简易版王者荣耀

所有包和类 

GameFrame类

package newKingOfHonor;
 
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.io.File;
import java.util.ArrayList;
 
import javax.sound.sampled.AudioInputStream;
import javax.sound.sampled.AudioSystem;
import javax.sound.sampled.Clip;
import javax.sound.sampled.FloatControl;
import javax.swing.JButton;
import javax.swing.JFrame;
 
public class GameFrame extends JFrame {
    // 游戏开始 0, 游戏胜利1,游戏失败2
    int state = 0;
    // 窗口尺寸
    final int windowWidth = 1400;
    final  int windowHeight = 700;
    // 双缓冲图片
    private Image offScreenImage = null;
    // 攻击图片
    private Image attack = Toolkit.getDefaultToolkit().getImage("img/王者荣耀图片/attack.jpg");
    //游戏胜利失败图片
    private Image gameWin = Toolkit.getDefaultToolkit().getImage("img/王者荣耀图片/gameLose.png");
    private Image gameLose = Toolkit.getDefaultToolkit().getImage("img/王者荣耀图片/gameLose.png");
    // 游戏背景
    Background background = new Background(this);
    // 游戏玩家
    Champion player = new ChampionDaji(this);
    // 双方小兵
    MinionBlue mb = new MinionBlue(this);
    MinionRed mr = new MinionRed(this);
    //野怪
    public Beast beast = new Beast(this);
    // 防御塔
    Turret turret = new Turret(this);
    // 游戏元素列表
   public ArrayList<GameObject> objList = new ArrayList<>();
    ArrayList<GameObject> redList = new ArrayList<>();// 红色方
    ArrayList<GameObject> blueList = new ArrayList<>();// 蓝色方
    public ArrayList<GameObject> removeList = new ArrayList<>();// 存放将要删除的元素
 
    public void launch() {
        // 设置尺寸
        setSize(windowWidth, windowHeight);
        // 窗口居中
        setLocationRelativeTo(null);
        // 关闭事件
        setDefaultCloseOperation(3);
        // 用户不能调整窗口大小
        setResizable(false);
        // 标题
        setTitle("王者荣耀");
        // 窗口可见
        setVisible(true);
        // 添加键盘监视器
        this.addKeyListener(new GameFrame.KeyMonitor());
        // 添加游戏元素
        objList.add(background);
        objList.add(player);
        objList.addAll(beast.beastList);
        objList.addAll(turret.turretList);
       for (int i = 0; i < 4; i++) {
            blueList.add(turret.turretList.get(i));
        }
        for (int i = 4; i < 8; i++) {
            redList.add(turret.turretList.get(i));
        }
 
 
        /**
         * 攻击按钮
         */
        JButton button = new JButton();
        button.setSize(130, 132);
        button.setLocation(1150, 430);
        button.addActionListener(new ActionListener() {
            @Override
            public void actionPerformed(ActionEvent e) {
                // 按钮事件
                player.attack(redList);
            }
        });
        this.add(button);
        player.addButton();
        while (true) {
 
            mb.createMinion(this, blueList);
            mr.createMinion(this, redList);
            repaint();
            try {
                Thread.sleep(25);
            } catch (Exception e) {
                e.printStackTrace();
            }
        }
    }
 
    public void paint(Graphics g) {
        if (offScreenImage == null) {
            offScreenImage = this.createImage(5984, 4452);
        }
        Graphics gImage = offScreenImage.getGraphics();
       if(state==0){
           turret.isLive();
            for (int i = 0; i < objList.size(); i++) {
                objList.get(i).paintSelf(gImage);
            }
            // 绘制攻击图片
           gImage.drawImage(attack, player.getX() + 500, player.getY() + 100, null);
 
            objList.removeAll(removeList);
        } else if (state ==1) {//游戏胜利
 
            gImage.drawImage(gameWin, player.getX()-700, player.getY()-300 , null);
        } else if (state == 2) {//游戏失败
            gImage.drawImage(gameLose, player.getX()-700, player.getY()-300, null);
        }
        g.drawImage(offScreenImage, -player.getX() + 700, -player.getY() + 350, null);
         // 添加按钮后不能调用键盘事件 因为程序的焦点变成了按钮 this.requestFocus() 把焦点重新改变到游戏界面上
 
        this.requestFocus();
    }
 
    // main方法
    public static void main(String[] args) {
        GameFrame gameFrame = new GameFrame();
        gameFrame.launch();
 
    }
    // 键盘事件
    private class KeyMonitor extends KeyAdapter {
        @Override
        public void keyPressed(KeyEvent e) {
            int key = e.getKeyCode();
            player.keyPressed(e);
        }
 
        @Override
        public void keyReleased(KeyEvent e) {
            int key = e.getKeyCode();
            player.keyReleased(e);
        }
    }
    static Clip clip;
 
 
}

GameObject类

package newKingOfHonor;
 
import java.awt.*;
import java.util.ArrayList;
 
//游戏元素的父类
public abstract class GameObject {
    // 坐标
    private int x;
    private int y;
    // 图片
    private Image img;
    // 游戏界面
    public GameFrame gameFrame;
    // 速度
    private int spd;
    // 初始生命值
    private int hp;
    // 当前生命值
    private int currentHp;
    // 攻击目标
    private GameObject target;
    // 是否有目标
    private boolean hasTarget = false;
    // 攻击距离
    private int dis;
    // 攻击时间间隔
    private int attackCoolDownTime;
    // 攻击是否冷却
    private boolean attackCoolDown = true;
    // 是否存活
    private boolean alive = true;
    //是否被控制
    boolean beControlled = false;
 
    public GameObject(GameFrame gameFrame) {
        this.gameFrame = gameFrame;
    }
 
    public GameObject(int x, int y, GameFrame gameFrame) {
        this.x = x;
        this.y = y;
        this.gameFrame = gameFrame;
    }
 
    public GameObject() {
    }
    public void addHp(Graphics g, int difX, int difY, int width, int height, Color color) {
        // 绘制外部轮廓
        g.setColor(Color.black);
        g.drawRect(getX() - difX, getY() - difY, width, height);
        // 填充矩形
        g.setColor(color);
        g.fillRect(getX() - difX, getY() - difY, (int) (width * getCurrentHp() / getHp()), height);
    }
 
    public double getDis(int x1, int y1, int x2, int y2) {
        return Math.sqrt(Math.pow(x1 - x2, 2) + Math.pow(y1 - y2, 2));
    }
 
    // 矩形矩形碰撞检测
    public boolean recIntersectsRec(Rectangle r1, Rectangle r2) {
        return r1.intersects(r2);
    }
 
    public boolean recIntersectsCir(Rectangle rec, int x, int y, int r) {
        // 矩形于圆相交: 圆心到至少一个矩形定点的距离小于r
        if ((getDis(x, y, rec.x, rec.y) < r) || (getDis(x, y, rec.x, rec.y + rec.height) < r)
                || (getDis(x, y, rec.x + rec.width, rec.y) < r)
                || (getDis(x, y, rec.x + rec.width, rec.y + rec.height) < r)) {
            return true;
        }
        return false;
    }
 
    // 攻击方法
    public void attack(ArrayList<GameObject> gameObjList) {
        if (hasTarget) {
            // 目标离开范围后寻找新的目标
            if (!recIntersectsCir(target.getRec(), getX(), getY(), getDis())) {
                setHasTarget(false);
            }
            // 目标死亡,寻找新目标
            else if (!target.isAlive()) {
                setHasTarget(false);
            } else if (isAttackCoolDown() && isAlive()) {
                Bullet bullet = null;
                // 防御塔攻击
                if (Turret.class.isAssignableFrom(getClass())) {
                    bullet = new Bullet(gameFrame, this, getTarget(), 500, 50);
                }
                // 小兵攻击
                else if (Minion.class.isAssignableFrom(getClass())) {
                    bullet = new Bullet(gameFrame, this, getTarget(), 50, 30);
                }
                // 玩家攻击
                else if (this instanceof Champion) {
                    bullet = new Bullet(gameFrame, this, getTarget(), 500, 50);
                }
                gameFrame.objList.add(bullet);
                // 线程开始
                new AttackCD().start();
            }
        } else {
            // 遍历列表
            for (GameObject obj : gameObjList) {
                // 判断攻击范围(圆形)与敌方(矩形)是否相交
                if (recIntersectsCir(obj.getRec(), getX(), getY(), getDis())) {
                    // 找到目标
                    setTarget(obj);
                    setHasTarget(true);
                    // 跳出循环
                    break;
                }
            }
            // 玩家是否在攻击范围内
            if (!hasTarget && gameObjList == gameFrame.blueList) {
                if (recIntersectsCir(gameFrame.player.getRec(), getX(), getY(), getDis())) {
                    // 找到目标
                    setTarget(gameFrame.player);
                    setHasTarget(true);
                }
            }
            else {
                //野怪是否在攻击范围内
                for (GameObject obj : gameFrame.beast.beastList) {
                    // 判断攻击范围(圆形)与敌方(矩形)是否相交
                    if (recIntersectsCir(obj.getRec(), getX(), getY(), getDis())) {
                        // 找到目标
                        setTarget(obj);
                        setHasTarget(true);
                        // 跳出循环
                        break;
                    }
                }
            }
        }
    }
 
    //public abstract void addTurret();
 
    class AttackCD extends Thread {
        public void run() {
            // 将攻击功能设置为冷却状态
            setAttackCoolDown(false);
            // 线程休眠
            try {
                Thread.sleep(attackCoolDownTime);
            } catch (Exception e) {
                e.printStackTrace();
            }
            // 将攻击功能设置为攻击状态
            setAttackCoolDown(true);
            // 线程终止
            this.interrupt();
        }
    }
 
    // 绘制元素
    public abstract void paintSelf(Graphics g);
 
    // 返回矩形
    public abstract Rectangle getRec();
    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;
    }
    public Image getImg() {
        return img;
    }
    public void setImg(String img) {
        this.img = Toolkit.getDefaultToolkit().getImage(img);
    }
    public int getSpd() {
        return spd;
    }
    public void setSpd(int spd) {
        this.spd = spd;
    }
    public int getHp() {
        return hp;
    }
    public void setHp(int hp) {
        this.hp = hp;
    }
    public int getCurrentHp() {
        return currentHp;
    }
    public void setCurrentHp(int currentHp) {
        this.currentHp = currentHp;
    }
    public GameObject getTarget() {
        return target;
    }
    public void setTarget(GameObject target) {
        this.target = target;
    }
    public boolean isHasTarget() {
        return hasTarget;
    }
    public void setHasTarget(boolean hasTarget) {
        this.hasTarget = hasTarget;
    }
    public int getDis() {
        return dis;
    }
    public void setDis(int dis) {
        this.dis = dis;
    }
    public int getAttackCoolDownTime() {
        return attackCoolDownTime;
    }
    public void setAttackCoolDownTime(int attackCoolDownTime) {
        this.attackCoolDownTime = attackCoolDownTime;
    }
    public boolean isAttackCoolDown() {
        return attackCoolDown;
    }
    public void setAttackCoolDown(boolean attackCoolDown) {
        this.attackCoolDown = attackCoolDown;
    }
    public boolean isAlive() {
        return alive;
    }
    public void setAlive(boolean alive) {
        this.alive = alive;
    }
}

Turret类

package newKingOfHonor;
 
 
 
import java.awt.*;
import java.util.ArrayList;
//防御塔类
public  class Turret extends GameObject{
 
    ArrayList<Turret> turretList = new ArrayList<>();
    public Turret turretBlueOne;
    public Turret turretBlueTwo;
    public Turret turretBlueThree;
    public Turret turretBlueBase;
    public Turret turretRedOne;
    public Turret turretRedTwo;
    public Turret turretRedThree;
    public Turret turretRedBase;
 
    public Turret(GameFrame gameFrame) {
        super(gameFrame);
        setImg("img/王者荣耀图片/turret.png");
 
        // 初始化八个防御塔
        turretList.add(turretBlueOne = new TurretBlue(1860, 3790, gameFrame));
        turretList.add(turretBlueTwo = new TurretBlue(2650, 3820, gameFrame));
        turretList.add(turretBlueThree = new TurretBlue(3995, 3830, gameFrame));
        turretList.add(turretBlueBase = new TurretBlue(1130, 3650, gameFrame));
        turretList.add(turretRedOne = new TurretRed(5100, 3030, gameFrame));
        turretList.add(turretRedTwo = new TurretRed(5120, 2100, gameFrame));
        turretList.add(turretRedThree = new TurretRed(5060, 1570, gameFrame));
        turretList.add(turretRedBase = new TurretRed(4850, 1100, gameFrame));
 
    }
 
    public Turret(int x, int y, GameFrame gameFrame) {
        super(x, y, gameFrame);
        setImg("img/王者荣耀图片/turret.png");
        setHp(6000);
        setCurrentHp(getHp());
        setAttackCoolDownTime(1000);
        setDis(300);
    }
    public void isLive(){
        if(gameFrame.turret.turretBlueBase.getCurrentHp()==0){
            gameFrame.state=2;
        }
        if(gameFrame.turret.turretRedBase.getCurrentHp()==0){
            gameFrame.state=1;
        }
    }
    @Override
    public void paintSelf(Graphics g) {
        // 生命值为0
        if (getCurrentHp() <= 0) {
            setAlive(false);
            gameFrame.removeList.add(this);
            if (this instanceof TurretBlue) {
                gameFrame.blueList.remove(this);
            } else {
                gameFrame.redList.remove(this);
            }
        } else {
            // 添加生命值
            if (this instanceof TurretBlue) {
                this.addHp(g, 50, 130, 100, 20, Color.GREEN);
                attack(gameFrame.redList);
            } else {
                this.addHp(g, 50, 130, 100, 20, Color.RED);
                attack(gameFrame.blueList);
            }
            g.drawImage(getImg(), getX() - 50, getY() - 100, null);
            g.fillOval(getX(), getY(), 10, 10);
            g.drawRect(getX() - 50, getY() - 100, 100, 180);
            g.drawOval(getX() - 300, getY() - 300, 600, 600);
        }
    }
 
    @Override
    public Rectangle getRec() {
        return new Rectangle(getX() - 50, getY() - 100, 100, 180);
    }
}

TurretBlue类

package newKingOfHonor;
 
 
//蓝方防御塔
public class TurretBlue extends Turret{
  public TurretBlue(GameFrame gameFrame){
      super(gameFrame);
  }
  public TurretBlue(int x,int y,GameFrame gameFrame){
      super(x,y,gameFrame);
  }
}

TurretRed类

package newKingOfHonor;
 
 
//蓝方防御塔
public class TurretRed extends Turret{
  public TurretRed(GameFrame gameFrame){
      super(gameFrame);
  }
  public TurretRed(int x,int y,GameFrame gameFrame){
      super(x,y,gameFrame);
  }
}

Champion类

package newKingOfHonor;
 
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
 
import javax.swing.JButton;
 
//游戏英雄类
public abstract class Champion extends GameObject {
    // 移动
    public boolean up, down, left, right;
    // 移动图集
    static String[] imgs = new String[8];
    // 第几张图片
    int moveCount = 1;
    //技能图片
    Image abilityOne;
    Image abilityTwo;
    Image abilityThree;
    //技能冷却时间
    int coolDownTimeOne;
    int coolDownTimeTwo;
    int coolDownTimeThree;
    //三个技能是否处于冷却状态
    boolean coolDownOne = true;
    boolean coolDownTwo = true;
    boolean coolDownThree = true;
 
    static {
        for (int i = 1; i < 8; i++) {
            imgs[i] = "img/王者荣耀图片/move/" + i +".png";
            }
        }
    
    public Champion(GameFrame gameFrame) {
        super(gameFrame);
 
        //定义英雄的图片和坐标
        setImg("img/王者荣耀图片/stand.png");
        setX(700);
        setY(3800);
        setSpd(75);
        setHp(24000);
        setDis(250);
        setAttackCoolDownTime(100);
        setCurrentHp(getHp());
    }
 
    public void keyPressed(KeyEvent e) {
        int key = e.getKeyCode();
        if (key == KeyEvent.VK_D) {
            right = true;}
        if (key == KeyEvent.VK_A) {
            left = true;}
        if (key == KeyEvent.VK_W) {
            up = true;}
        if (key == KeyEvent.VK_S) {
            down = true;}
    }
 
    public void keyReleased(KeyEvent e) {
        int key = e.getKeyCode();
        if (key == KeyEvent.VK_D) {
            right = false;}
        if (key == KeyEvent.VK_A) {
            left = false;}
        if (key == KeyEvent.VK_W) {
            up = false;}
        if (key == KeyEvent.VK_S) {
            down = false;}
    }
    public void move() {
        if (up) {
            setY(getY() - getSpd());
        }
        if (down) {
            setY(getY() + getSpd());
        }
        if (left) {
            setX(getX() - getSpd());
        }
        if (right) {
            setX(getX() + getSpd());
        }
        if (up || down || left || right) {
            setImg(imgs[moveCount]);
            moveCount++;
            if (moveCount == 8) {
                moveCount = 1;
            }
        } else {
            setImg("img/王者荣耀图片/stand.png");
        }
    }
 
    //添加三个技能按钮
 
    public void addButton() {
        JButton button1 = new JButton();
        button1.setSize(100, 100);
        button1.setLocation(1056, 513);
        button1.addActionListener(new ActionListener() {
            @Override
            public void actionPerformed(ActionEvent e) {
                abilityOne();
            }
        });
        JButton button2 = new JButton();
        button2.setSize(100, 100);
        button2.setLocation(1090, 370);
        button2.addActionListener(new ActionListener() {
            @Override
            public void actionPerformed(ActionEvent e) {
                abilityTwo();
            }
        });
        JButton button3 = new JButton();
        button3.setSize(100, 100);
        button3.setLocation(1220, 300);
        button3.addActionListener(new ActionListener() {
            @Override
            public void actionPerformed(ActionEvent e) {
                abilityThree();
            }
        });
        gameFrame.add(button1);
        gameFrame.add(button2);
        gameFrame.add(button3);
    }
 
    public abstract void abilityOne();
    public abstract void abilityTwo();
    public abstract void abilityThree();
    public abstract void abilityEffect(Graphics g);
 
    @Override
    public void paintSelf(Graphics g) {
        // 生命值为0
        if (getCurrentHp() <= 0) {
            setAlive(false);
            gameFrame.removeList.add(this);
 
        } else {
            // 添加生命值
            addHp(g, 30, 80, 80, 20, Color.GREEN);
            //绘制技能图片
            g.drawImage(abilityOne, getX() + 360, getY() + 180, null);
            g.drawImage(abilityTwo, getX() + 400, getY() + 40, null);
            g.drawImage(abilityThree, getX() + 520, getY() - 30, null);
            // 绘制图片
            g.drawImage(this.getImg(), getX() - 33, getY() - 50, null);
            // 改变画笔颜色
            g.setColor(Color.GREEN);
            // 绘制中心圆点
            g.fillOval(getX(), getY(), 10, 10);
            // 绘制矩形边框
            g.drawRect(getX() - 23, getY() - 50, 60, 120);
            move();
            abilityEffect(g);
        }
    }
 
    @Override
    public Rectangle getRec() {
        return new Rectangle(getX() - 30, getY() - 60, 60, 120);
    }
 
}

ChampionDaji类

package newKingOfHonor;
 
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Polygon;
import java.awt.Toolkit;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.util.ArrayList;
import java.util.Random;
 
 
 
public class ChampionDaji extends Champion {
 
    // 技能是否处于释放状态
    boolean ifAbilityOne = false;
    boolean ifAbilityTwo = false;
    // 鼠标监视器
   MouseMonitor m;
    // 一技能多边形
    Polygon p;
    // 一技能三角函数
    double sin;
    double cos;
    // 一技能已经攻击过的目标
    ArrayList<GameObject> attacked;
    // 一技能移动次数
    int step = 0;
    // 技能二目标
    GameObject abilityTwoTarget;
    // 技能二子弹
    Bullet abilityTwoBullet;
    // 三技能的五个子弹,释放三技能后重新定义
    Bullet[] bulletList = { new Bullet(), new Bullet(), new Bullet(), new Bullet(), new Bullet() };
 
    public ChampionDaji(GameFrame gameFrame) {
        super(gameFrame);
        abilityOne = Toolkit.getDefaultToolkit().getImage("img/王者荣耀图片/Daji/abilityOne.jpg");
        abilityTwo = Toolkit.getDefaultToolkit().getImage("img/王者荣耀图片/Daji/abilityTwo.jpg");
        abilityThree = Toolkit.getDefaultToolkit().getImage("img/王者荣耀图片/Daji/abilityThree.jpg");
        // 三个技能冷却时间
        coolDownTimeOne = 3000;
        coolDownTimeTwo = 5000;
        coolDownTimeThree = 8000;
    }
 
    public void exit() {
        this.gameFrame.removeMouseListener(m);
    }
 
    public void abilityOneMove() {
        p.translate((int) (50 * cos), -(int) (50 * sin));
        for (GameObject redObj : gameFrame.redList) {
            // 是红色方小兵 && 发生碰撞 && 没在attacked列表里
            if (redObj instanceof MinionRed && p.intersects(redObj.getRec()) && attacked.indexOf(redObj) == -1) {
                // 小兵扣血,添加到attacked里
                redObj.setCurrentHp(redObj.getCurrentHp() - 400);
                attacked.add(redObj);
            }
        }
    }
 
    @Override
    public void abilityOne() {
        if (coolDownOne) {
            m = new MouseMonitor();
            p = new Polygon();
            gameFrame.addMouseListener(m);
            attacked = new ArrayList<GameObject>();
        }
    }
 
 
    public void abilityTwo() {
        if (coolDownTwo) {
            boolean find = false;
            for (GameObject redObj : gameFrame.objList) {
                // 是红色小兵 && 距离小于250 && 存活
                if (redObj instanceof MinionRed && recIntersectsCir(redObj.getRec(), getX(), getY(), 250)
                        && redObj.isAlive()) {
                    // 添加子弹
                    abilityTwoBullet = new Bullet(gameFrame, this, redObj, 250, 60, "img/王者荣耀图片/Daji/abilityTwoBullet.png");
                    gameFrame.objList.add(abilityTwoBullet);
                    // 给目标赋值
                    abilityTwoTarget = redObj;
                    // 释放二技能
                    ifAbilityTwo = true;
                    find = true;
                    break;
                }
            }
            if (find) {
                new AbilityTwoCD().start();
                find = false;
            }
        }
    }
 
    /**
     * 点击技能三释放技能 先将技能范围内目标储存到targetList里 提前定义五个子弹 技能释放时初始化五个子弹 子弹目标从targetList里随机选择
     * 如果期间目标死亡,制作一个目标替身,生命值设置为true 子弹与目标或替身碰撞后消失
     */
    @Override
    public void abilityThree() {
        if (coolDownThree) {
            // 创建列表来储存目标
            ArrayList<GameObject> targetList = new ArrayList<GameObject>();
            // 遍历redList,找到符合条件的目标,储存到列表里
            for (int i = 0; i < gameFrame.objList.size(); i++) {
                GameObject target = gameFrame.objList.get(i);
                // 是红色小兵 && 在技能范围里 && 存活
                if (target instanceof MinionRed && recIntersectsCir(target.getRec(), getX(), getY(), 250)
                        && target.isAlive()) {
                    targetList.add(target);
                }
            }
            // 找到目标
            if (targetList.size() != 0) {
                // 创建五个子弹,随机攻击列表里的目标
                Random random = new Random();
                int count = 0; // 统计三技能发射子弹数量
                while (count < 5) {
                    int r = random.nextInt(targetList.size());
                    if (!targetList.get(r).isAlive()) {
                        GameObject substitute = targetList.get(r);
                        substitute.setAlive(true);
                        bulletList[count] = new Bullet(gameFrame, this, substitute, 150, 60,
                        		"img/王者荣耀图片/Daji/abilityTwoBullet.png");
                    } else {
                        bulletList[count] = new Bullet(gameFrame, this, targetList.get(r), 150, 60,
                        		"img/王者荣耀图片/Daji/abilityTwoBullet.png");
                    }
                    count++;
                }
                new AbilityThreeBulletCD().start();
                // 三技能进入冷却
                new AbilityThreeCD().start();
            }
        }
    }
 
    @Override
    public void abilityEffect(Graphics g) {
        if (ifAbilityOne) {
            g.setColor(Color.RED);
            g.fillPolygon(p);
            abilityOneMove();
            step++;
            if (step == 10) {
                step = 0;
                ifAbilityOne = false;
            }
        }
        if (ifAbilityTwo) {
            System.out.println(abilityTwoTarget.beControlled);
            if (abilityTwoBullet.getRec().intersects(abilityTwoTarget.getRec())) {
                new AbilityControllCD().start();
                ifAbilityTwo = false;
            }
        }
    }
 
    // 技能一冷却时间
    class AbilityOneCD extends Thread {
        public void run() {
            // 将技能一设置为冷却状态
            coolDownOne = false;
            // 线程休眠
            try {
                // one来表示一技能冷却时间
                int one = coolDownTimeOne;
                while (one > 0) {
                    Thread.sleep(1000);
                    System.out.println("一技能冷却时间: " + one / 1000);
                    one -= 1000;
                }
            } catch (Exception e) {
                e.printStackTrace();
            }
            // 将技能一设置为攻击状态
            coolDownOne = true;
            // 线程终止
            this.interrupt();
        }
    }
 
    // 技能二冷却时间
    class AbilityTwoCD extends Thread {
        public void run() {
            // 将技能二设置为冷却状态
            coolDownTwo = false;
            // 线程休眠
            try {
                // one来表示二技能冷却时间
                int two = coolDownTimeTwo;
                while (two > 0) {
                    Thread.sleep(1000);
                    System.out.println("二技能冷却时间: " + two / 1000);
                    two -= 1000;
                }
            } catch (Exception e) {
                e.printStackTrace();
            }
            // 将技能二设置为攻击状态
            coolDownTwo = true;
            // 线程终止
            this.interrupt();
        }
    }
 
    // 技能二控制时间
    class AbilityControllCD extends Thread {
        public void run() {
            abilityTwoTarget.beControlled = true;
            // 线程休眠
            try {
                Thread.sleep(20000);
            } catch (Exception e) {
                e.printStackTrace();
            }
            abilityTwoTarget.beControlled = false;
            this.interrupt();
        }
 
    }
    //技能三冷却状态
    class AbilityThreeCD extends Thread {
        public void run() {
            // 将攻击功能设置为冷却状态
            coolDownThree = false;
            // 休眠
            try {
                int three = coolDownTimeThree;
                while (coolDownTimeThree > 0) {
                    Thread.sleep(1000);
                    System.out.println("技能三冷却时间: " + coolDownTimeThree / 1000);
                    coolDownTimeThree -= 1000;
                }
                coolDownTimeThree = three;
            } catch (Exception e) {
                e.printStackTrace();
            }
            // 将攻击功能解除冷却状态
            coolDownThree = true;
            // 线程终止
            this.interrupt();
        }
    }
 
    class AbilityThreeBulletCD extends Thread {
        public void run() {
            // 休眠
            try {
                System.out.println("Thread start");
                gameFrame.objList.add(bulletList[0]);
                Thread.sleep(100);
                gameFrame.objList.add(bulletList[1]);
                Thread.sleep(100);
                gameFrame.objList.add(bulletList[2]);
                Thread.sleep(100);
                gameFrame.objList.add(bulletList[3]);
                Thread.sleep(100);
                gameFrame.objList.add(bulletList[4]);
            } catch (Exception e) {
                e.printStackTrace();
            }
            // 线程终止
            this.interrupt();
        }
    }
 
    // 鼠标监视器
    private class MouseMonitor extends MouseAdapter {
        @Override
        public void mousePressed(MouseEvent e) {// 当鼠标点击时
            int mouseX = e.getX(), mouseY = e.getY(), playerX = 700, playerY = 350;
            double dis = getDis(mouseX, mouseY, playerX, playerY);
            // 三角函数
            cos = (mouseX - playerX) / dis;
            sin = -(mouseY - playerY) / dis;
            // 坐标差
            int difX = (int) (60 * sin);
            int difY = (int) (60 * cos);
            p.addPoint(getX() - difX, getY() - difY);
            p.addPoint(getX() + difX, getY() + difY);
            p.addPoint(getX() + difX + (int) (20 * cos), getY() + difY - (int) (20 * sin));
            p.addPoint(getX() - difX + (int) (20 * cos), getY() - difY - (int) (20 * sin));
            exit();
            new AbilityOneCD().start();
            ifAbilityOne = true;
        }
    }
}

Minion类

package newKingOfHonor;
 
import java.awt.*;
import java.util.ArrayList;
 
public abstract class Minion extends GameObject{
 
    // 是否生成下一个小兵
    private boolean nextMinion = true;
    // 是否生成下一波小兵
    private boolean nextLine = true;
    // 生成小兵数量
    private int minionCount = 0;
    // 是否检测到目标
    private boolean ifFindTarget = false;
 
    public Minion(GameFrame gameFrame) {
        super(gameFrame);
        setHp(800);
        setCurrentHp(getHp());
        setDis(100);
        setAttackCoolDownTime(2000);
    }
 
    /**
     * (1325, 3750) (4425, 3750) (5050, 3125) (5050, 1125)
     */
 
    public abstract void move(ArrayList<GameObject> objList);
 
    public void findTarget(ArrayList<GameObject> objList) {
        for (GameObject obj : objList) {
            if (recIntersectsCir(obj.getRec(), getX(), getY(), 200)) {
                setTarget(obj);
                setIfFindTarget(true);
            }
        }
        if (objList == gameFrame.blueList) {
            if (recIntersectsCir(gameFrame.player.getRec(), getX(), getY(), 200)) {
                setTarget(gameFrame.player);
                setIfFindTarget(true);
            }
        }
    }
 
    public void moveToTarget() {
        int dis = (int) getDis(getX(), getY(), getTarget().getX(), getTarget().getY());
        if(dis!=0) {
            int xSpeed =  (getSpd() * (getTarget().getX() - getX()) / dis);
            int ySpeed = (getSpd() * (getTarget().getY() - getY()) / dis);
            setX(getX() + xSpeed);
            setY(getY() + ySpeed);
        }
    }
 
    public void createMinion(GameFrame gameFrame, ArrayList<GameObject> minionList) {
        if (nextLine) {
            if (nextMinion) {
                // 蓝色方小兵
                if (minionList == this.gameFrame.blueList) {
                    MinionBlue mb = new MinionBlue(gameFrame);
                    gameFrame.objList.add(mb);
                    minionList.add(mb);
                }
                // 红色方小兵
                else {
                    MinionRed mr = new MinionRed(gameFrame);
                    gameFrame.objList.add(mr);
                    minionList.add(mr);
                }
                minionCount++;
                new NextMinion().start();
            }
            if (minionCount == 3) {
                minionCount = 0;
                new NextLine().start();
            }
        }
    }
 
    // 每个小兵生成时间
    class NextMinion extends Thread {
        public void run() {
            nextMinion = false;
            // 休眠1.5s
            try {
                Thread.sleep(1500);
            } catch (Exception e) {
                e.printStackTrace();
            }
            nextMinion = true;
            // 线程终止
            this.interrupt();
        }
    }
 
    // 每波小兵生成时间
    class NextLine extends Thread {
        public void run() {
            nextLine = false;
            // 休眠15s
            try {
                Thread.sleep(15000);
            } catch (Exception e) {
                e.printStackTrace();
            }
            nextLine = true;
            // 线程终止
            this.interrupt();
        }
    }
 
    @Override
    public void paintSelf(Graphics g) {
        // 生命值为0
        if (getCurrentHp() <= 0) {
            setAlive(false);
            gameFrame.removeList.add(this);
            if (this instanceof MinionBlue) {
                gameFrame.blueList.remove(this);
            } else {
                gameFrame.redList.remove(this);
            }
        } else {
            // 添加生命值
            if (this instanceof MinionBlue) {
                this.addHp(g, 17, 28, 45, 10, Color.GREEN);
            } else {
                this.addHp(g, 17, 28, 45, 10, Color.RED);
            }
            g.drawImage(getImg(), getX() - 16, getY() - 16, null);
            g.setColor(Color.RED);
            g.fillOval(getX(), getY(), 10, 10);
            g.drawRect(getX() - 16, getY() - 16, 45, 45);
            g.drawOval(getX() - 200, getY() - 200, 400, 400);
            // 小兵移动
            if (!beControlled) {
                if (this instanceof MinionBlue) {
                    move(gameFrame.redList);
                } else {
                    move(gameFrame.blueList);
                }
            }
        }
    }
 
    @Override
    public Rectangle getRec() {
        return new Rectangle(getX() - 16, getY() - 16, 45, 45);
    }
 
    public boolean isIfFindTarget() {
        return ifFindTarget;
    }
    public void setIfFindTarget(boolean ifFindTarget) {
        this.ifFindTarget = ifFindTarget;
    }
 
}

MinionBlue类

package newKingOfHonor;
 
import java.util.ArrayList;
 
public  class MinionBlue extends Minion{
 
    public MinionBlue(GameFrame gameFrame) {
        super(gameFrame);
        setImg("img/王者荣耀图片/minion/blue.jpg");
        setX(1325);
        setY(3750);
    }
 
    @Override
    public void move(ArrayList<GameObject> objList) {
        if(isIfFindTarget()) {
            //离开检测范围
            if(!recIntersectsCir(getTarget().getRec(), getX(), getY(), 200)) {
                setIfFindTarget(false);
            }else {
                if(!isHasTarget()) {
                    moveToTarget();
                }
                attack(objList);
            }
        }else {
            findTarget(objList);
            //原路线移动
            if(getX() < 4425) {
                setSpd(5);
                setX(getX() + getSpd());
            }else if(getX() < 5100 && getX() >= 4425) {
                setSpd(20);
                setX(getX() + getSpd());
                setY(getY() - getSpd());
            }else if(getX() >= 4900) {
                setSpd(18);
                setY(getY() - getSpd());
            }
        }
    }
}

MinionRed类

package newKingOfHonor;
 
import java.util.ArrayList;
 
public  class MinionRed extends Minion {
    public MinionRed(GameFrame gameFrame) {
        super(gameFrame);
        setImg("img/王者荣耀图片/minion/red.jpg");
        setX(5050);
        setY(1125);
    }
 
    @Override
    public void move(ArrayList<GameObject> objList) {
        if (isIfFindTarget()) {
            // 离开检测范围
            if (!recIntersectsCir(getTarget().getRec(), getX(), getY(), 200)) {
                setIfFindTarget(false);
            } else {
                if (!isHasTarget()) {
                    moveToTarget();
                }
                attack(objList);
            }
        } else {
            findTarget(objList);
            // 原路线移动
            if (getY() < 3125) {
                setSpd(28);
                setY(getY() + getSpd());
            } else if (getY() < 3750 && getY() >= 3125) {
                setSpd(20);
                setY(getY() + getSpd());
                setX(getX() - getSpd());
            } else if (getY() >= 3750) {
                setSpd(25);
                setX(getX() - getSpd());
            }
        }
    }
 
 
 
 
}

Bullet类

package newKingOfHonor;
 
import java.awt.*;
 
//子弹类
public  class Bullet extends GameObject {
 
    //发射子弹的游戏元素
    GameObject attacker;
    //目标
    GameObject target;
    //攻击力
    int ad;
 
    public Bullet(GameFrame gameFrame, GameObject attacker, GameObject target, int ad, int spd) {
        super(attacker.getX(), attacker.getY(), gameFrame);
        this.attacker = attacker;
        this.target = target;
        setAd(ad);
        setSpd(spd);
    }
 
    public Bullet(GameFrame gameFrame, GameObject attacker, GameObject target, int ad, int spd, String img) {
        super(attacker.getX(), attacker.getY(), gameFrame);
        this.attacker = attacker;
        this.target = target;
        setImg(img);
        setAd(ad);
        setSpd(spd);
    }
 
    public Bullet() {
        super();
    }
 
    public void move() {
        //子弹与目标碰撞,子弹消失,目标减血
        if (recIntersectsRec(getRec(), target.getRec())) {
            target.setCurrentHp(target.getCurrentHp() - getAd());
            gameFrame.removeList.add(this);
        }
        int dis = (int) getDis(getX(), getY(), target.getX(), target.getY());
        if (dis != 0) {
            int xSpeed =  (getSpd() * (target.getX() - getX()) / dis);
            int ySpeed =  (getSpd() * (target.getY() - getY()) / dis);
            setX(getX() + xSpeed);
            setY(getY() + ySpeed);
        }
    }
 
    @Override
    public void paintSelf(Graphics g) {
        g.drawImage(getImg(), getX()-16, getY()-16, null);
        g.setColor(Color.BLACK);
        g.fillOval(getX()-5, getY()-5, 10, 10);
        g.drawRect(getX()-5, getY()-5, 10, 10);
        move();
    }
 
    @Override
    public Rectangle getRec() {
        return new Rectangle(getX()-5, getY()-5, 10, 10);
    }
    public int getAd() {
        return ad;
    }
 
    public void setAd(int ad) {
        this.ad = ad;
    }
}

Background类

package newKingOfHonor;
 
import java.awt.*;
//背景类
public  class Background extends GameObject{
    public Background(GameFrame gameFrame) {
        super(gameFrame);
    }
 
    Image bg = Toolkit.getDefaultToolkit().getImage("img/王者荣耀图片/Map.jpg");
 
    public void paintSelf(Graphics g){
        g.drawImage(bg,0,0,null);
 
    }
    @Override
    public Rectangle getRec() {
        return null;
    }
}

Beast类

package newKingOfHonor;
 
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Rectangle;
import java.util.ArrayList;
 
 
 
public class Beast extends GameObject {
 
    public ArrayList<Beast> beastList = new ArrayList<>();
    int width;
    int height;
    // 复活的元素
    Beast beast = null;
 
    public Beast(GameFrame gameFrame) {
        super(gameFrame);
        beastList.add(new RedBuff(3045, 3170, gameFrame));
        beastList.add(new Bear(2800, 2855, gameFrame));
        beastList.add(new Bird(3570, 3380, gameFrame));
        beastList.add(new Lizard(4585, 2365, gameFrame));
        beastList.add(new BlueBuff(4025, 2295, gameFrame));
        beastList.add(new Wolf(4235, 1945, gameFrame));
    }
 
    public Beast(int x, int y, GameFrame gameFrame) {
        super(x, y, gameFrame);
        setHp(1000);
        setCurrentHp(getHp());
        beast = this;
    }
 
 
    @Override
    public void paintSelf(Graphics g) {
        if (getCurrentHp() <= 0) {
            System.out.println("beast die");
            setAlive(false);
            gameFrame.removeList.add(this);
            gameFrame.beast.beastList.remove(this);
            new ReviveCD().start();
        } else {
            // 添加生命值
            addHp(g, width / 2, 80, width, 20, Color.GREEN);
            g.drawImage(getImg(), getX() - width / 2, getY() - height / 2, null);
            g.setColor(Color.RED);
            g.fillOval(getX(), getY(), 10, 10);
            g.drawOval(getX() - getDis(), getY() - getDis(), 2 * getDis(), 2 * getDis());
        }
    }
 
    @Override
    public Rectangle getRec() {
        return new Rectangle(getX() - width / 2, getY() - height / 2, width, height);
    }
    //野怪复活
    class ReviveCD extends Thread {
        public void run() {
            // 线程休眠
            try {
                Thread.sleep(5000);
            } catch (Exception e) {
                e.printStackTrace();
            }
            Beast reviveBeast;
            if (beast instanceof RedBuff) {
                reviveBeast = new RedBuff(3045, 3170, gameFrame);
            } else if (beast instanceof Bear) {
                reviveBeast = new Bear(2800, 2855, gameFrame);
            } else if (beast instanceof Bird) {
                reviveBeast = new Bird(3570, 3380, gameFrame);
            } else if (beast instanceof Lizard) {
                reviveBeast = new Lizard(4585, 2365, gameFrame);
            } else if (beast instanceof BlueBuff) {
                reviveBeast = new BlueBuff(4025, 2295, gameFrame);
            } else {
                reviveBeast = new Wolf(4235, 1945, gameFrame);
            }
            gameFrame.objList.add(reviveBeast);
            gameFrame.beast.beastList.add(reviveBeast);
        }
    }
 
}

Bear类

package newKingOfHonor;
 
public class Bear extends Beast {
    public Bear(int x, int y, GameFrame gameFrame) {
        super(x, y, gameFrame);
        setImg("img/王者荣耀图片/beast/bear.jpg");
        width = 85;
        height = 112;
        setDis(65);
    }
 
}

Bird类

package newKingOfHonor;
 
public class Bird extends Beast {
    public Bird(int x, int y, GameFrame gameFrame) {
        super(x, y, gameFrame);
        setImg("img/王者荣耀图片/beast/红隼.jpg");
        width = 122;
        height = 98;
        setDis(125);
    }
 
}

BlueBuff类

package newKingOfHonor;
 
public class BlueBuff extends Beast {
    public BlueBuff(int x, int y, GameFrame gameFrame) {
        super(x, y, gameFrame);
        setImg("img/王者荣耀图片/beast/blueBuff.jpg");
        width = 142;
        height = 176;
        setDis(70);
    }
 
}

RedBuff类

package newKingOfHonor;
 
public class RedBuff extends Beast {
    public RedBuff(int x, int y, GameFrame gameFrame) {
        super(x, y, gameFrame);
        setImg("img/王者荣耀图片/beast/redBuff.jpg");
        width = 103;
        height = 150;
        setDis(70);
    }
}

Wolf类

package 王者荣耀;
 
 
public class Wolf extends Beast {
 
    public Wolf(int x, int y, GameFrame gameFrame) {
        super(x, y, gameFrame);
        setImg("C:\\Users\\czl21\\Desktop\\java\\王者荣耀图片\\beast\\wolf.jpg");
        width = 145;
        height = 140;
        setDis(65);
    }
 
}

Lizard类

package newKingOfHonor;
 
 
public class Lizard extends Beast {
 
    public Lizard(int x, int y, GameFrame gameFrame) {
        super(x, y, gameFrame);
        setImg("img/王者荣耀图片/beast/蜥蜴.jpg");
        width = 111;
        height = 65;
        setDis(125);
    }
}

 运行结果

本文来自互联网用户投稿,该文观点仅代表作者本人,不代表本站立场。本站仅提供信息存储空间服务,不拥有所有权,不承担相关法律责任。如若转载,请注明出处:http://www.mfbz.cn/a/192656.html

如若内容造成侵权/违法违规/事实不符,请联系我们进行投诉反馈qq邮箱809451989@qq.com,一经查实,立即删除!

相关文章

前端项目部署自动检测更新后通知用户刷新页面(前端实现,技术框架vue、js、webpack)——方案一:编译项目时动态生成一个记录版本号的文件

前言 当我们重新部署前端项目的时候&#xff0c;如果用户一直停留在页面上并未刷新使用&#xff0c;会存在功能使用差异性的问题&#xff0c;因此&#xff0c;当前端部署项目后&#xff0c;需要提醒用户有去重新加载页面。 技术框架 vue、js、webpack 解决方案 编译项目时动…

MacOS14 Sonoma 安装 Flutter 开发环境

本文针对 小白用户也包括自己&#xff0c;以前都是将这些写入我的有道云笔记。为了让给多人看见或者说自己更好的浏览&#xff0c;先将其记录如下。 朋友介绍一个项目说要开发一款App&#xff0c;最近也是闲着就答应下来。主要功能是通过蓝牙BLE控制设备的一个 Iot边缘设备&…

2020年06月 Scratch(四级)真题解析#中国电子学会#全国青少年软件编程等级考试

Scratch等级考试(1~4级)全部真题・点这里 一、单选题(共15题,每题2分,共30分) 第1题 执行下图程序后,“花名”列表的第3项是? A:莲花 B:丁香 C:合欢 D:月季 答案:C 列表基本知识,选C。 第2题 执行如下图所示程序后,其结果为? A: B:

P2704 [NOI2001] 炮兵阵地 题解

P2704 题目题目描述输入格式输出格式样例 #1样例输入 #1样例输出 #1提示 解题思路分析Code更多方法 题目 原题链接 题目描述 司令部的将军们打算在 N M N\times M NM 的网格地图上部署他们的炮兵部队。 一个 N M N\times M NM 的地图由 N N N 行 M M M 列组成&#x…

解决视口动画插件jquery.aniview.js使用animate.css时无效的问题(最新版本网页视口动画插件的使用及没作用、没反应)

当网站页面元素进入视口时自动应用过渡效果。CSS过渡效果可以为网页添加动画效果&#xff0c;并提供了一种平滑的转换方式&#xff0c;使元素的变化更加流畅和生动。而通过jQuery插件来获取页面滚动位置决定合适调用动画效果。 一、官网 animate.css官网 一款强大的预设css3动…

Unity - Graphic解析

Gpahic 的作用 Graphic 是 Unity最基础的图形基类。主要负责UGUI的显示部分。 由上图可以看你出我们经常使用的Image&#xff0c;Text&#xff0c;都是继承自Graphic。 Graphic的渲染流程 在Graphic的源码中有以下属性 [NonSerialized] private CanvasRenderer m_CanvasRend…

深度学习中的注意力机制:原理、应用与实践

深度学习中的注意力机制&#xff1a;原理、应用与实践 摘要&#xff1a; 本文将深入探讨深度学习中的注意力机制&#xff0c;包括其原理、应用领域和实践方法。我们将通过详细的解析和代码示例&#xff0c;帮助读者更好地理解和应用注意力机制&#xff0c;从而提升深度学习模…

图解算法数据结构-LeetBook-树03_层序遍历奇数偶数行方向不同

一棵圣诞树记作根节点为 root 的二叉树&#xff0c;节点值为该位置装饰彩灯的颜色编号。请按照如下规则记录彩灯装饰结果&#xff1a; 第一层按照从左到右的顺序记录 除第一层外每一层的记录顺序均与上一层相反。即第一层为从左到右&#xff0c;第二层为从右到左。 示例 1&…

【论文解读】Edit-DiffNeRF:使用2D-扩散模型编辑3D-NeRF

来源&#xff1a;投稿 作者&#xff1a;橡皮 编辑&#xff1a;学姐 论文链接&#xff1a;https://arxiv.org/abs/2306.09551 摘要 最近的研究表明&#xff0c;将预训练的扩散模型与神经辐射场&#xff08;NeRF&#xff09;相结合&#xff0c;是一种很有前途的文本到 3D 的生成…

Java(119):ExcelUtil工具类(org.apache.poi读取和写入Excel)

ExcelUtil工具类(XSSFWorkbook读取和写入Excel)&#xff0c;入参和出参都是&#xff1a;List<Map<String,Object>> 一、读取Excel testdata.xlsx 1、new XSSFWorkbook对象 File file new File(filePath); FileInputStream fis new FileInputStream(…

如何获取抖音订单API数据接口?

在开放平台中&#xff0c;每个API接口都有相应的文档说明和授权机制&#xff0c;以确保数据的安全性和可靠性。开发者可以根据自己的需求选择相应的API接口&#xff0c;并根据文档说明进行调用和使用。 开放平台API接口是一套REST方式的开放应用程序编程接口&#xff0c;它…

【Qt】判断QList链表内是否有重复数据

QList<int> listInt;listInt.push_back(1);listInt.push_back(1);listInt.push_back(2);listInt.push_back(3);qDebug().noquote() << listInt.toSet().toList();

【Python】使用globals()函数成功解决tkinter多个新窗口问题

我在近期的一个项目&#xff08;tkinter复刻记事本&#xff09;上遇到一个很有意思的问题&#xff1a;如何在创建多个新窗口后&#xff0c;每个窗口还能独立运行&#xff1f;当时我尝试几种方法&#xff0c;奈何实力不足&#xff0c;于是便下定结论非使用线程不可&#xff0c;至…

YOLOv7独家原创改进: AKConv(可改变核卷积),即插即用的卷积,效果秒杀DSConv | 2023年11月最新发表

💡💡💡本文全网首发独家改进:可改变核卷积(AKConv),赋予卷积核任意数量的参数和任意采样形状,为网络开销和性能之间的权衡提供更丰富的选择,解决具有固定样本形状和正方形的卷积核不能很好地适应不断变化的目标的问题点,效果秒殺DSConv 1)AKConv替代标准卷积进行…

【全新升级】:Word、Excel和PPT批量转PDF - PyQt设计

文章目录 ✨前言✨脚本使用教程&#x1f4da;资源领取&#xff08;含源代码&#xff09; ✨前言 最近花了十几天的时间学习了PyQt的使用&#xff0c;发现PyQt具有丰富的特性和功能&#xff0c;可以创建出漂亮、交互性强的GUI应用程序&#xff0c;而且还可通过CSS样式表来设计界…

亥姆霍兹线圈磁场特点

亥姆霍兹线圈是一种由两个平行的同轴线圈组成的电磁装置&#xff0c;它的电流方向相反&#xff0c;且它们的半径相等&#xff0c;距离也相等。亥姆霍兹线圈的磁场特点主要有以下几个方面&#xff1a; 磁场均匀性高&#xff1a;亥姆霍兹线圈的磁场均匀性非常高&#xff0c;因为…

ESXi 添加新网络 配置ubuntu虚拟机双网卡

基本概念 在ESXi的虚拟机之间确保正常通信的基础是网络服务&#xff0c;通常在物理网络中需要使用不同的物理设备进行连接才能组建出高效的网络服务&#xff0c;而在虚拟网络中&#xff0c;需要不同的虚拟设备为其提供服务。 ESXi的网络类型&#xff1a; 1、物理网络&#xf…

lipid signaling

--Introduction to Lipid Signaling (csbsju.edu)

BGP路由的选路综合实验

题目要求 1.使用PreVal策略&#xff0c;确保R1通过R3到达192.168.10.0/24 2.使用AS_Path策略&#xff0c;确保R1通过R3到达192.168.11.0/24 3.配置MED策略&#xff0c;确保R1通过R3到达192.168.12.0/24 4.使用Local Preference策略&#xff0c;确保R4通过R2到达192.168.1.0/24…

office tool plus工具破解word、visio等软件步骤

第一步&#xff1a;下载工具 破解需要用到office tool plus软件 office tool plus软件下载地址&#xff1a;Office Tool Plus 官方网站 - 一键部署 Office 选择其中一个下载到本地&#xff08;本人选择的是第一个的云图小镇下载方式&#xff09; 第二步&#xff1a;启动工具 …
最新文章