java应用——斗地主(二:抢地主的过程)

写代码的思路:
    1.将留下的三张地主排重新定位
    2.将每个玩家手里的牌进行排序:在将牌加入到每个玩家的链表时,就进行好排序
    3.启动三个玩家的线程,根据排序好了的卡牌重新定位
    4.进行抢地主:庄家在桌面添加组件,三个计时器(线程),抢地主的按钮。添加按钮监听器
    5.在按钮监听事件中,将底牌添加到地主手中的牌里,并进行重新定位(不抢:要做判断是将卡牌给0号玩家还是2号玩家)
    5.在桌面上添加组件:抢完地主后,在相应的地方添上地主的标志,并且在桌面上移除己方玩家的抢地主按钮,添上己方玩家出牌的按钮
    6.计时器:线程,三个倒计时框,当刚开始抢地主时,己方玩家计时器开始计时,无论按下“抢地主”还是“不抢”哪个按钮,计时器都停下计时,而当倒计时数到0时,己方不能抢地主

最开始的界面类:

package b_landTwo;

import java.awt.Color;
import java.awt.Container;

import javax.swing.JFrame;

public class AViewJFrame extends JFrame {
	public static Container table;

	public static void main(String[] args) {
		new AViewJFrame().initJframe();
	}

	private void initJframe() {
		setSize(800, 700);
		setLocationRelativeTo(null);
		setResizable(false);
		setDefaultCloseOperation(1);
		table = getContentPane();
		// 绝对定位
		table.setLayout(null);
		table.setBackground(new Color(0, 112, 26));
		setVisible(true);
		// 创建一个庄家对象
		BBanker banker = new BBanker();
		banker.hold();
	}
}
封装的卡牌对象:

package b_landTwo;

import javax.swing.ImageIcon;
import javax.swing.JLabel;

public class BCards extends JLabel {
	private String name;
	// 定下协议:花色值suit 0(黑桃),1(红桃),2(梅花),3(方块),4(大小王)
	// 牌面值value:0~14,表示3~10,J,Q,K,A,2,小王,大王;
	private int suit, value;

	public BCards(String name, int suit, int value) {
		this.name = name;
		this.suit = suit;
		this.value = value;
		setSize(71, 96);
		// 设置牌面默认为背面
		setIcon(new ImageIcon("images/rear.gif"));
	}

	public void overturn() {
		setIcon(new ImageIcon("images/" + name + ".gif"));
	}

	public String getName() {
		return name;
	}

	public void setName(String name) {
		this.name = name;
	}

	public int getSuit() {
		return suit;
	}

	public void setSuit(int suit) {
		this.suit = suit;
	}

	public int getValue() {
		return value;
	}

	public void setValue(int value) {
		this.value = value;
	}

}


然后的庄家:

package b_landTwo;

import java.awt.Container;
import java.awt.Point;
import java.util.LinkedList;
import java.util.Random;

import javax.swing.JButton;

public class BBanker {
	public static BCards[] card = new BCards[54];
	// 创建一个随机数对象
	private Random random = new Random();
	// 三个玩家
	public BPlayer Player;


	/*
	 * 做庄函数
	 */
	public void hold() {
		for (int i = 0; i < 5; i++) {
			for (int j = 0; j < 13; j++) {
				// 准备阶段,创建54个卡牌对象,卡牌分成五堆,放在桌面上
				int value = j;
				if (i == 4 && j > 1) {
					break;
				}
				if (i == 4 && j < 2) {
					value = value + 13;
				}
				BCards cards = new BCards(i + "-" + value, i, value);
				cards.setLocation(300 + i * 30, 30);
				AViewJFrame.table.add(cards);
				new Thread() {
					public void run() {
						while (true) {
							AViewJFrame.table.repaint();
							try {
								Thread.sleep(10);
							} catch (InterruptedException e) {
								e.printStackTrace();
							}
						}
					};
				}.start();
				// 洗牌阶段,即每张牌随机存入数组
				shuffle(cards);
			}
		}
		// 创建三个玩家
		Player = new BPlayer(card);
		// 发牌阶段
		deal();
		// 玩家对象进行相关操作:将牌重新定位
		Player.operate();
	}

	/*
	 * 洗牌的函数
	 */
	private void shuffle(BCards cards) {
		int ran = random.nextInt(54);
		while (card[ran] != null) {
			ran = random.nextInt(54);
		}
		card[ran] = cards;
	}

	/*
	 * 发牌的函数
	 */
	private void deal() {
		int c = 0, f = 0, s = 0, t = 0, d = 0;
		for (int i = 0; i < 54; i++) {
			BCards cards = card[i];
			if (i < 51) {
				switch ((c++) % 3) {
				case 0:
					CMoving.move(cards, cards.getLocation(), new Point(25, 50 + (f++) * 20));
					int indexf = CMoving.getIndex(cards, BPlayer.linkedList0);
					BPlayer.linkedList0.add(indexf, cards);
					break;
				case 1:
					CMoving.move(cards, cards.getLocation(), new Point(137 + (s++) * 25, 550));
					int indexs = CMoving.getIndex(cards, BPlayer.linkedList1);
					BPlayer.linkedList1.add(indexs, cards);
					break;
				case 2:
					CMoving.move(cards, cards.getLocation(), new Point(700, 50 + (t++) * 20));
					int indext = CMoving.getIndex(cards, BPlayer.linkedList2);
					BPlayer.linkedList2.add(indext, cards);
					break;
				}
				cards.overturn();
				AViewJFrame.table.setComponentZOrder(cards, 0);
			} else {
				// 留下三张地主牌,三张地主牌重新定位
				cards.setLocation(280 + (d++) * 80, 30);
			}
		}
	}
}
庄家要用到的的移动方法:

package b_landTwo;

import java.awt.Point;
import java.util.LinkedList;

import javax.swing.ImageIcon;
import javax.swing.JLabel;

public class CMoving {
	public static void move(BCards cards, Point start, Point end) {
		if (start.x != end.x) {
			// 默认向左移动
			int speed = -10;
			if (start.x < end.x) {
				// 向右边移动
				speed = -speed;
			}
			double tangent = ((double) end.y - start.y) / Math.abs(end.x - start.x);
			while (Math.abs(end.x - start.x) > 20) {
				start.x += speed;
				start.y += Math.abs(speed) * tangent;
				cards.setLocation(start.x, start.y);
				try {
					Thread.sleep(1);
				} catch (InterruptedException e) {
					e.printStackTrace();
				}
			}
			// 最后校准位置
			cards.setLocation(end);
		}
	}
	
	public static void grab(int type, int[] number, LinkedList<BCards> linkedList) {
		// 翻开三张底牌
		BBanker.card[51].overturn();
		BBanker.card[52].overturn();
		BBanker.card[53].overturn();
		for (int i = 0; i < 3; i++) {
			int adr = i + 51;
			int index = getIndex(BBanker.card[adr], linkedList);
			number[BBanker.card[adr].getValue()]++;
			linkedList.add(index, BBanker.card[adr]);
		}
		// 地主的标志
		JLabel landlord = new JLabel();
		landlord.setSize(40, 40);
		landlord.setIcon(new ImageIcon("images/dizhu.gif"));
		// 重新定位
		for (int i = 0; i < linkedList.size(); i++) {
			BCards cards = linkedList.get(i);
			switch (type) {
			case 0:
				CMoving.move(cards, cards.getLocation(), new Point(27, 50 + i * 20));
				landlord.setLocation(120, 200);
				break;
			case 1:
				CMoving.move(cards, cards.getLocation(), new Point(137 + i * 25, 550));
				landlord.setLocation(315, 470);
				break;
			case 2:
				CMoving.move(cards, cards.getLocation(), new Point(698, 50 + i * 20));
				landlord.setLocation(615, 200);
				break;
			}
			AViewJFrame.table.setComponentZOrder(cards, 0);
			AViewJFrame.table.add(landlord);
		}
	}

	/*
	 * 获取插入到链表位置的索引
	 */
	public static int getIndex(BCards cards, LinkedList<BCards> linkedList) {
		for (int i = 0; i < linkedList.size(); i++) {
			BCards bCards = linkedList.get(i);
			if (cards.getValue() > bCards.getValue()) {
				return i;
			}
		}
		return linkedList.size();
	}
}
庄家之后是玩家:

package b_landTwo;

import java.awt.Color;
import java.awt.Container;
import java.awt.Point;

import java.util.LinkedList;

import javax.swing.JButton;
import javax.swing.JLabel;
import javax.swing.JTextField;

/*
 * 一个类三个玩家对象,三个玩家类对象共同有的功能:
 * 1.将手中的牌排序,2.分析牌型和拆牌
 */
public class BPlayer {
	public BCards[] card;
	// 一个玩家一个链表放卡牌
	public static LinkedList<BCards> linkedList0 = new LinkedList<>();
	public static LinkedList<BCards> linkedList1 = new LinkedList<>();
	public static LinkedList<BCards> linkedList2 = new LinkedList<>();
	// 一个玩家一个数组计算手中的各点数牌的排数
	public static int[] number0 = new int[15];
	public static int[] number1 = new int[15];
	public static int[] number2 = new int[15];
	// 三个计时器
	public static JTextField[] jText = new JTextField[3];
	// 按钮
	public static JButton jBloot, jblnot;

	public BPlayer(BCards[] card) {
		this.card = card;
	}

	public void operate() {
		// 将排序好了的(没考虑花色)卡牌重新定位
		rank(0, linkedList0);
		rank(1, linkedList1);
		rank(2, linkedList2);
		// 清算每个玩家手中的卡牌
		liquad(number0, linkedList0);
		liquad(number1, linkedList1);
		liquad(number2, linkedList2);
		// 叫地主
		grab();
		BTimer bTimer = new BTimer();
		bTimer.start();
		// 玩家之间进行出牌的游戏,地主先出牌
		JButton jBplay = new JButton("出牌");
		JButton jbpass = new JButton("不要");
		jBplay.setBounds(280, 520, 80, 20);
		jbpass.setBounds(431, 520, 80, 20);
		CButListener cButListener = new CButListener();
		jBplay.addActionListener(cButListener);
		jbpass.addActionListener(cButListener);
		AViewJFrame.table.add(jBplay);
		AViewJFrame.table.add(jbpass);
	}

	/*
	 * 排序的函数
	 */
	private void rank(int type, LinkedList<BCards> linkedList) {
		for (int i = 0; i < linkedList.size(); i++) {
			BCards cards = linkedList.get(i);
			switch (type) {
			case 0:
				CMoving.move(cards, cards.getLocation(), new Point(30, 50 + i * 20));
				break;
			case 1:
				CMoving.move(cards, cards.getLocation(), new Point(137 + i * 25, 550));
				break;
			case 2:
				CMoving.move(cards, cards.getLocation(), new Point(695, 50 + i * 20));
				break;
			}
			AViewJFrame.table.setComponentZOrder(cards, 0);
		}
	}

	/*
	 * 清算卡牌的函数
	 */
	private void liquad(int[] number, LinkedList<BCards> linkedList) {
		for (int i = 0; i < linkedList.size(); i++) {
			BCards cards = linkedList.get(i);
			int value = cards.getValue();
			number[value]++;
		}
	}

	/*
	 * 抢地主的函数
	 */
	private void grab() {
		// 添加三个线程计时器
		for (int i = 0; i < 3; i++) {
			jText[i] = new JTextField("倒计时:");
			AViewJFrame.table.add(jText[i]);
		}
		jText[0].setBounds(120, 250, 60, 40);
		jText[1].setBounds(365, 470, 60, 40);
		jText[2].setBounds(615, 250, 60, 40);
		
		// 抢地主的按钮
		jBloot = new JButton("抢地主");
		jblnot = new JButton("不抢");
		jBloot.setBounds(280, 520, 80, 20);
		jblnot.setBounds(431, 520, 80, 20);
		CButListener cButListener = new CButListener();
		jBloot.addActionListener(cButListener);
		jblnot.addActionListener(cButListener);
		AViewJFrame.table.add(jBloot);
		AViewJFrame.table.add(jblnot);
	}
}
玩家抢地主要用到监听器:

package b_landTwo;

import java.awt.Container;
import java.awt.Point;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.LinkedList;

import javax.swing.ImageIcon;
import javax.swing.JButton;
import javax.swing.JLabel;

public class CButListener implements ActionListener {
	public static boolean cont = true;

	public void actionPerformed(ActionEvent e) {
		String command = e.getActionCommand();
		if ("抢地主".equals(command)) {
			// 将三张底牌加入己方的卡牌,重新进行洗牌和定位
			CMoving.grab(1, BPlayer.number1, BPlayer.linkedList1);
			BPlayer.jText[1].setText("stop");
			cont = false;
			AViewJFrame.table.remove(BPlayer.jBloot);
			AViewJFrame.table.remove(BPlayer.jblnot);
		} else if ("不抢".equals(command)) {
			// 将三张底牌加到王和2的卡牌数量多的一方玩家手中,如果数量相同,默认加到0号玩家
			int player0 = BPlayer.number0[12] + BPlayer.number0[13] + BPlayer.number0[14];
			int player2 = BPlayer.number2[12] + BPlayer.number2[13] + BPlayer.number2[14];
			if (player0 >= player2) {
				CMoving.grab(0, BPlayer.number0, BPlayer.linkedList0);
			} else {
				CMoving.grab(2, BPlayer.number2, BPlayer.linkedList2);
			}
			BPlayer.jText[1].setText("stop");
			cont = false;
			AViewJFrame.table.remove(BPlayer.jBloot);
			AViewJFrame.table.remove(BPlayer.jblnot);
		}else if ("出牌".equals(command)) {

		} else if ("不要".equals(command)) {

		}
	}
}

还有三个计时器,是用的线程:

package b_landTwo;

import java.awt.Container;

public class BTimer extends Thread {
	private int time = 15;

	public void run() {
		while (time > 0 && CButListener.cont) {
			BPlayer.jText[1].setText("倒计时:" + (time--));
			try {
				Thread.sleep(1000);
			} catch (InterruptedException e) {
				e.printStackTrace();
			}
		}
		if (CButListener.cont) {
			BPlayer.jText[1].setText("stop");
			AViewJFrame.table.remove(BPlayer.jBloot);
			AViewJFrame.table.remove(BPlayer.jblnot);
			// 将三张底牌加到王和2的卡牌数量多的一方玩家手中,如果数量相同,默认加到0号玩家
			int player0 = BPlayer.number0[12] + BPlayer.number0[13] + BPlayer.number0[14];
			int player2 = BPlayer.number2[12] + BPlayer.number2[13] + BPlayer.number2[14];
			if (player0 >= player2) {
				CMoving.grab(0, BPlayer.number0, BPlayer.linkedList0);
			} else {
				CMoving.grab(2, BPlayer.number2, BPlayer.linkedList2);
			}
		}
	}
}
不足:
    1.刚开始发牌时,窗体的加载和庄家类的发牌好像都要抢占窗体对象,感觉卡顿(已经解决,解决方案:将桌面放在静态块)
    2.代码运行时有时会抛出空指针异常,有时不会抛,我没找到哪行代码出了问题
    3.没有解决好三张底牌翻开时应该在桌面上停一会的需求,加了单线程睡眠也没用。
    4.没有处理好类与类之间的关系,有很多重复的代码

最后是运行的结果图:


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