Java完美实现2048小游戏
内容摘要
完美地模仿了2048游戏,是根据网友的一个2048改的。
Block.java
import javax.swing.*;
import java.awt.*;
public class Block extends JLabel
{
private int value;
Block.java
import javax.swing.*;
import java.awt.*;
public class Block extends JLabel
{
private int value;
文章正文
完美地模仿了2048游戏,是根据网友的一个2048改的。
Block.java
import javax.swing.*; import java.awt.*; public class Block extends JLabel { private int value; public Block() { value = 0;//初始化值为0 setFont(new Font("font", Font.PLAIN, 40));//设定字体 setBackground(Color.gray);//设定初始颜色为灰色 } public int getValue()//获取值 { return value; } public void setValue(int value) { this.value = value; String text = String.valueOf(value); if (value != 0) setText(text); else setText("");//如果值为0则不显示 setColor(); } public void setColor() //根据值的不同设定不同的背景颜色、label字体 { switch (value) { case 0: setBackground(Color.gray); break; case 2: setBackground(new Color(238, 228, 218)); break; case 4: setBackground(new Color(238, 224, 198)); break; case 8: setBackground(new Color(243, 177, 116)); break; case 16: setBackground(new Color(243, 177, 116)); break; case 32: setBackground(new Color(248, 149, 90)); break; case 64: setBackground(new Color(249, 94, 50)); break; case 128: setBackground(new Color(239, 207, 108)); break; case 256: setBackground(new Color(239, 207, 99)); break; case 512: setBackground(new Color(239, 203, 82)); break; case 1024: setBackground(new Color(239, 199, 57)); break; case 2048: setBackground(new Color(239, 195, 41)); break; case 4096: setBackground(new Color(255, 60, 57)); break; } } }
My2048.java
import java.awt.*; import javax.swing.*; public class My2048 extends JFrame { public My2048()//构造函数 { setTitle("2048");//设置标题 setSize(400, 400);//设定窗口大小 setLocation(500, 200);//设定窗口起始位置 setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); getContentPane().setLayout(new GridLayout(4, 4, 5, 5));//设定布局方式为GridLayout型 new Operation(this); this.setVisible(true);//设为可视 } public static void main(String args[]) //程序入口点 { try { UIManager.setLookAndFeel("org.jvnet.substance.skin.SubstanceRavenGraphiteLookAndFeel");//设定UI } //接受抛出的异常 catch (ClassNotFoundException | InstantiationException| IllegalAccessException | UnsupportedLookAndFeelException e) { e.printStackTrace(); } JFrame.setDefaultLookAndFeelDecorated(true);//设定Frame的缺省外观 new My2048(); } }
Operation.java
import java.awt.event.*; import javax.swing.*; public class Operation implements KeyListener { Block[] block;//用于储存16个数据 JPanel panel; public boolean up,down,left,right; int moveFlag;//用于累计移动的次数 boolean numFlag;//用于判断是否还能加入新的数字 public Operation(JFrame frame) { this.panel = (JPanel)frame.getContentPane();//构造出panel block = new Block[16];//构造出长度为16的数组 numFlag = true;//初始化 moveFlag = 0; up=true;down=true;left=true;right=true; addBlock(); for (int i = 0; i < 2; i++) appearBlock(); frame.addKeyListener(this); } private void addBlock() { for (int i = 0; i < 16; i++) //往panel里加入block { block[i] = new Block(); block[i].setHorizontalAlignment(JLabel.CENTER);// 不透明的标签 block[i].setOpaque(true); panel.add(block[i]); } } public void appearBlock() { while (numFlag) //当还能加入随机的一个新的值得时候 { int index = (int) (Math.random() * 16);//取一个0到15的随机整数,这个数作为随机加入盘中的2或4的位置 if (block[index].getValue() == 0)//如果这个数所在的block数组中值为0,即在为空的时候,加入一个2或4的数字 { if (Math.random() < 0.5) { block[index].setValue(2); } else { block[index].setValue(4); } break;//跳出while } } } public void judgeAppear() //统计block数组中是否含有值为0的元素,若没有,则numFlag变为false { int sum = 0; for (int i = 0; i < 16; i++) { if (block[i].getValue() != 0) { sum++; } } if (sum == 16) numFlag = false; } public int Find(int i,int j,int a,int b) { while(i<b&&i>=a) { if(block[i].getValue()!=0) { return i; } i=i+j; } return -1; } public void upBlock() { int i=0,j=0;int t=0;int valueJ=0;int valueI=0;int index=0; for(i=0;i<4;i++) { index=i; for(j=i+4;j<16;j+=4) { valueJ=0; valueI=0; if(block[index].getValue()==0) { t=Find(index,4,0,16); if(t!=-1) { block[index].setValue(block[t].getValue()); block[t].setValue(0); } else { break; } } valueI=block[index].getValue(); if(block[j].getValue()==0) { t=Find(j,4,0,16); if(t!=-1) { block[j].setValue(block[t].getValue()); block[t].setValue(0); } else { break; } } valueJ=block[j].getValue(); if(valueI==valueJ&&valueI!=0&&valueJ!=0) { block[index].setValue(valueI+valueJ); block[j].setValue(0); numFlag = true; } index=j; } } } public void downBlock() { int i=0,j=0;int t=0;int valueJ=0;int valueI=0;int index=0; for(i=12;i<16;i++) { index=i; for(j=i-4;j>=0;j-=4) { valueJ=0; valueI=0; if(block[index].getValue()==0) { t=Find(index,-4,0,16); if(t!=-1) { block[index].setValue(block[t].getValue()); block[t].setValue(0); } else { break; } } valueI=block[index].getValue(); if(block[j].getValue()==0) { t=Find(j,-4,0,16); if(t!=-1) { block[j].setValue(block[t].getValue()); block[t].setValue(0); } else { break; } } valueJ=block[j].getValue(); if(valueI==valueJ&&valueI!=0&&valueJ!=0) { block[index].setValue(valueI+valueJ); block[j].setValue(0); numFlag = true; } index=j; } } } public void rightBlock() { int i=0,j=0;int t=0;int valueJ=0;int valueI=0;int index=0; for(i=3;i<16;i+=4) { index=i; for(j=i-1;j>i-4;j--) { valueJ=0; valueI=0; if(block[index].getValue()==0) { t=Find(index,-1,i-3,index+1); if(t!=-1) { block[index].setValue(block[t].getValue()); block[t].setValue(0); } else { break; } } valueI=block[index].getValue(); if(block[j].getValue()==0) { t=Find(j,-1,i-3,j+1); if(t!=-1) { block[j].setValue(block[t].getValue()); block[t].setValue(0); } else { break; } } valueJ=block[j].getValue(); if(valueI==valueJ&&valueI!=0&&valueJ!=0) { block[index].setValue(valueI+valueJ); block[j].setValue(0); numFlag = true; } index=j; } } } public void leftBlock() { int i=0,j=0;int t=0;int valueJ=0;int valueI=0;int index=0; for(i=0;i<16;i+=4) { index=i; for(j=i+1;j<i+4;j++) { valueJ=0; valueI=0; if(block[index].getValue()==0) { t=Find(index,1,index,i+4); if(t!=-1) { block[index].setValue(block[t].getValue()); block[t].setValue(0); } else { break; } } valueI=block[index].getValue(); if(block[j].getValue()==0) { t=Find(j,1,j,i+4); if(t!=-1) { block[j].setValue(block[t].getValue()); block[t].setValue(0); } else { break; } } valueJ=block[j].getValue(); if(valueI==valueJ&&valueI!=0&&valueJ!=0) { block[index].setValue(valueI+valueJ); block[j].setValue(0); numFlag = true; } index=j; } } } public void over() { if (numFlag ==false&& up==false&&down==false&&left==false&&right==false) //当不能添加元素,并且不可移动的步数超过36就输了,输了的时候在盘中央显示GAMEOVER { block[4].setText("G"); block[5].setText("A"); block[6].setText("M"); block[7].setText("E"); block[8].setText("O"); block[9].setText("V"); block[10].setText("E"); block[11].setText("R"); block[11].addMouseListener(new MouseAdapter() {public void mousePressed(MouseEvent e){reStart();}}); } } public void win() //同OVER { block[0].setText("Y"); block[1].setText("O"); block[2].setText("U"); block[13].setText("W"); block[14].setText("I"); block[15].setText("N"); block[15].addMouseListener(new MouseAdapter() { public void mousePressed(MouseEvent e) { reStart(); } }); } public void reStart()//重启游戏,和构造函数类似,不在累述 { numFlag=true; moveFlag=0; up=true;down=true;left=true;right=true; for(int i=0;i<16;i++) block[i].setValue(0); for (int i = 0; i < 2; i++) appearBlock(); } public void keyPressed(KeyEvent e) //判断按的上下左右键,并依次调用移动函数、判断函数、添加函数、判断是否输掉的函数 { switch (e.getKeyCode()) { case KeyEvent.VK_UP: if(up){ upBlock();} judgeAppear(); appearBlock(); over(); if(numFlag==false) { up=false; } else { up=true;down=true;left=true;right=true; } break; case KeyEvent.VK_DOWN: if(down){ downBlock();} judgeAppear(); appearBlock(); over(); if(numFlag==false) { down=false; } else { up=true;down=true;left=true;right=true; } break; case KeyEvent.VK_LEFT: if(left){ leftBlock();} judgeAppear(); appearBlock(); over(); if(numFlag==false) { left=false; } else { up=true;down=true;left=true;right=true; } break; case KeyEvent.VK_RIGHT: if(right){ rightBlock();} judgeAppear(); appearBlock(); over(); if(numFlag==false) { right=false; } else { up=true;down=true;left=true;right=true; } break; } } public void keyTyped(KeyEvent e) { } public void keyReleased(KeyEvent e) { } }
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