图层的构建

图层的构建


学习于bilibili 春娇与志明

1. 图层数据的构建


创建一个Layer对象,内部有一个二维数组来存放牌
创建一个数组,存放所有牌的名称,每次随机从中抽取一个牌的名字

2. 测试Layer类


在test包中创建一个测试类

package com.zy.test;

/*
测试图层数据构建
 */

import com.sun.jdi.event.StepEvent;
import com.sun.jdi.request.StepRequest;
import com.zy.model.Layer;

import java.util.Random;

public class TestBuildLayer {

    public static Random random = new Random();

    //存储所有牌的名称
    public static String [] brandNames = {
            "刷子","剪刀","叉子","手套","水桶","火",
            "玉米","球","瓶子","白菜","稻草","肉腿",
            "胡萝卜","苹果","铃铛","青草"
    };
    //每次调用都随机获取一个牌的名称
    public static String getBrandName(){
        int randomIndex = random.nextInt(brandNames.length);
        return brandNames[randomIndex];
    }

    public static void main(String[] args) {
        Layer layer = new Layer(6,6);//容量为36的二维数组图层

        System.out.println(getBrandName());

    }
}

3. 创建数组


创建一个Brand数组,容量大小等于图层容量大小
注意:三张牌消除,故容量为三的倍数
故在创建容量的时候判断是否是3的倍数
Layer.java

public Layer(Integer rowNum, Integer colNum) throws Exception {
        this.rowNum = rowNum;
        this.colNum = colNum;

        this.capacity = this.rowNum * this.colNum;

        if(this.capacity % 3 != 0 ){
            throw new Exception("容量不是3的倍数!!!");
        }

        this.cells = new Cell[this.rowNum][this.colNum];
        this.size = 0;
    }

TestBuildLayer.java

public static void main(String[] args){
        Layer layer = null;//容量为36的二维数组图层
        try {
            layer = new Layer(3,5);
        } catch (Exception e) {
            throw new RuntimeException(e);
        }

//        System.out.println(getBrandName());

        Brand[] brands = new Brand[layer.getCapacity()];//数组容量等于图层容量

        //遍历循环
        //每次产生3张,保证可以消除
        //容量为3的倍数
        for (int i = 0; i < brands.length; i = i + 3) {
            String randonBrandName = getBrandName();//每次循环获取牌的名称

            Brand brand1 = new Brand(randonBrandName);
            Brand brand2 = new Brand(randonBrandName);
            Brand brand3 = new Brand(randonBrandName);

            brands[i] = brand1;
            brands[i+1] = brand2;
            brands[i+2] = brand3;
        }

        System.out.println("-------");
        for (int j = 0; j < brands.length; j++) {
            System.out.print(brands[j].getName()+"-");
        }
    }

但此时牌是顺序存放,太过于简单
接下来随机打散数组

4. 随机交换位置


在TestBuildLayer.java中

 System.out.println("-------");
        for (int i = 0; i < brands.length; i++) {
            //当前位置A的变量拿到
            Brand brandA = brands[i];
            //交换位置B
            int randomIndex = random.nextInt(brands.length);//获得0到长度大小的随机整数
            Brand brandB = brands[randomIndex];
            //交换
            Brand temp = brandA;
            brands[i] = brandB;
            brands[randomIndex] = temp;
        }
        System.out.println("---打乱----");
        for (int j = 0; j < brands.length; j++) {
            System.out.print(brands[j].getName()+"-");
        }

5. 把牌填充到图层


在TestBuildLayer.java中

int flag = 0;

        Cell[][] cells = layer.getCells();
        for (int row = 0; row < cells.length; row++) {
            for (int col = 0; col < cells[row].length; col++) {
              //  System.out.println(row + "-" + col);
                Cell cell = new Cell();
                cell.setState(1);
                cell.setBrand(brands[flag++]);

                cells[row][col] = cell;//把之前空的图层设置了值

            }
        }

        System.out.println("----layer图层-----");

        for (int row = 0; row < cells.length; row++) {
            for (int col = 0; col < cells[row].length; col++) {
               Brand brands1 = cells[row][col].getBrand();
                System.out.print(brands1.getName() + " ");
            }
            System.out.println();
        }

6. 代码

TestBuildLayer.java

package com.zy.test;

/*
测试图层数据构建
 */

import com.sun.jdi.event.StepEvent;
import com.sun.jdi.request.StepRequest;
import com.zy.model.Brand;
import com.zy.model.Cell;
import com.zy.model.Layer;

import java.util.Random;

public class TestBuildLayer {

    public static Random random = new Random();

    //存储所有牌的名称
    public static String [] brandNames = {
            "刷子","剪刀","叉子","手套","水桶","火",
            "玉米","球","瓶子","白菜","稻草","肉腿",
            "胡萝卜","苹果","铃铛","青草"
    };
    //每次调用都随机获取一个牌的名称
    public static String getBrandName(){
        int randomIndex = random.nextInt(brandNames.length);
        return brandNames[randomIndex];
    }

    public static void main(String[] args){
        Layer layer = null;//容量为36的二维数组图层
        try {
            layer = new Layer(3,5);
        } catch (Exception e) {
            throw new RuntimeException(e);
        }

//        System.out.println(getBrandName());

        Brand[] brands = new Brand[layer.getCapacity()];//数组容量等于图层容量

        //遍历循环
        //每次产生3张,保证可以消除
        //容量为3的倍数
        for (int i = 0; i < brands.length; i = i + 3) {
            String randonBrandName = getBrandName();//每次循环获取牌的名称

            Brand brand1 = new Brand(randonBrandName);
            Brand brand2 = new Brand(randonBrandName);
            Brand brand3 = new Brand(randonBrandName);

            brands[i] = brand1;
            brands[i+1] = brand2;
            brands[i+2] = brand3;
        }

        System.out.println("-------");
        for (int j = 0; j < brands.length; j++) {
            System.out.print(brands[j].getName()+"-");
        }

        System.out.println("-------");
        for (int i = 0; i < brands.length; i++) {
            //当前位置A的变量拿到
            Brand brandA = brands[i];
            //交换位置B
            int randomIndex = random.nextInt(brands.length);//获得0到长度大小的随机整数
            Brand brandB = brands[randomIndex];
            //交换
            Brand temp = brandA;
            brands[i] = brandB;
            brands[randomIndex] = temp;
        }
        System.out.println("---打乱----");
        for (int j = 0; j < brands.length; j++) {
            System.out.print(brands[j].getName()+"-");
        }


        int flag = 0;

        Cell[][] cells = layer.getCells();
        for (int row = 0; row < cells.length; row++) {
            for (int col = 0; col < cells[row].length; col++) {
              //  System.out.println(row + "-" + col);
                Cell cell = new Cell();
                cell.setState(1);
                cell.setBrand(brands[flag++]);

                cells[row][col] = cell;//把之前空的图层设置了值

            }
        }

        System.out.println("----layer图层-----");

        for (int row = 0; row < cells.length; row++) {
            for (int col = 0; col < cells[row].length; col++) {
               Brand brands1 = cells[row][col].getBrand();
                System.out.print(brands1.getName() + " ");
            }
            System.out.println();
        }

    }
}

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