最近突然想做一个自动寻路的贪吃蛇,然而这个基础是先做一个贪吃蛇,然后再做修改,下面是花一天按照教程(尚学堂马士兵的教程)撸的一个贪吃蛇的代码,我尽量注释得清楚,以便日后再看方便。
Yard.java
import java.awt.Color;
import java.awt.Font;
import java.awt.Frame;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
public class Yard extends Frame {
public int getScore() {
return score;
}
public void setScore(int score) {
this.score = score;
}
PaintThread paintThread = new PaintThread();
private boolean gameOver = false;
//院子有几个小格子 25*25
public static final int rows = 30;
public static final int cols = 30;
//每个小格子的大小5*5
public static final int BLOCK_SIZE = 15;
//得分
private int score = 0;
//创建一条蛇,传进this
Snake s = new Snake(this);
Egg e = new Egg();
//加入双缓冲,这个不清楚是什么东西,缓冲解决闪烁的问题
Image offScreenImage = null;
//展示一下小格子,使用launch(运行)
public void launch() {
//设定院子出现的位置
this.setLocation(200,200);
//设置院子的尺寸
this.setSize(rows * BLOCK_SIZE, cols*BLOCK_SIZE);
//关闭窗口
this.addWindowListener(new WindowAdapter() {
//重写 右键source --> overide -->windowclosing
@Override
public void windowClosing(WindowEvent e) {
/* // TODO Auto-generated method stub
super.windowClosing(e);
*/
//重写上面注释掉的部分,下面是简单处理
System.exit(0);
}
});
//显示可见
this.setVisible(true);
//有了这一行蛇才会动,之前一直少这一行
this.addKeyListener(new KeyMonitor());
//让下面定义的线程跑起来
// 原版 new Thread(new PaintThread()).start();
new Thread(paintThread).start();
}
/**
* @param args
*/
public static void main(String[] args) {
// TODO Auto-generated method stub
//运行一下
new Yard().launch();
}
public void stop() {
gameOver = true;
}
//画出小格子
public void paint(Graphics g){
Color c = g.getColor();
//背景色
g.setColor(Color.GRAY);
g.fillRect(0, 0, rows * BLOCK_SIZE, cols*BLOCK_SIZE);
g.setColor(Color.DARK_GRAY);
//画出横线,原理是两个定点确定一条直线
for(int i = 1; i < rows ; i++){
g.drawLine(0, BLOCK_SIZE*i, cols*BLOCK_SIZE, BLOCK_SIZE * i);
}
//同理,画出竖线
for(int i = 1; i < cols ; i++){
g.drawLine(BLOCK_SIZE*i,0 ,BLOCK_SIZE * i, rows*BLOCK_SIZE);
}
//画出分数线
g.setColor(Color.YELLOW);
g.drawString("分数:" + score, 10, 60);
//第一版的展示分数,之前的那一版因为在线程结束后刷新界面,无法显示
/*if(flag == false){
//构造方法可以在api手册里面找,字体可以在notepad++里面找一个好看的
g.setFont(new Font("华文彩云",Font.BOLD,50));
g.drawString("HaHa,you Died", 10, 80);
}*/
if(gameOver){
g.setFont(new Font("华文彩云",Font.BOLD,50));
g.drawString("HaHa,you Died", 30, 180);
g.setFont(new Font("楷体",Font.BOLD,20));
g.drawString("code by mz", 300, 220);
paintThread.gameOver();
}
g.setColor(c);
//判断是否吃到蛇,画出蛇,画出蛋
s.eat(e);
s.draw(g);
e.draw(g);
}
//这个方法是利用双缓冲解决闪烁现象的,虽然原理我还不太懂
@Override
public void update(Graphics g) {
if(offScreenImage == null){
offScreenImage = this.createImage(rows * BLOCK_SIZE, cols*BLOCK_SIZE);
}
Graphics gOff = offScreenImage.getGraphics();
paint(gOff);
g.drawImage(offScreenImage,0,0 ,null);
}
//定义一个线程让蛇移动起来
private class PaintThread implements Runnable{
private boolean runing = true;
@Override
public void run() {
// TODO Auto-generated method stub
//下面的格式比较固定
while(runing){
repaint();
try{
//停顿50毫秒
Thread.sleep(100);
}catch (InterruptedException e) {
// TODO: handle exception
e.printStackTrace();
}
}
}
public void gameOver() {
runing = false;
}
}
//键盘监听,来操作蛇的移动
private class KeyMonitor extends KeyAdapter{
@Override
public void keyPressed(KeyEvent e) {
// TODO Auto-generated method stub
//让蛇去处理
// int key = e.getKeyCode();
// if(key == KeyEvent.VK_F2){
// //paitThread.reStart;
// }
s.keyPressed(e);
}
}
}
Snake.java
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Rectangle;
import java.awt.event.KeyEvent;
public class Snake {
private Node head = null;
private Node tail = null;
private int size = 0;
//先定义一个节点用来创建蛇,作为蛇的初始坐标
Node n = new Node(20, 30, Dir.L);
private Yard y;
//构造函数,一个节点构造的蛇
/*public Snake(Node node){
head = tail = node;
size = 1;
}*/
//重新写构造函数,使其有坐标
public Snake(Yard y){
head = tail = n;
size = 1;
this.y = y;
}
//把节点加在尾巴上
public void addToTail(){
//
Node node = null;
//判定方向,并由此确定尾巴加在什么上
switch(tail.dir){
case L:
node = new Node(tail.row,tail.col+1,tail.dir);
break;
case U:
node = new Node(tail.row + 1,tail.col,tail.dir);
break;
case R:
node = new Node(tail.row,tail.col - 1,tail.dir);
break;
case D:
node = new Node(tail.row - 1,tail.col,tail.dir);
break;
}
tail.next = node;
node.prior = tail;
tail = node;
size ++;
}
//吃一个加在头上
public void addToHead(){
Node node = null;
//判定方向,并由此确定尾巴加在什么上
switch(head.dir){
case L:
node = new Node(head.row,head.col-1,head.dir);
break;
case U:
node = new Node(head.row - 1,head.col,head.dir);
break;
case R:
node = new Node(head.row,head.col + 1,head.dir);
break;
case D:
node = new Node(head.row + 1,head.col,head.dir);
break;
}
node.next = head;
head.prior = node;
head = node;
size ++;
}
//画出蛇,draw方法,区别与下面那个draw方法,这个是可以外部访问的
public void draw(Graphics g){
if(size <= 0){return;}
//move放在打印之前更加灵敏
move();
//循环打印节点
for(Node n = head; n != null; n = n.next)
{
n.draw(g);
}
}
//根据蛇头的方向来进行移动,基本思想是把尾巴add到头,同时删除尾巴,比如最新版的贪吃蛇头尾不一样,也可以加到head.next
private void move() {
// TODO Auto-generated method stub
addToHead();
deleteFromTail();
//移动完成之后判断是否符合死亡的条件
checkDead();
}
private void checkDead() {
// TODO Auto-generated method stub
//判断是否撞墙
//之所以是head.col < 2 是因为上面的标题框盖住了两行
if(head.row < 2 || head.col < 0 || head.row > Yard.rows || head.col > Yard.cols)
{
y.stop();
}
//判断是否和自己的身体相撞
for(Node n = head.next; n != null; n = n.next){
if(head.row == n.row && head.col == n.col){
y.stop();
}
}
}
//
private void deleteFromTail() {
// TODO Auto-generated method stub
if(size == 0)return;
tail = tail.prior;
tail.next = null;
}
private class Node{
//节点的宽高
int w = Yard.BLOCK_SIZE;
int h = Yard.BLOCK_SIZE;
//节点的坐标(第几行第几列 )
int row ,col;
Dir dir = Dir.L;
//下一个节点是谁
Node next = null;
Node prior = null;
//构造函数
Node(int row, int col,Dir dir) {
this.row = row;
this.col = col;
this.dir = dir;
}
//画出节点
void draw(Graphics g) {
Color c = g.getColor();
g.setColor(Color.BLACK);
g.fillRect(Yard.BLOCK_SIZE * col, Yard.BLOCK_SIZE * row, w, h);
g.setColor(c);
}
}
public void eat(Egg e){
//判断是否碰撞
if(this.getRect().intersects(e.getRect())){
//碰上的话egg就随机出现在另一个地方
e.reAppear();
//蛇长一个节点
this.addToHead();
y.setScore(y.getScore()+5);
}
}
//辅助性方法,蛇头所在方块,由此可以想到egg里也有一个这样的方块
private Rectangle getRect(){
return new Rectangle(Yard.BLOCK_SIZE * head.col, Yard.BLOCK_SIZE * head.row, head.w, head.h);
}
//键盘控制蛇头的方向
public void keyPressed(KeyEvent e) {
int key = e.getKeyCode();
switch(key) {
case KeyEvent.VK_LEFT :
if(head.dir != Dir.R)
head.dir = Dir.L;
break;
case KeyEvent.VK_UP :
if(head.dir != Dir.D)
head.dir = Dir.U;
break;
case KeyEvent.VK_RIGHT :
if(head.dir != Dir.L)
head.dir = Dir.R;
break;
case KeyEvent.VK_DOWN :
if(head.dir != Dir.U)
head.dir = Dir.D;
break;
}
}
}
Egg.java
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Rectangle;
import java.util.Random;
public class Egg {
int row , col;
int w = Yard.BLOCK_SIZE;
int h = Yard.BLOCK_SIZE;
//生成一个随机数
private static Random r = new Random();
private Color color = Color.GREEN;
public Egg(int row, int col) {
super();
this.row = row;
this.col = col;
}
//随机生成一个蛋
public Egg(){
//注意这种写法,很重要
this(r.nextInt(Yard.rows-2)+2,r.nextInt(Yard.cols));
}
//egg被吃掉后重新出现
public void reAppear(){
//之所以要减去2再加上2是为了避免出现在我们看不到的边界地带
this.row = r.nextInt(Yard.rows-2)+2;
this.col = r.nextInt(Yard.cols);
}
//画出蛋所在的
public Rectangle getRect(){
return new Rectangle(Yard.BLOCK_SIZE * col, Yard.BLOCK_SIZE * row, w, h);
}
public void draw(Graphics g) {
Color c = g.getColor();
g.setColor(color);
g.fillOval(Yard.BLOCK_SIZE * col, Yard.BLOCK_SIZE * row, w, h);
g.setColor(c);
if(color == Color.GREEN){
color = Color.RED;
}else{
color = Color.GREEN;
}
}
public int getRow() {
return row;
}
public void setRow(int row) {
this.row = row;
}
public int getCol() {
return col;
}
public void setCol(int col) {
this.col = col;
}
}
Dir.java
public enum Dir {
L,U,R,D
}
今天就先敲到这里,有时间再把这个代码改进一下,从今天的敲代码的过程,我发现我对有ava GUI还不熟悉,线程还用的不熟练等问题,日后加强。