斗地主
1. 分析
-
生成一副牌并且分配给3个人,并且可以指定其中一个人为地主
一副扑克 共有54张
每一张扑克: 牌面值、花色(黑桃、红桃、梅花、方块)
特殊情况: 大王、小王 -
牌面值
2、3、。。。10,j、Q、K 、A 、小王、大王
牌面的计算属性值:
j = 11
Q = 12
K = 13
A = 14
2 = 15
小王 = 16
大王 = 17
如何产生出一副牌?
发牌
3个人斗
每人拿17张 如果是地主 多拿3张
发牌的过程
循环17次每次随机从数组中获取3张牌发给每个人
随机产生地主,地主获取剩余中3张牌
2.代码实现
1. 数组实现
手牌类
package com.fjh.entity;
/**
* 卡牌類型
* @author 冯佳豪
*
*/
public class Cards {
/**
* 牌值
*/
private int value;
/**
* 牌面
*/
private String text;
/**
* 花色
*/
private String style;
public int getValue() {
return value;
}
public void setValue(int value) {
this.value = value;
}
public String getText() {
return text;
}
public void setText(String text) {
this.text = text;
}
public String getStyle() {
return style;
}
public void setStyle(String style) {
this.style = style;
}
@Override
public String toString() {
return this.style+""+this.text+" ";
}
/**
* 构造函数初始化牌的格式
* @param value 牌面值
* @param text 手牌显示内容
* @param style 花色
*/
public Cards(int value, String text, String style) {
super();
this.value = value;
switch (value) {
case 11:
this.text = "J";
break;
case 12:
this.text = "Q";
break;
case 13:
this.text = "K";
break;
case 14:
this.text = "A";
break;
case 15:
this.text = "2";
break;
case 16:
this.text = "小王";
break;
case 17:
this.text = "大王";
break;
default:
this.text = value+"";
break;
}
this.style = style;
}
public Cards() {
super();
// TODO Auto-generated constructor stub
}
}
赌徒类
package com.fjh.entity;
public class Gambler {
/**
* 每个赌徒手上的牌数
*/
private Cards[] cards= new Cards[20];
/**
* 判断是否为地主(true),默认为平民(false)
*/
private boolean isLandlord = false;
public Cards[] getCards() {
return cards;
}
public void setCards(Cards[] cards) {
this.cards = cards;
}
public boolean isLandlord() {
return isLandlord;
}
public void setLandlord(boolean isLandlord) {
this.isLandlord = isLandlord;
}
}
手牌操作
package com.fjh.control;
import java.util.Arrays;
import java.util.Random;
import com.fjh.entity.Cards;
import com.fjh.entity.Gambler;
/**
* 卡牌操作类
*
* @author 冯佳豪
*
*/
public class FightTheLandlord {
/**
* 产生扑克牌
*
* @return 扑克牌
*/
public Cards[] Produce() {
Cards[] cs = new Cards[54];// 54张扑克
String[] style = new String[] { "黑桃", "红桃", "梅花", "方块" };// 四种花色
int cardIndex = 0;// 记录牌的下标以便于接下来赋值
for (int j = 0; j < style.length; j++) {// 每种花色产生13张牌,牌值是从3到15
for (int i = 3; i <= 15; i++) {
Cards card = new Cards(i, "" + j, style[j]);// 牌值在构造函数会进行判断进行相应的转换
cs[cardIndex] = card;
cardIndex++;
}
}
// 添加大王小王
cs[cs.length - 2] = new Cards(16, "" + 16, "");
cs[cs.length - 1] = new Cards(17, "" + 17, "");
return cs;
}
/**
* 随机发牌,每人17张
*
* @param cards
* 将要发的卡牌数组对象
* @param gambler
* 赌徒
*/
public void sendCards(Cards[] cards, Gambler[] gambler) {
// 判断赌徒人数是否正确
if (gambler.length != 3) {
System.out.println("人数错误!");
return;
}
// 给每个人发牌,每人17张
for (int i = 0; i < 17; i++) {
for (int j = 0; j < gambler.length; j++) {
// 随机抽取牌发给每个人,从cards数组里面抽取
int cardsIndex = new Random().nextInt(cards.length);
// 将卡牌赋值,gambler[j]表示当前赌徒,getCards()为获取赌徒的卡牌方法,返回的是数组对象
gambler[j].getCards()[i] = cards[cardsIndex];
// 将赋值的卡牌对象从数组对象中删除
Cards[] newcards = new Cards[cards.length - 1];// 创建一个新的卡牌数组用来接收剩余卡牌
if (cardsIndex == cards.length) {// 如果随机的是最后一张,则直接将数组长度缩小1
newcards = Arrays.copyOf(cards, cards.length - 1);
} else {// 不是中间的位置将这选中的卡牌用最后一张代替,卡牌数组对象长度缩小1
cards[cardsIndex] = cards[cards.length - 1];
newcards = Arrays.copyOf(cards, cards.length - 1);
}
// 重新赋值
cards = newcards;
}
}
// 随机产生一个地主对象将剩余三张卡牌取走
int index = new Random().nextInt(gambler.length);
gambler[index].setLandlord(true);
// 地主
for (int i = 0; i < gambler.length; i++) {
if (gambler[i].isLandlord()) {
Gambler landlord = gambler[index];
RasingLandlord(cards, landlord, index);
}
}
sort(gambler);
displayCards(gambler, index);
}
/**
* 整理赌徒手牌(排序)
*
* @param gamblers
* 赌徒
*/
public void sort(Gambler[] gamblers) {
// 循环给每一个赌徒整理手牌
for (Gambler gambler : gamblers) {
for (int i = 0; i < gambler.getCards().length - 1; i++) {
for (int j = 0; j < gambler.getCards().length - 1 - i; j++) {
if (gambler.getCards()[j] != null && gambler.getCards()[j + 1] != null) {
if (gambler.getCards()[j].getValue() > gambler.getCards()[j + 1].getValue()) {
Cards temp = gambler.getCards()[j];
gambler.getCards()[j] = gambler.getCards()[j + 1];
gambler.getCards()[j + 1] = temp;
}
}
}
}
}
}
/**
* 显示手牌
*
* @param gamblers
* 赌徒
* @param index
* 地主下标
*/
public void displayCards(Gambler[] gamblers, int index) {
System.out.println("被玩家" + (index+1) + "抢到了地主!");
for (Gambler gambler : gamblers) {
for (int i = 0; i < gambler.getCards().length; i++) {
System.out.print(gambler.getCards()[i]);// 默认调用toString方法
}
System.out.println();
}
}
/**
* 抢地主
*
* @param cards
* 手牌
* @param gambler
* 赌徒
* @param index
* 被选中赌徒下标
*/
public void RasingLandlord(Cards[] cards, Gambler gambler, int index) {
// 随机产生一个地主对象将剩余三张卡牌取走
gambler.getCards()[gambler.getCards().length - 1] = cards[cards.length - 1];
gambler.getCards()[gambler.getCards().length - 2] = cards[cards.length - 2];
gambler.getCards()[gambler.getCards().length - 3] = cards[cards.length - 3];
}
}
测试类
package com.fjh.test;
/**
* 测试斗地主游戏
* @author 冯佳豪
*
*/
import com.fjh.control.FightTheLandlord;
import com.fjh.entity.Cards;
import com.fjh.entity.Gambler;
public class Game {
public static void main(String[] args) {
FightTheLandlord fight = new FightTheLandlord();
//产生一副扑克牌
Cards cs[] = fight.Produce();
Gambler gambler[] = {new Gambler(),new Gambler(),new Gambler()};
//分配手牌
fight.sendCards(cs,gambler);
}
}
运行结果