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有沒有關(guān)于JAVA的一些簡單又有趣的程序
import javax.swing.JPanel;
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import javax.swing.JFrame;
import javax.swing.JButton;
import java.awt.Point;
import java.awt.Rectangle;
import javax.swing.ImageIcon;
import java.awt.Color;
import javax.swing.JLabel;
import java.awt.Font;
import java.net.URL;
import java.net.URLClassLoader;
import java.util.ArrayList;
import java.util.Date;
public class Game extends JFrame {
/**
* This method initializes jButton1
*
* @return javax.swing.JButton
*/
private JButton getJButton1() {
if (jButton1 == null) {
jButton1 = new JButton();
jButton1.setBounds(new Rectangle(478, 361, 164, 51));
jButton1.setText("重新開始");
jButton1.setVisible(false);
jButton1.addActionListener(new java.awt.event.ActionListener() {
public void actionPerformed(java.awt.event.ActionEvent e) {
jButton1.setVisible(false);
jLabel.setVisible(false);
try {
Thread.sleep(1000);
} catch (InterruptedException e1) {
// TODO 自動生成 catch 塊
e1.printStackTrace();
}
reset();
}
});
}
return jButton1;
}
public static void main(String[] args) {
Game game = new Game();
game.start();
game.reset();
game.gogo();
}
public void reset() {
kup = false;
kdown = false;
kleft = false;
kright = false;
int chushihua = 0;
while (chushihua zidanshu) {
((JButton) buttonal.get(chushihua)).setBounds(new Rectangle(-50,
-50, 10, 10));
chushihua++;
}
gamexunhuan = true;
jButton.setIcon(new ImageIcon(fileLoc));
jButton.setLocation(320, 320);
p = jButton.getLocation();
x=p.getX();
y=p.getY();
firsttime=new Date().getTime();
}
public void start() {
int chushihua = 0;
while (chushihua zidanshu) {
JButton jb = new JButton();
jb.setBounds(new Rectangle(-50, -50, 10, 10));
jb.setEnabled(false);
Threads ths = new Threads(jb);
Thread th = new Thread(ths);
buttonal.add(jb);
threadal.add(th);
chushihua++;
}
Game.Move move = new Move();
Thread tm = new Thread(move);
tm.start();
}
public void gogo() {
int chushihua = 0;
while (chushihua zidanshu) {
((Thread) threadal.get(chushihua)).start();
chushihua++;
try {
Thread.sleep(100);
} catch (InterruptedException e) {
// TODO 自動生成 catch 塊
e.printStackTrace();
}
}
}
// private static Game game;
private long firsttime;
private long lasttime;
private static final long serialVersionUID = 1L;
private JPanel jPanel = null;
private JButton jButton = null;
private boolean kup ;
private boolean kdown ;
private boolean kleft ;
private boolean kright ;
// 定義玩家的行走步伐,數(shù)值越大,移動速度越快 private int step = 3;
Point p; // @jve:decl-index=0:
double x = 0.0;
double y = 0.0;
// 定義了子彈的個數(shù) int zidanshu = 70;
// 定義子彈初始值,這個是不變的
// int chushihua = 0;
// 定義控制子彈行走的循環(huán)false就不走了
private boolean gamexunhuan = true;
private JLabel jLabel = null;
private JButton jButton1 = null;
private ArrayList buttonal = new ArrayList();
private ArrayList threadal = new ArrayList();
URLClassLoader urlLoader = (URLClassLoader)this.getClass().getClassLoader();
URL fileLoc = urlLoader.findResource("MyGameIcons/gwl1.gif"); // @jve:decl-index=0:
URL fileLoc1 = urlLoader.findResource("MyGameIcons/gwls1.gif");
/**
* This is the default constructor
*/
public Game() {
super();
initialize();
}
/**
* This method initializes this
*
* @return void
*/
private void initialize() {
this.setSize(700, 700);
this.addWindowListener(new java.awt.event.WindowAdapter() {
public void windowClosing(java.awt.event.WindowEvent e) {
System.exit(1);
}
});
this.setResizable(false);
this.setContentPane(getJPanel());
this.setTitle("范傳奇的小游戲!(模擬撐過30秒的小DEMO)");
this.setVisible(true);
}
/**
* This method initializes jPanel
*
* @return javax.swing.JPanel
*/
private JPanel getJPanel() {
if (jPanel == null) {
jLabel = new JLabel();
jLabel.setBounds(new Rectangle(42, -33, 595, 308));
jLabel.setFont(new Font("Dialog", Font.BOLD, 24));
jLabel.setForeground(new Color(250, 2, 2));
jLabel.setEnabled(true);
jLabel.setVisible(false);
jPanel = new JPanel();
jPanel.setLayout(null);
jPanel.add(getJButton(), null);
jPanel.setForeground(new Color(1, 1, 1));
jPanel.setBackground(new Color(1, 1, 1));
jPanel.setVisible(true);
jPanel.add(jLabel, null);
jPanel.add(getJButton1(), null);
}
return jPanel;
}
/**
* This method initializes jButton
*
* @return javax.swing.JButton
*/
class Move implements Runnable {
public void run() {
while(true){
while (gamexunhuan) {
p = jButton.getLocation();
if (kup) {
if (kleft) {
x = p.getX();
y = p.getY();
if (x 0 y 0) {
jButton.setLocation((int) x - step, (int) y
- step);
}
} else if (kright) {
x = p.getX();
y = p.getY();
if (x + 40 700 y 0) {
jButton.setLocation((int) x + step, (int) y
- step);
}
} else {
x = p.getX();
y = p.getY();
if (y 0) {
jButton.setLocation((int) x, (int) y - step);
}
}
}
if (kdown) {
if (kleft) {
x = p.getX();
y = p.getY();
if (y + 60 700 x 0) {
jButton.setLocation((int) x - step, (int) y
+ step);
}
} else if (kright) {
x = p.getX();
y = p.getY();
if (x + 40 700 y + 60 700) {
jButton.setLocation((int) x + step, (int) y
+ step);
}
} else {
x = p.getX();
y = p.getY();
if (y + 60 700) {
jButton.setLocation((int) x, (int) y + step);
}
}
}
if (kleft) {
if (kup) {
x = p.getX();
y = p.getY();
if (x 0 y 0) {
jButton.setLocation((int) x - step, (int) y
- step);
}
} else if (kdown) {
x = p.getX();
y = p.getY();
if (y + 60 700 x 0) {
jButton.setLocation((int) x - step, (int) y
+ step);
}
} else {
x = p.getX();
y = p.getY();
if (x 0) {
jButton.setLocation((int) x - step, (int) y);
}
}
}
if (kright) {
if (kup) {
x = p.getX();
y = p.getY();
if (x + 40 700 y 0) {
jButton.setLocation((int) x + step, (int) y
- step);
}
} else if (kdown) {
x = p.getX();
y = p.getY();
if (x + 40 700 y + 60 700) {
jButton.setLocation((int) x + step, (int) y
+ step);
}
} else {
x = p.getX();
y = p.getY();
if (x + 40 700) {
jButton.setLocation((int) x + step, (int) y);
}
}
}
try {
Thread.sleep(10);
} catch (InterruptedException e) {
// TODO 自動生成 catch 塊
e.printStackTrace();
}
}
try {
Thread.sleep(50);
} catch (InterruptedException e) {
// TODO 自動生成 catch 塊
e.printStackTrace();
}
}
}
}
private JButton getJButton() {
if (jButton == null) {
jButton = new JButton();
jButton.setBounds(new Rectangle(320, 320, 30, 30));
jButton.setBackground(new Color(1, 1, 1));
p = jButton.getLocation();
x = p.getX();
y = p.getY();
jButton.setIcon(new ImageIcon(fileLoc));
jButton.addKeyListener(new java.awt.event.KeyAdapter() {
public void keyReleased(java.awt.event.KeyEvent e) {
if(e.getKeyCode()==10){
if(!gamexunhuan){
jButton1.setVisible(false);
jLabel.setVisible(false);
reset();
}
}
if (e.getKeyCode() == 37) {
kleft = false;
}
if (e.getKeyCode() == 38) {
kup = false;
}
if (e.getKeyCode() == 39) {
kright = false;
}
if (e.getKeyCode() == 40) {
kdown = false;
}
}
public void keyPressed(java.awt.event.KeyEvent e) {
if (e.getKeyCode() == 37) {
kleft = true;
}
if (e.getKeyCode() == 38) {
kup = true;
}
// 觸發(fā)按右鍵
if (e.getKeyCode() == 39) {
kright = true;
}
if (e.getKeyCode() == 40) {
kdown = true;
}
}
});
}
return jButton;
}
class Threads implements Runnable {
public Threads(JButton jjb) {
jb = jjb;
}
JButton jb = null;
private boolean first = true;
public void run() {
while (gamexunhuan) {
go();
}
}
public void go() {
int zzx = 0;
int zzy = 0;
int zx = 0;
int zy = 0;
while (true) {
if(gamexunhuan){
int fangxiang = (int) (Math.random() * 4 + 1);
// 四個if隨即從四個邊發(fā)射子彈
if (fangxiang == 1) {
zx = 0;
zy = (int) (Math.random() * 701);
}
if (fangxiang == 2) {
zx = (int) (Math.random() * 701);
zy = 0;
}
if (fangxiang == 3) {
zx = 700;
zy = (int) (Math.random() * 701);
}
if (fangxiang == 4) {
zx = (int) (Math.random() * 701);
zy = 700;
}
// 初始化子彈,有了就不在加了
if (first) {
jPanel.add(jb, null);
first = false;
}
jb.setBounds(new Rectangle(zx, zy, 10, 10));
// 定義子彈與物體之間的步長
zzx = (int) (((x + 15) - zx) / 30);
zzy = (int) (((y + 15) - zy) / 30);
}
while (gamexunhuan) {
try {
zx += zzx;
zy += zzy;
jb.setLocation(zx, zy);
if (zx + 5 x zx + 5 x + 30 zy + 5 y
zy + 5 y + 30) {
jButton.setIcon(new ImageIcon(fileLoc1));
gamexunhuan = false;
first = true;
jButton1.setVisible(true);
jLabel.setVisible(true);
lasttime = new Date().getTime();
Date gametime = new Date(lasttime-firsttime);
int min =0;
int sec =0;
min = gametime.getMinutes();
sec = gametime.getSeconds();
String endtime = "";
if(min!=0){
endtime=min + "分 " + sec + "秒";
}else{
endtime=sec + "秒";
}
jLabel.setText(" GAME OVER!!! \n用時:" + endtime);
break;
}
// 超出邊線停止循環(huán)
if (zx 700 | zy 700 | zx 0 | zy 0) {
break;
}
Thread.sleep(60);
} catch (InterruptedException e) {
// TODO 自動生成 catch 塊
e.printStackTrace();
}
}
try {
Thread.sleep(50);
} catch (InterruptedException e) {
// TODO 自動生成 catch 塊
e.printStackTrace();
}
}
}
}
} // @jve:decl-index=0:visual-constraint="10,10"
這是一個以前寫過的“是男人就撐過30秒的小游戲源碼”
如果想要執(zhí)行程序,麻煩留個郵箱。
求一個簡單又有趣的JAVA小游戲代碼
具體如下:
連連看的小源碼
package Lianliankan;
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
public class lianliankan implements ActionListener
{
JFrame mainFrame; //主面板
Container thisContainer;
JPanel centerPanel,southPanel,northPanel; //子面板
JButton diamondsButton[][] = new JButton[6][5];//游戲按鈕數(shù)組
JButton exitButton,resetButton,newlyButton; //退出,重列,重新開始按鈕
JLabel fractionLable=new JLabel("0"); //分數(shù)標簽
JButton firstButton,secondButton; //
分別記錄兩次62616964757a686964616fe59b9ee7ad9431333335326239被選中的按鈕
int grid[][] = new int[8][7];//儲存游戲按鈕位置
static boolean pressInformation=false; //判斷是否有按鈕被選中
int x0=0,y0=0,x=0,y=0,fristMsg=0,secondMsg=0,validateLV; //游戲按鈕的位置坐標
int i,j,k,n;//消除方法控制
代碼(code)是程序員用開發(fā)工具所支持的語言寫出來的源文件,是一組由字符、符號或信號碼元以離散形式表示信息的明確的規(guī)則體系。
對于字符和Unicode數(shù)據(jù)的位模式的定義,此模式代表特定字母、數(shù)字或符號(例如 0x20 代表一個空格,而 0x74 代表字符“t”)。一些數(shù)據(jù)類型每個字符使用一個字節(jié);每個字節(jié)可以具有 256 個不同的位模式中的一個模式。
在計算機中,字符由不同的位模式(ON 或 OFF)表示。每個字節(jié)有 8 位,這 8 位可以有 256 種不同的 ON 和 OFF 組合模式。對于使用 1 個字節(jié)存儲每個字符的程序,通過給每個位模式指派字符可表示最多 256 個不同的字符。2 個字節(jié)有 16 位,這 16 位可以有 65,536 種唯一的 ON 和 OFF 組合模式。使用 2 個字節(jié)表示每個字符的程序可表示最多 65,536 個字符。
單字節(jié)代碼頁是字符定義,這些字符映射到每個字節(jié)可能有的 256 種位模式中的每一種。代碼頁定義大小寫字符、數(shù)字、符號以及 !、@、#、% 等特殊字符的位模式。每種歐洲語言(如德語和西班牙語)都有各自的單字節(jié)代碼頁。
雖然用于表示 A 到 Z 拉丁字母表字符的位模式在所有的代碼頁中都相同,但用于表示重音字符(如"é"和"á")的位模式在不同的代碼頁中卻不同。如果在運行不同代碼頁的計算機間交換數(shù)據(jù),必須將所有字符數(shù)據(jù)由發(fā)送計算機的代碼頁轉(zhuǎn)換為接收計算機的代碼頁。如果源數(shù)據(jù)中的擴展字符在接收計算機的代碼頁中未定義,那么數(shù)據(jù)將丟失。
如果某個數(shù)據(jù)庫為來自許多不同國家的客戶端提供服務(wù),則很難為該數(shù)據(jù)庫選擇這樣一種代碼頁,使其包括所有客戶端計算機所需的全部擴展字符。而且,在代碼頁間不停地轉(zhuǎn)換需要花費大量的處理時間。
求一個比較有趣的java小程序的源代碼
public?class?Demo{
public?static?void?main(String?args[]){
System.out.println("有趣的java小程序");
}
}
求java小游戲源代碼
表1. CheckerDrag.java
// CheckerDrag.javaimport java.awt.*;import java.awt.event.*;public class CheckerDrag extends java.applet.Applet{ // Dimension of checkerboard square. // 棋盤上每個小方格的尺寸 final static int SQUAREDIM = 40; // Dimension of checkerboard -- includes black outline. // 棋盤的尺寸 – 包括黑色的輪廓線 final static int BOARDDIM = 8 * SQUAREDIM + 2; // Dimension of checker -- 3/4 the dimension of a square. // 棋子的尺寸 – 方格尺寸的3/4 final static int CHECKERDIM = 3 * SQUAREDIM / 4; // Square colors are dark green or white. // 方格的顏色為深綠色或者白色 final static Color darkGreen = new Color (0, 128, 0); // Dragging flag -- set to true when user presses mouse button over checker // and cleared to false when user releases mouse button. // 拖動標記 --當(dāng)用戶在棋子上按下鼠標按鍵時設(shè)為true, // 釋放鼠標按鍵時設(shè)為false boolean inDrag = false; // Left coordinate of checkerboard's upper-left corner. // 棋盤左上角的左方向坐標 int boardx; // Top coordinate of checkerboard's upper-left corner. //棋盤左上角的上方向坐標 int boardy; // Left coordinate of checker rectangle origin (upper-left corner). // 棋子矩形原點(左上角)的左方向坐標 int ox; // Top coordinate of checker rectangle origin (upper-left corner). // 棋子矩形原點(左上角)的上方向坐標 int oy; // Left displacement between mouse coordinates at time of press and checker // rectangle origin. // 在按鍵時的鼠標坐標與棋子矩形原點之間的左方向位移 int relx; // Top displacement between mouse coordinates at time of press and checker // rectangle origin. // 在按鍵時的鼠標坐標與棋子矩形原點之間的上方向位移 int rely; // Width of applet drawing area. // applet繪圖區(qū)域的寬度 int width; // Height of applet drawing area. // applet繪圖區(qū)域的高度 int height; // Image buffer. // 圖像緩沖 Image imBuffer; // Graphics context associated with image buffer. // 圖像緩沖相關(guān)聯(lián)的圖形背景 Graphics imG; public void init () { // Obtain the size of the applet's drawing area. // 獲取applet繪圖區(qū)域的尺寸 width = getSize ().width; height = getSize ().height; // Create image buffer. // 創(chuàng)建圖像緩沖 imBuffer = createImage (width, height); // Retrieve graphics context associated with image buffer. // 取出圖像緩沖相關(guān)聯(lián)的圖形背景 imG = imBuffer.getGraphics (); // Initialize checkerboard's origin, so that board is centered. // 初始化棋盤的原點,使棋盤在屏幕上居中 boardx = (width - BOARDDIM) / 2 + 1; boardy = (height - BOARDDIM) / 2 + 1; // Initialize checker's rectangle's starting origin so that checker is // centered in the square located in the top row and second column from // the left. // 初始化棋子矩形的起始原點,使得棋子在第一行左數(shù)第二列的方格里居中 ox = boardx + SQUAREDIM + (SQUAREDIM - CHECKERDIM) / 2 + 1; oy = boardy + (SQUAREDIM - CHECKERDIM) / 2 + 1; // Attach a mouse listener to the applet. That listener listens for // mouse-button press and mouse-button release events. // 向applet添加一個用來監(jiān)聽鼠標按鍵的按下和釋放事件的鼠標監(jiān)聽器 addMouseListener (new MouseAdapter () { public void mousePressed (MouseEvent e) { // Obtain mouse coordinates at time of press. // 獲取按鍵時的鼠標坐標 int x = e.getX (); int y = e.getY (); // If mouse is over draggable checker at time // of press (i.e., contains (x, y) returns // true), save distance between current mouse // coordinates and draggable checker origin // (which will always be positive) and set drag // flag to true (to indicate drag in progress). // 在按鍵時如果鼠標位于可拖動的棋子上方 // (也就是contains (x, y)返回true),則保存當(dāng)前 // 鼠標坐標與棋子的原點之間的距離(始終為正值)并且 // 將拖動標志設(shè)為true(用來表明正處在拖動過程中) if (contains (x, y)) { relx = x - ox; rely = y - oy; inDrag = true; } } boolean contains (int x, int y) { // Calculate center of draggable checker. // 計算棋子的中心位置 int cox = ox + CHECKERDIM / 2; int coy = oy + CHECKERDIM / 2; // Return true if (x, y) locates with bounds // of draggable checker. CHECKERDIM / 2 is the // radius. // 如果(x, y)仍處于棋子范圍內(nèi)則返回true // CHECKERDIM / 2為半徑 return (cox - x) * (cox - x) + (coy - y) * (coy - y) CHECKERDIM / 2 * CHECKERDIM / 2; } public void mouseReleased (MouseEvent e) { // When mouse is released, clear inDrag (to // indicate no drag in progress) if inDrag is // already set. // 當(dāng)鼠標按鍵被釋放時,如果inDrag已經(jīng)為true, // 則將其置為false(用來表明不在拖動過程中) if (inDrag) inDrag = false; } }); // Attach a mouse motion listener to the applet. That listener listens // for mouse drag events. //向applet添加一個用來監(jiān)聽鼠標拖動事件的鼠標運動監(jiān)聽器 addMouseMotionListener (new MouseMotionAdapter () { public void mouseDragged (MouseEvent e) { if (inDrag) { // Calculate draggable checker's new // origin (the upper-left corner of // the checker rectangle). // 計算棋子新的原點(棋子矩形的左上角) int tmpox = e.getX () - relx; int tmpoy = e.getY () - rely; // If the checker is not being moved // (at least partly) off board, // assign the previously calculated // origin (tmpox, tmpoy) as the // permanent origin (ox, oy), and // redraw the display area (with the // draggable checker at the new // coordinates). // 如果棋子(至少是棋子的一部分)沒有被 // 移出棋盤,則將之前計算的原點 // (tmpox, tmpoy)賦值給永久性的原點(ox, oy), // 并且刷新顯示區(qū)域(此時的棋子已經(jīng)位于新坐標上) if (tmpox boardx tmpoy boardy tmpox + CHECKERDIM boardx + BOARDDIM tmpoy + CHECKERDIM boardy + BOARDDIM) { ox = tmpox; oy = tmpoy; repaint (); } } } }); } public void paint (Graphics g) { // Paint the checkerboard over which the checker will be dragged. // 在棋子將要被拖動的位置上繪制棋盤 paintCheckerBoard (imG, boardx, boardy); // Paint the checker that will be dragged. // 繪制即將被拖動的棋子 paintChecker (imG, ox, oy); // Draw contents of image buffer. // 繪制圖像緩沖的內(nèi)容 g.drawImage (imBuffer, 0, 0, this); } void paintChecker (Graphics g, int x, int y) { // Set checker shadow color. // 設(shè)置棋子陰影的顏色 g.setColor (Color.black); // Paint checker shadow. // 繪制棋子的陰影 g.fillOval (x, y, CHECKERDIM, CHECKERDIM); // Set checker color. // 設(shè)置棋子顏色 g.setColor (Color.red); // Paint checker. // 繪制棋子 g.fillOval (x, y, CHECKERDIM - CHECKERDIM / 13, CHECKERDIM - CHECKERDIM / 13); } void paintCheckerBoard (Graphics g, int x, int y) { // Paint checkerboard outline. // 繪制棋盤輪廓線 g.setColor (Color.black); g.drawRect (x, y, 8 * SQUAREDIM + 1, 8 * SQUAREDIM + 1); // Paint checkerboard. // 繪制棋盤 for (int row = 0; row 8; row++) { g.setColor (((row 1) != 0) ? darkGreen : Color.white); for (int col = 0; col 8; col++) { g.fillRect (x + 1 + col * SQUAREDIM, y + 1 + row * SQUAREDIM, SQUAREDIM, SQUAREDIM); g.setColor ((g.getColor () == darkGreen) ? Color.white : darkGreen); } } } // The AWT invokes the update() method in response to the repaint() method // calls that are made as a checker is dragged. The default implementation // of this method, which is inherited from the Container class, clears the // applet's drawing area to the background color prior to calling paint(). // This clearing followed by drawing causes flicker. CheckerDrag overrides // update() to prevent the background from being cleared, which eliminates // the flicker. // AWT調(diào)用了update()方法來響應(yīng)拖動棋子時所調(diào)用的repaint()方法。該方法從 // Container類繼承的默認實現(xiàn)會在調(diào)用paint()之前,將applet的繪圖區(qū)域清除 // 為背景色,這種繪制之后的清除就導(dǎo)致了閃爍。CheckerDrag重寫了update()來 // 防止背景被清除,從而消除了閃爍。 public void update (Graphics g) { paint (g); }}
跪地求好玩的JAVA 源代碼~
連連看java源代碼
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
public class lianliankan implements ActionListener
{
JFrame mainFrame; //主面板
Container thisContainer;
JPanel centerPanel,southPanel,northPanel; //子面板
JButton diamondsButton[][] = new JButton[6][5];//游戲按鈕數(shù)組
JButton exitButton,resetButton,newlyButton; //退出,重列,重新開始按鈕
JLabel fractionLable=new JLabel("0"); //分數(shù)標簽
JButton firstButton,secondButton; //分別記錄兩次被選中的按鈕
int grid[][] = new int[8][7];//儲存游戲按鈕位置
static boolean pressInformation=false; //判斷是否有按鈕被選中
int x0=0,y0=0,x=0,y=0,fristMsg=0,secondMsg=0,validateLV; //游戲按鈕的位置坐標
int i,j,k,n;//消除方法控制
public void init(){
mainFrame=new JFrame("JKJ連連看");
thisContainer = mainFrame.getContentPane();
thisContainer.setLayout(new BorderLayout());
centerPanel=new JPanel();
southPanel=new JPanel();
northPanel=new JPanel();
thisContainer.add(centerPanel,"Center");
thisContainer.add(southPanel,"South");
thisContainer.add(northPanel,"North");
centerPanel.setLayout(new GridLayout(6,5));
for(int cols = 0;cols 6;cols++){
for(int rows = 0;rows 5;rows++ ){
diamondsButton[cols][rows]=new JButton(String.valueOf(grid[cols+1][rows+1]));
diamondsButton[cols][rows].addActionListener(this);
centerPanel.add(diamondsButton[cols][rows]);
}
}
exitButton=new JButton("退出");
exitButton.addActionListener(this);
resetButton=new JButton("重列");
resetButton.addActionListener(this);
newlyButton=new JButton("再來一局");
newlyButton.addActionListener(this);
southPanel.add(exitButton);
southPanel.add(resetButton);
southPanel.add(newlyButton);
fractionLable.setText(String.valueOf(Integer.parseInt(fractionLable.getText())));
northPanel.add(fractionLable);
mainFrame.setBounds(280,100,500,450);
mainFrame.setVisible(true);
}
public void randomBuild() {
int randoms,cols,rows;
for(int twins=1;twins=15;twins++) {
randoms=(int)(Math.random()*25+1);
for(int alike=1;alike=2;alike++) {
cols=(int)(Math.random()*6+1);
rows=(int)(Math.random()*5+1);
while(grid[cols][rows]!=0) {
cols=(int)(Math.random()*6+1);
rows=(int)(Math.random()*5+1);
}
this.grid[cols][rows]=randoms;
}
}
}
public void fraction(){
fractionLable.setText(String.valueOf(Integer.parseInt(fractionLable.getText())+100));
}
public void reload() {
int save[] = new int[30];
int n=0,cols,rows;
int grid[][]= new int[8][7];
for(int i=0;i=6;i++) {
for(int j=0;j=5;j++) {
if(this.grid[i][j]!=0) {
save[n]=this.grid[i][j];
n++;
}
}
}
n=n-1;
this.grid=grid;
while(n=0) {
cols=(int)(Math.random()*6+1);
rows=(int)(Math.random()*5+1);
while(grid[cols][rows]!=0) {
cols=(int)(Math.random()*6+1);
rows=(int)(Math.random()*5+1);
}
this.grid[cols][rows]=save[n];
n--;
}
mainFrame.setVisible(false);
pressInformation=false; //這里一定要將按鈕點擊信息歸為初始
init();
for(int i = 0;i 6;i++){
for(int j = 0;j 5;j++ ){
if(grid[i+1][j+1]==0)
diamondsButton[i][j].setVisible(false);
}
}
}
public void estimateEven(int placeX,int placeY,JButton bz) {
if(pressInformation==false) {
x=placeX;
y=placeY;
secondMsg=grid[x][y];
secondButton=bz;
pressInformation=true;
}
else {
x0=x;
y0=y;
fristMsg=secondMsg;
firstButton=secondButton;
x=placeX;
y=placeY;
secondMsg=grid[x][y];
secondButton=bz;
if(fristMsg==secondMsg secondButton!=firstButton){
xiao();
}
}
}
public void xiao() { //相同的情況下能不能消去。仔細分析,不一條條注釋
if((x0==x (y0==y+1||y0==y-1)) || ((x0==x+1||x0==x-1)(y0==y))){ //判斷是否相鄰
remove();
}
else{
for (j=0;j7;j++ ) {
if (grid[x0][j]==0){ //判斷第一個按鈕同行哪個按鈕為空
if (yj) { //如果第二個按鈕的Y坐標大于空按鈕的Y坐標說明第一按鈕在第二按鈕左邊
for (i=y-1;i=j;i-- ){ //判斷第二按鈕左側(cè)直到第一按鈕中間有沒有按鈕
if (grid[x][i]!=0) {
k=0;
break;
}
else{ k=1; } //K=1說明通過了第一次驗證
}
if (k==1) {
linePassOne();
}
}
if (yj){ //如果第二個按鈕的Y坐標小于空按鈕的Y坐標說明第一按鈕在第二按鈕右邊
for (i=y+1;i=j ;i++ ){ //判斷第二按鈕左側(cè)直到第一按鈕中間有沒有按鈕
if (grid[x][i]!=0){
k=0;
break;
}
else { k=1; }
}
if (k==1){
linePassOne();
}
}
if (y==j ) {
linePassOne();
}
}
if (k==2) {
if (x0==x) {
remove();
}
if (x0x) {
for (n=x0;n=x-1;n++ ) {
if (grid[n][j]!=0) {
k=0;
break;
}
if(grid[n][j]==0 n==x-1) {
remove();
}
}
}
if (x0x) {
for (n=x0;n=x+1 ;n-- ) {
if (grid[n][j]!=0) {
k=0;
break;
}
if(grid[n][j]==0 n==x+1) {
remove();
}
}
}
}
}
for (i=0;i8;i++ ) { //列
if (grid[i][y0]==0) {
if (xi) {
for (j=x-1;j=i ;j-- ) {
if (grid[j][y]!=0) {
k=0;
break;
}
else { k=1; }
}
if (k==1) {
rowPassOne();
}
}
if (xi) {
for (j=x+1;j=i;j++ ) {
if (grid[j][y]!=0) {
k=0;
break;
}
else { k=1; }
}
if (k==1) {
rowPassOne();
}
}
if (x==i) {
rowPassOne();
}
}
if (k==2){
if (y0==y) {
remove();
}
if (y0y) {
for (n=y0;n=y-1 ;n++ ) {
if (grid[i][n]!=0) {
k=0;
break;
}
if(grid[i][n]==0 n==y-1) {
remove();
}
}
}
if (y0y) {
for (n=y0;n=y+1 ;n--) {
if (grid[i][n]!=0) {
k=0;
break;
}
if(grid[i][n]==0 n==y+1) {
remove();
}
}
}
}
}
}
}
public void linePassOne(){
if (y0j){ //第一按鈕同行空按鈕在左邊
for (i=y0-1;i=j ;i-- ){ //判斷第一按鈕同左側(cè)空按鈕之間有沒按鈕
if (grid[x0][i]!=0) {
k=0;
break;
}
else { k=2; } //K=2說明通過了第二次驗證
}
}
if (y0j){ //第一按鈕同行空按鈕在與第二按鈕之間
for (i=y0+1;i=j ;i++){
if (grid[x0][i]!=0) {
k=0;
break;
}
else{ k=2; }
}
}
}
public void rowPassOne(){
if (x0i) {
for (j=x0-1;j=i ;j-- ) {
if (grid[j][y0]!=0) {
k=0;
break;
}
else { k=2; }
}
}
if (x0i) {
for (j=x0+1;j=i ;j++ ) {
if (grid[j][y0]!=0) {
k=0;
break;
}
else { k=2; }
}
}
}
public void remove(){
firstButton.setVisible(false);
secondButton.setVisible(false);
fraction();
pressInformation=false;
k=0;
grid[x0][y0]=0;
grid[x][y]=0;
}
public void actionPerformed(ActionEvent e) {
if(e.getSource()==newlyButton){
int grid[][] = new int[8][7];
this.grid = grid;
randomBuild();
mainFrame.setVisible(false);
pressInformation=false;
init();
}
if(e.getSource()==exitButton)
System.exit(0);
if(e.getSource()==resetButton)
reload();
for(int cols = 0;cols 6;cols++){
for(int rows = 0;rows 5;rows++ ){
if(e.getSource()==diamondsButton[cols][rows])
estimateEven(cols+1,rows+1,diamondsButton[cols][rows]);
}
}
}
public static void main(String[] args) {
lianliankan llk = new lianliankan();
llk.randomBuild();
llk.init();
}
}
//old 998 lines
//new 318 lines
基于JAVA的3D坦克游戲源代碼
JAVA猜數(shù)字小游戲源代碼
/*1、編寫一個猜數(shù)字的游戲,由電腦隨機產(chǎn)生一個100以內(nèi)的整數(shù),讓用戶去猜,如果用戶猜的比電腦大,則輸出“大了,再小點!”,反之則輸出“小了,再大點!”,用戶總共只能猜十次,并根據(jù)用戶正確猜出答案所用的次數(shù)輸出相應(yīng)的信息,如:只用一次就猜對,輸出“你是個天才!”,八次才猜對,輸出“笨死了!”,如果十次還沒有猜對,則游戲結(jié)束!*/
import java.util.*;
import java.io.*;
public class CaiShu{
public static void main(String[] args) throws IOException{
Random a=new Random();
int num=a.nextInt(100);
System.out.println("請輸入一個100以內(nèi)的整數(shù):");
for (int i=0;i=9;i++){
BufferedReader bf=new BufferedReader(new InputStreamReader(System.in));
String str=bf.readLine();
int shu=Integer.parseInt(str);
if (shunum)
System.out.println("輸入的數(shù)大了,輸小點的!");
else if (shunum)
System.out.println("輸入的數(shù)小了,輸大點的!");
else {
System.out.println("恭喜你,猜對了!");
if (i=2)
System.out.println("你真是個天才!");
else if (i=6)
System.out.println("還將就,你過關(guān)了!");
else if (i=8)
System.out.println("但是你還……真笨!");
else
System.out.println("你和豬沒有兩樣了!");
break;}
}
}
}
當(dāng)前題目:linux命令系統(tǒng)指標,linux系統(tǒng)基本命令
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