2048小游戏 java版(代码+注释)

        一个纯纯小白,想写点什么,也想学习一下怎么在这里写东西,就简单的写个2048小游戏。写的不好,大佬就不用看了,希望和大家交流学习,有写的不好或有更好的建议也欢迎提出来。(需要用的可直接粘贴复制)(轻喷)

目录

游戏展示

讲解 

代码


游戏展示

        基本上做到了和手机上一样。 我会按照我的思路为大家讲解一下,有需要的可以看看,想直接看效果或者需要用的,可以直接滑倒最后粘贴复制。


讲解 

目录结构如下

 按照我自己的思路讲一下,可能有点乱。

        1.首先初始化一下画板,将不会改变的部分先完成。

private void initPaint(Graphics g) {
        //TODO 画方块所造区域
        g.setColor(new Color(192, 175, 159));
        g.fillRect(10, 120, 360 + 8, 360 + 8);

        //TODO 画得分区域以及说明区域
        g.setColor(new Color(209, 132, 102));
        g.fillRect(200, 15, 80, 50);
        g.fillRect(290, 15, 80, 50);

        g.setColor(Color.black);
        g.setFont(new Font("宋体", Font.BOLD, 20));
        g.drawString("得分", 220, 35);
        g.drawString("最高分", 300, 35);
        g.setFont(new Font("宋体", Font.BOLD, 35));
        g.drawString("游戏说明:", 15, 55);
        g.setFont(new Font("宋体", Font.BOLD, 20));
        g.drawString("按上下左右键控制;按空格键重新游戏", 15, 100);
        
        //画空白方块
        for (int i = 0; i < 4; i++) {
            for (int j = 0; j < 4; j++) {
                paintBlock(g, new Block(table[i][j]), j, i);
            }
        }
    }

         2.创建带有数字的方块,这里创建了一个block类,主要存储了,每种方块所显示的数字,数字颜色,背景颜色等属性。并且有一个setAllFont方法,来设置这些属性。

package game_2048;

import java.awt.*;

public class Block {

    int kind;
    Font wFont;
    Color wColor;
    Color bColor;
    String s;

    public Block(int kind) {
        this.kind = kind;
    }

    private final Font font1 = new Font("宋体", Font.BOLD, 46);
    private final Font font2 = new Font("宋体", Font.BOLD, 40);
    private final Font font3 = new Font("宋体", Font.BOLD, 34);
    private final Font font4 = new Font("宋体", Font.BOLD, 28);

    private final Color color1 = new Color(119,108,99);
    private final Color color2 = new Color(254,254,254);

    public void setAllFont() {
        switch (kind) {
            case 0 -> bColor = new Color(206, 194, 180);
            case 1 -> {
                wFont = font1;
                wColor = color1;
                bColor = new Color(237, 229, 218);
                s = 2 + "";
            }
            case 2 -> {
                wFont = font1;
                wColor = color1;
                bColor = new Color(237, 220, 190);
                s = 4 + "";
            }
            case 3 -> {
                wFont = font1;
                wColor = color1;
                bColor = new Color(242, 177, 123);
                s = 8 + "";
            }
            case 4 -> {
                wFont = font2;
                wColor = color2;
                bColor = new Color(246, 147, 92);
                s = 16 + "";
            }
            case 5 -> {
                wFont = font2;
                wColor = color2;
                bColor = new Color(245, 118, 86);
                s = 32 + "";
            }
            case 6 -> {
                wFont = font2;
                wColor = color2;
                bColor = new Color(245, 83, 45);
                s = 64 + "";
            }
            case 7 -> {
                wFont = font3;
                wColor = color2;
                bColor = new Color(237, 206, 115);
                s = 128 + "";
            }
            case 8 -> {
                wFont = font3;
                wColor = color2;
                bColor = new Color(230,209,81);
                s = 256 + "";
            }
            case 9 -> {
                wFont = font3;
                wColor = color2;
                bColor = new Color(207,163,12);
                s = 512 + "";
            }
            case 10 -> {
                wFont = font4;
                wColor = color2;
                bColor = new Color(229,180,6);
                s = 1024 + "";
            }
            case 11 -> {
                wFont = font4;
                wColor = color2;
                bColor = new Color(161,131,115);
                s = 2048 + "";
            }
            default -> {
            }
        }
    }

}

        3.绘制每个方块(这里在1里面已经用过了,当时是画空白的)

//画方块
    private void paintBlock(Graphics g, Block block, int x, int y) {
        block.setAllFont();
        g.setColor(block.bColor);
        g.fillRect(10 + x * 90 + 7, 120 + y * 90 + 7, 83, 83);
        if (block.kind > 0) {
            g.setColor(block.wColor);
            g.setFont(block.wFont);
            FontMetrics fm = getFontMetrics(block.wFont);
            String value = block.s;
            g.drawString(value,
                    10 + x * 90 + 7 + (83 - fm.stringWidth(value)) / 2,
                    120 + y * 90 + 7 + (83 - fm.getAscent() - fm.getDescent()) / 2 + fm.getAscent());
        }
    }

         4.初始化界面,包括分数,和最开始显示的方块。

        用random类来随机刷新方块存在的位置。

        这里的getS()和后面的setS()分别是读、取文件,为了显示最高分用。(这两个方法写了不是很好,就不讲了)

private void init() {
        isOver = false;

        source = 0;
        try {
            best = getS();
        } catch (IOException e) {
            throw new RuntimeException(e);
        }
        for (int i = 0; i < 4; i++) {
            for (int j = 0; j < 4; j++) {
                table[i][j] = 0;
            }
        }
        bX = rand1.nextInt(4);
        bY = rand2.nextInt(4);
        table[bX][bY] = 1;
    }

        5. 控制所有方块的移动。

        通过一系列控制语句,来决定是否能移动或者合并。我这里是为了做滑动的效果,可能写的有点啰嗦,反正能用就行吧。

private void bDown() {
        for (int j = 0; j <= 3; j++) {
            //第一个if是为了一种稍微特殊的地方
            //后面的每个方向都一样
            if (table[0][j] == table[1][j] && table[2][j] == table[3][j]
                    && table[0][j] != 0 && table[2][j] != 0) {
                table[1][j]++;
                table[0][j] = 0;
            }

            for (int i = 2; i >= 0; i--) {
                if (table[i + 1][j] == 0) {
                    table[i + 1][j] = table[i][j];
                    table[i][j] = 0;
                }
                if (table[i][j] != 0 && table[i][j] == table[i + 1][j]) {
                    if (c[j]) {
                        table[i + 1][j]++;
                        table[i][j] = 0;
                        c[j] = false;
                        source += (int) Math.pow(2, table[i + 1][j]);
                    }
                }
            }
        }
    }

        6.我这里是用线程的方法,来实现滑动的效果。

        每次按按键后,将改变fx的值,然后启动线程,每次会执行三次方块的移动,每次延迟40ms,依次来达到滑动的效果。

    @Override
    public void run() {
        for (int i = 0; i < 4; i++) {
            c[i] = true;
        }

        int[][] tt = new int[4][4];
        for (int i = 0; i < 4; i++) {
            for (int j = 0; j < 4; j++) {
                tt[i][j] = table[i][j];
            }
        }

        for (int k = 0; k < 3; k++) {
            switch (fx) {
                case 0 -> bUp();
                case 1 -> bRight();
                case 2 -> bDown();
                case 3 -> bLeft();
                default -> {
                }
            }
            try {
                Thread.sleep(40);
            } catch (InterruptedException e) {
                throw new RuntimeException(e);
            }

            if (best < source) {
                best = source;
                try {
                    setS(source);
                } catch (IOException ioException) {
                    ioException.printStackTrace();
                }

            }

            repaint();
        }

        isMove = false;
        loop:
        for (int i = 0; i < 4; i++) {
            for (int j = 0; j < 4; j++) {
                if (tt[i][j] != table[i][j]) {
                    isMove = true;
                    break loop;
                }
            }
        }
        randomBlock();
    }

        8.随机生成新的方块。 每次移动之后,就会随机产生新的方块,并且也在这里设置了结束的条件。

private void randomBlock() {
        v.clear();
        for (int i = 0; i < 4; i++) {
            for (int j = 0; j < 4; j++) {
                if (table[i][j] == 0) {
                    v.add(i);
                    v.add(j);
                }
            }
        }
        if (v.size() > 0 && isMove) {
            int kk = rand.nextInt(v.size() / 2);
            table[v.get(kk * 2)][v.get(kk * 2 + 1)] = (rand.nextInt(7) % 6 == 0) ? 2 : 1;
        }

        if (v.size() == 0) {
            boolean isSame = false;
            loop1:
            for (int i = 0; i < 3; i++) {
                for (int j = 0; j < 4; j++) {
                    if ((table[i][j] == table[i + 1][j]) || (table[j][i] == table[j][i + 1])) {
                        isSame = true;
                        break loop1;
                    }
                }
            }
            if (!isSame) {
                isOver = true;
                repaint();
            }
        }
    }

就这样吧,,,有啥问题也可以问,我也会回答。。。。。。


代码

best.txt

        best.txt主要用来记录最高得分,创建时候需要在里面存储个0,不然读取的时候会报错。

MPanel

        Panel类,主要的代码都在这个类里。 

package game_2048;

import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
import java.io.FileReader;
import java.io.FileWriter;
import java.io.IOException;
import java.util.Random;
import java.util.Vector;

public class MPanel extends JPanel implements KeyListener, Runnable {

    int[][] table = new int[4][4];

    int fx; //上下左右0123

    Random rand1 = new Random();
    Random rand2 = new Random();
    Random rand = new Random();

    int bX;
    int bY;

    Vector<Integer> v = new Vector<>();

    boolean isMove;

    boolean[] c = new boolean[4];

    int source = 0;
    int best;

    boolean isOver;

    public MPanel() {
        setFocusable(true);
        setBackground(new Color(241, 228, 219));
        this.addKeyListener(this);
        init();
    }

    private void init() {
        isOver = false;

        source = 0;
        try {
            best = getS();
        } catch (IOException e) {
            throw new RuntimeException(e);
        }
        for (int i = 0; i < 4; i++) {
            for (int j = 0; j < 4; j++) {
                table[i][j] = 0;
            }
        }
        bX = rand1.nextInt(4);
        bY = rand2.nextInt(4);
        table[bX][bY] = 1;
    }

    @Override
    public void paint(Graphics g) {
        super.paint(g);
        initPaint(g);


        g.setColor(Color.white);
        g.setFont(new Font("宋体", Font.BOLD, 25));
        FontMetrics fm = getFontMetrics(new Font("宋体", Font.BOLD, 20));
        String value1 = source + "";
        g.drawString(value1,
                195 + (80 - fm.stringWidth(value1)) / 2,
                30 + (50 - fm.getAscent() - fm.getDescent()) / 2 + fm.getAscent());
        String value2 = best + "";
        g.drawString(value2,
                285 + (80 - fm.stringWidth(value2)) / 2,
                30 + (50 - fm.getAscent() - fm.getDescent()) / 2 + fm.getAscent());

        if (isOver) {
            g.setColor(new Color(0, 0, 0, 0.5f));
            g.fillRect(0, 0, getWidth(), getHeight());
            g.setFont(new Font("宋体", Font.BOLD, 60));
            fm = getFontMetrics(new Font("宋体", Font.BOLD, 60));
            String value = "游戏结束";
            g.drawString(value,
                    (getWidth() - fm.stringWidth(value)) / 2,
                    (getHeight() - fm.getAscent() - fm.getDescent()) / 2 + fm.getAscent());
        }
    }

    //初始化画板
    private void initPaint(Graphics g) {
        //TODO 画方块所造区域
        g.setColor(new Color(192, 175, 159));
        g.fillRect(10, 120, 360 + 8, 360 + 8);

        //TODO 画得分区域以及说明区域
        g.setColor(new Color(209, 132, 102));
        g.fillRect(200, 15, 80, 50);
        g.fillRect(290, 15, 80, 50);

        g.setColor(Color.black);
        g.setFont(new Font("宋体", Font.BOLD, 20));
        g.drawString("得分", 220, 35);
        g.drawString("最高分", 300, 35);
        g.setFont(new Font("宋体", Font.BOLD, 35));
        g.drawString("游戏说明:", 15, 55);
        g.setFont(new Font("宋体", Font.BOLD, 20));
        g.drawString("按上下左右键控制;按空格键重新游戏", 15, 100);

        for (int i = 0; i < 4; i++) {
            for (int j = 0; j < 4; j++) {
                paintBlock(g, new Block(table[i][j]), j, i);
            }
        }
    }

    //画方块
    private void paintBlock(Graphics g, Block block, int x, int y) {
        block.setAllFont();
        g.setColor(block.bColor);
        g.fillRect(10 + x * 90 + 7, 120 + y * 90 + 7, 83, 83);
        if (block.kind > 0) {
            g.setColor(block.wColor);
            g.setFont(block.wFont);
            FontMetrics fm = getFontMetrics(block.wFont);
            String value = block.s;
            g.drawString(value,
                    10 + x * 90 + 7 + (83 - fm.stringWidth(value)) / 2,
                    120 + y * 90 + 7 + (83 - fm.getAscent() - fm.getDescent()) / 2 + fm.getAscent());
        }
    }

    @Override
    public void keyTyped(KeyEvent e) {

    }

    @Override
    public void keyPressed(KeyEvent e) {
        int keyCode = e.getKeyCode();
        if (!isOver) {
            Thread thread = new Thread(this);
            if (keyCode == KeyEvent.VK_DOWN) {
                fx = 2;
                thread.start();
            } else if (keyCode == KeyEvent.VK_UP) {
                fx = 0;
                thread.start();
            } else if (keyCode == KeyEvent.VK_RIGHT) {
                fx = 1;
                thread.start();
            } else if (keyCode == KeyEvent.VK_LEFT) {
                fx = 3;
                thread.start();
            }
        }
        if (keyCode == KeyEvent.VK_SPACE) {
            init();
        }
        repaint();
    }


    @Override
    public void keyReleased(KeyEvent e) {

    }

    @Override
    public void run() {
        for (int i = 0; i < 4; i++) {
            c[i] = true;
        }

        int[][] tt = new int[4][4];
        for (int i = 0; i < 4; i++) {
            for (int j = 0; j < 4; j++) {
                tt[i][j] = table[i][j];
            }
        }

        for (int k = 0; k < 3; k++) {
            switch (fx) {
                case 0 -> bUp();
                case 1 -> bRight();
                case 2 -> bDown();
                case 3 -> bLeft();
                default -> {
                }
            }
            try {
                Thread.sleep(40);
            } catch (InterruptedException e) {
                throw new RuntimeException(e);
            }

            if (best < source) {
                best = source;
                try {
                    setS(source);
                } catch (IOException ioException) {
                    ioException.printStackTrace();
                }

            }

            repaint();
        }

        isMove = false;
        loop:
        for (int i = 0; i < 4; i++) {
            for (int j = 0; j < 4; j++) {
                if (tt[i][j] != table[i][j]) {
                    isMove = true;
                    break loop;
                }
            }
        }
        randomBlock();
    }

    private void randomBlock() {
        v.clear();
        for (int i = 0; i < 4; i++) {
            for (int j = 0; j < 4; j++) {
                if (table[i][j] == 0) {
                    v.add(i);
                    v.add(j);
                }
            }
        }
        if (v.size() > 0 && isMove) {
            int kk = rand.nextInt(v.size() / 2);
            table[v.get(kk * 2)][v.get(kk * 2 + 1)] = (rand.nextInt(7) % 6 == 0) ? 2 : 1;
        }

        if (v.size() == 0) {
            boolean isSame = false;
            loop1:
            for (int i = 0; i < 3; i++) {
                for (int j = 0; j < 4; j++) {
                    if ((table[i][j] == table[i + 1][j]) || (table[j][i] == table[j][i + 1])) {
                        isSame = true;
                        break loop1;
                    }
                }
            }
            if (!isSame) {
                isOver = true;
                repaint();
            }
        }
    }

    private void bDown() {
        for (int j = 0; j <= 3; j++) {
            //第一个if是为了一种稍微特殊的地方
            //后面的每个方向都一样
            if (table[0][j] == table[1][j] && table[2][j] == table[3][j]
                    && table[0][j] != 0 && table[2][j] != 0) {
                table[1][j]++;
                table[0][j] = 0;
            }

            for (int i = 2; i >= 0; i--) {
                if (table[i + 1][j] == 0) {
                    table[i + 1][j] = table[i][j];
                    table[i][j] = 0;
                }
                if (table[i][j] != 0 && table[i][j] == table[i + 1][j]) {
                    if (c[j]) {
                        table[i + 1][j]++;
                        table[i][j] = 0;
                        c[j] = false;
                        source += (int) Math.pow(2, table[i + 1][j]);
                    }
                }
            }
        }
    }

    private void bLeft() {
        for (int i = 0; i <= 3; i++) {

            if (table[i][0] == table[i][1] && table[i][2] == table[i][3]
                    && table[i][0] != 0 && table[i][2] != 0) {
                table[i][2]++;
                table[i][3] = 0;
            }

            for (int j = 1; j <= 3; j++) {
                if (table[i][j - 1] == 0) {
                    table[i][j - 1] = table[i][j];
                    table[i][j] = 0;
                }
                if (table[i][j] != 0 && table[i][j] == table[i][j - 1]) {
                    if (c[i]) {
                        table[i][j - 1]++;
                        table[i][j] = 0;
                        c[i] = false;
                        source += (int) Math.pow(2, table[i][j - 1]);
                    }
                }
            }
        }
    }

    private void bRight() {
        for (int i = 0; i <= 3; i++) {

            if (table[i][0] == table[i][1] && table[i][2] == table[i][3]
                    && table[i][0] != 0 && table[i][2] != 0) {
                table[i][1]++;
                table[i][0] = 0;
            }

            for (int j = 2; j >= 0; j--) {
                if (table[i][j + 1] == 0) {
                    table[i][j + 1] = table[i][j];
                    table[i][j] = 0;
                }
                if (table[i][j] != 0 && table[i][j] == table[i][j + 1]) {
                    if (c[i]) {
                        table[i][j + 1]++;
                        table[i][j] = 0;
                        c[i] = false;
                        source += (int) Math.pow(2, table[i][j + 1]);
                    }
                }
            }
        }
    }

    private void bUp() {
        for (int j = 0; j <= 3; j++) {

            if (table[0][j] == table[1][j] && table[2][j] == table[3][j]
                    && table[0][j] != 0 && table[2][j] != 0) {
                table[2][j]++;
                table[3][j] = 0;
            }

            for (int i = 1; i <= 3; i++) {
                if (table[i - 1][j] == 0) {
                    table[i - 1][j] = table[i][j];
                    table[i][j] = 0;
                }
                if (table[i][j] != 0 && table[i][j] == table[i - 1][j]) {
                    if (c[j]) {
                        table[i - 1][j]++;
                        table[i][j] = 0;
                        c[j] = false;
                        source += (int) Math.pow(2, table[i - 1][j]);
                    }
                }
            }
        }
    }

    public int getS() throws IOException {
        String filePath = "src\\game_2048\\best.txt";
        FileReader fileReader = new FileReader(filePath);
        int data = 0;
        String s = "";
        while ((data = fileReader.read()) != -1) {
            s += (char) data;
        }
        int y = Integer.parseInt(s);
        fileReader.close();
        return y;
    }

    private void setS(int y) throws IOException {
        String filePath = "src\\game_2048\\best.txt";
        FileWriter fileWriter = new FileWriter(filePath);
        String yy = y + "";
        fileWriter.write(yy);
        fileWriter.close();
    }

}

Block 

        每个方块创建的类。 

package game_2048;

import java.awt.*;

public class Block {

    int kind;
    Font wFont;
    Color wColor;
    Color bColor;
    String s;

    public Block(int kind) {
        this.kind = kind;
    }

    private final Font font1 = new Font("宋体", Font.BOLD, 46);
    private final Font font2 = new Font("宋体", Font.BOLD, 40);
    private final Font font3 = new Font("宋体", Font.BOLD, 34);
    private final Font font4 = new Font("宋体", Font.BOLD, 28);

    private final Color color1 = new Color(119,108,99);
    private final Color color2 = new Color(254,254,254);

    public void setAllFont() {
        switch (kind) {
            case 0 -> bColor = new Color(206, 194, 180);
            case 1 -> {
                wFont = font1;
                wColor = color1;
                bColor = new Color(237, 229, 218);
                s = 2 + "";
            }
            case 2 -> {
                wFont = font1;
                wColor = color1;
                bColor = new Color(237, 220, 190);
                s = 4 + "";
            }
            case 3 -> {
                wFont = font1;
                wColor = color1;
                bColor = new Color(242, 177, 123);
                s = 8 + "";
            }
            case 4 -> {
                wFont = font2;
                wColor = color2;
                bColor = new Color(246, 147, 92);
                s = 16 + "";
            }
            case 5 -> {
                wFont = font2;
                wColor = color2;
                bColor = new Color(245, 118, 86);
                s = 32 + "";
            }
            case 6 -> {
                wFont = font2;
                wColor = color2;
                bColor = new Color(245, 83, 45);
                s = 64 + "";
            }
            case 7 -> {
                wFont = font3;
                wColor = color2;
                bColor = new Color(237, 206, 115);
                s = 128 + "";
            }
            case 8 -> {
                wFont = font3;
                wColor = color2;
                bColor = new Color(230,209,81);
                s = 256 + "";
            }
            case 9 -> {
                wFont = font3;
                wColor = color2;
                bColor = new Color(207,163,12);
                s = 512 + "";
            }
            case 10 -> {
                wFont = font4;
                wColor = color2;
                bColor = new Color(229,180,6);
                s = 1024 + "";
            }
            case 11 -> {
                wFont = font4;
                wColor = color2;
                bColor = new Color(161,131,115);
                s = 2048 + "";
            }
            default -> {
            }
        }
    }

}

MFrame

package game_2048;

/*
 *@author douhehe
 */

import javax.swing.*;

public class MFrame {
    public static void main(String[] args) {
        JFrame jf = new JFrame("2048小游戏");

        jf.add(new MPanel());

        jf.setSize(401,552);
        jf.setLocationRelativeTo(null);     //居中
        jf.setResizable(false);
        jf.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
        jf.setVisible(true);
    }
}

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