java贪吃蛇双人代码 java贪吃蛇代码详解

贪吃蛇 java代码

import java.awt.*;

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import javax.swing.*;

import java.awt.event.*;

import java.util.*;

public class SnakeGame extends JFrame implements KeyListener{

private int stat=1,direction=0,bodylen=6,headx=7,heady=8,

tailx=1,taily=8,tail,foodx,foody,food;//初始化定义变量

public final int EAST=1,WEST=2,SOUTH=3,NORTH=4;//方向常量

int [][] fillblock=new int [20][20];//定义蛇身所占位置

public SnakeGame() {//构造函数

super("贪吃蛇");

setSize(510,510);

setVisible(true);//设定窗口属性

addKeyListener(this);//添加监听

setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);

for(int i=1;i=7;i++) fillblock[i][8]=EAST;//初始化蛇身属性

direction=EAST;//方向初始化的设置

FoodLocate(); //定位食物

while (stat==1){

fillblock[headx][heady]=direction;

switch(direction){

case 1:headx++;break;

case 2:headx--;break;

case 3:heady++;break;

case 4:heady--;break;

}//蛇头的前进

if(heady19||headx19||tailx19||taily19||heady0||headx0||tailx0||taily0||fillblock[headx][heady]!=0){

stat=0;

break;

} //判断游戏是否结束

try{

Thread.sleep(150); }

catch(InterruptedException e){}//延迟

fillblock[headx][heady]=direction;

if(headx==foodxheady==foody){//吃到食物

FoodLocate();

food=2;

try{

Thread.sleep(100); }

catch(InterruptedException e){}//延迟

}

if(food!=0)food--;

else{tail=fillblock[tailx][taily];

fillblock[tailx][taily]=0;//蛇尾的消除

switch(tail){

case 1:tailx++;break;

case 2:tailx--;break;

case 3:taily++;break;

case 4:taily--;break;

}//蛇尾的前进

}

repaint();

}

if(stat==0)

JOptionPane.showMessageDialog(null,"GAME OVER","Game Over",JOptionPane.INFORMATION_MESSAGE);

}

public void keyPressed(KeyEvent e) {//按键响应

int keyCode=e.getKeyCode();

if(stat==1) switch(keyCode){

case KeyEvent.VK_UP:if(direction!=SOUTH) direction=NORTH;break;

case KeyEvent.VK_DOWN:if(direction!=NORTH)direction=SOUTH;break;

case KeyEvent.VK_LEFT:if(direction!=EAST)direction=WEST;break;

case KeyEvent.VK_RIGHT:if (direction!=WEST)direction=EAST;break;

}

}

public void keyReleased(KeyEvent e){}//空函数

public void keyTyped(KeyEvent e){} //空函数

public void FoodLocate(){//定位食物坐标

do{

Random r=new Random();

foodx=r.nextInt(20);

foody=r.nextInt(20);

}while (fillblock[foodx][foody]!=0);

}

public void paint(Graphics g){//画图

super.paint(g);

g.setColor(Color.BLUE);

for(int i=0;i20;i++)

for(int j=0;j20;j++)

if (fillblock[i][j]!=0)

g.fillRect(25*i+5,25*j+5,24,24);

g.setColor(Color.RED);

g.fillRect(foodx*25+5,foody*25+5,24,24);

}

public static void main(String[] args) {//主程序

SnakeGame application=new SnakeGame();

}

}

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;imaxX;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;jmaxY;j++){

//matrix[i][j]=false;

//}

}

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

//init nodeArray

int initlength=10;

for(int i=0;iinitlength;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.xy==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;ilist.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();

}

}

求java贪吃蛇的编程,并有注释

J2ME贪吃蛇源代码——200行左右,包含详细注释 package snake;import javax.microedition.midlet.*;

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){}

}

}

java 双人贪吃蛇

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) {

}

}


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