linux命令系统指标,linux系统基本命令
有没有关于JAVA的一些简单又有趣的程序
import javax.swing.JPanel;
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import javax.swing.JFrame;
import javax.swing.JButton;
import java.awt.Point;
import java.awt.Rectangle;
import javax.swing.ImageIcon;
import java.awt.Color;
import javax.swing.JLabel;
import java.awt.Font;
import java.net.URL;
import java.net.URLClassLoader;
import java.util.ArrayList;
import java.util.Date;
public class Game extends JFrame {
/**
* This method initializes jButton1
*
* @return javax.swing.JButton
*/
private JButton getJButton1() {
if (jButton1 == null) {
jButton1 = new JButton();
jButton1.setBounds(new Rectangle(478, 361, 164, 51));
jButton1.setText("重新开始");
jButton1.setVisible(false);
jButton1.addActionListener(new java.awt.event.ActionListener() {
public void actionPerformed(java.awt.event.ActionEvent e) {
jButton1.setVisible(false);
jLabel.setVisible(false);
try {
Thread.sleep(1000);
} catch (InterruptedException e1) {
// TODO 自动生成 catch 块
e1.printStackTrace();
}
reset();
}
});
}
return jButton1;
}
public static void main(String[] args) {
Game game = new Game();
game.start();
game.reset();
game.gogo();
}
public void reset() {
kup = false;
kdown = false;
kleft = false;
kright = false;
int chushihua = 0;
while (chushihua zidanshu) {
((JButton) buttonal.get(chushihua)).setBounds(new Rectangle(-50,
-50, 10, 10));
chushihua++;
}
gamexunhuan = true;
jButton.setIcon(new ImageIcon(fileLoc));
jButton.setLocation(320, 320);
p = jButton.getLocation();
x=p.getX();
y=p.getY();
firsttime=new Date().getTime();
}
public void start() {
int chushihua = 0;
while (chushihua zidanshu) {
JButton jb = new JButton();
jb.setBounds(new Rectangle(-50, -50, 10, 10));
jb.setEnabled(false);
Threads ths = new Threads(jb);
Thread th = new Thread(ths);
buttonal.add(jb);
threadal.add(th);
chushihua++;
}
Game.Move move = new Move();
Thread tm = new Thread(move);
tm.start();
}
public void gogo() {
int chushihua = 0;
while (chushihua zidanshu) {
((Thread) threadal.get(chushihua)).start();
chushihua++;
try {
Thread.sleep(100);
} catch (InterruptedException e) {
// TODO 自动生成 catch 块
e.printStackTrace();
}
}
}
// private static Game game;
private long firsttime;
private long lasttime;
private static final long serialVersionUID = 1L;
private JPanel jPanel = null;
private JButton jButton = null;
private boolean kup ;
private boolean kdown ;
private boolean kleft ;
private boolean kright ;
// 定义玩家的行走步伐,数值越大,移动速度越快 private int step = 3;
Point p; // @jve:decl-index=0:
double x = 0.0;
double y = 0.0;
// 定义了子弹的个数 int zidanshu = 70;
// 定义子弹初始值,这个是不变的
// int chushihua = 0;
// 定义控制子弹行走的循环false就不走了
private boolean gamexunhuan = true;
private JLabel jLabel = null;
private JButton jButton1 = null;
private ArrayList buttonal = new ArrayList();
private ArrayList threadal = new ArrayList();
URLClassLoader urlLoader = (URLClassLoader)this.getClass().getClassLoader();
URL fileLoc = urlLoader.findResource("MyGameIcons/gwl1.gif"); // @jve:decl-index=0:
URL fileLoc1 = urlLoader.findResource("MyGameIcons/gwls1.gif");
/**
* This is the default constructor
*/
public Game() {
super();
initialize();
}
/**
* This method initializes this
*
* @return void
*/
private void initialize() {
this.setSize(700, 700);
this.addWindowListener(new java.awt.event.WindowAdapter() {
public void windowClosing(java.awt.event.WindowEvent e) {
System.exit(1);
}
});
this.setResizable(false);
this.setContentPane(getJPanel());
this.setTitle("范传奇的小游戏!(模拟撑过30秒的小DEMO)");
this.setVisible(true);
}
/**
* This method initializes jPanel
*
* @return javax.swing.JPanel
*/
private JPanel getJPanel() {
if (jPanel == null) {
jLabel = new JLabel();
jLabel.setBounds(new Rectangle(42, -33, 595, 308));
jLabel.setFont(new Font("Dialog", Font.BOLD, 24));
jLabel.setForeground(new Color(250, 2, 2));
jLabel.setEnabled(true);
jLabel.setVisible(false);
jPanel = new JPanel();
jPanel.setLayout(null);
jPanel.add(getJButton(), null);
jPanel.setForeground(new Color(1, 1, 1));
jPanel.setBackground(new Color(1, 1, 1));
jPanel.setVisible(true);
jPanel.add(jLabel, null);
jPanel.add(getJButton1(), null);
}
return jPanel;
}
/**
* This method initializes jButton
*
* @return javax.swing.JButton
*/
class Move implements Runnable {
public void run() {
while(true){
while (gamexunhuan) {
p = jButton.getLocation();
if (kup) {
if (kleft) {
x = p.getX();
y = p.getY();
if (x 0 y 0) {
jButton.setLocation((int) x - step, (int) y
- step);
}
} else if (kright) {
x = p.getX();
y = p.getY();
if (x + 40 700 y 0) {
jButton.setLocation((int) x + step, (int) y
- step);
}
} else {
x = p.getX();
y = p.getY();
if (y 0) {
jButton.setLocation((int) x, (int) y - step);
}
}
}
if (kdown) {
if (kleft) {
x = p.getX();
y = p.getY();
if (y + 60 700 x 0) {
jButton.setLocation((int) x - step, (int) y
+ step);
}
} else if (kright) {
x = p.getX();
y = p.getY();
if (x + 40 700 y + 60 700) {
jButton.setLocation((int) x + step, (int) y
+ step);
}
} else {
x = p.getX();
y = p.getY();
if (y + 60 700) {
jButton.setLocation((int) x, (int) y + step);
}
}
}
if (kleft) {
if (kup) {
x = p.getX();
y = p.getY();
if (x 0 y 0) {
jButton.setLocation((int) x - step, (int) y
- step);
}
} else if (kdown) {
x = p.getX();
y = p.getY();
if (y + 60 700 x 0) {
jButton.setLocation((int) x - step, (int) y
+ step);
}
} else {
x = p.getX();
y = p.getY();
if (x 0) {
jButton.setLocation((int) x - step, (int) y);
}
}
}
if (kright) {
if (kup) {
x = p.getX();
y = p.getY();
if (x + 40 700 y 0) {
jButton.setLocation((int) x + step, (int) y
- step);
}
} else if (kdown) {
x = p.getX();
y = p.getY();
if (x + 40 700 y + 60 700) {
jButton.setLocation((int) x + step, (int) y
+ step);
}
} else {
x = p.getX();
y = p.getY();
if (x + 40 700) {
jButton.setLocation((int) x + step, (int) y);
}
}
}
try {
Thread.sleep(10);
} catch (InterruptedException e) {
// TODO 自动生成 catch 块
e.printStackTrace();
}
}
try {
Thread.sleep(50);
} catch (InterruptedException e) {
// TODO 自动生成 catch 块
e.printStackTrace();
}
}
}
}
private JButton getJButton() {
if (jButton == null) {
jButton = new JButton();
jButton.setBounds(new Rectangle(320, 320, 30, 30));
jButton.setBackground(new Color(1, 1, 1));
p = jButton.getLocation();
x = p.getX();
y = p.getY();
jButton.setIcon(new ImageIcon(fileLoc));
jButton.addKeyListener(new java.awt.event.KeyAdapter() {
public void keyReleased(java.awt.event.KeyEvent e) {
if(e.getKeyCode()==10){
if(!gamexunhuan){
jButton1.setVisible(false);
jLabel.setVisible(false);
reset();
}
}
if (e.getKeyCode() == 37) {
kleft = false;
}
if (e.getKeyCode() == 38) {
kup = false;
}
if (e.getKeyCode() == 39) {
kright = false;
}
if (e.getKeyCode() == 40) {
kdown = false;
}
}
public void keyPressed(java.awt.event.KeyEvent e) {
if (e.getKeyCode() == 37) {
kleft = true;
}
if (e.getKeyCode() == 38) {
kup = true;
}
// 触发按右键
if (e.getKeyCode() == 39) {
kright = true;
}
if (e.getKeyCode() == 40) {
kdown = true;
}
}
});
}
return jButton;
}
class Threads implements Runnable {
public Threads(JButton jjb) {
jb = jjb;
}
JButton jb = null;
private boolean first = true;
public void run() {
while (gamexunhuan) {
go();
}
}
public void go() {
int zzx = 0;
int zzy = 0;
int zx = 0;
int zy = 0;
while (true) {
if(gamexunhuan){
int fangxiang = (int) (Math.random() * 4 + 1);
// 四个if随即从四个边发射子弹
if (fangxiang == 1) {
zx = 0;
zy = (int) (Math.random() * 701);
}
if (fangxiang == 2) {
zx = (int) (Math.random() * 701);
zy = 0;
}
if (fangxiang == 3) {
zx = 700;
zy = (int) (Math.random() * 701);
}
if (fangxiang == 4) {
zx = (int) (Math.random() * 701);
zy = 700;
}
// 初始化子弹,有了就不在加了
if (first) {
jPanel.add(jb, null);
first = false;
}
jb.setBounds(new Rectangle(zx, zy, 10, 10));
// 定义子弹与物体之间的步长
zzx = (int) (((x + 15) - zx) / 30);
zzy = (int) (((y + 15) - zy) / 30);
}
while (gamexunhuan) {
try {
zx += zzx;
zy += zzy;
jb.setLocation(zx, zy);
if (zx + 5 x zx + 5 x + 30 zy + 5 y
zy + 5 y + 30) {
jButton.setIcon(new ImageIcon(fileLoc1));
gamexunhuan = false;
first = true;
jButton1.setVisible(true);
jLabel.setVisible(true);
lasttime = new Date().getTime();
Date gametime = new Date(lasttime-firsttime);
int min =0;
int sec =0;
min = gametime.getMinutes();
sec = gametime.getSeconds();
String endtime = "";
if(min!=0){
endtime=min + "分 " + sec + "秒";
}else{
endtime=sec + "秒";
}
jLabel.setText(" GAME OVER!!! \n用时:" + endtime);
break;
}
// 超出边线停止循环
if (zx 700 | zy 700 | zx 0 | zy 0) {
break;
}
Thread.sleep(60);
} catch (InterruptedException e) {
// TODO 自动生成 catch 块
e.printStackTrace();
}
}
try {
Thread.sleep(50);
} catch (InterruptedException e) {
// TODO 自动生成 catch 块
e.printStackTrace();
}
}
}
}
} // @jve:decl-index=0:visual-constraint="10,10"
这是一个以前写过的“是男人就撑过30秒的小游戏源码”
如果想要执行程序,麻烦留个邮箱。
求一个简单又有趣的JAVA小游戏代码
具体如下:
连连看的小源码
package Lianliankan;
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
public class lianliankan implements ActionListener
{
JFrame mainFrame; //主面板
Container thisContainer;
JPanel centerPanel,southPanel,northPanel; //子面板
JButton diamondsButton[][] = new JButton[6][5];//游戏按钮数组
JButton exitButton,resetButton,newlyButton; //退出,重列,重新开始按钮
JLabel fractionLable=new JLabel("0"); //分数标签
JButton firstButton,secondButton; //
分别记录两次62616964757a686964616fe59b9ee7ad9431333335326239被选中的按钮
int grid[][] = new int[8][7];//储存游戏按钮位置
static boolean pressInformation=false; //判断是否有按钮被选中
int x0=0,y0=0,x=0,y=0,fristMsg=0,secondMsg=0,validateLV; //游戏按钮的位置坐标
int i,j,k,n;//消除方法控制
代码(code)是程序员用开发工具所支持的语言写出来的源文件,是一组由字符、符号或信号码元以离散形式表示信息的明确的规则体系。
对于字符和Unicode数据的位模式的定义,此模式代表特定字母、数字或符号(例如 0x20 代表一个空格,而 0x74 代表字符“t”)。一些数据类型每个字符使用一个字节;每个字节可以具有 256 个不同的位模式中的一个模式。
在计算机中,字符由不同的位模式(ON 或 OFF)表示。每个字节有 8 位,这 8 位可以有 256 种不同的 ON 和 OFF 组合模式。对于使用 1 个字节存储每个字符的程序,通过给每个位模式指派字符可表示最多 256 个不同的字符。2 个字节有 16 位,这 16 位可以有 65,536 种唯一的 ON 和 OFF 组合模式。使用 2 个字节表示每个字符的程序可表示最多 65,536 个字符。
单字节代码页是字符定义,这些字符映射到每个字节可能有的 256 种位模式中的每一种。代码页定义大小写字符、数字、符号以及 !、@、#、% 等特殊字符的位模式。每种欧洲语言(如德语和西班牙语)都有各自的单字节代码页。
虽然用于表示 A 到 Z 拉丁字母表字符的位模式在所有的代码页中都相同,但用于表示重音字符(如"é"和"á")的位模式在不同的代码页中却不同。如果在运行不同代码页的计算机间交换数据,必须将所有字符数据由发送计算机的代码页转换为接收计算机的代码页。如果源数据中的扩展字符在接收计算机的代码页中未定义,那么数据将丢失。
如果某个数据库为来自许多不同国家的客户端提供服务,则很难为该数据库选择这样一种代码页,使其包括所有客户端计算机所需的全部扩展字符。而且,在代码页间不停地转换需要花费大量的处理时间。
求一个比较有趣的java小程序的源代码
public class Demo{
public static void main(String args[]){
System.out.println("有趣的java小程序");
}
}
求java小游戏源代码
表1. CheckerDrag.java
// CheckerDrag.javaimport java.awt.*;import java.awt.event.*;public class CheckerDrag extends java.applet.Applet{ // Dimension of checkerboard square. // 棋盘上每个小方格的尺寸 final static int SQUAREDIM = 40; // Dimension of checkerboard -- includes black outline. // 棋盘的尺寸 – 包括黑色的轮廓线 final static int BOARDDIM = 8 * SQUAREDIM + 2; // Dimension of checker -- 3/4 the dimension of a square. // 棋子的尺寸 – 方格尺寸的3/4 final static int CHECKERDIM = 3 * SQUAREDIM / 4; // Square colors are dark green or white. // 方格的颜色为深绿色或者白色 final static Color darkGreen = new Color (0, 128, 0); // Dragging flag -- set to true when user presses mouse button over checker // and cleared to false when user releases mouse button. // 拖动标记 --当用户在棋子上按下鼠标按键时设为true, // 释放鼠标按键时设为false boolean inDrag = false; // Left coordinate of checkerboard's upper-left corner. // 棋盘左上角的左方向坐标 int boardx; // Top coordinate of checkerboard's upper-left corner. //棋盘左上角的上方向坐标 int boardy; // Left coordinate of checker rectangle origin (upper-left corner). // 棋子矩形原点(左上角)的左方向坐标 int ox; // Top coordinate of checker rectangle origin (upper-left corner). // 棋子矩形原点(左上角)的上方向坐标 int oy; // Left displacement between mouse coordinates at time of press and checker // rectangle origin. // 在按键时的鼠标坐标与棋子矩形原点之间的左方向位移 int relx; // Top displacement between mouse coordinates at time of press and checker // rectangle origin. // 在按键时的鼠标坐标与棋子矩形原点之间的上方向位移 int rely; // Width of applet drawing area. // applet绘图区域的宽度 int width; // Height of applet drawing area. // applet绘图区域的高度 int height; // Image buffer. // 图像缓冲 Image imBuffer; // Graphics context associated with image buffer. // 图像缓冲相关联的图形背景 Graphics imG; public void init () { // Obtain the size of the applet's drawing area. // 获取applet绘图区域的尺寸 width = getSize ().width; height = getSize ().height; // Create image buffer. // 创建图像缓冲 imBuffer = createImage (width, height); // Retrieve graphics context associated with image buffer. // 取出图像缓冲相关联的图形背景 imG = imBuffer.getGraphics (); // Initialize checkerboard's origin, so that board is centered. // 初始化棋盘的原点,使棋盘在屏幕上居中 boardx = (width - BOARDDIM) / 2 + 1; boardy = (height - BOARDDIM) / 2 + 1; // Initialize checker's rectangle's starting origin so that checker is // centered in the square located in the top row and second column from // the left. // 初始化棋子矩形的起始原点,使得棋子在第一行左数第二列的方格里居中 ox = boardx + SQUAREDIM + (SQUAREDIM - CHECKERDIM) / 2 + 1; oy = boardy + (SQUAREDIM - CHECKERDIM) / 2 + 1; // Attach a mouse listener to the applet. That listener listens for // mouse-button press and mouse-button release events. // 向applet添加一个用来监听鼠标按键的按下和释放事件的鼠标监听器 addMouseListener (new MouseAdapter () { public void mousePressed (MouseEvent e) { // Obtain mouse coordinates at time of press. // 获取按键时的鼠标坐标 int x = e.getX (); int y = e.getY (); // If mouse is over draggable checker at time // of press (i.e., contains (x, y) returns // true), save distance between current mouse // coordinates and draggable checker origin // (which will always be positive) and set drag // flag to true (to indicate drag in progress). // 在按键时如果鼠标位于可拖动的棋子上方 // (也就是contains (x, y)返回true),则保存当前 // 鼠标坐标与棋子的原点之间的距离(始终为正值)并且 // 将拖动标志设为true(用来表明正处在拖动过程中) if (contains (x, y)) { relx = x - ox; rely = y - oy; inDrag = true; } } boolean contains (int x, int y) { // Calculate center of draggable checker. // 计算棋子的中心位置 int cox = ox + CHECKERDIM / 2; int coy = oy + CHECKERDIM / 2; // Return true if (x, y) locates with bounds // of draggable checker. CHECKERDIM / 2 is the // radius. // 如果(x, y)仍处于棋子范围内则返回true // CHECKERDIM / 2为半径 return (cox - x) * (cox - x) + (coy - y) * (coy - y) CHECKERDIM / 2 * CHECKERDIM / 2; } public void mouseReleased (MouseEvent e) { // When mouse is released, clear inDrag (to // indicate no drag in progress) if inDrag is // already set. // 当鼠标按键被释放时,如果inDrag已经为true, // 则将其置为false(用来表明不在拖动过程中) if (inDrag) inDrag = false; } }); // Attach a mouse motion listener to the applet. That listener listens // for mouse drag events. //向applet添加一个用来监听鼠标拖动事件的鼠标运动监听器 addMouseMotionListener (new MouseMotionAdapter () { public void mouseDragged (MouseEvent e) { if (inDrag) { // Calculate draggable checker's new // origin (the upper-left corner of // the checker rectangle). // 计算棋子新的原点(棋子矩形的左上角) int tmpox = e.getX () - relx; int tmpoy = e.getY () - rely; // If the checker is not being moved // (at least partly) off board, // assign the previously calculated // origin (tmpox, tmpoy) as the // permanent origin (ox, oy), and // redraw the display area (with the // draggable checker at the new // coordinates). // 如果棋子(至少是棋子的一部分)没有被 // 移出棋盘,则将之前计算的原点 // (tmpox, tmpoy)赋值给永久性的原点(ox, oy), // 并且刷新显示区域(此时的棋子已经位于新坐标上) if (tmpox boardx tmpoy boardy tmpox + CHECKERDIM boardx + BOARDDIM tmpoy + CHECKERDIM boardy + BOARDDIM) { ox = tmpox; oy = tmpoy; repaint (); } } } }); } public void paint (Graphics g) { // Paint the checkerboard over which the checker will be dragged. // 在棋子将要被拖动的位置上绘制棋盘 paintCheckerBoard (imG, boardx, boardy); // Paint the checker that will be dragged. // 绘制即将被拖动的棋子 paintChecker (imG, ox, oy); // Draw contents of image buffer. // 绘制图像缓冲的内容 g.drawImage (imBuffer, 0, 0, this); } void paintChecker (Graphics g, int x, int y) { // Set checker shadow color. // 设置棋子阴影的颜色 g.setColor (Color.black); // Paint checker shadow. // 绘制棋子的阴影 g.fillOval (x, y, CHECKERDIM, CHECKERDIM); // Set checker color. // 设置棋子颜色 g.setColor (Color.red); // Paint checker. // 绘制棋子 g.fillOval (x, y, CHECKERDIM - CHECKERDIM / 13, CHECKERDIM - CHECKERDIM / 13); } void paintCheckerBoard (Graphics g, int x, int y) { // Paint checkerboard outline. // 绘制棋盘轮廓线 g.setColor (Color.black); g.drawRect (x, y, 8 * SQUAREDIM + 1, 8 * SQUAREDIM + 1); // Paint checkerboard. // 绘制棋盘 for (int row = 0; row 8; row++) { g.setColor (((row 1) != 0) ? darkGreen : Color.white); for (int col = 0; col 8; col++) { g.fillRect (x + 1 + col * SQUAREDIM, y + 1 + row * SQUAREDIM, SQUAREDIM, SQUAREDIM); g.setColor ((g.getColor () == darkGreen) ? Color.white : darkGreen); } } } // The AWT invokes the update() method in response to the repaint() method // calls that are made as a checker is dragged. The default implementation // of this method, which is inherited from the Container class, clears the // applet's drawing area to the background color prior to calling paint(). // This clearing followed by drawing causes flicker. CheckerDrag overrides // update() to prevent the background from being cleared, which eliminates // the flicker. // AWT调用了update()方法来响应拖动棋子时所调用的repaint()方法。该方法从 // Container类继承的默认实现会在调用paint()之前,将applet的绘图区域清除 // 为背景色,这种绘制之后的清除就导致了闪烁。CheckerDrag重写了update()来 // 防止背景被清除,从而消除了闪烁。 public void update (Graphics g) { paint (g); }}
跪地求好玩的JAVA 源代码~
连连看java源代码
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
public class lianliankan implements ActionListener
{
JFrame mainFrame; //主面板
Container thisContainer;
JPanel centerPanel,southPanel,northPanel; //子面板
JButton diamondsButton[][] = new JButton[6][5];//游戏按钮数组
JButton exitButton,resetButton,newlyButton; //退出,重列,重新开始按钮
JLabel fractionLable=new JLabel("0"); //分数标签
JButton firstButton,secondButton; //分别记录两次被选中的按钮
int grid[][] = new int[8][7];//储存游戏按钮位置
static boolean pressInformation=false; //判断是否有按钮被选中
int x0=0,y0=0,x=0,y=0,fristMsg=0,secondMsg=0,validateLV; //游戏按钮的位置坐标
int i,j,k,n;//消除方法控制
public void init(){
mainFrame=new JFrame("JKJ连连看");
thisContainer = mainFrame.getContentPane();
thisContainer.setLayout(new BorderLayout());
centerPanel=new JPanel();
southPanel=new JPanel();
northPanel=new JPanel();
thisContainer.add(centerPanel,"Center");
thisContainer.add(southPanel,"South");
thisContainer.add(northPanel,"North");
centerPanel.setLayout(new GridLayout(6,5));
for(int cols = 0;cols 6;cols++){
for(int rows = 0;rows 5;rows++ ){
diamondsButton[cols][rows]=new JButton(String.valueOf(grid[cols+1][rows+1]));
diamondsButton[cols][rows].addActionListener(this);
centerPanel.add(diamondsButton[cols][rows]);
}
}
exitButton=new JButton("退出");
exitButton.addActionListener(this);
resetButton=new JButton("重列");
resetButton.addActionListener(this);
newlyButton=new JButton("再来一局");
newlyButton.addActionListener(this);
southPanel.add(exitButton);
southPanel.add(resetButton);
southPanel.add(newlyButton);
fractionLable.setText(String.valueOf(Integer.parseInt(fractionLable.getText())));
northPanel.add(fractionLable);
mainFrame.setBounds(280,100,500,450);
mainFrame.setVisible(true);
}
public void randomBuild() {
int randoms,cols,rows;
for(int twins=1;twins=15;twins++) {
randoms=(int)(Math.random()*25+1);
for(int alike=1;alike=2;alike++) {
cols=(int)(Math.random()*6+1);
rows=(int)(Math.random()*5+1);
while(grid[cols][rows]!=0) {
cols=(int)(Math.random()*6+1);
rows=(int)(Math.random()*5+1);
}
this.grid[cols][rows]=randoms;
}
}
}
public void fraction(){
fractionLable.setText(String.valueOf(Integer.parseInt(fractionLable.getText())+100));
}
public void reload() {
int save[] = new int[30];
int n=0,cols,rows;
int grid[][]= new int[8][7];
for(int i=0;i=6;i++) {
for(int j=0;j=5;j++) {
if(this.grid[i][j]!=0) {
save[n]=this.grid[i][j];
n++;
}
}
}
n=n-1;
this.grid=grid;
while(n=0) {
cols=(int)(Math.random()*6+1);
rows=(int)(Math.random()*5+1);
while(grid[cols][rows]!=0) {
cols=(int)(Math.random()*6+1);
rows=(int)(Math.random()*5+1);
}
this.grid[cols][rows]=save[n];
n--;
}
mainFrame.setVisible(false);
pressInformation=false; //这里一定要将按钮点击信息归为初始
init();
for(int i = 0;i 6;i++){
for(int j = 0;j 5;j++ ){
if(grid[i+1][j+1]==0)
diamondsButton[i][j].setVisible(false);
}
}
}
public void estimateEven(int placeX,int placeY,JButton bz) {
if(pressInformation==false) {
x=placeX;
y=placeY;
secondMsg=grid[x][y];
secondButton=bz;
pressInformation=true;
}
else {
x0=x;
y0=y;
fristMsg=secondMsg;
firstButton=secondButton;
x=placeX;
y=placeY;
secondMsg=grid[x][y];
secondButton=bz;
if(fristMsg==secondMsg secondButton!=firstButton){
xiao();
}
}
}
public void xiao() { //相同的情况下能不能消去。仔细分析,不一条条注释
if((x0==x (y0==y+1||y0==y-1)) || ((x0==x+1||x0==x-1)(y0==y))){ //判断是否相邻
remove();
}
else{
for (j=0;j7;j++ ) {
if (grid[x0][j]==0){ //判断第一个按钮同行哪个按钮为空
if (yj) { //如果第二个按钮的Y坐标大于空按钮的Y坐标说明第一按钮在第二按钮左边
for (i=y-1;i=j;i-- ){ //判断第二按钮左侧直到第一按钮中间有没有按钮
if (grid[x][i]!=0) {
k=0;
break;
}
else{ k=1; } //K=1说明通过了第一次验证
}
if (k==1) {
linePassOne();
}
}
if (yj){ //如果第二个按钮的Y坐标小于空按钮的Y坐标说明第一按钮在第二按钮右边
for (i=y+1;i=j ;i++ ){ //判断第二按钮左侧直到第一按钮中间有没有按钮
if (grid[x][i]!=0){
k=0;
break;
}
else { k=1; }
}
if (k==1){
linePassOne();
}
}
if (y==j ) {
linePassOne();
}
}
if (k==2) {
if (x0==x) {
remove();
}
if (x0x) {
for (n=x0;n=x-1;n++ ) {
if (grid[n][j]!=0) {
k=0;
break;
}
if(grid[n][j]==0 n==x-1) {
remove();
}
}
}
if (x0x) {
for (n=x0;n=x+1 ;n-- ) {
if (grid[n][j]!=0) {
k=0;
break;
}
if(grid[n][j]==0 n==x+1) {
remove();
}
}
}
}
}
for (i=0;i8;i++ ) { //列
if (grid[i][y0]==0) {
if (xi) {
for (j=x-1;j=i ;j-- ) {
if (grid[j][y]!=0) {
k=0;
break;
}
else { k=1; }
}
if (k==1) {
rowPassOne();
}
}
if (xi) {
for (j=x+1;j=i;j++ ) {
if (grid[j][y]!=0) {
k=0;
break;
}
else { k=1; }
}
if (k==1) {
rowPassOne();
}
}
if (x==i) {
rowPassOne();
}
}
if (k==2){
if (y0==y) {
remove();
}
if (y0y) {
for (n=y0;n=y-1 ;n++ ) {
if (grid[i][n]!=0) {
k=0;
break;
}
if(grid[i][n]==0 n==y-1) {
remove();
}
}
}
if (y0y) {
for (n=y0;n=y+1 ;n--) {
if (grid[i][n]!=0) {
k=0;
break;
}
if(grid[i][n]==0 n==y+1) {
remove();
}
}
}
}
}
}
}
public void linePassOne(){
if (y0j){ //第一按钮同行空按钮在左边
for (i=y0-1;i=j ;i-- ){ //判断第一按钮同左侧空按钮之间有没按钮
if (grid[x0][i]!=0) {
k=0;
break;
}
else { k=2; } //K=2说明通过了第二次验证
}
}
if (y0j){ //第一按钮同行空按钮在与第二按钮之间
for (i=y0+1;i=j ;i++){
if (grid[x0][i]!=0) {
k=0;
break;
}
else{ k=2; }
}
}
}
public void rowPassOne(){
if (x0i) {
for (j=x0-1;j=i ;j-- ) {
if (grid[j][y0]!=0) {
k=0;
break;
}
else { k=2; }
}
}
if (x0i) {
for (j=x0+1;j=i ;j++ ) {
if (grid[j][y0]!=0) {
k=0;
break;
}
else { k=2; }
}
}
}
public void remove(){
firstButton.setVisible(false);
secondButton.setVisible(false);
fraction();
pressInformation=false;
k=0;
grid[x0][y0]=0;
grid[x][y]=0;
}
public void actionPerformed(ActionEvent e) {
if(e.getSource()==newlyButton){
int grid[][] = new int[8][7];
this.grid = grid;
randomBuild();
mainFrame.setVisible(false);
pressInformation=false;
init();
}
if(e.getSource()==exitButton)
System.exit(0);
if(e.getSource()==resetButton)
reload();
for(int cols = 0;cols 6;cols++){
for(int rows = 0;rows 5;rows++ ){
if(e.getSource()==diamondsButton[cols][rows])
estimateEven(cols+1,rows+1,diamondsButton[cols][rows]);
}
}
}
public static void main(String[] args) {
lianliankan llk = new lianliankan();
llk.randomBuild();
llk.init();
}
}
//old 998 lines
//new 318 lines
基于JAVA的3D坦克游戏源代码
JAVA猜数字小游戏源代码
/*1、编写一个猜数字的游戏,由电脑随机产生一个100以内的整数,让用户去猜,如果用户猜的比电脑大,则输出“大了,再小点!”,反之则输出“小了,再大点!”,用户总共只能猜十次,并根据用户正确猜出答案所用的次数输出相应的信息,如:只用一次就猜对,输出“你是个天才!”,八次才猜对,输出“笨死了!”,如果十次还没有猜对,则游戏结束!*/
import java.util.*;
import java.io.*;
public class CaiShu{
public static void main(String[] args) throws IOException{
Random a=new Random();
int num=a.nextInt(100);
System.out.println("请输入一个100以内的整数:");
for (int i=0;i=9;i++){
BufferedReader bf=new BufferedReader(new InputStreamReader(System.in));
String str=bf.readLine();
int shu=Integer.parseInt(str);
if (shunum)
System.out.println("输入的数大了,输小点的!");
else if (shunum)
System.out.println("输入的数小了,输大点的!");
else {
System.out.println("恭喜你,猜对了!");
if (i=2)
System.out.println("你真是个天才!");
else if (i=6)
System.out.println("还将就,你过关了!");
else if (i=8)
System.out.println("但是你还……真笨!");
else
System.out.println("你和猪没有两样了!");
break;}
}
}
}
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