首先,在构造器中要获取焦点事件、键盘监听事件并加入定时器(定时器定义需要实现ActionListener接口并重写actionPerformed方法):
//构造器
public GamePanel() {
init();
this.setFocusable(true); //获取焦点事件
this.addKeyListener(this); //获取键盘监听事件
timer.start(); //游戏一开始,定时器就启动
}
然后,在键盘监听事件中,通过定时器来实现监听(即通过固定的时间进行刷新),并加入对上下左右按键的判断,以实现改变小蛇身体的对应走向:
//键盘监听事件
@Override
public void keyPressed(KeyEvent e) {
int keyCode = e.getKeyCode(); //获取键盘按键
if (keyCode == KeyEvent.VK_SPACE) {
isStart = !isStart;
repaint();
}
//键盘监听到按键后画上对应方向的蛇头
if (keyCode == KeyEvent.VK_UP) {
direction = "U";
} else if (keyCode == KeyEvent.VK_DOWN) {
direction = "D";
} else if (keyCode == KeyEvent.VK_LEFT) {
direction = "L";
} else if (keyCode == KeyEvent.VK_RIGHT) {
direction = "R";
}
}
下面对实现ActionListener接口的actionPerformed方法进行重写:
//事件监听需要定时器来实现,即通过固定的时间进行刷新(例如1s=10次)
@Override
public void actionPerformed(ActionEvent e) {
if (isStart) {
//小蛇身体右移
for (int i = length - 1; i > 0; i--) { //后一节身体移动至前一节 snakeX[1] = snakeX[0]
snakeX[i] = snakeX[i - 1];
snakeY[i] = snakeY[i - 1];
}
//判断蛇头走向
switch (direction) {
case "R":
snakeX[0] += 25;
//边界判断
if (snakeX[0] > 850) {
snakeX[0] = 25;
}
break;
case "L":
snakeX[0] -= 25;
//边界判断
if (snakeX[0] < 25) {
snakeX[0] = 850;
}
break;
case "U":
snakeY[0] -= 25;
//边界判断
if (snakeY[0] < 75) {
snakeY[0] = 650;
}
break;
case "D":
snakeY[0] += 25;
//边界判断
if (snakeY[0] > 650) {
snakeY[0] = 75;
}
break;
}
repaint();
}
timer.start();
}
综上,GamePanel类中代码如下:
package com.duo.snake;
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.Objects;
//游戏的面板
public class GamePanel extends JPanel implements KeyListener, ActionListener {
//定义蛇的数据结构
int length; //小蛇总长
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 direction; //蛇头方向
boolean isStart = false; //默认未开始游戏
//定时器
Timer timer = new Timer(250, this); //100ms执行一次
//构造器
public GamePanel() {
init();
this.setFocusable(true); //获取焦点事件
this.addKeyListener(this); //获取键盘监听事件
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; //脑袋的坐标
snakeX[1] = 75; snakeY[1] = 100; //第一节身体的坐标
snakeX[2] = 50; snakeY[2] = 100; //第二节身体的坐标
direction = "R"; //蛇头初始向右
}
//绘制静态面板
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g); //起到清屏的作用
Data.header.paintIcon(this, g, 25, 11); //将广告栏画入面板
g.fillRect(25, 75, 850, 600); //默认的游戏界面(黑色区域)
this.setBackground(Color.white);
//将小蛇画入面板中的游戏区域,且蛇头部分需要判断方向
switch (direction) {
case "R":
Data.right.paintIcon(this, g, snakeX[0], snakeY[0]);
break;
case "L":
Data.left.paintIcon(this, g, snakeX[0], snakeY[0]);
break;
case "U":
Data.up.paintIcon(this, g, snakeX[0], snakeY[0]);
break;
case "D":
Data.down.paintIcon(this, g, snakeX[0], snakeY[0]);
break;
}
//画小蛇的身体部分
for (int i = 1; i < length; i++) {
Data.body.paintIcon(this, g, snakeX[i], snakeY[i]);
}
//绘制当前游戏状态
if (!isStart) {
g.setColor(Color.white);
g.setFont(new Font("宋体", Font.BOLD, 40));
g.drawString("按下空格开始游戏", 300, 300);
}
}
//键盘监听事件
@Override
public void keyPressed(KeyEvent e) {
int keyCode = e.getKeyCode(); //获取键盘按键
if (keyCode == KeyEvent.VK_SPACE) {
isStart = !isStart;
repaint();
}
//键盘监听到按键后画上对应方向的蛇头
if (keyCode == KeyEvent.VK_UP) {
direction = "U";
} else if (keyCode == KeyEvent.VK_DOWN) {
direction = "D";
} else if (keyCode == KeyEvent.VK_LEFT) {
direction = "L";
} else if (keyCode == KeyEvent.VK_RIGHT) {
direction = "R";
}
}
//事件监听需要定时器来实现,即通过固定的时间进行刷新(例如1s=10次)
@Override
public void actionPerformed(ActionEvent e) {
if (isStart) {
//小蛇身体右移
for (int i = length - 1; i > 0; i--) { //后一节身体移动至前一节 snakeX[1] = snakeX[0]
snakeX[i] = snakeX[i - 1];
snakeY[i] = snakeY[i - 1];
}
//判断蛇头走向
switch (direction) {
case "R":
snakeX[0] += 25;
//边界判断
if (snakeX[0] > 850) {
snakeX[0] = 25;
}
break;
case "L":
snakeX[0] -= 25;
//边界判断
if (snakeX[0] < 25) {
snakeX[0] = 850;
}
break;
case "U":
snakeY[0] -= 25;
//边界判断
if (snakeY[0] < 75) {
snakeY[0] = 650;
}
break;
case "D":
snakeY[0] += 25;
//边界判断
if (snakeY[0] > 650) {
snakeY[0] = 75;
}
break;
}
repaint();
}
timer.start();
}
@Override
public void keyReleased(KeyEvent e) {}
@Override
public void keyTyped(KeyEvent e) {}
}
运行结果如下:
游戏未开始时:
未按方向键,小蛇默认一直向右移动直到边界,满足边界判断条件并重新回到界面左端:
按下下键,小蛇向下移动:
至此,小蛇可根据键盘按键进行对应方向的移动。此时还未加入食物,且当蛇头触碰蛇身时并不会触发游戏失败,这将在下一篇内容中给出。