做这个小游戏,主要是学习一下游戏制作的基本逻辑,加深对面向对象的理解。
游戏引擎:
/**
* 大牛程序员写的游戏的公共类
* 使用Game.init()方法初始化游戏
* 使用Game.gameOver()方法退出游戏
*/
public class Game extends JPanel {
private GameEngine engine;
private Graphics2D g2d;
private static JFrame frame;
@Override
public void paint(Graphics g) {
super.paint(g);
g2d = (Graphics2D) g;
g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
engine.renderUI(g2d);
}
/**
* 使用游戏引擎初始化游戏的方法
* @param title 游戏窗体的标题
* @param width 游戏窗体的宽度
* @param height 游戏窗体的高度
* @param engine 游戏引擎
*/
public static void init(String title, int width, int height, GameEngine engine){
frame = new JFrame(title);
Game game = new Game();
game.engine = engine;
game.addKeyListener(engine.listener);
game.setFocusable(true);
game.setPreferredSize(new Dimension(width, height));
frame.add(game);
frame.pack();
frame.setVisible(true);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
while (true) {
engine.updateLogic();
game.repaint();
try {
Thread.sleep(Config.SLEEP_TIME);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
/**
* 显示退出游戏对话框的方法
* @param message 对话框提示的消息
* @param title 对话框提示的标题
*/
public static void gameOver(String message,String title) {
JOptionPane.showMessageDialog(frame, message, title, JOptionPane.YES_NO_OPTION);
System.exit(ABORT);
}
}
/**
* 由大牛程序员编写的游戏引擎的抽象模板类
* 需要调用者实现两个抽象方法, 更新逻辑方法updateLogic
* 更新UI方法 renderUI
*/
public abstract class GameEngine {
KeyListener listener;
private int currentPressedKeyCode;
/**
* 构造方法,创建出游戏引擎
*/
public GameEngine(){
this.listener = new KeyListener() {
@Override
public void keyTyped(KeyEvent e) {
}
@Override
public void keyPressed(KeyEvent e) {
currentPressedKeyCode = e.getKeyCode();
}
@Override
public void keyReleased(KeyEvent e) {
currentPressedKeyCode = -1;
}
};
}
/**
* 获取当前用户的按键代码 按键代码的定义在KeyEvent对象中定义
* @return 返回KeyEvent的按键代码
*/
public int getCurrentPressedKeyCode(){
return currentPressedKeyCode;
}
/**
* 根据用户行为或者游戏的时间更新游戏的逻辑
*/
public abstract void updateLogic();
/**
* 根据用户需求更新绘制图形化界面的内容
* 示例代码,绘制矩形: g2d.fillRect(左上角x的坐标, 左上角y的坐标, 矩形的宽度, 矩形的高度);
* 示例代码:绘制椭圆形: g2d.fillOval(椭圆外包裹矩形左上角x的坐标, 椭圆外包裹矩形y的坐标, 要填充椭圆形的宽度, 要填充椭圆形的高度);
* @param g2d
*/
public abstract void renderUI(Graphics2D g2d);
}
分析过程:
其实游戏就是逻辑判断,页面更新的死循环。
我们要做的就是继承GameEngine,实现updateLogic,renderUI方法。
一开始我们可以画上网格线,方便程序的编写。等到完成之后,将网格线去除即可。
面向对象思想(指的是程序的最小单位是对象。对象之间彼此协调,相互调用,构成了程序):
我们需要什么,我们就创建什么类:我们需要一个蛇,于是创建了一个Snake类,然后蛇又是由一个个的节点组成,于是我们又创建了Node类,以此类推,我们又创建了Apple类…
贪吃蛇的具体实现代码:
public class SnakeGameEngine extends GameEngine {
Grid grid = new Grid();
Snake snake = new Snake();
Apple apple = new Apple();
@Override
public void updateLogic() {
boolean flag = snake.headHaveApple(apple);
int keyCode = getCurrentPressedKeyCode();
if (keyCode == KeyEvent.VK_RIGHT) {
snake.moveRight(flag);
}
if (keyCode == KeyEvent.VK_LEFT) {
snake.moveLeft(flag);
}
if (keyCode == KeyEvent.VK_UP) {
snake.moveUp(flag);
}
if (keyCode == KeyEvent.VK_DOWN) {
snake.moveDown(flag);
}
switch(snake.headDirection) {
case Direction.RIGHT:
snake.moveRight(flag);
break;
case Direction.LEFT:
snake.moveLeft(flag);
break;
case Direction.UP:
snake.moveUp(flag);
break;
case Direction.DOWN:
snake.moveDown(flag);
break;
}
}
@Override
public void renderUI(Graphics2D g2d) {
grid.draw(g2d);
snake.draw(g2d);
apple.draw(g2d);
}
}
public class SnakeGame {
public static void main(String[] args) {
Game.init("贪吃蛇", Config.SCREEN_WIDTH, Config.SCREEN_HEIGHT, new SnakeGameEngine());
}
}
public class Snake {
LinkedList<Node> snake;
int headDirection = Direction.RIGHT;
public Snake() {
snake = new LinkedList<Node>();
snake.add(new Node(6, 4));
snake.addLast(new Node(5, 4));
snake.addLast(new Node(4, 4));
snake.addLast(new Node(3, 4));
}
public void moveRight(boolean flag) {
if (headDirection == Direction.LEFT) {
return;
}
headDirection = Direction.RIGHT;
Node node = new Node(snake.getFirst().x + 1, snake.getFirst().y);
snake.addFirst(node);
if (flag == true) {
} else {
snake.removeLast();
}
}
public void moveLeft(boolean flag) {
if (headDirection == Direction.RIGHT) {
return;
}
headDirection = Direction.LEFT;
Node node = new Node(snake.getFirst().x - 1, snake.getFirst().y);
snake.addFirst(node);
if (flag == true) {
} else {
snake.removeLast();
}
}
public void moveUp(boolean flag) {
if (headDirection == Direction.DOWN) {
return;
}
headDirection = Direction.UP;
Node node = new Node(snake.getFirst().x, snake.getFirst().y - 1);
snake.addFirst(node);
if (flag == true) {
} else {
snake.removeLast();
}
}
public void moveDown(boolean flag) {
if (headDirection == Direction.UP) {
return;
}
headDirection = Direction.DOWN;
Node node = new Node(snake.getFirst().x, snake.getFirst().y + 1);
snake.addFirst(node);
if (flag == true) {
} else {
snake.removeLast();
}
}
public boolean headHaveApple(Apple apple) {
if ((snake.getFirst().x == apple.getX()) && (snake.getFirst().y == apple.getY())) {
apple.generateNext();
return true;
} else {
return false;
}
}
public void draw(Graphics2D g2d) {
// for (Node node : snake) {
// node.draw(g2d);
// }
g2d.drawString("蛇的长度:" + snake.size(), 50, 50);
for (int i = 0; i < snake.size(); i ++ ) {
if (i == 0) {
g2d.setColor(Color.GREEN);
} else {
g2d.setColor(Color.BLACK);
}
snake.get(i).draw(g2d);
}
}
}
public class Config {
public static final boolean DEBUG_FLAG = false;
public static final int SCREEN_WIDTH = 1000;
public static final int SCREEN_HEIGHT = 900;
public static final int GRID_SiZE = 20;
public static final int COLOUM = SCREEN_WIDTH / GRID_SiZE;
public static final int ROW = SCREEN_HEIGHT / GRID_SiZE;
public static final int SLEEP_TIME = 50;
}
apublic class Grid {
int x1;
int y1;
int x2;
int y2;
public void draw(Graphics2D g2d) {
if (Config.DEBUG_FLAG == true) {
for (int i = 0; i < Config.ROW; i ++ ) {
g2d.drawLine(0, Config.GRID_SiZE * i, Config.SCREEN_WIDTH,
Config.GRID_SiZE * i);
}
for (int i = 0; i < Config.COLOUM; i ++ ) {
g2d.drawLine(Config.GRID_SiZE * i, 0, Config.GRID_SiZE * i,
Config.SCREEN_HEIGHT);
}
}
}
}
public class Node {
int x;
int y;
public Node(int x, int y) {
this.x = x;
this.y = y;
}
public void draw(Graphics2D g2d) {
g2d.fillRect(x * Config.GRID_SiZE, y * Config.GRID_SiZE, Config.GRID_SiZE,
Config.GRID_SiZE);
}
}
public class Direction {
public static final int UP = 1;
public static final int DOWN = 2;
public static final int LEFT = 3;
public static final int RIGHT = 4;
}
public class Apple {
Random random = new Random();
Node apple;
public Apple() {
apple = new Node(random.nextInt(Config.COLOUM), random.nextInt(Config.ROW));
}
public int getX() {
return apple.x;
}
public int getY() {
return apple.y;
}
public void draw(Graphics2D g2d) {
g2d.setColor(Color.RED);
apple.draw(g2d);
g2d.setColor(Color.BLACK);
}
public void generateNext() {
apple = new Node(random.nextInt(Config.COLOUM), random.nextInt(Config.ROW));
}
}
最终效果:
做的很简易,还有很多不足:
蛇不能超过屏幕的范围
地图添加障碍物
添加游戏关卡,蛇移动的速度越来越快
等等…