贪吃蛇游戏

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) {} } 、

控制程序

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){} } }

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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