我使用的Swing开发Java中的一个简单的贪吃蛇游戏。到目前为止,我所做的蛇动画这是困扰我:蛇移动好像它开始落后没有任何理由的情况下,但是当我移动它与周围的箭头键它会顺利。
我怎么可能让它动流畅也当它在一条直线上?下面是代码:
GameFrame
public class GameFrame extends JFrame {
private GamePanel gamePanel;
private JLabel scoreLabel;
public GameFrame() throws HeadlessException {
this.setTitle("Snake");
this.setBounds(100, 100, 400, 400);
this.setLocationRelativeTo(null);
this.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
this.setResizable(false);
getContentPane().setLayout(null);
getContentPane().setBackground(Color.BLACK);
scoreLabel = new JLabel("0000");
scoreLabel.setBounds(0, 0, 70, 20);
scoreLabel.setForeground(Color.WHITE);
getContentPane().add(scoreLabel);
gamePanel = new GamePanel();
gamePanel.setBounds(20, 20, 360, 350);
this.add(gamePanel);
this.setVisible(true);
}
}
的GamePanel
public class GamePanel extends JPanel implements KeyListener, ActionListener {
private GameManager gameManager;
private Timer timer;
private final int DELAY = 150;
GamePanel() {
this.setOpaque(true);
this.setBackground(new Color(51, 51, 51));
this.addKeyListener(this);
this.setFocusable(true);
this.requestFocus();
gameManager = new GameManager(this);
timer = new Timer(DELAY, this);
timer.start();
}
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
gameManager.renderSnake(g);
}
@Override
public void actionPerformed(ActionEvent e) {
gameManager.gameLoop();
}
@Override
public void keyPressed(KeyEvent e) {
switch (e.getKeyCode()) {
case KeyEvent.VK_UP:
gameManager.moveSnakeUp();
break;
case KeyEvent.VK_DOWN:
gameManager.moveSnakeDown();
break;
case KeyEvent.VK_RIGHT:
gameManager.moveSnakeRight();
break;
case KeyEvent.VK_LEFT:
gameManager.moveSnakeLeft();
break;
}
}
@Override
public void keyTyped(KeyEvent e) { }
@Override
public void keyReleased(KeyEvent e) { }
}
游戏管理
public class GameManager {
private Color snakeColor;
private Snake snake;
private GamePanel gamePanel;
private boolean running;
public GameManager(GamePanel gamePanel) {
this.gamePanel = gamePanel;
snakeColor = Color.GREEN;
snake = new Snake();
running = true;
}
public void gameLoop() {
update();
draw();
}
public void renderSnake(Graphics graphics) {
Graphics2D graphics2D = (Graphics2D) graphics;
graphics2D.setColor(snakeColor);
for (Rectangle tile : snake.getBody())
graphics2D.fillRect(tile.x, tile.y, tile.width, tile.height);
}
public void update() {
snake.move();
}
public boolean isRunning() {
return running;
}
public void draw() {
gamePanel.repaint();
}
public void moveSnakeUp() {
snake.setUpDirection();
}
public void moveSnakeDown() {
snake.setDownDirection();
}
public void moveSnakeRight() {
snake.setRightDirection();
}
public void moveSnakeLeft() {
snake.setLeftDirection();
}
}
蛇
public class Snake {
private final int SNAKE_SPEED = 10;
private final int BODY_WIDTH = 10;
private LinkedList<Rectangle> body;
private Directions direction;
public Snake() {
direction = Directions.RIGHT;
body = new LinkedList<>();
body.add(new Rectangle(50, 20, BODY_WIDTH, BODY_WIDTH));
body.add(new Rectangle(40, 20, BODY_WIDTH, BODY_WIDTH));
body.add(new Rectangle(30, 20, BODY_WIDTH, BODY_WIDTH));
body.add(new Rectangle(20, 20, BODY_WIDTH, BODY_WIDTH));
body.add(new Rectangle(10, 20, BODY_WIDTH, BODY_WIDTH));
}
public LinkedList<Rectangle> getBody() {
return body;
}
public void setUpDirection() {
if (direction != Directions.UP)
direction = Directions.UP;
}
public void setDownDirection() {
if (direction != Directions.DOWN)
direction = Directions.DOWN;
}
public void setRightDirection() {
if (direction != Directions.RIGHT)
direction = Directions.RIGHT;
}
public void setLeftDirection() {
if (direction != Directions.LEFT)
direction = Directions.LEFT;
}
public void move() {
Rectangle newHead = body.removeLast();
newHead.x = body.peek().x;
newHead.y = body.peek().y;
switch (direction) {
case UP:
newHead.y -= SNAKE_SPEED;
break;
case DOWN:
newHead.y += SNAKE_SPEED;
break;
case RIGHT:
newHead.x += SNAKE_SPEED;
break;
case LEFT:
newHead.x -= SNAKE_SPEED;
break;
}
body.addFirst(newHead);
}
}
我一直在使用Thread
,和不同的值的延迟时间,但无济于事尝试。这怎么可能得到改善?
非常感谢。
编辑
我发现使用BufferedImage
这着实让很多差异,简单而有效的解决方案:
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
BufferedImage bufferedImage = new BufferedImage(getWidth(), getHeight(), BufferedImage.TYPE_INT_ARGB);
Graphics bufferedGraphics = bufferedImage.getGraphics();
gameManager.renderSnake(bufferedGraphics);
gameManager.renderFruit(bufferedGraphics);
g.drawImage(bufferedImage, 0, 0, this);
}
编辑2
我终于有一个体面的动画即使不使用从Timer
java.Swing
,但使用Thread
代替。这对我来说很有用。
对于那些有兴趣在这里是code。
它是由瓷砖的增量,似乎给你烦恼。我改变了对1个像素。有了它更顺畅。我还添加了一些随机的大小增加。你可以跳过瓷砖的做法,在一个方向上使用一个单独的对象为一条线。你可以用颜色和混合工作得到它更顺畅。的空间,很多改良效果 - 但也许它可以让你小了一步。此外,我使用的NetBeans的摇摆edito不要浪费太多时间。
import static Snake.GameFrame.SnakeBodyTile.BODYWIDTH;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Rectangle;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.util.Iterator;
import java.util.LinkedList;
import java.util.Random;
import javax.swing.Timer;
/**
*
* @author Kai
*/
public class GameFrame extends javax.swing.JFrame implements KeyListener {
public enum DIRECTION {
LEFT,
RIGHT,
UP,
DOWN
}
public enum STATE {
SELFBITTEN,
WALLHIT,
RUNNING,
WAITING,
STOPPED
}
public static class SnakeBodyTile {
public static final int BODYWIDTH = 10;
public final Rectangle rect;
public final DIRECTION direction;
public SnakeBodyTile(Rectangle rect, DIRECTION direction) {
this.direction = direction;
this.rect = rect;
}
private boolean update() {
switch (this.direction) {
case UP:
return (1 >= rect.height--);
case DOWN:
rect.y++;
return (1 >= rect.height--);
case LEFT:
return (1 >= rect.width--);
case RIGHT:
rect.x++;
return (1 >= rect.width--);
}
return false;//dummy
}
}
LinkedList<SnakeBodyTile> snake = new LinkedList();
Color snakeColor;
Random random = new Random();
DIRECTION direction = DIRECTION.LEFT;
STATE state = STATE.STOPPED;
Timer timer;
/**
* Creates new form GameFrame
*/
@SuppressWarnings("LeakingThisInConstructor")
public GameFrame() {
initComponents();
snakeColor = Color.GREEN;
direction = DIRECTION.LEFT;
state = STATE.STOPPED;
snake.add(new SnakeBodyTile(new Rectangle(100, 100, 10, 10), direction));
timer = new Timer(15, new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
timerAction(e);
}
});
super.addKeyListener(this);
state = STATE.WAITING;
gamePanel.repaint();
timer.start();
}
public void timerAction(ActionEvent e) {
moveSnake();
gamePanel.repaint();
}
@Override
public void keyTyped(KeyEvent e) {
}
@Override
public void keyPressed(KeyEvent e) {
switch (e.getKeyCode()) {
case KeyEvent.VK_UP:
direction = DIRECTION.UP;
break;
case KeyEvent.VK_DOWN:
direction = DIRECTION.DOWN;
break;
case KeyEvent.VK_RIGHT:
direction = DIRECTION.RIGHT;
break;
case KeyEvent.VK_LEFT:
direction = DIRECTION.LEFT;
break;
}
if (state == STATE.WAITING) {
snake.clear();
snake.add(new SnakeBodyTile(new Rectangle(100, 100, 10, 10), direction));
state = STATE.RUNNING;
}
}
@Override
public void keyReleased(KeyEvent e) {
}
public void moveSnake() {
if (state != STATE.RUNNING) {
return;
}
final SnakeBodyTile first = snake.getFirst();
final SnakeBodyTile last = snake.getLast();
switch (direction) {
case DOWN:
if (first.rect.height >= BODYWIDTH) {
Rectangle rect = new Rectangle(first.rect.x + (first.direction == DIRECTION.LEFT ? 0 : first.rect.width - BODYWIDTH), first.rect.y + BODYWIDTH, BODYWIDTH, 1);
snake.addFirst(new SnakeBodyTile(rect, direction));
} else {
first.rect.height++;
}
break;
case UP:
if (first.rect.height >= BODYWIDTH) {
Rectangle rect = new Rectangle(first.rect.x + (first.direction == DIRECTION.LEFT ? 0 : first.rect.width - BODYWIDTH), first.rect.y, BODYWIDTH, 1);
snake.addFirst(new SnakeBodyTile(rect, direction));
} else {
first.rect.y--;
first.rect.height++;
}
break;
case LEFT:
if (first.rect.width >= BODYWIDTH) {
Rectangle rect = new Rectangle(first.rect.x, first.rect.y + (first.direction == DIRECTION.UP ? 0 : first.rect.height - BODYWIDTH), 1, BODYWIDTH);
snake.addFirst(new SnakeBodyTile(rect, direction));
} else {
first.rect.x--;
first.rect.width++;
}
break;
case RIGHT:
if (first.rect.width >= BODYWIDTH) {
Rectangle rect = new Rectangle(first.rect.x + first.rect.width, first.rect.y + (first.direction == DIRECTION.UP ? 0 : first.rect.height - BODYWIDTH), 1, BODYWIDTH);
snake.addFirst(new SnakeBodyTile(rect, direction));
} else {
first.rect.width++;
}
break;
}
if (last.update() && random.nextInt(4) != 1) {
snake.removeLast();
}
}
void updateGamePanel(Graphics graphics) {
final Graphics2D graphics2D = (Graphics2D) graphics;
graphics2D.setColor(snakeColor);
for (Iterator<SnakeBodyTile> it = snake.iterator(); it.hasNext();) {
final Rectangle tile = it.next().rect;
graphics2D.fillRect(tile.x, tile.y, tile.width, tile.height);
}
}
/**
* This method is called from within the constructor to initialize the form.
* WARNING: Do NOT modify this code. The content of this method is always
* regenerated by the Form Editor.
*/
@SuppressWarnings("unchecked")
// <editor-fold defaultstate="collapsed" desc="Generated Code">
private void initComponents() {
ScoreLable = new javax.swing.JLabel();
gamePanel = new javax.swing.JPanel(){
protected void paintComponent(Graphics g) {
super.paintComponent(g);
updateGamePanel(g);
};
};
jLabel2 = new javax.swing.JLabel();
setDefaultCloseOperation(javax.swing.WindowConstants.EXIT_ON_CLOSE);
setTitle("Snake");
setBackground(java.awt.Color.black);
setBounds(new java.awt.Rectangle(100, 100, 400, 400));
setResizable(false);
getContentPane().setLayout(new org.netbeans.lib.awtextra.AbsoluteLayout());
ScoreLable.setText("0000");
getContentPane().add(ScoreLable, new org.netbeans.lib.awtextra.AbsoluteConstraints(50, 0, 50, -1));
gamePanel.setLayout(null);
getContentPane().add(gamePanel, new org.netbeans.lib.awtextra.AbsoluteConstraints(0, 30, 400, 240));
jLabel2.setText("Score:");
getContentPane().add(jLabel2, new org.netbeans.lib.awtextra.AbsoluteConstraints(0, 0, -1, -1));
pack();
}// </editor-fold>
/**
* @param args the command line arguments
*/
public static void main(String args[]) {
/* Set the Nimbus look and feel */
//<editor-fold defaultstate="collapsed" desc=" Look and feel setting code (optional) ">
/* If Nimbus (introduced in Java SE 6) is not available, stay with the default look and feel.
* For details see http://download.oracle.com/javase/tutorial/uiswing/lookandfeel/plaf.html
*/
try {
for (javax.swing.UIManager.LookAndFeelInfo info : javax.swing.UIManager.getInstalledLookAndFeels()) {
if ("Nimbus".equals(info.getName())) {
javax.swing.UIManager.setLookAndFeel(info.getClassName());
break;
}
}
} catch (ClassNotFoundException ex) {
java.util.logging.Logger.getLogger(GameFrame.class
.getName()).log(java.util.logging.Level.SEVERE, null, ex);
} catch (InstantiationException ex) {
java.util.logging.Logger.getLogger(GameFrame.class
.getName()).log(java.util.logging.Level.SEVERE, null, ex);
} catch (IllegalAccessException ex) {
java.util.logging.Logger.getLogger(GameFrame.class
.getName()).log(java.util.logging.Level.SEVERE, null, ex);
} catch (javax.swing.UnsupportedLookAndFeelException ex) {
java.util.logging.Logger.getLogger(GameFrame.class
.getName()).log(java.util.logging.Level.SEVERE, null, ex);
}
//</editor-fold>
/* Create and display the form */
java.awt.EventQueue.invokeLater(new Runnable() {
@Override
public void run() {
new GameFrame().setVisible(true);
}
});
}
// Variables declaration - do not modify
private javax.swing.JLabel ScoreLable;
private javax.swing.JPanel gamePanel;
private javax.swing.JLabel jLabel2;
// End of variables declaration
}