GreedSnake.java (也斗扮是程序入口):
import java.awt.BorderLayout
import java.awt.Canvas
import java.awt.Color
import java.awt.Container
import java.awt.Graphics
import java.awt.event.KeyEvent
import java.awt.event.KeyListener
import java.util.Iterator
import java.util.LinkedList
import javax.swing.JFrame
import javax.swing.JLabel
import javax.swing.JPanel
public class GreedSnake implements KeyListener {
JFrame mainFrame
Canvas paintCanvas
JLabel labelScore// 计分牌
SnakeModel snakeModel = null// 蛇
public static final int canvasWidth = 200
public static final int canvasHeight = 300
public static final int nodeWidth = 10
public static final int nodeHeight = 10
// ----------------------------------------------------------------------
// GreedSnake():初始化游戏界面
// ----------------------------------------------------------------------
public GreedSnake() {
// 设置界面元素
mainFrame = new JFrame("GreedSnake")
Container cp = mainFrame.getContentPane()
labelScore = new JLabel("Score:")
cp.add(labelScore, BorderLayout.NORTH)
paintCanvas = new Canvas()
paintCanvas.setSize(canvasWidth + 1, canvasHeight + 1)
paintCanvas.addKeyListener(this)
cp.add(paintCanvas, BorderLayout.CENTER)
JPanel panelButtom = new JPanel()
panelButtom.setLayout(new BorderLayout())
JLabel labelHelp// 帮助信息
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(this)
mainFrame.pack()
mainFrame.setResizable(false)
mainFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE)
mainFrame.setVisible(true)
begin()
}
// ----------------------------------------------------------------------
// keyPressed():按键检测
// ----------------------------------------------------------------------
public void keyPressed(KeyEvent e) {
int keyCode = e.getKeyCode()
if (snakeModel.running)
switch (keyCode) {
case KeyEvent.VK_UP:
snakeModel.changeDirection(SnakeModel.UP)
break
case KeyEvent.VK_DOWN:
snakeModel.changeDirection(SnakeModel.DOWN)
break
case KeyEvent.VK_LEFT:
snakeModel.changeDirection(SnakeModel.LEFT)
break
case KeyEvent.VK_RIGHT:
snakeModel.changeDirection(SnakeModel.RIGHT)
break
case KeyEvent.VK_ADD:
case KeyEvent.VK_PAGE_UP:
snakeModel.speedUp()// 加速
break
case KeyEvent.VK_SUBTRACT:
case KeyEvent.VK_PAGE_DOWN:
snakeModel.speedDown()// 减速
break
case KeyEvent.VK_SPACE:
case KeyEvent.VK_P:
snakeModel.changePauseState()// 暂停或继续
break
default:
}
// 重新开始
if (keyCode == KeyEvent.VK_R || keyCode == KeyEvent.VK_S
|| keyCode == KeyEvent.VK_ENTER) {
snakeModel.running = false
begin()
}
}
// ----------------------------------------------------------------------
// keyReleased():空函数
// ----------------------------------------------------------------------
public void keyReleased(KeyEvent e) {
}
// ----------------------------------------------------------------------
// keyTyped():空函数
// ----------------------------------------------------------------------
public void keyTyped(KeyEvent e) {
}
// ----------------------------------------------------------------------
// repaint():绘制游戏界面(包括蛇和食物)
// ----------------------------------------------------------------------
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 = snakeModel.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 = snakeModel.food
drawNode(g, n)
updateScore()
}
// ----------------------------------------------------------------------
// drawNode():绘画某一结点(蛇身或食物)
// ----------------------------------------------------------------------
private void drawNode(Graphics g, Node n) {
g.fillRect(n.x * nodeWidth, n.y * nodeHeight, nodeWidth - 1,
nodeHeight - 1)
}
// ----------------------------------------------------------------------
// updateScore():改变计分牌
// ----------------------------------------------------------------------
public void updateScore() {
String s = "Score: " + snakeModel.score
labelScore.setText(s)
}
// ----------------------------------------------------------------------
// begin():游戏开始,放置贪吃蛇
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// ----------------------------------------------------------------------
void begin() {
if (snakeModel == null || !snakeModel.running) {
snakeModel = new SnakeModel(this, canvasWidth / nodeWidth,
this.canvasHeight / nodeHeight)
(new Thread(snakeModel)).start()
}
}
// ----------------------------------------------------------------------
// main():主函数
// ----------------------------------------------------------------------
public static void main(String[] args) {
GreedSnake gs = new GreedSnake()
}
}
Node.java:
public class Node {
int x
int y
Node(int x, int y) {
this.x = x
this.y = y
}
}
SnakeModel.java:
import java.util.Arrays
import java.util.LinkedList
import java.util.Random
import javax.swing.JOptionPane
public class SnakeModel implements Runnable {
GreedSnake gs
boolean[][] matrix// 界面数据保存在数组里
LinkedList nodeArray = new LinkedList()
Node food
int maxX// 最大宽度
int maxY// 最大长度
int direction = 2// 方向
boolean running = false
int timeInterval = 200// 间隔时间(速度)
double speedChangeRate = 0.75// 速度改变程度
boolean paused = false// 游戏状态
int score = 0
int countMove = 0
// UP和DOWN是偶数,RIGHT和LEFT是奇数
public static final int UP = 2
public static final int DOWN = 4
public static final int LEFT = 1
public static final int RIGHT = 3
// ----------------------------------------------------------------------
// GreedModel():初始化界面
// ----------------------------------------------------------------------
public SnakeModel(GreedSnake gs, int maxX, int maxY) {
this.gs = gs
this.maxX = maxX
this.maxY = maxY
matrix = new boolean[maxX][]
for (int i = 0i <maxX++i) {
matrix[i] = new boolean[maxY]
Arrays.fill(matrix[i], false)// 没有蛇和食物的地区置false
}
// 初始化贪吃蛇
int initArrayLength = maxX >20 ? 10 : maxX / 2
for (int i = 0i <initArrayLength++i) {
int x = maxX / 2 + i
int y = maxY / 2
nodeArray.addLast(new Node(x, y))
matrix[x][y] = true// 蛇身处置true
}
food = createFood()
matrix[food.x][food.y] = true// 食物处置true
}
// ----------------------------------------------------------------------
// changeDirection():改变运动方向
// ----------------------------------------------------------------------
public void changeDirection(int newDirection) {
if (direction % 2 != newDirection % 2)// 避免冲突
{
direction = newDirection
}
}
// ----------------------------------------------------------------------
// moveOn():贪吃蛇运动函数
// ----------------------------------------------------------------------
public boolean moveOn() {
Node n = (Node) nodeArray.getFirst()
int x = n.x
int y = n.y
switch (direction) {
case UP:
y--
break
case DOWN:
y++
break
case LEFT:
x--
break
case RIGHT:
x++
break
}
if ((0 <= x &&x <maxX) &&(0 <= y &&y <maxY)) {
if (matrix[x][y])// 吃到食物或者撞到身体
{
if (x == food.x &&y == food.y)// 吃到食物
{
nodeArray.addFirst(food)// 在头部加上一结点
// 计分规则与移动长度和速度有关
int scoreGet = (10000 - 200 * countMove) / timeInterval
score += scoreGet >0 ? scoreGet : 10
countMove = 0
food = createFood()
matrix[food.x][food.y] = true
return true
} else
return false// 撞到身体
} else// 什么都没有碰到
{
nodeArray.addFirst(new Node(x, y))// 加上头部
matrix[x][y] = true
n = (Node) nodeArray.removeLast()// 去掉尾部
matrix[n.x][n.y] = false
countMove++
return true
}
}
return false// 越界(撞到墙壁)
}
// ----------------------------------------------------------------------
// run():贪吃蛇运动线程
// ----------------------------------------------------------------------
public void run() {
running = true
while (running) {
try {
Thread.sleep(timeInterval)
} catch (Exception e) {
break
}
if (!paused) {
if (moveOn())// 未结束
{
gs.repaint()
} else// 游戏结束
{
JOptionPane.showMessageDialog(null, "GAME OVER",
"Game Over", JOptionPane.INFORMATION_MESSAGE)
break
}
}
}
running = false
}
// ----------------------------------------------------------------------
// createFood():生成食物及放置地点
// ----------------------------------------------------------------------
private Node createFood() {
int x = 0
int y = 0
do {
Random r = new Random()
x = r.nextInt(maxX)
y = r.nextInt(maxY)
} while (matrix[x][y])
return new Node(x, y)
}
// ----------------------------------------------------------------------
// speedUp():加快蛇运动速度
// ----------------------------------------------------------------------
public void speedUp() {
timeInterval *= speedChangeRate
}
// ----------------------------------------------------------------------
// speedDown():放慢蛇运动速度
// ----------------------------------------------------------------------
public void speedDown() {
timeInterval /= speedChangeRate
}
// ----------------------------------------------------------------------
// changePauseState(): 改变游戏状态(暂停或继续)
// ----------------------------------------------------------------------
public void changePauseState() {
paused = !paused
}
}
满意请采纳
最少是要求2个方格可以进行消除,至多没有上线,可以连续多少个相投色的方格即可一次性消除多少个方格。方块消消乐,是以同色方格相连之后点击进行消除,属雀桐于休闲单机小游戏,消除过程中需要获得通关要求分值方可继续下一关,失败则需要蚂茄重新从第一关开始挑战。
小小乐作为休闲类游戏,以其清闷岁察新的配色,简单的方格界面,带给用户舒适的游戏体验,过程中想要获得高分,则需要有策略的调整几种颜色方格连接消除位置。
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