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Java实现扫雷游戏的代码分享

效果展示

主类:GameWin类

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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MapBottom类

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//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MapTop类

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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BottomNum类

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//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BottomRay类

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//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GameUtil类

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//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);

     }

}

总结

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。

程序的总体界面布局:

项目结构:

程序测试:

以上就是Java实现扫雷游戏的代码分享的详细内容,更多关于Java扫雷游戏的资料请关注其它相关文章!

原文链接:https://blog.csdn.net/zhangxia_/article/details/124531040

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