解释代码贪吃蛇double random(double start, double end) { return start + (end - start) * rand() / (RAND_MAX + 1.0); }
时间: 2023-07-14 16:13:09 浏览: 58
这段代码是一个函数,接受两个参数start和end,返回一个在[start, end)范围内的随机浮点数。具体实现方法是使用rand()函数生成一个0到RAND_MAX之间的整数,然后将其除以RAND_MAX+1.0得到0到1之间的随机小数,再将其乘以(end-start),最后加上start,即可得到在[start, end)范围内的随机浮点数。
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解释一下贪吃蛇的代码
贪吃蛇是一种经典的游戏,玩家通过控制一条蛇在一个有边界的区域内移动,吃掉食物来增长身体长度,同时要避免撞到自己的身体或者撞到边界。下面是一个简单的贪吃蛇代码示例:
```python
import pygame
import random
# 初始化游戏
pygame.init()
# 定义游戏区域大小和方格大小
width, height = 640, 480
grid_size = 20
# 创建游戏窗口
window = pygame.display.set_mode((width, height))
pygame.display.set_caption("贪吃蛇")
# 定义颜色
black = (0, 0, 0)
white = (255, 255, 255)
red = (255, 0, 0)
# 定义蛇的初始位置和速度
snake_pos = [[100, 50], [90, 50], [80, 50]]
snake_speed = [grid_size, 0]
# 定义食物的初始位置
food_pos = [random.randrange(1, width // grid_size) * grid_size,
random.randrange(1, height // grid_size) * grid_size]
food_spawned = True
# 游戏主循环
running = True
while running:
# 处理事件
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# 控制蛇的移动
snake_pos[0][0] += snake_speed[0]
snake_pos[0][1] += snake_speed[1]
# 判断蛇是否吃到食物
if snake_pos[0] == food_pos:
food_spawned = False
snake_pos.append([0, 0])
# 绘制游戏区域
window.fill(black)
for pos in snake_pos:
pygame.draw.rect(window, white, pygame.Rect(pos[0], pos[1], grid_size, grid_size))
pygame.draw.rect(window, red, pygame.Rect(food_pos[0], food_pos[1], grid_size, grid_size))
# 更新窗口显示
pygame.display.flip()
# 退出游戏
pygame.quit()
```
这段代码使用了pygame库来实现贪吃蛇游戏的基本功能。其中,通过控制蛇的位置和速度来实现蛇的移动,判断蛇是否吃到食物并增长身体长度,绘制游戏区域和蛇的身体以及食物等。
双人贪吃蛇java 代码_java 双人贪吃蛇
以下是一个简单的Java双人贪吃蛇游戏的代码示例:
```java
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
public class SnakeGame extends JFrame {
private final int B_WIDTH = 300;
private final int B_HEIGHT = 300;
private final int DOT_SIZE = 10;
private final int ALL_DOTS = 900;
private final int RAND_POS = 29;
private int DELAY = 140;
private final int x[] = new int[ALL_DOTS];
private final int y[] = new int[ALL_DOTS];
private int dots;
private int apple_x;
private int apple_y;
private boolean leftDirection = false;
private boolean rightDirection = true;
private boolean upDirection = false;
private boolean downDirection = false;
private boolean inGame = true;
private Timer timer;
private Image ball;
private Image apple;
private Image head;
private int player1Score = 0;
private int player2Score = 0;
private boolean player1Turn = true;
public SnakeGame() {
initGame();
}
private void initGame() {
addKeyListener(new TAdapter());
setBackground(Color.black);
setFocusable(true);
setPreferredSize(new Dimension(B_WIDTH, B_HEIGHT));
loadImages();
initGameBoard();
}
private void loadImages() {
ImageIcon iid = new ImageIcon("dot.png");
ball = iid.getImage();
ImageIcon iia = new ImageIcon("apple.png");
apple = iia.getImage();
ImageIcon iih = new ImageIcon("head.png");
head = iih.getImage();
}
private void initGameBoard() {
dots = 3;
for (int z = 0; z < dots; z++) {
x[z] = 50 - z * 10;
y[z] = 50;
}
locateApple();
timer = new Timer(DELAY, new GameCycle());
timer.start();
}
@Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
doDrawing(g);
}
private void doDrawing(Graphics g) {
if (inGame) {
g.drawImage(apple, apple_x, apple_y, this);
for (int z = 0; z < dots; z++) {
if (z == 0) {
g.drawImage(head, x[z], y[z], this);
} else {
g.drawImage(ball, x[z], y[z], this);
}
}
Toolkit.getDefaultToolkit().sync();
} else {
gameOver(g);
}
}
private void gameOver(Graphics g) {
String msg = "Game Over!";
String msg2 = "Player 1 Score: " + player1Score + " Player 2 Score: " + player2Score;
Font small = new Font("Helvetica", Font.BOLD, 14);
FontMetrics metr = getFontMetrics(small);
g.setColor(Color.white);
g.setFont(small);
g.drawString(msg, (B_WIDTH - metr.stringWidth(msg)) / 2, B_HEIGHT / 2);
g.drawString(msg2, (B_WIDTH - metr.stringWidth(msg2)) / 2, (B_HEIGHT / 2) + 20);
}
private void checkApple() {
if ((x[0] == apple_x) && (y[0] == apple_y)) {
dots++;
locateApple();
if (player1Turn) {
player1Score++;
} else {
player2Score++;
}
}
}
private void move() {
for (int z = dots; z > 0; z--) {
x[z] = x[(z - 1)];
y[z] = y[(z - 1)];
}
if (leftDirection) {
x[0] -= DOT_SIZE;
}
if (rightDirection) {
x[0] += DOT_SIZE;
}
if (upDirection) {
y[0] -= DOT_SIZE;
}
if (downDirection) {
y[0] += DOT_SIZE;
}
}
private void checkCollision() {
for (int z = dots; z > 0; z--) {
if ((z > 4) && (x[0] == x[z]) && (y[0] == y[z])) {
inGame = false;
}
}
if (y[0] >= B_HEIGHT) {
inGame = false;
}
if (y[0] < 0) {
inGame = false;
}
if (x[0] >= B_WIDTH) {
inGame = false;
}
if (x[0] < 0) {
inGame = false;
}
if(!inGame) {
timer.stop();
}
}
private void locateApple() {
int r = (int) (Math.random() * RAND_POS);
apple_x = ((r * DOT_SIZE));
r = (int) (Math.random() * RAND_POS);
apple_y = ((r * DOT_SIZE));
}
private class TAdapter extends KeyAdapter {
@Override
public void keyPressed(KeyEvent e) {
int key = e.getKeyCode();
if (key == KeyEvent.VK_LEFT && !rightDirection) {
leftDirection = true;
upDirection = false;
downDirection = false;
}
if (key == KeyEvent.VK_RIGHT && !leftDirection) {
rightDirection = true;
upDirection = false;
downDirection = false;
}
if (key == KeyEvent.VK_UP && !downDirection) {
upDirection = true;
rightDirection = false;
leftDirection = false;
}
if (key == KeyEvent.VK_DOWN && !upDirection) {
downDirection = true;
rightDirection = false;
leftDirection = false;
}
}
}
private class GameCycle implements ActionListener {
@Override
public void actionPerformed(ActionEvent e) {
if (inGame) {
checkApple();
checkCollision();
move();
if (player1Turn) {
player1Turn = false;
} else {
player1Turn = true;
}
}
repaint();
}
}
public static void main(String[] args) {
EventQueue.invokeLater(() -> {
JFrame ex = new SnakeGame();
ex.setVisible(true);
});
}
}
```
这个示例代码使用了Java Swing库来创建游戏窗口和图形界面,同时实现了基本的游戏逻辑和双人模式。你可以根据自己的需求对代码进行修改和扩展。