0x00 准备
帧,如果时间片足够小,就是动画,一秒30,或者60,拆开就是静态的图片
键盘监听
定时器Timer
静态资源放在src下的目录static里,如贪吃蛇的各个组成部分
因为还是1.0版本,存在一些bug和待添加优化的功能
0x01
StartGame.java
package com.aeqaq.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.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
frame.setBounds(10,10,900,720);//这里的窗口大小是算好的,不能随便更改
frame.setResizable(false);//窗口大小不可变
//正常的游戏界面都在面板上
frame.add(new GamePanel());
frame.setVisible(true);
}
}
//1.定义数据 2.画上去 3.监听事件
//所有功能都是这样加上去的
GamePanel.java
package com.aeqaq.snake;
import org.omg.CORBA.DATA_CONVERSION;
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 25*25
int[] snakeY = new int[500];//蛇的y坐标 25*25
String fx = "R";//初始方向向右
//定义食物
int foodx;
int foody;
Random random = new Random();
//游戏当前的状态
boolean isStart = false;
//游戏失败状态
boolean isFailed = false;
//成绩
int score;
//定时器
Timer timer = new Timer(100,this);//一百毫秒执行一次
//构造器
public GamePanel(){
init();
this.setFocusable(true);//获得焦点事件
this.addKeyListener(this);//获得键盘监听事件
timer.start();//定时器开启
fx = "R";
//把食物随机花在界面上
foodx = 25 + 25*random.nextInt(34);
foody = 75 + 25*random.nextInt(25);
}
//初始化方法
public void init(){
length = 3;
snakeX[0] =100;snakeY[0] =100;//脑袋的坐标
snakeX[1] =75;snakeY[1] =100;//身体1的坐标
snakeX[2] =50;snakeY[2] =100;//身体2的坐标
fx = "R";
score = 0;
}
//绘制面板,游戏中的所有东西都用这个画笔来画
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);//清屏的作用,所以可以不用清掉这个父类
//绘制静态的面板
this.setBackground(Color.WHITE);
g.fillRect(25,75,850,600);//默认的游戏界面
//绘制积分
g.setColor(Color.ORANGE);
g.setFont(new Font("微软雅黑",Font.BOLD,18));
g.drawString("牛子长度 " +length+"CM",750,35);
g.drawString("牛子分数 " +length,750,60);
//画食物
Data.food.paintIcon(this,g,foodx,foody);
//把小蛇画进去
if (fx.equals("R")){
Data.head.paintIcon(this,g,snakeX[0],snakeY[0]);
}else if (fx.equals("L")){
Data.left.paintIcon(this,g,snakeX[0],snakeY[0]);
}if (fx.equals("U")){
Data.up.paintIcon(this,g,snakeX[0],snakeY[0]);
}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]);
}
//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("按下空格开始金轮",300,300);
}
if (isFailed){
g.setColor(Color.RED);
g.setFont(new Font("微软雅黑",Font.BOLD,40));//设置字体
g.drawString("牛子断了,按下空格重开",300,300);
}
}
@Override
public void keyTyped(KeyEvent e) {
}
//键盘监听事件
@Override
public void keyPressed(KeyEvent e) {
int keyCode = e.getKeyCode();//获得键盘按键
if(keyCode == KeyEvent.VK_SPACE){//如果按下的是空格
if (isFailed){
//重新开始
isFailed = false;
init();
}else{
isStart = !isStart;//取反
}
repaint();//重新绘制
}
//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";
}
}
@Override
public void keyReleased(KeyEvent e) {
}
//事件监听--通过固定事件来刷新 1秒刷新10次
@Override
public void actionPerformed(ActionEvent e) {
if(isStart && isFailed == false){//如果游戏是开始状态,就让小蛇动起来!
//小蛇总体的移动,通过头来控制后面的链
for (int i = length -1; i>0; i--) {
snakeX[i] = snakeX[i-1];//向前移动一节
snakeY[i] = snakeY[i-1];
}
//小蛇走向上下左右
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;}//边界判断
}else if(fx.equals("D")){
snakeY[0] = snakeY[0] + 25;
if(snakeY[0]>650){ snakeY[0]=75;}//边界判断
}
//小蛇吃食物
if (snakeX[0] == foodx && snakeY[0] == foody){
//长度 + 1
length++;
score = score +10;
//再次随机生成食物
foodx = 25 + 25*random.nextInt(34);
foody = 75 + 25*random.nextInt(25);
}
//失败判断
for (int i = 1; i < length; i++) {
if (snakeX[0]==snakeX[i] && snakeY[0]==snakeY[i]){
isFailed = true;
}
}
repaint();//变完了重画页面
}
timer.start();
}
}
Data.java
package com.aeqaq.snake;
import javax.swing.*;
import java.net.URL;
//数据中心:只有数据
public class Data {
//相对路径
//绝对路径,/相当于当前的项目
public static URL rightURL = Data.class.getResource("/static/right.png");
public static URL leftURL = Data.class.getResource("/static/left.png");
public static URL upURL = Data.class.getResource("/static/up.png");
public static URL downURL = Data.class.getResource("/static/down.png");
public static ImageIcon head = new ImageIcon(rightURL);
public static ImageIcon left = new ImageIcon(leftURL);
public static ImageIcon up = new ImageIcon(upURL);
public static ImageIcon down = new ImageIcon(downURL);
public static URL bodyUrl = Data.class.getResource("/static/body.png");
public static ImageIcon body = new ImageIcon(bodyUrl);
public static URL foodUrl = Data.class.getResource("/static/cow.png");
public static ImageIcon food = new ImageIcon(foodUrl);
}