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java如何開(kāi)發(fā)游戲(全文手敲代碼,教你用Java實(shí)現(xiàn)掃雷小游戲)

發(fā)布時(shí)間:2023-11-27 01:23:13 瀏覽量:145次

?全文手敲代碼,教你用Java實(shí)現(xiàn)掃雷小游戲

java如何開(kāi)發(fā)游戲(全文手敲代碼,教你用Java實(shí)現(xiàn)掃雷小游戲)

摘要:本程序共封裝了五個(gè)類,分別是主類GameWin類,繪制底層地圖和繪制頂層地圖的類MapBottom類和MapTop類,繪制底層數(shù)字的類BottomNum類,以及初始化地雷的BottomRay類和工具GameUtil類,用于存靜態(tài)參數(shù)和方法。

本文分享自華為云社區(qū)《Java實(shí)現(xiàn)掃雷小游戲【完整版】-云社區(qū)-華為云》,作者:橙子!。

package com.sxt;
import javax.swing.*;
import java.awt.*;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;

public class GameWin extends JFrame {
    int width = 2 * GameUtil.OFFSET + GameUtil.MAP_W * GameUtil.SQUARE_LENGTH;
    int height = 4 * GameUtil.OFFSET + GameUtil.MAP_H * GameUtil.SQUARE_LENGTH;

    Image offScreenImage = null;
    MapBottom mapBottom = new MapBottom();
    MapTop mapTop = new MapTop();

    void launch(){
        GameUtil.START_TIME=System.currentTimeMillis();
        this.setVisible(true);
        this.setSize(width,height);
        this.setLocationRelativeTo(null);
        this.setTitle("Java掃雷小游戲");
        this.setDefaultCloseOperation(EXIT_ON_CLOSE);
        //鼠標(biāo)事件
        this.addMouseListener(new MouseAdapter() {
            @Override
            public void mouseClicked(MouseEvent e) {
                super.mouseClicked(e);
                switch (GameUtil.state){
                    case 0 :
                        if(e.getButton()==1){
                            GameUtil.MOUSE_X = e.getX();
                            GameUtil.MOUSE_Y = e.getY();
                            GameUtil.LEFT = true;
                        }
                        if(e.getButton()==3) {
                            GameUtil.MOUSE_X = e.getX();
                            GameUtil.MOUSE_Y = e.getY();
                            GameUtil.RIGHT = true;
                        }
                        //去掉break,任何時(shí)候都監(jiān)聽(tīng)鼠標(biāo)事件
                    case 1 :
                    case 2 :
                        if(e.getButton()==1){
                            if(e.getX()>GameUtil.OFFSET + GameUtil.SQUARE_LENGTH*(GameUtil.MAP_W/2)
                                    && e.getX()<GameUtil.OFFSET + GameUtil.SQUARE_LENGTH*(GameUtil.MAP_W/2) + GameUtil.SQUARE_LENGTH
                                    && e.getY()>GameUtil.OFFSET
                                    && e.getY()<GameUtil.OFFSET+GameUtil.SQUARE_LENGTH){
                                mapBottom.reGame();
                                mapTop.reGame();
                                GameUtil.FLAG_NUM=0;
                                GameUtil.START_TIME=System.currentTimeMillis();
                                GameUtil.state=0;
                            }
                        }
                        break;
                    default:
                }
            }
        });

        while (true){
            repaint();
            try {
                Thread.sleep(40);
            } catch (InterruptedException e) {
                e.printStackTrace();
            }
        }
    }

    @Override
    public void paint(Graphics g) {
        offScreenImage = this.createImage(width,height);
        Graphics gImage = offScreenImage.getGraphics();
        //設(shè)置背景顏色
        gImage.setColor(Color.lightGray);
        gImage.fillRect(0,0,width,height);

        mapBottom.paintSelf(gImage);
        mapTop.paintSelf(gImage);
        g.drawImage(offScreenImage,0,0,null);
    }

    public static void main(String[] args) {
        GameWin gameWin = new GameWin();
        gameWin.launch();
    }
}
//底層地圖:繪制游戲相關(guān)組件
package com.sxt;
import java.awt.*;

public class MapBottom {
    BottomRay bottomRay = new BottomRay();
    BottomNum bottomNum = new BottomNum();
    {
        bottomRay.newRay();
        bottomNum.newNum();
    }

    //重置游戲
    void reGame(){
        for (int i = 1; i <=GameUtil.MAP_W ; i++) {
            for (int j = 1; j <=GameUtil.MAP_H ; j++) {
                GameUtil.DATA_BOTTOM[i][j]=0;
            }
        }
        bottomRay.newRay();
        bottomNum.newNum();
    }
 
    //繪制方法
    void paintSelf(Graphics g){
        g.setColor(Color.BLACK);
        //畫(huà)豎線
        for (int i = 0; i <= GameUtil.MAP_W; i++) {
            g.drawLine(GameUtil.OFFSET + i * GameUtil.SQUARE_LENGTH,
                    3*GameUtil.OFFSET,
                    GameUtil.OFFSET+i*GameUtil.SQUARE_LENGTH,
                    3*GameUtil.OFFSET+GameUtil.MAP_H*GameUtil.SQUARE_LENGTH);
        }
        //畫(huà)橫線
        for (int i = 0; i <=GameUtil.MAP_H; i++){
            g.drawLine(GameUtil.OFFSET,
                    3*GameUtil.OFFSET+i*GameUtil.SQUARE_LENGTH,
                    GameUtil.OFFSET+GameUtil.MAP_W*GameUtil.SQUARE_LENGTH,
                    3*GameUtil.OFFSET+i*GameUtil.SQUARE_LENGTH);
        }
        for (int i = 1; i <= GameUtil.MAP_W ; i++) {
            for (int j = 1; j <= GameUtil.MAP_H; j++) {
                //雷
                if (GameUtil.DATA_BOTTOM[i][j] == -1) {
                    g.drawImage(GameUtil.lei,
                            GameUtil.OFFSET + (i - 1) * GameUtil.SQUARE_LENGTH + 1,
                            GameUtil.OFFSET * 3 + (j - 1) * GameUtil.SQUARE_LENGTH + 1,
                            GameUtil.SQUARE_LENGTH - 2,
                            GameUtil.SQUARE_LENGTH - 2,
                            null);
                }
                //數(shù)字
                if (GameUtil.DATA_BOTTOM[i][j] >=0) {
                    g.drawImage(GameUtil.images[GameUtil.DATA_BOTTOM[i][j]],
                            GameUtil.OFFSET + (i - 1) * GameUtil.SQUARE_LENGTH + 15,
                            GameUtil.OFFSET * 3 + (j - 1) * GameUtil.SQUARE_LENGTH + 5,
                            null);
                }
            }
        }

        //繪制數(shù)字,剩余雷數(shù),倒計(jì)時(shí)
        GameUtil.drawWord(g,""+(GameUtil.RAY_MAX-GameUtil.FLAG_NUM),
                GameUtil.OFFSET,
                2*GameUtil.OFFSET,30,Color.red);
        GameUtil.drawWord(g,""+(GameUtil.END_TIME-GameUtil.START_TIME)/1000,
                GameUtil.OFFSET + GameUtil.SQUARE_LENGTH*(GameUtil.MAP_W-1),
                2*GameUtil.OFFSET,30,Color.red);
        switch (GameUtil.state){
            case 0:
                GameUtil.END_TIME=System.currentTimeMillis();
                g.drawImage(GameUtil.face,
                        GameUtil.OFFSET + GameUtil.SQUARE_LENGTH * (GameUtil.MAP_W/2),
                        GameUtil.OFFSET,
                        null);
                break;
            case 1:
                g.drawImage(GameUtil.win,
                        GameUtil.OFFSET + GameUtil.SQUARE_LENGTH * (GameUtil.MAP_W/2),
                        GameUtil.OFFSET,
                        null);
                break;
            case 2:
                g.drawImage(GameUtil.over,
                        GameUtil.OFFSET + GameUtil.SQUARE_LENGTH * (GameUtil.MAP_W/2),
                        GameUtil.OFFSET,
                        null);
                break;
            default:
        }
    }
}
頂層地圖類:繪制頂層組件
package com.sxt;
import java.awt.*;

public class MapTop {
    //格子位置
    int temp_x;
    int temp_y;

    //重置游戲
    void reGame(){
        for (int i = 1; i <=GameUtil.MAP_W ; i++) {
            for (int j = 1; j <=GameUtil.MAP_H ; j++) {
                GameUtil.DATA_TOP[i][j]=0;
            }
        }
    }

    //判斷邏輯
    void logic(){
        temp_x=0;
        temp_y=0;
        if(GameUtil.MOUSE_X>GameUtil.OFFSET && GameUtil.MOUSE_Y>3*GameUtil.OFFSET){
            temp_x = (GameUtil.MOUSE_X - GameUtil.OFFSET)/GameUtil.SQUARE_LENGTH+1;
            temp_y = (GameUtil.MOUSE_Y - GameUtil.OFFSET * 3)/GameUtil.SQUARE_LENGTH+1;
        }

        if(temp_x>=1 && temp_x<=GameUtil.MAP_W
                && temp_y>=1 && temp_y<=GameUtil.MAP_H){
            if(GameUtil.LEFT){
                //覆蓋,則翻開(kāi)
                if(GameUtil.DATA_TOP[temp_x][temp_y]==0){
                    GameUtil.DATA_TOP[temp_x][temp_y]=-1;
                }
                spaceOpen(temp_x,temp_y);
                GameUtil.LEFT=false;
            }
            if(GameUtil.RIGHT){
                //覆蓋則插旗
                if(GameUtil.DATA_TOP[temp_x][temp_y]==0){
                    GameUtil.DATA_TOP[temp_x][temp_y]=1;
                    GameUtil.FLAG_NUM++;
                }
                //插旗則取消
                else if(GameUtil.DATA_TOP[temp_x][temp_y]==1){
                    GameUtil.DATA_TOP[temp_x][temp_y]=0;
                    GameUtil.FLAG_NUM--;
                }
                else if(GameUtil.DATA_TOP[temp_x][temp_y]==-1){
                    numOpen(temp_x,temp_y);
                }
                GameUtil.RIGHT=false;
            }
        }
        boom();
        victory();
    }
    //數(shù)字翻開(kāi)
    void numOpen(int x,int y){
        //記錄旗數(shù)
        int count=0;
        if(GameUtil.DATA_BOTTOM[x][y]>0){
            for (int i = x-1; i <=x+1 ; i++) {
                for (int j = y-1; j <=y+1 ; j++) {
                    if(GameUtil.DATA_TOP[i][j]==1){
                        count++;
                    }
                }
            }
            if(count==GameUtil.DATA_BOTTOM[x][y]){
                for (int i = x-1; i <=x+1 ; i++) {
                    for (int j = y-1; j <=y+1 ; j++) {
                        if(GameUtil.DATA_TOP[i][j]!=1){
                            GameUtil.DATA_TOP[i][j]=-1;
                        }
                        //必須在雷區(qū)當(dāng)中
                        if(i>=1&&j>=1&&i<=GameUtil.MAP_W&&j<=GameUtil.MAP_H){
                            spaceOpen(i,j);
                        }
                    }
                }
            }
        }
    }
    //失敗判定  t 表示失敗 f 未失敗
    boolean boom(){
        if(GameUtil.FLAG_NUM==GameUtil.RAY_MAX){
            for (int i = 1; i <=GameUtil.MAP_W ; i++) {
                for (int j = 1; j <=GameUtil.MAP_H ; j++) {
                    if(GameUtil.DATA_TOP[i][j]==0){
                        GameUtil.DATA_TOP[i][j]=-1;
                    }
                }
            }
        }
        for (int i = 1; i <=GameUtil.MAP_W ; i++) {
            for (int j = 1; j <=GameUtil.MAP_H ; j++) {
                if(GameUtil.DATA_BOTTOM[i][j]==-1&&GameUtil.DATA_TOP[i][j]==-1){
                    GameUtil.state = 2;
                    seeBoom();
                    return true;
                }
            }
        }
        return false;
    }
    //失敗顯示
    void seeBoom(){
        for (int i = 1; i <=GameUtil.MAP_W ; i++) {
            for (int j = 1; j <=GameUtil.MAP_H ; j++) {
                //底層是雷,頂層不是旗,顯示
                if(GameUtil.DATA_BOTTOM[i][j]==-1&&GameUtil.DATA_TOP[i][j]!=1){
                    GameUtil.DATA_TOP[i][j]=-1;
                }
                //底層不是雷,頂層是旗,顯示差錯(cuò)旗
                if(GameUtil.DATA_BOTTOM[i][j]!=-1&&GameUtil.DATA_TOP[i][j]==1){
                    GameUtil.DATA_TOP[i][j]=2;
                }
            }
        }
    }
    //勝利判斷  t 表示勝利 f 未勝利
    boolean victory(){
        //統(tǒng)計(jì)未打開(kāi)格子數(shù)
        int count=0;
        for (int i = 1; i <=GameUtil.MAP_W ; i++) {
            for (int j = 1; j <=GameUtil.MAP_H ; j++) {
                if(GameUtil.DATA_TOP[i][j]!=-1){
                    count++;
                }
            }
        }
        if(count==GameUtil.RAY_MAX){
            GameUtil.state=1;
            for (int i = 1; i <=GameUtil.MAP_W ; i++) {
                for (int j = 1; j <=GameUtil.MAP_H ; j++) {
                    //未翻開(kāi),變成旗
                    if(GameUtil.DATA_TOP[i][j]==0){
                        GameUtil.DATA_TOP[i][j]=1;
                    }
                }
            }
            return true;
        }
        return false;
    }

    //打開(kāi)空格
    void spaceOpen(int x,int y){
        if(GameUtil.DATA_BOTTOM[x][y]==0){
            for (int i = x-1; i <=x+1 ; i++) {
                for (int j = y-1; j <=y+1 ; j++) {
                    //覆蓋,才遞歸
                    if(GameUtil.DATA_TOP[i][j]!=-1){
                        if(GameUtil.DATA_TOP[i][j]==1){GameUtil.FLAG_NUM--;}
                        GameUtil.DATA_TOP[i][j]=-1;
                        //必須在雷區(qū)當(dāng)中
                        if(i>=1&&j>=1&&i<=GameUtil.MAP_W&&j<=GameUtil.MAP_H){
                            spaceOpen(i,j);
                        }
                    }
                }
            }
        }
    }
    //繪制方法
    void paintSelf(Graphics g){
        logic();
        for (int i = 1; i <= GameUtil.MAP_W ; i++) {
            for (int j = 1; j <= GameUtil.MAP_H; j++) {
                //覆蓋
                if (GameUtil.DATA_TOP[i][j] == 0) {
                    g.drawImage(GameUtil.top,
                            GameUtil.OFFSET + (i - 1) * GameUtil.SQUARE_LENGTH + 1,
                            GameUtil.OFFSET * 3 + (j - 1) * GameUtil.SQUARE_LENGTH + 1,
                            GameUtil.SQUARE_LENGTH - 2,
                            GameUtil.SQUARE_LENGTH - 2,
                            null);
                }
                //插旗
                if (GameUtil.DATA_TOP[i][j] == 1) {
                    g.drawImage(GameUtil.flag,
                            GameUtil.OFFSET + (i - 1) * GameUtil.SQUARE_LENGTH + 1,
                            GameUtil.OFFSET * 3 + (j - 1) * GameUtil.SQUARE_LENGTH + 1,
                            GameUtil.SQUARE_LENGTH - 2,
                            GameUtil.SQUARE_LENGTH - 2,
                            null);
                }
                //差錯(cuò)旗
                if (GameUtil.DATA_TOP[i][j] == 2) {
                    g.drawImage(GameUtil.noflag,
                            GameUtil.OFFSET + (i - 1) * GameUtil.SQUARE_LENGTH + 1,
                            GameUtil.OFFSET * 3 + (j - 1) * GameUtil.SQUARE_LENGTH + 1,
                            GameUtil.SQUARE_LENGTH - 2,
                            GameUtil.SQUARE_LENGTH - 2,
                            null);
                }
            }
        }
    }
}
//底層數(shù)字類
package com.sxt;

public class BottomNum {
    void newNum() {
        for (int i = 1; i <=GameUtil.MAP_W ; i++) {
            for (int j = 1; j <=GameUtil.MAP_H ; j++) {
                if(GameUtil.DATA_BOTTOM[i][j]==-1){
                    for (int k = i-1; k <=i+1 ; k++) {
                        for (int l = j-1; l <=j+1 ; l++) {
                            if(GameUtil.DATA_BOTTOM[k][l]>=0){
                                GameUtil.DATA_BOTTOM[k][l]++;
                            }
                        }
                    }
                }
            }
        }
    }
}
//初始化地雷類
package com.sxt;

public class BottomRay {
    //存放坐標(biāo)
    int[] rays = new int[GameUtil.RAY_MAX*2];
    //地雷坐標(biāo)
    int x,y;
    //是否放置 T 表示可以放置 F 不可放置
    boolean isPlace = true;

    //生成雷
    void newRay() {
        for (int i = 0; i < GameUtil.RAY_MAX*2 ; i=i+2) {
            x= (int) (Math.random()*GameUtil.MAP_W +1);//1-12
            y= (int) (Math.random()*GameUtil.MAP_H +1);//1-12
            //判斷坐標(biāo)是否存在
            for (int j = 0; j < i ; j=j+2) {
                if(x==rays[j] && y==rays[j+1]){
                    i=i-2;
                    isPlace = false;
                    break;
                }
            }
            //將坐標(biāo)放入數(shù)組
            if(isPlace){
                rays[i]=x;
                rays[i+1]=y;
            }
            isPlace = true;
        }

        for (int i = 0; i < GameUtil.RAY_MAX*2; i=i+2) {
            GameUtil.DATA_BOTTOM[rays[i]][rays[i+1]]=-1;
        }
    }
}
//工具類:存放靜態(tài)參數(shù),工具方法
package com.sxt;
import java.awt.*;

public class GameUtil {
    //地雷個(gè)數(shù)
    static int RAY_MAX = 5;
    //地圖的寬
    static int MAP_W = 11;
    //地圖的高
    static int MAP_H = 11;
    //雷區(qū)偏移量
    static int OFFSET = 45;
    //格子邊長(zhǎng)
    static int SQUARE_LENGTH = 50;

    //插旗數(shù)量
    static int FLAG_NUM = 0;

    //鼠標(biāo)相關(guān)
    //坐標(biāo)
    static int MOUSE_X;
    static int MOUSE_Y;
    //狀態(tài)
    static boolean LEFT = false;
    static boolean RIGHT = false;

    //游戲狀態(tài) 0 表示游戲中 1 勝利 2 失敗
    static int state = 0;

    //倒計(jì)時(shí)
    static long START_TIME;
    static long END_TIME;

    //底層元素  -1 雷 0 空 1-8 表示對(duì)應(yīng)數(shù)字
    static int[][] DATA_BOTTOM = new int[MAP_W+2][MAP_H+2];
    //頂層元素  -1 無(wú)覆蓋 0 覆蓋 1 插旗 2 差錯(cuò)旗
    static int[][] DATA_TOP = new int[MAP_W+2][MAP_H+2];

    //載入圖片
    static Image lei = Toolkit.getDefaultToolkit().getImage("imgs/lei.png");
    static Image top = Toolkit.getDefaultToolkit().getImage("imgs/top.gif");
    static Image flag = Toolkit.getDefaultToolkit().getImage("imgs/flag.gif");
    static Image noflag = Toolkit.getDefaultToolkit().getImage("imgs/noflag.png");

    static Image face = Toolkit.getDefaultToolkit().getImage("imgs/face.png");
    static Image over = Toolkit.getDefaultToolkit().getImage("imgs/over.png");
    static Image win = Toolkit.getDefaultToolkit().getImage("imgs/win.png");

    static Image[] images = new Image[9];
    static {
        for (int i = 1; i <=8 ; i++) {
            images[i] = Toolkit.getDefaultToolkit().getImage("imgs/num/"+i+".png");
        }
    }

    static void drawWord(Graphics g,String str,int x,int y,int size,Color color){
        g.setColor(color);
        g.setFont(new Font("仿宋",Font.BOLD,size));
        g.drawString(str,x,y);
    }
}

在使用Java編寫(xiě)掃雷小游戲時(shí)遇到了很多問(wèn)題,在解決問(wèn)題時(shí),確實(shí)對(duì)java的面向?qū)ο缶幊逃辛烁由钊氲睦斫?。雖然GUI現(xiàn)在并沒(méi)有很大的市場(chǎng),甚至好多初學(xué)者已經(jīng)放棄了學(xué)習(xí)GUI,但是利用GUI編程的過(guò)程對(duì)于培養(yǎng)編程興趣,深入理解Java編程有很大的作用。

本程序共封裝了五個(gè)類,分別是主類GameWin類,繪制底層地圖和繪制頂層地圖的類MapBottom類和MapTop類,繪制底層數(shù)字的類BottomNum類,以及初始化地雷的BottomRay類和工具GameUtil類,用于存靜態(tài)參數(shù)和方法。

游戲的設(shè)計(jì)類似windows掃雷,用戶在圖形化用戶界面內(nèi)利用鼠標(biāo)監(jiān)聽(tīng)事件標(biāo)記雷區(qū),左上角表示剩余雷的數(shù)量,右上角動(dòng)態(tài)顯示使用的時(shí)間。用戶可選擇中間組件按鈕重新游戲。為了解決程序窗口閃動(dòng)的問(wèn)題,本程序采用了雙緩沖技術(shù)。

請(qǐng)大家指正!

java如何開(kāi)發(fā)游戲(全文手敲代碼,教你用Java實(shí)現(xiàn)掃雷小游戲)

點(diǎn)擊下方,第一時(shí)間了解華為云新鮮技術(shù)~

華為云博客_大數(shù)據(jù)博客_AI博客_云計(jì)算博客_開(kāi)發(fā)者中心-華為云

java如何開(kāi)發(fā)游戲(全文手敲代碼,教你用Java實(shí)現(xiàn)掃雷小游戲)

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