Java简单的编程小项目,对坦克大战小游戏做了一些改动,有图形化界面,
计时器,血条,技能条,音乐播放,双人模式和单人模式,地图设计等等。

Freee类:界面设计


package tank;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Font;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;import javax.swing.*;
public class Freee {static JFrame jf = new JFrame("坦克大战");
private static void firtPage() {// 1.设置窗体大小和标题jf.setPreferredSize(new Dimension(500, 300));// 2.设置关闭窗口就是关闭程序jf.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);// 最精准的布局模式空布局jf.setLayout(null);// 设置定位JLabel jl = new JLabel("坦克大战", JLabel.CENTER);jl.setPreferredSize(new Dimension(680, 30));jf.add(jl);jl.setBounds(0, 0, 480, 30);jl.setFont(new Font("宋体", Font.BOLD, 24));jl.setForeground(Color.decode("#375a7f"));// 菜单栏// 新建一个菜单条JMenuBar jb = new JMenuBar();jf.add(jb);jb.setBounds(0, 40, 690, 30);jb.setBackground(Color.decode("#65991a"));// 新建一个菜单选项JMenu jmenu = new JMenu("开始游戏");jmenu.setPreferredSize(new Dimension(100, 30));jmenu.setForeground(Color.white);jb.add(jmenu);JMenuItem j = new JMenuItem("开始游戏");jmenu.add(j);// 新建一个菜单项JMenu jmenu0 = new JMenu("游戏模式");jmenu0.setPreferredSize(new Dimension(100, 30));jmenu0.setForeground(Color.white);jb.add(jmenu0);// 新建一个菜单项JMenuItem jm = new JMenuItem("单人模式");JMenuItem jmi = new JMenuItem("双人模式");jmenu0.add(jm);jmenu0.add(jmi);// 以下是显示位移的地方// 放置图片JLabel jl3 = new JLabel(new ImageIcon("E:/java程序/新建文件夹/TankWarL/src/image/124.png"));jf.add(jl3);jl3.setBounds(0, 70, 480, 200);//开始监听事件j.addActionListener(new ActionListener() {@Overridepublic void actionPerformed(ActionEvent e) {//销毁当前页面closeThis();//打开一个新的页面new TankClient2().lauchFrame();}});jm.addActionListener(new ActionListener() {@Overridepublic void actionPerformed(ActionEvent e) {//销毁当前页面closeThis();//打开一个新的页面new TankClient2().lauchFrame();}});jmi.addActionListener(new ActionListener() {@Overridepublic void actionPerformed(ActionEvent e) {//销毁当前页面closeThis();//打开一个新的页面new TankClient().lauchFrame();}});// 3.设置窗体可见jf.pack();jf.setVisible(true);jf.setResizable(false);
}
public static void closeThis(){jf.dispose();}
public static void main(String[] args) {firtPage();
}}

Tank类
我方坦克设计


package tank;
import java.awt.*;
import java.awt.event.*;
import java.util.*;
public class Tank {
public static final int XSPEED = 5;
public static final int YSPEED = 5;public static final int WIDTH = 10;
public static final int HEIGHT = 10;private boolean live = true;
private BloodBar bb = new BloodBar();private int life = 100;
private  int skill=20;
private SkillBar cb=new  SkillBar();
TankClient tc;private boolean good;private int x, y;
private int oldX, oldY;private static Random r = new Random();private boolean bL=false, bU=false, bR=false, bD = false;
enum Direction {L, LU, U, RU, R, RD, D, LD, STOP};private Direction dir = Direction.STOP;
private Direction ptDir = Direction.D;private int step = r.nextInt(12) + 3;public Tank(int x, int y, boolean good) {this.x = x;this.y = y;this.oldX = x;this.oldY = 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);switch(ptDir) {case L:case R:g.fill3DRect(x-6, y-5, 30, 5,false );g.fill3DRect(x-6, y+10, 30, 5, false);g.fill3DRect(x-2, y, 20, 10, false);g.fillOval(x, y, WIDTH, HEIGHT);g.setColor(c);break;case LU:case RU:case U:case RD:case D:case LD:g.fill3DRect(x-4, y-10, 5, 30,false );g.fill3DRect(x+11, y-10, 5, 30, false);g.fill3DRect(x+1, y-5, 10, 20, false);g.fillOval(x, y, WIDTH, HEIGHT);g.setColor(c);break;}if(good) { bb.draw(g);cb.draw(g);}switch(ptDir) {case L:g.drawLine(x + Tank.WIDTH/2, y + Tank.HEIGHT/2, x, y + Tank.HEIGHT/2);break;case LU:g.drawLine(x + Tank.WIDTH/2, y + Tank.HEIGHT/2, x, y);break;case U:g.drawLine(x + Tank.WIDTH/2, y + Tank.HEIGHT/2, x + Tank.WIDTH/2, y);break;case RU:g.drawLine(x + Tank.WIDTH/2, y + Tank.HEIGHT/2, x + Tank.WIDTH, y);break;case R:g.drawLine(x + Tank.WIDTH/2, y + Tank.HEIGHT/2, x + Tank.WIDTH, y + Tank.HEIGHT/2);break;case RD:g.drawLine(x + Tank.WIDTH/2, y + Tank.HEIGHT/2, x + Tank.WIDTH, y + Tank.HEIGHT);break;case D:g.drawLine(x + Tank.WIDTH/2, y + Tank.HEIGHT/2, x + Tank.WIDTH/2, y + Tank.HEIGHT);break;case LD:g.drawLine(x + Tank.WIDTH/2, y + Tank.HEIGHT/2, x, y + Tank.HEIGHT);break;}move();
}void move() {this.oldX = x;this.oldY = y;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(this.dir != Direction.STOP) {this.ptDir = this.dir;}if(x < 0) x = 0;if(y < 30) y = 30;if(x + Tank.WIDTH > TankClient.GAME_WIDTH) x = TankClient.GAME_WIDTH - Tank.WIDTH;if(y + Tank.HEIGHT > TankClient.GAME_HEIGHT) y = TankClient.GAME_HEIGHT - Tank.HEIGHT;if(!good) {Direction[] dirs = Direction.values();if(step == 0) {step = r.nextInt(12) + 3;int rn = r.nextInt(dirs.length);dir = dirs[rn];}           step --;if(r.nextInt(40) > 38) this.fire();}
}private void stay() {x = oldX;y = oldY;
}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();
}
public void keyPressed2(KeyEvent e) {int key = e.getKeyCode();switch(key) {case KeyEvent.VK_A :bL = true;break;case KeyEvent.VK_W :bU = true;break;case KeyEvent.VK_D :bR = true;break;case KeyEvent.VK_S :bD = true;break;}locateDirection();
}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;case KeyEvent.VK_L :superFire();break;}locateDirection();
}
public void keyReleased2(KeyEvent e) {int key = e.getKeyCode();switch(key) {case KeyEvent.VK_ENTER:fire();break;case KeyEvent.VK_A :bL = false;break;case KeyEvent.VK_W :bU = false;break;case KeyEvent.VK_D :bR = false;break;case KeyEvent.VK_S :bD = false;break;case KeyEvent.VK_J :superFire();break;}locateDirection();
}
public Missile fire() {if(!live) return null;int x = this.x + Tank.WIDTH/2 - Missile.WIDTH/2;int y = this.y + Tank.HEIGHT/2 - Missile.HEIGHT/2;Missile m = new Missile(x, y, good, ptDir, this.tc);tc.missiles.add(m);return m;
}public Missile fire(Direction dir) {if(!live) return null;int x = this.x + Tank.WIDTH/2 - Missile.WIDTH/2;int y = this.y + Tank.HEIGHT/2 - Missile.HEIGHT/2;Missile m = new Missile(x, y, good, dir, 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;
}public boolean isGood() {return good;
}public boolean collidesWithWall(Wall w) {if(this.live && this.getRect().intersects(w.getRect())) {this.stay();return true;}return false;
}public boolean collidesWithTanks(java.util.List<Tank> tanks) {for(int i=0; i<tanks.size(); i++) {Tank t = tanks.get(i);if(this != t) {if(this.live && t.isLive() && this.getRect().intersects(t.getRect())) {this.stay();t.stay();return true;}}}return false;
}private void superFire() {Direction[] dirs = Direction.values();for(int i=0; i<8; i++) {fire(dirs[i]);}skill--;
}public int getLife() {return life;
}public void setLife(int life) {this.life = life;
}private class BloodBar {public void draw(Graphics g) {Color c = g.getColor();g.setColor(Color.RED);g.drawRect(x-4, y-20, WIDTH, 5);int w = WIDTH * life/100 ;g.fillRect(x-4, y-20, w, 5);g.setColor(c);}
}
private class SkillBar {public void draw(Graphics g) {Color c = g.getColor();g.setColor(Color.BLUE);g.drawRect(x-4, y-30, WIDTH, 5);int w = WIDTH * skill/20 ;g.fillRect(x-4, y-30, w, 5);g.setColor(c);}
}
public boolean eat(Blood b) {if(this.live && b.isLive() && this.getRect().intersects(b.getRect())) {this.life = 100;this.skill=20;b.setLive(false);return true;}return false;
}}

tank2
敌方坦克设计


package tank;
import java.awt.*;
import java.awt.event.*;
import java.util.*;
import java.util.List;import javax.swing.JOptionPane;
public class Tank2 {
public static final int XSPEED = 5;
public static final int YSPEED = 5;public static final int WIDTH = 10;
public static final int HEIGHT = 10;private boolean live = true;
private BloodBar bb = new BloodBar();private int life = 100;
private  int skill=20;
private SkillBar cb=new  SkillBar();
TankClient2 tc2;private boolean good;private int x, y;
private int oldX, oldY;private static Random r = new Random();private boolean bL=false, bU=false, bR=false, bD = false;
enum Direction {L, LU, U, RU, R, RD, D, LD, STOP};private Direction dir = Direction.STOP;
private Direction ptDir = Direction.D;private int step = r.nextInt(12) + 3;public Tank2(boolean good, Direction dir, TankClient2 tc2) {  x = r.nextInt(tc2.GAME_WIDTH-WIDTH+1);//初始化时在窗口范围内的随机坐标生成坦克y = 40+r.nextInt(tc2.GAME_HEIGHT-HEIGHT-40+1);//减去窗口的标题栏高度40this.good = good;oldX = x;oldY = y;this.tc2 = tc2;// 初始化tcthis.dir = dir;// 指定坦克对象的方向
}public void draw(Graphics g) {if(!live) {if(!good) {tc2.tanks2.remove(this);}return;}Color c = g.getColor();if(good) g.setColor(Color.RED);else g.setColor(Color.BLUE);switch(ptDir) {case L:case R:g.fill3DRect(x-6, y-5, 30, 5,false );g.fill3DRect(x-6, y+10, 30, 5, false);g.fill3DRect(x-2, y, 20, 10, false);g.fillOval(x, y, WIDTH, HEIGHT);g.setColor(c);break;case LU:case RU:case U:case RD:case D:case LD:g.fill3DRect(x-4, y-10, 5, 30,false );g.fill3DRect(x+11, y-10, 5, 30, false);g.fill3DRect(x+1, y-5, 10, 20, false);g.fillOval(x, y, WIDTH, HEIGHT);g.setColor(c);break;}switch(ptDir) {case L:g.drawLine(x + Tank2.WIDTH/2, y + Tank2.HEIGHT/2, x, y + Tank2.HEIGHT/2);break;case LU:g.drawLine(x + Tank2.WIDTH/2, y + Tank2.HEIGHT/2, x, y);break;case U:g.drawLine(x + Tank2.WIDTH/2, y + Tank2.HEIGHT/2, x + Tank2.WIDTH/2, y);break;case RU:g.drawLine(x + Tank2.WIDTH/2, y + Tank2.HEIGHT/2, x + Tank2.WIDTH, y);break;case R:g.drawLine(x + Tank2.WIDTH/2, y + Tank2.HEIGHT/2, x + Tank2.WIDTH, y + Tank2.HEIGHT/2);break;case RD:g.drawLine(x + Tank2.WIDTH/2, y + Tank2.HEIGHT/2, x + Tank2.WIDTH, y + Tank2.HEIGHT);break;case D:g.drawLine(x + Tank2.WIDTH/2, y + Tank2.HEIGHT/2, x + Tank2.WIDTH/2, y + Tank2.HEIGHT);break;case LD:g.drawLine(x + Tank2.WIDTH/2, y + Tank2.HEIGHT/2, x, y + Tank2.HEIGHT);break;}g.setColor(c);if(good) { bb.draw(g);cb.draw(g);}move();
}void move() {this.oldX = x;this.oldY = y;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(this.dir != Direction.STOP) {this.ptDir = this.dir;}if(x < 0) x = 0;if(y < 30) y = 30;if(x + Tank2.WIDTH > TankClient2.GAME_WIDTH) x = TankClient2.GAME_WIDTH - Tank2.WIDTH;if(y + Tank2.HEIGHT > TankClient2.GAME_HEIGHT) y = TankClient2.GAME_HEIGHT - Tank2.HEIGHT;if(!good) {Direction[] dirs = Direction.values();if(step == 0) {step = r.nextInt(12) + 3;int rn = r.nextInt(dirs.length);dir = dirs[rn];}           step --;if(r.nextInt(40) > 38) this.fire();}
}private void stay() {x = oldX;y = oldY;
}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;case KeyEvent.VK_F2 :if(!this.live) {this.live = true;this.life = 100;this.skill=20;}break;   }locateDirection();     }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();TankClient2.playMusic2();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;case KeyEvent.VK_J :superFire();TankClient2.playMusic2();break;case KeyEvent.VK_ESCAPE:JOptionPane.showMessageDialog(null,"是否退出","Tank",JOptionPane.PLAIN_MESSAGE );System.exit(0);;break;   }locateDirection();
}public Missile2 fire() {if(!live) return null;int x = this.x + Tank.WIDTH/2 - Missile.WIDTH/2;int y = this.y + Tank.HEIGHT/2 - Missile.HEIGHT/2;Missile2 m2 = new Missile2(x, y, good, ptDir, this.tc2);tc2.missiles2.add(m2);return m2;
}public Missile2 fire(Direction dir) {if(!live) return null;int x = this.x + Tank2.WIDTH/2 - Missile2.WIDTH/2;int y = this.y + Tank2.HEIGHT/2 - Missile2.HEIGHT/2;Missile2 m2 = new Missile2(x, y, good, dir, this.tc2);tc2.missiles2.add(m2);return m2;
}public Rectangle getRect() {return new Rectangle(x, y, WIDTH, HEIGHT);
}public boolean isLive() {if (!live && !this.isGood() && r.nextInt(5) > 1) {// 如果敌方坦克死亡就有概率掉落血块int x = this.x + WIDTH / 2 - Blood2.WIDTH / 2;// 血块左上角横坐标int y = this.y + HEIGHT / 2 - Blood2.HEIGHT / 2;// 血块左上角纵坐标Blood2 b = new Blood2(x, y, tc2);tc2.bloods.add(b);}return live;}public void setLive(boolean live) {this.live = live;
}public boolean isGood() {return good;
}public boolean collidesWithWall2(Wall2 w) {if(this.live && this.getRect().intersects(w.getRect())) {this.stay();return true;}return false;
}public boolean collidesWithTanks2(java.util.List<Tank2> tanks2) {for(int i=0; i<tanks2.size(); i++) {Tank2 t2 = tanks2.get(i);if(this != t2) {if(this.live && t2.isLive() && this.getRect().intersects(t2.getRect())) {this.stay();t2.stay();return true;}}}return false;
}private void superFire() {if(skill>0) {Direction[] dirs = Direction.values();for(int i=0; i<8; i++) {fire(dirs[i]);}}skill--;
}public int getLife() {return life;
}public void setLife(int life) {this.life = life;
}private class BloodBar {public void draw(Graphics g) {Color c = g.getColor();g.setColor(Color.RED);g.drawRect(x-4, y-20, WIDTH, 5);int w = WIDTH * life/100 ;g.fillRect(x-4, y-20, w, 5);g.setColor(c);}
}
private class SkillBar {public void draw(Graphics g) {Color c = g.getColor();g.setColor(Color.BLUE);g.drawRect(x-4, y-30, WIDTH, 5);int w = WIDTH * skill/20 ;g.fillRect(x-4, y-30, w, 5);g.setColor(c);}
}
public boolean eat(List<Blood2>  bloods) {for (int i = 0; i < bloods.size(); i++) {Blood2 b = bloods.get(i);if (Blood2.isLive() && this.live && this.getRect().intersects(Blood2.getRect2())) {// 当血块和我方坦克都活着且碰撞时this.life = 100;this.skill=20;b.setLive(false);return true;}}return false;
}
private void resurrect() {//满血复活,复活地点随机if (this.live == false) {this.live = true;this.life = life;if(tc2.score> 0)//复活一次扣1分,到零为止tc2.score -= 1;do{randomLocate();}while(collidesWithTanks2(tc2.tanks2));//如果复活点存在其他坦克,就换个地点,避免两辆坦克卡住}
}
private void randomLocate() {//在窗口范围内随机生成坐标位置x = r.nextInt(tc2.GAME_WIDTH-WIDTH+1);y = 40+r.nextInt(tc2.GAME_HEIGHT-HEIGHT-40+1);//减去窗口的标题栏高度40
}}

TankClient
双人模式


package tank;
import java.awt.*;
import java.awt.event.*;
import java.util.List;
import java.util.ArrayList;
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);
Tank myTank2 = new Tank(600, 50, true, Tank.Direction.STOP, this);
Wall w1 = new Wall(200, 200, 50, 50, this), w2 = new Wall(300, 200, 50, 50, this),w3 = new  Wall(400, 200, 50, 50, this),w4=new Wall(500,200,50,50,this);
//Map
Wall w5 = new Wall(350, 90, 50, 50, this),w6=new Wall(350,500,50,50,this),w7=new Wall(350,400,50,50,this),w8=new Wall(350,300,50,50,this);
Wall w9 = new Wall(50, 400, 50, 50, this),w10=new Wall(650,400,50,50,this);List<Explode> explodes = new ArrayList<Explode>();
List<Missile> missiles = new ArrayList<Missile>();
List<Tank> tanks = new ArrayList<Tank>();
Image offScreenImage = null;
Blood b = new Blood();
public 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);g.drawString("tanks     life:" + myTank.getLife(), 10, 110);g.drawString("tanks2     life:" + myTank2.getLife(), 10, 130);if(tanks.size() <=8)for(int i=tanks.size(); i<10; i++) {tanks.add(new Tank(50 + 50*(i+1), 50, false, Tank.Direction.D, this));} for(int i=0; i<missiles.size(); i++) {Missile m = missiles.get(i);m.hitTanks(tanks);m.hitTank(myTank);m.hitTank(myTank2);m.hitWall(w1);m.hitWall(w2);m.hitWall(w3);m.hitWall(w4);m.hitWall(w5);m.hitWall(w6);m.hitWall(w7);m.hitWall(w8);m.hitWall(w9);m.hitWall(w10);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.collidesWithWall(w1);t.collidesWithWall(w2);t.collidesWithWall(w3);t.collidesWithWall(w4);t.collidesWithWall(w5);t.collidesWithWall(w6);t.collidesWithWall(w7);t.collidesWithWall(w8);t.collidesWithWall(w9);t.collidesWithWall(w10);t.collidesWithTanks(tanks);t.draw(g);}myTank.draw(g);myTank.eat(b);myTank2.draw(g);myTank2.eat(b);w1.draw(g);w2.draw(g);w3.draw(g);w4.draw(g);w5.draw(g);w6.draw(g);w7.draw(g);w8.draw(g);w9.draw(g);w10.draw(g);b.draw(g);
}public void update(Graphics g) {if(offScreenImage == null) {offScreenImage = this.createImage(GAME_WIDTH, GAME_HEIGHT);}Graphics gOffScreen = offScreenImage.getGraphics();Color c = gOffScreen.getColor();gOffScreen.setColor(Color.orange);gOffScreen.fillRect(0, 0, GAME_WIDTH, GAME_HEIGHT);gOffScreen.setColor(c);paint(gOffScreen);g.drawImage(offScreenImage, 0, 0, null);
}public void lauchFrame() {for(int i=0; i<10; i++) {tanks.add(new Tank(50 + 40*(i+1), 50, false, Tank.Direction.D, this));}this.setSize(GAME_WIDTH, GAME_HEIGHT);this.setTitle("TankWar");this.addWindowListener(new WindowAdapter() {public void windowClosing(WindowEvent e) {System.exit(0);}});this.setResizable(false);this.setBackground(Color.WHITE);this.addKeyListener(new KeyMonitor());setVisible(true);new Thread(new PaintThread()).start();
}public static void main(String[] args) {TankClient tc = new TankClient();tc.lauchFrame();
}private class PaintThread implements Runnable {public void run() {while(true) {repaint();try {Thread.sleep(50);} catch (InterruptedException e) {e.printStackTrace();}}}
}private class KeyMonitor extends KeyAdapter {public void keyReleased(KeyEvent e) {myTank.keyReleased(e);myTank2.keyReleased2(e);}public void keyPressed(KeyEvent e) {myTank.keyPressed(e);myTank2.keyPressed2(e);}}}

TankClient2
单人模式
package tank;

import java.applet.Applet;
import java.applet.AudioClip;
import java.awt.Color;
import java.awt.Font;
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.io.File;
import java.net.MalformedURLException;
import java.net.URL;
import java.util.ArrayList;
import java.util.List;
import tank.Tank2.Direction;
import java.util.ArrayList;
public class TankClient2 extends Frame {
public static final int GAME_WIDTH = 800;
public static final int GAME_HEIGHT = 600;
public List<Blood2> bloods = new ArrayList<Blood2>();
public int score = 0;// 初始得分
public int time = 2 * 60 * 1000;// 游戏剩余时间(毫秒)
private boolean play = true;// 控制游戏暂停/开始
private static boolean restart = false;// 控制游戏重新开始
Tank2 myTank2  = new Tank2(true, Direction.STOP, this);Wall2 w1 = new Wall2(200, 200, 50, 50, this), w2 = new Wall2(300, 200, 50, 50, this),w3 = new Wall2(400, 200, 50, 50, this),w4=new Wall2(500,200,50,50,this);
Wall2 w5 = new Wall2(350, 90, 50, 50, this),w6=new Wall2(350,500,50,50,this),w7=new Wall2(350,400,50,50,this),w8=new Wall2(350,300,50,50,this);
Wall2 w9 = new Wall2(50, 400, 50, 50, this),w10=new Wall2(650,400,50,50,this);List<Explode2> explodes2 = new ArrayList<Explode2>();
List<Missile2> missiles2 = new ArrayList<Missile2>();
List<Tank2> tanks2 = new ArrayList<Tank2>();
Image offScreenImage = null;
private void init() {// 用于重新开始时初始化数据score = 0;time = 2 * 60 * 1000;play = true;restart = false;myTank2 = new Tank2( true, Direction.STOP, this);tanks2.clear();missiles2.clear();//为了避免数据的叠加。就需要在加载前 用 数组.clear()清除数据 explodes2.clear();bloods.clear();
}
public void paint(Graphics g) {if (time > 0)play1(g);// 游戏运行界面elsegameOver(g);// 游戏结束界面
}
private void play1(Graphics g) {// TODO Auto-generated method stubg.drawString("missiles count:" + missiles2.size(), 10, 50);g.drawString("explodes count:" + explodes2.size(), 10, 70);g.drawString("tanks    count:" + tanks2.size(), 10, 90);g.drawString("tanks     life:" + myTank2.getLife(), 10, 110);//if(tanks.size()<=0)  pation( g);Color c = g.getColor();// 取出当前颜色g.setColor(Color.black);// 画笔设为白色g.drawString("YOUR SCORE: " + score, 10, 130);// 在合适坐标写出当前得分g.drawString("YOUR TIME: " + new Time(time).timeToString(), 10, 150);// 在合适坐标写出所剩时间for(int i=0; i<missiles2.size(); i++) {Missile2 m2 = missiles2.get(i);m2.hitTanks2(tanks2);m2.hitTank2(myTank2);m2.hitWall2(w1);m2.hitWall2(w2);m2.hitWall2(w3);m2.hitWall2(w4);m2.hitWall2(w5);m2.hitWall2(w6);m2.hitWall2(w7);m2.hitWall2(w8);m2.hitWall2(w9);m2.hitWall2(w10);m2.draw(g);//if(!m.isLive()) missiles.remove(m);//else m.draw(g);}for (int i = 0; i < bloods.size(); i++) {// 遍历所有血块并画出Blood2 b = bloods.get(i);b.draw(g);}for(int i=0; i<explodes2.size(); i++) {Explode2 e2 = explodes2.get(i);e2.draw(g);}if (tanks2.size() == 0)for (int i = 0; i < 10; i++) {// 每当敌方坦克数量为0时就生成十辆tanks2.add(new Tank2( false, Direction.D, this));}for(int i=0; i<tanks2.size(); i++) {Tank2 t2 = tanks2.get(i);t2.collidesWithWall2(w1);t2.collidesWithWall2(w2);t2.collidesWithWall2(w3);t2.collidesWithWall2(w4);t2.collidesWithWall2(w5);t2.collidesWithWall2(w6);t2.collidesWithWall2(w7);t2.collidesWithWall2(w8);t2.collidesWithWall2(w9);t2.collidesWithWall2(w10);t2.collidesWithTanks2(tanks2);t2.draw(g);}myTank2.draw(g);myTank2.eat(bloods);w1.draw(g);w2.draw(g);w3.draw(g);w4.draw(g);w5.draw(g);w6.draw(g);w7.draw(g);w8.draw(g);w9.draw(g);w10.draw(g);//b.draw(g);}
private void gameOver(Graphics g) {// TODO Auto-generated method stubColor c = g.getColor();g.setColor(Color.WHITE);g.setFont(new Font("宋体", Font.BOLD, 120));g.drawString("GAME OVER", 90, 280);g.setFont(new Font("宋体", Font.BOLD, 50));g.drawString("your score: " + score, 200, 450);g.setFont(new Font("宋体", Font.CENTER_BASELINE, 20));g.drawString("press R to play again", 270, 500);g.setColor(c);
}
public void update(Graphics g) {if(offScreenImage == null) {offScreenImage = this.createImage(GAME_WIDTH, GAME_HEIGHT);}Graphics gOffScreen = offScreenImage.getGraphics();Color c = gOffScreen.getColor();gOffScreen.setColor(Color.orange);gOffScreen.fillRect(0, 0, GAME_WIDTH, GAME_HEIGHT);gOffScreen.setColor(c);paint(gOffScreen);g.drawImage(offScreenImage, 0, 0, null);
}public void lauchFrame() {this.setSize(GAME_W.setTitle("TankWar");this.addWindowListener(new WindowAdapter() {public void windowClosing(WindowEvent e) {System.exit(0);}});this.setResizable(false);this.setBackground(Color.WHITE);this.addKeyListener(new KeyMonitor());setVisible(true);new Thread(new PaintThread()).start();}
static void playMusic(){//背景音乐播放try {URL cb;File f = new File("E:\\java程序\\新建文件夹\\TankWarL\\src\\snd\\start.wav"); // 引号里面的是音乐文件所在的路径cb = f.toURL();AudioClip aau;aau = Applet.newAudioClip(cb);aau.play();    //aau.loop();//循环播放//System.out.println("可以播放");// 循环播放 aau.play()//单曲 aau.stop()停止播放} catch (MalformedURLException e) {e.printStackTrace();}
}
static void playMusic2(){//背景音乐播放try {URL cb;File f = new File("E:\\java程序\\新建文件夹\\TankWarL\\src\\snd\\fire.wav"); // 引号里面的是音乐文件所在的路径cb = f.toURL();AudioClip aau;aau = Applet.newAudioClip(cb);aau.play();    aau.loop();//循环播放//System.out.println("可以播放");// 循环播放 aau.play()//单曲 aau.stop()停止播放} catch (MalformedURLException e) {e.printStackTrace();}
}
static void playMusic3(){//背景音乐播放try {URL cb;File f = new File("E:\\java程序\\新建文件夹\\TankWarL\\src\\snd\\blast.wav"); // 引号里面的是音乐文件所在的路径cb = f.toURL();AudioClip aau;aau = Applet.newAudioClip(cb);aau.play();   aau.loop();//循环播放//System.out.println("可以播放");// 循环播放 aau.play()//单曲 aau.stop()停止播放} catch (MalformedURLException e) {e.printStackTrace();}
}public static void main(String[] args) {TankClient2 tc2 = new TankClient2();tc2.lauchFrame();playMusic();
}private class PaintThread implements Runnable {public void run() {while(true) {//while(true)出现的时候,就是表示程序一直执行{}中的语句,因为while()中始终为“真”。if (play) {// 游戏状态if (time < 0 && restart)// 如果时间到了,若选择重新开始则将所有数据初始化init();repaint();try {Thread.sleep(100);time -= 100;} catch (InterruptedException e) {e.printStackTrace();}}else  try {Thread.sleep(100);//当前线程休眠} catch (InterruptedException e) {e.printStackTrace();//在命令行打印异常信息在程序中出错的位置及原因。}}
}
}privat=e class KeyMonitor extends KeyAdapter {// 设置键盘监听事件public void keyReleased(KeyEvent e) {myTank2.keyReleased(e);// 释放按键时触发事件int key = e.getKeyCode();if (key == KeyEvent.VK_SPACE && time >0) {// 游戏时间内如果按下空格键,游戏暂停/开始if (play)play = false;elseplay = true;}if (key == KeyEvent.VK_R && time < 0) // 如果游戏结束,按R键重新开始restart = true;}public void keyPressed(KeyEvent e) {// 当按下按键时触发事件myTank2.keyPressed(e);// 调用对象方法,通过按键控制坦克移动方向}}}

Tank
我方坦克

package tank;
import java.awt.*;
import java.awt.event.*;
import java.util.*;
public class Tank {
public static final int XSPEED = 5;
public static final int YSPEED = 5;public static final int WIDTH = 10;
public static final int HEIGHT = 10;private boolean live = true;
private BloodBar bb = new BloodBar();private int life = 100;
private  int skill=20;
private SkillBar cb=new  SkillBar();
TankClient tc;private boolean good;private int x, y;
private int oldX, oldY;private static Random r = new Random();private boolean bL=false, bU=false, bR=false, bD = false;
enum Direction {L, LU, U, RU, R, RD, D, LD, STOP};private Direction dir = Direction.STOP;
private Direction ptDir = Direction.D;private int step = r.nextInt(12) + 3;public Tank(int x, int y, boolean good) {this.x = x;this.y = y;this.oldX = x;this.oldY = 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);switch(ptDir) {case L:case R:g.fill3DRect(x-6, y-5, 30, 5,false );g.fill3DRect(x-6, y+10, 30, 5, false);g.fill3DRect(x-2, y, 20, 10, false);g.fillOval(x, y, WIDTH, HEIGHT);g.setColor(c);break;case LU:case RU:case U:case RD:case D:case LD:g.fill3DRect(x-4, y-10, 5, 30,false );g.fill3DRect(x+11, y-10, 5, 30, false);g.fill3DRect(x+1, y-5, 10, 20, false);g.fillOval(x, y, WIDTH, HEIGHT);g.setColor(c);break;}if(good) { bb.draw(g);cb.draw(g);}switch(ptDir) {case L:g.drawLine(x + Tank.WIDTH/2, y + Tank.HEIGHT/2, x, y + Tank.HEIGHT/2);break;case LU:g.drawLine(x + Tank.WIDTH/2, y + Tank.HEIGHT/2, x, y);break;case U:g.drawLine(x + Tank.WIDTH/2, y + Tank.HEIGHT/2, x + Tank.WIDTH/2, y);break;case RU:g.drawLine(x + Tank.WIDTH/2, y + Tank.HEIGHT/2, x + Tank.WIDTH, y);break;case R:g.drawLine(x + Tank.WIDTH/2, y + Tank.HEIGHT/2, x + Tank.WIDTH, y + Tank.HEIGHT/2);break;case RD:g.drawLine(x + Tank.WIDTH/2, y + Tank.HEIGHT/2, x + Tank.WIDTH, y + Tank.HEIGHT);break;case D:g.drawLine(x + Tank.WIDTH/2, y + Tank.HEIGHT/2, x + Tank.WIDTH/2, y + Tank.HEIGHT);break;case LD:g.drawLine(x + Tank.WIDTH/2, y + Tank.HEIGHT/2, x, y + Tank.HEIGHT);break;}move();
}void move() {this.oldX = x;this.oldY = y;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(this.dir != Direction.STOP) {this.ptDir = this.dir;}if(x < 0) x = 0;if(y < 30) y = 30;if(x + Tank.WIDTH > TankClient.GAME_WIDTH) x = TankClient.GAME_WIDTH - Tank.WIDTH;if(y + Tank.HEIGHT > TankClient.GAME_HEIGHT) y = TankClient.GAME_HEIGHT - Tank.HEIGHT;if(!good) {Direction[] dirs = Direction.values();if(step == 0) {step = r.nextInt(12) + 3;int rn = r.nextInt(dirs.length);dir = dirs[rn];}           step --;if(r.nextInt(40) > 38) this.fire();}
}private void stay() {x = oldX;y = oldY;
}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();
}
public void keyPressed2(KeyEvent e) {int key = e.getKeyCode();switch(key) {case KeyEvent.VK_A :bL = true;break;case KeyEvent.VK_W :bU = true;break;case KeyEvent.VK_D :bR = true;break;case KeyEvent.VK_S :bD = true;break;}locateDirection();
}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;case KeyEvent.VK_L :superFire();break;}locateDirection();
}
public void keyReleased2(KeyEvent e) {int key = e.getKeyCode();switch(key) {case KeyEvent.VK_ENTER:fire();break;case KeyEvent.VK_A :bL = false;break;case KeyEvent.VK_W :bU = false;break;case KeyEvent.VK_D :bR = false;break;case KeyEvent.VK_S :bD = false;break;case KeyEvent.VK_J :superFire();break;}locateDirection();
}
public Missile fire() {if(!live) return null;int x = this.x + Tank.WIDTH/2 - Missile.WIDTH/2;int y = this.y + Tank.HEIGHT/2 - Missile.HEIGHT/2;Missile m = new Missile(x, y, good, ptDir, this.tc);tc.missiles.add(m);return m;
}public Missile fire(Direction dir) {if(!live) return null;int x = this.x + Tank.WIDTH/2 - Missile.WIDTH/2;int y = this.y + Tank.HEIGHT/2 - Missile.HEIGHT/2;Missile m = new Missile(x, y, good, dir, 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;
}public boolean isGood() {return good;
}public boolean collidesWithWall(Wall w) {if(this.live && this.getRect().intersects(w.getRect())) {this.stay();return true;}return false;
}public boolean collidesWithTanks(java.util.List<Tank> tanks) {for(int i=0; i<tanks.size(); i++) {Tank t = tanks.get(i);if(this != t) {if(this.live && t.isLive() && this.getRect().intersects(t.getRect())) {this.stay();t.stay();return true;}}}return false;
}private void superFire() {Direction[] dirs = Direction.values();for(int i=0; i<8; i++) {fire(dirs[i]);}skill--;
}public int getLife() {return life;
}public void setLife(int life) {this.life = life;
}
private class =BloodBar {public void draw(Graphics g) {Color c = g.getColor();g.setColor(Color.RED);g.drawRect(x-4, y-20, WIDTH, 5);int w = WIDTH * life/100 ;g.fillRect(x-4, y-20, w, 5);g.setColor(c);}
}
private class SkillBar {public void draw(Graphics g) {Color c = g.getColor();g.setColor(Color.BLUE);g.drawRect(x-4, y-30, WIDTH, 5);int w = WIDTH * skill/20 ;g.fillRect(x-4, y-30, w, 5);g.setColor(c);}
}
public boolean eat(Blood b) {if(this.live && b.isLive() && this.getRect().intersects(b.getRect())) {this.life = 100;this.skill=20;b.setLive(false);return true;}return false;
}}

Tank2
地方坦克配置

package tank;
import java.awt.*;
import java.awt.event.*;
import java.util.*;
import java.util.List;import javax.swing.JOptionPane;
public class Tank2 {
public static final int XSPEED = 5;
public static final int YSPEED = 5;public static final int WIDTH = 10;
public static final int HEIGHT = 10;private boolean live = true;
private BloodBar bb = new BloodBar();private int life = 100;
private  int skill=20;
private SkillBar cb=new  SkillBar();
TankClient2 tc2;private boolean good;private int x, y;
private int oldX, oldY;private static Random r = new Random();private boolean bL=false, bU=false, bR=false, bD = false;
enum Direction {L, LU, U, RU, R, RD, D, LD, STOP};private Direction dir = Direction.STOP;
private Direction ptDir = Direction.D;private int step = r.nextInt(12) + 3;public Tank2(boolean good, Direction dir, TankClient2 tc2) {  x = r.nextInt(tc2.GAME_WIDTH-WIDTH+1);//初始化时在窗口范围内的随机坐标生成坦克y = 40+r.nextInt(tc2.GAME_HEIGHT-HEIGHT-40+1);//减去窗口的标题栏高度40this.good = good;oldX = x;oldY = y;this.tc2 = tc2;// 初始化tcthis.dir = dir;// 指定坦克对象的方向
}public void draw(Graphics g) {if(!live) {if(!good) {tc2.tanks2.remove(this);}return;}Color c = g.getColor();if(good) g.setColor(Color.RED);else g.setColor(Color.BLUE);switch(ptDir) {case L:case R:g.fill3DRect(x-6, y-5, 30, 5,false );g.fill3DRect(x-6, y+10, 30, 5, false);g.fill3DRect(x-2, y, 20, 10, false);g.fillOval(x, y, WIDTH, HEIGHT);g.setColor(c);break;case LU:case RU:case U:case RD:case D:case LD:g.fill3DRect(x-4, y-10, 5, 30,false );g.fill3DRect(x+11, y-10, 5, 30, false);g.fill3DRect(x+1, y-5, 10, 20, false);g.fillOval(x, y, WIDTH, HEIGHT);g.setColor(c);break;}switch(ptDir) {case L:g.drawLine(x + Tank2.WIDTH/2, y + Tank2.HEIGHT/2, x, y + Tank2.HEIGHT/2);break;case LU:g.drawLine(x + Tank2.WIDTH/2, y + Tank2.HEIGHT/2, x, y);break;case U:g.drawLine(x + Tank2.WIDTH/2, y + Tank2.HEIGHT/2, x + Tank2.WIDTH/2, y);break;case RU:g.drawLine(x + Tank2.WIDTH/2, y + Tank2.HEIGHT/2, x + Tank2.WIDTH, y);break;case R:g.drawLine(x + Tank2.WIDTH/2, y + Tank2.HEIGHT/2, x + Tank2.WIDTH, y + Tank2.HEIGHT/2);break;case RD:g.drawLine(x + Tank2.WIDTH/2, y + Tank2.HEIGHT/2, x + Tank2.WIDTH, y + Tank2.HEIGHT);break;case D:g.drawLine(x + Tank2.WIDTH/2, y + Tank2.HEIGHT/2, x + Tank2.WIDTH/2, y + Tank2.HEIGHT);break;case LD:g.drawLine(x + Tank2.WIDTH/2, y + Tank2.HEIGHT/2, x, y + Tank2.HEIGHT);break;}g.setColor(c);if(good) { bb.draw(g);cb.draw(g);}move();
}void move() {this.oldX = x;this.oldY = y;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(this.dir != Direction.STOP) {this.ptDir = this.dir;}if(x < 0) x = 0;if(y < 30) y = 30;if(x + Tank2.WIDTH > TankClient2.GAME_WIDTH) x = TankClient2.GAME_WIDTH - Tank2.WIDTH;if(y + Tank2.HEIGHT > TankClient2.GAME_HEIGHT) y = TankClient2.GAME_HEIGHT - Tank2.HEIGHT;if(!good) {Direction[] dirs = Direction.values();if(step == 0) {step = r.nextInt(12) + 3;int rn = r.nextInt(dirs.length);dir = dirs[rn];}           step --;if(r.nextInt(40) > 38) this.fire();}
}private void stay() {x = oldX;y = oldY;
}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;case KeyEvent.VK_F2 :if(!this.live) {this.live = true;this.life = 100;this.skill=20;}break;   }locateDirection();     }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();TankClient2.playMusic2();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;case KeyEvent.VK_J :superFire();TankClient2.playMusic2();break;case KeyEvent.VK_ESCAPE:JOptionPane.showMessageDialog(null,"是否退出","Tank",JOptionPane.PLAIN_MESSAGE );System.exit(0);;break;   }locateDirection();
}public Missile2 fire() {if(!live) return null;int x = this.x + Tank.WIDTH/2 - Missile.WIDTH/2;int y = this.y + Tank.HEIGHT/2 - Missile.HEIGHT/2;Missile2 m2 = new Missile2(x, y, good, ptDir, this.tc2);tc2.missiles2.add(m2);return m2;
}public Missile2 fire(Direction dir) {if(!live) return null;int x = this.x + Tank2.WIDTH/2 - Missile2.WIDTH/2;int y = this.y + Tank2.HEIGHT/2 - Missile2.HEIGHT/2;Missile2 m2 = new Missile2(x, y, good, dir, this.tc2);tc2.missiles2.add(m2);return m2;
}public Rectangle getRect() {return new Rectangle(x, y, WIDTH, HEIGHT);
}public boolean isLive() {if (!live && !this.isGood() && r.nextInt(5) > 1) {// 如果敌方坦克死亡就有概率掉落血块int x = this.x + WIDTH / 2 - Blood2.WIDTH / 2;// 血块左上角横坐标int y = this.y + HEIGHT / 2 - Blood2.HEIGHT / 2;// 血块左上角纵坐标Blood2 b = new Blood2(x, y, tc2);tc2.bloods.add(b);}return live;}public void setLive(boolean live) {this.live = live;
}public boolean isGood() {return good;
}public boolean collidesWithWall2(Wall2 w) {if(this.live && this.getRect().intersects(w.getRect())) {this.stay();return true;}return false;
}public boolean collidesWithTanks2(java.util.List<Tank2> tanks2) {for(int i=0; i<tanks2.size(); i++) {Tank2 t2 = tanks2.get(i);if(this != t2) {if(this.live && t2.isLive() && this.getRect().intersects(t2.getRect())) {this.stay();t2.stay();return true;}}}return false;
}private void superFire() {if(skill>0) {Direction[] dirs = Direction.values();for(int i=0; i<8; i++) {fire(dirs[i]);}}skill--;
}public int getLife() {return life;
}public void setLife(int life) {this.life = life;
}private class BloodBar {public void draw(Graphics g) {Color c = g.getColor();g.setColor(Color.RED);g.drawRect(x-4, y-20, WIDTH, 5);int w = WIDTH * life/100 ;g.fillRect(x-4, y-20, w, 5);g.setColor(c);}
}
private class SkillBar {public void draw(Graphics g) {Color c = g.getColor();g.setColor(Color.BLUE);g.drawRect(x-4, y-30, WIDTH, 5);int w = WIDTH * skill/20 ;g.fillRect(x-4, y-30, w, 5);g.setColor(c);}
}
public boolean eat(List<Blood2>  bloods) {for (int i = 0; i < bloods.size(); i++) {Blood2 b = bloods.get(i);if (Blood2.isLive() && this.live && this.getRect().intersects(Blood2.getRect2())) {// 当血块和我方坦克都活着且碰撞时this.life = 100;this.skill=20;b.setLive(false);return true;}}return false;
}
private void resurrect() {//满血复活,复活地点随机if (this.live == false) {this.live = true;this.life = life;if(tc2.score> 0)//复活一次扣1分,到零为止tc2.score -= 1;do{randomLocate();}while(collidesWithTanks2(tc2.tanks2));//如果复活点存在其他坦克,就换个地点,避免两辆坦克卡住}
}private void randomLocate() {//在窗口范围内随机生成坐标位置x = r.nextInt(tc2.GAME_WIDTH-WIDTH+1);y = 40+r.nextInt(tc2.GAME_HEIGHT-HEIGHT-40+1);//减去窗口的标题栏高度40
}}

Blood
我方血块

package tank;import java.applet.Applet;
import java.applet.AudioClip;
import java.awt.Color;
import java.awt.Font;
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.io.File;
import java.net.MalformedURLException;
import java.net.URL;
import java.util.ArrayList;
import java.util.List;
import tank.Tank2.Direction;import java.util.ArrayList;public class TankClient2 extends Frame {
public static final int GAME_WIDTH = 800;
public static final int GAME_HEIGHT = 600;
public List<Blood2> bloods = new ArrayList<Blood2>();
public int score = 0;// 初始得分
public int time = 2 * 60 * 1000;// 游戏剩余时间(毫秒)
private boolean play = true;// 控制游戏暂停/开始
private static boolean restart = false;// 控制游戏重新开始
Tank2 myTank2  = new Tank2(true, Direction.STOP, this);Wall2 w1 = new Wall2(200, 200, 50, 50, this), w2 = new Wall2(300, 200, 50, 50, this),w3 = new Wall2(400, 200, 50, 50, this),w4=new Wall2(500,200,50,50,this);
//Map
Wall2 w5 = new Wall2(350, 90, 50, 50, this),w6=new Wall2(350,500,50,50,this),w7=new Wall2(350,400,50,50,this),w8=new Wall2(350,300,50,50,this);
Wall2 w9 = new Wall2(50, 400, 50, 50, this),w10=new Wall2(650,400,50,50,this);List<Explode2> explodes2 = new ArrayList<Explode2>();
List<Missile2> missiles2 = new ArrayList<Missile2>();
List<Tank2> tanks2 = new ArrayList<Tank2>();
Image offScreenImage = null;
private void init() {// 用于重新开始时初始化数据score = 0;time = 2 * 60 * 1000;play = true;restart = false;myTank2 = new Tank2( true, Direction.STOP, this);tanks2.clear();missiles2.clear();//为了避免数据的叠加。就需要在加载前 用 数组.clear()清除数据 explodes2.clear();bloods.clear();
}
public void paint(Graphics g) {//if(tanks.size()<=0)  pation( g);if (time > 0)play1(g);// 游戏运行界面elsegameOver(g);// 游戏结束界面}private void play1(Graphics g) {// TODO Auto-generated method stubg.drawString("missiles count:" + missiles2.size(), 10, 50);g.drawString("explodes count:" + explodes2.size(), 10, 70);g.drawString("tanks    count:" + tanks2.size(), 10, 90);g.drawString("tanks     life:" + myTank2.getLife(), 10, 110);//if(tanks.size()<=0)  pation( g);Color c = g.getColor();// 取出当前颜色g.setColor(Color.black);// 画笔设为白色g.drawString("YOUR SCORE: " + score, 10, 130);// 在合适坐标写出当前得分g.drawString("YOUR TIME: " + new Time(time).timeToString(), 10, 150);// 在合适坐标写出所剩时间for(int i=0; i<missiles2.size(); i++) {Missile2 m2 = missiles2.get(i);m2.hitTanks2(tanks2);m2.hitTank2(myTank2);m2.hitWall2(w1);m2.hitWall2(w2);m2.hitWall2(w3);m2.hitWall2(w4);m2.hitWall2(w5);m2.hitWall2(w6);m2.hitWall2(w7);m2.hitWall2(w8);m2.hitWall2(w9);m2.hitWall2(w10);m2.draw(g);//if(!m.isLive()) missiles.remove(m);//else m.draw(g);}for (int i = 0; i < bloods.size(); i++) {// 遍历所有血块并画出Blood2 b = bloods.get(i);b.draw(g);}for(int i=0; i<explodes2.size(); i++) {Explode2 e2 = explodes2.get(i);e2.draw(g);}if (tanks2.size() == 0)for (int i = 0; i < 10; i++) {// 每当敌方坦克数量为0时就生成十辆tanks2.add(new Tank2( false, Direction.D, this));}for(int i=0; i<tanks2.size(); i++) {Tank2 t2 = tanks2.get(i);t2.collidesWithWall2(w1);t2.collidesWithWall2(w2);t2.collidesWithWall2(w3);t2.collidesWithWall2(w4);t2.collidesWithWall2(w5);t2.collidesWithWall2(w6);t2.collidesWithWall2(w7);t2.collidesWithWall2(w8);t2.collidesWithWall2(w9);t2.collidesWithWall2(w10);t2.collidesWithTanks2(tanks2);t2.draw(g);}myTank2.draw(g);myTank2.eat(bloods);w1.draw(g);w2.draw(g);w3.draw(g);w4.draw(g);w5.draw(g);w6.draw(g);w7.draw(g);w8.draw(g);w9.draw(g);w10.draw(g);//b.draw(g);}
private void gameOver(Graphics g) {// TODO Auto-generated method stubColor c = g.getColor();g.setColor(Color.WHITE);g.setFont(new Font("宋体", Font.BOLD, 120));g.drawString("GAME OVER", 90, 280);g.setFont(new Font("宋体", Font.BOLD, 50));g.drawString("your score: " + score, 200, 450);g.setFont(new Font("宋体", Font.CENTER_BASELINE, 20));g.drawString("press R to play again", 270, 500);g.setColor(c);
}
public void update(Graphics g) {if(offScreenImage == null) {offScreenImage = this.createImage(GAME_WIDTH, GAME_HEIGHT);}Graphics gOffScreen = offScreenImage.getGraphics();Color c = gOffScreen.getColor();gOffScreen.setColor(Color.orange);gOffScreen.fillRect(0, 0, GAME_WIDTH, GAME_HEIGHT);gOffScreen.setColor(c);paint(gOffScreen);g.drawImage(offScreenImage, 0, 0, null);
}public void lauchFrame() {//this.setLocation(400, 300);this.setSize(GAME_WIDTH, GAME_HEIGHT);this.setTitle("TankWar");this.addWindowListener(new WindowAdapter() {public void windowClosing(WindowEvent e) {System.exit(0);}});this.setResizable(false);this.setBackground(Color.WHITE);this.addKeyListener(new KeyMonitor());setVisible(true);new Thread(new PaintThread()).start();}
static void playMusic(){//背景音乐播放try {URL cb;File f = new File("E:\\java程序\\新建文件夹\\TankWarL\\src\\snd\\start.wav"); // 引号里面的是音乐文件所在的路径cb = f.toURL();AudioClip aau;aau = Applet.newAudioClip(cb);aau.play();    //aau.loop();//循环播放//System.out.println("可以播放");// 循环播放 aau.play()//单曲 aau.stop()停止播放} catch (MalformedURLException e) {e.printStackTrace();}
}
static void playMusic2(){//背景音乐播放try {URL cb;File f = new File("E:\\java程序\\新建文件夹\\TankWarL\\src\\snd\\fire.wav"); // 引号里面的是音乐文件所在的路径cb = f.toURL();AudioClip aau;aau = Applet.newAudioClip(cb);aau.play();    aau.loop();//循环播放//System.out.println("可以播放");// 循环播放 aau.play()//单曲 aau.stop()停止播放} catch (MalformedURLException e) {e.printStackTrace();}
}
static void playMusic3(){//背景音乐播放try {URL cb;File f = new File("E:\\java程序\\新建文件夹\\TankWarL\\src\\snd\\blast.wav"); // 引号里面的是音乐文件所在的路径cb = f.toURL();AudioClip aau;aau = Applet.newAudioClip(cb);aau.play();   aau.loop();//循环播放//System.out.println("可以播放");// 循环播放 aau.play()//单曲 aau.stop()停止播放} catch (MalformedURLException e) {e.printStackTrace();}
}public static void main(String[] args) {TankClient2 tc2 = new TankClient2();tc2.lauchFrame();playMusic();
}private class PaintThread implements Runnable {public void run() {while(true) {//while(true)出现的时候,就是表示程序一直执行{}中的语句,因为while()中始终为“真”。if (play) {// 游戏状态if (time < 0 && restart)// 如果时间到了,若选择重新开始则将所有数据初始化init();repaint();try {Thread.sleep(100);time -= 100;} catch (InterruptedException e) {e.printStackTrace();}}else  try {Thread.sleep(100);//当前线程休眠} catch (InterruptedException e) {e.printStackTrace();//在命令行打印异常信息在程序中出错的位置及原因。}}
}
}private class KeyMonitor extends KeyAdapter {// 设置键盘监听事件public void keyReleased(KeyEvent e) {myTank2.keyReleased(e);// 释放按键时触发事件int key = e.getKeyCode();if (key == KeyEvent.VK_SPACE && time >0) {// 游戏时间内如果按下空格键,游戏暂停/开始if (play)play = false;elseplay = true;}if (key == KeyEvent.VK_R && time < 0) // 如果游戏结束,按R键重新开始restart = true;}public void keyPressed(KeyEvent e) {// 当按下按键时触发事件myTank2.keyPressed(e);// 调用对象方法,通过按键控制坦克移动方向}}}

Blood2
我方血块
package tank;
import java.awt.*;

import tank.TankClient2;

public class Blood2 {

public static final int WIDTH = 10;// 宽度
public static final int HEIGHT = 10;// 高度
static int x;
static int y;
TankClient2 tc2;
private static boolean live2 = true;// 默认活着
private int time = 500;// 存活时间,一段时间后血块自动消失public Blood2(int x, int y, TankClient2 tc2) {this.x = x;this.y = y;this.tc2 = tc2;
}public static boolean isLive() {return live2;
}public   void setLive( boolean live2) {this.live2 = live2;
}public void draw(Graphics g) {if (time == 0)// 存活时间为0时血块死亡live2 = false;if (!live2) {tc2.bloods.remove(this);// 将死亡的血块移出容器,不画出return;}Color c = g.getColor();g.setColor(Color.RED);g.fillRect(x, y, WIDTH, HEIGHT);// 画出血块g.setColor(c);time--;// 每画一次,血块存活时间减少
}/*private void move() {step ++;if(step == pos.length){step = 0;}x = pos[step][0];y = pos[step][1];}*/public static Rectangle getRect2() {return new Rectangle(x, y,WIDTH, HEIGHT);
}}

Missle类
我方子弹

package tank;import java.awt.*;
import java.util.List;public class Missile {
public static final int XSPEED = 10;
public static final int YSPEED = 10;public static final int WIDTH = 10;
public static final int HEIGHT = 10;int x, y;
Tank.Direction dir;private boolean good;
private boolean live = true;private TankClient tc;public Missile(int x, int y, Tank.Direction dir) {this.x = x;this.y = y;this.dir = dir;
}public Missile(int x, int y, boolean good, Tank.Direction dir, TankClient tc) {this(x, y, dir);this.good = good;this.tc = tc;
}public void draw(Graphics g) {if(!live) {tc.missiles.remove(this);return;}Color c = g.getColor();if(good) {g.setColor(Color.white);}else { g.setColor(Color.red);}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 boolean isLive() {return live;
}public Rectangle getRect() {return new Rectangle(x, y, WIDTH, HEIGHT);
}public boolean hitTank(Tank t) {if(this.live && this.getRect().intersects(t.getRect()) && t.isLive() && this.good != t.isGood()) {if(t.isGood()) {t.setLife(t.getLife()-20);if(t.getLife() <= 0) t.setLive(false);} else {t.setLive(false);}this.live = false;Explode e = new Explode(x, y, tc);tc.explodes.add(e);return true;}return false;
}public boolean hitTanks(List<Tank> tanks) {for(int i=0; i<tanks.size(); i++) {if(hitTank(tanks.get(i))) {return true;}}return false;
}public boolean hitWall(Wall w) {if(this.live && this.getRect().intersects(w.getRect())) {this.live = false;return true;}return false;
}}

Missle2类
package tank;

import java.awt.*;
import java.util.List;public class Missile2 {
public static final int XSPEED = 10;
public static final int YSPEED = 10;public static final int WIDTH = 10;
public static final int HEIGHT = 10;int x, y;
Tank2.Direction dir;private boolean good;
private boolean live = true;private TankClient2 tc2;public Missile2(int x, int y, Tank2.Direction dir) {this.x = x;this.y = y;this.dir = dir;
}public Missile2(int x, int y, boolean good, Tank2.Direction dir, TankClient2 tc2) {this(x, y, dir);this.good = good;this.tc2 = tc2;
}public void draw(Graphics g) {if(!live) {tc2.missiles2.remove(this);return;}Color c = g.getColor();if(good) {g.setColor(Color.BLACK);}else { g.setColor(Color.red);}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 boolean isLive() {return live;
}public Rectangle getRect() {return new Rectangle(x, y, WIDTH, HEIGHT);
}public boolean hitTank2(Tank2 t) {if(this.live && this.getRect().intersects(t.getRect()) && t.isLive() && this.good != t.isGood()) {if(t.isGood()) {t.setLife(t.getLife()-20);if(t.getLife() <= 0) t.setLive(false);} else {t.setLive(false);}if (this.good)// 如果我方子弹击中敌方,我方得分tc2.score++;this.live = false;// 子弹死亡Explode2 e = new Explode2(x, y, tc2);// 击中坦克时产生爆炸tc2.explodes2.add(e);return true;// 判定子弹击中坦克}return false;
}public boolean hitTanks2(List<Tank2> tanks2) {for(int i=0; i<tanks2.size(); i++) {if(hitTank2(tanks2.get(i))) {return true;}}return false;
}public boolean hitWall2(Wall2 w) {if(this.live && this.getRect().intersects(w.getRect())) {this.live = false;return true;}return false;
}}

Explore类
爆炸

package tank;import java.awt.*;
public class Explode {
int x, y;
private boolean live = true;private TankClient tc ;
private static Toolkit tk = Toolkit.getDefaultToolkit();private static Image[] imgs = {tk.getImage(Explode.class.getClassLoader().getResource("image/blast_1.gif")),        tk.getImage(Explode.class.getClassLoader().getResource("image/blast_2.gif")), tk.getImage(Explode.class.getClassLoader().getResource("image/blast_3.gif")),tk.getImage(Explode.class.getClassLoader().getResource("image/blast_4.gif")),  tk.getImage(Explode.class.getClassLoader().getResource("image/blast_5.gif")), };
int step = 0;
private static boolean init=false;
public Explode(int x, int y, TankClient tc) {this.x = x;this.y = y;this.tc = tc;
}public void draw(Graphics g) {if(!init){for (int i = 0; i < imgs.length; i++) {g.drawImage(imgs[i], 50, 50, null);}init=true;}if(!live) {tc.explodes.remove(this);return;}if(step == imgs.length) {live = false;step = 0;return;}g.drawImage(imgs[step], x-64, y-64, null);step ++;
}}

Explore2
package tank;

import java.awt.*;

public class Explode2 {
int x, y;
private boolean live = true;

private TankClient2 tc2 ;//int[] diameter = {4, 7, 12, 18, 26, 32, 49, 30, 14, 6};
int step = 0;
private static Toolkit tk = Toolkit.getDefaultToolkit();
// 加载图片,使用到了反射机制private static Image[] imgs = {tk.getImage(Explode.class.getClassLoader().getResource("image/blast_1.gif")),     tk.getImage(Explode.class.getClassLoader().getResource("image/blast_2.gif")), tk.getImage(Explode.class.getClassLoader().getResource("image/blast_3.gif")),tk.getImage(Explode.class.getClassLoader().getResource("image/blast_4.gif")),  tk.getImage(Explode.class.getClassLoader().getResource("image/blast_5.gif")), };private static boolean init=false;
public Explode2(int x, int y, TankClient2 tc2) {this.x = x;this.y = y;this.tc2 = tc2;
}public void draw(Graphics g) {if(!init){for (int i = 0; i < imgs.length; i++) {g.drawImage(imgs[i], 50, 50, null);}init=true;}if(!live) {tc2.explodes2.remove(this);return;}if(step == imgs.length) {live = false;step = 0;return;}g.drawImage(imgs[step], x-64, y-64, null);step ++;
}}

Time类
计时

package tank;public class Time {// 显示游戏倒计时
int time;// 剩余时间(毫秒)public Time(int time) {this.time = time;
}int minute;// 剩余分钟
int second;// 减去剩余分钟后的剩余秒public String timeToString() {// 返回剩余时间的字符串表示minute = time / 1000 / 60;second = time / 1000 % 60;if (second > 9)// 剩余的秒数为个位数时十位补零return minute + ": " + second;return minute + ": 0" + second;
}}

Wall类 墙壁
package tank;

import java.awt.*;

public class Wall {
int x, y, w, h;
TankClient tc ;
Image n=Toolkit.getDefaultToolkit().getImage("");
private static Toolkit tk = Toolkit.getDefaultToolkit();
// 加载图片,使用到了反射机制
private static Image[] imgs = {
tk.getImage(Explode.class.getClassLoader().getResource(“image/grass.gif”)),
tk.getImage(Explode.class.getClassLoader().getResource(“image/water.gif”)),
tk.getImage(Explode.class.getClassLoader().getResource(“image/steel.gif”)),

        };
public Wall(int x, int y, int w, int h, TankClient tc) {this.x = x;this.y = y;this.w = w;this.h = h;this.tc = tc;
}public void draw(Graphics g) {int m=w/10;int n1=h/10;g.setColor(Color.red);g.fillRect(x, y, w, h);g.setColor(Color.BLACK);g.drawRect(x, y, w, h);g.drawLine(x, y, x+w, y);g.drawLine(x, y+n1, x+w, y+n1);g.drawLine(x+2*m, y, x+2*m, y+n1);g.drawLine(x+4*m, y, x+4*m, y+n1);g.drawLine(x+6*m, y, x+6*m, y+n1);g.drawLine(x+8*m, y, x+8*m, y+n1);g.drawLine(x+10*m, y, x+10*m, y+n1);g.drawLine(x, y+2*n1, x+w, y+2*n1);g.drawLine(x+m, y+n1, x+m, y+2*n1);g.drawLine(x+3*m, y+n1, x+3*m, y+2*n1);g.drawLine(x+5*m, y+n1, x+5*m, y+2*n1);g.drawLine(x+7*m, y+n1, x+7*m, y+2*n1);g.drawLine(x+9*m, y+n1, x+9*m, y+2*n1);g.drawLine(x, y+3*n1, x+10*m, y+3*n1);g.drawLine(x+2*m, y+2*n1, x+2*m, y+3*n1);g.drawLine(x+4*m, y+2*n1, x+4*m, y+3*n1);g.drawLine(x+6*m, y+2*n1, x+6*m, y+3*n1);g.drawLine(x+8*m, y+2*n1, x+8*m, y+3*n1);g.drawLine(x+10*m, y+2*n1, x+10*m, y+3*n1);g.drawLine(x, y+4*n1, x+10*m, y+4*n1);g.drawLine(x+m, y+3*n1, x+m, y+4*n1);g.drawLine(x+3*m, y+3*n1, x+3*m, y+4*n1);g.drawLine(x+5*m, y+3*n1, x+5*m, y+4*n1);g.drawLine(x+7*m, y+3*n1, x+7*m, y+4*n1);g.drawLine(x+9*m, y+3*n1, x+9*m, y+4*n1);g.drawLine(x, y+5*n1, x+10*m, y+5*n1);g.drawLine(x+2*m, y+4*n1, x+2*m, y+5*n1);g.drawLine(x+4*m, y+4*n1, x+4*m, y+5*n1);g.drawLine(x+6*m, y+4*n1, x+6*m, y+5*n1);g.drawLine(x+8*m, y+4*n1, x+8*m, y+5*n1);g.drawLine(x+10*m, y+4*n1, x+10*m, y+5*n1);g.drawLine(x, y+6*n1, x+10*m, y+6*n1);g.drawLine(x+m, y+5*n1, x+m, y+6*n1);g.drawLine(x+3*m, y+5*n1, x+3*m, y+6*n1);g.drawLine(x+5*m, y+5*n1, x+5*m, y+6*n1);g.drawLine(x+7*m, y+5*n1, x+7*m, y+6*n1);g.drawLine(x+9*m, y+5*n1, x+9*m, y+6*n1);g.drawLine(x, y+7*n1, x+10*m, y+7*n1);g.drawLine(x+2*m, y+6*n1, x+2*m, y+7*n1);g.drawLine(x+4*m, y+6*n1, x+4*m, y+7*n1);g.drawLine(x+6*m, y+6*n1, x+6*m, y+7*n1);g.drawLine(x+8*m, y+6*n1, x+8*m, y+7*n1);g.drawLine(x+10*m, y+6*n1, x+10*m, y+7*n1);g.drawLine(x, y+8*n1, x+10*m, y+8*n1);g.drawLine(x+m, y+7*n1, x+m, y+8*n1);g.drawLine(x+3*m, y+7*n1, x+3*m, y+8*n1);g.drawLine(x+5*m, y+7*n1, x+5*m, y+8*n1);g.drawLine(x+7*m, y+7*n1, x+7*m, y+8*n1);g.drawLine(x+9*m, y+7*n1, x+9*m, y+8*n1);g.drawLine(x, y+9*n1, x+10*m, y+9*n1);g.drawLine(x+2*m, y+8*n1, x+2*m, y+9*n1);g.drawLine(x+4*m, y+8*n1, x+4*m, y+9*n1);g.drawLine(x+6*m, y+8*n1, x+6*m, y+9*n1);g.drawLine(x+8*m, y+8*n1, x+8*m, y+9*n1);g.drawLine(x+10*m, y+8*n1, x+10*m, y+9*n1);
if(x>80)   g.drawImage(imgs[0], x-10*m, y, w,h,null);
if(x>340&&y<310&&y>290) for(int i=0;i<3;i++) g.drawImage(imgs[1], x+10*m+10*m*i, y, w,h,null);
if(x>340&&y<310&&y>290) for(int i=0;i<3;i++) g.drawImage(imgs[1], x-20*m-10*m*i, y, w,h,null);if (y>200&&x>100)    {g.drawImage(imgs[1], x-20*m, y, w,h,null);}if (y>200&&x<100)for(int i=0;i<3;i++)   g.drawImage(imgs[1], x+10*m+10*m*i, y, w,h,null);if(x>350&&x<700&&y>350) for(int i=0;i<3;i++)  g.drawImage(imgs[0], x-30*m-10*i*m, y, w,h,null);
}
public Rectangle getRect() {return new Rectangle(x, y, w, h);
}}

Wall2

package tank;import java.awt.*;
public class Wall2 {
int x, y, w, h;
TankClient2 tc2 ;
Image  n=Toolkit.getDefaultToolkit().getImage("");
private static Toolkit tk = Toolkit.getDefaultToolkit();
// 加载图片,使用到了反射机制private static Image[] imgs = {tk.getImage(Explode.class.getClassLoader().getResource("image/grass.gif")),       tk.getImage(Explode.class.getClassLoader().getResource("image/water.gif")),   tk.getImage(Explode.class.getClassLoader().getResource("image/steel.gif")),   };
public Wall2(int x, int y, int w, int h, TankClient2 tc2) {this.x = x;this.y = y;this.w = w;this.h = h;this.tc2 = tc2;
}public void draw(Graphics g) {int m=w/10;int n1=h/10;g.setColor(Color.red);g.fillRect(x, y, w, h);g.setColor(Color.BLACK);g.drawRect(x, y, w, h);g.drawLine(x, y, x+w, y);g.drawLine(x, y+n1, x+w, y+n1);g.drawLine(x+2*m, y, x+2*m, y+n1);g.drawLine(x+4*m, y, x+4*m, y+n1);g.drawLine(x+6*m, y, x+6*m, y+n1);g.drawLine(x+8*m, y, x+8*m, y+n1);g.drawLine(x+10*m, y, x+10*m, y+n1);g.drawLine(x, y+2*n1, x+w, y+2*n1);g.drawLine(x+m, y+n1, x+m, y+2*n1);g.drawLine(x+3*m, y+n1, x+3*m, y+2*n1);g.drawLine(x+5*m, y+n1, x+5*m, y+2*n1);g.drawLine(x+7*m, y+n1, x+7*m, y+2*n1);g.drawLine(x+9*m, y+n1, x+9*m, y+2*n1);g.drawLine(x, y+3*n1, x+10*m, y+3*n1);g.drawLine(x+2*m, y+2*n1, x+2*m, y+3*n1);g.drawLine(x+4*m, y+2*n1, x+4*m, y+3*n1);g.drawLine(x+6*m, y+2*n1, x+6*m, y+3*n1);g.drawLine(x+8*m, y+2*n1, x+8*m, y+3*n1);g.drawLine(x+10*m, y+2*n1, x+10*m, y+3*n1);g.drawLine(x, y+4*n1, x+10*m, y+4*n1);g.drawLine(x+m, y+3*n1, x+m, y+4*n1);g.drawLine(x+3*m, y+3*n1, x+3*m, y+4*n1);g.drawLine(x+5*m, y+3*n1, x+5*m, y+4*n1);g.drawLine(x+7*m, y+3*n1, x+7*m, y+4*n1);g.drawLine(x+9*m, y+3*n1, x+9*m, y+4*n1);g.drawLine(x, y+5*n1, x+10*m, y+5*n1);g.drawLine(x+2*m, y+4*n1, x+2*m, y+5*n1);g.drawLine(x+4*m, y+4*n1, x+4*m, y+5*n1);g.drawLine(x+6*m, y+4*n1, x+6*m, y+5*n1);g.drawLine(x+8*m, y+4*n1, x+8*m, y+5*n1);g.drawLine(x+10*m, y+4*n1, x+10*m, y+5*n1);g.drawLine(x, y+6*n1, x+10*m, y+6*n1);g.drawLine(x+m, y+5*n1, x+m, y+6*n1);g.drawLine(x+3*m, y+5*n1, x+3*m, y+6*n1);g.drawLine(x+5*m, y+5*n1, x+5*m, y+6*n1);g.drawLine(x+7*m, y+5*n1, x+7*m, y+6*n1);g.drawLine(x+9*m, y+5*n1, x+9*m, y+6*n1);g.drawLine(x, y+7*n1, x+10*m, y+7*n1);g.drawLine(x+2*m, y+6*n1, x+2*m, y+7*n1);g.drawLine(x+4*m, y+6*n1, x+4*m, y+7*n1);g.drawLine(x+6*m, y+6*n1, x+6*m, y+7*n1);g.drawLine(x+8*m, y+6*n1, x+8*m, y+7*n1);g.drawLine(x+10*m, y+6*n1, x+10*m, y+7*n1);g.drawLine(x, y+8*n1, x+10*m, y+8*n1);g.drawLine(x+m, y+7*n1, x+m, y+8*n1);g.drawLine(x+3*m, y+7*n1, x+3*m, y+8*n1);g.drawLine(x+5*m, y+7*n1, x+5*m, y+8*n1);g.drawLine(x+7*m, y+7*n1, x+7*m, y+8*n1);g.drawLine(x+9*m, y+7*n1, x+9*m, y+8*n1);g.drawLine(x, y+9*n1, x+10*m, y+9*n1);g.drawLine(x+2*m, y+8*n1, x+2*m, y+9*n1);g.drawLine(x+4*m, y+8*n1, x+4*m, y+9*n1);g.drawLine(x+6*m, y+8*n1, x+6*m, y+9*n1);g.drawLine(x+8*m, y+8*n1, x+8*m, y+9*n1);g.drawLine(x+10*m, y+8*n1, x+10*m, y+9*n1);
if(x>80)   g.drawImage(imgs[0], x-10*m, y, w,h,null);
if(x>340&&y<310&&y>290) for(int i=0;i<3;i++) g.drawImage(imgs[1], x+10*m+10*m*i, y, w,h,null);
if(x>340&&y<310&&y>290) for(int i=0;i<3;i++) g.drawImage(imgs[1], x-20*m-10*m*i, y, w,h,null);if (y>200&&x>100)    {g.drawImage(imgs[1], x-20*m, y, w,h,null);}if (y>200&&x<100)for(int i=0;i<3;i++)   g.drawImage(imgs[1], x+10*m+10*m*i, y, w,h,null);if(x>350&&x<700&&y>350) for(int i=0;i<3;i++)  g.drawImage(imgs[0], x-30*m-10*i*m, y, w,h,null);
}public Rectangle getRect() {return new Rectangle(x, y, w, h);
}}

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