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本文小编为大家详细介绍“基于Java怎么实现经典蜘蛛纸牌游戏”,内容详细,步骤清晰,细节处理妥当,希望这篇“基于Java怎么实现经典蜘蛛纸牌游戏”文章能帮助大家解决疑惑,下面跟着小编的思路慢慢深入,一起来学习新知识吧。
前面的导入过程这里就不多说了,不会的可以自己去问度娘。导入后,选择Spider.java
类直接运行就可以了,下面是游戏运行的截图:
import javax.swing.*; import java.awt.*; /* **“关于”窗口 */ public class AboutDialog extends JDialog { JPanel jMainPane = new JPanel(); JTabbedPane jTabbedPane = new JTabbedPane(); private JPanel jPanel1 = new JPanel(); private JPanel jPanel2 = new JPanel(); private JTextArea jt1 = new JTextArea("将电脑多次分发给你的牌按照相同的花色由大至小排列起来。直到桌面上的牌全都消失。"); private JTextArea jt2 = new JTextArea("该游戏中,纸牌的图片来自于Windows XP的纸牌游戏,图片权属于原作者所有!"); /* **构造函数 */ public AboutDialog() { setTitle("蜘蛛牌"); setSize(300,200); setResizable(false); setDefaultCloseOperation (WindowConstants.DISPOSE_ON_CLOSE); Container c = this.getContentPane(); jt1.setSize(260,200); jt2.setSize(260,200); jt1.setEditable(false); jt2.setEditable(false); jt1.setLineWrap(true); jt2.setLineWrap(true); jt1.setFont(new Font("楷体_GB2312", java.awt.Font.BOLD, 13)); jt1.setForeground(Color.blue); jt2.setFont(new Font("楷体_GB2312", java.awt.Font.BOLD, 13)); jt2.setForeground(Color.black); jPanel1.add(jt1); jPanel2.add(jt2); jTabbedPane.setSize(300,200); jTabbedPane.addTab("游戏规则", null, jPanel1, null); jTabbedPane.addTab("声明", null, jPanel2, null); jMainPane.add(jTabbedPane); c.add(jMainPane); pack(); this.setVisible(true); } }
import java.awt.*; import java.awt.event.*; import javax.swing.*; public class PKCard extends JLabel implements MouseListener, MouseMotionListener{ //纸牌的位置 Point point = null; Point initPoint = null; int value = 0; int type = 0; String name = null; Container pane = null; Spider main = null; boolean canMove = false; boolean isFront = false; PKCard previousCard = null; public void mouseClicked(MouseEvent arg0){ } public void flashCard(PKCard card){ //启动Flash线程 new Flash(card).start(); //不停的获得下一张牌,直到完成 if(main.getNextCard(card) != null){ card.flashCard(main.getNextCard(card)); } } class Flash extends Thread{ private PKCard card = null; public Flash(PKCard card){ this.card = card; } /* **线程的run()方法 **为纸牌的正面设置白色图片 */ public void run(){ boolean is = false; ImageIcon icon = new ImageIcon("images/white.gif"); for (int i = 0; i < 4; i++){ try{ Thread.sleep(200); } catch (InterruptedException e){ e.printStackTrace(); } if (is){ this.card.turnFront(); is = !is; } else{ this.card.setIcon(icon); is = !is; } // 根据当前外观将card的UI属性重置 card.updateUI(); } } } /** **点击鼠标 */ public void mousePressed(MouseEvent mp){ point = mp.getPoint(); main.setNA(); this.previousCard = main.getPreviousCard(this); } /** **释放鼠标 */ public void mouseReleased(MouseEvent mr){ Point point = ((JLabel) mr.getSource()).getLocation(); //判断可行列 int n = this.whichColumnAvailable(point); if (n == -1 || n == this.whichColumnAvailable(this.initPoint)){ this.setNextCardLocation(null); main.table.remove(this.getLocation()); this.setLocation(this.initPoint); main.table.put(this.initPoint, this); return; } point = main.getLastCardLocation(n); boolean isEmpty = false; PKCard card = null; if (point == null){ point = main.getGroundLabelLocation(n); isEmpty = true; } else{ card = (PKCard) main.table.get(point); } if (isEmpty || (this.value + 1 == card.getCardValue())){ point.y += 40; if (isEmpty) point.y -= 20; this.setNextCardLocation(point); main.table.remove(this.getLocation()); point.y -= 20; this.setLocation(point); main.table.put(point, this); this.initPoint = point; if (this.previousCard != null){ this.previousCard.turnFront(); this.previousCard.setCanMove(true); } this.setCanMove(true); } else{ this.setNextCardLocation(null); main.table.remove(this.getLocation()); this.setLocation(this.initPoint); main.table.put(this.initPoint, this); return; } point = main.getLastCardLocation(n); card = (PKCard) main.table.get(point); if (card.getCardValue() == 1){ point.y -= 240; card = (PKCard) main.table.get(point); if (card != null && card.isCardCanMove()){ main.haveFinish(n); } } } /* **方法:放置纸牌 */ public void setNextCardLocation(Point point){ PKCard card = main.getNextCard(this); if (card != null){ if (point == null){ card.setNextCardLocation(null); main.table.remove(card.getLocation()); card.setLocation(card.initPoint); main.table.put(card.initPoint, card); } else{ point = new Point(point); point.y += 20; card.setNextCardLocation(point); point.y -= 20; main.table.remove(card.getLocation()); card.setLocation(point); main.table.put(card.getLocation(), card); card.initPoint = card.getLocation(); } } } /** **返回值:int **方法:判断可用列 */ public int whichColumnAvailable(Point point){ int x = point.x; int y = point.y; int a = (x - 20) / 101; int b = (x - 20) % 101; if (a != 9){ if (b > 30 && b <= 71){ a = -1; } else if (b > 71){ a++; } } else if (b > 71){ a = -1; } if (a != -1){ Point p = main.getLastCardLocation(a); if (p == null) p = main.getGroundLabelLocation(a); b = y - p.y; if (b <= -96 || b >= 96){ a = -1; } } return a; } public void mouseEntered(MouseEvent arg0){ } public void mouseExited(MouseEvent arg0){ } /** **用鼠标拖动纸牌 */ public void mouseDragged(MouseEvent arg0){ if (canMove){ int x = 0; int y = 0; Point p = arg0.getPoint(); x = p.x - point.x; y = p.y - point.y; this.moving(x, y); } } /** **返回值:void **方法:移动(x,y)个位置 */ public void moving(int x, int y){ PKCard card = main.getNextCard(this); Point p = this.getLocation(); //将组件移动到容器中指定的顺序索引。 pane.setComponentZOrder(this, 1); //在Hashtable中保存新的节点信息 main.table.remove(p); p.x += x; p.y += y; this.setLocation(p); main.table.put(p, this); if (card != null) card.moving(x, y); } public void mouseMoved(MouseEvent arg0){ } /** **构造函数 */ public PKCard(String name, Spider spider){ super(); this.type = new Integer(name.substring(0, 1)).intValue(); this.value = new Integer(name.substring(2)).intValue(); this.name = name; this.main = spider; this.pane = this.main.getContentPane(); this.addMouseListener(this); this.addMouseMotionListener(this); this.setIcon(new ImageIcon("images/rear.gif")); this.setSize(71, 96); this.setVisible(true); } /** **返回值:void **方法:令纸牌显示正面 */ public void turnFront(){ this.setIcon(new ImageIcon("images/" + name + ".gif")); this.isFront = true; } /** **返回值:void **方法:令纸牌显示背面 */ public void turnRear(){ this.setIcon(new ImageIcon("images/rear.gif")); this.isFront = false; this.canMove = false; } /** **返回值:void **方法:将纸牌移动到点point */ public void moveto(Point point){ this.setLocation(point); this.initPoint = point; } /** **返回值:void **方法:判断牌是否能移动 */ public void setCanMove(boolean can){ this.canMove = can; PKCard card = main.getPreviousCard(this); if (card != null && card.isCardFront()){ if (!can){ if (!card.isCardCanMove()){ return; } else{ card.setCanMove(can); } } else{ if (this.value + 1 == card.getCardValue() && this.type == card.getCardType()){ card.setCanMove(can); } else{ card.setCanMove(false); } } } } /** **返回值:boolean **方法:判断card是否是正面 */ public boolean isCardFront(){ return this.isFront; } /* **返回值:boolean **方法:返回是否能够移动 */ public boolean isCardCanMove(){ return this.canMove; } /** **返回值:int **方法:获得card的内容值 */ public int getCardValue(){ return value; } /** **返回值:int **方法:获得card的类型 */ public int getCardType(){ return type; } }
import javax.swing.JMenuBar; import javax.swing.JMenu; import javax.swing.JMenuItem; import javax.swing.JRadioButtonMenuItem; import javax.swing.ButtonGroup; public class SpiderMenuBar extends JMenuBar{ //生成spider框架对象 Spider main = null; //生成菜单组 JMenu jNewGame = new JMenu("游戏"); JMenu jHelp = new JMenu("帮助"); //生成菜单项 JMenuItem jItemAbout = new JMenuItem("关于"); JMenuItem jItemOpen = new JMenuItem("开局"); JMenuItem jItemPlayAgain = new JMenuItem("重新发牌"); //生成单选框 JRadioButtonMenuItem jRMItemEasy = new JRadioButtonMenuItem("简单:单一花色"); JRadioButtonMenuItem jRMItemNormal = new JRadioButtonMenuItem("中级:双花色"); JRadioButtonMenuItem jRMItemHard = new JRadioButtonMenuItem("高级:四花色");; JMenuItem jItemExit = new JMenuItem("退出"); JMenuItem jItemValid = new JMenuItem("显示可行操作"); /** **构造函数,生成JMenuBar的图形界面 */ public SpiderMenuBar(Spider spider){ this.main = spider; /** **初始化“游戏”菜单栏 */ jNewGame.add(jItemOpen); jNewGame.add(jItemPlayAgain); jNewGame.add(jItemValid); jNewGame.addSeparator(); jNewGame.add(jRMItemEasy); jNewGame.add(jRMItemNormal); jNewGame.add(jRMItemHard); jNewGame.addSeparator(); jNewGame.add(jItemExit); ButtonGroup group = new ButtonGroup(); group.add(jRMItemEasy); group.add(jRMItemNormal); group.add(jRMItemHard); jHelp.add(jItemAbout); this.add(jNewGame); this.add(jHelp); //为组件添加事件监听并实现 //“开局” jItemOpen.addActionListener(new java.awt.event.ActionListener() { public void actionPerformed(java.awt.event.ActionEvent e) { main.newGame(); } }); //“重新发牌” jItemPlayAgain.addActionListener(new java.awt.event.ActionListener() { public void actionPerformed(java.awt.event.ActionEvent e) { if(main.getC() < 60){ main.deal(); } } }); //"显示可行操作" jItemValid.addActionListener(new java.awt.event.ActionListener() { public void actionPerformed(java.awt.event.ActionEvent e) { new Show().start(); } }); //“退出” jItemExit.addActionListener(new java.awt.event.ActionListener() { public void actionPerformed(java.awt.event.ActionEvent e) { main.dispose(); System.exit(0); } }); //“简单级别”默认已选 jRMItemEasy.setSelected(true); //“简单级别” jRMItemEasy.addActionListener(new java.awt.event.ActionListener() { public void actionPerformed(java.awt.event.ActionEvent e) { main.setGrade(Spider.EASY); main.initCards(); main.newGame(); } }); //“中级” jRMItemNormal.addActionListener(new java.awt.event.ActionListener() { public void actionPerformed(java.awt.event.ActionEvent e) { main.setGrade(Spider.NATURAL); main.initCards(); main.newGame(); } }); //“高级” jRMItemHard.addActionListener(new java.awt.event.ActionListener() { public void actionPerformed(java.awt.event.ActionEvent e) { main.setGrade(Spider.HARD); main.initCards(); main.newGame(); } }); jNewGame.addMenuListener(new javax.swing.event.MenuListener() { public void menuSelected(javax.swing.event.MenuEvent e) { if(main.getC() < 60){ jItemPlayAgain.setEnabled(true); } else{ jItemPlayAgain.setEnabled(false); } } public void menuDeselected(javax.swing.event.MenuEvent e) {} public void menuCanceled(javax.swing.event.MenuEvent e) {} }); //“关于” jItemAbout.addActionListener(new java.awt.event.ActionListener() { public void actionPerformed(java.awt.event.ActionEvent e) { new AboutDialog(); } }); } /** **构造线程:显示可以执行的操作 */ class Show extends Thread{ public void run(){ main.showEnableOperator(); } } }
import java.awt.*; import java.awt.event.*; import javax.swing.*; import java.util.*; public class Spider extends JFrame{ //整型变量,表示难度等级为:简单 public static final int EASY = 1; //整型变量,表示难度等级为:普通 public static final int NATURAL = 2; //整型变量,表示难度等级为:难 public static final int HARD = 3; //设定初始难度等级为简单 private int grade = Spider.EASY; private Container pane = null; //生成纸牌数组 private PKCard cards[] = new PKCard[104]; private JLabel clickLabel = null; private int c = 0; private int n = 0; private int a = 0; private int finish = 0; Hashtable table = null; private JLabel groundLabel[] = null; public static void main(String[] args){ Spider spider = new Spider(); spider.setVisible(true); } /** **构造函数 */ public Spider(){ //改变系统默认字体 Font font = new Font("Dialog", Font.PLAIN, 12); java.util.Enumeration keys = UIManager.getDefaults().keys(); while (keys.hasMoreElements()) { Object key = keys.nextElement(); Object value = UIManager.get(key); if (value instanceof javax.swing.plaf.FontUIResource) { UIManager.put(key, font); } } setTitle("蜘蛛牌"); setDefaultCloseOperation(javax.swing.JFrame.EXIT_ON_CLOSE); //设置框架的大小 setSize(1024, 742); //生成SpiderMenuBar对象,并放置在框架之上 setJMenuBar(new SpiderMenuBar(this)); pane = this.getContentPane(); //设置背景颜色 pane.setBackground(new Color(0, 112, 26)); //将布局管理器设置成为null pane.setLayout(null); clickLabel = new JLabel(); clickLabel.setBounds(883, 606, 121, 96); pane.add(clickLabel); clickLabel.addMouseListener(new MouseAdapter(){ public void mouseReleased(MouseEvent me){ if (c < 60){ Spider.this.deal(); } } }); this.initCards(); this.randomCards(); this.setCardsLocation(); groundLabel = new JLabel[10]; int x = 20; for (int i = 0; i < 10; i++) { groundLabel[i] = new JLabel(); groundLabel[i] .setBorder(javax.swing.BorderFactory .createEtchedBorder(javax.swing.border.EtchedBorder.RAISED)); groundLabel[i].setBounds(x, 25, 71, 96); x += 101; this.pane.add(groundLabel[i]); } this.setVisible(true); this.deal(); this.addKeyListener(new KeyAdapter(){ class Show extends Thread{ public void run(){ Spider.this.showEnableOperator(); } } public void keyPressed(KeyEvent e){ if (finish != 8) if (e.getKeyCode() == KeyEvent.VK_D && c < 60){ Spider.this.deal(); } else if (e.getKeyCode() == KeyEvent.VK_M){ new Show().start(); } } }); } /** **开始新游戏 */ public void newGame(){ this.randomCards(); this.setCardsLocation(); this.setGroundLabelZOrder(); this.deal(); } /** **返回值:int **返回牌的数量 */ public int getC(){ return c; } /** **设置等级 */ public void setGrade(int grade){ this.grade = grade; } /** **纸牌初始化 */ public void initCards(){ //如果纸牌已被赋值,即将其从框架的面板中移去 if (cards[0] != null){ for (int i = 0; i < 104; i++){ pane.remove(cards[i]); } } int n = 0; //通过难度等级,为n赋值 if (this.grade == Spider.EASY){ n = 1; } else if (this.grade == Spider.NATURAL){ n = 2; } else{ n = 4; } //为card赋值 for (int i = 1; i <= 8; i++){ for (int j = 1; j <= 13; j++){ cards[(i - 1) * 13 + j - 1] = new PKCard((i % n + 1) + "-" + j, this); } } //随机纸牌初始化 this.randomCards(); } /** **纸牌随机分配 */ public void randomCards(){ PKCard temp = null; //随机生成牌号 for (int i = 0; i < 52; i++){ int a = (int) (Math.random() * 104); int b = (int) (Math.random() * 104); temp = cards[a]; cards[a] = cards[b]; cards[b] = temp; } } /** **设置还原 */ public void setNA(){ a = 0; n = 0; } /** **设置纸牌的位置 */ public void setCardsLocation(){ table = new Hashtable(); c = 0; finish = 0; n = 0; a = 0; int x = 883; int y = 580; //初始化待展开的纸牌 for (int i = 0; i < 6; i++){ for (int j = 0; j < 10; j++){ int n = i * 10 + j; pane.add(cards[n]); //将card转向背面 cards[n].turnRear(); //将card放在固定的位置上 cards[n].moveto(new Point(x, y)); //将card的位置及相关信息存入 table.put(new Point(x, y), cards[n]); } x += 10; } x = 20; y = 45; //初始化表面显示的纸牌 for (int i = 10; i > 5; i--){ for (int j = 0; j < 10; j++){ int n = i * 10 + j; if (n >= 104) continue; pane.add(cards[n]); cards[n].turnRear(); cards[n].moveto(new Point(x, y)); table.put(new Point(x, y), cards[n]); x += 101; } x = 20; y -= 5; } } /** **返回值:void **方法:显示可移动的操作 */ public void showEnableOperator(){ int x = 0; out: while (true){ Point point = null; PKCard card = null; do{ if (point != null){ n++; } point = this.getLastCardLocation(n); while (point == null){ point = this.getLastCardLocation(++n); if (n == 10) n = 0; x++; if (x == 10) break out; } card = (PKCard) this.table.get(point); } while (!card.isCardCanMove()); while (this.getPreviousCard(card) != null && this.getPreviousCard(card).isCardCanMove()){ card = this.getPreviousCard(card); } if (a == 10){ a = 0; } for (; a < 10; a++){ if (a != n){ Point p = null; PKCard c = null; do{ if (p != null){ a++; } p = this.getLastCardLocation(a); int z = 0; while (p == null){ p = this.getLastCardLocation(++a); if (a == 10) a = 0; if (a == n) a++; z++; if (z == 10) break out; } c = (PKCard) this.table.get(p); } while (!c.isCardCanMove()); if (c.getCardValue() == card.getCardValue() + 1){ card.flashCard(card); try{ Thread.sleep(800); } catch (InterruptedException e){ e.printStackTrace(); } c.flashCard(c); a++; if (a == 10){ n++; } break out; } } } n++; if (n == 10){ n = 0; } x++; if (x == 10){ break out; } } } /* **返回值:void **方法:游戏运行 */ public void deal() { this.setNA(); //判断10列中是否空列 for (int i = 0; i < 10; i++){ if (this.getLastCardLocation(i) == null){ JOptionPane.showMessageDialog(this, "有空位不能发牌!", "提示", JOptionPane.WARNING_MESSAGE); return; } } int x = 20; for (int i = 0; i < 10; i++){ Point lastPoint = this.getLastCardLocation(i); //这张牌应“背面向上” if (c == 0){ lastPoint.y += 5; } //这张牌应“正面向上” else{ lastPoint.y += 20; } table.remove(cards[c + i].getLocation()); cards[c + i].moveto(lastPoint); table.put(new Point(lastPoint), cards[c + i]); cards[c + i].turnFront(); cards[c + i].setCanMove(true); //将组件card移动到容器中指定的顺序索引。 this.pane.setComponentZOrder(cards[c + i], 1); Point point = new Point(lastPoint); if (cards[c + i].getCardValue() == 1){ int n = cards[c + i].whichColumnAvailable(point); point.y -= 240; PKCard card = (PKCard) this.table.get(point); if (card != null && card.isCardCanMove()){ this.haveFinish(n); } } x += 101; } c += 10; } /* **返回值:PKCard对象 **方法:获得card上面的那张牌 */ public PKCard getPreviousCard(PKCard card){ Point point = new Point(card.getLocation()); point.y -= 5; card = (PKCard) table.get(point); if (card != null){ return card; } point.y -= 15; card = (PKCard) table.get(point); return card; } /** **返回值:PKCard对象 **方法:取得card下面的一张牌 */ public PKCard getNextCard(PKCard card){ Point point = new Point(card.getLocation()); point.y += 5; card = (PKCard) table.get(point); if (card != null) return card; point.y += 15; card = (PKCard) table.get(point); return card; } /** **返回值:Point对象 **方法:取得第column列最后一张牌的位置 */ public Point getLastCardLocation(int column){ Point point = new Point(20 + column * 101, 25); PKCard card = (PKCard) this.table.get(point); if (card == null) return null; while (card != null){ point = card.getLocation(); card = this.getNextCard(card); } return point; } public Point getGroundLabelLocation(int column){ return new Point(groundLabel[column].getLocation()); } /* **返回值:void **方法:放置groundLable组件 */ public void setGroundLabelZOrder(){ for (int i = 0; i < 10; i++){ //将组件groundLable移动到容器中指定的顺序索引。顺序(105+i)确定了绘制组件的顺序;具有最高顺序的组件将第一个绘制,而具有最低顺序的组件将最后一个绘制。在组件重叠的地方,具有较低顺序的组件将覆盖具有较高顺序的组件。 pane.setComponentZOrder(groundLabel[i], 105 + i); } } /* **返回值:void **方法:判断纸牌的摆放是否完成 */ public void haveFinish(int column){ Point point = this.getLastCardLocation(column); PKCard card = (PKCard) this.table.get(point); do{ this.table.remove(point); card.moveto(new Point(20 + finish * 10, 580)); //将组件移动到容器中指定的顺序索引。 pane.setComponentZOrder(card, 1); //将纸牌新的相关信息存入Hashtable this.table.put(card.getLocation(), card); card.setCanMove(false); point = this.getLastCardLocation(column); if (point == null) card = null; else card = (PKCard) this.table.get(point); } while (card != null && card.isCardCanMove()); finish++; //如果8付牌全部组合成功,则显示成功的对话框 if (finish == 8){ JOptionPane.showMessageDialog(this, "恭喜你,顺利通过!", "成功", JOptionPane.PLAIN_MESSAGE); } if (card != null){ card.turnFront(); card.setCanMove(true); } } }
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