更新时间:2022-03-31 11:11:54 来源:极悦 浏览1337次
贪吃蛇是一款较老的经典电子游戏。它最初是在 70 年代后期创建的。后来它被带到了PC上。在这个游戏中,玩家控制一条蛇。目标是尽可能多地吃苹果。蛇每吃一个苹果,它的身体就会变大。蛇必须避开墙壁和自己的身体。这个游戏有时被称为Nibbles。
蛇的每个关节的大小是 10 像素。蛇是用光标键控制的。最初,这条蛇有三个关节。如果游戏结束,棋盘中央会显示“游戏结束”消息。
package com.zetcode;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Font;
import java.awt.FontMetrics;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.Toolkit;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import javax.swing.ImageIcon;
import javax.swing.JPanel;
import javax.swing.Timer;
public class Board extends JPanel implements ActionListener {
private final int B_WIDTH = 300;
private final int B_HEIGHT = 300;
private final int DOT_SIZE = 10;
private final int ALL_DOTS = 900;
private final int RAND_POS = 29;
private final int DELAY = 140;
private final int x[] = new int[ALL_DOTS];
private final int y[] = new int[ALL_DOTS];
private int dots;
private int apple_x;
private int apple_y;
private boolean leftDirection = false;
private boolean rightDirection = true;
private boolean upDirection = false;
private boolean downDirection = false;
private boolean inGame = true;
private Timer timer;
private Image ball;
private Image apple;
private Image head;
public Board() {
initBoard();
}
private void initBoard() {
addKeyListener(new TAdapter());
setBackground(Color.black);
setFocusable(true);
setPreferredSize(new Dimension(B_WIDTH, B_HEIGHT));
loadImages();
initGame();
}
private void loadImages() {
ImageIcon iid = new ImageIcon("src/resources/dot.png");
ball = iid.getImage();
ImageIcon iia = new ImageIcon("src/resources/apple.png");
apple = iia.getImage();
ImageIcon iih = new ImageIcon("src/resources/head.png");
head = iih.getImage();
}
private void initGame() {
dots = 3;
for (int z = 0; z < dots; z++) {
x[z] = 50 - z * 10;
y[z] = 50;
}
locateApple();
timer = new Timer(DELAY, this);
timer.start();
}
@Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
doDrawing(g);
}
private void doDrawing(Graphics g) {
if (inGame) {
g.drawImage(apple, apple_x, apple_y, this);
for (int z = 0; z < dots; z++) {
if (z == 0) {
g.drawImage(head, x[z], y[z], this);
} else {
g.drawImage(ball, x[z], y[z], this);
}
}
Toolkit.getDefaultToolkit().sync();
} else {
gameOver(g);
}
}
private void gameOver(Graphics g) {
String msg = "Game Over";
Font small = new Font("Helvetica", Font.BOLD, 14);
FontMetrics metr = getFontMetrics(small);
g.setColor(Color.white);
g.setFont(small);
g.drawString(msg, (B_WIDTH - metr.stringWidth(msg)) / 2, B_HEIGHT / 2);
}
private void checkApple() {
if ((x[0] == apple_x) && (y[0] == apple_y)) {
dots++;
locateApple();
}
}
private void move() {
for (int z = dots; z > 0; z--) {
x[z] = x[(z - 1)];
y[z] = y[(z - 1)];
}
if (leftDirection) {
x[0] -= DOT_SIZE;
}
if (rightDirection) {
x[0] += DOT_SIZE;
}
if (upDirection) {
y[0] -= DOT_SIZE;
}
if (downDirection) {
y[0] += DOT_SIZE;
}
}
private void checkCollision() {
for (int z = dots; z > 0; z--) {
if ((z > 4) && (x[0] == x[z]) && (y[0] == y[z])) {
inGame = false;
}
}
if (y[0] >= B_HEIGHT) {
inGame = false;
}
if (y[0] < 0) {
inGame = false;
}
if (x[0] >= B_WIDTH) {
inGame = false;
}
if (x[0] < 0) {
inGame = false;
}
if (!inGame) {
timer.stop();
}
}
private void locateApple() {
int r = (int) (Math.random() * RAND_POS);
apple_x = ((r * DOT_SIZE));
r = (int) (Math.random() * RAND_POS);
apple_y = ((r * DOT_SIZE));
}
@Override
public void actionPerformed(ActionEvent e) {
if (inGame) {
checkApple();
checkCollision();
move();
}
repaint();
}
private class TAdapter extends KeyAdapter {
@Override
public void keyPressed(KeyEvent e) {
int key = e.getKeyCode();
if ((key == KeyEvent.VK_LEFT) && (!rightDirection)) {
leftDirection = true;
upDirection = false;
downDirection = false;
}
if ((key == KeyEvent.VK_RIGHT) && (!leftDirection)) {
rightDirection = true;
upDirection = false;
downDirection = false;
}
if ((key == KeyEvent.VK_UP) && (!downDirection)) {
upDirection = true;
rightDirection = false;
leftDirection = false;
}
if ((key == KeyEvent.VK_DOWN) && (!upDirection)) {
downDirection = true;
rightDirection = false;
leftDirection = false;
}
}
}
}
首先,我们将定义游戏中使用的常量。
private final int B_WIDTH = 300;
private final int B_HEIGHT = 300;
private final int DOT_SIZE = 10;
private final int ALL_DOTS = 900;
private final int RAND_POS = 29;
private final int DELAY = 140;
B_WIDTH和B_HEIGHT常量决定了板子的大小 。DOT_SIZE是苹果的大小和蛇的圆点。该ALL_DOTS常数定义了板上可能的最大点数 (900 = (300*300)/(10*10))。该RAND_POS 常数用于计算苹果的随机位置。DELAY常数决定了游戏的速度 。
private final int x[] = new int[ALL_DOTS];
private final int y[] = new int[ALL_DOTS];
这两个数组存储蛇所有关节的 x 和 y 坐标。
private void loadImages() {
ImageIcon iid = new ImageIcon("src/resources/dot.png");
ball = iid.getImage();
ImageIcon iia = new ImageIcon("src/resources/apple.png");
apple = iia.getImage();
ImageIcon iih = new ImageIcon("src/resources/head.png");
head = iih.getImage();
}
在该loadImages()方法中,我们获取游戏的图像。该类ImageIcon用于显示 PNG 图像。
private void initGame() {
dots = 3;
for (int z = 0; z < dots; z++) {
x[z] = 50 - z * 10;
y[z] = 50;
}
locateApple();
timer = new Timer(DELAY, this);
timer.start();
}
在initGame()我们创建蛇的方法中,在板上随机定位一个苹果,然后启动计时器。
private void checkApple() {
if ((x[0] == apple_x) && (y[0] == apple_y)) {
dots++;
locateApple();
}
}
如果苹果撞到头部,我们增加蛇的关节数。我们调用locateApple()随机定位新苹果对象的方法。
在move()方法中我们有游戏的关键算法。要理解它,看看蛇是如何移动的。我们控制了蛇的头。我们可以用光标键改变它的方向。其余关节沿链条向上移动一个位置。第二个关节移动到第一个关节的位置,第三个关节移动到第二个关节的位置,依此类推。
for (int z = 点; z > 0; z--) {
x[z] = x[(z - 1)];
y[z] = y[(z - 1)];
}
此代码将关节沿链向上移动。
if (leftDirection) {
x[0] -= DOT_SIZE;
}
这条线将头部向左移动。
在该checkCollision()方法中,我们确定蛇是撞到自己还是撞到了一堵墙。
for (int z = dots; z > 0; z--) {
if ((z > 4) && (x[0] == x[z]) && (y[0] == y[z])) {
inGame = false;
}
}
如果蛇用头撞到它的一个关节,游戏就结束了。
if (y[0] >= B_HEIGHT) {
inGame = false;
}
如果蛇击中棋盘底部,则游戏结束。
package com.zetcode;
import java.awt.EventQueue;
import javax.swing.JFrame;
public class Snake extends JFrame {
public Snake() {
initUI();
}
private void initUI() {
add(new Board());
setResizable(false);
pack();
setTitle("Snake");
setLocationRelativeTo(null);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
public static void main(String[] args) {
EventQueue.invokeLater(() -> {
JFrame ex = new Snake();
ex.setVisible(true);
});
}
}
这是主要课程。
setResizable(false);
pack();
该方法会影响某些平台上容器setResizable()的插图。JFrame因此,在方法之前调用它很重要 pack()。否则,蛇的头部与右边界和下边界的碰撞可能无法正常工作。
这是 Java 中的 Snake 游戏。
0基础 0学费 15天面授
Java就业班有基础 直达就业
业余时间 高薪转行
Java在职加薪班工作1~3年,加薪神器
工作3~5年,晋升架构
提交申请后,顾问老师会电话与您沟通安排学习