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编写java游戏代码 java简单游戏代码
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用JAVA编一个小游戏或者其他程序
贪吃蛇程序:
GreedSnake.java (也是程序入口):
import java.awt.BorderLayout;
import java.awt.Canvas;
import java.awt.Color;
import java.awt.Container;
import java.awt.Graphics;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.util.Iterator;
import java.util.LinkedList;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
public class GreedSnake implements KeyListener {
JFrame mainFrame;
Canvas paintCanvas;
JLabel labelScore;// 计分牌
SnakeModel snakeModel = null;// 蛇
public static final int canvasWidth = 200;
public static final int canvasHeight = 300;
public static final int nodeWidth = 10;
public static final int nodeHeight = 10;
// ----------------------------------------------------------------------
// GreedSnake():初始化游戏界面
// ----------------------------------------------------------------------
public GreedSnake() {
// 设置界面元素
mainFrame = new JFrame("GreedSnake");
Container cp = mainFrame.getContentPane();
labelScore = new JLabel("Score:");
cp.add(labelScore, BorderLayout.NORTH);
paintCanvas = new Canvas();
paintCanvas.setSize(canvasWidth + 1, canvasHeight + 1);
paintCanvas.addKeyListener(this);
cp.add(paintCanvas, BorderLayout.CENTER);
JPanel panelButtom = new JPanel();
panelButtom.setLayout(new BorderLayout());
JLabel labelHelp;// 帮助信息
labelHelp = new JLabel("PageUp, PageDown for speed;", JLabel.CENTER);
panelButtom.add(labelHelp, BorderLayout.NORTH);
labelHelp = new JLabel("ENTER or R or S for start;", JLabel.CENTER);
panelButtom.add(labelHelp, BorderLayout.CENTER);
labelHelp = new JLabel("SPACE or P for pause", JLabel.CENTER);
panelButtom.add(labelHelp, BorderLayout.SOUTH);
cp.add(panelButtom, BorderLayout.SOUTH);
mainFrame.addKeyListener(this);
mainFrame.pack();
mainFrame.setResizable(false);
mainFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
mainFrame.setVisible(true);
begin();
}
// ----------------------------------------------------------------------
// keyPressed():按键检测
// ----------------------------------------------------------------------
public void keyPressed(KeyEvent e) {
int keyCode = e.getKeyCode();
if (snakeModel.running)
switch (keyCode) {
case KeyEvent.VK_UP:
snakeModel.changeDirection(SnakeModel.UP);
break;
case KeyEvent.VK_DOWN:
snakeModel.changeDirection(SnakeModel.DOWN);
break;
case KeyEvent.VK_LEFT:
snakeModel.changeDirection(SnakeModel.LEFT);
break;
case KeyEvent.VK_RIGHT:
snakeModel.changeDirection(SnakeModel.RIGHT);
break;
case KeyEvent.VK_ADD:
case KeyEvent.VK_PAGE_UP:
snakeModel.speedUp();// 加速
break;
case KeyEvent.VK_SUBTRACT:
case KeyEvent.VK_PAGE_DOWN:
snakeModel.speedDown();// 减速
break;
case KeyEvent.VK_SPACE:
case KeyEvent.VK_P:
snakeModel.changePauseState();// 暂停或继续
break;
default:
}
// 重新开始
if (keyCode == KeyEvent.VK_R || keyCode == KeyEvent.VK_S
|| keyCode == KeyEvent.VK_ENTER) {
snakeModel.running = false;
begin();
}
}
// ----------------------------------------------------------------------
// keyReleased():空函数
// ----------------------------------------------------------------------
public void keyReleased(KeyEvent e) {
}
// ----------------------------------------------------------------------
// keyTyped():空函数
// ----------------------------------------------------------------------
public void keyTyped(KeyEvent e) {
}
// ----------------------------------------------------------------------
// repaint():绘制游戏界面(包括蛇和食物)
// ----------------------------------------------------------------------
void repaint() {
Graphics g = paintCanvas.getGraphics();
// draw background
g.setColor(Color.WHITE);
g.fillRect(0, 0, canvasWidth, canvasHeight);
// draw the snake
g.setColor(Color.BLACK);
LinkedList na = snakeModel.nodeArray;
Iterator it = na.iterator();
while (it.hasNext()) {
Node n = (Node) it.next();
drawNode(g, n);
}
// draw the food
g.setColor(Color.RED);
Node n = snakeModel.food;
drawNode(g, n);
updateScore();
}
// ----------------------------------------------------------------------
// drawNode():绘画某一结点(蛇身或食物)
// ----------------------------------------------------------------------
private void drawNode(Graphics g, Node n) {
g.fillRect(n.x * nodeWidth, n.y * nodeHeight, nodeWidth - 1,
nodeHeight - 1);
}
// ----------------------------------------------------------------------
// updateScore():改变计分牌
// ----------------------------------------------------------------------
public void updateScore() {
String s = "Score: " + snakeModel.score;
labelScore.setText(s);
}
// ----------------------------------------------------------------------
// begin():游戏开始,放置贪吃蛇
// ----------------------------------------------------------------------
void begin() {
if (snakeModel == null || !snakeModel.running) {
snakeModel = new SnakeModel(this, canvasWidth / nodeWidth,
this.canvasHeight / nodeHeight);
(new Thread(snakeModel)).start();
}
}
// ----------------------------------------------------------------------
// main():主函数
// ----------------------------------------------------------------------
public static void main(String[] args) {
GreedSnake gs = new GreedSnake();
}
}
Node.java:
public class Node {
int x;
int y;
Node(int x, int y) {
this.x = x;
this.y = y;
}
}
SnakeModel.java:
import java.util.Arrays;
import java.util.LinkedList;
import java.util.Random;
import javax.swing.JOptionPane;
public class SnakeModel implements Runnable {
GreedSnake gs;
boolean[][] matrix;// 界面数据保存在数组里
LinkedList nodeArray = new LinkedList();
Node food;
int maxX;// 最大宽度
int maxY;// 最大长度
int direction = 2;// 方向
boolean running = false;
int timeInterval = 200;// 间隔时间(速度)
double speedChangeRate = 0.75;// 速度改变程度
boolean paused = false;// 游戏状态
int score = 0;
int countMove = 0;
// UP和DOWN是偶数,RIGHT和LEFT是奇数
public static final int UP = 2;
public static final int DOWN = 4;
public static final int LEFT = 1;
public static final int RIGHT = 3;
// ----------------------------------------------------------------------
// GreedModel():初始化界面
// ----------------------------------------------------------------------
public SnakeModel(GreedSnake gs, int maxX, int maxY) {
this.gs = gs;
this.maxX = maxX;
this.maxY = maxY;
matrix = new boolean[maxX][];
for (int i = 0; i maxX; ++i) {
matrix[i] = new boolean[maxY];
Arrays.fill(matrix[i], false);// 没有蛇和食物的地区置false
}
// 初始化贪吃蛇
int initArrayLength = maxX 20 ? 10 : maxX / 2;
for (int i = 0; i initArrayLength; ++i) {
int x = maxX / 2 + i;
int y = maxY / 2;
nodeArray.addLast(new Node(x, y));
matrix[x][y] = true;// 蛇身处置true
}
food = createFood();
matrix[food.x][food.y] = true;// 食物处置true
}
// ----------------------------------------------------------------------
// changeDirection():改变运动方向
// ----------------------------------------------------------------------
public void changeDirection(int newDirection) {
if (direction % 2 != newDirection % 2)// 避免冲突
{
direction = newDirection;
}
}
// ----------------------------------------------------------------------
// moveOn():贪吃蛇运动函数
// ----------------------------------------------------------------------
public boolean moveOn() {
Node n = (Node) nodeArray.getFirst();
int x = n.x;
int y = n.y;
switch (direction) {
case UP:
y--;
break;
case DOWN:
y++;
break;
case LEFT:
x--;
break;
case RIGHT:
x++;
break;
}
if ((0 = x x maxX) (0 = y y maxY)) {
if (matrix[x][y])// 吃到食物或者撞到身体
{
if (x == food.x y == food.y)// 吃到食物
{
nodeArray.addFirst(food);// 在头部加上一结点
// 计分规则与移动长度和速度有关
int scoreGet = (10000 - 200 * countMove) / timeInterval;
score += scoreGet 0 ? scoreGet : 10;
countMove = 0;
food = createFood();
matrix[food.x][food.y] = true;
return true;
} else
return false;// 撞到身体
} else// 什么都没有碰到
{
nodeArray.addFirst(new Node(x, y));// 加上头部
matrix[x][y] = true;
n = (Node) nodeArray.removeLast();// 去掉尾部
matrix[n.x][n.y] = false;
countMove++;
return true;
}
}
return false;// 越界(撞到墙壁)
}
// ----------------------------------------------------------------------
// run():贪吃蛇运动线程
// ----------------------------------------------------------------------
public void run() {
running = true;
while (running) {
try {
Thread.sleep(timeInterval);
} catch (Exception e) {
break;
}
if (!paused) {
if (moveOn())// 未结束
{
gs.repaint();
} else// 游戏结束
{
JOptionPane.showMessageDialog(null, "GAME OVER",
"Game Over", JOptionPane.INFORMATION_MESSAGE);
break;
}
}
}
running = false;
}
// ----------------------------------------------------------------------
// createFood():生成食物及放置地点
// ----------------------------------------------------------------------
private Node createFood() {
int x = 0;
int y = 0;
do {
Random r = new Random();
x = r.nextInt(maxX);
y = r.nextInt(maxY);
} while (matrix[x][y]);
return new Node(x, y);
}
// ----------------------------------------------------------------------
// speedUp():加快蛇运动速度
// ----------------------------------------------------------------------
public void speedUp() {
timeInterval *= speedChangeRate;
}
// ----------------------------------------------------------------------
// speedDown():放慢蛇运动速度
// ----------------------------------------------------------------------
public void speedDown() {
timeInterval /= speedChangeRate;
}
// ----------------------------------------------------------------------
// changePauseState(): 改变游戏状态(暂停或继续)
// ----------------------------------------------------------------------
public void changePauseState() {
paused = !paused;
}
}
用java如何编写一个猜拳游戏?
我之前写了个猜拳游戏的源代码,不过没你想的这么精彩。你才给5分就给你你自己修改了,应该很简单的。要多给点分我可以帮你修改。
import java.util.Scanner;
import java.util.Random;
public class caiquan
{
final int jiandao=0;
final int shitou=1;
final int bu=2;
public static void main(String[] args)
{
String yn="y";
while (yn.equals("y"))
{
Scanner scanner = new Scanner(System.in);
System.out.println("欢迎玩猜拳游戏。请输入0,1,2:0表示剪刀,1表示石头,2表示布");
int a = scanner.nextInt();
Random rd = new Random();
int b = rd.nextInt(3);
switch (b)
{
case 0:
{
System.out.println("系统出的是剪刀");
switch(a)
{
case 0:System.out.println("平");break;
case 1:System.out.println("赢");break;
case 2:System.out.println("输");break;
}
}
break;
case 1:
{
System.out.println("系统出的是石头");
switch(a)
{
case 0:System.out.println("输");break;
case 1:System.out.println("平");break;
case 2:System.out.println("赢");break;
}
}
break;
case 2:
{
System.out.println("系统出的是布");
switch(a)
{
case 0:System.out.println("赢");break;
case 1:System.out.println("输");break;
case 2:System.out.println("平");break;
}
}
}
Scanner ynn = new Scanner(System.in);
System.out.println("是否继续?是请输入y,否则输入n。");
yn=ynn.next();
}
}
}
跪求JAVA编写的小游戏源代码
import java.awt.*;
import java.applet.*;
import java.awt.event.*;
import java.awt.image.*;
import java.awt.geom.*;
import java.util.*;
class Car{
Image img;
int x, y;
Dimension dim;
Car(Image img){
this.img=img;
}
Car(Image img, int x, int y){
this.img=img; this.x=x; this.y=y;
}
Car(Image img, int x, int y, Dimension dim){
this(img, x, y);
this.dim=dim;
}
void draw(Graphics g, ImageObserver observer){
g.drawImage(img, x, y, observer);
}
int getX(){ return x;}
int getY(){ return y;}
void setX(int x){this.x=x;}
void setY(int y){this.y=y;}
void setLocation(int x, int y){
this.x=x; this.y=y;
}
int getWidth(){ return img.getWidth(null);}
int getHeight(){ return img.getHeight(null);}
Rectangle2D getRectangle(){
return new Rectangle2D.Float(x, y, getWidth(), getHeight());
}
void move(int dx, int dy){
x+=dx;
y+=dy;
if(dim!=null){
if(x0)x=0;
if(x+getWidth()dim.getWidth())
x=(int)dim.getWidth()-getWidth();
}
}
boolean intersects(Car car){
return getRectangle().intersects(car.getRectangle());
}
boolean intersects(int x, int y){
return getRectangle().intersects(x, y, getWidth(), getHeight());
}
}
public class CarRace extends Applet implements KeyListener, Runnable{
Image buff;
Canvas screen;
Graphics2D gs, gb;
Car redCar;
Car[] enemy=new Car[20];
Button bStart;
Thread game;
boolean loop=true;
Dimension dim=new Dimension(200, 300);
int road;
Random rnd=new Random();
public void init(){
prepareResource();
setBackground(Color.blue);
initScreen();
add(screen);
bStart=new Button("霸烙 矫累");
add(bStart);
bStart.addActionListener(new ActionListener(){
public void actionPerformed(ActionEvent ae){
screen.requestFocus();
if(!game.isAlive())
game.start();
}
});
}
void prepareResource(){
Image imgRed=getImage(getCodeBase(),"images/red_car.gif");
Image imgBlue=getImage(getCodeBase(),"images/blue_car.gif");
Image imgGreen=getImage(getCodeBase(),"images/green_car.gif");
MediaTracker mt=new MediaTracker(this);
try{
mt.addImage(imgRed, 0);
mt.addImage(imgBlue, 1);
mt.addImage(imgGreen, 2);
mt.waitForAll();
}catch(Exception e){}
buff=createImage((int)dim.getWidth(), (int)dim.getHeight());
gb=(Graphics2D)buff.getGraphics();
redCar=new Car(imgRed, 80,250, dim);
for(int i=0;i10;i++){
enemy[i]=new Car(imgBlue, 0, 0);
}
for(int i=10;ienemy.length;i++){
enemy[i]=new Car(imgGreen, 0, 0);
}
for(int i=0;ienemy.length;i++){
setEnemy(i);
}
game=new Thread(this);
}
public void stop(){
loop=false;
}
public void run(){
while(loop){
drawScreen();
try{ Thread.sleep(50);}catch(Exception e){}
}
}
void initScreen(){
screen=new Canvas(){
public void paint(Graphics g){
if(gs==null){
gs=(Graphics2D)screen.getGraphics();
}
drawScreen();
}
};
screen.setSize(dim);
screen.addKeyListener(this);
}
void setEnemy(int en){
int x, y;
next:while(true){
x=rnd.nextInt((int)dim.getWidth()-enemy[en].getWidth());
y=-rnd.nextInt(5000)-200;
for(int j=0;jenemy.length;j++){
if(j!=en enemy[j].intersects(x, y))continue next;
}
enemy[en].setLocation(x, y);
break;
}
}
void check(Car en){
if(redCar.intersects(en)){
if(redCar.getX()en.getX()){
en.move(-20, 0);
redCar.move(20, 0);
}
else{
en.move(20,0);
redCar.move(-20, 0);
}
}
}
synchronized void drawScreen(){
gb.clearRect(0, 0, (int)dim.getWidth(), (int)dim.getHeight());
gb.setPaint(new Color(100, 100, 100));
gb.fillRect(0, 0, (int)dim.getWidth(), (int)dim.getHeight());
drawRoad();
for(int i=0;ienemy.length;i++){
enemy[i].move(0, 15);
enemy[i].draw(gb, screen);
if(enemy[i].getY()dim.getHeight())
setEnemy(i);
check(enemy[i]);
}
redCar.draw(gb, screen);
gs.drawImage(buff, 0,0, screen);
}
void drawRoad(){
road+=80;
gb.setPaint(Color.yellow);
gb.fillRect((int)dim.getWidth()/2, road,10,150);
if(road=dim.getHeight())road=-150;
}
public void keyPressed(KeyEvent ke){
if(ke.getKeyCode()==KeyEvent.VK_LEFT){
redCar.move(-10,0);
}
else if(ke.getKeyCode()==KeyEvent.VK_RIGHT){
redCar.move(10,0);
}
}
public void keyReleased(KeyEvent ke){}
public void keyTyped(KeyEvent ke){}
}
这个是一个典型编写java游戏代码的Applet,文件名应该是CarRace.java,需要图片作为车子等等,本人也是别人给编写java游戏代码的,但是还要个.html文件来运行它,代码为:
Applet code="CarRace.class" width=250 height=350
/Applet
请楼主采纳
JAVA小游戏程序代码
这个是比较有名的那个烟花,不知道你有没有用:
建个工程,以Fireworks为类即可
import java.awt.*;
import java.applet.*;
import java.awt.event.*;
import javax.swing.*;
public class Fireworks extends Applet implements MouseListener,Runnable
{
int x,y;
int top,point;
/**
*对小程序进行变量和颜色的初始化。
*/
public void init()
{
x = 0;
y = 0;
//设置背景色为黑色
setBackground(Color.black);
addMouseListener(this);
}
public void paint(Graphics g)
{
}
/**
*使该程序可以作为应用程序运行。
*/
public static void main(String args[]) {
Fireworks applet = new Fireworks();
JFrame frame = new JFrame("TextAreaNew");
frame.addWindowListener(new WindowAdapter() {
public void windowClosing(WindowEvent e){
System.exit(0);
}
});
frame.getContentPane().add(
applet, BorderLayout.CENTER);
frame.setSize(800,400);
applet.init();
applet.start();
frame.setVisible(true);
}
/**
*程序主线程,对一个烟花进行绘制。
*/
public void run()
{
//变量初始化
Graphics g1;
g1 = getGraphics();
int y_move,y_click,x_click;
int v;
x_click = x;
y_click = y;
y_move = 400;
v = 3;
int r,g,b;
while(y_move y_click)
{
g1.setColor(Color.black);
g1.fillOval(x_click,y_move,5,5);
y_move -= 5;
r = (((int)Math.round(Math.random()*4321))%200)+55;
g = (((int)Math.round(Math.random()*4321))%200)+55;
b = (((int)Math.round(Math.random()*4321))%200)+55;
g1.setColor(new Color(r,g,b));
g1.fillOval(x_click,y_move,5,5);
for(int j = 0 ;j=10;j++)
{
if(r55) r -= 20;
if(g55) g -= 20;
if(b55) b -=20;
g1.setColor(new Color(r,g,b));
g1.fillOval(x_click,y_move+j*5,5,5);
}
g1.setColor(Color.black);
g1.fillOval(x_click,y_move+5*10,5,5);
try
{
Thread.currentThread().sleep(v++);
} catch (InterruptedException e) {}
}
for(int j=12;j=0;j--)
{
g1.setColor(Color.black);
g1.fillOval(x_click,y_move+(j*5),5,5);
try
{
Thread.currentThread().sleep((v++)/3);
} catch (InterruptedException e) {}
}
y_move = 400;
g1.setColor(Color.black);
while(y_move y_click)
{
g1.fillOval(x_click-2,y_move,9,5);
y_move -= 5;
}
v = 15;
for(int i=0;i=25;i++)
{
r = (((int)Math.round(Math.random()*4321))%200)+55;
g = (((int)Math.round(Math.random()*4321))%200)+55;
b = (((int)Math.round(Math.random()*4321))%200)+55;
g1.setColor(new Color(r,g,b));
g1.drawOval(x_click-3*i,y_click-3*i,6*i,6*i);
if(i23)
{
g1.drawOval(x_click-3*(i+1),y_click-3*(i+1),6*(i+1),6*(i+1));
g1.drawOval(x_click-3*(i+2),y_click-3*(i+2),6*(i+2),6*(i+2));
}
try
{
Thread.currentThread().sleep(v++);
} catch (InterruptedException e) {}
g1.setColor(Color.black);
g1.drawOval(x_click-3*i,y_click-3*i,6*i,6*i);
}
}
/**
*对鼠标事件进行监听。
*临听其鼠标按下事件。
*当按下鼠标时,产生一个新线程。
*/
public void mousePressed(MouseEvent e)
{
x = e.getX();
y = e.getY();
Thread one;
one = new Thread(this);
one.start();
one = null;
}
/**
*实现MouseListener接中的方法。为一个空方法。
*/
public void mouseReleased(MouseEvent e)
{
}
/**
*实现MouseListener接中的方法。为一个空方法。
*/
public void mouseEntered(MouseEvent e)
{
}
/**
*实现MouseListener接中的方法。为一个空方法。
*/
public void mouseExited(MouseEvent e)
{
}
/**
*实现MouseListener接中的方法。为一个空方法。
*/
public void mouseClicked(MouseEvent e)
{
}
}
java扫雷游戏代码
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
public class Frame
extends JFrame {
JTextField text;
JLabel nowBomb, setBomb;
int BombNum, BlockNum; // 当前雷数,当前方块数
int rightBomb, restBomb, restBlock; // 找到的地雷数,剩余雷数,剩余方块数
JButton start = new JButton(" 开始 ");
JPanel MenuPamel = new JPanel();
JPanel bombPanel = new JPanel();
Bomb[][] bombButton;
JPanel c;
BorderLayout borderLayout1 = new BorderLayout();
GridLayout gridLayout1 = new GridLayout();
public Frame() {
try {
setDefaultCloseOperation(EXIT_ON_CLOSE);
jbInit();
}
catch (Exception exception) {
exception.printStackTrace();
}
}
private void jbInit() throws Exception {
c = (JPanel) getContentPane();
setTitle("扫雷");
c.setBackground(Color.WHITE);
MenuPamel.setBackground(Color.GRAY);
c.setLayout(borderLayout1);
setSize(new Dimension(600, 600));
setResizable(false);
BlockNum = 144;
BombNum = 10;
text = new JTextField("10 ", 3);
nowBomb = new JLabel("当前雷数" + ":" + BombNum);
setBomb = new JLabel("设置地雷数");
start.addActionListener(new Frame1_start_actionAdapter(this));
MenuPamel.add(setBomb);
MenuPamel.add(text);
MenuPamel.add(start);
MenuPamel.add(nowBomb);
c.add(MenuPamel, java.awt.BorderLayout.SOUTH);
bombPanel.setLayout(gridLayout1);
gridLayout1.setColumns( (int) Math.sqrt(BlockNum));
gridLayout1.setRows( (int) Math.sqrt(BlockNum));
bombButton = new Bomb[ (int) Math.sqrt(BlockNum)][ (int) Math.sqrt(BlockNum)];
for (int i = 0; i (int) Math.sqrt(BlockNum); i++) {
for (int j = 0; j (int) Math.sqrt(BlockNum); j++) {
bombButton[i][j] = new Bomb(i, j);
//bombButton[i][j].setSize(10, 10);
bombButton[i][j].setFont(new Font("", Font.PLAIN, 14));//设置字体大小
bombButton[i][j].setForeground(Color.white);
bombButton[i][j].addMouseListener(new Bomb_mouseAdapter(this));
bombButton[i][j].addActionListener(new Bomb_actionAdapter(this));
bombPanel.add(bombButton[i][j]);
}
}
c.add(bombPanel, java.awt.BorderLayout.CENTER);
startBomb();
}
/* 开始按钮 */
public void start_actionPerformed(ActionEvent e) {
int num=Integer.parseInt(text.getText().trim());
if (num = 5 num 50) {
BombNum = num;
startBomb();
}
else if (num 5) {
JOptionPane.showMessageDialog(null, "您设置的地雷数太少了,请重设!", "错误",
JOptionPane.ERROR_MESSAGE);
num=10;
BombNum = num;
}
else {
JOptionPane.showMessageDialog(null, "您设置的地雷数太多了,请重设!", "错误",
JOptionPane.ERROR_MESSAGE);
num=10;
BombNum = num;
}
}
/* 开始,布雷 */
public void startBomb() {
nowBomb.setText("当前雷数" + ":" + BombNum);
for (int i = 0; i (int) Math.sqrt(BlockNum); i++) {
for (int j = 0; j (int) Math.sqrt(BlockNum); j++) {
bombButton[i][j].isBomb = false;
bombButton[i][j].isClicked = false;
bombButton[i][j].isRight = false;
bombButton[i][j].BombFlag = 0;
bombButton[i][j].BombRoundCount = 9;
bombButton[i][j].setEnabled(true);
bombButton[i][j].setText("");
bombButton[i][j].setFont(new Font("", Font.PLAIN, 14));//设置字体大小
bombButton[i][j].setForeground(Color.BLUE);
rightBomb = 0;
restBomb = BombNum;
restBlock = BlockNum - BombNum;
}
}
for (int i = 0; i BombNum; ) {
int x = (int) (Math.random() * (int) (Math.sqrt(BlockNum) - 1));
int y = (int) (Math.random() * (int) (Math.sqrt(BlockNum) - 1));
if (bombButton[x][y].isBomb != true) {
bombButton[x][y].isBomb = true;
i++;
}
}
CountRoundBomb();
}
/* 计算方块周围雷数 */
public void CountRoundBomb() {
for (int i = 0; i (int) Math.sqrt(BlockNum); i++) {
for (int j = 0; j (int) Math.sqrt(BlockNum); j++) {
int count = 0;
// 当需要检测的单元格本身无地雷的情况下,统计周围的地雷个数
if (bombButton[i][j].isBomb != true) {
for (int x = i - 1; x i + 2; x++) {
for (int y = j - 1; y j + 2; y++) {
if ( (x = 0) (y = 0)
(x ( (int) Math.sqrt(BlockNum)))
(y ( (int) Math.sqrt(BlockNum)))) {
if (bombButton[x][y].isBomb == true) {
count++;
}
}
}
}
bombButton[i][j].BombRoundCount = count;
}
}
}
}
/* 是否挖完了所有的雷 */
public void isWin() {
restBlock = BlockNum - BombNum;
for (int i = 0; i (int) Math.sqrt(BlockNum); i++) {
for (int j = 0; j (int) Math.sqrt(BlockNum); j++) {
if (bombButton[i][j].isClicked == true) {
restBlock--;
}
}
}
if (rightBomb == BombNum || restBlock == 0) {
JOptionPane.showMessageDialog(this, "您挖完了所有的雷,您胜利了!", "胜利",
JOptionPane.INFORMATION_MESSAGE);
startBomb();
}
}
/** 当选中的位置为空,则翻开周围的地图* */
public void isNull(Bomb ClickedButton) {
int i, j;
i = ClickedButton.num_x;
j = ClickedButton.num_y;
for (int x = i - 1; x i + 2; x++) {
for (int y = j - 1; y j + 2; y++) {
if ( ( (x != i) || (y != j)) (x = 0) (y = 0)
(x ( (int) Math.sqrt(BlockNum)))
(y ( (int) Math.sqrt(BlockNum)))) {
if (bombButton[x][y].isBomb == false
bombButton[x][y].isClicked == false
bombButton[x][y].isRight == false) {
turn(bombButton[x][y]);
}
}
}
}
}
/* 翻开 */
public void turn(Bomb ClickedButton) {
ClickedButton.setEnabled(false);
ClickedButton.isClicked = true;
if (ClickedButton.BombRoundCount 0) {
ClickedButton.setText(ClickedButton.BombRoundCount + "");
}
else {
isNull(ClickedButton);
}
}
/* 左键点击 */
public void actionPerformed(ActionEvent e) {
if ( ( (Bomb) e.getSource()).isClicked == false
( (Bomb) e.getSource()).isRight == false) {
if ( ( (Bomb) e.getSource()).isBomb == false) {
turn( ( (Bomb) e.getSource()));
isWin();
}
else {
for (int i = 0; i (int) Math.sqrt(BlockNum); i++) {
for (int j = 0; j (int) Math.sqrt(BlockNum); j++) {
if (bombButton[i][j].isBomb == true) {
bombButton[i][j].setText("b");
}
}
}
( (Bomb) e.getSource()).setForeground(Color.RED);
( (Bomb) e.getSource()).setFont(new Font("", Font.BOLD, 20));
( (Bomb) e.getSource()).setText("X");
JOptionPane.showMessageDialog(this, "你踩到地雷了,按确定重来", "踩到地雷", 2);
startBomb();
}
}
}
/* 右键点击 */
public void mouseClicked(MouseEvent e) {
Bomb bombSource = (Bomb) e.getSource();
boolean right = SwingUtilities.isRightMouseButton(e);
if ( (right == true) (bombSource.isClicked == false)) {
bombSource.BombFlag = (bombSource.BombFlag + 1) % 3;
if (bombSource.BombFlag == 1) {
if (restBomb 0) {
bombSource.setForeground(Color.RED);
bombSource.setText("F");
bombSource.isRight = true;
restBomb--;
}
else {
bombSource.BombFlag = 0;
}
}
else if (bombSource.BombFlag == 2) {
restBomb++;
bombSource.setText("Q");
bombSource.isRight = false;
}
else {
bombSource.setText("");
}
if (bombSource.isBomb == true) {
if (bombSource.BombFlag == 1) {
rightBomb++;
}
else if (bombSource.BombFlag == 2) {
rightBomb--;
}
}
nowBomb.setText("当前雷数" + ":" + restBomb);
isWin();
}
}
public static void main(String[] args) {
Frame frame = new Frame();
frame.setVisible(true);
}
}
class Frame1_start_actionAdapter
implements ActionListener {
private Frame adaptee;
Frame1_start_actionAdapter(Frame adaptee) {
this.adaptee = adaptee;
}
public void actionPerformed(ActionEvent e) {
adaptee.start_actionPerformed(e);
}
}
////////////////////////////
class Bomb
extends JButton {
int num_x, num_y; // 第几号方块
int BombRoundCount; // 周围雷数
boolean isBomb; // 是否为雷
boolean isClicked; // 是否被点击
int BombFlag; // 探雷标记
boolean isRight; // 是否点击右键
public Bomb(int x, int y) {
num_x = x;
num_y = y;
BombFlag = 0;
BombRoundCount = 9;
isBomb = false;
isClicked = false;
isRight = false;
}
}
class Bomb_actionAdapter
implements ActionListener {
private Frame adaptee;
Bomb_actionAdapter(Frame adaptee) {
this.adaptee = adaptee;
}
public void actionPerformed(ActionEvent e) {
adaptee.actionPerformed(e);
}
}
class Bomb_mouseAdapter
extends MouseAdapter {
private Frame adaptee;
Bomb_mouseAdapter(Frame adaptee) {
this.adaptee = adaptee;
}
public void mouseClicked(MouseEvent e) {
adaptee.mouseClicked(e);
}
}
求一个简单又有趣的JAVA小游戏代码
具体如下编写java游戏代码:
连连看编写java游戏代码的小源码
package Lianliankan;
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
public class lianliankan implements ActionListener
{
JFrame mainFrame; //主面板
Container thisContainer;
JPanel centerPanel,southPanel,northPanel; //子面板
JButton diamondsButton[][] = new JButton[6][5];//游戏按钮数组
JButton exitButton,resetButton,newlyButton; //退出编写java游戏代码,重列,重新开始按钮
JLabel fractionLable=new JLabel("0"); //分数标签
JButton firstButton,secondButton; //
分别记录两次62616964757a686964616fe59b9ee7ad9431333335326239被选中的按钮
int grid[][] = new int[8][7];//储存游戏按钮位置
static boolean pressInformation=false; //判断是否有按钮被选中
int x0=0,y0=0,x=0,y=0,fristMsg=0,secondMsg=0,validateLV; //游戏按钮的位置坐标
int i,j,k,n;//消除方法控制
代码(code)是程序员用开发工具所支持的语言写出来的源文件,是一组由字符、符号或信号码元以离散形式表示信息的明确的规则体系。
对于字符和Unicode数据的位模式的定义,此模式代表特定字母、数字或符号(例如 0x20 代表一个空格,而 0x74 代表字符“t”)。一些数据类型每个字符使用一个字节编写java游戏代码;每个字节可以具有 256 个不同的位模式中的一个模式。
在计算机中,字符由不同的位模式(ON 或 OFF)表示。每个字节有 8 位,这 8 位可以有 256 种不同的 ON 和 OFF 组合模式。对于使用 1 个字节存储每个字符的程序,通过给每个位模式指派字符可表示最多 256 个不同的字符。2 个字节有 16 位,这 16 位可以有 65,536 种唯一的 ON 和 OFF 组合模式。使用 2 个字节表示每个字符的程序可表示最多 65,536 个字符。
单字节代码页是字符定义,这些字符映射到每个字节可能有的 256 种位模式中的每一种。代码页定义大小写字符、数字、符号以及 !、@、#、% 等特殊字符的位模式。每种欧洲语言(如德语和西班牙语)都有各自的单字节代码页。
虽然用于表示 A 到 Z 拉丁字母表字符的位模式在所有的代码页中都相同,但用于表示重音字符(如"é"和"á")的位模式在不同的代码页中却不同。如果在运行不同代码页的计算机间交换数据,必须将所有字符数据由发送计算机的代码页转换为接收计算机的代码页。如果源数据中的扩展字符在接收计算机的代码页中未定义,那么数据将丢失。
如果某个数据库为来自许多不同国家的客户端提供服务,则很难为该数据库选择这样一种代码页,使其包括所有客户端计算机所需的全部扩展字符。而且,在代码页间不停地转换需要花费大量的处理时间。
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