GUI实例:贪吃蛇

GUI实例:贪吃蛇

以下代码实现贪吃蛇小游戏。

代码分成三部分,分别用作承载游戏的窗口(StartGame.java),游戏界面(GamePanel.java)和图片素材(Data.java)。

StartGame.java

代码如下:

package com.cxf.gui.snake;

import javax.swing.*;

public class StartGame {
    public static void main(String[] args) {
        JFrame frame = new JFrame();
        frame.setBounds(10,10,900,730);
        frame.setResizable(false);
        GamePanel gamePanel = new GamePanel();

        frame.add(gamePanel);
        frame.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
        frame.setVisible(true);
    }
}

这部分代码创建并设置frame窗口,把游戏面板放在窗口上。

GamePanel.java

代码如下:

package com.cxf.gui.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.Random;

public class GamePanel extends JPanel implements KeyListener, ActionListener {

    int length;
    int[] snakeX = new int[600];
    int[] snakeY = new int[600];
    String direct;
    boolean isStart;
    int foodx;
    int foody;
    Random random = new Random();
    boolean isFail;
    int score;

    Timer timer = new Timer(100,this);

    public GamePanel(){
        init();
        this.setFocusable(true);
        this.addKeyListener(this);
        timer.start();
    }

    public void init(){
        length = 3;
        snakeX[0] = 100;snakeY[0] = 100;
        snakeX[1] = 75;snakeY[1] = 100;
        snakeX[2] = 50;snakeY[2] = 100;
        direct = "R";
        isStart = false;
        foodx = 25 + 25*random.nextInt(34);
        foody = 75 + 25*random.nextInt(24);
        isFail = false;
        score = 0;
    }


    @Override
    protected void paintComponent(Graphics g) {
        super.paintComponent(g);
        setBackground(Color.white );
        //Data.header.paintIcon(this,g,25,11);
        g.setColor(Color.black);
        g.setFont(new Font("微软雅黑",Font.BOLD,40));
        g.drawString("疯~狂~贪~吃~蛇~",300,41);

        g.fillRect(25,75,850,600);

        Data.food.paintIcon(this,g,foodx,foody);

        g.setColor(Color.blue);
        g.setFont(new Font("微软雅黑",Font.BOLD,20));
        g.drawString("长度:"+length,750,35);

        //draw head
        switch (direct) {
            case "R":
                Data.right.paintIcon(this, g, snakeX[0], snakeY[0]);
                break;
            case "L":
                Data.left.paintIcon(this, g, snakeX[0], snakeY[0]);
                break;
            case "U":
                Data.up.paintIcon(this, g, snakeX[0], snakeY[0]);
                break;
            case "D":
                Data.down.paintIcon(this, g, snakeX[0], snakeY[0]);
                break;
        }

        for(int i =1;i<length;i++){
            Data.body.paintIcon(this,g,snakeX[i],snakeY[i]);//body is always existing,just draw the first few bodies
        }

        if(!isStart){
            g.setColor(Color.white);
            g.setFont(new Font("微软雅黑",Font.BOLD,40));
            g.drawString("按下空格以开始游戏",200,200);
        }

        if(isFail){
            g.setColor(Color.white);
            g.setFont(new Font("微软雅黑",Font.BOLD,40));
            g.drawString("失败,按下空格以重开",200,200);
            g.drawString("得分:"+length,200,270);
        }
    }


    @Override
    public void keyTyped(KeyEvent e) {

    }

    @Override
    public void keyPressed(KeyEvent e) {
        int keyCode = e.getKeyCode();
        if(keyCode==KeyEvent.VK_SPACE){
            if(isFail){
                init();
            }else{
                isStart = !isStart;
            }
            repaint();
        }
        if(keyCode == KeyEvent.VK_UP && !direct.equals("D")){
            direct = "U";
        }
        else if(keyCode == KeyEvent.VK_DOWN&& !direct.equals("U")) {
            direct = "D";
        }
        else if(keyCode == KeyEvent.VK_LEFT&& !direct.equals("R")){
            direct = "L";
        }
        else if(keyCode == KeyEvent.VK_RIGHT&& !direct.equals("L")){
            direct = "R";
        }
    }

    @Override
    public void keyReleased(KeyEvent e) {

    }

    @Override
    public void actionPerformed(ActionEvent e) {//no need to add
        if(isStart && !isFail){

            if(snakeX[0]==foodx && snakeY[0]==foody){
                length++;
                foodx = 25 + 25*random.nextInt(34);
                foody = 75 + 25*random.nextInt(24);
            }

            for(int i = length-1;i>0;i--){
                snakeX[i]=snakeX[i-1];
                snakeY[i]=snakeY[i-1];
            }


            switch (direct) {
                case "R":
                    snakeX[0] = snakeX[0] + 25;
                    if (snakeX[0] > 850) {
                        //snakeX[0] = 25;
                        isFail =true;
                    }
                    break;
                case "L":
                    snakeX[0] = snakeX[0] - 25;
                    if (snakeX[0] < 25) {
                        //snakeX[0] = 850;
                        isFail =true;
                    }
                    break;
                case "U":
                    snakeY[0] = snakeY[0] - 25;
                    if (snakeY[0] < 75) {
                        //snakeY[0] = 650;
                        isFail =true;
                    }
                    break;
                case "D":
                    snakeY[0] = snakeY[0] + 25;
                    if (snakeY[0] > 650) {
                       // snakeY[0] = 75;
                        isFail =true;
                    }
                    break;
            }

            for(int i = 1;i<length;i++){
                if (snakeX[0] == snakeX[i] && snakeY[0] == snakeY[i]) {
                    isFail = true;
                    break;
                }
            }

            repaint();
        }
    }
}

这部分既是游戏面板,又是监听器,所以它可以把自己(监听器)加到自己(游戏面板)上面去。

首先定义变量,创建游戏所需的变量。

接着初始化,设置游戏刚开始时的变量值。

然后用paintComponent函数在面板上作图。首先绘制标题和游戏分数记录,然后画出蛇头和蛇的身体,再画暂停时的界面和游戏失败结束时的界面。这部分内容在构造panel类时会调用一次,之后每次repaint操作都会再调用一次。

接下来是键盘监听,空格暂停或者继续或者重开,上下左右控制蛇前进的方向。

最后一个是事件监听,判断是否吃到食物以及吃到以后要做的事,蛇身前进,前进方向判断,判断游戏是否失败。这些事情是游戏进行中需要不断进行的,而计算机离散的特点使它无法做到连续不断进行,因此这里采用Timer计时器,每100毫秒进行一次事件监听所包含的操作。

Data.java

代码如下:

package com.cxf.gui.snake;

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

public class Data {
    public static URL headerURL = Data.class.getResource("statics/head.png");
    public static ImageIcon header;

    static {
        assert headerURL != null;
        header = new ImageIcon(headerURL);
    }

    public static URL upURL = Data.class.getResource("statics/up.png");
    public static URL downURL = Data.class.getResource("statics/down.png");
    public static URL leftURL = Data.class.getResource("statics/left.png");
    public static URL rightURL = Data.class.getResource("statics/right.png");
    public static ImageIcon up = new ImageIcon(upURL);
    public static ImageIcon down = new ImageIcon(downURL);
    public static ImageIcon left = new ImageIcon(leftURL);
    public static ImageIcon right = new ImageIcon(rightURL);


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

    static {
        assert bodyURL != null;
        body = new ImageIcon(bodyURL);
    }

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

    static {
        assert foodURL != null;
        food = new ImageIcon(foodURL);
    }
}

这部分代码把图片转化为图标,便于在GamePanel中直接绘制。

输出结果:

posted on 2021-10-09 15:03  菜小疯  阅读(45)  评论(0编辑  收藏  举报