贪吃蛇GUI
注:参考狂神说
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,拆开就是静态的图片!
键盘监听
定时器Timer
- 定义数据
- 画上去
- 监听事件
- 键盘
- 事件
1、绘制静态页面
游戏的主启动类:(StartGame)
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);
//正常游戏界面都应该在上面!
frame.add(new GamePanel());
frame.setVisible(true);
}
}
游戏的面板:(GamePanel)
package com.kuang.snake;
import javax.swing.*;
import java.awt.*;
//游戏的面板
public class GamePanel extends JPanel {
//绘制画板,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
//绘制静态面板
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
}
}
数据中心:(Data)
package com.kuang.snake;
import javax.swing.*;
import java.net.URL;
//数据中心
public class Data {
public static URL headerURL = Data.class.getResource("statics/header.png");
public static ImageIcon header = new ImageIcon(headerURL);
public static URL bodyURL = Data.class.getResource("statics/body.png");
public static ImageIcon body = new ImageIcon(bodyURL);
public static URL downURL = Data.class.getResource("statics/down.png");
public static ImageIcon down = new ImageIcon(downURL);
public static URL foodURL = Data.class.getResource("statics/food.png");
public static ImageIcon food = new ImageIcon(foodURL);
public static URL leftURL = Data.class.getResource("statics/left.png");
public static ImageIcon left = new ImageIcon(leftURL);
public static URL rightURL = Data.class.getResource("statics/right.png");
public static ImageIcon right = new ImageIcon(rightURL);
public static URL upURL = Data.class.getResource("statics/up.png");
public static ImageIcon up = new ImageIcon(upURL);
}
2、绘制静态的小蛇
游戏的面板:(GamePanel)
package com.kuang.snake;
import javax.swing.*;
import java.awt.*;
//游戏的面板
public class GamePanel extends JPanel {
//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;//初始方向向右
//游戏当前的状态:开始,停止
boolean isStart = false; //默认是不开始
//构造器
public GamePanel(){
init();
}
//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
}
//绘制画板,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
//绘制静态面板
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
//把小蛇画上去
if(fx.equals("R")){
Data.right.paintIcon(this,g,snakeX[0],snakeY[0]);
}else if(fx.equals("L")){
Data.left.paintIcon(this,g,snakeX[0],snakeY[0]);
}else if(fx.equals("U")){
Data.up.paintIcon(this,g,snakeX[0],snakeY[0]);
}else if(fx.equals("D")){
Data.down.paintIcon(this,g,snakeX[0],snakeY[0]);
}
Data.right.paintIcon(this,g,snakeX[0],snakeY[0]);//蛇头初始化向右
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("按下空格开始游戏",300,300);
}
}
}
3、让小蛇动起来
游戏的面板:(GamePanel)
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;
//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;//初始方向向右
//游戏当前的状态:开始,停止
boolean isStart = false; //默认是不开始
//定时器 以毫秒为单位
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
}
//绘制画板,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
//绘制静态面板
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
//把小蛇画上去
if(fx.equals("R")){
Data.right.paintIcon(this,g,snakeX[0],snakeY[0]);
}else if(fx.equals("L")){
Data.left.paintIcon(this,g,snakeX[0],snakeY[0]);
}else if(fx.equals("U")){
Data.up.paintIcon(this,g,snakeX[0],snakeY[0]);
}else if(fx.equals("D")){
Data.down.paintIcon(this,g,snakeX[0],snakeY[0]);
//蛇头初始化向右
}
//Data.right.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("按下空格开始游戏",300,300);
}
}
//键盘监听事件
@Override
public void keyPressed(KeyEvent e) {
int keyCode = e.getKeyCode(); //获得键盘按键是哪个
if(keyCode == KeyEvent.VK_SPACE){
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。。。。需要通过固定事件来刷新,1s=10次
@Override
public void actionPerformed(ActionEvent e) {
if(isStart){//如果游戏是开始状态,就让小蛇动起来
//右移
for(int i = length - 1; i > 0; i--){//后一节移动到前一节的位置
snakeX[i] = snakeX[i-1]; //向前移动一节
snakeY[i] = snakeY[i-1]; //
}
snakeX[0] = snakeX[0] + 25;
//边界判断
if(snakeX[0] > 850){
snakeX[0] = 25;
}
repaint(); //重画页面
timer.start();
}
}
@Override
public void keyTyped(KeyEvent e) {}
@Override
public void keyReleased(KeyEvent e) {}
}
//键盘监听器
4、键盘控制小蛇
游戏的面板:(GamePanel)
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;
//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;//初始方向向右
//游戏当前的状态:开始,停止
boolean isStart = false; //默认是不开始
//定时器 以毫秒为单位
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
}
//绘制画板,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
//绘制静态面板
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
//把小蛇画上去
if(fx.equals("R")){
Data.right.paintIcon(this,g,snakeX[0],snakeY[0]);
}else if(fx.equals("L")){
Data.left.paintIcon(this,g,snakeX[0],snakeY[0]);
}else if(fx.equals("U")){
Data.up.paintIcon(this,g,snakeX[0],snakeY[0]);
}else if(fx.equals("D")){
Data.down.paintIcon(this,g,snakeX[0],snakeY[0]);//蛇头初始化向右
}
// Data.right.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("按下空格开始游戏",300,300);
}
}
//键盘监听事件
@Override
public void keyPressed(KeyEvent e) {
int keyCode = e.getKeyCode(); //获得键盘按键是哪个
if(keyCode == KeyEvent.VK_SPACE){
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。。。。需要通过固定事件来刷新,1s=10次
@Override
public void actionPerformed(ActionEvent e) {
if(isStart){//如果游戏是开始状态,就让小蛇动起来
//右移
for(int i = length - 1; i > 0; i--){//后一节移动到前一节的位置
snakeX[i] = snakeX[i-1]; //向前移动一节
snakeY[i] = snakeY[i-1]; //
}
//走向,边界判断
if(fx.equals("R")){
snakeX[0] = snakeX[0] + 25;
//边界判断
if(snakeX[0] > 850){
snakeX[0] = 25;
}
}else if(fx.equals("L")){
snakeX[0] = snakeX[0] - 25;
if(snakeX[0] < 25){
snakeX[0] = 850;
}
}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;
}
}
repaint(); //重画页面
timer.start();
}
}
@Override
public void keyTyped(KeyEvent e) {}
@Override
public void keyReleased(KeyEvent e) {}
}
//键盘监听器
5、小蛇吃食物长大
游戏的面板:(GamePanel)
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;//初始方向向右
//食物的坐标
int foodx;
int foody;
Random random = new Random();
//游戏当前的状态:开始,停止
boolean isStart = false; //默认是不开始
//定时器 以毫秒为单位
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
//把食物随机分布在界面上
foodx = 25 + 25*random.nextInt(34);
foody = 75 + 25*random.nextInt(24);
}
//绘制画板,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
//绘制静态面板
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
//把小蛇画上去
if(fx.equals("R")){
Data.right.paintIcon(this,g,snakeX[0],snakeY[0]);
}else if(fx.equals("L")){
Data.left.paintIcon(this,g,snakeX[0],snakeY[0]);
}else if(fx.equals("U")){
Data.up.paintIcon(this,g,snakeX[0],snakeY[0]);
}else if(fx.equals("D")){
Data.down.paintIcon(this,g,snakeX[0],snakeY[0]);//蛇头初始化向右
}
// Data.right.paintIcon(this,g,snakeX[0],snakeY[0]);
for(int i = 1; i < length ; i++){
Data.body.paintIcon(this,g,snakeX[i],snakeY[i]);
}
//画食物
Data.food.paintIcon(this,g,foodx,foody);
//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);
}
}
//键盘监听事件
@Override
public void keyPressed(KeyEvent e) {
int keyCode = e.getKeyCode(); //获得键盘按键是哪个
if(keyCode == KeyEvent.VK_SPACE){
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。。。。需要通过固定事件来刷新,1s=10次
@Override
public void actionPerformed(ActionEvent e) {
if(isStart){//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
//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--){//后一节移动到前一节的位置
snakeX[i] = snakeX[i-1]; //向前移动一节
snakeY[i] = snakeY[i-1]; //
}
//走向,边界判断
if(fx.equals("R")){
snakeX[0] = snakeX[0] + 25;
//边界判断
if(snakeX[0] > 850){
snakeX[0] = 25;
}
}else if(fx.equals("L")){
snakeX[0] = snakeX[0] - 25;
if(snakeX[0] < 25){
snakeX[0] = 850;
}
}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;
}
}
repaint(); //重画页面
timer.start();
}
}
@Override
public void keyTyped(KeyEvent e) {}
@Override
public void keyReleased(KeyEvent e) {}
}
//键盘监听器
6、失败判定,积分系统
游戏的面板:(GamePanel)
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;//初始方向向右
int score;
//食物的坐标
int foodx;
int foody;
Random random = new Random();
//游戏当前的状态:开始,停止
boolean isStart = false; //默认是不开始
boolean isFail = false; //游戏失败状态
//定时器 以毫秒为单位
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
//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;
}
//绘制画板,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
//绘制静态面板
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));//设置字体
g.drawString("长度" + length,750,32);
g.drawString("分数" + score,750,53);
//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]);
}else if(fx.equals("L")){
Data.left.paintIcon(this,g,snakeX[0],snakeY[0]);
}else if(fx.equals("U")){
Data.up.paintIcon(this,g,snakeX[0],snakeY[0]);
}else if(fx.equals("D")){
Data.down.paintIcon(this,g,snakeX[0],snakeY[0]);//蛇头初始化向右
}
// Data.right.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("按下空格开始游戏",300,300);
}
if(isFail){
g.setColor(Color.red);
g.setFont(new Font("微软雅黑",Font.BOLD,40));//设置字体
g.drawString("游戏失败,按下空格重新开始游戏",200,300);
}
}
//键盘监听事件
@Override
public void keyPressed(KeyEvent e) {
int keyCode = e.getKeyCode(); //获得键盘按键是哪个
if(keyCode == KeyEvent.VK_SPACE){ //如果按下的是空格键
if(isFail){
//重新开始
isFail = 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。。。。需要通过固定事件来刷新,1s=10次
@Override
public void actionPerformed(ActionEvent e) {
if(isStart && isFail == 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
//分数加10
score = 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--){//后一节移动到前一节的位置
snakeX[i] = snakeX[i-1]; //向前移动一节
snakeY[i] = snakeY[i-1]; //
}
//走向,边界判断
if(fx.equals("R")){
snakeX[0] = snakeX[0] + 25;
//边界判断
if(snakeX[0] > 850){
snakeX[0] = 25;
}
}else if(fx.equals("L")){
snakeX[0] = snakeX[0] - 25;
if(snakeX[0] < 25){
snakeX[0] = 850;
}
}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,撞到自己就是失败
for(int i = 1;i < length; i++){
if(snakeX[0]==snakeX[i] && snakeY[0] ==snakeY[i]){
isFail = true;
}
}
repaint(); //重画页面
}
timer.start();
}
@Override
public void keyTyped(KeyEvent e) {}
@Override
public void keyReleased(KeyEvent e) {}
}