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Java写的斗地主游戏源码
源码下载在最后
现在开始构架游戏,为了不让代码那么难看,我们很有必要加入设计模式和面向对象思想。
首先,我们列出54张牌。
大家可以看到,扑克数字相同时,有4种花色,桃心梅方
利用这个特性,我们采用了数字间隔,0-3一组 , 4-7一组,如果想得到花色,取模就可以了,是不是很方便?
/**
2 * 背面牌都是负数
3 */
4 public static final int BG_NORMAL = -3;
5 public static final int BG_NONGMING = -2;
6 public static final int BG_DIZHU = -1;
7
8 public static final int F_3 = 0;
9 public static final int M_3 = 1;
10 public static final int X_3 = 2;
11 public static final int T_3 = 3;
12
13 public static final int F_4 = 4;
14 public static final int M_4 = 5;
15 public static final int X_4 = 6;
16 public static final int T_4 = 7;
17
18 public static final int F_5 = 8;
19 public static final int M_5 = 9;
20 public static final int X_5 = 10;
21 public static final int T_5 = 11;
22
23 public static final int F_6 = 12;
24 public static final int M_6 = 13;
25 public static final int X_6 = 14;
26 public static final int T_6 = 15;
27
28 public static final int F_7 = 16;
29 public static final int M_7 = 17;
30 public static final int X_7 = 18;
31 public static final int T_7 = 19;
32
33 public static final int F_8 = 20;
34 public static final int M_8 = 21;
35 public static final int X_8 = 22;
36 public static final int T_8 = 23;
37
38 public static final int F_9 = 24;
39 public static final int M_9 = 25;
40 public static final int X_9 = 26;
41 public static final int T_9 = 27;
42
43 public static final int F_10 = 28;
44 public static final int M_10 = 29;
45 public static final int X_10 = 30;
46 public static final int T_10 = 31;
47
48 public static final int F_J = 32;
49 public static final int M_J = 33;
50 public static final int X_J = 34;
51 public static final int T_J = 35;
52
53 public static final int F_Q = 36;
54 public static final int M_Q = 37;
55 public static final int X_Q = 38;
56 public static final int T_Q = 39;
57
58 public static final int F_K = 40;
59 public static final int M_K = 41;
60 public static final int X_K = 42;
61 public static final int T_K = 43;
62
63 public static final int F_A = 44;
64 public static final int M_A = 45;
65 public static final int X_A = 46;
66 public static final int T_A = 47;
67
68 public static final int F_2 = 56;
69 public static final int M_2 = 57;
70 public static final int X_2 = 58;
71 public static final int T_2 = 59;
72
73 public static final int JOKER_XIAO = 60;
74 public static final int JOKER_DA = 64;
/**
洗牌
*/
public final void xipai()
{
//
reset();
//
int i = 0;
int len = 0;
int n = 0;
//clone pai name
java.util.ArrayList<String> p = PAI_NAME.GetList();
//第一次发17张牌
len = 17;
//提高随机数不重复概率的种子生成方法:
//Millisecond 取值范围是 0 - 999
//DateTime.Now.Ticks是指从1970年1月1日(具体哪年忘了哈,好像是1970)开始到目前所经过的毫秒数——刻度数。
//54张牌的组合是 54!
//是一个非常大的数,结果是: 2.3e + 71
//因此我们的seed的取值范围也应该非常大,也就是0到上面的结果,
//Millisecond小了,导致只会出现999种牌的组合
//guid方法不可取,每回都是一样的
//直接以Random做为随机数生成器因为时钟精度问题,
//在一个小的时间段内会得到同样的伪随机数序列,
//你shuffle后会得到同一个结果。
//.net提供了RNGCryptoServiceProvider可以避免这种情况
//GetRandSeed后的取值范围是 0 - int32.MaxValue,虽然还差很远,但是999要好很多
java.util.Random r = new java.util.Random(RandomUtil.GetRandSeed());
for (i = 0; i < len; i++)
{
n = r.nextInt(p.size());
grid[0][i] = p.get(n);
p.remove(n);
}
for (i = 0; i < len; i++)
{
n = r.nextInt(p.size());
grid[1][i] = p.get(n);
p.remove(n);
}
for (i = 0; i < len; i++)
{
n = r.nextInt(p.size());
grid[2][i] = p.get(n);
p.remove(n);
} //end for
//底牌
grid2[0] = p.get(0);
grid2[1] = p.get(1);
grid2[2] = p.get(2);
//distory
p.clear();
}
过Win7的纸牌游戏的朋友,一定对于游戏中的发牌动画记忆深刻,现在我们自己来实现这个动画过程。提到发牌动画,90%的程序员肯定会想到利用位置(Location)的变化来刷新界面,可能需要启用一些线程或者计时器之类的。但是Flash天生就是用来做动画的,用Tween缓动可以很容易实现。
源码
https://github.com/wdmir/521266750_qq_com.git