根据以下代码写出注释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; Timer timer; public SnakeGame() { addKeyListener(this); setPreferredSize(new Dimension(WIDTH, HEIGHT)); setBackground(Color.BLACK); setFocusable(true); initGame(); } public void initGame() { dots = 3; for (int z = 0; z < dots; z++) { x[z] = 50 - z * 10; y[z] = 50; } locateApple(); timer = new Timer(100, this); timer.start(); } public void paintComponent(Graphics g) { super.paintComponent(g); doDrawing(g); } public void doDrawing(Graphics g) { if (inGame) { g.setColor(Color.RED); g.fillOval(apple_x, apple_y, DOT_SIZE, DOT_SIZE); for (int z = 0; z < dots; z++) { if (z == 0) { g.setColor(Color.WHITE); g.fillRect(x[z], y[z], DOT_SIZE, DOT_SIZE); } else { g.setColor(Color.GREEN);
时间: 2024-03-29 22:36:01 浏览: 24
这段代码定义了SnakeGame类的一些成员变量和方法。其中,y[]数组用于存储蛇身块的纵坐标,dots表示当前蛇身块的数量,apple_x和apple_y表示食物的位置,leftDirection、rightDirection、upDirection和downDirection分别表示蛇的运动方向,inGame表示游戏是否结束。Timer用于定时器,initGame()用于初始化游戏,paintComponent()和doDrawing()用于绘制游戏界面。
在initGame()中,首先将蛇身块数量初始化为3,然后循环为每个身块的横纵坐标赋值,最后调用locateApple()方法生成食物的位置,并启动定时器。
在paintComponent()中,先调用父类的paintComponent()方法,然后调用doDrawing()方法进行绘制。在doDrawing()中,如果游戏没有结束,先绘制食物,然后循环绘制蛇身块,将第一个身块设置为白色,其余身块设置为绿色。
这段代码中还包含了键盘监听、鼠标监听等事件处理方法,但由于未给出完整代码,无法判断这些方法的作用。
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根据以下代码写出注释public class SnakeGame extends JPanel implements ActionListener, KeyListener { private static final long serialVersionUID = 1L; private static final int WIDTH = 500; private static final int HEIGHT = 500; private static final int DOT_SIZE = 10; private static final int ALL_DOTS = 900; private static final int RAND_POS = 29; private final int x[] = new int[ALL_DOTS];
这段代码定义了一个名为SnakeGame的类,它继承了JPanel类,并实现了ActionListener和KeyListener接口。其中,serialVersionUID是用于序列化的版本号。WIDTH和HEIGHT分别表示游戏窗口的宽度和高度,DOT_SIZE表示蛇身块的大小,ALL_DOTS表示蛇身块的总数,RAND_POS表示随机生成食物的范围。数组x[]用于存储蛇身块的横坐标。
为以下代码写出注释g.fillRect(x[z], y[z], DOT_SIZE, DOT_SIZE); } } } else { gameOver(g); } } public void gameOver(Graphics g) { String msg = "Game Over"; g.setColor(Color.WHITE); g.drawString(msg, (WIDTH - 56) / 2, HEIGHT / 2); timer.stop(); } public void checkApple() { if ((x[0] == apple_x) && (y[0] == apple_y)) { dots++; locateApple(); } } public 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; } } public 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] >= HEIGHT) { inGame = false; } if (y[0] < 0) { inGame = false; } if (x[0] >= WIDTH) { inGame = false; } if (x[0] < 0) { inGame = false; } if (!inGame) { timer.stop(); } } public void locateApple() { Random r = new Random(); apple_x = r.nextInt(RAND_POS) * DOT_SIZE; apple_y = r.nextInt(RAND_POS) * DOT_SIZE; } public void actionPerformed(ActionEvent e) { if (inGame) { checkApple(); checkCollision(); move(); } repaint(); }
// 绘制小方块
g.fillRect(x[z], y[z], DOT_SIZE, DOT_SIZE);
// 判断游戏是否结束,如果结束则展示 "Game Over" 字符串并停止计时器
public void gameOver(Graphics g) {
String msg = "Game Over";
g.setColor(Color.WHITE);
g.drawString(msg, (WIDTH - 56) / 2, HEIGHT / 2);
timer.stop();
}
// 检查是否吃到苹果,如果吃到则增加小方块的数量并重新生成苹果
public void checkApple() {
if ((x[0] == apple_x) && (y[0] == apple_y)) {
dots++;
locateApple();
}
}
// 移动小方块
public 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;
}
}
// 检查是否发生碰撞,如果发生碰撞则游戏结束
public 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] >= HEIGHT) {
inGame = false;
}
if (y[0] < 0) {
inGame = false;
}
if (x[0] >= WIDTH) {
inGame = false;
}
if (x[0] < 0) {
inGame = false;
}
if (!inGame) {
timer.stop();
}
}
// 随机生成苹果的位置
public void locateApple() {
Random r = new Random();
apple_x = r.nextInt(RAND_POS) * DOT_SIZE;
apple_y = r.nextInt(RAND_POS) * DOT_SIZE;
}
// 每次计时器触发时执行的操作,包括检查是否吃到苹果、是否发生碰撞、移动小方块
public void actionPerformed(ActionEvent e) {
if (inGame) {
checkApple();
checkCollision();
move();
}
repaint();
}
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