解释代码贪吃蛇void hide() { CONSOLE_CURSOR_INFO cursor_info = {1, 0}; SetConsoleCursorInfo(hout, &cursor_info); }
时间: 2023-07-14 07:13:15 浏览: 43
这段代码是用于隐藏控制台窗口中的光标的。可能你在玩贪吃蛇游戏时,不希望控制台窗口中显示光标,这个函数就用来实现这个功能。
具体来说,这个函数使用了 Windows API 中的 SetConsoleCursorInfo 函数来设置控制台窗口中的光标信息。其中,CONSOLE_CURSOR_INFO 结构体用于描述光标的信息,包括光标的大小和是否可见。在这里,将光标大小设置为1,可见性设置为0,就实现了隐藏光标的效果。
总之,这段代码的作用是隐藏控制台窗口中的光标,让游戏界面更加美观和舒适。
相关问题
java贪吃蛇添加背景音乐_java代码中简单添加背景音乐
在Java中简单添加背景音乐可以使用javax.sound.sampled包中的功能。以下是一个示例代码,演示了如何在Java贪吃蛇游戏中添加背景音乐:
```java
import javax.sound.sampled.*;
import java.io.File;
import java.io.IOException;
public class SnakeGame {
public static void main(String[] args) {
// 创建一个新的线程来播放音乐
Thread musicThread = new Thread(() -> {
try {
// 加载音乐文件
File musicFile = new File("background_music.wav");
AudioInputStream audioStream = AudioSystem.getAudioInputStream(musicFile);
// 获取音频格式
AudioFormat format = audioStream.getFormat();
// 创建一个数据行信息对象
DataLine.Info info = new DataLine.Info(Clip.class, format);
// 获取音频数据行
Clip audioClip = (Clip) AudioSystem.getLine(info);
// 打开音频数据行
audioClip.open(audioStream);
// 循环播放音乐
audioClip.loop(Clip.LOOP_CONTINUOUSLY);
// 等待音乐播放完成
Thread.sleep(10000);
// 关闭音频数据行
audioClip.close();
} catch (UnsupportedAudioFileException | IOException | LineUnavailableException | InterruptedException e) {
e.printStackTrace();
}
});
// 启动音乐播放线程
musicThread.start();
// 游戏逻辑代码...
}
}
```
在上面的代码中,我们首先创建了一个新的线程来播放音乐。然后,我们加载音乐文件并获取音频格式。接下来,我们使用数据行信息对象获取音频数据行,并打开它。我们设置音频数据行循环播放,并等待10秒钟。最后,我们关闭音频数据行。
请注意,上述代码假设音乐文件名为"background_music.wav",并且位于Java程序的同一目录中。你需要将实际的音乐文件名和路径替换为你自己的音乐文件。
这只是一个简单的示例,你可以根据自己的需求进行修改和扩展。希望对你有帮助!
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。