package com.sxt; import javax.swing.*; import java.awt.*; import java.awt.event.MouseAdapter; import java.awt.event.MouseEvent; public class GameWin extends JFrame { int width = 2 * GameUtil.OFFSET + GameUtil.MAP_W * GameUtil.SQUARE_LENGTH; int height = 4 * GameUtil.OFFSET + GameUtil.MAP_H * GameUtil.SQUARE_LENGTH; Image offScreenImage = null; MapBottom mapBottom = new MapBottom(); MapTop mapTop = new MapTop(); void launch(){ GameUtil.START_TIME=System.currentTimeMillis(); this.setVisible(true); this.setSize(width,height); this.setLocationRelativeTo(null); this.setTitle("Java扫雷小游戏"); this.setDefaultCloseOperation(EXIT_ON_CLOSE); //鼠标事件 this.addMouseListener(new MouseAdapter() { @Override public void mouseClicked(MouseEvent e) { super.mouseClicked(e); switch (GameUtil.state){ case 0 : if(e.getButton()==1){ GameUtil.MOUSE_X = e.getX(); GameUtil.MOUSE_Y = e.getY(); GameUtil.LEFT = true; } if(e.getButton()==3) { GameUtil.MOUSE_X = e.getX(); GameUtil.MOUSE_Y = e.getY(); GameUtil.RIGHT = true; } //去掉break,任何时候都监听鼠标事件 case 1 : case 2 : if(e.getButton()==1){ if(e.getX()>GameUtil.OFFSET + GameUtil.SQUARE_LENGTH*(GameUtil.MAP_W/2) && e.getX()<GameUtil.OFFSET + GameUtil.SQUARE_LENGTH*(GameUtil.MAP_W/2) + GameUtil.SQUARE_LENGTH && e.getY()>GameUtil.OFFSET && e.getY()<GameUtil.OFFSET+GameUtil.SQUARE_LENGTH){ mapBottom.reGame(); mapTop.reGame(); GameUtil.FLAG_NUM=0; GameUtil.START_TIME=System.currentTimeMillis(); GameUtil.state=0; } } break; default: } } }); while (true){ repaint(); try { Thread.sleep(40); } catch (InterruptedException e) { e.printStackTrace(); } } } @Override public void paint(Graphics g) { offScreenImage = this.createImage(width,height); Graphics gImage = offScreenImage.getGraphics(); //设置背景颜色 gImage.setColor(Color.lightGray); gImage.fillRect(0,0,width,height); mapBottom.paintSelf(gImage); mapTop.paintSelf(gImage); g.drawImage(offScreenImage,0,0,null); } public static void main(String[] args) { GameWin gameWin = new GameWin(); gameWin.launch(); } }
//底层地图:绘制游戏相关组件 package com.sxt; import java.awt.*; public class MapBottom { BottomRay bottomRay = new BottomRay(); BottomNum bottomNum = new BottomNum(); { bottomRay.newRay(); bottomNum.newNum(); } //重置游戏 void reGame(){ for (int i = 1; i <=GameUtil.MAP_W ; i++) { for (int j = 1; j <=GameUtil.MAP_H ; j++) { GameUtil.DATA_BOTTOM[i][j]=0; } } bottomRay.newRay(); bottomNum.newNum(); } //绘制方法 void paintSelf(Graphics g){ g.setColor(Color.BLACK); //画竖线 for (int i = 0; i <= GameUtil.MAP_W; i++) { g.drawLine(GameUtil.OFFSET + i * GameUtil.SQUARE_LENGTH, 3*GameUtil.OFFSET, GameUtil.OFFSET+i*GameUtil.SQUARE_LENGTH, 3*GameUtil.OFFSET+GameUtil.MAP_H*GameUtil.SQUARE_LENGTH); } //画横线 for (int i = 0; i <=GameUtil.MAP_H; i++){ g.drawLine(GameUtil.OFFSET, 3*GameUtil.OFFSET+i*GameUtil.SQUARE_LENGTH, GameUtil.OFFSET+GameUtil.MAP_W*GameUtil.SQUARE_LENGTH, 3*GameUtil.OFFSET+i*GameUtil.SQUARE_LENGTH); } for (int i = 1; i <= GameUtil.MAP_W ; i++) { for (int j = 1; j <= GameUtil.MAP_H; j++) { //雷 if (GameUtil.DATA_BOTTOM[i][j] == -1) { g.drawImage(GameUtil.lei, GameUtil.OFFSET + (i - 1) * GameUtil.SQUARE_LENGTH + 1, GameUtil.OFFSET * 3 + (j - 1) * GameUtil.SQUARE_LENGTH + 1, GameUtil.SQUARE_LENGTH - 2, GameUtil.SQUARE_LENGTH - 2, null); } //数字 if (GameUtil.DATA_BOTTOM[i][j] >=0) { g.drawImage(GameUtil.images[GameUtil.DATA_BOTTOM[i][j]], GameUtil.OFFSET + (i - 1) * GameUtil.SQUARE_LENGTH + 15, GameUtil.OFFSET * 3 + (j - 1) * GameUtil.SQUARE_LENGTH + 5, null); } } } //绘制数字,剩余雷数,倒计时 GameUtil.drawWord(g,""+(GameUtil.RAY_MAX-GameUtil.FLAG_NUM), GameUtil.OFFSET, 2*GameUtil.OFFSET,30,Color.red); GameUtil.drawWord(g,""+(GameUtil.END_TIME-GameUtil.START_TIME)/1000, GameUtil.OFFSET + GameUtil.SQUARE_LENGTH*(GameUtil.MAP_W-1), 2*GameUtil.OFFSET,30,Color.red); switch (GameUtil.state){ case 0: GameUtil.END_TIME=System.currentTimeMillis(); g.drawImage(GameUtil.face, GameUtil.OFFSET + GameUtil.SQUARE_LENGTH * (GameUtil.MAP_W/2), GameUtil.OFFSET, null); break; case 1: g.drawImage(GameUtil.win, GameUtil.OFFSET + GameUtil.SQUARE_LENGTH * (GameUtil.MAP_W/2), GameUtil.OFFSET, null); break; case 2: g.drawImage(GameUtil.over, GameUtil.OFFSET + GameUtil.SQUARE_LENGTH * (GameUtil.MAP_W/2), GameUtil.OFFSET, null); break; default: } } }
顶层地图类:绘制顶层组件 package com.sxt; import java.awt.*; public class MapTop { //格子位置 int temp_x; int temp_y; //重置游戏 void reGame(){ for (int i = 1; i <=GameUtil.MAP_W ; i++) { for (int j = 1; j <=GameUtil.MAP_H ; j++) { GameUtil.DATA_TOP[i][j]=0; } } } //判断逻辑 void logic(){ temp_x=0; temp_y=0; if(GameUtil.MOUSE_X>GameUtil.OFFSET && GameUtil.MOUSE_Y>3*GameUtil.OFFSET){ temp_x = (GameUtil.MOUSE_X - GameUtil.OFFSET)/GameUtil.SQUARE_LENGTH+1; temp_y = (GameUtil.MOUSE_Y - GameUtil.OFFSET * 3)/GameUtil.SQUARE_LENGTH+1; } if(temp_x>=1 && temp_x<=GameUtil.MAP_W && temp_y>=1 && temp_y<=GameUtil.MAP_H){ if(GameUtil.LEFT){ //覆盖,则翻开 if(GameUtil.DATA_TOP[temp_x][temp_y]==0){ GameUtil.DATA_TOP[temp_x][temp_y]=-1; } spaceOpen(temp_x,temp_y); GameUtil.LEFT=false; } if(GameUtil.RIGHT){ //覆盖则插旗 if(GameUtil.DATA_TOP[temp_x][temp_y]==0){ GameUtil.DATA_TOP[temp_x][temp_y]=1; GameUtil.FLAG_NUM++; } //插旗则取消 else if(GameUtil.DATA_TOP[temp_x][temp_y]==1){ GameUtil.DATA_TOP[temp_x][temp_y]=0; GameUtil.FLAG_NUM--; } else if(GameUtil.DATA_TOP[temp_x][temp_y]==-1){ numOpen(temp_x,temp_y); } GameUtil.RIGHT=false; } } boom(); victory(); } //数字翻开 void numOpen(int x,int y){ //记录旗数 int count=0; if(GameUtil.DATA_BOTTOM[x][y]>0){ for (int i = x-1; i <=x+1 ; i++) { for (int j = y-1; j <=y+1 ; j++) { if(GameUtil.DATA_TOP[i][j]==1){ count++; } } } if(count==GameUtil.DATA_BOTTOM[x][y]){ for (int i = x-1; i <=x+1 ; i++) { for (int j = y-1; j <=y+1 ; j++) { if(GameUtil.DATA_TOP[i][j]!=1){ GameUtil.DATA_TOP[i][j]=-1; } //必须在雷区当中 if(i>=1&&j>=1&&i<=GameUtil.MAP_W&&j<=GameUtil.MAP_H){ spaceOpen(i,j); } } } } } } //失败判定 t 表示失败 f 未失败 boolean boom(){ if(GameUtil.FLAG_NUM==GameUtil.RAY_MAX){ for (int i = 1; i <=GameUtil.MAP_W ; i++) { for (int j = 1; j <=GameUtil.MAP_H ; j++) { if(GameUtil.DATA_TOP[i][j]==0){ GameUtil.DATA_TOP[i][j]=-1; } } } } for (int i = 1; i <=GameUtil.MAP_W ; i++) { for (int j = 1; j <=GameUtil.MAP_H ; j++) { if(GameUtil.DATA_BOTTOM[i][j]==-1&&GameUtil.DATA_TOP[i][j]==-1){ GameUtil.state = 2; seeBoom(); return true; } } } return false; } //失败显示 void seeBoom(){ for (int i = 1; i <=GameUtil.MAP_W ; i++) { for (int j = 1; j <=GameUtil.MAP_H ; j++) { //底层是雷,顶层不是旗,显示 if(GameUtil.DATA_BOTTOM[i][j]==-1&&GameUtil.DATA_TOP[i][j]!=1){ GameUtil.DATA_TOP[i][j]=-1; } //底层不是雷,顶层是旗,显示差错旗 if(GameUtil.DATA_BOTTOM[i][j]!=-1&&GameUtil.DATA_TOP[i][j]==1){ GameUtil.DATA_TOP[i][j]=2; } } } } //胜利判断 t 表示胜利 f 未胜利 boolean victory(){ //统计未打开格子数 int count=0; for (int i = 1; i <=GameUtil.MAP_W ; i++) { for (int j = 1; j <=GameUtil.MAP_H ; j++) { if(GameUtil.DATA_TOP[i][j]!=-1){ count++; } } } if(count==GameUtil.RAY_MAX){ GameUtil.state=1; for (int i = 1; i <=GameUtil.MAP_W ; i++) { for (int j = 1; j <=GameUtil.MAP_H ; j++) { //未翻开,变成旗 if(GameUtil.DATA_TOP[i][j]==0){ GameUtil.DATA_TOP[i][j]=1; } } } return true; } return false; } //打开空格 void spaceOpen(int x,int y){ if(GameUtil.DATA_BOTTOM[x][y]==0){ for (int i = x-1; i <=x+1 ; i++) { for (int j = y-1; j <=y+1 ; j++) { //覆盖,才递归 if(GameUtil.DATA_TOP[i][j]!=-1){ if(GameUtil.DATA_TOP[i][j]==1){GameUtil.FLAG_NUM--;} GameUtil.DATA_TOP[i][j]=-1; //必须在雷区当中 if(i>=1&&j>=1&&i<=GameUtil.MAP_W&&j<=GameUtil.MAP_H){ spaceOpen(i,j); } } } } } } //绘制方法 void paintSelf(Graphics g){ logic(); for (int i = 1; i <= GameUtil.MAP_W ; i++) { for (int j = 1; j <= GameUtil.MAP_H; j++) { //覆盖 if (GameUtil.DATA_TOP[i][j] == 0) { g.drawImage(GameUtil.top, GameUtil.OFFSET + (i - 1) * GameUtil.SQUARE_LENGTH + 1, GameUtil.OFFSET * 3 + (j - 1) * GameUtil.SQUARE_LENGTH + 1, GameUtil.SQUARE_LENGTH - 2, GameUtil.SQUARE_LENGTH - 2, null); } //插旗 if (GameUtil.DATA_TOP[i][j] == 1) { g.drawImage(GameUtil.flag, GameUtil.OFFSET + (i - 1) * GameUtil.SQUARE_LENGTH + 1, GameUtil.OFFSET * 3 + (j - 1) * GameUtil.SQUARE_LENGTH + 1, GameUtil.SQUARE_LENGTH - 2, GameUtil.SQUARE_LENGTH - 2, null); } //差错旗 if (GameUtil.DATA_TOP[i][j] == 2) { g.drawImage(GameUtil.noflag, GameUtil.OFFSET + (i - 1) * GameUtil.SQUARE_LENGTH + 1, GameUtil.OFFSET * 3 + (j - 1) * GameUtil.SQUARE_LENGTH + 1, GameUtil.SQUARE_LENGTH - 2, GameUtil.SQUARE_LENGTH - 2, null); } } } } }
//底层数字类 package com.sxt; public class BottomNum { void newNum() { for (int i = 1; i <=GameUtil.MAP_W ; i++) { for (int j = 1; j <=GameUtil.MAP_H ; j++) { if(GameUtil.DATA_BOTTOM[i][j]==-1){ for (int k = i-1; k <=i+1 ; k++) { for (int l = j-1; l <=j+1 ; l++) { if(GameUtil.DATA_BOTTOM[k][l]>=0){ GameUtil.DATA_BOTTOM[k][l]++; } } } } } } } }
//初始化地雷类 package com.sxt; public class BottomRay { //存放坐标 int[] rays = new int[GameUtil.RAY_MAX*2]; //地雷坐标 int x,y; //是否放置 T 表示可以放置 F 不可放置 boolean isPlace = true; //生成雷 void newRay() { for (int i = 0; i < GameUtil.RAY_MAX*2 ; i=i+2) { x= (int) (Math.random()*GameUtil.MAP_W +1);//1-12 y= (int) (Math.random()*GameUtil.MAP_H +1);//1-12 //判断坐标是否存在 for (int j = 0; j < i ; j=j+2) { if(x==rays[j] && y==rays[j+1]){ i=i-2; isPlace = false; break; } } //将坐标放入数组 if(isPlace){ rays[i]=x; rays[i+1]=y; } isPlace = true; } for (int i = 0; i < GameUtil.RAY_MAX*2; i=i+2) { GameUtil.DATA_BOTTOM[rays[i]][rays[i+1]]=-1; } } }
//工具类:存放静态参数,工具方法 package com.sxt; import java.awt.*; public class GameUtil { //地雷个数 static int RAY_MAX = 5; //地图的宽 static int MAP_W = 11; //地图的高 static int MAP_H = 11; //雷区偏移量 static int OFFSET = 45; //格子边长 static int SQUARE_LENGTH = 50; //插旗数量 static int FLAG_NUM = 0; //鼠标相关 //坐标 static int MOUSE_X; static int MOUSE_Y; //状态 static boolean LEFT = false; static boolean RIGHT = false; //游戏状态 0 表示游戏中 1 胜利 2 失败 static int state = 0; //倒计时 static long START_TIME; static long END_TIME; //底层元素 -1 雷 0 空 1-8 表示对应数字 static int[][] DATA_BOTTOM = new int[MAP_W+2][MAP_H+2]; //顶层元素 -1 无覆盖 0 覆盖 1 插旗 2 差错旗 static int[][] DATA_TOP = new int[MAP_W+2][MAP_H+2]; //载入图片 static Image lei = Toolkit.getDefaultToolkit().getImage("imgs/lei.png"); static Image top = Toolkit.getDefaultToolkit().getImage("imgs/top.gif"); static Image flag = Toolkit.getDefaultToolkit().getImage("imgs/flag.gif"); static Image noflag = Toolkit.getDefaultToolkit().getImage("imgs/noflag.png"); static Image face = Toolkit.getDefaultToolkit().getImage("imgs/face.png"); static Image over = Toolkit.getDefaultToolkit().getImage("imgs/over.png"); static Image win = Toolkit.getDefaultToolkit().getImage("imgs/win.png"); static Image[] images = new Image[9]; static { for (int i = 1; i <=8 ; i++) { images[i] = Toolkit.getDefaultToolkit().getImage("imgs/num/"+i+".png"); } } static void drawWord(Graphics g,String str,int x,int y,int size,Color color){ g.setColor(color); g.setFont(new Font("仿宋",Font.BOLD,size)); g.drawString(str,x,y); } }
Written in Java I encountered a lot of problems while playing the Minesweeper mini game. When solving the problems, I did have a deeper understanding of object-oriented programming in Java. Although GUI does not have a big market now, and many beginners have even given up learning GUI, the process of using GUI programming plays a great role in cultivating programming interest and in-depth understanding of Java programming.
This program encapsulates a total of five classes, namely the main class GameWin class, the MapBottom class and the MapTop class for drawing the bottom map and the top map, the BottomNum class for drawing the bottom numbers, and the BottomRay class and tools for initializing the mines GameUtil class, used to store static parameters and methods.
The design of the game is similar to Windows Minesweeper. The user uses the mouse to listen for events in the graphical user interface to mark the minefield. The upper left corner indicates the number of remaining mines, and the upper right corner dynamically displays the usage time. The user can select the middle component button to replay the game.
In order to solve the problem of program window flickering, this program uses double buffering technology.
Overall interface layout of the program:
## Project structure:
Program test:
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