GUI绘制贪吃蛇

游戏主启动类

package com.shisan.snake;

import javax.swing.*;

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


        frame.setBounds(20,10,915,720);
        frame.setVisible(true);
        frame.setResizable(false);//窗口大小不可变
        frame.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);

        frame.add(new GamePanel());
    }
}

游戏的面板

package com.shisan.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;

//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;//方向

    //食物的坐标
    int foodX;
    int foodY;
    Random random = new Random();

    //游戏当前的状态: 开始  停止
    boolean isStart = false;//默认是不开始
    boolean isFail = false;//游戏失败状态

    //积分系统
    int score;//成绩


    //构造器
    public GamePanel() {
        init();
        this.setFocusable(true);//获得焦点事件
        this.addKeyListener(this);
        timer.start();//游戏一开始定时器就启动
    }

    //定时器  以毫秒为单位
    Timer timer = new Timer(100,this);
    Timer timer1 = new Timer(98,this);
    Timer timer2 = new Timer(95,this);


    //初始化方法
    public void init(){
        length = 3;
        snakeX[0] = 100;snakeY[0] = 100;//蛇头的坐标
        snakeX[1] = 75;snakeY[1] = 100;//第一个身体坐标
        snakeX[2] = 50;snakeY[2] = 100;//第二个身体坐标
        fx = "R";//初始方向向右

        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);//清屏

        //绘制静态面板
        this.setBackground(Color.WHITE);
        Data.header.paintIcon(this,g,25,11);//头部广告栏画上去
        g.fillRect(25,75,850,600);

        //画积分
        g.setColor(Color.WHITE);
        g.setFont(new Font("微软雅黑",Font.BOLD,19));
        g.drawString("长度:"+length,750,40);
        g.drawString("积分:"+score,750,70);
        //画食物
        Data.food.paintIcon(this,g,foodX,foodY);
        //Data.food2.paintIcon(this,g,food2X,food2Y);

        //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
        }else if (fx.equals("L")) {
            Data.left.paintIcon(this, g, snakeX[0], snakeY[0]);//蛇头向左
        }else if (fx.equals("U")) {
            Data.up.paintIcon(this, g, snakeX[0], snakeY[0]);//蛇头向上
        }else if (fx.equals("D")) {
            Data.down.paintIcon(this, g, snakeX[0], snakeY[0]);//蛇头向下
        }



        for (int i = 1; i < length; i++) {
            Data.body.paintIcon(this,g,snakeX[i],snakeY[i]);//第一个身体
        }

        //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("按下空格变身姜振峰",300,400);
        }

        if (isFail){
            g.setColor(Color.RED);
            g.setFont(new Font("微软雅黑",Font.BOLD,40));//设置字体
            g.drawString("失败,按下空格再次变身姜振峰",300,400);
        }

        if (score==10){
            g.setColor(Color.GREEN);
            g.setFont(new Font("微软雅黑",Font.BOLD,40));//设置字体
            g.drawString("你已经成功变身姜振峰",200,200);
        }


    }

    //键盘监听事件
    @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){
           if (isFail){
               //重新开始\
               isFail = false;
               init();
           }else {
               isStart = !isStart;
           }
            repaint();
        }
        //小蛇移动
        if (keyCode==KeyEvent.VK_UP){
            fx = "U";
        }else if (keyCode==KeyEvent.VK_DOWN){
            fx = "D";
        }else if (keyCode==KeyEvent.VK_LEFT){
            fx = "L";
        }else if (keyCode==KeyEvent.VK_RIGHT){
            fx = "R";
        }
    }

    //事件监听--需要通过固定事件来刷新
    @Override
    public void actionPerformed(ActionEvent e) {
        if (isStart && isFail == false){


            //吃食物
            if (snakeX[0] == foodX && snakeY[0] == foodY){
                length++;//坐标重合,长度加一
                score++;
                //再次随机食物
                foodX = 25 + 25*random.nextInt(34);
                foodY = 75 + 25*random.nextInt(24);

            }


            //移动
            for (int i = length-1; i >0 ; i--) {//后一节移到前一节的位置 snakeX[1] = snakeX[0]
                snakeX[i] = snakeX[i-1];
                snakeY[i] = snakeY[i-1];
            }
            //走向
           if (fx.equals("R")){
               snakeX[0] = snakeX[0]+25;
               if (snakeX[0]>850){ snakeX[0] = 25;}//边界判断
           }else if (fx.equals("L")){
               snakeX[0] = snakeX[0]-25;
               if (snakeX[0]<25){ snakeX[0] = 850;}//边界判断
           }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;}
           }

           //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

            //积分增加,速度增加
            if (score==5){
                timer.stop();
                timer1.start();
            }
            if (score==10){
                timer1.stop();
                timer2.start();
            }
            if (isFail){
                timer1.stop();
                timer2.stop();
            }
        }
        timer.start();//定时器开启
    }


    @Override
    public void keyReleased(KeyEvent e) {
    }
    @Override
    public void keyTyped(KeyEvent e) {

    }


}

游戏的数据

package com.shisan.snake;

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

//数据中心
public class Data {

    //相对路径 tx.jpg
    //绝对路径  / + 目录
    public static URL headerURL = Data.class.getResource("statics/header.png");
    public static URL upURL = Data.class.getResource("statics/up.jpg");
    public static URL downURL = Data.class.getResource("statics/down.jpg");
    public static URL leftURL = Data.class.getResource("statics/left.jpg");
    public static URL rightURL = Data.class.getResource("statics/right.jpg");
    public static URL bodyURL = Data.class.getResource("statics/body.png");
    public static URL foodURL = Data.class.getResource("statics/food.png");


    public static ImageIcon header = new ImageIcon(headerURL);
    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 ImageIcon body = new ImageIcon(bodyURL);
    public static ImageIcon food = new ImageIcon(foodURL);

}

此时图片包是放在snake目录下的

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