📄 mazegame.java
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//在安装了jdk的情况下,有以下两种方式运行:
//1.打开开发软件,新建一个类文件名为MazeGame.java,然后把源程序全部复制过去再编译运行即可
//2.可用命令行直接执行字节码文件MazeGame.class
import javax.swing.*;
import javax.swing.event.*;
import java.util.Random;
import java.awt.*;
import java.awt.event.*;
/**
* 一个2D迷宫游戏.
*
* @author 山
*
*/
public class MazeGame {// 主方法
public static void main(String[] args) {
JFrame frame = new JFrame("迷宫游戏");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(new MazeGamePanel());
frame.pack();
frame.setVisible(true);
}
}
class MazeGamePanel extends JPanel {// 主面板:显示迷宫以及定义相关操作.
private final int DELAY = 10;// 定时器延迟时间
private final int checkSizeDefault = 40, widthDefault = 20,
heightDefault = 10, numberOfChasersDefault = 2,
tearDownAllowedDefault = 0;// 默认值
private final int panelWidth = 1000, panelHeight = 700;// 主面板宽,高
private int checkSize, width, height, numberOfChasers, tearDownAllowed;
// 迷宫的单位方格大小(以像素为单位),迷宫的宽度(方格数),迷宫的高度(方格数),追赶者数目,玩家可拆墙次数限制
private Maze maze;// 一个迷宫面板
private JButton tipButton,solve, newMaze, chase, newSure,newCancel;
// 解答开关按键,生成新迷宫按键,追赶者开关按键,制造新迷宫确定取消按键
private boolean tipControl,solveControl,chaseControl;//开关按键控制:true为目前开启,false为目前关闭
private JLabel help, tip, tearDownAllowedTimes;// 帮助标签,提示标签
private Timer timer;// 定时器:每隔10毫秒就获取当前游戏结果和当前提示.注意:迷宫开始,计时器开始;迷宫停止(指玩家输或赢),计时器停止
// (由于玩家不动也有可能被追赶成功,因此不推荐在每次移动时作出判断)
private JLabel checkSizeLabel, widthLabel, heightLabel,
numberOfChasersLabel, tearDownAllowedLabel;// 滑动条提示
private JSlider checkSizeSlider, widthSlider, heightSlider,
numberOfChasersSlider, tearDownAllowedSlider;// 滑动条
private JPanel mazeMaker;// 迷宫制造者:通过滑动条制造迷宫.仅当玩家点击"制造新迷宫"或输或赢时才可见
private JScrollPane mazeContainer;//存放迷宫面板的滚动窗格
public MazeGamePanel() {
checkSize = checkSizeDefault;// 初始化一个迷宫:方格边长:20像素
width = widthDefault;// 宽35个方格
height = heightDefault;// 高25个方格.即迷宫面板大小为500*700
numberOfChasers = numberOfChasersDefault;// 默认两个追赶者
tearDownAllowed = tearDownAllowedDefault;// 默认不能拆墙
maze = new Maze(checkSize, width, height, numberOfChasers,
tearDownAllowed);// 根据上面的设置来初始化迷宫
tipButton=new JButton("开启/关闭 提示");
tipControl=false;
chase = new JButton("开启/关闭 追赶者");
chaseControl=true;
solve = new JButton("开启/关闭 答案");
solveControl=false;
newMaze = new JButton("制造新迷宫");
newSure = new JButton("确定");
newCancel = new JButton("取消");
help = new JLabel(maze.help()+ "请 按 方 向 建 移 动. 按 W,S,A,D 拆除 上,下,左,右 墙.");
//按键功能与Maze类无关
tip = new JLabel(maze.currentTip());
tearDownAllowedTimes = new JLabel("剩余可拆墙次数:"
+ maze.tearDownAllowedTimes());
timer = new Timer(DELAY, new TimerListener());
timer.start();// 注意:迷宫开始,计时器开始;迷宫停止(指玩家输或赢),计时器停止
maze.addKeyListener(new KeyBoardListener());// 迷宫面板添加键盘监听器
maze.setFocusable(true);
checkSizeSlider = new JSlider(JSlider.HORIZONTAL, 10, 50,
checkSizeDefault);
checkSizeSlider.setMajorTickSpacing(10);
checkSizeSlider.setMinorTickSpacing(2);
checkSizeSlider.setPaintTicks(true);
checkSizeSlider.setPaintLabels(true);
checkSizeSlider.setAlignmentX(Component.LEFT_ALIGNMENT);
widthSlider = new JSlider(JSlider.HORIZONTAL, 10, 50, widthDefault);
widthSlider.setMajorTickSpacing(10);
widthSlider.setMinorTickSpacing(2);
widthSlider.setPaintTicks(true);
widthSlider.setPaintLabels(true);
widthSlider.setAlignmentX(Component.LEFT_ALIGNMENT);
heightSlider = new JSlider(JSlider.HORIZONTAL, 10, 40, heightDefault);
heightSlider.setMajorTickSpacing(10);
heightSlider.setMinorTickSpacing(2);
heightSlider.setPaintTicks(true);
heightSlider.setPaintLabels(true);
heightSlider.setAlignmentX(Component.LEFT_ALIGNMENT);
numberOfChasersSlider = new JSlider(JSlider.HORIZONTAL, 0, 20,
numberOfChasersDefault);
numberOfChasersSlider.setMajorTickSpacing(1);
numberOfChasersSlider.setPaintTicks(true);
numberOfChasersSlider.setPaintLabels(true);
numberOfChasersSlider.setAlignmentX(Component.LEFT_ALIGNMENT);
tearDownAllowedSlider = new JSlider(JSlider.HORIZONTAL, -1, 50,
tearDownAllowedDefault);
tearDownAllowedSlider.setMajorTickSpacing(10);
tearDownAllowedSlider.setMinorTickSpacing(2);
tearDownAllowedSlider.setPaintTicks(true);
tearDownAllowedSlider.setPaintLabels(true);
tearDownAllowedSlider.setAlignmentX(Component.LEFT_ALIGNMENT);
maze.setPreferredSize(new Dimension(panelWidth,panelHeight));
//用setPreferredSize设置加入到滚动窗格的面板的大小才可以使滚动窗格有效
mazeContainer=new JScrollPane(maze);//迷宫面板放到滚动窗格中
mazeContainer.setEnabled(false);//这样可以使JScrollPane不响应键盘,只响应鼠标.这样走迷宫会好一点
SliderListener listener = new SliderListener();
checkSizeSlider.addChangeListener(listener);
widthSlider.addChangeListener(listener);
heightSlider.addChangeListener(listener);
numberOfChasersSlider.addChangeListener(listener);
tearDownAllowedSlider.addChangeListener(listener);
checkSizeLabel = new JLabel("小方格边长(以像素为单位):" + checkSizeDefault);
widthLabel = new JLabel("宽度(方格数):" + widthDefault);
heightLabel = new JLabel("高度(方格数):" + heightDefault);
numberOfChasersLabel = new JLabel("追赶者数目(可设为0):"
+ numberOfChasersDefault);
tearDownAllowedLabel = new JLabel("可拆墙限制次数(设为-1则不限次数,设为0则不能拆墙):"
+ tearDownAllowedDefault);
ButtonListener bListener = new ButtonListener();
chase.addActionListener(bListener);
solve.addActionListener(bListener);
tipButton.addActionListener(bListener);
newMaze.addActionListener(bListener);
newSure.addActionListener(bListener);
newCancel.addActionListener(bListener);// 添加按键监听器
JLabel title=new JLabel("迷 宫 制 造 者");
mazeMaker = new JPanel();
mazeMaker.setLayout(new BoxLayout(mazeMaker, BoxLayout.Y_AXIS));
mazeMaker.add(title);
mazeMaker.add(Box.createRigidArea(new Dimension(0, 50)));
mazeMaker.add(checkSizeLabel);
mazeMaker.add(checkSizeSlider);
mazeMaker.add(Box.createRigidArea(new Dimension(0, 30)));
mazeMaker.add(widthLabel);
mazeMaker.add(widthSlider);
mazeMaker.add(Box.createRigidArea(new Dimension(0, 30)));
mazeMaker.add(heightLabel);
mazeMaker.add(heightSlider);
mazeMaker.add(Box.createRigidArea(new Dimension(0, 30)));
mazeMaker.add(numberOfChasersLabel);
mazeMaker.add(numberOfChasersSlider);
mazeMaker.add(Box.createRigidArea(new Dimension(0, 30)));
mazeMaker.add(tearDownAllowedLabel);
mazeMaker.add(tearDownAllowedSlider);
JPanel controls = new JPanel();
controls.setLayout(new BoxLayout(controls, BoxLayout.X_AXIS));
controls.add(newSure);
controls.add(newCancel);
mazeMaker.add(Box.createRigidArea(new Dimension(0, 50)));
mazeMaker.add(controls);
mazeMaker.add(Box.createRigidArea(new Dimension(0, panelHeight)));
// 加上以上语句,在显示mazeMaker的时候就不会显示到迷宫,比较美观
mazeMaker.setPreferredSize(new Dimension(panelWidth, panelHeight));
mazeMaker.setVisible(false);// 仅当玩家点击"制造新迷宫"或输或赢时才可见
JPanel labels = new JPanel();
labels.setLayout(new BoxLayout(labels, BoxLayout.Y_AXIS));
labels.add(tip);
labels.add(tearDownAllowedTimes);
labels.add(help);
JPanel controlPanel = new JPanel();// 控制面板
controlPanel.setLayout(new BoxLayout(controlPanel, BoxLayout.X_AXIS));
controlPanel.add(tipButton);
controlPanel.add(chase);
controlPanel.add(solve);
controlPanel.add(newMaze);
setLayout(new BoxLayout(this, BoxLayout.Y_AXIS));
add(mazeMaker);//迷宫制造者面板
add(Box.createRigidArea(new Dimension(0, 20)));
add(mazeContainer);//存放迷宫的滚动窗格
add(Box.createRigidArea(new Dimension(0, 20)));
add(labels);//所有标签存放的面板
add(Box.createRigidArea(new Dimension(0, 20)));
add(controlPanel);//控制面板:追赶者开关,答案开关,新迷宫按键
setPreferredSize(new Dimension(panelWidth, panelHeight));
}
private class TimerListener implements ActionListener {
public void actionPerformed(ActionEvent e) {
if(tipControl==true)
tip.setText(maze.currentTip());// 提示和可拆墙剩余次数最好都随时更新
else
tip.setText("提示已关闭");
tearDownAllowedTimes.setText("剩余可拆墙次数:"
+ maze.tearDownAllowedTimes());
// 以下为判断当前玩家输赢状态
if (maze.currentResult() == 1) {// 玩家已经到达终点
timer.stop();
// 必须要在此停止,否则因为timer仍在计时且两个if其中之一直成立
int another = JOptionPane.showConfirmDialog(null,
"恭喜到达终点! 现在要生成一个新迷宫并重新开始?");
if (another == JOptionPane.YES_OPTION) {
timer.stop();
mazeMaker.setVisible(true);// 玩家确认制造新迷宫,则把迷宫制造者设为可见
}
maze.requestFocusInWindow();// 迷宫面板必须要重获焦点(不能把这句放在if语句外,因为timer定时执行,会使maze不断获得焦点)
} else if (maze.currentResult() == -1) {// 玩家输了
timer.stop();
// 必须要在此停止,否则因为timer仍在计时且两个if其中之一直成立
int another = JOptionPane.showConfirmDialog(null,
"你输啦! 现在要生成一个新迷宫并重新开始?");
if (another == JOptionPane.YES_OPTION) {
timer.stop();
mazeMaker.setVisible(true);// 玩家确认制造新迷宫,则把迷宫制造者设为可见
}
maze.requestFocusInWindow();// 迷宫面板必须要重获焦点(不能把这句放在if语句外,因为timer定时执行,会使maze不断获得焦点)
}
}
}
private class KeyBoardListener extends KeyAdapter {
public void keyPressed(KeyEvent e) {
switch (e.getKeyCode()) {
case KeyEvent.VK_UP:
maze.move(2);
break;
case KeyEvent.VK_DOWN:
maze.move(4);
break;
case KeyEvent.VK_LEFT:
maze.move(1);
break;
case KeyEvent.VK_RIGHT:
maze.move(3);
break;
case KeyEvent.VK_W: {
maze.tearDown(2);
tearDownAllowedTimes.setText("剩余可拆墙次数:"
+ maze.tearDownAllowedTimes());
}
break;
case KeyEvent.VK_S: {
maze.tearDown(4);
tearDownAllowedTimes.setText("剩余可拆墙次数:"
+ maze.tearDownAllowedTimes());
}
break;
case KeyEvent.VK_A: {
maze.tearDown(1);
tearDownAllowedTimes.setText("剩余可拆墙次数:"
+ maze.tearDownAllowedTimes());
}
break;
case KeyEvent.VK_D: {
maze.tearDown(3);
tearDownAllowedTimes.setText("剩余可拆墙次数:"
+ maze.tearDownAllowedTimes());
}
break;
case KeyEvent.VK_I://保护
maze.protectEnabled(true);
break;
case KeyEvent.VK_O://非保护
maze.protectEnabled(false);
break;
case KeyEvent.VK_P://可变范围拆墙
maze.variableTearDown(3, 3);
break;
}
}
}
private class ButtonListener implements ActionListener {
public void actionPerformed(ActionEvent e) {
if (e.getSource() == chase){
if(chaseControl==false){
maze.chaseOn();chaseControl=true;}
else
{maze.chaseOff();chaseControl=false;}
}
else if (e.getSource() == solve){
if(solveControl==false){
maze.solveOn();solveControl=true;}
else {
maze.solveOff();solveControl=false;}
}
else if (e.getSource() == tipButton){
if(tipControl==true)tipControl=false;
else
tipControl=true;//在timer监听器中判断即可
}
else if (e.getSource() == newSure) {
mazeMaker.setVisible(false);// 玩家能点击到这个按键说明已被设为可见,现在要重设为不可见
maze.newMaze(checkSizeSlider.getValue(),
widthSlider.getValue(), heightSlider.getValue(),
numberOfChasersSlider.getValue(), tearDownAllowedSlider
.getValue());
timer.start();// 计时器与迷宫一起启动
} else if (e.getSource() == newCancel)
mazeMaker.setVisible(false);// 玩家能点击到这个按键说明已被设为可见,现在要重设为不可见
else {
timer.stop();
mazeMaker.setVisible(true);// 玩家点击制造新迷宫,则把迷宫制造者设为可见
}
maze.requestFocusInWindow();// 在按了键后迷宫面板必须要重获焦点
}
}
private class SliderListener implements ChangeListener {
public void stateChanged(ChangeEvent e) {// 注意:此方法若可执行,说明mazeMaker此时必定可见
checkSizeLabel.setText("小方格边长(以像素为单位):"
+ checkSizeSlider.getValue());
widthLabel.setText("宽度(方格数):" + widthSlider.getValue());
heightLabel.setText("高度(方格数):" + heightSlider.getValue());
numberOfChasersLabel.setText("追赶者数目(可设为0):"
+ numberOfChasersSlider.getValue());
tearDownAllowedLabel.setText("可拆墙限制次数(设为-1则不限次数,设为0则不能拆墙):"
+ tearDownAllowedSlider.getValue());
}
}
}
/**
* 本类定义了一个迷宫(面板)以及和迷宫相关的一些操作.直接把迷宫加入程序主面板即可.
*
* @author 山
*
*/
class Maze extends JPanel {
private final int DELAY = 1000;// 追赶者走动延迟时间(注意:追赶者很聪明,因此走动延迟时间长一点)
private int checkSize, width, height;// (迷宫由单位方格构成)单位方格的边长,迷宫的宽度,迷宫的高度
private Wall[][] horizontal;// 单位水平墙.例如:若迷宫长度为3*5,则horizontal为4*5数组
private Wall[][] vertical;// 单位竖直墙.例如:若迷宫长度为3*5,则horizontal为3*6数组
private Check[][] checks;// 单位方格的状态(在遍历迷宫时需要).例如:若迷宫长度为3*5,则checks为3*5数组
private int playerRow, playerColumn;// 玩家目前所在行,目前所在列
private boolean[][] notMarked;// 单位方格是否有标记过(在随机生成迷宫时需要)
private boolean solve;// 控制是否打印结果
private Timer timer;// 定时器:追赶者每隔一段时间就会在迷宫中走动,玩家碰到追赶者就输.
private boolean chase;// 追赶者开关器
private Chaser[] chasers;// 追赶者们
private int tearDownAllowed;// 玩家可拆墙次数限制
private int currentResult;// 当前玩家的输赢情况:-1表示玩家输,0表示仍在进行,1表示玩家赢
private enum Check {// 遍历迷宫时,单位方格的状态:notFoot--未踏足过;notMain--踏足过但不在主路径上;
// main--踏足过且在主路径上(主路径即从起点到终点的路径)
notFoot, notMain, main;
}
private enum Wall {// 单位墙的存在状态: notExist--不存在;exist--存在
notExist, exist;
}
/**
* 一个新的随机生成的迷宫(面板).墙壁为黑色,玩家为蓝色,追赶者为红色. 建议本迷宫面板背景设置为白色. 玩家初始在左上角起点.右下角为终点.
* 这是新生成迷宫的提示:这是一个迷宫游戏.玩家是蓝点,走到右下角就赢.若途中碰到两个红点追赶者就输.请按键盘的方向键移动
* (建议新生成迷宫时给予玩家提示)
*
* @param checkSize
* (迷宫由单位方格构成)单位方格的边长,以像素输入
* @param width
* 迷宫的宽度.例如:宽度若为3即宽度为3个单位方格
* @param height
* 迷宫的高度.例如:高度若为3即高度为3个单位方格
* @param numberOfChasers
* 追赶者的数量(不要追赶者则为0)
* @param tearDownAllowed
* 玩家可拆墙次数限制(不可拆墙则为0,可拆无数次则为-1)
*/
public Maze(int checkSize, int width, int height, int numberOfChasers,
int tearDownAllowed) {
this.checkSize = checkSize;
this.width = width;
this.height = height;
this.tearDownAllowed = tearDownAllowed;
this.playerRow = 0;
this.playerColumn = 0;// 玩家初始在左上角的方格:起点
this.solve = false;// 不打印结果
this.timer = new Timer(DELAY, new TimerListener());// 追赶者移动定时器
if (numberOfChasers < 1){
this.chase = false;// 玩家设定追赶者为"关"
chasers=new Chaser[0];}
else {
this.chase=true;
chasers = new Chaser[numberOfChasers];// 初始化追赶者
for (int i = 0; i < numberOfChasers; i++) {
Random gen = new Random();
int ranRow, ranColumn;
ranRow = gen.nextInt(this.height);
ranColumn = gen.nextInt(this.width);
chasers[i] = new Chaser(ranRow, ranColumn);
}
chaseOn();// 开启追赶者,使其移动
}
this.currentResult = 0;// 游戏进行中
this.checks = new Check[this.height][this.width];// 迷宫为height*width个方格
this.horizontal = new Wall[this.height + 1][this.width];
// 单位水平墙.horizontalWalls有height*width-1个
this.vertical = new Wall[this.height][this.width + 1];
// 单位竖直墙.horizontalWalls有(height-1)*width个
this.notMarked = new boolean[this.height][this.width];
// 单位方格是否有标记过(在随机生成迷宫时需要)
// 以下为迷宫具体初始化:
// 全部方格状态初始化为"未踏足过"
for (int i = 0; i < this.height; i++)
for (int j = 0; j < this.width; j++)
checks[i][j] = Check.notFoot;
// 全部方格初始化为"未标记"
for (int i = 0; i < this.height; i++)
for (int j = 0; j < this.width; j++)
notMarked[i][j] = true;
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