具体情况是 mypanel类实现了线程接口,在run函数中定义了sleep(100)后调用repaint函数,做一个小坦克游戏,在repaint之前要判断是否击中坦克,击中后要显示三张图片来体现爆炸效果,可是经过调试发现,每次第一次击中的时候,都是直接好多次repaint,没有休眠,后来发现根本就没有进mypanel的run()方法,好像有另一个其他线程再调用paint。这是怎么回事?感谢大家了
package com.TankGame;
import java.awt.*;
import java.util.*;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import javax.swing.*;
public class MyTankGame1 extends JFrame{
public static void main(String[] args) {
// TODO Auto-generated method stub
MyTankGame1 tankgame = new MyTankGame1();
}
//构造函数
public MyTankGame1(){
MyPanel mp = new MyPanel();
//启动mp线程
Thread t = new Thread(mp);
t.start();
this.add(mp);
this.addKeyListener(mp);
this.setIconImage(new ImageIcon("TankImage/TANK.jpg").getImage());
this.setTitle("坦克大战");
this.setLocation(350, 100);
this.setSize(500, 400);
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
this.setVisible(true);
}
}
//我的面板类
class MyPanel extends JPanel implements KeyListener,Runnable{
//定义一个玩家的坦克
MyTank mytank = null;
Vector<EnemyTank> ets= new Vector<EnemyTank>();
//定义爆炸效果集合
Vector<Boom> boom = new Vector<Boom>();
int enSize = 8;
//定义三张图片,三张图片组成一次爆炸
Image image1 = null;
Image image2 = null;
Image image3 = null;
//构造函数
public MyPanel(){
mytank = new MyTank(100,250);
mytank.setType(0);
for(int i=0;i<enSize;i++){
EnemyTank et = new EnemyTank((i+1)*50,0);
et.setType(1);
et.setDirect(1);
et.setType(1);
ets.add(et);
}
//初始化图片
image1 = Toolkit.getDefaultToolkit().getImage(Panel.class.getResource("/1.jpg"));
image2 = Toolkit.getDefaultToolkit().getImage(Panel.class.getResource("/2.jpg"));
image3 = Toolkit.getDefaultToolkit().getImage(Panel.class.getResource("/3.jpg"));
}
public void hittank(Bullet b,EnemyTank et){
//判断该坦克的方向
switch(et.direct){
//方向朝上或者下
case 0:
case 1:
if(b.x>et.x&&b.x<et.x+20&&b.y>et.y&&b.y<et.y+30){
//击中
//子弹死亡 坦克死亡
b.isAlive=false;
et.isLive=false;
//创建一个爆炸效果,放入boom
Boom bom = new Boom(et.x,et.y);
boom.add(bom);
}
case 2:
case 3:
if(b.x>et.x-5&&b.x<et.x+25&&b.y>et.y+5&&b.y<et.y+25){
//击中
b.isAlive=false;
et.isLive=false;
Boom bom = new Boom(et.x,et.y);
boom.add(bom);
}
}
}
//方向:上下左右,对应0123
public void paint(Graphics g){
super.paint(g);
System.out.println("xx");
g.fillRect(0, 0, 500, 500);
this.drawTank(this.mytank.getX(), this.mytank.getY(), g, this.mytank.getDirect(), this.mytank.getType() );
//从ss中画出所有子弹
for(int i=0;i<this.mytank.ss.size();i++){
Bullet b = mytank.ss.get(i);
if(b!=null&&b.isAlive==true){
g.drawRect(b.x, b.y, 1, 1);
}
if(b.isAlive==false){
//从ss中删掉该子弹
mytank.ss.remove(b);
}
}
for(int i=0;i<ets.size();i++){
EnemyTank et = ets.get(i);
if(et.isLive){
this.drawTank(et.getX(), et.getY(), g, et.getDirect(), et.getType());
}
}
//画出爆炸
System.out.println(boom.size());
for(int j=0;j<boom.size();j++){
Boom bom = boom.get(j);
if(bom.life>6){
g.drawImage(image1, bom.x, bom.y, 30, 30, this);
}else if(bom.life>3){
g.drawImage(image2, bom.x, bom.y, 30, 30, this);
}else{
g.drawImage(image3, bom.x, bom.y, 30, 30, this);
}
//让爆炸进行
bom.lifeDown();
if(bom.life==0){
boom.remove(bom);
}
}
}
//画出坦克的函数
public void drawTank(int x,int y,Graphics g,int direct,int type){
switch(type){
case 0:
g.setColor(Color.cyan);
break;
case 1:
g.setColor(Color.yellow);
break;
}
switch(direct){
case 0://向上走
g.fill3DRect(x, y, 5, 30, false);
g.fill3DRect(x+15, y, 5, 30, false);
g.fill3DRect(x+5, y+5, 10, 20,false);
g.fillOval(x+5, y+10, 10, 10);
g.drawLine(x+10, y+15, x+10, y);
g.drawOval(x+5, y+10, 10, 10);
break;
case 3://向右走
g.fill3DRect(x-5, y+5, 30, 5, false);
g.fill3DRect(x-5, y+20, 30, 5, false);
g.fill3DRect(x, y+10, 20, 10, false);
g.fillOval(x+5, y+10, 10, 10);
g.drawLine(x+10, y+15, x+25, y+15);
g.drawOval(x+5, y+10, 10, 10);
break;
case 1://向下走
g.fill3DRect(x, y, 5, 30, false);
g.fill3DRect(x+15, y, 5, 30, false);
g.fill3DRect(x+5, y+5, 10, 20,false);
g.fillOval(x+5, y+10, 10, 10);
g.drawLine(x+10, y+15, x+10, y+30);
g.drawOval(x+5, y+10, 10, 10);
break;
case 2://向右走
g.fill3DRect(x-5, y+5, 30, 5, false);
g.fill3DRect(x-5, y+20, 30, 5, false);
g.fill3DRect(x, y+10, 20, 10, false);
g.fillOval(x+5, y+10, 10, 10);
g.drawLine(x+10, y+15, x-5, y+15);
g.drawOval(x+5, y+10, 10, 10);
break;
}
}
@Override
public void keyTyped(KeyEvent e) {
}
@Override
public void keyPressed(KeyEvent e) {
// TODO Auto-generated method stub
if(e.getKeyCode()==KeyEvent.VK_UP){
this.mytank.setDirect(0);
this.repaint();
this.mytank.moveUp();
}
else if(e.getKeyCode()==KeyEvent.VK_DOWN){
this.mytank.setDirect(1);
this.repaint();
this.mytank.moveDown();
}
else if(e.getKeyCode()==KeyEvent.VK_LEFT){
this.mytank.setDirect(2);
this.repaint();
this.mytank.moveLeft();
}
else if(e.getKeyCode()==KeyEvent.VK_RIGHT){
this.mytank.setDirect(3);
this.repaint();
this.mytank.moveRight();
}
}
@Override
public void keyReleased(KeyEvent e) {
// TODO Auto-generated method stub
if(e.getKeyCode()==KeyEvent.VK_SPACE){
if(this.mytank.ss.size()<=4){
this.mytank.fire();
}
}
}
@Override
public void run() {
// TODO Auto-generated method stub
//每隔100毫秒重绘
while(true){
System.out.println("sleep");
try {
Thread.sleep(30);
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
//判断是否击中
for(int i=0;i<mytank.ss.size();i++){
Bullet mb = mytank.ss.get(i);
//判断子弹是否有效
if(mb.isAlive){
//取出每一个坦克,与子弹判断是否击中
for(int j=0;j<ets.size();j++){
//取出坦克
EnemyTank et = ets.get(j);
if(et.isLive){
this.hittank(mb, et);
}
}
}
}
this.repaint();
}
}
}
//子弹类
class Bullet implements Runnable{
int x;
int y;
int direct;
int speed=1;
boolean isAlive = true;
public Bullet(int x,int y,int direct){
this.x=x;
this.y=y;
this.direct = direct;
}
@Override
public void run() {
// TODO Auto-generated method stub
while(true){
try {
Thread.sleep(25);
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
switch(direct){
case 0:
y-=speed;
break;
case 1:
y+=speed;
break;
case 2:
x-=speed;
break;
case 3:
x+=speed;
break;
}
//子弹何时死亡?
//判断子弹到达边界
if(x<-1||x>501||y<-1||y>501){
this.isAlive=false;
break;
}
}
}
}
//坦克类
class Tank{
//坦克的种类
int type;
public int getType() {
return type;
}
public void setType(int type) {
this.type = type;
}
//坦克的速度
int speed = 1;
public int getSpeed() {
return speed;
}
public void setSpeed(int speed) {
this.speed = speed;
}
public int getDirect() {
return direct;
}
public void setDirect(int direct) {
this.direct = direct;
}
int direct = 0;
//坦克的横纵坐标
int x=0;
public int getX() {
return x;
}
public void setX(int x) {
this.x = x;
}
public int getY() {
return y;
}
public void setY(int y) {
this.y = y;
}
int y=0;
public Tank(int x,int y){
this.x=x;
this.y=y;
}
}
class MyTank extends Tank{
Bullet mb = null;
public MyTank(int x,int y){
super(x,y);
}
Vector<Bullet> ss = new Vector<Bullet>();
//开火能力
public void fire(){
switch(this.direct){
case 0:
mb = new Bullet(this.getX()+10,this.getY(),0);
ss.add(mb);
break;
case 1:
mb = new Bullet(this.getX()+10,this.getY()+30,1);
ss.add(mb);
break;
case 2:
mb = new Bullet(this.getX()-5,this.getY()+15,2);
ss.add(mb);
break;
case 3:
mb = new Bullet(this.getX()+25,this.getY()+15,3);
ss.add(mb);
break;
}
Thread t = new Thread(mb);
t.start();
}
public void moveUp(){
y-=speed;
}
public void moveRight(){
x+=speed;
}
public void moveDown(){
y+=speed;
}
public void moveLeft(){
x-=speed;
}
}
class EnemyTank extends Tank{
boolean isLive = true;
public EnemyTank(int x,int y){
super(x, y);
}
}
class Boom{
int x;
int y;
int life = 9;//爆炸的时间过程
boolean isLive = true;
public Boom(int x, int y){
this.x=x;
this.y=y;
}
//过程减少
public void lifeDown(){
if(life>0){
life--;
}else{
this.isLive=false;
}
}
}