GUI编程
05 GUI总结
在总结之前,先给出之前的贪吃蛇小游戏全代码。
- 游戏的主启动类:
package com.duo.snake;import javax.swing.*;//游戏的主启动类
public class StartGame {public static void main(String[] args) {JFrame frame = new JFrame();frame.add(new GamePanel()); //此行代码的位置会影响后续按下空格时游戏的反应(Tab键问题)!!!frame.setVisible(true);frame.setResizable(false);frame.setTitle("贪吃蛇-2023");frame.setBounds(5, 10, 915, 740);frame.setLocationRelativeTo(null);frame.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);}
}
- GamePanel类:
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.Random;//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*25int[] snakeY = new int[500]; //蛇的Y坐标 25*25String direction; //蛇头方向boolean isStart = false; //默认未开始游戏boolean isFail = false; //游戏失败状态Timer timer = new Timer(100, this); //定时器,100ms执行一次//食物的坐标int foodX;int foodY;Random random = new Random();//积分面板数据结构int score;//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//将食物随机分布于游戏界面foodX = 25 + 25 * random.nextInt(34);foodY = 75 + 25 * random.nextInt(24);score = 0; //定义初始得分}//绘制静态面板@Overrideprotected 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);//画出积分面板g.setColor(Color.white);g.setFont(new Font("宋体", Font.BOLD, 18));g.drawString("长度 " + length, 750, 30);g.drawString("得分 " + score, 750, 55);//画出食物Data.food.paintIcon(this, g, foodX, foodY);//将小蛇(头)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;}//画小蛇的其余身体部分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", 270, 300);}if (isFail) {g.setColor(Color.red);g.setFont(new Font("宋体", Font.BOLD, 40));g.drawString("游戏失败,按下空格重新开始", 220, 300);}}//键盘监听事件@Overridepublic void keyPressed(KeyEvent e) {int keyCode = e.getKeyCode(); //获取键盘按键if (keyCode == KeyEvent.VK_SPACE) {if (isFail) { //重新开始isFail = false;init();} else { //正常开始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.equals("D")) {direction = "U";} else if (keyCode == KeyEvent.VK_DOWN && !direction.equals("U")) {direction = "D";} else if (keyCode == KeyEvent.VK_LEFT && !direction.equals("R")) {direction = "L";} else if (keyCode == KeyEvent.VK_RIGHT && !direction.equals("L")) {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)@Overridepublic void actionPerformed(ActionEvent e) {if (isStart && !isFail) {//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];}//判断蛇头是否吃到食物if (snakeX[0] == foodX && snakeY[0] == foodY) {length++;foodX = 25 + 25 * random.nextInt(34);foodY = 75 + 25 * random.nextInt(24);score += 10;}//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;}//游戏失败判定for (int i = 1; i < length; i++) {if (snakeX[0] == snakeX[i] && snakeY[0] == snakeY[i]) {isFail = true;break;}}repaint();}timer.start();}@Overridepublic void keyReleased(KeyEvent e) {}@Overridepublic void keyTyped(KeyEvent e) {}
}
游戏的数据中心类:
package com.duo.snake;import javax.swing.*;
import java.net.URL;//数据中心
public class Data {//相对路径 tx.jpg//绝对路径 /:相当于当前的项目public static URL headerURL = Data.class.getResource("static/header.png");public static URL upURL = Data.class.getResource("static/up.png");public static URL downURL = Data.class.getResource("static/down.png");public static URL leftURL = Data.class.getResource("static/left.png");public static URL rightURL = Data.class.getResource("static/right.png");public static URL bodyURL = Data.class.getResource("static/body.png");public static URL foodURL = Data.class.getResource("static/food.png");public static ImageIcon header = new ImageIcon(headerURL);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 ImageIcon body = new ImageIcon(bodyURL);public static ImageIcon food = new ImageIcon(foodURL);}
游戏运行结果已于前节展示,可实现小蛇移动、吃到食物长大并且分数增加、失败判定等操作。下面将对此阶段GUI编程作一简单总结。
GUI编程:
- AWT
- 组件
- 容器
- 面板
- 事件监听
- 文本框监听
- 画图类paint(g)
- 鼠标/窗口/键盘监听器
- Swing
- 容器
- 面板(可带有滚动条)
- label
- 普通标签
- 图片标签
- 图像标签
- 按钮
- 普通按钮
- 图片按钮
- 单选框按钮
- 多选框按钮
- 列表
- 下拉框
- 列表框
- 文本框
- 普通文本框
- 密码框
- 文本域
- 贪吃蛇小游戏