?? greedsnake.java
字號(hào):
/**************************************************************************
*文件名:GreedSnake.java
*作者:C.Jason
*要點(diǎn)分析:
*1)主要部分已經(jīng)集成為一個(gè)對(duì)象SnakeModel,利用鍵盤控制實(shí)現(xiàn)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;//計(jì)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():初始化游戲界面
//----------------------------------------------------------------------
public GreedSnake()
{
//設(shè)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;// 幫助信息
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():按鍵檢測(cè)
//----------------------------------------------------------------------
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();// 減速
break;
case KeyEvent.VK_SPACE:
case KeyEvent.VK_P:
snakeModel.changePauseState();// 暫停或繼續(xù)
break;
default:
}
//重新開始
if(keyCode==KeyEvent.VK_R || keyCode==KeyEvent.VK_S
|| keyCode==KeyEvent.VK_ENTER)
{
snakeModel.running=false;
begin();
}
}
//----------------------------------------------------------------------
//keyReleased():空函數(shù)
//----------------------------------------------------------------------
public void keyReleased(KeyEvent e)
{
}
//----------------------------------------------------------------------
//keyTyped():空函數(shù)
//----------------------------------------------------------------------
public void keyTyped(KeyEvent e)
{
}
//----------------------------------------------------------------------
//repaint():繪制游戲界面(包括蛇和食物)
//----------------------------------------------------------------------
void repaint()
{
Graphics g=paintCanvas.getGraphics();
//draw background
g.setColor(new Color(159,187,232));//修改處
g.fillRect(0,0,canvasWidth,canvasHeight);
//draw the snake
g.setColor(new Color(102,255,255));//修改處
LinkedList na=snakeModel.nodeArray;
Iterator it=na.iterator();
while(it.hasNext())
{
Node n=(Node)it.next();
drawNode(g,n);
}
// draw the food
int x=(int)((Math.random()*10)%10);
switch(x)
{
case 0:
g.setColor(Color.RED);
break;
case 1:
g.setColor(Color.WHITE);
break;
case 2:
g.setColor(Color.GREEN);
break;
case 3:
g.setColor(Color.YELLOW);
break;
case 4:
g.setColor(new Color(255,128,64));
break;
case 5:
g.setColor(new Color(64,0,128));
break;
case 6:
g.setColor(new Color(0,0,255));
break;
case 7:
g.setColor(new Color(0,0,0));
break;
case 8:
g.setColor(new Color(64,128,128));
break;
case 9:
g.setColor(new Color(255,255,255));
break;
}
Node n=snakeModel.food;
drawNode(g,n);
updateScore();
}
//----------------------------------------------------------------------
//drawNode():繪畫某一結(jié)點(diǎn)(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():改變計(jì)分牌
//----------------------------------------------------------------------
public void updateScore()
{
String s="Score: "+snakeModel.score;
labelScore.setText(s);
}
//----------------------------------------------------------------------
//begin():游戲開始,放置貪吃蛇
//----------------------------------------------------------------------
void begin()
{
if(snakeModel==null||!snakeModel.running)
{
snakeModel=new SnakeModel(this,canvasWidth/nodeWidth,
this.canvasHeight/nodeHeight);
snakeModel.Snake();
(new Thread(snakeModel)).start();
}
}
//----------------------------------------------------------------------
//main():主函數(shù)
//----------------------------------------------------------------------
public static void main(String[] args)
{
GreedSnake gs=new GreedSnake();
}
}
/**************************************************************************
*文件名:SnakeModel.java
*作者:C.Jason
*要點(diǎn)分析:
*1)數(shù)據(jù)結(jié)構(gòu):matrix[][]用來存儲(chǔ)地圖上面的信息,如果什么也沒有設(shè)置為false,
* 如果有食物或蛇,設(shè)置為true;nodeArray,一個(gè)LinkedList,用來保存蛇的每
* 一節(jié);food用來保存食物的位置;而Node類是保存每個(gè)位置的信息。
*2)重要函數(shù):
* changeDirection(int newDirection) ,用來改變蛇前進(jìn)的方向,而且只是
* 保存頭部的前進(jìn)方向,因?yàn)槠渌那斑M(jìn)方向已經(jīng)用位置來指明了。 其中newDirection
* 必須和原來的direction不是相反方向,所以相反方向的值用了同樣的奇偶性。在測(cè)試
* 的時(shí)候使用了direction%2!=newDirection%2 進(jìn)行判斷。
* moveOn(),用來更新蛇的位置,對(duì)于當(dāng)前方向,把頭部位置進(jìn)行相應(yīng)改變。如果越界,
* 結(jié)束;否則,檢測(cè)是否遇到食物(加頭部)或身體(結(jié)束);如果什么都沒有,加上頭部,
* 去掉尾部。由于用了LinkedList數(shù)據(jù)結(jié)構(gòu),省去了相當(dāng)多的麻煩。
*************************************************************************/
//----------------------------------------------------------------------
//Node:結(jié)點(diǎn)類
//----------------------------------------------------------------------
class Node
{
int x;
int y;
Node(int x,int y)
{
this.x=x;
this.y=y;
}
}
//----------------------------------------------------------------------
//SnakeModel:貪吃蛇模型
//----------------------------------------------------------------------
class SnakeModel implements Runnable
{
GreedSnake gs;
boolean[][] matrix;// 界面數(shù)據(jù)保存在數(shù)組里
LinkedList nodeArray=new LinkedList();
Node food;
int maxX;//最大寬度
int maxY;//最大長(zhǎng)度
int direction=2;//方向
boolean running=false;
int timeInterval=200;// 間隔時(shí)間(速度)
double speedChangeRate=0.75;// 速度改變程度
boolean paused=false;// 游戲狀態(tài)
int score=0;
int countMove=0;
// UP和DOWN是偶數(shù),RIGHT和LEFT是奇數(shù)
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;}
public void Snake(){
matrix=new boolean[maxX][];
for(int i=0;i<maxX;++i)
{
matrix[i]=new boolean[maxY];
Arrays.fill(matrix[i],false);// 沒有蛇和食物的地區(qū)置false
}
//初始化貪吃蛇
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;// 蛇身處置true
}
food=createFood();
matrix[food.x][food.y]=true;// 食物處置true
}
//----------------------------------------------------------------------
//changeDirection():改變運(yùn)動(dòng)方向
//----------------------------------------------------------------------
public void changeDirection(int newDirection)
{
if(direction%2!=newDirection%2)// 避免沖突
{
direction=newDirection;
}
}
//----------------------------------------------------------------------
//moveOn():貪吃蛇運(yùn)動(dòng)函數(shù)
//----------------------------------------------------------------------
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體
{
if(x==food.x&&y==food.y)// 吃到食物
{
nodeArray.addFirst(food);// 在頭部加上一結(jié)點(diǎn)
//計(jì)分規(guī)則與移動(dòng)長(zhǎng)度和速度有關(guān)
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;// 撞到身體
}
else//什么都沒有碰到
{
nodeArray.addFirst(new Node(x,y));// 加上頭部
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(撞到墻壁)
}
//----------------------------------------------------------------------
//run():貪吃蛇運(yùn)動(dòng)線程
//----------------------------------------------------------------------
public void run()
{
running=true;
while(running)
{
try
{
Thread.sleep(timeInterval);
}catch(Exception e)
{
break;
}
if(!paused)
{
if(moveOn())// 未結(jié)束
{
gs.repaint();
}
else//游戲結(jié)束
{
JOptionPane.showMessageDialog(null,"GAME OVER",
"Game Over",JOptionPane.INFORMATION_MESSAGE);
break;
}
}
}
running=false;
}
//----------------------------------------------------------------------
//createFood():生成食物及放置地點(diǎn)
//----------------------------------------------------------------------
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():加快蛇運(yùn)動(dòng)速度
//----------------------------------------------------------------------
public void speedUp()
{
timeInterval*=speedChangeRate;
}
//----------------------------------------------------------------------
//speedDown():放慢蛇運(yùn)動(dòng)速度
//----------------------------------------------------------------------
public void speedDown()
{
timeInterval/=speedChangeRate;
}
//----------------------------------------------------------------------
//changePauseState(): 改變游戲狀態(tài)(暫停或繼續(xù))
//----------------------------------------------------------------------
public void changePauseState()
{
paused=!paused;
}
}
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