java實(shí)現(xiàn)2048小游戲
本文實(shí)例為大家分享了java實(shí)現(xiàn)2048小游戲的具體代碼,供大家參考,具體內(nèi)容如下
一、實(shí)現(xiàn)效果Check表示格子,GameView實(shí)現(xiàn)游戲視圖界面及功能,是核心。
Check.java
import java.awt.Color;import java.awt.Font;// 方格類public class Check { public int value; Font font1 = new Font('宋體', Font.BOLD, 46); Font font2 = new Font('宋體', Font.BOLD, 40); Font font3 = new Font('宋體', Font.BOLD, 34); Font font4 = new Font('宋體', Font.BOLD, 28); Font font5 = new Font('宋體', Font.BOLD, 22); public Check() { value = 0; //value為方格中數(shù)字 } //字體顏色 public Color getForeground() { switch (value) { case 0: return new Color(0xcdc1b4);//0的顏色與背景色一致,相當(dāng)于沒有數(shù)字 case 2: case 4: return Color.BLACK; default: return Color.WHITE; } } //字體背景顏色,即方格顏色 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 font1; } if (value < 100) { return font2; } if (value < 1000) { return font3; } if (value < 10000) { return font4; } return font5; }}
GameView.java
import java.awt.*;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{ private static final int jframeWidth = 405;//窗口寬高 private static final int jframeHeight = 530; private static int score = 0; Font topicFont = new Font('微軟雅黑', Font.BOLD, 50);//主題字體 Font scoreFont = new Font('微軟雅黑', Font.BOLD, 28);//得分字體 Font explainFont = new Font('宋體', Font.PLAIN,20);//提示字體 private JFrame jframeMain; private JLabel jlblTitle; private JLabel jlblScoreName; private JLabel jlblScore; private JLabel jlblTip; private GameBoard gameBoard; public GameView() { init(); } public void init() { //1、創(chuàng)建窗口 jframeMain = new JFrame('2048小游戲'); jframeMain.setSize(jframeWidth, jframeHeight); jframeMain.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); jframeMain.setLocationRelativeTo(null);//窗口顯示位置居中 jframeMain.setResizable(false); jframeMain.setLayout(null);//設(shè)置絕對布局,以便后面可以用setBounds設(shè)置位置 jlblTitle = new JLabel('2048', JLabel.CENTER); jlblTitle.setFont(topicFont); jlblTitle.setForeground(Color.BLACK); jlblTitle.setBounds(50, 0, 150, 60); jframeMain.add(jlblTitle); //2、框架窗口搭建好,則需向里面開始添加內(nèi)容 //設(shè)置字體及其顏色、位置 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); //3、得分區(qū)(得分名+分?jǐn)?shù)) 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); //4、提示說明區(qū) jlblTip = new JLabel('操作: ↑ ↓ ← →, 按esc鍵重新開始 ', JLabel.CENTER); jlblTip.setFont(explainFont); jlblTip.setForeground(Color.DARK_GRAY); jlblTip.setBounds(0, 60, 400, 40); jframeMain.add(jlblTip); //5、主游戲面板區(qū) gameBoard = new GameBoard(); gameBoard.setBounds(0, 100, 400, 400); gameBoard.setBackground(Color.GRAY); gameBoard.setFocusable(true);//焦點(diǎn)即當(dāng)前正在操作的組件,也就是移動(dòng)的數(shù)字 gameBoard.setLayout(new FlowLayout()); jframeMain.add(gameBoard); } // 游戲面板 class GameBoard extends JPanel implements KeyListener { private static final int CHECK_GAP = 10;//方格之間的間隙 private static final int CHECK_SIZE = 85;//方格大小 private static final int CHECK_ARC = 20;//方格弧度 private Check[][] checks = new Check[4][4]; private boolean isadd = true; public GameBoard() { initGame(); addKeyListener(this); } private void initGame() { score = 0; for (int indexRow = 0; indexRow < 4; indexRow++) { for (int indexCol = 0; indexCol < 4; indexCol++) { checks[indexRow][indexCol] = new Check(); } } // 最開始時(shí)生成兩個(gè)數(shù) isadd = true; createCheck(); isadd = true; createCheck(); } @Override public void keyPressed(KeyEvent e) { switch (e.getKeyCode()) { case KeyEvent.VK_ESCAPE: initGame();//重新開始游戲(初始化游戲) break; case KeyEvent.VK_LEFT: moveLeft(); createCheck();//調(diào)用一次方法創(chuàng)建一個(gè)方格數(shù)字 judgeGameOver();//創(chuàng)建后判斷是否GameOver,若所有格子均滿即跳出GameOver 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;//按其他鍵沒有反應(yīng) } repaint();//刷新,會自動(dòng)調(diào)用paint()方法,重新繪制移動(dòng)后的圖 } 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出現(xiàn)概率3:1 int randomValue = random.nextInt(4); check.value = ( randomValue % 3 == 0 || randomValue % 3 == 1) ? 2 : 4;//只有[0,4)中的2才能生成4 isadd = false; } } // 獲取空白方格 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; } //是否全部格子占滿,全部占滿則GameOver 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++) { //判斷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 void moveLeft() { //找到一個(gè)非空格子后checks[i][j].value > 0,可分為三種情況處理 for (int i = 0; i < 4; i++) { for (int j = 1, index = 0; j < 4; j++) { if (checks[i][j].value > 0) { //第一種情況:checks[i][j](非第1列)與checks[i][index]的數(shù)相等,則合并乘以2,且得分增加 if (checks[i][j].value == checks[i][index].value) { score += checks[i][index].value *= 2; checks[i][j].value = 0; isadd = true; } else if (checks[i][index].value == 0) { //第二種:若checks[i][index]為空格子,checks[i][j]就直接移到最左邊checks[i][index] checks[i][index].value = checks[i][j].value; checks[i][j].value = 0; isadd = true; } else if (checks[i][++index].value == 0) { //第三種:若checks[i][index]不為空格子,并且數(shù)字也不相等,若其旁邊為空格子,則移到其旁邊 checks[i][index].value = checks[i][j].value; checks[i][j].value = 0; isadd = true; } } } } } private void 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 *= 2; 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; } } } } } private void 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 *= 2; 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; } } } } } private void 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 *= 2; 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; } } } } } @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, 100));//RGBA最后一個(gè)A可以視為透明度 g.fillRect(0, 0, getWidth(), getHeight());//填充矩形(游戲面板),將暗黑色填充上去 g.setColor(Color.WHITE); g.setFont(topicFont); FontMetrics fms = getFontMetrics(topicFont);//FontMetrics字體測量,該類是Paint的內(nèi)部類,通過getFontMetrics()方法可獲取字體相關(guān)屬性 String value = 'Game Over!'; g.drawString(value, (getWidth()-fms.stringWidth(value)) / 2, getHeight() / 2);//字體居中顯示 } } // 繪制方格 // Graphics2D 類是Graphics 子類,擁有強(qiáng)大的二維圖形處理能力 private void drawCheck(Graphics g, int i, int j) { Graphics2D gg = (Graphics2D) g; //下面兩句是抗鋸齒模式,計(jì)算和優(yōu)化消除文字鋸齒,字體更清晰順滑 gg.setRenderingHint(RenderingHints.KEY_ANTIALIASING,RenderingHints.VALUE_ANTIALIAS_ON); gg.setRenderingHint(RenderingHints.KEY_STROKE_CONTROL, RenderingHints.VALUE_STROKE_NORMALIZE); //獲取方格 Check check = checks[i][j]; //不同數(shù)字設(shè)置背景色 gg.setColor(check.getBackground()); // 繪制圓角 gg.fillRoundRect(CHECK_GAP + (CHECK_GAP + CHECK_SIZE) * j, CHECK_GAP + (CHECK_GAP + CHECK_SIZE) * i, CHECK_SIZE, CHECK_SIZE, CHECK_ARC, CHECK_ARC); //繪制字體及其顏色 gg.setColor(check.getForeground()); gg.setFont(check.getCheckFont()); // 文字測量,并對文字進(jìn)行繪制 FontMetrics fms = getFontMetrics(check.getCheckFont()); String value = String.valueOf(check.value); //使用此圖形上下文的當(dāng)前顏色繪制由指定迭代器給定的文本。 //getAscent()是FontMetrics中的一個(gè)方法, //getDescent() 為降部 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());//讓數(shù)字居中顯示 } @Override public void keyReleased(KeyEvent e) { } @Override public void keyTyped(KeyEvent e) { } } public void showView() { jframeMain.setVisible(true); }}
Main.java
public class Main { public static void main(String[] args) { new GameView().showView(); }}三、重難點(diǎn)講解
3.1 數(shù)字移動(dòng)問題
數(shù)字移動(dòng)是一難點(diǎn),分三種情況,以moveLeft()為例
(1)按左鍵,若最左邊是相同的,則合并
(2)若左邊是空格,則直接移動(dòng)到最左即可
(3)若最左邊不為空格,且不相等,則看它右邊是否是空格,是則移動(dòng)到其旁邊
3.2 繪圖問題—抗鋸齒
java提供的Graphics 2D,它是Graphics 子類
Graphics2D gg = (Graphics2D) g;gg.setRenderingHint(RenderingHints.KEY_ANTIALIASING,RenderingHints.VALUE_ANTIALIAS_ON);gg.setRenderingHint(RenderingHints.KEY_STROKE_CONTROL,RenderingHints.VALUE_STROKE_NORMALIZE);
上面這兩個(gè)語句實(shí)現(xiàn)的功能是消除文字鋸齒,字體更清晰順滑,可以看下圖沒有setRenderingHint和有setRenderingHint的區(qū)別
以上就是本文的全部內(nèi)容,希望對大家的學(xué)習(xí)有所幫助,也希望大家多多支持好吧啦網(wǎng)。
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