貪吃蛇java代碼注釋 貪吃蛇的java代碼

求一段JAVA編寫的貪吃蛇小程序源代碼

用MVC方式實現(xiàn)的貪吃蛇游戲,共有4個類。運行GreedSnake運行即可。主要是觀察者模式的使用,我已經(jīng)添加了很多注釋了。

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1、

/*

* 程序名稱:貪食蛇

* 原作者:BigF

* 修改者:algo

* 說明:我以前也用C寫過這個程序,現(xiàn)在看到BigF用Java寫的這個,發(fā)現(xiàn)雖然作者自稱是Java的初學者,

* 但是明顯編寫程序的素養(yǎng)不錯,程序結(jié)構(gòu)寫得很清晰,有些細微得地方也寫得很簡潔,一時興起之

* 下,我認真解讀了這個程序,發(fā)現(xiàn)數(shù)據(jù)和表現(xiàn)分開得很好,而我近日正在學習MVC設(shè)計模式,

* 因此嘗試把程序得結(jié)構(gòu)改了一下,用MVC模式來實現(xiàn),對源程序得改動不多。

* 我同時也為程序增加了一些自己理解得注釋,希望對大家閱讀有幫助。

*/

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);

//添加一個觀察者,讓view成為model的觀察者

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,負責接收用戶的操作,并把用戶操作通知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){ // 運行狀態(tài)下,處理的按鍵

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:

}

}

// 任何情況下處理的按鍵,按鍵導(dǎo)致重新啟動游戲

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;

/**

* 游戲的Model類,負責所有游戲相關(guān)數(shù)據(jù)及運行

* @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;

/**

* 游戲的Model類,負責所有游戲相關(guān)數(shù)據(jù)及運行

*/

class SnakeModel extends Observable implements Runnable {

boolean[][] matrix; // 指示位置上有沒蛇體或食物

LinkedList nodeArray = new LinkedList(); // 蛇體

Node food;

int maxX;

int maxY;

int direction = 2; // 蛇運行的方向

boolean running = false; // 運行狀態(tài)

int timeInterval = 200; // 時間間隔,毫秒

double speedChangeRate = 0.75; // 每次得速度變化率

boolean paused = false; // 暫停標志

int score = 0; // 得分

int countMove = 0; // 吃到食物前移動的次數(shù)

// 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; // 蛇運行的方向

timeInterval = 200; // 時間間隔,毫秒

paused = false; // 暫停標志

score = 0; // 得分

countMove = 0; // 吃到食物前移動的次數(shù)

// 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

// 初始化蛇體,如果橫向位置超過20個,長度為10,否則為橫向位置的一半

int initArrayLength = maxX 20 ? 10 : maxX / 2;

nodeArray.clear();

for (int i = 0; i initArrayLength; ++i) {

int x = maxX / 2 + i;//maxX被初始化為20

int y = maxY / 2; //maxY被初始化為30

//nodeArray[x,y]: [10,15]-[11,15]-[12,15]~~[20,15]

//默認的運行方向向上,所以游戲一開始nodeArray就變?yōu)椋?/p>

// [10,14]-[10,15]-[11,15]-[12,15]~~[19,15]

nodeArray.addLast(new Node(x, y));

matrix[x][y] = true;

}

// 創(chuàng)建食物

food = createFood();

matrix[food.x][food.y] = true;

}

public void changeDirection(int newDirection) {

// 改變的方向不能與原來方向同向或反向

if (direction % 2 != newDirection % 2) {

direction = newDirection;

}

}

/**

* 運行一次

* @return

*/

public boolean moveOn() {

Node n = (Node) nodeArray.getFirst();

int x = n.x;

int y = n.y;

// 根據(jù)方向增減坐標值

switch (direction) {

case UP:

y--;

break;

case DOWN:

y++;

break;

case LEFT:

x--;

break;

case RIGHT:

x++;

break;

}

// 如果新坐標落在有效范圍內(nèi),則進行處理

if ((0 = x x maxX) (0 = y y maxY)) {

if (matrix[x][y]) { // 如果新坐標的點上有東西(蛇體或者食物)

if (x == food.x y == food.y) { // 吃到食物,成功

nodeArray.addFirst(food); // 從蛇頭贈長

// 分數(shù)規(guī)則,與移動改變方向的次數(shù)和速度兩個元素有關(guān)

int scoreGet = (10000 - 200 * countMove) / timeInterval;

score += scoreGet 0 ? scoreGet : 10;

countMove = 0;

food = createFood(); // 創(chuàng)建新的食物

matrix[food.x][food.y] = true; // 設(shè)置食物所在位置

return true;

} else // 吃到蛇體自身,失敗

return false;

} else { // 如果新坐標的點上沒有東西(蛇體),移動蛇體

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; // 觸到邊線,失敗

}

public void run() {

running = true;

while (running) {

try {

Thread.sleep(timeInterval);

} catch (Exception e) {

break;

}

if (!paused) {

if (moveOn()) {

setChanged(); // Model通知View數(shù)據(jù)已經(jīng)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;

// 隨機獲取一個有效區(qū)域內(nèi)的與蛇體和食物不重疊的位置

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、

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,只負責對數(shù)據(jù)的顯示,而不用理會游戲的控制邏輯

*/

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();

// 創(chuàng)建頂部的分數(shù)顯示

labelScore = new JLabel("Score:");

cp.add(labelScore, BorderLayout.NORTH);

// 創(chuàng)建中間的游戲顯示區(qū)域

paintCanvas = new Canvas();

paintCanvas.setSize(canvasWidth + 1, canvasHeight + 1);

paintCanvas.addKeyListener(control);

cp.add(paintCanvas, BorderLayout.CENTER);

// 創(chuàng)建底下的幫助欄

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();

}

}

希望采納

求java貪吃蛇的編程,并有注釋

J2ME貪吃蛇源代碼——200行左右,包含詳細注釋 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.*;/**

* 貪吃蛇游戲

*/

public class SnakeCanvas extends Canvas implements Runnable{

/**存儲貪吃蛇節(jié)點坐標,其中第二維下標為0的代表x坐標,第二維下標是1的代表y坐標*/

int[][] snake = new int[200][2];

/**已經(jīng)使用的節(jié)點數(shù)量*/

int snakeNum;

/**貪吃蛇運動方向,0代表向上,1代表向下,2代表向左,3代表向右*/

int direction;

/*移動方向*/

/**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;/**游戲區(qū)域?qū)挾?/

int width;

/**游戲區(qū)域高度*/

int height;/**蛇身單元寬度*/

private final byte SNAKEWIDTH = 4;/**是否處于暫停狀態(tài),true代表暫停*/

boolean isPaused = false;

/**是否處于運行狀態(tài),true代表運行*/

boolean isRun = true;/**時間間隔*/

private final int SLEEP_TIME = 300;

/**食物的X坐標*/

int foodX;

/**食物的Y坐標*/

int foodY;

/**食物的閃爍控制*/

boolean b = true;

/**Random對象*/

Random random = new Random();

public SnakeCanvas() {

//初始化

init();

width = this.getWidth();

height = this.getHeight();

//啟動線程

new Thread(this).start();

}/**

* 初始化開始數(shù)據(jù)

*/

private void init(){

//初始化節(jié)點數(shù)量

snakeNum = 7;

//初始化節(jié)點數(shù)據(jù)

for(int i = 0;i snakeNum;i++){

snake[i][0] = 100 - SNAKEWIDTH * i;

snake[i][1] = 40;

}

//初始化移動方向

direction = DIRECTION_RIGHT;

//初始化食物坐標

foodX = 100;

foodY = 100;

}protected void paint(Graphics g) {

//清屏

g.setColor(0xffffff);

g.fillRect(0,0,width,height);

g.setColor(0);//繪制蛇身

for(int i = 0;i snakeNum;i++){

g.fillRect(snake[i][0],snake[i][1],SNAKEWIDTH,SNAKEWIDTH);

}

//繪制食物

if(b){

g.fillRect(foodX,foodY,SNAKEWIDTH,SNAKEWIDTH);

}

}private void move(int direction){

//蛇身移動

for(int i = snakeNum - 1;i 0;i--){

snake[i][0] = snake[i - 1][0];

snake[i][1] = snake[i - 1][1];

}//第一個單元格移動

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,自身增長

*/

private void eatFood(){

//判別蛇頭是否和食物重疊

if(snake[0][0] == foodX snake[0][1] == foodY){

snakeNum++;

generateFood();

}

}

/**

* 產(chǎn)生食物

* 說明:食物的坐標必須位于屏幕內(nèi),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;

}

}

}

/**

* 判斷游戲是否結(jié)束

* 結(jié)束條件:

* 1、蛇頭超出邊界

* 2、蛇頭碰到自身

*/

private boolean isGameOver(){

//邊界判別

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;

}/**

* 事件處理

*/

public void keyPressed(int keyCode){

int action = this.getGameAction(keyCode);

//改變方向

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:

//暫停和繼續(xù)

isPaused = !isPaused;

break;

}

}/**

* 線程方法

* 使用精確延時

*/

public void run(){

try{

while (isRun) {

//開始時間

long start = System.currentTimeMillis();

if(!isPaused){

//吃食物

eatFood();

//移動

move(direction);

//結(jié)束游戲

if(isGameOver()){

break;

}

//控制閃爍

b = !b;

}

//重新繪制

repaint();

long end = System.currentTimeMillis();

//延時

if(end - start SLEEP_TIME){

Thread.sleep(SLEEP_TIME - (end - start));

}

}

}catch(Exception e){}

}

}

求"貪吃蛇"小游戲JAVA源代碼一份

貪吃蛇

import java.awt.*;

import java.awt.event.*;

public class GreedSnake //主類

{

/**

* @param args

*/

public static void main(String[] args) {

// TODO Auto-generated method stub

new MyWindow();

}

}

class MyPanel extends Panel implements KeyListener,Runnable//自定義面板類,繼承了鍵盤和線程接口

{

Button snake[]; //定義蛇按鈕

int shu=0; //蛇的節(jié)數(shù)

int food[]; //食物數(shù)組

boolean result=true; //判定結(jié)果是輸 還是贏

Thread thread; //定義線程

static int weix,weiy; //食物位置

boolean t=true; //判定游戲是否結(jié)束

int fangxiang=0; //蛇移動方向

int x=0,y=0; //蛇頭位置

MyPanel()

{

setLayout(null);

snake=new Button[20];

food=new int [20];

thread=new Thread(this);

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

{

food[j]=(int)(Math.random()*99);//定義20個隨機食物

}

weix=(int)(food[0]*0.1)*60; //十位*60為橫坐標

weiy=(int)(food[0]%10)*40; //個位*40為縱坐標

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

{

snake[i]=new Button();

}

add(snake[0]);

snake[0].setBackground(Color.black);

snake[0].addKeyListener(this); //為蛇頭添加鍵盤監(jiān)視器

snake[0].setBounds(0,0,10,10);

setBackground(Color.cyan);

}

public void run() //接收線程

{

while(t)

{

if(fangxiang==0)//向右

{

try

{

x+=10;

snake[0].setLocation(x, y);//設(shè)置蛇頭位置

if(x==weixy==weiy) //吃到食物

{

shu++;

weix=(int)(food[shu]*0.1)*60;

weiy=(int)(food[shu]%10)*40;

repaint(); //重繪下一個食物

add(snake[shu]); //增加蛇節(jié)數(shù)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==weixy==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==weixy==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==weixy==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(num11)//判斷是否咬自己的尾巴

{

if(snake[num1].getBounds().x==snake[0].getBounds().xsnake[num1].getBounds().y==snake[0].getBounds().y)

{

t=false;

result=false;

repaint();

}

num1--;

}

if(x0||x=this.getWidth()||y0||y=this.getHeight())//判斷是否撞墻

{

t=false;

result=false;

repaint();

}

int num=shu;

while(num0) //設(shè)置蛇節(jié)位置

{

snake[num].setBounds(snake[num-1].getBounds());

num--;

}

if(shu==15) //如果蛇節(jié)數(shù)等于15則勝利

{

t=false;

result=true;

repaint();

}

}

}

public void keyPressed(KeyEvent e) //按下鍵盤方向鍵

{

if(e.getKeyCode()==KeyEvent.VK_RIGHT)//右鍵

{

if(fangxiang!=1)//如果先前方向不為左

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) //在面板上繪圖

{

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); //墻

if(t==falseresult==false)

g.drawString("GAME OVER!", 250, 200);//輸出游戲失敗

else if(t==falseresult==true)

g.drawString("YOU WIN!", 250, 200);//輸出游戲成功

}

}

class MyWindow extends Frame implements ActionListener//自定義窗口類

{

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后請按Tab鍵選定蛇"));

panel.add(btn);

panel.add(new Label("按上下左右鍵控制蛇行動"));

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按鈕

{

if(e.getSource()==btn)

{

try

{

my.thread.start(); //開始線程

my.validate();

}

catch(Exception ee){}

}

}

}

以下是貪吃蛇java程序一部分,我需要下面程序代碼的詳細注解~~~~我會重賞的,以高分告勞~

/**

* MVC模式中得Viewer,只負責對數(shù)據(jù)的顯示,而不用理會游戲的控制邏輯

*/

class SnakeView implements Observer {

SnakeControl control = null; //實例話一個SnakeControl對象是control ..SnakeControl在jdk中不存在可能是第3方的或者是自己編寫的一個類吧

SnakeModel model = null;//如上

JFrame mainFrame; //創(chuàng)建一個面板類jframe

Canvas paintCanvas;

/**

*Canvas 組件表示屏幕上一個空白矩形區(qū)域,應(yīng)用程序可以在該區(qū)域內(nèi)繪圖,或者可以從該區(qū)域捕獲用戶的輸入事件。

*應(yīng)用程序必須為 Canvas 類創(chuàng)建子類,以獲得有用的功能(如創(chuàng)建自定義組件)。必須重寫 paint 方法,以便在 canvas 上執(zhí)行自定義圖形。

*/

JLabel labelScore;//....不說了吧..

public static final int canvasWidth = 200; //常量寬度200

public static final int canvasHeight = 300;//常量高300

public static final int nodeWidth = 10;//常量寬度10

public static final int nodeHeight = 10;//常量高度10

public SnakeView(SnakeModel model, SnakeControl control) {

this.model = model;

this.control = control;

mainFrame = new JFrame("GreedSnake");//創(chuàng)建jframe 標題是GreedSnake

Container cp = mainFrame.getContentPane(); //得到j(luò)fram的容器

labelScore = new JLabel("Score:"); //創(chuàng)建jlabel 標簽內(nèi)容是"Score:"

cp.add(labelScore, BorderLayout.NORTH);/將jlabel添加到j(luò)fram的容器中去

paintCanvas = new Canvas(); //創(chuàng)建新繪圖區(qū)

paintCanvas.setSize(canvasWidth + 1, canvasHeight + 1); //設(shè)置繪圖區(qū)大小

paintCanvas.addKeyListener(control);//添加鍵盤監(jiān)聽器control

cp.add(paintCanvas, BorderLayout.CENTER);//將繪圖區(qū)添加到j(luò)fram容器中去.布局是BorderLayout的CENTER位置.就是東西南北中的中間

JPanel panelButtom = new JPanel();//創(chuàng)建一個panel

panelButtom.setLayout(new BorderLayout());//設(shè)置布局是BorderLayout

JLabel labelHelp;//標簽的創(chuàng)建和添加開始了.......new了3遍就是實例化了3個都加到了panle的中間 ,標簽的內(nèi)容都是""中間的

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);//把這個panel添加到j(luò)frame的容器里面去

mainFrame.addKeyListener(control);//為jframe添加鍵盤監(jiān)聽器

mainFrame.pack();//調(diào)整此窗口的大小,以適合其子組件的首選大小和布局。如果該窗口和/或其所有者仍不可顯示,則兩者在計算首選大小之前變得可顯示。在計算首選大小之后,將會驗證該 Window。

mainFrame.setResizable(false);//設(shè)置此 frame 是否可由用戶調(diào)整大小。false就是不能

mainFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);//點擊又上角的就是關(guān)閉

mainFrame.setVisible(true);//設(shè)置jfram為能看到

}

void repaint() {

Graphics g = paintCanvas.getGraphics();//Graphics詳細看jdk文檔..我就知道是一個所有圖形上下文的抽象基類..這里應(yīng)該是那個畫圖面板

g.setColor(Color.WHITE);//設(shè)置這個顏色

g.fillRect(0, 0, canvasWidth, canvasHeight);//畫一個矩形在x,y處畫一個寬是200,高是300的矩形,

g.setColor(Color.BLACK);//顏色是黑的

LinkedList na = model.nodeArray;//LinkedList 類 List 接口的鏈接列表實現(xiàn)就是一個集合對象了,因為不知道SnakeModel具體是一個什么類這里就當作這個類能得到一個集合

Iterator it = na.iterator();//得到迭代器去迭代這個集合

while (it.hasNext()) {//開始用while迭代

Node n = (Node) it.next();//得到一個集合中元素.是一個Node....這里的Node不知道是什么對象..有待于研究

drawNode(g, n);//調(diào)用另外方法

}

g.setColor(Color.RED);//設(shè)置顏色是紅的

Node n = model.food;//得到一個新node..看來Node這里應(yīng)該是一個坐標..這里的坐標就是蛇吃的那個東西

drawNode(g, n);//畫這個東西..

updateScore();//調(diào)用..

}

private void drawNode(Graphics g, Node n) {//這是一個畫方的方法..動態(tài)改變方型的位置

g.fillRect(n.x * nodeWidth,

n.y * nodeHeight,

nodeWidth - 1,

nodeHeight - 1);

}

public void updateScore() {//這是更新標簽的一個方法

String s = "Score: " + model.score;

labelScore.setText(s);

}

public void update(Observable o, Object arg) {//這個就是Observer監(jiān)聽類必須實現(xiàn)的方法..這里是去調(diào)用repaint()方法..repaint方法就是不斷去改變畫圖版里面的內(nèi)容的

repaint();

}

}

java貪吃蛇代碼注釋求解

import java.awt.Color;

import java.awt.Graphics;

import java.awt.Graphics2D;

import java.awt.Rectangle;

import java.awt.event.KeyAdapter;

import java.awt.event.KeyEvent;

import java.awt.image.BufferedImage;

import java.util.ArrayList;

import java.util.List;

import javax.swing.JFrame;

public class InterFace extends JFrame {

/**

* WIDTH:寬

* HEIGHT:高

* SLEEPTIME:可以看作蛇運動的速度

* L = 1,R = 2, U = 3, D = 4 左右上下代碼

*/

public static final int WIDTH = 800, HEIGHT = 600, SLEEPTIME = 200, L = 1,R = 2, U = 3, D = 4;

BufferedImage offersetImage= new BufferedImage(WIDTH, HEIGHT,BufferedImage.TYPE_3BYTE_BGR);;

Rectangle rect = new Rectangle(20, 40, 15 * 50, 15 * 35);

Snake snake;

Node node;

public InterFace() {

//創(chuàng)建"蛇"對象

snake = new Snake(this);

//創(chuàng)建"食物"對象

createNode();

this.setBounds(100, 100, WIDTH, HEIGHT);

//添加鍵盤監(jiān)聽器

this.addKeyListener(new KeyAdapter() {

public void keyPressed(KeyEvent arg0) {

System.out.println(arg0.getKeyCode());

switch (arg0.getKeyCode()) {

//映射上下左右4個鍵位

case KeyEvent.VK_LEFT:

snake.dir = L;

break;

case KeyEvent.VK_RIGHT:

snake.dir = R;

break;

case KeyEvent.VK_UP:

snake.dir = U;

break;

case KeyEvent.VK_DOWN:

snake.dir = D;

}

}

});

this.setTitle("貪吃蛇 0.1 By : Easy");

this.setDefaultCloseOperation(EXIT_ON_CLOSE);

this.setVisible(true);

//啟動線程,開始執(zhí)行

new Thread(new ThreadUpadte()).start();

}

public void paint(Graphics g) {

Graphics2D g2d = (Graphics2D) offersetImage.getGraphics();

g2d.setColor(Color.white);

g2d.fillRect(0, 0, WIDTH, HEIGHT);

g2d.setColor(Color.black);

g2d.drawRect(rect.x, rect.y, rect.width, rect.height);

//如果蛇碰撞(吃)到食物,則創(chuàng)建新食物

if (snake.hit(node)) {

createNode();

}

snake.draw(g2d);

node.draw(g2d);

g.drawImage(offersetImage, 0, 0, null);

}

class ThreadUpadte implements Runnable {

public void run() {

//無限重繪畫面

while (true) {

try {

Thread.sleep(SLEEPTIME);

repaint(); //

} catch (InterruptedException e) {

e.printStackTrace();

}

}

}

}

/**

* 創(chuàng)建食物

*/

public void createNode() {

//隨機食物的出現(xiàn)位置

int x = (int) (Math.random() * 650) + 50,y = (int) (Math.random() * 500) + 50;

Color color = Color.blue;

node = new Node(x, y, color);

}

public static void main(String args[]) {

new InterFace();

}

}

/**

* 節(jié)點類(包括食物和蛇的身軀組成節(jié)點)

*/

class Node {

int x, y, width = 15, height = 15;

Color color;

public Node(int x, int y, Color color) {

this(x, y);

this.color = color;

}

public Node(int x, int y) {

this.x = x;

this.y = y;

this.color = color.black;

}

public void draw(Graphics2D g2d) {

g2d.setColor(color);

g2d.drawRect(x, y, width, height);

}

public Rectangle getRect() {

return new Rectangle(x, y, width, height);

}

}

/**

* 蛇

*/

class Snake {

public ListNode nodes = new ArrayListNode();

InterFace interFace;

int dir=InterFace.R;

public Snake(InterFace interFace) {

this.interFace = interFace;

nodes.add(new Node(20 + 150, 40 + 150));

addNode();

}

/**

* 是否碰撞到食物

* @return true 是 false 否

*/

public boolean hit(Node node) {

//遍歷整個蛇體是否與食物碰撞

for (int i = 0; i nodes.size(); i++) {

if (nodes.get(i).getRect().intersects(node.getRect())) {

addNode();

return true;

}

}

return false;

}

public void draw(Graphics2D g2d) {

for (int i = 0; i nodes.size(); i++) {

nodes.get(i).draw(g2d);

}

move();

}

public void move() {

nodes.remove((nodes.size() - 1));

addNode();

}

public synchronized void addNode() {

Node nodeTempNode = nodes.get(0);

//如果方向

switch (dir) {

case InterFace.L:

//判斷是否會撞墻

if (nodeTempNode.x = 20) {

nodeTempNode = new Node(20 + 15 * 50, nodeTempNode.y);

}

nodes.add(0, new Node(nodeTempNode.x - nodeTempNode.width,

nodeTempNode.y));

break;

case InterFace.R:

//判斷是否會撞墻

if (nodeTempNode.x = 20 + 15 * 50 - nodeTempNode.width) {

nodeTempNode = new Node(20 - nodeTempNode.width, nodeTempNode.y);

}

nodes.add(0, new Node(nodeTempNode.x + nodeTempNode.width,

nodeTempNode.y));

break;

case InterFace.U:

//判斷是否會撞墻

if (nodeTempNode.y = 40) {

nodeTempNode = new Node(nodeTempNode.x, 40 + 15 * 35);

}

nodes.add(0, new Node(nodeTempNode.x, nodeTempNode.y - nodeTempNode.height));

break;

case InterFace.D:

//判斷是否會撞墻

if (nodeTempNode.y = 40 + 15 * 35 - nodeTempNode.height) {

nodeTempNode = new Node(nodeTempNode.x,40 - nodeTempNode.height);

}

nodes.add(0, new Node(nodeTempNode.x, nodeTempNode.y + nodeTempNode.height));

break;

}

}

}

高手幫忙解釋一下JAVA 貪食蛇游戲中蛇的代碼

public

class

Snake

implements

Data//蛇類實現(xiàn)了data接口

{

public

Snake()

{

array.add(new

Point(10,

10));//

array.add(new

Point(10,

11));//

array.add(new

Point(10,

12));//

array.add(new

Point(10,

13));//

array.add(new

Point(10,

14));//這五句話是構(gòu)造一個蛇,這條蛇由五個坐標點連成

currentFlag

=UPFLAG

;//當前的運動方向設(shè)為向上

lifeFlag

=

true;//當前蛇的生命設(shè)為活著

}

public

void

move()//蛇的運動函數(shù)

{

tair

=

(Point)array.get(array.size()

-

1);//得到蛇的尾巴

int

len

=

array.size()

-

2;

for(int

i

=

len;

i

=

0;

i--)//這個for循環(huán)把蛇的每一個點都坐標偏移即運動了

{

Point

leftPoint

=

(Point)array.get(i);

Point

rightPoint

=

(Point)array.get(i

+

1);

rightPoint.x

=

leftPoint.x;

rightPoint.y

=

leftPoint.y;//每一個右邊的點等于其左邊的點,像蛇那樣的一縮一張的運動

}

}

public

void

moveHeadLeft()//把蛇的頭部轉(zhuǎn)向左邊

{

if(currentFlag

==

RIGHTFLAG

||

currentFlag

==

LEFTFLAG)//如果運動方向設(shè)為向左或向右則不執(zhí)行

{

return;

}

move();

Point

point

=

(Point)(array.get(0));

//得到蛇頭部

point.x

=

point.x

-

1;//蛇頭部橫坐標減一,縱坐標不變

point.y

=

point.y;

if(point.x

LEFT)//如果蛇頭部不能再左,就不執(zhí)行

{

lifeFlag

=

false;

}

currentFlag

=

LEFTFLAG;//將蛇運動方向改為左

}

網(wǎng)站標題:貪吃蛇java代碼注釋 貪吃蛇的java代碼
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