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Thread: arraylists to store coordinates for a snake applet

  1. #1
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    Join Date
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    Default arraylists to store coordinates for a snake applet

    Hi,

    I'm trying to make a snake game for my CS class, but I can't figure out how to use an arraylist to store the x and y coordinates. I was thinking I should use two lists; one for x and one for y. Here is my source code so far...please ignore the snakeBody and snakeCoords methods because I was trying to figure out how to use the array with this but I just couldn't do it so I commented them out.

    package assignment04;

    import java.awt.Color;
    import java.awt.Graphics;
    import java.awt.Image;
    import java.awt.Point;
    import java.awt.event.ComponentEvent;
    import java.awt.event.ComponentListener;
    import java.awt.event.KeyEvent;
    import java.awt.event.KeyListener;
    import java.awt.event.MouseEvent;
    import java.awt.event.MouseListener;
    import java.util.ArrayList;
    import java.util.Random;

    import javax.swing.JApplet;

    /**
    * A simple snake game. The program opens with a welcome message and after
    * the user clicks the screen with the mouse, it will initiate the game.
    * The snake will start moving immediately to the left, but when if the arrow
    * keys are pressed then the direction of the snake will change. If the
    * snake eats the red apple, then snake will grow and a new apple will be
    * generated in a new random location. If the snake crashes into itself or
    * the walls then the animation stops and a game over message is displayed.
    * The user can then press Enter to exit the program.
    *
    *
    */
    public class snake extends JApplet implements MouseListener, KeyListener, Runnable, ComponentListener
    {
    //Holds the coordinates for the snake and the apple.
    int snakeX, snakeY, appleX, appleY;

    //Holds the values for the width and height of the snake.
    int snakeW, snakeH;

    //Holds the value of the direction (0, 1, 2, 3)
    int dir;

    //Keeps track of the score.
    int score;

    //Keeps track of how many pieces there are in the snake's body.
    int pieces;

    //Used to determine if the mouse is clicked to clear away the welcome
    //message to initiate the game.
    boolean notClicked = true;

    //Used to update the loop for the thread if the game is still running.
    boolean animating = true;

    //Holds the x coordinate of each piece of the snake.
    ArrayList xList = new ArrayList <Integer> ();
    //Holds the y coordinate of each piece of the snake.
    ArrayList yList = new ArrayList <Integer> ();

    //the surface we're going to draw to
    private Image m_RenderTarget = null;
    //the graphics object belonging to the surface we'll draw to
    private Graphics m_BufferedGraphics = null;

    public void init()
    {
    this.addMouseListener(this);
    this.addKeyListener(this);
    this.setFocusable(true);

    //making the window a little bigger than the default
    setSize(600,600);
    //this will notify us when the component is resized (in our case it's the applet window)
    addComponentListener(this);
    //calling this here will create the image to paint to and the buffered graphics object
    componentResized(null);

    Thread t = new Thread(this);
    t.start();

    snakeX = 400;
    snakeY = 400;

    appleX = 200;
    appleY = 100;

    snakeW = 10;
    snakeH = 10;

    dir = 0;

    score = 0;

    //Has an initial value of 1 because the first piece will be the head.
    pieces = 1;

    }

    /**
    * Used to prevent flickering in the program. Calls drawAll which calls
    * the other drawing methods.
    */
    public void paint(Graphics g)
    {
    //draw some stuff to the buffered graphics object
    drawAll(m_BufferedGraphics);

    //this paints the image we've been drawing to, to the screen
    g.drawImage(m_RenderTarget, 0, 0, this);

    }

    /**
    * Clears the background and calls the other drawing methods for the
    * welcome message, the apple, and the snake.
    *
    * @param g
    */
    public void drawAll (Graphics g)
    {
    //Keeps track of how many times drawSnake is called to draw a new
    //piece. Receives it's value from the global variable pieces.
    int counter = pieces;

    // Clear the background
    g.setColor(Color.BLACK);
    g.fillRect(0, 0, this.getWidth(), this.getHeight());

    if (notClicked)
    this.welcomeMessage(g);

    if (!notClicked)
    {
    while (counter > 0)
    {
    this.drawSnake(g, snakeX, snakeY);
    counter--;
    }

    this.apple(g);
    }
    //Checks to see what the coordinates are for the apple and snake
    //to see if they are on the same 'grid' system.
    // System.out.println(appleX + " " + appleY);
    // System.out.println(snakeX + " " + snakeY);
    //System.out.println(point);

    }

    /**
    * First drawn to the screen. Will clear away when the user clicks
    * with the mouse.
    *
    * @param g
    */
    public void welcomeMessage (Graphics g)
    {
    // Display the welcome message and instructions
    g.setColor(Color.WHITE);
    g.drawString("Welcome to Snake!", this.getWidth() / 3,
    this.getHeight() / 2);
    g.drawString("Use the arrow keys to move the snake.",
    this.getWidth() / 3, this.getHeight() / 2 + 15);
    g.drawString("Eat the red apples to grow.", this.getWidth() / 3,
    this.getHeight() / 2 + 30);
    g.drawString("Don't run into the walls or yourself or the game ends",
    this.getWidth() / 3, this.getHeight() / 2 + 45);
    g.drawString("When you are ready play click with the mouse",
    this.getWidth() / 3, this.getHeight() / 2 + 60);
    }

    /**
    * Draws the snake's head. Calls the method for the snake's body if
    * the x and y coordinates of the snake an apple are the same. Also
    * checks to see if the snake has crashed into the wall. If it has then
    * the game over method is called.
    *
    * @param g
    */
    public void drawSnake (Graphics g, int x, int y)
    {
    // Draw the snake.
    g.setColor(Color.GREEN);
    g.fillRect(snakeX, snakeY, snakeW, snakeH);
    //snakeBody(g);

    //Checks for wall crashings.
    if (snakeX < 0)
    gameOverMessage(g);
    if (snakeX > this.getWidth())
    gameOverMessage(g);
    if (snakeY < 0)
    gameOverMessage(g);
    if (snakeY > this.getHeight())
    gameOverMessage(g);
    }

    private static class xyData
    {
    //The x and y coordinates each body segment.
    int x, y;
    //The width and height of each body segment.
    int width, height;
    }

    /**
    * Draws the snake's body. When the x and y coordinates of the snake
    * and apple are the same, then it will add a new segment to the snake.
    *
    * @param g
    */
    // public void snakeBody (Graphics g)
    // {
    // int sX = snakeX;
    // int sY = snakeY;
    // //Draws the body parts of the snake.
    // //Receives coordinates for the x and y for the pieces from
    // //the array list.
    // for (int i = 0; i < score; i++)
    // {
    // g.setColor(Color.GREEN);
    // g.fillRect(sX, sY, snakeW, snakeH);
    // if (dir == 0)
    // sX = -(snakeX);
    // if (dir == 1)
    // sX = -(snakeX);
    // if (dir == 2)
    // sX = -(snakeY);
    // if (dir == 3)
    // sX = -(snakeY);
    // }
    // }

    /**
    * Draws the apple. When the x and y coordinates are the same, then the
    * apple will be redrawn in a new location with randomly generated
    * coordinates. This method calls the applePos method which will
    * generate a new location for the apple.
    *
    * @param g
    */
    public void apple (Graphics g)
    {
    //Generates a random coordinate for the apple when it gets eaten.
    g.setColor(Color.RED);
    g.fillOval(appleX, appleY, 10, 10);
    applePos(g);
    }

    /**
    * Generates a new x and y coordinate for the apple if the snake's
    * location and apple's location are the same. If new random location
    * exceeds a certain range then it will regenerate a new location which
    * fits the window size. It also updates the score count.
    *
    */
    Random r = new Random();
    public void applePos (Graphics g)
    {
    if (snakeX == appleX && snakeY == appleY)
    {
    //Update the score.
    score++;

    appleX = r.nextInt(this.getWidth())*10;
    appleY = r.nextInt(this.getHeight())*10;

    //If the new apple coordinates exceed the window, then it will
    //reselect better coordinates.
    while (appleX > 700 || appleY > 700)
    {
    appleX = r.nextInt(50)*10;
    appleY = r.nextInt(50)*10;
    }
    }
    repaint();
    }

    /**
    *Holds the coordinates of the segments of the snake's body.
    *Draws the snake from the tail (which has coordinates at index 0) to the
    *head (which has coordinates at the last index).
    *
    * @param g
    */
    // public void snakeCoords (Graphics g)
    // {
    // if (snakeX == appleX && snakeY == appleY)
    // {
    // for(int i = 0; i < coordList.size(); i++)
    // {
    // point = coordList.get(i).getLocation();
    // }
    // }
    // repaint();
    // }

    /**
    * Displayed if the snake crashes into the wall or itself. Will display
    * that the game is over, the score, and how to exit the program (the
    * user will press Enter).
    *
    * @param g
    */
    public void gameOverMessage (Graphics g)
    {
    animating = false;
    g.setColor(Color.WHITE);
    g.drawString("Game Over", this.getWidth()/3, this.getHeight()/3);
    g.drawString("Your score was " + score, this.getWidth()/3,
    this.getHeight()/3 + 15);
    g.drawString("Hit Enter to exit", this.getWidth()/3,
    this.getHeight()/3 + 30);
    }

    public void mouseClicked(MouseEvent e)
    {
    // Initiates the game when the user clicks the mouse

    // Confirms that click events are recognized by the applet.
    //System.out.println("mouse clicked");

    //Gets rid of the welcome message.
    if (e.getButton() == MouseEvent.BUTTON1)
    {
    notClicked = false;
    repaint();
    }
    }

    /**
    *Moves the snake continuously in one direction unless the key events
    *reset the value of the dir variable which holds the value 0-3 that
    *is sent to the moveSnake method for the direction variable to set the
    *direction.
    *
    * @param direction
    */
    public void moveSnake(int direction)
    {
    if (direction == 0)
    snakeX -= 10;
    if (direction == 1)
    snakeX += 10;
    if (direction == 2)
    snakeY -= 10;
    if (direction == 3)
    snakeY += 10;

    repaint();
    }

    // Changes the snake's direction.
    public void keyPressed(KeyEvent k)
    {
    int key = k.getKeyCode();

    if (key == KeyEvent.VK_LEFT)
    {
    //System.out.println("left pressed");
    dir = 0;
    moveSnake(dir);
    }
    if (key == KeyEvent.VK_RIGHT)
    {
    //System.out.println("right pressed");
    dir = 1;
    moveSnake(dir);
    }
    if (key == KeyEvent.VK_UP)
    {
    //System.out.println("up pressed");
    dir = 2;
    moveSnake(dir);
    }
    if (key == KeyEvent.VK_DOWN)
    {
    //System.out.println("down pressed");
    dir = 3;
    moveSnake(dir);
    }
    //Exits the applet when the user hits enter.
    //The game over message gives these instructions.
    if (key == KeyEvent.VK_ENTER)
    {
    System.exit(0);
    }
    }

    //Calls the moveSnake method which changes the direction of the
    //snake and keeps it traveling in that same direction unless a new
    //arrow key is pressed; then it will travel in the new direction.
    public void run()
    {
    while (animating)
    {
    try
    {
    Thread.sleep(200);
    }
    catch (Exception e){}

    moveSnake(dir);
    repaint();
    }
    }

    //Used to prevent flickering.
    public void componentResized(ComponentEvent arg0) {

    m_RenderTarget = createImage(getWidth(),getHeight());
    m_BufferedGraphics = m_RenderTarget.getGraphics();

    }

    // Required by the key and mouse events and the component listener.
    public void keyReleased(KeyEvent arg0) {}
    public void keyTyped(KeyEvent arg0) {}
    public void mouseEntered(MouseEvent arg0) {}
    public void mouseExited(MouseEvent arg0) {}
    public void mousePressed(MouseEvent arg0) {}
    public void mouseReleased(MouseEvent arg0) {}
    public void componentHidden(ComponentEvent arg0) {}
    public void componentMoved(ComponentEvent arg0) {}
    public void componentShown(ComponentEvent arg0) {}
    }


  2. #2
    Junior Member
    Join Date
    Feb 2011
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    Default Re: arraylists to store coordinates for a snake applet

    Oh no! I'm sorry I didn't format my code properly...I've read the announcement and here is my code again with the proper formatting. Sorry.

     
    package assignment04;
     
    import java.awt.Color;
    import java.awt.Graphics;
    import java.awt.Image;
    import java.awt.Point;
    import java.awt.event.ComponentEvent;
    import java.awt.event.ComponentListener;
    import java.awt.event.KeyEvent;
    import java.awt.event.KeyListener;
    import java.awt.event.MouseEvent;
    import java.awt.event.MouseListener;
    import java.util.ArrayList;
    import java.util.Random;
     
    import javax.swing.JApplet;
     
    /**
     * A simple snake game.  The program opens with a welcome message and after
     * the user clicks the screen with the mouse, it will initiate the game.
     * The snake will start moving immediately to the left, but when if the arrow
     * keys are pressed then the direction of the snake will change.  If the
     * snake eats the red apple, then snake will grow and a new apple will be
     * generated in a new random location.  If the snake crashes into itself or
     * the walls then the animation stops and a game over message is displayed.
     * The user can then press Enter to exit the program.
     * 
     *
     */
    public class snake extends JApplet implements MouseListener, KeyListener, Runnable, ComponentListener
    {
    	//Holds the coordinates for the snake and the apple.
    	int snakeX, snakeY, appleX, appleY;
     
    	//Holds the values for the width and height of the snake.
    	int snakeW, snakeH;
     
    	//Holds the value of the direction (0, 1, 2, 3)
    	int dir;
     
    	//Keeps track of the score.
    	int score;
     
    	//Keeps track of how many pieces there are in the snake's body.
    	int pieces;
     
    	//Used to determine if the mouse is clicked to clear away the welcome
    	//message to initiate the game.
    	boolean notClicked = true;
     
    	//Used to update the loop for the thread if the game is still running.
    	boolean animating = true;
     
    	//Holds the x coordinate of each piece of the snake.
    	ArrayList xList = new ArrayList <Integer> ();
    	//Holds the y coordinate of each piece of the snake.
    	ArrayList yList = new ArrayList <Integer> ();
     
    	//the surface we're going to draw to
    	private Image m_RenderTarget = null;
    	//the graphics object belonging to the surface we'll draw to
    	private Graphics m_BufferedGraphics = null;	
     
    	public void init() 
    	{
    		this.addMouseListener(this);
    		this.addKeyListener(this);
    		this.setFocusable(true);
     
    		//making the window a little bigger than the default
    		setSize(600,600);
    		//this will notify us when the component is resized (in our case it's the applet window)
    		addComponentListener(this);
    		//calling this here will create the image to paint to and the buffered graphics object
    		componentResized(null);
     
    		Thread t = new Thread(this);
    		t.start();
     
    		snakeX = 400;
    		snakeY = 400;
     
    		appleX = 200;
    		appleY = 100;
     
    		snakeW = 10;
    		snakeH = 10;
     
    		dir = 0;
     
    		score = 0;
     
    		//Has an initial value of 1 because the first piece will be the head.
    		pieces = 1;
     
    	}
     
    	/**
    	 * Used to prevent flickering in the program.  Calls drawAll which calls
    	 * the other drawing methods.
    	 */
    	public void paint(Graphics g) 
    	{
    		//draw some stuff to the buffered graphics object
    		drawAll(m_BufferedGraphics);
     
    		//this paints the image we've been drawing to, to the screen
    		g.drawImage(m_RenderTarget, 0, 0, this);
     
    	}
     
    	/**
    	 * Clears the background and calls the other drawing methods for the
    	 * welcome message, the apple, and the snake.
    	 * 
    	 * @param g
    	 */
    	public void drawAll (Graphics g)
    	{
    		//Keeps track of how many times drawSnake is called to draw a new
    		//piece.  Receives it's value from the global variable pieces.
    		int counter = pieces;
     
    		// Clear the background
    		g.setColor(Color.BLACK);
    		g.fillRect(0, 0, this.getWidth(), this.getHeight());
     
    		if (notClicked)
    			this.welcomeMessage(g);
     
    		if (!notClicked)
    		{
    			while (counter > 0)
    			{
    				this.drawSnake(g, snakeX, snakeY);
    				counter--;
    			}
     
    			this.apple(g);
    		}
    		//Checks to see what the coordinates are for the apple and snake
    		//to see if they are on the same 'grid' system.
    //		System.out.println(appleX + " " + appleY);
    //		System.out.println(snakeX + " " + snakeY);
    		//System.out.println(point);
     
    	}
     
    	/**
    	 * First drawn to the screen.  Will clear away when the user clicks
    	 * with the mouse.
    	 * 
    	 * @param g
    	 */
    	public void welcomeMessage (Graphics g)
    	{
    		// Display the welcome message and instructions
    		g.setColor(Color.WHITE);
    		g.drawString("Welcome to Snake!", this.getWidth() / 3,
    				this.getHeight() / 2);
    		g.drawString("Use the arrow keys to move the snake.",
    				this.getWidth() / 3, this.getHeight() / 2 + 15);
    		g.drawString("Eat the red apples to grow.", this.getWidth() / 3,
    				this.getHeight() / 2 + 30);
    		g.drawString("Don't run into the walls or yourself or the game ends",
    				this.getWidth() / 3, this.getHeight() / 2 + 45);
    		g.drawString("When you are ready play click with the mouse",
    				this.getWidth() / 3, this.getHeight() / 2 + 60);
    	}
     
    	/**
    	 * Draws the snake's head.  Calls the method for the snake's body if
    	 * the x and y coordinates of the snake an apple are the same.  Also
    	 * checks to see if the snake has crashed into the wall.  If it has then
    	 * the game over method is called.
    	 * 
    	 * @param g
    	 */
    	public void drawSnake (Graphics g, int x, int y) 
    	{
    		// Draw the snake.
    		g.setColor(Color.GREEN);
    		g.fillRect(snakeX,	snakeY, snakeW, snakeH);
    		//snakeBody(g);
     
    		//Checks for wall crashings.
    		if (snakeX < 0)
    			gameOverMessage(g);
    		if (snakeX > this.getWidth())
    			gameOverMessage(g);
    		if (snakeY < 0)
    			gameOverMessage(g);
    		if (snakeY > this.getHeight())
    			gameOverMessage(g);
    	}
     
    	private static class xyData
    	{
    		//The x and y coordinates each body segment.
    		int x, y;
    		//The width and height of each body segment.
    		int width, height;
    	}
     
    	/**
    	 * Draws the snake's body.  When the x and y coordinates of the snake
    	 * and apple are the same, then it will add a new segment to the snake.
    	 * 
    	 * @param g
    	 */
    //	public void snakeBody (Graphics g)
    //	{
    //		int sX = snakeX;
    //		int sY = snakeY;
    //		//Draws the body parts of the snake.
    //		//Receives coordinates for the x and y for the pieces from
    //		//the array list.
    //		for (int i = 0; i < score; i++)
    //		{
    //			g.setColor(Color.GREEN);
    //			g.fillRect(sX,	sY, snakeW, snakeH);
    //			if (dir == 0)
    //				sX = -(snakeX);
    //			if (dir == 1)
    //				sX = -(snakeX);
    //			if (dir == 2)
    //				sX = -(snakeY);
    //			if (dir == 3)
    //				sX = -(snakeY);
    //		}
    //	}
     
    	/**
    	 * Draws the apple.  When the x and y coordinates are the same, then the
    	 * apple will be redrawn in a new location with randomly generated
    	 * coordinates.  This method calls the applePos method which will
    	 * generate a new location for the apple.
    	 * 
    	 * @param g
    	 */
    	public void apple (Graphics g)
    	{
    		//Generates a random coordinate for the apple when it gets eaten.
    		g.setColor(Color.RED);
    		g.fillOval(appleX, appleY, 10, 10);
    		applePos(g);
    	}
     
    	/**
    	 * Generates a new x and y coordinate for the apple if the snake's
    	 * location and apple's location are the same.  If new random location
    	 * exceeds a certain range then it will regenerate a new location which
    	 * fits the window size. It also updates the score count.
    	 * 
    	 */
    	Random r = new Random();
    	public void applePos (Graphics g)
    	{
    		if (snakeX == appleX && snakeY == appleY)
    		{
    			//Update the score.
    			score++;
     
    			appleX = r.nextInt(this.getWidth())*10;
    			appleY = r.nextInt(this.getHeight())*10;
     
    			//If the new apple coordinates exceed the window, then it will
    			//reselect better coordinates.
    			while (appleX > 700 || appleY > 700)
    			{
    				appleX = r.nextInt(50)*10;
    				appleY = r.nextInt(50)*10;
    			}
    		}
    		repaint();
    	}
     
    	/**
    	 *Holds the coordinates of the segments of the snake's body.
    	 *Draws the snake from the tail (which has coordinates at index 0) to the
    	 *head (which has coordinates at the last index).
    	 *
    	 * @param g
    	 */
    //	public void snakeCoords (Graphics g)
    //	{
    //		if (snakeX == appleX && snakeY == appleY)
    //		{
    //			for(int i = 0; i < coordList.size(); i++)
    //			{
    //				point = coordList.get(i).getLocation();	
    //			}
    //		}
    //		repaint();
    //	}
     
    	/**
    	 * Displayed if the snake crashes into the wall or itself.  Will display
    	 * that the game is over, the score, and how to exit the program (the
    	 * user will press Enter).
    	 * 
    	 * @param g
    	 */
    	public void gameOverMessage (Graphics g)
    	{
    		animating = false;
    		g.setColor(Color.WHITE);
    		g.drawString("Game Over", this.getWidth()/3, this.getHeight()/3);
    		g.drawString("Your score was " + score, this.getWidth()/3, 
    				this.getHeight()/3 + 15);
    		g.drawString("Hit Enter to exit", this.getWidth()/3, 
    				this.getHeight()/3 + 30);
    	}
     
    	public void mouseClicked(MouseEvent e) 
    	{
    		// Initiates the game when the user clicks the mouse
     
    		// Confirms that click events are recognized by the applet.
    		//System.out.println("mouse clicked");
     
    		//Gets rid of the welcome message.
    		if (e.getButton() == MouseEvent.BUTTON1)
    		{
    			notClicked = false;
    			repaint();
    		}
    	}
     
    	/**
    	 *Moves the snake continuously in one direction unless the key events
    	 *reset the value of the dir variable which holds the value 0-3 that
    	 *is sent to the moveSnake method for the direction variable to set the
    	 *direction.
    	 *
    	 * @param direction
    	 */
    	public void moveSnake(int direction)
    	{
    		if (direction == 0)
    			snakeX -= 10;
    		if (direction == 1)
    			snakeX += 10;
    		if (direction == 2)
    			snakeY -= 10;
    		if (direction == 3)
    			snakeY += 10;
     
    		repaint();
    	}
     
    	// Changes the snake's direction.
    	public void keyPressed(KeyEvent k) 
    	{
    		int key = k.getKeyCode();
     
    		if (key == KeyEvent.VK_LEFT) 
    		{
    			//System.out.println("left pressed");
    			dir = 0;
    			moveSnake(dir);
    		}
    		if (key == KeyEvent.VK_RIGHT) 
    		{
    			//System.out.println("right pressed");
    			dir = 1;
    			moveSnake(dir);
    		}
    		if (key == KeyEvent.VK_UP) 
    		{
    			//System.out.println("up pressed");
    			dir = 2;
    			moveSnake(dir);
    		}
    		if (key == KeyEvent.VK_DOWN) 
    		{
    			//System.out.println("down pressed");
    			dir = 3;
    			moveSnake(dir);
    		}
    		//Exits the applet when the user hits enter.
    		//The game over message gives these instructions.
    		if (key == KeyEvent.VK_ENTER)
    		{
    			System.exit(0);
    		}
    	}
     
    	//Calls the moveSnake method which changes the direction of the
    	//snake and keeps it traveling in that same direction unless a new
    	//arrow key is pressed; then it will travel in the new direction.
    	public void run() 
    	{
    		while (animating)
    		{
    			try
    			{
    				Thread.sleep(200);
    			}
    			catch (Exception e){}
     
    			moveSnake(dir);
    	        repaint(); 
    		}
    	}
     
    	//Used to prevent flickering.
    	public void componentResized(ComponentEvent arg0) {
     
    		m_RenderTarget = createImage(getWidth(),getHeight());
    		m_BufferedGraphics = m_RenderTarget.getGraphics();
     
    	}
     
    	// Required by the key and mouse events and the component listener.
    	public void keyReleased(KeyEvent arg0) {}
    	public void keyTyped(KeyEvent arg0) {}
    	public void mouseEntered(MouseEvent arg0) {}
    	public void mouseExited(MouseEvent arg0) {}
    	public void mousePressed(MouseEvent arg0) {}
    	public void mouseReleased(MouseEvent arg0) {}
    	public void componentHidden(ComponentEvent arg0) {}
    	public void componentMoved(ComponentEvent arg0) {}
    	public void componentShown(ComponentEvent arg0) {}
    }

  3. #3
    Junior Member
    Join Date
    Feb 2011
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    Default Re: arraylists to store coordinates for a snake applet

    ok so i've figured out how to get the array going. it adds new coordinate data for new pieces, unfortunately it is using the exact same coordinates for every piece so they are being drawn right on top of each other. i think it has to do with the fact that i'm using global variables to send in as the array list data and the parameters for the drawSnake method, so how can i get it to save a coordinate that does not change and will be able to add the new piece to the end of the list as the new head?

    here is my updated code:

    [highlight=Java]
    package assignment04;

    import java.awt.Color;
    import java.awt.Graphics;
    import java.awt.Image;
    import java.awt.Point;
    import java.awt.event.ComponentEvent;
    import java.awt.event.ComponentListener;
    import java.awt.event.KeyEvent;
    import java.awt.event.KeyListener;
    import java.awt.event.MouseEvent;
    import java.awt.event.MouseListener;
    import java.util.ArrayList;
    import java.util.Random;

    import javax.swing.JApplet;

    /**
    * A simple snake game. The program opens with a welcome message and after
    * the user clicks the screen with the mouse, it will initiate the game.
    * The snake will start moving immediately to the left, but when if the arrow
    * keys are pressed then the direction of the snake will change. If the
    * snake eats the red apple, then snake will grow and a new apple will be
    * generated in a new random location. If the snake crashes into itself or
    * the walls then the animation stops and a game over message is displayed.
    * The user can then press Enter to exit the program.
    *
    *
    */
    public class snake extends JApplet implements MouseListener, KeyListener, Runnable, ComponentListener
    {
    //Holds the coordinates for the snake and the apple.
    int snakeX, snakeY, appleX, appleY;

    //Holds the values for the width and height of the snake.
    int snakeW, snakeH;

    //Holds the value of the direction (0, 1, 2, 3)
    int dir;

    //Keeps track of the score.
    int score;

    //Keeps track of how many pieces there are in the snake's body.
    int pieces;

    //Used to determine if the mouse is clicked to clear away the welcome
    //message to initiate the game.
    boolean notClicked = true;

    //Used to update the loop for the thread if the game is still running.
    boolean animating = true;

    //Holds the x coordinate of each piece of the snake.
    ArrayList xList = new ArrayList();
    //Holds the y coordinate of each piece of the snake.
    ArrayList yList = new ArrayList();

    //the surface we're going to draw to
    private Image m_RenderTarget = null;
    //the graphics object belonging to the surface we'll draw to
    private Graphics m_BufferedGraphics = null;

    public void init()
    {
    this.addMouseListener(this);
    this.addKeyListener(this);
    this.setFocusable(true);

    //making the window a little bigger than the default
    setSize(600,600);
    //this will notify us when the component is resized (in our case it's the applet window)
    addComponentListener(this);
    //calling this here will create the image to paint to and the buffered graphics object
    componentResized(null);

    Thread t = new Thread(this);
    t.start();

    snakeX = 400;
    snakeY = 400;

    appleX = 200;
    appleY = 100;

    snakeW = 10;
    snakeH = 10;

    dir = 0;

    score = 0;

    //Has an initial value of 1 because the first piece will be the head.
    pieces = 1;

    }

    /**
    * Used to prevent flickering in the program. Calls drawAll which calls
    * the other drawing methods.
    */
    public void paint(Graphics g)
    {
    //draw some stuff to the buffered graphics object
    drawAll(m_BufferedGraphics);

    //this paints the image we've been drawing to, to the screen
    g.drawImage(m_RenderTarget, 0, 0, this);
    }

    /**
    * Clears the background and calls the other drawing methods for the
    * welcome message, the apple, and the snake.
    *
    * @param g
    */
    public void drawAll (Graphics g)
    {
    // Clear the background
    g.setColor(Color.BLACK);
    g.fillRect(0, 0, this.getWidth(), this.getHeight());

    //Displays the welcome message until the user clicks the screen.
    //Then the welcome message is cleared away and the game begins.
    if (notClicked)
    this.welcomeMessage(g);

    //Once the user clicks, these methods are called to draw the snake
    //and apple.
    if (!notClicked)
    {
    this.snakePos(g);
    this.apple(g);
    }
    //Checks to see what the coordinates are for the apple and snake
    //to see if they are on the same 'grid' system.
    // System.out.println(appleX + " " + appleY);
    // System.out.println(snakeX + " " + snakeY);
    System.out.println("Snake has this many pieces " + pieces);
    System.out.println("x's are " + xList);
    System.out.println("y's are " + yList);
    System.out.println("size x is " + xList.size());
    System.out.println("size y is " + yList.size());
    }

    /**
    * First drawn to the screen. Will clear away when the user clicks
    * with the mouse.
    *
    * @param g
    */
    public void welcomeMessage (Graphics g)
    {
    // Display the welcome message and instructions
    g.setColor(Color.WHITE);
    g.drawString("Welcome to Snake!", this.getWidth() / 3,
    this.getHeight() / 2);
    g.drawString("Use the arrow keys to move the snake.",
    this.getWidth() / 3, this.getHeight() / 2 + 15);
    g.drawString("Eat the red apples to grow.", this.getWidth() / 3,
    this.getHeight() / 2 + 30);
    g.drawString("Don't run into the walls or yourself or the game ends",
    this.getWidth() / 3, this.getHeight() / 2 + 45);
    g.drawString("When you are ready play click with the mouse",
    this.getWidth() / 3, this.getHeight() / 2 + 60);
    }

    /**
    * Draws the snake's head. Calls the method for the snake's body if
    * the x and y coordinates of the snake an apple are the same. Also
    * checks to see if the snake has crashed into the wall. If it has then
    * the game over method is called.
    *
    * @param g
    */
    public void drawSnake (Graphics g, int x, int y)
    {
    // Draw the snake.
    g.setColor(Color.GREEN);
    g.fillRect(x, y, snakeW, snakeH);

    //Checks for wall crashings.
    if (snakeX < 0)
    gameOverMessage(g);
    if (snakeX > this.getWidth())
    gameOverMessage(g);
    if (snakeY < 0)
    gameOverMessage(g);
    if (snakeY > this.getHeight())
    gameOverMessage(g);
    }

    /**
    * Get's the coordinates for x and y of each piece of the snake. These
    * values are stored in the arraylists xList and yList. Then these
    * values are sent to drawSnake as parameters to update how many pieces
    * need to be drawn and where they need to be drawn.
    *
    */
    public void snakePos (Graphics g)
    {
    //These are the initial coordinates for the head. They will be fed
    //into the arraylist to get it started with a size of 1.
    int initialX = 400;
    int initialY = 400;

    //If the size of the lists are 0 then it will add the initial values
    //once to get the list started. Afterwards, any changes to the x or
    //y coordinates will be handled by the if statement below.
    if (xList.size() == 0)
    xList.add(initialX);
    if (yList.size() == 0)
    yList.add(initialY);

    if (dir == 0)
    for (int i = xList.size()-1; i >= 0; i--)
    {
    xList.set(i, snakeX);
    yList.set(i, snakeY);
    }
    if (dir == 1)
    for (int i = xList.size()-1; i >= 0; i--)
    {
    xList.set(i, snakeX);
    yList.set(i, snakeY);
    }
    if (dir == 2)
    for (int i = yList.size()-1; i >= 0; i--)
    {
    xList.set(i, snakeX);
    yList.set(i, snakeY);
    }
    if (dir == 3)
    for (int i = yList.size()-1; i >= 0; i--)
    {
    xList.set(i, snakeX);
    yList.set(i, snakeY);
    }
    for (int i = 0; i < pieces; i++)
    {
    int x = (Integer) xList.get(i);
    int y = (Integer) yList.get(i);
    if (dir == 0)
    {
    x -= 30;
    }
    drawSnake(g, x, y);
    }

    }

    /**
    * Draws the apple. When the x and y coordinates are the same, then the
    * apple will be redrawn in a new location with randomly generated
    * coordinates. This method calls the applePos method which will
    * generate a new location for the apple.
    *
    * @param g
    */
    public void apple (Graphics g)
    {
    //Generates a random coordinate for the apple when it gets eaten.
    g.setColor(Color.RED);
    g.fillOval(appleX, appleY, 10, 10);
    applePos(g);
    }

    /**
    * Generates a new x and y coordinate for the apple if the snake's
    * location and apple's location are the same. If new random location
    * exceeds a certain range then it will regenerate a new location which
    * fits the window size. It also updates the score count.
    *
    */
    Random r = new Random();
    public void applePos (Graphics g)
    {
    if (snakeX == appleX && snakeY == appleY)
    {
    //Update the score.
    score++;

    //Update the number of snake body pieces there are.
    pieces++;

    //Add the coordinates for the new piece every time the x and y
    //for the snake and apple are the same.
    xList.add(snakeX);
    yList.add(snakeY);

    appleX = r.nextInt(this.getWidth())*10;
    appleY = r.nextInt(this.getHeight())*10;

    //If the new apple coordinates exceed the window, then it will
    //reselect better coordinates.
    while (appleX > 700 || appleY > 700)
    {
    appleX = r.nextInt(50)*10;
    appleY = r.nextInt(50)*10;
    }
    }
    repaint();
    }

    /**
    * Displayed if the snake crashes into the wall or itself. Will display
    * that the game is over, the score, and how to exit the program (the
    * user will press Enter).
    *
    * @param g
    */
    public void gameOverMessage (Graphics g)
    {
    animating = false;
    g.setColor(Color.WHITE);
    g.drawString("Game Over", this.getWidth()/3, this.getHeight()/3);
    g.drawString("Your score was " + score, this.getWidth()/3,
    this.getHeight()/3 + 15);
    g.drawString("Hit Enter to exit", this.getWidth()/3,
    this.getHeight()/3 + 30);
    }

    public void mouseClicked(MouseEvent e)
    {
    // Initiates the game when the user clicks the mouse

    // Confirms that click events are recognized by the applet.
    //System.out.println("mouse clicked");

    //Gets rid of the welcome message.
    if (e.getButton() == MouseEvent.BUTTON1)
    {
    notClicked = false;
    repaint();
    }
    }

    /**
    *Moves the snake continuously in one direction unless the key events
    *reset the value of the dir variable which holds the value 0-3 that
    *is sent to the moveSnake method for the direction variable to set the
    *direction.
    *
    * @param direction
    */
    public void moveSnake(int direction)
    {
    if (direction == 0)
    snakeX -= 10;
    if (direction == 1)
    snakeX += 10;
    if (direction == 2)
    snakeY -= 10;
    if (direction == 3)
    snakeY += 10;

    repaint();
    }

    // Changes the snake's direction.
    public void keyPressed(KeyEvent k)
    {
    int key = k.getKeyCode();

    if (key == KeyEvent.VK_LEFT)
    {
    //System.out.println("left pressed");
    dir = 0;
    moveSnake(dir);
    }
    if (key == KeyEvent.VK_RIGHT)
    {
    //System.out.println("right pressed");
    dir = 1;
    moveSnake(dir);
    }
    if (key == KeyEvent.VK_UP)
    {
    //System.out.println("up pressed");
    dir = 2;
    moveSnake(dir);
    }
    if (key == KeyEvent.VK_DOWN)
    {
    //System.out.println("down pressed");
    dir = 3;
    moveSnake(dir);
    }
    //Exits the applet when the user hits enter.
    //The game over message gives these instructions.
    if (key == KeyEvent.VK_ENTER)
    {
    System.exit(0);
    }
    }

    //Calls the moveSnake method which changes the direction of the
    //snake and keeps it traveling in that same direction unless a new
    //arrow key is pressed; then it will travel in the new direction.
    public void run()
    {
    while (animating)
    {
    try
    {
    Thread.sleep(200);
    }
    catch (Exception e){}

    moveSnake(dir);
    }
    }

    //Used to prevent flickering.
    public void componentResized(ComponentEvent arg0)
    {
    m_RenderTarget = createImage(getWidth(),getHeight());
    m_BufferedGraphics = m_RenderTarget.getGraphics();
    }

    // Required by the key and mouse events and the component listener.
    public void keyReleased(KeyEvent arg0) {}
    public void keyTyped(KeyEvent arg0) {}
    public void mouseEntered(MouseEvent arg0) {}
    public void mouseExited(MouseEvent arg0) {}
    public void mousePressed(MouseEvent arg0) {}
    public void mouseReleased(MouseEvent arg0) {}
    public void componentHidden(ComponentEvent arg0) {}
    public void componentMoved(ComponentEvent arg0) {}
    public void componentShown(ComponentEvent arg0) {}
    }
    [/highlight/

  4. #4
    Junior Member
    Join Date
    Feb 2011
    Posts
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    Default Re: arraylists to store coordinates for a snake applet

    package assignment04;
     
    import java.awt.Color;
    import java.awt.Graphics;
    import java.awt.Image;
    import java.awt.Point;
    import java.awt.event.ComponentEvent;
    import java.awt.event.ComponentListener;
    import java.awt.event.KeyEvent;
    import java.awt.event.KeyListener;
    import java.awt.event.MouseEvent;
    import java.awt.event.MouseListener;
    import java.util.ArrayList;
    import java.util.Random;
     
    import javax.swing.JApplet;
     
    /**
    * A simple snake game. The program opens with a welcome message and after
    * the user clicks the screen with the mouse, it will initiate the game.
    * The snake will start moving immediately to the left, but when if the arrow
    * keys are pressed then the direction of the snake will change. If the
    * snake eats the red apple, then snake will grow and a new apple will be
    * generated in a new random location. If the snake crashes into itself or
    * the walls then the animation stops and a game over message is displayed.
    * The user can then press Enter to exit the program.
    *
    *
    */
    public class snake extends JApplet implements MouseListener, KeyListener, Runnable, ComponentListener
    {
    //Holds the coordinates for the snake and the apple.
    int snakeX, snakeY, appleX, appleY;
     
    //Holds the values for the width and height of the snake.
    int snakeW, snakeH;
     
    //Holds the value of the direction (0, 1, 2, 3)
    int dir;
     
    //Keeps track of the score.
    int score;
     
    //Keeps track of how many pieces there are in the snake's body.
    int pieces;
     
    //Used to determine if the mouse is clicked to clear away the welcome
    //message to initiate the game.
    boolean notClicked = true;
     
    //Used to update the loop for the thread if the game is still running.
    boolean animating = true;
     
    //Holds the x coordinate of each piece of the snake.
    ArrayList xList = new ArrayList();
    //Holds the y coordinate of each piece of the snake.
    ArrayList yList = new ArrayList();
     
    //the surface we're going to draw to
    private Image m_RenderTarget = null;
    //the graphics object belonging to the surface we'll draw to
    private Graphics m_BufferedGraphics = null;
     
    public void init()
    {
    this.addMouseListener(this);
    this.addKeyListener(this);
    this.setFocusable(true);
     
    //making the window a little bigger than the default
    setSize(600,600);
    //this will notify us when the component is resized (in our case it's the applet window)
    addComponentListener(this);
    //calling this here will create the image to paint to and the buffered graphics object
    componentResized(null);
     
    Thread t = new Thread(this);
    t.start();
     
    snakeX = 400;
    snakeY = 400;
     
    appleX = 200;
    appleY = 100;
     
    snakeW = 10;
    snakeH = 10;
     
    dir = 0;
     
    score = 0;
     
    //Has an initial value of 1 because the first piece will be the head.
    pieces = 1;
     
    }
     
    /**
    * Used to prevent flickering in the program. Calls drawAll which calls
    * the other drawing methods.
    */
    public void paint(Graphics g)
    {
    //draw some stuff to the buffered graphics object
    drawAll(m_BufferedGraphics);
     
    //this paints the image we've been drawing to, to the screen
    g.drawImage(m_RenderTarget, 0, 0, this);
    }
     
    /**
    * Clears the background and calls the other drawing methods for the
    * welcome message, the apple, and the snake.
    *
    * @param g
    */
    public void drawAll (Graphics g)
    {
    // Clear the background
    g.setColor(Color.BLACK);
    g.fillRect(0, 0, this.getWidth(), this.getHeight());
     
    //Displays the welcome message until the user clicks the screen.
    //Then the welcome message is cleared away and the game begins.
    if (notClicked)
    this.welcomeMessage(g);
     
    //Once the user clicks, these methods are called to draw the snake
    //and apple.
    if (!notClicked)
    {
    this.snakePos(g);
    this.apple(g);
    }
    //Checks to see what the coordinates are for the apple and snake
    //to see if they are on the same 'grid' system.
    // System.out.println(appleX + " " + appleY);
    // System.out.println(snakeX + " " + snakeY);
    System.out.println("Snake has this many pieces " + pieces);
    System.out.println("x's are " + xList);
    System.out.println("y's are " + yList);
    System.out.println("size x is " + xList.size());
    System.out.println("size y is " + yList.size());
    }
     
    /**
    * First drawn to the screen. Will clear away when the user clicks
    * with the mouse.
    *
    * @param g
    */
    public void welcomeMessage (Graphics g)
    {
    // Display the welcome message and instructions
    g.setColor(Color.WHITE);
    g.drawString("Welcome to Snake!", this.getWidth() / 3,
    this.getHeight() / 2);
    g.drawString("Use the arrow keys to move the snake.",
    this.getWidth() / 3, this.getHeight() / 2 + 15);
    g.drawString("Eat the red apples to grow.", this.getWidth() / 3,
    this.getHeight() / 2 + 30);
    g.drawString("Don't run into the walls or yourself or the game ends",
    this.getWidth() / 3, this.getHeight() / 2 + 45);
    g.drawString("When you are ready play click with the mouse",
    this.getWidth() / 3, this.getHeight() / 2 + 60);
    }
     
    /**
    * Draws the snake's head. Calls the method for the snake's body if
    * the x and y coordinates of the snake an apple are the same. Also
    * checks to see if the snake has crashed into the wall. If it has then
    * the game over method is called.
    *
    * @param g
    */
    public void drawSnake (Graphics g, int x, int y)
    {
    // Draw the snake.
    g.setColor(Color.GREEN);
    g.fillRect(x, y, snakeW, snakeH);
     
    //Checks for wall crashings.
    if (snakeX < 0)
    gameOverMessage(g);
    if (snakeX > this.getWidth())
    gameOverMessage(g);
    if (snakeY < 0)
    gameOverMessage(g);
    if (snakeY > this.getHeight())
    gameOverMessage(g);
    }
     
    /**
    * Get's the coordinates for x and y of each piece of the snake. These
    * values are stored in the arraylists xList and yList. Then these
    * values are sent to drawSnake as parameters to update how many pieces
    * need to be drawn and where they need to be drawn.
    *
    */
    public void snakePos (Graphics g)
    {
    //These are the initial coordinates for the head. They will be fed
    //into the arraylist to get it started with a size of 1.
    int initialX = 400;
    int initialY = 400;
     
    //If the size of the lists are 0 then it will add the initial values
    //once to get the list started. Afterwards, any changes to the x or
    //y coordinates will be handled by the if statement below.
    if (xList.size() == 0)
    xList.add(initialX);
    if (yList.size() == 0)
    yList.add(initialY);
     
    if (dir == 0)
    for (int i = xList.size()-1; i >= 0; i--)
    {
    xList.set(i, snakeX);
    yList.set(i, snakeY);
    }
    if (dir == 1)
    for (int i = xList.size()-1; i >= 0; i--)
    {
    xList.set(i, snakeX);
    yList.set(i, snakeY);
    }
    if (dir == 2)
    for (int i = yList.size()-1; i >= 0; i--)
    {
    xList.set(i, snakeX);
    yList.set(i, snakeY);
    }
    if (dir == 3)
    for (int i = yList.size()-1; i >= 0; i--)
    {
    xList.set(i, snakeX);
    yList.set(i, snakeY);
    }
    for (int i = 0; i < pieces; i++)
    {
    int x = (Integer) xList.get(i);
    int y = (Integer) yList.get(i);
    if (dir == 0)
    {
    x -= 30;
    }
    drawSnake(g, x, y);
    }
     
    }
     
    /**
    * Draws the apple. When the x and y coordinates are the same, then the
    * apple will be redrawn in a new location with randomly generated
    * coordinates. This method calls the applePos method which will
    * generate a new location for the apple.
    *
    * @param g
    */
    public void apple (Graphics g)
    {
    //Generates a random coordinate for the apple when it gets eaten.
    g.setColor(Color.RED);
    g.fillOval(appleX, appleY, 10, 10);
    applePos(g);
    }
     
    /**
    * Generates a new x and y coordinate for the apple if the snake's
    * location and apple's location are the same. If new random location
    * exceeds a certain range then it will regenerate a new location which
    * fits the window size. It also updates the score count.
    *
    */
    Random r = new Random();
    public void applePos (Graphics g)
    {
    if (snakeX == appleX && snakeY == appleY)
    {
    //Update the score.
    score++;
     
    //Update the number of snake body pieces there are.
    pieces++;
     
    //Add the coordinates for the new piece every time the x and y
    //for the snake and apple are the same.
    xList.add(snakeX);
    yList.add(snakeY);
     
    appleX = r.nextInt(this.getWidth())*10;
    appleY = r.nextInt(this.getHeight())*10;
     
    //If the new apple coordinates exceed the window, then it will
    //reselect better coordinates.
    while (appleX > 700 || appleY > 700)
    {
    appleX = r.nextInt(50)*10;
    appleY = r.nextInt(50)*10;
    }
    }
    repaint();
    }
     
    /**
    * Displayed if the snake crashes into the wall or itself. Will display
    * that the game is over, the score, and how to exit the program (the
    * user will press Enter).
    *
    * @param g
    */
    public void gameOverMessage (Graphics g)
    {
    animating = false;
    g.setColor(Color.WHITE);
    g.drawString("Game Over", this.getWidth()/3, this.getHeight()/3);
    g.drawString("Your score was " + score, this.getWidth()/3,
    this.getHeight()/3 + 15);
    g.drawString("Hit Enter to exit", this.getWidth()/3,
    this.getHeight()/3 + 30);
    }
     
    public void mouseClicked(MouseEvent e)
    {
    // Initiates the game when the user clicks the mouse
     
    // Confirms that click events are recognized by the applet.
    //System.out.println("mouse clicked");
     
    //Gets rid of the welcome message.
    if (e.getButton() == MouseEvent.BUTTON1)
    {
    notClicked = false;
    repaint();
    }
    }
     
    /**
    *Moves the snake continuously in one direction unless the key events
    *reset the value of the dir variable which holds the value 0-3 that
    *is sent to the moveSnake method for the direction variable to set the
    *direction.
    *
    * @param direction
    */
    public void moveSnake(int direction)
    {
    if (direction == 0)
    snakeX -= 10;
    if (direction == 1)
    snakeX += 10;
    if (direction == 2)
    snakeY -= 10;
    if (direction == 3)
    snakeY += 10;
     
    repaint();
    }
     
    // Changes the snake's direction.
    public void keyPressed(KeyEvent k)
    {
    int key = k.getKeyCode();
     
    if (key == KeyEvent.VK_LEFT)
    {
    //System.out.println("left pressed");
    dir = 0;
    moveSnake(dir);
    }
    if (key == KeyEvent.VK_RIGHT)
    {
    //System.out.println("right pressed");
    dir = 1;
    moveSnake(dir);
    }
    if (key == KeyEvent.VK_UP)
    {
    //System.out.println("up pressed");
    dir = 2;
    moveSnake(dir);
    }
    if (key == KeyEvent.VK_DOWN)
    {
    //System.out.println("down pressed");
    dir = 3;
    moveSnake(dir);
    }
    //Exits the applet when the user hits enter.
    //The game over message gives these instructions.
    if (key == KeyEvent.VK_ENTER)
    {
    System.exit(0);
    }
    }
     
    //Calls the moveSnake method which changes the direction of the
    //snake and keeps it traveling in that same direction unless a new
    //arrow key is pressed; then it will travel in the new direction.
    public void run()
    {
    while (animating)
    {
    try
    {
    Thread.sleep(200);
    }
    catch (Exception e){}
     
    moveSnake(dir);
    }
    }
     
    //Used to prevent flickering.
    public void componentResized(ComponentEvent arg0)
    {
    m_RenderTarget = createImage(getWidth(),getHeight());
    m_BufferedGraphics = m_RenderTarget.getGraphics();
    }
     
    // Required by the key and mouse events and the component listener.
    public void keyReleased(KeyEvent arg0) {}
    public void keyTyped(KeyEvent arg0) {}
    public void mouseEntered(MouseEvent arg0) {}
    public void mouseExited(MouseEvent arg0) {}
    public void mousePressed(MouseEvent arg0) {}
    public void mouseReleased(MouseEvent arg0) {}
    public void componentHidden(ComponentEvent arg0) {}
    public void componentMoved(ComponentEvent arg0) {}
    public void componentShown(ComponentEvent arg0) {}
    }

  5. #5
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    Default Re: arraylists to store coordinates for a snake applet

    You've posted a lot of code and I'm not sure where you are in solving this, but to help answer your original question I would recommend using a class to store the values. Java has a class Point which can be used for this purpose. Whenever you have new coordinates to add, create a new object of this class with the coordinates and add it to your List.

  6. #6
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    Default Re: arraylists to store coordinates for a snake applet

    Hi,

    I'm sorry I've been posting so much code, but I did get the arraylist set up. My new problem is how to get the different coordinates of the new pieces to be different. (The most recent, updated, and accurate of my code is is the one just above your post; sorry for any confusion). Since I'm using the values of the global variables, I'm thinking that it it getting updated so quickly that there is no way to shift that stored coordinate and keep it there. Do you have any suggestions on storing the coordinate of the x and y without having it change constantly?

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