#include <windows.h>
#include <tchar.h>
#include <atlimage.h>
#include <deque>
using namespace std
#include <Mmsystem.h>
#pragma comment( lib,"winmm.lib" )
const UINT MAX_LOADSTRING = 40
TCHAR szTitle[MAX_LOADSTRING] = "贪吃蛇 js简化版1.1"
TCHAR szWindowClass[MAX_LOADSTRING] = "Snake"
ATOM MyRegisterClass(HINSTANCE hInstance)
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM)
const UINT BMP_WIDTH = 600
const UINT BMP_HEGITH = 600
HWND g_hWnd
HDC g_hDC
HDC g_hBufDC
HBITMAP g_hBufBmp
CImage g_Bg //背景图
CImage g_Snake //蛇图
CImage g_Food //食物图
CImage g_Head //蛇头图
CImage g_Rear //蛇尾图
CImage g_Shibai //死亡图
deque<POINT> g_SnakeDeque //蛇位置队列
POINT g_FoodPos //食物位置
int iSnakeDir //蛇位置方向
enum DIR_ENUM { DIR_UP,DIR_DN,DIR_LT,DIR_RT } //枚举4个方向
int iKey //记录玩家按下的按键值
int iLife = 3 //三条生命
bool bIsDie = false //是否死亡过
bool bAtc = false
POINT ptHead
void GameInit() //游戏初始化
void GameFrame() //游戏帧
void InputProcess() //输入处理
void LogicProcess() //逻辑处理
void WndDrawProcess() //窗口图形绘制
//判断pt点是否在蛇身
bool IsInSnake( POINT pt )
{
for (UINT i=0i<g_SnakeDeque.size()i++)
{
if (g_SnakeDeque[i].x == pt.x && g_SnakeDeque[i].y == pt.y)
{
return true
}
}
return false
}
//随机食物位置
void FoodRand()
{
do
{
g_FoodPos.x = rand()%20*30 //宽600,最多有20个30,随机一下
g_FoodPos.y = rand()%20*30
} while (IsInSnake(g_FoodPos))
}
void GameInit()
{
g_hDC = GetDC(g_hWnd)
g_hBufDC = CreateCompatibleDC(g_hDC)
g_hBufBmp = CreateCompatibleBitmap(g_hDC,BMP_WIDTH,BMP_HEGITH)
SelectObject(g_hBufDC,g_hBufBmp)
ReleaseDC(g_hWnd,g_hDC)
g_Bg.Load("bg.png")
g_Snake.Load("snake.png")
g_Food.Load("food.png")
g_Head.Load("head.png")
g_Rear.Load("rear.png")
g_Shibai.Load("sbai.png")
POINT ptSnake = {300,300} //定义蛇位置
g_SnakeDeque.push_back(ptSnake)//位置加入队列中
iSnakeDir = rand()%4 //随机蛇运动方向
mciSendString( "open bg.mp3 alias bgMusic",NULL,0,NULL ) //发送MIC命令:打开bgMusic.mp3文件,并命名为 bgMusic 记住这名字很重要
mciSendString( "play bgMusic from 0 repeat",NULL,0,NULL )//从0开始播放bgMusic,并重复播放 其他的命令还算有stop,pause等
//以此类推,先读取了吃到食物和死亡的音乐,在指定位置播放
mciSendString( "open eat.wav alias eatMusic",NULL,0,NULL ) //同上(能支持CD,MP3,wav,midi,avi等格式,不支持rm或rmvb或ogg等)
mciSendString( "open die.wav alias dieMusic",NULL,0,NULL ) //同上
srand( timeGetTime() ) //随机种子,使得每次随机不一样
FoodRand()
}
void GameFrame()
{
static int iStep = timeGetTime() //速度限制一下
if( timeGetTime()-iStep > 300 ) //300毫秒移动一次,想快点可以改,也可以作为难度递增,改小此值
{
iStep = timeGetTime()
InputProcess()
LogicProcess()
}
WndDrawProcess()
}
void InputProcess() //输入处理
{
//控制蛇运动
if( iKey == VK_UP ) //如果按下“上”键,其他按键可以自己改,VK_开头,如果是字母或数字按键,则对应ASCII码
{
if( iSnakeDir == DIR_LT || iSnakeDir == DIR_RT ) //若蛇正往左右走时才能改变
{
iSnakeDir = DIR_UP
}
}
else if( iKey == VK_DOWN ) //以此类推
{
if( iSnakeDir == DIR_LT || iSnakeDir == DIR_RT )
{
iSnakeDir = DIR_DN
}
}
else if( iKey == VK_LEFT )
{
if( iSnakeDir == DIR_UP || iSnakeDir == DIR_DN )
{
iSnakeDir = DIR_LT
}
}
else if( iKey == VK_RIGHT )
{
if( iSnakeDir == DIR_UP || iSnakeDir == DIR_DN )
{
iSnakeDir = DIR_RT
}
}
//蛇运动,其实蛇的运动就是蛇头根据方向往前走一步,而蛇尾去掉一步,
//如果转化为算法就是在队列前根据方向加入一个节点,去掉队列最后一个节点,好好理解,算法的重要性
ptHead = g_SnakeDeque.front() //获取第一个节点
if( iSnakeDir == DIR_UP )
{
ptHead.y -= 30
}
else if( iSnakeDir == DIR_DN )
{
ptHead.y += 30
}
else if( iSnakeDir == DIR_LT )
{
ptHead.x -= 30
}
else if( iSnakeDir == DIR_RT )
{
ptHead.x += 30
}
}
void LogicProcess() //逻辑处理
{
//蛇出界了或者蛇吃到自己身体了,需要死掉
if( ptHead.x < 0 || ptHead.x >= 600 || ptHead.y <0 || ptHead.y >= 600 || IsInSnake(ptHead) )
{
mciSendString( "play dieMusic from 0",NULL,0,NULL ) //播放死亡音乐
g_SnakeDeque.clear() //全清
POINT ptSnake = {300,300} //定义蛇的位置
g_SnakeDeque.push_back( ptSnake ) //放入蛇的节点中
iSnakeDir = rand()%4 //随机蛇运动方向
iLife-- //死亡,生命减1
if( iLife <= 0 )
{
bIsDie = true
g_hDC = GetDC(g_hWnd)
g_Shibai.Draw(g_hDC,0,0)
ReleaseDC(g_hWnd,g_hDC)
int ret = MessageBox(g_hWnd,"3次生命已用完 \n 是否重新开始程序!","提示",MB_OKCANCEL)
if (ret == IDOK)
{
FoodRand()
return
}
DestroyWindow(g_hWnd) //摧毁关闭窗口
return
}
}
else if( ptHead.x==g_FoodPos.x && ptHead.y==g_FoodPos.y ) //蛇吃到食物
{
mciSendString( "play eatMusic from 0",NULL,0,NULL ) //播放吃到食物音乐
g_SnakeDeque.push_front( ptHead ) //新的位置加入蛇头,蛇头往前移动
//g_SnakeDeque.pop_back() //和正常行走最大的不同
FoodRand() //重新随机食物
}
else //无出界,无吃到自身,无吃到食物,正常行走
{
g_SnakeDeque.push_front( ptHead ) //新的位置加入蛇头,蛇头往前移动
g_SnakeDeque.pop_back() //删除最后节点,蛇尾往前收
}
}
void WndDrawProcess() //绘图处理
{
RECT rc = {0,0,BMP_WIDTH,BMP_HEGITH}
FillRect(g_hBufDC,&rc,(HBRUSH)GetStockObject(WHITE_BRUSH))
g_Bg.Draw(g_hBufDC,0,0)//绘制背景
g_hDC = GetDC(g_hWnd)
for( UINT i=0 i<g_SnakeDeque.size() i++ ) //遍历蛇的节点,绘画蛇的样子
{
if( i== 0 )
{
g_Head.Draw( g_hBufDC, g_SnakeDeque[i].x, g_SnakeDeque[i].y ) //绘画蛇头
}
else if( i == g_SnakeDeque.size()-1 )
{
g_Rear.Draw( g_hBufDC, g_SnakeDeque[i].x, g_SnakeDeque[i].y ) //绘画蛇尾
}
else
{
g_Snake.Draw( g_hBufDC, g_SnakeDeque[i].x, g_SnakeDeque[i].y ) //绘画蛇身,把蛇的样子画到指点位置节点上
}
}
//绘画食物
g_Food.Draw( g_hBufDC, g_FoodPos.x, g_FoodPos.y )
if (bIsDie)
{
iLife = 3
bIsDie = false
}
//绘画生命数
char sz[32] = {0}
for( int i=0 i<iLife i++ )
{
strcat_s( sz, " ★") //根据生命数,加入红心
}
SetTextColor( g_hBufDC, RGB(255,0,0) )//设置字体颜色为红色
SetBkMode( g_hBufDC,TRANSPARENT ) //设置字体背景颜色为透明
TextOut( g_hBufDC,0,0,sz,strlen(sz)) //输出字体
BitBlt(g_hDC,0,0,BMP_WIDTH,BMP_HEGITH,g_hBufDC,0,0,SRCCOPY)
ReleaseDC(g_hWnd,g_hDC)
}
int APIENTRY _tWinMain(HINSTANCE hInstance,
HINSTANCE /*hPrevInstance*/,
LPTSTR /*lpCmdLine*/,
int nCmdShow)
{
MSG msg
MyRegisterClass(hInstance)
int iW = 600+GetSystemMetrics(SM_CXFIXEDFRAME)*2
int iH = 600+GetSystemMetrics(SM_CYFIXEDFRAME)*2+GetSystemMetrics(SM_CYCAPTION)
int iX = (GetSystemMetrics(SM_CXSCREEN)-iW)/2
int iY = (GetSystemMetrics(SM_CYSCREEN)-iH)/2
g_hWnd = CreateWindow(szWindowClass, szTitle, WS_OVERLAPPEDWINDOW,
iX, iY, iW, iH, NULL, NULL, hInstance, NULL)
if (!g_hWnd)
{
return FALSE
}
GameInit()
ShowWindow(g_hWnd, nCmdShow)
UpdateWindow(g_hWnd)
ZeroMemory(&msg,sizeof(MSG))
while (msg.message != WM_QUIT)
{
if (PeekMessage(&msg, NULL, 0, 0,PM_REMOVE))
{
TranslateMessage(&msg)
DispatchMessage(&msg)
}
else if(!bAtc)
{
GameFrame()
}
else
{
::WaitMessage()
}
}
return (int) msg.wParam
}
ATOM MyRegisterClass(HINSTANCE hInstance)
{
WNDCLASSEX wcex
wcex.cbSize = sizeof(WNDCLASSEX)
wcex.style = CS_HREDRAW | CS_VREDRAW
wcex.lpfnWndProc = WndProc
wcex.cbClsExtra = 0
wcex.cbWndExtra = 0
wcex.hInstance = hInstance
wcex.hIcon = LoadIcon(hInstance, MAKEINTRESOURCE(IDI_SNAKE))
wcex.hCursor = LoadCursor(NULL, IDC_ARROW)
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1)
wcex.lpszMenuName = NULL
wcex.lpszClassName = szWindowClass
wcex.hIconSm = LoadIcon(wcex.hInstance, MAKEINTRESOURCE(IDI_SMALL))
return RegisterClassEx(&wcex)
}
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message)
{
case WM_KILLFOCUS:
bAtc = true
break
case WM_SETFOCUS:
bAtc = false
break
case WM_KEYDOWN:
iKey = wParam //玩家按下按键是捕获按键值
break
case WM_DESTROY:
DeleteObject(g_hBufBmp)
DeleteDC(g_hBufDC)
PostQuitMessage(0)
break
default:
return DefWindowProc(hWnd, message, wParam, lParam)
}
return 0
}
贪吃蛇import java.awt.*
import java.awt.event.*
public class GreedSnake //主类
{
/**
* @param args
*/
public static void main(String[] args) {
// TODO Auto-generated method stub
new MyWindow()
}
}
class MyPanel extends Panel implements KeyListener,Runnable//自定义面板类,继承了键盘和线程接口
{
Button snake[]//定义蛇按钮
int shu=0//蛇的节数
int food[]//食物数组
boolean result=true//判定结果是输 还是赢
Thread thread//定义线程
static int weix,weiy//食物位置
boolean t=true//判定游戏是否结束
int fangxiang=0//蛇移动方向
int x=0,y=0//蛇头位置
MyPanel()
{
setLayout(null)
snake=new Button[20]
food=new int [20]
thread=new Thread(this)
for(int j=0j<20j++)
{
food[j]=(int)(Math.random()*99)//定义20个随机食物
}
weix=(int)(food[0]*0.1)*60//十位*60为横坐标
weiy=(int)(food[0]%10)*40//个位*40为纵坐标
for(int i=0i<20i++)
{
snake[i]=new Button()
}
add(snake[0])
snake[0].setBackground(Color.black)
snake[0].addKeyListener(this)//为蛇头添加键盘监视器
snake[0].setBounds(0,0,10,10)
setBackground(Color.cyan)
}
public void run() //接收线程
{
while(t)
{
if(fangxiang==0)//向右
{
try
{
x+=10
snake[0].setLocation(x, y)//设置蛇头位置
if(x==weix&&y==weiy) //吃到食物
{
shu++
weix=(int)(food[shu]*0.1)*60
weiy=(int)(food[shu]%10)*40
repaint()//重绘下一个食物
add(snake[shu])//增加蛇节数和位置
snake[shu].setBounds(snake[shu-1].getBounds())
}
thread.sleep(100)//睡眠100ms
}
catch(Exception e){}
}
else if(fangxiang==1)//向左
{
try
{
x-=10
snake[0].setLocation(x, y)
if(x==weix&&y==weiy)
{
shu++
weix=(int)(food[shu]*0.1)*60
weiy=(int)(food[shu]%10)*40
repaint()
add(snake[shu])
snake[shu].setBounds(snake[shu-1].getBounds())
}
thread.sleep(100)
}
catch(Exception e){}
}
else if(fangxiang==2)//向上
{
try
{
y-=10
snake[0].setLocation(x, y)
if(x==weix&&y==weiy)
{
shu++
weix=(int)(food[shu]*0.1)*60
weiy=(int)(food[shu]%10)*40
repaint()
add(snake[shu])
snake[shu].setBounds(snake[shu-1].getBounds())
}
thread.sleep(100)
}
catch(Exception e){}
}
else if(fangxiang==3)//向下
{
try
{
y+=10
snake[0].setLocation(x, y)
if(x==weix&&y==weiy)
{
shu++
weix=(int)(food[shu]*0.1)*60
weiy=(int)(food[shu]%10)*40
repaint()
add(snake[shu])
snake[shu].setBounds(snake[shu-1].getBounds())
}
thread.sleep(100)
}
catch(Exception e){}
}
int num1=shu
while(num1>1)//判断是否咬自己的尾巴
{
if(snake[num1].getBounds().x==snake[0].getBounds().x&&snake[num1].getBounds().y==snake[0].getBounds().y)
{
t=false
result=false
repaint()
}
num1--
}
if(x<0||x>=this.getWidth()||y<0||y>=this.getHeight())//判断是否撞墙
{
t=false
result=false
repaint()
}
int num=shu
while(num>0) //设置蛇节位置
{
snake[num].setBounds(snake[num-1].getBounds())
num--
}
if(shu==15) //如果蛇节数等于15则胜利
{
t=false
result=true
repaint()
}
}
}
public void keyPressed(KeyEvent e) //按下键盘方向键
{
if(e.getKeyCode()==KeyEvent.VK_RIGHT)//右键
{
if(fangxiang!=1)//如果先前方向不为左
fangxiang=0
}
else if(e.getKeyCode()==KeyEvent.VK_LEFT)
{ if(fangxiang!=0)
fangxiang=1
}
else if(e.getKeyCode()==KeyEvent.VK_UP)
{ if(fangxiang!=3)
fangxiang=2
}
else if(e.getKeyCode()==KeyEvent.VK_DOWN)
{ if(fangxiang!=2)
fangxiang=3
}
}
public void keyTyped(KeyEvent e)
{
}
public void keyReleased(KeyEvent e)
{
}
public void paint(Graphics g) //在面板上绘图
{
int x1=this.getWidth()-1
int y1=this.getHeight()-1
g.setColor(Color.red)
g.fillOval(weix, weiy, 10, 10)//食物
g.drawRect(0, 0, x1, y1)//墙
if(t==false&&result==false)
g.drawString("GAME OVER!", 250, 200)//输出游戏失败
else if(t==false&&result==true)
g.drawString("YOU WIN!", 250, 200)//输出游戏成功
}
}
class MyWindow extends Frame implements ActionListener//自定义窗口类
{
MyPanel my
Button btn
Panel panel
MyWindow()
{
super("GreedSnake")
my=new MyPanel()
btn=new Button("begin")
panel=new Panel()
btn.addActionListener(this)
panel.add(new Label("begin后请按Tab键选定蛇"))
panel.add(btn)
panel.add(new Label("按上下左右键控制蛇行动"))
add(panel,BorderLayout.NORTH)
add(my,BorderLayout.CENTER)
setBounds(100,100,610,500)
setVisible(true)
validate()
addWindowListener(new WindowAdapter()
{
public void windowClosing(WindowEvent e)
{
System.exit(0)
}
})
}
public void actionPerformed(ActionEvent e)//按下begin按钮
{
if(e.getSource()==btn)
{
try
{
my.thread.start()//开始线程
my.validate()
}
catch(Exception ee){}
}
}
}
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
* 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。
*/
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 = 0i <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 = 0i <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 = 0i <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()
}
}
希望采纳