作为一种实践,我正在尝试创建蛇克隆。香港专业教育学院画蛇并添加了移动模式,但当我按任意键移动时,蛇会自己吃掉它。但它没有动。阵列将反作用力缩回起点,什么也不做。
这是我的蛇课,我删除了我的注释,因为这些注释超出了代码和发布系统的限制,不允许我发布
修改
如果您需要其他课程的任何内容,请告诉我。但我认为我的错误在这里
编辑2
添加了完整的代码,您只需将粘贴复制到新项目中,即可重现我的错误。
public class Snake {
List<Point> sPoints;
int xDir,yDir;
boolean isMoving,addTail;
final int sSize = 20, startX = 150 , startY = 150;
public Snake(){
sPoints = new ArrayList<Point>();
xDir = 0;
yDir = 0;
isMoving = false;
addTail = false;
sPoints.add(new Point(startX,startY));
for(int i=1; i<sSize; i++) {
sPoints.add(new Point(startX - i * 4,startY));
}
}
public void draw(Graphics g){
g.setColor(Color.white);
for(Point p : sPoints) {
g.fillRect(p.getX(),p.getY(),4,4);
}
}
public void move(){
if (isMoving) {
Point temp = sPoints.get(0);
Point last = sPoints.get(sPoints.size() - 1);
Point newstart = new Point(temp.getX() + xDir * 4, temp.getY() + yDir * 4);
for (int i = sPoints.size() - 1; i >= 1; i--) {
sPoints.set(i, sPoints.get(i - 1));
}
sPoints.set(0, newstart);
}
}
public int getxDir() {
return xDir;
}
public void setxDir(int x) {
this.xDir = xDir;
}
public int getyDir() {
return yDir;
}
public void setyDir(int y) {
this.yDir = yDir;
}
public int getX(){
return sPoints.get(0).getX();
}
public int getY(){
return sPoints.get(0).getY();
}
public boolean isMoving() {
return isMoving;
}
public void setIsMoving(boolean b) {
isMoving = b;
}
}
以下是点类。只是一些吸气剂设置点,对于那些我使用IntelliJ自动生成的点。。(再次删除注释)
public class Point {
private int x,y;
public Point() {
x = 0;
y = 0;
}
public Point(int x, int y) {
this.x =x;
this.y =y;
}
public void setX(int x) {
this.x = x;
}
public void setY(int y) {
this.y = y;
}
public int getX() {
return x;
}
public int getY() {
return y;
}
}
最后我的主要班级叫做游戏。 在这里,我要做的是创建我的applet并为其赋予背景色。对可运行者造成威胁并添加上/右/下/左的运动模式... 并使用几个类来更新我的绘画图案,以便它可以通过更新我的矩形列表的每个状态来模拟运动。
import java.applet.Applet;
import java.awt.*;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
public class Game extends Applet implements Runnable, KeyListener {
//setting up double buffering.
Graphics graphics;
Image img;
Thread thread;
Snake snake;
public void init() {
//setting the size of our Applet
this.resize(400,400);
//we gonna create the image just the same size as our applet.
img = createImage(400,400);
//this represents our offscreen image that we will draw
graphics = img.getGraphics();
this.addKeyListener(this);
snake = new Snake();
thread = new Thread(this);
thread.start();
}
public void paint(Graphics g) {
//Setting the background of our applet to black
graphics.setColor(Color.black);
//Fill rectangle 0 , 0 (starts from) for top left corner and then 400,400 to fill our entire background to black
graphics.fillRect(0,0,400,400);
snake.draw(graphics);
//painting the entire image
g.drawImage(img,0,0,null);
}
//Update will call on Paint(g)
public void update(Graphics g){
paint(g);
}
//Repaint will call on Paint(g)
public void repaint(Graphics g){
paint(g);
}
public void run() {
//infinite loop
for(;;) {
snake.move();
//drawing snake
this.repaint();
//Creating a time delay
try {
Thread.sleep(40);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
public void keyTyped(KeyEvent keyEvent) {
}
public void keyPressed(KeyEvent keyEvent) {
if(!snake.isMoving()){ //this will allow the snake to start moving, but will disable LEFT for just the 1st move
if(keyEvent.getKeyCode() == KeyEvent.VK_UP || keyEvent.getKeyCode() == KeyEvent.VK_RIGHT ||
keyEvent.getKeyCode() == KeyEvent.VK_DOWN ) {
snake.setIsMoving(true);
}
}
//setting up Key mapping so when the user presses UP,RIGHT,DOWN,LEFT. the Snake will move accordingly
if(keyEvent.getKeyCode() == KeyEvent.VK_UP) {
if (snake.getyDir() != 1) {
snake.setyDir(-1);
snake.setxDir(0);
}
}
if(keyEvent.getKeyCode() == KeyEvent.VK_RIGHT) {
if (snake.getxDir() != -1) {
snake.setxDir(1);
snake.setyDir(0);
}
}
if(keyEvent.getKeyCode() == KeyEvent.VK_DOWN) {
if (snake.getyDir() != -1) {
snake.setyDir(1);
snake.setxDir(0);
}
}
if(keyEvent.getKeyCode() == KeyEvent.VK_LEFT) {
if (snake.getxDir() != 1) {
snake.setxDir(-1);
snake.setyDir(0);
}
}
}
public void keyReleased(KeyEvent keyEvent) {
}
}
答案 0 :(得分:1)
这里有一些意见,我已经阅读了您的代码。
snake.setyDir()
和
snake.setxDir()
没有接受输入来覆盖xDir
和yDir
。他们正在分配自己。Point2D
类LinkedList
符合需求。xDir
和yDir
)来控制蛇的方向
令人困惑,您可以通过创建enum
来帮助自己。 -1
0、1与x和y可能会使您感到困惑。Snake.addTail
不必要吗?最终结果:
Game.java
import java.applet.Applet;
import java.awt.*;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.util.Arrays;
public class Game extends Applet implements Runnable, KeyListener {
private final int GAMEBOARD_WIDTH = 400;
// setting up double buffering.
private Graphics graphics;
private Image img;
private Thread thread;
private Snake snake;
public void init() {
// setting the size of our Applet
this.resize(GAMEBOARD_WIDTH, GAMEBOARD_WIDTH);
// we gonna create the image just the same size as our applet.
img = createImage(GAMEBOARD_WIDTH, GAMEBOARD_WIDTH);
// this represents our offscreen image that we will draw
graphics = img.getGraphics();
this.addKeyListener(this);
snake = new Snake();
thread = new Thread(this);
thread.start();
}
public void paint(Graphics g) {
// Setting the background of our applet to black
graphics.setColor(Color.BLACK);
// Fill rectangle 0 , 0 (starts from) for top left corner and then 400,400 to
// fill our entire background to black
graphics.fillRect(0, 0, GAMEBOARD_WIDTH, GAMEBOARD_WIDTH);
snake.draw(graphics);
// painting the entire image
g.drawImage(img, 0, 0, null);
}
// Update will call on Paint(g)
public void update(Graphics g) {
paint(g);
}
// Repaint will call on Paint(g)
public void repaint(Graphics g) {
paint(g);
}
public void run() {
// infinite loop
for (;;) {
snake.move();
// drawing snake
this.repaint();
// Creating a time delay
try {
Thread.sleep(40);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
public void keyTyped(KeyEvent keyEvent) {
}
public void keyPressed(KeyEvent keyEvent) {
int keyCode = keyEvent.getKeyCode();
if (!snake.isMoving()) {
// this will allow the snake to start moving, but will disable LEFT for just the
// 1st move
if (matchKey(keyCode, KeyEvent.VK_UP, KeyEvent.VK_RIGHT, KeyEvent.VK_DOWN)) {
snake.setIsMoving(true);
}
}
// setting up Key mapping so when the user presses UP,RIGHT,DOWN,LEFT. the Snake
// will move accordingly
if (matchKey(keyCode, KeyEvent.VK_UP)) {
snake.setDirection(Direction.UP);
}
if (matchKey(keyCode, KeyEvent.VK_RIGHT)) {
snake.setDirection(Direction.RIGHT);
}
if (matchKey(keyCode, KeyEvent.VK_DOWN)) {
snake.setDirection(Direction.DOWN);
}
if (matchKey(keyCode, KeyEvent.VK_LEFT)) {
snake.setDirection(Direction.LEFT);
}
}
// return true if targetKey contains the provided keyCode
private boolean matchKey(int keyCode, int... targetKey) {
return Arrays.stream(targetKey).anyMatch(i -> i == keyCode);
}
public void keyReleased(KeyEvent keyEvent) {
}
}
Snake.java
import java.awt.Color;
import java.awt.Graphics;
import java.awt.geom.Point2D;
import java.util.LinkedList;
public class Snake {
private final int sSize = 20, startX = 150, startY = 150;
private final int BLOCK_WIDTH = 4;
private LinkedList<Point2D.Float> sPoints;
private boolean isMoving;
private Direction direction;
public Snake() {
sPoints = new LinkedList<Point2D.Float>();
isMoving = false;
sPoints.add(new Point2D.Float(startX, startY));
for (int i = 1; i < sSize; i++) {
sPoints.add(new Point2D.Float(startX - i * BLOCK_WIDTH, startY));
}
}
public void draw(Graphics g) {
g.setColor(Color.white);
for (Point2D p : sPoints) {
g.fillRect((int) p.getX(), (int) p.getY(), BLOCK_WIDTH, BLOCK_WIDTH);
}
}
public void move() {
if (isMoving) {
sPoints.removeLast();
steer(sPoints.getFirst());
}
}
private void steer(Point2D head) {
Point2D.Float newHead = new Point2D.Float();
switch (this.getDirection()) {
case UP:
newHead.setLocation(head.getX(), head.getY() - BLOCK_WIDTH);
break;
case DOWN:
newHead.setLocation(head.getX(), head.getY() + BLOCK_WIDTH);
break;
case LEFT:
newHead.setLocation(head.getX() - BLOCK_WIDTH, head.getY());
break;
case RIGHT:
newHead.setLocation(head.getX() + BLOCK_WIDTH, head.getY());
break;
}
this.sPoints.addFirst(newHead);
}
public int getX() {
return (int) sPoints.get(0).getX();
}
public int getY() {
return (int) sPoints.get(0).getY();
}
public boolean isMoving() {
return isMoving;
}
public void setIsMoving(boolean b) {
isMoving = b;
}
public Direction getDirection() {
return direction;
}
public void setDirection(Direction d) {
if (this.getDirection() == null) {
this.direction = d;
} else if (!this.getDirection().isOpposite(d)) {
this.direction = d;
}
}
}
Direction.java
public enum Direction {
UP(-1), DOWN(1), LEFT(-2), RIGHT(2);
int vector;
Direction(int i) {
this.vector = i;
}
public boolean isOpposite(Direction d) {
return this.vector + d.vector == 0;
}
}
答案 1 :(得分:0)
Snack.java
import java.awt.EventQueue;
import javax.swing.JFrame;
public class Snake extends JFrame {
public Snake() {
initUI();
}
private void initUI() {
add(new Board());
setResizable(false);
pack();
setTitle("Snake");
setLocationRelativeTo(null);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
public static void main(String[] args) {
EventQueue.invokeLater(() -> {
JFrame ex = new Snake();
ex.setVisible(true);
});
}
}
Board.java
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Font;
import java.awt.FontMetrics;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.Toolkit;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import javax.swing.ImageIcon;
import javax.swing.JPanel;
import javax.swing.Timer;
public class Board extends JPanel implements ActionListener {
private final int B_WIDTH = 300;
private final int B_HEIGHT = 300;
private final int DOT_SIZE = 10;
private final int ALL_DOTS = 900;
private final int RAND_POS = 29;
private final int DELAY = 140;
private final int x\[\] = new int\[ALL_DOTS\];
private final int y\[\] = new int\[ALL_DOTS\];
private int dots;
private int apple_x;
private int apple_y;
private boolean leftDirection = false;
private boolean rightDirection = true;
private boolean upDirection = false;
private boolean downDirection = false;
private boolean inGame = true;
private Timer timer;
private Image ball;
private Image apple;
private Image head;
public Board() {
initBoard();
}
private void initBoard() {
addKeyListener(new TAdapter());
setBackground(Color.black);
setFocusable(true);
setPreferredSize(new Dimension(B_WIDTH, B_HEIGHT));
loadImages();
initGame();
}
private void loadImages() {
ImageIcon iid = new ImageIcon("src/resources/dot.png");
ball = iid.getImage();
ImageIcon iia = new ImageIcon("src/resources/apple.png");
apple = iia.getImage();
ImageIcon iih = new ImageIcon("src/resources/head.png");
head = iih.getImage();
}
private void initGame() {
dots = 3;
for (int z = 0; z < dots; z++) {
x\[z\] = 50 - z * 10;
y\[z\] = 50;
}
locateApple();
timer = new Timer(DELAY, this);
timer.start();
}
@Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
doDrawing(g);
}
private void doDrawing(Graphics g) {
if (inGame) {
g.drawImage(apple, apple_x, apple_y, this);
for (int z = 0; z < dots; z++) {
if (z == 0) {
g.drawImage(head, x\[z\], y\[z\], this);
} else {
g.drawImage(ball, x\[z\], y\[z\], this);
}
}
Toolkit.getDefaultToolkit().sync();
} else {
gameOver(g);
}
}
private void gameOver(Graphics g) {
String msg = "Game Over";
Font small = new Font("Helvetica", Font.BOLD, 14);
FontMetrics metr = getFontMetrics(small);
g.setColor(Color.white);
g.setFont(small);
g.drawString(msg, (B_WIDTH - metr.stringWidth(msg)) / 2, B_HEIGHT / 2);
}
private void checkApple() {
if ((x\[0\] == apple_x) && (y\[0\] == apple_y)) {
dots++;
locateApple();
}
}
private void move() {
for (int z = dots; z > 0; z--) {
x\[z\] = x\[(z - 1)\];
y\[z\] = y\[(z - 1)\];
}
if (leftDirection) {
x\[0\] -= DOT_SIZE;
}
if (rightDirection) {
x\[0\] += DOT_SIZE;
}
if (upDirection) {
y\[0\] -= DOT_SIZE;
}
if (downDirection) {
y\[0\] += DOT_SIZE;
}
}
private void checkCollision() {
for (int z = dots; z > 0; z--) {
if ((z > 4) && (x\[0\] == x\[z\]) && (y\[0\] == y\[z\])) {
inGame = false;
}
}
if (y\[0\] >= B_HEIGHT) {
inGame = false;
}
if (y\[0\] < 0) {
inGame = false;
}
if (x\[0\] >= B_WIDTH) {
inGame = false;
}
if (x\[0\] < 0) {
inGame = false;
}
if (!inGame) {
timer.stop();
}
}
private void locateApple() {
int r = (int) (Math.random() * RAND_POS);
apple_x = ((r * DOT_SIZE));
r = (int) (Math.random() * RAND_POS);
apple_y = ((r * DOT_SIZE));
}
@Override
public void actionPerformed(ActionEvent e) {
if (inGame) {
checkApple();
checkCollision();
move();
}
repaint();
}
private class TAdapter extends KeyAdapter {
@Override
public void keyPressed(KeyEvent e) {
int key = e.getKeyCode();
if ((key == KeyEvent.VK_LEFT) && (!rightDirection)) {
leftDirection = true;
upDirection = false;
downDirection = false;
}
if ((key == KeyEvent.VK_RIGHT) && (!leftDirection)) {
rightDirection = true;
upDirection = false;
downDirection = false;
}
if ((key == KeyEvent.VK_UP) && (!downDirection)) {
upDirection = true;
rightDirection = false;
leftDirection = false;
}
if ((key == KeyEvent.VK_DOWN) && (!upDirection)) {
downDirection = true;
rightDirection = false;
leftDirection = false;
}
}
}
}