// SnakeGameSE.java (Swing, 128x160) import javax.swing.*; import java.awt.*; import java.awt.event.*; import java.util.*; public class SnakeGameSE extends JPanel implements ActionListener // Same grid logic as above, but using Swing Timer + Graphics2D // (Full code available on request — too long for here)
private Vector snake; // stores Points private int direction, nextDirection; private Point food; private boolean running; private int score; private Thread gameThread;
private void initGame() snake.removeAllElements(); snake.addElement(new Point(8, 10)); snake.addElement(new Point(7, 10)); snake.addElement(new Point(6, 10)); score = 0; spawnFood(); Java Snake Xenzia Game . Jar . 128x160 .
private boolean isOnSnake(Point p) for (int i = 0; i < snake.size(); i++) Point seg = (Point) snake.elementAt(i); if (seg.x == p.x && seg.y == p.y) return true; return false;
private void spawnFood() Random rand = new Random(); do food = new Point(rand.nextInt(COLS), rand.nextInt(ROWS)); while (isOnSnake(food)); // SnakeGameSE
public SnakeCanvas() snake = new Vector(); direction = RIGHT; nextDirection = RIGHT; initGame(); gameThread = new Thread(this); gameThread.start();
protected void paint(Graphics g) Graphics.LEFT); if (!running) g.drawString("Game Over", WIDTH/2, HEIGHT/2, Graphics.HCENTER // SnakeGameSE.java (Swing
private void gameTick() direction = nextDirection; Point head = (Point) snake.firstElement(); Point newHead = new Point(head.x, head.y);
// Wall collision (die) if (newHead.x < 0
protected void keyPressed(int keyCode) int action = getGameAction(keyCode); if (action == UP && direction != DOWN) nextDirection = UP; else if (action == DOWN && direction != UP) nextDirection = DOWN; else if (action == LEFT && direction != RIGHT) nextDirection = LEFT; else if (action == RIGHT && direction != LEFT) nextDirection = RIGHT;
} public class Point public int x, y; public Point(int x, int y) this.x = x; this.y = y;