这是一个最基本的界面,下面又不会的地方去查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("我的贪吃蛇");
c=frame.getContentPane();
c.setLayout(null);
backgound=new JLabel();
c.add(backgound);
backgound.setLayout(null);
start=new JButton();
start.setCursor(new Cursor(Cursor.HAND_CURSOR));
start.setBorder(null);
start.setContentAreaFilled(false);
backgound.add(start);
help = new JLabel();
help.setText("游戏帮助");
help.setForeground(Color.black);
help.setFont(f1);
backgound.add(help);
frame.setResizable(false);
frame.setVisible(true);
}
package games;
import java.awt.event.*;
import java.util.*;
import static java.lang.Math.*;//静态导入
/*
* 此类是贪吃蛇的简单实现方法
* 自己可以加入在开始时的设置,比如
* 选关,初始的蛇的长度等等
*/
public class Snake extends JPanel {
private static final long serialVersionUID = 1L;
private Direction dir;// 要走的方向
private int blockWidth = 10;// 块大小
private long sleepTime;// 重画的进间间隔
private MySnake my;
private int total;// 代表蛇的长度
private Rectangle food;// 代表蛇的食物
private volatile boolean go;
private int round;// 表示第几关
public Snake(JFrame jf) {
initOther();
// 为顶级窗口类JFrame添加事件处理函数
jf.addKeyListener(new KeyAdapter() {
public void keyReleased(KeyEvent ke) {
int code = ke.getKeyCode();
if (code == KeyEvent.VK_RIGHT) {
if (dir != Direction.WEST)
dir = Direction.EAST;
else if (code == KeyEvent.VK_LEFT) {
if (dir != Direction.EAST)
dir = Direction.WEST;
else if (code == KeyEvent.VK_UP) {
if (dir != Direction.SOUTH)
dir = Direction.NORTH;
else if (code == KeyEvent.VK_DOWN) {
if (dir != Direction.NORTH)
dir = Direction.SOUTH;
} else if (code == KeyEvent.VK_ENTER) {
if (!go)
});
this.setVisible(true);
// 随机生成一个食物的位置
private void makeFood() {
food = new Rectangle(x, y, 10, 10);
// 做一些初始化的工作
private void initOther() {
my = new MySnake();
makeFood();
round = 1;
new Thread(new Runnable() {
public void run() {
go = true;
while (go) {
try {
Thread.sleep(sleepTime);
repaint();
} catch (Exception exe) {
exe.printStackTrace();
}).start();
// 处理多少关的函数
private void handleRound() {
} else if (total == 10) {
sleepTime = 100;
// 把自己的组件全部画出来
public void paintComponent(Graphics g) {
g.setColor(Color.PINK);
g.fillRect(0, 0, this.getWidth(), this.getHeight());
g.setColor(Color.BLACK);
if (go) {
my.move();
my.draw(g);
} else {
g.setColor(Color.RED);
g.fillRect(food.x, food.y, food.width, food.height);
private class MySnake {
private ArrayListRectangle list;
public MySnake() {
list = new ArrayListRectangle();
// 蛇移动的方法
public void move() {
if (isDead()) {
go = false;
return;
if (dir == Direction.EAST) {
Rectangle rec = list.get(0);
Rectangle rec1 = new Rectangle(rec.x
+ (blockWidth + blockSpace), rec.y, rec.width,
rec.height);
list.add(0, rec1);
} else if (dir == Direction.WEST) {
- (blockWidth + blockSpace), rec.y, rec.width,
} else if (dir == Direction.NORTH) {
Rectangle rec1 = new Rectangle(rec.x, rec.y
- (blockWidth + blockSpace), rec.width, rec.height);
} else if (dir == Direction.SOUTH) {
+ (blockWidth + blockSpace), rec.width, rec.height);
if (isEat()) {
handleRound();
list.remove(list.size() - 1);
// 判断是否吃到了食物
private boolean isEat() {
if (list.get(0).contains(food)) {
total++;
return true;
} else
return false;
// 判断是否死了,如果碰壁或者自己吃到自己都算死了
private boolean isDead() {
Rectangle temp = list.get(0);
else {
for (Rectangle rec : list) {
if (rec.contains(comp))
if (temp.y == 10)
// 把自己画出来
public void draw(Graphics g) {
g.fillRect(rec.x, rec.y, rec.width, rec.height);
public static void main(String arsg[]) {
JFrame jf = new JFrame("贪吃蛇");
Snake s = new Snake(jf);
jf.getContentPane().add(s, BorderLayout.CENTER);
jf.setVisible(true);
jf.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
// 定义一个枚举,在此也可以用接口或者常量值代替
enum Direction {
EAST, SOUTH, WEST, NORTH;
import javax.microedition.lcdui.*;public class SnakeMIDlet extends MIDlet {
public SnakeMIDlet() {
}public void startApp() {}public void pauseApp() {}public void destroyApp(boolean unconditional) {}}//文件名:SnakeCanvas.javapackage snake;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*/
/**已经使用的节点数量*/
int snakeNum;
int direction;
/*移动方向*/
/**向上*/
private final int DIRECTION_UP = 0;
/**向下*/
private final int DIRECTION_DOWN = 1;
/**向左*/
/**向右*/
int width;
/**游戏区域高度*/
int height;/**蛇身单元宽度*/
boolean isPaused = false;
/**是否处于运行状态,true代表运行*/
boolean isRun = true;/**时间间隔*/
/**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
//初始化节点数据
for(int i = 0;i snakeNum;i++){
snake[i][0] = 100 - SNAKEWIDTH * i;
//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
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;
case DIRECTION_LEFT:
snake[0][0] = snake[0][0] - SNAKEWIDTH;
case DIRECTION_RIGHT:
snake[0][0] = snake[0][0] + SNAKEWIDTH;
/**
* 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))
if(foodX == snake[i][0] snake[i][1] == foodY){
b = false;
* 判断游戏是否结束
* 结束条件:
* 1、蛇头超出边界
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)){
//碰到自身
if(snake[0][0] == snake[i][0]
snake[0][1] == snake[i][1]){
* 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;
case DOWN:
if(direction != DIRECTION_UP){
direction = DIRECTION_DOWN;
case LEFT:
if(direction != DIRECTION_RIGHT){
direction = DIRECTION_LEFT;
case RIGHT:
if(direction != DIRECTION_LEFT){
case FIRE:
//暂停和继续
isPaused = !isPaused;
* 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()){
//控制闪烁
b = !b;
//重新绘制
long end = System.currentTimeMillis();
//延时
if(end - start SLEEP_TIME){
Thread.sleep(SLEEP_TIME - (end - start));
}catch(Exception e){}
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Rectangle;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.awt.image.BufferedImage;
import java.util.ArrayList;
import java.util.List;
import javax.swing.JFrame;
public class InterFace extends JFrame {
* WIDTH:宽
* HEIGHT:高
* SLEEPTIME:可以看作蛇运动的速度
Snake snake;
Node node;
public InterFace() {
//创建"蛇"对象
snake = new Snake(this);
//创建"食物"对象
createNode();
this.setBounds(100, 100, WIDTH, HEIGHT);
//添加键盘监听器
this.addKeyListener(new KeyAdapter() {
public void keyPressed(KeyEvent arg0) {
System.out.println(arg0.getKeyCode());
switch (arg0.getKeyCode()) {
case KeyEvent.VK_LEFT:
snake.dir = L;
case KeyEvent.VK_RIGHT:
snake.dir = R;
case KeyEvent.VK_UP:
snake.dir = U;
case KeyEvent.VK_DOWN:
snake.dir = D;
this.setTitle("贪吃蛇 0.1 By : Easy");
this.setDefaultCloseOperation(EXIT_ON_CLOSE);
//启动线程,开始执行
new Thread(new ThreadUpadte()).start();
public void paint(Graphics g) {
//如果蛇碰撞(吃)到食物,则创建新食物
if (snake.hit(node)) {
g.drawImage(offersetImage, 0, 0, null);
class ThreadUpadte implements Runnable {
//无限重绘画面
while (true) {
Thread.sleep(SLEEPTIME);
repaint(); //
} catch (InterruptedException e) {
e.printStackTrace();
* 创建食物
public void createNode() {
//随机食物的出现位置
Color color = Color.blue;
node = new Node(x, y, color);
public static void main(String args[]) {
new InterFace();
* 节点类(包括食物和蛇的身躯组成节点)
class Node {
Color color;
public Node(int x, int y, Color color) {
this(x, y);
this.color = color;
public Node(int x, int y) {
this.x = x;
this.y = y;
this.color = color.black;
public Rectangle getRect() {
return new Rectangle(x, y, width, height);
* 蛇
class Snake {
public ListNode nodes = new ArrayListNode();
InterFace interFace;
int dir=InterFace.R;
public Snake(InterFace interFace) {
this.interFace = interFace;
addNode();
* 是否碰撞到食物
* @return true 是 false 否
public boolean hit(Node node) {
//遍历整个蛇体是否与食物碰撞
for (int i = 0; i nodes.size(); i++) {
if (nodes.get(i).getRect().intersects(node.getRect())) {
move();
nodes.remove((nodes.size() - 1));
public synchronized void addNode() {
Node nodeTempNode = nodes.get(0);
//如果方向
switch (dir) {
case InterFace.L:
//判断是否会撞墙
nodes.add(0, new Node(nodeTempNode.x - nodeTempNode.width,
nodeTempNode.y));
case InterFace.R:
nodes.add(0, new Node(nodeTempNode.x + nodeTempNode.width,
case InterFace.U:
nodes.add(0, new Node(nodeTempNode.x, nodeTempNode.y - nodeTempNode.height));
case InterFace.D:
nodes.add(0, new Node(nodeTempNode.x, nodeTempNode.y + nodeTempNode.height));
public
class
Snake
implements
Data//蛇类实现了data接口
{
Snake()
array.add(new
Point(10,
①.0));//
①.1));//
currentFlag
=UPFLAG
;//当前的运动方向设为向上
lifeFlag
=
true;//当前蛇的生命设为活着
void
move()//蛇的运动函数
tair
(Point)array.get(array.size()
-
①.);//得到蛇的尾巴
int
len
array.size()
for(int
i
len;
0;
i--)//这个for循环把蛇的每一个点都坐标偏移即运动了
Point
leftPoint
(Point)array.get(i);
rightPoint
(Point)array.get(i
+
①.);
rightPoint.x
leftPoint.x;
rightPoint.y
leftPoint.y;//每一个右边的点等于其左边的点,像蛇那样的一缩一张的运动
moveHeadLeft()//把蛇的头部转向左边
if(currentFlag
==
RIGHTFLAG
||
LEFTFLAG)//如果运动方向设为向左或向右则不执行
point
(Point)(array.get(0));
//得到蛇头部
point.x
①.;//蛇头部横坐标减一,纵坐标不变
point.y
point.y;
if(point.x
LEFT)//如果蛇头部不能再左,就不执行
false;
LEFTFLAG;//将蛇运动方向改为左
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