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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){}
}
}
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;
}
}
}
自己写着玩的,很简单,你试一试哦...
主要用了javax.swing.Timer这个类:
import java.awt.*;
import javax.swing.*;
@SuppressWarnings("serial")
public class MainClass extends JFrame {
ControlSnake control;
Toolkit kit;
Dimension dimen;
public static void main(String[] args) {
new MainClass("my snake");
}
public MainClass(String s) {
super(s);
control = new ControlSnake();
control.setFocusable(true);
kit = Toolkit.getDefaultToolkit();
dimen = kit.getScreenSize();
add(control);
setLayout(new BorderLayout());
setLocation(dimen.width / 3, dimen.height / 3);// dimen.width/3,dimen.height/3
setSize(FWIDTH, FHEIGHT);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setResizable(false);
setVisible(true);
}
public static final int FWIDTH = 315;
public static final int FHEIGHT = 380;
}
import java.util.*;
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
import javax.swing.Timer;
import java.util.Random;
@SuppressWarnings("serial")
public class ControlSnake extends JPanel implements ActionListener {
Random rand;
ArrayListPoint list, listBody;
String str, str1;
static boolean key;
int x, y, dx, dy, fx, fy, flag;
int snakeBody;
int speed;
public ControlSnake() {
snakeBody = 1;
str = "上下左右方向键控制 P键暂停...";
str1 = "现在的长度为:" + snakeBody;
key = true;
flag = 1;
speed = 700;
rand = new Random();
list = new ArrayListPoint();
listBody = new ArrayListPoint();
x = 5;
y = 5;
list.add(new Point(x, y));
listBody.add(list.get(0));
dx = 10;
dy = 0;
fx = rand.nextInt(30) * 10 + 5;// 2
fy = rand.nextInt(30) * 10 + 5;// 2
setBackground(Color.WHITE);
setSize(new Dimension(318, 380));
final Timer time = new Timer(speed, this);
time.start();
addKeyListener(new KeyAdapter() {
public void keyPressed(KeyEvent e) {
if (e.getKeyCode() == 37) {
dx = -10;
dy = 0;
} else if (e.getKeyCode() == 38) {
dx = 0;
dy = -10;
} else if (e.getKeyCode() == 39) {
dx = 10;
dy = 0;
} else if (e.getKeyCode() == 40) {
dx = 0;
dy = 10;
} else if (e.getKeyCode() == 80) {
if (flag % 2 == 1) {
time.stop();
}
if (flag % 2 == 0) {
time.start();
}
flag++;
}
}
});
}
public void paint(Graphics g) {
g.setColor(Color.WHITE);
g.fillRect(0, 0, 400, 400);
g.setColor(Color.DARK_GRAY);
g.drawLine(3, 3, 305, 3);
g.drawLine(3, 3, 3, 305);
g.drawLine(305, 3, 305, 305);
g.drawLine(3, 305, 305, 305);
g.setColor(Color.PINK);
for (int i = 0; i listBody.size(); i++) {
g.fillRect(listBody.get(i).x, listBody.get(i).y, 9, 9);
}
g.fillRect(x, y, 9, 9);
g.setColor(Color.ORANGE);
g.fillRect(fx, fy, 9, 9);
g.setColor(Color.DARK_GRAY);
str1 = "现在的长度为:" + snakeBody;
g.drawString(str, 10, 320);
g.drawString(str1, 10, 335);
}
public void actionPerformed(ActionEvent e) {
x += dx;
y += dy;
if (makeOut() == false) {
JOptionPane.showMessageDialog(null, "重新开始......");
speed = 700;
snakeBody = 1;
x = 5;
y = 5;
list.clear();
list.add(new Point(x, y));
listBody.clear();
listBody.add(list.get(0));
dx = 10;
dy = 0;
}
addPoint(x, y);
if (x == fx y == fy) {
speed = (int) (speed * 0.8);//速度增加参数
if (speed 200) {
speed = 100;
}
fx = rand.nextInt(30) * 10 + 5;// 2
fy = rand.nextInt(30) * 10 + 5;// 2
snakeBody++;// 2
} // 2
repaint();
}
public void addPoint(int xx, int yy) {
// 动态的记录最新发生的50步以内的移动过的坐标
// 并画出最新的snakeBody
if (list.size() 100) {//蛇身长度最长为100
list.add(new Point(xx, yy));
} else {
list.remove(0);
list.add(new Point(xx, yy));
}
if (snakeBody == 1) {
listBody.remove(0);
listBody.add(0, list.get(list.size() - 1));
} else {
listBody.clear();
if (list.size() snakeBody) {
for (int i = list.size() - 1; i 0; i--) {
listBody.add(list.get(i));
}
} else {
for (int i = list.size() - 1; listBody.size() snakeBody; i--) {
listBody.add(list.get(i));
}
}
}
}
public boolean makeOut() {
if ((x 3 || y 3) || (x 305 || y 305)) {
return false;
}
for (int i = 0; i listBody.size() - 1; i++) {
for (int j = i + 1; j listBody.size(); j++) {
if (listBody.get(i).equals(listBody.get(j))) {
return false;
}
}
}
return true;
}
}
用慧编程做贪吃蛇代码过程如下:
1、我们需要建立四个头文件,然后分别设置蛇的状态,上下左右,这是蛇能够有方向可走的前提,然后我们再设置蛇身的节点,定义一个简单的函数,这样蛇的全身以及他的行走方向就弄完了。
2、贪吃蛇不能穿墙代码。
3、第二步,一个函数这个函数的目的是贪吃蛇不能穿墙,很简单的代码分别设置长宽的最大位移,在内部范围内设置为一即可通过,否则不能穿墙。贪吃蛇随机生成一个食物。
4、设置一个随机函数。这样贪吃蛇代码就做好了。
慧编程是一款面向STEAM教育领域的积木式和代码编程软件,基于图形化编程开发。