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下面是一个使用Java编写的带图形界面的贪吃蛇游戏。这个游戏使用了Java的Swing库来创建图形界面,并实现了基本的游戏逻辑,包括蛇的移动、食物生成和碰撞检测。
- 创建主类 SnakeGame
首先,我们创建一个主类 SnakeGame 来启动游戏。
import javax.swing.JFrame; public class SnakeGame extends JFrame { public SnakeGame() { add(new GamePanel()); setResizable(false); pack(); setTitle("Snake Game"); setLocationRelativeTo(null); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); } public static void main(String[] args) { JFrame frame = new SnakeGame(); frame.setVisible(true); } }
- 创建游戏面板 GamePanel
接下来,我们创建一个继承 JPanel 的 GamePanel 类,包含游戏的主要逻辑和绘图。
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 GamePanel 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 GamePanel() { 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; } } } }
- 资源文件
为了使这个代码正常运行,你需要准备三个图片文件:
dot.png:表示蛇的身体部分。
apple.png:表示食物。
head.png:表示蛇的头部。
将这些图片文件放在 src/resources/ 目录下。
运行说明
创建一个新的Java项目。
将上面的代码分别放在 SnakeGame.java 和 GamePanel.java 文件中。
创建 src/resources/ 目录,并将 dot.png、apple.png 和 head.png 放入该目录。
运行 SnakeGame 类的 main 方法启动游戏。
这个示例提供了一个基本的贪吃蛇游戏框架,包括蛇的移动、食物生成和简单的碰撞检测。可以在此基础上添加更多功能,例如增加得分显示、添加更多的游戏逻辑和动画效果。