SnakeGame如何让尾巴跟着头? [英] SnakeGame how to make the tail follow the head?

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问题描述

我正在制作一个蛇游戏,我被困在使尾巴跟随头部的地方。我听说在头部使用添加和删除可以实现这一点,但我不知道从哪里开始。

I am making a snake game, and I am stuck at where making the tails follow the head. And I heard using an add and remove on the head and tails could make that happen, but I have no idea where to start with that.

这是我的代码到目前为止:

Here's my code so far:

Screen.java

public class Screen extends JPanel implements ActionListener, KeyListener {
    public static final JLabel statusbar = new JLabel("Default");
    public static final int WIDTH = 800, HEIGHT = 800;
    Timer t = new Timer(100, this);
    int x = 400;
    int y = 400;
    int size = 5; //increase size if eat 
    private boolean right = false, left = false, up = false, down = false;

    int head = 0;

    private LinkedList<BodyPart> snake = new LinkedList<BodyPart>();
    private BodyPart b;

    public Screen(){

        initSnake();

        t.start();
        addKeyListener(this);
        setFocusable(true);
        setFocusTraversalKeysEnabled(false);
    }

    public void update(){

    }

    public void direction(){
        if(right) x+=10;
        if(left) x-=10;
        if(up) y-=10;
        if(down) y+=10;
    }

    public void trackOutBound(){
        if(x < 0 || x > 800 || y < 0 || y > 800) {
            x = 400;
            y = 400;
        }
    }

    public void initSnake(){
        if(snake.size() == 0){
            b = new BodyPart(x, y);
            for(int i = 0; i < size; i++) {
                snake.add(b);
            }
            System.out.println(snake);
        }
    }

    public static void main(String[] args) {

    }

    @Override
    public void paintComponent(Graphics g){
        super.paintComponent(g);
        g.setColor(new Color(10, 50, 0));
        g.fillRect(0, 0, WIDTH, HEIGHT);

        g.setColor(Color.BLACK);
        for(int i = 0; i < WIDTH / 10; i++) {
            g.drawLine(i * 10, 0, i * 10, HEIGHT);
        }

        for(int i = 0; i < HEIGHT / 10; i++) {
            g.drawLine(0, i * 10, WIDTH, i * 10);
        }

        int tempx = 0, tempy = 0;
        int temp = 0;
        for(int i = 0; i < size; i++){
            if(i == head) {
                snake.get(i).x = x;
                snake.get(i).y = y;
                snake.get(i).draw(g);
                g.setColor(Color.blue);
                g.fillRect(x, y, 10, 10);
                g.setColor(Color.white);
                g.drawRect(x, y, 10, 10);
            } else if(i > 0 && up) {
                snake.get(i).x = x;
                snake.get(i).y = y + temp;
                snake.get(i).draw(g);
            } else if(i > 0 && down) {
                snake.get(i).x = x;
                snake.get(i).y = y - temp;
                snake.get(i).draw(g);
            } else if(i > 0 && left) {
                snake.get(i).x = x + temp;
                snake.get(i).y = y;
                snake.get(i).draw(g);
            } else if(i > 0 && right) {
                snake.get(i).x = x - temp;
                snake.get(i).y = y;
                snake.get(i).draw(g);
            }
            temp += 10;
        }

        /*
        if(snake.size() == 5){
            snake.add(b);
            size += 1;
        }
                */

    }

    @Override
    public void actionPerformed(ActionEvent e) {
        direction();
        trackOutBound();
        repaint();        
       // System.out.println(snake);
        statusbar.setText("(" + x + " , " + y + ")");
    }

    @Override
    public void keyTyped(KeyEvent e) {}

    @Override
    public void keyPressed(KeyEvent e) {
        int key = e.getKeyCode();
        if(key == KeyEvent.VK_RIGHT && !left) { 
            up = false;
            down = false;
            right = true;
        }
        if(key == KeyEvent.VK_LEFT && !right) { 
                up = false;
                down = false;
                left = true;
        }
        if(key == KeyEvent.VK_UP && !down) {
                left = false;
                right = false;
                up = true;
        }
        if(key == KeyEvent.VK_DOWN && !up) {
                left = false;
                right = false;
                down = true;
        } 
    }

    @Override
    public void keyReleased(KeyEvent e) {}
}

BodyPart.java

public class BodyPart {

    int x;
    int y;

    public BodyPart(int x, int y) {
        this.x = x;
        this.y = y;
    }
    public void draw(Graphics g) {
        this.x = x;
        this.y = y;
    g.setColor(Color.red);
        g.fillRect(x, y, 10, 10);
        g.setColor(Color.white);
        g.drawRect(x, y, 10, 10);
    }
}

Frame.java

public class Frame extends JPanel {
    private static JLabel statusbar = new JLabel("Default");

    public void statusbar(){
        statusbar = Screen.statusbar;
    }

    public static void main(String[] args) {
        JFrame f = new JFrame();
        Screen s = new Screen();
        f.add(s);

        f.add(statusbar, BorderLayout.SOUTH);
        f.setSize(800, 800);
        f.setVisible(true);
        f.setLocationRelativeTo(null);
        f.setResizable(false);
        f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
    }
}

现在这段代码只会让尾巴翻到水平或垂直,是否可以使用此代码使尾部跟随头部?或者我需要更改我的代码?

Now this code would only make the tails flip to the horizontal or vertical, is it possible to make the tails follow the head by using this code? or I need to change my code?

谢谢

推荐答案

基本的想法是,你需要某种 List ,其中包含蛇的所有点。从概念上讲, List 将包含虚拟坐标,即 1x1 将表示虚拟空间中的坐标,其中显示了一个位置在虚拟板上(有一些宽度和高度)。

The basic idea is, you need some kind of List which contains ALL the points of the snake. Conceptually, the List would contain virtual coordinates, that is 1x1 would represent a coordinate in virtual space, which presented a place on a virtual board (which would have some wide and height).

然后你可以将它转换为屏幕,这样就可以让蛇的每个部分都更大那么一个像素。因此,如果每个部分 5x5 像素,则 1x1 实际上 5x5 在屏幕上。

You could then translate that to the screen, so this would allow each part of the snake to be larger then a single pixel. So, if each part was 5x5 pixels, then 1x1 would actually be 5x5 in the screen.

每次蛇移动时,你都会在头部添加一个新值并从尾部移除最后一个值(假设它没有增长) 。当您需要绘制蛇时,您只需遍历 List ,绘制蛇的每个点。

Each time the snake moves, you add a new value to the head and remove the last value from tail (assuming it's not growing). When you needed to paint the snake, you would simply iterate over the List, painting each point of the snake.

以下是一个简单示例,它使用 LinkedList ,将新的 Point 推送到列出,创建一个新头,并删除每个周期的最后一个元素(尾部)。

The following is a simple example, which uses a LinkedList, which pushes a new Point onto the List, making a new head, and removing the last element (the tail) on each cycle.

这基本归结为。 ..

Which basically boils down to...

snakeBody.removeLast();
snakeBody.push(new Point(xPos, yPos));

作为一个可运行的概念

import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Point;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.util.LinkedList;
import javax.swing.AbstractAction;
import javax.swing.Action;
import javax.swing.ActionMap;
import javax.swing.InputMap;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.KeyStroke;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;

public class Snake {

    public static void main(String[] args) {
        new Snake();
    }

    public Snake() {
        EventQueue.invokeLater(new Runnable() {
            @Override
            public void run() {
                try {
                    UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
                } catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
                    ex.printStackTrace();
                }

                JFrame frame = new JFrame("Testing");
                frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
                frame.add(new TestPane());
                frame.pack();
                frame.setLocationRelativeTo(null);
                frame.setVisible(true);
            }
        });
    }

    public static class TestPane extends JPanel {

        public enum Direction {

            UP, DOWN, LEFT, RIGHT
        }

        private int xPos, yPos;

        private Direction direction = Direction.UP;

        private LinkedList<Point> snakeBody = new LinkedList<>();

        public TestPane() {
            xPos = 100;
            yPos = 100;

            for (int index = 0; index < 50; index++) {
                snakeBody.add(new Point(xPos, yPos));
            }

            bindKeyStrokeTo("up.pressed", KeyStroke.getKeyStroke(KeyEvent.VK_UP, 0, false), new MoveAction(Direction.UP));
            bindKeyStrokeTo("down.pressed", KeyStroke.getKeyStroke(KeyEvent.VK_DOWN, 0, false), new MoveAction(Direction.DOWN));

            bindKeyStrokeTo("left.pressed", KeyStroke.getKeyStroke(KeyEvent.VK_LEFT, 0, false), new MoveAction(Direction.LEFT));
            bindKeyStrokeTo("right.pressed", KeyStroke.getKeyStroke(KeyEvent.VK_RIGHT, 0, false), new MoveAction(Direction.RIGHT));

            Timer timer = new Timer(40, new ActionListener() {
                @Override
                public void actionPerformed(ActionEvent e) {
                    switch (direction) {
                        case UP:
                            yPos--;
                            break;
                        case DOWN:
                            yPos++;
                            break;
                        case LEFT:
                            xPos--;
                            break;
                        case RIGHT:
                            xPos++;
                            break;
                    }
                    if (yPos < 0) {
                        yPos--;
                    } else if (yPos > getHeight() - 1) {
                        yPos = getHeight() - 1;
                    }
                    if (xPos < 0) {
                        xPos--;
                    } else if (xPos > getWidth() - 1) {
                        xPos = getWidth() - 1;
                    }

                    snakeBody.removeLast();
                    snakeBody.push(new Point(xPos, yPos));
                    repaint();
                }
            });
            timer.start();
        }

        public void bindKeyStrokeTo(String name, KeyStroke keyStroke, Action action) {
            InputMap im = getInputMap(WHEN_IN_FOCUSED_WINDOW);
            ActionMap am = getActionMap();

            im.put(keyStroke, name);
            am.put(name, action);
        }

        @Override
        public Dimension getPreferredSize() {
            return new Dimension(200, 200);
        }

        @Override
        protected void paintComponent(Graphics g) {
            super.paintComponent(g);
            Graphics2D g2d = (Graphics2D) g.create();
            g2d.setColor(Color.RED);
            for (Point p : snakeBody) {
                g2d.drawLine(p.x, p.y, p.x, p.y);
            }
            g2d.dispose();
        }

        public class MoveAction extends AbstractAction {

            private Direction moveIn;

            public MoveAction(Direction direction) {
                this.moveIn = direction;
            }

            @Override
            public void actionPerformed(ActionEvent e) {
                direction = this.moveIn;
            }

        }

    }

}

现在,它没有碰撞检测或其他功能,但是你可以移动蛇并且它将自行跟随

Now, this has no collision detection or other functionality, but you can move the snake around and it will follow itself

这篇关于SnakeGame如何让尾巴跟着头?的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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