java課程設計貪吃蛇
1. java如何寫貪吃蛇游戲界面
這是一個最基本的界面,下面又不會的地方去查API
import java.awt.*;
import javax.swing.*;
public class View {
JFrame frame;
Container c;
JLabel backgound;
JButton start;
JLabel help;
public void first(){
frame=new JFrame("我的貪吃蛇");
c=frame.getContentPane();
c.setLayout(null);
Font f1=new Font("楷體",Font.BOLD,50);
backgound=new JLabel();
backgound.setBounds(0,0,800,600);
c.add(backgound);
backgound.setLayout(null);
start=new JButton();
start.setBounds(300,70,200,58);
start.setCursor(new Cursor(Cursor.HAND_CURSOR));
start.setBorder(null);
start.setContentAreaFilled(false);
backgound.add(start);
help = new JLabel();
help.setText("游戲幫助");
help.setBounds(180,230,500,50);
help.setForeground(Color.black);
help.setFont(f1);
backgound.add(help);
frame.setSize(800,600);
frame.setResizable(false);
frame.setVisible(true);
}
2. 本人用java寫貪吃蛇。。。如何實現蛇的自動移動,老師說是線程,但是我的java不太好,希望能說詳細點
new Thread(new Runnable() {
public synchronized void run() {
while(true){
// 寫你來的每自次移動方向和距離演算法
try{
// 死循環內 沒隔100毫秒運行一次。
Thread.sleep(100);
}catch(Exception e){}
}
}
}).start();
在注釋里寫你的演算法就行了
3. 求一段JAVA編寫的貪吃蛇小程序源代碼
用MVC方式實現的貪吃蛇游戲,共有4個類。運行GreedSnake運行即可。主要是觀察者模式的使用,我已經添加了很多注釋了。
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,現在看到BigF用Java寫的這個,發現雖然作者自稱是Java的初學者,
* 但是明顯編寫程序的素養不錯,程序結構寫得很清晰,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,發現數據和表現分開得很好,而我近日正在學習MVC設計模式,
* 因此嘗試把程序得結構改了一下,用MVC模式來實現,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,並把用戶操作通知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,負責所有游戲相關數據及運行
* @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,負責所有游戲相關數據及運行
*/
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
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
// 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
// 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就變為:
// [10,14]-[10,15]-[11,15]-[12,15]~~[19,15]
nodeArray.addLast(new Node(x, y));
matrix[x][y] = true;
}
// 創建食物
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,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
// 分數規則,與移動改變方向的次數和速度兩個元素有關
int scoreGet = (10000 - 200 * countMove) / timeInterval;
score += scoreGet > 0 ? scoreGet : 10;
countMove = 0;
food = createFood(); // 創建新的食物
matrix[food.x][food.y] = true; // 設置食物所在位置
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數據已經更新
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域內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,只負責對數據的顯示,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();
// 創建頂部的分數顯示
labelScore = new JLabel("Score:");
cp.add(labelScore, BorderLayout.NORTH);
// 創建中間的游戲顯示區域
paintCanvas = new Canvas();
paintCanvas.setSize(canvasWidth + 1, canvasHeight + 1);
paintCanvas.addKeyListener(control);
cp.add(paintCanvas, BorderLayout.CENTER);
// 創建底下的幫助欄
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();
}
}
希望採納
4. 用JAVA語言寫貪吃蛇游戲,其中蛇吃到蛇身游戲就結束,請問這個代碼怎麼寫呀
蛇頭的坐標等於蛇身任何一處的坐標,自己去寫吧!
5. 請給我一份完整的貪吃蛇(蛇吃蛋)Java源代碼
我已經測試過,可以運行.你自己看下嘛,還是挺簡單的,只要是學了JAVA,我相信都能看明白,呵呵
import java.util.*;
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
import javax.swing.event.*;
public class SnakeGame{
public static void main(String[] args){
SnakeFrame frame = new SnakeFrame();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setVisible(true);
}
}
//----------記錄狀態的線程
class StatusRunnable implements Runnable{
public StatusRunnable(Snake snake,JLabel statusLabel,JLabel scoreLabel){
this.statusLabel = statusLabel;
this.scoreLabel = scoreLabel;
this.snake = snake;
}
public void run(){
String sta = "";
String spe = "";
while(true){
switch(snake.status){
case Snake.RUNNING:
sta = "Running";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){
}
}
}
private JLabel scoreLabel;
private JLabel statusLabel;
private Snake snake;
}
//----------蛇運動以及記錄分數的線程
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;//---------是否運動中
ArrayList<Node> body;//-----蛇體
Node food;//--------食物
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<Node>();
body.add(new Node(60,20));
body.add(new Node(40,20));
body.add(new Node(20,20));
makeFood();
}
//------------判斷食物是否被蛇吃掉
//-------如果食物在蛇運行方向的正前方,並且與蛇頭接觸,則被吃掉
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;
}
//----------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;
//--------------蛇頭碰到蛇身
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())
return true;
else return false;
}
//-------在隨機的地方產生食物
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);
}
//---------改變運行方向
public void changeDerection(int newDer){
if(derection%2 != newDer%2)//-------如果與原來方向相同或相反,則無法改變
derection = newDer;
}
public void move(){
if(isEaten()){//-----如果食物被吃掉
body.add(0,food);//--------把食物當成蛇頭成為新的蛇體
score += 10;
makeFood();//--------產生食物
}
else if(isCollsion())//---------如果碰壁或自身
{
isRun = false;
status = Snake.GAMEOVER;//-----結束
}
else if(isRun){//----正常運行(不吃食物,不碰壁,不碰自身)
Node node = body.get(0);
int X = node.x;
int Y = node.y;
//------------蛇頭按運行方向前進一個單位
switch(derection){
case 1:
X-=Node.W;
break;
case 2:
Y-=Node.H;
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);
}
}
}
//---------組成蛇身的單位,食物
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;
}
}
//------畫板
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++){//---紅藍間隔畫蛇身
if(i%2 == 0)
g.setColor(Color.blue);
else g.setColor(Color.yellow);
node = snake.body.get(i);
g.fillRect(node.x,node.y,node.H,node.W);//*******************試用*********************
}
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();
}
//------------菜單控制運行速度
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)
{
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()){
//------------方向鍵改變蛇運行方向
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;
//空格鍵,游戲暫停或繼續
case KeyEvent.VK_SPACE://
if(snake.isRun == true)
{snake.isRun = false;snake.status = Snake.PAUSED;break;}
if(snake.isRun == false)
{snake.isRun = true; snake.status = Snake.RUNNING;break;}
}
}
public void keyReleased(KeyEvent k){
}
public void keyTyped(KeyEvent k){
}
});
}
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("狀態");
temp.setBounds(310,5,60,20);
add(temp);
temp = new JLabel("分數");
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);
statusLabel.setBounds(310,25,60,20);
add(statusLabel);
scoreLabel.setBounds(310,125,60,20);
add(scoreLabel);
}
}
6. 用java做一個貪吃蛇的小游戲,怎麼實現,用新建類來實現
用java做一個貪吃蛇的小游戲
最好去JAVA交流論壇下個代碼
7. Java 編寫 貪吃蛇游戲的 大體思路是什麼
樓主沒有看到蛇移動的本質,蛇雖然是分成很多塊,但他們還是一個整體,每一塊的移動都和上一塊有關,所以不需要對每一塊都進行判斷。
原理:
把蛇身體的每一塊看成一個對象(對象存儲該塊的坐標和相關信息),作為節點存儲在線性鏈表中,再設置一個變數標志蛇的方向(通過按鍵可以改變)。一般人都是讓每一個節點等於他指向的下一個節點,並讓頭節點改變位置來實現轉彎和移動,這個演算法復雜度太高(O(n)),實際上只要做兩步操作,插入一個頭節點,刪除一個尾節點就可以了,新插入的頭節點位置根據蛇當前的方向決定 用一個數組將蛇頭的行徑記錄下來,然後第二段的下一個方格設置為蛇頭走過的方格,這樣子蛇走過的路徑都是前一段走過的,最後將跟著蛇頭走了,比如
蛇身的路徑
for(int i=snakeLength-1;i>0;i--){
rows[i]=rows[i-1];//依次將蛇前面一段走過行的路段賦值給蛇的下一段
cols[i]=cols[i-1];//依次將蛇前面一段走過列的路段賦值給蛇的下一段
}
for(int i=1;i<snakeLength;i++){
gamePanel[rows[i]][cols[i]].setBackground(Color.red);//將整個面板上蛇身走過的行和列設置為不同的顏色,當然可以用圖片來設置
}
蛇頭走過的行和列(rows[0],cols[i])要根據不同的方向加減1來將面板設置成不同的顏色
如gamePanel[rows[i]-1][cols[i]+1].setBackground(Color.red)
8. 初學java 嘗試寫一個貪吃蛇小游戲,怎麼讓「蛇」不停的動起來 現在是按一個鍵動一下
代碼沒粘全啊,開頭應該給出一個默認運動方向,線程里應該調用direction()函數。你看看這個吧:http://wenku..com/view/2093560c90c69ec3d5bb753d.html#39124-qzone-1-25161-
9. Java貪吃蛇的界面背景代碼怎麼寫
這是一個最基本的界面,下面又不會的地方去查API
import java.awt.*;
import javax.swing.*;
public class View {
JFrame frame;
Container c;
JLabel backgound;
JButton start;
JLabel help;
public void first(){
frame=new JFrame("我的貪吃蛇");
c=frame.getContentPane();
c.setLayout(null);
Font f1=new Font("楷體",Font.BOLD,50);
backgound=new JLabel();
backgound.setBounds(0,0,800,600);
c.add(backgound);
backgound.setLayout(null);
start=new JButton();
start.setBounds(300,70,200,58);
start.setCursor(new Cursor(Cursor.HAND_CURSOR));
start.setBorder(null);
start.setContentAreaFilled(false);
backgound.add(start);
help = new JLabel();
help.setText("游戲幫助");
help.setBounds(180,230,500,50);
help.setForeground(Color.black);
help.setFont(f1);
backgound.add(help);
frame.setSize(800,600);
frame.setResizable(false);
frame.setVisible(true);
}