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;
// 该小方块周围的八个方向上的小方块
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;
【java扫雷代码在线运行 java 扫雷代码】 }
public void setSouthWest(Diamond southWest) {
this.southWest = southWest;
}
public void setWest(Diamond west) {
this.west = west;
}
}
怎么在电脑上运行Java源程序代码首先java扫雷代码在线运行你要在你java扫雷代码在线运行的电脑上安装jdk 。你可以在后面链接地址下载适合你自己的版本()java扫雷代码在线运行,如果这个链接过期了java扫雷代码在线运行,请在这个首先找一找 。
在你的电脑上配置java环境变量,主要是配置path和classpath 。你可以百度java环境变量配置,可以找到很多java环境变量配置方法 。配置完毕,可以在cmd窗口下用java -version来查看是否配置成功 。如果显示出java版本相关的信息表示配置成功,可以进行下一步了 。
编译你的源代码,cmd窗口下把路径改变(cd)到你源代码文件所在的路径,然后用javac 源文件名编译,例如javac Hello.java(需要注意的是源文件名需要是你文件public类的类名,如果你的文件有public类的话) 。当然你也可以不改变(cd)到源文件所在的路径,你的文件就需要加上绝对路径就可以了 。例如:javac e:\src\Hello.java.
运行你编译好的文件,java Hello(需要注意运行的时候没有后缀.java或者.class),同样你可以不改变路径用绝对路径运行,例如:java e:\src\Hello.如果你的代码中有窗口这样的类似的图形化界面,你就需要用javaw来运行 。
另外 , 你可以使用eclipse,NetBeans这样的集成开发环境(IDE)来写代码,这样方便很多 。
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;}
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:棋盘的大小,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();
}
};
微信扫雷代码怎么弄微信扫雷代码操作流程如下:
1. 下载微信红包扫雷器并打开 。
2. 在“设置-辅助功能-微信红包扫雷软件”中,点击“打开” 。
3. 打开微信 。在“设置-新消息提醒”中,选中“打开”以查看前两个选项“接受新消息通知”和“通知显示消息详细信息” 。(很多人忘记了这一步)
4 。打开微信群,点击右上角,下拉“消息无中断”选项,勾选“关闭” 。(即保持“组消息提示”为“开”状态 , 触摸系统底部界面) 。在微信红包扫雷软件中,勾选“打开自动红包”、“妞妞金额调整”、“杰龙金额调整”、“三公金额调整”等 。
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 = 5num50) {
BombNum = num;
startBomb();
}
else if (num5) {
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; iBombNum; ) {
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; xi2; x) {
for (int y = j - 1; yj2; 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; xi2; x) {
for (int y = j - 1; yj2; 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.BombRoundCount0) {
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.BombFlag1) % 3;
if (bombSource.BombFlag == 1) {
if (restBomb0) {
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);
}
}
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
java扫雷代码在线运行的介绍就聊到这里吧,感谢你花时间阅读本站内容,更多关于java 扫雷代码、java扫雷代码在线运行的信息别忘了在本站进行查找喔 。
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