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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庄家之后是玩家: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 linkedList) { for (int i = 0; i < linkedList.size(); i++) { BCards bCards = linkedList.get(i); if (cards.getValue() > bCards.getValue()) { return i; } } return linkedList.size(); }}
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玩家抢地主要用到监听器:linkedList0 = new LinkedList<>(); public static LinkedList linkedList1 = new LinkedList<>(); public static LinkedList 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 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 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); }}
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: