先自我介绍一下,小编浙江大学毕业,去过华为、字节跳动等大厂,目前阿里P7
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正文
super();
this.type = new Integer(name.substring(0, 1)).intValue();
this.value = new Integer(name.substring(2)).intValue();
this.name = name;
this.main = spider;
this.pane = this.main.getContentPane();
this.addMouseListener(this);
this.addMouseMotionListener(this);
this.setIcon(new ImageIcon(“images/rear.gif”));
this.setSize(71, 96);
this.setVisible(true);
}
/**
**返回值:void
**方法:令纸牌显示正面
*/
public void turnFront(){
this.setIcon(new ImageIcon(“images/” + name + “.gif”));
this.isFront = true;
}
/**
**返回值:void
**方法:令纸牌显示背面
*/
public void turnRear(){
this.setIcon(new ImageIcon(“images/rear.gif”));
this.isFront = false;
this.canMove = false;
}
/**
**返回值:void
**方法:将纸牌移动到点point
*/
public void moveto(Point point){
this.setLocation(point);
this.initPoint = point;
}
/**
**返回值:void
**方法:判断牌是否能移动
*/
public void setCanMove(boolean can){
this.canMove = can;
PKCard card = main.getPreviousCard(this);
if (card != null && card.isCardFront()){
if (!can){
if (!card.isCardCanMove()){
return;
}
else{
card.setCanMove(can);
}
}
else{
if (this.value + 1 == card.getCardValue()
&& this.type == card.getCardType()){
card.setCanMove(can);
}
else{
card.setCanMove(false);
}
}
}
}
/**
**返回值:boolean
**方法:判断card是否是正面
*/
public boolean isCardFront(){
return this.isFront;
}
/*
**返回值:boolean
**方法:返回是否能够移动
*/
public boolean isCardCanMove(){
return this.canMove;
}
/**
**返回值:int
**方法:获得card的内容值
*/
public int getCardValue(){
return value;
}
/**
**返回值:int
**方法:获得card的类型
*/
public int getCardType(){
return type;
}
}
蜘蛛牌 菜单类
=======
import javax.swing.JMenuBar;
import javax.swing.JMenu;
import javax.swing.JMenuItem;
import javax.swing.JRadioButtonMenuItem;
import javax.swing.ButtonGroup;
public class SpiderMenuBar extends JMenuBar{
//生成spider框架对象
Spider main = null;
//生成菜单组
JMenu jNewGame = new JMenu(“游戏”);
JMenu jHelp = new JMenu(“帮助”);
//生成菜单项
JMenuItem jItemAbout = new JMenuItem(“关于”);
JMenuItem jItemOpen = new JMenuItem(“开局”);
JMenuItem jItemPlayAgain = new JMenuItem(“重新发牌”);
//生成单选框
JRadioButtonMenuItem jRMItemEasy = new JRadioButtonMenuItem(“简单:单一花色”);
JRadioButtonMenuItem jRMItemNormal = new JRadioButtonMenuItem(“中级:双花色”);
JRadioButtonMenuItem jRMItemHard = new JRadioButtonMenuItem(“高级:四花色”);;
JMenuItem jItemExit = new JMenuItem(“退出”);
JMenuItem jItemValid = new JMenuItem(“显示可行操作”);
/**
**构造函数,生成JMenuBar的图形界面
*/
public SpiderMenuBar(Spider spider){
this.main = spider;
/**
**初始化“游戏”菜单栏
*/
jNewGame.add(jItemOpen);
jNewGame.add(jItemPlayAgain);
jNewGame.add(jItemValid);
jNewGame.addSeparator();
jNewGame.add(jRMItemEasy);
jNewGame.add(jRMItemNormal);
jNewGame.add(jRMItemHard);
jNewGame.addSeparator();
jNewGame.add(jItemExit);
ButtonGroup group = new ButtonGroup();
group.add(jRMItemEasy);
group.add(jRMItemNormal);
group.add(jRMItemHard);
jHelp.add(jItemAbout);
this.add(jNewGame);
this.add(jHelp);
//为组件添加事件监听并实现
//“开局”
jItemOpen.addActionListener(new java.awt.event.ActionListener() {
public void actionPerformed(java.awt.event.ActionEvent e) {
main.newGame();
}
});
//“重新发牌”
jItemPlayAgain.addActionListener(new java.awt.event.ActionListener() {
public void actionPerformed(java.awt.event.ActionEvent e) {
if(main.getC() < 60){
main.deal();
}
}
});
//“显示可行操作”
jItemValid.addActionListener(new java.awt.event.ActionListener() {
public void actionPerformed(java.awt.event.ActionEvent e) {
new Show().start();
}
});
//“退出”
jItemExit.addActionListener(new java.awt.event.ActionListener() {
public void actionPerformed(java.awt.event.ActionEvent e) {
main.dispose();
System.exit(0);
}
});
//“简单级别”默认已选
jRMItemEasy.setSelected(true);
//“简单级别”
jRMItemEasy.addActionListener(new java.awt.event.ActionListener() {
public void actionPerformed(java.awt.event.ActionEvent e) {
main.setGrade(Spider.EASY);
main.initCards();
main.newGame();
}
});
//“中级”
jRMItemNormal.addActionListener(new java.awt.event.ActionListener() {
public void actionPerformed(java.awt.event.ActionEvent e) {
main.setGrade(Spider.NATURAL);
main.initCards();
main.newGame();
}
});
//“高级”
jRMItemHard.addActionListener(new java.awt.event.ActionListener() {
public void actionPerformed(java.awt.event.ActionEvent e) {
main.setGrade(Spider.HARD);
main.initCards();
main.newGame();
}
});
jNewGame.addMenuListener(new javax.swing.event.MenuListener() {
public void menuSelected(javax.swing.event.MenuEvent e) {
if(main.getC() < 60){
jItemPlayAgain.setEnabled(true);
}
else{
jItemPlayAgain.setEnabled(false);
}
}
public void menuDeselected(javax.swing.event.MenuEvent e) {}
public void menuCanceled(javax.swing.event.MenuEvent e) {}
});
//“关于”
jItemAbout.addActionListener(new java.awt.event.ActionListener() {
public void actionPerformed(java.awt.event.ActionEvent e) {
new AboutDialog();
}
});
}
/**
**构造线程:显示可以执行的操作
*/
class Show extends Thread{
public void run(){
main.showEnableOperator();
}
}
}
蜘蛛牌 主类、启动类
===========
(在IDE编译器中运行此类)
==============
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
import java.util.*;
public class Spider extends JFrame{
//整型变量,表示难度等级为:简单
public static final int EASY = 1;
//整型变量,表示难度等级为:普通
public static final int NATURAL = 2;
//整型变量,表示难度等级为:难
public static final int HARD = 3;
//设定初始难度等级为简单
private int grade = Spider.EASY;
private Container pane = null;
//生成纸牌数组
private PKCard cards[] = new PKCard[104];
private JLabel clickLabel = null;
private int c = 0;
private int n = 0;
private int a = 0;
private int finish = 0;
Hashtable table = null;
private JLabel groundLabel[] = null;
public static void main(String[] args){
Spider spider = new Spider();
spider.setVisible(true);
}
/**
**构造函数
*/
public Spider(){
//改变系统默认字体
Font font = new Font(“Dialog”, Font.PLAIN, 12);
java.util.Enumeration keys = UIManager.getDefaults().keys();
while (keys.hasMoreElements()) {
Object key = keys.nextElement();
Object value = UIManager.get(key);
if (value instanceof javax.swing.plaf.FontUIResource) {
UIManager.put(key, font);
}
}
setTitle(“蜘蛛牌”);
setDefaultCloseOperation(javax.swing.JFrame.EXIT_ON_CLOSE);
//设置框架的大小
setSize(1024, 742);
//生成SpiderMenuBar对象,并放置在框架之上
setJMenuBar(new SpiderMenuBar(this));
pane = this.getContentPane();
//设置背景颜色
pane.setBackground(new Color(0, 112, 26));
//将布局管理器设置成为null
pane.setLayout(null);
clickLabel = new JLabel();
clickLabel.setBounds(883, 606, 121, 96);
pane.add(clickLabel);
clickLabel.addMouseListener(new MouseAdapter(){
public void mouseReleased(MouseEvent me){
if (c < 60){
Spider.this.deal();
}
}
});
this.initCards();
this.randomCards();
this.setCardsLocation();
groundLabel = new JLabel[10];
int x = 20;
for (int i = 0; i < 10; i++)
{
groundLabel[i] = new JLabel();
groundLabel[i]
.setBorder(javax.swing.BorderFactory
.createEtchedBorder(javax.swing.border.EtchedBorder.RAISED));
groundLabel[i].setBounds(x, 25, 71, 96);
x += 101;
this.pane.add(groundLabel[i]);
}
this.setVisible(true);
this.deal();
this.addKeyListener(new KeyAdapter(){
class Show extends Thread{
public void run(){
Spider.this.showEnableOperator();
}
}
public void keyPressed(KeyEvent e){
if (finish != 8) if (e.getKeyCode() == KeyEvent.VK_D && c < 60){
Spider.this.deal();
}
else if (e.getKeyCode() == KeyEvent.VK_M){
new Show().start();
}
}
});
}
/**
**开始新游戏
*/
public void newGame(){
this.randomCards();
this.setCardsLocation();
this.setGroundLabelZOrder();
this.deal();
}
/**
**返回值:int
**返回牌的数量
*/
public int getC(){
return c;
}
/**
**设置等级
*/
public void setGrade(int grade){
this.grade = grade;
}
/**
**纸牌初始化
*/
public void initCards(){
//如果纸牌已被赋值,即将其从框架的面板中移去
if (cards[0] != null){
for (int i = 0; i < 104; i++){
pane.remove(cards[i]);
}
}
int n = 0;
//通过难度等级,为n赋值
if (this.grade == Spider.EASY){
n = 1;
}
else if (this.grade == Spider.NATURAL){
n = 2;
}
else{
n = 4;
}
//为card赋值
for (int i = 1; i <= 8; i++){
for (int j = 1; j <= 13; j++){
cards[(i - 1) * 13 + j - 1] = new PKCard((i % n + 1) + “-” + j,
this);
}
}
//随机纸牌初始化
this.randomCards();
}
/**
**纸牌随机分配
*/
public void randomCards(){
PKCard temp = null;
//随机生成牌号
for (int i = 0; i < 52; i++){
int a = (int) (Math.random() * 104);
int b = (int) (Math.random() * 104);
temp = cards[a];
cards[a] = cards[b];
cards[b] = temp;
}
}
/**
**设置还原
*/
public void setNA(){
a = 0;
n = 0;
}
/**
**设置纸牌的位置
*/
public void setCardsLocation(){
table = new Hashtable();
c = 0;
finish = 0;
n = 0;
a = 0;
int x = 883;
int y = 580;
//初始化待展开的纸牌
for (int i = 0; i < 6; i++){
for (int j = 0; j < 10; j++){
int n = i * 10 + j;
pane.add(cards[n]);
//将card转向背面
cards[n].turnRear();
//将card放在固定的位置上
cards[n].moveto(new Point(x, y));
//将card的位置及相关信息存入
table.put(new Point(x, y), cards[n]);
}
x += 10;
}
x = 20;
y = 45;
//初始化表面显示的纸牌
for (int i = 10; i > 5; i–){
for (int j = 0; j < 10; j++){
int n = i * 10 + j;
if (n >= 104) continue;
pane.add(cards[n]);
cards[n].turnRear();
cards[n].moveto(new Point(x, y));
table.put(new Point(x, y), cards[n]);
x += 101;
}
x = 20;
y -= 5;
}
}
/**
**返回值:void
**方法:显示可移动的操作
*/
public void showEnableOperator(){
int x = 0;
out: while (true){
Point point = null;
PKCard card = null;
do{
if (point != null){
n++;
}
point = this.getLastCardLocation(n);
while (point == null){
point = this.getLastCardLocation(++n);
if (n == 10) n = 0;
x++;
if (x == 10) break out;
}
card = (PKCard) this.table.get(point);
}
while (!card.isCardCanMove());
while (this.getPreviousCard(card) != null
&& this.getPreviousCard(card).isCardCanMove()){
card = this.getPreviousCard(card);
}
if (a == 10){
a = 0;
}
for (; a < 10; a++){
if (a != n){
Point p = null;
PKCard c = null;
do{
if (p != null){
a++;
}
p = this.getLastCardLocation(a);
int z = 0;
while (p == null){
p = this.getLastCardLocation(++a);
if (a == 10) a = 0;
if (a == n) a++;
z++;
if (z == 10) break out;
}
c = (PKCard) this.table.get§;
}
while (!c.isCardCanMove());
if (c.getCardValue() == card.getCardValue() + 1){
card.flashCard(card);
try{
Thread.sleep(800);
}
catch (InterruptedException e){
e.printStackTrace();
}
c.flashCard©;
a++;
if (a == 10){
n++;
}
break out;
}
}
}
n++;
if (n == 10){
n = 0;
}
x++;
if (x == 10){
break out;
}
}
}
/*
**返回值:void
**方法:游戏运行
*/
public void deal()
{
this.setNA();
//判断10列中是否空列
for (int i = 0; i < 10; i++){
if (this.getLastCardLocation(i) == null){
JOptionPane.showMessageDialog(this, “有空位不能发牌!”, “提示”,
JOptionPane.WARNING_MESSAGE);
return;
}
}
int x = 20;
for (int i = 0; i < 10; i++){
Point lastPoint = this.getLastCardLocation(i);
//这张牌应“背面向上”
if (c == 0){
lastPoint.y += 5;
}
//这张牌应“正面向上”
else{
lastPoint.y += 20;
}
table.remove(cards[c + i].getLocation());
cards[c + i].moveto(lastPoint);
table.put(new Point(lastPoint), cards[c + i]);
cards[c + i].turnFront();
cards[c + i].setCanMove(true);
//将组件card移动到容器中指定的顺序索引。
this.pane.setComponentZOrder(cards[c + i], 1);
Point point = new Point(lastPoint);
if (cards[c + i].getCardValue() == 1){
int n = cards[c + i].whichColumnAvailable(point);
point.y -= 240;
PKCard card = (PKCard) this.table.get(point);
if (card != null && card.isCardCanMove()){
this.haveFinish(n);
}
}
x += 101;
}
c += 10;
最后
小编利用空余时间整理了一份《MySQL性能调优手册》,初衷也很简单,就是希望能够帮助到大家,减轻大家的负担和节省时间。
关于这个,给大家看一份学习大纲(PDF)文件,每一个分支里面会有详细的介绍。
这里都是以图片形式展示介绍,如要下载原文件以及更多的性能调优笔记(MySQL+Tomcat+JVM)!
网上学习资料一大堆,但如果学到的知识不成体系,遇到问题时只是浅尝辄止,不再深入研究,那么很难做到真正的技术提升。
需要这份系统化的资料的朋友,可以添加V获取:vip1024b (备注Java)
一个人可以走的很快,但一群人才能走的更远!不论你是正从事IT行业的老鸟或是对IT行业感兴趣的新人,都欢迎加入我们的的圈子(技术交流、学习资源、职场吐槽、大厂内推、面试辅导),让我们一起学习成长!
return;
}
}
int x = 20;
for (int i = 0; i < 10; i++){
Point lastPoint = this.getLastCardLocation(i);
//这张牌应“背面向上”
if (c == 0){
lastPoint.y += 5;
}
//这张牌应“正面向上”
else{
lastPoint.y += 20;
}
table.remove(cards[c + i].getLocation());
cards[c + i].moveto(lastPoint);
table.put(new Point(lastPoint), cards[c + i]);
cards[c + i].turnFront();
cards[c + i].setCanMove(true);
//将组件card移动到容器中指定的顺序索引。
this.pane.setComponentZOrder(cards[c + i], 1);
Point point = new Point(lastPoint);
if (cards[c + i].getCardValue() == 1){
int n = cards[c + i].whichColumnAvailable(point);
point.y -= 240;
PKCard card = (PKCard) this.table.get(point);
if (card != null && card.isCardCanMove()){
this.haveFinish(n);
}
}
x += 101;
}
c += 10;
最后
小编利用空余时间整理了一份《MySQL性能调优手册》,初衷也很简单,就是希望能够帮助到大家,减轻大家的负担和节省时间。
关于这个,给大家看一份学习大纲(PDF)文件,每一个分支里面会有详细的介绍。
[外链图片转存中…(img-nohkct4W-1713429907670)]
这里都是以图片形式展示介绍,如要下载原文件以及更多的性能调优笔记(MySQL+Tomcat+JVM)!
网上学习资料一大堆,但如果学到的知识不成体系,遇到问题时只是浅尝辄止,不再深入研究,那么很难做到真正的技术提升。
需要这份系统化的资料的朋友,可以添加V获取:vip1024b (备注Java)
[外链图片转存中…(img-ZqrGlmXa-1713429907671)]
一个人可以走的很快,但一群人才能走的更远!不论你是正从事IT行业的老鸟或是对IT行业感兴趣的新人,都欢迎加入我们的的圈子(技术交流、学习资源、职场吐槽、大厂内推、面试辅导),让我们一起学习成长!