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Snake Game Documentation

This document outlines the structure and functionality of the Snake game developed in Java, detailing the main classes, methods, and game logic. Key components include the `SnakeGame` class for setting up the game window and the `GameBoard` class for managing the game state and rendering. It also discusses the data structures and algorithms used, such as arrays for snake coordinates and timers for game updates.

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0% found this document useful (0 votes)
23 views5 pages

Snake Game Documentation

This document outlines the structure and functionality of the Snake game developed in Java, detailing the main classes, methods, and game logic. Key components include the `SnakeGame` class for setting up the game window and the `GameBoard` class for managing the game state and rendering. It also discusses the data structures and algorithms used, such as arrays for snake coordinates and timers for game updates.

Uploaded by

rajuhulgunde28
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOCX, PDF, TXT or read online on Scribd

### Snake Game Documentation

#### Overview

This document provides a detailed explanation of the methods, data


structures, and algorithms used to create the Snake game using Java.

#### Classes and Methods

##### 1. `SnakeGame` Class

This class sets up the main game window.

**Methods:**

- **`SnakeGame()` Constructor**:

- Initializes the game window.

- Adds the `GameBoard` to the frame.

- Sets window properties like title, size, and close operation.

- **`main(String[] args)`**:

- Entry point of the application.

- Creates an instance of `SnakeGame` and makes it visible.

##### 2. `GameBoard` Class

This class handles the game board, including the drawing of the snake,
the apple, and the game logic.

**Fields:**

- `B_WIDTH`, `B_HEIGHT`: Dimensions of the game board.

- `DOT_SIZE`: Size of each segment of the snake.

- `ALL_DOTS`: Maximum number of possible dots on the board.


- `RAND_POS`: Factor used for positioning the apple.

- `DELAY`: Delay time for the game loop timer.

- `x[]`, `y[]`: Arrays to store the x and y coordinates of the snake's body
segments.

- `dots`: Current size of the snake.

- `apple_x`, `apple_y`: Coordinates of the apple.

- `leftDirection`, `rightDirection`, `upDirection`, `downDirection`: Boolean


variables to track the direction of the snake.

- `inGame`: Boolean to track the game state.

- `timer`: Timer to control the game loop.

- `ball`, `apple`, `head`: Images used for the snake and apple.

**Methods:**

- **`GameBoard()` Constructor**:

- Initializes the game board.

- Sets key listener, background color, and preferred size.

- Calls `loadImages()` and `initGame()` methods.

- **`initBoard()`**:

- Initializes the game board settings.

- **`loadImages()`**:

- Loads the images for the snake and the apple from the resources
directory.

- **`initGame()`**:

- Initializes the snake's starting position and size.


- Places the first apple on the board.

- Starts the timer.

- **`paintComponent(Graphics g)`**:

- Overrides the `paintComponent` method to draw the game elements.

- Calls `doDrawing(g)` method to handle the drawing logic.

- **`doDrawing(Graphics g)`**:

- Draws the apple and the snake on the game board.

- Calls `gameOver(g)` if the game is over.

- **`gameOver(Graphics g)`**:

- Displays the "Game Over" message.

- **`checkApple()`**:

- Checks if the snake has eaten the apple.

- Increases the snake size and relocates the apple if eaten.

- **`move()`**:

- Moves the snake in the current direction.

- **`checkCollision()`**:

- Checks for collisions with the snake itself or the borders of the game
board.

- Ends the game if a collision is detected.

- **`locateApple()`**:

- Randomly places the apple on the board.


- **`actionPerformed(ActionEvent e)`**:

- Invoked by the timer to update the game state.

- Calls `checkApple()`, `checkCollision()`, and `move()` methods.

- **`TAdapter` Class**:

- Inner class to handle key events.

- Changes the snake's direction based on arrow key presses.

#### Data Structures and Algorithms

##### Arrays

- Arrays `x[]` and `y[]` store the coordinates of the snake's body
segments.

- Arrays provide efficient access and update operations for the snake's
movement.

##### Random

- The `Random` class is used to generate random positions for the apple.

- Ensures the apple appears at random locations on the board.

##### Timers

- The `Timer` class is used to create a game loop that periodically updates
the game state.

- Controls the speed of the game by setting a delay between updates.

##### Event Listeners

- `KeyAdapter` is used to listen for key presses and change the snake's
direction.

- Ensures responsive and interactive gameplay.


##### Game Logic

- The game logic includes methods to check for collisions, move the
snake, and handle the game over state.

- Ensures the game runs smoothly and according to the rules.

#### Conclusion

This documentation covers the main classes, methods, data structures,


and algorithms used in the Snake game. Understanding these components
will help you modify and expand the game as needed.

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