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java_贪吃蛇_源码Liutaomdmlt 亲自手打 转载请注明出处 import java.awt.Color; import java.awt.Component; import java.awt.Graphics; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyEvent; import java.awt.event.KeyListener; import ja...

java_贪吃蛇_源码
Liutaomdmlt 亲自手打 转载请注明出处 import java.awt.Color; import java.awt.Component; import java.awt.Graphics; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyEvent; import java.awt.event.KeyListener; import java.util.ArrayList; import javax.swing.BorderFactory; import javax.swing.JFrame; import javax.swing.JLabel; import javax.swing.JMenu; import javax.swing.JMenuBar; import javax.swing.JMenuItem; import javax.swing.JPanel; //liutaomdmlt 手打 转载请注明出处 public class SnakeGame { public static void main(String[] args) { SnakeFrame frame = new SnakeFrame(); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.setVisible(true); } } //liutaomdmlt 手打 转载请注明出处 // ---------- 记录 混凝土 养护记录下载土方回填监理旁站记录免费下载集备记录下载集备记录下载集备记录下载 状态 class StatusRunnable implements Runnable { public StatusRunnable(Snake snake, JLabel statusLabel, JLabel scoreLabel) { this.statusLabel = statusLabel; this.scoreLabel = scoreLabel;//liutaomdmlt 手打 转载请注明出处 this.snake = snake; } public void run() { String sta = ""; String spe = ""; while (true) { switch (snake.status) { case Snake.RUNNING: sta = "Running";//liutaomdmlt 手打 转载请注明出处 break; case Snake.PAUSED: sta = "Paused"; break; case Snake.GAMEOVER: sta = "GameOver"; break; } statusLabel.setText(sta); scoreLabel.setText("" + snake.score); try { Thread.sleep(100); } catch (Exception e) {//liutaomdmlt 手打 转载请注明出处 } } } private JLabel scoreLabel; private JLabel statusLabel; private Snake snake; } // ----蛇运动以及记录分数 class SnakeRunnable implements Runnable { public SnakeRunnable(Snake snake, Component component) { this.snake = snake; this.component = component; } public void run() { while (true) { try { snake.move(); component.repaint(); Thread.sleep(snake.speed); } catch (Exception e) { } } } private Snake snake; private Component component; } class Snake { boolean isRun;// --是否运动中 ArrayList body;// 蛇体 Node food;// --------豆豆 int derection;// --------方向 int score; int status; int speed; public static final int SLOW = 500; public static final int MID = 300; public static final int FAST = 100; public static final int RUNNING = 1; public static final int PAUSED = 2; public static final int GAMEOVER = 3; public static final int LEFT = 1; public static final int UP = 2; public static final int RIGHT = 3; public static final int DOWN = 4; public Snake() { speed = Snake.SLOW; score = 0; isRun = false; status = Snake.PAUSED; derection = Snake.RIGHT; body = new ArrayList(); body.add(new Node(60, 20)); body.add(new Node(40, 20)); body.add(new Node(20, 20)); makeFood(); } // ------判断豆豆是否被蛇吃掉 // -----如果豆豆在蛇运行方向的正前方,并且与蛇头接触,则被吃掉 private boolean isEaten() { Node head = body.get(0); if (derection == Snake.RIGHT && (head.x + Node.W) == food.x && head.y == food.y) return true; if (derection == Snake.LEFT && (head.x - Node.W) == food.x && head.y == food.y) return true; if (derection == Snake.UP && head.x == food.x && (head.y - Node.H) == food.y) return true; if (derection == Snake.DOWN && head.x == food.x && (head.y + Node.H) == food.y) return true; else return false; }//liutaomdmlt 手打 转载请注明出处 // ----------是否碰撞 private boolean isCollsion() { Node node = body.get(0); // ------------碰壁 if (derection == Snake.RIGHT && node.x == 280) return true; if (derection == Snake.UP && node.y == 0) return true; if (derection == Snake.LEFT && node.x == 0) return true; if (derection == Snake.DOWN && node.y == 380) return true; // --------------蛇头碰到蛇身 Node temp = null; int i = 0; for (i = 3; i < body.size(); i++) { temp = body.get(i); if (temp.x == node.x && temp.y == node.y) break; } if (i < body.size())//liutaomdmlt 手打 转载请注明出处 return true; else return false; } // -------在随机的地方产生豆豆 public void makeFood() { Node node = new Node(0, 0); boolean isInBody = true; int x = 0, y = 0; int X = 0, Y = 0; int i = 0; while (isInBody) { x = (int) (Math.random() * 15); y = (int) (Math.random() * 20); X = x * Node.W; Y = y * Node.H; for (i = 0; i < body.size(); i++) { if (X == body.get(i).x && Y == body.get(i).y) break; } if (i < body.size()) isInBody = true; else isInBody = false; } food = new Node(X, Y); } // ---------改变运行方向 public void changeDerection(int newDer) { if (derection % 2 != newDer % 2)// -------如果与原来方向相同或相反,则无法改变 derection = newDer; } public void move() { if (isEaten()) {// -----如果食物被吃掉 body.add(0, food);// --------把豆豆当成蛇头成为新的蛇体 score += 10; makeFood();// --------产生豆豆 } else if (isCollsion())// ---------如果碰壁或自身 { isRun = false; status = Snake.GAMEOVER;// -----结束 } else if (isRun) {// ----正常运行(不吃豆豆,不碰壁,不碰自身) Node node = body.get(0); int X = node.x; int Y = node.y; // ------------蛇头按运行方向前进一个单位 switch (derection) { case 1: X -= Node.W; break; case 2: Y -= Node.H;//liutaomdmlt 手打 转载请注明出处 break; case 3: X += Node.W; break; case 4: Y += Node.H; break; } body.add(0, new Node(X, Y)); // ---------------去掉蛇尾 body.remove(body.size() - 1); } } } // ------组成蛇身的单位,豆豆 class Node { public static final int W = 20; public static final int H = 20; int x; int y; public Node(int x, int y) { this.x = x; this.y = y; } } // ------画板 class SnakePanel extends JPanel { Snake snake; public SnakePanel(Snake snake) { this.snake = snake; } public void paintComponent(Graphics g) { super.paintComponent(g); Node node = null; for (int i = 0; i < snake.body.size(); i++) {// ---粉 红间隔画蛇身 if (i % 2 == 0) g.setColor(Color.pink); else g.setColor(Color.red); node = snake.body.get(i); g.fillRect(node.x, node.y, node.H, node.W); } node = snake.food; g.setColor(Color.red); g.fillRect(node.x, node.y, node.H, node.W); } } class SnakeFrame extends JFrame { private JLabel statusLabel; private JLabel speedLabel; private JLabel scoreLabel; private JPanel snakePanel; private Snake snake; private JMenuBar bar; JMenu gameMenu; JMenu helpMenu; JMenu speedMenu; JMenuItem newItem; JMenuItem pauseItem; JMenuItem beginItem; JMenuItem helpItem; JMenuItem aboutItem; JMenuItem slowItem; JMenuItem midItem; JMenuItem fastItem; public SnakeFrame() { init(); ActionListener l = new ActionListener() { public void actionPerformed(ActionEvent e) { if (e.getSource() == pauseItem) snake.isRun = false; if (e.getSource() == beginItem) snake.isRun = true; if (e.getSource() == newItem) { newGame(); } // ------------菜单控制运行速度 if (e.getSource() == slowItem) { snake.speed = Snake.SLOW; speedLabel.setText("Slow"); } if (e.getSource() == midItem) { snake.speed = Snake.MID; speedLabel.setText("Mid"); } if (e.getSource() == fastItem) {//liutaomdmlt 手打 转载请注明出处 snake.speed = Snake.FAST; speedLabel.setText("Fast"); } } }; pauseItem.addActionListener(l); beginItem.addActionListener(l); newItem.addActionListener(l); aboutItem.addActionListener(l); slowItem.addActionListener(l); midItem.addActionListener(l); fastItem.addActionListener(l); addKeyListener(new KeyListener() { public void keyPressed(KeyEvent e) { switch (e.getKeyCode()) { // ------------方向键改变蛇运行方向 case KeyEvent.VK_DOWN:// snake.changeDerection(Snake.DOWN); break; case KeyEvent.VK_UP:// snake.changeDerection(Snake.UP); break; case KeyEvent.VK_LEFT:// snake.changeDerection(Snake.LEFT); break; case KeyEvent.VK_RIGHT:// snake.changeDerection(Snake.RIGHT); break; // 空格键,游戏暂停或继续 case KeyEvent.VK_SPACE:// if (snake.isRun == true) { snake.isRun = false; snake.status = Snake.PAUSED; break; } if (snake.isRun == false) { snake.isRun = true;//liutaomdmlt 手打 转载请注明出处 snake.status = Snake.RUNNING; break; } } } public void keyReleased(KeyEvent k) { } public void keyTyped(KeyEvent k)//liutaomdmlt 手打 转载请注明出处 { } }); } private void init() { speedLabel = new JLabel(); snake = new Snake(); setSize(380, 460); setLayout(null); this.setResizable(false); bar = new JMenuBar(); gameMenu = new JMenu("Game"); newItem = new JMenuItem("New Game"); gameMenu.add(newItem); pauseItem = new JMenuItem("Pause"); gameMenu.add(pauseItem); beginItem = new JMenuItem("Continue"); gameMenu.add(beginItem); helpMenu = new JMenu("Help"); aboutItem = new JMenuItem("About"); helpMenu.add(aboutItem); speedMenu = new JMenu("Speed"); slowItem = new JMenuItem("Slow"); fastItem = new JMenuItem("Fast"); midItem = new JMenuItem("Middle"); speedMenu.add(slowItem); speedMenu.add(midItem); speedMenu.add(fastItem); bar.add(gameMenu); bar.add(helpMenu); bar.add(speedMenu); setJMenuBar(bar); statusLabel = new JLabel(); scoreLabel = new JLabel(); snakePanel = new JPanel(); snakePanel.setBounds(0, 0, 300, 400); snakePanel.setBorder(BorderFactory.createLineBorder(Color.darkGray)); add(snakePanel); statusLabel.setBounds(300, 25, 60, 20); add(statusLabel); scoreLabel.setBounds(300, 20, 60, 20); add(scoreLabel); JLabel temp = new JLabel("状态"); temp.setBounds(310, 5, 60, 20); add(temp); temp = new JLabel("分数"); temp.setBounds(310, 105, 60, 20); add(temp); temp = new JLabel("速度"); temp.setBounds(310, 55, 60, 20); add(temp); speedLabel.setBounds(310, 75, 60, 20); add(speedLabel); } private void newGame() { this.remove(snakePanel); this.remove(statusLabel); this.remove(scoreLabel); speedLabel.setText("Slow"); statusLabel = new JLabel(); scoreLabel = new JLabel(); snakePanel = new JPanel(); snake = new Snake(); snakePanel = new SnakePanel(snake); snakePanel.setBounds(0, 0, 300, 400); snakePanel.setBorder(BorderFactory.createLineBorder(Color.darkGray)); Runnable r1 = new SnakeRunnable(snake, snakePanel); Runnable r2 = new StatusRunnable(snake, statusLabel, scoreLabel); Thread t1 = new Thread(r1); Thread t2 = new Thread(r2); t1.start(); t2.start(); add(snakePanel);//liutaomdmlt 手打 转载请注明出处 statusLabel.setBounds(310, 25, 60, 20); add(statusLabel); scoreLabel.setBounds(310, 125, 60, 20); add(scoreLabel); } }
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