本项目有三个JAVA类,Data类存放外部数据,StartGames类用来绘制静态窗口,GamePanel类用来实现游戏逻辑。
第一步:导入项目所需素材,创建一个statics包存放素材。
第二步,绘制一个静态窗口,使用JFrame
public static void main(String[] args) {
//绘制一个静态窗口,JFrame
JFrame frame = new JFrame("贪吃蛇 by 阿中");
//设置界面的大小
frame.setBounds(10,10,900,720);
frame.setResizable(false);//窗口大小不可改变
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);//设置关闭事件,游戏可以关闭了
//2.画板 JPanel 可以加入到JFrame中
frame.setVisible(true);//设置窗口可以显现出来
}
Data类,存放外部数据
public class Data {
//头部的图片 URL : 定位图片的地址 ImageIcon : 图片
public static URL headerURL = Data.class.getResource("/statics/header.png");
public static ImageIcon header = new ImageIcon(headerURL);
//身体
public static URL bodyURL = Data.class.getResource("/statics/body.png");
public static ImageIcon body = new ImageIcon(bodyURL);
//食物
public static URL foodURL = Data.class.getResource("/statics/food.png");
public static ImageIcon food = new ImageIcon(foodURL);
//头部
public static URL downURL = Data.class.getResource("/statics/down.png");
public static URL leftURL = Data.class.getResource("/statics/left.png");
public static URL rightURL = Data.class.getResource("/statics/right.png");
public static URL upURL = Data.class.getResource("/statics/up.png");
public static ImageIcon down = new ImageIcon(downURL);
public static ImageIcon left = new ImageIcon(leftURL);
public static ImageIcon right = new ImageIcon(rightURL);
public static ImageIcon up = new ImageIcon(upURL);
}
第三步,画一个游戏界面,继承 JPanel类,重写paintComponent方法
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);//清屏
this.setBackground(Color.white);//设置背景的颜色
Data.header.paintIcon(this, g, 25, 11);//绘制头部广告栏
g.fillRect(25, 75, 850, 600);//绘制游戏区域
}
绘制小蛇:
//画一条静态的小蛇
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]);//蛇的长度通过length来控制
}
定时器,监听时间,让小蛇动起来
@Override
public void actionPerformed(ActionEvent e) {
//如果处于开始状态
if (isStart && isFail == false) {
//右移
for (int i = length - 1; i > 0; i--) {//身体移动
snakeX[i] = snakeX[i - 1];
snakeY[i] = snakeY[i - 1];
}
//通过控制方向让头部移动
if (fx.equals("R")) {
snakeX[0] = snakeX[0] + 25;//头部移动
if (snakeX[0] > 850) {
snakeX[0] = 25;
//isFail=true;
}//边界判断
} else if (fx.equals("L")) {
snakeX[0] = snakeX[0] - 25;//头部移动
if (snakeX[0] < 25) {
snakeX[0] = 850;
}//边界判断
} else if (fx.equals("U")) {
snakeY[0] = snakeY[0] - 25;//头部移动
if (snakeY[0] < 75) {
snakeY[0] = 650;
}//边界判断
} else if (fx.equals("D")) {
snakeY[0] = snakeY[0] + 25;//头部移动
if (snakeY[0] > 650) {
snakeY[0] = 75;
}//边界判断
}
//如果小蛇的头和食物的坐标重合了
if (snakeX[0] == foodx && snakeY[0] == foody) {
//长度加1
length++;
//重新生成食物
foodx = 25 + 25 * random.nextInt(34);
foody = 75 + 25 * random.nextInt(24);
score+=10;
}
//结束判断
for (int i = 1; i < length; i++) {
if (snakeX[0] == snakeX[i] && snakeY[0] == snakeY[i]) {
isFail = true;
}
}
repaint();//刷新界面
}
timer.start();
}
StartGames类:
package com.zdz.sanke;
import javax.swing.*;
public class StartGames {
public static void main(String[] args) {
//绘制一个静态窗口,JFrame
JFrame frame = new JFrame("贪吃蛇 by 阿中");
//设置界面的大小
frame.setBounds(10,10,900,720);
frame.setResizable(false);//窗口大小不可改变
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);//设置关闭事件,游戏可以关闭了
//2.画板 JPanel 可以加入到JFrame中
frame.add(new GamePanel());
frame.setVisible(true);//设置窗口可以显现出来
}
}
Data类:
package com.zdz.sanke;
import javax.swing.*;
import java.net.URL;
public class Data {
//头部的图片 URL : 定位图片的地址 ImageIcon : 图片
public static URL headerURL = Data.class.getResource("/statics/header.png");
public static ImageIcon header = new ImageIcon(headerURL);
//身体
public static URL bodyURL = Data.class.getResource("/statics/body.png");
public static ImageIcon body = new ImageIcon(bodyURL);
//食物
public static URL foodURL = Data.class.getResource("/statics/food.png");
public static ImageIcon food = new ImageIcon(foodURL);
//头部
public static URL downURL = Data.class.getResource("/statics/down.png");
public static URL leftURL = Data.class.getResource("/statics/left.png");
public static URL rightURL = Data.class.getResource("/statics/right.png");
public static URL upURL = Data.class.getResource("/statics/up.png");
public static ImageIcon down = new ImageIcon(downURL);
public static ImageIcon left = new ImageIcon(leftURL);
public static ImageIcon right = new ImageIcon(rightURL);
public static ImageIcon up = new ImageIcon(upURL);
}
GamePanel类:
package com.zdz.sanke;
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;
public class GamePanel extends JPanel implements KeyListener, ActionListener {
int length;//蛇的长度
int[] snakeX = new int[600];//蛇的坐标X
int[] snakeY = new int[500];//蛇的坐标Y
String fx;//蛇头的方向
boolean isStart = false;//游戏是否开始
Timer timer = new Timer(300, this);
//定义一个食物
int foodx;
int foody;
Random random = new Random();
//定义一个失败
boolean isFail = false;
//积分系统
int score;
//构造器
public GamePanel() {
init();
//获取键盘的监听事件
this.setFocusable(true);//获取键盘的焦点
this.addKeyListener(this);//获取当前的键盘监听
}
//初始化
public void init() {
length = 3;
snakeX[0] = 100;
snakeY[0] = 100;//头部坐标
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";
timer.start();
foodx = 25 + 25 * random.nextInt(34);
foody = 75 + 25 * random.nextInt(24);
score = 0;
}
//画板,画界面,画蛇
//Graphics :画笔
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);//清屏
this.setBackground(Color.white);//设置背景的颜色
Data.header.paintIcon(this, g, 25, 11);//绘制头部广告栏
g.fillRect(25, 75, 850, 600);//绘制游戏区域
//画一条静态的小蛇
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]);//蛇的长度通过length来控制
}
//画食物
Data.food.paintIcon(this, g, foodx, foody);
//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, 50);
//游戏提示:是否开始
if (isStart == false) {
//画一个文字,String
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);
}
//失败提醒
if (isFail) {
//画一个文字,String
g.setColor(Color.RED);
g.setFont(new Font("微软雅黑", Font.BOLD, 40));
g.drawString("游戏失败,按下空格键重新开始", 200, 300);
}
}
//接受键盘的输入:监听
@Override
public void keyPressed(KeyEvent e) {
//键盘按下,未释放
//获取按下的键盘是哪个键
int keyCode = e.getKeyCode();
if (keyCode == KeyEvent.VK_SPACE) {//如果按下的是空格键
if (isFail) {//失败,游戏重新再来一遍
isFail = false;
init();//重新初初始化游戏
} else {//暂停游戏
isStart = !isStart;
}
repaint();//刷新界面
}
//键盘控制走向
if (keyCode == KeyEvent.VK_LEFT) {
fx = "L";
} else if (keyCode == KeyEvent.VK_RIGHT) {
fx = "R";
} else if (keyCode == KeyEvent.VK_UP) {
fx = "U";
} else if (keyCode == KeyEvent.VK_DOWN) {
fx = "D";
}
}
//定时器,监听时间
@Override
public void actionPerformed(ActionEvent e) {
//如果处于开始状态
if (isStart && isFail == false) {
//右移
for (int i = length - 1; i > 0; i--) {//身体移动
snakeX[i] = snakeX[i - 1];
snakeY[i] = snakeY[i - 1];
}
//通过控制方向让头部移动
if (fx.equals("R")) {
snakeX[0] = snakeX[0] + 25;//头部移动
if (snakeX[0] > 850) {
snakeX[0] = 25;
//isFail=true;
}//边界判断
} else if (fx.equals("L")) {
snakeX[0] = snakeX[0] - 25;//头部移动
if (snakeX[0] < 25) {
snakeX[0] = 850;
}//边界判断
} else if (fx.equals("U")) {
snakeY[0] = snakeY[0] - 25;//头部移动
if (snakeY[0] < 75) {
snakeY[0] = 650;
}//边界判断
} else if (fx.equals("D")) {
snakeY[0] = snakeY[0] + 25;//头部移动
if (snakeY[0] > 650) {
snakeY[0] = 75;
}//边界判断
}
//如果小蛇的头和食物的坐标重合了
if (snakeX[0] == foodx && snakeY[0] == foody) {
//长度加1
length++;
//重新生成食物
foodx = 25 + 25 * random.nextInt(34);
foody = 75 + 25 * random.nextInt(24);
score+=10;
}
//结束判断
for (int i = 1; i < length; i++) {
if (snakeX[0] == snakeX[i] && snakeY[0] == snakeY[i]) {
isFail = true;
}
}
repaint();//刷新界面
}
timer.start();
}
@Override
public void keyReleased(KeyEvent e) {
//键盘释放
}
@Override
public void keyTyped(KeyEvent e) {
//敲击键盘,键盘弹起
}
}
游戏运行界面: