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java贪食蛇代码解释 java贪吃蛇简单代码

贪吃蛇 java代码

import java.awt.*;

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import javax.swing.*;

import java.awt.event.*;

import java.util.*;

public class SnakeGame extends JFrame implements KeyListener{

private int stat=1,direction=0,bodylen=6,headx=7,heady=8,

tailx=1,taily=8,tail,foodx,foody,food;//初始化定义变量

public final int EAST=1,WEST=2,SOUTH=3,NORTH=4;//方向常量

int [][] fillblock=new int [20][20];//定义蛇身所占位置

public SnakeGame() {//构造函数

super("贪吃蛇");

setSize(510,510);

setVisible(true);//设定窗口属性

addKeyListener(this);//添加监听

setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);

for(int i=1;i=7;i++) fillblock[i][8]=EAST;//初始化蛇身属性

direction=EAST;//方向初始化的设置

FoodLocate(); //定位食物

while (stat==1){

fillblock[headx][heady]=direction;

switch(direction){

case 1:headx++;break;

case 2:headx--;break;

case 3:heady++;break;

case 4:heady--;break;

}//蛇头的前进

if(heady19||headx19||tailx19||taily19||heady0||headx0||tailx0||taily0||fillblock[headx][heady]!=0){

stat=0;

break;

} //判断游戏是否结束

try{

Thread.sleep(150); }

catch(InterruptedException e){}//延迟

fillblock[headx][heady]=direction;

if(headx==foodxheady==foody){//吃到食物

FoodLocate();

food=2;

try{

Thread.sleep(100); }

catch(InterruptedException e){}//延迟

}

if(food!=0)food--;

else{tail=fillblock[tailx][taily];

fillblock[tailx][taily]=0;//蛇尾的消除

switch(tail){

case 1:tailx++;break;

case 2:tailx--;break;

case 3:taily++;break;

case 4:taily--;break;

}//蛇尾的前进

}

repaint();

}

if(stat==0)

JOptionPane.showMessageDialog(null,"GAME OVER","Game Over",JOptionPane.INFORMATION_MESSAGE);

}

public void keyPressed(KeyEvent e) {//按键响应

int keyCode=e.getKeyCode();

if(stat==1) switch(keyCode){

case KeyEvent.VK_UP:if(direction!=SOUTH) direction=NORTH;break;

case KeyEvent.VK_DOWN:if(direction!=NORTH)direction=SOUTH;break;

case KeyEvent.VK_LEFT:if(direction!=EAST)direction=WEST;break;

case KeyEvent.VK_RIGHT:if (direction!=WEST)direction=EAST;break;

}

}

public void keyReleased(KeyEvent e){}//空函数

public void keyTyped(KeyEvent e){} //空函数

public void FoodLocate(){//定位食物坐标

do{

Random r=new Random();

foodx=r.nextInt(20);

foody=r.nextInt(20);

}while (fillblock[foodx][foody]!=0);

}

public void paint(Graphics g){//画图

super.paint(g);

g.setColor(Color.BLUE);

for(int i=0;i20;i++)

for(int j=0;j20;j++)

if (fillblock[i][j]!=0)

g.fillRect(25*i+5,25*j+5,24,24);

g.setColor(Color.RED);

g.fillRect(foodx*25+5,foody*25+5,24,24);

}

public static void main(String[] args) {//主程序

SnakeGame application=new SnakeGame();

}

}

java贪吃蛇程序 snake = new Snake(Yard.this) 怎么理解

new

Snake()表明是新建了一个Snake对象,()中的Yard.this是Snake创建时调用的

构造函数

里的参数。这个方法是在Yard中调用的,但是它又在Yard的

内部类

中,直接用this调用的是PaintThread,所以要加上Yard.this。因为传入的参数应该是个对象,所以单独用一个Yard是不行的。同时要用的Yard的实例就是现在这个,所以用的是Yard.this,将本身的这个Yard实例传过去。

求java贪吃蛇的编程,并有注释

J2ME贪吃蛇源代码——200行左右,包含详细注释 package snake;import javax.microedition.midlet.*;

import javax.microedition.lcdui.*;public class SnakeMIDlet extends MIDlet {

SnakeCanvas displayable = new SnakeCanvas();

public SnakeMIDlet() {

Display.getDisplay(this).setCurrent(displayable);

}public void startApp() {}public void pauseApp() {}public void destroyApp(boolean unconditional) {}}//文件名:SnakeCanvas.javapackage snake;import java.util.*;

import javax.microedition.lcdui.*;/**

* 贪吃蛇游戏

*/

public class SnakeCanvas extends Canvas implements Runnable{

/**存储贪吃蛇节点坐标,其中第二维下标为0的代表x坐标,第二维下标是1的代表y坐标*/

int[][] snake = new int[200][2];

/**已经使用的节点数量*/

int snakeNum;

/**贪吃蛇运动方向,0代表向上,1代表向下,2代表向左,3代表向右*/

int direction;

/*移动方向*/

/**向上*/

private final int DIRECTION_UP = 0;

/**向下*/

private final int DIRECTION_DOWN = 1;

/**向左*/

private final int DIRECTION_LEFT = 2;

/**向右*/

private final int DIRECTION_RIGHT = 3;/**游戏区域宽度*/

int width;

/**游戏区域高度*/

int height;/**蛇身单元宽度*/

private final byte SNAKEWIDTH = 4;/**是否处于暂停状态,true代表暂停*/

boolean isPaused = false;

/**是否处于运行状态,true代表运行*/

boolean isRun = true;/**时间间隔*/

private final int SLEEP_TIME = 300;

/**食物的X坐标*/

int foodX;

/**食物的Y坐标*/

int foodY;

/**食物的闪烁控制*/

boolean b = true;

/**Random对象*/

Random random = new Random();

public SnakeCanvas() {

//初始化

init();

width = this.getWidth();

height = this.getHeight();

//启动线程

new Thread(this).start();

}/**

* 初始化开始数据

*/

private void init(){

//初始化节点数量

snakeNum = 7;

//初始化节点数据

for(int i = 0;i snakeNum;i++){

snake[i][0] = 100 - SNAKEWIDTH * i;

snake[i][1] = 40;

}

//初始化移动方向

direction = DIRECTION_RIGHT;

//初始化食物坐标

foodX = 100;

foodY = 100;

}protected void paint(Graphics g) {

//清屏

g.setColor(0xffffff);

g.fillRect(0,0,width,height);

g.setColor(0);//绘制蛇身

for(int i = 0;i snakeNum;i++){

g.fillRect(snake[i][0],snake[i][1],SNAKEWIDTH,SNAKEWIDTH);

}

//绘制食物

if(b){

g.fillRect(foodX,foodY,SNAKEWIDTH,SNAKEWIDTH);

}

}private void move(int direction){

//蛇身移动

for(int i = snakeNum - 1;i 0;i--){

snake[i][0] = snake[i - 1][0];

snake[i][1] = snake[i - 1][1];

}//第一个单元格移动

switch(direction){

case DIRECTION_UP:

snake[0][1] = snake[0][1] - SNAKEWIDTH;

break;

case DIRECTION_DOWN:

snake[0][1] = snake[0][1] + SNAKEWIDTH;

break;

case DIRECTION_LEFT:

snake[0][0] = snake[0][0] - SNAKEWIDTH;

break;

case DIRECTION_RIGHT:

snake[0][0] = snake[0][0] + SNAKEWIDTH;

break;

}

}

/**

* 吃掉食物,自身增长

*/

private void eatFood(){

//判别蛇头是否和食物重叠

if(snake[0][0] == foodX snake[0][1] == foodY){

snakeNum++;

generateFood();

}

}

/**

* 产生食物

* 说明:食物的坐标必须位于屏幕内,且不能和蛇身重合

*/

private void generateFood(){

while(true){

foodX = Math.abs(random.nextInt() % (width - SNAKEWIDTH + 1))

/ SNAKEWIDTH * SNAKEWIDTH;

foodY = Math.abs(random.nextInt() % (height - SNAKEWIDTH + 1))

/ SNAKEWIDTH * SNAKEWIDTH;

boolean b = true;

for(int i = 0;i snakeNum;i++){

if(foodX == snake[i][0] snake[i][1] == foodY){

b = false;

break;

}

}

if(b){

break;

}

}

}

/**

* 判断游戏是否结束

* 结束条件:

* 1、蛇头超出边界

* 2、蛇头碰到自身

*/

private boolean isGameOver(){

//边界判别

if(snake[0][0] 0 || snake[0][0] (width - SNAKEWIDTH) ||

snake[0][1] 0 || snake[0][1] (height - SNAKEWIDTH)){

return true;

}

//碰到自身

for(int i = 4;i snakeNum;i++){

if(snake[0][0] == snake[i][0]

snake[0][1] == snake[i][1]){

return true;

}

}

return false;

}/**

* 事件处理

*/

public void keyPressed(int keyCode){

int action = this.getGameAction(keyCode);

//改变方向

switch(action){

case UP:

if(direction != DIRECTION_DOWN){

direction = DIRECTION_UP;

}

break;

case DOWN:

if(direction != DIRECTION_UP){

direction = DIRECTION_DOWN;

}

break;

case LEFT:

if(direction != DIRECTION_RIGHT){

direction = DIRECTION_LEFT;

}

break;

case RIGHT:

if(direction != DIRECTION_LEFT){

direction = DIRECTION_RIGHT;

}

break;

case FIRE:

//暂停和继续

isPaused = !isPaused;

break;

}

}/**

* 线程方法

* 使用精确延时

*/

public void run(){

try{

while (isRun) {

//开始时间

long start = System.currentTimeMillis();

if(!isPaused){

//吃食物

eatFood();

//移动

move(direction);

//结束游戏

if(isGameOver()){

break;

}

//控制闪烁

b = !b;

}

//重新绘制

repaint();

long end = System.currentTimeMillis();

//延时

if(end - start SLEEP_TIME){

Thread.sleep(SLEEP_TIME - (end - start));

}

}

}catch(Exception e){}

}

}

java贪吃蛇代码注释求解

import java.awt.Color;

import java.awt.Graphics;

import java.awt.Graphics2D;

import java.awt.Rectangle;

import java.awt.event.KeyAdapter;

import java.awt.event.KeyEvent;

import java.awt.image.BufferedImage;

import java.util.ArrayList;

import java.util.List;

import javax.swing.JFrame;

public class InterFace extends JFrame {

/**

* WIDTH:宽

* HEIGHT:高

* SLEEPTIME:可以看作蛇运动的速度

* L = 1,R = 2, U = 3, D = 4 左右上下代码

*/

public static final int WIDTH = 800, HEIGHT = 600, SLEEPTIME = 200, L = 1,R = 2, U = 3, D = 4;

BufferedImage offersetImage= new BufferedImage(WIDTH, HEIGHT,BufferedImage.TYPE_3BYTE_BGR)

Rectangle rect = new Rectangle(20, 40, 15 * 50, 15 * 35);

Snake snake;

Node node;

public InterFace() {

//创建"蛇"对象

snake = new Snake(this);

//创建"食物"对象

createNode();

this.setBounds(100, 100, WIDTH, HEIGHT);

//添加键盘监听器

this.addKeyListener(new KeyAdapter() {

public void keyPressed(KeyEvent arg0) {

System.out.println(arg0.getKeyCode());

switch (arg0.getKeyCode()) {

//映射上下左右4个键位

case KeyEvent.VK_LEFT:

snake.dir = L;

break;

case KeyEvent.VK_RIGHT:

snake.dir = R;

break;

case KeyEvent.VK_UP:

snake.dir = U;

break;

case KeyEvent.VK_DOWN:

snake.dir = D;

}

}

});

this.setTitle("贪吃蛇 0.1 By : Easy");

this.setDefaultCloseOperation(EXIT_ON_CLOSE);

this.setVisible(true);

//启动线程,开始执行

new Thread(new ThreadUpadte()).start();

}

public void paint(Graphics g) {

Graphics2D g2d = (Graphics2D) offersetImage.getGraphics();

g2d.setColor(Color.white);

g2d.fillRect(0, 0, WIDTH, HEIGHT);

g2d.setColor(Color.black);

g2d.drawRect(rect.x, rect.y, rect.width, rect.height);

//如果蛇碰撞(吃)到食物,则创建新食物

if (snake.hit(node)) {

createNode();

}

snake.draw(g2d);

node.draw(g2d);

g.drawImage(offersetImage, 0, 0, null);

}

class ThreadUpadte implements Runnable {

public void run() {

//无限重绘画面

while (true) {

try {

Thread.sleep(SLEEPTIME);

repaint(); //

} catch (InterruptedException e) {

e.printStackTrace();

}

}

}

}

/**

* 创建食物

*/

public void createNode() {

//随机食物的出现位置

int x = (int) (Math.random() * 650) + 50,y = (int) (Math.random() * 500) + 50;

Color color = Color.blue;

node = new Node(x, y, color);

}

public static void main(String args[]) {

new InterFace();

}

}

/**

* 节点类(包括食物和蛇的身躯组成节点)

*/

class Node {

int x, y, width = 15, height = 15;

Color color;

public Node(int x, int y, Color color) {

this(x, y);

this.color = color;

}

public Node(int x, int y) {

this.x = x;

this.y = y;

this.color = color.black;

}

public void draw(Graphics2D g2d) {

g2d.setColor(color);

g2d.drawRect(x, y, width, height);

}

public Rectangle getRect() {

return new Rectangle(x, y, width, height);

}

}

/**

* 蛇

*/

class Snake {

public ListNode nodes = new ArrayListNode();

InterFace interFace;

int dir=InterFace.R;

public Snake(InterFace interFace) {

this.interFace = interFace;

nodes.add(new Node(20 + 150, 40 + 150));

addNode();

}

/**

* 是否碰撞到食物

* @return true 是 false 否

*/

public boolean hit(Node node) {

//遍历整个蛇体是否与食物碰撞

for (int i = 0; i nodes.size(); i++) {

if (nodes.get(i).getRect().intersects(node.getRect())) {

addNode();

return true;

}

}

return false;

}

public void draw(Graphics2D g2d) {

for (int i = 0; i nodes.size(); i++) {

nodes.get(i).draw(g2d);

}

move();

}

public void move() {

nodes.remove((nodes.size() - 1));

addNode();

}

public synchronized void addNode() {

Node nodeTempNode = nodes.get(0);

//如果方向

switch (dir) {

case InterFace.L:

//判断是否会撞墙

if (nodeTempNode.x = 20) {

nodeTempNode = new Node(20 + 15 * 50, nodeTempNode.y);

}

nodes.add(0, new Node(nodeTempNode.x - nodeTempNode.width,

nodeTempNode.y));

break;

case InterFace.R:

//判断是否会撞墙

if (nodeTempNode.x = 20 + 15 * 50 - nodeTempNode.width) {

nodeTempNode = new Node(20 - nodeTempNode.width, nodeTempNode.y);

}

nodes.add(0, new Node(nodeTempNode.x + nodeTempNode.width,

nodeTempNode.y));

break;

case InterFace.U:

//判断是否会撞墙

if (nodeTempNode.y = 40) {

nodeTempNode = new Node(nodeTempNode.x, 40 + 15 * 35);

}

nodes.add(0, new Node(nodeTempNode.x, nodeTempNode.y - nodeTempNode.height));

break;

case InterFace.D:

//判断是否会撞墙

if (nodeTempNode.y = 40 + 15 * 35 - nodeTempNode.height) {

nodeTempNode = new Node(nodeTempNode.x,40 - nodeTempNode.height);

}

nodes.add(0, new Node(nodeTempNode.x, nodeTempNode.y + nodeTempNode.height));

break;

}

}

}


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