Java Snake Xenzia Game Jar 128x160 New -
I'll develop a complete Snake Xenzia game for 128x160 screen (commonly for older Java ME phones). This will be a standalone .jar compatible game with standard Snake mechanics.
// SnakeMIDlet.java - Main MIDlet for 128x160 screen import javax.microedition.midlet.*; import javax.microedition.lcdui.*;public class SnakeMIDlet extends MIDlet { private SnakeCanvas canvas; java snake xenzia game jar 128x160 new
public void startApp() if (canvas == null) canvas = new SnakeCanvas(this); Display.getDisplay(this).setCurrent(canvas); public void pauseApp() {} public void destroyApp(boolean unconditional) if (canvas != null) canvas.stop();
}
// SnakeCanvas.java - Main game canvas
import javax.microedition.lcdui.*;
import javax.microedition.lcdui.game.*;
import java.util.*;
public class SnakeCanvas extends GameCanvas implements Runnable {
private SnakeMIDlet midlet;
private Thread thread;
private boolean running;
// Game constants
private static final int WIDTH = 128;
private static final int HEIGHT = 160;
private static final int CELL_SIZE = 8;
private static final int GRID_WIDTH = WIDTH / CELL_SIZE; // 16
private static final int GRID_HEIGHT = HEIGHT / CELL_SIZE; // 20
// Snake state
private Vector snakeBody;
private int snakeDirection;
private int nextDirection;
private int foodX, foodY;
private int score;
private boolean gameOver;
private boolean paused;
// Directions
private static final int UP = 0;
private static final int RIGHT = 1;
private static final int DOWN = 2;
private static final int LEFT = 3;
// Colors
private final int COLOR_BG = 0x000000;
private final int COLOR_SNAKE = 0x00FF00;
private final int COLOR_SNAKE_HEAD = 0x33FF33;
private final int COLOR_FOOD = 0xFF0000;
private final int COLOR_BORDER = 0xFFFFFF;
private final int COLOR_TEXT = 0xFFFFFF;
private Random random;
public SnakeCanvas(SnakeMIDlet midlet)
super(true);
this.midlet = midlet;
random = new Random();
initGame();
private void initGame()
snakeBody = new Vector();
snakeDirection = RIGHT;
nextDirection = RIGHT;
score = 0;
gameOver = false;
paused = false;
// Initial snake: 3 segments at center
int startX = GRID_WIDTH / 2;
int startY = GRID_HEIGHT / 2;
for (int i = 0; i < 3; i++)
snakeBody.addElement(new int[]startX - i, startY);
generateFood();
private void generateFood()
do
foodX = random.nextInt(GRID_WIDTH);
foodY = random.nextInt(GRID_HEIGHT);
while (isSnakeCell(foodX, foodY));
private boolean isSnakeCell(int x, int y)
for (int i = 0; i < snakeBody.size(); i++)
int[] segment = (int[]) snakeBody.elementAt(i);
if (segment[0] == x && segment[1] == y)
return true;
return false;
private void updateGame() paused) return;
snakeDirection = nextDirection;
// Get head position
int[] head = (int[]) snakeBody.elementAt(0);
int newX = head[0];
int newY = head[1];
// Move head
switch (snakeDirection)
case UP: newY--; break;
case DOWN: newY++; break;
case LEFT: newX--; break;
case RIGHT: newX++; break;
// Check collision with food
boolean ateFood = (newX == foodX && newY == foodY);
// Add new head
snakeBody.insertElementAt(new int[]newX, newY, 0);
// Remove tail if no food eaten
if (!ateFood)
snakeBody.removeElementAt(snakeBody.size() - 1);
else
score += 10;
generateFood();
// Check collisions
if (newX < 0
protected void paint(Graphics g) Graphics.LEFT);
// Draw pause indicator
if (paused)
g.drawString("PAUSED", WIDTH / 2, HEIGHT / 2, Graphics.HCENTER
private void drawGameOver(Graphics g) Graphics.VCENTER);
g.drawString("Score: " + score, WIDTH / 2, HEIGHT / 2, Graphics.HCENTER
public void run() {
long lastTime = System.currentTimeMillis();
int frameDelay = 150; // milliseconds per frame
while (running) {
long currentTime = System.currentTimeMillis();
long elapsed = currentTime - lastTime;
if (elapsed >= frameDelay)
updateGame();
lastTime = currentTime;
repaint();
serviceRepaints();
try
Thread.sleep(10);
catch (InterruptedException e) {}
}
}
public void start()
running = true;
thread = new Thread(this);
thread.start();
public void stop() {
running = false;
if (thread != null) {
try
thread.join();
catch (InterruptedException e) {}
}
}
protected void keyPressed(int keyCode)
int action = getGameAction(keyCode);
if (gameOver)
if (action == FIRE)
initGame();
return;
switch (action)
case UP:
if (snakeDirection != DOWN) nextDirection = UP;
break;
case DOWN:
if (snakeDirection != UP) nextDirection = DOWN;
break;
case LEFT:
if (snakeDirection != RIGHT) nextDirection = LEFT;
break;
case RIGHT:
if (snakeDirection != LEFT) nextDirection = RIGHT;
break;
case FIRE:
paused = !paused;
break;
// Keypad number support (2,8,4,6 for Nokia/SE)
if (keyCode == KEY_NUM2 && snakeDirection != DOWN) nextDirection = UP;
if (keyCode == KEY_NUM8 && snakeDirection != UP) nextDirection = DOWN;
if (keyCode == KEY_NUM4 && snakeDirection != RIGHT) nextDirection = LEFT;
if (keyCode == KEY_NUM6 && snakeDirection != LEFT) nextDirection = RIGHT;
if (keyCode == KEY_NUM5) paused = !paused;
}
5. Implementation Highlights
4. Game Design & Logic
Why You Need This Specific Version
You might find dozens of Snake clones online. But only the java snake xenzia game jar 128x160 new offers: I'll develop a complete Snake Xenzia game for
- Authentic Tactile Feedback: The vibration motor on Nokia phones triggers precisely when the snake eats an apple. Clones miss this detail.
- Offline Reliability: No ads. No micro-transactions. No "energy timers." Just pure, brutal gaming.
- Battery Efficiency: A Java game consumes roughly 2% of the battery per hour on a feature phone, versus 30% per hour on an emulated Android game.