使用java构建一个挡板程序-2-简单权重算法

计算响应下标方法

总体思路:传入 N个int值,计算其和。获取一个int随机数,并判断当前随机值是否在该下标中。

例如传入: 1,5,9则 sum=15。随机【0-15】假设得到8则:

  if(8<大于1) 返回 下标0 ,if(8<1+5) 返回1,if(8<1+5+9)则返回2,明显最终返回下标是2。

  同理:0-1:返回 0;2-6 返回1;7-15 返回2;

方法如下:

/**
   * @param weight 权重 , 总和不能超过int.max且大于0
   * @return 对应下标
   */
  public static int weightIndex(Integer... weight) {
    int weightSum = 0;
    for (int weightValue : weight) {
      weightSum += weightValue;
    }
    int randomNum = random.nextInt(weightSum);
    double stepWeightSum = 0;
    for (int i = 0; i < weight.length; i++) {
      stepWeightSum += weight[i];
      if (randomNum < stepWeightSum) {
        return i;
      }
    }
    return -1;
  }

根据得到的下标,获取下标对应的模板名,根据模板名再返回指定响应报文即可。 

 

源码位置:https://gitee.com/crazyAsm/Tailgate

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好的,以下是使用多线程方式实现的 Java 挡板游戏,你可以根据需要对它进行修改: ```java import javax.swing.*; import java.awt.*; import java.awt.event.*; public class PaddleGame extends JFrame implements ActionListener, KeyListener { private static final long serialVersionUID = 1L; private static final int WIDTH = 600; private static final int HEIGHT = 500; private static final int PADDLE_WIDTH = 100; private static final int PADDLE_HEIGHT = 10; private static final int BALL_SIZE = 20; private static final int BALL_SPEED = 5; private static final int PADDLE_SPEED = 10; private JPanel gamePanel; private Timer timer; private int ballX, ballY, ballDX, ballDY; private int paddleX, paddleY, paddleDX; private boolean leftPressed, rightPressed; private boolean running; public PaddleGame() { setTitle("Paddle Game"); setSize(WIDTH, HEIGHT); setResizable(false); setDefaultCloseOperation(EXIT_ON_CLOSE); gamePanel = new JPanel(); gamePanel.setBackground(Color.BLACK); getContentPane().add(gamePanel); ballX = WIDTH / 2 - BALL_SIZE / 2; ballY = HEIGHT / 2 - BALL_SIZE / 2; ballDX = BALL_SPEED; ballDY = BALL_SPEED; paddleX = WIDTH / 2 - PADDLE_WIDTH / 2; paddleY = HEIGHT - PADDLE_HEIGHT - 20; timer = new Timer(10, this); addKeyListener(this); setFocusable(true); setFocusTraversalKeysEnabled(false); } public void start() { running = true; timer.start(); new Thread(new GameLoop()).start(); } public void stop() { running = false; timer.stop(); } public void paint(Graphics g) { super.paint(g); g.setColor(Color.WHITE); g.fillOval(ballX, ballY, BALL_SIZE, BALL_SIZE); g.fillRect(paddleX, paddleY, PADDLE_WIDTH, PADDLE_HEIGHT); } public void actionPerformed(ActionEvent e) { if (leftPressed) { paddleDX = -PADDLE_SPEED; } else if (rightPressed) { paddleDX = PADDLE_SPEED; } else { paddleDX = 0; } paddleX += paddleDX; if (paddleX < 0) { paddleX = 0; } else if (paddleX + PADDLE_WIDTH > WIDTH) { paddleX = WIDTH - PADDLE_WIDTH; } ballX += ballDX; ballY += ballDY; if (ballX < 0 || ballX + BALL_SIZE > WIDTH) { ballDX = -ballDX; } if (ballY < 0) { ballDY = -ballDY; } else if (ballY + BALL_SIZE > paddleY && ballX + BALL_SIZE > paddleX && ballX < paddleX + PADDLE_WIDTH) { ballDY = -ballDY; } else if (ballY + BALL_SIZE > HEIGHT) { stop(); JOptionPane.showMessageDialog(this, "Game Over", "Message", JOptionPane.INFORMATION_MESSAGE); System.exit(0); } repaint(); } public void keyPressed(KeyEvent e) { int key = e.getKeyCode(); if (key == KeyEvent.VK_LEFT) { leftPressed = true; } else if (key == KeyEvent.VK_RIGHT) { rightPressed = true; } } public void keyReleased(KeyEvent e) { int key = e.getKeyCode(); if (key == KeyEvent.VK_LEFT) { leftPressed = false; } else if (key == KeyEvent.VK_RIGHT) { rightPressed = false; } } public void keyTyped(KeyEvent e) {} private class GameLoop implements Runnable { public void run() { while (running) { try { Thread.sleep(10); } catch (InterruptedException e) { e.printStackTrace(); } actionPerformed(null); } } } public static void main(String[] args) { PaddleGame game = new PaddleGame(); game.setVisible(true); game.start(); } } ``` 在这个例子中,我们使用一个额外的线程来执行游戏循环,而不是使用定时器。在游戏循环中,我们不断调用 `actionPerformed` 方法来更新游戏状态,然后休眠一段时间。 这种方式可以更好地控制游戏循环的速率,避免因为计算量过大或者其他原因导致游戏卡顿的情况。同时,它也可以更好地控制游戏的暂停和恢复,以及游戏结束后的处理。 你可以根据需要对这个例子进行修改和扩展,来实现更加丰富的挡板游戏。
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