JAVA GUI贪吃蛇
贪吃蛇
帧,如果时间片足够小,就是动画,一秒30帧。连起来就是动画,拆开就是静态的图片!
键盘监听
定时器Timer
素材:







写一个数据类:
package com.GUI.SrakeGame;
import javax.swing.*;
import java.net.URL;
//数据中心
public class Data {
//相对路径 tx.jpg
//绝对路径 /相当于当前的项目
public static URL headerURL = Data.class.getResource("statics/header.png");
public static ImageIcon header = new ImageIcon(headerURL);
public static URL upURL = Data.class.getResource("statics/up.png");
public static ImageIcon up = new ImageIcon(upURL);
public static URL leftURL = Data.class.getResource("statics/left.png");
public static ImageIcon left = new ImageIcon(leftURL);
public static URL downURL = Data.class.getResource("statics/down.png");
public static ImageIcon down = new ImageIcon(downURL);
public static URL rightURL = Data.class.getResource("statics/right.png");
public static ImageIcon right = new ImageIcon(rightURL);
public static URL bodyURL = Data.class.getResource("statics/body.png");
public static ImageIcon body = new ImageIcon(bodyURL);
public static URL foodURL = Data.class.getResource("statics/food.png");
public static ImageIcon food = new ImageIcon(foodURL);
}
写一个主类
package com.GUI.SrakeGame;
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(10,10,910,730);
frame.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
frame.setResizable(false);
//正常的游戏界面都在面板上面
frame.add(new GamePanel());
frame.setVisible(true);
}
}
写一个面板类
package com.GUI.SrakeGame;
import javafx.geometry.HorizontalDirection;
import javafx.scene.input.KeyCode;
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
import java.util.Random;
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 ;
//食物的坐标
int foodx;
int foody;
Random random = new Random();
//定义积分
int score;
//游戏当前的状态:开始或者停止,默认不开始
boolean isStrat = false;
//是否失败 默认不失败
boolean isFail =false;
//定时器 100毫秒执行一次
Timer timer = new Timer(100,this);
public GamePanel() {
init();
//获得焦点和键盘事件
this.setFocusable(true);//获得焦点事件
this.addKeyListener(this);
timer.start();//游戏一开始定时器启动
}
//初始化方法
public void init(){
length = 3 ;
snakeX[0]=100;snakeY[0]=100;//蛇头的坐标
snakeX[1]=75;snakeY[1]=100;//第一个身体坐标
snakeX[2]=50;snakeY[2]=100;//第二个身体坐标
fx = "R";//默认方向向右
foodx = 25+25*random.nextInt(34);
foody = 75+25*random.nextInt(24);
score = 0;
}
//绘制面板,我们游戏中的所有东西,都通过这个画笔来画
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);//清屏
//绘制静态的面板
this.setBackground(Color.WHITE);
Data.header.paintIcon(this,g,25,11);
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("长度:"+length,750,35);
g.drawString("分数:"+score,750,55);
//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]);//初始头向右,需要通过方向来判断
}else if(fx.equals("L")){
Data.left.paintIcon(this,g,snakeX[0],snakeY[0]);//初始头向右,需要通过方向来判断
}else if(fx.equals("U")){
Data.up.paintIcon(this,g,snakeX[0],snakeY[0]);//初始头向右,需要通过方向来判断
}else if(fx.equals("D")){
Data.down.paintIcon(this,g,snakeX[0],snakeY[0]);//初始头向右,需要通过方向来判断
}
for (int i = 1; i <length ; i++) {
Data.body.paintIcon(this,g,snakeX[i],snakeY[i]);
}
//游戏状态
if (isStrat==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);
}
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",300,300);
}
}
@Override
public void keyPressed(KeyEvent e) {
int keyCode =e.getKeyCode();//获得键盘按下的是哪一个
if(keyCode==KeyEvent.VK_SPACE){
if(isFail){
//重新开始
isFail = false;
init();
}else{
isStrat = !isStrat;
}
repaint();
}
//小蛇移动
//向上
if(keyCode == KeyEvent.VK_UP){
//向下的时候不能向上
if(fx=="D") {
fx="D";
} else{
fx = "U";
}
}
//向下
else if(keyCode == KeyEvent.VK_DOWN){
//向上的时候不能向下
if(fx=="U") {
fx="U";
} else{
fx = "D";
}
}
//向左
else if(keyCode == KeyEvent.VK_LEFT){
//向右的时候不能向左
if(fx=="R"){
fx="R";
} else{
fx = "L";
}
}
//向右
else if(keyCode == KeyEvent.VK_RIGHT){
//向左的时候不能向右
if(fx=="L"){
fx="L";
} else{
fx = "R";
}
}
}
//事件监听——需要通过固定的时间来刷新,1s==10次
@Override
public void actionPerformed(ActionEvent e) {
//如果游戏是开始的状态就让小蛇动起来
if(isStrat&&isFail==false){
//吃食物
if(snakeX[0] == foodx && snakeY[0] == foody){
//吃完食物长度加1
length++;
//加分数
score+=10;
//再次随机食物位置
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1=0
snakeX[i] = snakeX[i-1];
snakeY[i] = snakeY[i-1];
}
//走向
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;
//边界判断
if(snakeX[0]<25){
snakeX[0] = 850;
}
}else if(fx.equals("U")){
snakeY[0]=snakeY[0]-25;
//边界判断
if(snakeY[0]<75){
snakeY[0] = 650;
}
}else if(fx.equals("D")){
snakeY[0]=snakeY[0]+25;
//边界判断
if(snakeY[0]>650){
snakeY[0] = 75;
}
}
//失败判定,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();//重画页面
}
timer.start();
}
@Override
public void keyTyped(KeyEvent e) {
}
@Override
public void keyReleased(KeyEvent e) {
}
}


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