项目结构
- 新建一个JFrame窗口,作为程序入口
public class GameStart{
public static void main(String[] args) {
JFrame jFrame = new JFrame();
jFrame.setBounds(100,100,900,720);
jFrame.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
jFrame.setResizable(false);
jFrame.add(new GameJPanel());
jFrame.setVisible(true);
}
}
- 创建一个面板类
//面板
public class GameJPanel extends JPanel implements ActionListener {
int length;//蛇的长度
int[] snakeX = new int[600];//蛇的X的最大长度
int[] snakeY = new int[500];//蛇的Y的最大长度
String fx = "R";
boolean isStart = false;//默认不开始
//定时器
Timer timer = new Timer(100, this);//100毫秒=1秒
int foodX;
int foodY;
Random random = new Random();//随机数
boolean isFail = false;//失败条件
int score;
public GameJPanel() {
init();
this.setFocusable(true);//获取焦点事件
addKeyListener(new GameKeyListener(this));
//开启定时器
timer.start();
}
//初始化
void init() {
length = 3;
snakeX[0] = 100;
snakeY[0] = 100;//第一个身体
snakeX[1] = 75;
snakeY[1] = 100;//第二个身体
snakeX[2] = 50;
snakeY[2] = 100;//第三个身体
fx = "R";
//食物随机分布
foodX = 25 + 25 * random.nextInt(34);
foodY = 75 + 25 * random.nextInt(24);
score = 0;
}
//绘制面板,所有东西都是通过graphics这个画笔绘制
@Override
protected void paintComponent(Graphics graphics) {
super.paintComponent(graphics);//清屏
//添加静态布局
GameData.header.paintIcon(this, graphics, 25, 11);
graphics.fillRect(25, 75, 850, 600);
//积分板
graphics.setColor(Color.white);
graphics.setFont(new Font("微软雅黑", Font.BOLD, 18));
graphics.drawString("长度:"+length,750,35);
graphics.drawString("得分:"+score,750,55);
//先画食物,防止吃掉有延迟
GameData.food.paintIcon(this, graphics, foodX, foodY);
//画小蛇
switch (fx) {
case "R":
GameData.right.paintIcon(this, graphics, snakeX[0], snakeY[0]);
break;
case "L":
GameData.left.paintIcon(this, graphics, snakeX[0], snakeY[0]);
break;
case "U":
GameData.up.paintIcon(this, graphics, snakeX[0], snakeY[0]);
break;
case "D":
GameData.down.paintIcon(this, graphics, snakeX[0], snakeY[0]);
break;
}
//身体
for (int i = 1; i < length; i++) {
GameData.body.paintIcon(this, graphics, snakeX[i], snakeY[i]);
}
//游戏状态
if (!isStart) {
graphics.setColor(Color.white);
graphics.setFont(new Font("微软雅黑", Font.BOLD, 40));//设置字体
graphics.drawString("按下空格,开始游戏", 300, 300);
}
//游戏失败
if (isFail) {
graphics.setColor(Color.red);
graphics.setFont(new Font("微软雅黑", Font.BOLD, 40));
graphics.drawString("游戏失败,请按空格继续", 300, 300);
}
}
//事件监听--固定事件刷新一次,1s=100ms
@Override
public void actionPerformed(ActionEvent actionEvent) {
if (isStart && !isFail) {
//吃食物
if (snakeX[0] == foodX && snakeY[0] == foodY) {
//长度+1
length++;
score+=10;
//重新随机绘制食物
foodX = 25 + 25 * random.nextInt(34);
foodY = 75 + 25 * random.nextInt(24);
}
//后一节移动到前一节,从而由头带动身体移动
for (int i = length - 1; i > 0; i--) {
snakeX[i] = snakeX[i - 1];
snakeY[i] = snakeY[i - 1];
}
switch (fx) {
case "R":
snakeX[0] += 25;//头部移动
// 边界判断
if (snakeX[0] > 850) { snakeX[0] = 25; }
break;
case "L":
snakeX[0] -= 25;//头部移动
if (snakeX[0] < 25) { snakeX[0] = 850; }
break;
case "U":
snakeY[0] -= 25;//头部移动
if (snakeY[0] < 75) { snakeY[0] = 650; }
break;
case "D":
snakeY[0] += 25;//头部移动
if (snakeY[0] > 650) { snakeY[0] = 75; }
break;
}
//失败判定
for (int i = 1; i < length; i++) {
if (snakeX[0] == snakeX[i] && snakeY[0] == snakeY[i]) {
isFail = true;
break;
}
}
repaint();//重绘
}
//开启定时器
timer.start();
}
}
所有组件添加流程基本一致,即先定义数据,然后在画笔paintComponent方法中绘制,最后添加到监听事件。
完整代码请参考:
GitHub完整贪吃蛇小游戏链接