java贪吃蛇游戏设计与实现(贪吃蛇java代码完整版)

要在Java中设计和实现一个贪吃蛇游戏,你需要首先考虑游戏的基本组成部分,例如游戏界面、蛇的运动、食物生成和碰撞检测等。

图片[1]-java贪吃蛇游戏设计与实现(贪吃蛇java代码完整版)-不念博客

以下是一个简单的Java贪吃蛇游戏的实现:

1、首先,创建一个Snake类,用于表示贪吃蛇的主体。

贪吃蛇由一系列坐标点组成,我们可以使用java.awt.Point类来表示这些点。此外,还需要一个表示蛇运动方向的枚举类型:

import java.awt.Point;
import java.util.LinkedList;
public class Snake {
public enum Direction {
UP, DOWN, LEFT, RIGHT
}
private LinkedList<Point> body;
private Direction direction;
public Snake(int startX, int startY, int initialLength, Direction initialDirection) {
body = new LinkedList<>();
direction = initialDirection;
for (int i = 0; i < initialLength; i++) {
body.add(new Point(startX, startY));
}
}
// 其他方法和属性
}
import java.awt.Point;
import java.util.LinkedList;

public class Snake {
    public enum Direction {
        UP, DOWN, LEFT, RIGHT
    }

    private LinkedList<Point> body;
    private Direction direction;

    public Snake(int startX, int startY, int initialLength, Direction initialDirection) {
        body = new LinkedList<>();
        direction = initialDirection;

        for (int i = 0; i < initialLength; i++) {
            body.add(new Point(startX, startY));
        }
    }

    // 其他方法和属性
}
import java.awt.Point; import java.util.LinkedList; public class Snake { public enum Direction { UP, DOWN, LEFT, RIGHT } private LinkedList<Point> body; private Direction direction; public Snake(int startX, int startY, int initialLength, Direction initialDirection) { body = new LinkedList<>(); direction = initialDirection; for (int i = 0; i < initialLength; i++) { body.add(new Point(startX, startY)); } } // 其他方法和属性 }

2、在Snake类中添加蛇的运动、碰撞检测和增长等方法:

// ...
public void move() {
Point head = getHead();
int newX = head.x;
int newY = head.y;
switch (direction) {
case UP:
newY--;
break;
case DOWN:
newY++;
break;
case LEFT:
newX--;
break;
case RIGHT:
newX++;
break;
}
body.addFirst(new Point(newX, newY));
body.removeLast();
}
public void grow() {
Point tail = body.peekLast();
body.addLast(tail);
}
public boolean collidesWith(Point point) {
for (Point bodyPart : body) {
if (bodyPart.equals(point)) {
return true;
}
}
return false;
}
public boolean collidesWithSelf() {
Point head = getHead();
for (int i = 1; i < body.size(); i++) {
if (head.equals(body.get(i))) {
return true;
}
}
return false;
}
public Point getHead() {
return body.peekFirst();
}
public void setDirection(Direction newDirection) {
direction = newDirection;
}
// ...
// ...
public void move() {
    Point head = getHead();
    int newX = head.x;
    int newY = head.y;

    switch (direction) {
        case UP:
            newY--;
            break;
        case DOWN:
            newY++;
            break;
        case LEFT:
            newX--;
            break;
        case RIGHT:
            newX++;
            break;
    }

    body.addFirst(new Point(newX, newY));
    body.removeLast();
}

public void grow() {
    Point tail = body.peekLast();
    body.addLast(tail);
}

public boolean collidesWith(Point point) {
    for (Point bodyPart : body) {
        if (bodyPart.equals(point)) {
            return true;
        }
    }
    return false;
}

public boolean collidesWithSelf() {
    Point head = getHead();
    for (int i = 1; i < body.size(); i++) {
        if (head.equals(body.get(i))) {
            return true;
        }
    }
    return false;
}

public Point getHead() {
    return body.peekFirst();
}

public void setDirection(Direction newDirection) {
    direction = newDirection;
}
// ...
// ... public void move() { Point head = getHead(); int newX = head.x; int newY = head.y; switch (direction) { case UP: newY--; break; case DOWN: newY++; break; case LEFT: newX--; break; case RIGHT: newX++; break; } body.addFirst(new Point(newX, newY)); body.removeLast(); } public void grow() { Point tail = body.peekLast(); body.addLast(tail); } public boolean collidesWith(Point point) { for (Point bodyPart : body) { if (bodyPart.equals(point)) { return true; } } return false; } public boolean collidesWithSelf() { Point head = getHead(); for (int i = 1; i < body.size(); i++) { if (head.equals(body.get(i))) { return true; } } return false; } public Point getHead() { return body.peekFirst(); } public void setDirection(Direction newDirection) { direction = newDirection; } // ...

3、创建一个GamePanel类,继承自javax.swing.JPanel,用于显示游戏画面。

在这个类中,我们需要处理游戏循环、键盘输入和绘制游戏画面等逻辑:

import javax.swing.JPanel;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
// ...
public class GamePanel extends JPanel {
private Snake snake;
private Point food;
public GamePanel() {
setFocusable(true);
snake = new Snake(10, 10, 5, Snake.Direction.RIGHT);
generateFood();
addKeyListener(new KeyAdapter() {
@Override
public void keyPressed(KeyEvent e) {
switch (e.getKeyCode()) {
case KeyEvent.VK_UP:
snake.setDirection(Snake.Direction.UP);
break;
case KeyEvent.VK_DOWN:
snake.setDirection(Snake.Direction.DOWN);
break;
case KeyEvent.VK_LEFT:
snake.setDirection(Snake.Direction.LEFT);
break;
case KeyEvent.VK_RIGHT:
snake.setDirection(Snake.Direction.RIGHT);
break;
}
}
});
startGameLoop();
}
private void startGameLoop() {
new Thread(() -> {
while (true) {
snake.move();
if (snake.collidesWith(food)) {
snake.grow();
generateFood();
}
if (snake.collidesWithSelf()) {
// Game over logic
}
repaint();
try {
Thread.sleep(100);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}).start();
}
private void generateFood() {
// Generate a new food point that doesn't collide with the snake
}
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
// Draw the snake and food
}
import javax.swing.JPanel;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
// ...

public class GamePanel extends JPanel {
    private Snake snake;
    private Point food;

    public GamePanel() {
        setFocusable(true);

        snake = new Snake(10, 10, 5, Snake.Direction.RIGHT);
        generateFood();

        addKeyListener(new KeyAdapter() {
            @Override
            public void keyPressed(KeyEvent e) {
                switch (e.getKeyCode()) {
                    case KeyEvent.VK_UP:
                        snake.setDirection(Snake.Direction.UP);
                        break;
                    case KeyEvent.VK_DOWN:
                        snake.setDirection(Snake.Direction.DOWN);
                        break;
                    case KeyEvent.VK_LEFT:
                        snake.setDirection(Snake.Direction.LEFT);
                        break;
                    case KeyEvent.VK_RIGHT:
                         snake.setDirection(Snake.Direction.RIGHT);
                         break;
            }
        }
    });

    startGameLoop();
}

private void startGameLoop() {
    new Thread(() -> {
        while (true) {
            snake.move();

            if (snake.collidesWith(food)) {
                snake.grow();
                generateFood();
            }

            if (snake.collidesWithSelf()) {
                // Game over logic
            }

            repaint();

            try {
                Thread.sleep(100);
            } catch (InterruptedException e) {
                e.printStackTrace();
            }
        }
    }).start();
}

private void generateFood() {
    // Generate a new food point that doesn't collide with the snake
}

@Override
protected void paintComponent(Graphics g) {
    super.paintComponent(g);

    // Draw the snake and food
}
import javax.swing.JPanel; import java.awt.event.KeyAdapter; import java.awt.event.KeyEvent; // ... public class GamePanel extends JPanel { private Snake snake; private Point food; public GamePanel() { setFocusable(true); snake = new Snake(10, 10, 5, Snake.Direction.RIGHT); generateFood(); addKeyListener(new KeyAdapter() { @Override public void keyPressed(KeyEvent e) { switch (e.getKeyCode()) { case KeyEvent.VK_UP: snake.setDirection(Snake.Direction.UP); break; case KeyEvent.VK_DOWN: snake.setDirection(Snake.Direction.DOWN); break; case KeyEvent.VK_LEFT: snake.setDirection(Snake.Direction.LEFT); break; case KeyEvent.VK_RIGHT: snake.setDirection(Snake.Direction.RIGHT); break; } } }); startGameLoop(); } private void startGameLoop() { new Thread(() -> { while (true) { snake.move(); if (snake.collidesWith(food)) { snake.grow(); generateFood(); } if (snake.collidesWithSelf()) { // Game over logic } repaint(); try { Thread.sleep(100); } catch (InterruptedException e) { e.printStackTrace(); } } }).start(); } private void generateFood() { // Generate a new food point that doesn't collide with the snake } @Override protected void paintComponent(Graphics g) { super.paintComponent(g); // Draw the snake and food }

4. 最后,创建一个`SnakeGame`类,用于启动游戏:

import javax.swing.JFrame;
public class SnakeGame {
public static void main(String[] args) {
JFrame frame = new JFrame("Snake Game");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setContentPane(new GamePanel());
frame.pack();
frame.setResizable(false);
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
}
import javax.swing.JFrame;

public class SnakeGame {
    public static void main(String[] args) {
        JFrame frame = new JFrame("Snake Game");
        frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
        frame.setContentPane(new GamePanel());
        frame.pack();
        frame.setResizable(false);
        frame.setLocationRelativeTo(null);
        frame.setVisible(true);
    }
}
import javax.swing.JFrame; public class SnakeGame { public static void main(String[] args) { JFrame frame = new JFrame("Snake Game"); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.setContentPane(new GamePanel()); frame.pack(); frame.setResizable(false); frame.setLocationRelativeTo(null); frame.setVisible(true); } }

这个示例提供了一个简单的Java贪吃蛇游戏实现。

你可以根据需要修改和扩展这个实现,例如添加游戏菜单、计分系统、动画效果和音效等。

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