先验知识
- 帧,如果时间片足够小,就是动画,一秒30帧 60帧。连起来是动画,拆开是静态图片。
- 定时器 Timer
思路
- 定义数据
- 画上去
- 监听事件
- 键盘
- 事件
StartGame类
package com.laomao.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);
// 正常游戏界面都应该在面板上!
frame.add(new GamePanel());
frame.setVisible(true);
}
}
Data类
package com.laomao.snake;
import javax.swing.*;
import java.net.URL;
// 数据中心
public class Data {
private static URL adURL = Data.class.getResource("/statics/ad.png");
public static ImageIcon header = new ImageIcon(adURL);
private static URL upURL = Data.class.getResource("/statics/up.png");
private static URL downURL = Data.class.getResource("/statics/down.png");
private static URL leftURL = Data.class.getResource("/statics/left.png");
private 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);
private static URL bodyURL = Data.class.getResource("/statics/body.png");
public static ImageIcon body = new ImageIcon(bodyURL);
private static URL foodURL = Data.class.getResource("/statics/food.png");
public static ImageIcon food = new ImageIcon(foodURL);
}
GamePanel类
package com.laomao.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 25*25
int[] snakeY = new int[500]; // 蛇的y坐标 25*25
String direction;
//食物的坐标
int foodX;
int foodY;
Random random = new Random();
int score;
// 游戏当前的状态: 开始停止
boolean isStart = false; // 默认不开始
boolean isFail = false; // 游戏失败状态
// 定时器【以ms为单位】
Timer timer = new Timer(100, this); // 100ms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
direction = "R"; // 初始方向向右
score = 0;
// 把食物随机分布在面板上
foodX = 25 + 25*random.nextInt(34);
foodY = 75 + 25*random.nextInt(24);
}
// 绘制面板,我们游戏中的所有东西,都使用这个画笔来画
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g); // 清屏
// 绘制静态面板
this.setBackground(Color.BLACK);
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("小蛇长度"+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 (direction.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(direction.equals("L")){
Data.left.paintIcon(this,g,snakeX[0],snakeY[0]);
}else if(direction.equals("U")){
Data.up.paintIcon(this,g,snakeX[0],snakeY[0]);
}else if(direction.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){
g.setColor(Color.WHITE);
g.setFont(new Font("微软雅黑",Font.BOLD,40));
g.drawString("按下空格开始游戏!",300,300);
}
if (isFail){
g.setColor(Color.RED);
g.setFont(new Font("微软雅黑",Font.BOLD,40));
g.drawString("游戏失败,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(); // 获得键盘按键是哪一个
if(keyCode == KeyEvent.VK_SPACE){
if (isFail){
// 重新开始
isFail = false;
init();
}else{
isStart = !isStart; // 取反
}
repaint();
}
// 小蛇移动
if (keyCode == KeyEvent.VK_UP){
direction = "U";
}else if(keyCode == KeyEvent.VK_DOWN){
direction = "D";
}else if(keyCode == KeyEvent.VK_LEFT){
direction = "L";
}else if(keyCode == KeyEvent.VK_RIGHT){
direction = "R";
}
}
// 事件监听--需要通过固定时间来刷新,1秒十次
@Override
public void actionPerformed(ActionEvent e) {
if (isStart && !isFail){ //如果游戏是开始状态,让小蛇动起来!
// 吃食物
if (snakeX[0] == foodX && snakeY[0] == foodY){
length++;
score += 10;
// 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[i] = snakeX[i-1];
snakeY[i] = snakeY[i-1];
}
// 走向
if(direction.equals("R")){
snakeX[0] = snakeX[0] + 25;
if (snakeX[0]>850){snakeX[0] = 25;}
}else if(direction.equals("L")){
snakeX[0] = snakeX[0] - 25;
if (snakeX[0]<25){snakeX[0] = 850;}
}else if(direction.equals("U")){
snakeY[0] = snakeY[0] - 25;
if (snakeY[0]<75){snakeY[0] = 650;}
}else if(direction.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]){
isFail = true;
}
}
repaint();
}
timer.start(); //定时器开始
}
@Override
public void keyTyped(KeyEvent e) {}
@Override
public void keyReleased(KeyEvent e) {}
}
图片资源