「java扫雷教学」java扫雷游戏代码详解
今天给各位分享java扫雷教学的知识,其中也会对java扫雷游戏代码详解进行解释,如果能碰巧解决你现在面临的问题,别忘了关注本站,现在开始吧!
本文目录一览:
- 1、用java怎么写扫雷程序
- 2、怎样用JAVA实现扫雷游戏
- 3、怎么用Java做一个扫雷程序,要原创。。。 做好了给加100
- 4、JAVA,编一个游戏小游戏,比如扫雷,这个程序大概的代码是什么,谁能教教我?我比较笨,但是我认学。
用java怎么写扫雷程序
首先要写一个UI,也就是操作界面,使用java.swing.*内的东西就可以搞定;
其次写一个hander,也就是具体的按钮响应,UI的初始化(哪里有雷),怎么触发雷和其他的;
一般来说简单的扫雷模型就好了,如果需要更有意思点,可以写一些数据库的操作内容的tool类具体的就是处理历史操作记录,场均数据或多人竞技的特点。
如果你是说你没有设计思路,我可以给你个提示:递归算法是触发扫雷的方法,初始化用随机数来做。
怎样用JAVA实现扫雷游戏
要详细代码?还是只要启动?
java编写实现,代码如下:import Java.awt.*;
import java.awt.event.*;
import javax.Swing.*;
/*按扭类*/
class Bomb extends JButton
{
public int num_x,num_y; //第几号方块
public int BombRoundCount; //周围雷数
public boolean isBomb; //是否为雷
public boolean isClicked; //是否被点击
public int BombFlag; //探雷标记
public boolean isRight; //是否点击右键
public Bomb(int x,int y)
{
BombFlag = 0;
num_x = x;
num_y = y;
BombRoundCount = 0;
isBomb = false;
isClicked = false;
isRight = false;
}
}
/*窗口及算法实现类*/
class MainBomb extends JFrame implements ActionListener,MouseListener
{
public JTextField text;
public Label nowBomb,setBomb;
public int BlockNum,BombNum; //当前方块数当前雷数
public Icon icon_bomb = new ImageIcon("Bomb.gif"); //踩雷
public Icon icon_bomb_big = new ImageIcon("bomb_big.gif"); //踩雷标记
public Icon icon_flag = new ImageIcon("flag.gif"); //雷标记
public Icon icon_question = new ImageIcon("question.gif"); //疑惑是否有雷
public JButton start = new JButton(" 开始 ");
public Panel MenuPamel = new Panel();
public Panel mainPanel = new Panel();
public Bomb[][] bombButton;
/*界面设计*/
public MainBomb()
{
super("扫雷 Aaron2004制作 2004.8 ");
BlockNum = 64;
BombNum = 10;
Container c=getContentPane();
c.setBackground(Color.gray);
c.setLayout(new BorderLayout());
text=new JTextField("10 ",3);
nowBomb = new Label("当前雷数"+" "+BombNum+"");
setBomb= new Label("设置地雷数");
start.addActionListener(new ActionListener(){
public void actionPerformed(ActionEvent e)
{
BombNum = Integer.parseInt(text.getText().trim());
if(BombNum = 10 BombNum 50 )
replay();
else
{
JOptionPane msg = new JOptionPane();
JOptionPane.showMessageDialog(null,"您设置的地雷数太多了,请重设!","错误",2);
}
}
} );
MenuPamel.add(setBomb);
MenuPamel.add(text);
MenuPamel.add(start);
MenuPamel.add(nowBomb);
c.add(MenuPamel,"North");
mainPanel.setLayout(new GridLayout( (int)Math.sqrt(BlockNum) , (int)Math.sqrt(BlockNum)) );
bombButton=new Bomb[ (int)Math.sqrt(BlockNum) ][];
for(int i = 0 ; i (int)Math.sqrt(BlockNum) ; i++)
{
bombButton[ i ]=new Bomb[ (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 ].setForeground( Color.gray);
bombButton[ i ][ j ].addActionListener(this);
bombButton[ i ][ j ].addMouseListener(this);
}
for(int i = 0 ; i (int)Math.sqrt(BlockNum) ; i++ )
for(int j = 0 ; j (int)Math.sqrt(BlockNum) ; j++ )
mainPanel.add(bombButton[ i ][ j ]);
c.add(mainPanel,"Center");
startBomb();
setSize(400,400);
setLocation(350,200);
setResizable(false);
}
/*布雷*/
public void startBomb()
{
for(int i=0;iBombNum;i++)
{
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)
i--;
else
bombButton[ x ][ y ].isBomb=true ;
}
}
/*重新开始*/
public void replay()
{
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 ].setEnabled(true);
bombButton[ i ][ j ].setText("");
bombButton[ i ][ j ].setIcon(null);
}
startBomb();
}
/*是否挖完了所有的雷*/
public void isWin()
{
int findBomb=0; //找到的地雷数
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 ].isRight == true)
findBomb++;
}
if( findBomb == Integer.parseInt(text.getText().trim()) )
{
JOptionPane msg = new JOptionPane();
JOptionPane.showMessageDialog(this,"您挖完了所有的雷,您胜利了!","您胜利了",2);
}
}
/*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) {
if ( (i - 1 = 0) (j - 1 = 0)) {
if (bombButton[i - 1][j - 1].isBomb == true) {
count += 1; //检测左上方空格是否是地雷
}
}
if ( (i - 1 = 0)) {
if (bombButton[i - 1][ j ].isBomb == true) {
count += 1; //检测上方空格是否为地雷
}
}
if ( (i - 1 = 0) (j + 1 = (int)Math.sqrt(BlockNum)-1)) {
if (bombButton[i - 1][j + 1] .isBomb == true) {
count += 1; //检测右上方是否为地雷
}
}
if ( (j - 1 = 0)) {
if (bombButton[ i ][j - 1] .isBomb == true) {
count += 1; //检测左边是否为地雷
}
}
if ( (i = 0) (j + 1 = (int)Math.sqrt(BlockNum)-1)) {
if (bombButton[ i ][j + 1].isBomb == true) {
count += 1; //右边
}
}
if ( (j - 1 = 0) (i + 1 = (int)Math.sqrt(BlockNum)-1)) {
if (bombButton[i + 1][j - 1].isBomb == true) {
count += 1; //左下
}
}
if ( (i + 1 = (int)Math.sqrt(BlockNum)-1)) {
if (bombButton[i + 1][ j ].isBomb == true) {
count += 1; //下
}
}
if ( (j + 1 = (int)Math.sqrt(BlockNum)-1) (i + 1 = Math.sqrt(BlockNum)-1)) {
if (bombButton[i + 1][j + 1].isBomb == true) {
count += 1; //右下
}
}
bombButton[ i ][ j ].BombRoundCount = count;
}
}
}
}
/**当选中的位置为空,则翻开周围的地图**/
public void isNull(Bomb[][] bombButton,Bomb ClickecButton)
{
int i,j;
i=ClickecButton.num_x;
j=ClickecButton.num_y;
if (ClickecButton.isBomb==true) {
}
else {
if ( (i - 1 = 0) (j - 1 = 0)) { //检测左上方空格是否是空
if (bombButton[i - 1][j - 1].isBomb == false bombButton[i - 1][j - 1].isClicked == false bombButton[i - 1][j - 1].isRight == false) {
bombButton[i - 1][j - 1].setText((bombButton[i - 1][j - 1].BombRoundCount)+"");
bombButton[i - 1][j - 1].setEnabled(false);
bombButton[i - 1][j - 1].isClicked=true;
}
}
if ( (i - 1 = 0)) { //检测上方空格是否为空
if (bombButton[i - 1][ j ] .isBomb == false bombButton[i - 1][ j ].isClicked == false bombButton[i - 1][ j ].isRight == false) {
bombButton[i - 1][ j ].setText((bombButton[i - 1][ j ].BombRoundCount)+"");
bombButton[i - 1][ j ].setEnabled(false);
bombButton[i - 1][ j ].isClicked=true;
}
}
if ( (i - 1 = 0) (j + 1 = ((int)Math.sqrt(BlockNum)-1)) ) { //检测右上方是否为空
if (bombButton[i - 1][j + 1] .isBomb == false bombButton[i - 1][j + 1].isClicked == false bombButton[i - 1][j + 1].isRight == false) {
bombButton[i - 1][j + 1].setText((bombButton[i - 1][j + 1].BombRoundCount)+"");
bombButton[i - 1][j + 1].setEnabled(false);
bombButton[i - 1][j + 1].isClicked=true;
}
}
if ( (j - 1 = 0)) { //检测左边是否为空
if (bombButton[ i ][j - 1].isBomb == false bombButton[ i ][j - 1].isClicked == false bombButton[ i ][j - 1].isRight == false) {
bombButton[ i ][j - 1].setText((bombButton[ i ][j - 1].BombRoundCount)+"");
bombButton[ i ][j - 1].setEnabled(false);
bombButton[ i ][j - 1].isClicked=true;
}
}
if ( (i = 0) (j + 1 = ((int)Math.sqrt(BlockNum)-1)) ) { //检测右边空格是否是空
if (bombButton[ i ][j + 1].isBomb == false bombButton[ i ][j + 1].isClicked == false bombButton[ i ][j + 1].isRight == false) {
bombButton[ i ][j + 1].setText((bombButton[ i ][j + 1].BombRoundCount)+"");
bombButton[ i ][j + 1].setEnabled(false);
bombButton[ i ][j + 1].isClicked=true;
}
}
if ( (j - 1 = 0) (i + 1 = ((int)Math.sqrt(BlockNum)-1)) ) { //检测左下空格是否是空
if (bombButton[i + 1][j - 1].isBomb == false bombButton[i + 1][j - 1].isClicked == false bombButton[i + 1][j - 1].isRight == false) {
bombButton[i + 1][j - 1].setText((bombButton[i + 1][j - 1].BombRoundCount)+"");
bombButton[i + 1][j - 1].setEnabled(false);
bombButton[i + 1][j - 1].isClicked=true;
}
}
if ( (i + 1 = ((int)Math.sqrt(BlockNum)-1)) ) { //检测下边空格是否是空
if (bombButton[i + 1][ j ].isBomb == false bombButton[i + 1][ j ].isClicked == false bombButton[i + 1][ j ].isRight == false) {
bombButton[i + 1][ j ].setText((bombButton[i + 1][ j ].BombRoundCount)+"");
bombButton[i + 1][ j ].setEnabled(false);
bombButton[i + 1][ j ].isClicked=true;
}
}
if ( (j + 1 = ((int)Math.sqrt(BlockNum)-1) ) (i + 1 = ((int)Math.sqrt(BlockNum)-1)) ) { //检测右下边空格是否是空
if (bombButton[i + 1][j + 1].isBomb == false bombButton[i + 1][j + 1].isClicked == false bombButton[i + 1][j + 1].isRight == false) {
bombButton[i + 1][j + 1].setText((bombButton[i + 1][j + 1].BombRoundCount)+"");
bombButton[i + 1][j + 1].setEnabled(false);
bombButton[i + 1][j + 1].isClicked=true;
}
}
if ( (i - 1 = 0) (j - 1 = 0))//检测左上
isNull(bombButton,bombButton[i - 1][j - 1]);
if ( (i - 1 = 0))
isNull( bombButton,bombButton[i - 1][ j ]);//检测上方
if ( (i - 1 = 0) (j + 1 = (int)Math.sqrt(BlockNum)-1))
isNull( bombButton,bombButton[i - 1][j + 1]);//检测右上
if ( (j - 1 = 0))
isNull(bombButton,bombButton[i][j - 1]);//检测左边
if ( (i = 0) (j + 1 = ((int)Math.sqrt(BlockNum)-1)) )
isNull(bombButton,bombButton[i][j + 1]);//检测右边
if ( (j - 1 = 0) (i + 1 = ((int)Math.sqrt(BlockNum)-1)) )
isNull(bombButton,bombButton[i + 1][j - 1]); //检测左下
if ( (i + 1 = ((int)Math.sqrt(BlockNum)-1)) ) //检测下
isNull(bombButton,bombButton[i + 1][ j ]);
if ( (j + 1 = ((int)Math.sqrt(BlockNum)-1)) (i + 1 = ((int)Math.sqrt(BlockNum)-1)) ) //检测右下
isNull(bombButton,bombButton[i + 1][j + 1]);
}
}
public void actionPerformed(ActionEvent e)
{
CountRoundBomb();
if(((Bomb)e.getSource()).isBomb==false ((Bomb)e.getSource()).isClicked == false)
{
((Bomb)e.getSource()).setText(( ((Bomb)e.getSource()).BombRoundCount )+"");
((Bomb)e.getSource()).isClicked=true;
((Bomb)e.getSource()).setIcon(null);
((Bomb)e.getSource()).setEnabled(false);
if((((Bomb)e.getSource()).BombRoundCount) == 0)
isNull(bombButton,(Bomb)e.getSource());
isWin();
}
else if(((Bomb)e.getSource()).isBomb == true)
{
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 ].setIcon(icon_bomb);
}
((Bomb)e.getSource()).setIcon(icon_bomb_big);
JOptionPane msg = new JOptionPane();
JOptionPane.showMessageDialog(this,"你踩到地雷了,按确定重来","你踩到地雷了",2);
replay();
}
}
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(BombNum 0 bombSource.isRight == false ){
bombSource.setIcon(icon_flag);
bombSource.isRight = true;
BombNum--;
}
isWin();
nowBomb.setText("当前雷数"+" "+BombNum+"");
}
else if(bombSource.BombFlag == 2)
{
if( (BombNum !=0 ) ||(BombNum ==0 (bombSource.getIcon()==icon_flag)) )
BombNum++;
bombSource.setIcon(icon_question);
nowBomb.setText("当前雷数"+" "+BombNum+"");
}
else if(bombSource.BombFlag == 0)
{
bombSource.setIcon(null);
bombSource.isRight = false;
}
}
}
public void mouseEntered(MouseEvent e)
{}
public void mouseReleased(MouseEvent e)
{}
public void mouseExited(MouseEvent e)
{}
public void mousePressed(MouseEvent e)
{}
}
/*主类*/
public class Main
{
public static void main(String args[])
{
(new MainBomb()).show();
}
}
怎么用Java做一个扫雷程序,要原创。。。 做好了给加100
第一个JAVA文件
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
/**
* 显示所有按钮的面板
* @author Administrator
*
*/
public class AllButtonPanel extends JPanel implements ActionListener{
private int row;//行数
private int col;//列数
private int mineCount;//地雷数
private MineButton[][] allButtons;//所有按钮
public AllButtonPanel(int row,int col,int mineCount){
this.row=row;
this.col=col;
this.mineCount=mineCount;
allButtons=new MineButton[row][col];
createButtons();
createMine();
init();
}
private void init(){
this.setLayout(new GridLayout(row,col));
for(int i=0;iallButtons.length;i++){
for(int j=0;jallButtons[i].length;j++){
this.add(allButtons[i][j]);
}
}
}
/**
* 随机布雷的方法
*
*/
private void createMine(){
int n=0;
while(nmineCount){//随机生成mineCount个地雷
int i=(int)(Math.random()*row);
int j=(int)(Math.random()*col);
if(allButtons[i][j].getCountOfSurroundMines()!=-1){
allButtons[i][j].setCountOfSurroundMines(-1);
n++;
}
}
for(int i=0;iallButtons.length;i++){//计算每个位置的周围地雷数
for(int j=0;jallButtons[i].length;j++){
if(allButtons[i][j].getCountOfSurroundMines()!=-1){
allButtons[i][j].setCountOfSurroundMines(getSurroundMineCount(i,j));
}
}
}
}
/**
* 统计(i,j)坐标周围8个位置的地雷数
* @param data
* @param i
* @param j
* @return
*/
private int getSurroundMineCount(int i,int j){
int num=0;//统计周围的雷数
if(i-1=0j-1=0){
num+=(allButtons[i-1][j-1].getCountOfSurroundMines()==-1?1:0);
}
if(i-1=0){
num+=(allButtons[i-1][j].getCountOfSurroundMines()==-1?1:0);
}
if(i-1=0j+1allButtons[0].length){
num+=(allButtons[i-1][j+1].getCountOfSurroundMines()==-1?1:0);
}
if(j-1=0){
num+=(allButtons[i][j-1].getCountOfSurroundMines()==-1?1:0);
}
if(j+1allButtons[0].length){
num+=(allButtons[i][j+1].getCountOfSurroundMines()==-1?1:0);
}
if(i+1allButtons.lengthj-1=0){
num+=(allButtons[i+1][j-1].getCountOfSurroundMines()==-1?1:0);
}
if(i+1allButtons.length){
num+=(allButtons[i+1][j].getCountOfSurroundMines()==-1?1:0);
}
if(i+1allButtons.lengthj+1allButtons[0].length){
num+=(allButtons[i+1][j+1].getCountOfSurroundMines()==-1?1:0);
}
return num;
}
/**
* 生成按钮
*
*/
private void createButtons(){
for(int i=0;iallButtons.length;i++){
for(int j=0;jallButtons[i].length;j++){
allButtons[i][j]=new MineButton(i,j);
allButtons[i][j].setSize(6,6);
allButtons[i][j].addActionListener(this);//添加点击事件监听
allButtons[i][j].addMouseListener(new MouseAdapter(){//添加鼠标右键事件监听
public void mouseClicked(MouseEvent e) {
if(e.getButton()==MouseEvent.BUTTON3){
int remain=Integer.parseInt(CleanMine.remainMine.getText());
JButton b=(JButton)e.getSource();
if(b.getText().equals("")){
remain--;
CleanMine.remainMine.setText(remain+"");
b.setText("");
}else if(b.getText().equals("")){
remain++;
CleanMine.remainMine.setText(remain+"");
b.setText("");
}
}
}
});
}
}
}
public void actionPerformed(ActionEvent e) {//点击事件监听的方法
MineButton b=(MineButton)e.getSource();
int r=b.getRow();
int c=b.getCol();
if(allButtons[r][c].getCountOfSurroundMines()==-1){//如果是地雷
for(int i=0;iallButtons.length;i++){//把所有按钮都显示出来
for(int j=0;jallButtons[i].length;j++){
if(allButtons[i][j].getCountOfSurroundMines()==-1){//如果该位置是地雷
allButtons[i][j].setText("$");
}else if(allButtons[i][j].getCountOfSurroundMines()==0){//如果该位置为空(该位置不是地雷,周围8个位置也没有地雷)
allButtons[i][j].setText("");
allButtons[i][j].setBackground(Color.CYAN);
}else{//如果该位置不是地雷,但周围8个位置中有地雷
allButtons[i][j].setText(allButtons[i][j].getCountOfSurroundMines()+"");
allButtons[i][j].setBackground(Color.CYAN);
}
}
}
}else{//如果不是地雷
showEmpty(r,c);//执行排空操作
}
}
/**
* 排空方法,若(i,j)位置为空,则显示空白。然后依次递归找它周围的8个位置。
* @param data
* @param i
* @param j
*/
private void showEmpty(int i,int j){
MineButton b=allButtons[i][j];
if(b.isCleared()){
return;
}
if(allButtons[i][j].getCountOfSurroundMines()==0){
b.setBackground(Color.CYAN);
b.setCleared(true);
if(i-1=0j-1=0){
showEmpty(i-1,j-1);
}
if(i-1=0){
showEmpty(i-1,j);
}
if(i-1=0j+1allButtons[0].length){
showEmpty(i-1,j+1);
}
if(j-1=0){
showEmpty(i,j-1);
}
if(j+1allButtons[0].length){
showEmpty(i,j+1);
}
if(i+1allButtons.lengthj-1=0){
showEmpty(i+1,j-1);
}
if(i+1allButtons.length){
showEmpty(i+1,j);
}
if(i+1allButtons.lengthj+1allButtons[0].length){
showEmpty(i+1,j+1);
}
}else if(allButtons[i][j].getCountOfSurroundMines()0){
b.setText(allButtons[i][j].getCountOfSurroundMines()+"");
b.setBackground(Color.CYAN);
b.setCleared(true);
}
}
}
第二个JAVA文件
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
/**
* 扫雷游戏主界面
* @author tony.tang
*
*/
public class CleanMine extends JFrame implements ActionListener{
private JLabel text1,text2;
public static JLabel remainMine;//剩余地雷数
private JLabel time;//消耗时间
private JButton reset;//重新开始
private JPanel center;
private int row,col,mine;
public CleanMine(){
text1=new JLabel("剩余地雷:");
text2=new JLabel("消耗时间:");
remainMine=new JLabel("10");
time=new JLabel("0");
reset=new JButton("重新开始");
reset.addActionListener(this);
JMenuBar bar=new JMenuBar();
JMenu game=new JMenu("游戏");
JMenu help=new JMenu("帮助");
JMenuItem item;
game.add(item=new JMenuItem("开局"));item.addActionListener(this);
game.addSeparator();
ButtonGroup bg=new ButtonGroup();
game.add(item=new JCheckBoxMenuItem("初级",true));bg.add(item);item.addActionListener(this);
game.add(item=new JCheckBoxMenuItem("中级"));bg.add(item);item.addActionListener(this);
game.add(item=new JCheckBoxMenuItem("高级"));bg.add(item);item.addActionListener(this);
game.add(item=new JCheckBoxMenuItem("自定义..."));bg.add(item);item.addActionListener(this);
game.addSeparator();
game.add(item=new JMenuItem("退出"));item.addActionListener(this);
help.add(item=new JMenuItem("查看帮助"));item.addActionListener(this);
help.add(item=new JMenuItem("关于扫雷..."));item.addActionListener(this);
bar.add(game);
bar.add(help);
this.setJMenuBar(bar);
init();
}
private void init(){
JPanel north=new JPanel();
north.add(text1);
north.add(remainMine);
north.add(reset);
north.add(text2);
north.add(time);
this.add(north,BorderLayout.NORTH);
this.row=9;
this.col=9;
this.mine=10;
restart();
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
new Thread(){
public void run(){
while(Integer.parseInt(remainMine.getText())0){
try {
Thread.sleep(1000);
} catch (InterruptedException e) {
e.printStackTrace();
}
time.setText((Integer.parseInt(time.getText())+1)+"");
}
}
}.start();
}
public void actionPerformed(ActionEvent e) {
if(e.getActionCommand().equals("初级")){
this.row=9;
this.col=9;
this.mine=10;
restart();
return;
}
if(e.getActionCommand().equals("中级")){
this.row=16;
this.col=16;
this.mine=40;
restart();
return;
}
if(e.getActionCommand().equals("高级")){
this.row=16;
this.col=30;
this.mine=99;
restart();
return;
}
if(e.getActionCommand().equals("重新开始")){
restart();
return;
}
}
private void restart(){
if(center!=null){
this.remove(center);
}
center=new AllButtonPanel(row,col,mine);
this.add(center,BorderLayout.CENTER);
this.remainMine.setText(mine+"");
this.time.setText("0");
this.setSize(col*30,row*30+10);
this.setResizable(false);
this.setVisible(true);
}
/**
* @param args
*/
public static void main(String[] args) {
new CleanMine();
}
}
第三个JAVA文件.
import javax.swing.JButton;
import java.awt.*;
public class MineButton extends JButton {
private int row;
private int col;
private boolean cleared=false;
private int countOfSurroundMines;//周围地雷数,如果本按钮是雷,则为-1;
public MineButton(int row,int col){
this.row=row;
this.col=col;
this.setMargin(new Insets(0,0,0,0));
}
public int getCol() {
return col;
}
public int getRow() {
return row;
}
public boolean isCleared() {
return cleared;
}
public void setCleared(boolean cleared) {
this.cleared = cleared;
}
public int getCountOfSurroundMines() {
return countOfSurroundMines;
}
public void setCountOfSurroundMines(int countOfSurroundMines) {
this.countOfSurroundMines = countOfSurroundMines;
}
}
全部编译以后就可以执行了
JAVA,编一个游戏小游戏,比如扫雷,这个程序大概的代码是什么,谁能教教我?我比较笨,但是我认学。
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
public class Main
{
public static void main(String[] argus)
{
Landmine Zhang = new Landmine();
}
}
//
// Landmine类 主界面
class Landmine extends JFrame
{
static Resources resources = new Resources();
Playing listener = new Playing(this); //主要监听者,监听地雷面板的动作
Help helpListener = new Help(this); //辅助监听者,监听“帮助”、“关于”
JPanel landminePanel = new JPanel(); //创建地雷面板
JPanel topPanel = new JPanel(); //创建顶部面板
JPanel lowerPanel = new JPanel(); //创建底部面板
public static MyButton [][] lei; //主区按钮组
public static int numberOfUnflaged ; //剩余的雷数,显示在topPanel上,用于提示用户
public static int numberOfClicked; //已经翻开的格子数,当数字数字到"总格子数—雷数"时,即胜利
public static int usedTime; //已用时间
public static JLabel numberOfUnflagedLabel = new JLabel(); //创建剩雷数标签
public static JLabel timeLabel = new JLabel();//创建时间标签
public static Timer timer; //创建计时
Keylistener keyListener = new Keylistener(this);
public Landmine()
{
super("扫雷__1.2版__小老头"); //标题
setBounds(300,90,800,800); //设置窗口位置和大小
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);//最大化、最小化、关闭按钮
BorderLayout ff = new BorderLayout(); //创建布局管理器
setLayout(ff); //关联布局管理器
setResizable(false); //禁止改变窗口大小
/*初始化一些数据*/
numberOfClicked = 0;
numberOfUnflaged = 40;
usedTime = 0;
/*设置顶部面板*/
numberOfUnflagedLabel.setText("剩余雷数:"+numberOfUnflaged);//显示剩余雷数
numberOfUnflagedLabel.setFont(resources.fontOne);//设置剩雷数标签字体
numberOfUnflagedLabel.setIcon(resources.bombIconForLabel);//剩雷数标签图标(地雷形)
topPanel.add(numberOfUnflagedLabel); //剩雷数标签加入topPanel
timeLabel.setText("用时:" + usedTime); //显示剩余时间
timeLabel.setFont(resources.fontOne); //设置时间标签字体
timeLabel.setIcon(resources.clockIcon); //设置时间标签图标
topPanel.add(timeLabel); //时间标签加入topPanel
add(topPanel,BorderLayout.NORTH); //加入主面板上部
timer = new Timer(1000,new TimerListener());//计算器注册监听者
/*设置底部面板*/
JButton aboutJB = new JButton("关于"); //创建“关于”按钮
JButton helpJB = new JButton("求救"); //创建“求救”按钮
helpJB.addActionListener(helpListener); //"求救"按钮加入监听者
aboutJB.addActionListener(helpListener);//"关于"按钮加入监听者
helpJB.addKeyListener(keyListener);
aboutJB.addKeyListener(keyListener); //注册按键监听
lowerPanel.add(aboutJB); //“关于”按钮加入lowerPanel
lowerPanel.add(helpJB); //“帮助”按钮加入lowerPanel
add(lowerPanel,BorderLayout.SOUTH);
/*设置地雷面板*/
GridLayout dd = new GridLayout(16,16);
landminePanel.setLayout(dd); //布局管理
lei = new MyButton[18][18];
for(int i=0; i18; ++i)
{//创建下标0—17的按钮,18*18矩阵
for(int j=0; j18; ++j)
{
lei[i][j] = new MyButton(i,j);
}
}
for(int i=1; i17; ++i)
{//将下标1-16的按钮,加入面板、设置图标、翻开标记为假、加入监听者
for(int j=1; j17; ++j)
{
landminePanel.add(lei[i][j]); //按钮加入地雷面板
lei[i][j].setIcon(resources.smallIcon); //设置按钮图标
lei[i][j].isClicked = false; //翻开标记设置为 假lei[i][j].setIcon(dead);
lei[i][j].addActionListener(listener); //加入监听者
lei[i][j].addMouseListener(listener); //加入鼠标事件监听者
lei[i][j].addKeyListener(keyListener); //按钮注册按键监听,当焦点在按钮上是能监听按键
}
}
add(landminePanel,BorderLayout.CENTER); //landminePanel加入主框架中央
addLandmine(); //布雷
timer.start(); //启动计时器
setVisible(true);//显示之
}
/*布雷*/
public static void addLandmine()
{//随机将40的按钮的是否为雷的标记isBomb设为真
for(int count = 0; count40; /*blank*/)
{
int i = (int)(Math.random()*100 % 16 +1 ) ;
int j = (int)(Math.random()*100 % 16 +1 ) ;
if(lei[i][j].isBomb == false)
{
lei[i][j].isBomb = true;
count++;
}
}
}
class TimerListener implements ActionListener
{//内部类,时间监听
public void actionPerformed(ActionEvent e)
{
usedTime++;
timeLabel.setText("用时:" + usedTime);
}
}
}
//
// Playing类 执行主要游戏操作
class Playing implements ActionListener,MouseListener
{
static Resources resources = new Resources();
public static Landmine gui;
public Playing(Landmine in )
{
gui = in;
}
public void actionPerformed(ActionEvent event)
{
MyButton receive = (MyButton)event.getSource();
if(receive.isBomb)
{//如果翻到了雷。。
for(int i=1; i17; ++i)
{//将所有的雷图标设为 “地雷”
for(int j=1; j17; ++j)
{
if(gui.lei[i][j].isBomb)
gui.lei[i][j].setIcon(resources.bombIcon);
}
}
receive.setIcon(resources.deadIcon);//将踩到的地雷图标设为 “衰”
gui.timer.stop(); //停止计时器
JOptionPane.showMessageDialog(null,"小朋友,你挂了…","失败!",
JOptionPane.INFORMATION_MESSAGE,
resources.deadIcon);//提示失败
int yourChose = JOptionPane.showConfirmDialog(null,"你可能是一不小心点错了,再来一局?" );
if(yourChose == JOptionPane.OK_OPTION)
{//点击“是”时
replay();
}
else
{//点击 “否” 或 “取消” 时退出程序
System.exit(0);
}
}
else if(receive.isClicked ==false)
{//未翻到雷
showBombNumber(receive);
}
}
public static void showBombNumber(MyButton in)
{//翻开点击的按钮
int numberOfLandmine = 0;//记录雷的个数
in.isClicked = true; //翻开标记设为真
/*检测周围8个方块是否为雷*/
if(gui.lei[in.num_x-1][in.num_y-1].isBomb == true) numberOfLandmine++;//左上
if(gui.lei[in.num_x][in.num_y-1].isBomb == true) numberOfLandmine++; //上
if(gui.lei[in.num_x+1][in.num_y-1].isBomb == true) numberOfLandmine++;//右上
if(gui.lei[in.num_x+1][in.num_y].isBomb == true) numberOfLandmine++; //右
if(gui.lei[in.num_x+1][in.num_y+1].isBomb == true) numberOfLandmine++;//右下
if(gui.lei[in.num_x][in.num_y+1].isBomb == true) numberOfLandmine++; //下
if(gui.lei[in.num_x-1][in.num_y+1].isBomb == true) numberOfLandmine++;//左下
if(gui.lei[in.num_x-1][in.num_y].isBomb == true) numberOfLandmine++; //左
in.setIcon(new ImageIcon("images/"+numberOfLandmine+".png"));//根据周围的雷数显示数字图标
gui.numberOfClicked++;//翻开格子数+1
if(gui.numberOfClicked==216)
{//翻开216个格子时游戏成功,用户选择是否再来一局
int yourChoice = JOptionPane.showConfirmDialog(null,"恭喜你成功了!再来一盘吗?");
if(yourChoice == JOptionPane.OK_OPTION)
replay();
else
System.exit(0);
}
if(numberOfLandmine==0)
{//如果周围无雷,则将周围未翻开格子的全部翻开
if(gui.lei[in.num_x-1][in.num_y-1].isClicked == false)
showBombNumber(gui.lei[in.num_x-1][in.num_y-1]);
if(gui.lei[in.num_x][in.num_y-1].isClicked == false)
showBombNumber(gui.lei[in.num_x][in.num_y-1]);
if(gui.lei[in.num_x+1][in.num_y-1].isClicked == false)
showBombNumber(gui.lei[in.num_x+1][in.num_y-1]);
if(gui.lei[in.num_x+1][in.num_y].isClicked == false)
showBombNumber(gui.lei[in.num_x+1][in.num_y]);
if(gui.lei[in.num_x+1][in.num_y+1].isClicked == false)
showBombNumber(gui.lei[in.num_x+1][in.num_y+1]);
if(gui.lei[in.num_x][in.num_y+1].isClicked == false)
showBombNumber(gui.lei[in.num_x][in.num_y+1]);
if(gui.lei[in.num_x-1][in.num_y+1].isClicked == false)
showBombNumber(gui.lei[in.num_x-1][in.num_y+1]);
if(gui.lei[in.num_x-1][in.num_y].isClicked == false)
showBombNumber(gui.lei[in.num_x-1][in.num_y]);
}
}
public static void replay()
{//重新开始
gui.dispose(); //释放框架资源
gui.timer.stop(); //终止计时器
Landmine ff = new Landmine();//重新创建一个主类的实例
//这几条语句实现了重新开始————关闭上一个窗口,重新开启一个
//但是这种方法会造成内存的浪费,一个改进的方法是不关闭当年窗口,而是将当前窗口重新初始化
}
public void mousePressed(MouseEvent e)
{//当鼠标右键点击时自动调用此函数
int mods = e.getModifiers();
MyButton receive = (MyButton)e.getSource();
if((mods InputEvent.BUTTON3_MASK) != 0)
{//鼠标右键
if(receive.isClicked == false)
{
receive.isRight = receive.isRight ? false : true;//改变receive.isRight的值
if(receive.isRight)
{//如果添加标记,则剩余雷数-1,设置标签为“旗帜”
gui.numberOfUnflaged--;
receive.setIcon(resources.flagIcon);
}
else
{//如果清除标记,则剩余雷数+1,设置标签为“未翻开”
gui.numberOfUnflaged++;
receive.setIcon(resources.smallIcon);
}
gui.numberOfUnflagedLabel.setText("剩余雷数:"+gui.numberOfUnflaged);
//更新剩余雷数标签
}
}
}
public void mouseReleased(MouseEvent e){}
public void mouseExited(MouseEvent e) {}
public void mouseClicked(MouseEvent e){}
public void mouseEntered(MouseEvent e){}
}
//
// Help类,响应“关于”、“求救”
class Help implements ActionListener
{
static Resources resources = new Resources();
public static Landmine gui;
public Help(Landmine in)
{
gui = in ;
}
public void actionPerformed(ActionEvent event)
{
if(event.getActionCommand()=="关于")
JOptionPane.showMessageDialog(null,"扫雷1.2版。。小老头出品");
if(event.getActionCommand()=="求救")
help();
}
public static void help()
{//求救
int stopNumber = (int)(Math.random() * gui.numberOfUnflaged + 1 );
int count = 0;
for(int i=1; i17;++i )
{
for(int j=1; j17; ++j)
{
if( gui.lei[i][j].isBomb !gui.lei[i][j].isClicked !gui.lei[i][j].isRight )
{
count++;
}
if(count == stopNumber)
{
gui.lei[i][j].setIcon(resources.badIcon);
return;
}
}
}
}
}
//
// Keylistener类,响应键盘事件
class Keylistener implements KeyListener
{
static Resources resources = new Resources();
Landmine gui;
public Keylistener(Landmine in)
{
gui = in;
}
public void keyPressed(KeyEvent e)
{//有键按下时自动执行该方法
if(e.getKeyCode() == KeyEvent.VK_UP)
{//按键为 向上 时,将所有未标记的地雷显示出
for(int i=1; i17; ++i)
{
for(int j=1; j17; ++j)
{
if(gui.lei[i][j].isBomb !gui.lei[i][j].isRight)
gui.lei[i][j].setIcon(resources.badIcon);
}
}
}
if(e.getKeyCode() == KeyEvent.VK_DOWN)
{//按键为 向下 时,将所有未标记的地雷恢复为未点击的图标
for(int i=1; i17; ++i)
{
for(int j=1; j17; ++j)
{
if(gui.lei[i][j].isBomb !gui.lei[i][j].isRight)
gui.lei[i][j].setIcon(resources.smallIcon);
}
}
}
}
public void keyReleased(KeyEvent e){}
public void keyTyped(KeyEvent e){}
}
//
// 按钮类 MyBtton
class MyButton extends JButton
{
public int num_x,num_y; //第几号方块
public boolean isBomb; //是否为雷
public boolean isClicked; //是否被点击
public int BombFlag; //探雷标记
public boolean isRight; //是否点击右键
public MyButton(int x, int y)
{
BombFlag = 0;
num_x = x;
num_y = y;
isBomb = false;
isClicked = true;
isRight = false;
}
}
//
// 资源类 其他类中用到的图标,字体等
class Resources
{
public static ImageIcon deadIcon;
public static ImageIcon smallIcon;
public static ImageIcon clockIcon;
public static ImageIcon bombIcon;
public static ImageIcon flagIcon;
public static ImageIcon badIcon;
public static ImageIcon bombIconForLabel;
public static Font fontOne;
public Resources()
{
deadIcon = new ImageIcon("images/dead.gif");
smallIcon = new ImageIcon("images/smallIcon.png");
clockIcon = new ImageIcon("images/clock2.png");
bombIcon = new ImageIcon("images/bomb.png");
flagIcon = new ImageIcon("images/flag_2.png");
badIcon = new ImageIcon("images/bad.gif");
bombIconForLabel = new ImageIcon("images/bombForLabel.gif");
fontOne = new Font("null",Font.BOLD,20);
}
}
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