J2ME贪吃蛇源代码——200行左右,包含详细注释 package snake;import javax.microedition.midlet.*;
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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){}
}
}
用MVC方式实现的贪吃蛇游戏,共有4个类。运行GreedSnake运行即可。主要是观察者模式的使用,我已经添加了很多注释了。
1、
/*
* 程序名称:贪食蛇
* 原作者:BigF
* 修改者:algo
* 说明:我以前也用C写过这个程序,现在看到BigF用Java写的这个,发现虽然作者自称是Java的初学者,
* 但是明显编写程序的素养不错,程序结构写得很清晰,有些细微得地方也写得很简洁,一时兴起之
* 下,我认真解读了这个程序,发现数据和表现分开得很好,而我近日正在学习MVC设计模式,
* 因此尝试把程序得结构改了一下,用MVC模式来实现,对源程序得改动不多。
* 我同时也为程序增加了一些自己理解得注释,希望对大家阅读有帮助。
*/
package mvcTest;
/**
* @author WangYu
* @version 1.0
* Description:
* /pre
* Create on :Date :2005-6-13 Time:15:57:16
* LastModified:
* History:
*/
public class GreedSnake {
public static void main(String[] args) {
SnakeModel model = new SnakeModel(20,30);
SnakeControl control = new SnakeControl(model);
SnakeView view = new SnakeView(model,control);
//添加一个观察者,让view成为model的观察者
model.addObserver(view);
(new Thread(model)).start();
}
}
-------------------------------------------------------------
2、
package mvcTest;
//SnakeControl.java
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
/**
* MVC中的Controler,负责接收用户的操作,并把用户操作通知Model
*/
public class SnakeControl implements KeyListener{
SnakeModel model;
public SnakeControl(SnakeModel model){
this.model = model;
}
public void keyPressed(KeyEvent e) {
int keyCode = e.getKeyCode();
if (model.running){ // 运行状态下,处理的按键
switch (keyCode) {
case KeyEvent.VK_UP:
model.changeDirection(SnakeModel.UP);
break;
case KeyEvent.VK_DOWN:
model.changeDirection(SnakeModel.DOWN);
break;
case KeyEvent.VK_LEFT:
model.changeDirection(SnakeModel.LEFT);
break;
case KeyEvent.VK_RIGHT:
model.changeDirection(SnakeModel.RIGHT);
break;
case KeyEvent.VK_ADD:
case KeyEvent.VK_PAGE_UP:
model.speedUp();
break;
case KeyEvent.VK_SUBTRACT:
case KeyEvent.VK_PAGE_DOWN:
model.speedDown();
break;
case KeyEvent.VK_SPACE:
case KeyEvent.VK_P:
model.changePauseState();
break;
default:
}
}
// 任何情况下处理的按键,按键导致重新启动游戏
if (keyCode == KeyEvent.VK_R ||
keyCode == KeyEvent.VK_S ||
keyCode == KeyEvent.VK_ENTER) {
model.reset();
}
}
public void keyReleased(KeyEvent e) {
}
public void keyTyped(KeyEvent e) {
}
}
-------------------------------------------------------------
3、
/*
*
*/
package mvcTest;
/**
* 游戏的Model类,负责所有游戏相关数据及运行
* @author WangYu
* @version 1.0
* Description:
* /pre
* Create on :Date :2005-6-13 Time:15:58:33
* LastModified:
* History:
*/
//SnakeModel.java
import javax.swing.*;
import java.util.Arrays;
import java.util.LinkedList;
import java.util.Observable;
import java.util.Random;
/**
* 游戏的Model类,负责所有游戏相关数据及运行
*/
class SnakeModel extends Observable implements Runnable {
boolean[][] matrix; // 指示位置上有没蛇体或食物
LinkedList nodeArray = new LinkedList(); // 蛇体
Node food;
int maxX;
int maxY;
int direction = 2; // 蛇运行的方向
boolean running = false; // 运行状态
int timeInterval = 200; // 时间间隔,毫秒
double speedChangeRate = 0.75; // 每次得速度变化率
boolean paused = false; // 暂停标志
int score = 0; // 得分
int countMove = 0; // 吃到食物前移动的次数
// UP and DOWN should be even
// RIGHT and LEFT should be odd
public static final int UP = 2;
public static final int DOWN = 4;
public static final int LEFT = 1;
public static final int RIGHT = 3;
public SnakeModel( int maxX, int maxY) {
this.maxX = maxX;
this.maxY = maxY;
reset();
}
public void reset(){
direction = SnakeModel.UP; // 蛇运行的方向
timeInterval = 200; // 时间间隔,毫秒
paused = false; // 暂停标志
score = 0; // 得分
countMove = 0; // 吃到食物前移动的次数
// initial matirx, 全部清0
matrix = new boolean[maxX][];
for (int i = 0; i maxX; ++i) {
matrix[i] = new boolean[maxY];
Arrays.fill(matrix[i], false);
}
// initial the snake
// 初始化蛇体,如果横向位置超过20个,长度为10,否则为横向位置的一半
int initArrayLength = maxX 20 ? 10 : maxX / 2;
nodeArray.clear();
for (int i = 0; i initArrayLength; ++i) {
int x = maxX / 2 + i;//maxX被初始化为20
int y = maxY / 2; //maxY被初始化为30
//nodeArray[x,y]: [10,15]-[11,15]-[12,15]~~[20,15]
//默认的运行方向向上,所以游戏一开始nodeArray就变为:
// [10,14]-[10,15]-[11,15]-[12,15]~~[19,15]
nodeArray.addLast(new Node(x, y));
matrix[x][y] = true;
}
// 创建食物
food = createFood();
matrix[food.x][food.y] = true;
}
public void changeDirection(int newDirection) {
// 改变的方向不能与原来方向同向或反向
if (direction % 2 != newDirection % 2) {
direction = newDirection;
}
}
/**
* 运行一次
* @return
*/
public boolean moveOn() {
Node n = (Node) nodeArray.getFirst();
int x = n.x;
int y = n.y;
// 根据方向增减坐标值
switch (direction) {
case UP:
y--;
break;
case DOWN:
y++;
break;
case LEFT:
x--;
break;
case RIGHT:
x++;
break;
}
// 如果新坐标落在有效范围内,则进行处理
if ((0 = x x maxX) (0 = y y maxY)) {
if (matrix[x][y]) { // 如果新坐标的点上有东西(蛇体或者食物)
if (x == food.x y == food.y) { // 吃到食物,成功
nodeArray.addFirst(food); // 从蛇头赠长
// 分数规则,与移动改变方向的次数和速度两个元素有关
int scoreGet = (10000 - 200 * countMove) / timeInterval;
score += scoreGet 0 ? scoreGet : 10;
countMove = 0;
food = createFood(); // 创建新的食物
matrix[food.x][food.y] = true; // 设置食物所在位置
return true;
} else // 吃到蛇体自身,失败
return false;
} else { // 如果新坐标的点上没有东西(蛇体),移动蛇体
nodeArray.addFirst(new Node(x, y));
matrix[x][y] = true;
n = (Node) nodeArray.removeLast();
matrix[n.x][n.y] = false;
countMove++;
return true;
}
}
return false; // 触到边线,失败
}
public void run() {
running = true;
while (running) {
try {
Thread.sleep(timeInterval);
} catch (Exception e) {
break;
}
if (!paused) {
if (moveOn()) {
setChanged(); // Model通知View数据已经更新
notifyObservers();
} else {
JOptionPane.showMessageDialog(null,
"you failed",
"Game Over",
JOptionPane.INFORMATION_MESSAGE);
break;
}
}
}
running = false;
}
private Node createFood() {
int x = 0;
int y = 0;
// 随机获取一个有效区域内的与蛇体和食物不重叠的位置
do {
Random r = new Random();
x = r.nextInt(maxX);
y = r.nextInt(maxY);
} while (matrix[x][y]);
return new Node(x, y);
}
public void speedUp() {
timeInterval *= speedChangeRate;
}
public void speedDown() {
timeInterval /= speedChangeRate;
}
public void changePauseState() {
paused = !paused;
}
public String toString() {
String result = "";
for (int i = 0; i nodeArray.size(); ++i) {
Node n = (Node) nodeArray.get(i);
result += "[" + n.x + "," + n.y + "]";
}
return result;
}
}
class Node {
int x;
int y;
Node(int x, int y) {
this.x = x;
this.y = y;
}
}
------------------------------------------------------------
4、
package mvcTest;
//SnakeView.java
import javax.swing.*;
import java.awt.*;
import java.util.Iterator;
import java.util.LinkedList;
import java.util.Observable;
import java.util.Observer;
/**
* MVC模式中得Viewer,只负责对数据的显示,而不用理会游戏的控制逻辑
*/
public class SnakeView implements Observer {
SnakeControl control = null;
SnakeModel model = null;
JFrame mainFrame;
Canvas paintCanvas;
JLabel labelScore;
public static final int canvasWidth = 200;
public static final int canvasHeight = 300;
public static final int nodeWidth = 10;
public static final int nodeHeight = 10;
public SnakeView(SnakeModel model, SnakeControl control) {
this.model = model;
this.control = control;
mainFrame = new JFrame("GreedSnake");
Container cp = mainFrame.getContentPane();
// 创建顶部的分数显示
labelScore = new JLabel("Score:");
cp.add(labelScore, BorderLayout.NORTH);
// 创建中间的游戏显示区域
paintCanvas = new Canvas();
paintCanvas.setSize(canvasWidth + 1, canvasHeight + 1);
paintCanvas.addKeyListener(control);
cp.add(paintCanvas, BorderLayout.CENTER);
// 创建底下的帮助栏
JPanel panelButtom = new JPanel();
panelButtom.setLayout(new BorderLayout());
JLabel labelHelp;
labelHelp = new JLabel("PageUp, PageDown for speed;", JLabel.CENTER);
panelButtom.add(labelHelp, BorderLayout.NORTH);
labelHelp = new JLabel("ENTER or R or S for start;", JLabel.CENTER);
panelButtom.add(labelHelp, BorderLayout.CENTER);
labelHelp = new JLabel("SPACE or P for pause", JLabel.CENTER);
panelButtom.add(labelHelp, BorderLayout.SOUTH);
cp.add(panelButtom, BorderLayout.SOUTH);
mainFrame.addKeyListener(control);
mainFrame.pack();
mainFrame.setResizable(false);
mainFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
mainFrame.setVisible(true);
}
void repaint() {
Graphics g = paintCanvas.getGraphics();
//draw background
g.setColor(Color.WHITE);
g.fillRect(0, 0, canvasWidth, canvasHeight);
// draw the snake
g.setColor(Color.BLACK);
LinkedList na = model.nodeArray;
Iterator it = na.iterator();
while (it.hasNext()) {
Node n = (Node) it.next();
drawNode(g, n);
}
// draw the food
g.setColor(Color.RED);
Node n = model.food;
drawNode(g, n);
updateScore();
}
private void drawNode(Graphics g, Node n) {
g.fillRect(n.x * nodeWidth,
n.y * nodeHeight,
nodeWidth - 1,
nodeHeight - 1);
}
public void updateScore() {
String s = "Score: " + model.score;
labelScore.setText(s);
}
public void update(Observable o, Object arg) {
repaint();
}
}
希望采纳
import java.awt.Graphics;
import java.awt.Toolkit;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.InputEvent;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import javax.swing.JCheckBoxMenuItem;
import javax.swing.JFrame;
import javax.swing.JMenu;
import javax.swing.JMenuBar;
import javax.swing.JMenuItem;
import javax.swing.JOptionPane;
import javax.swing.KeyStroke;
public class 贪吃蛇 extends JFrame implements ActionListener, KeyListener,Runnable {
/**
*
*/
private static final long serialVersionUID = 1L;
private JMenuBar menuBar;
private JMenu youXiMenu,nanDuMenu,fenShuMenu,guanYuMenu;
private JMenuItem kaiShiYouXi,exitItem,zuoZheItem,fenShuItem;
private JCheckBoxMenuItem cJianDan,cPuTong,cKunNan;
private int length = 6;
private Toolkit toolkit;
private int i,x,y,z,objectX,objectY,object=0,growth=0,time;//bojectX,Y
private int m[]=new int[50];
private int n[]=new int[50];
private Thread she = null;
private int life=0;
private int foods = 0;
private int fenshu=0;
public void run(){
time=500;
for(i=0;i=length-1;i++)
{
m[i]=90-i*10;n[i]=60;
}
x=m[0];
y=n[0];
z=4;
while(she!=null)
{
check();
try
{
Thread.sleep(time);
}
catch(Exception ee)
{
System.out.println(z+"");
}
}
}
public 贪吃蛇() {
setVisible(true);
menuBar = new JMenuBar();
toolkit=getToolkit();
youXiMenu = new JMenu("游戏");
kaiShiYouXi = new JMenuItem("开始游戏");
exitItem = new JMenuItem("退出游戏");
nanDuMenu = new JMenu("困难程度");
cJianDan = new JCheckBoxMenuItem("简单");
cPuTong = new JCheckBoxMenuItem("普通");
cKunNan = new JCheckBoxMenuItem("困难");
fenShuMenu = new JMenu("积分排行");
fenShuItem = new JMenuItem("最高记录");
guanYuMenu = new JMenu("关于");
zuoZheItem = new JMenuItem("关于作者");
guanYuMenu.add(zuoZheItem);
nanDuMenu.add(cJianDan);
nanDuMenu.add(cPuTong);
nanDuMenu.add(cKunNan);
fenShuMenu.add(fenShuItem);
youXiMenu.add(kaiShiYouXi);
youXiMenu.add(exitItem);
menuBar.add(youXiMenu);
menuBar.add(nanDuMenu);
menuBar.add(fenShuMenu);
menuBar.add(guanYuMenu);
zuoZheItem.addActionListener(this);
kaiShiYouXi.addActionListener(this);
exitItem.addActionListener(this);
addKeyListener(this);
fenShuItem.addActionListener(this);
KeyStroke keyOpen = KeyStroke.getKeyStroke('O',InputEvent.CTRL_DOWN_MASK);
kaiShiYouXi.setAccelerator(keyOpen);
KeyStroke keyExit = KeyStroke.getKeyStroke('X',InputEvent.CTRL_DOWN_MASK);
exitItem.setAccelerator(keyExit);
setJMenuBar(menuBar);
setTitle("贪吃蛇");
setResizable(false);
setBounds(300,200,400,400);
validate();
setDefaultCloseOperation(EXIT_ON_CLOSE);
}
public static void main(String args[]) {
new 贪吃蛇();
}
public void actionPerformed(ActionEvent e){
if(e.getSource()==kaiShiYouXi)
{
length = 6;
life = 0;
foods = 0;
if(she==null)
{
she=new Thread(this);
she.start();
}
else if(she!=null)
{
she=null;
she= new Thread(this);
she.start();
}
}
if(e.getSource()==exitItem)
{
System.exit(0);
}
if(e.getSource()==zuoZheItem)
{
JOptionPane.showMessageDialog(this, "孤独的野狼制作"+"\n\n"+" "+"QQ号:2442701497"+"\n");
}
if(e.getSource()==fenShuItem)
{
JOptionPane.showMessageDialog(this,"最高记录为"+fenshu+"");
}
}
public void check(){
isDead();
if(she!=null)
{
if(growth==0)
{
reform(); //得到食物
}
else
{
upgrowth(); //生成食物
}
if(x==objectXy==objectY)
{
object=0;
growth=1;
toolkit.beep();
}
if(object==0)
{
object=1;
objectX=(int)Math.floor(Math.random()*39)*10;
objectY=(int)Math.floor(Math.random()*29)*10+50;
}
this.repaint(); //重绘
}
}
void isDead()
{
//判断游戏是否结束的方法
if(z==4)
{
x=x+10;
}
else if(z==3)
{
x=x-10;
}
else if(z==2)
{
y=y+10;
}
else if(z==1)
{
y=y-10;
}
if(x0||x390||y50||y390)
{
she=null;
}
for(i=1;ilength;i++)
{
if(m[i]==xn[i]==y)
{
she=null;
}
}
}
public void upgrowth()
{
//当蛇吃到东西时的方法
if(length50)
{
length++;
}
growth--;
time=time-10;
reform();
life+=100;
if(fenshulife)
{
fenshu = life;
}
foods++;
}
public void reform()
{
for(i=length-1;i0;i--)
{
m[i]=m[i-1];
n[i]=n[i-1];
}
if(z==4)
{
m[0]=m[0]+10;
}
if(z==3)
{
m[0]=m[0]-10;
}
if(z==2)
{
n[0]=n[0]+10;
}
if(z==1)
{
n[0]=n[0]-10;
}
}
public void keyPressed(KeyEvent e)
{
if(she!=null)
{
if(e.getKeyCode()==KeyEvent.VK_UP)
{
if(z!=2)
{
z=1;
check();
}
}
else if(e.getKeyCode()==KeyEvent.VK_DOWN)
{
if(z!=1)
{
z=2;
check();
}
}
else if(e.getKeyCode()==KeyEvent.VK_LEFT)
{
if(z!=4)
{
z=3;
check();
}
}
else if(e.getKeyCode()==KeyEvent.VK_RIGHT)
{
if(z!=3)
{
z=4;
check();
}
}
}
}
public void keyReleased(KeyEvent e)
{
}
public void keyTyped(KeyEvent e)
{
}
public void paint(Graphics g) {
g.setColor(Color.DARK_GRAY); //设置背景
g.fillRect(0,50,400,400);
g.setColor(Color.pink);
for(i=0;i=length-1;i++)
{
g.fillRect(m[i],n[i],10,10);
}
g.setColor(Color.green); //蛇的食物
g.fillRect(objectX,objectY,10,10);
g.setColor(Color.white);
g.drawString("当前 分数"+this.life,6,60);
g.drawString("当前已吃食物数"+this.foods,6,72);
}
}
packagecom.tarena.elts.test;importjava.awt.Color;importjava.awt.Font;importjava.awt.Point;importjava.awt.event.ActionEvent;importjava.awt.event.ActionListener;importjava.awt.event.KeyAdapter;importjava.awt.event.KeyEvent;importjava.util.ArrayList;importjava.util.HashMap;importjava.util.HashSet;importjava.util.List;importjava.util.Map;importjava.util.Random;importjava.util.Set;importjavax.swing.JButton;importjavax.swing.JFrame;importjavax.swing.JLabel;importjavax.swing.JPanel;publicclassWormFrameextendsJFrame{privatestaticfinallongserialVersionUID=1L;publicstaticfinalintUP=-10;publicstaticfinalintDOWN=10;publicstaticfinalintLEFT=-200;publicstaticfinalintRIGHT=200;privateintspeed=200;//蛇的移动速度,越小越快privateJPaneljPanel=null;//游戏面板privateJLabeljLabel=null;//显示游戏结束的标签privateJButtonreset=null;//从新开始游戏的按钮privateJButtoncontrol=null;//控制方向的按钮privateListworm=newArrayList();//贪吃蛇//将整个面板划分成节点,蛇走到那里,就那整个节点点亮privateMapnodes=newHashMap();privateintdir=LEFT;//方向privatePointfood;//食物privatebooleanisContinue=false;//判断蛇是否行动的标记publicstaticvoidmain(String[]args){newWormFrame();}publicWormFrame(){initialize();start();}//游戏初始化privatevoidinitialize(){this.setSize(500,500);this.setLocation(250,100);this.setResizable(false);this.add(getJPanel());//添加面板this.setTitle("贪吃蛇,空格键暂停,回车开始");this.setVisible(true);}//游戏开始privatevoidstart(){isContinue=true;while(true){while(isContinue){try{Pointp=worm.get(0);intx=(int)p.getX()+dir/20;inty=(int)p.getY()+dir%100;if(food.equals(newPoint(x,y))){worm.add(0,food);if(worm.size()%1==0){speed-=10;}getFood();continue;}p=newPoint(x,y);if(worm.contains(p)){thrownewException();}nodes.get(p).setVisible(false);worm.add(0,p);nodes.get(worm.remove(worm.size()-1)).setVisible(true);Thread.sleep(speed);}catch(Exceptione){jLabel.setVisible(true);reset.setVisible(true);//不停止内循环,jLabel和reset不消失isContinue=false;}}try{Thread.sleep(1000);}catch(InterruptedExceptione){e.printStackTrace();}}}//游戏从新开始privatevoidreset(){worm=newArrayList();for(Pointp:nodes.keySet()){nodes.get(p).setVisible(false);}addWorm();dir=LEFT;getFood();isContinue=true;}//获取游戏面板的方法,面板中有记录游戏时间的标签,//代表游戏角色的按钮和重新开始游戏的按钮privateJPanelgetJPanel(){if(jPanel==null){//显示游戏结束的标签getOver();//从新开始的按钮getReset();//控制按钮getControl();//游戏面板jPanel=newJPanel();jPanel.setLayout(null);//设置面板布局为空//jPanel.setForeground(newColor(255,255,255));//设置面板前景色jPanel.setBackground(newColor(0,0,0));//设置面板背景色jPanel.add(jLabel,null);//面板中添加显示游戏结束的标签jPanel.add(reset,null);//面板中添加从新开始的按钮jPanel.add(control,null);for(inti=0;i490;i+=10){for(intj=0;j470;j+=10){JButtonjb=newJButton();Pointp=newPoint(i,j);jb.setBounds(i,j,10,10);jb.setBackground(newColor(255,255,255));jb.setEnabled(false);//jb.setVisible(true);nodes.put(p,jb);jPanel.add(jb,null);}}addWorm();//添加一条蛇getFood();//食物按钮jPanel.setVisible(true);//设置面板可见}returnjPanel;}//游戏结束标签privatevoidgetOver(){jLabel=newJLabel();jLabel.setBounds(170,200,200,50);//设置标签大小和位置jLabel.setFont(newFont("Dialog",Font.BOLD,24));//设置标签字体jLabel.setForeground(newColor(250,2,2));//设置标签前景颜色jLabel.setText("游戏结束");jLabel.setEnabled(true);//设置此标签可用jLabel.setVisible(false);//设置此标签不可见}//从新开始按钮privatevoidgetReset(){if(reset==null){reset=newJButton();//新建一个按钮reset.setBounds(170,300,164,51);//设置按钮的大小reset.setText("重新开始");//设置按钮的内容reset.setVisible(false);//设置按钮不可见//添加按钮的时间监听器reset.addActionListener(newActionListener(){publicvoidactionPerformed(ActionEvente){reset.setVisible(false);//点击重新开始按钮后,按钮消失jLabel.setVisible(false);//记录游戏时间的按钮也消失try{Thread.sleep(1000);}catch(InterruptedExceptione1){e1.printStackTrace();}reset();}});}}//控制方向的按钮privatevoidgetControl(){if(control==null){control=newJButton();control.addKeyListener(newKeyAdapter(){@OverridepublicvoidkeyPressed(KeyEvente){switch(e.getKeyCode()){caseKeyEvent.VK_LEFT:chDir(LEFT);break;caseKeyEvent.VK_RIGHT:chDir(RIGHT);break;caseKeyEvent.VK_UP:chDir(UP);break;caseKeyEvent.VK_DOWN:chDir(DOWN);break;caseKeyEvent.VK_ENTER:isContinue=true;break;caseKeyEvent.VK_SPACE:isContinue=false;break;}}});}}//生成食物privatevoidgetFood(){Randomran=newRandom();//横坐标最大480,纵坐标最大460intx=ran.nextInt(49)*10;inty=ran.nextInt(47)*10;food=newPoint(x,y);Setset=newHashSet(worm);while(set.contains(food)){x=ran.nextInt(50)*10;y=ran.nextInt(50)*10;food=newPoint(x,y);}nodes.get(food).setVisible(false);}//改变方向privatevoidchDir(intdir){if(this.dir+dir!=0){this.dir=dir;}}//添加Worm的方法privatevoidaddWorm(){for(inti=250;i300;i+=10){Pointp=newPoint(i,250);worm.add(p);nodes.get(p).setVisible(true);}}}//给分
package games;
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
import java.util.*;
import static java.lang.Math.*;//静态导入
/*
* 此类是贪吃蛇的简单实现方法
* 自己可以加入在开始时的设置,比如
* 选关,初始的蛇的长度等等
*/
public class Snake extends JPanel {
private static final long serialVersionUID = 1L;
private Direction dir;// 要走的方向
private int blockWidth = 10;// 块大小
private int blockSpace = 2;// 块之间的间隔
private long sleepTime;// 重画的进间间隔
private MySnake my;
private int total;// 代表蛇的长度
private Rectangle food;// 代表蛇的食物
private volatile boolean go;
private int round;// 表示第几关
public Snake(JFrame jf) {
initOther();
// 为顶级窗口类JFrame添加事件处理函数
jf.addKeyListener(new KeyAdapter() {
public void keyReleased(KeyEvent ke) {
int code = ke.getKeyCode();
if (code == KeyEvent.VK_RIGHT) {
if (dir != Direction.WEST)
dir = Direction.EAST;
}
else if (code == KeyEvent.VK_LEFT) {
if (dir != Direction.EAST)
dir = Direction.WEST;
}
else if (code == KeyEvent.VK_UP) {
if (dir != Direction.SOUTH)
dir = Direction.NORTH;
}
else if (code == KeyEvent.VK_DOWN) {
if (dir != Direction.NORTH)
dir = Direction.SOUTH;
} else if (code == KeyEvent.VK_ENTER) {
if (!go)
initOther();
}
}
});
this.setBounds(300, 300, 400, 400);
this.setVisible(true);
}
// 随机生成一个食物的位置
private void makeFood() {
int x = 40 + (int) (random() * 30) * 12;
int y = 10 + (int) (random() * 30) * 12;
food = new Rectangle(x, y, 10, 10);
}
// 做一些初始化的工作
private void initOther() {
dir = Direction.EAST;
sleepTime = 500;
my = new MySnake();
makeFood();
total = 3;
round = 1;
new Thread(new Runnable() {
public void run() {
go = true;
while (go) {
try {
Thread.sleep(sleepTime);
repaint();
} catch (Exception exe) {
exe.printStackTrace();
}
}
}
}).start();
}
// 处理多少关的函数
private void handleRound() {
if (total == 6) {
round = 2;
sleepTime = 300;
} else if (total == 10) {
round = 3;
sleepTime = 200;
} else if (total == 15) {
round = 4;
sleepTime = 100;
} else if (total == 18) {
round = 5;
sleepTime = 50;
} else if (total == 20) {
round = 6;
sleepTime = 20;
} else if (total 21) {
round = 7;
sleepTime = 15;
}
}
// 把自己的组件全部画出来
public void paintComponent(Graphics g) {
g.setColor(Color.PINK);
g.fillRect(0, 0, this.getWidth(), this.getHeight());
g.setColor(Color.BLACK);
g.drawRect(40, 10, 358, 360);
if (go) {
my.move();
my.draw(g);
g.setFont(new Font("黑体", Font.BOLD, 20));
g.drawString("您的得分:" + (total * 10) + " 第" + round + "关", 40,
400);
} else {
g.setFont(new Font("黑体", Font.BOLD, 20));
g.drawString("游戏结束,按回车(ENTER)键重玩!", 40, 440);
}
g.setColor(Color.RED);
g.fillRect(food.x, food.y, food.width, food.height);
}
private class MySnake {
private ArrayListRectangle list;
public MySnake() {
list = new ArrayListRectangle();
list.add(new Rectangle(160 + 24, 130, 10, 10));
list.add(new Rectangle(160 + 12, 130, 10, 10));
list.add(new Rectangle(160, 130, 10, 10));
}
// 蛇移动的方法
public void move() {
if (isDead()) {
go = false;
return;
}
if (dir == Direction.EAST) {
Rectangle rec = list.get(0);
Rectangle rec1 = new Rectangle(rec.x
+ (blockWidth + blockSpace), rec.y, rec.width,
rec.height);
list.add(0, rec1);
} else if (dir == Direction.WEST) {
Rectangle rec = list.get(0);
Rectangle rec1 = new Rectangle(rec.x
- (blockWidth + blockSpace), rec.y, rec.width,
rec.height);
list.add(0, rec1);
} else if (dir == Direction.NORTH) {
Rectangle rec = list.get(0);
Rectangle rec1 = new Rectangle(rec.x, rec.y
- (blockWidth + blockSpace), rec.width, rec.height);
list.add(0, rec1);
} else if (dir == Direction.SOUTH) {
Rectangle rec = list.get(0);
Rectangle rec1 = new Rectangle(rec.x, rec.y
+ (blockWidth + blockSpace), rec.width, rec.height);
list.add(0, rec1);
}
if (isEat()) {
handleRound();
makeFood();
} else {
list.remove(list.size() - 1);
}
}
// 判断是否吃到了食物
private boolean isEat() {
if (list.get(0).contains(food)) {
total++;
return true;
} else
return false;
}
// 判断是否死了,如果碰壁或者自己吃到自己都算死了
private boolean isDead() {
Rectangle temp = list.get(0);
if (dir == Direction.EAST) {
if (temp.x == 388)
return true;
else {
Rectangle comp = new Rectangle(temp.x + 12, temp.y, 10, 10);
for (Rectangle rec : list) {
if (rec.contains(comp))
return true;
}
}
return false;
} else if (dir == Direction.WEST) {
if (temp.x == 40)
return true;
else {
Rectangle comp = new Rectangle(temp.x - 12, temp.y, 10, 10);
for (Rectangle rec : list) {
if (rec.contains(comp))
return true;
}
}
return false;
} else if (dir == Direction.NORTH) {
if (temp.y == 10)
return true;
else {
Rectangle comp = new Rectangle(temp.x, temp.y - 12, 10, 10);
for (Rectangle rec : list) {
if (rec.contains(comp))
return true;
}
}
return false;
} else if (dir == Direction.SOUTH) {
if (temp.y == 358)
return true;
else {
Rectangle comp = new Rectangle(temp.x, temp.y + 12, 10, 10);
for (Rectangle rec : list) {
if (rec.contains(comp))
return true;
}
}
return false;
} else {
return false;
}
}
// 把自己画出来
public void draw(Graphics g) {
for (Rectangle rec : list) {
g.fillRect(rec.x, rec.y, rec.width, rec.height);
}
}
}
public static void main(String arsg[]) {
JFrame jf = new JFrame("贪吃蛇");
Snake s = new Snake(jf);
jf.getContentPane().add(s, BorderLayout.CENTER);
jf.setBounds(300, 300, 500, 500);
jf.setVisible(true);
jf.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
}
// 定义一个枚举,在此也可以用接口或者常量值代替
enum Direction {
EAST, SOUTH, WEST, NORTH;
}
package game;
/*这是一个双人贪吃蛇游戏
*玩家一 A S D W 控制方向
*玩家二 上下左右 控制方向
*当某玩家无路可走的时候既输
*/
import java.awt.*;
import javax.swing.*;
import java.awt.event.*;
public class HsGame extends JFrame {
HsGame(String str) {
// 设置主面版
this.setTitle(str);
this.setSize(910, 630);
this.setLocation(50, 50);
MyPanel mp = new MyPanel();
this.add(mp);
this.addKeyListener(mp);
new Thread(mp).start();
}
// 主线程
public static void main(String[] args) {
HsGame m = new HsGame("贪吃蛇竞技版");
m.setVisible(true);
}
}
class MyPanel extends JPanel implements Runnable, KeyListener {
int[][] s1 = new int[180][120];
int[][] s2 = new int[180][120];
int x1 = 40;
int y1 = 60;
int x2 = 140;
int y2 = 60;
// 设置线程休眠时间
int sleep = 50;
// 设置初始方向
int fangxiang1 = 2;
int fangxiang2 = 0;
// 构造函数
MyPanel() {
// 初始化界面
for (int ix = 0; ix 180; ix++) {
for (int iy = 0; iy 120; iy++) {
s1[ix][iy] = 0;
s2[ix][iy] = 0;
}
}
// 设置边界
// 上下边界
for (int ix = 0; ix 180; ix++) {
s1[ix][0] = 1;
s1[ix][119] = 1;
s2[ix][0] = 1;
s2[ix][119] = 1;
}
// 左右边界
for (int iy = 0; iy 120; iy++) {
s1[0][iy] = 1;
s1[179][iy] = 1;
s2[0][iy] = 1;
s2[179][iy] = 1;
}
}
// 画板
public void paint(Graphics g) {
// 显示玩家一
g.setColor(Color.red);
for (int ix = 0; ix 180; ix++) {
for (int iy = 0; iy 120; iy++) {
if (s1[ix][iy] == 1) {
g.fillRect(ix * 5, iy * 5, 5, 5);
}
}
}
// 显示玩家二
g.setColor(Color.blue);
for (int ix = 0; ix 180; ix++) {
for (int iy = 0; iy 120; iy++) {
if (s2[ix][iy] == 1) {
g.fillRect(ix * 5, iy * 5, 5, 5);
}
}
}
// 画出边界
g.setColor(Color.black);
for (int i = 0; i 180; i++) {
g.fillRect(i * 5, 0, 5, 5);
g.fillRect(i * 5, 119 * 5, 5, 5);
}
for (int i = 0; i 120; i++) {
g.fillRect(0, i * 5, 5, 5);
g.fillRect(179 * 5, i * 5, 5, 5);
}
}
public void run() {
while (true) {
switch (fangxiang1) {
case 0:
x1--;
break;
case 1:
y1--;
break;
case 2:
x1++;
break;
case 3:
y1++;
}
switch (fangxiang2) {
case 0:
x2--;
break;
case 1:
y2--;
break;
case 2:
x2++;
break;
case 3:
y2++;
}
// 判断死活
if (s1[x1][y1] == 1 || s2[x1][y1] == 1) {
// 弹出player2胜利对话框
JOptionPane.showMessageDialog(null,
"player 2 win!",
"Game Over !", JOptionPane.ERROR_MESSAGE);
// 结束游戏
System.exit(0);
} else {
s1[x1][y1] = 1;
}
if (s2[x2][y2] == 1 || s1[x2][y2] == 1) {
// 弹出player1胜利对话框
JOptionPane.showMessageDialog(null,
"player 1 win!",
"Game Over !", JOptionPane.ERROR_MESSAGE);
// 结束游戏
System.exit(0);
} else {
s2[x2][y2] = 1;
}
try {
Thread.sleep(sleep);
} catch (Exception e) {
e.printStackTrace();
}
// 重画
this.repaint();
}
}
public void keyTyped(KeyEvent e) {
}
public void keyPressed(KeyEvent e) {
// 玩家一控制
if (e.getKeyCode() == 65) {
if (fangxiang1 != 2) {
fangxiang1 = 0;
System.out.println("player 1 left");
}
}
if (e.getKeyCode() == 87) {
if (fangxiang1 != 3) {
fangxiang1 = 1;
System.out.println("player 1 up");
}
}
if (e.getKeyCode() == 68) {
if (fangxiang1 != 0) {
fangxiang1 = 2;
System.out.println("player 1 right");
}
}
if (e.getKeyCode() == 83) {
if (fangxiang1 != 1) {
fangxiang1 = 3;
System.out.println("player 1 down");
}
}
// 玩家二控制
if (e.getKeyCode() == 37) {
if (fangxiang2 != 2) {
fangxiang2 = 0;
System.out.println("player 2 left");
}
}
if (e.getKeyCode() == 38) {
if (fangxiang2 != 3) {
fangxiang2 = 1;
System.out.println("player 2 up");
}
}
if (e.getKeyCode() == 39) {
if (fangxiang2 != 0) {
fangxiang2 = 2;
System.out.println("player 2 right");
}
}
if (e.getKeyCode() == 40) {
if (fangxiang2 != 1) {
fangxiang2 = 3;
System.out.println("player 2 down");
}
}
}
public void keyReleased(KeyEvent e) {
}
}