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?? combattank34.java

?? 簡易的坦克程序
?? JAVA
?? 第 1 頁 / 共 2 頁
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import java.awt.*;
import java.awt.event.*;
import java.applet.*;
import java.net.*;

public class CombatTank34 extends Applet implements KeyListener, ActionListener{
	private Image offScreenImage;

	// Game environment
	private final Rectangle Border = new Rectangle(12, 12, 498, 498);
	private int GameFlow;
	private levels Level;
	private int LevelNo;
	private Ticker t;
	private base Base;
	private Image[] BASE;
	private int steelhome = -1;
	private int sheild = -1;
	private int timestop;
	private int life = 3;
	private int Score = 10000000;
	private boolean gameover;
	private boolean stageclear;
	private boolean drawVictoryPics;

	// Moving images;
	private Tank tank;
	private Image[] tankImage = new Image[16];
	private int Enemyindex;
	private int EnemyNo;
	private int Enemylimits;
	private Enemy1[] E1;
	private Image[] E1Image = new Image[8];
	private Enemy2[] E2;
	private Image[] E2Image = new Image[8];
	private Enemy3[] E3;
	private Image[] E3Image = new Image[8];
	private Enemy4[] E4;
	private Image[] E4Image = new Image[20];

	// static images
	private wall[] Wall;
	private Image WALL;
	private Steelwall[] SteelWall;
	private Image STEELWALL;
	private river[] River;
	private Image RIVER;
	private grass[] Grass;

	// tank bullets
	private bullet[] tankBullet;
	private int indexOftankBullet;
	private int tankbulletspeed;
	private int tankbulletNumber;
	private int bulletpower;
	private int tankbulletinterval;
	private int TBI = 7;

	//Enemy bullets
	private bullet[] enemyBullet;

	// Static Objects
	private smallBomb[] SB;
	private int indexOfSB;
	private bigBomb[] BB;
	private int indexOfBB;
	private powerup[] PowerUp;
	private int indexOfpu;
	private Image[] PUimage;

	// Control
	private boolean UP_TYPED, DOWN_TYPED, RIGHT_TYPED, LEFT_TYPED, fire_TYPED;

//====================================== init ================================================
	public void init(){
		Base =  new base();
		BASE = new Image[2];

		// define the moving image objects;
		sheild = 200;
		tank = new Tank(223, 498, 0 , 1);
		Enemyindex = 0;
		EnemyNo = 3;
		Enemylimits = 20;
		E1 = new Enemy1[Enemylimits];
		E2 = new Enemy2[Enemylimits];
		E3 = new Enemy3[Enemylimits];
		E4 = new Enemy4[Enemylimits];


		LevelNo = 1;
		Level = new levels(LevelNo);
		//define static images objects  (experiment)
		Wall = new wall[(Level.getwalls()).length];
		Wall = Level.getwalls();
		Wall[0] = new wall(248, 498, 2);
		Wall[1] = new wall(273, 498, 3);
		Wall[2] = new wall(248, 473, 1);
		Wall[3] = new wall(273, 473, 1);

		SteelWall = new Steelwall[(Level.getSteelwalls()).length];
		SteelWall = Level.getSteelwalls();

		River = new river[1];
		River[0] = new river(600, 600);
		Grass = new grass[1];
		Grass[0] = new grass(650, 650);

		//define static objects
		SB = new smallBomb[10000];
		indexOfSB = 0;
		BB = new bigBomb[10000];
		indexOfBB = 0;
		PowerUp = new powerup[1000];
		indexOfpu = 0;
		PUimage = new Image[7];


		// define tank bullets
		tankBullet = new bullet[10000];
		indexOftankBullet = 2;
		tankbulletspeed = 7;
		tankbulletNumber = 1;
		tankbulletinterval = 8;
		bulletpower = 1;

		//define enemy buulets
		enemyBullet = new bullet[Enemylimits];


		// load "base" images
		BASE[0] = getImage(getDocumentBase(), "image\\Base1.jpg");
		BASE[1] = getImage(getDocumentBase(), "image\\Base2.jpg");
		// load "Tank" images;
		for(int i = 0; i < 16; i++)
			tankImage[i] = getImage(getDocumentBase(), "image\\" + "T" + (i + 1) + ".jpg");
		// load "enemy1" images
		for(int i = 0; i < 8; i++)
			E1Image[i] = getImage(getDocumentBase(), "image\\" + "EN1" + (i + 1) + ".jpg");
		// load "enemy2" images
		for(int i = 0; i < 8; i++)
			E2Image[i] = getImage(getDocumentBase(), "image\\" + "E2" + (i + 1) + ".jpg");
		// load "enemy3" images
		for(int i = 0; i < 8; i++)
			E3Image[i] = getImage(getDocumentBase(), "image\\" + "E3" + (i + 1) + ".jpg");
		// load "enemy4" images
		for(int i = 0; i < 20; i++)
			E4Image[i] = getImage(getDocumentBase(), "image\\" + "E4" + (i + 1) + ".jpg");
		// load static images
		WALL = getImage(getDocumentBase(), "image\\" + "Wall-new.jpg");
		STEELWALL = getImage(getDocumentBase(), "image\\" + "SteelWall-new.jpg");
		RIVER = getImage(getDocumentBase(), "image\\" + "water.jpg");
		// load power up images
		for(int i = 0; i < 7; i++)
			PUimage[i] = getImage(getDocumentBase(), "image\\" + "PU" + (i + 1) + ".jpg");

		addKeyListener(this);
		requestFocus();

		t = new Ticker(30);
		t.addActionListener(this);

		t.start();
	}
	public void stop(){}
	public void destroy(){
		t.stop();
	}

//================================== actionPerformed =========================================
	public void actionPerformed(ActionEvent e){

		GameFlow++;
		for(int i = 0; i <= indexOfpu; i++){
			if(PowerUp[i] != null){
				PowerUp[i].flashing();
				if(PowerUp[i].stopDisplay())
					PowerUp[i] = null;
			}
		}
		if(steelhome > 0)
			steelhome--;
		if(steelhome == 0){
			for(int i = 0; i < 4; i++)
				SteelWall[i] = null;
			Wall[0] = new wall(248, 498, 2);
			Wall[1] = new wall(273, 498, 3);
			Wall[2] = new wall(248, 473, 1);
			Wall[3] = new wall(273, 473, 1);
			steelhome = -1;
		}
		if(sheild > 0)
			sheild--;
		if(timestop > 0)
			timestop--;

		if(Enemyindex == Enemylimits && !drawVictoryPics && GameFlow > 600 && !gameover){
			stageclear = true;
			for(int i = 12; i < 20; i++){
				if(E1[i] != null || E2[i] != null || E3[i] != null || E4[i] != null)
					stageclear = false;
			}
			if(stageclear)
				GameFlow = 0;
		}

		if(stageclear && GameFlow >= 200){
			drawVictoryPics = true;
			stageclear = false;
			GameFlow = 0;
		}

		if(drawVictoryPics && GameFlow == 23){
			LevelNo++;
			if(LevelNo > 2)
				LevelNo = 1;
			tank.changePosition(223, 498, 0);
			Level = new levels(LevelNo);
			Wall = new wall[(Level.getwalls()).length];
			Wall = Level.getwalls();
			Wall[0] = new wall(248, 498, 2);
			Wall[1] = new wall(273, 498, 3);
			Wall[2] = new wall(248, 473, 1);
			Wall[3] = new wall(273, 473, 1);
			SteelWall = new Steelwall[(Level.getSteelwalls()).length];
			SteelWall = Level.getSteelwalls();
			Grass = new grass[(Level.getgrasses()).length];
			Grass = Level.getgrasses();
			River = new river[(Level.getrivers()).length];
			River = Level.getrivers();
			indexOfpu = 0;
			indexOfSB = 0;
			indexOfBB = 0;
			Score+=1000;
		}

		if(drawVictoryPics && GameFlow == 200)
			Enemyindex = 0;

		if(drawVictoryPics && GameFlow >= 230){
			drawVictoryPics = false;
			EnemyNo = Level.getenemyNo();
			GameFlow = 0;
			sheild = 200;
		}


		// gernerate enemy tanks
		if(Enemyindex < Enemylimits && !drawVictoryPics){
			if(Enemyindex%3 == 0 && Enemyindex < EnemyNo && Enemyindex < Enemylimits && GameFlow%50 ==0){
				if(Level.getEnemyorders(1, LevelNo, Enemyindex))
					E1[Enemyindex] = new Enemy1(23, 23);
				if(Level.getEnemyorders(2, LevelNo, Enemyindex))
					E2[Enemyindex] = new Enemy2(23, 23);
				if(Level.getEnemyorders(3, LevelNo, Enemyindex))
					E3[Enemyindex] = new Enemy3(23, 23);
				if(Level.getEnemyorders(4, LevelNo, Enemyindex))
					E4[Enemyindex] = new Enemy4(23, 23);
			}
			if(Enemyindex%3 == 1 && Enemyindex < EnemyNo && Enemyindex < Enemylimits && GameFlow%100 ==0){
				if(Level.getEnemyorders(1, LevelNo, Enemyindex))
					E1[Enemyindex] = new Enemy1(260, 23);
				if(Level.getEnemyorders(2, LevelNo, Enemyindex))
					E2[Enemyindex] = new Enemy2(260, 23);
				if(Level.getEnemyorders(3, LevelNo, Enemyindex))
					E3[Enemyindex] = new Enemy3(260, 23);
				if(Level.getEnemyorders(4, LevelNo, Enemyindex))
					E4[Enemyindex] = new Enemy4(260, 23);
			}
			if(Enemyindex%3 == 2 && Enemyindex < EnemyNo && Enemyindex < Enemylimits && GameFlow%150 ==0){
				if(Level.getEnemyorders(1, LevelNo, Enemyindex))
					E1[Enemyindex] = new Enemy1(498, 23);
				if(Level.getEnemyorders(2, LevelNo, Enemyindex))
					E2[Enemyindex] = new Enemy2(498, 23);
				if(Level.getEnemyorders(3, LevelNo, Enemyindex))
					E3[Enemyindex] = new Enemy3(489, 23);
				if(Level.getEnemyorders(4, LevelNo, Enemyindex))
					E4[Enemyindex] = new Enemy4(489, 23);
			}
			if(Enemyindex != 0 && Enemyindex%4 ==0){
				if(E1[Enemyindex] != null)
					E1[Enemyindex].flashing();
				if(E2[Enemyindex] != null)
					E2[Enemyindex].flashing();
				if(E3[Enemyindex] != null)
					E3[Enemyindex].flashing();
				if(E4[Enemyindex] != null)
					E4[Enemyindex].flashing();
			}
			if((E1[Enemyindex] != null || E2[Enemyindex] != null || E3[Enemyindex] != null || E4[Enemyindex] != null) && Enemyindex < Enemylimits)
				Enemyindex++;
		}

		// move the image objects
		if(UP_TYPED || DOWN_TYPED || LEFT_TYPED || RIGHT_TYPED){
			if(!gameover && !drawVictoryPics)
				tank.move(E1, E2, E3, E4, Wall, SteelWall, River);
			tank.accelerate();
		}
		for(int i = 0; i <= indexOfpu; i++){
			if(PowerUp[i] != null){
				if((tank.getBorder()).intersects(PowerUp[i].PowerUp())){
					Score+=100;
					if(PowerUp[i].getFunction() == 1){
						PowerUp[i] = null;
						if(tank.getStatus() == 1){
							tankbulletspeed = 12;
							tank.changeStatus(2);
							TBI = 6;
							break;
						}
						if(tank.getStatus() == 2){
							tankbulletNumber = 2;
							TBI = 4;
							tank.changeStatus(3);
							break;
						}
						if(tank.getStatus() == 3){
							bulletpower = 2;
							tank.changeStatus(4);
							break;
						}
						break;
					}
					if(PowerUp[i].getFunction() == 2){
						PowerUp[i] = null;
						steelhome = 1200;
						SteelWall[0] = new Steelwall(248, 498, 2);
						SteelWall[1] = new Steelwall(273, 498, 3);
						SteelWall[2] = new Steelwall(248, 473, 1);
						SteelWall[3] = new Steelwall(273, 473, 1);
						break;
					}
					if(PowerUp[i].getFunction() == 3){
						PowerUp[i] = null;
						for(int j = 0; j < Enemyindex; j++){
							if(E1[j] != null){
								BB[indexOfBB] = new bigBomb(E1[j].getxPos(), E1[j].getyPos());
								indexOfBB++;
								E1[j] = null;
								if(Enemyindex < Enemylimits)
									EnemyNo++;
							}
							if(E2[j] != null){
								BB[indexOfBB] = new bigBomb(E2[j].getxPos(), E2[j].getyPos());
								indexOfBB++;
								E2[j] = null;
								if(Enemyindex < Enemylimits)
									EnemyNo++;
							}
							if(E3[j] != null){
								BB[indexOfBB] = new bigBomb(E3[j].getxPos(), E3[j].getyPos());
								indexOfBB++;
								E3[j] = null;
								if(Enemyindex < Enemylimits)
									EnemyNo++;
							}
							if(E4[j] != null){
								BB[indexOfBB] = new bigBomb(E4[j].getxPos(), E4[j].getyPos());
								indexOfBB++;
								E4[j] = null;
								if(Enemyindex < Enemylimits)
									EnemyNo++;
							}
						}
						break;
					}
					if(PowerUp[i].getFunction() == 4){
						PowerUp[i] = null;
						sheild = 660 + (int)(Math.random()*330);
						break;
					}
					if(PowerUp[i].getFunction() == 5){
						PowerUp[i] = null;
						timestop = 400 + (int)(Math.random()*330);
						break;
					}
					if(PowerUp[i].getFunction() == 6){
						PowerUp[i] = null;
						tank.powerup();
						tankbulletNumber = 2;
						TBI = 4;
						tankbulletspeed = 12;
						bulletpower = 2;
						tank.changeStatus(4);
						break;
					}
					if(PowerUp[i].getFunction() == 7){
						PowerUp[i] = null;
						life++;
						break;
					}
				}
			}
		}

		for(int i = 0; i < Enemyindex; i++){
			if(E1[i] != null){
				E1[i].move(tank, E1, E2, E3, E4, i, Wall, SteelWall, River, timestop);
				if((int)(Math.random()*30) > 27 && enemyBullet[i] == null && timestop < 1)
					enemyBullet[i] = new bullet(E1[i].getxPos(), E1[i].getyPos(), E1[i].getDirection(), 7, 1);
			}
			if(E2[i] != null){
				E2[i].move(tank, E1, E2, E3, E4, i, Wall, SteelWall, River, timestop);
				if((int)(Math.random()*30) > 27 && enemyBullet[i] == null && timestop < 1)
					enemyBullet[i] = new bullet(E2[i].getxPos(), E2[i].getyPos(), E2[i].getDirection(), 7, 1);
			}
			if(E3[i] != null){
				E3[i].move(tank, E1, E2, E3, E4, i, Wall, SteelWall, River, timestop);
				if((int)(Math.random()*30) > 26 && enemyBullet[i] == null && timestop < 1)
					enemyBullet[i] = new bullet(E3[i].getxPos(), E3[i].getyPos(), E3[i].getDirection(), 12, 1);
			}
			if(E4[i] != null){
				E4[i].move(tank, E1, E2, E3, E4, i, Wall, SteelWall, River, timestop);
				if((int)(Math.random()*30) > 27 && enemyBullet[i] == null && timestop < 1)
					enemyBullet[i] = new bullet(E4[i].getxPos(), E4[i].getyPos(), E4[i].getDirection(), 7, 1);
			}
		}

		// move non-image objects
		// ---tank bullets
		boolean tankbulletdestory = false;
		for(int i = indexOftankBullet - 2; i <= indexOftankBullet; i++){
			tankbulletdestory = false;
			if(tankBullet[i] != null){
					tankBullet[i].move();
				if(!Border.contains(tankBullet[i].getbulletposition()))
					tankbulletdestory = true;
			}
			if(tankBullet[i] != null){
				for(int j = 0; j < Wall.length; j++){
					if(Wall[j] != null && tankBullet[i] != null){
						if((Wall[j].getborder()).intersects(tankBullet[i].getbulletborder())){
							Wall[j].damageWall(tankBullet[i].getbulletborder(), bulletpower, tankBullet[i].getbulletdirection());
							if(Wall[j].Bulletdestoried()){
								Wall[j].restore();
								tankbulletdestory = true;

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