Java 2048游戏

package com.hsy.game;

import java.awt.Color;
import java.awt.FlowLayout;
import java.awt.FontMetrics;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.RenderingHints;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.util.ArrayList;
import java.util.List;
import java.util.Random;

import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;

public class GameView implements BaseData{
private static final int jFrameWidth = 400;
private static final int jFrameHeight = 530;
private static int score = 0;

private JFrame jFrameMain;
private JLabel jLblTitle;
private JLabel jLblScoreName;
private JLabel jLblScore;
private GameBoard gameBoard;


private JLabel jlblTip;

public GameView() {
    init();
}

@Override
public void init() {
    jFrameMain = new JFrame("2048小游戏");
    jFrameMain.setSize(jFrameWidth, jFrameHeight);
    jFrameMain.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
    jFrameMain.setLocationRelativeTo(null);
    jFrameMain.setResizable(false);
    jFrameMain.setLayout(null);

    jLblTitle = new JLabel("2048", JLabel.CENTER);
    jLblTitle.setFont(topicFont);
    jLblTitle.setForeground(Color.BLACK);
    jLblTitle.setBounds(50, 0, 150, 60);
    jFrameMain.add(jLblTitle);


    // 分数区
    jLblScoreName = new JLabel("得 分", JLabel.CENTER);
    jLblScoreName.setFont(scoreFont);
    jLblScoreName.setForeground(Color.WHITE);
    jLblScoreName.setOpaque(true);
    jLblScoreName.setBackground(Color.GRAY);
    jLblScoreName.setBounds(250, 0, 120, 30);
    jFrameMain.add(jLblScoreName);

    jLblScore = new JLabel("0", JLabel.CENTER);
    jLblScore.setFont(scoreFont);
    jLblScore.setForeground(Color.WHITE);
    jLblScore.setOpaque(true);
    jLblScore.setBackground(Color.GRAY);
    jLblScore.setBounds(250, 30, 120, 30);
    jFrameMain.add(jLblScore);

    // 说明:
    jlblTip = new JLabel("操作: ↑ ↓ ← →, 按esc键重新开始  ",
            JLabel.CENTER);
    jlblTip.setFont(normalFont);
    jlblTip.setForeground(Color.DARK_GRAY);
    jlblTip.setBounds(0, 60, 400, 40);
    jFrameMain.add(jlblTip);

    gameBoard = new GameBoard();
    gameBoard.setBounds(0, 100, 400, 400);
    gameBoard.setBackground(Color.GRAY);
    gameBoard.setFocusable(true);
    gameBoard.setLayout(new FlowLayout());
    jFrameMain.add(gameBoard);
}

// 游戏面板需要对键值实现侦听,
// 这里采用内部类来继承 JPanel 类,
// 并实现接口 KeyListener 中的 keyPressed 方法,
// 方格是通过
@SuppressWarnings("serial")
class GameBoard extends JPanel implements KeyListener {
    private static final int CHECK_GAP = 10;
    private static final int CHECK_ARC = 20;
    private static final int CHECK_SIZE = 86;

    private Check[][] checks = new Check[4][4];
    private boolean isAdd = true;

    public GameBoard() {
        initGame();
        addKeyListener(this);
    }

    @Override
    public void keyPressed(KeyEvent e) {
        switch (e.getKeyCode()) {
            case KeyEvent.VK_ESCAPE:
                initGame();
                break;
            case KeyEvent.VK_LEFT:
                moveLeft();
                createCheck();
                judgeGameOver();
                break;
            case KeyEvent.VK_RIGHT:
                moveRight();
                createCheck();
                judgeGameOver();
                break;
            case KeyEvent.VK_UP:
                moveUp();
                createCheck();
                judgeGameOver();
                break;
            case KeyEvent.VK_DOWN:
                moveDown();
                createCheck();
                judgeGameOver();
                break;
            default:
                break;
        }
        repaint();
    }

    private void initGame() {
        score = 0;
        for (int indexRow = 0; indexRow < 4; indexRow++) {
            for (int indexCol = 0; indexCol < 4; indexCol++) {
                checks[indexRow][indexCol] = new Check();
            }
        }
        // 生成两个数
        isAdd = true;
        createCheck();
        isAdd = true;
        createCheck();
    }

    private void createCheck() {
        List<Check> list = getEmptyChecks();

        if (!list.isEmpty() && isAdd) {
            Random random = new Random();
            int index = random.nextInt(list.size());
            Check check = list.get(index);
            // 2, 4出现概率3:1
            check.value = (random.nextInt(4) % 3 == 0) ? 2 : 4;
            isAdd = false;
        }
    }

    // 获取空白方格
    private List<Check> getEmptyChecks() {
        List<Check> checkList = new ArrayList<>();
        for (int i = 0; i < 4; i++) {
            for (int j = 0; j < 4; j++) {
                if (checks[i][j].value == 0) {
                    checkList.add(checks[i][j]);
                }
            }
        }

        return checkList;
    }

    private boolean judgeGameOver() {
        jLblScore.setText(score + "");

        if (!getEmptyChecks().isEmpty()) {
            return false;
        }

        for (int i = 0; i < 3; i++) {
            for (int j = 0; j < 3; j++) {
                //判断是否存在可合并的方格
                if (checks[i][j].value == checks[i][j + 1].value
                        || checks[i][j].value == checks[i + 1][j].value) {
                    return false;
                }
            }
        }

        return true;
    }

    private boolean moveLeft() {
        for (int i = 0; i < 4; i++) {
            for (int j = 1, index = 0; j < 4; j++) {
                if (checks[i][j].value > 0) {
                    if (checks[i][j].value == checks[i][index].value) {
                        score += checks[i][index++].value <<= 1;
                        checks[i][j].value = 0;
                        isAdd = true;
                    } else if (checks[i][index].value == 0) {
                        checks[i][index].value = checks[i][j].value;
                        checks[i][j].value = 0;
                        isAdd = true;
                    } else if (checks[i][++index].value == 0) {
                        checks[i][index].value = checks[i][j].value;
                        checks[i][j].value = 0;
                        isAdd = true;
                    }
                }
            }
        }
        return isAdd;
    }

    private boolean moveRight() {
        for (int i = 0; i < 4; i++) {
            for (int j = 2, index = 3; j >= 0; j--) {
                if (checks[i][j].value > 0) {
                    if (checks[i][j].value == checks[i][index].value) {
                        score += checks[i][index--].value <<= 1;
                        checks[i][j].value = 0;
                        isAdd = true;
                    } else if (checks[i][index].value == 0) {
                        checks[i][index].value = checks[i][j].value;
                        checks[i][j].value = 0;
                        isAdd = true;
                    } else if (checks[i][--index].value == 0) {
                        checks[i][index].value = checks[i][j].value;
                        checks[i][j].value = 0;
                        isAdd = true;
                    }
                }
            }
        }

        return isAdd;
    }

    private boolean moveUp() {
        for (int i = 0; i < 4; i++) {
            for (int j = 1, index = 0; j < 4; j++) {
                if (checks[j][i].value > 0) {
                    if (checks[j][i].value == checks[index][i].value) {
                        score += checks[index++][i].value <<= 1;
                        checks[j][i].value = 0;
                        isAdd = true;
                    } else if (checks[index][i].value == 0) {
                        checks[index][i].value = checks[j][i].value;
                        checks[j][i].value = 0;
                        isAdd = true;
                    } else if (checks[++index][i].value == 0){
                        checks[index][i].value = checks[j][i].value;
                        checks[j][i].value = 0;
                        isAdd = true;
                    }
                }
            }
        }

        return isAdd;
    }

    private boolean moveDown() {
        for (int i = 0; i < 4; i++) {
            for (int j = 2, index = 3; j >= 0; j--) {
                if (checks[j][i].value > 0) {
                    if (checks[j][i].value == checks[index][i].value) {
                        score += checks[index--][i].value <<= 1;
                        checks[j][i].value = 0;
                        isAdd = true;
                    } else if (checks[index][i].value == 0) {
                        checks[index][i].value = checks[j][i].value;
                        checks[j][i].value = 0;
                        isAdd = true;
                    } else if (checks[--index][i].value == 0) {
                        checks[index][i].value = checks[j][i].value;
                        checks[j][i].value = 0;
                        isAdd = true;
                    }
                }
            }
        }

        return isAdd;
    }

    @Override
    public void paint(Graphics g) {
        super.paint(g);
        for (int i = 0; i < 4; i++) {
            for (int j = 0; j < 4; j++) {
                drawCheck(g, i, j);
            }
        }

        // GameOver
        if (judgeGameOver()) {
            g.setColor(new Color(64, 64, 64, 150));
            g.fillRect(0, 0, getWidth(), getHeight());
            g.setColor(Color.WHITE);
            g.setFont(topicFont);
            FontMetrics fms = getFontMetrics(topicFont);
            String value = "Game Over!";
            g.drawString(value,
                    (getWidth()-fms.stringWidth(value)) / 2,
                    getHeight() / 2);
        }
    }

    // 绘制方格
    // Graphics2D 类扩展了 Graphics 类,
    // 提供了对几何形状、坐标转换、颜色管理和文本布局更为复杂的控制
    private void drawCheck(Graphics g, int i, int j) {
        Graphics2D gg = (Graphics2D) g;
        gg.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
                RenderingHints.VALUE_ANTIALIAS_ON);
        gg.setRenderingHint(RenderingHints.KEY_STROKE_CONTROL,
                RenderingHints.VALUE_STROKE_NORMALIZE);
        Check check = checks[i][j];
        gg.setColor(check.getBackground());
        // 绘制圆角
        // x - 要填充矩形的 x 坐标。
        // y - 要填充矩形的 y 坐标。
        // width - 要填充矩形的宽度。
        // height - 要填充矩形的高度。
        // arcwidth - 4 个角弧度的水平直径。
        // archeight - 4 个角弧度的垂直直径。
        gg.fillRoundRect(CHECK_GAP + (CHECK_GAP + CHECK_SIZE) * j,
                CHECK_GAP + (CHECK_GAP + CHECK_SIZE) * i,
                CHECK_SIZE, CHECK_SIZE, CHECK_ARC, CHECK_ARC);
        gg.setColor(check.getForeground());
        gg.setFont(check.getCheckFont());

        // 对文字的长宽高测量。
        FontMetrics fms = getFontMetrics(check.getCheckFont());
        String value = String.valueOf(check.value);
        //使用此图形上下文的当前颜色绘制由指定迭代器给定的文本。
        //getAscent()是FontMetrics中的一个方法,
        //它返回某字体的基线(baseline)到该字体中大多数字符的升部(ascender)之间的距离
        //getDescent 为降部
        gg.drawString(value,
                CHECK_GAP + (CHECK_GAP + CHECK_SIZE) * j +
                        (CHECK_SIZE - fms.stringWidth(value)) / 2,
                CHECK_GAP + (CHECK_GAP + CHECK_SIZE) * i +
                        (CHECK_SIZE - fms.getAscent() - fms.getDescent()) / 2
                        + fms.getAscent());
    }

    @Override
    public void keyReleased(KeyEvent e) {
    }

    @Override
    public void keyTyped(KeyEvent e) {
    }

}

@Override
public void showView(http://www.yesesport.com/) {
    jFrameMain.setVisible(true);
}

}

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