java扫雷小游戏代码 java扫雷小游戏报告

高分求一个运行在Eclipse环境下的java 扫雷游戏的初级代码 越小越好 越短越好 运行就好,就是初级就好了,import java.awt.Button;
import java.util.Set;
// 每一个小方块类
public class Diamond extends Button {
private Diamond[] diamonds;
// 该小方块周围java扫雷小游戏代码的八个方向上java扫雷小游戏代码的小方块
private Diamond east;
private Diamond north;
private Diamond northEast;
private Diamond northWest;
private Diamond south;
private Diamond southEast;
private Diamond southWest;
private Diamond west;
private boolean isBomb;// 是否是雷
private boolean isChange;// 又没有被翻过
private int no;// 产生java扫雷小游戏代码的方块的编号
// 持有所有小方块的引用,方便进行操作
public Diamond(Diamond[] diamonds) {
this.diamonds = diamonds;
}
// 按键时方块发生改变
public boolean change() {
this.isChange = true;// 说明已经翻过java扫雷小游戏代码了
if(isBomb) {// 触雷
//this.setBackground(Color.red);
return true;
} else {// 不是雷,就显示周围雷的数目
//this.setLabel(this.getNearBombNo()"");
this.setLabel(this.getNearBombNo()"");
//if(this.getNearBombNo() == 0) {
// this.moveon();
//}
return false;
}
}
// 获得该小方块周围雷的数量
public int getNearBombNo() {
int no = 0;
if(this.northWest != nullthis.northWest.isBomb) no;
if(this.north != nullthis.north.isBomb) no;
if(this.northEast != nullthis.northEast.isBomb) no;
if(this.east != nullthis.east.isBomb) no;
if(this.southEast != nullthis.southEast.isBomb) no;
if(this.south != nullthis.south.isBomb) no;
if(this.southWest != nullthis.southWest.isBomb) no;
if(this.west != nullthis.west.isBomb) no;
return no;
}
// 获得该小方块周围的小方块
public Diamond getNearDimaond(int i) {
int index = -1;
switch (i) {
case 1:// 1表示西北,2,表示北,以此类推
index = no - 10;
if(index1 || no == 19 || no == 28 || no == 37 || no == 46 || no == 55 || no == 64 || no == 73) {
return null;
} else {
return diamonds[index];
}
case 2:
index = no - 9;
if(index1) {
return null;
} else {
return diamonds[index];
}
case 3:
index = no - 8;
if(index1 || no == 9 || no == 18 || no == 27 || no == 36 || no == 45 || no == 54 || no == 63 || no == 72) {
return null;
} else {
return diamonds[index];
}
case 4:
index = no1;
if(no == 9 || no == 18 || no == 27 || no == 36 || no == 45 || no == 54 || no == 63 || no == 72 || no == 81) {
return null;
} else {
return diamonds[index];
}
case 5:
index = no10;
if(index = 81 ||no == 9 || no == 18 || no == 27 || no == 36 || no == 45 || no == 54 || no == 63 || no == 72 || no == 81) {
return null;
} else {
return diamonds[index];
}
case 6:
index = no9;
if(index81) {
return null;
} else {
return diamonds[index];
}
case 7:
index = no8;
if(index = 81 || no==1 || no == 10 || no == 19 || no == 28 || no == 37 || no == 46 || no == 55 || no == 64 || no == 73) {
return null;
} else {
return diamonds[index];
}
case 8:
index = no - 1;
if(no==1 || no==10 || no == 19 || no == 28 || no == 37 || no == 46 || no == 55 || no == 64 || no == 73) {
return null;
} else {
return diamonds[index];
}
}
return null;
}
// 递归,set是用来装已经翻过的小方块的,不然会死循环,为什么用set,因为set是不重复的
public void moveon(SetDiamond set) {
set.add(this);// 先把自己加上
if(this.getNorthWest() != nullthis.getNorthWest().isBomb == false) {
this.getNorthWest().change();
if(this.getNorthWest().getNearBombNo() == 0) {
if(set.contains(this.getNorthWest()) == false)
this.getNorthWest().moveon(set);
}
set.add(this.getNorthWest());
}
if(this.getNorth() != nullthis.getNorth().isBomb == false) {
this.getNorth().change();
if(this.getNorth().getNearBombNo() == 0) {
if(set.contains(this.getNorth()) == false)
this.getNorth().moveon(set);
}
set.add(this.getNorth());
}
if(this.getNorthEast() != nullthis.getNorthEast().isBomb == false) {
this.getNorthEast().change();
if(this.getNorthEast().getNearBombNo() == 0) {
if(set.contains(this.getNorthEast()) == false)
this.getNorthEast().moveon(set);
}
set.add(this.getNorthEast());
}
if(this.getEast() != nullthis.getEast().isBomb == false) {
this.getEast().change();
if(this.getEast().getNearBombNo() == 0) {
if(set.contains(this.getEast()) == false)
this.getEast().moveon(set);
}
set.add(this.getEast());
}
if(this.getSouthEast() != nullthis.getSouthEast().isBomb == false) {
this.getSouthEast().change();
if(this.getSouthEast().getNearBombNo() == 0) {
if(set.contains(this.getSouthEast()) == false)
this.getSouthEast().moveon(set);
}
set.add(this.getSouthEast());
}
if(this.getSouth() != nullthis.getSouth().isBomb == false) {
this.getSouth().change();
if(this.getSouth().getNearBombNo() == 0) {
if(set.contains(this.getSouth()) == false)
this.getSouth().moveon(set);
}
set.add(this.getSouth());
}
if(this.getSouthWest() != nullthis.getSouthWest().isBomb == false) {
this.getSouthWest().change();
if(this.getSouthWest().getNearBombNo() == 0) {
if(set.contains(this.getSouthWest()) == false)
this.getSouthWest().moveon(set);
}
set.add(this.getSouthWest());
}
if(this.getWest() != nullthis.getWest().isBomb == false) {
this.getWest().change();
if(this.getWest().getNearBombNo() == 0) {
if(set.contains(this.getWest()) == false)
this.getWest().moveon(set);
}
set.add(this.getWest());
}
}
/*public Diamond[] getDiamonds() {
return diamonds;
}*/
public Diamond getEast() {
return east;
}
public int getNo() {
return no;
}
public Diamond getNorth() {
return north;
}
public Diamond getNorthEast() {
return northEast;
}
public Diamond getNorthWest() {
return northWest;
}
public Diamond getSouth() {
return south;
}
public Diamond getSouthEast() {
return southEast;
}
public Diamond getSouthWest() {
return southWest;
}
public Diamond getWest() {
return west;
}
public boolean isBomb() {
return isBomb;
}
public boolean isChange() {
return isChange;
}
public void setBomb(boolean isBomb) {
this.isBomb = isBomb;
}
public void setChange(boolean isChange) {
this.isChange = isChange;
}
public void setDiamonds(Diamond[] diamonds) {
this.diamonds = diamonds;
}
public void setEast(Diamond east) {
this.east = east;
}
public void setNo(int no) {
this.no = no;
}
public void setNorth(Diamond north) {
this.north = north;
}
public void setNorthEast(Diamond northEast) {
this.northEast = northEast;
}
public void setNorthWest(Diamond northWest) {
this.northWest = northWest;
}
public void setSouth(Diamond south) {
this.south = south;
}
public void setSouthEast(Diamond southEast) {
this.southEast = southEast;
}
public void setSouthWest(Diamond southWest) {
this.southWest = southWest;
}
public void setWest(Diamond west) {
this.west = west;
}
}
java扫雷游戏代码怎样加个计时器public int time=1000* 60; //60秒倒计时
public boolean running=true;//是否一直运行
JLabel label=new JLable();//显示时间的标签
//启动计时
public void startTimer(){
new java.lang.Thread(new Runnable(){
public void run(){
while(running){
try{
Thread.sleep(1000);//睡一秒
}catch(Exception e){}
time--;
lable.setText(String.valueof(time));
this.update();// 把你的界面刷新一下
if(time0){//倒计时到零,满足条件
//your code: 游戏失败,做点处理
running=false;//记得置成false否则不退出
}
}
}
}).start();
}
使用时,在你需要使用的时候 调用 startTimer()方法即可
你可以看到,startTimer方法里的线程在不断地改变time的值,每秒减一
所以你需要在你的GUI界面上安装一个 JLabel label,不断地改变label的内容为time就行了
求大神指点如何用java做扫雷小游戏 详细 ...有源代码吗这些东西早忘光了说下我的理解希望可以帮助你把 。
你先想好用什么来做,java swing里面做这个的,我记得这个东西可以直接用button来做的 。
这些button形成一个矩形,用一个数组来记录每个位置,比如point (x,y)这种 。
用一个map来存放每个位置上button的状态,比如用0表示是雷,1不是 。2是已经显示空白的区域,最后可能就是map((x,y),1);这种 。
然后基本就是一些逻辑问题了,比如随机地雷位置(设置3里面随机数设置多少个是01).怎么右键点击显示周围雷个数 , 这些都是不少工作 。
我能想到的就这些,毕竟过了很久了,你现在要是上学的话就抓紧写这个东西 , 我感觉你有了思路查资料的话一个礼拜差不多也就能看得出能不能做出来,不能做出来在找源码学吧,这些东西自己先做一遍和看源码在学习效果差挺多 。
悬赏100元钱 。注释一个java扫雷游戏源代码,就是把每行的意思写到后面就可以了!在线等 。import java.awt.*;
import javax.swing.*;
import java.util.Random;
import java.awt.event.*;
class Min extends JPanel//雷的类
{
//备注:鼠标的左键 = 1;右键 = 3;中键 = 2
private int flag = 0,statu = 0; //定义雷的属性 0:没有打开 1:打开 2:标示为雷 3:不确定
//flag = 0 不是雷; flag = 1是雷
private int but,count = 0; //but:哪一个鼠标键被按下去了count:这个区域周围有多少个雷
private int mx = 0,my = 0,mw = 10; //定义雷的坐标和宽度
public Min()//构造函数
{
statu = 0;
}
public Min(int f,int x,int y,int w)
//构造函数
{
flag = f;
mx= x;
my= y;
mw= w;
}
public int getFlag(){return flag;}
public int getStatu(){return statu;}
public int getMx(){return mx;}
public int getMy(){return my;}
public int getMw(){return mw;}
public int getCount(){return count;}
【java扫雷小游戏代码 java扫雷小游戏报告】 public void setFlag(int f){flag = f;}
public void setCount(int c){count = c;}
public void setData(int f,int x,int y,int w,int s)
//传递值
{
flag = f;
mx= (x-1)*w;
my= (y-1)*w;
mw= w-1;
statu = s;
}
//根据你点击鼠标的不同来改变雷的属性
public int sendKey(int key)
{
//返回值 , 如果游戏结束则返回-1
int rtn = 1;
if(key == 3)
{
switch(statu)
{
case 1:
break;
case 2:
statu = 3;
break;
case 3:
statu = 0;
break;
case 0:
statu = 2;
break;
}
rtn = 1;
}
if(key == 1statu == 0)
{
switch(flag)
{
case 0:
statu = 1;
rtn = 2;
break;
case 1:
statu = 1;
rtn = -1;
break;
}
}
return rtn;
}
}
class DrawPanel extends JPanel
{
private int i,j;
private int f = 0;//if f = 1 then game over ,if f =2 then win
private int chx = 0,chy = 0; //专门记录坐标x,y的值
private int msum = 6,ksum = 0; //msum:雷的个数,ksum:标示雷的个数
private int bx = 10,by = 10,bw = 40; //bx,by:棋盘的大?。?bw:棋子的大小
public Min board[][] = {
{new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min()},
{new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min()},
{new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min()},
{new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min()},
{new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min()},{new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min()},
{new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min()},
{new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min()},
{new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min()},
{new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min()},
{new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min()},
{new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min()},
{new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min()},
{new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min()},
{new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min()},
{new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min()},
{new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min()},
{new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min()},
{new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min()},
{new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min()},
};
// 画坐标为ax,ay区域的雷的状态
public void draw(Graphics g,int ax,int ay)
{
int x,y,w; // 坐标x,y;和宽度:w
int s,c,flag; //状态;雷的个数;
int cx = bw/2 - 4;
int cy = bw/24;
x = board[ax][ay].getMx();
y = board[ax][ay].getMy();
w = board[ax][ay].getMw();
s = board[ax][ay].getStatu();
c = board[ax][ay].getCount();
flag= board[ax][ay].getFlag();
switch(s)
{
case 0: //没有打开状态
{
g.setColor(Color.black);
g.fillRect(x,y,w,w);
break;
}
case 1: //打开状态
{
g.setColor(Color.blue);
g.fillRect(x,y,w,w);
if(c != 0flag == 0) //此处没有雷
{
g.setColor(Color.red);
g.drawString(String.valueOf(c),xcx,ycy);
}
if(flag == 1) //此处有雷
{
g.setColor(Color.red);
g.fillRect(x,y,w,w);
g.setColor(Color.blue);
g.drawString(" 雷",xcx,ycy);
}
break;
}
case 2: //标雷状态
{
g.setColor(Color.green);
g.fillRect(x,y,w,w);
g.setColor(Color.blue);
g.drawString(" 旗",xcx,ycy);
break;
}
case 3: //不确定状态
{
g.setColor(Color.black);
g.fillRect(x,y,w,w);
g.setColor(Color.red);
g.drawString("?",xcx,ycy);
break;
}
default:
break;
}
}
// 没有图形器的绘图函数:画出坐标ax,ay的雷的状态和图形
public void draw(int ax,int ay)
{
Graphics g;
g = this.getGraphics();
draw(g,ax,ay);
}
//打开周围没有雷的地方,并且绘画所在区域点击左键触发
public int openNoMin(int ax,int ay)
{
int i,j;
if(ax1||ay1||axbx||ayby) return 0;//鼠标点击的区域出界了
if(board[ax][ay].getStatu() != 0) return 0;//如果此区域打开了,返回
board[ax][ay].sendKey(1); //如果返回值等于-1 , 就说明游戏结束
draw(ax,ay);
if(board[ax][ay].getFlag() == 1)
//如果游戏结束,把所有的雷都显示出来
{
for(i = 1;i=bx;i)
{
for(j = 1;j = by;j)
{
if(board[i][j].getFlag() == 1)
{
board[i][j].sendKey(1);
draw(i,j);
}
}
}
return -1;
}
//如果游戏没有结束
if(board[ax][ay].getCount()0)
{
ksum;
return 1; //周围有雷,就不用打开周围地区
}
if(board[ax][ay].getCount() == 0board[ax][ay].getFlag() == 0)
//周围没有雷,打开周围地区,直到有雷的地区
{
openNoMin(ax-1,ay-1);openNoMin(ax,ay-1);openNoMin(ax 1,ay-1);
openNoMin(ax-1,ay);openNoMin(ax 1,ay);
openNoMin(ax-1,ay 1);openNoMin(ax,ay 1);openNoMin(ax 1,ay 1);
}
ksum;
return 1;
}
//计算坐标x,y的周围雷的个数
public int getCount(int ai,int aj)
{
int sum = 0;
if(board[ai][aj].getFlag() == 1)
{
return sum;
}
if(ai1aj1aibxajby)
{
sum =board[ai-1][aj-1].getFlag()board[ai][aj-1].getFlag()board[ai 1][aj-1].getFlag()
board[ai-1][aj].getFlag()board[ai 1][aj].getFlag()
board[ai-1][aj 1].getFlag()board[ai][aj 1].getFlag()board[ai 1][aj 1].getFlag();
}
if(ai==1aj==1)
{
sum =board[ai 1][aj].getFlag()
board[ai][aj 1].getFlag()board[ai 1][aj 1].getFlag();
}
if(ai==1aj==by)
{
sum =board[ai][aj-1].getFlag()board[ai 1][aj-1].getFlag()
board[ai 1][aj].getFlag();
}
if(ai==bxaj==1)
{
sum =board[ai-1][aj].getFlag()
board[ai-1][aj 1].getFlag()board[ai][aj 1].getFlag();
}
if(ai==bxaj==by)
{
sum =board[ai-1][aj-1].getFlag()board[ai][aj-1].getFlag()
board[ai-1][aj].getFlag();
}
if(ai==1aj1ajby)
{
sum =board[ai][aj-1].getFlag()board[ai 1][aj-1].getFlag()
board[ai 1][aj].getFlag()
board[ai][aj 1].getFlag()board[ai 1][aj 1].getFlag();
}
if(ai==bxaj1ajby)
{
sum =board[ai-1][aj-1].getFlag()board[ai][aj-1].getFlag()
board[ai-1][aj].getFlag()
board[ai-1][aj 1].getFlag()board[ai][aj 1].getFlag();
}
if(ai1aibxaj==1)
{
sum =board[ai-1][aj].getFlag()board[ai 1][aj].getFlag()
board[ai-1][aj 1].getFlag()board[ai][aj 1].getFlag()board[ai 1][aj 1].getFlag();
}
if(ai1aibxaj==by)
{
sum =board[ai-1][aj-1].getFlag()board[ai][aj-1].getFlag()board[ai 1][aj-1].getFlag()
board[ai-1][aj].getFlag()board[ai 1][aj].getFlag();
}
return sum;
}
// 传入参数:几列,几行,宽度,雷数
public void initMin(int ax,int ay,int aw,int as)
{
int k = 1;//表明产生的第几个雷
Random r;//随机数
f = 0;//f=0表示游戏还没有结束
ksum = 0;
bx = ax;
by = ay;
bw = aw;
msum = as;
r = new Random();
//初始化底盘的值
for(i = 1;i = bx;i)
{
for(j=1;j=by;j)
{
board[i][j].setData(0,i,j,bw,0);
}
}
// 随机产生雷
while(k = msum)
{
i = r.nextInt(bx) 1;
j = r.nextInt(by) 1;
if(board[i][j].getFlag() != 1)
{
board[i][j].setFlag(1);
k;
}
}
// 非雷区的周围有几个雷 , 初始化其值
for(i = 1;i = bx;i)
{
for(j=1;j=by;j)
{
board[i][j].setCount(getCount(i,j));
}
}
setBackground(Color.white);
repaint();
}
// 构造函数
public DrawPanel(int ax,int ay,int aw,int as)
{
initMin(ax,ay,aw,as);
addMouseListener(new MouseAdapter()
{
public void mousePressed(MouseEvent me)
{
int r;
if(f != 0) return;//如果游戏结束,返回
chx= me.getX();
chy= me.getY();
if(me.getButton() != 1)
{
board[chx/bw 1][chy/bw 1].sendKey(me.getButton());
draw(chx/bw 1,chy/bw 1);
}
else if(me.getButton() == 1)
{
if(openNoMin(chx/bw 1,chy/bw 1) == -1)
{
f = 1;
repaint();
}
else if ( ksummsum == bx*by )
{
f = 2;
repaint();
}
}
}
}
);
}
// 重画所有的图形,包括一些修饰的图形
public void paint(Graphics g)
{
int x,y,w;
int s;
int cx = bw/2 - 4;
int cy = bw/24;
g.clearRect(0,0,600,600);
for(i=1;i=bx;i)
{
for(j=1;j=by;j)
{
draw(g,i,j);
}
}
if(f == 1)
{
Font f = new Font("11",1,70);
Font fo = g.getFont();
g.setColor(Color.white);
g.setFont(f);
//g.setSize();
g.drawString("Game Over",0,200);
g.setFont(fo);
}
if( f == 2 )
{
Font f = new Font("11",1,70);
Font fo = g.getFont();
g.setColor(Color.white);
g.setFont(f);
//g.setSize();
g.drawString("You win!",0,200);
g.setFont(fo);
}
}
};
// 主类和程序的入口
public class Mine extends JFrame implements ActionListener
{
Containercp = getContentPane();
JButtonbt = new JButton("开局");
Label l1 = new Label("列:");
Label l2 = new Label("行:");
Label l3 = new Label("宽度:");
Label l4 = new Label("雷的个数:");
TextField tf1 = new TextField("10",2); //列
TextField tf2 = new TextField("10",2); //行
TextField tf3 = new TextField("40",2); //宽度
TextField tf4 = new TextField("15",2); //雷的个数
int x=10,y=10,w=40,sum=15;
DrawPaneldp = new DrawPanel(x,y,w,sum);
public Mine()
{
setBackground(Color.white);
cp.setLayout(null);
cp.add(dp);
cp.add(bt);
cp.add(tf1);
cp.add(tf2);
cp.add(tf3);
cp.add(tf4);
cp.add(l1);
cp.add(l2);
cp.add(l3);
cp.add(l4);
l1.setBounds(20 ,10,20,20);
tf1.setBounds(40,10,20,20);
l2.setBounds(70,10,20,20);
tf2.setBounds(90,10,20,20);
l3.setBounds(120,10,40,20);
tf3.setBounds(160,10,20,20);
l4.setBounds(190,10,60,20);
tf4.setBounds(250,10,20,20);
bt.setBounds(300,10,80,20);
dp.setBounds(20,40,x*w,y*w);
setResizable(false);
setSize(x*w 40,y*w 80);
setTitle(" 扫雷");
show();
bt.addActionListener(this);
addWindowListener(new WindowAdapter()
{ public void windowClosing(WindowEvent e)
{System.exit(0);}
}
);
}
public void actionPerformed(ActionEvent e)
{
if(e.getSource() == bt)
{
//x = Integer.parseInt(tf1.getText());
//y = Integer.parseInt(tf2.getText());
//w = Integer.parseInt(tf3.getText());
sum = Integer.parseInt(tf4.getText());
setSize(x*w 40,y*w 80);
dp.setBounds(20,40,x*w,y*w);
show();
dp.initMin(x,y,w,sum);
}
}
public static void main(String args[])
{
new Mine();
}
};
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();
Playinglistener = 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 % 161 ) ;
int j = (int)(Math.random()*100 % 161 ) ;
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((modsInputEvent.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.numberOfUnflaged1 );
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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