package com.zeng.GUI.Snake;
import javax.swing.*;
import java.util.concurrent.ConcurrentHashMap;
//游戏的主启动类
public class StartGame {
public static void main(String[] args) {
JFrame frame=new JFrame();
frame.setBounds(10,10,900,720);
frame.setResizable(false);//窗口大小不可变
//正常的游戏界面都在面板上面
frame.add(new GamePanel());
frame.setVisible(true);
frame.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
}
}
package com.zeng.GUI.Snake;
import javax.swing.*;
import java.net.URL;
//数据中心
public class Data {
//标题
public static URL headerURL = Data.class.getResource("statics/title.png");//获取图片
public static ImageIcon header = new ImageIcon(headerURL);//将图片放在图标上
//上下左右
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);
//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);
}
package com.zeng.GUI.Snake;
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;
int[] snakeX = new int[600];
int[] snakeY = new int[500];
String fx="R";
//食物的坐标
int foodx;
int foody;
Random random=new Random();
int score;//积分
//游戏当前状态
boolean isStart = false;//默认是不开始
boolean isFaile=false;//游戏状态失败
//定时器
Timer timer = new Timer(150, this);//监视这个对象100ms刷新一次
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();//游戏一开始定时器就启动
}
//初始化方法
public void init() {
length = 3;
fx="R";
snakeX[0] = 100;
snakeY[0] = 100;
snakeX[1] = 75;
snakeY[1] = 100;
snakeX[2] = 50;
snakeY[2] = 100;
//随机产生食物
foodx=25+25*random.nextInt(34);
foody=75+25*random.nextInt(24);
score=0;
}
//绘制面板 游戏中的所有东西都使用这个画笔来画
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);//清屏
//绘制静态面板
this.setBackground(Color.white);
Data.header.paintIcon(this, g, 25, 11);//广告栏画上去
g.fillRect(25, 75, 850, 600);//默认的游戏界面位置与大小(默认画笔画的矩形是黑色)
//画成绩图
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,750,60);
//画食物
Data.food.paintIcon(this,g,foodx,foody);
//把小蛇画上去
if ("R".equals(fx)) {
Data.right.paintIcon(this, g, snakeX[0], snakeY[0]);//蛇头初始化向右 需要通过方向来判断
} else if ("L".equals(fx)) {
Data.left.paintIcon(this, g, snakeX[0], snakeY[0]);//蛇头初始化向右 需要通过方向来判断
} else if ("U".equals(fx)) {
Data.up.paintIcon(this, g, snakeX[0], snakeY[0]);//蛇头初始化向右 需要通过方向来判断
} else if ("D".equals(fx)) {
Data.down.paintIcon(this, g, snakeX[0], snakeY[0]);//蛇头初始化向右 需要通过方向来判断
}
for (int i = 1; i < length; i++) {
Data.body.paintIcon(this, g, snakeX[i], snakeY[i]);//循环画蛇的身体
}
//游戏状态
if (isStart == false) {
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);
g.drawString("上下左右控制方向", 300, 400);
}
if (isFaile == true) {
g.setColor(Color.RED);
g.setFont(new Font("微软雅黑", Font.BOLD, 40));
g.drawString("游戏结束,按下空格重新开始", 300, 300);
}
}
//键盘监听事件
@Override
public void keyPressed(KeyEvent e) {
int Keycode = e.getKeyCode();
if (Keycode == KeyEvent.VK_SPACE) {//如果按下的是空格
if(isFaile){
//重新开始
isFaile=false;
init();
} 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";
}
}
//事件监听--需要通过固定事件来刷新,1s=10次
@Override
public void actionPerformed(ActionEvent e) {
if (isStart&&isFaile==false) {//如果游戏是开始状态,就让小蛇动起来
//吃食物
if(foodx==snakeX[0]&&foody==snakeY[0]){
length++;
score+=10;
//再次生成食物
foodx=25+25*random.nextInt(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];
snakeY[i] = snakeY[i - 1];
}
//走向
if (fx.equals("R")) {
snakeX[0] = snakeX[0] + 25;
if (snakeX[0] > 850) {
snakeX[0] = 25;
}//右边界判断
} else if (fx.equals("L")) {
snakeX[0] = snakeX[0] - 25;
if (snakeX[0] < 25) {
snakeX[0] = 850;
}//左边界判断
} else if (fx.equals("U")) {
snakeY[0] = snakeY[0] - 25;
if (snakeY[0] < 75) {
snakeY[0] = 650;
}//上边界判断
} else if (fx.equals("D")) {
snakeY[0] = snakeY[0] + 25;
if (snakeY[0] > 650) {
snakeY[0] = 75;
}//下边界判断
}
//头撞到身体失败
for (int i = 1; i < length; i++) {
if(snakeX[0]==snakeX[i]&&snakeY[0]==snakeY[i]){
isFaile=true;
break;
}
}
repaint();//重画页面
}
timer.start();//定时器开启
}
@Override
public void keyTyped(KeyEvent e) {
}
@Override
public void keyReleased(KeyEvent e) {
}
}
package com.zeng.GUI.Snake;
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;
int[] snakeX = new int[600];
int[] snakeY = new int[500];
String fx="R";
//食物的坐标
int foodx;
int foody;
Random random=new Random();
int score;//积分
//游戏当前状态
boolean isStart = false;//默认是不开始
boolean isFaile=false;//游戏状态失败
//定时器
Timer timer = new Timer(150, this);//监视这个对象100ms刷新一次
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();//游戏一开始定时器就启动
}
//初始化方法
public void init() {
length = 3;
fx="R";
snakeX[0] = 100;
snakeY[0] = 100;
snakeX[1] = 75;
snakeY[1] = 100;
snakeX[2] = 50;
snakeY[2] = 100;
//随机产生食物
foodx=25+25*random.nextInt(34);
foody=75+25*random.nextInt(24);
score=0;
}
//绘制面板 游戏中的所有东西都使用这个画笔来画
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);//清屏
//绘制静态面板
this.setBackground(Color.white);
Data.header.paintIcon(this, g, 25, 11);//广告栏画上去
g.fillRect(25, 75, 850, 600);//默认的游戏界面位置与大小(默认画笔画的矩形是黑色)
//画成绩图
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,750,60);
//画食物
Data.food.paintIcon(this,g,foodx,foody);
//把小蛇画上去
if ("R".equals(fx)) {
Data.right.paintIcon(this, g, snakeX[0], snakeY[0]);//蛇头初始化向右 需要通过方向来判断
} else if ("L".equals(fx)) {
Data.left.paintIcon(this, g, snakeX[0], snakeY[0]);//蛇头初始化向右 需要通过方向来判断
} else if ("U".equals(fx)) {
Data.up.paintIcon(this, g, snakeX[0], snakeY[0]);//蛇头初始化向右 需要通过方向来判断
} else if ("D".equals(fx)) {
Data.down.paintIcon(this, g, snakeX[0], snakeY[0]);//蛇头初始化向右 需要通过方向来判断
}
for (int i = 1; i < length; i++) {
Data.body.paintIcon(this, g, snakeX[i], snakeY[i]);//循环画蛇的身体
}
//游戏状态
if (isStart == false) {
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);
g.drawString("上下左右控制方向", 300, 400);
}
if (isFaile == true) {
g.setColor(Color.RED);
g.setFont(new Font("微软雅黑", Font.BOLD, 40));
g.drawString("游戏结束,按下空格重新开始", 300, 300);
}
}
//键盘监听事件
@Override
public void keyPressed(KeyEvent e) {
int Keycode = e.getKeyCode();
if (Keycode == KeyEvent.VK_SPACE) {//如果按下的是空格
if(isFaile){
//重新开始
isFaile=false;
init();
} 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";
}
}
//事件监听--需要通过固定事件来刷新,1s=10次
@Override
public void actionPerformed(ActionEvent e) {
if (isStart&&isFaile==false) {//如果游戏是开始状态,就让小蛇动起来
//吃食物
if(foodx==snakeX[0]&&foody==snakeY[0]){
length++;
score+=10;
//再次生成食物
foodx=25+25*random.nextInt(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];
snakeY[i] = snakeY[i - 1];
}
//走向
if (fx.equals("R")) {
snakeX[0] = snakeX[0] + 25;
if (snakeX[0] > 850) {
snakeX[0] = 25;
}//右边界判断
} else if (fx.equals("L")) {
snakeX[0] = snakeX[0] - 25;
if (snakeX[0] < 25) {
snakeX[0] = 850;
}//左边界判断
} else if (fx.equals("U")) {
snakeY[0] = snakeY[0] - 25;
if (snakeY[0] < 75) {
snakeY[0] = 650;
}//上边界判断
} else if (fx.equals("D")) {
snakeY[0] = snakeY[0] + 25;
if (snakeY[0] > 650) {
snakeY[0] = 75;
}//下边界判断
}
//头撞到身体失败
for (int i = 1; i < length; i++) {
if(snakeX[0]==snakeX[i]&&snakeY[0]==snakeY[i]){
isFaile=true;
break;
}
}
repaint();//重画页面
}
timer.start();//定时器开启
}
@Override
public void keyTyped(KeyEvent e) {
}
@Override
public void keyReleased(KeyEvent e) {
}
}