kuangshenshuo-GUI编程-贪吃蛇游戏

    科技2023-10-18  104

    GUI编程 --> 贪吃蛇游戏

    狂神说的详细视频教程

    1. 一些概念

    帧:如果时间片足够小,就是动画。如1s 30帧。帧拆开就是静态的图片。键盘监听定时器:Timer类

    2. 思路

    ①定义数据②绘制图形③添加监听事件

    3. 代码实现

    3.1 Data
    package com.anobabe.snake; import javax.swing.*; import java.net.URL; //数据中心 public class Data { //相对路径:XX.png //绝对路径:/ 相当于当前的项目 public static URL titleURL = Data.class.getResource("pic/title.jpg"); public static ImageIcon title = new ImageIcon(titleURL); public static URL upURL = Data.class.getResource("pic/up.png"); public static URL downURL = Data.class.getResource("pic/down.png"); public static URL leftURL = Data.class.getResource("pic/left.png"); public static URL rightURL = Data.class.getResource("pic/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("pic/body.png"); public static ImageIcon body = new ImageIcon(bodyURL); public static URL foodURL = Data.class.getResource("pic/food.png"); public static ImageIcon food = new ImageIcon(foodURL); }
    3.2 StartGame
    package com.anobabe.snake; import javax.swing.*; //游戏的主启动类 public class StartGame { public static void main(String[] args) { JFrame frame = new JFrame("SnakeGame"); frame.setBounds(10,10,920,745); frame.setResizable(false); //窗口大小不可变 frame.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE); //正常游戏界面都应在面板上 frame.add(new GamePanel()); frame.setVisible(true); } }
    3.3 GamePanel
    package com.anobabe.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 String fx; //方向 //食物的坐标 int foodX; int foodY; Random random = new Random(); //积分 int score; //游戏当前的状态 boolean isStart = false; //游戏失败状态 boolean isFail = false; //构造器 public GamePanel() { init(); this.setFocusable(true); this.addKeyListener(this); timer.start(); } //定时器 Timer timer = new Timer(100,this); //100ms执行一次 //初始化 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 //初始方向为右 fx = "R"; //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,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 this.setBackground(Color.WHITE); //绘制静态面板 Data.title.paintIcon(this,g,25,11); g.fillRect(25,75,850,600); //默认的游戏界面 //绘制积分 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); //绘制食物 Data.food.paintIcon(this,g,foodX,foodY); //绘制小蛇 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]); } for(int i = 1; i < length; i++){ Data.body.paintIcon(this,g,snakeX[i],snakeY[i]); //身体的坐标 } //游戏是否开始状态 if(isStart == false){ 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); } //游戏失败状态 if(isFail){ g.setColor(Color.RED); g.setFont(new Font("微软雅黑",Font.BOLD,40)); g.drawString("失败,按下空客重新开始游戏",300,300); } } //键盘监听事件 @Override public void keyPressed(KeyEvent e) { int keyCode = e.getKeyCode(); if(keyCode == KeyEvent.VK_SPACE){ if(isFail){ 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 --需要通过固定时间来刷新 @Override public void actionPerformed(ActionEvent e) { //如果游戏是开始状态,让小蛇动起来 if(isStart && isFail == false){ //吃食物, if(snakeX[0] == foodX && snakeY[0] == foodY){ //长度+1 length++; //分数+10 score = score + 10; //再次随机食物 foodX = 25 + 25* random.nextInt(34); foodY = 75 + 25* random.nextInt(24); } //移动(键盘监听) for(int i = length-1; i > 0; i--){ //后一节身体移到前一节位置 snakeX[i] = snakeX[i-1]; //向前移动一节 snakeY[i] = snakeY[i-1]; } //走向 if(fx == "R"){ snakeX[0] = snakeX[0] + 25; //边界判断 if(snakeX[0] > 850){ snakeX[0] = 25;} }else if(fx == "L"){ snakeX[0] = snakeX[0] - 25; if(snakeX[0] < 25){ snakeX[0] = 850;} }else if(fx == "U"){ snakeY[0] = snakeY[0] - 25; if(snakeY[0] < 75){ snakeY[0] = 650;} }else if(fx == "D") { snakeY[0] = snakeY[0] + 25; if (snakeY[0] > 650) { snakeY[0] = 75;} } //失败判断:撞到自己就失败 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) {} }

    4. 运行结果界面

    Processed: 0.011, SQL: 8