贪吃蛇
帧,如果时间片足够小,就是动画。
键盘监听
定时器Timer
- 定义数据
- 画上去
- 监听事件:键盘、事件
启动类
import javax.swing.*;
//游戏的主启动类
public class StartGame {
public static void main(String[] args) {
JFrame frame = new JFrame();
frame.setVisible(true);
frame.setBounds(10,10,900,720);
frame.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
frame.setResizable(false);//窗口大小不可变
//正常的游戏界面都应该在面板上
frame.add(new GamePanel());
}
}
数据中心
import javax.swing.*;
import java.net.URL;
//数据中心
public class Data {
//相对路径 tx.jpg
//绝对路径 /
private static URL headerURL = Data.class.getResource("statics/header.jpg");
private static URL leftURL = Data.class.getResource("statics/left.png");
private static URL rightURL = Data.class.getResource("statics/right.png");
private static URL downURL = Data.class.getResource("statics/down.png");
private static URL upURL = Data.class.getResource("statics/up.png");
private static URL foodURL = Data.class.getResource("statics/food.png");
private static URL bodyURL = Data.class.getResource("statics/body.png");
public static ImageIcon header = new ImageIcon(headerURL);
public static ImageIcon left = new ImageIcon(leftURL);
public static ImageIcon right = new ImageIcon(rightURL);
public static ImageIcon down = new ImageIcon(downURL);
public static ImageIcon up = new ImageIcon(upURL);
public static ImageIcon food = new ImageIcon(foodURL);
public static ImageIcon body = new ImageIcon(bodyURL);
}
游戏面板
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;
//游戏的面板
public class GamePanel extends JPanel implements KeyListener, ActionListener {
//定义蛇的数据结构
int length;//蛇的长度
int[] snakex = new int[600];//蛇的x坐标
int[] snakey = new int[500];//蛇的y坐标
String fx;
//游戏当前的状态:开始,停止
boolean isStart = false;//默认不开始
boolean isFail = false;//游戏失败状态
//定时器 以ms为单位
Timer timer = new Timer(100,this);;//100ms执行一次 难度设置!!!
//食物的坐标
int foodx;
int foody;
Random random = new Random();
int degree=0;
int score;//成绩
//构造器
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();//游戏一开始就启动
}
//初始化方法
public void init(){
length = 3;
snakex[0]=100;snakey[0]=100;//头的坐标
snakex[1]=75;snakey[1]=100;//第一个身体的坐标
snakex[2]=50;snakey[2]=100;//第二个身体的坐标
fx = "R";//初始方向向右
//把食物随机分布到界面上
foodx=25+25*random.nextInt(34);
foody=75+25*random.nextInt(24);
score=0;
}
//绘制面板,我们游戏中的所有东西,都是用这个画笔来画
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
//绘制静态面板
this.setBackground(Color.white);
Data.header.paintIcon(this,g,25,11);//头部广告栏
g.fillRect(25,75,850,600);//默认游戏界面
//把小蛇画上去
if(fx.equals("R")){
Data.right.paintIcon(this,g,snakex[0],snakey[0]);//蛇头初始化向右,需要通过方向来判断
}else if(fx.equals("L")){
Data.left.paintIcon(this, g, snakex[0], snakey[0]);
}else if(fx.equals("U")){
Data.up.paintIcon(this,g,snakex[0],snakey[0]);
}else if(fx.equals("D")){
Data.down.paintIcon(this,g,snakex[0],snakey[0]);
}
for (int i=1;i<length;i++){
Data.body.paintIcon(this,g,snakex[i],snakey[i]); //第一个身体坐标
}
//画食物
Data.food.paintIcon(this,g,foodx,foody);
//游戏状态
if(isStart==false){
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",300,300);
}
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",200,400);
}
//画积分
g.setColor(Color.cyan);
g.setFont(new Font("微软雅黑",Font.BOLD,20));
g.drawString("难度"+degree,680,50);
g.drawString("分数"+score,750,50);
}
//键盘监听器
@Override
public void keyPressed(KeyEvent e) {
int keyCode = e.getKeyCode(); //获得键盘按键是哪一个
if (keyCode==KeyEvent.VK_SPACE){//如果按下的是空格
if(isFail){
//重新开始
isFail=false;
init();
}else {
isStart = !isStart;//取反
}
repaint();
}
//小蛇移动
if(keyCode==KeyEvent.VK_UP||keyCode==KeyEvent.VK_W){
fx = "U";
}else if(keyCode==KeyEvent.VK_DOWN||keyCode==KeyEvent.VK_S){
fx = "D";
}else if(keyCode==KeyEvent.VK_LEFT||keyCode==KeyEvent.VK_A){
fx = "L";
}else if(keyCode==KeyEvent.VK_RIGHT||keyCode==KeyEvent.VK_D){
fx = "R";
}
}
@Override
public void keyReleased(KeyEvent e) {}
@Override
public void keyTyped(KeyEvent e) {}
//事件监听---需要通过固定的时间来刷新,1s/10次 设置难度!!
@Override
public void actionPerformed(ActionEvent e) {
if(isStart&&isFail==false){//如果小蛇是开始状态,就让小蛇动起来
//身体移动
for (int i=length-1;i>0;i--){//后一节变到前一节位置
snakex[i]=snakex[i-1];//向前移一节
snakey[i]=snakey[i-1];
}
//走向
if(fx.equals("R")){
snakex[0]=snakex[0]+25;
//边界判断
if(snakex[0]>850){snakex[0]=25;}
}else if(fx.equals("L")){
snakex[0]=snakex[0]-25;
if(snakex[0]<25){snakex[0]=850;}
}else if(fx.equals("U")){
snakey[0]=snakey[0]-25;
if(snakey[0]<75){snakey[0]=650;}
}else if(fx.equals("D")){
snakey[0]=snakey[0]+25;
if (snakey[0]>650){snakey[0]=75;}
}
//吃食物
if(snakex[0]==foodx&&snakey[0]==foody){
length++;//长度+1
degree = length/10+1;//难度等级
score=score+10;//分数加10
//再次随机食物
foodx=25+25*random.nextInt(34);
foody=75+25*random.nextInt(24);
}
//失败判定,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;
}
}
repaint();//重画页面
}
timer.start();//定时器开启
}
}
图片素材
GUI阶段回顾与总结