请用Java实现贪吃蛇

时间: 2023-11-14 10:08:35 浏览: 33
好的,下面是基于JavaFX实现的贪吃蛇游戏代码: ```java import javafx.animation.AnimationTimer; import javafx.application.Application; import javafx.geometry.Pos; import javafx.scene.Scene; import javafx.scene.canvas.Canvas; import javafx.scene.canvas.GraphicsContext; import javafx.scene.control.Label; import javafx.scene.input.KeyCode; import javafx.scene.layout.BorderPane; import javafx.scene.layout.StackPane; import javafx.scene.paint.Color; import javafx.stage.Stage; import java.util.ArrayList; import java.util.List; import java.util.Random; public class SnakeGame extends Application { private static final int BLOCK_SIZE = 20; private static final int WIDTH = 30 * BLOCK_SIZE; private static final int HEIGHT = 20 * BLOCK_SIZE; private static final int NUM_ROWS = HEIGHT / BLOCK_SIZE; private static final int NUM_COLS = WIDTH / BLOCK_SIZE; private static final int INITIAL_SNAKE_LENGTH = 3; private Random random; private Canvas canvas; private GraphicsContext gc; private Snake snake; private Food food; private List<Wall> walls; private boolean gameOver; private Label scoreLabel; private int score; @Override public void start(Stage primaryStage) { random = new Random(); canvas = new Canvas(WIDTH, HEIGHT); gc = canvas.getGraphicsContext2D(); snake = new Snake(); food = new Food(); walls = new ArrayList<>(); gameOver = false; scoreLabel = new Label("Score: " + score); scoreLabel.setTextFill(Color.WHITE); BorderPane root = new BorderPane(); root.setCenter(canvas); root.setBottom(scoreLabel); BorderPane.setAlignment(scoreLabel, Pos.CENTER); Scene scene = new Scene(root, WIDTH, HEIGHT); scene.setOnKeyPressed(event -> { if (event.getCode() == KeyCode.UP) { snake.setDirection(Direction.UP); } else if (event.getCode() == KeyCode.DOWN) { snake.setDirection(Direction.DOWN); } else if (event.getCode() == KeyCode.LEFT) { snake.setDirection(Direction.LEFT); } else if (event.getCode() == KeyCode.RIGHT) { snake.setDirection(Direction.RIGHT); } }); primaryStage.setScene(scene); primaryStage.setTitle("Snake Game"); primaryStage.show(); AnimationTimer timer = new AnimationTimer() { private long lastUpdate = 0; private int moveCount = 0; @Override public void handle(long now) { if (lastUpdate == 0) { lastUpdate = now; return; } if (now - lastUpdate < 1000000000 / 10) { return; } lastUpdate = now; if (gameOver) { stop(); return; } moveCount++; if (moveCount % 5 == 0) { snake.move(); moveCount = 0; if (snake.checkCollision(food)) { score += 10; scoreLabel.setText("Score: " + score); snake.grow(); spawnFood(); } for (Wall wall : walls) { if (snake.checkCollision(wall)) { gameOver = true; } } if (snake.checkSelfCollision()) { gameOver = true; } } gc.setFill(Color.BLACK); gc.fillRect(0, 0, WIDTH, HEIGHT); gc.setFill(Color.WHITE); gc.setStroke(Color.GRAY); gc.setLineWidth(2); gc.strokeRect(0, 0, WIDTH, HEIGHT); snake.draw(gc); food.draw(gc); for (Wall wall : walls) { wall.draw(gc); } } }; timer.start(); spawnFood(); spawnWalls(); } private void spawnFood() { int x = random.nextInt(NUM_COLS) * BLOCK_SIZE; int y = random.nextInt(NUM_ROWS) * BLOCK_SIZE; food.setPosition(x, y); } private void spawnWalls() { for (int i = 0; i < 5; i++) { int x = random.nextInt(NUM_COLS - 4) * BLOCK_SIZE + 2 * BLOCK_SIZE; int y = random.nextInt(NUM_ROWS - 4) * BLOCK_SIZE + 2 * BLOCK_SIZE; walls.add(new Wall(x, y)); } } private enum Direction { UP, DOWN, LEFT, RIGHT } private class Snake { private List<Block> blocks; private Direction direction; public Snake() { blocks = new ArrayList<>(); direction = Direction.RIGHT; for (int i = 0; i < INITIAL_SNAKE_LENGTH; i++) { int x = (NUM_COLS / 2 - INITIAL_SNAKE_LENGTH / 2 + i) * BLOCK_SIZE; int y = NUM_ROWS / 2 * BLOCK_SIZE; blocks.add(new Block(x, y)); } } public void move() { Block head = blocks.get(blocks.size() - 1); Block newHead = null; if (direction == Direction.UP) { newHead = new Block(head.getX(), head.getY() - BLOCK_SIZE); } else if (direction == Direction.DOWN) { newHead = new Block(head.getX(), head.getY() + BLOCK_SIZE); } else if (direction == Direction.LEFT) { newHead = new Block(head.getX() - BLOCK_SIZE, head.getY()); } else if (direction == Direction.RIGHT) { newHead = new Block(head.getX() + BLOCK_SIZE, head.getY()); } blocks.add(newHead); blocks.remove(0); } public void grow() { Block tail = blocks.get(0); Block newTail = null; if (direction == Direction.UP) { newTail = new Block(tail.getX(), tail.getY() + BLOCK_SIZE); } else if (direction == Direction.DOWN) { newTail = new Block(tail.getX(), tail.getY() - BLOCK_SIZE); } else if (direction == Direction.LEFT) { newTail = new Block(tail.getX() + BLOCK_SIZE, tail.getY()); } else if (direction == Direction.RIGHT) { newTail = new Block(tail.getX() - BLOCK_SIZE, tail.getY()); } blocks.add(0, newTail); } public boolean checkCollision(Block block) { for (Block b : blocks) { if (b.getX() == block.getX() && b.getY() == block.getY()) { return true; } } return false; } public boolean checkSelfCollision() { Block head = blocks.get(blocks.size() - 1); for (int i = 0; i < blocks.size() - 1; i++) { Block b = blocks.get(i); if (b.getX() == head.getX() && b.getY() == head.getY()) { return true; } } return false; } public void setDirection(Direction direction) { if (this.direction == Direction.UP && direction == Direction.DOWN) { return; } else if (this.direction == Direction.DOWN && direction == Direction.UP) { return; } else if (this.direction == Direction.LEFT && direction == Direction.RIGHT) { return; } else if (this.direction == Direction.RIGHT && direction == Direction.LEFT) { return; } this.direction = direction; } public void draw(GraphicsContext gc) { gc.setFill(Color.GREEN); for (Block block : blocks) { gc.fillRect(block.getX(), block.getY(), BLOCK_SIZE, BLOCK_SIZE); } } } private class Block { private int x; private int y; public Block(int x, int y) { this.x = x; this.y = y; } public int getX() { return x; } public int getY() { return y; } } private class Food { private int x; private int y; public void setPosition(int x, int y) { this.x = x; this.y = y; } public void draw(GraphicsContext gc) { gc.setFill(Color.RED); gc.fillOval(x, y, BLOCK_SIZE, BLOCK_SIZE); } } private class Wall { private int x; private int y; public Wall(int x, int y) { this.x = x; this.y = y; } public boolean checkCollision(Block block) { return block.getX() == x && block.getY() == y; } public void draw(GraphicsContext gc) { gc.setFill(Color.DARKGRAY); gc.fillRect(x, y, BLOCK_SIZE, BLOCK_SIZE); } } public static void main(String[] args) { launch(args); } } ``` 在这个实现中,我们使用了JavaFX来创建窗口和画布,并且用一个AnimationTimer来控制游戏的帧率。Snake类表示贪吃蛇本身,其中包含了一个由Block对象组成的列表,每个Block对象代表一个蛇节。Food类表示食物,Wall类表示障碍物。在Snake类中,我们使用Direction枚举类型来表示贪吃蛇的方向,以及一些方法来移动和增长贪吃蛇,检查碰撞等。在主应用程序中,我们创建了一个Snake对象、一个Food对象和一些Wall对象,并且在AnimationTimer中不断更新它们的位置和状态。如果检测到碰撞,则游戏结束。

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