package GluttonousSnake;
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;
import java.util.Random;
//游戏的面板
public class GamePanel extends JPanel implements KeyListener, ActionListener {
int score = 0;//游戏分数
int speed = 100;//速度
//定义蛇得到数据结构
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 fx;//蛇的方向
//食物的坐标
int foodX;
int foodY;
Random random = new Random();
//游戏当前的状态:开始,停止
boolean isStart = false;//默认不开始!
boolean isFail = false;//游戏失败状态,默认没失败
//定时器,以毫秒为单位 1000ms = 1s
Timer timer = new Timer(speed,this);//100毫秒执行一次!
//构造方法
public GamePanel(){
init();
//获得焦点和键盘事件
this.setFocusable(true);//获得焦点事件
this.addKeyListener(this);//获得键盘监听事件
timer.start();
}
//初始化方法
public void init(){
length = 3;
snakeX[0] = 100;snakeY[0] = 100;//脑袋的坐标
snakeX[1] = 75;snakeY[1] = 100;//第一个身体的坐标
snakeX[2] = 50;snakeY[2] = 100;//第二个身体的坐标
fx = "R";//小蛇的初始方向向右
score = 0;//游戏分数初始为0
speed=100;//初始运行速度为100毫秒一次
//把食物随机分布在界面上
foodX = 25 + 25*random.nextInt(34);
foodY = 75 + 25*random.nextInt(24);
}
//绘制面板
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g); //清屏
//绘制静态的面板
this.setBackground(Color.white);
Data.header.paintIcon(this,g,25,11); //头部广告栏画上去
g.setColor(Color.BLACK);
g.fillRect(25,75,850,600);//默认的游戏界面
//画食物
Data.food.paintIcon(this,g,foodX,foodY);
for (int i = 0; i < length; i++) {
if (snakeX[i]==foodX&&snakeY[i]==foodY)
Data.food.paintIcon(this,g,foodX,foodY);
}
//把小蛇画上去
//画蛇的头
if (fx.equals("R")){
Data.right.paintIcon(this,g,snakeX[0],snakeY[0]);//蛇头的初始位置向右,需要通过方向来判断
}else if (fx.equals("L")){
Data.left.paintIcon(this,g,snakeX[0],snakeY[0]);
}else if (fx.equals("U")){
Data.up.paintIcon(this,g,snakeX[0],snakeY[0]);
}else if (fx.equals("D")){
Data.down.paintIcon(this,g,snakeX[0],snakeY[0]);
}
//遍历,画蛇的身体
for(int i = 1;i < length ;i++){
Data.body.paintIcon(this,g,snakeX[i],snakeY[i]);
}
//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 == true){
g.setColor(Color.red);
g.setFont(new Font("微软雅黑",Font.BOLD,40));
g.drawString("游戏结束!",300,300);
}
g.setColor(Color.BLACK);
g.setFont(new Font("微软雅黑",Font.BOLD,16));
g.drawString("长度:"+length,400,35);
g.drawString("分数:"+score,400,50);
}
@Override
public void keyTyped(KeyEvent e) {
}
//键盘监听事件
@Override
public void keyPressed(KeyEvent e) {
int keyCode = e.getKeyCode();//获得键盘按键是哪一个
if (keyCode == KeyEvent.VK_SPACE){
if (isFail){
//重新开始
isFail = false;
init();
}else{
isStart = !isStart;//取反
}
repaint();
}
if (keyCode == KeyEvent.VK_UP){
fx = "U";
}else if(keyCode == KeyEvent.VK_DOWN){
fx = "D";
}else if(keyCode == KeyEvent.VK_LEFT){
fx = "L";
}else if(keyCode == KeyEvent.VK_RIGHT){
fx = "R";
}
}
@Override
public void keyReleased(KeyEvent e) {
}
//事件监听--需要通过固定事件来刷新,1s10次
@Override
public void actionPerformed(ActionEvent e) {
if (isStart&&isFail==false){//如果游戏是开始状态,就让小蛇动起来
//吃食物
if (snakeX[0]==foodX&&snakeY[0]==foodY){
//长度+1
length++;
score+=10;
//重置食物的位置
foodX = 25 + 25*random.nextInt(34);
foodY = 75 + 25*random.nextInt(24);
}
if (score>100&&score<200&&speed==100){
speed-=5;
}else if(score>200&&score<400&&score==95){
speed-=5;
}else if (score>400&&score==90){
speed-=10;
}
//移动
for (int i = length-1; i > 0 ; i--) {
snakeX[i]=snakeX[i-1];//向前移动一节
snakeY[i]=snakeY[i-1];
}
if (fx.equals("R")){
//右移
snakeX[0] = snakeX[0]+25;
}else if (fx.equals("L")){
//左移
snakeX[0] = snakeX[0]-25;
}else if (fx.equals("U")){
//上移
snakeY[0] = snakeY[0]-25;
}else if(fx.equals("D")){
//下移
snakeY[0] = snakeY[0]+25;
}
//边界判断
if (snakeX[0]>850){
snakeX[0] = 25;
}else if (snakeX[0]<25){
snakeX[0] = 850;
}else if (snakeY[0]>650){
snakeY[0] = 75;
}else if (snakeY[0]<75){
snakeY[0] = 650;
}
//失败判断,撞到自己就失败
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();
}
}
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