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JAVA 实现《坦克大战》游戏|CSDN创作打卡


前言

小时候大家都玩过坦克大战吧,熟悉的旋律和丰富的关卡陪伴了我们一整个寒暑假,还记得传说中的经典坦克大战 吗?那些怀旧的记忆,伴随着我们一起走过来的经典坦克大战,刚开始那战战兢兢,屡屡被敌人坦克击毁的情景历历在目。现在好了,再也不用担心敌人坦克了,可 以横冲直撞,横扫敌人坦克了。快哉!!!

《坦克大战》游戏以坦克战斗为主题,用java语言实现,采用了swing技术进行了界面化处理,设计思路用了面向对象思想。

主要需求

可以生成不同的地图,消灭地图上的所有坦克为胜利;可以设置关卡地图,不断增加难度。

主要设计

1、要有难度关卡:第一关,第二关,第三关,第四关,第五关;第一关地图最简单,第五关地图最难;

2、坦克要有血条,打多次才会死

3、地图要我有我方坦克四辆(相当于4条命)和多辆敌方坦克

4、我方坦克的炮弹数量是固定的,设置为500

5、地图右边显示基本信息

6、地图上要在砖块,铁块,河流

功能截图

游戏开始页面

JAVA 实现《坦克大战》游戏|CSDN创作打卡

JAVA 实现《坦克大战》游戏|CSDN创作打卡

JAVA 实现《坦克大战》游戏|CSDN创作打卡

代码实现

窗口布局

public class GameFrame extends JFrame {    /**     * serialVersionUID     */    private static final long serialVersionUID = -1176914786963603304L;    public GameFrame() { super(); this.setSize(800, 700); this.setTitle("坦克大战"); this.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE); this.setResizable(false); this.setIconImage(TankGameImages.myTankImg[0]); // 显示器屏幕大小 Dimension screenSizeInfo = Toolkit.getDefaultToolkit().getScreenSize(); int leftTopX = ((int) screenSizeInfo.getWidth() - this.getWidth()) / 2; int leftTopY = ((int) screenSizeInfo.getHeight() - this.getHeight()) / 2; // 设置显示的位置在屏幕中间 this.setLocation(leftTopX, leftTopY);    }}

地图渲染核心算法

@Servicepublic class PaintService {    @Autowired    private GameContext context;    private Brick rightBrick = new Brick(700, 50);    private Iron rightIron = new Iron(700, 50);    private Water rightWater = new Water(700, 50);    /**     * 画出东西(包括坦克、障碍物。。)     *     * @param g     Graphics     * @param stuff 东西对象     * @param panel 被画的那个面板     */    public void drawStuff(Graphics g, Stuff stuff, JPanel panel) { switch (stuff.getType()) {     //枚举的switch,有意思,不需要+StuffTypeEnum.TANK     case TANK:  Tank tank = (Tank) stuff;  switch (stuff.getDirect()) { // 判断所朝的方向      case NORTH:   this.drawNorth(g, tank, panel);   break;      case SOUTH:   this.drawSouth(g, tank, panel);   break;      case WEST:   this.drawWest(g, tank, panel);   break;      case EAST:   this.drawEast(g, tank, panel);   break;  }  break;     case BRICK://  g.setColor(new Color(216, 90, 49));//  g.fill3DRect(stuff.getX() - 20, stuff.getY() - 20, 40, 40, false);  g.drawImage(TankGameImages.stuffImg[StuffTypeEnum.BRICK.getKey()],   stuff.getX() - 10, stuff.getY() - 10, 20, 20, panel);  break;     case IRON://  g.setColor(new Color(225, 225, 225));//  g.fill3DRect(stuff.getX() - 20,//   stuff.getY() - 20, 40, 40, false);  g.drawImage(TankGameImages.stuffImg[StuffTypeEnum.IRON.getKey()], stuff.getX() - 10,   stuff.getY() - 10, 20, 20, panel);  break;     case WATER://  g.setColor(new Color(65, 64, 253));//  g.fillRect(stuff.getX() - 20,//   stuff.getY() - 20, 40, 40);  g.drawImage(TankGameImages.stuffImg[StuffTypeEnum.WATER.getKey()],   stuff.getX() - 10, stuff.getY() - 10, 20, 20, panel);  break; }    }    /**     * 画出爆炸     *     * @param g     Graphics     * @param bombs 炸弹对象容器     * @param panel 被画的那个面板     */    public void drawBomb(Graphics g, Vector<Bomb> bombs, JPanel panel) { for (int i = 0; i < bombs.size(); i++) {     int l = bombs.get(i).getL();     Bomb b = bombs.get(i); // 从炸弹容器中取出一颗炸弹     if (b.getLifeTime() > 24) { // 生命值21-25  g.drawImage(TankGameImages.bomb[0], b.getX() - l / 2, b.getY()   - l / 2, l, l, panel);     } else if (b.getLifeTime() > 18) { // 生命值16-20  g.drawImage(TankGameImages.bomb[1], b.getX() - l / 2, b.getY()   - l / 2, l, l, panel);     } else if (b.getLifeTime() > 12) { // 生命值11-15  g.drawImage(TankGameImages.bomb[2], b.getX() - l / 2, b.getY()   - l / 2, l, l, panel);     } else if (b.getLifeTime() > 6) { // 生命值6-10  g.drawImage(TankGameImages.bomb[3], b.getX() - l / 2, b.getY()   - l / 2, l, l, panel);     } else { // 生命值低于6  g.drawImage(TankGameImages.bomb[4], b.getX() - l / 2, b.getY()   - l / 2, l, l, panel);     }     b.lifeDown(); // 生命随时间衰减     if (b.getLifeTime() == 0) { // 该炸弹死亡  b.setLive(false);     } }    }    /**     * 画出敌人坦克和子弹     *     * @param gGraphics     * @param enemies 敌人坦克容量     * @param panel   被画的面板     */    public void drawEnemyTank(Graphics g, Vector<EnemyTank> enemies, JPanel panel) { for (int i = 0; i < enemies.size(); i++) {     this.drawStuff(g, enemies.get(i), panel); // 画出敌人的坦克     for (int j = 0; j < enemies.get(i).getBullets().size(); j++) {  if (enemies.get(i).getBullets().get(j) != null) {      Bullet eb = enemies.get(i).getBullets().get(j);      g.drawImage(TankGameImages.bullet, eb.getX() - 2,eb.getY() - 2, 4, 4, panel);  }     } }    }    /**     * 画出我的坦克和子弹     *     * @param gGraphics     * @param myTanks 我的坦克容量     * @param panel   被画的那个面板     */    public void drawMyTank(Graphics g, Vector<MyTank> myTanks, JPanel panel) { for (int m = 0; m < myTanks.size(); m++) {     MyTank myTank = myTanks.get(m); // 取出我的坦克     this.drawStuff(g, myTank, panel); // 画出我的坦克     for (int i = 0; i < myTank.getBullets().size(); i++) {  if (myTank.getBullets().get(i) != null) {      Bullet b = myTank.getBullets().get(i);      g.drawImage(TankGameImages.bullet, b.getX() - 2,b.getY() - 2, 4, 4, panel);  }     } }    }    /**     * 画出地图     *     * @param g     Graphics     * @param map   地图对象     * @param panel 被画的那个面板     */    public void drawMap(Graphics g, Map map, JPanel panel) { Vector<Brick> bricks = map.getBricks(); Vector<Iron> irons = map.getIrons(); Vector<Water> waters = map.getWaters(); for (int i = 0; i < bricks.size(); i++) {     this.drawStuff(g, bricks.get(i), panel); } for (int i = 0; i < irons.size(); i++) {     this.drawStuff(g, irons.get(i), panel); } for (int i = 0; i < waters.size(); i++) {     this.drawStuff(g, waters.get(i), panel); }    }    /**     * 画出一个面朝北的坦克     *     * @param g     Graphics     * @param tank  东西对象     * @param panel 被画的那个面板     */    public void drawNorth(Graphics g, Tank tank, JPanel panel) {// int x = tank.getX();// int y = tank.getY(); //0.设置画笔颜色// g.setColor(Color.white);// //1.画出左边的矩形// g.fill3DRect(x - 20, y - 20, 10,//  40, false);// g.fill3DRect(x + 10, y - 20, 10, 40, false);//2.画出右边矩形// //3.更换画笔颜色// g.setColor(tank.getColor()); //4.画出轮子条纹// for (int//      i = 0;//      i < 20 - 1;//      i++) {//     g.drawLine(x - 20, y - 20 + (i + 1) * 2, x - 10 - 1, y - 20 + (i + 1) * 2);//     g.drawLine(x + 10, y - 20 + (i + 1) * 2, x + 20 - 1, y - 20 + (i + 1) * 2);// } //5.画出中间1矩形// g.fill3DRect(x - 15, y - 14, 30, 28, false); //6.更换画笔颜色// g.setColor(Color.white); //7.画出中间2矩形// g.draw3DRect(x - 10, y - 9, 20,//  18, false); //8.画出中间3矩形// g.draw3DRect(x - 3, y - 5, 6, 10, false); //9.画直线// g.drawLine(x - 15, y - 14, x - 10, y - 9);// g.drawLine(x + 15, y - 14, x + 10, y - 9);// g.drawLine(x - 15, y + 14, x - 10, y + 9);// g.drawLine(x + 15, y + 14, x + 10, y + 9);// g.setColor(tank.getColor()); //10.画矩形// g.fill3DRect(x - 3, y - 12, 6, 3,//  false);// g.fill3DRect(x - 2, y - 20, 4, 2, false);// g.fill3DRect(x - 1, y - 20,//  2, 11, false); Image image; if (tank.getTankType() == TankTypeEnum.MY) {     g.setColor(Color.green);     image = TankGameImages.myTankImg[DirectionEnum.NORTH.getKey()];// 初始化图片 } else {     image = TankGameImages.enemyTankImg[DirectionEnum.NORTH.getKey()];     g.setColor(Color.gray); } g.drawImage(image, tank.getX() - 20, tank.getY() - 20, 40, 40, panel); g.fillRect(tank.getX() - 20, tank.getY() - 30, tank.getBlood() * 4, 5);    }    /**     * 画出一个方向朝南的坦克     *     * @param g     Graphics     * @param tank  东西对象     * @param panel 被画的那个面板     */    public void drawSouth(Graphics g, Tank tank, JPanel panel) {// int x = tank.getX();// int y = tank.getY();// g.setColor(Color.white);// g.fill3DRect(x - 20, y - 20, 10, 40, false);// g.fill3DRect(x + 10, y - 20, 10,//  40, false);// g.setColor(tank.getColor());// for (int i = 0; i < 20 - 1; i++) {//     g.drawLine(x - 20, y - 20 + (i + 1) * 2, x - 10 - 1, y - 20 + (i + 1) * 2);//     g.drawLine(x + 10,//      y - 20 + (i + 1) * 2, x + 20 - 1, y - 20 + (i + 1) * 2);// }// g.fill3DRect(x - 15, y - 14, 30,//  28, false);// g.setColor(Color.white);// g.draw3DRect(x - 10, y - 9, 20,//  18, false);// g.draw3DRect(x - 3, y - 5, 6, 10, false);// g.drawLine(x - 15,//  y - 14, x - 10, y - 9);// g.drawLine(x + 15, y - 14, x + 10, y - 9);// g.drawLine(x - 15,//  y + 14, x - 10, y + 9);// g.drawLine(x + 15, y + 14, x + 10, y + 9);// g.setColor(tank.getColor());// g.fill3DRect(x - 3, y + 9, 6, 3, false);// g.fill3DRect(x - 1, y + 9, 2, 11, false);// g.fill3DRect(x - 2, y + 18, 4, 2,//  false); Image image; if (tank.getTankType() == TankTypeEnum.MY) {     g.setColor(Color.green);     image = TankGameImages.myTankImg[DirectionEnum.SOUTH.getKey()];// 初始化图片 } else {     image = TankGameImages.enemyTankImg[DirectionEnum.SOUTH.getKey()];     g.setColor(Color.gray); } g.drawImage(image, tank.getX() - 20, tank.getY() - 20, 40, 40, panel); g.fillRect(tank.getX() - 20, tank.getY() - 30, tank.getBlood() * 4, 5);    }    /**     * 画出一个方向朝西的坦克     *     * @param g     Graphics     * @param tank  东西对象     * @param panel 被画的那个面板     */    public void drawWest(Graphics g, Tank tank, JPanel panel) {// int x = tank.getX();// int y = tank.getY();// g.setColor(Color.white);// g.fill3DRect(x - 20, y - 20, 40, 10, false);// g.fill3DRect(x - 20, y + 10, 40,//  10, false);// g.setColor(tank.getColor());// for (int i = 0; i < 20 - 1; i++) {//     g.drawLine(x - 20 + (i + 1) * 2, y - 20, x - 20 + (i + 1) * 2, y - 10 - 1);//     g.drawLine(x - 20 + (i + 1) * 2, y - 20 + 30, x - 20 + (i + 1) * 2, y - 10 - 1 + 30);// }// g.fill3DRect(x - 14, y - 15, 28, 30, false);// g.setColor(Color.white);// g.draw3DRect(x - 9, y - 10, 18, 20, false);// g.draw3DRect(x - 5, y - 3, 10,//  6, false);// g.drawLine(x - 15, y - 14, x - 10, y - 9);// g.drawLine(x + 15, y - 14,//  x + 10, y - 9);// g.drawLine(x - 15, y + 14, x - 10, y + 9);// g.drawLine(x + 15, y + 14,//  x + 10, y + 9);// g.setColor(tank.getColor());// g.fill3DRect(x - 12, y - 3, 3,//  6, false);// g.fill3DRect(x - 20, y - 1, 11, 2, false);// g.fill3DRect(x - 20,//  y - 2, 2, 4, false); Image image; if (tank.getTankType() == TankTypeEnum.MY) {     image = TankGameImages.myTankImg[DirectionEnum.WEST.getKey()];// 初始化图片     g.setColor(Color.green); } else {     image = TankGameImages.enemyTankImg[DirectionEnum.WEST.getKey()];     g.setColor(Color.gray); } g.drawImage(image, tank.getX() - 20, tank.getY() - 20, 40, 40, panel); g.fillRect(tank.getX() - 20, tank.getY() - 30, tank.getBlood() * 4, 5);    }    /**     * 画出一个方向朝东的坦克     *     * @param g     Graphics     * @param tank  东西对象     * @param panel 被画的那个面板     */    public void drawEast(Graphics g, Tank tank, JPanel panel) {// int x = tank.getX();// int y = tank.getY();// g.setColor(Color.white);// g.fill3DRect(x - 20, y - 20, 40, 10, false);// g.fill3DRect(x - 20, y + 10, 40,//  10, false);// g.setColor(tank.getColor());// for (int i = 0; i < 20 - 1; i++) {//     g.drawLine(x - 20 + (i + 1) * 2, y - 20, x - 20 + (i + 1) * 2, y - 10 - 1);//     g.drawLine(x - 20 + (i + 1) * 2, y - 20 + 30, x - 20 + (i + 1) * 2, y - 10 - 1 + 30);// }// g.fill3DRect(x - 14, y - 15, 28, 30, false);// g.setColor(Color.white);// g.draw3DRect(x - 9, y - 10, 18, 20, false);// g.draw3DRect(x - 5, y - 3, 10,//  6, false);// g.drawLine(x - 15, y - 14, x - 10, y - 9);// g.drawLine(x + 15, y - 14,//  x + 10, y - 9);// g.drawLine(x - 15, y + 14, x - 10, y + 9);// g.drawLine(x + 15, y + 14,//  x + 10, y + 9);// g.setColor(tank.getColor());// g.fill3DRect(x + 9, y - 3, 3, 6,//  false);// g.fill3DRect(x + 9, y - 1, 11, 2, false);// g.fill3DRect(x + 18, y - 2,//  2, 4, false); Image image; if (tank.getTankType() == TankTypeEnum.MY) {     image = TankGameImages.myTankImg[DirectionEnum.EAST.getKey()];// 初始化图片     g.setColor(Color.green); } else {     image = TankGameImages.enemyTankImg[DirectionEnum.EAST.getKey()];     g.setColor(Color.gray); } g.drawImage(image, tank.getX() - 20, tank.getY() - 20, 40, 40, panel); g.fillRect(tank.getX() - 20, tank.getY() - 30, tank.getBlood() * 4, 5);    }    /**     * 画出游戏右边的那个面板     *     * @param g   Graphics     * @param tgp 游戏主要面板对象     */    public void drawRight(Graphics g, GamePanel tgp, RealTimeGameData data) { if (data.getMapMakingFlag().equals(Boolean.TRUE)) {     g.drawString("当前选中画笔(可按C键切换)", 620, 20);     if (data.getCurrentStuff() == StuffTypeEnum.IRON) {  drawStuff(g, rightIron, tgp);     } else if (data.getCurrentStuff() == StuffTypeEnum.BRICK) {  drawStuff(g, rightBrick, tgp);     } else if (data.getCurrentStuff() == StuffTypeEnum.WATER) {  drawStuff(g, rightWater, tgp);     } else {  g.drawString("橡皮擦", 680, 50);     } } else {     for (int i = 0; i < data.getEnemyTankNum(); i++) {  if (i >= 4) {      g.drawImage(TankGameImages.enemyTankImg[DirectionEnum.NORTH.getKey()],402 + 50 * i, 100, 40, 40, tgp);  } else {      g.drawImage(TankGameImages.enemyTankImg[DirectionEnum.NORTH.getKey()],602 + 50 * i, 20, 40, 40, tgp);  }     }     for (int j = 0; j < data.getMyTankNum(); j++) {  g.drawImage(TankGameImages.myTankImg[DirectionEnum.NORTH.getKey()], 602 + 50 * j,   400, 40, 40, tgp);     }     g.drawString("我的坦克子弹数目:" + data.getMyBulletNum(), 620, 500); }    }    public void rePaintPanel(GamePanel panel, Graphics g) { RealTimeGameData data = context.getGameData(); if (data.isStart()) {     g.setColor(Color.black);     g.fillRect(0, 0, GameConstants.GAME_PANEL_WIDTH, GameConstants.GAME_PANEL_HEIGHT);     g.fillRect(280, 600, 40, 40);     this.drawMap(g, data.getMap(), panel);     this.drawMyTank(g, data.getMyTanks(), panel); // 画出我的坦克(包括子弹)     this.drawEnemyTank(g, data.getEnemies(), panel); // 画出敌人坦克(包括子弹)     this.drawBomb(g, data.getBombs(), panel); // 画出爆炸     this.drawRight(g, panel, data);     if (data.getMyTankNum() == 0) { // 如果我的坦克数量为0  g.drawImage(TankGameImages.gameOver, 250, data.getDy(), 100,   100, panel);     }     if (data.getEnemyTankNum() == 0) { // 如果敌人坦克的数量为0  g.drawImage(TankGameImages.gameWin, 250, data.getDy(), 100,   100, panel);     }     if (data.getDy() == 250) {  g.fillRect(0, 0, 800, 600);  g.setColor(Color.BLUE);  if (data.getMyTankNum() == 0) {      g.drawString("失败了!!!", 300, 220);  } else {      g.drawString("挑战成功,请稍等...", 300, 220);  }  g.drawString(   ("敌人坦克死亡数量:" + (8 - data.getEnemyTankNum())),   300, 260);  g.drawString("我的坦克死亡总数量:" + data.getBeKilled(), 300,   280);  g.drawString(   "我的炮弹消耗总数量:"    + (GameConstants.MY_TANK_INIT_BULLET_NUM - data    .getMyBulletNum()), 300, 300);  g.drawString("敌人坦克剩余数量:" + data.getEnemyTankNum(), 300,   320);  g.drawString("我的坦克剩余总数量:" + data.getMyTankNum(), 300,   340);  g.drawString("我的炮弹剩余总数量:" + data.getMyBulletNum(), 300,   360);     } } else {     g.drawImage(TankGameImages.startImage, 0, 0, 800, 700, panel);     //g.drawImage(TankGameImages.font, 0, data.getKy(), panel);     if (data.isIconSmile()) {  //g.drawImage(TankGameImages.yctSmile1, data.getKx(), 45,  // panel);  data.setIconSmile(false);     } else {  //g.drawImage(TankGameImages.yctSmile2, data.getKx(), 45,  // panel);  data.setIconSmile(true);     } }    }}

坦克核心算法

@Servicepublic class TankEventService {    /**     * 判断坦克是否与另一个事物重叠     *     * @param stuff  东西对象     * @param length 两者之间的最短距离     * @return 是否重叠     */    public boolean isTankOverlap(Tank tank, Stuff stuff, int length) { boolean b = false; int x = stuff.getX(); int y = stuff.getY(); if (tank.getDirect() == DirectionEnum.NORTH) {     tank.setY(tank.getY() - tank.getSpeed());     if (Math.abs(tank.getY() - y) < length      && Math.abs(tank.getX() - x) < length) {  b = true;  tank.setY(tank.getY() + tank.getSpeed());     } else {  tank.setY(tank.getY() + tank.getSpeed());     } } if (tank.getDirect() == DirectionEnum.SOUTH) {     tank.setY(tank.getY() + tank.getSpeed());     if (Math.abs(tank.getY() - y) < length      && Math.abs(tank.getX() - x) < length) {  b = true;     }     tank.setY(tank.getY() - tank.getSpeed()); } if (tank.getDirect() == DirectionEnum.EAST) {     tank.setX(tank.getX() + tank.getSpeed());     if (Math.abs(tank.getY() - y) < length      && Math.abs(tank.getX() - x) < length) {  b = true;     }     tank.setX(tank.getX() - tank.getSpeed()); } if (tank.getDirect() == DirectionEnum.WEST) {     tank.setX(tank.getX() - tank.getSpeed());     if (Math.abs(tank.getY() - y) < length      && Math.abs(tank.getX() - x) < length) {  b = true;     }     tank.setX(tank.getX() + tank.getSpeed()); } return b;    }    /**     * 判断是否重叠     *     * @param enemies 敌人坦克容量     * @return 是否重叠     */    public boolean isMyTankOverlap(MyTank tank, Vector<EnemyTank> enemies) { for (int i = 0; i < enemies.size(); i++) {     if (isTankOverlap(tank, enemies.get(i), 40))  return true; } return false;    }    /**     * 判断自己跟别的坦克是否重叠     *     * @param enemies 敌人坦克容量     * @param myTanks 我的坦克容量     * @return 是否重叠     */    public boolean isEnemyTankOverlap(EnemyTank enemy, Vector<EnemyTank> enemies, Vector<MyTank> myTanks) { for (int i = 0; i < enemies.size(); i++) {     if (enemy != enemies.get(i)) {  if (isTankOverlap(enemy, enemies.get(i), 40)) {      enemy.setOverlapNo(true);      return true;  }     } } for (int j = 0; j < myTanks.size(); j++) {     if (isTankOverlap(enemy, myTanks.get(j), 40)) {  enemy.setOverlapYes(true);  return true;     } } enemy.setOverlapNo(false); enemy.setOverlapYes(false); return false;    }    /**     * 每隔36毫秒 一直向西走     */    public void enemyGoWest(EnemyTank enemy) { for (; ; ) {     GameTimeUnit.sleepMillis(36);     if (!enemy.isOverlapNo()&& !enemy.isOverlapYes()) {  enemy.goWest();     }     if (enemy.getMyTankLocation() != DirectionEnum.WEST) {  enemy.setDirect(enemy.getMyTankDirect());  break;     } }    }    /**     * 每隔36毫秒 一直向东走     */    public void enemyGoEast(EnemyTank enemy) { for (; ; ) {     GameTimeUnit.sleepMillis(36);     if (!enemy.isOverlapNo() && !enemy.isOverlapYes()) {  enemy.goEast();     }     if (enemy.getMyTankLocation() != DirectionEnum.EAST) {  enemy.setDirect(enemy.getMyTankDirect());  break;     } }    }    /**     * 每隔36毫秒 一直向北走     */    public void enemyGoNorth(EnemyTank enemy) { for (; ; ) {     GameTimeUnit.sleepMillis(36);     if (!enemy.isOverlapNo() && !enemy.isOverlapYes()) {  enemy.goNorth();     }     if (enemy.getMyTankLocation() != DirectionEnum.NORTH) {  enemy.setDirect(enemy.getMyTankDirect());  break;     } }    }    /**     * 每隔36毫秒 一直向南走     */    public void enemyGoSouth(EnemyTank enemy) { for (; ; ) {     GameTimeUnit.sleepMillis(36);     if (!enemy.isOverlapNo() && !enemy.isOverlapYes()) {  enemy.goSouth();     }     if (enemy.getMyTankLocation() != DirectionEnum.SOUTH) {  enemy.setDirect(enemy.getMyTankDirect());  break;     } }    }    /**     * 从指定的三个方向中随机选择一个     *     * @param direct1 方向1     * @param direct2 方向2     * @param direct3 方向3     */    public DirectionEnum enemyGetRandomDirect(DirectionEnum direct1, DirectionEnum direct2, DirectionEnum direct3) { int random = (int) (Math.random() * 3); DirectionEnum returnDirect = DirectionEnum.INVALID; switch (random) {     case 0:  returnDirect = direct1;  break;     case 1:  returnDirect = direct2;  break;     case 2:  returnDirect = direct3;  break; } return returnDirect;    }    /**     * 让敌人坦克能够发现我的坦克并开炮     *     * @param myTank 我的坦克     * @param map    地图对象     */    public void enemyFindAndKill(EnemyTank enemy, MyTank myTank, Map map) { int myX = myTank.getX(); int myY = myTank.getY(); int enX = enemy.getX(); int enY = enemy.getY(); if (Math.abs(myX - enX) < 20 && myY <= 580) {     if (enY < myY) {  int s = 0;  for (int t = 0; t < map.getIrons().size(); t++) {      Iron iron = map.getIrons().get(t);      if (Math.abs(enX - iron.getX()) <= 10 && iron.getY() > enY&& iron.getY() < myY) {   s = 1;   break;      }  }  if (s == 0) {      enemy.setShot(true);      enemy.setMyTankLocation(DirectionEnum.SOUTH);  }     } else {  int s = 0;  for (int t = 0; t < map.getIrons().size(); t++) {      Iron iron = map.getIrons().get(t);      if (Math.abs(enX - iron.getX()) <= 10 && iron.getY() < enY&& iron.getY() > myY) {   s = 1;   break;      }  }  if (s == 0) {      enemy.setShot(true);      enemy.setMyTankLocation(DirectionEnum.NORTH);  }     } } else if (Math.abs(myY - enY) < 20 && myY <= 580) {     if (enX > myX) {  int s = 0;  for (int t = 0; t < map.getIrons().size(); t++) {      Iron iron = map.getIrons().get(t);      if (Math.abs(enY - iron.getY()) <= 10 && iron.getX() < enX&& iron.getX() > myX) {   s = 1;   break;      }  }  if (s == 0) {      enemy.setShot(true);      enemy.setMyTankLocation(DirectionEnum.WEST);  }     } else {  int s = 0;  for (int t = 0; t < map.getIrons().size(); t++) {      Iron iron = map.getIrons().get(t);      if (Math.abs(enY - iron.getY()) <= 10 && iron.getX() > enX&& iron.getX() < myX) {   s = 1;   break;      }  }  if (s == 0) {      enemy.setShot(true);      enemy.setMyTankLocation(DirectionEnum.EAST);  }     } } else {     enemy.setShot(false);     enemy.setMyTankLocation(DirectionEnum.INVALID); }    }}

总结

通过此次的《坦克大战》游戏实现,让我对swing的相关知识有了进一步的了解,对java这门语言也有了比以前更深刻的认识。

java的一些基本语法,比如数据类型、运算符、程序流程控制和数组等,理解更加透彻。java最核心的核心就是面向对象思想,对于这一个概念,终于悟到了一些。

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