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这个蛇游戏代码。我想在这个游戏中添加系统分数。这样每次蛇吃他的分数都会增加。但是如果蛇没有得到食物分数就不会增加。

如何显示当前分数?

这是 :

import java.awt.Color;
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 WIDTH = 300;
private final int 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 int x[] = new int[ALL_DOTS];
private int y[] = new int[ALL_DOTS];

private int dots;
private int apple_x;
private int apple_y;

private boolean left = false;
private boolean right = true;
private boolean up = false;
private boolean down = false;
private boolean inGame = true;

private Timer timer;
private Image ball;
private Image apple;
private Image head;


public Board() {
    addKeyListener(new TAdapter());

    setBackground(Color.black);

    ImageIcon iid = new ImageIcon(this.getClass().getResource("dot.png"));
    ball = iid.getImage();

    ImageIcon iia = new ImageIcon(this.getClass().getResource("apple.png"));
    apple = iia.getImage();

    ImageIcon iih = new ImageIcon(this.getClass().getResource("head.png"));
    head = iih.getImage();

    setFocusable(true);
    initGame();
}


public 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();
}


public void paint(Graphics g) {
    super.paint(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();
        g.dispose();

    } else {
        gameOver(g);
    }
}


public void gameOver(Graphics g) {
    String msg = "Game Over";
    Font small = new Font("Helvetica", Font.BOLD, 14);
    FontMetrics metr = this.getFontMetrics(small);

    g.setColor(Color.white);
    g.setFont(small);
    g.drawString(msg, (WIDTH - metr.stringWidth(msg)) / 2,
                 HEIGHT / 2);
}


public void checkApple() {

    if ((x[0] == apple_x) && (y[0] == apple_y)) {
        dots++;
        locateApple();
    }
}


public void move() {

    for (int z = dots; z > 0; z--) {
        x[z] = x[(z - 1)];
        y[z] = y[(z - 1)];
    }

    if (left) {
        x[0] -= DOT_SIZE;
    }

    if (right) {
        x[0] += DOT_SIZE;
    }

    if (up) {
        y[0] -= DOT_SIZE;
    }

    if (down) {
        y[0] += DOT_SIZE;
    }
}


public 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] > HEIGHT) {
        inGame = false;
    }

    if (y[0] < 0) {
        inGame = false;
    }

    if (x[0] > WIDTH) {
        inGame = false;
    }

    if (x[0] < 0) {
        inGame = false;
    }
}

public 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));
}

public void actionPerformed(ActionEvent e) {

    if (inGame) {
        checkApple();
        checkCollision();
        move();
    }

    repaint();
}


private class TAdapter extends KeyAdapter {

    public void keyPressed(KeyEvent e) {

        int key = e.getKeyCode();

        if ((key == KeyEvent.VK_LEFT) && (!right)) {
            left = true;
            up = false;
            down = false;
        }

        if ((key == KeyEvent.VK_RIGHT) && (!left)) {
            right = true;
            up = false;
            down = false;
        }

        if ((key == KeyEvent.VK_UP) && (!down)) {
            up = true;
            right = false;
            left = false;
        }

        if ((key == KeyEvent.VK_DOWN) && (!up)) {
            down = true;
            right = false;
            left = false;
        }
    }
}
4

1 回答 1

4

你需要两件事:

1) 加分的代码——你应该在移动后检查蛇的头部是否与苹果的坐标相同,如果是,则加分。

2)创建一个JLabel来存储玩家得分的值。在每个调用 ActionPerformed 的计时器上,更新此 JLabel 的文本。您无需担心多线程,由 Timer 调用的动作事件处理程序在单独的线程中处理。

于 2012-06-16T00:01:47.197 回答