贪吃蛇
思路:
1.定义数据
2.画数据
3.监听事件
键盘
事件
4.优化方案
右上角显示等级,到达多少积分后加速变等级
判定游戏撞墙
加一个毒food吃到会死/吃到减积分
界面优化
鼠标拖拽控制方向
游戏放到数据库里可以去盘???存盘
联机对战 网络编程
登录界面,绑定用户【弹窗】
不使用就会遗忘
源码:
package com.kuang.snake;
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 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 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("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);
}111
package com.kuang.snake;
import com.kuang.lesson05.JPanelDemo;
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25*25
String fx; //初始方向向右
//游戏当前的状态:开始、停止
boolean isStart = false; //默认不开始
boolean isFail = false; //失败状态
//事物的坐标
int foodx;
int foody;
Random random = new Random();
int score; //成绩
//定时器 以ms为单位 1000ms = 1s
Timer timer = new Timer(100,this); //100毫秒刷新(执行)一次
//构造器
public GamePanel(){
init();
//获得焦点和键盘事件
this.setFocusable(true); //获得焦点事件
this.addKeyListener(this); //获得键盘监听事件
timer.start(); //游戏一开定时器就启动
}
//初始化方法
public void init(){
//把食物随机分布在屏幕上
foodx = 25 + 25*random.nextInt(34); //850/25=34
foody = 75 + 25*random.nextInt(24);
length = 3;
snakeX[0] = 100 ; snakeY[0] = 100 ; //head的坐标
snakeX[1] = 75 ; snakeY[1] = 100 ; //第一节body的坐标
snakeX[2] = 50 ; snakeY[2] = 100 ; //第二节body的坐标
fx = "R";
score = 0;
}
//绘制面板,我们游戏中的所有东西都是用这个画笔来画
@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); //头部广告栏
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]); //蛇头初始化向右
}else if(fx.equals("L")){
Data.left.paintIcon(this,g,snakeX[0],snakeY[0]); //蛇头初始化向右
}else if(fx.equals("U")){
Data.up.paintIcon(this,g,snakeX[0],snakeY[0]); //蛇头初始化向右
}else if(fx.equals("D")){
Data.down.paintIcon(this,g,snakeX[0],snakeY[0]); //蛇头初始化向右
}
for (int i = 1; i < length; i++) {
Data.body.paintIcon(this,g,snakeX[i],snakeY[i]); //第i节body的坐标
}
//游戏状态
if(isStart==false){
g.setColor(Color.white);
//设置字体
g.setFont(new Font("微软雅黑",Font.BOLD,40));
g.drawString("按下空格开始游戏",300,300);
}
Data.body.paintIcon(this,g,snakeX[1],snakeY[1]); //第一节body的坐标
Data.body.paintIcon(this,g,snakeX[2],snakeY[2]); //第二节body的坐标
if(isFail){
g.setFont(new Font("微软雅黑",Font.BOLD,40));
g.setColor(Color.red);
g.drawString("失败,按下空格重新开始",300,300);
}
}
//事件监听--需要通过固定的时间来刷新,
@Override
public void actionPerformed(ActionEvent e) {
if (isStart==true&&isFail==false){ //如果游戏是开始状态,就让小蛇动起来
//吃食物
if (snakeX[0]==foodx&&snakeY[0]==foody){
length++; //长度加一
score += 10;//分数+10
//再次生成食物
foodx = 25 + 25 * random.nextInt(34); //850/25=34
foody = 75 + 25 * random.nextInt(24);
}
//移动
for (int i = length-1; i > 0 ; i--) { //后一节移到前一节的位置
snakeX[i] = snakeX[i-1]; //向前移一节
snakeY[i] = snakeY[i-1];
}
//走向
if (fx.equals("R")){
snakeX[0] = snakeX[0] + 25;
if (snakeX[0] > 850) snakeX[0] = 25; //边界判断
}else if (fx.equals("L")){
snakeX[0] = snakeX[0] - 25;
if (snakeX[0] < 25) snakeX[0] = 850; //边界判断
}else if (fx.equals("U")){
snakeY[0] = snakeY[0] - 25;
if (snakeY[0]<75) snakeY[0] = 650;
}else if (fx.equals("D")){
snakeY[0] = snakeY[0] + 25;
if (snakeY[0]> 650) snakeY[0] = 75;
}
//失败判定,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(); //重画页面
}
timer.start(); //定时器开启
}
//键盘监听事件
@Override
public void keyPressed(KeyEvent e) {
int keyCode = e.getKeyCode(); //获得键盘按键是哪一个
if (keyCode == KeyEvent.VK_SPACE){ //如果按下空格
if (isFail){
init();
//重新开始
isFail = false;
}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";
}
}
@Override
public void keyTyped(KeyEvent e) {
}
@Override
public void keyReleased(KeyEvent e) {
}
}222
package com.kuang.snake;
import javax.swing.*;
public class StartGame {
//游戏的主启动类
public static void main(String[] args) {
JFrame frame = new JFrame();
frame.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
frame.setResizable(false); //窗口大小不可变
frame.setBounds(10,10,900,720);
//正常的游戏节目都应该在面板上
frame.add(new GamePanel());
frame.setVisible(true);
}
}

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