【Java】贪吃蛇

这篇文章主要为大家分享了java贪吃蛇极速版,贪吃蛇经典手机游戏,既简单又耐玩,本文用java来实现下贪吃蛇小游戏,感兴趣的小伙伴可以参考下

本文为大家推荐了一款由java实现经典小游戏:贪吃蛇,相信大家都玩过,如何实现的呐?

效果图:


源代码:

1、

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、
//SnakeControl.java
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
 
 
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、
//SnakeModel.java
import javax.swing.*;
import java.util.Arrays;
import java.util.LinkedList;
import java.util.Observable;
import java.util.Random;
 
 
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;
    }
  }
 
   
  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、
//SnakeView.java
import javax.swing.*;
import java.awt.*;
import java.util.Iterator;
import java.util.LinkedList;
import java.util.Observable;
import java.util.Observer;
 
 
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();
  }
}

本文的目的就是带着大家回味经典,但是更主要的目的就是帮助大家学习好java程序设计。

本文转载于http://www.jb51.net/article/76691.htm

可以运行! (以下代码只是其中的一个类) package chy.snake.entities; import java.awt.Color; import java.awt.Graphics; import java.awt.Point; import java.util.HashSet; import java.util.LinkedList; import java.util.Set; import chy.snake.listener.SnakeListener; import chy.snake.util.Global; public class Snake { public static final int up = 1; public static final int down = -1; public static final int left = -2; public static final int right = 2; private int oldDirection,newDirection; //newDirection:一次时间 间隔内输入的最后方向 private Point oldTail; private boolean life; //life 为 true或者false,初始为true, 用于118行 private LinkedList<Point> body = new LinkedList<Point> (); //需要经常访问蛇的第一个和最后一个节点,使用链表LinkedList存放蛇的身体节点,因为它有getFirst(),getLast(),removeLast(),方法 private Set<SnakeListener> listeners = new HashSet<SnakeListener>(); public Snake(){ init(); } public void init(){ //初始化 int x = Global.WIDTH/2; int y = Global.HEIGHT/2; for(int i=0;i<3;i++){ //初始长度3 body.addLast(new Point(x-i,y)); //是addLast } oldDirection = newDirection = right; //初始方向 右 life = true; } public void die(){ life = false; } public void move(){ System.out.println("Snake's move"); if (!(oldDirection + newDirection == 0)){ oldDirection = newDirection; } //1.去尾 oldTail = body.removeLast(); int x = body.getFirst().x; int y = body.getFirst().y; //蛇头的x,y坐标 switch(oldDirection){ case up: y--; break; case down: y++; break; case left: x--; break; case right: x++; break; } Point newHead = new Point(x,y); //2.加头 body.addFirst(newHead); } public void changeDirection(int direction){ /*无效方向:在蛇的这一次移动之后和下一次移动之前的 这个时间间隔内输入了多个方向,只有最后一个方向 是 有效方向,其余的都为无效方向*/ System.out.println("Snake's changeDirection"); newDirection = direction; //将一个时间间隔内按得最后方向,赋给 newDirection } public void eatFood(){ System.out.println("Snake's eatFood"); body.addLast(oldTail); //后面的节点不去掉 } public boolean isEatFood(){ System.out.println("Snake's isEatFood"); return false; } public boolean isEatBody(Snake snake){ //比较蛇是否吃到身体 System.out.println("snake's isEatBody"); for(int i= 1;i<body.size();i++){ //i 从蛇头结点的下一个节点开始,排除蛇头结点 if(body.get(i).equals(this.getHead())){ //如果i 的节点 和 头结点 相同 return true; } } return false; } public void drawMe(Graphics g){ System.out.println("Snake's drawMe"); g.setColor(Color.GREEN); //设置蛇的颜色 for(Point p : body){ g.fill3DRect(p.x * Global.CELL_SIZE, p.y * Global.CELL_SIZE, Global.CELL_SIZE, Global.CELL_SIZE, true); } } public Point getHead(){ //得到蛇头节点,判断吃食物 return body.getFirst(); } private class SnakeDriver implements Runnable{ //线程,不停的调用move方法 @Override public void run() { // TODO 自动生成的方法存根 while(life){ // 42和46行,life为true 或者false move(); for(SnakeListener l : listeners){ l.snakeMoved(Snake.this); //循环,依次调用SnakeMoved方法 } try { Thread.sleep(300); } catch (InterruptedException e) { // TODO 自动生成的 catch 块 e.printStackTrace(); } } } } public void start(){ new Thread(new SnakeDriver()).start(); //启动线程的方法 } public void addSnakeListener(SnakeListener l){ if(l != null){ this.listeners.add(l); } } }
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