java不易开发大型游戏,但任一语言都有是相通,本程序运行有些小问题,仅供参考:
package cn;
import java.util.*;
import java.lang.*;
//定义一个连线类
class LinkLine
{
//保存连接点
private int[] points;
//接收地图
private int[][] blocks;
public LinkLine(int[][] blocks)
{
this.blocks = blocks;
}
//判断两个点是否能连接成线段
public boolean linkSegment(int x1 , int y1 , int x2 , int y2)
{
//如果在同一条垂直线上
if(x1 == x2)
{
if(y1 > y2)
{
int temp = y1;
y1 = y2;
y2 = temp;
}
for(int y = y1 ; y <= y2 ; y++)
{
//如果有障碍物
if(blocks[y][x1] > 0)
{
return false;
}
}
return true;
}
//如果在同一个水平线上
else if(y1 == y2)
{
if(x1 > x2)
{
int temp = x1;
x1 = x2;
x2 = temp;
}
for(int x = x1 ; x <= x2 ; x++)
{
//如果有障碍物
if(blocks[y1][x] > 0)
{
return false;
}
}
return true;
}
return false;
}
//是否可以连接成符合游戏规则的折线
public boolean foldLineAble(int x1 , int y1 , int x2 , int y2)
{
//每次都清空折点
points = null;
int minDistance = 0;
for(int x = x1 - 1; x >= 0; x--) //向左历遍
{
//如果第一条线段可以连接
if(linkSegment(x1 , y1 , x , y1))
{
//如果剩下两条也可以连接
if(linkSegment(x , y1 , x , y2) &&
linkSegment(x , y2 , x2 , y2))
{
//计算最小路程
minDistance = Math.abs(x1 - x) +
Math.abs(y2 - y1) + Math.abs(x2 - x);
//保存折点
points = new int[]{x1 , y1 , x , y1 ,
x , y2 , x2 , y2};
//找到折线,不再往这个方向搜索
break;
}
}
else
{ //遇到障碍,不再往这个方向搜索
break;
}
}
for(int x = x1 + 1; x < blocks[0].length; x++) //向右历遍
{
//如果第一条线段可以连接
if(linkSegment(x1 , y1 , x , y1))
{
//如果剩下两条也可以连接
if(linkSegment(x , y1 , x , y2) &&
linkSegment(x , y2 , x2 , y2))
{
//计算最小路程
int temp = Math.abs(x1 - x) +
Math.abs(y2 - y1) + Math.abs(x2 - x);
//如果小于上次一历遍的路程或上一次历遍没有连接
if(temp < minDistance || minDistance == 0)
{
minDistance = temp;
//保存折点
points = new int[]{x1 , y1 , x , y1 ,
x , y2 , x2 , y2};
}
//找到折线,不再在这个方向搜索
break;
}
}
else
{
break;
}
}
for(int y = y1 + 1; y < blocks.length; y++) //向下历遍
{
//如果第一条线段可以连接
if(linkSegment(x1 , y1 , x1 , y))
{
//如果剩下两条也可以连接
if (linkSegment(x1 , y , x2 , y) &&
linkSegment(x2 , y , x2 , y2))
{
//计算最小路程
int temp = Math.abs(y - y1) +
Math.abs(x2 - x1) + Math.abs(y- y2);
if(temp < minDistance || minDistance == 0)
{
minDistance = temp;
//保存折点
points = new int[]{x1 , y1 , x1 , y ,
x2 , y , x2 , y2};
}
break;
}
}
else
{
break;
}
}
for(int y = y1 - 1; y >= 0; y--) //向上历遍
{
//如果第一条线段可以连接
if(linkSegment(x1 , y1 , x1 , y))
{
//如果剩下两条也可以连接
if (linkSegment(x1 , y , x2 , y) &&
linkSegment(x2 , y , x2 , y2))
{
//计算最小路程
int temp = Math.abs(y - y1) +
Math.abs(x2 - x1) + Math.abs(y- y2);
if(temp < minDistance || minDistance ==0)
{
minDistance = temp;
//保存折点
points = new int[]{x1 , y1 , x1 , y ,
x2 , y , x2 , y2};
}
break;
}
}
else
{
break;
}
}
if(points != null)
{
return true;
}
return false;
}
public boolean linkAble(int x1 , int y1 , int x2 , int y2)
{
boolean result = false;
//如果是同一个点
if(x1 == x2 && y1 == y2)
{
return false;
}
if(blocks[y1][x1] == blocks[y2][x2])
{
/*
先把要判断连接的两个点在地图的值置0,避免下面的
检测把它们当成障碍物
*/
int temp1 = blocks[y1][x1];
int temp2 = blocks[y2][x2];
blocks[y1][x1] = 0;
blocks[y2][x2] = 0;
//先判断是否可以连接成线段
result = linkSegment(x1 , y1 , x2 ,y2);
if(result)
{ //保存连接点
points = new int[]{x1 , y1 , x2 ,y2};
}
else
{
//是否可以连成折线
result = foldLineAble(x1 , y1 , x2 ,y2);
}
blocks[y1][x1] = temp1;
blocks[y2][x2] = temp2;
}
return result;
}
//获取连接点
public int[] getPoints()
{
return points;
}
}
package cn;
import javax.swing.*;
import java.io.*;
import java.awt.event.*;
import java.awt.*;
import javax.imageio.*;
import java.util.*;
public class LinkGame
{
//定义桌面大小
private final int TABLE_WIDTH = 500;
private final int TABLE_HEIGHT = 500;
//定义一个10行10列的地图数组
private final int ROW = 10;
private final int COL = 10;
private int[][] blocks = new int[ROW][COL];
//保存地图块数,初始为36
private int blockCounts = 100;
//每块的障碍物的大小
private final int BLOCK_SIZE = 50;
//障碍物图形有9种
private final int BLOCK_NUM = 8;
//保存障碍无图片
private Image[] blockImage = new Image[BLOCK_NUM+1];
private Image backGroup;
private Image selected ;
//保存第一次选中的障碍物的数组坐标
private int fristRow = -1;
private int fristCol = -1;
private int secondRow = -1;
private int secondCol = -1;
//选中的障碍物的个数
private int selectCount = 0;
private Random rand = new Random();
private JFrame f = new JFrame("疯狂的猴子I——连连看");
private Menu game = new Menu("游戏选项");
private MenuItem start = new MenuItem("开始");
private MenuBar mb = new MenuBar();
private MyTable myTable = new MyTable();
//定义一个连线类
private LinkLine lkLine = new LinkLine(blocks);
//是否可以连线
private boolean isLinked = false;
//用于接收折点
private int[] points;
//初始画地图
public void initMap()throws Exception
{
backGroup = ImageIO.read(new File("image/back3.jpg"));
selected = ImageIO.read(new File("image/selected.gif"));
//获取障碍物图片
for(int i = 1; i < BLOCK_NUM+1; i++)
{
try
{
blockImage[i] = ImageIO.read(new File("image/"+i+".jpg"));
}
catch (IOException e)
{
e.printStackTrace();
}
}
/*
初始化障碍物数组,将图片引索值依次赋给数组元素,
保证所有类型的图片数都是偶数;最外层元素全都为0,
因此不用赋值,数组模型如下:
0 0 0 0 0 0 0 0
0 1 7 3 4 5 6 0
0 7 8 6 1 2 3 0
0 4 5 6 7 8 4 0
0 1 2 3 4 5 2 0
0 7 8 6 5 7 3 0
0 8 5 2 7 8 8 0
0 0 0 0 0 0 0 0
*/
int index = 1;
for(int i = 1; i < ROW-1; i++)
{
for(int j = 1; j < COL-1; j++)
{
blocks[i][j] = index;
index++;
//如果引索值超过图片的种类则重置引索
if(index > BLOCK_NUM)
{
index = 1;
}
}
}
//随机打乱数组的排列20次
for(int k = 0; k < 20; k++)
{
for(int i = 1; i < ROW-1; i++)
{
for(int j = 1; j < COL-1; j++)
{
//随机生成行号
int tempRow = rand.nextInt(ROW-2) + 1;
//随机生成列号
int tempCol = rand.nextInt(COL-2) + 1;
//如果不是同一个元素,则交换两个元素
if(tempRow != i || tempCol != j)
{
int temp = blocks[tempRow][tempCol];
blocks[tempRow][tempCol] = blocks[i][j];
blocks[i][j] = temp;
}
}
}
}
myTable.repaint();
}
//初始化组件
public void initComponent()
{
//“开始”监听事件
start.addActionListener(new ActionListener()
{
public void actionPerformed(ActionEvent event)
{
try
{
initMap();
}
catch (Exception e)
{
System.out.println(e.getMessage());
}
}
});
game.add(start);
mb.add(game);
f.setMenuBar(mb);
f.add(myTable);
myTable.setPreferredSize(
new Dimension(TABLE_WIDTH,TABLE_HEIGHT));
f.pack();
f.setVisible(true);
}
public void init()
{
//游戏桌面鼠标按下事件
myTable.addMouseListener(new MouseAdapter()
{
public void mousePressed(MouseEvent e)
{
//将桌面坐标转换为数组坐标
int xPos = e.getX() / BLOCK_SIZE;
int yPos = e.getY() / BLOCK_SIZE;
//如果超出地图范围,直接退出方法
if(xPos < 1 || xPos > COL-2 || yPos < 1 ||
yPos > ROW-2)
{
return;
}
selectCount ++;
switch(selectCount)
{
case 1: //第一次选中
fristRow = yPos;
fristCol = xPos;
break;
case 2: //第二次选中
secondRow = yPos;
secondCol = xPos;
break;
default :
break;
}
if(selectCount == 2)
{
//判断选中的障碍物是否可以连线
isLinked = lkLine.linkAble(fristCol , fristRow ,
secondCol , secondRow);
//System.out.println(isLinked);
//如果连线成功
if(isLinked)
{
//清楚障碍物
blocks[fristRow][fristCol] = 0;
blocks[secondRow][secondCol] = 0;
//获取折点
points = lkLine.getPoints();
}
}
myTable.repaint();
}
//游戏桌面鼠标松开事件
public void mouseReleased(MouseEvent e)
{
//重置
if(selectCount == 2)
{
selectCount=0;
}
myTable.repaint();
}
});
}
public static void main(String[] args)throws Exception
{
LinkGame lg = new LinkGame();
//初始化地图
lg.initMap();
//初始化组件
lg.initComponent();
//初始游戏
lg.init();
}
public void drawSelected(Graphics g)
{
int fristX ;
int fristY ;
int secondX ;
int secondY ;
//第一次选中或第2次选种
if(selectCount == 1 || selectCount == 2)
{
g.drawImage(selected , fristCol*BLOCK_SIZE ,
fristRow*BLOCK_SIZE , BLOCK_SIZE ,
BLOCK_SIZE , null);
}
//第2次选种
if(selectCount == 2)
{
g.drawImage(selected , secondCol * BLOCK_SIZE ,
secondRow * BLOCK_SIZE , BLOCK_SIZE ,
BLOCK_SIZE ,null);
//如果连接成功
if(isLinked)
{
//如果连接点为空直接返回
if(points == null){return ;};
//绘制连接线
int index = 0;
fristX = points[index++] ;
fristY = points[index++] ;
for(int i = index; i < points.length;)
{
secondX = fristX ;
secondY = fristY ;
fristX = points[i++] ;
fristY = points[i++] ;
g.drawLine(
fristX*BLOCK_SIZE + 25 ,
fristY*BLOCK_SIZE + 25 ,
secondX*BLOCK_SIZE + 25 ,
secondY*BLOCK_SIZE + 25
);
}
}
}
}
class MyTable extends JPanel
{
public void paint(Graphics g)
{
//背景
g.drawImage(backGroup , 0 , 0 ,TABLE_WIDTH ,
TABLE_HEIGHT ,null);
//绘制障碍物
for(int i = 0; i < ROW; i++)
{
for(int j = 0; j < COL; j++)
{
//是否有障碍物
if(blocks[i][j] != 0)
{
int index = blocks[i][j];
g.drawImage(
blockImage[index] ,
j*BLOCK_SIZE ,
i*BLOCK_SIZE ,
BLOCK_SIZE ,
BLOCK_SIZE ,
null
);
//绘制每一块障碍物的边框
g.drawRect(
j*BLOCK_SIZE ,
i*BLOCK_SIZE ,
BLOCK_SIZE ,
BLOCK_SIZE
);
}
}
}
//绘制选中点的红框
drawSelected(g);
}
}
}

