我写的这个”贪吃蛇“和小时候玩的”贪吃蛇“有点不一样,以往的”贪吃蛇“吃了食物蛇身就会变长,而我写的这个吃了“食物”蛇身会变短,并且胜利条件就是“把蛇变没”,嘻嘻~
这里的“食物”其实是“药丸”,初始时,蛇身很长,你要通过食用“药丸”,来让自己的身体变短,直到自己消失不见,你就获胜了。
“药丸”共有三种,分别为“红色药丸、蓝色药丸、绿色药丸”,对应分值“5分、2分、1分”,蛇吃了“药丸”会减掉对应分值数量的身体,并累计分值。
坐标 Point.java
记录横纵坐标值。
package cn.xeblog.snake.model; import java.util.Objects; /** * 坐标 * * @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 + '}'; } }
移动方向 Direction.java
提供上、下、左、右四个移动方向的枚举。
package cn.xeblog.snake.model; /** * @author anlingyi * @date 2022/8/2 5:25 PM */ public enum Direction { UP, DOWN, LEFT, RIGHT }
蛇 Snake.java
存储蛇身坐标信息,提供蛇身移动、移除蛇尾坐标、获取蛇头、蛇尾坐标、蛇身长度等方法。
这里讲一下蛇移动的实现原理:游戏开始时,会固定一个移动方向,蛇会一直朝着这个方向移动,我们可以通过方向键改变蛇的移动方向,蛇的移动其实就是将蛇身的坐标移动一下位置,比如蛇身长度(不包含蛇头)为6,移动时,只需将蛇身位置为5的坐标移到位置为6的坐标去,位置为4的坐标移动到位置为5的坐标去,简单来说就是将前一个的坐标换到它后面一个去,这是蛇身的移动,蛇头的移动需要单独计算,如果是上下方向移动,那就是对y坐标的加减操作,向上运动需要减一个蛇身的高度,向下则与之相反,需要加一个蛇身的高度,左右运动同理。
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; /** * 蛇身坐标列表 */ public List<Point> body; public Snake(List<Point> body) { this.body = body; } /** * 添加蛇身坐标 * * @param x * @param y */ public void add(int x, int y) { this.body.add(new Point(x * width, y * height)); } /** * 移除蛇尾坐标 */ public void removeLast() { int size = size(); if (size == 0) { return; } this.body.remove(size - 1); } /** * 获取蛇头坐标 * * @return */ public Point getHead() { if (size() > 0) { return this.body.get(0); } return null; } /** * 获取蛇尾坐标 * * @return */ public Point getTail() { int size = size(); if (size > 0) { return this.body.get(size - 1); } return null; } /** * 蛇身长度 * * @return */ public int size() { return this.body.size(); } /** * 蛇移动 * * @param direction 移动方向 */ public void move(Direction direction) { if (size() == 0) { return; } for (int i = this.size() - 1; i > 0; i--) { // 从蛇尾开始向前移动 Point point = this.body.get(i); Point nextPoint = this.body.get(i - 1); point.x = nextPoint.x; point.y = nextPoint.y; } // 蛇头移动 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; } } }
药丸 Pill.java
存储“药丸“的坐标、类型信息。
package cn.xeblog.snake.model; /** * 药丸 * * @author anlingyi * @date 2022/8/2 4:49 PM */ public class Pill { public static int width = 10; public static int height = 10; /** * 坐标 */ public Point point; /** * 药丸类型 */ public PillType pillType; public enum PillType { /** * 红色药丸 */ RED(5), /** * 蓝色药丸 */ BLUE(2), /** * 绿色药丸 */ GREEN(1), ; /** * 分数 */ 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,比如游戏界面的宽高、定时器、一些状态标识(是否停止游戏、游戏是否胜利)、监听一些按键事件(空格键开始/暂停游戏、四个方向键控制蛇移动的方向),绘制游戏画面。
当检测到游戏开始时,初始化蛇、“药丸”的位置信息,然后启动定时器每隔一段时间重新绘制游戏画面,让蛇可以动起来。
当检测到蛇咬到自己或者是蛇撞墙时,游戏状态将会被标记为“游戏失败”,绘制游戏结束画面,并且定时器停止,如果蛇身为0,则游戏结束,游戏状态标记为“游戏胜利”。
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 { /** * 宽度 */ private int width; /** * 高度 */ private int height; /** * 蛇 */ private Snake snake; /** * 药丸 */ private Pill pill; /** * 移动方向 */ private Direction direction; /** * 停止游戏标记 */ private boolean stop; /** * 游戏状态 0.初始化 1.游戏胜利 2.游戏失败 */ private int state = -1; /** * 定时器 */ private Timer timer; /** * 移动速度 */ private int speed = 100; /** * 分数 */ private int score; /** * 特殊药丸列表 */ 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(); } /** * 初始化游戏面板 */ 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); } } /** * 初始化药丸 */ 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); } /** * 生成药丸 */ private void generatePill() { // 是否获取特殊药丸 boolean getSpecialPill = new Random().nextInt(6) == 3; Pill.PillType pillType; if (getSpecialPill && this.specialPill.size() > 0) { // 生成特殊药丸 int index = new Random().nextInt(this.specialPill.size()); pillType = this.specialPill.get(index); this.specialPill.remove(index); } else { // 生成绿色药丸 pillType = Pill.PillType.GREEN; } // 随机坐标 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) { // 画蛇 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) { // 蛇头 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) { // 画药丸 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) { // 显示游戏结果 String tips = "游戏失败!"; if (state == 1) { tips = "游戏胜利!"; } 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("按空格键开始/暂停游戏!", this.width / 4, this.height - 50); } } @Override public void actionPerformed(ActionEvent e) { // 是否吃药 boolean isAte = false; if (!this.stop) { // 移动蛇 this.snake.move(this.direction); Point head = this.snake.getHead(); if (head.equals(this.pill.point)) { // 吃药了 isAte = true; // 药丸分数 int getScore = this.pill.pillType.score; // 累计分数 this.score += getScore; for (int i = 0; i < getScore; i++) { // 移除蛇尾 this.snake.removeLast(); if (this.snake.size() == 0) { // 游戏胜利 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) { // 判断蛇有没有咬到自己或是撞墙 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) { // 游戏失败 this.state = 2; this.stop = true; } } } if (this.stop) { this.timer.stop(); } else if (isAte) { // 重新生成药丸 generatePill(); } repaint(); } }
游戏启动入口。
package cn.xeblog.snake; import cn.xeblog.snake.ui.SnakeGameUI; import javax.swing.*; /** * 启动游戏 * * @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("不贪吃蛇"); frame.setSize(400, 320); frame.setLocationRelativeTo(null); JPanel gamePanel = new SnakeGameUI(400, 300); frame.add(gamePanel); gamePanel.requestFocus(); } }
刚开始蛇身很长,蛇身移动缓慢,后面会随着得分的越来越高,蛇身会移动的越来越快,看着挺容易,真玩起来,还真有“亿”点难,目前我玩了好几把,没有赢过,最开始那张图就是我目前的最高分了,嘻嘻~