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java小游戲代碼

發布時間: 2022-12-16 02:42:33

A. 跪求JAVA編寫的小游戲源代碼

import java.awt.*;
import java.applet.*;
import java.awt.event.*;
import java.awt.image.*;
import java.awt.geom.*;
import java.util.*;
class Car{
Image img;
int x, y;
Dimension dim;
Car(Image img){
this.img=img;
}
Car(Image img, int x, int y){
this.img=img; this.x=x; this.y=y;
}
Car(Image img, int x, int y, Dimension dim){
this(img, x, y);
this.dim=dim;
}
void draw(Graphics g, ImageObserver observer){
g.drawImage(img, x, y, observer);
}
int getX(){ return x;}
int getY(){ return y;}
void setX(int x){this.x=x;}
void setY(int y){this.y=y;}
void setLocation(int x, int y){
this.x=x; this.y=y;
}

int getWidth(){ return img.getWidth(null);}
int getHeight(){ return img.getHeight(null);}
Rectangle2D getRectangle(){
return new Rectangle2D.Float(x, y, getWidth(), getHeight());
}
void move(int dx, int dy){
x+=dx;
y+=dy;
if(dim!=null){
if(x<0)x=0;
if(x+getWidth()>dim.getWidth())
x=(int)dim.getWidth()-getWidth();
}
}
boolean intersects(Car car){
return getRectangle().intersects(car.getRectangle());
}
boolean intersects(int x, int y){
return getRectangle().intersects(x, y, getWidth(), getHeight());
}
}
public class CarRace extends Applet implements KeyListener, Runnable{
Image buff;
Canvas screen;
Graphics2D gs, gb;
Car redCar;
Car[] enemy=new Car[20];
Button bStart;
Thread game;
boolean loop=true;
Dimension dim=new Dimension(200, 300);
int road;
Random rnd=new Random();
public void init(){
prepareResource();
setBackground(Color.blue);
initScreen();
add(screen);
bStart=new Button("霸烙 矯累");
add(bStart);
bStart.addActionListener(new ActionListener(){
public void actionPerformed(ActionEvent ae){
screen.requestFocus();
if(!game.isAlive())
game.start();
}
});
}
void prepareResource(){
Image imgRed=getImage(getCodeBase(),"images/red_car.gif");
Image imgBlue=getImage(getCodeBase(),"images/blue_car.gif");
Image imgGreen=getImage(getCodeBase(),"images/green_car.gif");
MediaTracker mt=new MediaTracker(this);
try{
mt.addImage(imgRed, 0);
mt.addImage(imgBlue, 1);
mt.addImage(imgGreen, 2);
mt.waitForAll();
}catch(Exception e){}
buff=createImage((int)dim.getWidth(), (int)dim.getHeight());
gb=(Graphics2D)buff.getGraphics();
redCar=new Car(imgRed, 80,250, dim);

for(int i=0;i<10;i++){
enemy[i]=new Car(imgBlue, 0, 0);
}
for(int i=10;i<enemy.length;i++){
enemy[i]=new Car(imgGreen, 0, 0);
}
for(int i=0;i<enemy.length;i++){
setEnemy(i);
}
game=new Thread(this);
}
public void stop(){
loop=false;
}
public void run(){
while(loop){
drawScreen();
try{ Thread.sleep(50);}catch(Exception e){}
}
}
void initScreen(){
screen=new Canvas(){
public void paint(Graphics g){
if(gs==null){
gs=(Graphics2D)screen.getGraphics();
}
drawScreen();
}
};
screen.setSize(dim);
screen.addKeyListener(this);
}
void setEnemy(int en){
int x, y;
next:while(true){
x=rnd.nextInt((int)dim.getWidth()-enemy[en].getWidth());
y=-rnd.nextInt(5000)-200;
for(int j=0;j<enemy.length;j++){
if(j!=en && enemy[j].intersects(x, y))continue next;
}
enemy[en].setLocation(x, y);
break;
}
}
void check(Car en){
if(redCar.intersects(en)){
if(redCar.getX()>en.getX()){
en.move(-20, 0);
redCar.move(20, 0);
}
else{
en.move(20,0);
redCar.move(-20, 0);
}
}
}
synchronized void drawScreen(){
gb.clearRect(0, 0, (int)dim.getWidth(), (int)dim.getHeight());
gb.setPaint(new Color(100, 100, 100));
gb.fillRect(0, 0, (int)dim.getWidth(), (int)dim.getHeight());
drawRoad();
for(int i=0;i<enemy.length;i++){
enemy[i].move(0, 15);
enemy[i].draw(gb, screen);
if(enemy[i].getY()>dim.getHeight())
setEnemy(i);
check(enemy[i]);
}
redCar.draw(gb, screen);
gs.drawImage(buff, 0,0, screen);
}
void drawRoad(){
road+=80;
gb.setPaint(Color.yellow);
gb.fillRect((int)dim.getWidth()/2, road,10,150);
if(road>=dim.getHeight())road=-150;
}
public void keyPressed(KeyEvent ke){
if(ke.getKeyCode()==KeyEvent.VK_LEFT){
redCar.move(-10,0);
}
else if(ke.getKeyCode()==KeyEvent.VK_RIGHT){
redCar.move(10,0);
}
}
public void keyReleased(KeyEvent ke){}
public void keyTyped(KeyEvent ke){}
}
這個是一個典型的Applet,文件名應該是CarRace.java,需要圖片作為車子等等,本人也是別人給的,但是還要個.html文件來運行它,代碼為:
<Applet code="CarRace.class" width=250 height=350 >
</Applet>
請樓主採納

B. 急求簡單的手機java小游戲代碼 能運行的 簡單的就可以

package test;

import java.util.Random;
import java.util.Scanner;

public class TestGame {

/**
* @param args
*/
public static void main(String[] args) {
// TODO Auto-generated method stub

Scanner sc = new Scanner(System.in);
int r = new Random().nextInt(999999);
int count =0 ;
while(true){

System.out.println("猜數字游戲,請輸入一個數0到999999,輸入-1結束游戲:");
int i = sc.nextInt() ;
if(i==-1){
break ;
}
count ++ ;
if(i<r){
System.out.print("你猜小了。");
System.out.println("你已經猜了"+count+"次");
}else if(i>r){
System.out.println("你猜大了。");
System.out.println("你已經猜了"+count+"次");
}else{
System.out.println("恭喜你大對了,但是沒獎勵!");
}

}

System.out.println("游戲結束");
}

}

C. java 小游戲

import java.util.Random;
import javax.swing.*;
import java.awt.BorderLayout;
import java.awt.Container;
import java.awt.event.*;

public class SmallGame extends JFrame {
private Random r;

private String[] box = { "剪刀", "石頭", "布" };

private JComboBox choice;

private JTextArea ta;

private JLabel lb;

private int win = 0;

private int loss = 0;

private int equal = 0;

public SmallGame() {
initial();//調用initial方法,就是下面定義的那個.該方法主要是初始界面.
pack();
setTitle("游戲主界面");
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setLocation(400, 300);
setVisible(true);
}

public static void main(String[] args) {
new SmallGame();
}

public void initial() {
r = new Random(); // 生成隨機數
choice = new JComboBox();//初始化choice這個下拉框.也就是你選擇出剪子還是石頭什麼的那個下拉框..
for (int i = 0; i < box.length; i++) {//為那個下拉框賦值.用前面定義的private String[] box = { "剪刀", "石頭", "布" };附值.這樣下拉框就有三個選項了..
choice.addItem(box[i]);
}
ta = new JTextArea(3, 15);//初始化那個文本域3行15列
ta.setEditable(false);//讓用戶不能編輯那個文本域即不能在裡面寫東西
JButton okBut = new JButton("出招");//新建一個出招的按鈕
okBut.addActionListener(new ActionListener() {//給出招按鈕加個監聽.意思就是監聽著這個按鈕看用戶有沒有點擊它..如果點擊就執行下面這個方法
public void actionPerformed(ActionEvent e) {//就是這個方法
ta.setText(getResult());//給那個文本域賦值..就是顯示結果 賦值的是通過getResult()這個方法得到的返回值 getResult()這個方法下面會講
lb.setText(getTotal());//給分數那個LABEL賦值..就是顯示分數..賦值的是通過getTotal()這個方法得到的返回值
}
});
JButton clearBut = new JButton("清除分數");//新建一個清楚分數的按鈕
clearBut.addActionListener(new ActionListener() {//同上給他加個監聽
public void actionPerformed(ActionEvent e) {//如果用戶點擊了就執行這個方法
ta.setText("");//給文本域賦值為""..其實就是清楚他的內容
win = 0;//win賦值為0
loss = 0;//同上
equal = 0;//同上
lb.setText(getTotal());//給顯示分數那個賦值..因為前面已經都賦值為0了..所以這句就是讓顯示分數那都為0
}
});
lb = new JLabel(getTotal());//初始化那個顯示分數的東西
JPanel choicePanel = new JPanel();//定義一個面板..面板就相當於一個畫圖用的東西..可以在上面加按鈕啊文本域什麼的..
choicePanel.add(choice);//把下拉框加到面板里
choicePanel.add(okBut);//把出招按鈕加到面板里
choicePanel.add(clearBut);//把清楚分數按鈕加到面板里
JScrollPane resultPanel = new JScrollPane(ta);//把文本域加到一個可滾動的面板裡面..JScrollPane就是可滾動的面板..這樣如果那個文本域內容太多就會出現滾動條..而不是變大
JPanel totalPanel = new JPanel();//再定義個面板..用來顯示分數的..
totalPanel.add(lb);//把那個顯示分數的label加到裡面去
Container contentPane = getContentPane();//下面就是布局了..
contentPane.setLayout(new BorderLayout());
contentPane.add(choicePanel, BorderLayout.NORTH);
contentPane.add(resultPanel, BorderLayout.CENTER);
contentPane.add(totalPanel, BorderLayout.SOUTH);
}

public String getResult() {//獲得結果的方法 返回值是一個String..這個返回值會用來顯示在文本域裡面
String tmp = "";
int boxPeop = choice.getSelectedIndex();//獲得你選擇的那個的索引..從0開始的..
int boxComp = getBoxComp();//獲得電腦出的索引..就是隨機的0-2的數
tmp += "你出:\t" + box[boxPeop];//下面你應該明白了..
tmp += "\n電腦出:\t" + box[boxComp];
tmp += "\n結果:\t" + check(boxPeop, boxComp);
return tmp;
}

public int getBoxComp() {//就是產生一個0-2的隨機數..
return r.nextInt(3);//Random的nextInt(int i)方法就是產生一個[0-i)的隨機整數 所以nextInt(3)就是[0-2]的隨機數
}

public String check(int boxPeop, int boxComp) {//這個就是判斷你選擇的和電腦選擇的比較結果..是輸是贏還是平..boxPeop就是你選擇的..boxComp就是電腦選擇的..
String result = "";
if (boxPeop == (boxComp + 1) % 3) {//(boxComp + 1) % 3 電腦選擇的加上1加除以3取余..也就是如果電腦選0這個就為1..這個判斷的意思就是如果電腦選0並且你選1..那麼就是電腦選了
//private String[] box = { "剪刀", "石頭", "布" };這裡面下標為0的..你選了下標為1的..就是電腦選剪刀你選石頭..所以你贏了..如果電腦選1..(boxComp + 1) % 3就為2..意思就是
//電腦選了石頭你選了布..所以你贏了..另外一種情況你明白了撒..只有三種情況你贏..所以這里都包含了..也只包含了那三種..
result = "你贏了!";
win++;//贏了就讓記你贏的次數的那個變數加1
} else if (boxPeop == boxComp) {//相等當然平手了
result = "平";
equal++;//同上了
} else {//除了贏和平當然就是輸了..
result = "你輸了!";
loss++;//同上
}
return result;
}

public int getPoint() {
return (win - loss) * 10;
}

public String getTotal() {
return "贏:" + win + " 平:" + equal + " 輸:" + loss + " 得分:"
+ getPoint();
}
}

希望你能明白哈。。

D. 怎麼用JAVA來寫一個小游戲程序

import java.util.*;
import java.io.*;
public class CaiShu{
public static void main(String[] args) throws IOException{
Random a=new Random();
int num=a.nextInt(100);
System.out.println("請輸入一個100以內的整數:");
for (int i=0;i<=9;i++){
BufferedReader bf=new BufferedReader(new InputStreamReader(System.in));
String str=bf.readLine();
int shu=Integer.parseInt(str);
if (shu>num)
System.out.println("輸入的數大了,輸小點的!");
else if (shu<num)
System.out.println("輸入的數小了,輸大點的!");
else {
System.out.println("恭喜你,猜對了!");
if (i<=2)
System.out.println("你真是個天才!");
else if (i<=6)
System.out.println("還將就,你過關了!");
else if (i<=8)
System.out.println("但是你還……真笨!");
else
System.out.println("你和豬沒有兩樣了!"); break;}
}
} }

E. java小游戲編程

/**
* File: ControlPanel.java
* User:相思無償
* Date: 2004.12.3
* Describe: 俄羅斯方塊的 Java 實現
*/

import javax.swing.*;
import javax.swing.border.Border;
import javax.swing.border.EtchedBorder;
import java.awt.*;
import java.awt.event.*;

/**
* 控制面板類,繼承自JPanel.
* 上邊安放預顯窗口、等級、得分、控制按鈕
* 主要用來控制游戲進程。
*/
class ControlPanel extends JPanel {
private JTextField
tfLevel = new JTextField("" + ErsBlocksGame.DEFAULT_LEVEL),
tfScore = new JTextField("0");

private JButton
btPlay = new JButton("Play"),
btPause = new JButton("Pause"),
btStop = new JButton("Stop"),
btTurnLevelUp = new JButton("Turn hard"),
btTurnLevelDown = new JButton("Turn easy");

private JPanel plTip = new JPanel(new BorderLayout());
private TipPanel plTipBlock = new TipPanel();
private JPanel plInfo = new JPanel(new GridLayout(4, 1));
private JPanel plButton = new JPanel(new GridLayout(5, 1));

private Timer timer;
private ErsBlocksGame game;

private Border border = new EtchedBorder(
EtchedBorder.RAISED, Color.white, new Color(148, 145, 140));

/**
* 控制面板類的構造函數
* @param game ErsBlocksGame, ErsBoxesGame類的一個實例引用,
* 方便直接控制ErsBoxesGame類的行為。
*/
public ControlPanel(final ErsBlocksGame game) {
setLayout(new GridLayout(3, 1, 0, 4));
this.game = game;

plTip.add(new JLabel("Next block"), BorderLayout.NORTH);
plTip.add(plTipBlock);
plTip.setBorder(border);

plInfo.add(new JLabel("Level"));
plInfo.add(tfLevel);
plInfo.add(new JLabel("Score"));
plInfo.add(tfScore);
plInfo.setBorder(border);

tfLevel.setEditable(false);
tfScore.setEditable(false);

plButton.add(btPlay);
plButton.add(btPause);
plButton.add(btStop);
plButton.add(btTurnLevelUp);
plButton.add(btTurnLevelDown);
plButton.setBorder(border);

add(plTip);
add(plInfo);
add(plButton);

addKeyListener(new ControlKeyListener());

btPlay.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent ae) {
game.playGame();
}
});
btPause.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent ae) {
if (btPause.getText().equals(new String("Pause"))) {
game.pauseGame();
} else {
game.resumeGame();
}
}
});
btStop.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent ae) {
game.stopGame();
}
});
btTurnLevelUp.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent ae) {
try {
int level = Integer.parseInt(tfLevel.getText());
if (level < ErsBlocksGame.MAX_LEVEL)
tfLevel.setText("" + (level + 1));
} catch (NumberFormatException e) {
}
requestFocus();
}
});
btTurnLevelDown.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent ae) {
try {
int level = Integer.parseInt(tfLevel.getText());
if (level > 1)
tfLevel.setText("" + (level - 1));
} catch (NumberFormatException e) {
}
requestFocus();
}
});

addComponentListener(new ComponentAdapter() {
public void componentResized(ComponentEvent ce) {
plTipBlock.fanning();
}
});

timer = new Timer(500, new ActionListener() {
public void actionPerformed(ActionEvent ae) {
tfScore.setText("" + game.getScore());
int scoreForLevelUpdate =
game.getScoreForLevelUpdate();
if (scoreForLevelUpdate >= ErsBlocksGame.PER_LEVEL_SCORE
&& scoreForLevelUpdate > 0)
game.levelUpdate();
}
});
timer.start();
}

/**
* 設置預顯窗口的樣式,
* @param style int,對應ErsBlock類的STYLES中的28個值
*/
public void setTipStyle(int style) {
plTipBlock.setStyle(style);
}

/**
* 取得用戶設置的游戲等級。
* @return int, 難度等級,1 - ErsBlocksGame.MAX_LEVEL
*/
public int getLevel() {
int level = 0;
try {
level = Integer.parseInt(tfLevel.getText());
} catch (NumberFormatException e) {
}
return level;
}

/**
* 讓用戶修改游戲難度等級。
* @param level 修改後的游戲難度等級
*/
public void setLevel(int level) {
if (level > 0 && level < 11) tfLevel.setText("" + level);
}

/**
* 設置"開始"按鈕的狀態。
*/
public void setPlayButtonEnable(boolean enable) {
btPlay.setEnabled(enable);
}

public void setPauseButtonLabel(boolean pause) {
btPause.setText(pause ? "Pause" : "Continue");
}

/**
* 重置控制面板
*/
public void reset() {
tfScore.setText("0");
plTipBlock.setStyle(0);
}

/**
* 重新計算TipPanel里的boxes[][]里的小框的大小
*/
public void fanning() {
plTipBlock.fanning();
}

/**
* 預顯窗口的實現細節類
*/
private class TipPanel extends JPanel {
private Color backColor = Color.darkGray, frontColor = Color.lightGray;
private ErsBox[][] boxes =
new ErsBox[ErsBlock.BOXES_ROWS][ErsBlock.BOXES_COLS];

private int style, boxWidth, boxHeight;
private boolean isTiled = false;

/**
* 預顯窗口類構造函數
*/
public TipPanel() {
for (int i = 0; i < boxes.length; i++) {
for (int j = 0; j < boxes[i].length; j++)
boxes[i][j] = new ErsBox(false);
}
}

/**
* 預顯窗口類構造函數
* @param backColor Color, 窗口的背景色
* @param frontColor Color, 窗口的前景色
*/
public TipPanel(Color backColor, Color frontColor) {
this();
this.backColor = backColor;
this.frontColor = frontColor;
}

/**
* 設置預顯窗口的方塊樣式
* @param style int,對應ErsBlock類的STYLES中的28個值
*/
public void setStyle(int style) {
this.style = style;
repaint();
}

/**
* 覆蓋JComponent類的函數,畫組件。
* @param g 圖形設備環境
*/
public void paintComponent(Graphics g) {
super.paintComponent(g);

if (!isTiled) fanning();

int key = 0x8000;
for (int i = 0; i < boxes.length; i++) {
for (int j = 0; j < boxes[i].length; j++) {
Color color = (((key & style) != 0) ? frontColor : backColor);
g.setColor(color);
g.fill3DRect(j * boxWidth, i * boxHeight,
boxWidth, boxHeight, true);
key >>= 1;
}
}
}

/**
* 根據窗口的大小,自動調整方格的尺寸
*/
public void fanning() {
boxWidth = getSize().width / ErsBlock.BOXES_COLS;
boxHeight = getSize().height / ErsBlock.BOXES_ROWS;
isTiled = true;
}
}

private class ControlKeyListener extends KeyAdapter {
public void keyPressed(KeyEvent ke) {
if (!game.isPlaying()) return;

ErsBlock block = game.getCurBlock();
switch (ke.getKeyCode()) {
case KeyEvent.VK_DOWN:
block.moveDown();
break;
case KeyEvent.VK_LEFT:
block.moveLeft();
break;
case KeyEvent.VK_RIGHT:
block.moveRight();
break;
case KeyEvent.VK_UP:
block.turnNext();
break;
default:
break;
}
}
}
}

F. JAVA小游戲程序代碼

這個是比較有名的那個煙花,不知道你有沒有用:
建個工程,以Fireworks為類即可
import java.awt.*;
import java.applet.*;
import java.awt.event.*;
import javax.swing.*;

public class Fireworks extends Applet implements MouseListener,Runnable
{
int x,y;
int top,point;

/**
*對小程序進行變數和顏色的初始化。
*/
public void init()
{
x = 0;
y = 0;
//設置背景色為黑色
setBackground(Color.black);
addMouseListener(this);
}

public void paint(Graphics g)
{

}

/**
*使該程序可以作為應用程序運行。
*/
public static void main(String args[]) {
Fireworks applet = new Fireworks();
JFrame frame = new JFrame("TextAreaNew");
frame.addWindowListener(new WindowAdapter() {
public void windowClosing(WindowEvent e){
System.exit(0);
}
});
frame.getContentPane().add(
applet, BorderLayout.CENTER);
frame.setSize(800,400);
applet.init();
applet.start();
frame.setVisible(true);
}

/**
*程序主線程,對一個煙花進行繪制。
*/
public void run()
{
//變數初始化
Graphics g1;
g1 = getGraphics();
int y_move,y_click,x_click;
int v;
x_click = x;
y_click = y;
y_move = 400;
v = 3;
int r,g,b;

while(y_move > y_click)
{
g1.setColor(Color.black);
g1.fillOval(x_click,y_move,5,5);
y_move -= 5;
r = (((int)Math.round(Math.random()*4321))%200)+55;
g = (((int)Math.round(Math.random()*4321))%200)+55;
b = (((int)Math.round(Math.random()*4321))%200)+55;
g1.setColor(new Color(r,g,b));
g1.fillOval(x_click,y_move,5,5);
for(int j = 0 ;j<=10;j++)
{
if(r>55) r -= 20;
if(g>55) g -= 20;
if(b>55) b -=20;
g1.setColor(new Color(r,g,b));
g1.fillOval(x_click,y_move+j*5,5,5);
}
g1.setColor(Color.black);
g1.fillOval(x_click,y_move+5*10,5,5);

try
{
Thread.currentThread().sleep(v++);
} catch (InterruptedException e) {}
}

for(int j=12;j>=0;j--)
{
g1.setColor(Color.black);
g1.fillOval(x_click,y_move+(j*5),5,5);
try
{
Thread.currentThread().sleep((v++)/3);
} catch (InterruptedException e) {}
}

y_move = 400;
g1.setColor(Color.black);
while(y_move > y_click)
{
g1.fillOval(x_click-2,y_move,9,5);
y_move -= 5;
}

v = 15;
for(int i=0;i<=25;i++)
{
r = (((int)Math.round(Math.random()*4321))%200)+55;
g = (((int)Math.round(Math.random()*4321))%200)+55;
b = (((int)Math.round(Math.random()*4321))%200)+55;
g1.setColor(new Color(r,g,b));
g1.drawOval(x_click-3*i,y_click-3*i,6*i,6*i);
if(i<23)
{
g1.drawOval(x_click-3*(i+1),y_click-3*(i+1),6*(i+1),6*(i+1));
g1.drawOval(x_click-3*(i+2),y_click-3*(i+2),6*(i+2),6*(i+2));
}
try
{
Thread.currentThread().sleep(v++);
} catch (InterruptedException e) {}
g1.setColor(Color.black);
g1.drawOval(x_click-3*i,y_click-3*i,6*i,6*i);

}

}

/**
*對滑鼠事件進行監聽。
*臨聽其滑鼠按下事件。
*當按下滑鼠時,產生一個新線程。
*/
public void mousePressed(MouseEvent e)
{
x = e.getX();
y = e.getY();
Thread one;
one = new Thread(this);
one.start();
one = null;
}
/**
*實現MouseListener接中的方法。為一個空方法。
*/
public void mouseReleased(MouseEvent e)
{
}
/**
*實現MouseListener接中的方法。為一個空方法。
*/
public void mouseEntered(MouseEvent e)
{
}
/**
*實現MouseListener接中的方法。為一個空方法。
*/
public void mouseExited(MouseEvent e)
{
}
/**
*實現MouseListener接中的方法。為一個空方法。
*/
public void mouseClicked(MouseEvent e)
{
}

}

G. 求"貪吃蛇"小游戲JAVA源代碼一份

貪吃蛇
import
java.awt.*;
import
java.awt.event.*;
public
class
GreedSnake
//主類
{
/**
*
@param
args
*/
public
static
void
main(String[]
args)
{
//
TODO
Auto-generated
method
stub
new
MyWindow();
}
}
class
MyPanel
extends
Panel
implements
KeyListener,Runnable//自定義面板類,繼承了鍵盤和線程介面
{
Button
snake[];
//定義蛇按鈕
int
shu=0;
//蛇的節數
int
food[];
//食物數組
boolean
result=true;
//判定結果是輸
還是贏
Thread
thread;
//定義線程
static
int
weix,weiy;
//食物位置
boolean
t=true;
//判定游戲是否結束
int
fangxiang=0;
//蛇移動方向
int
x=0,y=0;
//蛇頭位置
MyPanel()
{
setLayout(null);
snake=new
Button[20];
food=new
int
[20];
thread=new
Thread(this);
for(int
j=0;j<20;j++)
{
food[j]=(int)(Math.random()*99);//定義20個隨機食物
}
weix=(int)(food[0]*0.1)*60;
//十位*60為橫坐標
weiy=(int)(food[0]%10)*40;
//個位*40為縱坐標
for(int
i=0;i<20;i++)
{
snake[i]=new
Button();
}
add(snake[0]);
snake[0].setBackground(Color.black);
snake[0].addKeyListener(this);
//為蛇頭添加鍵盤監視器
snake[0].setBounds(0,0,10,10);
setBackground(Color.cyan);
}
public
void
run()
//接收線程
{
while(t)
{
if(fangxiang==0)//向右
{
try
{
x+=10;
snake[0].setLocation(x,
y);//設置蛇頭位置
if(x==weix&&y==weiy)
//吃到食物
{
shu++;
weix=(int)(food[shu]*0.1)*60;
weiy=(int)(food[shu]%10)*40;
repaint();
//重繪下一個食物
add(snake[shu]);
//增加蛇節數和位置
snake[shu].setBounds(snake[shu-1].getBounds());
}
thread.sleep(100);
//睡眠100ms
}
catch(Exception
e){}
}
else
if(fangxiang==1)//向左
{
try
{
x-=10;
snake[0].setLocation(x,
y);
if(x==weix&&y==weiy)
{
shu++;
weix=(int)(food[shu]*0.1)*60;
weiy=(int)(food[shu]%10)*40;
repaint();
add(snake[shu]);
snake[shu].setBounds(snake[shu-1].getBounds());
}
thread.sleep(100);
}
catch(Exception
e){}
}
else
if(fangxiang==2)//向上
{
try
{
y-=10;
snake[0].setLocation(x,
y);
if(x==weix&&y==weiy)
{
shu++;
weix=(int)(food[shu]*0.1)*60;
weiy=(int)(food[shu]%10)*40;
repaint();
add(snake[shu]);
snake[shu].setBounds(snake[shu-1].getBounds());
}
thread.sleep(100);
}
catch(Exception
e){}
}
else
if(fangxiang==3)//向下
{
try
{
y+=10;
snake[0].setLocation(x,
y);
if(x==weix&&y==weiy)
{
shu++;
weix=(int)(food[shu]*0.1)*60;
weiy=(int)(food[shu]%10)*40;
repaint();
add(snake[shu]);
snake[shu].setBounds(snake[shu-1].getBounds());
}
thread.sleep(100);
}
catch(Exception
e){}
}
int
num1=shu;
while(num1>1)//判斷是否咬自己的尾巴
{
if(snake[num1].getBounds().x==snake[0].getBounds().x&&snake[num1].getBounds().y==snake[0].getBounds().y)
{
t=false;
result=false;
repaint();
}
num1--;
}
if(x<0||x>=this.getWidth()||y<0||y>=this.getHeight())//判斷是否撞牆
{
t=false;
result=false;
repaint();
}
int
num=shu;
while(num>0)
//設置蛇節位置
{
snake[num].setBounds(snake[num-1].getBounds());
num--;
}
if(shu==15)
//如果蛇節數等於15則勝利
{
t=false;
result=true;
repaint();
}
}
}
public
void
keyPressed(KeyEvent
e)
//按下鍵盤方向鍵
{
if(e.getKeyCode()==KeyEvent.VK_RIGHT)//右鍵
{
if(fangxiang!=1)//如果先前方向不為左
fangxiang=0;
}
else
if(e.getKeyCode()==KeyEvent.VK_LEFT)
{
if(fangxiang!=0)
fangxiang=1;
}
else
if(e.getKeyCode()==KeyEvent.VK_UP)
{
if(fangxiang!=3)
fangxiang=2;
}
else
if(e.getKeyCode()==KeyEvent.VK_DOWN)
{
if(fangxiang!=2)
fangxiang=3;
}
}
public
void
keyTyped(KeyEvent
e)
{
}
public
void
keyReleased(KeyEvent
e)
{
}
public
void
paint(Graphics
g)
//在面板上繪圖
{
int
x1=this.getWidth()-1;
int
y1=this.getHeight()-1;
g.setColor(Color.red);
g.fillOval(weix,
weiy,
10,
10);//食物
g.drawRect(0,
0,
x1,
y1);
//牆
if(t==false&&result==false)
g.drawString("GAME
OVER!",
250,
200);//輸出遊戲失敗
else
if(t==false&&result==true)
g.drawString("YOU
WIN!",
250,
200);//輸出遊戲成功
}
}
class
MyWindow
extends
Frame
implements
ActionListener//自定義窗口類
{
MyPanel
my;
Button
btn;
Panel
panel;
MyWindow()
{
super("GreedSnake");
my=new
MyPanel();
btn=new
Button("begin");
panel=new
Panel();
btn.addActionListener(this);
panel.add(new
Label("begin後請按Tab鍵選定蛇"));
panel.add(btn);
panel.add(new
Label("按上下左右鍵控制蛇行動"));
add(panel,BorderLayout.NORTH);
add(my,BorderLayout.CENTER);
setBounds(100,100,610,500);
setVisible(true);
validate();
addWindowListener(new
WindowAdapter()
{
public
void
windowClosing(WindowEvent
e)
{
System.exit(0);
}
});
}
public
void
actionPerformed(ActionEvent
e)//按下begin按鈕
{
if(e.getSource()==btn)
{
try
{
my.thread.start();
//開始線程
my.validate();
}
catch(Exception
ee){}
}
}
}

H. java程序編寫小游戲 要求:程序隨機產生20—50根火柴

為什麼用AWT不用 swing?

演算法思想很簡單
是取勝原理
用反推法:欲拿最後一根,必須留2根在那裡,欲留2根,必須上一輪留2+3+1=6給對方,(它拿一,你拿三,它拿二,你拿二,它拿三,你拿一。都是留2根)。再向上一輪,就是6+4=10。
取勝原理:把隨機產生的火柴數,分解成:2+4的n次方+m,(m≤3),當m=0的時候,後取者勝,當m=1、2、3的時候,先取者勝。先取者取完m,留2+4的n次方給對方,對方不管取多少,你取的數和對方相加等於4,一直到最後,留2根給對方,根據規則,對方只能取一根,留一根給你取勝。

另:取完者勝(含最後一根):最後留4根給對方,不管對方取多少,你都可以一次取完。上一輪同樣加4。
取勝原理:把隨機產生的火柴數,分解成:4的n次方+m,(m≤3),當m=0的時候,後取者勝,當m=1、2、3的時候,先取者勝。先取者取完m,留4的n次方給對方,對方不管取多少,你取的數和對方相加等於4,一直到最後,留4根給對方。

代碼調試可用

自己用GUI搭個界面 二十分鍾的事

import java.util.Scanner;

public class MatchGame {

private static Scanner scanner = new Scanner(System.in);;
private int total;
private Computer com;
private static int exit = 1;

public MatchGame(int from, int to, String level) {
if (from >= to) {
throw new IllegalArgumentException();
}
total = (int)( Math.random() * (to - from)) + from;
com = new Computer(level);
}

public void start() {
System.out.println("0 means endGame, 4 means restartGame!");
System.out.println("The number of matches is " + total);
System.out.println("~Start~");
System.out.println("----------------------------------------");
while (true) {
int u = scanner.nextInt();
if (u > 0 && u < 4) {
System.out.println("You entered " + u);
if (total - u <= 0) {
exit = 2;
endGame();
}
total = total - u;
System.out.println("Total : " + total);
int c = com.play(u, total);
System.out.println("Computer selected " + c + " matches~");
if (total - c <= 0) {
exit = 0;
endGame();
}
total = total - c;
System.out.println("Total : " + total);

}else if (u == 0) {
endGame();
}else if (u > 4 || u < 0) {
System.out.println("You entered Wrong number~");
} else {
restart();
}
}
}

public static void restart() {
MatchGame game;
System.out
.println("Please select Computer Level: 1:HARD 2:NORMAL 3:EASY");
int level = scanner.nextInt();
if (level == 1) {
game = new MatchGame(20, 50, Computer.HARD);
} else if (level == 2) {
game = new MatchGame(20, 50, Computer.NORMAL);
} else {
game = new MatchGame(20, 50, Computer.EASY);
}
game.start();
}

public static void endGame() {
if (exit == 0) {
System.out.println("YOU WIN!!!");
} else if (exit == 2) {
System.out.println("YOU LOSE!!!");
}
System.exit(exit);
}

public static class Computer {
private static String EASY = "EASY";
private static String NORMAL = "NORMAL";
private static String HARD = "HARD";
private static String LEVEL;
private int com;

public Computer(String level) {
LEVEL = level;
}

public int play(int user, int total) {
if (LEVEL.equals(EASY)) {
com = 1;
} else if (LEVEL.equals(NORMAL)) {
com = (int) (Math.random() * 2) + 1;
} else {
int i;
if (total % 4 == 0) {
i = total / 4 - 1;
} else {
i = total / 4;
}
com = total - 4 * i - 1;
if (com == 0) {
com = 4 - user;
}
}
return com;
}
}

public static void main(String[] args) {
MatchGame game;
System.out
.println("Please select Computer Level: 1:HARD 2:NORMAL 3:EASY");
int level = scanner.nextInt();
if (level == 1) {
game = new MatchGame(20, 50, Computer.HARD);
} else if (level == 2) {
game = new MatchGame(20, 50, Computer.NORMAL);
} else {
game = new MatchGame(20, 50, Computer.EASY);
}
game.start();
}
}

I. 求java小游戲源代碼

[最佳答案] 連連看java源代碼 import javax.swing.*; import java.awt.*; import java.awt.event.*; pu... int x0=0,y0=0,x=0,y=0,fristMsg=0,secondMsg=0,validateLV; //游戲按鈕的位...

J. 用JAVA編一個小游戲或者其他程序

貪吃蛇程序:
GreedSnake.java (也是程序入口):

import java.awt.BorderLayout;
import java.awt.Canvas;
import java.awt.Color;
import java.awt.Container;
import java.awt.Graphics;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.util.Iterator;
import java.util.LinkedList;

import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;

public class GreedSnake implements KeyListener {
JFrame mainFrame;

Canvas paintCanvas;

JLabel labelScore;// 計分牌

SnakeModel snakeModel = null;// 蛇

public static final int canvasWidth = 200;

public static final int canvasHeight = 300;

public static final int nodeWidth = 10;

public static final int nodeHeight = 10;

// ----------------------------------------------------------------------
// GreedSnake():初始化游戲界面
// ----------------------------------------------------------------------
public GreedSnake() {
// 設置界面元素
mainFrame = new JFrame("GreedSnake");
Container cp = mainFrame.getContentPane();
labelScore = new JLabel("Score:");
cp.add(labelScore, BorderLayout.NORTH);
paintCanvas = new Canvas();
paintCanvas.setSize(canvasWidth + 1, canvasHeight + 1);
paintCanvas.addKeyListener(this);
cp.add(paintCanvas, BorderLayout.CENTER);
JPanel panelButtom = new JPanel();
panelButtom.setLayout(new BorderLayout());
JLabel labelHelp;// 幫助信息
labelHelp = new JLabel("PageUp, PageDown for speed;", JLabel.CENTER);
panelButtom.add(labelHelp, BorderLayout.NORTH);
labelHelp = new JLabel("ENTER or R or S for start;", JLabel.CENTER);
panelButtom.add(labelHelp, BorderLayout.CENTER);
labelHelp = new JLabel("SPACE or P for pause", JLabel.CENTER);
panelButtom.add(labelHelp, BorderLayout.SOUTH);
cp.add(panelButtom, BorderLayout.SOUTH);
mainFrame.addKeyListener(this);
mainFrame.pack();
mainFrame.setResizable(false);
mainFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
mainFrame.setVisible(true);
begin();
}

// ----------------------------------------------------------------------
// keyPressed():按鍵檢測
// ----------------------------------------------------------------------
public void keyPressed(KeyEvent e) {
int keyCode = e.getKeyCode();
if (snakeModel.running)
switch (keyCode) {
case KeyEvent.VK_UP:
snakeModel.changeDirection(SnakeModel.UP);
break;
case KeyEvent.VK_DOWN:
snakeModel.changeDirection(SnakeModel.DOWN);
break;
case KeyEvent.VK_LEFT:
snakeModel.changeDirection(SnakeModel.LEFT);
break;
case KeyEvent.VK_RIGHT:
snakeModel.changeDirection(SnakeModel.RIGHT);
break;
case KeyEvent.VK_ADD:
case KeyEvent.VK_PAGE_UP:
snakeModel.speedUp();// 加速
break;
case KeyEvent.VK_SUBTRACT:
case KeyEvent.VK_PAGE_DOWN:
snakeModel.speedDown();// 減速
break;
case KeyEvent.VK_SPACE:
case KeyEvent.VK_P:
snakeModel.changePauseState();// 暫停或繼續
break;
default:
}
// 重新開始
if (keyCode == KeyEvent.VK_R || keyCode == KeyEvent.VK_S
|| keyCode == KeyEvent.VK_ENTER) {
snakeModel.running = false;
begin();
}
}

// ----------------------------------------------------------------------
// keyReleased():空函數
// ----------------------------------------------------------------------
public void keyReleased(KeyEvent e) {
}

// ----------------------------------------------------------------------
// keyTyped():空函數
// ----------------------------------------------------------------------
public void keyTyped(KeyEvent e) {
}

// ----------------------------------------------------------------------
// repaint():繪制游戲界面(包括蛇和食物)
// ----------------------------------------------------------------------
void repaint() {
Graphics g = paintCanvas.getGraphics();
// draw background
g.setColor(Color.WHITE);
g.fillRect(0, 0, canvasWidth, canvasHeight);
// draw the snake
g.setColor(Color.BLACK);
LinkedList na = snakeModel.nodeArray;
Iterator it = na.iterator();
while (it.hasNext()) {
Node n = (Node) it.next();
drawNode(g, n);
}
// draw the food
g.setColor(Color.RED);
Node n = snakeModel.food;
drawNode(g, n);
updateScore();
}

// ----------------------------------------------------------------------
// drawNode():繪畫某一結點(蛇身或食物)
// ----------------------------------------------------------------------
private void drawNode(Graphics g, Node n) {
g.fillRect(n.x * nodeWidth, n.y * nodeHeight, nodeWidth - 1,
nodeHeight - 1);
}

// ----------------------------------------------------------------------
// updateScore():改變計分牌
// ----------------------------------------------------------------------
public void updateScore() {
String s = "Score: " + snakeModel.score;
labelScore.setText(s);
}

// ----------------------------------------------------------------------
// begin():游戲開始,放置貪吃蛇
// ----------------------------------------------------------------------
void begin() {
if (snakeModel == null || !snakeModel.running) {
snakeModel = new SnakeModel(this, canvasWidth / nodeWidth,
this.canvasHeight / nodeHeight);
(new Thread(snakeModel)).start();
}
}

// ----------------------------------------------------------------------
// main():主函數
// ----------------------------------------------------------------------
public static void main(String[] args) {
GreedSnake gs = new GreedSnake();
}
}

Node.java:

public class Node {

int x;

int y;

Node(int x, int y) {
this.x = x;
this.y = y;
}

}

SnakeModel.java:

import java.util.Arrays;
import java.util.LinkedList;
import java.util.Random;

import javax.swing.JOptionPane;

public class SnakeModel implements Runnable {
GreedSnake gs;

boolean[][] matrix;// 界面數據保存在數組里

LinkedList nodeArray = new LinkedList();

Node food;

int maxX;// 最大寬度

int maxY;// 最大長度

int direction = 2;// 方向

boolean running = false;

int timeInterval = 200;// 間隔時間(速度)

double speedChangeRate = 0.75;// 速度改變程度

boolean paused = false;// 游戲狀態

int score = 0;

int countMove = 0;

// UP和DOWN是偶數,RIGHT和LEFT是奇數
public static final int UP = 2;

public static final int DOWN = 4;

public static final int LEFT = 1;

public static final int RIGHT = 3;

// ----------------------------------------------------------------------
// GreedModel():初始化界面
// ----------------------------------------------------------------------
public SnakeModel(GreedSnake gs, int maxX, int maxY) {
this.gs = gs;
this.maxX = maxX;
this.maxY = maxY;
matrix = new boolean[maxX][];
for (int i = 0; i < maxX; ++i) {
matrix[i] = new boolean[maxY];
Arrays.fill(matrix[i], false);// 沒有蛇和食物的地區置false
}
// 初始化貪吃蛇
int initArrayLength = maxX > 20 ? 10 : maxX / 2;
for (int i = 0; i < initArrayLength; ++i) {
int x = maxX / 2 + i;
int y = maxY / 2;
nodeArray.addLast(new Node(x, y));
matrix[x][y] = true;// 蛇身處置true
}
food = createFood();
matrix[food.x][food.y] = true;// 食物處置true
}

// ----------------------------------------------------------------------
// changeDirection():改變運動方向
// ----------------------------------------------------------------------
public void changeDirection(int newDirection) {
if (direction % 2 != newDirection % 2)// 避免沖突
{
direction = newDirection;
}
}

// ----------------------------------------------------------------------
// moveOn():貪吃蛇運動函數
// ----------------------------------------------------------------------
public boolean moveOn() {
Node n = (Node) nodeArray.getFirst();
int x = n.x;
int y = n.y;
switch (direction) {
case UP:
y--;
break;
case DOWN:
y++;
break;
case LEFT:
x--;
break;
case RIGHT:
x++;
break;
}
if ((0 <= x && x < maxX) && (0 <= y && y < maxY)) {
if (matrix[x][y])// 吃到食物或者撞到身體
{
if (x == food.x && y == food.y)// 吃到食物
{
nodeArray.addFirst(food);// 在頭部加上一結點
// 計分規則與移動長度和速度有關
int scoreGet = (10000 - 200 * countMove) / timeInterval;
score += scoreGet > 0 ? scoreGet : 10;
countMove = 0;
food = createFood();
matrix[food.x][food.y] = true;
return true;
} else
return false;// 撞到身體
} else// 什麼都沒有碰到
{
nodeArray.addFirst(new Node(x, y));// 加上頭部
matrix[x][y] = true;
n = (Node) nodeArray.removeLast();// 去掉尾部
matrix[n.x][n.y] = false;
countMove++;
return true;
}
}
return false;// 越界(撞到牆壁)
}

// ----------------------------------------------------------------------
// run():貪吃蛇運動線程
// ----------------------------------------------------------------------
public void run() {
running = true;
while (running) {
try {
Thread.sleep(timeInterval);
} catch (Exception e) {
break;
}
if (!paused) {
if (moveOn())// 未結束
{
gs.repaint();
} else// 游戲結束
{
JOptionPane.showMessageDialog(null, "GAME OVER",
"Game Over", JOptionPane.INFORMATION_MESSAGE);
break;
}
}
}
running = false;
}

// ----------------------------------------------------------------------
// createFood():生成食物及放置地點
// ----------------------------------------------------------------------
private Node createFood() {
int x = 0;
int y = 0;
do {
Random r = new Random();
x = r.nextInt(maxX);
y = r.nextInt(maxY);
} while (matrix[x][y]);
return new Node(x, y);
}

// ----------------------------------------------------------------------
// speedUp():加快蛇運動速度
// ----------------------------------------------------------------------
public void speedUp() {
timeInterval *= speedChangeRate;
}

// ----------------------------------------------------------------------
// speedDown():放慢蛇運動速度
// ----------------------------------------------------------------------
public void speedDown() {
timeInterval /= speedChangeRate;
}

// ----------------------------------------------------------------------
// changePauseState(): 改變游戲狀態(暫停或繼續)
// ----------------------------------------------------------------------
public void changePauseState() {
paused = !paused;
}
}

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