游戏数据类
import javax.swing.*; import java.net.URL;
public class Data { //相对路径 //绝对路径 \相对于当前项目 public static URL headerURL=Data.class.getResource("statics/header.png"); public static ImageIcon header=new ImageIcon(headerURL); public static URL upURL=Data.class.getResource("statics/up.png"); public static URL downURL=Data.class.getResource("statics/down.png"); public static URL leftURL=Data.class.getResource("statics/left.png"); public static URL rightURL=Data.class.getResource("statics/right.png"); public static ImageIcon up=new ImageIcon(upURL); public static ImageIcon down=new ImageIcon(downURL); public static ImageIcon left=new ImageIcon(leftURL); public static ImageIcon right=new ImageIcon(rightURL); public static URL bodyURL=Data.class.getResource("statics/body.png"); public static ImageIcon body=new ImageIcon(bodyURL); public static URL foodURL=Data.class.getResource("statics/food.png"); public static ImageIcon food=new ImageIcon(foodURL); public static URL badURL=Data.class.getResource("statics/bad.png"); public static ImageIcon bad=new ImageIcon(badURL); public static URL thinkURL=Data.class.getResource("statics/think.png"); public static ImageIcon think=new ImageIcon(thinkURL); }
游戏界面类1
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 { //定义蛇的数据结构 int length;//蛇的长度 int[]snakeX=new int[600];//蛇的x坐标25*25 int[]snakeY=new int[600];//蛇的y坐标25*25 String fx="R";//初始方向向右 //食物的坐标 int foodX; int foodY; int food1X; int food1Y; Random random=new Random(); int score;//成绩 //游戏当前的状态: 开始,停止 boolean isStart=false;//默认是不开始的 boolean isFail=false;//游戏失败状态 boolean isTongGuan=false; //定时器,以毫秒为单位 Timer timer=new Timer(1000-score,this);//100毫秒执行一次 //构造器 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();//游戏一开始定时器就启动 } //初始化方法 public void init(){ length=3; snakeX[0]=100;snakeY[0]=100;//头的坐标 snakeX[1]=75;snakeY[1]=100;//第一个身体的坐标 snakeX[2]=50;snakeY[2]=100;//第二个身体坐标 fx="R"; //把事物随机分布在界面上 foodX=25+25*random.nextInt(34); foodY=75+25*random.nextInt(24); food1X=25+25*random.nextInt(34); food1Y=75+25*random.nextInt(24); score=0; } //绘制面板,我们游戏中的所有东西都是用这支画笔来画 @Override protected void paintComponent(Graphics g) { super.paintComponent(g);//清屏 //绘制静态面板 this.setBackground(Color.WHITE); Data.header.paintIcon(this,g,25,11);//头部广告栏画上去 g.fillRect(25,75,850,600);//默认的游戏界面 //绘制模式信息 g.setColor(Color.MAGENTA); g.setFont(new Font("微软雅黑", Font.BOLD,20));//设置字体 g.drawString("简单模式",650,50); //画积分 g.setColor(Color.BLUE); g.setFont(new Font("微软雅黑", Font.BOLD,18));//设置字体 g.drawString("长度"+length,750,30); g.drawString("分数"+score,750,60); //画食物 Data.food.paintIcon(this,g,foodX,foodY); Data.food.paintIcon(this,g,food1X,food1Y); //把小蛇画上去 if(fx.equals("R")) { Data.right.paintIcon(this, g, snakeX[0], snakeY[0]);//蛇头初始化向右,需要通过方向来判断 }else if(fx.equals("L")) { Data.left.paintIcon(this, g, snakeX[0], snakeY[0]);//蛇头初始化向右,需要通过方向来判断 }else if(fx.equals("U")) { Data.up.paintIcon(this, g, snakeX[0], snakeY[0]);//蛇头初始化向右,需要通过方向来判断 }else if(fx.equals("D")) { Data.down.paintIcon(this, g, snakeX[0], snakeY[0]);//蛇头初始化向右,需要通过方向来判断 } for (int i=1;i0; i--) {//后一节移到前一节的位置snakeX[1]=snakeX[0]; snakeX[i] = snakeX[i - 1];//向前移动一节 snakeY[i] = snakeY[i-1]; } //走向 if (fx.equals("R")) { snakeX[0] = snakeX[0] + 25; if (snakeX[0] > 850) {//边界判断 snakeX[0] = 25; } } else if (fx.equals("L")) { snakeX[0] = snakeX[0] - 25; if (snakeX[0] < 25) {//边界判断 snakeX[0] = 850; } } else if (fx.equals("U")) { snakeY[0] = snakeY[0] - 25; if (snakeY[0] < 75) {//边界判断 snakeY[0] = 650; } }else if(fx.equals("D")){ snakeY[0] = snakeY[0] + 25; if (snakeY[0] > 650) {//边界判断 snakeY[0] = 75; } } //失败判断,撞到自己就算失败 for(int i=1;i 游戏界面类2
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 GamePanel1 extends JPanel implements KeyListener, ActionListener { //定义蛇的数据结构 int length;//蛇的长度 int[]snakeX=new int[600];//蛇的x坐标25*25 int[]snakeY=new int[600];//蛇的y坐标25*25 String fx="R";//初始方向向右 //食物的坐标 int foodX; int foodY; //有少量毒的食物 int food1X; int food1Y; int food2X; int food2Y; Random random=new Random(); int score;//成绩 //游戏当前的状态: 开始,停止 boolean isStart=false;//默认是不开始的 boolean isFail=false;//游戏失败状态 boolean isTongGuan=false; //定时器,以毫秒为单位 Timer timer=new Timer(500-score/2,this);//100毫秒执行一次 //构造器 public GamePanel1() { 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();//游戏一开始定时器就启动 } //初始化方法 public void init(){ length=3; snakeX[0]=100;snakeY[0]=100;//头的坐标 snakeX[1]=75;snakeY[1]=100;//第一个身体的坐标 snakeX[2]=50;snakeY[2]=100;//第二个身体坐标 fx="R"; //把事物随机分布在界面上 foodX = 25 + 25 * random.nextInt(34); foodY = 75 + 25 * random.nextInt(24); food2X = 25 + 25 * random.nextInt(34); food2Y = 75 + 25 * random.nextInt(24); food1X = 25 + 25 * random.nextInt(34); food1Y = 75 + 25 * random.nextInt(24); score=0; } //绘制面板,我们游戏中的所有东西都是用这支画笔来画 @Override protected void paintComponent(Graphics g) { super.paintComponent(g);//清屏 //绘制静态面板 this.setBackground(Color.WHITE); Data.header.paintIcon(this,g,25,11);//头部广告栏画上去 g.fillRect(25,75,850,600);//默认的游戏界面 //绘制模式信息 g.setColor(Color.MAGENTA); g.setFont(new Font("微软雅黑", Font.BOLD,20));//设置字体 g.drawString("困难模式",650,50); //画积分 g.setColor(Color.BLUE); g.setFont(new Font("微软雅黑", Font.BOLD,18));//设置字体 g.drawString("长度"+length,750,30); g.drawString("分数"+score,750,60); //画食物 Data.food.paintIcon(this, g, foodX, foodY); Data.think.paintIcon(this, g, food1X, food1Y); Data.food.paintIcon(this,g,food2X,food2Y); //把小蛇画上去 if(fx.equals("R")) { Data.right.paintIcon(this, g, snakeX[0], snakeY[0]);//蛇头初始化向右,需要通过方向来判断 }else if(fx.equals("L")) { Data.left.paintIcon(this, g, snakeX[0], snakeY[0]);//蛇头初始化向右,需要通过方向来判断 }else if(fx.equals("U")) { Data.up.paintIcon(this, g, snakeX[0], snakeY[0]);//蛇头初始化向右,需要通过方向来判断 }else if(fx.equals("D")) { Data.down.paintIcon(this, g, snakeX[0], snakeY[0]);//蛇头初始化向右,需要通过方向来判断 } for (int i=1;i0; i--) {//后一节移到前一节的位置snakeX[1]=snakeX[0]; snakeX[i] = snakeX[i - 1];//向前移动一节 snakeY[i] = snakeY[i-1]; } //走向 if (fx.equals("R")) { snakeX[0] = snakeX[0] + 25; } else if (fx.equals("L")) { snakeX[0] = snakeX[0] - 25; } else if (fx.equals("U")) { snakeY[0] = snakeY[0] - 25; }else if(fx.equals("D")){ snakeY[0] = snakeY[0] + 25; } //失败判断,撞到自己就算失败 for(int i=1;i 850){ isFail=true; }else if (snakeY[0]>650){ isFail=true; } repaint();//重画页面 } timer.start();//定时器开始 } @Override public void keyReleased(KeyEvent e) { } @Override public void keyTyped(KeyEvent e) { } } 游戏界面三
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 GamePanel2 extends JPanel implements KeyListener, ActionListener { //定义蛇的数据结构 int length;//蛇的长度 int[]snakeX=new int[600];//蛇的x坐标25*25 int[]snakeY=new int[600];//蛇的y坐标25*25 String fx="R";//初始方向向右 //食物的坐标 int foodX; int foodY; //有少量毒的食物 int food1X; int food1Y; int food2X; int food2Y; int food3X; int food3Y; int food4X; int food4Y; int food5X; int food5Y; int food6X; int food6Y; int food7X; int food7Y; int food8X; int food8Y; Random random=new Random(); int score;//成绩 //游戏当前的状态: 开始,停止 boolean isStart=false;//默认是不开始的 boolean isFail=false;//游戏失败状态 boolean isTongGuan=false;//通关条件 //定时器,以毫秒为单位 Timer timer=new Timer(100-score/10,this);//100毫秒执行一次 //构造器 public GamePanel2() { 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();//游戏一开始定时器就启动 } //初始化方法 public void init(){ length=3; snakeX[0]=100;snakeY[0]=100;//头的坐标 snakeX[1]=75;snakeY[1]=100;//第一个身体的坐标 snakeX[2]=50;snakeY[2]=100;//第二个身体坐标 fx="R"; //把事物随机分布在界面上 foodX = 25 + 25 * random.nextInt(34); foodY = 75 + 25 * random.nextInt(24); food1X = 25 + 25 * random.nextInt(34); food1Y = 75 + 25 * random.nextInt(24); food2X = 25 + 25 * random.nextInt(34); food2Y = 75 + 25 * random.nextInt(24); food3X = 25 + 25 * random.nextInt(34); food3Y = 75 + 25 * random.nextInt(24); food4X = 25 + 25 * random.nextInt(34); food4Y = 75 + 25 * random.nextInt(24); food5X = 25 + 25 * random.nextInt(34); food5Y = 75 + 25 * random.nextInt(24); food6X = 25 + 25 * random.nextInt(34); food6Y = 75 + 25 * random.nextInt(24); food7X = 25 + 25 * random.nextInt(34); food7Y = 75 + 25 * random.nextInt(24); food8X = 25 + 25 * random.nextInt(34); food8Y = 75 + 25 * random.nextInt(24); score=0; } //绘制面板,我们游戏中的所有东西都是用这支画笔来画 @Override protected void paintComponent(Graphics g) { super.paintComponent(g);//清屏 //绘制静态面板 this.setBackground(Color.WHITE); Data.header.paintIcon(this,g,25,11);//头部广告栏画上去 g.fillRect(25,75,850,600);//默认的游戏界面 //绘制模式信息 g.setColor(Color.MAGENTA); g.setFont(new Font("微软雅黑", Font.BOLD,20));//设置字体 g.drawString("地狱模式",650,50); //画积分 g.setColor(Color.BLUE); g.setFont(new Font("微软雅黑", Font.BOLD,18));//设置字体 g.drawString("长度"+length,750,30); g.drawString("分数"+score,750,60); //画食物 Data.food.paintIcon(this, g, foodX, foodY); Data.think.paintIcon(this, g, food1X, food1Y); Data.bad.paintIcon(this,g,food2X,food2Y); Data.food.paintIcon(this, g, food3X, food3Y); Data.think.paintIcon(this, g, food4X, food4Y); Data.think.paintIcon(this, g, food5X, food5Y); Data.think.paintIcon(this, g, food6X, food6Y); Data.bad.paintIcon(this,g,food7X,food7Y); Data.food.paintIcon(this,g,food8X,food8Y); //把小蛇画上去 if(fx.equals("R")) { Data.right.paintIcon(this, g, snakeX[0], snakeY[0]);//蛇头初始化向右,需要通过方向来判断 }else if(fx.equals("L")) { Data.left.paintIcon(this, g, snakeX[0], snakeY[0]);//蛇头初始化向右,需要通过方向来判断 }else if(fx.equals("U")) { Data.up.paintIcon(this, g, snakeX[0], snakeY[0]);//蛇头初始化向右,需要通过方向来判断 }else if(fx.equals("D")) { Data.down.paintIcon(this, g, snakeX[0], snakeY[0]);//蛇头初始化向右,需要通过方向来判断 } for (int i=1;i0; i--) {//后一节移到前一节的位置snakeX[1]=snakeX[0]; snakeX[i] = snakeX[i - 1];//向前移动一节 snakeY[i] = snakeY[i-1]; } //走向 if (fx.equals("R")) { snakeX[0] = snakeX[0] + 25; } else if (fx.equals("L")) { snakeX[0] = snakeX[0] - 25; } else if (fx.equals("U")) { snakeY[0] = snakeY[0] - 25; }else if(fx.equals("D")){ snakeY[0] = snakeY[0] + 25; } //失败判断,撞到自己就算失败 for(int i=1;i 850){ isFail=true; }else if (snakeY[0]>650){ isFail=true; } repaint();//重画页面 } timer.start();//定时器开始 } @Override public void keyReleased(KeyEvent e) { } @Override public void keyTyped(KeyEvent e) { } } 启动类
import javax.swing.*; import java.awt.*; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; //游戏的主启动类 public class StartGame { public static void main(String[] args) { JFrame frame=new JFrame("贪吃蛇小游戏"); frame.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE); JButton jButton1=new JButton("简单模式"); JButton jButton2=new JButton("困难模式"); JButton jButton3=new JButton("地狱模式"); frame.setBounds(100,100,300,200); frame.setLayout(new GridLayout(3,1)); frame.add(jButton1); frame.add(jButton2); frame.add(jButton3); //简单模式 jButton1.addActionListener(new ActionListener() { @Override public void actionPerformed(ActionEvent e) { JDialog jDialog=new JDialog(); jDialog.setBounds(10,10,900,720); jDialog.setResizable(false); jDialog.add(new GamePanel()); jDialog.setVisible(true); } }); //困难模式 jButton2.addActionListener(new ActionListener() { @Override public void actionPerformed(ActionEvent e) { JDialog jDialog=new JDialog(); jDialog.setBounds(10,10,900,720); jDialog.setResizable(false); jDialog.add(new GamePanel1()); jDialog.setVisible(true); } }); //地狱模式 jButton3.addActionListener(new ActionListener() { @Override public void actionPerformed(ActionEvent e) { JDialog jDialog=new JDialog(); jDialog.setBounds(10,10,900,720); jDialog.setResizable(false); jDialog.add(new GamePanel2()); jDialog.setVisible(true); } }); frame.setVisible(true); } } 游戏图片自己找图片,小蛇的生体和头部大小为25*25的,食物也是25*25的,顶部为633*87的