package com.test;
public class PlayPai {
public static void main(String[] args) {
new Poker();
}
}
class Poker {
public int pai[][] = new int[13][4];// 创建一个二维数组,第一维存放点数第二维存放花色
public Poker() { // 构造方法
this.JianPai();
this.XiPai();
this.FaPai();
}
public void JianPai() { // 初始化,使用二重循环从1-52对二维数组共52个变量赋值
int count = 1;
for (int i = 0; i <= 12; i++) {
for (int j = 0; j <= 3; j++) {
pai[i][j] = count;
count++;
}
}
System.out.println("初始化完毕");
}
public void XiPai() { // 每次随机出2张牌
// pai[row1][col1],pai[row2][col2],如果不相等则互换,循环300次
double a, b;
int row1, col1, row2, col2, i;
int zhongjianshu;
for (i = 1; i <= 300; i++) {
a = Math.random() * 13;
row1 = (int) (a);
b = Math.random() * 4;
col1 = (int) (b);
a = Math.random() * 13;
row2 = (int) (a);
b = Math.random() * 4;
col2 = (int) (b);
if (row1 != row2 || col1 != col2) { // 两变量互换
zhongjianshu = pai[row1][col1];
pai[row1][col1] = pai[row2][col2];
pai[row2][col2] = zhongjianshu;
}
}
System.out.println("洗牌完毕……");
}
public void FaPai() { // 发牌:1.对各玩家手中的牌进行大小排序 2.将排序好的牌发出并转换成中文名
int wanjia[][] = new int[4][13]; // 创建一个4行13列二维数组,每一行存放每个玩家的13张牌,并按大小排序
int i, j, z, min;
for (i = 0; i < 4; i++) {// 原来的二维数组pai[][]赋值给wanjia[][]
for (j = 0; j < 13; j++) {
wanjia[i][j] = pai[j][i];
}
}
// 用选择排序法对各个玩家的牌进行升序排序
for (i = 0; i < 4; i++) {
for (j = 0; j < 13; j++) {
min = wanjia[i][j];
for (z = j + 1; z < 13; z++) {
if (wanjia[i][z] < min) {
min = wanjia[i][z];
wanjia[i][z] = wanjia[i][j];
wanjia[i][j] = min;
}
}
}
}
// 开始发牌并转换成中文名
int yushu;// 余数
int shang;// 商
int save[] = new int[8];// 一维数组,存放A,2,使其能在3-K牌输出后再输出
int count;// 存放一维数组save变量数
for (i = 0; i < 4; i++) {
count = 0;
System.out.print("玩家" + (i + 1) + ":");
for (j = 0; j < 13; j++) {
yushu = (wanjia[i][j]) % 4;
shang = ((wanjia[i][j] - 1) / 4);
if (shang == 0 || shang == 1) { // 如果要输出的牌色为A或2,则将其存入save数组中,待3-K输出后再输出
save[count] = wanjia[i][j];
count++;
continue;
}
switch (yushu) { // 检验花色
case 0: System.out.print("方块");break;
case 1:System.out.print("梅花");break;
case 2:System.out.print("红桃");break;
case 3:System.out.print("黑桃");break;
}
switch (shang) { // 检验点数
case 0:System.out.print("A ");break;
case 10:System.out.print("J ");break;
case 11:System.out.print("Q ");break;
case 12:System.out.print("K ");break;
default:System.out.print((shang + 1) + " ");
}
}
// 输出save数组,把A和2牌输出
for (j = 0; j < count; j++) {
yushu = (save[j]) % 4;
shang = ((save[j] - 1) / 4);
switch (yushu) {
case 0:System.out.print("方块");break;
case 1:System.out.print("梅花");break;
case 2:System.out.print("红桃");break;
case 3:System.out.print("黑桃");break;
}
if (shang == 0)
System.out.print("A ");
else
System.out.print((shang + 1) + " ");
}
System.out.println();
}
}
}
public class PlayPai {
public static void main(String[] args) {
new Poker();
}
}
class Poker {
public int pai[][] = new int[13][4];// 创建一个二维数组,第一维存放点数第二维存放花色
public Poker() { // 构造方法
this.JianPai();
this.XiPai();
this.FaPai();
}
public void JianPai() { // 初始化,使用二重循环从1-52对二维数组共52个变量赋值
int count = 1;
for (int i = 0; i <= 12; i++) {
for (int j = 0; j <= 3; j++) {
pai[i][j] = count;
count++;
}
}
System.out.println("初始化完毕");
}
public void XiPai() { // 每次随机出2张牌
// pai[row1][col1],pai[row2][col2],如果不相等则互换,循环300次
double a, b;
int row1, col1, row2, col2, i;
int zhongjianshu;
for (i = 1; i <= 300; i++) {
a = Math.random() * 13;
row1 = (int) (a);
b = Math.random() * 4;
col1 = (int) (b);
a = Math.random() * 13;
row2 = (int) (a);
b = Math.random() * 4;
col2 = (int) (b);
if (row1 != row2 || col1 != col2) { // 两变量互换
zhongjianshu = pai[row1][col1];
pai[row1][col1] = pai[row2][col2];
pai[row2][col2] = zhongjianshu;
}
}
System.out.println("洗牌完毕……");
}
public void FaPai() { // 发牌:1.对各玩家手中的牌进行大小排序 2.将排序好的牌发出并转换成中文名
int wanjia[][] = new int[4][13]; // 创建一个4行13列二维数组,每一行存放每个玩家的13张牌,并按大小排序
int i, j, z, min;
for (i = 0; i < 4; i++) {// 原来的二维数组pai[][]赋值给wanjia[][]
for (j = 0; j < 13; j++) {
wanjia[i][j] = pai[j][i];
}
}
// 用选择排序法对各个玩家的牌进行升序排序
for (i = 0; i < 4; i++) {
for (j = 0; j < 13; j++) {
min = wanjia[i][j];
for (z = j + 1; z < 13; z++) {
if (wanjia[i][z] < min) {
min = wanjia[i][z];
wanjia[i][z] = wanjia[i][j];
wanjia[i][j] = min;
}
}
}
}
// 开始发牌并转换成中文名
int yushu;// 余数
int shang;// 商
int save[] = new int[8];// 一维数组,存放A,2,使其能在3-K牌输出后再输出
int count;// 存放一维数组save变量数
for (i = 0; i < 4; i++) {
count = 0;
System.out.print("玩家" + (i + 1) + ":");
for (j = 0; j < 13; j++) {
yushu = (wanjia[i][j]) % 4;
shang = ((wanjia[i][j] - 1) / 4);
if (shang == 0 || shang == 1) { // 如果要输出的牌色为A或2,则将其存入save数组中,待3-K输出后再输出
save[count] = wanjia[i][j];
count++;
continue;
}
switch (yushu) { // 检验花色
case 0: System.out.print("方块");break;
case 1:System.out.print("梅花");break;
case 2:System.out.print("红桃");break;
case 3:System.out.print("黑桃");break;
}
switch (shang) { // 检验点数
case 0:System.out.print("A ");break;
case 10:System.out.print("J ");break;
case 11:System.out.print("Q ");break;
case 12:System.out.print("K ");break;
default:System.out.print((shang + 1) + " ");
}
}
// 输出save数组,把A和2牌输出
for (j = 0; j < count; j++) {
yushu = (save[j]) % 4;
shang = ((save[j] - 1) / 4);
switch (yushu) {
case 0:System.out.print("方块");break;
case 1:System.out.print("梅花");break;
case 2:System.out.print("红桃");break;
case 3:System.out.print("黑桃");break;
}
if (shang == 0)
System.out.print("A ");
else
System.out.print((shang + 1) + " ");
}
System.out.println();
}
}
}