子弹坦克幼儿手工制作坦克缠制方法

求坦克模型制作方法(子弹壳)_百度知道
求坦克模型制作方法(子弹壳)
先30,方法,要求是要有图纸,一般军事博物馆里有卖的那种,型号随便,弹壳数量,到时悬赏加到80分,是用弹壳做的,小口径子弹,
我有更好的答案
按默认排序
最后几组焊在一起,炮管用几个蛋壳首尾相接焊在一起,根据子弹长度和图纸长度确定蛋壳数量,花好图纸,不推荐胶粘。另外这样的坦克精细度肯定很差……所以lz……祝你成功先……,然后先几个小蛋壳焊成一组,
是9mm的手枪弹壳还是7.62的步枪弹壳?
最好先把子弹洗一下,洗洁精洗衣粉都行。然后用锡焊来搞最好。准备工具80W以上的电烙铁,烙铁架,工作夹,焊锡,焊锡膏,破布。
不一定要做成一模一样的,看自己的材料随意发挥想象做了。
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坦克模型的相关知识
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这是两个类,我用eclipse debug调试,没调出来,大家伙帮忙看看.
package MyTankGame3;
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
import java.util.*;
public class MyTankGame3 extends JFrame
MyJPanel mJPanel =
public static void main(String[] args)
&&new MyTankGame3();
public MyTankGame3()
&&mJPanel = new MyJPanel();
&&Thread t = new Thread(mJPanel);
&&t.start();
&&this.add(mJPanel);
&&this.addKeyListener(mJPanel);
&&this.setSize(400, 300);
&&this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
&&this.setVisible(true);
class MyJPanel extends JPanel implements KeyListener,Runnable
Chor chor =
Vector&Enemy& vEnemies = new Vector&Enemy&();
int veSize = 3;
public MyJPanel()
&&chor = new Chor(10, 10);
&&for (int i=0; i&veS i++)
& &Enemy enemy = new Enemy((i+1)*50, 0);
& &enemy.setDirect(2);
& &vEnemies.add(enemy);
public void paint(Graphics g)
&&super.paint(g);
&&g.fillRect(0, 0, 400, 300);
&&this.drawTank(chor.getX(), chor.getY(), g, chor.direct, 0);
&&if(chor.missile!=null)
& &g.fill3DRect(chor.missile.x, chor.missile.y, 2, 2, false);
&&for (int i=0; i&vEnemies.size(); i++)
& &this.drawTank(vEnemies.get(i).getX(), vEnemies.get(i).getY(), g, vEnemies.get(i).getDirect(),1);
public void drawTank(int x,int y,Graphics g,int direct, int type)
&&switch (type){
& &g.setColor(Color.cyan);
& &g.setColor(Color.yellow);
&&switch (direct) {
& &g.fill3DRect(x, y, 5, 30, false);
& &g.fill3DRect(x+20, y, 5, 30, false);
& &g.fill3DRect(x+5, y+5, 15, 20, false);
& &g.fillOval(x+7, y+10, 10, 10);
& &g.drawLine(x+12, y+12, x+12, y);
& &g.fill3DRect(x, y, 30, 5, false);
& &g.fill3DRect(x, y+18, 30, 5, false);
& &g.fill3DRect(x+5, y+5, 20, 15, false);
& &g.fillOval(x+10, y+5, 10, 10);
& &g.drawLine(x+15, y+10, x+30, y+10);
& &g.fill3DRect(x, y, 5, 30, false);
& &g.fill3DRect(x+20, y, 5, 30, false);
& &g.fill3DRect(x+5, y+5, 15, 20, false);
& &g.fillOval(x+7, y+10, 10, 10);
& &g.drawLine(x+12, y+10, x+12, y+30);
& &g.fill3DRect(x, y, 30, 5, false);
& &g.fill3DRect(x, y+18, 30, 5, false);
& &g.fill3DRect(x+5, y+5, 20, 15, false);
& &g.fillOval(x+10, y+5, 10, 10);
& &g.drawLine(x+15, y+10, x, y+10);
public void keyTyped(KeyEvent e)
&&// TODO Auto-generated method stub
//a代表向左& &d代表向右& & w代表向上& & s代表向下
public void keyPressed(KeyEvent e)
&&// TODO Auto-generated method stub
&&if(e.getKeyCode()==KeyEvent.VK_W)
& &chor.setDirect(0);
& &chor.moveUp();
&&else if(e.getKeyCode()==KeyEvent.VK_D)
& &chor.setDirect(1);
& &chor.moveRight();
&&else if(e.getKeyCode()==KeyEvent.VK_S)
& &chor.setDirect(2);
& &chor.moveDown();
&&else if(e.getKeyCode()==KeyEvent.VK_A)
& &chor.setDirect(3);
& &chor.moveLeft();
&&if(e.getKeyCode()==KeyEvent.VK_J)
& &this.chor.misEnemy();
&&this.repaint();
public void keyReleased(KeyEvent e)
&&// TODO Auto-generated method stub
public void run()
&&// TODO Auto-generated method stub
&&while(true)
& & Thread.sleep(100);
& &} catch (InterruptedException e)
& &// TODO Auto-generated catch block
& & e.printStackTrace();
& &this.repaint();
package MyTankGame3;
//定义坦克
class Tank
//定义坦克的横坐标
int x = 0;
//定义坦克的纵坐标
int y = 0;
//定义坦克的速度
int speed = 1;
//定义坦克方向
//0表示向上,1表示向右,2表示向下,3表示向左
int direct = 0;
//定义坦克的颜色
int color = 0;
//定义构造函数
public Tank(int x,int y)
&&this.x =
&&this.y =
public int getX()
public void setX(int x)
&&this.x =
public int getY()
public void setY(int y)
&&this.y =
public int getSpeed()
public void setSpeed(int speed)
&&this.speed =
public int getDirect()
public void setDirect(int direct)
&&this.direct =
public int getColor()
public void setColor(int color)
&&this.color =
//定义我的坦克
class Chor extends Tank
Missile missile =
public Chor(int x, int y)
&&super(x, y);
//开火打敌人
public void misEnemy()
&&switch (this.direct) {
& &missile = new Missile(this.x+10, this.y,0);
& &missile = new Missile(x+30, y+10,1);
& &missile = new Missile(x+10, y+30,2);
& &missile = new Missile(x-10, y+10,3);
&&Thread thread&&= new Thread(missile);
&&thread.start();
//坦克向上
public void moveUp()
&&this.y -=
public void moveRight()
&&this.x +=
public void moveDown()
&&this.y +=
public void moveLeft()
&&this.x -=
//敌人的坦克
class Enemy extends Tank
public Enemy(int x, int y)
&&super(x, y);
&&// TODO Auto-generated constructor stub
class Missile implements Runnable
int speed = 1;
boolean isLive =
public Missile(int x,int y, int direct)
&&this.x =
&&this.y =
&&this.direct =
public void run()
& &Thread.sleep(50);
&&} catch (InterruptedException e)
& &// TODO Auto-generated catch block
& &e.printStackTrace();
&&// TODO Auto-generated method stub
&&while(true)
& &switch(direct)
& &case 0:
& &case 1:
& &case 2:
& &case 3:
& &if(x&0||x&400||y&0||y&300)
& & isLive =
& &System.out.println(&子弹的坐标x=&+x+&y=&+y);
已调试好,子弹多线程sleep放错地方了
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幼儿手工制作:纸盒坦克
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