游戏规则
- 目标:控制角色收集所有豆子,避免与敌人碰撞。
- 玩家控制:使用箭头键移动。
- 迷宫:19x19 网格,0 为通路,1 为墙壁。
- 敌人:3 个从右下角开始,随机移动,追踪玩家。
- 豆子:3 个豆子随机出现在迷宫空白处,玩家需要收集。
- 胜利条件:收集所有豆子。
- 失败条件:与敌人碰撞。
- 界面:
玩家:蓝色方块
敌人:红色方块
豆子:绿色圆形
![在这里插入图片描述](https://i-blog.csdnimg.cn/direct/c0dd375e07654892b551fde6aa19992d.png#pic_center)
代码
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
import java.util.*;
import java.util.List;
import java.util.ArrayList;
import java.util.Arrays;
import java.util.Collections;
public class MazeGame extends JFrame implements KeyListener {
private static final int ROWS = 19;
private static final int COLS = 19;
private static final int CELL_SIZE = 30;
private int[][] maze;
private int playerX = 0, playerY = 0;
private List<int[]> enemies;
private List<int[]> beans;
private int collectedBeans = 0;
private boolean gameOver = false;
private MazePanel mazePanel;
private Random random = new Random();
private final int[][] DIRECTIONS = {{-1, 0}, {0, -1}, {1, 0}, {0, 1}};
public MazeGame() {
setTitle("Maze Game");
setSize(COLS * CELL_SIZE + 16, ROWS * CELL_SIZE + 39);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setLocationRelativeTo(null);
setResizable(false);
addKeyListener(this);
mazePanel = new MazePanel();
add(mazePanel);
createMaze();
initializeEnemies();
initializeBeans();
javax.swing.Timer timer = new javax.swing.Timer(400, e -> moveEnemies());
timer.start();
}
private void createMaze() {
maze = new int[][]{
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
};
if (maze.length != ROWS || maze[0].length != COLS) {
throw new IllegalArgumentException("迷宫数组的尺寸必须为 " + ROWS + " x " + COLS);
}
}
private void initializeEnemies() {
enemies = new ArrayList<>();
for (int i = 0; i < 3; i++) {
enemies.add(new int[]{ROWS - 1, COLS - 1});
}
}
private void initializeBeans() {
beans = new ArrayList<>();
List<int[]> emptySpaces = new ArrayList<>();
for (int i = 0; i < ROWS; i++) {
for (int j = 0; j < COLS; j++) {
if (maze[i][j] == 0 && !isOccupied(i, j) && (i != playerX || j != playerY)) {
emptySpaces.add(new int[]{i, j});
}
}
}
Collections.shuffle(emptySpaces);
for (int i = 0; i < 3 && i < emptySpaces.size(); i++) {
beans.add(emptySpaces.get(i));
}
}
private void moveEnemies() {
if (gameOver) return;
for (int[] enemy : enemies) {
int[] direction = getDirectionTowardsPlayer(enemy[0], enemy[1]);
int newX = enemy[0] + direction[0];
int newY = enemy[1] + direction[1];
if (isValidMove(newX, newY) && !isOccupied(newX, newY)) {
enemy[0] = newX;
enemy[1] = newY;
} else {
moveEnemyRandomly(enemy);
}
}
checkGameStatus();
mazePanel.repaint();
}
private void moveEnemyRandomly(int[] enemy) {
Collections.shuffle(Arrays.asList(DIRECTIONS));
for (int[] direction : DIRECTIONS) {
int newX = enemy[0] + direction[0];
int newY = enemy[1] + direction[1];
if (isValidMove(newX, newY) && !isOccupied(newX, newY)) {
enemy[0] = newX;
enemy[1] = newY;
return;
}
}
}
private int[] getDirectionTowardsPlayer(int x, int y) {
int dx = playerX - x;
int dy = playerY - y;
if (Math.abs(dx) > Math.abs(dy)) {
return new int[]{Integer.compare(dx, 0), 0};
} else {
return new int[]{0, Integer.compare(dy, 0)};
}
}
private boolean isOccupied(int x, int y) {
return enemies.stream().anyMatch(e -> e[0] == x && e[1] == y);
}
private boolean isValidMove(int x, int y) {
return x >= 0 && x < ROWS && y >= 0 && y < COLS && maze[x][y] == 0;
}
private void checkGameStatus() {
for (int[] enemy : enemies) {
if (playerX == enemy[0] && playerY == enemy[1]) {
gameOver("游戏失败");
return;
}
}
for (Iterator<int[]> iterator = beans.iterator(); iterator.hasNext(); ) {
int[] bean = iterator.next();
if (playerX == bean[0] && playerY == bean[1]) {
iterator.remove();
collectedBeans++;
if (beans.isEmpty()) {
gameOver("游戏胜利");
}
break;
}
}
}
private void gameOver(String message) {
gameOver = true;
JOptionPane.showMessageDialog(this, message);
System.exit(0);
}
@Override
public void keyPressed(KeyEvent e) {
if (gameOver) return;
int newX = playerX, newY = playerY;
switch (e.getKeyCode()) {
case KeyEvent.VK_UP -> newX--;
case KeyEvent.VK_DOWN -> newX++;
case KeyEvent.VK_LEFT -> newY--;
case KeyEvent.VK_RIGHT -> newY++;
}
if (isValidMove(newX, newY)) {
playerX = newX;
playerY = newY;
checkGameStatus();
mazePanel.repaint();
}
}
@Override
public void keyReleased(KeyEvent e) {
}
@Override
public void keyTyped(KeyEvent e) {
}
private class MazePanel extends JPanel {
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
for (int i = 0; i < ROWS; i++) {
for (int j = 0; j < COLS; j++) {
if (maze[i][j] == 1) {
g.setColor(Color.BLACK);
g.fillRect(j * CELL_SIZE, i * CELL_SIZE, CELL_SIZE, CELL_SIZE);
}
}
}
g.setColor(Color.BLUE);
g.fillRect(playerY * CELL_SIZE, playerX * CELL_SIZE, CELL_SIZE, CELL_SIZE);
g.setColor(Color.RED);
for (int[] enemy : enemies) {
g.fillRect(enemy[1] * CELL_SIZE, enemy[0] * CELL_SIZE, CELL_SIZE, CELL_SIZE);
}
g.setColor(Color.GREEN);
for (int[] bean : beans) {
g.fillOval(bean[1] * CELL_SIZE, bean[0] * CELL_SIZE, CELL_SIZE, CELL_SIZE);
}
}
}
public static void main(String[] args) {
SwingUtilities.invokeLater(() -> {
MazeGame game = new MazeGame();
game.setVisible(true);
});
}
}