Java Simple GUI Snake Eating Games

  • 2021-11-13 01:56:05
  • OfStack

This article example for everyone to share Java to achieve snake game specific code, for your reference, the specific content is as follows

Main startup class


import javax.swing.*;

/**
 * @author The Setting sun
 * @create 2021-09-11 15:19
 */
// Main startup class 
public class StartGame {
    public static void main(String[] args) {
        JFrame frame = new JFrame();

        frame.setResizable(false);// The window size is immutable 
        frame.setSize(900, 720);// Window size 
        frame.setLocationRelativeTo(null);// Center window 
        frame.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);// Window closing event 

        frame.add(new GamePanel());

        frame.setVisible(true);// Window visible 
    }
}

Resource class (icon)


import javax.swing.*;
import java.net.URL;

/**
@author The Setting sun
@create 2021-09-11 15:40
*/
public class Data {
    public static URL headerURL = Data.class.getResource("img/header.png");
    public static ImageIcon header = new ImageIcon(headerURL);

    public static URL upURL = Data.class.getResource("img/tx.png");
    public static ImageIcon up = new ImageIcon(upURL);

    public static URL downURL = Data.class.getResource("img/down.png");
    public static ImageIcon down = new ImageIcon(downURL);

    public static URL rightURL = Data.class.getResource("img/right.png");
    public static ImageIcon right = new ImageIcon(rightURL);

    public static URL leftURL = Data.class.getResource("img/left.png");
    public static ImageIcon left = new ImageIcon(leftURL);

    public static URL bodyURL = Data.class.getResource("img/body.png");
    public static ImageIcon body = new ImageIcon(bodyURL);

    public static URL foodURL = Data.class.getResource("img/food.png");
    public static ImageIcon food = new ImageIcon(foodURL);
}

Program class


import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
import java.util.Random;

/**
 * @author The Setting sun
 * @create 2021-09-11 15:24
 */
//游戏面板
public class GamePanel extends JPanel implements KeyListener, ActionListener {
    //蛇
    int length;//蛇的长度
    int[] snakeX = new int[600];//蛇的x坐标 25*25
    int[] snakeY = new int[500];//蛇的y坐标 25*25
    String orient;//初始方向

    //食物
    int foodX;
    int foodY;
    Random random = new Random();

    boolean isStart = false;//游戏当前状态:默认为停止
    boolean isFail = false;//游戏是否失败了,默认为没有

    int score;//积分

    //定时器 ms为单位
    Timer timer = new Timer(140, this);//100毫秒刷新1次

    //构造器
    public GamePanel() {
        init();//初始化
        setFocusable(true);//获得焦点
        addKeyListener(this);//获得键盘监听事件
        timer.start();//游戏1开始定时器就启动
    }

    //初始化
    public void init() {
        length = 3;//初始长度为3

        snakeX[0] = 100;
        snakeY[0] = 100;//头的坐标

        snakeX[1] = 75;
        snakeY[1] = 100;//第1个身体的坐标

        snakeX[2] = 50;
        snakeY[2] = 100;//第2个身体的坐标

        orient = "R";//初始方向向右

        //让食物随机分布在界面上
        foodX = 25 + 25 * random.nextInt(34);
        foodY = 75 + 25 * random.nextInt(24);

        score = 0;//积分
    }


    //绘制面板,游戏中的东西都用这个来画
    @Override
    protected void paintComponent(Graphics g) {
        super.paintComponent(g);//清屏
        setBackground(Color.pink);

        //绘制静态面板
        Data.header.paintIcon(this, g, 25, 11);
        g.fillRect(25, 75, 850, 600);

        //绘制积分面板
        g.setColor(Color.GREEN);
        g.setFont(new Font("微软雅黑", Font.BOLD, 16));
        g.drawString("长度:" + length, 750, 35);
        g.drawString("积分:" + score, 750, 50);

        //绘制食物
        Data.food.paintIcon(this, g, foodX, foodY);

        //绘制蛇
        switch (orient) {
            case "R":
                Data.right.paintIcon(this, g, snakeX[0], snakeY[0]);//蛇初始化向右,通过判断转变方向
                break;
            case "L":
                Data.left.paintIcon(this, g, snakeX[0], snakeY[0]);//蛇初始化向右,通过判断转变方向
                break;
            case "U":
                Data.up.paintIcon(this, g, snakeX[0], snakeY[0]);//蛇初始化向右,通过判断转变方向
                break;
            case "D":
                Data.down.paintIcon(this, g, snakeX[0], snakeY[0]);//蛇初始化向右,通过判断转变方向
                break;
        }


        //动态添加身体
        for (int i = 1; i < length; i++) {
            Data.body.paintIcon(this, g, snakeX[i], snakeY[i]);
        }
//        Data.body.paintIcon(this,g,snakeX[1],snakeY[1]);//第1个身体的坐标
//        Data.body.paintIcon(this,g,snakeX[2],snakeY[2]);//第2个身体的坐标

        //游戏状态
        if (isStart == false) {
            g.setColor(Color.WHITE);
            g.setFont(new Font("微软雅黑", Font.BOLD, 40));
            g.drawString("按下空格开始游戏", 300, 300);
        }

        if (isFail) {
            g.setColor(Color.RED);
            g.setFont(new Font("微软雅黑", Font.BOLD, 40));
            g.drawString("犹豫就会败北!", 300, 300);
        }
    }

    //键盘监听器
    @Override
    public void keyPressed(KeyEvent e) {//按下
        int keyCode = e.getKeyCode();//获得键盘按键码

        if (keyCode == KeyEvent.VK_SPACE) {//按下空格
            if (isFail) {
                //重新开始
                isFail = false;
                init();
            } else {
                isStart = !isStart;//取反
                repaint();
            }
        }

        //修复了1个蛇可以反向移动的bug
        if (orient.equals("U") && keyCode == KeyEvent.VK_DOWN){
            keyCode = KeyEvent.VK_UP;
        }

        if (orient.equals("D") && keyCode == KeyEvent.VK_UP){
            keyCode = KeyEvent.VK_DOWN;
        }

        if (orient.equals("L") && keyCode == KeyEvent.VK_RIGHT){
            keyCode = KeyEvent.VK_LEFT;
        }

        if (orient.equals("R") && keyCode == KeyEvent.VK_LEFT){
            keyCode = KeyEvent.VK_RIGHT;
        }

        //控制蛇改变方向移动
        switch (keyCode) {
            case KeyEvent.VK_UP:

                orient = "U";
                break;
            case KeyEvent.VK_DOWN:
                orient = "D";
                break;
            case KeyEvent.VK_LEFT:
                orient = "L";
                break;
            case KeyEvent.VK_RIGHT:
                orient = "R";
                break;
        }


    }

    //事件监听:需要通过固定事件来刷新,1秒10次(帧率)
    @Override
    public void actionPerformed(ActionEvent e) {
        if (isStart && isFail == false) {//如果游戏是开始状态,就让蛇动起来
            //吃食物
            if (snakeX[0] == foodX && snakeY[0] == foodY) {
                //长度+1
                length++;
                score += 10;

                //再次让食物随机出现
                foodX = 25 + 25 * random.nextInt(34);
                foodY = 75 + 25 * random.nextInt(24);
            }

            //身体移动
            for (int i = length - 1; i > 0; i--) {
                snakeX[i] = snakeX[i - 1];
                snakeY[i] = snakeY[i - 1];
            }

            //走向
            switch (orient) {
                case "R":
                    snakeX[0] = snakeX[0] + 25;
                    //边界判断
                    if (snakeX[0] > 850) {
                        snakeX[0] = 25;
                    }
                    break;
                case "L":
                    snakeX[0] = snakeX[0] - 25;
                    //边界判断
                    if (snakeX[0] < 25) {
                        snakeX[0] = 850;
                    }
                    break;
                case "U":
                    snakeY[0] = snakeY[0] - 25;
                    //边界判断
                    if (snakeY[0] < 75) {
                        snakeY[0] = 650;
                    }
                    break;
                case "D":
                    snakeY[0] = snakeY[0] + 25;
                    //边界判断
                    if (snakeY[0] > 650) {
                        snakeY[0] = 75;
                    }
                    break;
            }

            //失败判断,撞到自己就GG
            for (int i = 1 ; i < length; i++) {
                if (snakeX[0] == snakeX[i] && snakeY[0] == snakeY[i]){
                    isFail = true;
                }
            }

            repaint();//刷新页面
        }

        timer.start();//定时器开启
    }

    @Override
    public void keyTyped(KeyEvent e) {

    }

    @Override
    public void keyReleased(KeyEvent e) {

    }
}

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