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Note: Please do not share this without giving credit.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 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, (WIDTH - metr.stringWidth(msg)) / 2, HEIGHT / 2);
}
}
•• Code Generated •2: Snake Game with Score Trackingjava // Add score tracking to the Snake Game // Define a variable to keep track of the score private int score = 0; // Update the checkApple method to increase the score when the snake eats an apple private void checkApple() { if ((x[0] == apple_x) && (y[0] == apple_y)) { dots++; score += 10; // Increase score by 10 when apple is eaten locateApple(); } } // Create a method to display the score on the game screen private void displayScore(Graphics g) { String msg = "Score: " + score; Font small = new Font("Helvetica", Font.BOLD, 14); FontMetrics metr = getFontMetrics(small); g.setColor(Color.white); g.setFont(small); g.drawString(msg, 10, 10); }
•• Code Generated •3: Snake Game with Levelsjava // Add levels to the Snake Game // Define a variable to keep track of the current level private int level = 1; // Update the checkApple method to increase the level when a certain score is reached private void checkApple() { if ((x[0] == apple_x) && (y[0] == apple_y)) { dots++; score += 10; // Increase score by 10 when apple is eaten if (score % 50 == 0) { // Increase level every 50 points level++; timer.setDelay(DELAY - (level * 10)); // Increase game speed with each level } locateApple(); } } // Create a method to display the current level on the game screen private void displayLevel(Graphics g) { String msg = "Level: " + level; Font small = new Font("Helvetica", Font.BOLD, 14); FontMetrics metr = getFontMetrics(small); g.setColor(Color.white); g.setFont(small); g.drawString(msg, WIDTH - metr.stringWidth(msg) - 10, 10); }
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 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, (WIDTH - metr.stringWidth(msg)) / 2, HEIGHT / 2);
}
}
•• Code Generated •2: Snake Game with Score Trackingjava // Add score tracking to the Snake Game // Define a variable to keep track of the score private int score = 0; // Update the checkApple method to increase the score when the snake eats an apple private void checkApple() { if ((x[0] == apple_x) && (y[0] == apple_y)) { dots++; score += 10; // Increase score by 10 when apple is eaten locateApple(); } } // Create a method to display the score on the game screen private void displayScore(Graphics g) { String msg = "Score: " + score; Font small = new Font("Helvetica", Font.BOLD, 14); FontMetrics metr = getFontMetrics(small); g.setColor(Color.white); g.setFont(small); g.drawString(msg, 10, 10); }
•• Code Generated •3: Snake Game with Levelsjava // Add levels to the Snake Game // Define a variable to keep track of the current level private int level = 1; // Update the checkApple method to increase the level when a certain score is reached private void checkApple() { if ((x[0] == apple_x) && (y[0] == apple_y)) { dots++; score += 10; // Increase score by 10 when apple is eaten if (score % 50 == 0) { // Increase level every 50 points level++; timer.setDelay(DELAY - (level * 10)); // Increase game speed with each level } locateApple(); } } // Create a method to display the current level on the game screen private void displayLevel(Graphics g) { String msg = "Level: " + level; Font small = new Font("Helvetica", Font.BOLD, 14); FontMetrics metr = getFontMetrics(small); g.setColor(Color.white); g.setFont(small); g.drawString(msg, WIDTH - metr.stringWidth(msg) - 10, 10); }
• Snake Game Application in Java
•• Requirement Summary
To fulfill the request, we will create a classic Snake Game application in Java. The game will involve controlling a snake to eat food and grow longer while avoiding collisions with walls and itself.
•• Code Generated •1: Basic Snake Game Implementation
import javax.swing.*;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.util.Random;
public class SnakeGame extends JFrame implements ActionListener {
private final int WIDTH = 300;
private final int 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() {
initGame();
}
private void initGame() {
addKeyListener(new TAdapter());
setBackground(Color.black);
setFocusable(true);
setPreferredSize(new Dimension(WIDTH, HEIGHT));
loadImages();
initGameVariables();
}
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 initGameVariables() {
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();
}
private void locateApple() {
int r = new Random().nextInt(RAND_POS);
apple_x = r * DOT_SIZE;
r = new Random().nextInt(RAND_POS);
apple_y = r * DOT_SIZE;
}
@Override
public void actionPerformed(ActionEvent e) {
if (inGame) {
checkApple();
checkCollision();
move();
}
repaint();
}
private void checkApple() {
if ((x[0] == apple_x) && (y[0] == apple_y)) {
dots++;
locateApple();
}
}
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] >= HEIGHT) {
inGame = false;
}
if (x[0] >= WIDTH) {
inGame = false;
}
if (x[0] < 0) {
inGame = false;
}
if (y[0] < 0) {
inGame = false;
}
if (!inGame) {
timer.stop();
}
}
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 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)) {
• Snake Game Application in Java
•• Requirement Summary
To fulfill the request, we will create a classic Snake Game application in Java. The game will involve controlling a snake to eat food and grow longer while avoiding collisions with walls and itself.
•• Code Generated •1: Basic Snake Game Implementation
import javax.swing.*;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.util.Random;
public class SnakeGame extends JFrame implements ActionListener {
private final int WIDTH = 300;
private final int 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() {
initGame();
}
private void initGame() {
addKeyListener(new TAdapter());
setBackground(Color.black);
setFocusable(true);
setPreferredSize(new Dimension(WIDTH, HEIGHT));
loadImages();
initGameVariables();
}
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 initGameVariables() {
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();
}
private void locateApple() {
int r = new Random().nextInt(RAND_POS);
apple_x = r * DOT_SIZE;
r = new Random().nextInt(RAND_POS);
apple_y = r * DOT_SIZE;
}
@Override
public void actionPerformed(ActionEvent e) {
if (inGame) {
checkApple();
checkCollision();
move();
}
repaint();
}
private void checkApple() {
if ((x[0] == apple_x) && (y[0] == apple_y)) {
dots++;
locateApple();
}
}
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] >= HEIGHT) {
inGame = false;
}
if (x[0] >= WIDTH) {
inGame = false;
}
if (x[0] < 0) {
inGame = false;
}
if (y[0] < 0) {
inGame = false;
}
if (!inGame) {
timer.stop();
}
}
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 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)) {
