Java坦克大战(2)
MyPanel.java
package com.gqz.tankgame5;
import javax.swing.*;
import java.awt.*;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.io.File;
import java.util.Vector;
/**
* @author gqz
* @version 1.0
* 坦克大战的绘图区域
*/
public class MyPanel extends JPanel implements KeyListener, Runnable {
//定义我的坦克
Hero hero = null;
//考虑到多线程,使用Vector来保存
Vector<EnemyTank> enemyTanks = new Vector<>();
//定义一个存放Node对象的Vector,用于回复敌人坦克的坐标和方向
Vector<Node> nodes = new Vector<>();
//定义Vector用于存放Bomb
Vector<Bomb> bombs = new Vector<>();
//敌方坦克数量
int enemyTankSize = 3;
//定义三张图片
Image image1 = null;
Image image2 = null;
Image image3 = null;
public MyPanel(String key) {
//先判断文件是否存在
//如果文件存在,就正常执行,不存在则开启新游戏,key = "1"
File file = new File(Recorder.getFileRecord());
if (file.exists()){
nodes = Recorder.getNodesAndEnemyTankNum();
} else{
System.out.println("文件不存在,只能开启新游戏");
key = "1";
}
//nodes = Recorder.getNodesAndEnemyTankNum();
//将MyPanel对象的enemyTanks设置给Recorder的enemyTanks
Recorder.setEnemyTanks(enemyTanks);
hero = new Hero(500, 100);
hero.setSpeed(2);
switch (key){
case "1":
Recorder.setAllEnemyTankNum(0);
//初始化敌人坦克
for (int i = 0; i < enemyTankSize; i++) {
EnemyTank enemyTank = new EnemyTank(100 * (i + 1), 0);
//将enemyTanks设置给enemyTanks
enemyTank.setEnemyTanks(enemyTanks);
enemyTank.setSpeed(2);
//初始炮筒方向设置
enemyTank.setDirect(2);
//启动敌人坦克线程,让它动起来
Thread thread = new Thread(enemyTank);
thread.start();
//加一颗子弹
Shot shot = new Shot(enemyTank.getX() + 20, enemyTank.getY() + 60, enemyTank.getDirect());
//加入enemyTank的Vector
enemyTank.shots.add(shot);
//启动shot对象
new Thread(shot).start();
enemyTanks.add(enemyTank);
}
break;
case "2":
//初始化敌人坦克
for (int i = 0; i < nodes.size(); i++) {
EnemyTank enemyTank = new EnemyTank(nodes.get(i).getX(),
nodes.get(i).getY());
//将enemyTanks设置给enemyTanks
enemyTank.setEnemyTanks(enemyTanks);
enemyTank.setSpeed(2);
//初始炮筒方向设置
enemyTank.setDirect(nodes.get(i).getDirect());
//启动敌人坦克线程,让它动起来
Thread thread = new Thread(enemyTank);
thread.start();
//加一颗子弹
Shot shot = new Shot(enemyTank.getX() + 20, enemyTank.getY() + 60, enemyTank.getDirect());
//加入enemyTank的Vector
enemyTank.shots.add(shot);
//启动shot对象
new Thread(shot).start();
enemyTanks.add(enemyTank);
}
break;
default:
System.out.println("输入错误");
}
//初始化图片对象
image1 = Toolkit.getDefaultToolkit().getImage(
Panel.class.getResource("/bomb_1.gif"));
image2 = Toolkit.getDefaultToolkit().getImage(
Panel.class.getResource("/bomb_2.gif"));
image3 = Toolkit.getDefaultToolkit().getImage(
Panel.class.getResource("/bomb_3.gif"));
new AePlayWave("src\\111.wav").start();
}
//编写方法,显示我方击毁敌方坦克数量
public void showInfo(Graphics g){
//画出玩家总成绩
g.setColor(Color.BLACK);
Font font = new Font("宋体", Font.BOLD, 25);
g.setFont(font);
g.drawString("您累计击毁敌方坦克数量",1020,30);
drawTank(1020,60,g,0,0);//画出一个敌方坦克
g.setColor(Color.BLACK);
g.drawString(Recorder.getAllEnemyTankNum() + "",1080,100);
}
@Override
public void paint(Graphics g) {
super.paint(g);
g.fillRect(0, 0, 1000, 750);//填充矩形,默认黑色
showInfo(g);
//画出坦克,封装方法
if (hero != null && hero.isLive) {
drawTank(hero.getX(), hero.getY(), g, hero.getDirect(), 1);
}
// //画出Hero射击的子弹
// if (hero.shot != null && hero.shot.isLive == true) {
// g.fill3DRect(hero.shot.x, hero.shot.y, 2, 2, false);
// }
//将hero的子弹集合遍历取出绘制
for (int i = 0; i < hero.shots.size(); i++) {
Shot shot = hero.shots.get(i);
if (shot != null && shot.isLive == true) {
g.fill3DRect(shot.x, shot.y, 2, 2, false);
} else {//如果shot已经无效,则拿掉
hero.shots.remove(shot);
}
}
//如果bombs集合中有对象,就画出
for (int i = 0; i < bombs.size(); i++) {
//取出炸弹
Bomb bomb = bombs.get(i);
//根据当前对象的life值画出对应的图片
if (bomb.life > 6) {
g.drawImage(image1, bomb.x, bomb.y, 60, 60, this);
} else if (bomb.life > 3) {
g.drawImage(image2, bomb.x, bomb.y, 60, 60, this);
} else {
g.drawImage(image3, bomb.x, bomb.y, 60, 60, this);
}
//让炸弹的生命值减少
bomb.lifeDown();
//如果bomb life为0
if (bomb.life == 0) {
bombs.remove(bomb);
}
}
//画出敌人的坦克
for (int i = 0; i < enemyTanks.size(); i++) {
//从Vector中取出坦克
EnemyTank enemyTank = enemyTanks.get(i);
//判断当前坦克是否还存活
if (enemyTank.isLive) {//当敌人坦克存活才画出坦克
//画出坦克
drawTank(enemyTank.getX(), enemyTank.getY(), g, enemyTank.getDirect(), 0);
//画出enemyTank的子弹
for (int j = 0; j < enemyTank.shots.size(); j++) {
//取出子弹
Shot shot = enemyTank.shots.get(j);
//绘制
if (shot.isLive) {
g.fill3DRect(shot.x, shot.y, 2, 2, false);
} else {
//从Vector移除
enemyTank.shots.remove(shot);
}
}
} else {//不一样的地方,老韩在hitTank里面写了移除
enemyTanks.remove(i);
Recorder.addAllEnemyTankNum();
}
}
}
/**
* g 画笔
* direct 坦克方向(上下左右)
* type 坦克类型
*/
//编写方法,绘制坦克
public void drawTank(int x, int y, Graphics g, int direct, int type) {
switch (type) {
case 0://我们的坦克
g.setColor(Color.cyan);
break;
case 1://敌人的坦克
g.setColor(Color.yellow);
break;
}
//根据坦克方向,绘制出坦克
switch (direct) {
case 0:
g.fill3DRect(x, y, 10, 60, false);//左边轮子
g.fill3DRect(x + 30, y, 10, 60, false);//右边轮子
g.fill3DRect(x + 10, y + 10, 20, 40, false);//坦克盖子
g.fillOval(x + 10, y + 20, 20, 20);//圆形盖子
g.drawLine(x + 20, y + 30, x + 20, y);//炮筒
break;
case 1://表示向右
g.fill3DRect(x, y, 60, 10, false);//左边轮子
g.fill3DRect(x, y + 30, 60, 10, false);//右边轮子
g.fill3DRect(x + 10, y + 10, 40, 20, false);//坦克盖子
g.fillOval(x + 20, y + 10, 20, 20);//圆形盖子
g.drawLine(x + 30, y + 20, x + 60, y + 20);//炮筒
break;
case 2://表示向下
g.fill3DRect(x, y, 10, 60, false);//左边轮子
g.fill3DRect(x + 30, y, 10, 60, false);//右边轮子
g.fill3DRect(x + 10, y + 10, 20, 40, false);//坦克盖子
g.fillOval(x + 10, y + 20, 20, 20);//圆形盖子
g.drawLine(x + 20, y + 30, x + 20, y + 60);//炮筒
break;
case 3://表示向左
g.fill3DRect(x, y, 60, 10, false);//左边轮子
g.fill3DRect(x, y + 30, 60, 10, false);//右边轮子
g.fill3DRect(x + 10, y + 10, 40, 20, false);//坦克盖子
g.fillOval(x + 20, y + 10, 20, 20);//圆形盖子
g.drawLine(x + 30, y + 20, x, y + 20);//炮筒
break;
default:
System.out.println("暂时没有处理");
}
}
public void hitEnemy() {
for (int j = 0; j < hero.shots.size(); j++) {
Shot shot = hero.shots.get(j);
if (shot != null && shot.isLive) {//当我的子弹还存活
//遍历所有坦克
for (int i = 0; i < enemyTanks.size(); i++) {
EnemyTank enemyTank = enemyTanks.get(i);
hitTank(shot, enemyTank);
}
}
}
}
//编写方法,判断我方坦克是否被敌人命中
public void hitHero() {
//遍历敌人所有坦克
for (int i = 0; i < enemyTanks.size(); i++) {
//取出敌人坦克
EnemyTank enemyTank = enemyTanks.get(i);
//取出enemyTank中的所有子弹
for (int j = 0; j < enemyTank.shots.size(); j++) {
Shot shot = enemyTank.shots.get(j);
//判断shot是否击中我方坦克
if (hero.isLive && shot.isLive) {
hitTank(shot, hero);
}
}
}
}
//编写方法,判断我方的子弹是否击中敌人
//什么时候判断我方子弹是否击中敌人坦克 Run方法
public void hitTank(Shot s, Tank enemyTank) {
//判断s 击中坦克
switch (enemyTank.getDirect()) {
case 0://坦克向上
case 2://坦克向下
if (s.x > enemyTank.getX() && s.x < enemyTank.getX() + 40
&& s.y > enemyTank.getY() && s.y < enemyTank.getY() + 60) {
s.isLive = false;
enemyTank.isLive = false;
//创建一个Bomb对象放入bombs中
Bomb bomb = new Bomb(enemyTank.getX(), enemyTank.getY());
bombs.add(bomb);
}
break;
case 1://坦克向右
case 3://坦克向左
if (s.x > enemyTank.getX() && s.x < enemyTank.getX() + 60
&& s.y > enemyTank.getY() && s.y < enemyTank.getY() + 40) {
s.isLive = false;
enemyTank.isLive = false;
Bomb bomb = new Bomb(enemyTank.getX(), enemyTank.getY());
bombs.add(bomb);
}
break;
}
}
@Override
public void keyTyped(KeyEvent e) {
}
//处理wasd按下的情况
@Override
public void keyPressed(KeyEvent e) {
if (e.getKeyCode() == KeyEvent.VK_W) {
//改变坦克方向
hero.setDirect(0);
if (hero.getY() > 0) {
hero.moveUp();//上
}
} else if (e.getKeyCode() == KeyEvent.VK_D) {
hero.setDirect(1);
if (hero.getX() + 60 < 1000) {
hero.moveRight();//右
}
} else if (e.getKeyCode() == KeyEvent.VK_S) {
hero.setDirect(2);
if (hero.getY() + 60 < 750) {
hero.moveDown();//下
}
} else if (e.getKeyCode() == KeyEvent.VK_A) {
hero.setDirect(3);
if (hero.getX() > 0) {
hero.moveLeft();//左
}
}
//如果用户按下J键
if (e.getKeyCode() == KeyEvent.VK_J) {
// if (hero.shot == null || !hero.shot.isLive) {
// hero.shotEnemyTank();
// }
//发射多颗子弹
hero.shotEnemyTank();
}
//让面板重绘
this.repaint();
}
@Override
public void keyReleased(KeyEvent e) {
}
@Override
public void run() {//每隔100毫秒,重绘
while (true) {
try {
Thread.sleep(100);
} catch (InterruptedException e) {
e.printStackTrace();
}
//判断是否击中敌人
hitEnemy();
//判断敌人是否击中我们
hitHero();
this.repaint();
}
}
}
Recorder.java
package com.gqz.tankgame5;
import javax.swing.*;
import java.awt.*;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.io.File;
import java.util.Vector;
/**
* @author gqz
* @version 1.0
* 坦克大战的绘图区域
*/
public class MyPanel extends JPanel implements KeyListener, Runnable {
//定义我的坦克
Hero hero = null;
//考虑到多线程,使用Vector来保存
Vector<EnemyTank> enemyTanks = new Vector<>();
//定义一个存放Node对象的Vector,用于回复敌人坦克的坐标和方向
Vector<Node> nodes = new Vector<>();
//定义Vector用于存放Bomb
Vector<Bomb> bombs = new Vector<>();
//敌方坦克数量
int enemyTankSize = 3;
//定义三张图片
Image image1 = null;
Image image2 = null;
Image image3 = null;
public MyPanel(String key) {
//先判断文件是否存在
//如果文件存在,就正常执行,不存在则开启新游戏,key = "1"
File file = new File(Recorder.getFileRecord());
if (file.exists()){
nodes = Recorder.getNodesAndEnemyTankNum();
} else{
System.out.println("文件不存在,只能开启新游戏");
key = "1";
}
//nodes = Recorder.getNodesAndEnemyTankNum();
//将MyPanel对象的enemyTanks设置给Recorder的enemyTanks
Recorder.setEnemyTanks(enemyTanks);
hero = new Hero(500, 100);
hero.setSpeed(2);
switch (key){
case "1":
Recorder.setAllEnemyTankNum(0);
//初始化敌人坦克
for (int i = 0; i < enemyTankSize; i++) {
EnemyTank enemyTank = new EnemyTank(100 * (i + 1), 0);
//将enemyTanks设置给enemyTanks
enemyTank.setEnemyTanks(enemyTanks);
enemyTank.setSpeed(2);
//初始炮筒方向设置
enemyTank.setDirect(2);
//启动敌人坦克线程,让它动起来
Thread thread = new Thread(enemyTank);
thread.start();
//加一颗子弹
Shot shot = new Shot(enemyTank.getX() + 20, enemyTank.getY() + 60, enemyTank.getDirect());
//加入enemyTank的Vector
enemyTank.shots.add(shot);
//启动shot对象
new Thread(shot).start();
enemyTanks.add(enemyTank);
}
break;
case "2":
//初始化敌人坦克
for (int i = 0; i < nodes.size(); i++) {
EnemyTank enemyTank = new EnemyTank(nodes.get(i).getX(),
nodes.get(i).getY());
//将enemyTanks设置给enemyTanks
enemyTank.setEnemyTanks(enemyTanks);
enemyTank.setSpeed(2);
//初始炮筒方向设置
enemyTank.setDirect(nodes.get(i).getDirect());
//启动敌人坦克线程,让它动起来
Thread thread = new Thread(enemyTank);
thread.start();
//加一颗子弹
Shot shot = new Shot(enemyTank.getX() + 20, enemyTank.getY() + 60, enemyTank.getDirect());
//加入enemyTank的Vector
enemyTank.shots.add(shot);
//启动shot对象
new Thread(shot).start();
enemyTanks.add(enemyTank);
}
break;
default:
System.out.println("输入错误");
}
//初始化图片对象
image1 = Toolkit.getDefaultToolkit().getImage(
Panel.class.getResource("/bomb_1.gif"));
image2 = Toolkit.getDefaultToolkit().getImage(
Panel.class.getResource("/bomb_2.gif"));
image3 = Toolkit.getDefaultToolkit().getImage(
Panel.class.getResource("/bomb_3.gif"));
new AePlayWave("src\\111.wav").start();
}
//编写方法,显示我方击毁敌方坦克数量
public void showInfo(Graphics g){
//画出玩家总成绩
g.setColor(Color.BLACK);
Font font = new Font("宋体", Font.BOLD, 25);
g.setFont(font);
g.drawString("您累计击毁敌方坦克数量",1020,30);
drawTank(1020,60,g,0,0);//画出一个敌方坦克
g.setColor(Color.BLACK);
g.drawString(Recorder.getAllEnemyTankNum() + "",1080,100);
}
@Override
public void paint(Graphics g) {
super.paint(g);
g.fillRect(0, 0, 1000, 750);//填充矩形,默认黑色
showInfo(g);
//画出坦克,封装方法
if (hero != null && hero.isLive) {
drawTank(hero.getX(), hero.getY(), g, hero.getDirect(), 1);
}
// //画出Hero射击的子弹
// if (hero.shot != null && hero.shot.isLive == true) {
// g.fill3DRect(hero.shot.x, hero.shot.y, 2, 2, false);
// }
//将hero的子弹集合遍历取出绘制
for (int i = 0; i < hero.shots.size(); i++) {
Shot shot = hero.shots.get(i);
if (shot != null && shot.isLive == true) {
g.fill3DRect(shot.x, shot.y, 2, 2, false);
} else {//如果shot已经无效,则拿掉
hero.shots.remove(shot);
}
}
//如果bombs集合中有对象,就画出
for (int i = 0; i < bombs.size(); i++) {
//取出炸弹
Bomb bomb = bombs.get(i);
//根据当前对象的life值画出对应的图片
if (bomb.life > 6) {
g.drawImage(image1, bomb.x, bomb.y, 60, 60, this);
} else if (bomb.life > 3) {
g.drawImage(image2, bomb.x, bomb.y, 60, 60, this);
} else {
g.drawImage(image3, bomb.x, bomb.y, 60, 60, this);
}
//让炸弹的生命值减少
bomb.lifeDown();
//如果bomb life为0
if (bomb.life == 0) {
bombs.remove(bomb);
}
}
//画出敌人的坦克
for (int i = 0; i < enemyTanks.size(); i++) {
//从Vector中取出坦克
EnemyTank enemyTank = enemyTanks.get(i);
//判断当前坦克是否还存活
if (enemyTank.isLive) {//当敌人坦克存活才画出坦克
//画出坦克
drawTank(enemyTank.getX(), enemyTank.getY(), g, enemyTank.getDirect(), 0);
//画出enemyTank的子弹
for (int j = 0; j < enemyTank.shots.size(); j++) {
//取出子弹
Shot shot = enemyTank.shots.get(j);
//绘制
if (shot.isLive) {
g.fill3DRect(shot.x, shot.y, 2, 2, false);
} else {
//从Vector移除
enemyTank.shots.remove(shot);
}
}
} else {//不一样的地方,老韩在hitTank里面写了移除
enemyTanks.remove(i);
Recorder.addAllEnemyTankNum();
}
}
}
/**
* g 画笔
* direct 坦克方向(上下左右)
* type 坦克类型
*/
//编写方法,绘制坦克
public void drawTank(int x, int y, Graphics g, int direct, int type) {
switch (type) {
case 0://我们的坦克
g.setColor(Color.cyan);
break;
case 1://敌人的坦克
g.setColor(Color.yellow);
break;
}
//根据坦克方向,绘制出坦克
switch (direct) {
case 0:
g.fill3DRect(x, y, 10, 60, false);//左边轮子
g.fill3DRect(x + 30, y, 10, 60, false);//右边轮子
g.fill3DRect(x + 10, y + 10, 20, 40, false);//坦克盖子
g.fillOval(x + 10, y + 20, 20, 20);//圆形盖子
g.drawLine(x + 20, y + 30, x + 20, y);//炮筒
break;
case 1://表示向右
g.fill3DRect(x, y, 60, 10, false);//左边轮子
g.fill3DRect(x, y + 30, 60, 10, false);//右边轮子
g.fill3DRect(x + 10, y + 10, 40, 20, false);//坦克盖子
g.fillOval(x + 20, y + 10, 20, 20);//圆形盖子
g.drawLine(x + 30, y + 20, x + 60, y + 20);//炮筒
break;
case 2://表示向下
g.fill3DRect(x, y, 10, 60, false);//左边轮子
g.fill3DRect(x + 30, y, 10, 60, false);//右边轮子
g.fill3DRect(x + 10, y + 10, 20, 40, false);//坦克盖子
g.fillOval(x + 10, y + 20, 20, 20);//圆形盖子
g.drawLine(x + 20, y + 30, x + 20, y + 60);//炮筒
break;
case 3://表示向左
g.fill3DRect(x, y, 60, 10, false);//左边轮子
g.fill3DRect(x, y + 30, 60, 10, false);//右边轮子
g.fill3DRect(x + 10, y + 10, 40, 20, false);//坦克盖子
g.fillOval(x + 20, y + 10, 20, 20);//圆形盖子
g.drawLine(x + 30, y + 20, x, y + 20);//炮筒
break;
default:
System.out.println("暂时没有处理");
}
}
public void hitEnemy() {
for (int j = 0; j < hero.shots.size(); j++) {
Shot shot = hero.shots.get(j);
if (shot != null && shot.isLive) {//当我的子弹还存活
//遍历所有坦克
for (int i = 0; i < enemyTanks.size(); i++) {
EnemyTank enemyTank = enemyTanks.get(i);
hitTank(shot, enemyTank);
}
}
}
}
//编写方法,判断我方坦克是否被敌人命中
public void hitHero() {
//遍历敌人所有坦克
for (int i = 0; i < enemyTanks.size(); i++) {
//取出敌人坦克
EnemyTank enemyTank = enemyTanks.get(i);
//取出enemyTank中的所有子弹
for (int j = 0; j < enemyTank.shots.size(); j++) {
Shot shot = enemyTank.shots.get(j);
//判断shot是否击中我方坦克
if (hero.isLive && shot.isLive) {
hitTank(shot, hero);
}
}
}
}
//编写方法,判断我方的子弹是否击中敌人
//什么时候判断我方子弹是否击中敌人坦克 Run方法
public void hitTank(Shot s, Tank enemyTank) {
//判断s 击中坦克
switch (enemyTank.getDirect()) {
case 0://坦克向上
case 2://坦克向下
if (s.x > enemyTank.getX() && s.x < enemyTank.getX() + 40
&& s.y > enemyTank.getY() && s.y < enemyTank.getY() + 60) {
s.isLive = false;
enemyTank.isLive = false;
//创建一个Bomb对象放入bombs中
Bomb bomb = new Bomb(enemyTank.getX(), enemyTank.getY());
bombs.add(bomb);
}
break;
case 1://坦克向右
case 3://坦克向左
if (s.x > enemyTank.getX() && s.x < enemyTank.getX() + 60
&& s.y > enemyTank.getY() && s.y < enemyTank.getY() + 40) {
s.isLive = false;
enemyTank.isLive = false;
Bomb bomb = new Bomb(enemyTank.getX(), enemyTank.getY());
bombs.add(bomb);
}
break;
}
}
@Override
public void keyTyped(KeyEvent e) {
}
//处理wasd按下的情况
@Override
public void keyPressed(KeyEvent e) {
if (e.getKeyCode() == KeyEvent.VK_W) {
//改变坦克方向
hero.setDirect(0);
if (hero.getY() > 0) {
hero.moveUp();//上
}
} else if (e.getKeyCode() == KeyEvent.VK_D) {
hero.setDirect(1);
if (hero.getX() + 60 < 1000) {
hero.moveRight();//右
}
} else if (e.getKeyCode() == KeyEvent.VK_S) {
hero.setDirect(2);
if (hero.getY() + 60 < 750) {
hero.moveDown();//下
}
} else if (e.getKeyCode() == KeyEvent.VK_A) {
hero.setDirect(3);
if (hero.getX() > 0) {
hero.moveLeft();//左
}
}
//如果用户按下J键
if (e.getKeyCode() == KeyEvent.VK_J) {
// if (hero.shot == null || !hero.shot.isLive) {
// hero.shotEnemyTank();
// }
//发射多颗子弹
hero.shotEnemyTank();
}
//让面板重绘
this.repaint();
}
@Override
public void keyReleased(KeyEvent e) {
}
@Override
public void run() {//每隔100毫秒,重绘
while (true) {
try {
Thread.sleep(100);
} catch (InterruptedException e) {
e.printStackTrace();
}
//判断是否击中敌人
hitEnemy();
//判断敌人是否击中我们
hitHero();
this.repaint();
}
}
}
Node.java
package com.gqz.tankgame5;
/**
* @author gqz
* @version 1.0
*/
public class Node {
private int x;
private int y;
private int direct;
public Node(int x, int y, int direct) {
this.x = x;
this.y = y;
this.direct = direct;
}
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 int getDirect() {
return direct;
}
public void setDirect(int direct) {
this.direct = direct;
}
}
总结
- 后续还有待优化的地方,比如设置生命值,墙体,游戏登陆等等,等以后再进行优化。
- 全程跟着课程加上自己的优化写出。代码还有些冗余,必然坦克重叠的碰撞判断,后续也会有优化。