java贪吃蛇

最近突然想做一个自动寻路的贪吃蛇,然而这个基础是先做一个贪吃蛇,然后再做修改,下面是花一天按照教程(尚学堂马士兵的教程)撸的一个贪吃蛇的代码,我尽量注释得清楚,以便日后再看方便。

Yard.java 

import java.awt.Color;
import java.awt.Font;
import java.awt.Frame;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;


public class Yard extends Frame {

	public int getScore() {
		return score;
	}
	public void setScore(int score) {
		this.score = score;
	}

	PaintThread paintThread = new PaintThread();
	private boolean gameOver = false;
	//院子有几个小格子 25*25
	public static final int rows = 30; 
	public static final int cols = 30;
	//每个小格子的大小5*5
	public static final int BLOCK_SIZE = 15;
	//得分
	private int score = 0;
	
	//创建一条蛇,传进this
	Snake s = new Snake(this);
	Egg e = new Egg();
	
	
	//加入双缓冲,这个不清楚是什么东西,缓冲解决闪烁的问题
	Image offScreenImage = null;
	
	//展示一下小格子,使用launch(运行)
	public void launch() {
		//设定院子出现的位置
		this.setLocation(200,200);
		//设置院子的尺寸
		this.setSize(rows * BLOCK_SIZE, cols*BLOCK_SIZE);
		//关闭窗口
		this.addWindowListener(new WindowAdapter() {
			//重写 右键source --> overide -->windowclosing
			@Override
			public void windowClosing(WindowEvent e) {
			/*	// TODO Auto-generated method stub
				super.windowClosing(e);
			*/
				//重写上面注释掉的部分,下面是简单处理
				System.exit(0);
			}
			
		});
		//显示可见
		this.setVisible(true);
		//有了这一行蛇才会动,之前一直少这一行
		this.addKeyListener(new KeyMonitor());
		//让下面定义的线程跑起来
		// 原版  new Thread(new PaintThread()).start();
		new Thread(paintThread).start();
	}
	/**
	 * @param args
	 */
	public static void main(String[] args) {
		// TODO Auto-generated method stub
		//运行一下
		new Yard().launch();
	}
	
	public void stop() {
		gameOver = true;
	}
	//画出小格子
	public void paint(Graphics g){
		Color c = g.getColor();
		//背景色
		g.setColor(Color.GRAY);
		g.fillRect(0, 0, rows * BLOCK_SIZE, cols*BLOCK_SIZE);
		g.setColor(Color.DARK_GRAY);
		//画出横线,原理是两个定点确定一条直线
		for(int i = 1; i < rows ; i++){
			g.drawLine(0, BLOCK_SIZE*i, cols*BLOCK_SIZE, BLOCK_SIZE * i);
		}
		//同理,画出竖线
		for(int i = 1; i < cols ; i++){
			g.drawLine(BLOCK_SIZE*i,0 ,BLOCK_SIZE * i,  rows*BLOCK_SIZE);
		}
		
		//画出分数线
		g.setColor(Color.YELLOW);
		g.drawString("分数:" + score, 10, 60);
		
		//第一版的展示分数,之前的那一版因为在线程结束后刷新界面,无法显示
		/*if(flag == false){
			//构造方法可以在api手册里面找,字体可以在notepad++里面找一个好看的
			g.setFont(new Font("华文彩云",Font.BOLD,50));
			g.drawString("HaHa,you Died", 10, 80);
		}*/
		if(gameOver){
			g.setFont(new Font("华文彩云",Font.BOLD,50));
			g.drawString("HaHa,you Died", 30, 180);
			g.setFont(new Font("楷体",Font.BOLD,20));
			g.drawString("code by mz", 300, 220);
			paintThread.gameOver();
		}
		
		g.setColor(c);
		
		//判断是否吃到蛇,画出蛇,画出蛋
		s.eat(e);
		s.draw(g);	
		e.draw(g);
		
	}

	//这个方法是利用双缓冲解决闪烁现象的,虽然原理我还不太懂
	@Override
	public void update(Graphics g) {
		if(offScreenImage == null){
			offScreenImage = this.createImage(rows * BLOCK_SIZE, cols*BLOCK_SIZE);
			
		}
		Graphics gOff = offScreenImage.getGraphics();
		paint(gOff);
		g.drawImage(offScreenImage,0,0 ,null);
	}

	
	//定义一个线程让蛇移动起来
	private class PaintThread implements Runnable{
		
		private boolean runing  = true;
		
		@Override
		public void run() {
			// TODO Auto-generated method stub
			//下面的格式比较固定
			while(runing){
				repaint();
				try{
					//停顿50毫秒
					Thread.sleep(100);
				}catch (InterruptedException e) {
					// TODO: handle exception
					e.printStackTrace();
				}
			}
		}
		public void gameOver() {
			runing = false;
		}
		
	}
	
	//键盘监听,来操作蛇的移动
	private class KeyMonitor extends KeyAdapter{

		@Override
		public void keyPressed(KeyEvent e) {
			// TODO Auto-generated method stub
			//让蛇去处理
//			int key = e.getKeyCode();
//			if(key == KeyEvent.VK_F2){
//				//paitThread.reStart;
//			}
			s.keyPressed(e);
		}
		
	}

}
Snake.java  


		

import java.awt.Color;
import java.awt.Graphics;
import java.awt.Rectangle;
import java.awt.event.KeyEvent;


public class Snake {
	private Node head = null;
	private Node tail = null;
	private int size = 0;
	
	//先定义一个节点用来创建蛇,作为蛇的初始坐标
	Node n = new Node(20, 30, Dir.L);
	private Yard y;
	//构造函数,一个节点构造的蛇
	/*public Snake(Node node){
			head = tail = node;
			size = 1;
	}*/
	//重新写构造函数,使其有坐标
	public Snake(Yard y){
		head = tail = n;
		size = 1;
		this.y = y; 
	} 
	
	//把节点加在尾巴上
	public void addToTail(){
		//
		Node node = null;
		
		//判定方向,并由此确定尾巴加在什么上
		
		switch(tail.dir){
		case L:
			node = new Node(tail.row,tail.col+1,tail.dir);
			break;
		case U:
			node = new Node(tail.row + 1,tail.col,tail.dir);
			break;
		case R:
			node = new Node(tail.row,tail.col - 1,tail.dir);
			break;
		case D:
			node = new Node(tail.row - 1,tail.col,tail.dir);
			break;
			
		}
		tail.next = node;
		node.prior = tail;
		tail = node;
		size ++;
	}
	
	//吃一个加在头上
	
	public void addToHead(){
    Node node = null;
		
		//判定方向,并由此确定尾巴加在什么上
		
		switch(head.dir){
		case L:
			node = new Node(head.row,head.col-1,head.dir);
			break;
		case U:
			node = new Node(head.row - 1,head.col,head.dir);
			break;
		case R:
			node = new Node(head.row,head.col + 1,head.dir);
			break;
		case D:
			node = new Node(head.row + 1,head.col,head.dir);
			break;
			
		}
		node.next = head;
		head.prior = node;
		head = node;
		size ++;
	}
		
	//画出蛇,draw方法,区别与下面那个draw方法,这个是可以外部访问的
	
	public void draw(Graphics g){
		if(size <= 0){return;}
		
		//move放在打印之前更加灵敏
		move();
		//循环打印节点
		for(Node n = head; n != null; n = n.next)
		{
			n.draw(g);
		}
	
	}
	
	//根据蛇头的方向来进行移动,基本思想是把尾巴add到头,同时删除尾巴,比如最新版的贪吃蛇头尾不一样,也可以加到head.next
 	private void move() {
		// TODO Auto-generated method stub
		addToHead();
		deleteFromTail();
		
		//移动完成之后判断是否符合死亡的条件
		checkDead();
	}

 	
 	private void checkDead() {
		// TODO Auto-generated method stub
 		//判断是否撞墙
 		//之所以是head.col < 2 是因为上面的标题框盖住了两行
		if(head.row < 2 || head.col < 0 || head.row > Yard.rows || head.col > Yard.cols)
		{
			 y.stop();
		}
		//判断是否和自己的身体相撞
		for(Node n = head.next; n != null; n = n.next){
			if(head.row == n.row && head.col == n.col){
				y.stop();
			}
		}
		
	}

	//
	private void deleteFromTail() {
		// TODO Auto-generated method stub
		if(size == 0)return;
		tail = tail.prior;
		tail.next = null;
		
	}

	private class Node{
		//节点的宽高
		int w = Yard.BLOCK_SIZE;
		int h = Yard.BLOCK_SIZE;
		//节点的坐标(第几行第几列 )
		int row ,col;
		Dir dir = Dir.L;
		//下一个节点是谁
		Node next = null;
		Node prior = null; 
		
		//构造函数
		 Node(int row, int col,Dir dir) {
			this.row = row;
			this.col = col;
			this.dir = dir;
		}
		
		//画出节点
		 void draw(Graphics g) {
			Color c = g.getColor();
			g.setColor(Color.BLACK);
			g.fillRect(Yard.BLOCK_SIZE * col, Yard.BLOCK_SIZE * row, w, h);
			g.setColor(c);
		}
		
	}

	
	public void eat(Egg e){
		//判断是否碰撞
		if(this.getRect().intersects(e.getRect())){
			//碰上的话egg就随机出现在另一个地方
			e.reAppear();
			
			//蛇长一个节点
			this.addToHead();
			y.setScore(y.getScore()+5);
		}
	}
	
	//辅助性方法,蛇头所在方块,由此可以想到egg里也有一个这样的方块
	private Rectangle getRect(){
		return new Rectangle(Yard.BLOCK_SIZE * head.col, Yard.BLOCK_SIZE * head.row, head.w, head.h);
		
	}
 	//键盘控制蛇头的方向
	public void keyPressed(KeyEvent e) {
		int key = e.getKeyCode();
		switch(key) {
		case KeyEvent.VK_LEFT :
			if(head.dir != Dir.R)
				head.dir = Dir.L;
			break;
		case KeyEvent.VK_UP :
			if(head.dir != Dir.D)
				head.dir = Dir.U;
			break;
		case KeyEvent.VK_RIGHT :
			if(head.dir != Dir.L)
				head.dir = Dir.R;
			break;
		case KeyEvent.VK_DOWN :
			if(head.dir != Dir.U)
				head.dir = Dir.D;
			break;
		}
	}
}

Egg.java
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Rectangle;
import java.util.Random;


public class Egg {
	
	

	int row , col;
	int w = Yard.BLOCK_SIZE;
	int h = Yard.BLOCK_SIZE;
	
	//生成一个随机数
	private static Random r = new Random();
	private Color color = Color.GREEN;
	
	public Egg(int row, int col) {
		super(); 
		this.row = row;
		this.col = col;
	}
	//随机生成一个蛋
	public Egg(){
		//注意这种写法,很重要
		this(r.nextInt(Yard.rows-2)+2,r.nextInt(Yard.cols));
	}
	
	//egg被吃掉后重新出现
	public void reAppear(){
		//之所以要减去2再加上2是为了避免出现在我们看不到的边界地带
		this.row = r.nextInt(Yard.rows-2)+2;
		this.col = r.nextInt(Yard.cols);
	}
	
	//画出蛋所在的
	public Rectangle getRect(){
		return new Rectangle(Yard.BLOCK_SIZE * col, Yard.BLOCK_SIZE * row, w, h);
		
	}
	
	public void draw(Graphics g) {
			Color c = g.getColor();
			g.setColor(color);
			g.fillOval(Yard.BLOCK_SIZE * col, Yard.BLOCK_SIZE * row, w, h);
			g.setColor(c);
			if(color == Color.GREEN){
				color = Color.RED;
			}else{
				color = Color.GREEN;
			}
		}
	
	
	public int getRow() {
		return row;
	}
	public void setRow(int row) {
		this.row = row;
	}
	public int getCol() {
		return col;
	}
	public void setCol(int col) {
		this.col = col;
	}
}

Dir.java

public enum Dir {
	L,U,R,D
}
今天就先敲到这里,有时间再把这个代码改进一下,从今天的敲代码的过程,我发现我对有ava GUI还不熟悉,线程还用的不熟练等问题,日后加强。






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