面向对象!以数据为中心!对象 = 数据 + 对该数据的操作!
贪吃蛇(Swing + AWT)
StartGame.java
package snake;
import javax.swing.*;
public class StartGame {
public static void main(String[] args) {
JFrame frame = new JFrame();
frame.setBounds(500, 100, 925, 750);
frame.setResizable(false);
frame.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
frame.add(new GamePanel());
frame.setVisible(true); // 注意 setVisible 必须放在 add 下面,否则会出现错误
// 原因在于
// setVisible(true)并不是告诉JVM让该控件可见,而是在内部调用repaint方法把各个控件画出来进行显示。
// 如果在控件还没完全添加完其他控件就setVisible(true)那么在方法后面添加的控件都不能显示。
// 参考自 https://blog.csdn.net/YanzheShi/article/details/46688425
}
}
GamePanel.java
package 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;
// 游戏面板
public class GamePanel extends JPanel implements KeyListener, ActionListener {
// 数据结构
int length; // 小蛇
int[] snakeX = new int[600];
int[] snakeY = new int[600];
String fx = "R";
int foodx; // 食物
int foody;
Random random = new Random();
int goal; // 分数
boolean isStart = false; // 默认游戏暂停
boolean isFail = false; // 游戏失败状态
Timer timer = new Timer(100, this); // 定时器
// 默认构造器
public GamePanel() {
init();
this.setFocusable(true); // 获得焦点事件
this.addKeyListener(this);
timer.start();
}
// 初始化方法
public void init() {
length = 3;
snakeX[0] = 100;snakeY[0] = 100;
snakeX[1] = 75;snakeY[1] = 100;
snakeX[2] = 50;snakeY[2] = 100;
fx = "R";
foodx = 25 + 25 * random.nextInt(33);
foody = 75 + 25 * random.nextInt(23);
goal = 0;
}
// 绘制面板
@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, 10); // 广告区
g.fillRect(25, 75, 850, 600); // 绘制矩形
// 得分
g.setColor(Color.white);
g.setFont(new Font("微软雅黑", Font.BOLD, 18));
g.drawString("得分" + goal, 800, 30);
// 长度
g.setColor(Color.white);
g.setFont(new Font("微软雅黑", Font.BOLD, 18));
g.drawString("长度" + length, 800, 50);
// 绘制食物
Data.food.paintIcon(this, g, foodx, foody);
// 绘制蛇
switch (fx) {
case "R":
Data.right.paintIcon(this, g, snakeX[0], snakeY[0]);
break;
case "L":
Data.left.paintIcon(this, g, snakeX[0], snakeY[0]);
break;
case "U":
Data.up.paintIcon(this, g, snakeX[0], snakeY[0]);
break;
case "D":
Data.down.paintIcon(this, g, snakeX[0], snakeY[0]);
break;
}
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("空格开始游戏", 325, 500);
}
if (isFail) {
g.setColor(Color.red);
g.setFont(new Font("微软雅黑", Font.BOLD, 40));
g.drawString("失败!空格重新开始", 325, 500);
}
}
// 键盘监听
@Override
public void keyPressed(KeyEvent e) {
int keyCode = e.getKeyCode();
if (keyCode == KeyEvent.VK_SPACE) {
if (isFail) {
isFail = false;
init();
}
else {
isStart = !isStart;
repaint();
}
}
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
@Override
public void actionPerformed(ActionEvent e) {
if (isStart && !isFail) {
// 失败检测
for (int i=1; i<length; i++) {
if (snakeX[0] == snakeX[i] && snakeY[0] == snakeY[i]) {
isFail = true;
break;
}
}
// 吃粑粑检测
if (snakeX[0] == foodx && snakeY[0] == foody) {
length++;
goal += 10;
foodx = 25 + 25 * random.nextInt(33);
foody = 75 + 25 * random.nextInt(23);
}
// 蛇身移动,除蛇头外的每个节点紧跟上一个节点位置
for (int i=length-1; i>0; i--) {
snakeX[i] = snakeX[i-1];
snakeY[i] = snakeY[i-1];
}
// 移动检测
switch (fx) {
case "U":
snakeY[0] = snakeY[0] - 25;
if (snakeY[0] < 75) {
snakeY[0] = 650;
}
break;
case "D":
snakeY[0] = snakeY[0] + 25;
if (snakeY[0] > 650) {
snakeY[0] = 75;
}
break;
case "L":
snakeX[0] = snakeX[0] - 25;
if (snakeX[0] < 25) {
snakeX[0] = 850;
}
break;
case "R":
snakeX[0] = snakeX[0] + 25;
if (snakeX[0] > 850) {
snakeX[0] = 25;
}
break;
}
repaint(); // 刷新画板
}
timer.start();
}
@Override
public void keyReleased(KeyEvent e) {
}
@Override
public void keyTyped(KeyEvent e) {
}
}
Data.java
package snake;
import javax.swing.*;
import java.net.URL;
// 数据中心
public class Data {
public static URL headerURL = Data.class.getResource("header.png");
public static URL upURL = Data.class.getResource("up.png");
public static URL dowmURL = Data.class.getResource("down.png");
public static URL leftURL = Data.class.getResource("left.png");
public static URL rightURL = Data.class.getResource("right.png");
public static URL bodyURL = Data.class.getResource("body.png");
public static URL foodURL = Data.class.getResource("food.png");
public static ImageIcon header = new ImageIcon(headerURL);
public static ImageIcon up = new ImageIcon(upURL);
public static ImageIcon down = new ImageIcon(dowmURL);
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);
}
header.png
up.png
down.png
left.png
right.png
body.png
food.png
GUI(图形用户界面)核心技术
Swing(用户界面开发工具包)与 AWT(抽象窗口工具)
GUI 编程基本步骤
1、定义数据
2、显示数据
3、监听数据(普通事件 | 键盘事件 | 鼠标事件)
部分代码参考于 遇见狂神说 给狂神哥打call!