① 哪位能告訴我貪吃蛇游戲的全部代碼
//package main;
import java.awt.Color;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.io.BufferedReader;
import java.io.FileInputStream;
import java.io.FileOutputStream;
import java.io.InputStreamReader;
import javax.swing.ImageIcon;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JMenu;
import javax.swing.JMenuBar;
import javax.swing.JMenuItem;
import javax.swing.JOptionPane;
import javax.swing.JPanel;
public class TanChiShe implements KeyListener,ActionListener{
/**
* @param args
*/
int max = 300;//蛇長最大值
final int JianJu = 15; //設定蛇的運動網格間距(窗口最大32*28格)
byte fangXiang = 4; //控制蛇的運動方向,初始為右
int time = 500; //蛇的運動間隔時間
int jianTime = 2;//吃一個減少的時間
int x,y;//蛇的運動坐標,按網格來算
int x2,y2;//暫存蛇頭的坐標
int jiFenQi = 0;//積分器
boolean isRuned = false;//沒運行才可設級別
boolean out = false;//沒開始運行?
boolean run = false;//暫停運行
String JiBie = "中級";
JFrame f = new JFrame("貪吃蛇 V1.0");
JPanel show = new JPanel();
JLabel Message = new JLabel("級別:中級 蛇長:5 時間500ms 分數:00");
// JButton play = new JButton("開始");
JLabel sheTou;
JLabel shiWu;
JLabel sheWei[] = new JLabel[max];
static int diJi = 4; //第幾個下標的蛇尾要被加上
ImageIcon shang = new ImageIcon("tuPian\\isSheTouUp.png");//產生四個上下左右的蛇頭圖案
ImageIcon xia = new ImageIcon("tuPian\\isSheTouDown.png");
ImageIcon zhuo = new ImageIcon("tuPian\\isSheTouLeft.png");
ImageIcon you = new ImageIcon("tuPian\\isSheTouRight.png");
JMenuBar JMB = new JMenuBar();
JMenu file = new JMenu("開始游戲");
JMenuItem play = new JMenuItem(" 開始游戲 ");
JMenuItem pause = new JMenuItem(" 暫停游戲 ");
JMenu hard = new JMenu("游戲難度");
JMenuItem gao = new JMenuItem("高級");
JMenuItem zhong = new JMenuItem("中級");
JMenuItem di = new JMenuItem("低級");
JMenu about = new JMenu(" 關於 ");
JMenuItem GF = new JMenuItem("※高分榜");
JMenuItem ZZ = new JMenuItem("關於作者");
JMenuItem YX = new JMenuItem("關於游戲");
JMenuItem QK = new JMenuItem("清空記錄");
static TanChiShe tcs = new TanChiShe();
public static void main(String[] args) {
// TanChiShe tcs = new TanChiShe();
tcs.f();
}
public void f(){
f.setBounds(250,100,515,530);
f.setLayout(null);
f.setAlwaysOnTop(true);//窗口始終保持最前面
f.setBackground(new Color(0,0,0));
f.setDefaultCloseOperation(0);
f.setResizable(false);
f.setVisible(true);
// f.getContentPane().setBackground(Color.BLACK);
f.addWindowListener(new WindowAdapter(){
public void windowClosing(WindowEvent e){
System.exit(0);//退出程序
}
});
f.setJMenuBar(JMB);
JMB.add(file);
file.add(play);
file.add(pause);
JMB.add(hard);
hard.add(gao);
hard.add(zhong);
hard.add(di);
JMB.add(about);
about.add(GF);
GF.setForeground(Color.blue);
about.add(ZZ);
about.add(YX);
about.add(QK);
QK.setForeground(Color.red);
f.add(show);
show.setBounds(0,f.getHeight()-92,f.getWidth(),35);
// show.setBackground(Color.green);
// f.add(play);
// play.setBounds(240,240,80,25);
play.addActionListener(this);
pause.addActionListener(this);
gao.addActionListener(this);
zhong.addActionListener(this);
di.addActionListener(this);
GF.addActionListener(this);
ZZ.addActionListener(this);
YX.addActionListener(this);
QK.addActionListener(this);
show.add(Message);
Message.setForeground(Color.blue);
f.addKeyListener(this);
// show.addKeyListener(this);
play.addKeyListener(this);
sheChuShi();
}
public void sheChuShi(){//蛇初始化
sheTou = new JLabel(you);//用向右的圖來初始蛇頭
f.add(sheTou);
sheTou.setBounds(JianJu*0,JianJu*0,JianJu,JianJu);
// System.out.println("ishere");
shiWu = new JLabel("■");
f.add(shiWu);
shiWu.setBounds(10*JianJu,10*JianJu,JianJu,JianJu);
for(int i=0;i<=diJi;i++) {
sheWei[i] = new JLabel("■");
f.add(sheWei[i]);
sheWei[i].setBounds(-1*JianJu,0*JianJu,JianJu,JianJu);
}
while(true){
if(out == true){
yunXing();
break;
}
try{
Thread.sleep(200);
}catch(Exception ex){
ex.printStackTrace();
}
}
}
public void sheJiaChang(){//蛇的長度增加
if(diJi < max){
sheWei[++diJi] = new JLabel(new ImageIcon("tuPian\\isSheWei.jpg"));
f.add(sheWei[diJi]);
sheWei[diJi].setBounds(sheWei[diJi-1].getX(),sheWei[diJi-1].getY(),JianJu,JianJu);
// System.out.println("diJi "+diJi);
}
}
public void pengZhuanJianCe(){//檢測蛇的碰撞情況
if(sheTou.getX()<0 || sheTou.getY()<0 ||
sheTou.getX()>f.getWidth()-15 || sheTou.getY()>f.getHeight()-105 ){
gameOver();
// System.out.println("GameOVER");
}
if(sheTou.getX() == shiWu.getX() && sheTou.getY() == shiWu.getY()){
out: while(true){
shiWu.setLocation((int)(Math.random()*32)*JianJu,(int)(Math.random()*28)*JianJu);
for(int i=0;i<=diJi;i++){
if(shiWu.getX()!= sheWei[i].getX() && shiWu.getY()!=sheWei[i].getY()
&& sheTou.getX()!=shiWu.getX() && sheTou.getY()!= shiWu.getY()){//如果食物不在蛇身上則退出循環,產生食物成功
break out;
}
}
}
sheJiaChang();
// System.out.println("吃了一個");
if(time>100 ){
time -= jianTime;
}
else{}
Message.setText("級別:"+JiBie+" 蛇長:"+(diJi+2)+" 時間:"+time+"ms 分數:"+(jiFenQi+=10)+"");
}
for(int i=0;i<=diJi;i++){
if(sheTou.getX() == sheWei[i].getX() && sheTou.getY() == sheWei[i].getY()){
gameOver();
// System.out.println("吃到尾巴了");
}
}
}
public void yunXing(){
while(true){
while(run){
if(fangXiang == 1){//上
y-=1;
}
if(fangXiang == 2){//下
y+=1;
}
if(fangXiang == 3){//左
x-=1;
}
if(fangXiang == 4){//右
x+=1;
}
x2 = sheTou.getX();
y2 = sheTou.getY();
sheTou.setLocation(x*JianJu,y*JianJu); //設置蛇頭的坐標 網格數*間隔
for(int i=diJi;i>=0;i--){
if(i==0){
sheWei[i].setLocation(x2,y2);
// System.out.println(i+" "+sheTou.getX()+" "+sheTou.getY());
}
else{
sheWei[i].setLocation(sheWei[i-1].getX(),sheWei[i-1].getY());
// System.out.println(i+" "+sheWei[i].getX()+" "+sheWei[i].getY());
}
}
pengZhuanJianCe();
try{
Thread.sleep(time);
}catch(Exception e){
e.printStackTrace();
}
}
Message.setText("級別:"+JiBie+" 蛇長:"+(diJi+2)+" 時間:"+time+"ms 分數:"+(jiFenQi+=10)+"");
try{
Thread.sleep(200);
}catch(Exception e){
e.printStackTrace();
}
}
}
public void gameOver(){//游戲結束時處理
int in = JOptionPane.showConfirmDialog(f,"游戲已經結束!\n是否要保存分數","提示",JOptionPane.YES_NO_OPTION);
if(in == JOptionPane.YES_OPTION){
// System.out.println("YES");
String s = JOptionPane.showInputDialog(f,"輸入你的名字:");
try{
FileInputStream fis = new FileInputStream("GaoFen.ini");//先把以前的數據讀出來加到寫的數據前
InputStreamReader isr = new InputStreamReader(fis);
BufferedReader br = new BufferedReader(isr);
String s2,setOut = "";
while((s2=br.readLine())!= null){
setOut =setOut+s2+"\n";
}
FileOutputStream fos = new FileOutputStream("GaoFen.ini");//輸出到文件流
s = setOut+s+":"+jiFenQi+"\n";
fos.write(s.getBytes());
}catch(Exception e){}
}
System.exit(0);
}
public void keyTyped(KeyEvent arg0) {
// TODO 自動生成方法存根
}
public void keyPressed(KeyEvent arg0) {
// System.out.println(arg0.getSource());
if(arg0.getKeyCode() == KeyEvent.VK_UP){//按上下時方向的值相應改變
if(fangXiang != 2){
fangXiang = 1;
// sheTou.setIcon(shang);//設置蛇的方向
}
// System.out.println("UP");
}
if(arg0.getKeyCode() == KeyEvent.VK_DOWN){
if(fangXiang != 1){
fangXiang = 2;
// sheTou.setIcon(xia);
}
// System.out.println("DOWN");
}
if(arg0.getKeyCode() == KeyEvent.VK_LEFT){//按左右時方向的值相應改變
if(fangXiang != 4){
fangXiang = 3;
// sheTou.setIcon(zhuo);
}
// System.out.println("LEFT");
}
if(arg0.getKeyCode() == KeyEvent.VK_RIGHT){
if(fangXiang != 3){
fangXiang = 4;
// sheTou.setIcon(you);
}
// System.out.println("RIGHT");
}
}
public void keyReleased(KeyEvent arg0) {
// TODO 自動生成方法存根
}
public void actionPerformed(ActionEvent arg0) {
// TODO 自動生成方法存根
JMenuItem JI = (JMenuItem)arg0.getSource();
if(JI == play){
out = true;
run = true;
isRuned = true;
gao.setEnabled(false);
zhong.setEnabled(false);
di.setEnabled(false);
}
if(JI == pause){
run = false;
}
if(isRuned == false){//如果游戲還沒運行,才可以設置級別
if(JI == gao){
time = 200;
jianTime = 1;
JiBie = "高級";
Message.setText("級別:"+JiBie+" 蛇長:"+(diJi+2)+" 時間:"+time+"ms 分數:"+jiFenQi);
}
if(JI == zhong){
time = 400;
jianTime = 2;
JiBie = "中級";
Message.setText("級別:"+JiBie+" 蛇長:"+(diJi+2)+" 時間:"+time+"ms 分數:"+jiFenQi);
}
if(JI == di){
time = 500;
jianTime = 3;
JiBie = "低級";
Message.setText("級別:"+JiBie+" 蛇長:"+(diJi+2)+" 時間:"+time+"ms 分數:"+jiFenQi);
}
}
if(JI == GF){
try{
FileInputStream fis = new FileInputStream("GaoFen.ini");
InputStreamReader isr = new InputStreamReader(fis);
BufferedReader br = new BufferedReader(isr);
String s,setOut = "";
while((s=br.readLine())!= null){
setOut =setOut+s+"\n";
}
if(setOut.equals("")){
JOptionPane.showMessageDialog(f,"暫無保存記錄!","高分榜",JOptionPane.INFORMATION_MESSAGE);
}
else{
JOptionPane.showMessageDialog(f,setOut);
}
}catch(Exception e){
e.printStackTrace();
}
}
if(JI == ZZ){//關於作者
JOptionPane.showMessageDialog(f,"軟體作者:申志飛\n地址:四川省綿陽市\nQQ:898513806\nE-mail:[email protected]","關於作者",JOptionPane.INFORMATION_MESSAGE);
}
if(JI == YX){//關於游戲
JOptionPane.showMessageDialog(f,"貪吃蛇游戲\n游戲版本 V1.0","關於游戲",JOptionPane.INFORMATION_MESSAGE);
}
if(JI == QK){
try{
int select = JOptionPane.showConfirmDialog(f,"確實要清空記錄嗎?","清空記錄",JOptionPane.YES_OPTION);
if(select == JOptionPane.YES_OPTION){
String setOut = "";
FileOutputStream fos = new FileOutputStream("GaoFen.ini");//輸出到文件流
fos.write(setOut.getBytes());
}
}catch(Exception ex){}
}
}
}
//是我自己寫的,本來裡面有圖片的,但無法上傳,所以把圖片去掉了,裡面的ImageIcon等語句可以去掉。能正常運行。
② Java 編寫貪吃蛇游戲的大體思路是什麼
樓主沒有看到蛇移動的本質,蛇雖然是分成很多塊,但他們還是一個整體,每一塊的移動都和上一塊有關,所以不需要對每一塊都進行判斷。x0dx0a原理:x0dx0a把蛇身體的每一塊看成一個對象(對象存儲該塊的坐標和相關信息),作為節點存儲在線性鏈表中,再設置一個變數標志蛇的方向(通過按鍵可以改變)。一般人都是讓每一個節點等於他指向的下一個節點,並讓頭節點改變位置來實差局現轉彎和移動,這個演算法復雜度太高(O(n)),實際上只要做兩步操作,插入一個頭節點,刪除一個尾節點就可以了,新插入的頭節點位置根據蛇當前的方向決定 用一個數組將蛇頭的行徑記錄下來,然後第二段的下一個方格設置為蛇頭走過的方格,這樣子蛇走過的路徑都是前一段走過的,最後將跟著蛇頭走了,比如x0dx0a蛇身的路徑x0dx0a for(int i=snakeLength-1;i>0;i--){x0dx0arows[i]=rows[i-1];//依次將蛇前面一段走過行的路段賦值給蛇的下一段x0dx0acols[i]=cols[i-1];//依次將蛇前面一段走過列的路段賦值給蛇的下一段x0dx0a}x0dx0afor(int i=1;i ③ 用JAVA設計游戲:貪吃蛇游戲
用MVC方式實現的貪吃蛇游戲,共有4個類。運行GreedSnake運行即可。主要是觀察者模式的使用,我已經添加了很多注釋了。 ④ 求"貪吃蛇"小游戲JAVA源代碼一份
貪吃蛇 ⑤ 求貪吃蛇java程序代碼(要能運行的,有完整注釋的)
三個文件,樓主看好:
1、
/*
* 程序名稱:貪食蛇
* 原作者:BigF
* 修改者:algo
* 說明:我以前也用C寫過這個程序,現在看到BigF用Java寫的這個,發現雖然作者自稱是Java的初學者,
* 但是明顯編寫程序的素養不錯,程序結構寫得很清晰,有些細微得地方也寫得很簡潔,一時興起之
* 下,我認真解讀了這個程序,發現數據和表現分開得很好,而我近日正在學習MVC設計模式,
* 因此嘗試把程序得結構改了一下,用MVC模式來實現,對源程序得改動不多。
* 我同時也為程序增加了一些自己理解得注釋,希望對大家閱讀有幫助。
*/
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);
//添加一個觀察者,讓view成為model的觀察者
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,負責接收用戶的操作,並把用戶操作通知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){ // 運行狀態下,處理的按鍵
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:
}
}
// 任何情況下處理的按鍵,按鍵導致重新啟動游戲
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;
/**
* 游戲的Model類,負責所有游戲相關數據及運行
* @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;
/**
* 游戲的Model類,負責所有游戲相關數據及運行
*/
class SnakeModel extends Observable implements Runnable {
boolean[][] matrix; // 指示位置上有沒蛇體或食物
LinkedList nodeArray = new LinkedList(); // 蛇體
Node food;
int maxX;
int maxY;
int direction = 2; // 蛇運行的方向
boolean running = false; // 運行狀態
int timeInterval = 200; // 時間間隔,毫秒
double speedChangeRate = 0.75; // 每次得速度變化率
boolean paused = false; // 暫停標志
int score = 0; // 得分
int countMove = 0; // 吃到食物前移動的次數
// 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; // 蛇運行的方向
timeInterval = 200; // 時間間隔,毫秒
paused = false; // 暫停標志
score = 0; // 得分
countMove = 0; // 吃到食物前移動的次數
// 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
// 初始化蛇體,如果橫向位置超過20個,長度為10,否則為橫向位置的一半
int initArrayLength = maxX > 20 ? 10 : maxX / 2;
nodeArray.clear();
for (int i = 0; i < initArrayLength; ++i) {
int x = maxX / 2 + i;//maxX被初始化為20
int y = maxY / 2; //maxY被初始化為30
//nodeArray[x,y]: [10,15]-[11,15]-[12,15]~~[20,15]
//默認的運行方向向上,所以游戲一開始nodeArray就變為:
// [10,14]-[10,15]-[11,15]-[12,15]~~[19,15]
nodeArray.addLast(new Node(x, y));
matrix[x][y] = true;
}
// 創建食物
food = createFood();
matrix[food.x][food.y] = true;
}
public void changeDirection(int newDirection) {
// 改變的方向不能與原來方向同向或反向
if (direction % 2 != newDirection % 2) {
direction = newDirection;
}
}
/**
* 運行一次
* @return
*/
public boolean moveOn() {
Node n = (Node) nodeArray.getFirst();
int x = n.x;
int y = n.y;
// 根據方向增減坐標值
switch (direction) {
case UP:
y--;
break;
case DOWN:
y++;
break;
case LEFT:
x--;
break;
case RIGHT:
x++;
break;
}
// 如果新坐標落在有效范圍內,則進行處理
if ((0 <= x && x < maxX) && (0 <= y && y < maxY)) {
if (matrix[x][y]) { // 如果新坐標的點上有東西(蛇體或者食物)
if (x == food.x && y == food.y) { // 吃到食物,成功
nodeArray.addFirst(food); // 從蛇頭贈長
// 分數規則,與移動改變方向的次數和速度兩個元素有關
int scoreGet = (10000 - 200 * countMove) / timeInterval;
score += scoreGet > 0 ? scoreGet : 10;
countMove = 0;
food = createFood(); // 創建新的食物
matrix[food.x][food.y] = true; // 設置食物所在位置
return true;
} else // 吃到蛇體自身,失敗
return false;
} else { // 如果新坐標的點上沒有東西(蛇體),移動蛇體
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; // 觸到邊線,失敗
}
public void run() {
running = true;
while (running) {
try {
Thread.sleep(timeInterval);
} catch (Exception e) {
break;
}
if (!paused) {
if (moveOn()) {
setChanged(); // Model通知View數據已經更新
notifyObservers();
} else {
JOptionPane.showMessageDialog(null,
"you failed",
"Game Over",
JOptionPane.INFORMATION_MESSAGE);
break;
}
}
}
running = false;
}
private Node createFood() {
int x = 0;
int y = 0;
// 隨機獲取一個有效區域內的與蛇體和食物不重疊的位置
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,只負責對數據的顯示,而不用理會游戲的控制邏輯
*/
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();
// 創建頂部的分數顯示
labelScore = new JLabel("Score:");
cp.add(labelScore, BorderLayout.NORTH);
// 創建中間的游戲顯示區域
paintCanvas = new Canvas();
paintCanvas.setSize(canvasWidth + 1, canvasHeight + 1);
paintCanvas.addKeyListener(control);
cp.add(paintCanvas, BorderLayout.CENTER);
// 創建底下的幫助欄
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();
}
}
-------------------------------------------------------------
import
java.awt.*;
import
java.awt.event.*;
public
class
GreedSnake
//主類
{
/**
*
@param
args
*/
public
static
void
main(String[]
args)
{
//
TODO
Auto-generated
method
stub
new
MyWindow();
}
}
class
MyPanel
extends
Panel
implements
KeyListener,Runnable//自定義面板類,繼承了鍵盤和線程介面
{
Button
snake[];
//定義蛇按鈕
int
shu=0;
//蛇的節數
int
food[];
//食物數組
boolean
result=true;
//判定結果是輸
還是贏
Thread
thread;
//定義線程
static
int
weix,weiy;
//食物位置
boolean
t=true;
//判定游戲是否結束
int
fangxiang=0;
//蛇移動方向
int
x=0,y=0;
//蛇頭位置
MyPanel()
{
setLayout(null);
snake=new
Button[20];
food=new
int
[20];
thread=new
Thread(this);
for(int
j=0;j<20;j++)
{
food[j]=(int)(Math.random()*99);//定義20個隨機食物
}
weix=(int)(food[0]*0.1)*60;
//十位*60為橫坐標
weiy=(int)(food[0]%10)*40;
//個位*40為縱坐標
for(int
i=0;i<20;i++)
{
snake[i]=new
Button();
}
add(snake[0]);
snake[0].setBackground(Color.black);
snake[0].addKeyListener(this);
//為蛇頭添加鍵盤監視器
snake[0].setBounds(0,0,10,10);
setBackground(Color.cyan);
}
public
void
run()
//接收線程
{
while(t)
{
if(fangxiang==0)//向右
{
try
{
x+=10;
snake[0].setLocation(x,
y);//設置蛇頭位置
if(x==weix&&y==weiy)
//吃到食物
{
shu++;
weix=(int)(food[shu]*0.1)*60;
weiy=(int)(food[shu]%10)*40;
repaint();
//重繪下一個食物
add(snake[shu]);
//增加蛇節數和位置
snake[shu].setBounds(snake[shu-1].getBounds());
}
thread.sleep(100);
//睡眠100ms
}
catch(Exception
e){}
}
else
if(fangxiang==1)//向左
{
try
{
x-=10;
snake[0].setLocation(x,
y);
if(x==weix&&y==weiy)
{
shu++;
weix=(int)(food[shu]*0.1)*60;
weiy=(int)(food[shu]%10)*40;
repaint();
add(snake[shu]);
snake[shu].setBounds(snake[shu-1].getBounds());
}
thread.sleep(100);
}
catch(Exception
e){}
}
else
if(fangxiang==2)//向上
{
try
{
y-=10;
snake[0].setLocation(x,
y);
if(x==weix&&y==weiy)
{
shu++;
weix=(int)(food[shu]*0.1)*60;
weiy=(int)(food[shu]%10)*40;
repaint();
add(snake[shu]);
snake[shu].setBounds(snake[shu-1].getBounds());
}
thread.sleep(100);
}
catch(Exception
e){}
}
else
if(fangxiang==3)//向下
{
try
{
y+=10;
snake[0].setLocation(x,
y);
if(x==weix&&y==weiy)
{
shu++;
weix=(int)(food[shu]*0.1)*60;
weiy=(int)(food[shu]%10)*40;
repaint();
add(snake[shu]);
snake[shu].setBounds(snake[shu-1].getBounds());
}
thread.sleep(100);
}
catch(Exception
e){}
}
int
num1=shu;
while(num1>1)//判斷是否咬自己的尾巴
{
if(snake[num1].getBounds().x==snake[0].getBounds().x&&snake[num1].getBounds().y==snake[0].getBounds().y)
{
t=false;
result=false;
repaint();
}
num1--;
}
if(x<0||x>=this.getWidth()||y<0||y>=this.getHeight())//判斷是否撞牆
{
t=false;
result=false;
repaint();
}
int
num=shu;
while(num>0)
//設置蛇節位置
{
snake[num].setBounds(snake[num-1].getBounds());
num--;
}
if(shu==15)
//如果蛇節數等於15則勝利
{
t=false;
result=true;
repaint();
}
}
}
public
void
keyPressed(KeyEvent
e)
//按下鍵盤方向鍵
{
if(e.getKeyCode()==KeyEvent.VK_RIGHT)//右鍵
{
if(fangxiang!=1)//如果先前方向不為左
fangxiang=0;
}
else
if(e.getKeyCode()==KeyEvent.VK_LEFT)
{
if(fangxiang!=0)
fangxiang=1;
}
else
if(e.getKeyCode()==KeyEvent.VK_UP)
{
if(fangxiang!=3)
fangxiang=2;
}
else
if(e.getKeyCode()==KeyEvent.VK_DOWN)
{
if(fangxiang!=2)
fangxiang=3;
}
}
public
void
keyTyped(KeyEvent
e)
{
}
public
void
keyReleased(KeyEvent
e)
{
}
public
void
paint(Graphics
g)
//在面板上繪圖
{
int
x1=this.getWidth()-1;
int
y1=this.getHeight()-1;
g.setColor(Color.red);
g.fillOval(weix,
weiy,
10,
10);//食物
g.drawRect(0,
0,
x1,
y1);
//牆
if(t==false&&result==false)
g.drawString("GAME
OVER!",
250,
200);//輸出遊戲失敗
else
if(t==false&&result==true)
g.drawString("YOU
WIN!",
250,
200);//輸出遊戲成功
}
}
class
MyWindow
extends
Frame
implements
ActionListener//自定義窗口類
{
MyPanel
my;
Button
btn;
Panel
panel;
MyWindow()
{
super("GreedSnake");
my=new
MyPanel();
btn=new
Button("begin");
panel=new
Panel();
btn.addActionListener(this);
panel.add(new
Label("begin後請按Tab鍵選定蛇"));
panel.add(btn);
panel.add(new
Label("按上下左右鍵控制蛇行動"));
add(panel,BorderLayout.NORTH);
add(my,BorderLayout.CENTER);
setBounds(100,100,610,500);
setVisible(true);
validate();
addWindowListener(new
WindowAdapter()
{
public
void
windowClosing(WindowEvent
e)
{
System.exit(0);
}
});
}
public
void
actionPerformed(ActionEvent
e)//按下begin按鈕
{
if(e.getSource()==btn)
{
try
{
my.thread.start();
//開始線程
my.validate();
}
catch(Exception
ee){}
}
}
}
運行可以,但是並不能鼓吹是一個具有好的風格的代碼,。
//文件一
package greedysnake_cx;
public class Node {
int x=0;
int y=0;
int nodewidth;
int nodeheight;
Node(int x,int y){
this.x=x;
this.y=y;
}
}
//文件二
package greedysnake_cx;
/**
* 實現一個greedysnake的模型,具有功能:
* 1)移動,moveOn()----從director參數中獲取方向信息,如果方向定義的下一個點的邏輯值是true,檢查是不是food,是則將food添加到
* 列表的頭部,snake繼續移動,不是則停止移動(撞到蛇尾巴了)
* 2)加速,speedUp()----將現成的停滯時間間隔interval按照一定的比率 speedRate進行擴大
* 3)減速,speedDown()----....
*
* 該類實現Runnable介面,
* */
//定義snake的模型
import java.util.*;
import javax.swing.*;
public class SnakeModel implements Runnable {
private GreedSnake gs;
//給每一個矩陣點確立一個boolean值
boolean[][] matrix;
private int maxX;
private int maxY;
//設置一個節點的列表;
LinkedList nodeArray = new LinkedList();
Node food=null;
int direction=UP;
int score=0;
//定義方向
public final static int LEFT=1;
public final static int UP=2;
public final static int RIGHT=3;
public final static int DOWN=4;
private int interval=200; //停頓時間的間隔
boolean pause=false; //定義暫停
private double speedRate=0.5; //定義速度的變更幅度
//constructor
public SnakeModel(GreedSnake gs,int maxx,int maxy){
this.gs=gs;
this.maxX=maxx;
this.maxY=maxy;
//this.matrix=null;
////////////////////////////////////////////////////////////////////
//init matrix[][];
matrix=new boolean[maxX][]; //***********************不初始化是不行滴
for(int i=0;i<maxX;i++){
matrix[i]=new boolean[maxY];//將矩陣的每一行定義成列的集合
Arrays.fill(matrix[i], false);///使用java.util.Arrays的static方法fill,將matrix[]數組裡面的元素全部定義成false
//至此,矩陣裡面所有的點的boolean值都是flase
//for(int j=0;j<maxY;j++){
//matrix[i][j]=false;
//}
}
////////////////////////////////////////////////////////////////////
//init nodeArray
int initlength=10;
for(int i=0;i<initlength;i++){
//確保snake出現在屏幕的中央 assure that the greedy snake appears in the center of the model
//snake的長度由maxX來確定
int x=maxX/2+i;
int y=maxY/2;
nodeArray.addFirst(new Node(x,y));
matrix[x][y]=true;
}
//////////////////////////////////////////////////////////////////////
//創建食物
food=createFood();
System.out.println("some test!");
matrix[food.x][food.y]=true;
}//end constructor
//snake動起
public boolean moveOn(){
Node head=(Node)nodeArray.getFirst();
int x=head.x;
int y=head.y;
switch(direction){
case LEFT:
x--;break;
case UP:
y--;break;
case RIGHT:
x++;break;
case DOWN:
y++;break;
default:
}
if((x >= 0 && x < maxX) && (y >= 0 && y < maxY)){
if(matrix[x][y]){//當蛇頭轉至一個bool值為true的點時
if(x==food.x&&y==food.y){//該點是食物
nodeArray.addFirst(food);
//吃掉補上
food=createFood();
matrix[food.x][food.y]=true;
score+=10;
return true;
}
else //該點不是食物,(蛇尾巴)
return false;
}
else{
nodeArray.addFirst(new Node(x,y));
matrix[x][y]=true;
Node nn=(Node)nodeArray.removeLast();//移除並且返回列表中的最後一個元素
matrix[nn.x][nn.y]=false;
return true;
}
}
return false;
}//end moveOn
public void run() {
boolean running=true;
while(running){
try{
Thread.sleep(interval);
}
catch(InterruptedException e){
e.printStackTrace();
}
if(!pause){
if(moveOn()){
gs.repaint();
}
else{
JOptionPane.showMessageDialog(null, "sorry myboy,GAME OVER!", "message", JOptionPane.INFORMATION_MESSAGE);
running=false;
}
}
}
/*boolean running=true;
while(running){
try{
Thread.sleep(interval);
}
catch (InterruptedException e){
e.printStackTrace();
}
if(!pause){
if(moveOn()){
gs.repaint();
}
else{
JOptionPane.showMessageDialog(null,"i am sorry ,you failed!","message",JOptionPane.INFORMATION_MESSAGE);
break;
}
}
}//end while
running=false;//當且僅當失敗退出的時候;
*/
}
//獲取當前游戲得分
public int getScore(){
return this.score;
}
//加速
public void speedUp(){
interval*=speedRate;
}
//減速
public void speedDown(){
interval/=speedRate;
}
//設置暫停
public void chagePause(){
pause=!pause;
}
//設置方向
public void chageDirection(int newdirection){
if(direction % 2 != newdirection % 2){
direction=newdirection;
}
}
//生成食物
private Node createFood() {
/*
* 創建一個隨機數的生成器,這個是java.util.Random類
* 與java.lang.Math類中的random()方法有不一樣的地方,彼方法返回一個0-1之間的隨機數
* */
Random random=new Random();
int foodx=random.nextInt(maxX);
int foody=random.nextInt(maxY);
Node food=new Node(foodx,foody);
return food;
}
}
//文件三
package greedysnake_cx;
/**
* 在repaint()方法中,繪畫上下文對象是從canvas對象使用getContentPane()獲取的!!
* */
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
import java.util.*;
public class GreedSnake implements KeyListener{
Canvas canvas;
private JLabel jlabel;
private JPanel jpanel;
private JFrame jframe;
SnakeModel snakemodel;
private final static int canvaswidth=400;
private final static int canvasheight=300;
private final static int nodewidth=10;
private final static int nodeheight=10;
//construction
GreedSnake(){
jframe=new JFrame("The Greed Sanke!");
jframe.setLayout(new BorderLayout());
Container cp=jframe.getContentPane();
//在jframe面板中添加各種組件
jlabel=new JLabel("welcome");
jlabel.setText("Welcome my friend! Enjoy your self!");
cp.add(jlabel,BorderLayout.NORTH);
canvas=new Canvas();
canvas.setSize(canvaswidth,canvasheight);
canvas.addKeyListener(this); //給空白面板添加鍵盤時間監聽器!
cp.add(canvas,BorderLayout.CENTER);
jpanel=new JPanel();
jpanel.setLayout(new BorderLayout());
JLabel label=new JLabel("Pass enter or 'r' or 's' to start",JLabel.CENTER);
jpanel.add(label,BorderLayout.NORTH);
JLabel label2=new JLabel("Pass space to pause this game!",JLabel.CENTER);
jpanel.add(label2,BorderLayout.CENTER);
JLabel label3=new JLabel("Pass pageUp or pageDown to up or down the speed of the snake!",JLabel.CENTER);
jpanel.add(label3,BorderLayout.SOUTH);
cp.add(jpanel,BorderLayout.SOUTH);
//給頂層容器設置時間監聽、可視化、關閉按鈕的設定
jframe.addKeyListener(this);
jframe.pack();
jframe.setVisible(true);
jframe.setResizable(false);
jframe.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
begin();
}//end construction
public void begin(){
//開啟一個SnakeModel的進程,並且開始改進程
snakemodel=new SnakeModel(this,canvaswidth/nodewidth,canvasheight/nodeheight);
(new Thread(snakemodel)).start();
}
void repaint(){
int score=snakemodel.getScore();
jlabel.setText("您的得分是:"+score);
Graphics g=canvas.getGraphics();///pay attention!
g.setColor(Color.white);
g.fillRect(0, 0, canvaswidth, canvasheight);
g.setColor(Color.blue);
LinkedList list=snakemodel.nodeArray;
for(int i=0;i<list.size();i++){
Node nn=(Node)list.get(i);
paintingNode(g,nn);
}
//繪制food
g.setColor(Color.green);
Node foodnode=new Node(snakemodel.food.x,snakemodel.food.y);
paintingNode(g,foodnode);
}
public void paintingNode(Graphics gg,Node n){
/*
* 使用Graphics 的fillRect方法,填充一個矩形,
* 矩形的起點需要乘以一個NODE的長寬,以避免重疊
* */
gg.fillRect(n.x*nodewidth, n.y*nodeheight,nodewidth-1,nodeheight-1);
}
public void keyPressed(KeyEvent e) {//按下某一個鍵時,調用此方法
int keycode=e.getKeyCode();
/* if(keycode==KeyEvent.VK_ENTER||keycode==KeyEvent.VK_R){
begin();
}*/
switch(keycode){
case KeyEvent.VK_LEFT:
snakemodel.chageDirection(SnakeModel.LEFT);
break;
case KeyEvent.VK_UP:
snakemodel.chageDirection(SnakeModel.UP);
break;
case KeyEvent.VK_RIGHT:
snakemodel.chageDirection(SnakeModel.RIGHT);
break;
case KeyEvent.VK_DOWN:
snakemodel.chageDirection(SnakeModel.DOWN);
break;
case KeyEvent.VK_PAGE_DOWN:
snakemodel.speedDown();
break;
case KeyEvent.VK_PAGE_UP:
snakemodel.speedUp();
break;
case KeyEvent.VK_ENTER:
case KeyEvent.VK_R:
begin();
break;
case KeyEvent.VK_SPACE:
case KeyEvent.VK_P:
snakemodel.chagePause();
default:
}//end switch
}//end keyPressed
public void keyReleased(KeyEvent e) {//釋放某一個鍵時,調用此方法
}
public void keyTyped(KeyEvent e) {//鍵入某一個鍵時,調用此方法!
}
//main
public static void main(String[] args){
GreedSnake gs=new GreedSnake();
}
}