Java贪吃蛇游戏完整代码实现 - 从零开始打造经典游戏

本文提供完整的Java代码,教你如何从零开始实现经典贪吃蛇游戏。代码简洁易懂,包含游戏逻辑、图形绘制、键盘控制等核心功能,适合Java初学者学习参考。

完整代码:

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.JFrame;
import javax.swing.SwingUtilities;
import javax.swing.Timer;

public class SnakeGame extends JFrame {

    public SnakeGame() {
        initUI();
    }

    private void initUI() {
        add(new SnakeBoard());

        setResizable(false);
        pack();

        setTitle('贪吃蛇');
        setLocationRelativeTo(null);
        setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
    }

    public static void main(String[] args) {
        SwingUtilities.invokeLater(() -> {
            JFrame ex = new SnakeGame();
            ex.setVisible(true);
        });
    }
}

class SnakeBoard 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 SnakeBoard() {
        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;
            }
        }
    }
}

使用方法:

  1. 将代码保存为SnakeGame.java文件。
  2. 使用Java编译器进行编译:javac SnakeGame.java
  3. 运行编译后的文件:java SnakeGame

代码说明:

  • SnakeGame类: 游戏的主类,创建游戏窗口并添加SnakeBoard面板。
  • SnakeBoard类: 游戏面板类,负责绘制游戏画面、控制游戏逻辑、处理键盘事件。
    • initBoard(): 初始化游戏面板,设置背景颜色、焦点、大小等。
    • loadImages(): 加载游戏所需的图片资源(蛇头、蛇身、苹果)。
    • initGame(): 初始化游戏,设置蛇的初始位置、生成第一个苹果等。
    • paintComponent(Graphics g): 绘制游戏画面,根据游戏状态绘制不同的内容。
    • gameOver(Graphics g): 游戏结束时,显示游戏结束信息。
    • checkApple(): 检查蛇是否吃到苹果。
    • move(): 更新蛇的位置。
    • checkCollision(): 检查蛇是否撞到自身或边界。
    • locateApple(): 随机生成苹果的位置。
    • actionPerformed(ActionEvent e): 定时器事件处理函数,每隔一段时间更新游戏状态。
    • TAdapter: 键盘事件适配器,处理玩家的键盘操作。

运行效果:

运行程序后,将出现一个窗口,显示贪吃蛇游戏画面。使用方向键控制蛇的移动,吃掉苹果即可增加蛇的长度。蛇撞到自身或边界游戏结束。

注意:

  • 代码中的图片资源路径需要根据实际情况进行修改。
  • 可以根据需要调整游戏难度参数(如蛇的速度、苹果出现频率等)。

希望本文能够帮助你理解和实现Java贪吃蛇游戏!如果你有任何问题,欢迎留言讨论。

Java贪吃蛇游戏完整代码实现 -  从零开始打造经典游戏

原文地址: https://www.cveoy.top/t/topic/PQp 著作权归作者所有。请勿转载和采集!

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