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java贪吃蛇源代码 java源代码免费下载

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java贪吃蛇源代码 java源代码免费下载

用JAVA设计游戏:贪吃蛇游戏

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

java贪吃蛇源代码 java源代码免费下载

*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。

*/

java贪吃蛇源代码 java源代码免费下载

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();

}

}

-------------------------------------------------------------

求贪吃蛇java程序代码(要能运行的,有完整注释的)

三个文件,楼主看好:

运行可以,但是并不能鼓吹是一个具有好的风格的代码,。

//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;

/**

*实现一个greedysnake的模型,具有功能:

* 1)移动,moveOn()----从director参数中获取方向信息,如果方向定义的下一个点的逻辑值是true,检查是不是food,是则将food添加到

*列表的头部,snake继续移动,不是则停止移动(撞到蛇尾巴了)

* 2)加速,speedUp()----将现成的停滞时间间隔interval按照一定的比率 speedRate进行扩大

* 3)减速,speedDown()----....

*

*该类实现Runnable接口,

**/

//定义snake的模型

import java.util.*;

import javax.swing.*;

public class SnakeModel implements Runnable{

private GreedSnake gs;

//给每一个矩阵点确立一个boolean值

boolean[][] matrix;

private int maxX;

private int maxY;

//设置一个节点的列表;

LinkedList nodeArray= new LinkedList();

Node food=null;

int direction=UP;

int score=0;

//定义方向

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;//停顿时间的间隔

boolean pause=false;//定义暂停

private double speedRate=0.5;//定义速度的变更幅度

//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];//将矩阵的每一行定义成列的集合

Arrays.fill(matrix[i], false);///使用java.util.Arrays的static方法fill,将matrix[]数组里面的元素全部定义成false

//至此,矩阵里面所有的点的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++){

//确保snake出现在屏幕的中央 assure that the greedy snake appears in the center of the model

//snake的长度由maxX来确定

int x=maxX/2+i;

int y=maxY/2;

nodeArray.addFirst(new Node(x,y));

matrix[x][y]=true;

}

//////////////////////////////////////////////////////////////////////

//创建食物

food=createFood();

System.out.println("some test!");

matrix[food.x][food.y]=true;

}//end constructor

//snake动起

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]){//当蛇头转至一个bool值为true的点时

if(x==food.x&&y==food.y){//该点是食物

nodeArray.addFirst(food);

//吃掉补上

food=createFood();

matrix[food.x][food.y]=true;

score+=10;

return true;

}

else//该点不是食物,(蛇尾巴)

return false;

}

else{

nodeArray.addFirst(new Node(x,y));

matrix[x][y]=true;

Node nn=(Node)nodeArray.removeLast();//移除并且返回列表中的最后一个元素

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;//当且仅当失败退出的时候;

*/

}

//获取当前游戏得分

public int getScore(){

return this.score;

}

//加速

public void speedUp(){

interval*=speedRate;

}

//减速

public void speedDown(){

interval/=speedRate;

}

//设置暂停

public void chagePause(){

pause=!pause;

}

//设置方向

public void chageDirection(int newdirection){

if(direction% 2!= newdirection% 2){

direction=newdirection;

}

}

//生成食物

private Node createFood(){

/*

*创建一个随机数的生成器,这个是java.util.Random类

*与java.lang.Math类中的random()方法有不一样的地方,彼方法返回一个0-1之间的随机数

**/

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,绘画上下文对象是从canvas对象使用getContentPane()获取的!!

**/

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面板中添加各种组件

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);//给空白面板添加键盘时间监听器!

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);

//给顶层容器设置时间监听、可视化、关闭按钮的设定

jframe.addKeyListener(this);

jframe.pack();

jframe.setVisible(true);

jframe.setResizable(false);

jframe.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);

begin();

}//end construction

public void begin(){

//开启一个SnakeModel的进程,并且开始改进程

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);

}

//绘制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,填充一个矩形,

*矩形的起点需要乘以一个NODE的长宽,以避免重叠

**/

gg.fillRect(n.x*nodewidth, n.y*nodeheight,nodewidth-1,nodeheight-1);

}

public void keyPressed(KeyEvent e){//按下某一个键时,调用此方法

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){//释放某一个键时,调用此方法

}

public void keyTyped(KeyEvent e){//键入某一个键时,调用此方法!

}

//main

public static void main(String[] args){

GreedSnake gs=new GreedSnake();

}

}

帮忙给个java小游戏源程序

这是一个贪食蛇的程序,仅供参考(多给点分吧,代码注释非常详细,给100分就很满足了):

/**************************************************************************

*要点分析:

*1)主要部分已经集成为一个对象SnakeModel,利用键盘控制实现操作。

*************************************************************************/

import java.awt.*;

import java.awt.event.*;

import javax.swing.*;

import java.util.*;

//=============================================

//Main Class

//=============================================

public class GreedSnake implements KeyListener

{

JFrame mainFrame;

Canvas paintCanvas;

JLabel labelScore;//计分牌

SnakeModel snakeModel=null;//蛇

public static final int canvasWidth=200;

public static final int canvasHeight=300;

public static final int nodeWidth=10;

public static final int nodeHeight=10;

//----------------------------------------------------------------------

//GreedSnake():初始化游戏界面

//----------------------------------------------------------------------

public GreedSnake()

{

//设置界面元素

mainFrame=new JFrame("GreedSnake");

Container cp=mainFrame.getContentPane();

labelScore=new JLabel("Score:");

cp.add(labelScore,BorderLayout.NORTH);

paintCanvas=new Canvas();

paintCanvas.setSize(canvasWidth+1,canvasHeight+1);

paintCanvas.addKeyListener(this);

cp.add(paintCanvas,BorderLayout.CENTER);

JPanel panelButtom=new JPanel();

panelButtom.setLayout(new BorderLayout());

JLabel labelHelp;//帮助信息

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(this);

mainFrame.pack();

mainFrame.setResizable(false);

mainFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);

mainFrame.setVisible(true);

begin();

}

//----------------------------------------------------------------------

//keyPressed():按键检测

//----------------------------------------------------------------------

public void keyPressed(KeyEvent e)

{

int keyCode=e.getKeyCode();

if(snakeModel.running) switch(keyCode)

{

case KeyEvent.VK_UP:

snakeModel.changeDirection(SnakeModel.UP);

break;

case KeyEvent.VK_DOWN:

snakeModel.changeDirection(SnakeModel.DOWN);

break;

case KeyEvent.VK_LEFT:

snakeModel.changeDirection(SnakeModel.LEFT);

break;

case KeyEvent.VK_RIGHT:

snakeModel.changeDirection(SnakeModel.RIGHT);

break;

case KeyEvent.VK_ADD:

case KeyEvent.VK_PAGE_UP:

snakeModel.speedUp();//加速

break;

case KeyEvent.VK_SUBTRACT:

case KeyEvent.VK_PAGE_DOWN:

snakeModel.speedDown();//减速

break;

case KeyEvent.VK_SPACE:

case KeyEvent.VK_P:

snakeModel.changePauseState();//暂停或继续

break;

default:

}

//重新开始

if(keyCode==KeyEvent.VK_R|| keyCode==KeyEvent.VK_S

|| keyCode==KeyEvent.VK_ENTER)

{

snakeModel.running=false;

begin();

}

}

//----------------------------------------------------------------------

//keyReleased():空函数

//----------------------------------------------------------------------

public void keyReleased(KeyEvent e)

{

}

//----------------------------------------------------------------------

//keyTyped():空函数

//----------------------------------------------------------------------

public void keyTyped(KeyEvent e)

{

}

//----------------------------------------------------------------------

//repaint():绘制游戏界面(包括蛇和食物)

//----------------------------------------------------------------------

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=snakeModel.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=snakeModel.food;

drawNode(g,n);

updateScore();

}

//----------------------------------------------------------------------

//drawNode():绘画某一结点(蛇身或食物)

//----------------------------------------------------------------------

private void drawNode(Graphics g,Node n)

{

g.fillRect(n.x*nodeWidth,n.y*nodeHeight,nodeWidth-1,nodeHeight-1);

}

//----------------------------------------------------------------------

//updateScore():改变计分牌

//----------------------------------------------------------------------

public void updateScore()

{

String s="Score:"+snakeModel.score;

labelScore.setText(s);

}

//----------------------------------------------------------------------

//begin():游戏开始,放置贪吃蛇

//----------------------------------------------------------------------

void begin()

{

if(snakeModel==null||!snakeModel.running)

{

snakeModel=new SnakeModel(this,canvasWidth/nodeWidth,

this.canvasHeight/nodeHeight);

(new Thread(snakeModel)).start();

}

}

//----------------------------------------------------------------------

//main():主函数

//----------------------------------------------------------------------

public static void main(String[] args)

{

GreedSnake gs=new GreedSnake();

}

}

/**************************************************************************

*要点分析:

*1)数据结构:matrix[][]用来存储地图上面的信息,如果什么也没有设置为false,

*如果有食物或蛇,设置为true;nodeArray,一个LinkedList,用来保存蛇的每

*一节;food用来保存食物的位置;而Node类是保存每个位置的信息。

*2)重要函数:

* changeDirection(int newDirection),用来改变蛇前进的方向,而且只是

*保存头部的前进方向,因为其他的前进方向已经用位置来指明了。其中newDirection

*必须和原来的direction不是相反方向,所以相反方向的值用了同样的奇偶性。在测试

*的时候使用了direction%2!=newDirection%2进行判断。

* moveOn(),用来更新蛇的位置,对于当前方向,把头部位置进行相应改变。如果越界,

*结束;否则,检测是否遇到食物(加头部)或身体(结束);如果什么都没有,加上头部,

*去掉尾部。由于用了LinkedList数据结构,省去了相当多的麻烦。

*************************************************************************/

//----------------------------------------------------------------------

//Node:结点类

//----------------------------------------------------------------------

class Node

{

int x;

int y;

Node(int x,int y)

{

this.x=x;

this.y=y;

}

}

//----------------------------------------------------------------------

//SnakeModel:贪吃蛇模型

//----------------------------------------------------------------------

class SnakeModel implements Runnable

{

GreedSnake gs;

boolean[][] matrix;//界面数据保存在数组里

LinkedList nodeArray=new LinkedList();

Node food;

int maxX;//最大宽度

int maxY;//最大长度

int direction=2;//方向

boolean running=false;

int timeInterval=200;//间隔时间(速度)

double speedChangeRate=0.75;//速度改变程度

boolean paused=false;//游戏状态

int score=0;

int countMove=0;

// UP和DOWN是偶数,RIGHT和LEFT是奇数

public static final int UP=2;

public static final int DOWN=4;

public static final int LEFT=1;

public static final int RIGHT=3;

//----------------------------------------------------------------------

//GreedModel():初始化界面

//----------------------------------------------------------------------

public SnakeModel(GreedSnake gs,int maxX,int maxY)

{

this.gs=gs;

this.maxX=maxX;

this.maxY=maxY;

matrix=new boolean[maxX][];

for(int i=0;i<maxX;++i)

{

matrix[i]=new boolean[maxY];

Arrays.fill(matrix[i],false);//没有蛇和食物的地区置false

}

//初始化贪吃蛇

int initArrayLength=maxX>20? 10: maxX/2;

for(int i=0;i<initArrayLength;++i)

{

int x=maxX/2+i;

int y=maxY/2;

nodeArray.addLast(new Node(x,y));

matrix[x][y]=true;//蛇身处置true

}

food=createFood();

matrix[food.x][food.y]=true;//食物处置true

}

//----------------------------------------------------------------------

//changeDirection():改变运动方向

//----------------------------------------------------------------------

public void changeDirection(int newDirection)

{

if(direction%2!=newDirection%2)//避免冲突

{

direction=newDirection;

}

}

//----------------------------------------------------------------------

//moveOn():贪吃蛇运动函数

//----------------------------------------------------------------------

public boolean moveOn()

{

Node n=(Node)nodeArray.getFirst();

int x=n.x;

int y=n.y;

switch(direction)

{

case UP:

y--;

break;

case DOWN:

y++;

break;

case LEFT:

x--;

break;

case RIGHT:

x++;

break;

}

if((0<=x&&x<maxX)&&(0<=y&&y<maxY))

{

if(matrix[x][y])//吃到食物或者撞到身体

{

if(x==food.x&&y==food.y)//吃到食物

{

nodeArray.addFirst(food);//在头部加上一结点

//计分规则与移动长度和速度有关

int scoreGet=(10000-200*countMove)/timeInterval;

score+=scoreGet>0? scoreGet: 10;

countMove=0;

food=createFood();

matrix[food.x][food.y]=true;

return true;

}

else return false;//撞到身体

}

else//什么都没有碰到

{

nodeArray.addFirst(new Node(x,y));//加上头部

matrix[x][y]=true;

n=(Node)nodeArray.removeLast();//去掉尾部

matrix[n.x][n.y]=false;

countMove++;

return true;

}

}

return false;//越界(撞到墙壁)

}

//----------------------------------------------------------------------

//run():贪吃蛇运动线程

//----------------------------------------------------------------------

public void run()

{

running=true;

while(running)

{

try

{

Thread.sleep(timeInterval);

}catch(Exception e)

{

break;

}

if(!paused)

{

if(moveOn())//未结束

{

gs.repaint();

}

else//游戏结束

{

JOptionPane.showMessageDialog(null,"GAME OVER",

"Game Over",JOptionPane.INFORMATION_MESSAGE);

break;

}

}

}

running=false;

}

//----------------------------------------------------------------------

//createFood():生成食物及放置地点

//----------------------------------------------------------------------

private Node createFood()

{

int x=0;

int y=0;

do

{

Random r=new Random();

x=r.nextInt(maxX);

y=r.nextInt(maxY);

}while(matrix[x][y]);

return new Node(x,y);

}

//----------------------------------------------------------------------

//speedUp():加快蛇运动速度

//----------------------------------------------------------------------

public void speedUp()

{

timeInterval*=speedChangeRate;

}

//----------------------------------------------------------------------

//speedDown():放慢蛇运动速度

//----------------------------------------------------------------------

public void speedDown()

{

timeInterval/=speedChangeRate;

}

//----------------------------------------------------------------------

//changePauseState():改变游戏状态(暂停或继续)

//----------------------------------------------------------------------

public void changePauseState()

{

paused=!paused;

}

}

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