贪吃蛇
帧,如果时间片足够小,就是动画,例如一秒30帧 60帧。连起来是动画拆开就是静态的图片!
键盘监听
定时器 Timer
package com.kuang.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 / 相当于当前的项目
public static URL headerURL = Data.class.getResource("statics/header.png");
public static ImageIcon header = new ImageIcon(headerURL);
public static URL upURL = Data.class.getResource("statics/up.png");
public static URL downURL = Data.class.getResource("statics/down.png");
public static URL leftURL = Data.class.getResource("statics/left.png");
public static URL rightURL = Data.class.getResource("statics/right.png");
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 URL bodyURL = Data.class.getResource("statics/body.png");
public static ImageIcon body = new ImageIcon(bodyURL);
public static URL foodURL = Data.class.getResource("statics/food.png");
public static ImageIcon food = new ImageIcon(foodURL);
}
package com.kuang.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;
//食物的坐标
int foodx;
int foody;
Random random = new Random();
int score;//成绩
boolean isFall = false;//游戏失败状态
boolean isStart = false;//默认是不开始!
//定时器 以毫秒为单位 1000ms=1s
Timer timer = new Timer(100,this);//100毫秒执行一次
//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();//游戏一开始定时器就启动
}
//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;//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
//游戏当前的状态: 开始 停止
//把食物随机分布在界面上
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);//清屏,闪屏
//绘制静态的面板
this.setBackground(Color.WHITE);
Data.header.paintIcon(this, g, 25, 11);//头部广告栏
g.fillRect(25, 75, 850, 600);//默认的游戏界面
//画积分
g.setColor(Color.white);
g.setFont(new Font("微软雅黑", Font.BOLD, 18));
g.drawString("长度"+length,750,35);
g.drawString("分数"+score,750,50);
//画食物
Data.food.paintIcon(this,g,foodx,foody);
//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]);//蛇头初始化向右 需要通过方向来判断
} else if (fx.equals("U")) {
Data.up.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("D")) {
Data.down.paintIcon(this, g, snakeX[0], snakeY[0]);//蛇头初始化向右 需要通过方向来判断
}
for (int i = 1; i < length; i++) {
Data.body.paintIcon(this, g, snakeX[i], snakeY[i]);//第一个身体的坐标
}
//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 (isFall){
g.setColor(Color.RED);
g.setFont(new Font("微软雅黑", Font.BOLD, 40));//设置字体
g.drawString("失败,按下空格重新开始!", 300, 300);
}
}
//键盘监听事件
@Override
public void keyPressed(KeyEvent e) {
int keyCode = e.getKeyCode();//获得键盘的按键是哪一个
if (keyCode == KeyEvent.VK_SPACE){//如果按下的是空格键
if (isFall){
//重新开始
isFall = false;
init();
}else{
isStart = !isStart;//取反
}
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----需要通过固定的时间来刷新 1s10次
@Override
public void actionPerformed(ActionEvent e) {
if (isStart && isFall == false) {//如果游戏是开始状态,就让小蛇动起来
//吃食物
if (snakeX[0] == foodx && snakeY[0] == foody){
length++;//长度加一
score = score + 10;//分数加十
//再次随机生成食物
foodx = 25 +25*random.nextInt(34);
foody = 75 +25*random.nextInt(24);
}
//移动
for (int i = length - 1; i > 0; i--) {//后一节移动到前一节的位置 snakeX[i] = 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;}
}
//失败判断,撞到自己就算失败
for (int i = 1; i < length; i++) {
if (snakeX[0]==snakeX[i] && snakeY[0]==snakeY[i]){
isFall = true;
}
}
repaint();//重画页面
}
timer.start();//定时器开启
}
@Override
public void keyReleased(KeyEvent e) {
}
@Override
public void keyTyped(KeyEvent e) {
}
}
package com.kuang.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(10,10,900,720);
frame.setResizable(false);//窗口大小不可变
frame.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
//正常的游戏界面都应该在面板上!
frame.add(new GamePanel());
frame.setVisible(true);
}
}