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子弹的发射

时间:2017-09-06 22:55:20      阅读:248      评论:0      收藏:0      [点我收藏+]

标签:todo   inpu   turn   utils   idt   gif   display   space   cte   

实现思路

  1、获取tank的宽高

  2、根据tank的方向更换子弹的图片

  3、获取每个方向子弹图片的宽高

  4、计算出子弹的坐标

  5、为子弹加速

 

代码实现:

   1、定义Element类,属性有坐标、宽高和图片路径,方法有draw()方法和getSize()方法

技术分享
 1 package Itheima.bean;
 2 
 3 import java.io.IOException;
 4 
 5 import org.itheima.game.utils.DrawUtils;
 6 
 7 public class Element {
 8     int x; //x坐标
 9     int y;    //y坐标
10     int width;    //宽度
11     int height;    //高度    
12     String imagePath;    //图片路径
13     public void draw() {    
14         try {
15             DrawUtils.draw(imagePath, x, y);
16         } catch (IOException e) {
17             // TODO 自动生成的 catch 块
18             e.printStackTrace();
19         }
20     }    
21     public void getSize(){    //获取图片宽高
22         try {
23             int[] size = DrawUtils.getSize(imagePath);
24             this.width=size[0];
25             this.height=size[1];
26         } catch (IOException e) {
27             // TODO 自动生成的 catch 块
28             e.printStackTrace();
29         }
30     }
31 }
Element

   2、让Tank类和Bullet类继承Element类

  

技术分享
 1 package Itheima;
 2 
 3 import java.util.List;
 4 import java.util.concurrent.CopyOnWriteArrayList;
 5 
 6 import org.itheima.game.Window;
 7 import org.lwjgl.input.Keyboard;
 8 
 9 import Itheima.bean.Bullet;
10 import Itheima.bean.Direction;
11 import Itheima.bean.Element;
12 import Itheima.bean.Tank;
13 
14 public class TankWorld extends Window {
15     Tank tank;
16     List<Element> list;    
17 
18     public TankWorld(String title, int width, int height, int fps) {
19         super(title, width, height, fps);
20         // TODO 自动生成的构造函数存根
21     }
22 
23     @Override
24     protected void onCreate() {
25         list = new CopyOnWriteArrayList<>();
26         tank = new Tank(0, 0);
27         list.add(tank);
28     }
29 
30     @Override
31     protected void onMouseEvent(int key, int x, int y) {
32         // TODO 自动生成的方法存根
33 
34     }
35 
36     @Override
37     protected void onKeyEvent(int key) {
38         switch (key) {
39         case Keyboard.KEY_UP:
40             tank.move(Direction.UP);
41             break;
42 
43         case Keyboard.KEY_DOWN:
44             tank.move(Direction.DOWN);
45             break;
46         case Keyboard.KEY_LEFT:
47             tank.move(Direction.LEFT);
48             break;
49         case Keyboard.KEY_RIGHT:
50             tank.move(Direction.RIGHT);
51             break;
52         case Keyboard.KEY_SPACE:
53             Bullet bullet = tank.fire();
54             list.add(bullet);
55             break;
56         }
57     }
58 
59     @Override
60     protected void onDisplayUpdate() {
61         for (Element e : list) {
62             e.draw();
63         }
64     }
65 
66 }
设置类
技术分享
 1 package Itheima.bean;
 2 
 3 import Itheima.Constants;
 4 
 5 public class Tank extends Element {
 6     private int speed = 32;    //移动速度
 7     Direction dir = Direction.UP;    //方向默认向上
 8     public Tank(int x, int y) {    //构造方法
 9         this.x = x;
10         this.y = y;
11         this.imagePath = "res/img/tank_u.gif";
12         getSize();    //获取tank宽高
13     }
14 
15     public void move(Direction dir) {    
16         if(dir!=this.dir){    //传入的方向不等于当前方向
17             this.dir=dir;    //当前方向等于传入的方向
18             switch (dir) { //只更换方向不做移动
19             case UP:
20                 this.imagePath = "res/img/tank_u.gif";
21                 break;
22 
23             case DOWN:
24                 this.imagePath = "res/img/tank_d.gif";
25                 break;
26             case LEFT:
27                 this.imagePath = "res/img/tank_l.gif";
28                 break;
29             case RIGHT:
30                 this.imagePath = "res/img/tank_r.gif";
31                 break;
32             }
33         }
34         switch (dir) {    //如果当前方向等于传入的方向
35         case UP:
36             y -= speed;
37             break;
38 
39         case DOWN:
40             y += speed;
41             break;
42         case LEFT:
43             x -= speed;
44             break;
45         case RIGHT:
46             x += speed;
47             break;
48         }
49         //越界处理
50         if(x<0){
51             x=0;
52         }
53         if(x>Constants.WIDTH-this.width){
54             x=Constants.WIDTH-this.width;
55         }
56         if(y<0){
57             y=0;
58         }
59         if(y>Constants.HEIGHT-this.height){
60             y=Constants.HEIGHT-this.height;
61         }
62     }
63 
64     public Bullet fire() {    
65         Bullet b = new Bullet(this);    //根据tank坐标生成子弹
66         return b;
67     }
68 }
Tank
技术分享
 1 package Itheima.bean;
 2 
 3 import java.io.IOException;
 4 
 5 import org.itheima.game.utils.DrawUtils;
 6 
 7 public class Bullet extends Element {
 8     Direction dir;    
 9     private int speed = 32;    //子弹速度
10     public Bullet(Tank tank) {
11         int x1 = tank.x;
12         int y1 = tank.y;
13         int w1 = tank.width;
14         int h1 = tank.height;
15         this.dir = tank.dir;
16         switch (dir) {    //根据tank的方向计算子弹坐标
17         case UP:
18             this.imagePath = "res/img/bullet_u.gif";
19             getSize();
20             this.x = x1 + (w1 - this.width) / 2;
21             this.y = y1 - this.height;
22             break;
23 
24         case DOWN:
25             this.imagePath = "res/img/bullet_d.gif";
26             getSize();
27             this.x = x1 + (w1 - this.width) / 2;
28             this.y = y1 + w1;
29             break;
30         case LEFT:
31             this.imagePath = "res/img/bullet_l.gif";
32             getSize();
33             this.x = x1 - this.width;
34             this.y = y1 + (h1 - this.height) / 2;
35             break;
36         case RIGHT:
37             this.imagePath = "res/img/bullet_r.gif";
38             getSize();
39             this.x = x1 + w1;
40             this.y = y1 + (h1 - this.height) / 2;
41             break;
42         }
43     }
44 
45     public void draw() {    //重写draw方法
46         try {
47             DrawUtils.draw(imagePath, x, y);
48         } catch (IOException e) {
49             // TODO 自动生成的 catch 块
50             e.printStackTrace();
51         }
52         switch (dir) {
53         case UP:
54             y -= speed;
55             break;
56 
57         case DOWN:
58             y += speed;
59             break;
60         case LEFT:
61             x -= speed;
62             break;
63         case RIGHT:
64             x += speed;
65             break;
66         }
67     }
68 }
Bullet

 

 

随笔说:

        本节实现了子弹对象的创建、坐标的计算、移动效果。体会到继承的好处,

      以及游戏实现原理。

 

子弹的发射

标签:todo   inpu   turn   utils   idt   gif   display   space   cte   

原文地址:http://www.cnblogs.com/LastingzZoO/p/7487337.html

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