我已经尝试过不同的方法来为这个蛇游戏制作两个背景,一个黑色的菜单和一个白色的游戏行。我找到的最佳解决方案是使用setBackground。但是当我运行游戏时,Thread.sleep变得混乱了,现在蛇变得非常快。为了尝试解决这个问题,我将多个值放入Thread.sleep中,但不管值如何,蛇都以相同的速度传播。setBackground正在搞乱Thread.sleep
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
import java.lang.Thread;
import java.util.Random;
public class Snake extends JPanel implements KeyListener, MouseListener{
public boolean right = false;
public boolean left = false;
public boolean up = false;
public boolean down = false;
public int snakex[] = new int[10000000];
public int snakey[] = new int[10000000];
public int snakeLength = 0;
public int applex;
public int appley;
public int buttonX = 150;
public int buttonY = 125;
public boolean appleEaten = true;
public static boolean reset = false;
public static boolean ingame = false;
public static boolean menu = true;
public static int speed = 200;
public void forLogic(){
for(int i = snakeLength; i > 1; i--){
if(snakeLength > 4 && snakex[0] == snakex[i] && snakey[0] == snakey[i]){
System.out.println("You Loose \n Your Score was: " + snakeLength);
ingame = false;
}
}
Movement();
if(snakex[0] >= 30*20){
snakex[0] = 0;
}
if(snakex[0] < 0){
snakex[0] = 29*20;
}
if(snakey[0] >= 25*20){
snakey[0] = 0;
}
if(snakey[0] < 0){
snakey[0] = 24*20;
}
if(snakex[0] == applex*20 && snakey[0] == appley*20) {
appleEaten = true;
snakeLength++;
//System.out.println(snakeLength);
}
if(appleEaten){
appleLocation();
appleEaten = false;
}
}
public void appleLocation(){
boolean goodToGo = false;
Random rand = new Random();
while(!goodToGo){
applex = rand.nextInt(30);
appley = rand.nextInt(25);
boolean checker = false;
for(int i = snakeLength; i > 0; i--) {
if (applex == snakex[i]||appley == snakey[i]) {
checker = true;
}
}
if(!checker){goodToGo = true;}
}
}
public void Movement(){
if(reset){
left = false;
right = false;
up = false;
down = false;
snakex[0] = 0;
snakey[0] = 0;
snakeLength = 1;
appleLocation();
reset = false;
}
if(right){
snakex[0] += 20;
}
if(left){
snakex[0] -= 20;
}
if(up){
snakey[0] -= 20;
}
if(down){
snakey[0] += 20;
}
}
public void mouseEntered(MouseEvent e){}
public void mouseExited(MouseEvent e){}
public void mousePressed(MouseEvent e){
int mouseX = e.getX();
int mouseY = e.getY();
if(mouseX > buttonX && mouseX < buttonX + 300 && mouseY > buttonY && mouseY < buttonY + 75){
ingame = true;
}
}
public void mouseReleased(MouseEvent e){}
public void mouseClicked(MouseEvent e){}
public void keyTyped(KeyEvent e) {}
public void keyPressed(KeyEvent e) {
int key = e.getKeyCode();
if(key == 39 && !left) {
right = true;
up = false;
down = false;
}
if(key == 37 && !right){
left = true;
up = false;
down = false;
}
if(key == 38 && !down){
up = true;
left = false;
right = false;
}
if(key == 40 && !up){
down = true;
left = false;
right = false;
}
if(key == 82){
reset = true;
}
}
public void keyReleased(KeyEvent e) {}
@SuppressWarnings("serial")
public void paint(Graphics g) {
super.paintComponent(g);
if(menu){
setBackground(Color.BLACK);
g.setColor(Color.green);
g.setFont(new Font("Courier New", Font.BOLD, 50));
g.drawString("Snake Game", 150, 50);
g.drawRect(buttonX, buttonY, 300, 75);
g.setFont(new Font("Courier New", Font.BOLD, 40));
g.drawString("PLAY", 250, 175);
}
if(ingame) {
setBackground(Color.WHITE);
int x = 0;
int y = 0;
for (x = 0; x < 30; x++) {
for (y = 0; y < 25; y++) {
g.setColor(Color.black);
g.fillRect(x * 20, y * 20, 19, 19);
}
}
g.setColor(Color.red);
g.fillOval(applex * 20, appley * 20, 19, 19);
forLogic();
g.setColor(Color.green);
for (int i = snakeLength; i > 0; i--) {
snakex[i] = snakex[(i - 1)];
snakey[i] = snakey[(i - 1)];
g.fillRect(snakex[i], snakey[i], 19, 19);
}
}
}
public static void main(String[] args) throws InterruptedException {
JFrame jframe = new JFrame("Snake Game");
Snake snake = new Snake();
jframe.add(snake);
snake.addMouseListener(snake);
snake.addKeyListener(snake);
jframe.setSize(615, 540);
jframe.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
jframe.setFocusable(true);
jframe.setVisible(true);
snake.requestFocusInWindow();
jframe.setLocationRelativeTo(null);
while(true) {
if (!menu) {
ingame = true;
}
if (menu == ingame) {
ingame = false;
}
if (menu) {
snake.repaint();
}
if (ingame) {
while (true) {
Thread.sleep(200);
snake.repaint();
}
}
}
}
}
您在该代码中遇到了一些主要问题,包括使用'while(true)'循环和'Thread.sleep(... )调用你的Swing代码,覆盖paint方法,并在其中调用超级paintComponent(一个不匹配的超级方法)(???),并在绘画方法中使用游戏逻辑。这表明使用第一原则进行重写会非常有益:使用Swing Timer作为游戏循环,在Swing代码中不使用其他延迟代码,重写paintComponent并在重写中调用相同的超级方法,将绘画与逻辑分离。 –
...并在paint方法中调用'setBackground'!这可能会触发重绘,并关闭逻辑。应该在JPanel创建时调用此方法,而不是在绘画方法中重复。 –
请勿将状态管理与您的绘画混合使用。你的游戏应该有两个不同的视图,一个菜单和一个游戏视图,这可以让每个班级专注于单个作业,并防止不必要的复杂代码。 [例如](http://stackoverflow.com/questions/33536829/jlabel-not-showing-up-no-matter-what-i-do/33536969#33536969) – MadProgrammer