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坐標(biāo) Point.java
記錄橫縱坐標(biāo)值。
package cn.xeblog.snake.model;
import java.util.Objects;
/**
* 坐標(biāo)
*
* @author anlingyi
* @date 2022/8/2 3:35 PM
*/
public class Point {
public int x;
public int y;
public Point(int x, int y) {
this.x = x;
this.y = y;
}
@Override
public boolean equals(Object o) {
if (this == o) return true;
if (o == null || getClass() != o.getClass()) return false;
Point point = (Point) o;
return x == point.x && y == point.y;
}
@Override
public int hashCode() {
return Objects.hash(x, y);
}
@Override
public String toString() {
return "Point{" +
"x=" + x +
", y=" + y +
'}';
}
}
移動方向 Direction.java
提供上、下、左、右四個(gè)移動方向的枚舉。
package cn.xeblog.snake.model;
/**
* @author anlingyi
* @date 2022/8/2 5:25 PM
*/
public enum Direction {
UP,
DOWN,
LEFT,
RIGHT
}
蛇 Snake.java
存儲蛇身坐標(biāo)信息,提供蛇身移動、移除蛇尾坐標(biāo)、獲取蛇頭、蛇尾坐標(biāo)、蛇身長度等方法。
這里講一下蛇移動的實(shí)現(xiàn)原理:游戲開始時(shí),會固定一個(gè)移動方向,蛇會一直朝著這個(gè)方向移動,我們可以通過方向鍵改變蛇的移動方向,蛇的移動其實(shí)就是將蛇身的坐標(biāo)移動一下位置,比如蛇身長度(不包含蛇頭)為6,移動時(shí),只需將蛇身位置為5的坐標(biāo)移到位置為6的坐標(biāo)去,位置為4的坐標(biāo)移動到位置為5的坐標(biāo)去,簡單來說就是將前一個(gè)的坐標(biāo)換到它后面一個(gè)去,這是蛇身的移動,蛇頭的移動需要單獨(dú)計(jì)算,如果是上下方向移動,那就是對y坐標(biāo)的加減操作,向上運(yùn)動需要減一個(gè)蛇身的高度,向下則與之相反,需要加一個(gè)蛇身的高度,左右運(yùn)動同理。
package cn.xeblog.snake.model;
import java.util.List;
/**
* 蛇
*
* @author anlingyi
* @date 2022/8/2 3:32 PM
*/
public class Snake {
public static int width = 10;
public static int height = 10;
/**
* 蛇身坐標(biāo)列表
*/
public List<Point> body;
public Snake(List<Point> body) {
this.body = body;
}
/**
* 添加蛇身坐標(biāo)
*
* @param x
* @param y
*/
public void add(int x, int y) {
this.body.add(new Point(x * width, y * height));
}
/**
* 移除蛇尾坐標(biāo)
*/
public void removeLast() {
int size = size();
if (size == 0) {
return;
}
this.body.remove(size - 1);
}
/**
* 獲取蛇頭坐標(biāo)
*
* @return
*/
public Point getHead() {
if (size() > 0) {
return this.body.get(0);
}
return null;
}
/**
* 獲取蛇尾坐標(biāo)
*
* @return
*/
public Point getTail() {
int size = size();
if (size > 0) {
return this.body.get(size - 1);
}
return null;
}
/**
* 蛇身長度
*
* @return
*/
public int size() {
return this.body.size();
}
/**
* 蛇移動
*
* @param direction 移動方向
*/
public void move(Direction direction) {
if (size() == 0) {
return;
}
for (int i = this.size() - 1; i > 0; i--) {
// 從蛇尾開始向前移動
Point point = this.body.get(i);
Point nextPoint = this.body.get(i - 1);
point.x = nextPoint.x;
point.y = nextPoint.y;
}
// 蛇頭移動
Point head = getHead();
switch (direction) {
case UP:
head.y -= height;
break;
case DOWN:
head.y += height;
break;
case LEFT:
head.x -= width;
break;
case RIGHT:
head.x += width;
break;
}
}
}
藥丸 Pill.java
存儲“藥丸“的坐標(biāo)、類型信息。
package cn.xeblog.snake.model;
/**
* 藥丸
*
* @author anlingyi
* @date 2022/8/2 4:49 PM
*/
public class Pill {
public static int width = 10;
public static int height = 10;
/**
* 坐標(biāo)
*/
public Point point;
/**
* 藥丸類型
*/
public PillType pillType;
public enum PillType {
/**
* 紅色藥丸
*/
RED(5),
/**
* 藍(lán)色藥丸
*/
BLUE(2),
/**
* 綠色藥丸
*/
GREEN(1),
;
/**
* 分?jǐn)?shù)
*/
public int score;
PillType(int score) {
this.score = score;
}
}
public Pill(int x, int y, PillType pillType) {
this.point = new Point(x * width, y * height);
this.pillType = pillType;
}
}
初始化一些信息,比如游戲界面的寬高、定時(shí)器、一些狀態(tài)標(biāo)識(是否停止游戲、游戲是否勝利)、監(jiān)聽一些按鍵事件(空格鍵開始/暫停游戲、四個(gè)方向鍵控制蛇移動的方向),繪制游戲畫面。
當(dāng)檢測到游戲開始時(shí),初始化蛇、“藥丸”的位置信息,然后啟動定時(shí)器每隔一段時(shí)間重新繪制游戲畫面,讓蛇可以動起來。
當(dāng)檢測到蛇咬到自己或者是蛇撞墻時(shí),游戲狀態(tài)將會被標(biāo)記為“游戲失敗”,繪制游戲結(jié)束畫面,并且定時(shí)器停止,如果蛇身為0,則游戲結(jié)束,游戲狀態(tài)標(biāo)記為“游戲勝利”。
package cn.xeblog.snake.ui;
import cn.xeblog.snake.model.Direction;
import cn.xeblog.snake.model.Pill;
import cn.xeblog.snake.model.Point;
import cn.xeblog.snake.model.Snake;
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
import java.util.ArrayList;
import java.util.Collections;
import java.util.Random;
/**
* @author anlingyi
* @date 2022/8/2 3:51 PM
*/
public class SnakeGameUI extends JPanel implements ActionListener {
/**
* 寬度
*/
private int width;
/**
* 高度
*/
private int height;
/**
* 蛇
*/
private Snake snake;
/**
* 藥丸
*/
private Pill pill;
/**
* 移動方向
*/
private Direction direction;
/**
* 停止游戲標(biāo)記
*/
private boolean stop;
/**
* 游戲狀態(tài) 0.初始化 1.游戲勝利 2.游戲失敗
*/
private int state = -1;
/**
* 定時(shí)器
*/
private Timer timer;
/**
* 移動速度
*/
private int speed = 100;
/**
* 分?jǐn)?shù)
*/
private int score;
/**
* 特殊藥丸列表
*/
private ArrayList<Pill.PillType> specialPill;
public SnakeGameUI(int width, int height) {
this.width = width;
this.height = height;
this.timer = new Timer(speed, this);
this.stop = true;
initPanel();
}
/**
* 初始化
*/
private void init() {
this.score = 0;
this.state = 0;
this.stop = true;
this.timer.setDelay(speed);
initSnake();
initPill();
generatePill();
repaint();
}
/**
* 初始化游戲面板
*/
private void initPanel() {
this.setPreferredSize(new Dimension(this.width, this.height));
this.addKeyListener(new KeyAdapter() {
@Override
public void keyPressed(KeyEvent e) {
if (stop && e.getKeyCode() != KeyEvent.VK_SPACE) {
return;
}
switch (e.getKeyCode()) {
case KeyEvent.VK_UP:
if (direction == Direction.DOWN) {
break;
}
direction = Direction.UP;
break;
case KeyEvent.VK_DOWN:
if (direction == Direction.UP) {
break;
}
direction = Direction.DOWN;
break;
case KeyEvent.VK_LEFT:
if (direction == Direction.RIGHT) {
break;
}
direction = Direction.LEFT;
break;
case KeyEvent.VK_RIGHT:
if (direction == Direction.LEFT) {
break;
}
direction = Direction.RIGHT;
break;
case KeyEvent.VK_SPACE:
if (state != 0) {
init();
}
stop = !stop;
if (!stop) {
timer.start();
}
break;
}
}
});
}
/**
* 初始化蛇
*/
private void initSnake() {
this.direction = Direction.LEFT;
int maxX = this.width / Snake.width;
int maxY = this.height / Snake.height;
this.snake = new Snake(new ArrayList<>());
this.snake.add(maxX - 2, 3);
this.snake.add(maxX - 1, 3);
this.snake.add(maxX - 1, 2);
this.snake.add(maxX - 1, 1);
for (int i = maxX - 1; i > 0; i--) {
this.snake.add(i, 1);
}
for (int i = 1; i < maxY - 1; i++) {
this.snake.add(1, i);
}
for (int i = 1; i < maxX - 1; i++) {
this.snake.add(i, maxY - 2);
}
}
/**
* 初始化藥丸
*/
private void initPill() {
this.specialPill = new ArrayList<>();
for (int i = 0; i < 5; i++) {
this.specialPill.add(Pill.PillType.RED);
}
for (int i = 0; i < 10; i++) {
this.specialPill.add(Pill.PillType.BLUE);
}
Collections.shuffle(specialPill);
}
/**
* 生成藥丸
*/
private void generatePill() {
// 是否獲取特殊藥丸
boolean getSpecialPill = new Random().nextInt(6) == 3;
Pill.PillType pillType;
if (getSpecialPill && this.specialPill.size() > 0) {
// 生成特殊藥丸
int index = new Random().nextInt(this.specialPill.size());
pillType = this.specialPill.get(index);
this.specialPill.remove(index);
} else {
// 生成綠色藥丸
pillType = Pill.PillType.GREEN;
}
// 隨機(jī)坐標(biāo)
int x = new Random().nextInt(this.width / Pill.width - 1);
int y = new Random().nextInt(this.height / Pill.height - 1);
this.pill = new Pill(x, y, pillType);
}
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
g2.setRenderingHint(RenderingHints.KEY_TEXT_ANTIALIASING, RenderingHints.VALUE_TEXT_ANTIALIAS_ON);
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g2.setColor(new Color(66, 66, 66));
g2.fillRect(0, 0, this.width, this.height);
if (this.snake != null) {
// 畫蛇
g2.setColor(new Color(255, 255, 255));
for (int i = this.snake.size() - 1; i >= 0; i--) {
Point point = this.snake.body.get(i);
if (i == 0) {
// 蛇頭
g2.setColor(new Color(255, 92, 92));
} else {
g2.setColor(new Color(215, 173, 173));
}
g2.fillRect(point.x, point.y, Snake.width, Snake.height);
}
}
if (this.pill != null) {
// 畫藥丸
Color pillColor;
switch (this.pill.pillType) {
case RED:
pillColor = new Color(255, 41, 41);
break;
case BLUE:
pillColor = new Color(20, 250, 243);
break;
default:
pillColor = new Color(97, 255, 113);
break;
}
g2.setColor(pillColor);
g2.fillOval(pill.point.x, pill.point.y, Pill.width, Pill.height);
}
if (state > 0) {
// 顯示游戲結(jié)果
String tips = "游戲失??!";
if (state == 1) {
tips = "游戲勝利!";
}
g2.setFont(new Font("", Font.BOLD, 20));
g2.setColor(new Color(208, 74, 74));
g2.drawString(tips, this.width / 3, this.height / 3);
g2.setFont(new Font("", Font.PLAIN, 18));
g2.setColor(Color.WHITE);
g2.drawString("得分:" + this.score, this.width / 2, this.height / 3 + 50);
}
if (stop) {
g2.setFont(new Font("", Font.PLAIN, 18));
g2.setColor(Color.WHITE);
g2.drawString("按空格鍵開始/暫停游戲!", this.width / 4, this.height - 50);
}
}
@Override
public void actionPerformed(ActionEvent e) {
// 是否吃藥
boolean isAte = false;
if (!this.stop) {
// 移動蛇
this.snake.move(this.direction);
Point head = this.snake.getHead();
if (head.equals(this.pill.point)) {
// 吃藥了
isAte = true;
// 藥丸分?jǐn)?shù)
int getScore = this.pill.pillType.score;
// 累計(jì)分?jǐn)?shù)
this.score += getScore;
for (int i = 0; i < getScore; i++) {
// 移除蛇尾
this.snake.removeLast();
if (this.snake.size() == 0) {
// 游戲勝利
this.state = 1;
this.stop = true;
break;
}
}
pill = null;
if (this.score % 10 == 0) {
int curSpeed = this.timer.getDelay();
if (curSpeed > 30) {
// 加速
this.timer.setDelay(curSpeed - 10);
}
}
}
if (state == 0) {
// 判斷蛇有沒有咬到自己或是撞墻
int maxWidth = this.width - this.snake.width;
int maxHeight = this.height - this.snake.height;
boolean isHitWall = head.x > maxWidth || head.x < 0 || head.y > maxHeight || head.y < 0;
boolean isBiting = false;
for (int i = this.snake.size() - 1; i > 0; i--) {
if (head.equals(this.snake.body.get(i))) {
isBiting = true;
break;
}
}
if (isHitWall || isBiting) {
// 游戲失敗
this.state = 2;
this.stop = true;
}
}
}
if (this.stop) {
this.timer.stop();
} else if (isAte) {
// 重新生成藥丸
generatePill();
}
repaint();
}
}
游戲啟動入口。
package cn.xeblog.snake;
import cn.xeblog.snake.ui.SnakeGameUI;
import javax.swing.*;
/**
* 啟動游戲
*
* @author anlingyi
* @date 2022/8/2 3:41 PM
*/
public class StartGame {
public static void main(String[] args) {
JFrame frame = new JFrame();
frame.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
frame.setVisible(true);
frame.setResizable(false);
frame.setTitle("不貪吃蛇");
frame.setSize(400, 320);
frame.setLocationRelativeTo(null);
JPanel gamePanel = new SnakeGameUI(400, 300);
frame.add(gamePanel);
gamePanel.requestFocus();
}
}
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