JAVA---GUI---贪吃蛇

写代码的思路

  1. 定义数据
  2. 画上去
  3. 监听事件
  • 键盘监听
  • 事件监听(定时器刷新)

源码

主程序入口

//游戏的主启动类
public class StartGame {
    public static void main(String[] args) {
        JFrame frame = new JFrame();

        frame.setBounds(10,10,900,720);
        frame.setResizable(false);
        frame.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);

        //正常的游戏应该放在面板上
        frame.add(new GamePanel());

        frame.setVisible(true);
    }
}

读取数据图片的类

public class Data {
    //相对路径  header.png
    //绝对路径  / 相当于当前的项目
    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);
}

游戏面板类
先定义数据结构,然后用画笔画上去,最后事件监听

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

    //定吃蛇的数据结构
    int length;   //蛇的长度
    int[] sankeX = new int[600];//蛇的X坐标 25*25
    int[] sankeY = new int[500];//蛇的Y坐标 25*25
    String fx; //方向
    //食物的坐标
    int foodx;
    int foody;
    Random random = new Random();
    //成绩
    int score;
    //游戏开始状态:开始,停止
    boolean isStart = false;//默认没开始
    //游戏默认不失败
    boolean isFail = false;
    //定时器
    Timer timer = new Timer(100,this);//100ms执行一次
    //构造器
    public GamePanel() {
        init();
        this.setFocusable(true);//获得焦点事件
        this.addKeyListener(this);//获得键盘监听
        timer.start();//游戏一开始就启动
    }
    //初始化
    public void init() {
        length = 3;
        score = 0;
        sankeX[0] = 100; sankeY[0] = 100;   //头的坐标
        sankeX[1] = 75;  sankeY[1] = 100;   //第一个身体的坐标
        sankeX[2] = 50;  sankeY[2] = 100;   //第二个身体的坐标
        fx = "R";
        //把食物随机分配在界面上
        foodx = 25 + 25*random.nextInt(34);
        foody = 75 + 25*random.nextInt(24);
    }
    //绘制面板,游戏中所有东西都是用这个画笔来画
    @Override
    protected void paintComponent(Graphics g) {
        super.paintComponents(g);//清屏
        this.setBackground(Color.WHITE);
        //绘制静态面板
        Data.header.paintIcon(this,g,25,11);   //头部广告栏画上去
        g.fillRect(25,75,850,600);     //默认游戏界面
        //画积分
        g.setColor(Color.WHITE);
        g.setFont(new Font("微软雅黑",Font.BOLD,18));
        g.drawString("长度"+length,750,35);
        g.drawString("分数"+score,750,50);
        //画食物
        Data.food.paintIcon(this,g,foodx,foody);
        //把小蛇画上去
        if (fx.equals("R")) {
            Data.right.paintIcon(this,g,sankeX[0],sankeY[0]);
        }else if (fx.equals("L")) {
            Data.left.paintIcon(this, g, sankeX[0], sankeY[0]);
        }else if (fx.equals("U")) {
            Data.up.paintIcon(this, g, sankeX[0], sankeY[0]);
        }else if (fx.equals("D")) {
            Data.down.paintIcon(this, g, sankeX[0], sankeY[0]);
        }
        for (int i = 1; i < length ; i++) {
            Data.body.paintIcon(this,g,sankeX[i],sankeY[i]);
        }
        //游戏状态
        if (isStart == false) {
            g.setColor(Color.WHITE);
            g.setFont(new Font("微软雅黑",Font.BOLD,40));
            g.drawString("按下空格开始游戏",300,300);
        }
        //如果游戏失败
        if (isFail){
            g.setColor(Color.RED);
            g.setFont(new Font("微软雅黑",Font.BOLD,40));
            g.drawString("失败!按下空格重新开始游戏",300,300);
        }
    }
    //键盘监听事件
    @Override
    public void keyPressed(KeyEvent e) {
        int keyCode = e.getKeyCode();
        if (keyCode == KeyEvent.VK_SPACE) {//空格键
            if (isFail){
                //重新开始
                isFail = false;
                init();
            }else {
                isStart = !isStart;//取反
            }
            repaint();
        }
        //小蛇不能掉头
        if(keyCode == KeyEvent.VK_LEFT){
            if(fx.equals("R")){
                fx = "R";
            }else{
                fx = "L";
            }
        } else if (keyCode == KeyEvent.VK_RIGHT){
            if(fx.equals("L")){
                fx = "L";
            }else{
                fx = "R";
            }
        }if(keyCode == KeyEvent.VK_UP){
            if(fx.equals("D")){
                fx = "D";
            }else{
                fx = "U";
            }
        } else if (keyCode == KeyEvent.VK_DOWN){
            if(fx.equals("U")){
                fx = "U";
            }else{
                fx = "D";
            }
        }
    }
    //事件监听---需要通过固定事件来刷新,1s=10次 定时器
    @Override
    public void actionPerformed(ActionEvent e) {
        if (isStart && isFail == false){//如果游戏开始,让小蛇动起来
            //吃食物
            if (sankeX[0] == foodx && sankeY[0] == foody){
                length++;
                score = score + 10;
                //再次随机食物
                foodx = 25 + 25*random.nextInt(34);
                foody = 75 + 25*random.nextInt(24);
            }
            //身体移动
            for (int i = length - 1; i > 0; i--) {
                sankeX[i] = sankeX[i-1];
                sankeY[i] = sankeY[i-1];
            }
            //走向
            if (fx.equals("R")){
                sankeX[0] = sankeX[0] + 25;
                if (sankeX[0] > 850){ sankeX[0] = 25;} //边界判断
            }else if (fx.equals("L")){
                sankeX[0] = sankeX[0] - 25;
                if (sankeX[0] < 25){ sankeX[0] = 850;} //边界判断
            }else if (fx.equals("U")){
                sankeY[0] = sankeY[0] - 25;
                if (sankeY[0] < 75){ sankeY[0] = 650;} //边界判断
            }else if (fx.equals("D")){
                sankeY[0] = sankeY[0] + 25;
                if (sankeY[0] > 650){ sankeY[0] = 75;} //边界判断
            }
            //判断失败,撞到自己,边界
            for (int i = 1; i < length; i++){
                if (sankeX[0] == sankeX[i] && sankeY[0]== sankeY[i]){
                    isFail = true;
                }
            }
            repaint();
        }
        timer.start();
    }
    @Override
    public void keyReleased(KeyEvent e) {
    }
    @Override
    public void keyTyped(KeyEvent e) {
    }
}

游戏界面

posted @ 2021-05-18 19:50  qi_chao  阅读(45)  评论(0编辑  收藏  举报