java連連看腳本源代碼 java 連連看

求java小游戲源代碼

表1. CheckerDrag.java

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// CheckerDrag.javaimport java.awt.*;import java.awt.event.*;public class CheckerDrag extends java.applet.Applet{ // Dimension of checkerboard square. // 棋盤上每個小方格的尺寸 final static int SQUAREDIM = 40; // Dimension of checkerboard -- includes black outline. // 棋盤的尺寸 – 包括黑色的輪廓線 final static int BOARDDIM = 8 * SQUAREDIM + 2; // Dimension of checker -- 3/4 the dimension of a square. // 棋子的尺寸 – 方格尺寸的3/4 final static int CHECKERDIM = 3 * SQUAREDIM / 4; // Square colors are dark green or white. // 方格的顏色為深綠色或者白色 final static Color darkGreen = new Color (0, 128, 0); // Dragging flag -- set to true when user presses mouse button over checker // and cleared to false when user releases mouse button. // 拖動標(biāo)記 --當(dāng)用戶在棋子上按下鼠標(biāo)按鍵時設(shè)為true, // 釋放鼠標(biāo)按鍵時設(shè)為false boolean inDrag = false; // Left coordinate of checkerboard's upper-left corner. // 棋盤左上角的左方向坐標(biāo) int boardx; // Top coordinate of checkerboard's upper-left corner. //棋盤左上角的上方向坐標(biāo) int boardy; // Left coordinate of checker rectangle origin (upper-left corner). // 棋子矩形原點(左上角)的左方向坐標(biāo) int ox; // Top coordinate of checker rectangle origin (upper-left corner). // 棋子矩形原點(左上角)的上方向坐標(biāo) int oy; // Left displacement between mouse coordinates at time of press and checker // rectangle origin. // 在按鍵時的鼠標(biāo)坐標(biāo)與棋子矩形原點之間的左方向位移 int relx; // Top displacement between mouse coordinates at time of press and checker // rectangle origin. // 在按鍵時的鼠標(biāo)坐標(biāo)與棋子矩形原點之間的上方向位移 int rely; // Width of applet drawing area. // applet繪圖區(qū)域的寬度 int width; // Height of applet drawing area. // applet繪圖區(qū)域的高度 int height; // Image buffer. // 圖像緩沖 Image imBuffer; // Graphics context associated with image buffer. // 圖像緩沖相關(guān)聯(lián)的圖形背景 Graphics imG; public void init () { // Obtain the size of the applet's drawing area. // 獲取applet繪圖區(qū)域的尺寸 width = getSize ().width; height = getSize ().height; // Create image buffer. // 創(chuàng)建圖像緩沖 imBuffer = createImage (width, height); // Retrieve graphics context associated with image buffer. // 取出圖像緩沖相關(guān)聯(lián)的圖形背景 imG = imBuffer.getGraphics (); // Initialize checkerboard's origin, so that board is centered. // 初始化棋盤的原點,使棋盤在屏幕上居中 boardx = (width - BOARDDIM) / 2 + 1; boardy = (height - BOARDDIM) / 2 + 1; // Initialize checker's rectangle's starting origin so that checker is // centered in the square located in the top row and second column from // the left. // 初始化棋子矩形的起始原點,使得棋子在第一行左數(shù)第二列的方格里居中 ox = boardx + SQUAREDIM + (SQUAREDIM - CHECKERDIM) / 2 + 1; oy = boardy + (SQUAREDIM - CHECKERDIM) / 2 + 1; // Attach a mouse listener to the applet. That listener listens for // mouse-button press and mouse-button release events. // 向applet添加一個用來監(jiān)聽鼠標(biāo)按鍵的按下和釋放事件的鼠標(biāo)監(jiān)聽器 addMouseListener (new MouseAdapter () { public void mousePressed (MouseEvent e) { // Obtain mouse coordinates at time of press. // 獲取按鍵時的鼠標(biāo)坐標(biāo) int x = e.getX (); int y = e.getY (); // If mouse is over draggable checker at time // of press (i.e., contains (x, y) returns // true), save distance between current mouse // coordinates and draggable checker origin // (which will always be positive) and set drag // flag to true (to indicate drag in progress). // 在按鍵時如果鼠標(biāo)位于可拖動的棋子上方 // (也就是contains (x, y)返回true),則保存當(dāng)前 // 鼠標(biāo)坐標(biāo)與棋子的原點之間的距離(始終為正值)并且 // 將拖動標(biāo)志設(shè)為true(用來表明正處在拖動過程中) if (contains (x, y)) { relx = x - ox; rely = y - oy; inDrag = true; } } boolean contains (int x, int y) { // Calculate center of draggable checker. // 計算棋子的中心位置 int cox = ox + CHECKERDIM / 2; int coy = oy + CHECKERDIM / 2; // Return true if (x, y) locates with bounds // of draggable checker. CHECKERDIM / 2 is the // radius. // 如果(x, y)仍處于棋子范圍內(nèi)則返回true // CHECKERDIM / 2為半徑 return (cox - x) * (cox - x) + (coy - y) * (coy - y) CHECKERDIM / 2 * CHECKERDIM / 2; } public void mouseReleased (MouseEvent e) { // When mouse is released, clear inDrag (to // indicate no drag in progress) if inDrag is // already set. // 當(dāng)鼠標(biāo)按鍵被釋放時,如果inDrag已經(jīng)為true, // 則將其置為false(用來表明不在拖動過程中) if (inDrag) inDrag = false; } }); // Attach a mouse motion listener to the applet. That listener listens // for mouse drag events. //向applet添加一個用來監(jiān)聽鼠標(biāo)拖動事件的鼠標(biāo)運動監(jiān)聽器 addMouseMotionListener (new MouseMotionAdapter () { public void mouseDragged (MouseEvent e) { if (inDrag) { // Calculate draggable checker's new // origin (the upper-left corner of // the checker rectangle). // 計算棋子新的原點(棋子矩形的左上角) int tmpox = e.getX () - relx; int tmpoy = e.getY () - rely; // If the checker is not being moved // (at least partly) off board, // assign the previously calculated // origin (tmpox, tmpoy) as the // permanent origin (ox, oy), and // redraw the display area (with the // draggable checker at the new // coordinates). // 如果棋子(至少是棋子的一部分)沒有被 // 移出棋盤,則將之前計算的原點 // (tmpox, tmpoy)賦值給永久性的原點(ox, oy), // 并且刷新顯示區(qū)域(此時的棋子已經(jīng)位于新坐標(biāo)上) if (tmpox boardx tmpoy boardy tmpox + CHECKERDIM boardx + BOARDDIM tmpoy + CHECKERDIM boardy + BOARDDIM) { ox = tmpox; oy = tmpoy; repaint (); } } } }); } public void paint (Graphics g) { // Paint the checkerboard over which the checker will be dragged. // 在棋子將要被拖動的位置上繪制棋盤 paintCheckerBoard (imG, boardx, boardy); // Paint the checker that will be dragged. // 繪制即將被拖動的棋子 paintChecker (imG, ox, oy); // Draw contents of image buffer. // 繪制圖像緩沖的內(nèi)容 g.drawImage (imBuffer, 0, 0, this); } void paintChecker (Graphics g, int x, int y) { // Set checker shadow color. // 設(shè)置棋子陰影的顏色 g.setColor (Color.black); // Paint checker shadow. // 繪制棋子的陰影 g.fillOval (x, y, CHECKERDIM, CHECKERDIM); // Set checker color. // 設(shè)置棋子顏色 g.setColor (Color.red); // Paint checker. // 繪制棋子 g.fillOval (x, y, CHECKERDIM - CHECKERDIM / 13, CHECKERDIM - CHECKERDIM / 13); } void paintCheckerBoard (Graphics g, int x, int y) { // Paint checkerboard outline. // 繪制棋盤輪廓線 g.setColor (Color.black); g.drawRect (x, y, 8 * SQUAREDIM + 1, 8 * SQUAREDIM + 1); // Paint checkerboard. // 繪制棋盤 for (int row = 0; row 8; row++) { g.setColor (((row 1) != 0) ? darkGreen : Color.white); for (int col = 0; col 8; col++) { g.fillRect (x + 1 + col * SQUAREDIM, y + 1 + row * SQUAREDIM, SQUAREDIM, SQUAREDIM); g.setColor ((g.getColor () == darkGreen) ? Color.white : darkGreen); } } } // The AWT invokes the update() method in response to the repaint() method // calls that are made as a checker is dragged. The default implementation // of this method, which is inherited from the Container class, clears the // applet's drawing area to the background color prior to calling paint(). // This clearing followed by drawing causes flicker. CheckerDrag overrides // update() to prevent the background from being cleared, which eliminates // the flicker. // AWT調(diào)用了update()方法來響應(yīng)拖動棋子時所調(diào)用的repaint()方法。該方法從 // Container類繼承的默認(rèn)實現(xiàn)會在調(diào)用paint()之前,將applet的繪圖區(qū)域清除 // 為背景色,這種繪制之后的清除就導(dǎo)致了閃爍。CheckerDrag重寫了update()來 // 防止背景被清除,從而消除了閃爍。 public void update (Graphics g) { paint (g); }}

用java語言編寫連連看游戲

我以前自己寫一個玩的。沒有把你要求的功能全部實現(xiàn),不過你看了后可以改一下就好了。參考一下吧,我給了注解:

package mybase.programe;

/*

* lianliankan總體算法思路:由兩個確定的按鈕。若這兩個按鈕的數(shù)字相等,就開始找它們相連的路經(jīng)。這個找路經(jīng)

* 分3種情況:(從下面的這三種情況,我們可以知道,需要三個檢測,這三個檢測分別檢測一條直路經(jīng)。這樣就會有

* 三條路經(jīng)。若這三條路經(jīng)上都是空按鈕,那么就剛好是三種直線(兩個轉(zhuǎn)彎點)把兩個按鈕連接起來了)

* 1.相鄰

*

* 2. 若不相鄰的先在第一個按鈕的同行找一個空按鈕。1).找到后看第二個按鈕橫向到這個空按鈕

* 所在的列是否有按鈕。2).沒有的話再看第一個按鈕到與它同行的那個空按鈕之間是否有按鈕。3).沒有的話,再從

* 與第一個按鈕同行的那個空按鈕豎向到與第二個按鈕的同行看是否有按鈕。沒有的話路經(jīng)就通了,可以消了.

*

* 3.若2失敗后,再在第一個按鈕的同列找一個空按鈕。1).找到后看第二個按鈕豎向到這個空按鈕所在的行是否有按鈕。

* 2).沒有的話,再看第一個按鈕到與它同列的那個空按鈕之間是否有按鈕。3).沒有的話,再從與第一個按鈕同列的

* 那個空按鈕橫向到與第二個按鈕同列看是否有按鈕。沒有的話路經(jīng)就通了,可以消了。

*

* 若以上三步都失敗,說明這兩個按鈕不可以消去。

*/

import javax.swing.*;

import java.awt.*;

import java.awt.event.*;

public class LianLianKan implements ActionListener {

JFrame mainFrame; // 主面板

Container thisContainer;

JPanel centerPanel, southPanel, northPanel; // 子面板

JButton diamondsButton[][] = new JButton[6][5];// 游戲按鈕數(shù)組

JButton exitButton, resetButton, newlyButton; // 退出,重列,重新開始按鈕

JLabel fractionLable = new JLabel("0"); // 分?jǐn)?shù)標(biāo)簽

JButton firstButton, secondButton; // 分別記錄兩次被選中的按鈕

// 儲存游戲按鈕位置(這里其實只要6行,5列。但是我們用了8行,7列。是等于在這個面板按鈕的周圍還圍

//了一層是0的按鈕,這樣就可以實現(xiàn)靠近面板邊緣的兩個按鈕可以消去)

int grid[][] = new int[8][7];

static boolean pressInformation = false; // 判斷是否有按鈕被選中

int x0 = 0, y0 = 0, x = 0, y = 0, fristMsg = 0, secondMsg = 0, validateLV; // 游戲按鈕的位置坐標(biāo)

int i, j, k, n;// 消除方法控制

public void init() {

mainFrame = new JFrame("JKJ連連看");

thisContainer = mainFrame.getContentPane();

thisContainer.setLayout(new BorderLayout());

centerPanel = new JPanel();

southPanel = new JPanel();

northPanel = new JPanel();

thisContainer.add(centerPanel, "Center");

thisContainer.add(southPanel, "South");

thisContainer.add(northPanel, "North");

centerPanel.setLayout(new GridLayout(6, 5));

for (int cols = 0; cols 6; cols++) {

for (int rows = 0; rows 5; rows++) {

diamondsButton[cols][rows] = new JButton(String

.valueOf(grid[cols + 1][rows + 1]));

diamondsButton[cols][rows].addActionListener(this);

centerPanel.add(diamondsButton[cols][rows]);

}

}

exitButton = new JButton("退出");

exitButton.addActionListener(this);

resetButton = new JButton("重列");

resetButton.addActionListener(this);

newlyButton = new JButton("再來一局");

newlyButton.addActionListener(this);

southPanel.add(exitButton);

southPanel.add(resetButton);

southPanel.add(newlyButton);

fractionLable.setText(String.valueOf(Integer.parseInt(fractionLable

.getText())));

northPanel.add(fractionLable);

mainFrame.setBounds(280, 100, 500, 450);

mainFrame.setVisible(true);

mainFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);

}

public void randomBuild() {

int randoms, cols, rows;

for (int twins = 1; twins = 15; twins++) {//一共15對button,30個

randoms = (int) (Math.random() * 25 + 1);//button上的數(shù)字

for (int alike = 1; alike = 2; alike++) {

cols = (int) (Math.random() * 6 + 1);

rows = (int) (Math.random() * 5 + 1);

while (grid[cols][rows] != 0) {//等于0說明這個空格有了button

cols = (int) (Math.random() * 6 + 1);

rows = (int) (Math.random() * 5 + 1);

}

this.grid[cols][rows] = randoms;

}

}

}

public void fraction() {

fractionLable.setText(String.valueOf(Integer.parseInt(fractionLable

.getText()) + 100));

}

public void reload() {

int save[] = new int[30];

int n = 0, cols, rows;

int grid[][] = new int[8][7];

for (int i = 0; i = 6; i++) {

for (int j = 0; j = 5; j++) {

if (this.grid[i][j] != 0) {

save[n] = this.grid[i][j];//記下每個button的數(shù)字

n++;//有幾個沒有消去的button

}

}

}

n = n - 1;

this.grid = grid;

while (n = 0) {//把沒有消去的button重新放一次

cols = (int) (Math.random() * 6 + 1);

rows = (int) (Math.random() * 5 + 1);

while (grid[cols][rows] != 0) {

cols = (int) (Math.random() * 6 + 1);

rows = (int) (Math.random() * 5 + 1);

}

this.grid[cols][rows] = save[n];

n--;

}

mainFrame.setVisible(false);

pressInformation = false; // 這里一定要將按鈕點擊信息歸為初始

init();

for (int i = 0; i 6; i++) {

for (int j = 0; j 5; j++) {

if (grid[i + 1][j + 1] == 0)

diamondsButton[i][j].setVisible(false);

}

}

}

public void estimateEven(int placeX, int placeY, JButton bz) {

if (pressInformation == false) {

x = placeX;

y = placeY;

secondMsg = grid[x][y];

secondButton = bz;

pressInformation = true;

} else {

x0 = x;

y0 = y;

fristMsg = secondMsg;

firstButton = secondButton;

x = placeX;

y = placeY;

secondMsg = grid[x][y];

secondButton = bz;

if (fristMsg == secondMsg secondButton != firstButton) {

xiao();

}

}

}

public void xiao() { // 相同的情況下能不能消去。仔細(xì)分析,不一條條注釋

if ((x0 == x (y0 == y + 1 || y0 == y - 1))

|| ((x0 == x + 1 || x0 == x - 1) (y0 == y))) { // 判斷是否相鄰

remove();

} else {

for (j = 0; j 7; j++) {

if (grid[x0][j] == 0) { // 判斷和第一個按鈕同行的哪個按鈕為空

//如果找到一個為空的,就按列值的三種情況比較第二個按鈕與空按鈕的位置

if (y j) {//第二個按鈕在空按鈕右邊

for (i = y - 1; i = j; i--) { //檢測從第二個按鈕橫向左邊到空格所在列為止是否全是空格

if (grid[x][i] != 0) {

k = 0;

break;//存在非空格的就退出,這一退出就不可能k==2了,所以就會到下而215行出同理的判斷列

} else {

k = 1;

} // K=1說明全是空格通過了第一次驗證,也就是從第二個按鈕橫向左邊到空格所在列為止全是空格

}

if (k == 1) {

linePassOne();//進(jìn)入第二次驗證,也就是從第一個按鈕到它同行的空格之間的空格判斷

}

}

if (y j) { // 第二個按鈕在空按鈕左邊

for (i = y + 1; i = j; i++) {//檢測從第二個按鈕橫向右邊到空格所在列為止是否全是空格

if (grid[x][i] != 0) {

k = 0;

break;

} else {

k = 1;

}

}

if (k == 1) {

linePassOne();

}

}

if (y == j) {//第二個按鈕和空按鈕同列

linePassOne();

}

}

//第三次檢測,檢測確定為空的第j列的那個按鈕豎向到第二個按鈕,看是不是有按鈕

if (k == 2) {

if (x0 == x) {//第一,二按鈕在同行

remove();

}

if (x0 x) {//第一按鈕在第二按鈕下邊

for (n = x0; n = x - 1; n++) {//從空按鈕豎向到第二個按鈕所在行是否有按鈕

if (grid[n][j] != 0) {

k = 0;

break;

}

//沒有按鈕,說明這條路經(jīng)就通了

if (grid[n][j] == 0 n == x - 1) {

remove();

}

}

}

if (x0 x) {//第一按鈕在第二按鈕上邊

for (n = x0; n = x + 1; n--) {

if (grid[n][j] != 0) {

k = 0;

break;

}

if (grid[n][j] == 0 n == x + 1) {

remove();

}

}

}

}

}//-------------------------------------for

//當(dāng)上面的檢測與第一個按鈕同行的空格按鈕失敗后(不能找到與第二個按鈕的相連路經(jīng)),下面就執(zhí)行

//檢測與第一個按鈕同列的空格按鈕

for (i = 0; i 8; i++) {

if (grid[i][y0] == 0) {// 判斷和第一個按鈕同列的哪個按鈕為空

if (x i) {//第二個按鈕在這個空按鈕的下面

for (j = x - 1; j = i; j--) {

if (grid[j][y] != 0) {

k = 0;

break;

} else {

k = 1;

}

}

if (k == 1) {

rowPassOne();

}

}

if (x i) {//第二個按鈕在這個空按鈕的上面

for (j = x + 1; j = i; j++) {

if (grid[j][y] != 0) {

k = 0;

break;

} else {

k = 1;

}

}

if (k == 1) {

rowPassOne();

}

}

if (x == i) {//第二個按鈕與這個空按鈕同行

rowPassOne();

}

}

if (k == 2) {

if (y0 == y) {//第二個按鈕與第一個按鈕同列

remove();

}

if (y0 y) {//第二個按鈕在第一個按鈕右邊

for (n = y0; n = y - 1; n++) {

if (grid[i][n] != 0) {

k = 0;

break;

}

if (grid[i][n] == 0 n == y - 1) {

remove();

}

}

}

if (y0 y) {//第二個按鈕在第一個按鈕左邊

for (n = y0; n = y + 1; n--) {

if (grid[i][n] != 0) {

k = 0;

break;

}

if (grid[i][n] == 0 n == y + 1) {

remove();

}

}

}

}

}//--------------------------------for

}//-------------else

}//------------xiao

public void linePassOne() {

if (y0 j) { // 第一按鈕同行空按鈕在左邊

for (i = y0 - 1; i = j; i--) { // 判斷第一按鈕同左側(cè)空按鈕之間有沒按鈕

if (grid[x0][i] != 0) {

k = 0;

break;

} else {

k = 2;

} // K=2說明通過了第二次驗證

}

}

if (y0 j) { // 第一按鈕同行空按鈕在右邊

for (i = y0 + 1; i = j; i++) {

if (grid[x0][i] != 0) {

k = 0;

break;

} else {

k = 2;

}

}

}

}

public void rowPassOne() {

if (x0 i) {//第一個按鈕在與它同列的那個空格按鈕下面

for (j = x0 - 1; j = i; j--) {

if (grid[j][y0] != 0) {

k = 0;

break;

} else {

k = 2;

}

}

}

if (x0 i) {//第一個按鈕在與它同列的那個空格按鈕上面

for (j = x0 + 1; j = i; j++) {

if (grid[j][y0] != 0) {

k = 0;

break;

} else {

k = 2;

}

}

}

}

public void remove() {

firstButton.setVisible(false);

secondButton.setVisible(false);

fraction();

pressInformation = false;

k = 0;

grid[x0][y0] = 0;

grid[x][y] = 0;

}

public void actionPerformed(ActionEvent e) {

if (e.getSource() == newlyButton) {

int grid[][] = new int[8][7];

this.grid = grid;

randomBuild();

mainFrame.setVisible(false);

pressInformation = false;

init();

}

if (e.getSource() == exitButton)

System.exit(0);

if (e.getSource() == resetButton)

reload();

for (int cols = 0; cols 6; cols++) {

for (int rows = 0; rows 5; rows++) {

if (e.getSource() == diamondsButton[cols][rows])

estimateEven(cols + 1, rows + 1, diamondsButton[cols][rows]);

}

}

}

public static void main(String[] args) {

LianLianKan llk = new LianLianKan();

llk.randomBuild();

llk.init();

}

}

連連看JAVA源代碼

加上。(初始化代碼樓主清洗本身選) 對應(yīng)在這句話。別離grid[][]數(shù)組的行列即可,你只需定義25個不一樣的圖片;后面; 這句話是用來設(shè)置連連看的圖的.setIcon(icons[grid[cols + 1][rows + 1])])。 定義: diamondsButton[cols][rows] = new JButton(String .valueOf(grid[cols + 1][rows + 1])): ImageIcon icons[]= new ImageIcon[25]: diamondsButton[cols][rows].valueOf(grid[cols + 1][rows + 1]))diamondsButton[cols][rows] = new JButton(String 。它只用了數(shù)字; 然后把icons數(shù)組初始化對應(yīng)每個圖片即可

當(dāng)前標(biāo)題:java連連看腳本源代碼 java 連連看
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