Java实现扫雷小游戏【优化版】

大家好!上一期我们使用GUI技术写了一个简单的扫雷小游戏,今天对这个Java应用程序更新迭代,增加了难度选择等功能,修复了已知的几个问题。成为初学者学习的好项目!Java实现扫雷小游戏【完整版】


文章目录

  • 效果展示
    • 难度选择展示
    • 游戏界面展示
  • 代码展示
    • 主类:GameWin类
    • 底层地图MapBottom类
    • 顶层地图MapTop类
    • 底层数字BottomNum类
    • 初始化地雷BottomRay类
    • 工具GameUtil类
    • 难度选择GameSelect类
  • 项目结构
  • 程序界面布局
  • 总结


效果展示

难度选择展示

游戏界面展示

Java实现扫雷小游戏【优化版】_第1张图片


代码展示

主类:GameWin类

//主类
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();
    GameSelect gameSelect = new GameSelect();
    //是否开始,false未开始,true开始
    boolean begin=false;

    void launch(){
        GameUtil.START_TIME=System.currentTimeMillis();
        this.setVisible(true);
        if(GameUtil.state==3){
            this.setSize(500,500);
        }else {
            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;
                        }
                    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;
                            }
                        }
                        if(e.getButton()==2){
                            GameUtil.state=3;
                            begin=true;
                        }
                        break;
                    case 3:
                        if(e.getButton()==1){
                            GameUtil.MOUSE_X = e.getX();
                            GameUtil.MOUSE_Y = e.getY();
                            begin = gameSelect.hard();
                        }
                        break;
                    default:
                }
            }
        });
        
        while (true){
            repaint();
            begin();
            try {
                Thread.sleep(40);
            } catch (InterruptedException e) {
                e.printStackTrace();
            }
        }
    }
    void begin(){
        if(begin){
            begin=false;
            gameSelect.hard(GameUtil.level);
            dispose();
            GameWin gameWin = new GameWin();
            GameUtil.START_TIME = System.currentTimeMillis();
            GameUtil.FLAG_NUM=0;
            mapBottom.reGame();
            mapTop.reGame();
            gameWin.launch();
        }
    }

    @Override
    public void paint(Graphics g) {
        if(GameUtil.state==3){
            g.setColor(Color.lightGray);
            g.fillRect(0,0,500,500);
            gameSelect.paintSelf(g);
        }else {
            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MapBottom类

//底层地图类
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.red);
        //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MapTop类

//顶层地图类
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BottomNum类

//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BottomRay类

//初始化地雷类
package com.sxt;

public class BottomRay {
    //存放坐标
    static 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GameUtil类

//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 = 100;
    //地图的宽
    static int MAP_W = 36;
    //地图的高
    static int MAP_H = 17;
    //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 3 难度选择
    static int state = 3;
    //游戏难度
    static int level;

    //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);
    }
}

难度选择GameSelect类

//难度选择类
package com.sxt;
import javax.swing.*;
import java.awt.*;

public class GameSelect  {
    //判断是否点击到难度
    boolean hard(){
        if(GameUtil.MOUSE_X>100&&GameUtil.MOUSE_X<400){
            if(GameUtil.MOUSE_Y>50&&GameUtil.MOUSE_Y<150){
                GameUtil.level=1;
                GameUtil.state=0;
                return true;
            }
            if(GameUtil.MOUSE_Y>200&&GameUtil.MOUSE_Y<300){
                GameUtil.level=2;
                GameUtil.state=0;
                return true;
            }
            if(GameUtil.MOUSE_Y>350&&GameUtil.MOUSE_Y<450){
                GameUtil.level=3;
                GameUtil.state=0;
                return true;
            }
        }
        return false;
    }

    void paintSelf(Graphics g){
        g.setColor(Color.BLACK);
        g.drawRoundRect(100,50,300,100,40,40);
        g.setColor(Color.GRAY);
        g.fillRoundRect(100,50,300,100,40,40);
        GameUtil.drawWord(g,"简单模式",185,110,30,Color.black);

        g.drawRoundRect(100,200,300,100,40,40);
        g.setColor(Color.CYAN);
        g.fillRoundRect(100,200,300,100,40,40);
        GameUtil.drawWord(g,"中等模式",185,260,30,Color.black);

        g.drawRoundRect(100,350,300,100,40,40);
        g.setColor(Color.PINK);
        g.fillRoundRect(100,350,300,100,40,40);
        GameUtil.drawWord(g,"困难模式",185,410,30,Color.black);
    }

    void hard(int level){
        switch (level){
            case 1:
                GameUtil.RAY_MAX = 10;
                GameUtil.MAP_W = 9;
                GameUtil.MAP_H = 9;
                break;
            case 2:
                GameUtil.RAY_MAX = 25;
                GameUtil.MAP_W = 14;
                GameUtil.MAP_H = 14;
                break;
            case 3:
                GameUtil.RAY_MAX = 45;
                GameUtil.MAP_W = 20;
                GameUtil.MAP_H = 14;
                break;
            default:
        }
    }
}


项目结构

Java实现扫雷小游戏【优化版】_第2张图片
本程序共封装了六个类,分别是主类GameWin类,绘制底层地图和绘制顶层地图的类MapBottom类和MapTop类,绘制底层数字的类BottomNum类,以及初始化地雷的BottomRay类和工具GameUtil类,用于存静态参数和方法,最后用于难度选择的方法封装在GameSelect类中。


程序界面布局

不同的难度雷区格子数不同!
Java实现扫雷小游戏【优化版】_第3张图片


总结

游戏的设计类似windows扫雷,用户在图形化用户界面内利用鼠标监听事件标记雷区,左上角表示剩余雷的数量,右上角动态显示使用的时间。用户可选择中间组件按钮重新游戏。

为了解决程序窗口闪动的问题,本程序采用了双缓冲技术。

在使用Java编写扫雷小游戏时遇到了很多问题,在解决问题时,确实对java的面向对象编程有了更加深入的理解。虽然GUI现在并没有很大的市场,甚至好多初学者已经放弃了学习GUI,但是利用GUI编程的过程对于培养编程兴趣,深入理解Java编程有很大的作用。


本程序是初学者练习的好项目,欢迎大家指正!

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