}public void xiangzuo(){if(getX()-sudu>0){this.setX(this.getX()-sudu);}}public void xiangxia(){if(getY()+sudu<520){this.setY(this.getY()+sudu);}}public void xiangyou(){if(getX()+sudu<750){this.setX(this.getX()+sudu);}}public void fszd(){switch(this.fangxiang){case 0:zd=new Zidan(super.getX()+10,super.getY(),super.getFangxiang(),true);break;case 1:zd=new Zidan(super.getX(),super.getY()+10,super.getFangxiang(),true);break;case 2:zd=new Zidan(super.getX()+10,super.getY()+30,super.getFangxiang(),true);break;case 3:zd=new Zidan(super.getX()+30,super.getY()+10,super.getFangxiang(),true);break;}aa.add(zd);Thread t=new Thread(zd);//启动子弹线程t.start();}}class Zidan implements Runnable{int x;int y;int fangxiang;int sudu=8;public boolean shengming=false;public Zidan(){}public Zidan(int x,int y,int fangxiang,boolean shengming){this.x=x;this.y=y;this.fangxiang=fangxiang;this.shengming=shengming;}public void run(){while(true){try{Thread.sleep(50);//凡是线程下的死循环,都要有个睡眠}catch(Exception e){}switch(fangxiang){case 0:y-=sudu;break;case 1:x-=sudu;break;case 2:y+=sudu;break;case 3:x+=sudu;break;}if(x<0 ||y<0 ||x>800 ||y>600){this.shengming=false;break;}//System.out.println("线程2");}}}class DiTank extends Tank implements Runnable{Zidan zd=new Zidan();public DiTank(int x,int y){super(x,y);}public void run(){while(this.shengming=true){try{Thread.sleep(50);}catch(Exception e){}this.fangxiang=(int)(Math.random()*4);switch(this.fangxiang){case 0:for(int i=0;i<30;i++){if(getY()-sudu<0) {break;}this.setY(this.getY()-sudu);try{Thread.sleep(50);}catch(Exception e){}}break;case 1:for(int i=0;i<30;i++)if(getX()-sudu<0) {break;}this.setX(this.getX()-sudu);try{Thread.sleep(50);}catch(Exception e){}}break;case 2:for(int i=0;i<30;i++){if(getY()+sudu>520) {break;}this.setY(this.getY()+sudu);try{Thread.sleep(50);}catch(Exception e){}}break;case 3:for(int i=0;i<30;i++){if(getX()+sudu>750) {break;}this.setX(this.getX()+sudu);try{Thread.sleep(50);}catch(Exception e){}}break;}if(this.zd.shengming==false){switch(fangxiang){case 0:zd=new Zidan(super.getX()+10,super.getY(),super.getFangxiang(),true);break;zd=new Zidan(super.getX(),super.getY()+10,super.getFangxiang(),true);break;case 2:zd=newZidan(super.getX()+10,super.getY()+30,super.getFangxiang(),true);break;case 3:zd=newZidan(super.getX()+30,super.getY()+10,super.getFangxiang(),true);break;}Thread t=new Thread(zd);t.start();}}}}class shengyin extends Thread//播放声音的类{private String wjm;public shengyin(String ypwj){wjm=ypwj;}public void run(){File wjl=new File(wjm);AudioInputStream ypsrl=null;//AudioInputStream类:音频输入流try{ypsrl=AudioSystem.getAudioInputStream(wjl);}catch(Exception e){}AudioFormat format=ypsrl.getFormat();SourceDataLine aqsj=null; info=new (SourceDataLine.class,format);try{aqsj=(SourceDataLine)AudioSystem.getLine(info);aqsj.open(format);}catch(Exception e){}aqsj.start();int zjtj=0;byte[] hczj=new byte[1024];try{while(zjtj!=1){zjtj=ypsrl.read(hczj,0,hczj.length);if(zjtj>=0){aqsj.write(hczj,0,zjtj);}}}catch(Exception e){}finally{aqsj.drain();aqsj.close();}}}。

百度之星坦克大战代码

百度之星坦克大战代码

#include "Tank.h"#include <string.h>#include "main.cpp"//请勿修改以上头文件/* 您可以在这里添加您所需头文件*/#include "stdio.h"#include <vector>#include <set>using namespace std;/* 您可以在这里添加您的自定义函数*//* A*寻路算法*/// 所需结构定义typedef struct node // aStar 算法需要的动态表节点{int id;int father; // 父节点编号int cost; // 从初始位置到达此次的花费g(x)}node;static vector<node> openT; // open表static vector<node> closedT; // closed表static vector<int> path[MAX_TANK_NUM]; // 路径存储位置static set<int> targeted; // 标记目标矿点是否被己方锁定,存在则锁定int point2id(int row, int col) // 节点编号{int id = row * (MAP_WIDTH + 2) + col;return id;}Point id2point(int id) // 节点反编号{Point po;po.row = id / (MAP_WIDTH + 2);po.col = id % (MAP_WIDTH + 2);return po;}// 查找某vector表中是否有一节点int find(int id, vector<node> vet){if (vet.empty()){return -1;}for (int i = 0; i < vet.size(); i ++){if (id == vet[i].id){return i;}}return -1;}// 查找当然位置在path[myID]中的indexint findPathIdx(int id, vector<int> pathT){if (pathT.empty()){return -1;}for (int i = 0; i < pathT.size(); i ++){if (id == pathT[i]){return i;}}return -1;}// 返回从一节点到邻近节点的花费(坦克要走的步数)// 可通过PERVIOUS为1,BRICK为2,BREAKBRICK为3 int addcost(CellType type){switch(type) {case PERVIOUS:return 1;break;case BRICK:return 2;break;default:return 3;}}// 对给定扩展点进行检测添加void addExtNode(node tmpNode, int extid, CellType type){Point extPo;node extNode;extPo = id2point(extid);if ((-1 == find(extid, closedT)) && (STONE != type)) // 要扩展点不在closed表中,且不为石头则扩展{int idx = find(extid, openT); // 在open表中的索引if (-1 == idx) // 如果不在open表中则添加{extNode.id = extid;extNode.father = tmpNode.id;extNode.cost = tmpNode.cost + addcost(type);openT.push_back(extNode);}else // 如果在open表中,看新路径是否更近,近则修改{if (tmpNode.cost + addcost(type) < openT[idx].cost){openT[idx].father = tmpNode.id;openT[idx].cost = tmpNode.cost + addcost(type);}}}}// 得到本坦克的路径void getPath(int myID, int goalIdx){// id为myID的坦克路径存于path[myID]中path[myID].clear();node tmpNode = openT[goalIdx];path[myID].insert(path[myID].begin(), tmpNode.id);/*Point debug_po = id2point(tmpNode.id);printf("Path Star!\nGoal (%d, %d)\n", debug_po.row, debug_po.col);*/while (-1 != tmpNode.father){int tmpIdx = find(tmpNode.father, closedT);//printf("%d ", tmpIdx);if (-1 != tmpIdx){tmpNode = closedT[tmpIdx];/*Point debug_po = id2point(tmpNode.id);printf("(%d, %d)\n", debug_po.row, debug_po.col);*/path[myID].insert(path[myID].begin(), tmpNode.id);}else{path[myID].clear();return;}}}// 根据下一步目标返回:方向运动指令OrderType getOrder(FlagType myFlag, Point mySite, Point nextStep){int rowD = nextStep.row - mySite.row;printf("%d ",rowD);int colD = nextStep.col - mySite.col;printf("%d ",colD);switch(rowD){case -1:return GOUP;break;case 1:return GODOWN;break;default:;}switch(colD){case -1:return GOLEFT;break;case 1:return GORIGHT;break;default:;}return STOP;}// A*寻路算法,路径存储在path[myID]中void aStar(int myID, Point start, Point goal, MapCell map[][MAP_WIDTH +2]) {openT.clear();closedT.clear();path[myID].clear();// 1. 把初始节点放入openTnode tmpNode;tmpNode.id = point2id(start.row, start.col);tmpNode.father = -1; // 初始节点无父节点tmpNode.cost = 0;openT.push_back(tmpNode);// 2. 如果openT为空,搜索失败退出bool findGoal = false;while (! openT.empty() && ! findGoal){tmpNode = openT[0];int no = 0; // 记录最小f(x)的索引//3. 移除openT中f(x)值最小的Point p1 = id2point(tmpNode.id); // 当前考察点位置int hx1 = abs(goal.row - p1.row) + abs(goal.col - p1.col); // 当前路径costint fx1 = hx1 + tmpNode.cost;// 寻找f(x)最小的节点for (int i = 0; i < openT.size(); i ++){node tmpNode2 = openT[i];Point p2 = id2point(tmpNode2.id);int hx2 = abs(goal.row - p2.row) + abs(goal.col - p2.col);int fx2 = hx2 + tmpNode2.cost;if (fx1 > fx2){tmpNode = openT[i];no = i;}}// 如果节点为目标节点,则路径找到,返回路径if (point2id(goal.row, goal.col) == tmpNode.id){// 存储路径getPath(myID, no); // 当目标在open中,得到的最小f(x)的点是目标节点索引为no return;}// 从openT移节点如closedT中openT.erase(openT.begin() + no);closedT.push_back(tmpNode);//4. 从四个方向扩展节点Point tmpPo;tmpPo = id2point(tmpNode.id);int extid;CellType type;// 上extid = point2id(tmpPo.row - 1, tmpPo.col);type = (map[tmpPo.row - 1][tmpPo.col]).type;addExtNode(tmpNode, extid, type);// 下extid = point2id(tmpPo.row + 1, tmpPo.col);type = (map[tmpPo.row + 1][tmpPo.col]).type;addExtNode(tmpNode, extid, type);// 左extid = point2id(tmpPo.row, tmpPo.col - 1);type = (map[tmpPo.row][tmpPo.col - 1]).type;addExtNode(tmpNode, extid, type);// 右extid = point2id(tmpPo.row, tmpPo.col + 1);type = (map[tmpPo.row][tmpPo.col + 1]).type;addExtNode(tmpNode, extid, type);}}//平台0回合时调用此函数获取AI名称及坦克类型信息,请勿修改此函数声明。

坦克大战代码

坦克大战代码

坦克大战代码// 1、TTank.cpp: implementation of the TTank class.坦克类////////////////////////////////////////////////////////////////////////#include "stdafx.h"#include "TankWar.h"#include "TTank.h"#include "TWorld.h"#include "TExplode.h"#include "TBonus.h"#include "TBullet.h"//////////////////////////////////////////////////////////////////////// Construction/Destruction/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// TEnemyTank///////////////////////////////////////////////////////////////////EPG TEnemyTank::m_epg[3];//////////////////////////////////////////////////敌军坦克移动void TEnemyTank::Move(){if(!IsMyTime())return ;//防护小于0,还不死吗if(m_nShield < 0){Dead();//玩家增加经验值g_world.Player(0)->m_nExper += 10 + m_nType * 10;//加点爆炸效果g_world.ExplodeLink().Add(NEWTExplode(m_nX,m_nY,EXPLODE_TANK));}///////////////////////////////////////////////////////疯子要行动了,怎么动呢?用随机数来决定吧//玩家没进入范围,什么也不做if(ABS(m_nX-g_world.Player(0)->GetX())>500 ||ABS(m_nY-g_world.Player(0)->GetY())>500)return ;//产生0到100之间的随机数状态int status=Rand(0,100);//保存现在的位置坐标int x=m_nX,y=m_nY;//根据产生的状态行动if(status<2){//状态小于2,改变一下方向(概率是... 计算一下好像是: 2/100即0.02)m_dir =(DIRECTION) Rand(0,4);}else if(status <3){//状态小于3,开火(概率是... 计算一下好像是: (3-2)/100即0.01)switch(m_nType){case FIRE_TANK://火弹:射程100,威力20g_world.BulletLink().Add(NEWTBullet(m_nX,m_nY,m_dir,FIRE,20,100));break;case DOUBLE_MISSILE_TANK://火弹:射程250,威力15g_world.BulletLink().Add(NEWTBullet(m_nX,m_nY,m_dir,DMISSILE,15,250));break;case SINGLE_MISSILE_TANK://火弹:射程250,威力10g_world.BulletLink().Add(NEWTBullet(m_nX,m_nY,m_dir,SMISSILE,10,250));break;}}else{//其它的状态值就表示运行吧(概率是... 计算一下好像是: 100-3/100即0.97)//生命在于运动嘛:)m_nX+=g_nDirXY[m_dir][0];m_nY+=g_nDirXY[m_dir][1];}///////////////////////////////////////////////////////计算一下上面的移动是否有效//先假设移动有效BOOL canMove=TRUE;//取得自己的边框RECT rc;GetRect(rc);//////////////////////////////////////////////////////根据方向来计算是否与障碍地图上的障碍物碰撞if(m_dir==DIR_UP){//方向向上,只检查左上角及右上角坐标是否碰到障碍if(g_world.ObstacleMap(rc.left/OBSTACLE_WIDTH,rc.top/OBSTACLE_HEIG HT))canMove = FALSE;elseif(g_world.ObstacleMap(rc.right/OBSTACLE_WIDTH,rc.top/OBSTACLE_HEIGHT ))canMove = FALSE;}else if(m_dir==DIR_DOWN){//方向向下,只检查左下角及右下角坐标是否碰到障碍if(g_world.ObstacleMap(rc.left/OBSTACLE_WIDTH,rc.bottom/OBSTACLE_H EIGHT))canMove = FALSE;elseif(g_world.ObstacleMap(rc.right/OBSTACLE_WIDTH,rc.bottom/OBSTACLE_HEI GHT))canMove = FALSE;}else if(m_dir==DIR_RIGHT){//方向向右,只检查右下角及右上角坐标是否碰到障碍if(g_world.ObstacleMap(rc.right/OBSTACLE_WIDTH,rc.top/OBSTACLE_HEI GHT))canMove = FALSE;elseif(g_world.ObstacleMap(rc.right/OBSTACLE_WIDTH,rc.bottom/OBSTACLE_HEI GHT))canMove = FALSE;}else if(m_dir==DIR_LEFT){//方向向左,只检查左上角及左上角坐标是否碰到障碍if(g_world.ObstacleMap(rc.left/OBSTACLE_WIDTH,rc.top/OBSTACLE_HEIG HT))canMove = FALSE;elseif(g_world.ObstacleMap(rc.left/OBSTACLE_WIDTH,rc.bottom/OBSTACLE_HEIG HT))canMove = FALSE;}//总不能移到世界范围以外吧if(m_nY>g_world.GetHeight()-OBSTACLE_HEIGHT ||m_nX>g_world.GetWidth()-OBSTACLE_WIDTH ||m_nX<0 || m_nY<0)canMove = FALSE;//有没有碰到其它的NC坦克?不过要记住排除与自己相撞的情况//疯子也不会疯到这种程度吧if(g_world.EnemyTankLink().HitTestAll(this))//停下来,打个招呼canMove = FALSE;//撞到了其它障碍物(木箱、邪恶之源)了吗?if(g_world.ObstacleLink().HitTestAll(this))canMove = FALSE;//碰到玩家坦克了吗?if(g_world.Player(0)->HitTest(this))//当然不能动了canMove = FALSE;//移动无效,恢复原值if(canMove==FALSE)m_nX = x,m_nY=y;////////////////////////////计算当前动画帧m_nCurrentFrame=m_dir;}////////////////////////////////////////////////////画坦克void TEnemyTank::Draw(){POINT p;p.x = m_nX;p.y = m_nY;g_world.LPToDP(p);WGE_Surface.Blt(m_epg[m_nType],m_nCurrentFrame,p.x,p.y );}///////////////////////////////////////////取边框void TEnemyTank::GetRect(RECT& rc){rc.left = m_nX - m_epg[m_nType].GetFrame(m_nCurrentFrame)->m_nKeyX;rc.top = m_nY - m_epg[m_nType].GetFrame(m_nCurrentFrame)->m_nKeyY;rc.bottom = rc.top + m_epg[m_nType].GetFrame(m_nCurrentFrame)->m_dwHeight ;rc.right = rc.left + m_epg[m_nType].GetFrame(m_nCurrentFrame)->m_dwWidth ;}/////////////////////////////////////////////////TEnemyTank::TEnemyTank(int x, int y, int nType):TSprite(x,y,100,0,CLASS_TENEMYTANK),m_nType(nType){switch(nType){case FIRE_TANK://防护力100,速度1/(50/1000)m_nShield = 100;SetDelayTimer(50);break;case DOUBLE_MISSILE_TANK://防护力150,速度1/(70/1000)m_nShield = 150;SetDelayTimer(70);break;case SINGLE_MISSILE_TANK://防护力100,速度1/(30/1000)m_nShield = 200;SetDelayTimer(30);break;}}///////////////////////////////////////////////////////////碰撞是否有效BOOL TEnemyTank::HitBy(TObject * pObj){//////////////////////////////////////////////与参数对象碰撞if(HitTest(pObj)){////////////////////////////////////////////参数对象是一个子弹if(pObj->ClassType()==CLASS_TBULLET){//转变为子弹对象TBullet * pBullet = (TBullet*)pObj;if(pBullet->m_nType == LIGHT){//是光弹,防护减去光弹的力量m_nShield -= pBullet->m_nShield ;return TRUE;}}}return FALSE;}///////////////////////////////////////////////////////////////////////// TPlayerTank玩家///////////////////////////////////////////////////////////////////EPG TPlayerTank::m_epg[3];TPlayerTank::TPlayerTank(int x, int y, int nType):TSprite(x,y,100,0,CLASS_TPLAYERTANK),m_nType(nType),m_nExper(0),m_nMoney(0),m_nMaxShield(100){SetDelayTimer(1); //参考值40,这里是1}///////////////////////////////////////////////////碰撞是否有效BOOL TPlayerTank::HitBy(TObject * pObj){/////////////////////////////////////////////是否与参数对象碰撞if(HitTest(pObj)){if(pObj->ClassType()==CLASS_TBULLET){//参数对象炮弹TBullet * pBullet = (TBullet*)pObj;if(pBullet->m_nType == FIRE||pBullet->m_nType == DMISSILE||pBullet->m_nType == SMISSILE){//被火弹,双导弹,单导弹(都是敌方的炮弹)击中,减防护力// m_nShield -= pBullet->m_nShield ;m_nShield += pBullet->m_nShield ;return TRUE;}}else if(pObj->ClassType()==CLASS_TBONUS){//参数对象是奖励TBonus * pBonus = (TBonus*)pObj;switch(pBonus->m_nBonusType){case BONUS_RECOVER: //恢复物品m_nShield += 20; //恢复20点m_nShield = MIN(m_nShield+20,m_nMaxShield);break;case BONUS_EXPER: //经验物品//m_nExper += 10; //经验值加10m_nType = MIN((m_nExper/1000),2); //第1000点升一级m_nMaxShield = 100 + m_nExper/100; //调整最大防护m_dwDelayTimer -= m_dwDelayTimer*10/100; //速度提高10%break;case BONUS_MONEY:m_nMoney += 100; //得到100元}return TRUE;}}return FALSE;}///////////////////////////////////////////////////////玩家坦克移动void TPlayerTank::Move(){if(!IsMyTime())return ;/*if(m_nShield<0){Dead();g_world.ExplodeLink().Add(NEWTExplode(m_nX,m_nY,EXPLODE_PLAYER));return;}*//////////////////////////////////////////////////////响应键盘事件,移动坦克//保存原坐标int x=m_nX,y=m_nY;//处理按键if(WGE_Input.Key()[DIK_UP]){if(m_nY>0) m_nY -- ;m_dir = DIR_UP;}elseif(WGE_Input.Key()[DIK_DOWN]){if(m_nY<g_world.GetHeight()-OBSTACLE_HEIGHT)m_nY += 1;m_dir = DIR_DOWN;}elseif(WGE_Input.Key()[DIK_LEFT]){if(m_nX>0) m_nX -= 1;m_dir = DIR_LEFT;}elseif(WGE_Input.Key()[DIK_RIGHT]){if(m_nX<g_world.GetWidth()-OBSTACLE_WIDTH)m_nX += 1;m_dir = DIR_RIGHT;}///////////////////////////////////////////////////////////计算上面的移动是否有效BOOL canMove=TRUE; //假设有效先RECT rc;GetRect(rc);//是否碰撞地形障碍?方法和敌人坦克一样if(m_dir==DIR_UP){if(g_world.ObstacleMap(rc.left/OBSTACLE_WIDTH,rc.top/OBSTACLE_HEIG HT))canMove = TRUE;elseif(g_world.ObstacleMap(rc.right/OBSTACLE_WIDTH,rc.top/OBSTACLE_HEIGHT ))canMove = TRUE;}elseif(m_dir==DIR_DOWN){if(g_world.ObstacleMap(rc.left/OBSTACLE_WIDTH,rc.bottom/OBSTACLE_H EIGHT))canMove =TRUE;elseif(g_world.ObstacleMap(rc.right/OBSTACLE_WIDTH,rc.bottom/OBSTACLE_HEI GHT))canMove = TRUE;}elseif(m_dir==DIR_RIGHT){if(g_world.ObstacleMap(rc.right/OBSTACLE_WIDTH,rc.top/OBSTACLE_HEIGHT))canMove = TRUE;elseif(g_world.ObstacleMap(rc.right/OBSTACLE_WIDTH,rc.bottom/OBSTACLE_HEI GHT))canMove = TRUE;}elseif(m_dir==DIR_LEFT){if(g_world.ObstacleMap(rc.left/OBSTACLE_WIDTH,rc.top/OBSTACLE_HEIG HT))canMove = TRUE;elseif(g_world.ObstacleMap(rc.left/OBSTACLE_WIDTH,rc.bottom/OBSTACLE_HEIG HT))canMove = TRUE;}//碰到了敌人的坦克没有?if(g_world.EnemyTankLink().HitTestAll(this))canMove = FALSE;//是否碰到了障碍物(木箱或邪恶源)if(g_world.ObstacleLink().HitTestAll(this))canMove = FALSE;//移动无效,恢复原坐标if(canMove==FALSE)m_nX = x,m_nY=y;//计算当前动画帧m_nCurrentFrame=m_dir;//按左CTRL键开火,不过每100ms才能开一次,加弹总要花点时间吧:)static DWORD dwFireTick=GetTickCount();if(GetTickCount()-dwFireTick>10) //参考值100ms,这里是10ms{if(WGE_Input.Key()[DIK_LCONTROL]||WGE_Input.Key()[DIK_RCONTROL ]){g_world.BulletLink().Add(NEWTBullet(m_nX,m_nY,m_dir,LIGHT,10+m_nMoney/300,100+m_nType*25));}dwFireTick=GetTickCount();}//让玩家坦克处于可视区的中央g_world.GetViewportRect(rc);int height= rc.bottom - rc.top - OBSTACLE_HEIGHT;int width= rc.right - rc.left - OBSTACLE_WIDTH;g_world.SetViewport(m_nX-width/2,m_nY-height/2);}////////////////////////////////////////////////////////画玩家坦克void TPlayerTank::Draw(){POINT p;p.x = m_nX;p.y = m_nY;g_world.LPToDP(p);WGE_Surface.Blt(m_epg[m_nType],m_nCurrentFrame,p.x,p.y );}/////////////////////////////////////////////////返回坦克的边框void TPlayerTank::GetRect(RECT& rc){rc.left = m_nX - m_epg[m_nType].GetFrame(m_nCurrentFrame)->m_nKeyX;rc.top = m_nY - m_epg[m_nType].GetFrame(m_nCurrentFrame)->m_nKeyY;rc.bottom = rc.top + m_epg[m_nType].GetFrame(m_nCurrentFrame)->m_dwHeight ;rc.right = rc.left + m_epg[m_nType].GetFrame(m_nCurrentFrame)->m_dwWidth ;}//2、TBonus.cpp: implementation of the TBonus class.奖励类////////////////////////////////////////////////////////////////////////#include "stdafx.h"#include "TBonus.h"#include "TWorld.h"EPG TBonus::m_epg_bonus[3];ESound TBonus::m_sound[1];//////////////////////////////////////////////////////////////////////// Construction/Destruction//////////////////////////////////////////////////////////////////////TBonus::~TBonus(){}TBonus::TBonus(int x, int y, BONUS nBonusType):TObject(x,y,CLASS_TBONUS){m_nBonusType = nBonusType ;m_nCurrentFrame = 0;m_dwDelayTimer= 100;}void TBonus::Draw(){POINT p;p.x = m_nX;p.y = m_nY;g_world.LPToDP(p);WGE_Surface.Blt(m_epg_bonus[m_nBonusType],m_nCurrentFrame,p.x,p.y );}void TBonus::GetRect(RECT &rc){rc.left = m_nX - m_epg_bonus[m_nBonusType].GetFrame(m_nCurrentFrame)->m_nKeyX;rc.top = m_nY - m_epg_bonus[m_nBonusType].GetFrame(m_nCurrentFrame)->m_nKeyY;rc.bottom = rc.top + m_epg_bonus[m_nBonusType].GetFrame(m_nCurrentFrame)->m_dwHeight ;rc.right = rc.left + m_epg_bonus[m_nBonusType].GetFrame(m_nCurrentFrame)->m_dwWidth ;}void TBonus::Move(){if(!IsMyTime())return ;if(g_world.Player(0)->HitBy(this)){Dead();m_sound[0].Play();}++m_nCurrentFrame%=m_epg_bonus[m_nBonusType].GetFrameCount();}//3、TBullet.cpp: implementation of the TBullet class.子弹类////////////////////////////////////////////////////////////////////////#include "stdafx.h"#include "TBullet.h"#include "TExplode.h"#include "Tworld.h"ESound TBullet::m_sound[4];EPG TBullet::m_epg[4];//////////////////////////////////////////////////////////////////////// Construction/Destruction//////////////////////////////////////////////////////////////////////TBullet::TBullet(int x,int y,DIRECTION dir,BULLET_TYPE nType,int nShield,int nFireRange):TSprite(x,y,nShield,0,CLASS_TBULLET),m_nType(nType){SetDelayTimer(50);m_dir = dir;m_nFireRange = nFireRange;////////////////////////////////////////////计算音效的音量及均衡int valume,pan; //音量和均衡int w,h;//声源与玩家的距离w = x - g_world.Player(0)->GetX();h = y - g_world.Player(0)->GetY();//计算音效的音量及均衡valume = MAX(ABS(w),ABS(h)) * (-10000/800);pan = w * (10000/400);///////////////////////////////////////////////////跟据类型设置速度switch(nType){case LIGHT://玩家的子弹,总会听到声音的m_nSpeed = 15;//if(valume>-10000) //小于最小音量,没必要播放m_sound[2].Play(-1000,pan);break;case FIRE:m_nSpeed = 10;if(valume>-10000)m_sound[1].Play(valume,pan);break;case DMISSILE:m_nSpeed = 0; //导弹开始速度为0,然后利用加速度加速if(valume>-10000)m_sound[0].Play(valume,pan);break;case SMISSILE:m_nSpeed = 0;if(valume>-10000)m_sound[0].Play(valume,pan);break;}}TBullet::~TBullet(){}void TBullet::Move(){if(!IsMyTime())return ;TLinkNode * pNode;switch(m_nType){case FIRE: //火弹,由火坦克发射的炮弹//计算出当前动画帧m_nCurrentFrame = m_dir*3+(m_nCurrentFrame+1)%3;//超出射程范围,发出死亡信息if(m_nFireRange<0){Dead();}//击中玩家了吗?(即使死了也不让你好过)if(g_world.Player(0)->HitBy(this)){//击中目标,任务完成Dead();}//已经死亡,来个爆炸效果if(IsDead())g_world.ExplodeLink().Add(NEW TExplode(m_nX,m_nY,EXPLODE_FIRE));break;case DMISSILE: //双导弹,敌军的导弹m_nSpeed +=1; //以加速为1的速度运动m_nCurrentFrame = m_dir; //计算当前动画的帧//超出射程范围,发出死亡信息if(m_nFireRange<0)Dead();//击中玩家?if(g_world.Player(0)->HitBy(this))Dead();//死了if(IsDead()){///////////////////////////////////////////////////////双导弹当然是两个爆炸效果if(m_dir==DIR_RIGHT||m_dir==DIR_LEFT){g_world.ExplodeLink().Add(NEW TExplode(m_nX,m_nY+6,EXPLODE_MISSILE));g_world.ExplodeLink().Add(NEW TExplode(m_nX,m_nY-6,EXPLODE_MISSILE));}else{g_world.ExplodeLink().Add(NEW TExplode(m_nX+6,m_nY,EXPLODE_MISSILE));g_world.ExplodeLink().Add(NEW TExplode(m_nX-6,m_nY,EXPLODE_MISSILE));}}break;case SMISSILE: //单导弹,不用注释了吧m_nSpeed ++;m_nCurrentFrame = m_dir;if(m_nFireRange<0)Dead();if(g_world.Player(0)->HitBy(this))Dead();if(IsDead())g_world.ExplodeLink().Add(NEW TExplode(m_nX,m_nY,EXPLODE_MISSILE));break;case LIGHT: //我们的武器:)m_nCurrentFrame = 0;//////////////////////////////////////////////////////计算是否打中在链表中的敌军坦克//取得链表中的第一辆坦克pNode=g_world.EnemyTankLink().m_pHeader;while(pNode) //还不到链尾{//打中了吗?if(pNode->m_pObject->HitBy(this))//Ok,Mission completedDead();//取得下一辆坦克pNode = pNode->m_pNext;}//////////////////////////////////////////////////////计算是否打中障碍物pNode = g_world.ObstacleLink().m_pHeader ;while(pNode){if(pNode->m_pObject->HitBy(this))Dead();pNode = pNode->m_pNext;}if(m_nFireRange<0){//太远了,没办法Dead();}//???,为什么没有爆炸效果?break;default:TRACE(0,"Invalid bullet id");break;}//填加的代码//取得自己的边框RECT rc;GetRect(rc);if(m_nType==LIGHT||m_nType==FIRE||m_nType==SMISSILE||m_nType==D MISSILE){if(m_dir==DIR_UP){//方向向上,只检查左上角及右上角坐标是否碰到障碍if(g_world.ObstacleMap(rc.left/OBSTACLE_WIDTH,rc.top/OBSTACLE_HEIG HT))Dead(); //子弹消失elseif(g_world.ObstacleMap(rc.right/OBSTACLE_WIDTH,rc.top/OBSTACLE_HEIGHT ))Dead();}else if(m_dir==DIR_DOWN){//方向向下,只检查左下角及右下角坐标是否碰到障碍if(g_world.ObstacleMap(rc.left/OBSTACLE_WIDTH,rc.bottom/OBSTACLE_H EIGHT))Dead();elseif(g_world.ObstacleMap(rc.right/OBSTACLE_WIDTH,rc.bottom/OBSTACLE_HEI GHT))Dead();}else if(m_dir==DIR_RIGHT){//方向向右,只检查右下角及右上角坐标是否碰到障碍if(g_world.ObstacleMap(rc.right/OBSTACLE_WIDTH,rc.top/OBSTACLE_HEI GHT))Dead();elseif(g_world.ObstacleMap(rc.right/OBSTACLE_WIDTH,rc.bottom/OBSTACLE_HEI GHT))Dead();}else if(m_dir==DIR_LEFT){//方向向左,只检查左上角及左上角坐标是否碰到障碍if(g_world.ObstacleMap(rc.left/OBSTACLE_WIDTH,rc.top/OBSTACLE_HEIG HT))Dead();elseif(g_world.ObstacleMap(rc.left/OBSTACLE_WIDTH,rc.bottom/OBSTACLE_HEIG HT))Dead();}}//是不是死了?if(!IsDead()){//没死,那么继续移动//速度太快了!if(m_nSpeed>24)m_nSpeed = 24;//向前,向前,向前...m_nX+=g_nDirXY[m_dir][0]*m_nSpeed;m_nY+=g_nDirXY[m_dir][1]*m_nSpeed;//改变射程m_nFireRange -= m_nSpeed;}}////////////////////////////////////////////////画子弹void TBullet::Draw(){POINT p;p.x = m_nX;p.y = m_nY;g_world.LPToDP(p); //把世界逻辑坐标转换到设备坐标WGE_Surface.Blt(m_epg[m_nType],m_nCurrentFrame,p.x,p.y );/////////////////////////////////////////////////取得碰撞矩形void TBullet::GetRect(RECT& rc){rc.left = m_nX - m_epg[m_nType].GetFrame(m_nCurrentFrame)->m_nKeyX;rc.top = m_nY - m_epg[m_nType].GetFrame(m_nCurrentFrame)->m_nKeyY;rc.bottom = rc.top + m_epg[m_nType].GetFrame(m_nCurrentFrame)->m_dwHeight ;rc.right = rc.left + m_epg[m_nType].GetFrame(m_nCurrentFrame)->m_dwWidth ;}// TExplode.cpp: implementation of the TExplode class.////////////////////////////////////////////////////////////////////////#include "stdafx.h"#include "TExplode.h"#include "TWorld.h"EPG TExplode::m_epg[4];ESound TExplode::m_sound[3];//////////////////////////////////////////////////////////////////////// Construction/Destruction//////////////////////////////////////////////////////////////////////TExplode::TExplode(int x,int y,EXPLODE nType):TObject(x,y,CLASS_TEXPLODE),m_nType(nType),m_nCurrentFrame(0){SetDelayTimer(100);switch(nType){case EXPLODE_TANK:case EXPLODE_BOX:m_sound[0].Play();break;case EXPLODE_PLAYER://玩家爆炸动画慢一点,与声音配合SetDelayTimer(200);m_sound[0].Play();break;}}TExplode::~TExplode(){}/////////////////////////////////////////////////移动void TExplode::Move(){if(!IsMyTime())return ;/////////////////////////////////////////////计算if(m_nType==EXPLODE_PLAYER){//玩家爆炸应该壮烈一点if(m_nCurrentFrame>=m_epg[3].GetFrameCount()-1){//先来一个小爆炸m_sound[1].Play();//然后变成大爆炸m_nType = EXPLODE_TANK;m_nCurrentFrame = 0;return ;}}else{//一般爆炸就可以了if(m_nCurrentFrame>=m_epg[m_nType].GetFrameCount()-1){//爆炸消失Dead();return ;}}m_nCurrentFrame ++;}/////////////////////////////////////////////////画出爆炸void TExplode::Draw(){POINT p;p.x = m_nX;p.y = m_nY;g_world.LPToDP(p);if(m_nType==EXPLODE_PLAYER){WGE_Surface.Blt(m_epg[3],m_nCurrentFrame,p.x,p.y);}elseWGE_Surface.Blt(m_epg[m_nType],m_nCurrentFrame,p.x,p.y );}//////////////////////////////////////////////取得动画边框void TExplode::GetRect(RECT& rc){int i;if(m_nType==EXPLODE_PLAYER)i = 3;elsei = m_nType;rc.left = m_nX - m_epg[i].GetFrame(m_nCurrentFrame)->m_nKeyX;rc.top = m_nY - m_epg[i].GetFrame(m_nCurrentFrame)->m_nKeyY;rc.bottom = rc.top + m_epg[i].GetFrame(m_nCurrentFrame)->m_dwHeight ;rc.right = rc.left + m_epg[i].GetFrame(m_nCurrentFrame)->m_dwWidth ;}// 4、TLink.cpp: implementation of the TLink class.连接类////////////////////////////////////////////////////////////////////////#include "stdafx.h"#include "TLink.h"//////////////////////////////////////////////////////////////////////// Construction/Destruction//////////////////////////////////////////////////////////////////////TLink::TLink(){m_pHeader = NULL;}TLink::~TLink(){DeleteAll();}void TLink::AddHeader(TObject * pObject){ASSERT(pObject);TLinkNode * pAddNode = NEW TLinkNode(pObject);pAddNode->m_pNext = m_pHeader;m_pHeader = pAddNode;}void TLink::AddTail(TObject * pObject){ASSERT(pObject);TLinkNode * pAddNode = NEW TLinkNode(pObject);if(m_pHeader==NULL){m_pHeader = pAddNode ;m_pHeader->m_pNext = NULL;}else{TLinkNode * pNode = m_pHeader ;while(pNode->m_pNext){ASSERT(pObject!=pNode->m_pObject);pNode = pNode->m_pNext ;}pNode->m_pNext = pAddNode ;pAddNode->m_pNext = NULL;}}void TLink::Add(TObject * pObject){AddHeader(pObject);}void TLink::DeleteAll(){TLinkNode * pNode = m_pHeader;while(pNode){m_pHeader = pNode->m_pNext ;delete pNode ;pNode = m_pHeader;}}void TLink::Delete(TObject * pObject){TLinkNode * pPreNode = m_pHeader ;if(m_pHeader->m_pObject == pObject){m_pHeader = m_pHeader->m_pNext ;delete pPreNode ;return ;}TLinkNode * pNode = pPreNode->m_pNext ;while(pNode){if(pNode->m_pObject == pObject){pPreNode->m_pNext = pNode->m_pNext ;delete pNode;return ;}pPreNode = pNode ;pNode = pNode->m_pNext ;}}/////////////////////////////////画出链表中所有的对象void TLink::DrawAll(){TLinkNode * pNode = m_pHeader;while(pNode){pNode->m_pObject->Draw();pNode = pNode->m_pNext ;}}//////////////////////////////////////////////移动链表中所有的对象void TLink::MoveAll(){//取得第一个结点TLinkNode * pNode = m_pHeader;//循环整个链表while(pNode){if(pNode->m_pObject->IsDead()){//该对象已经被击毁,从链表中删除TObject * pDeleteObj = pNode->m_pObject;pNode = pNode->m_pNext ;Delete(pDeleteObj);}else{//调用该对象的Move()函数pNode->m_pObject->Move();pNode = pNode->m_pNext ;}}}BOOL TLink::HitTestAll(TObject * pObj){TLinkNode * pNode = m_pHeader;BOOL bHit = FALSE;while(pNode && bHit==FALSE){if(pNode->m_pObject != pObj)bHit=pNode->m_pObject->HitTest(pObj);pNode = pNode->m_pNext ;}return bHit;}//5、TObject.cpp: implementation of the TObject class.物体类////////////////////////////////////////////////////////////////////////#include "stdafx.h"#include "TObject.h"//////////////////////////////////////////////////////////////////////// Construction/Destruction//////////////////////////////////////////////////////////////////////TObject::TObject(int x,int y,CLASS_TYPE nClassType):m_nX(x),m_nY(y),m_dwLastTickCount(0),m_dwDelayTimer(0),m_nClassType(nClassType),m_bIsDead(FALSE){TObject::~TObject(){}///////////////////////////////////////////////该对象是否与另它对象碰撞BOOL TObject::HitTest(TObject* object){RECT rc1,rc2,temp;GetRect(rc1);object->GetRect(rc2);return IntersectRect(&temp,&rc1,&rc2);}////////////////////////////////////////////////是否该我动了?BOOL TObject::IsMyTime(){if(GetTickCount()-m_dwLastTickCount>=m_dwDelayTimer){m_dwLastTickCount = GetTickCount();return TRUE;}return FALSE;}//6、TObstacle.cpp: implementation of the TObstacle class.障碍物类////////////////////////////////////////////////////////////////////////#include "stdafx.h"#include "TObstacle.h"#include "TBonus.h"#include "TBullet.h"#include "TExplode.h"#include "TWorld.h"EPG TObstacle::m_epg[2];//////////////////////////////////////////////////////////////////////// Construction/Destruction//////////////////////////////////////////////////////////////////////TObstacle::TObstacle(int x,int y,OBSTACLE nType):TObject(x,y,CLASS_TOBSTACLE),m_nType(nType),m_nCurrentFrame(0) {SetDelayTimer(100);switch(m_nType){case OBSTACLE_BOX: //木箱//硬度100m_nHardiness = 100;break;case OBSTACLE_END: //邪恶源//硬度1000! ,非常硬m_nHardiness = 1000;break;}}TObstacle::~TObstacle(){}void TObstacle::Destroy(){m_epg[0].Destroy();m_epg[1].Destroy();}///////////////////////////////////////////////击中测试BOOL TObstacle::HitBy(TObject * pObj){if(HitTest(pObj)){////////////////////////////////////////只能被光弹击中if(pObj->ClassType()==CLASS_TBULLET){TBullet * pBullet = (TBullet*)pObj;if(pBullet->m_nType == LIGHT){m_nHardiness -= pBullet->m_nShield ;return TRUE;}}}return FALSE;}////////////////////////////////////////////移动void TObstacle::Move(){if(!IsMyTime())return ;//计算当前帧++m_nCurrentFrame%=m_epg[m_nType].GetFrameCount();if(m_nHardiness<0){//消失Dead();if(m_nType == OBSTACLE_END){//邪恶源被击毁,过关//强烈爆炸g_world.ExplodeLink().Add(NEW TExplode(m_nX,m_nY, EXPLODE_PLAYER));//经验值+1000g_world.Player(0)->m_nExper += 1000;//进入下一关g_game_status = GAME_STAGECLEAR;}else if(m_nType == OBSTACLE_BOX){//产生一个随机物品g_world.BonusLink().Add(NEW TBonus(m_nX,m_nY,(BONUS)Rand(0,3)));//然后爆炸g_world.ExplodeLink().Add(NEW TExplode(m_nX,m_nY, EXPLODE_BOX));}}}/////////////////////////////////////////////画出来void TObstacle::Draw(){POINT p;p.x = m_nX;p.y = m_nY;g_world.LPToDP(p);WGE_Surface.Blt(m_epg[m_nType],m_nCurrentFrame,p.x,p.y );}///////////////////////////////////////////////////////碰撞边框void TObstacle::GetRect(RECT& rc){rc.left = m_nX - m_epg[m_nType].GetFrame(m_nCurrentFrame)->m_nKeyX;rc.top = m_nY - m_epg[m_nType].GetFrame(m_nCurrentFrame)->m_nKeyY;rc.bottom = rc.top + m_epg[m_nType].GetFrame(m_nCurrentFrame)->m_dwHeight ;rc.right = rc.left + m_epg[m_nType].GetFrame(m_nCurrentFrame)->m_dwWidth ;}// TSprite.cpp: implementation of the TSprite class. 精灵类////////////////////////////////////////////////////////////////////////#include "stdafx.h"#include "TSprite.h"int g_nDirXY[4][2] ={{1,0} , {0,1},{-1,0},{0,-1}};//////////////////////////////////////////////////////////////////////// Construction/Destruction//////////////////////////////////////////////////////////////////////TSprite::TSprite(int x,int y,int nShield,int nStatus,CLASS_TYPE nClassType):TObject(x,y,nClassType),m_nShield(nShield),m_nStatus(nStatus),m_dir(DIR_LEFT) ,m_nCurrentFrame(0){}TSprite::~TSprite(){}// TWorld.cpp: implementation of the TWorld class. 世界类////////////////////////////////////////////////////////////////////////#include "stdafx.h"#include "TankWar.h"#include "TWorld.h"#include "TBonus.h"#include "TObstacle.h"TWorld g_world; //全局唯一的世界对象//////////////////////////////////////////////////////////////////////// Construction/Destruction//////////////////////////////////////////////////////////////////////EGroupPic TWorld::m_grp_terrain;EPG TWorld::m_epg_icon[3];TWorld::TWorld():m_pTerrainMap(NULL),m_pObstacleMap(NULL){}TWorld::~TWorld(){DestroyWorld();}//////////////////////////////////////////////////加载地形图像BOOL TWorld::LoadTerrainPicture(LPCSTR szGrpFile,EDataFile* pDat){if(m_grp_terrain.Load(szGrpFile,pDat)==FALSE){MessageBox(NULL,szGrpFile,"加载错误",MB_OK);return FALSE;}return TRUE;。

c语言编写坦克大战源代码

c语言编写坦克大战源代码

#include "tank.h"#include "ConOperator.h"#include <time.h>#include <windows.h>#include <conio.h>#include <iostream>using namespace std;TankGame::TankGame(int w, int h){// 设定当前关数no = 1;// 设定游戏整体高宽wide = w;high = h;HANDLE hStdOut = GetStdHandle(STD_OUTPUT_HANDLE);COORD sizePos = {2 * wide, high};SetConsoleScreenBufferSize(hStdOut, sizePos);// 分配游戏空间状态表gameSpace = new GameSpace*[high];for (int i = 0; i != high; i++)gameSpace[i] = new GameSpace[wide];// 添加围墙wall = new Wall(gameSpace, wide, high);wall->draw();}void TankGame::load_init(){// 初始化游戏空间for (int y = 1; y != high-1; y++) {for (int x = 1; x != wide-1; x++) {gameSpace[y][x].have = false;gameSpace[y][x].kind = 0;gameSpace[y][x].no = 0;}}// 添加地图map.load(gameSpace, no);// 初始化自己坦克me.init_xy();me.trans_direction(1);me.set_no(0);me.init_move(gameSpace, wide / 2 - 2, high - 5);// 按顺序诞生敌人坦克creatPlace = 0;for (int i = 0; i != 3; i++) {freezeTime[i] = REBIRTHTIME;enemy[i].init_xy();enemy[i].set_kind(2);enemy[i].set_no(i+1);reset(enemy[i]);}// 数目初始化leftCount = 17;existCount = 3;// 显示图片me.draw_tank();for (int i = 0; i != 3; i++)enemy[i].draw_tank();map.draw();}TankGame::~TankGame(){if (wall)delete wall;if (gameSpace) {for (int i = 0; i != high; i++)delete[] gameSpace[i];delete[] gameSpace;}}void TankGame::reset(Tank& tank){bool success = false;int t = 3;while (t && !success) {creatPlace++;if (creatPlace == 4)creatPlace = 1;// 诞生地点选择switch (creatPlace) {case 1:tank.trans_direction(3); //朝下if (tank.reset(gameSpace,1,1))success = true;break;case 2:tank.trans_direction(3);if (tank.reset(gameSpace,wide / 2 - 2, 1))success = true;break;case 3:tank.trans_direction(3);if (tank.reset(gameSpace,wide - 4, 1))success = true;break;}if (!success)t--;}}void TankGame::start(){char command;enter_picture(command);if (command != ENTER)return;while (me.blood > 0) {// init data for runingload_init();// run a taskruning_a_task();// determine why returnif (me.blood > 0) {no++;if (no > map.total) {success_gameover();break;}char command;turn_to_next_task(command);if (command != ENTER)break;}else game_over();}}//voidvoid TankGame::runing_a_task(){while ((leftCount || existCount) && me.blood) {clock_t now = clock();char command = -1; // 主人命令while (clock() - now < TIME_UNIT) // 小于一个时间片,暂停update_keyBoard_char(command);/*更新敌人坦克*/for (int i = 0; i != 3; i++) {if (enemy[i].blood == 0)continue;if (enemy[i].freezeTime == 0) {enemy[i].rand_direction(gameSpace); // 产生随机方向}else {if (enemy[i].speed == 0) {enemy[i].move(gameSpace);if (bullet[i+1].disapper) {int shot = -1;bullet[i+1] = enemy[i].rand_shot(gameSpace,i+1, shot);if (shot == 0)me.be_shot(gameSpace);bullet[i+1].registration(gameSpace);}enemy[i].freezeTime--;} else {enemy[i].speed--;}}}/*更新自己坦克*/if (command >=0 && command < 4) {me.trans_to_direction(command);me.move(gameSpace);}/*更新子弹*/for (int i = 0; i !=4; i++) {if (!bullet[i].disapper) { // 存在的子弹int shot;bullet[i].move(gameSpace, shot); // 运行,是否射中if (shot == 0)me.be_shot(gameSpace);else if (shot >= 1 && shot <= 3) {enemy[shot-1].be_shot(gameSpace);existCount--;} else if (shot >= 7 && shot <= 10) {bullet[shot-7].unregistration(gameSpace);bullet[shot-7].clear();bullet[shot-7].init(bullet[shot-7].kind);}}}/*自己产生子弹*/if (bullet[0].disapper) {if (command == 32) {int shot;bullet[0] = me.make_bullet(gameSpace,0, shot);if (shot >= 1 && shot <= 3) {enemy[shot-1].be_shot(gameSpace);existCount--;}bullet[0].registration(gameSpace);}}/*诞生缺损敌人*/if (leftCount > 0) {for (int i = 0; i != 3; i++) {if (enemy[i].blood == 0) {if (freezeTime[i] == 0) {freezeTime[i] = REBIRTHTIME;reset(enemy[i]);existCount++;leftCount--;}else freezeTime[i]--;}}}}}void TankGame::update_keyBoard_char(char& c){if (_kbhit()) {c = getch();if (c == -32) {c = getch();if (c != UP && c != DOWN && c != LEFT && c != RIGHT)c = -1;else if (c == RIGHT)c = 0;else if (c == UP)c = 1;else if (c == LEFT)c = 2;elsec = 3;}elsec = 32;}}void TankGame::enter_picture(char &command){string captions[6];captions[0] = "◥◣◢◤■■■■■◥◣◢◤";captions[1] = " ◥◣◢◤◢◤◥◣◢◤";captions[2] = " ◥◣◢◤◢◤◥◣◢◤";captions[3] = " ◢◤◢◤◢◤◥◣";captions[4] = " ◢◤◢◤◢◤◥◣";captions[5] = " ◢◤■■■■■◢◤◥◣";string s = " ";color(0x0e);for (int i = 0; i != 6; i++)grid(7, 6 + i, captions[i]);Frame frame(30,15);frame.draw_frame(4,19,0x09);string sentence[3];sentence[0] = "This small game is made by yzx in 2010.";sentence[1] = "Wlecome to play it.";sentence[2] = "All Rights Reserved.";color(0x0e);for (int i = 0; i != 3; i++) {for (int k = 0; k != sentence[i].size(); k++) {grid(14+k,21+2*i,sentence[i][k]);sleep(50);}sleep(1000);}grid(7, 28,"Enter : 开始ESC : 退出");while (true) {if (_kbhit()) {command = getch();if (command == ENTER || command == ESC)break;}}// clear screen picture in wallclear_picture();}void TankGame::turn_to_next_task(char& command){clear_picture();color(0x0e);grid(18, 20, "第");grid(20, 20, no);grid(22, 20, "关");while (true) {if (_kbhit()) {command = getch();if (command == ENTER || command == ESC)break;}}grid(18, 20," ");}void TankGame::success_gameover(){clear_picture();Frame frame(30,15);frame.draw_frame(4,10,0x09);string sentence[3];sentence[0] = "Congratulations for Successfully finishing all tasks";sentence[1] = "Thank you for using it deeply.";sentence[2] = "And welcome to use it next time.";color(0x0e);for (int i = 0; i != 3; i++) {for (int k = 0; k != sentence[i].size(); k++) {grid(12+k,14+2*i,sentence[i][k]);sleep(50);}sleep(1000);}while (true) {if (_kbhit()) {char command = getch();if (command == ENTER || command == ESC)break;}}}void TankGame::game_over(){clear_picture();Frame frame(30,15);frame.draw_frame(4,15,0x09);string sentence[4];sentence[0] = "Game over, but you can try it again.";sentence[1] = "Thank you for using it deeply.";sentence[2] = "And welcome to use it next time.";sentence[3] = "All rights reserved.(Violators will be prosecuted.) .";color(0x0e);for (int i = 0; i != 4; i++) {for (int k = 0; k != sentence[i].size(); k++) {grid(13+k,18+2*i,sentence[i][k]);sleep(50);}sleep(1000);}while (true) {if (_kbhit()) {char command = getch();if (command == ENTER || command == ESC)break;}}}void TankGame::clear_picture(){int cirX = wide / 2;int cirY = high / 2;int depth = cirY > cirX ? cirY + 2 : cirX + 2;int lx, rx, uy, by;int l, r, u, b;for (int i = 0; i != depth; i++) {lx = cirX - i;rx = cirX + i;uy = cirY - i;by = cirY + i;uy <= 0 ? u = 1 : u = uy;by >= high - 1 ? b = high - 2 : b = by;lx <= 0 ? l = 1 : l = lx;rx >= wide -1 ? r = wide - 2 : r = rx;if (rx < wide - 1) {for (int k = u; k <= b; k++)grid(rx, k, " ");}if (lx > 0) {for (int k = u; k <= b; k++)grid(lx, k, " ");}if (by < high - 1) {for (int k = l; k <= r; k++)grid(k, by, " ");}if (uy > 0) {for (int k = l; k <= r; k++)grid(k, uy, " ");}}}void TankGame::test(){for (int y = 0; y != 40; y++) {for (int x = 0; x != 40; x++) {if (gameSpace[y][x].have)// && gameSpace[y][x].kind == 3)grid(x, 42+y, (char)gameSpace[y][x].no);elsegrid(x, 42+y, " ");}}}。

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import java.awt.* ;import javax.swing.* ;import java.awt.event.*;import java.util.EventListener;class f extends JFrame {f(String title) {this.setTitle(title) ;this.setSize(608 , 630) ;this.setLocation(300 , 100) ;this.setBackground(Color.BLACK) ;MyTank mp = new MyTank() ;this.add(mp) ;this.addKeyListener(mp) ;new Thread(mp).start() ;}public static void main(String[] args) {f h = new f("坦克大战(版本1.0)") ;h.setVisible(true) ;}}//主战坦克class MyTank extends JPanel implements KeyListener , Runnable {int x = 280, y = 280 ;//坦克的初始位置int op = 1 ;//坦克的移动方向int color = 0 ;int tankspeed = 8 ;//坦克的速度int tankbullet = 8 ;//坦克的子弹速度int tankfbullet = 4 ;//敌军的子弹速度int shengming = 100 ;//生命int fenshu = 0 ;int nandu = 5 ; //设置游戏难度//子弹int dx = 295 , dy = 295 ;int dx1 = 295 , dy1 = -10 ;int dx2 = 600 , dy2 = 295 ;int dx3 = 295 , dy3 = 600 ;int dx4 = -10 , dy4 = 295 ;//敌军坦克int num = 10 ;//敌军坦克数量,不能修改int[] xf = new int[num] ;int[] yf = new int[num] ;int[] opf = new int[num] ;int[] dxf = new int[num] ;int[] dyf = new int[num] ;int[] dxf1 = new int[num] ;int[] dyf1 = new int[num] ;int[] dxf2 = new int[num] ;int[] dyf2 = new int[num] ;int[] dxf3 = new int[num] ;int[] dyf3 = new int[num] ;int[] dxf4 = new int[num] ;int[] dyf4 = new int[num] ;//构造函数,初始化敌军坦克的位置和状态MyTank() {for (int i = 0; i<num; i++) {xf[i] = (int) (Math.random() * 560) ; yf[i] = (int) (Math.random() * 560) ; dxf[i] = xf[i] + 15 ;dyf[i] = yf[i] + 15 ;}for (int i = 0; i<num; i++) {dxf1[i] = 295 ; dyf1[i] = -10 ;dxf2[i] = 600 ; dyf2[i] = 295 ;dxf3[i] = 295 ; dyf3[i] = 600 ;dxf4[i] = -10 ; dyf4[i] = 295 ;}}//主面版public void paint(Graphics g) { super.paint(g) ;this.setBackground(Color.YELLOW) ;g.setColor(Color.red) ;g.drawString("生命:" , 10 , 20 ) ;g.fillRect(50 , 10 , shengming * 5 , 10) ;g.drawRect(50 , 10 , 500 , 10) ;g.drawString("得分: "+ fenshu , 10 , 40) ;if(op == 1) {g.setColor(Color.red) ;g.fillRect(x , y , 40 , 40) ;switch (color % 6) {case 0: g.setColor(Color.blue) ; break; case 1: g.setColor(Color.yellow) ; break; case 2: g.setColor(Color.red) ; break;case 3: g.setColor(Color.orange) ; break; case 4: g.setColor(Color.green) ; break; case 5: g.setColor(Color.black) ; break; }g.fillOval(x - 5 , y - 5 , 10 , 10) ;g.fillOval(x - 5 , y + 5 , 10 , 10) ;g.fillOval(x - 5 , y + 15 , 10 , 10) ;g.fillOval(x - 5 , y + 25 , 10 , 10) ;g.fillOval(x - 5 , y + 35 , 10 , 10) ;g.fillOval(x + 35 , y - 5 , 10 , 10) ;g.fillOval(x + 35 , y + 5 , 10 , 10) ;g.fillOval(x + 35 , y + 15 , 10 , 10) ;g.fillOval(x + 35 , y + 25 , 10 , 10) ;g.fillOval(x + 35 , y + 35 , 10 , 10) ;g.setColor(Color.black) ;g.fillRect(x + 15 , y - 20 , 10 , 40) ;switch (color % 20) {case 0: g.setColor(Color.white) ; break; case 1: g.setColor(Color.white) ; break; case 2: g.setColor(Color.white) ; break; case 3: g.setColor(Color.white) ; break; case 4: g.setColor(Color.white) ; break; case 5: g.setColor(Color.white) ; break; case 6: g.setColor(Color.white) ; break;case 7: g.setColor(Color.white) ; break;case 8: g.setColor(Color.white) ; break;case 9: g.setColor(Color.white) ; break;case 10: g.setColor(Color.black) ; break;case 11: g.setColor(Color.black) ; break;case 12: g.setColor(Color.black) ; break;case 13: g.setColor(Color.black) ; break;case 14: g.setColor(Color.black) ; break;case 15: g.setColor(Color.black) ; break;case 16: g.setColor(Color.black) ; break;case 17: g.setColor(Color.black) ; break;case 18: g.setColor(Color.black) ; break;case 19: g.setColor(Color.black) ; break; }g.fillOval(x + 5 , y + 30 , 10 , 10) ;g.fillOval(x + 25 , y + 30 , 10 , 10) ;}if(op == 2) {g.setColor(Color.green) ;g.fillRect(x , y , 40 , 40) ;switch (color % 6) {case 0: g.setColor(Color.blue) ; break;case 1: g.setColor(Color.yellow) ; break;case 2: g.setColor(Color.red) ; break;case 3: g.setColor(Color.orange) ; break;case 4: g.setColor(Color.green) ; break;case 5: g.setColor(Color.black) ; break;}g.fillOval(x - 5 , y - 5 , 10 , 10) ;g.fillOval(x + 5 , y - 5 , 10 , 10) ;g.fillOval(x + 15 , y - 5 , 10 , 10) ;g.fillOval(x + 25 , y - 5 , 10 , 10) ;g.fillOval(x + 35 , y - 5 , 10 , 10) ;g.fillOval(x - 5 , y+35 , 10 , 10) ;g.fillOval(x + 5 , y+35 , 10 , 10) ;g.fillOval(x + 15 , y+35 , 10 , 10) ;g.fillOval(x + 25 , y+35 , 10 , 10) ;g.fillOval(x + 35 , y+35 , 10 , 10) ;g.setColor(Color.black) ;g.fillRect(x + 20 , y + 15 , 40 , 10) ;switch (color % 20) {case 0: g.setColor(Color.white) ; break;case 1: g.setColor(Color.white) ; break;case 2: g.setColor(Color.white) ; break;case 3: g.setColor(Color.white) ; break;case 4: g.setColor(Color.white) ; break;case 5: g.setColor(Color.white) ; break;case 6: g.setColor(Color.white) ; break;case 7: g.setColor(Color.white) ; break;case 8: g.setColor(Color.white) ; break;case 9: g.setColor(Color.white) ; break;case 10: g.setColor(Color.black) ; break;case 11: g.setColor(Color.black) ; break;case 12: g.setColor(Color.black) ; break;case 13: g.setColor(Color.black) ; break;case 14: g.setColor(Color.black) ; break;case 15: g.setColor(Color.black) ; break;case 16: g.setColor(Color.black) ; break;case 17: g.setColor(Color.black) ; break;case 18: g.setColor(Color.black) ; break;case 19: g.setColor(Color.black) ; break; }g.fillOval(x , y + 5 , 10 , 10) ;g.fillOval(x , y + 25 , 10 , 10) ;}if(op == 3) {g.setColor(Color.blue) ;g.fillRect(x , y , 40 , 40) ;switch (color % 6) {case 0: g.setColor(Color.blue) ; break;case 1: g.setColor(Color.yellow) ; break;case 2: g.setColor(Color.red) ; break;case 3: g.setColor(Color.orange) ; break;case 4: g.setColor(Color.green) ; break;case 5: g.setColor(Color.black) ; break;}g.fillOval(x - 5 , y - 5 , 10 , 10) ;g.fillOval(x - 5 , y + 5 , 10 , 10) ;g.fillOval(x - 5 , y + 15 , 10 , 10) ;g.fillOval(x - 5 , y + 25 , 10 , 10) ;g.fillOval(x - 5 , y + 35 , 10 , 10) ;g.fillOval(x + 35 , y - 5 , 10 , 10) ;g.fillOval(x + 35 , y + 5 , 10 , 10) ;g.fillOval(x + 35 , y + 15 , 10 , 10) ;g.fillOval(x + 35 , y + 25 , 10 , 10) ;g.fillOval(x + 35 , y + 35 , 10 , 10) ;g.setColor(Color.black) ;g.fillRect(x + 15 , y + 20 , 10 , 40) ;switch (color % 20) {case 0: g.setColor(Color.white) ; break;case 1: g.setColor(Color.white) ; break;case 2: g.setColor(Color.white) ; break;case 3: g.setColor(Color.white) ; break;case 4: g.setColor(Color.white) ; break;case 5: g.setColor(Color.white) ; break;case 6: g.setColor(Color.white) ; break;case 7: g.setColor(Color.white) ; break;case 8: g.setColor(Color.white) ; break;case 9: g.setColor(Color.white) ; break;case 10: g.setColor(Color.black) ; break;case 11: g.setColor(Color.black) ; break;case 12: g.setColor(Color.black) ; break;case 13: g.setColor(Color.black) ; break;case 14: g.setColor(Color.black) ; break;case 15: g.setColor(Color.black) ; break;case 16: g.setColor(Color.black) ; break;case 17: g.setColor(Color.black) ; break;case 18: g.setColor(Color.black) ; break;case 19: g.setColor(Color.black) ; break; }g.fillOval(x + 5 , y , 10 , 10) ;g.fillOval(x + 25 , y , 10 , 10) ;}if(op == 4) {g.setColor(Color.yellow) ;g.fillRect(x , y , 40 , 40) ;switch (color % 6) {case 0: g.setColor(Color.blue) ; break;case 1: g.setColor(Color.yellow) ; break;case 2: g.setColor(Color.red) ; break;case 3: g.setColor(Color.orange) ; break;case 4: g.setColor(Color.green) ; break;case 5: g.setColor(Color.black) ; break;}g.fillOval(x - 5 , y - 5 , 10 , 10) ;g.fillOval(x + 5 , y - 5 , 10 , 10) ;g.fillOval(x + 15 , y - 5 , 10 , 10) ;g.fillOval(x + 25 , y - 5 , 10 , 10) ;g.fillOval(x + 35 , y - 5 , 10 , 10) ;g.fillOval(x - 5 , y+35 , 10 , 10) ;g.fillOval(x + 5 , y+35 , 10 , 10) ;g.fillOval(x + 15 , y+35 , 10 , 10) ;g.fillOval(x + 25 , y+35 , 10 , 10) ;g.fillOval(x + 35 , y+35 , 10 , 10) ;g.setColor(Color.black) ;g.fillRect(x - 20 , y + 15 , 40 , 10) ;switch (color % 20) {case 0: g.setColor(Color.white) ; break;case 1: g.setColor(Color.white) ; break;case 2: g.setColor(Color.white) ; break;case 3: g.setColor(Color.white) ; break;case 4: g.setColor(Color.white) ; break;case 5: g.setColor(Color.white) ; break;case 6: g.setColor(Color.white) ; break;case 7: g.setColor(Color.white) ; break;case 8: g.setColor(Color.white) ; break;case 9: g.setColor(Color.white) ; break;case 10: g.setColor(Color.black) ; break;case 11: g.setColor(Color.black) ; break;case 12: g.setColor(Color.black) ; break;case 13: g.setColor(Color.black) ; break;case 14: g.setColor(Color.black) ; break;case 15: g.setColor(Color.black) ; break;case 16: g.setColor(Color.black) ; break;case 17: g.setColor(Color.black) ; break;case 18: g.setColor(Color.black) ; break;case 19: g.setColor(Color.black) ; break; }g.fillOval(x + 30 , y + 5 , 10 , 10) ;g.fillOval(x + 30 , y + 25 , 10 , 10) ;}g.setColor(Color.black) ;g.fillOval(dx , dy , 10 , 10) ;g.fillOval(dx1 , dy1 , 10 , 10) ;g.fillOval(dx2 , dy2 , 10 , 10) ;g.fillOval(dx3 , dy3 , 10 , 10) ;g.fillOval(dx4 , dy4 , 10 , 10) ;for (int i = 0; i<num; i++) {if(opf[i] == 1) {g.fillRect(xf[i] , yf[i] , 40 , 40) ;g.fillOval(xf[i] - 5 , yf[i] - 5 , 10 , 10) ; g.fillOval(xf[i] - 5 , yf[i] + 5 , 10 , 10) ; g.fillOval(xf[i] - 5 , yf[i] + 15 , 10 , 10) ;g.fillOval(xf[i] - 5 , yf[i] + 25 , 10 , 10) ;g.fillOval(xf[i] - 5 , yf[i] + 35 , 10 , 10) ;g.fillOval(xf[i] + 35 , yf[i] - 5 , 10 , 10) ;g.fillOval(xf[i] + 35 , yf[i] + 5 , 10 , 10) ;g.fillOval(xf[i] + 35 , yf[i] + 15 , 10 , 10) ;g.fillOval(xf[i] + 35 , yf[i] + 25 , 10 , 10) ;g.fillOval(xf[i] + 35 , yf[i] + 35 , 10 , 10) ;g.fillRect(xf[i] + 15 , yf[i] - 20 , 10 , 40) ;g.fillOval(xf[i] + 5 , yf[i] + 30 , 10 , 10) ;g.fillOval(xf[i] + 25 , yf[i] + 30 , 10 , 10) ; }if(opf[i] == 2) {g.fillRect(xf[i] , yf[i] , 40 , 40) ;g.fillOval(xf[i] - 5 , yf[i] - 5 , 10 , 10) ; g.fillOval(xf[i] + 5 , yf[i] - 5 , 10 , 10) ; g.fillOval(xf[i] + 15 , yf[i] - 5 , 10 , 10) ;g.fillOval(xf[i] + 25 , yf[i] - 5 , 10 , 10) ;g.fillOval(xf[i] + 35 , yf[i] - 5 , 10 , 10) ;g.fillOval(xf[i] - 5 , yf[i] + 35 , 10 , 10) ;g.fillOval(xf[i] + 5 , yf[i] + 35 , 10 , 10) ;g.fillOval(xf[i] + 15 , yf[i] + 35 , 10 , 10) ;g.fillOval(xf[i] + 35 , yf[i] + 35 , 10 , 10) ;g.fillRect(xf[i] + 20 , yf[i] + 15 , 40 , 10) ;g.fillOval(xf[i] , yf[i] + 5 , 10 , 10) ;g.fillOval(xf[i] , yf[i] + 25 , 10 , 10) ;}if(opf[i] == 3) {g.fillRect(xf[i] , yf[i] , 40 , 40) ;g.fillOval(xf[i] - 5 , yf[i] - 5 , 10 , 10) ; g.fillOval(xf[i] - 5 , yf[i] + 5 , 10 , 10) ; g.fillOval(xf[i] - 5 , yf[i] + 15 , 10 , 10) ;g.fillOval(xf[i] - 5 , yf[i] + 25 , 10 , 10) ;g.fillOval(xf[i] - 5 , yf[i] + 35 , 10 , 10) ;g.fillOval(xf[i] + 35 , yf[i] - 5 , 10 , 10) ;g.fillOval(xf[i] + 35 , yf[i] + 5 , 10 , 10) ;g.fillOval(xf[i] + 35 , yf[i] + 15 , 10 , 10) ;g.fillOval(xf[i] + 35 , yf[i] + 25 , 10 , 10) ;g.fillOval(xf[i] + 35 , yf[i] + 35 , 10 , 10) ;g.fillRect(xf[i] + 15 , yf[i] + 20 , 10 , 40) ;g.fillOval(xf[i] + 5 , yf[i] , 10 , 10) ;g.fillOval(xf[i] + 25 , yf[i] , 10 , 10) ;}if(opf[i] == 4) {g.fillRect(xf[i] , yf[i] , 40 , 40) ;g.fillOval(xf[i] - 5 , yf[i] - 5 , 10 , 10) ; g.fillOval(xf[i] + 5 , yf[i] - 5 , 10 , 10) ; g.fillOval(xf[i] + 15 , yf[i] - 5 , 10 , 10) ;g.fillOval(xf[i] + 25 , yf[i] - 5 , 10 , 10) ;g.fillOval(xf[i] + 35 , yf[i] - 5 , 10 , 10) ;g.fillOval(xf[i] - 5 , yf[i] + 35 , 10 , 10) ;g.fillOval(xf[i] + 5 , yf[i] + 35 , 10 , 10) ;g.fillOval(xf[i] + 25 , yf[i] + 35 , 10 , 10) ;g.fillOval(xf[i] + 35 , yf[i] + 35 , 10 , 10) ;g.fillRect(xf[i] - 20 , yf[i] + 15 , 40 , 10) ;g.fillOval(xf[i] + 30 , yf[i] + 5 , 10 , 10) ;g.fillOval(xf[i] + 30 , yf[i] + 25 , 10 , 10) ; }g.fillOval(dxf1[i] , dyf1[i] , 10 , 10 ) ;g.fillOval(dxf2[i] , dyf2[i] , 10 , 10 ) ;g.fillOval(dxf3[i] , dyf3[i] , 10 , 10 ) ;g.fillOval(dxf4[i] , dyf4[i] , 10 , 10 ) ;}}public void keyTyped(KeyEvent e) {}//键盘控制坦克的移动,发弹public void keyPressed(KeyEvent e) {color ++ ;if(e.getKeyCode() == KeyEvent.VK_UP) {op = 1 ;y = y - tankspeed ;dy = dy - tankspeed ;if(y <= 0) {y = y + tankspeed ;dy = dy + tankspeed ;}}if(e.getKeyCode() == KeyEvent.VK_RIGHT) {op = 2 ;x = x + tankspeed ;dx = dx + tankspeed ;if(x >= 560) {x = x - tankspeed ;dx = dx - tankspeed ;}}if(e.getKeyCode() == KeyEvent.VK_DOWN) {op = 3 ;y = y + tankspeed ;dy = dy + tankspeed ;if(y >= 560) {y = y - tankspeed ;dy = dy - tankspeed ;}}if(e.getKeyCode() == KeyEvent.VK_LEFT) { op = 4 ;x = x - tankspeed ;dx = dx - tankspeed ;if(x <= 0) {x = x + tankspeed ;dx = dx + tankspeed ;}}if(e.getKeyCode() == KeyEvent.VK_SPACE) { if(op == 1) {dx1 = dx ; dy1 = dy ;}if(op == 2) {dx2 = dx ; dy2 = dy ;}if(op == 3) {dx3 = dx ; dy3 = dy ;}if(op == 4) {dx4 = dx ; dy4 = dy ;}}this.repaint() ;}public void keyReleased(KeyEvent e) {}public void run() {for (int a = 0; a<60000; a++) {dy1 = dy1 - tankbullet ;dx2 = dx2 + tankbullet ;dy3 = dy3 + tankbullet ;dx4 = dx4 - tankbullet ;for (int i = 0; i<num; i++) {dyf1[i] = dyf1[i] - tankfbullet ;dxf2[i] = dxf2[i] + tankfbullet ;dyf3[i] = dyf3[i] + tankfbullet ;dxf4[i] = dxf4[i] - tankfbullet ;}//判断是否被击中for (int i = 0; i<num; i++) {if(dyf1[i]<y + 38 &&dyf1[i]>y +8 && dxf1[i]-x>-10 && dxf1[i]-x<40) { System.out.println ("被1击中") ;dxf1[i] = dxf[i] ; dyf1[i] = dyf[i] ;shengming = shengming - nandu ;}if(dxf2[i]>x+2 &&dxf2[i]<x+32 &&dyf2[i] - y >-10 && dyf2[i] - y <40 ) { System.out.println ("被2击中") ;dxf2[i] = dxf[i] ; dyf2[i] = dyf[i] ;shengming = shengming - nandu ;}if(dyf3[i]>y+2 && dyf3[i]< y+32 && dxf3[i]-x >-10&& dxf3[i]-x<40) { System.out.println ("被3击中") ;dxf3[i] = dxf[i] ; dyf3[i] = dyf[i] ;shengming = shengming - nandu ;}if(dxf4[i]>x+8 &&dxf4[i]<x+38 &&dyf4[i] - y >-10 && dyf4[i] - y <40 ) { System.out.println ("被4击中") ;dxf4[i] = dxf[i] ; dyf4[i] = dyf[i] ;shengming = shengming - nandu ;}}//判断是否击中敌军for (int i = 0; i<num; i++) {if(dy1<yf[i] + 38 &&dy1>yf[i] +8 && dx1-xf[i]>-10 && dx1-xf[i]<40) { System.out.println ("1击中") ;fenshu = fenshu + 100 ;xf[i] = (int)(Math.random() * 560 );yf[i] = (int)(Math.random() * 560 );}if(dx2>xf[i]+2 &&dx2<xf[i]+32 &&dy2 - yf[i] >-10 && dy2 - yf[i] <40 ) { System.out.println ("2击中") ;fenshu = fenshu + 100 ;xf[i] = (int)(Math.random() * 560 );yf[i] = (int)(Math.random() * 560 );}if(dy3>yf[i]+2 && dy3< yf[i]+32 && dx3-xf[i] >-10&& dx3-xf[i]<40) { System.out.println ("3击中") ;fenshu = fenshu + 100 ;xf[i] = (int)(Math.random() * 560 );yf[i] = (int)(Math.random() * 560 );}if(dx4>xf[i]+8 &&dx4<xf[i]+38 &&dy4 - yf[i] >-10 && dy4 - yf[i] <40 ) { System.out.println ("4击中") ;fenshu = fenshu + 100 ;xf[i] = (int)(Math.random() * 560 );yf[i] = (int)(Math.random() * 560 );}dxf[i] = xf[i] + 15 ;dyf[i] = yf[i] + 15 ;}//坦克的移动for (int i = 0; i<num; i++) {switch (opf[i]) {case 1:{yf[i]-- ;dyf[i] -- ;for (int s = 0; s<num; s++) {if(yf[i] <= 0) {yf[i] ++ ;dyf[i] ++ ;}}break;}case 2:{xf[i]++ ;dxf[i]++ ;for (int s = 0; s<num; s++) { if(xf[i] >= 560){xf[i] -- ;dxf[i] -- ;}}break;}case 3:{yf[i]++ ;dyf[i]++ ;for (int s = 0; s<num ; s++) { if(yf[i] >= 560){yf[i] -- ;dyf[i] -- ;}}break;}case 4:{xf[i]-- ;dxf[i]-- ;for (int s = 0; s<num; s++) { if(xf[i] <= 0){xf[i] ++ ;dxf[i] ++ ;}}break;}}}try{Thread.sleep(20) ;}catch(Exception e) {e.printStackTrace() ;}//坦克的开火if(a % 50 == 5) {if(Math.random()>0.5){for (int i = 0; i<2; i++) {if(opf[i] == 1) {dxf1[i] = dxf[i] ; dyf1[i] = dyf[i] ; }if(opf[i] == 2) {dxf2[i] = dxf[i] ; dyf2[i] = dyf[i] ; }if(opf[i] == 3) {dxf3[i] = dxf[i] ; dyf3[i] = dyf[i] ; }if(opf[i] == 4) {dxf4[i] = dxf[i] ; dyf4[i] = dyf[i] ; }}}}if(a % 50 == 15) {if(Math.random()>0.5) {for (int i = 2; i<4; i++) {if(opf[i] == 1) {dxf1[i] = dxf[i] ; dyf1[i] = dyf[i] ; }if(opf[i] == 2) {dxf2[i] = dxf[i] ; dyf2[i] = dyf[i] ; }if(opf[i] == 3) {dxf3[i] = dxf[i] ; dyf3[i] = dyf[i] ; }if(opf[i] == 4) {dxf4[i] = dxf[i] ; dyf4[i] = dyf[i] ; }}}}if(a % 50 == 25) {if(Math.random()>0.5){for (int i = 4; i<6; i++) {if(opf[i] == 1) {dxf1[i] = dxf[i] ; dyf1[i] = dyf[i] ; }if(opf[i] == 2) {dxf2[i] = dxf[i] ; dyf2[i] = dyf[i] ; }if(opf[i] == 3) {dxf3[i] = dxf[i] ; dyf3[i] = dyf[i] ; }if(opf[i] == 4) {dxf4[i] = dxf[i] ; dyf4[i] = dyf[i] ; }}}}if(a % 50 == 35) {if(Math.random()>0.5){for (int i = 6; i<8; i++) {if(opf[i] == 1) {dxf1[i] = dxf[i] ; dyf1[i] = dyf[i] ; }if(opf[i] == 2) {dxf2[i] = dxf[i] ; dyf2[i] = dyf[i] ; }if(opf[i] == 3) {dxf3[i] = dxf[i] ; dyf3[i] = dyf[i] ; }if(opf[i] == 4) {dxf4[i] = dxf[i] ; dyf4[i] = dyf[i] ; }}}}if(a % 50 == 45) {if(Math.random()>0.5) {for (int i = 8; i<10; i++) {if(opf[i] == 1) {dxf1[i] = dxf[i] ; dyf1[i] = dyf[i] ; }if(opf[i] == 2) {dxf2[i] = dxf[i] ; dyf2[i] = dyf[i] ; }if(opf[i] == 3) {dxf3[i] = dxf[i] ; dyf3[i] = dyf[i] ; }if(opf[i] == 4) {dxf4[i] = dxf[i] ; dyf4[i] = dyf[i] ; }}}}//坦克的随机移动if(a % 50 == 1 ) {for (int i = 0; i<2; i++) {if( Math.random() > 0.5 ) {if(Math.random() > 0.5){opf[i] = 1 ;}else{opf[i] = 2 ;}}else{if(Math.random() > 0.5){opf[i] = 3 ;}else{opf[i] = 4 ;}}}}if(a % 50 == 11 ) {//坦克的随机移动for (int i = 2; i<4; i++) {if( Math.random() > 0.5 ) {if(Math.random() > 0.5){opf[i] = 1 ;}else{}}else{if(Math.random() > 0.5){ opf[i] = 3 ;}else{opf[i] = 4 ;}}}}if(a % 50 == 21 ) {//坦克的随机移动for (int i = 4; i<6; i++) { if( Math.random() > 0.5 ) { if(Math.random() > 0.5){ opf[i] = 1 ;}else{opf[i] = 2 ;}}else{if(Math.random() > 0.5){ opf[i] = 3 ;}else{opf[i] = 4 ;}}}}if(a % 50 == 31 ) {//坦克的随机移动for (int i = 6; i<8; i++) { if( Math.random() > 0.5 ) { if(Math.random() > 0.5){ opf[i] = 1 ;}else{opf[i] = 2 ;}}else{if(Math.random() > 0.5){ opf[i] = 3 ;}else{}}}}if(a % 50 == 41 ) {//坦克的随机移动for (int i = 8; i<10; i++) {if( Math.random() > 0.5 ) {if(Math.random() > 0.5){opf[i] = 1 ;}else{opf[i] = 2 ;}}else{if(Math.random() > 0.5){opf[i] = 3 ;}else{opf[i] = 4 ;}}}}//重画if(shengming<=0){//弹出player1胜利对话框JOptionPane.showMessageDialog(null,"你结束了!!!","Game Over !", JOptionPane.ERROR_MESSAGE); //结束游戏System.exit(0) ;}this.repaint() ;}}}。

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