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求java貪吃蛇的編程,並有註釋

J2ME貪吃蛇源代碼——200行左右,包含詳細註釋 package snake;import javax.microedition.midlet.*;

import javax.microedition.lcdui.*;public class SnakeMIDlet extends MIDlet {

SnakeCanvas displayable = new SnakeCanvas();

public SnakeMIDlet() {

Display.getDisplay(this).setCurrent(displayable);

}public void startApp() {}public void pauseApp() {}public void destroyApp(boolean unconditional) {}}//文件名:SnakeCanvas.javapackage snake;import java.util.*;

import javax.microedition.lcdui.*;/**

* 貪吃蛇遊戲

*/

public class SnakeCanvas extends Canvas implements Runnable{

/**存儲貪吃蛇節點坐標,其中第二維下標為0的代表x坐標,第二維下標是1的代表y坐標*/

int[][] snake = new int[200][2];

/**已經使用的節點數量*/

int snakeNum;

/**貪吃蛇運動方向,0代表向上,1代表向下,2代表向左,3代表向右*/

int direction;

/*移動方向*/

/**向上*/

private final int DIRECTION_UP = 0;

/**向下*/

private final int DIRECTION_DOWN = 1;

/**向左*/

private final int DIRECTION_LEFT = 2;

/**向右*/

private final int DIRECTION_RIGHT = 3;/**遊戲區域寬度*/

int width;

/**遊戲區域高度*/

int height;/**蛇身單元寬度*/

private final byte SNAKEWIDTH = 4;/**是否處於暫停狀態,true代表暫停*/

boolean isPaused = false;

/**是否處於運行狀態,true代表運行*/

boolean isRun = true;/**時間間隔*/

private final int SLEEP_TIME = 300;

/**食物的X坐標*/

int foodX;

/**食物的Y坐標*/

int foodY;

/**食物的閃爍控制*/

boolean b = true;

/**Random對象*/

Random random = new Random();

public SnakeCanvas() {

//初始化

init();

width = this.getWidth();

height = this.getHeight();

//啟動線程

new Thread(this).start();

}/**

* 初始化開始數據

*/

private void init(){

//初始化節點數量

snakeNum = 7;

//初始化節點數據

for(int i = 0;i < snakeNum;i++){

snake[i][0] = 100 - SNAKEWIDTH * i;

snake[i][1] = 40;

}

//初始化移動方向

direction = DIRECTION_RIGHT;

//初始化食物坐標

foodX = 100;

foodY = 100;

}protected void paint(Graphics g) {

//清屏

g.setColor(0xffffff);

g.fillRect(0,0,width,height);

g.setColor(0);//繪制蛇身

for(int i = 0;i < snakeNum;i++){

g.fillRect(snake[i][0],snake[i][1],SNAKEWIDTH,SNAKEWIDTH);

}

//繪制食物

if(b){

g.fillRect(foodX,foodY,SNAKEWIDTH,SNAKEWIDTH);

}

}private void move(int direction){

//蛇身移動

for(int i = snakeNum - 1;i > 0;i--){

snake[i][0] = snake[i - 1][0];

snake[i][1] = snake[i - 1][1];

}//第壹個單元格移動

switch(direction){

case DIRECTION_UP:

snake[0][1] = snake[0][1] - SNAKEWIDTH;

break;

case DIRECTION_DOWN:

snake[0][1] = snake[0][1] + SNAKEWIDTH;

break;

case DIRECTION_LEFT:

snake[0][0] = snake[0][0] - SNAKEWIDTH;

break;

case DIRECTION_RIGHT:

snake[0][0] = snake[0][0] + SNAKEWIDTH;

break;

}

}

/**

* 吃掉食物,自身增長

*/

private void eatFood(){

//判別蛇頭是否和食物重疊

if(snake[0][0] == foodX && snake[0][1] == foodY){

snakeNum++;

generateFood();

}

}

/**

* 產生食物

* 說明:食物的坐標必須位於屏幕內,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))

/ SNAKEWIDTH * SNAKEWIDTH;

boolean b = true;

for(int i = 0;i < snakeNum;i++){

if(foodX == snake[i][0] && snake[i][1] == foodY){

b = false;

break;

}

}

if(b){

break;

}

}

}

/**

* 判斷遊戲是否結束

* 結束條件:

* 1、蛇頭超出邊界

* 2、蛇頭碰到自身

*/

private boolean isGameOver(){

//邊界判別

if(snake[0][0] < 0 || snake[0][0] > (width - SNAKEWIDTH) ||

snake[0][1] < 0 || snake[0][1] > (height - SNAKEWIDTH)){

return true;

}

//碰到自身

for(int i = 4;i < snakeNum;i++){

if(snake[0][0] == snake[i][0]

&& snake[0][1] == snake[i][1]){

return true;

}

}

return false;

}/**

* 事件處理

*/

public void keyPressed(int keyCode){

int action = this.getGameAction(keyCode);

//改變方向

switch(action){

case UP:

if(direction != DIRECTION_DOWN){

direction = DIRECTION_UP;

}

break;

case DOWN:

if(direction != DIRECTION_UP){

direction = DIRECTION_DOWN;

}

break;

case LEFT:

if(direction != DIRECTION_RIGHT){

direction = DIRECTION_LEFT;

}

break;

case RIGHT:

if(direction != DIRECTION_LEFT){

direction = DIRECTION_RIGHT;

}

break;

case FIRE:

//暫停和繼續

isPaused = !isPaused;

break;

}

}/**

* 線程方法

* 使用精確延時

*/

public void run(){

try{

while (isRun) {

//開始時間

long start = System.currentTimeMillis();

if(!isPaused){

//吃食物

eatFood();

//移動

move(direction);

//結束遊戲

if(isGameOver()){

break;

}

//控制閃爍

b = !b;

}

//重新繪制

repaint();

long end = System.currentTimeMillis();

//延時

if(end - start < SLEEP_TIME){

Thread.sleep(SLEEP_TIME - (end - start));

}

}

}catch(Exception e){}

}

}