摘要:本程序共封装了五个类,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。
本文分享自华为云社区《Java实现扫雷小游戏【完整版】-云社区-华为云》,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; } //去掉break,任何时候都监听鼠标事件 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(); //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:绘制游戏相关组件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.BLACK); //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:绘制顶层组件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 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 = 5; //地图的宽 static int MAP_W = 11; //地图的高 static int MAP_H = 11; //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 static int state = 0; //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); }}
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。
本程序共封装了五个类,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。
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。
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