电子版馈线开放游戏代码
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导入Java . awt . color;
导入Java . awt . component;
导入Java . awt . graphics;
导入Java . awt . event . action event;
导入Java . awt . event . action listener;
导入Java . awt . event . key event;
导入Java . awt . event . key listener;
导入Java . util . ArrayList;
导入javax . swing . border factory;
导入javax . swing . jframe;
导入javax . swing . jlabel;
导入javax . swing . jmenu;
导入javax . swing . jmenubar;
导入javax . swing . jmenuitem;
导入javax . swing . jpanel;
公共类蛇游戏{
公共静态void main(String[] args) {
snake frame frame = new snake frame();
frame . setdefaultcloseoperation(JFrame。EXIT _ ON _ CLOSE);
frame . set visible(true);
}
}
// -记录状态的线程。
类StatusRunnable实现Runnable {
公共状态运行(Snake snake,JLabel statusLabel,JLabel scoreLabel) {
this . status label = status label;
this . score label = score label;
this.snake = snake
}
公共无效运行(){
String sta =
字符串spe =
while (true) {
开关(snake.status) {
案例蛇。跑步:
sta = "正在运行";
打破;
案例蛇。暂停:
sta = "暂停";
打破;
案例蛇。游戏结束:
sta = " GameOver
打破;
}
status label . settext(sta);
score label . settext("+snake . score);
尝试{
thread . sleep(100);
} catch(异常e) {
}
}
}
私有JLabel scoreLabel
私有JLabel状态标签;
私蛇蛇;
}
// -蛇的运动和记录分数的线。
SnakeRunnable类实现Runnable {
public SnakeRunnable(Snake snake,Component component) {
this.snake = snake
this.component =组件;
}
公共无效运行(){
while (true) {
尝试{
snake . move();
component . repaint();
Thread.sleep(蛇.速);
} catch(异常e) {
}
}
}
私蛇蛇;
私有组件组件;
}
蛇类{
布尔isRun// -是否在运动?
ArrayList & ltNode & gt身体;//-蛇身
节点食物;//-食物
交互方向;//-方向
int分数;
int状态;
int速度;
公共静态final int SLOW = 500
公共静态final int MID = 300
公共静态final int FAST = 100;
public static final int RUNNING = 1;
public static final int PAUSED = 2;
public static final int game over = 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;
公共蛇(){
速度=蛇。慢;
得分= 0;
isRun = false
地位=蛇。暂停;
方向=蛇。对;
body = new ArrayList & ltNode & gt();
body.add(新节点(60,20));
body.add(新节点(40,20));
body.add(new Node(20,20));
make food();
}
// -判断食物是否被蛇吃掉。
// -如果食物正好在蛇奔跑方向的前方,与蛇头接触,就会被吃掉。
私有布尔值isEaten() {
node head = body . get(0);
if(direction = = Snake。右& amp& amp(head.x + Node。W) == food.x
& amp& amphead.y == food.y)
返回true
if(direction = = Snake。左& amp& amp(head.x - Node。W) == food.x
& amp& amphead.y == food.y)
返回true
if(direction = = Snake。UP & amp& amphead.x == food.x
& amp& amp(head.y节点。H) == food.y)
返回true
if(direction = = Snake。羽绒& amp& amphead.x == food.x
& amp& amp(head.y + Node。H) == food.y)
返回true
其他
返回false
}
// -是否碰撞。
私有布尔isCollsion() {
node node = body . get(0);
// -撞到了墙上。
if(direction = = Snake。右& amp& ampnode.x == 280)
返回true
if(direction = = Snake。UP & amp& ampnode.y == 0)
返回true
if(direction = = Snake。左& amp& ampnode.x == 0)
返回true
if(direction = = Snake。羽绒& amp& ampnode.y == 380)
返回true
// -蛇头遇到了蛇。
节点温度= null
int I = 0;
for(I = 3;我& ltbody . size();i++) {
temp = body . get(I);
if(temp . x = = node . x & amp;& amptemp.y == node.y)
打破;
}
如果(我& ltbody.size())
返回true
其他
返回false
}
//-在随机地点生产食物。
public void makeFood() {
Node node =新节点(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 *节点。w;
Y = y *节点。h;
for(I = 0;我& ltbody . size();i++) {
if (X == body.get(i)。x & amp& ampY == body.get(i)。y)
打破;
}
如果(我& ltbody.size())
isInBody = true
其他
isInBody = false
}
食物=新节点(X,Y);
}
//-改变运行方向
public void change direction(int newDer){
if(方向% 2!= newDer% 2)// -如果方向与原始方向相同或相反,则不能更改。
derection = newDer
}
公共void移动(){
If(iseaten()){//-如果吃了食物。
body.add(0,食物);// -把食物当成蛇头,变成新的蛇身。
得分+= 10;
make food();//-生产食物
} else if (iscollision ())// -如果撞墙或者自己。
{
isRun = false
地位=蛇。GAMEOVER//-结束
} else if(is run){//-正常操作(无食物、无墙壁、无触摸)
node node = body . get(0);
int X = node.x
int Y = node.y
// -蛇头根据运行方向向前移动一个单位。
开关(方向){
案例1:
X -=节点。w;
打破;
案例二:
Y -=节点。h;
打破;
案例三:
X +=节点。w;
打破;
案例4:
Y +=节点。h;
打破;
}
body.add(0,新节点(X,Y));
// - .
body . remove(body . size()-1);
}
}
}
// -组成蛇身的单位,食物。
类节点{
公共静态final int W = 20
公共静态final int H = 20
int x;
int y;
公共节点(int x,int y) {
this.x = x
this.y = y
}
}
//-画板
类SnakePanel扩展JPanel {
蛇蛇;
公共蛇板(蛇蛇){
this.snake = snake
}
public void paint component(Graphics g){
super . paint component(g);
Node node = null
for(int I = 0;我& ltsnake . body . size();I+i++) {// -以红色和蓝色间隔绘制蛇体。
如果(i % 2 == 0)
g . set color(color . blue);
其他
g . set color(color . yellow);
node = snake . body . get(I);
g.fillRect(node.x,node.y,node。h节点。w);//* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
}
node = snake.food
g . set color(color . red);
g.fillRect(node.x,node.y,node。h节点。w);
}
}
类SnakeFrame扩展JFrame {
私有JLabel状态标签;
私有JLabel speedLabel
私有JLabel scoreLabel
私人JPanel snakePanel
私蛇蛇;
私人JMenuBar酒吧;
JMenu游戏菜单;
JMenu helpMenu
JMenu speedMenu
JMenuItem newItem
JMenuItem pauseItem
JMenuItem beginItem
JMenuItem helpItem
JMenuItem关于item;
JMenuItem slowItem
JMenuItem midItem
JMenuItem fastItem
公共蛇形框架(){
init();
action listener l = new action listener(){
public void action performed(action event e){
if (e.getSource() == pauseItem)
snake.isRun = false
if (e.getSource() == beginItem)
snake.isRun = true
if (e.getSource() == newItem) {
new game();
}
// -菜单控制运行速度。
if (e.getSource() == slowItem) {
蛇。速度=蛇。慢;
speed label . settext(" Slow ");
}
if (e.getSource() == midItem) {
蛇。速度=蛇。MID
speed label . settext(" Mid ");
}
if (e.getSource() == fastItem) {
蛇。速度=蛇。快;
speed label . settext(" Fast ");
}
}
};
pause item . addactionlistener(l);
begin item . addactionlistener(l);
new item . addactionlistener(l);
about item . addactionlistener(l);
slowitem . addactionlistener(l);
miditem . addactionlistener(l);
fastitem . addactionlistener(l);
addkey listener(new key listener(){
公共void按键(按键事件e) {
switch (e.getKeyCode()) {
// -方向键改变蛇的运行方向。
案例关键事件。VK _唐://
snake.changeDerection(Snake。向下);
打破;
案例关键事件。VK_UP://
snake.changeDerection(Snake。UP);
打破;
案例关键事件。VK _左://
snake.changeDerection(Snake。左);
打破;
案例关键事件。VK _右://
snake.changeDerection(Snake。对);
打破;
//空格键,暂停或继续游戏。
案例关键事件。VK空间://
if (snake.isRun == true) {
snake.isRun = false
snake.status = Snake。暂停;
打破;
}
if (snake.isRun == false) {
snake.isRun = true
snake.status = Snake。跑步;
打破;
}
}
}
public void key released(key event k){
}
public void keyTyped(KeyEvent k) {
}
});
}
私有void init() {
speed label = new JLabel();
Snake = new Snake();
setSize(380,460);
set layout(null);
this . setresizable(false);
bar = new JMenuBar();
gameMenu = new JMenu("游戏");
newItem = new JMenuItem("新游戏");
game menu . add(new item);
Pause item = new JMenuItem(" Pause ");
game menu . add(pause item);
begin item = new JMenuItem(" Continue ");
game menu . add(begin item);
Help menu = new JMenu(" Help ");
About item = new JMenuItem(" About ");
help menu . add(about item);
Speed menu = new JMenu(" Speed ");
slowItem = new JMenuItem(" Slow ");
Fast item = new JMenuItem(" Fast ");
midItem = new JMenuItem(" Middle ");
speed menu . add(slowItem);
speed menu . add(midItem);
speed menu . add(fast item);
bar . add(game menu);
bar . add(help menu);
bar . add(speed menu);
setJMenuBar(bar);
status label = new JLabel();
score label = new JLabel();
snakePanel = new JPanel();
snakePanel.setBounds(0,0,300,400);
snake panel . set border(border factory . create line border(color . dark gray));
添加(snakePanel);
statusLabel.setBounds(300,25,60,20);
add(status label);
scoreLabel.setBounds(300,20,60,20);
add(score label);
JLabel temp = new JLabel(" status ");
temp.setBounds(310,5,60,20);
add(temp);
temp = new JLabel(" score ");
temp.setBounds(310,105,60,20);
add(temp);
temp = new JLabel(" speed ");
temp.setBounds(310,55,60,20);
add(temp);
speedLabel.setBounds(310,75,60,20);
添加(speed label);
}
私有void newGame() {
this . remove(snakePanel);
this . remove(status label);
this . remove(score label);
speed label . settext(" Slow ");
status label = new JLabel();
score label = new JLabel();
snakePanel = new JPanel();
Snake = new Snake();
snakePanel = new SnakePanel(蛇);
snakePanel.setBounds(0,0,300,400);
snake panel . set border(border factory . create line border(color . dark gray));
runnable r 1 = new snake runnable(snake,snake panel);
runnable R2 = new status runnable(snake,statusLabel,score label);
螺纹t1 =新螺纹(r 1);
线程t2 =新线程(R2);
t 1 . start();
T2 . start();
添加(snakePanel);
status label . set bounds(310,25,60,20);
add(status label);
scoreLabel.setBounds(310,125,60,20);
add(score label);
}
}