private void gameTick() newHead.x >= COLS
// 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 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 Vector snake; // stores Points private int direction, nextDirection; private Point food; private boolean running; private int score; private Thread gameThread;
} public class Point public int x, y; public Point(int x, int y) this.x = x; this.y = y;
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();
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;
fits perfectly: 128 / 8 = 16 columns 160 / 8 = 20 rows 4. Core Implementation (Java ME style) a. MIDlet class import javax.microedition.midlet.*; import javax.microedition.lcdui.*; public class SnakeMIDlet extends MIDlet { private SnakeCanvas canvas; public void startApp() if (canvas == null) canvas = new SnakeCanvas(); Display.getDisplay(this).setCurrent(canvas);
public SnakeCanvas() snake = new Vector(); direction = RIGHT; nextDirection = RIGHT; initGame(); gameThread = new Thread(this); gameThread.start();