package com.akita.snake;import javax.swing.*;public class StartGames { public static void main(String[] args) { //绘制静态窗口 Jframe jframe = new Jframe("快乐的贪吃蛇"); //设置界面大小 jframe.setBounds(250, 150, 900, 720); jframe.setResizable(false); //设置窗口大小不可以关闭 jframe.setDefaultCloseOperation(Jframe.EXIT_ON_CLOSE); //设置关闭事件,可以点击关闭 jframe.setVisible(true); //设置窗口可见 }}
运行效果 游戏静态资源的加载 代码实现package com.akita.snake;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); //方向 public static URL upURL = Data.class.getResource("/statics/up.png"); public static ImageIcon up = new ImageIcon(upURL); public static URL downURL = Data.class.getResource("/statics/down.png"); public static ImageIcon down = new ImageIcon(downURL); 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); //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);}
绘制游戏面板 代码实现定义一个面板
package com.akita.snake;import javax.swing.*;import java.awt.*;public class GamePanel extends JPanel { //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); //绘制头部广告栏 Data.header.paintIcon(this, g, 25, 11); //绘制游戏区域 g.fillRect(25, 75, 850, 600); }}
将上述的面板添加到主窗口
jframe.add(new GamePanel());
运行效果 绘制小蛇 代码实现//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]); //蛇的身体的绘制 }
运行效果 使得小蛇动起来 代码实现搭配timer类
Timer timer = new Timer(100, this);
这里使得当前类实现ActionListener接口,并重写actionPerformed方法,在此方法内部进行不断的移动刷新操作,方法内部代码如下:
//如果游戏处于开始状态 if (isStart) { //右移 for (int i = length - 1; i > 0; i--) { //除了脑袋身体全部向前移动 snakeX[i] = snakeX[i - 1]; snakeY[i] = snakeY[i - 1]; } snakeX[0] = snakeX[0] + 25; //刷新界面 this.repaint(); } timer.start(); //让时间监听器的时间动起来
添加小蛇的方向移动 代码实现//通过控制方向让头部移动 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; } }
小蛇吃食物 代码实现使用随机数生成食物的坐标
//初始化食物 foodx = 25 + 25 * random.nextInt(34); foody = 75 + 25 * random.nextInt(24);
判断小蛇吃食物的逻辑
//如果蛇的头部与食物重合那么就吃到了食物 if (snakeX[0] == foodx && snakeY[0] == foody) { //长度加一 length++; //重新生成食物 foodx = 25 + 25 * random.nextInt(34); foody = 75 + 25 * random.nextInt(24); }
小蛇的死亡判断 代码实现//结束判断 for (int i = 1; i < length; i++) { if (snakeX[0] == snakeX[i] && snakeY[0] == snakeY[i]) { isFail = true; } }