用eclipse创建pack3,定义一个可移动Move接口,里面有一个String类型的move方法,再定义一个可唱歌Sing接口,里面有一个String类型的sing方法,现在有一个Spirit(精灵)类,去实现这两个接口。
时间: 2023-05-22 16:05:25 浏览: 90
对于这个问题,我可以回答:
可以按照以下代码创建pack3,定义Move和Sing接口:
```java
package pack3;
public interface Move {
String move();
}
public interface Sing {
String sing();
}
```
然后在Spirit类中实现这两个接口:
```java
package pack3;
public class Spirit implements Move, Sing {
@Override
public String move() {
return "A spirit can move";
}
@Override
public String sing() {
return "A spirit can sing";
}
}
```
这样就可以通过Spirit类的对象调用move和sing方法了。
相关问题
用java eclipse编写一个贪吃蛇小游戏
好的,下面是一个简单的Java Eclipse编写的贪吃蛇小游戏:
```java
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Point;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.util.LinkedList;
import java.util.Random;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class SnakeGame extends JPanel implements Runnable, 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 static final int DELAY = 140;
private boolean leftDirection = false;
private boolean rightDirection = true;
private boolean upDirection = false;
private boolean downDirection = false;
private boolean inGame = true;
private int[] x = new int[ALL_DOTS];
private int[] y = new int[ALL_DOTS];
private int dots;
private int apple_x;
private int apple_y;
private int score = 0;
private Thread gameThread;
private Random random;
public SnakeGame() {
setBackground(Color.black);
setPreferredSize(new Dimension(WIDTH, HEIGHT));
setFocusable(true);
addKeyListener(this);
initGame();
}
private void initGame() {
dots = 3;
for (int i = 0; i < dots; i++) {
x[i] = 50 - i * DOT_SIZE;
y[i] = 50;
}
random = new Random();
locateApple();
gameThread = new Thread(this);
gameThread.start();
}
protected void paintComponent(Graphics g) {
super.paintComponent(g);
doDrawing(g);
}
private void doDrawing(Graphics g) {
if (inGame) {
g.setColor(Color.red);
g.fillOval(apple_x, apple_y, DOT_SIZE, DOT_SIZE);
for (int i = 0; i < dots; i++) {
if (i == 0) {
g.setColor(Color.green);
} else {
g.setColor(Color.yellow);
}
g.fillRect(x[i], y[i], DOT_SIZE, DOT_SIZE);
}
g.setColor(Color.white);
g.drawString("Score: " + score, 10, 20);
} else {
gameOver(g);
}
}
private void gameOver(Graphics g) {
String msg = "Game Over";
g.setColor(Color.white);
g.drawString(msg, (WIDTH - g.getFontMetrics().stringWidth(msg)) / 2, HEIGHT / 2);
}
private void checkApple() {
if ((x[0] == apple_x) && (y[0] == apple_y)) {
dots++;
score++;
locateApple();
}
}
private void move() {
for (int i = dots; i > 0; i--) {
x[i] = x[(i - 1)];
y[i] = y[(i - 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 i = dots; i > 0; i--) {
if ((i > 4) && (x[0] == x[i]) && (y[0] == y[i])) {
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) {
gameThread.interrupt();
}
}
private void locateApple() {
int r = random.nextInt(RAND_POS);
apple_x = r * DOT_SIZE;
r = random.nextInt(RAND_POS);
apple_y = r * DOT_SIZE;
}
@Override
public void run() {
while (inGame) {
checkApple();
checkCollision();
move();
try {
Thread.sleep(DELAY);
} catch (InterruptedException e) {
e.printStackTrace();
}
repaint();
}
}
@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;
}
}
@Override
public void keyReleased(KeyEvent e) {}
@Override
public void keyTyped(KeyEvent e) {}
public static void main(String[] args) {
JFrame frame = new JFrame("Snake Game");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setResizable(false);
frame.add(new SnakeGame());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
}
```
这个代码包含了游戏的主要逻辑,包括蛇的移动、吃苹果等等。你可以将这个代码复制到Eclipse中运行,进行测试。
贪吃蛇eclipse
在Eclipse开发环境中实现贪吃蛇游戏是一个很好的学习Java技术和软件开发流程的项目。通过使用Java语言和Eclipse的图形界面设计工具,你可以创建一个操作简单、界面美观的贪吃蛇游戏。
以下是一个简单的贪吃蛇游戏的示例代码,你可以在Eclipse中创建一个Java项目,并将以下代码复制到一个Java类中:
```java
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Font;
import java.awt.FontMetrics;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.Toolkit;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import javax.swing.ImageIcon;
import javax.swing.JPanel;
import javax.swing.Timer;
public class SnakeGame extends JPanel implements ActionListener {
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 final 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;
public SnakeGame() {
initBoard();
}
private void initBoard() {
addKeyListener(new TAdapter());
setBackground(Color.black);
setFocusable(true);
setPreferredSize(new Dimension(B_WIDTH, B_HEIGHT));
loadImages();
initGame();
}
private void loadImages() {
ImageIcon iid = new ImageIcon("src/resources/dot.png");
ball = iid.getImage();
ImageIcon iia = new ImageIcon("src/resources/apple.png");
apple = iia.getImage();
ImageIcon iih = new ImageIcon("src/resources/head.png");
head = iih.getImage();
}
private void initGame() {
dots = 3;
for (int z = 0; z < dots; z++) {
x[z] = 50 - z * 10;
y[z] = 50;
}
locateApple();
timer = new Timer(DELAY, this);
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";
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);
}
private void checkApple() {
if ((x[0] == apple_x) && (y[0] == apple_y)) {
dots++;
locateApple();
}
}
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));
}
@Override
public void actionPerformed(ActionEvent e) {
if (inGame) {
checkApple();
checkCollision();
move();
}
repaint();
}
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;
}
}
}
}
```
然后,你可以在另一个Java类中创建一个主方法来运行游戏:
```java
import javax.swing.JFrame;
public class SnakeGameMain extends JFrame {
public SnakeGameMain() {
add(new SnakeGame());
setResizable(false);
pack();
setTitle("Snake");
setLocationRelativeTo(null);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
public static void main(String[] args) {
new SnakeGameMain().setVisible(true);
}
}
```
运行这个Java程序,你将看到一个贪吃蛇游戏窗口。你可以使用键盘的方向键来控制贪吃蛇的移动,目标是吃掉尽可能多的苹果而不碰到自己的身体或边界。
阅读全文