import java.awt.Button
import java.awt.Color
import java.awt.GridLayout
import java.awt.Point
import java.awt.event.KeyEvent
import java.awt.event.KeyListener
import java.util.*
import javax.swing.JFrame
import javax.swing.JOptionPane
public class Snake extends JFrame implements KeyListener{
int Count=0
Button[][] grid = new Button[20][20]
ArrayList<Point>snake_list=new ArrayList<Point>()
Point bean=new Point(-1,-1)//保存随机豆子【坐标】
int Direction = 1//方向标志 1:上2:下 3:左 4:右
//构造方法
public Snake()
{
//窗体初始化
this.setBounds(400,300,390,395)
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE)
GridLayout f=new GridLayout(20,20)
this.getContentPane().setBackground(Color.gray)
this.setLayout(f)
//初始化20*20个按钮
for(int i=0i<20i++)
for(int j=0j<20j++)
{
grid[i][j]=new Button()
this.add(grid[i][j])
grid[i][j].setVisible(false)
grid[i][j].addKeyListener(this)
grid[i][j].setBackground(Color.blue)
}
//蛇体初始化
grid[10][10].setVisible(true)
grid[11][10].setVisible(true)
grid[12][10].setVisible(true)
grid[13][10].setVisible(true)
grid[14][10].setVisible(true)
//在动态数组中保存蛇体按钮坐标【行列】信息
snake_list.add(new Point(10,10))
snake_list.add(new Point(11,10))
snake_list.add(new Point(12,10))
snake_list.add(new Point(13,10))
snake_list.add(new Point(14,10))
this.rand_bean()
this.setTitle("总分:0")
this.setVisible(true)
}
//该方法随机一个豆子,且不在蛇体上,并使豆子可见
public void rand_bean(){
Random rd=new Random()
do{
bean.x=rd.nextInt(20)//行
bean.y=rd.nextInt(20)//列
}while(snake_list.contains(bean))
grid[bean.x][bean.y].setVisible(true)
grid[bean.x][bean.y].setBackground(Color.red)
}
//判断拟增蛇头是否与自身有碰撞
public boolean is_cross(Point p){
boolean Flag=false
for(int i=0i<snake_list.size()i++){
if(p.equals(snake_list.get(i) )){
Flag=truebreak
}
}
return Flag
}
//判断蛇即将前进位置是否有豆子,有返回true,无返回false
public boolean isHaveBean(){
boolean Flag=false
int x=snake_list.get(0).x
int y=snake_list.get(0).y
Point p=null
if(Direction==1)p=new Point(x-1,y)
if(Direction==2)p=new Point(x+1,y)
if(Direction==3)p=new Point(x,y-1)
if(Direction==4)p=new Point(x,y+1)
if(bean.equals(p))Flag=true
return Flag
}
//前进一格
public void snake_move(){
if(isHaveBean()==true){//////////////有豆子吃
Point p=new Point(bean.x,bean.y)//【很重要,保证吃掉的是豆子的复制对象】
snake_list.add(0,p)//吃豆子
grid[p.x][p.y].setBackground(Color.blue)
this.Count++
this.setTitle("总分:"+Count)
this.rand_bean() //再产生一个豆子
}else{///////////////////无豆子吃
//取原蛇头坐标
int x=snake_list.get(0).x
int y=snake_list.get(0).y
//根据蛇头坐标推算出拟新增蛇头坐标
Point p=null
if(Direction==1)p=new Point(x-1,y)//计算出向上的新坐标
if(Direction==2)p=new Point(x+1,y)//计算出向下的新坐标
if(Direction==3)p=new Point(x,y-1)//计算出向左的新坐标
if(Direction==4)p=new Point(x,y+1)//计算出向右的新坐标
//若拟新增蛇头碰壁,或缠绕则游戏结束
if(p.x<0||p.x>19|| p.y<0||p.y>19||is_cross(p)==true){
JOptionPane.showMessageDialog(null, "游戏结束!")
System.exit(0)
}
//向蛇体增加新的蛇头坐标,并使新蛇头可见
snake_list.add(0,p)
grid[p.x][p.y].setVisible(true)
//删除原蛇尾坐标,使蛇尾不可见
int x1=snake_list.get(snake_list.size()-1).x
int y1=snake_list.get(snake_list.size()-1).y
grid[x1][y1].setVisible(false)
snake_list.remove(snake_list.size()-1)
}
}
@Override
public void keyPressed(KeyEvent e) {
if(e.getKeyCode()==KeyEvent.VK_UP &&Direction!=2) Direction=1
if(e.getKeyCode()==KeyEvent.VK_DOWN &&Direction!=1) Direction=2
if(e.getKeyCode()==KeyEvent.VK_LEFT &&Direction!=4) Direction=3
if(e.getKeyCode()==KeyEvent.VK_RIGHT &&Direction!=3) Direction=4
}
@Override
public void keyReleased(KeyEvent e) { }
@Override
public void keyTyped(KeyEvent e) { }
public static void main(String[] args) throws InterruptedException {
Snake win=new Snake()
while(true){
win.snake_move()
Thread.sleep(300)
}
}
}
package com.zpppublic class Charge {public static void main(String [] args) {
if(args.length ==0) {
System.out.println("parameter error!")
System.out.println("java com.zpp.Charge [int]")
return
}
int min = Integer.parseInt(args[0])
double money = 0.0
if (min <= 0) {
money =0.0
System.out.println("not money")
} else if (min <= 60) {
money = 2.0
} else {
money = 2.0 + (min - 60) * 0.01
}
System.out.println("please pay: " + money)
}
} 编译:javac -d . Charge.java运行:java com.zpp.Charge 111
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