Java数独游戏代码

核心提示public class ShuDu {static int[][] n = new int[9][9];static int[] num = {1,2,3,4,

public class ShuDu {

static int[][] n = new int[9][9];

static int[] num = {1,2,3,4,5,6,7,8,9};

public static void main(String[] args) {

//生成数字

for(int i = 0;i < 9;i++){

//尝试填充的数字次数

int time = 0;

//填充数字

for(int j = 0;j < 9;j++){

//产生数字

n[i][j] = generateNum(time);

//如果返回值为0,则代表卡住,退回处理

//退回处理的原则是:如果不是第一列,则先倒退到前一列,否则倒退到前一行的最后一列

if(n[i][j] == 0){

//不是第一列,则倒退一列

if(j > 0){

j-=2;

continue;

}else{//是第一列,则倒退到上一行的最后一列

i--;

j = 8;

continue;

}

}

//填充成功

if(isCorret(i,j)){

//初始化time,为下一次填充做准备

time = 0;

}else{ //继续填充

//次数增加1

time++;

//继续填充当前格

j--;

}

}

}

//输出结果

for(int i = 0;i < 9;i++){

for(int j = 0;j < 9;j++){

System.out.print(n[i][j] + " ");

}

System.out.println();

}

}

public static boolean isCorret(int row,int col){

return (checkRow(row) & checkLine(col) & checkNine(row,col));

}

public static boolean checkRow(int row){

for(int j = 0;j < 8;j++){

if(n[row][j] == 0){

continue;

}

for(int k =j + 1;k< 9;k++){

if(n[row][j] == n[row][k]){

return false;

}

}

}

return true;

}

public static boolean checkLine(int col){

for(int j = 0;j < 8;j++){

if(n[j][col] == 0){

continue;

}

for(int k =j + 1;k< 9;k++){

if(n[j][col] == n[k][col]){

return false;

}

}

}

return true;

}

public static boolean checkNine(int row,int col){

//获得左上角的坐标

int j = row / 3 * 3;

int k = col /3 * 3;

//循环比较

for(int i = 0;i < 8;i++){

if(n[j + i/3][k + i % 3] == 0){

continue;

}

for(int m = i+ 1;m < 9;m++){

if(n[j + i/3][k + i % 3] == n[j + m/3][k + m % 3]){

return false;

}

}

}

return true;

}

public static int generateNum(int time){

//第一次尝试时,初始化随机数字源数组

if(time == 0){

for(int i = 0;i < 9;i++){

num[i] = i + 1;

}

}

//第10次填充,表明该位置已经卡住,则返回0,由主程序处理退回

if(time == 9){

return 0;

}

//不是第一次填充

//生成随机数字,该数字是数组的下标,取数组num中该下标对应的数字为随机数字

int ranNum = (int)(Math.random() * (9 - time));

//把数字放置在数组倒数第time个位置,

int temp = num[8 - time];

num[8 - time] = num[ranNum];

num[ranNum] = temp;

//返回数字

return num[8 - time];

}

}

跪求游戏java源代码

用MVC方式实现的贪吃蛇游戏,共有4个类。运行GreedSnake运行即可。主要是观察者模式的使用,我已经添加了很多注释了。

1、

package mvcTest;

public class GreedSnake {

public static void main(String[] args) {

SnakeModel model = new SnakeModel(20,30);

SnakeControl control = new SnakeControl(model);

SnakeView view = new SnakeView(model,control);

//添加一个观察者,让view成为model的观察者

model.addObserver(view);

(new Thread(model)).start();

}

}

-------------------------------------------------------------

2、

package mvcTest;

//SnakeControl.java

import java.awt.event.KeyEvent;

import java.awt.event.KeyListener;

public class SnakeControl implements KeyListener{

SnakeModel model;

public SnakeControl(SnakeModel model){

this.model = model;

}

public void keyPressed(KeyEvent e) {

int keyCode = e.getKeyCode();

if (model.running){ // 运行状态下,处理的按键

switch (keyCode) {

case KeyEvent.VK_UP:

model.changeDirection(SnakeModel.UP);

break;

case KeyEvent.VK_DOWN:

model.changeDirection(SnakeModel.DOWN);

break;

case KeyEvent.VK_LEFT:

model.changeDirection(SnakeModel.LEFT);

break;

case KeyEvent.VK_RIGHT:

model.changeDirection(SnakeModel.RIGHT);

break;

case KeyEvent.VK_ADD:

case KeyEvent.VK_PAGE_UP:

model.speedUp();

break;

case KeyEvent.VK_SUBTRACT:

case KeyEvent.VK_PAGE_DOWN:

model.speedDown();

break;

case KeyEvent.VK_SPACE:

case KeyEvent.VK_P:

model.changePauseState();

break;

default:

}

}

// 任何情况下处理的按键,按键导致重新启动游戏

if (keyCode == KeyEvent.VK_R ||

keyCode == KeyEvent.VK_S ||

keyCode == KeyEvent.VK_ENTER) {

model.reset();

}

}

public void keyReleased(KeyEvent e) {

}

public void keyTyped(KeyEvent e) {

}

}

-------------------------------------------------------------

3、

package mvcTest;

//SnakeModel.java

import javax.swing.*;

import java.util.Arrays;

import java.util.linkedList;

import java.util.Observable;

import java.util.Random;

class SnakeModel extends Observable implements Runnable {

boolean[][] matrix; // 指示位置上有没蛇体或食物

linkedList nodeArray = new linkedList(); // 蛇体

Node food;

int maxX;

int maxY;

int direction = 2; // 蛇运行的方向

boolean running = false; // 运行状态

int timeInterval = 200; // 时间间隔,毫秒

double speedChangeRate = 0.75; // 每次得速度变化率

boolean paused = false; // 暂停标志

int score = 0; // 得分

int countMove = 0; // 吃到食物前移动的次数

// UP and DOWN should be even

// RIGHT and LEFT should be odd

public static final int UP = 2;

public static final int DOWN = 4;

public static final int LEFT = 1;

public static final int RIGHT = 3;

public SnakeModel( int maxX, int maxY) {

this.maxX = maxX;

this.maxY = maxY;

reset();

}

public void reset(){

direction = SnakeModel.UP; // 蛇运行的方向

timeInterval = 200; // 时间间隔,毫秒

paused = false; // 暂停标志

score = 0; // 得分

countMove = 0; // 吃到食物前移动的次数

// initial matirx, 全部清0

matrix = new boolean[maxX][];

for (int i = 0; i < maxX; ++i) {

matrix[i] = new boolean[maxY];

Arrays.fill(matrix[i], false);

}

// initial the snake

// 初始化蛇体,如果横向位置超过20个,长度为10,否则为横向位置的一半

int initArrayLength = maxX > 20 ? 10 : maxX / 2;

nodeArray.clear();

for (int i = 0; i < initArrayLength; ++i) {

int x = maxX / 2 + i;//maxX被初始化为20

int y = maxY / 2; //maxY被初始化为30

//nodeArray[x,y]: [10,15]-[11,15]-[12,15]~~[20,15]

//默认的运行方向向上,所以游戏一开始nodeArray就变为:

// [10,14]-[10,15]-[11,15]-[12,15]~~[19,15]

nodeArray.addLast(new Node(x, y));

matrix[x][y] = true;

}

// 创建食物

food = createFood();

matrix[food.x][food.y] = true;

}

public void changeDirection(int newDirection) {

// 改变的方向不能与原来方向同向或反向

if (direction % 2 != newDirection % 2) {

direction = newDirection;

}

}

public boolean moveOn() {

Node n = (Node) nodeArray.getFirst();

int x = n.x;

int y = n.y;

// 根据方向增减坐标值

switch (direction) {

case UP:

y--;

break;

case DOWN:

y++;

break;

case LEFT:

x--;

break;

case RIGHT:

x++;

break;

}

// 如果新坐标落在有效范围内,则进行处理

if ((0 <= x && x < maxX) && (0 <= y && y < maxY)) {

if (matrix[x][y]) { // 如果新坐标的点上有东西(蛇体或者食物)

if (x == food.x && y == food.y) { // 吃到食物,成功

nodeArray.addFirst(food); // 从蛇头赠长

// 分数规则,与移动改变方向的次数和速度两个元素有关

int scoreGet = (10000 - 200 * countMove) / timeInterval;

score += scoreGet > 0 ? scoreGet : 10;

countMove = 0;

food = createFood(); // 创建新的食物

matrix[food.x][food.y] = true; // 设置食物所在位置

return true;

} else // 吃到蛇体自身,失败

return false;

} else { // 如果新坐标的点上没有东西(蛇体),移动蛇体

nodeArray.addFirst(new Node(x, y));

matrix[x][y] = true;

n = (Node) nodeArray.removeLast();

matrix[n.x][n.y] = false;

countMove++;

return true;

}

}

return false; // 触到边线,失败

}

public void run() {

running = true;

while (running) {

try {

Thread.sleep(timeInterval);

} catch (Exception e) {

break;

}

if (!paused) {

if (moveOn()) {

setChanged(); // Model通知View数据已经更新

notifyObservers();

} else {

JOptionPane.showMessageDialog(null,

"you failed",

"Game Over",

JOptionPane.INFORMATION_MESSAGE);

break;

}

}

}

running = false;

}

private Node createFood() {

int x = 0;

int y = 0;

// 随机获取一个有效区域内的与蛇体和食物不重叠的位置

do {

Random r = new Random();

x = r.nextInt(maxX);

y = r.nextInt(maxY);

} while (matrix[x][y]);

return new Node(x, y);

}

public void speedUp() {

timeInterval *= speedChangeRate;

}

public void speedDown() {

timeInterval /= speedChangeRate;

}

public void changePauseState() {

paused = !paused;

}

public String toString() {

String result = "";

for (int i = 0; i < nodeArray.size(); ++i) {

Node n = (Node) nodeArray.get(i);

result += "[" + n.x + "," + n.y + "]";

}

return result;

}

}

class Node {

int x;

int y;

Node(int x, int y) {

this.x = x;

this.y = y;

}

}

------------------------------------------------------------

4、

package mvcTest;

//SnakeView.java

import javax.swing.*;

import java.awt.*;

import java.util.Iterator;

import java.util.linkedList;

import java.util.Observable;

import java.util.Observer;

public class SnakeView implements Observer {

SnakeControl control = null;

SnakeModel model = null;

Jframe mainframe;

Canvas paintCanvas;

JLabel labelScore;

public static final int canvasWidth = 200;

public static final int canvasHeight = 300;

public static final int nodeWidth = 10;

public static final int nodeHeight = 10;

public SnakeView(SnakeModel model, SnakeControl control) {

this.model = model;

this.control = control;

mainframe = new Jframe("GreedSnake");

Container cp = mainframe.getContentPane();

// 创建顶部的分数显示

labelScore = new JLabel("Score:");

cp.add(labelScore, BorderLayout.NORTH);

// 创建中间的游戏显示区域

paintCanvas = new Canvas();

paintCanvas.setSize(canvasWidth + 1, canvasHeight + 1);

paintCanvas.addKeyListener(control);

cp.add(paintCanvas, BorderLayout.CENTER);

// 创建底下的帮助栏

JPanel panelButtom = new JPanel();

panelButtom.setLayout(new BorderLayout());

JLabel labelHelp;

labelHelp = new JLabel("PageUp, PageDown for speed;", JLabel.CENTER);

panelButtom.add(labelHelp, BorderLayout.NORTH);

labelHelp = new JLabel("ENTER or R or S for start;", JLabel.CENTER);

panelButtom.add(labelHelp, BorderLayout.CENTER);

labelHelp = new JLabel("SPACE or P for pause", JLabel.CENTER);

panelButtom.add(labelHelp, BorderLayout.SOUTH);

cp.add(panelButtom, BorderLayout.SOUTH);

mainframe.addKeyListener(control);

mainframe.pack();

mainframe.setResizable(false);

mainframe.setDefaultCloseOperation(Jframe.EXIT_ON_CLOSE);

mainframe.setVisible(true);

}

void repaint() {

Graphics g = paintCanvas.getGraphics();

//draw background

g.setColor(Color.WHITE);

g.fillRect(0, 0, canvasWidth, canvasHeight);

// draw the snake

g.setColor(Color.BLACK);

linkedList na = model.nodeArray;

Iterator it = na.iterator();

while (it.hasNext()) {

Node n = (Node) it.next();

drawNode(g, n);

}

// draw the food

g.setColor(Color.RED);

Node n = model.food;

drawNode(g, n);

updateScore();

}

private void drawNode(Graphics g, Node n) {

g.fillRect(n.x * nodeWidth,

n.y * nodeHeight,

nodeWidth - 1,

nodeHeight - 1);

}

public void updateScore() {

String s = "Score: " + model.score;

labelScore.setText(s);

}

public void update(Observable o, Object arg) {

repaint();

}

}

希望采纳

给你一个俄罗斯方块的把!!

import java.awt.*;

import java.awt.event.ActionEvent;

import java.awt.event.ActionListener;

import java.awt.event.KeyEvent;

import java.awt.event.KeyListener;

import javax.swing.*;

import javax.swing.Timer;

public class Tetris extends Jframe {

public Tetris() {

Tetrisblok a = new Tetrisblok();

addKeyListener(a);

add(a);

}

public static void main(String[] args) {

Tetris frame = new Tetris();

JMenuBar menu = new JMenuBar();

frame.setJMenuBar(menu);

JMenu game = new JMenu("游戏");

JMenuItem newgame = game.add("新游戏");

JMenuItem pause = game.add("暂停");

JMenuItem goon = game.add("继续");

JMenuItem exit = game.add("退出");

JMenu help = new JMenu("帮助");

JMenuItem about = help.add("关于");

menu.add(game);

menu.add(help);

frame.setLocationRelativeTo(null);

frame.setDefaultCloseOperation(Jframe.EXIT_ON_CLOSE);

frame.setSize(220, 275);

frame.setTitle("Tetris内测版");

// frame.setUndecorated(true);

frame.setVisible(true);

frame.setResizable(false);

}

}

// 创建一个俄罗斯方块类

class Tetrisblok extends JPanel implements KeyListener {

// blockType 代表方块类型

// turnState代表方块状态

private int blockType;

private int score = 0;

private int turnState;

private int x;

private int y;

private int i = 0;

int j = 0;

int flag = 0;

// 定义已经放下的方块x=0-11,y=0-21;

int[][] map = new int[13][23];

// 方块的形状 第一组代表方块类型有S、Z、L、J、I、O、T 7种 第二组 代表旋转几次 第三四组为 方块矩阵

private final int shapes[][][] = new int[][][] {

// i

{ { 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0 },

{ 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0 },

{ 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0 },

{ 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0 } },

// s

{ { 0, 1, 1, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },

{ 1, 0, 0, 0, 1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0 },

{ 0, 1, 1, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },

{ 1, 0, 0, 0, 1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0 } },

// z

{ { 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 },

{ 0, 1, 0, 0, 1, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0 },

{ 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 },

{ 0, 1, 0, 0, 1, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0 } },

// j

{ { 0, 1, 0, 0, 0, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0 },

{ 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 },

{ 1, 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0 },

{ 1, 1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 } },

// o

{ { 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },

{ 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },

{ 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },

{ 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } },

// l

{ { 1, 0, 0, 0, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0 },

{ 1, 1, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },

{ 1, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0 },

{ 0, 0, 1, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 } },

// t

{ { 0, 1, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 },

{ 0, 1, 0, 0, 1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0 },

{ 1, 1, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },

{ 0, 1, 0, 0, 0, 1, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0 } } };

// 生成新方块的方法

public void newblock() {

blockType = (int) (Math.random() * 1000) % 7;

turnState = (int) (Math.random() * 1000) % 4;

x = 4;

y = 0;

if (gameover(x, y) == 1) {

newmap();

drawwall();

score = 0;

JOptionPane.showMessageDialog(null, "GAME OVER");

}

}

// 画围墙

public void drawwall() {

for (i = 0; i < 12; i++) {

map[i][21] = 2;

}

for (j = 0; j < 22; j++) {

map[11][j] = 2;

map[0][j] = 2;

}

}

// 初始化地图

public void newmap() {

for (i = 0; i < 12; i++) {

for (j = 0; j < 22; j++) {

map[i][j] = 0;

}

}

}

// 初始化构造方法

Tetrisblok() {

newblock();

newmap();

drawwall();

Timer timer = new Timer(1000, new TimerListener());

timer.start();

}

// 旋转的方法

public void turn() {

int tempturnState = turnState;

turnState = (turnState + 1) % 4;

if (blow(x, y, blockType, turnState) == 1) {

}

if (blow(x, y, blockType, turnState) == 0) {

turnState = tempturnState;

}

repaint();

}

// 左移的方法

public void left() {

if (blow(x - 1, y, blockType, turnState) == 1) {

x = x - 1;

}

;

repaint();

}

// 右移的方法

public void right() {

if (blow(x + 1, y, blockType, turnState) == 1) {

x = x + 1;

}

;

repaint();

}

// 下落的方法

public void down() {

if (blow(x, y + 1, blockType, turnState) == 1) {

y = y + 1;

delline();

}

;

if (blow(x, y + 1, blockType, turnState) == 0) {

add(x, y, blockType, turnState);

newblock();

delline();

}

;

repaint();

}

// 是否合法的方法

public int blow(int x, int y, int blockType, int turnState) {

for (int a = 0; a < 4; a++) {

for (int b = 0; b < 4; b++) {

if (((shapes[blockType][turnState][a * 4 + b] == 1) && (map[x

+ b + 1][y + a] == 1))

|| ((shapes[blockType][turnState][a * 4 + b] == 1) && (map[x

+ b + 1][y + a] == 2))) {

return 0;

}

}

}

return 1;

}

// 消行的方法

public void delline() {

int c = 0;

for (int b = 0; b < 22; b++) {

for (int a = 0; a < 12; a++) {

if (map[a][b] == 1) {

c = c + 1;

if (c == 10) {

score += 10;

for (int d = b; d > 0; d--) {

for (int e = 0; e < 11; e++) {

map[e][d] = map[e][d - 1];

}

}

}

}

}

c = 0;

}

}

// 判断你挂的方法

public int gameover(int x, int y) {

if (blow(x, y, blockType, turnState) == 0) {

return 1;

}

return 0;

}

// 把当前添加map

public void add(int x, int y, int blockType, int turnState) {

int j = 0;

for (int a = 0; a < 4; a++) {

for (int b = 0; b < 4; b++) {

if (map[x + b + 1][y + a] == 0) {

map[x + b + 1][y + a] = shapes[blockType][turnState][j];

}

;

j++;

}

}

}

// 画方块的的方法

public void paintComponent(Graphics g) {

super.paintComponent(g);

// 画当前方块

for (j = 0; j < 16; j++) {

if (shapes[blockType][turnState][j] == 1) {

g.fillRect((j % 4 + x + 1) * 10, (j / 4 + y) * 10, 10, 10);

}

}

// 画已经固定的方块

for (j = 0; j < 22; j++) {

for (i = 0; i < 12; i++) {

if (map[i][j] == 1) {

g.fillRect(i * 10, j * 10, 10, 10);

}

if (map[i][j] == 2) {

g.drawRect(i * 10, j * 10, 10, 10);

}

}

}

g.drawString("score=" + score, 125, 10);

g.drawString("抵制不良游戏,", 125, 50);

g.drawString("拒绝盗版游戏。", 125, 70);

g.drawString("注意自我保护,", 125, 90);

g.drawString("谨防受骗上当。", 125, 110);

g.drawString("适度游戏益脑,", 125, 130);

g.drawString("沉迷游戏伤身。", 125, 150);

g.drawString("合理安排时间,", 125, 170);

g.drawString("享受健康生活。", 125, 190);

}

// 键盘监听

public void keyPressed(KeyEvent e) {

switch (e.getKeyCode()) {

case KeyEvent.VK_DOWN:

down();

break;

case KeyEvent.VK_UP:

turn();

break;

case KeyEvent.VK_RIGHT:

right();

break;

case KeyEvent.VK_LEFT:

left();

break;

}

}

// 无用

public void keyReleased(KeyEvent e) {

}

// 无用

public void keyTyped(KeyEvent e) {

}

// 定时器监听

class TimerListener implements ActionListener {

public void actionPerformed(ActionEvent e) {

repaint();

if (blow(x, y + 1, blockType, turnState) == 1) {

y = y + 1;

delline();

}

;

if (blow(x, y + 1, blockType, turnState) == 0) {

if (flag == 1) {

add(x, y, blockType, turnState);

delline();

newblock();

flag = 0;

}

flag = 1;

}

;

}

}

}

 
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