java-GUI-实战-贪吃蛇游戏V1.1(随缘更新)

帧:图片的时间片足够小就是动画,一般正常一秒30帧或60帧,连在一起就是动画,拆分开就是静态图片

键盘监听

定时器Timer


数据中心Data

package com.yao.snake;

import javax.swing.*;
import java.net.URL;

//数据中心
public class Data {
    public static URL headerURL=Data.class.getResource("statics/header.png");
    public static ImageIcon header = new ImageIcon(headerURL);

    public static URL upURL=Data.class.getResource("statics/up.png");
    public static ImageIcon up = new ImageIcon(upURL);

    public static URL downURL=Data.class.getResource("statics/down.png");
    public static ImageIcon down = new ImageIcon(downURL);

    public static URL leftURL=Data.class.getResource("statics/left.png");
    public static ImageIcon left = new ImageIcon(leftURL);

    public static URL rightURL=Data.class.getResource("statics/right.png");
    public static ImageIcon right = new ImageIcon(rightURL);

    public static URL bodyURL=Data.class.getResource("statics/body.png");
    public static ImageIcon body = new ImageIcon(bodyURL);

    public static URL foodURL=Data.class.getResource("statics/food.png");
    public static ImageIcon food = new ImageIcon(foodURL);

}

开始游戏StartGame

package com.yao.snake;

import javax.swing.*;

//主启动类
public class StartGame {
    public static void main(String[] args) {
        JFrame frame = new JFrame();
        frame.setBounds(10,10,900,720);
        frame.setResizable(false);//设置窗口大小不可变
        frame.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);

        //正常的游戏界面都应该在面板上
        frame.add(new GamePanel());

        frame.setVisible(true);




    }
}

游戏界面GamePanel

package com.yao.snake;

 
import javax.swing.*;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.util.Objects;
import java.util.Random;


//游戏面板
public class GamePanel extends JPanel implements KeyListener, ActionListener {

    //定义数据结构
    int length;//蛇的长度
    int[] snakeX=new int[600];//蛇的X坐标 25*25
    int[] snakeY=new int[600];//蛇的Y坐标 25*25
    String direction;
    String olddirection;
    //当前游戏的状态
    boolean isStart = false;//默认为false
    //食物坐标
    int foodX;
    int foodY;
    Random random = new Random();

    boolean isFail = false;//游戏是否失败

    //定时器
    Timer timer = new Timer(100,this);

    public GamePanel() {
        init();
        //获得焦点和键盘事件
        this.setFocusable(true);//获得焦点事件
        this.addKeyListener(this);//获得键盘监听事件
        //timer.start();
    }

    public void init(){
        length=3;
        snakeX[0]=100;snakeY[0]=100;//脑袋的坐标
        snakeX[1]=75;snakeY[1]=100;//身体1的坐标
        snakeX[2]=50;snakeY[2]=100;//身体2的坐标
        direction="R";//初始方向向右
        //把食物随机分布在界面上
        foodX = 25+25*random.nextInt(34);
        foodY = 75+25*random.nextInt(24);
        for (int i = 1; i < length; i++) {
            if (foodX==snakeX[i]&&foodY==snakeY[i]) {
                foodX = 25+25*random.nextInt(34);
                foodY = 75+25*random.nextInt(24);
            }
        }

    }


    @Override
    protected void paintComponent(Graphics g) {
        super.paintComponent(g);//清屏
        //绘制静态面板
        this.setBackground(Color.WHITE);
        Data.header.paintIcon(this,g,25,11);//绘制头部广告
        g.fillRect(25,75,850,600);//默认游戏界面

        //绘制长度和分数
        g.setColor(Color.WHITE);
        g.setFont(new Font("微软雅黑",Font.BOLD,18));//设置字体
        g.drawString("长度:"+length,750,30);
        g.drawString("分数:"+((length-3)*10),750,50);

        //绘制食物
        Data.food.paintIcon(this,g,foodX,foodY);


        for (int i = 1; i < length; i++) {
            Data.body.paintIcon(this,g,snakeX[i],snakeY[i]);//身体的坐标

        }

        //绘制初始小蛇
        switch (direction) {//判断蛇头方向
            case "R":

                Data.right.paintIcon(this, g, snakeX[0], snakeY[0]);//脑袋的坐标蛇头向右
                break;
            case "L":
                Data.left.paintIcon(this, g, snakeX[0], snakeY[0]);//脑袋的坐标蛇头向左
                break;
            case "U":
                Data.up.paintIcon(this, g, snakeX[0], snakeY[0]);//脑袋的坐标蛇头向上
                break;
            case "D":
                Data.down.paintIcon(this, g, snakeX[0], snakeY[0]);//脑袋的坐标蛇头向下
                break;
        }



        //游戏状态
        if (!isStart){
            g.setColor(Color.WHITE);
            g.setFont(new Font("微软雅黑",Font.BOLD,40));//设置字体
            g.drawString("按下空格开始游戏",300,350);
        }

        if (isFail){
            g.setColor(Color.RED);
            g.setFont(new Font("微软雅黑",Font.BOLD,40));//设置字体
            g.drawString("游戏失败,按下空格重新开始",200,350);
        }

    }


    //键盘监听事件
    @Override
    public void keyPressed(KeyEvent e) {
        int keyCode = e.getKeyCode();//获得键盘按键
        if (keyCode==KeyEvent.VK_SPACE){
            if (isFail){
                //重新开始
                isFail=false;
                timer.start();
                init();
            }else {
                isStart = !isStart;
                if (!isStart) timer.stop();
                else timer.start();
                repaint();
            }
        }

        if (keyCode == KeyEvent.VK_W&&!olddirection.equals("D")){
            direction="U";
        }else if (keyCode == KeyEvent.VK_S&&!olddirection.equals("U")){
            direction="D";
        }else if (keyCode == KeyEvent.VK_A&&!olddirection.equals("R")){
            direction="L";
        }else if (keyCode == KeyEvent.VK_D&&!olddirection.equals("L")){
            direction="R";
        }

    }

    //监听事件--需要通过固定事件来刷新,1s=10次
    @Override
    public void actionPerformed(ActionEvent e) {
        if (isStart&&!isFail){//如果游戏状态为开始,就让小蛇动起来

            //吃食物
            if (snakeX[0]==foodX&&snakeY[0]==foodY){
                length+=1;//长度+1
                //再次生成食物
                foodX = 25+25*random.nextInt(34);
                foodY = 75+25*random.nextInt(24);
                for (int i = 1; i < length; i++) {
                    if (foodX==snakeX[i]&&foodY==snakeY[i]) {
                        foodX = 25+25*random.nextInt(34);
                        foodY = 75+25*random.nextInt(24);
                    }
                }
            }

            //移动
            for (int i = length-1; i > 0; i--) {//将小蛇的身体向前移动一格
                snakeX[i]=snakeX[i-1];
                snakeY[i]=snakeY[i-1];
            }
            if (Objects.equals(direction, "U")){
                snakeY[0]-=25;//将小蛇的头向右移动一格
                olddirection="U";
                if (snakeY[0]<75) snakeY[0]=650;
            }else if (Objects.equals(direction, "D")){
                snakeY[0]+=25;//将小蛇的头向右移动一格
                olddirection="D";
                if (snakeY[0]>650) snakeY[0]=75;
            }else if (Objects.equals(direction, "L")){
                snakeX[0]-=25;//将小蛇的头向右移动一格
                olddirection="L";
                if (snakeX[0]<25) snakeX[0]=850;
            }else if (Objects.equals(direction, "R")){
                snakeX[0]+=25;//将小蛇的头向右移动一格
                olddirection="R";
                if (snakeX[0]>850) snakeX[0]=25;

            }

            //失败判断,撞到自己就算失败
            for (int i = 1; i < length; i++) {
                if (snakeX[0]==snakeX[i]&&snakeY[0]==snakeY[i]) {
                    isFail=true;
                    timer.stop();
                }
            }


            repaint();//重新绘制界面

        }

    }

    @Override
    public void keyReleased(KeyEvent e) {

    }

    @Override
    public void keyTyped(KeyEvent e) {

    }


}

 

 header.png

  body.png

  food.png

 up.png

 down.png

  left.png

  right.png


2021.11.22

不在能够后退,食物不会再生成到自己身上。

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Origin blog.csdn.net/Mr_yao0/article/details/121441958