仅供学习分享!
贪吃蛇是一款经典的游戏,早在20世纪80年代就已经出现。游戏规则非常简单,玩家控制一条蛇在屏幕上爬行,通过吃食物来增加蛇的长度,同时避免撞到墙壁或自身。
这个Java版的贪吃蛇小游戏采用了Java Swing图形界面库,通过继承JFrame类来创建窗口。游戏中,蛇和食物都是由一个个方格组成的,每个方格大小相同,蛇每吃到一个食物就会增加一个方格。
在Java中,我们可以通过继承JPanel类来创建游戏界面。在这个游戏中,我们需要创建三个面板:游戏面板、得分面板和游戏结束面板。游戏面板用于显示蛇和食物,得分面板用于显示玩家得分,游戏结束面板用于显示游戏结束的信息。
在游戏面板中,我们需要实现键盘监听器,通过监听玩家按键来控制蛇的移动方向。当蛇吃到食物时,我们需要重新生成一个食物,并且将蛇的长度加一。当蛇撞到墙壁或自身时,游戏结束,弹出游戏结束面板。
整个游戏的实现过程中,我们需要注意的是,需要使用线程来控制游戏的运行。游戏的运行过程中,需要不断地更新蛇的位置、检测是否吃到食物、检测是否撞到墙壁或自身等操作。如果在主线程中执行这些操作,会导致游戏界面卡顿,影响游戏体验。因此,我们需要使用一个游戏线程来处理这些操作。
实现的简要思路:
- 初始化游戏界面,包括窗口大小、标题、图片资源等。
- 初始化蛇的位置和长度,随机放置一个苹果。
- 启动一个定时器,定时移动蛇的每个部分,检查蛇是否吃到了苹果,是否碰到了边界或自己的身体,更新游戏状态和屏幕显示。
- 监听键盘事件,根据键盘事件更新蛇的移动方向。
- 如果游戏结束,停止定时器,显示游戏结束的提示信息。
简洁版详细代码如下(需要注释说明的的在下边,后期加的注释。。。。):
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
public class SnakeGame extends JFrame implements ActionListener {
private final int WIDTH = 300;
private final int HEIGHT = 300;
private final int DOT_SIZE = 10;
private final int ALL_DOTS = 900;
private final int RAND_POS = 29;
private final int DELAY = 140;
private int x[] = new int[ALL_DOTS];
private int y[] = new int[ALL_DOTS];
private int dots;
private int apple_x;
private int apple_y;
private boolean leftDirection = false;
private boolean rightDirection = true;
private boolean upDirection = false;
private boolean downDirection = false;
private boolean inGame = true;
private Timer timer;
private Image ball;
private Image apple;
private Image head;
public SnakeGame() {
initGame();
initUI();
}
private void initGame() {
dots = 3;
for (int i = 0; i < dots; i++) {
x[i] = 50 - i * DOT_SIZE;
y[i] = 50;
}
locateApple();
timer = new Timer(DELAY, this);
timer.start();
}
private void initUI() {
setTitle("Snake");
setDefaultCloseOperation(EXIT_ON_CLOSE);
setSize(WIDTH, HEIGHT);
setResizable(false);
ImageIcon iid = new ImageIcon(getClass().getResource("dot.png"));
ball = iid.getImage();
ImageIcon iia = new ImageIcon(getClass().getResource("apple.png"));
apple = iia.getImage();
ImageIcon iih = new ImageIcon(getClass().getResource("head.png"));
head = iih.getImage();
addKeyListener(new TAdapter());
}
private void checkApple() {
if ((x[0] == apple_x) && (y[0] == apple_y)) {
dots++;
locateApple();
}
}
private void move() {
for (int i = dots; i > 0; i--) {
x[i] = x[(i - 1)];
y[i] = y[(i - 1)];
}
if (leftDirection) {
x[0] -= DOT_SIZE;
}
if (rightDirection) {
x[0] += DOT_SIZE;
}
if (upDirection) {
y[0] -= DOT_SIZE;
}
if (downDirection) {
y[0] += DOT_SIZE;
}
}
private void checkCollision() {
for (int i = dots; i > 0; i--) {
if ((i > 4) && (x[0] == x[i]) && (y[0] == y[i])) {
inGame = false;
}
}
if (y[0] >= HEIGHT) {
inGame = false;
}
if (y[0] < 0) {
inGame = false;
}
if (x[0] >= WIDTH) {
inGame = false;
}
if (x[0] < 0) {
inGame = false;
}
if (!inGame) {
timer.stop();
}
}
private void locateApple() {
int r = (int) (Math.random() * RAND_POS);
apple_x = ((r * DOT_SIZE));
r = (int) (Math.random() * RAND_POS);
apple_y = ((r * DOT_SIZE));
}
@Override
public void paint(Graphics g) {
super.paint(g);
if (inGame) {
g.drawImage(apple, apple_x, apple_y, this);
for (int i = 0; i < dots; i++) {
if (i == 0) {
g.drawImage(head, x[i], y[i], this);
} else {
g.drawImage(ball, x[i], y[i], this);
}
}
Toolkit.getDefaultToolkit().sync();
} else {
gameOver(g);
}
}
private void gameOver(Graphics g) {
String msg = "Game Over";
Font small = new Font("Helvetica", Font.BOLD, 14);
FontMetrics metr = getFontMetrics(small);
g.setColor(Color.white);
g.setFont(small);
g.drawString(msg, (WIDTH - metr.stringWidth(msg)) / 2, HEIGHT / 2);
}
@Override
public void actionPerformed(ActionEvent e) {
if (inGame) {
checkApple();
checkCollision();
move();
}
repaint();
}
private class TAdapter extends KeyAdapter {
@Override
public void keyPressed(KeyEvent e) {
int key = e.getKeyCode();
if ((key == KeyEvent.VK_LEFT) && (!rightDirection)) {
leftDirection = true;
upDirection = false;
downDirection = false;
}
if ((key == KeyEvent.VK_RIGHT) && (!leftDirection)) {
rightDirection = true;
upDirection = false;
downDirection = false;
}
if ((key == KeyEvent.VK_UP) && (!downDirection)) {
upDirection = true;
rightDirection = false;
leftDirection = false;
}
if ((key == KeyEvent.VK_DOWN) && (!upDirection)) {
downDirection = true;
rightDirection = false;
leftDirection = false;
}
}
}
public static void main(String[] args) {
EventQueue.invokeLater(() -> {
SnakeGame ex = new SnakeGame();
ex.setVisible(true);
});
}
}
在具体实现中,需要用到一些基本的Java语法和图形界面编程知识,例如数组、定时器、键盘事件监听器、图像绘制等。需要注意的是,由于贪吃蛇的移动是连续的,因此定时器的时间间隔需要适当调整,以保证游戏的流畅性和难度。同时,为了避免蛇的身体重叠,需要在每次移动前先移动蛇的尾部,再移动蛇的头部,这样就可以实现贪吃蛇的移动效果了。
有注释的版本:
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
public class SnakeGame extends JFrame implements ActionListener {
// 游戏窗口的宽度和高度
private final int WIDTH = 300;
private final int HEIGHT = 300;
// 蛇身体每个部分的大小
private final int DOT_SIZE = 10;
// 蛇身体的最大长度
private final int ALL_DOTS = 900;
// 苹果出现的随机位置范围
private final int RAND_POS = 29;
// 蛇移动的时间间隔,单位为毫秒
private final int DELAY = 140;
// 蛇身体每个部分的横坐标和纵坐标
private int x[] = new int[ALL_DOTS];
private int y[] = new int[ALL_DOTS];
// 蛇的长度和苹果的位置
private int dots;
private int apple_x;
private int apple_y;
// 蛇的移动方向和游戏状态
private boolean leftDirection = false;
private boolean rightDirection = true;
private boolean upDirection = false;
private boolean downDirection = false;
private boolean inGame = true;
// 定时器和图片资源
private Timer timer;
private Image ball;
private Image apple;
private Image head;
public SnakeGame() {
initGame();
initUI();
}
private void initGame() {
// 初始化蛇的位置和长度
dots = 3;
for (int i = 0; i < dots; i++) {
x[i] = 50 - i * DOT_SIZE;
y[i] = 50;
}
// 随机放置苹果
locateApple();
// 启动定时器
timer = new Timer(DELAY, this);
timer.start();
}
private void initUI() {
// 初始化游戏窗口
setTitle("Snake");
setDefaultCloseOperation(EXIT_ON_CLOSE);
setSize(WIDTH, HEIGHT);
setResizable(false);
// 加载图片资源
ImageIcon iid = new ImageIcon(getClass().getResource("dot.png"));
ball = iid.getImage();
ImageIcon iia = new ImageIcon(getClass().getResource("apple.png"));
apple = iia.getImage();
ImageIcon iih = new ImageIcon(getClass().getResource("head.png"));
head = iih.getImage();
// 添加键盘事件监听器
addKeyListener(new TAdapter());
}
private void checkApple() {
// 检查蛇是否吃到了苹果
if ((x[0] == apple_x) && (y[0] == apple_y)) {
dots++;
locateApple();
}
}
private void move() {
// 移动蛇的每个部分
for (int i = dots; i > 0; i--) {
x[i] = x[(i - 1)];
y[i] = y[(i - 1)];
}
// 根据移动方向更新蛇头的位置
if (leftDirection) {
x[0] -= DOT_SIZE;
}
if (rightDirection) {
x[0] += DOT_SIZE;
}
if (upDirection) {
y[0] -= DOT_SIZE;
}
if (downDirection) {
y[0] += DOT_SIZE;
}
}
private void checkCollision() {
// 检查蛇是否碰到了边界或自己的身体
for (int i = dots; i > 0; i--) {
if ((i > 4) && (x[0] == x[i]) && (y[0] == y[i])) {
inGame = false;
}
}
if (y[0] >= HEIGHT) {
inGame = false;
}
if (y[0] < 0) {
inGame = false;
}
if (x[0] >= WIDTH) {
inGame = false;
}
if (x[0] < 0) {
inGame = false;
}
// 如果游戏结束,停止定时器
if (!inGame) {
timer.stop();
}
}
private void locateApple() {
// 随机放置苹果
int r = (int) (Math.random() * RAND_POS);
apple_x = ((r * DOT_SIZE));
r = (int) (Math.random() * RAND_POS);
apple_y = ((r * DOT_SIZE));
}
@Override
public void paint(Graphics g) {
super.paint(g);
if (inGame) {
// 绘制苹果和蛇的每个部分
g.drawImage(apple, apple_x, apple_y, this);
for (int i = 0; i < dots; i++) {
if (i == 0) {
g.drawImage(head, x[i], y[i], this);
} else {
g.drawImage(ball, x[i], y[i], this);
}
}
// 刷新屏幕
Toolkit.getDefaultToolkit().sync();
} else {
// 显示游戏结束的提示信息
gameOver(g);
}
}
private void gameOver(Graphics g) {
String msg = "Game Over";
Font small = new Font("Helvetica", Font.BOLD, 14);
FontMetrics metr = getFontMetrics(small);
g.setColor(Color.white);
g.setFont(small);
g.drawString(msg, (WIDTH - metr.stringWidth(msg)) / 2, HEIGHT / 2);
}
@Override
public void actionPerformed(ActionEvent e) {
if (inGame) {
// 检查蛇是否吃到了苹果,是否碰到了边界或自己的身体,移动蛇的每个部分
checkApple();
checkCollision();
move();
}
// 刷新屏幕
repaint();
}
private class TAdapter extends KeyAdapter {
@Override
public void keyPressed(KeyEvent e) {
int key = e.getKeyCode();
// 根据键盘事件更新蛇的移动方向
if ((key == KeyEvent.VK_LEFT) && (!rightDirection)) {
leftDirection = true;
upDirection = false;
downDirection = false;
}
if ((key == KeyEvent.VK_RIGHT) && (!leftDirection)) {
rightDirection = true;
upDirection = false;
downDirection = false;
}
if ((key == KeyEvent.VK_UP) && (!downDirection)) {
upDirection = true;
rightDirection = false;
leftDirection = false;
}
if ((key == KeyEvent.VK_DOWN) && (!upDirection)) {
downDirection = true;
rightDirection = false;
leftDirection = false;
}
}
}
public static void main(String[] args) {
EventQueue.invokeLater(() -> {
SnakeGame ex = new SnakeGame();
ex.setVisible(true);
});
}
}