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贪吃蛇大作战是一款经典的休闲游戏,玩家通过控制蛇的移动来吃掉食物,蛇的身体会随着吃食物而变长,同时需要避免撞到墙壁或自己的身体。本文将详细介绍如何使用Java语言实现一个简单的贪吃蛇大作战小游戏。
在开始编写代码之前,我们需要先规划好项目的结构。一个典型的贪吃蛇游戏项目可以分为以下几个部分:
首先,我们创建一个名为SnakeGame
的类,作为游戏的主类。这个类将负责初始化游戏、启动游戏循环以及处理用户输入。
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;
public class SnakeGame extends JFrame implements ActionListener, KeyListener {
private static final int WIDTH = 600;
private static final int HEIGHT = 600;
private static final int UNIT_SIZE = 20;
private static final int GAME_UNITS = (WIDTH * HEIGHT) / (UNIT_SIZE * UNIT_SIZE);
private static final int DELAY = 75;
private final int[] x = new int[GAME_UNITS];
private final int[] y = new int[GAME_UNITS];
private int bodyParts = 6;
private int applesEaten;
private int appleX;
private int appleY;
private char direction = 'R';
private boolean running = false;
private Timer timer;
public SnakeGame() {
this.setTitle("Snake Game");
this.setSize(WIDTH, HEIGHT);
this.setResizable(false);
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
this.setVisible(true);
this.addKeyListener(this);
this.setBackground(Color.BLACK);
startGame();
}
public void startGame() {
newApple();
running = true;
timer = new Timer(DELAY, this);
timer.start();
}
public void paint(Graphics g) {
if (running) {
g.setColor(Color.BLACK);
g.fillRect(0, 0, WIDTH, HEIGHT);
g.setColor(Color.RED);
g.fillOval(appleX, appleY, UNIT_SIZE, UNIT_SIZE);
for (int i = 0; i < bodyParts; i++) {
if (i == 0) {
g.setColor(Color.GREEN);
} else {
g.setColor(new Color(45, 180, 0));
}
g.fillRect(x[i], y[i], UNIT_SIZE, UNIT_SIZE);
}
g.setColor(Color.WHITE);
g.setFont(new Font("Ink Free", Font.BOLD, 40));
FontMetrics metrics = getFontMetrics(g.getFont());
g.drawString("Score: " + applesEaten, (WIDTH - metrics.stringWidth("Score: " + applesEaten)) / 2, g.getFont().getSize());
} else {
gameOver(g);
}
}
public void newApple() {
appleX = (int) (Math.random() * (WIDTH / UNIT_SIZE)) * UNIT_SIZE;
appleY = (int) (Math.random() * (HEIGHT / UNIT_SIZE)) * UNIT_SIZE;
}
public void move() {
for (int i = bodyParts; i > 0; i--) {
x[i] = x[i - 1];
y[i] = y[i - 1];
}
switch (direction) {
case 'U':
y[0] = y[0] - UNIT_SIZE;
break;
case 'D':
y[0] = y[0] + UNIT_SIZE;
break;
case 'L':
x[0] = x[0] - UNIT_SIZE;
break;
case 'R':
x[0] = x[0] + UNIT_SIZE;
break;
}
}
public void checkApple() {
if ((x[0] == appleX) && (y[0] == appleY)) {
bodyParts++;
applesEaten++;
newApple();
}
}
public void checkCollisions() {
// Check if head collides with body
for (int i = bodyParts; i > 0; i--) {
if ((x[0] == x[i]) && (y[0] == y[i])) {
running = false;
}
}
// Check if head touches left border
if (x[0] < 0) {
running = false;
}
// Check if head touches right border
if (x[0] > WIDTH) {
running = false;
}
// Check if head touches top border
if (y[0] < 0) {
running = false;
}
// Check if head touches bottom border
if (y[0] > HEIGHT) {
running = false;
}
if (!running) {
timer.stop();
}
}
public void gameOver(Graphics g) {
g.setColor(Color.RED);
g.setFont(new Font("Ink Free", Font.BOLD, 75));
FontMetrics metrics = getFontMetrics(g.getFont());
g.drawString("Game Over", (WIDTH - metrics.stringWidth("Game Over")) / 2, HEIGHT / 2);
g.setColor(Color.WHITE);
g.setFont(new Font("Ink Free", Font.BOLD, 40));
g.drawString("Score: " + applesEaten, (WIDTH - metrics.stringWidth("Score: " + applesEaten)) / 2, g.getFont().getSize());
}
@Override
public void actionPerformed(ActionEvent e) {
if (running) {
move();
checkApple();
checkCollisions();
}
repaint();
}
@Override
public void keyPressed(KeyEvent e) {
switch (e.getKeyCode()) {
case KeyEvent.VK_LEFT:
if (direction != 'R') {
direction = 'L';
}
break;
case KeyEvent.VK_RIGHT:
if (direction != 'L') {
direction = 'R';
}
break;
case KeyEvent.VK_UP:
if (direction != 'D') {
direction = 'U';
}
break;
case KeyEvent.VK_DOWN:
if (direction != 'U') {
direction = 'D';
}
break;
}
}
@Override
public void keyReleased(KeyEvent e) {
}
@Override
public void keyTyped(KeyEvent e) {
}
public static void main(String[] args) {
new SnakeGame();
}
}
在SnakeGame
类中,我们已经定义了蛇的移动、碰撞检测等逻辑。接下来,我们将这些逻辑进一步封装到一个独立的Snake
类中。
public class Snake {
private final int[] x;
private final int[] y;
private int bodyParts;
private char direction;
public Snake(int maxBodyParts) {
x = new int[maxBodyParts];
y = new int[maxBodyParts];
bodyParts = 6;
direction = 'R';
}
public void move() {
for (int i = bodyParts; i > 0; i--) {
x[i] = x[i - 1];
y[i] = y[i - 1];
}
switch (direction) {
case 'U':
y[0] = y[0] - SnakeGame.UNIT_SIZE;
break;
case 'D':
y[0] = y[0] + SnakeGame.UNIT_SIZE;
break;
case 'L':
x[0] = x[0] - SnakeGame.UNIT_SIZE;
break;
case 'R':
x[0] = x[0] + SnakeGame.UNIT_SIZE;
break;
}
}
public void grow() {
bodyParts++;
}
public boolean checkCollision() {
// Check if head collides with body
for (int i = bodyParts; i > 0; i--) {
if ((x[0] == x[i]) && (y[0] == y[i])) {
return true;
}
}
// Check if head touches borders
return x[0] < 0 || x[0] >= SnakeGame.WIDTH || y[0] < 0 || y[0] >= SnakeGame.HEIGHT;
}
public int getBodyParts() {
return bodyParts;
}
public int[] getX() {
return x;
}
public int[] getY() {
return y;
}
public void setDirection(char direction) {
this.direction = direction;
}
}
接下来,我们创建一个Food
类,用于管理食物的生成和位置。
import java.util.Random;
public class Food {
private int x;
private int y;
public Food() {
spawn();
}
public void spawn() {
Random random = new Random();
x = random.nextInt(SnakeGame.WIDTH / SnakeGame.UNIT_SIZE) * SnakeGame.UNIT_SIZE;
y = random.nextInt(SnakeGame.HEIGHT / SnakeGame.UNIT_SIZE) * SnakeGame.UNIT_SIZE;
}
public int getX() {
return x;
}
public int getY() {
return y;
}
}
最后,我们创建一个GamePanel
类,用于绘制游戏界面和更新游戏状态。
import javax.swing.*;
import java.awt.*;
public class GamePanel extends JPanel {
private final Snake snake;
private final Food food;
private int score;
public GamePanel(Snake snake, Food food) {
this.snake = snake;
this.food = food;
this.score = 0;
}
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
draw(g);
}
public void draw(Graphics g) {
// Draw food
g.setColor(Color.RED);
g.fillOval(food.getX(), food.getY(), SnakeGame.UNIT_SIZE, SnakeGame.UNIT_SIZE);
// Draw snake
for (int i = 0; i < snake.getBodyParts(); i++) {
if (i == 0) {
g.setColor(Color.GREEN);
} else {
g.setColor(new Color(45, 180, 0));
}
g.fillRect(snake.getX()[i], snake.getY()[i], SnakeGame.UNIT_SIZE, SnakeGame.UNIT_SIZE);
}
// Draw score
g.setColor(Color.WHITE);
g.setFont(new Font("Ink Free", Font.BOLD, 40));
FontMetrics metrics = getFontMetrics(g.getFont());
g.drawString("Score: " + score, (SnakeGame.WIDTH - metrics.stringWidth("Score: " + score)) / 2, g.getFont().getSize());
}
public void update() {
snake.move();
if (snake.getX()[0] == food.getX() && snake.getY()[0] == food.getY()) {
snake.grow();
food.spawn();
score++;
}
if (snake.checkCollision()) {
// Game over logic
}
}
}
最后,我们将所有类整合到SnakeGame
类中,并启动游戏。
import javax.swing.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
public class SnakeGame extends JFrame implements ActionListener, KeyListener {
private static final int WIDTH = 600;
private static final int HEIGHT = 600;
private static final int UNIT_SIZE = 20;
private static final int DELAY = 75;
private final Snake snake;
private final Food food;
private final GamePanel gamePanel;
private Timer timer;
public SnakeGame() {
this.setTitle("Snake Game");
this.setSize(WIDTH, HEIGHT);
this.setResizable(false);
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
this.setVisible(true);
this.addKeyListener(this);
this.setBackground(Color.BLACK);
snake = new Snake((WIDTH * HEIGHT) / (UNIT_SIZE * UNIT_SIZE));
food = new Food();
gamePanel = new GamePanel(snake, food);
this.add(gamePanel);
startGame();
}
public void startGame() {
timer = new Timer(DELAY, this);
timer.start();
}
@Override
public void actionPerformed(ActionEvent e) {
gamePanel.update();
gamePanel.repaint();
}
@Override
public void keyPressed(KeyEvent e) {
switch (e.getKeyCode()) {
case KeyEvent.VK_LEFT:
if (snake.getDirection() != 'R') {
snake.setDirection('L');
}
break;
case KeyEvent.VK_RIGHT:
if (snake.getDirection() != 'L') {
snake.setDirection('R');
}
break;
case KeyEvent.VK_UP:
if (snake.getDirection() != 'D') {
snake.setDirection('U');
}
break;
case KeyEvent.VK_DOWN:
if (snake.getDirection() != 'U') {
snake.setDirection('D');
}
break;
}
}
@Override
public void keyReleased(KeyEvent e) {
}
@Override
public void keyTyped(KeyEvent e) {
}
public static void main(String[] args) {
new SnakeGame();
}
}
通过以上步骤,我们成功实现了一个简单的贪吃蛇大作战小游戏。这个游戏虽然功能简单,但涵盖了游戏开发中的许多基本概念,如游戏循环、碰撞检测、用户输入处理等。希望本文能帮助你理解如何使用Java编写一个简单的游戏,并为你的游戏开发之路打下坚实的基础。
注意:本文提供的代码是一个基础版本的贪吃蛇游戏,实际开发中可以根据需求进行扩展和优化,例如增加难度级别、多人模式、音效等。
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