斗地主小游戏
一、准洗发
package Doudizhu;
import java.util.ArrayList;
import java.util.Collections;
public class PokerGame {
//静态的集合才能给静态区使用
static ArrayList<String> list = new ArrayList<>();
//静态代码块
//特点:随着类的加载而在加载的,而且只执行一次
//如果多次玩游戏可以减少创建牌的次数
static {
//准备牌
String[] huase = {"♣","♥","♦","♠"};
String[] shuzi = {"2","3","4","5","6","7","8","9","10","J","Q","K",};
//遍历数组进行拼接
for (String s : shuzi) {
for (String s1 : huase) {
list.add(s1+""+s);
}
}
//拼接上大小王
list.add("大王");
list.add("小王");
}
public PokerGame(){
//洗牌
Collections.shuffle(list);
//发牌
//创建字符串对象给用户添加牌
ArrayList<String> lord = new ArrayList<>();
ArrayList<String> player1 = new ArrayList<>();
ArrayList<String> player2 = new ArrayList<>();
ArrayList<String> player3 = new ArrayList<>();
//遍历牌盒给每个用户发牌
//使用普通的for循环,通过下标来发牌
for (int i = 0; i < list.size(); i++) {
if (i<3){
lord.add(list.get(i));
} else if (i%3==0) {
player1.add(list.get(i));
} else if (i%3==1) {
player2.add(list.get(i));
}else {
player3.add(list.get(i));
}
}
//看牌
lookPoker("底牌",lord);
lookPoker("小王",player1);
lookPoker("小李",player2);
lookPoker("小张",player3);
}
//使用函数打印每个玩家的牌
public void lookPoker(String name,ArrayList<String> list){
System.out.print(name+":");
for (String poker : list) {
System.out.print(poker+" ");
}
//换行
System.out.println();
}
}
二、第一种排序方式
对应思想
- 如果原始数据的规律非常复杂,我们可以先手动排序让每一个数据跟唯一的序号产生对应关系。
- 序号就是数字,规律非常简单,后续的所有操作,我们以序号为准
- 当真正需要操作原始数据时候,再通过序号找到原始数据即可。
方式一:利用序号进行排序
package Doudizhu2;
import java.util.ArrayList;
import java.util.Collections;
import java.util.HashMap;
import java.util.TreeSet;
public class PokerGame {
static HashMap<Integer, String> hm = new HashMap<>();
static ArrayList<Integer> list = new ArrayList<>();
static {
int serialNumber = 1;
//准备牌
String[] huase = {"♣","♥","♦","♠"};
String[] shuzi = {"1","2","3","4","5","6","7","8","9","10","J","Q","K",};
//遍历数组进行拼接
for (String s : shuzi) {
for (String s1 : huase) {
hm.put(serialNumber,s1+s);
list.add(serialNumber);
serialNumber++;
}
}
//拼接上大小王
hm.put(serialNumber,"小王");
list.add(serialNumber);
serialNumber++;
hm.put(serialNumber,"大王");
list.add(serialNumber);
System.out.println(hm);
System.out.println(list);
}
public PokerGame(){
//洗牌
Collections.shuffle(list);
//发牌
//创建字符串对象给用户添加牌
//使用TreeSet是因为其可以排列,以致发牌时可以自动的排序
TreeSet<Integer> lord = new TreeSet<>();
TreeSet<Integer> player1 = new TreeSet<>();
TreeSet<Integer> player2 = new TreeSet<>();
TreeSet<Integer> player3 = new TreeSet<>();
for (int i = 0; i < list.size(); i++) {
if(i<=2){
lord.add(list.get(i));
continue;
}
if (i%3==0){
player1.add(list.get(i));
} else if (i%3==1) {
player2.add(list.get(i));
}else {
player3.add(list.get(i));
}
}
//打印发给每个用户的牌
lookPoker("底牌",lord);
lookPoker("小王",player1);
lookPoker("小李",player2);
lookPoker("小张",player3);
}
public static void lookPoker(String name,TreeSet<Integer> list){
System.out.print(name+":");
for (Integer integer : list) {
String poker = hm.get(integer);
System.out.print(poker+" ");
}
System.out.println();
}
}
三、第二种排序方式
方式二:给每一张牌计算价值
package Doudizhu3;
import java.util.ArrayList;
import java.util.Collections;
import java.util.Comparator;
import java.util.HashMap;
public class PokerGame {
//静态的集合才能给静态区使用
static ArrayList<String> list = new ArrayList<>();
HashMap<String,Integer> hm = new HashMap<>();
//静态代码块
//特点:随着类的加载而在加载的,而且只执行一次
//如果多次玩游戏可以减少创建牌的次数
static {
//准备牌
String[] huase = {"♣","♥","♦","♠"};
String[] shuzi = {"1","2","3","4","5","6","7","8","9","10","J","Q","K"};
//遍历数组进行拼接
for (String s : shuzi) {
for (String s1 : huase) {
list.add(s1+""+s);
}
}
//拼接上大小王
list.add(" 大王");
list.add(" 小王");
}
public PokerGame(){
//洗牌
Collections.shuffle(list);
//发牌
//创建字符串对象给用户添加牌
ArrayList<String> lord = new ArrayList<>();
ArrayList<String> player1 = new ArrayList<>();
ArrayList<String> player2 = new ArrayList<>();
ArrayList<String> player3 = new ArrayList<>();
//给每张牌加权重
//如果这个牌在3~10的范围内,则去权重是其本身
hm.put("J",11);
hm.put("Q",12);
hm.put("K",13);
hm.put("1",14);
hm.put("2",15);
hm.put("小王",20);
hm.put("大王",50);
//遍历牌盒给每个用户发牌
//使用普通的for循环,通过下标来发牌
for (int i = 0; i < list.size(); i++) {
if (i<3){
lord.add(list.get(i));
} else if (i%3==0) {
player1.add(list.get(i));
} else if (i%3==1) {
player2.add(list.get(i));
}else {
player3.add(list.get(i));
}
}
//计算牌的权重并且进行比较
order(lord);
order(player1);
order(player2);
order(player3);
//看牌
lookPoker("底牌",lord);
lookPoker("小王",player1);
lookPoker("小李",player2);
lookPoker("小张",player3);
}
//使用函数打印每个玩家的牌
public void lookPoker(String name,ArrayList<String> list){
System.out.print(name+":");
for (String poker : list) {
System.out.print(poker+" ");
}
//换行
System.out.println();
}
public void order(ArrayList<String> list){
Collections.sort(list, new Comparator<String>() {
@Override
public int compare(String o1, String o2) {
String color1 = o1.substring(0,1);
int value1 = getValue(o1);
String color2 = o2.substring(0,1);
int value2 = getValue(o2);
int i = value1 - value2;
return i==0?color1.compareTo(color2):i;
}
});
}
public int getValue(String poker){
String number = poker.substring(1);
//拿着数字到map集合中看是否存在
//存在,获取价值
//不存在,类型转换
if(hm.containsKey(number)){
//存在,获取价值
return hm.get(number);
}else {
//不存在,类型转换
return Integer.parseInt(number);
}
}
}
四、登陆页面
package Famerandlord.game;
import Famerandlord.Util.CodeUtil;
import Famerandlord.domain.User;
import javax.swing.*;
import javax.xml.transform.Source;
import java.awt.*;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import java.util.ArrayList;
public class loginJFrame extends JFrame implements MouseListener {
static ArrayList<User> allUsers = new ArrayList<>();
static {
allUsers.add(new User("xiaoming","123123"));
allUsers.add(new User("xiaozhang","123456"));
}
//创建按钮对象
JButton login = new JButton();
JButton register = new JButton();
//创建文本框对象
JTextField username = new JTextField();
JPasswordField password = new JPasswordField();
//创建验证码
JTextField code = new JTextField();
JLabel rightcode = new JLabel();
public loginJFrame(){
//初始化界面
initFrame();
//初始化组件,在这个接界面中添加内容
initView();
this.setVisible(true);
}
private void initView() {
//添加用户名文字
Font usernamefont = new Font(null,1,16);
JLabel usernameText = new JLabel("用户名");
usernameText.setForeground(Color.black);
usernameText.setFont(usernamefont);
usernameText.setBounds(140,55,55,22);
this.getContentPane().add(usernameText);
//添加用户名输入框
username.setBounds(223,46,200,30);
this.getContentPane().add(username);
//添加密码文字
Font passwordfont = new Font(null,1,16);
JLabel passwordText = new JLabel("密码");
passwordText.setForeground(Color.black);
passwordText.setFont(passwordfont);
passwordText.setBounds(197,95,40,22);
this.getContentPane().add(passwordText);
//添加密码输入框
password.setBounds(263,87,160,30);
this.getContentPane().add(password);
//验证码显示
JLabel codeText = new JLabel("验证码");
Font codefont = new Font(null,1,16);
codeText.setForeground(Color.black);
codeText.setFont(codefont);
codeText.setBounds(215,142,55,22);
this.getContentPane().add(codeText);
//验证码输入框
code.setBounds(291,133,100,30);
this.getContentPane().add(code);
//获取正确的验证码
String code = CodeUtil.getCode();
Font rightcodeFont = new Font(null,1,15);
//设置字体
rightcode.setFont(rightcodeFont);
//设置颜色
rightcode.setForeground(Color.red);
//设置内容
rightcode.setText(code);
//设置鼠标事件
rightcode.addMouseListener(this);
//位置和宽高
rightcode.setBounds(400,133,100,30);
//添加到界面
this.getContentPane().add(rightcode);
//设置登录按钮
login.setText("登录");
login.setBounds(183,310,128,47);
login.addMouseListener(this);
this.getContentPane().add(login);
//设置注册按钮
register.setText("注册");
register.setBounds(316,310,128,47);
register.addMouseListener(this);
this.getContentPane().add(register);
}
private void initFrame() {
this.setSize(633,423);//设置宽高
this.setTitle("斗地主小游戏 V1.0 登录");//设置标题
this.setDefaultCloseOperation(3);//设置关闭模式
this.setLocationRelativeTo(null);//居中
this.setAlwaysOnTop(true);
this.setLayout(null);//取消内部默认布局
}
@Override
public void mouseClicked(MouseEvent e) {
Object obj = e.getSource();
if(obj ==login ){
String usernametext = username.getText();
String passwordtext = password.getText();
if (code.getText().length() == 0){
ShowjDialog("验证码不得为空");
return;
}
if(passwordtext.length()== 0||usernametext.length()==0){
ShowjDialog("密码或用户名为空");
return;
}
if(!code.getText().equalsIgnoreCase(rightcode.getText())){
ShowjDialog("验证码输入不正确");
code.setText("");
return;
}
//判断集合中是否包含该对象
//其实就是验证用户名和面没是否相同
//contains底层是依赖equals方法判断的,所以需要重写equals方法
User userInfo = new User(usernametext,passwordtext);
if(allUsers.contains(userInfo)){
//关闭当前页面
this.setVisible(false);
//打开游戏主界面
new GameJFrame();
}else {
ShowjDialog("用户名或密码不正确");
}
} else if (obj == register) {
System.out.println("点击了注册按钮");
} else if (obj == rightcode) {
System.out.println("点击了验证码按钮");
String codestr = CodeUtil.getCode();
rightcode.setText(codestr);
}
}
@Override
public void mousePressed(MouseEvent e) {
}
@Override
public void mouseReleased(MouseEvent e) {
}
@Override
public void mouseEntered(MouseEvent e) {
}
@Override
public void mouseExited(MouseEvent e) {
}
public static void ShowjDialog(String tip){
JLabel jLabel = new JLabel(tip);
jLabel.setBounds(0,0,100,100);
JDialog jDialog = new JDialog();//创建弹窗对象
jDialog.setModal(true);//设置不关闭此弹窗就无法输入文本
jDialog.setSize(100,60);//设置宽高
jDialog.setBounds(800,500,100,100);//设置位置大小
jDialog.setAlwaysOnTop(true);//顶置
jDialog.getContentPane().add(jLabel);
jDialog.setVisible(true);
}
}
五、游戏界面
六、面向对象设计(poker)
package Famerandlord.domain;
import javax.swing.*;
import java.awt.*;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import java.awt.print.Book;
public class Poker extends JLabel implements MouseListener {
//属性
//牌的名字 数字+数字
private String name;
//牌是正反面
private boolean up;
//是否可以被点击
private boolean canClick = false;
//当前状态,表示当前已经被点击了
//如果是没有被点击的状态,此时被点击了,会执行弹起的操作
//如果是已经被点击的状态,此时被点击了,会执行降落的操作
private boolean clicked = false;
public Poker(String name,boolean up){
this.name = name;
this.up = up;
//判断当前的牌是显示正面还是反面
if(this.up){
//显示正面
turnPront();
}else {
//显示反面
turnRear();
}
//设置牌的宽高
this.setSize(71,96);
//把牌显示出来
this.setVisible(true);
//给每一张牌添加监听
this.addMouseListener(this);
}
public void turnPront(){
//给牌设置正面
//this.setIcon();(图片相对位置)
this.up = true;
}
public void turnRear(){
//this.setIcon();(图片相对位置)
this.up = false;
}
@Override
public void mouseClicked(MouseEvent e) {
//点击
//判断当前的牌是否可被点击
if(canClick){
//牌被点击之后要么升起要么降落
//表示牌的位移像素
int step = 0;
if (clicked){
//表示当前的牌已经被点击
//降落(y增加 20像素)
step = 20;
}else {
//表示当前的牌没有被点击
//升起(y减少 20像素)
step = -20;
}
//需要修改一下clicked变量记录的值
clicked = !clicked;
//修改一下牌的位置
Point from = this.getLocation();
//创建一个point的对象,表示结束位置
Point to = new Point(from.x,from.y+step);
this.setLocation(to);
}
}
@Override
public void mousePressed(MouseEvent e) {
}
@Override
public void mouseReleased(MouseEvent e) {
}
@Override
public void mouseEntered(MouseEvent e) {
}
@Override
public void mouseExited(MouseEvent e) {
}
}