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目录效果展示难度选择展示游戏界面展示代码展示主类:GameWin类底层地图MapBottom类顶层地图MapTop类底层数字BottomNum类初始化地雷BottomRay类工具Ga
大家好!上一期我们使用GUI技术写了一个简单的扫雷小游戏,今天对这个Java应用程序更新迭代,增加了难度选择等功能,修复了已知的几个问题。成为初学者学习的好项目!Java实现扫雷小游戏【完整版】
//主类
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();
GameSelect gameSelect = new GameSelect();
//是否开始,false未开始,true开始
boolean begin=false;
void launch(){
GameUtil.START_TIME=System.currentTimeMillis();
this.setVisible(true);
if(GameUtil.state==3){
this.setSize(500,500);
}else {
this.setSize(width,height);
}
this.setLocationRelativeTo(null);
this.setTitle("Java扫雷小游戏");
this.setDefaultCloseOperation(EXIT_ON_CLOSE);
//鼠标事件
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;
}
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;
}
}
if(e.getButton()==2){
GameUtil.state=3;
begin=true;
}
break;
case 3:
if(e.getButton()==1){
GameUtil.MOUSE_X = e.getX();
GameUtil.MOUSE_Y = e.getY();
begin = gameSelect.hard();
}
break;
default:
}
}
});
while (true){
repaint();
begin();
try {
Thread.sleep(40);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
void begin(){
if(begin){
begin=false;
gameSelect.hard(GameUtil.level);
dispose();
GameWin gameWin = new GameWin();
GameUtil.START_TIME = System.currentTimeMillis();
GameUtil.FLAG_NUM=0;
mapBottom.reGame();
mapTop.reGame();
gameWin.launch();
}
}
@Override
public void paint(Graphics g) {
if(GameUtil.state==3){
g.setColor(Color.lightGray);
g.fillRect(0,0,500,500);
gameSelect.paintSelf(g);
}else {
offScreenImage = this.createImage(width, height);
Graphics gImage = offScreenImage.getGraphics();
//设置背景颜色
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();
}
}
//底层地图类
package com.sxt;
import java.awt.*;
public class MapBottom {
BottomRay bottomRay = new BottomRay();
BottomNum bottomNum = new BottomNum();
{
bottomRay.newRay();
bottomNum.newNum();
}
//重置游戏
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();
}
//绘制方法
void paintSelf(Graphics g){
g.setColor(Color.red);
//画竖线
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);
}
//画横线
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);
}
//数字
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);
}
}
}
//绘制数字 剩余雷数,倒计时
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:
}
}
}
//顶层地图类
package com.sxt;
import java.awt.*;
public class MapTop {
//格子位置
int temp_x;
int temp_y;
//重置游戏
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;
}
}
}
//判断逻辑
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){
//覆盖,则翻开
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){
//覆盖则插旗
if(GameUtil.DATA_TOP[temp_x][temp_y]==0){
GameUtil.DATA_TOP[temp_x][temp_y]=1;
GameUtil.FLAG_NUM++;
}
//插旗则取消
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();
}
//数字翻开
void numOpen(int x,int y){
//记录旗数
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;
}
//必须在雷区当中
if(i>=1&&j>=1&&i<=GameUtil.MAP_W&&j<=GameUtil.MAP_H){
spaceOpen(i,j);
}
}
}
}
}
}
//失败判定 t 表示失败 f 未失败
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;
}
//失败显示
void seeBoom(){
for (int i = 1; i <=GameUtil.MAP_W ; i++) {
for (int j = 1; j <=GameUtil.MAP_H ; j++) {
//底层是雷,顶层不是旗,显示
if(GameUtil.DATA_BOTTOM[i][j]==-1&&GameUtil.DATA_TOP[i][j]!=1){
GameUtil.DATA_TOP[i][j]=-1;
}
//底层不是雷,顶层是旗,显示差错旗
if(GameUtil.DATA_BOTTOM[i][j]!=-1&&GameUtil.DATA_TOP[i][j]==1){
GameUtil.DATA_TOP[i][j]=2;
}
}
}
}
//胜利判断 t 表示胜利 f 未胜利
boolean victory(){
//统计未打开格子数
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++) {
//未翻开,变成旗
if(GameUtil.DATA_TOP[i][j]==0){
GameUtil.DATA_TOP[i][j]=1;
}
}
}
return true;
}
return false;
}
//打开空格
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++) {
//覆盖,才递归
if(GameUtil.DATA_TOP[i][j]!=-1){
if(GameUtil.DATA_TOP[i][j]==1){GameUtil.FLAG_NUM--;}
GameUtil.DATA_TOP[i][j]=-1;
//必须在雷区当中
if(i>=1&&j>=1&&i<=GameUtil.MAP_W&&j<=GameUtil.MAP_H){
spaceOpen(i,j);
}
}
}
}
}
}
//绘制方法
void paintSelf(Graphics g){
logic();
for (int i = 1; i <= GameUtil.MAP_W ; i++) {
for (int j = 1; j <= GameUtil.MAP_H; j++) {
//覆盖
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);
}
//差错旗
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);
}
}
}
}
}
//底层数字类
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]++;
}
}
}
}
}
}
}
}
//初始化地雷类
package com.sxt;
public class BottomRay {
//存放坐标
static int[] rays = new int[GameUtil.RAY_MAX*2];
//地雷坐标
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
//判断坐标是否存在
for (int j = 0; j < i ; j=j+2) {
if(x==rays[j] && y==rays[j+1]){
i=i-2;
isPlace = false;
break;
}
}
//将坐标放入数组
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;
}
}
}
//工具类,存放静态参数,工具方法
package com.sxt;
import java.awt.*;
public class GameUtil {
//地雷个数
static int RAY_MAX = 100;
//地图的宽
static int MAP_W = 36;
//地图的高
static int MAP_H = 17;
//雷区偏移量
static int OFFSET = 45;
//格子边长
static int SQUARE_LENGTH = 50;
//插旗数量
static int FLAG_NUM = 0;
//鼠标相关
//坐标
static int MOUSE_X;
static int MOUSE_Y;
//状态
static boolean LEFT = false;
static boolean RIGHT = false;
//游戏状态 0 表示游戏中 1 胜利 2 失败 3 难度选择
static int state = 3;
//游戏难度
static int level;
//倒计时
static long START_TIME;
static long END_TIME;
//底层元素 -1 雷 0 空 1-8 表示对应数字
static int[][] DATA_BOTTOM = new int[MAP_W+2][MAP_H+2];
//顶层元素 -1 无覆盖 0 覆盖 1 插旗 2 差错旗
static int[][] DATA_TOP = new int[MAP_W+2][MAP_H+2];
//载入图片
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);
}
}
//难度选择类
package com.sxt;
import javax.swing.*;
import java.awt.*;
public class GameSelect {
//判断是否点击到难度
boolean hard(){
if(GameUtil.MOUSE_X>100&&GameUtil.MOUSE_X<400){
if(GameUtil.MOUSE_Y>50&&GameUtil.MOUSE_Y<150){
GameUtil.level=1;
GameUtil.state=0;
return true;
}
if(GameUtil.MOUSE_Y>200&&GameUtil.MOUSE_Y<300){
GameUtil.level=2;
GameUtil.state=0;
return true;
}
if(GameUtil.MOUSE_Y>350&&GameUtil.MOUSE_Y<450){
GameUtil.level=3;
GameUtil.state=0;
return true;
}
}
return false;
}
void paintSelf(Graphics g){
g.setColor(Color.BLACK);
g.drawRoundRect(100,50,300,100,40,40);
g.setColor(Color.GRAY);
g.fillRoundRect(100,50,300,100,40,40);
GameUtil.drawWord(g,"简单模式",185,110,30,Color.black);
g.drawRoundRect(100,200,300,100,40,40);
g.setColor(Color.CYAN);
g.fillRoundRect(100,200,300,100,40,40);
GameUtil.drawWord(g,"中等模式",185,260,30,Color.black);
g.drawRoundRect(100,350,300,100,40,40);
g.setColor(Color.PINK);
g.fillRoundRect(100,350,300,100,40,40);
GameUtil.drawWord(g,"困难模式",185,410,30,Color.black);
}
void hard(int level){
switch (level){
case 1:
GameUtil.RAY_MAX = 10;
GameUtil.MAP_W = 9;
GameUtil.MAP_H = 9;
break;
case 2:
GameUtil.RAY_MAX = 25;
GameUtil.MAP_W = 14;
GameUtil.MAP_H = 14;
break;
case 3:
GameUtil.RAY_MAX = 45;
GameUtil.MAP_W = 20;
GameUtil.MAP_H = 14;
break;
default:
}
}
}
本程序共封装了六个类,分别是主类GameWin类,绘制底层地图和绘制顶层地图的类MapBottom类和MapTop类,绘制底层数字的类BottomNum类,以及初始化地雷的BottomRay类和工具GameUtil类,用于存静态参数和方法,最后用于难度选择的方法封装在GameSelect类中。
不同的难度雷区格子数不同!
游戏的设计类似windows扫雷,用户在图形化用户界面内利用鼠标监听事件标记雷区,左上角表示剩余雷的数量,右上角动态显示使用的时间。用户可选择中间组件按钮重新游戏。
为了解决程序窗口闪动的问题,本程序采用了双缓冲技术。 在使用Java编写扫雷小游戏时遇到了很多问题,在解决问题时,确实对java的面向对象编程有了更加深入的理解。虽然GUI现在并没有很大的市场,甚至好多初学者已经放弃了学习GUI,但是利用GUI编程的过程对于培养编程兴趣,深入理解Java编程有很大的作用。
本程序是初学者练习的好项目,欢迎大家指正!
到此这篇关于Java实现扫雷游戏详细代码讲解的文章就介绍到这了,更多相关Java扫雷内容请搜索编程网以前的文章或继续浏览下面的相关文章希望大家以后多多支持编程网!
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本文标题: Java实现扫雷游戏详细代码讲解
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