本文章向大家介绍使用Java编写一个2048小游戏的基本知识点总结和需要注意事项,具有一定的参考价值,需要的朋友可以参考一下。
Java主要应用于:1. web开发;2. Android开发;3. 客户端开发;4. 网页开发;5. 企业级应用开发;6. Java大数据开发;7.游戏开发等。
BaseData接口
package com.hsy.game; import java.awt.*; public interface BaseData { Font topicFont = new Font("微软雅黑", Font.BOLD, 50); Font scoreFont = new Font("微软雅黑", Font.BOLD, 28); Font normalFont = new Font("宋体", Font.PLAIN, 20); Font font1 = new Font("宋体", Font.BOLD, 46); Font font2 = new Font("宋体", Font.BOLD, 40); Font font3 = new Font("宋体", Font.BOLD, 34); Font font4 = new Font("宋体", Font.BOLD, 28); Font font5 = new Font("宋体", Font.BOLD, 22); int normalFontData = 20; int topicFontData = 30; void init(); void showView(); }
GameView类
package com.hsy.game; import java.awt.Color; import java.awt.FlowLayout; import java.awt.FontMetrics; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.RenderingHints; import java.awt.event.KeyEvent; import java.awt.event.KeyListener; import java.util.ArrayList; import java.util.List; import java.util.Random; import javax.swing.JFrame; import javax.swing.JLabel; import javax.swing.JPanel; public class GameView implements BaseData{ private static final int jFrameWidth = 400; private static final int jFrameHeight = 530; private static int score = 0; private JFrame jFrameMain; private JLabel jLblTitle; private JLabel jLblScoreName; private JLabel jLblScore; private GameBoard gameBoard; private JLabel jlblTip; public GameView() { init(); } @Override public void init() { jFrameMain = new JFrame("2048小游戏"); jFrameMain.setSize(jFrameWidth, jFrameHeight); jFrameMain.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); jFrameMain.setLocationRelativeTo(null); jFrameMain.setResizable(false); jFrameMain.setLayout(null); jLblTitle = new JLabel("2048", JLabel.CENTER); jLblTitle.setFont(topicFont); jLblTitle.setForeground(Color.BLACK); jLblTitle.setBounds(50, 0, 150, 60); jFrameMain.add(jLblTitle); // 分数区 jLblScoreName = new JLabel("得 分", JLabel.CENTER); jLblScoreName.setFont(scoreFont); jLblScoreName.setForeground(Color.WHITE); jLblScoreName.setOpaque(true); jLblScoreName.setBackground(Color.GRAY); jLblScoreName.setBounds(250, 0, 120, 30); jFrameMain.add(jLblScoreName); jLblScore = new JLabel("0", JLabel.CENTER); jLblScore.setFont(scoreFont); jLblScore.setForeground(Color.WHITE); jLblScore.setOpaque(true); jLblScore.setBackground(Color.GRAY); jLblScore.setBounds(250, 30, 120, 30); jFrameMain.add(jLblScore); // 说明: jlblTip = new JLabel("操作: ↑ ↓ ← →, 按esc键重新开始 ", JLabel.CENTER); jlblTip.setFont(normalFont); jlblTip.setForeground(Color.DARK_GRAY); jlblTip.setBounds(0, 60, 400, 40); jFrameMain.add(jlblTip); gameBoard = new GameBoard(); gameBoard.setBounds(0, 100, 400, 400); gameBoard.setBackground(Color.GRAY); gameBoard.setFocusable(true); gameBoard.setLayout(new FlowLayout()); jFrameMain.add(gameBoard); } // 游戏面板需要对键值实现侦听, // 这里采用内部类来继承 JPanel 类, // 并实现接口 KeyListener 中的 keyPressed 方法, // 方格是通过 @SuppressWarnings("serial") class GameBoard extends JPanel implements KeyListener { private static final int CHECK_GAP = 10; private static final int CHECK_ARC = 20; private static final int CHECK_SIZE = 86; private Check[][] checks = new Check[4][4]; private boolean isAdd = true; public GameBoard() { initGame(); addKeyListener(this); } @Override public void keyPressed(KeyEvent e) { switch (e.getKeyCode()) { case KeyEvent.VK_ESCAPE: initGame(); break; case KeyEvent.VK_LEFT: moveLeft(); createCheck(); judgeGameOver(); break; case KeyEvent.VK_RIGHT: moveRight(); createCheck(); judgeGameOver(); break; case KeyEvent.VK_UP: moveUp(); createCheck(); judgeGameOver(); break; case KeyEvent.VK_DOWN: moveDown(); createCheck(); judgeGameOver(); break; default: break; } repaint(); } private void initGame() { score = 0; for (int indexRow = 0; indexRow < 4; indexRow++) { for (int indexCol = 0; indexCol < 4; indexCol++) { checks[indexRow][indexCol] = new Check(); } } // 生成两个数 isAdd = true; createCheck(); isAdd = true; createCheck(); } private void createCheck() { List<Check> list = getEmptyChecks(); if (!list.isEmpty() && isAdd) { Random random = new Random(); int index = random.nextInt(list.size()); Check check = list.get(index); // 2, 4出现概率3:1 check.value = (random.nextInt(4) % 3 == 0) ? 2 : 4; isAdd = false; } } // 获取空白方格 private List<Check> getEmptyChecks() { List<Check> checkList = new ArrayList<>(); for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { if (checks[i][j].value == 0) { checkList.add(checks[i][j]); } } } return checkList; } private boolean judgeGameOver() { jLblScore.setText(score + ""); if (!getEmptyChecks().isEmpty()) { return false; } for (int i = 0; i < 3; i++) { for (int j = 0; j < 3; j++) { //判断是否存在可合并的方格 if (checks[i][j].value == checks[i][j + 1].value || checks[i][j].value == checks[i + 1][j].value) { return false; } } } return true; } private boolean moveLeft() { for (int i = 0; i < 4; i++) { for (int j = 1, index = 0; j < 4; j++) { if (checks[i][j].value > 0) { if (checks[i][j].value == checks[i][index].value) { score += checks[i][index++].value <<= 1; checks[i][j].value = 0; isAdd = true; } else if (checks[i][index].value == 0) { checks[i][index].value = checks[i][j].value; checks[i][j].value = 0; isAdd = true; } else if (checks[i][++index].value == 0) { checks[i][index].value = checks[i][j].value; checks[i][j].value = 0; isAdd = true; } } } } return isAdd; } private boolean moveRight() { for (int i = 0; i < 4; i++) { for (int j = 2, index = 3; j >= 0; j--) { if (checks[i][j].value > 0) { if (checks[i][j].value == checks[i][index].value) { score += checks[i][index--].value <<= 1; checks[i][j].value = 0; isAdd = true; } else if (checks[i][index].value == 0) { checks[i][index].value = checks[i][j].value; checks[i][j].value = 0; isAdd = true; } else if (checks[i][--index].value == 0) { checks[i][index].value = checks[i][j].value; checks[i][j].value = 0; isAdd = true; } } } } return isAdd; } private boolean moveUp() { for (int i = 0; i < 4; i++) { for (int j = 1, index = 0; j < 4; j++) { if (checks[j][i].value > 0) { if (checks[j][i].value == checks[index][i].value) { score += checks[index++][i].value <<= 1; checks[j][i].value = 0; isAdd = true; } else if (checks[index][i].value == 0) { checks[index][i].value = checks[j][i].value; checks[j][i].value = 0; isAdd = true; } else if (checks[++index][i].value == 0){ checks[index][i].value = checks[j][i].value; checks[j][i].value = 0; isAdd = true; } } } } return isAdd; } private boolean moveDown() { for (int i = 0; i < 4; i++) { for (int j = 2, index = 3; j >= 0; j--) { if (checks[j][i].value > 0) { if (checks[j][i].value == checks[index][i].value) { score += checks[index--][i].value <<= 1; checks[j][i].value = 0; isAdd = true; } else if (checks[index][i].value == 0) { checks[index][i].value = checks[j][i].value; checks[j][i].value = 0; isAdd = true; } else if (checks[--index][i].value == 0) { checks[index][i].value = checks[j][i].value; checks[j][i].value = 0; isAdd = true; } } } } return isAdd; } @Override public void paint(Graphics g) { super.paint(g); for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { drawCheck(g, i, j); } } // GameOver if (judgeGameOver()) { g.setColor(new Color(64, 64, 64, 150)); g.fillRect(0, 0, getWidth(), getHeight()); g.setColor(Color.WHITE); g.setFont(topicFont); FontMetrics fms = getFontMetrics(topicFont); String value = "Game Over!"; g.drawString(value, (getWidth()-fms.stringWidth(value)) / 2, getHeight() / 2); } } // 绘制方格 // Graphics2D 类扩展了 Graphics 类, // 提供了对几何形状、坐标转换、颜色管理和文本布局更为复杂的控制 private void drawCheck(Graphics g, int i, int j) { Graphics2D gg = (Graphics2D) g; gg.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON); gg.setRenderingHint(RenderingHints.KEY_STROKE_CONTROL, RenderingHints.VALUE_STROKE_NORMALIZE); Check check = checks[i][j]; gg.setColor(check.getBackground()); // 绘制圆角 // x - 要填充矩形的 x 坐标。 // y - 要填充矩形的 y 坐标。 // width - 要填充矩形的宽度。 // height - 要填充矩形的高度。 // arcwidth - 4 个角弧度的水平直径。 // archeight - 4 个角弧度的垂直直径。 gg.fillRoundRect(CHECK_GAP + (CHECK_GAP + CHECK_SIZE) * j, CHECK_GAP + (CHECK_GAP + CHECK_SIZE) * i, CHECK_SIZE, CHECK_SIZE, CHECK_ARC, CHECK_ARC); gg.setColor(check.getForeground()); gg.setFont(check.getCheckFont()); // 对文字的长宽高测量。 FontMetrics fms = getFontMetrics(check.getCheckFont()); String value = String.valueOf(check.value); //使用此图形上下文的当前颜色绘制由指定迭代器给定的文本。 //getAscent()是FontMetrics中的一个方法, //它返回某字体的基线(baseline)到该字体中大多数字符的升部(ascender)之间的距离 //getDescent 为降部 gg.drawString(value, CHECK_GAP + (CHECK_GAP + CHECK_SIZE) * j + (CHECK_SIZE - fms.stringWidth(value)) / 2, CHECK_GAP + (CHECK_GAP + CHECK_SIZE) * i + (CHECK_SIZE - fms.getAscent() - fms.getDescent()) / 2 + fms.getAscent()); } @Override public void keyReleased(KeyEvent e) { } @Override public void keyTyped(KeyEvent e) { } } @Override public void showView() { jFrameMain.setVisible(true); } }
Check类
package com.hsy.game; import java.awt.Color; import java.awt.Font; public class Check { public int value; public Check() { clear(); } public void clear() { value = 0; } public Color getForeground() { switch (value) { case 0: return new Color(0xcdc1b4); case 2: case 4: return Color.BLACK; default: return Color.WHITE; } } public Color getBackground() { switch (value) { case 0: return new Color(0xcdc1b4); case 2: return new Color(0xeee4da); case 4: return new Color(0xede0c8); case 8: return new Color(0xf2b179); case 16: return new Color(0xf59563); case 32: return new Color(0xf67c5f); case 64: return new Color(0xf65e3b); case 128: return new Color(0xedcf72); case 256: return new Color(0xedcc61); case 512: return new Color(0xedc850); case 1024: return new Color(0xedc53f); case 2048: return new Color(0xedc22e); case 4096: return new Color(0x65da92); case 8192: return new Color(0x5abc65); case 16384: return new Color(0x248c51); default: return new Color(0x248c51); } } public Font getCheckFont() { if (value < 10) { return BaseData.font1; } if (value < 100) { return BaseData.font2; } if (value < 1000) { return BaseData.font3; } if (value < 10000) { return BaseData.font4; } return BaseData.font5; } }
Test类
package com.hsy.game; public class Test { public static void main(String[] args) { new GameView().showView(); } }
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