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JAVA 实现《大富翁》游戏|CSDN创作打卡


前言

大富翁,又名地产大亨。是一种多人策略图版游戏。参与者分得游戏金钱,凭运气(掷骰子)及交易策略,买地、建楼以赚取租金。英文原名monopoly意为“垄断”,因为最后只得一个胜利者,其余均破产收场。

《大富翁》游戏是用java语言实现,采用了swing技术进行了界面化处理,设计思路用了面向对象思想。

主要需求

可多人参与的大富翁游戏,玩家有初始资金,通过掷骰子,玩家移动指定骰子点数步骤,根据对应格子上的交易策略,来决定是赚钱还是亏钱,其他玩家破产,即唯一玩家胜利。

主要设计

1、用户数据设定-人物设置:设置两个玩家的角色头像和用户名

2、用户数据设定-场景设置:选择不同的地图

3、用户数据设定-游戏设置:游戏天数,胜利金钱,玩家初始金钱

4、设置默认胜利条件:破产为失败

5、掷骰子效果

6、角色移动的步数效果

7、不同地图的策略设计算法:不同的格子,效果不同

功能截图

用户数据设定页面-人物设置

JAVA 实现《大富翁》游戏|CSDN创作打卡

用户数据设定页面-场景设置

JAVA 实现《大富翁》游戏|CSDN创作打卡

用户数据设定页面-游戏设置

JAVA 实现《大富翁》游戏|CSDN创作打卡

开始游戏界面

JAVA 实现《大富翁》游戏|CSDN创作打卡

掷骰子

JAVA 实现《大富翁》游戏|CSDN创作打卡

移动效果

JAVA 实现《大富翁》游戏|CSDN创作打卡

触发策略效果

JAVA 实现《大富翁》游戏|CSDN创作打卡

JAVA 实现《大富翁》游戏|CSDN创作打卡

金币不足时提示

JAVA 实现《大富翁》游戏|CSDN创作打卡

游戏结束

JAVA 实现《大富翁》游戏|CSDN创作打卡

代码实现

游戏配置窗口

/** *  * 读取用户配置 *  * */public class FrameConfig extends JFrame {private JButton jbnStart = new JButton("开始游戏");//private JButton jbnradom = new JButton("随机");private JButton jbnCancel = new JButton("重置设定");private JButton jbnPlayer01 = new JButton("1P确认角色");private JLabel jbnPlayerNameLabel01 = new JLabel("名字:");private JTextField jbnPlayerNameField01 = new JTextField(12);private JButton jbnPlayerName01 = new JButton("1P确认名字");private JButton jbnPlayer02 = new JButton("2P确认角色");private JLabel jbnPlayerNameLabel02 = new JLabel("名字:");private JTextField jbnPlayerNameField02 = new JTextField(12);private JButton jbnPlayerName02 = new JButton("2P确认名字");/** * 选项卡 * */private JTabbedPane tabs;/** * 可选图片 * */private ImageIcon[] img = Photo.PLAYER_CHOOSE;/** * 人物1 **/private JLabel jlPlayer01Choose = null;private final JLabel jlPlayer01Selected = new JLabel(Photo.PLAYER_01_SELECTED);private JButton leftButton01;private JButton rightButton01;/** * 人物2 **/private JLabel jlPlayer02Choose = null;private final JLabel jlPlayer02Selected = new JLabel(Photo.PLAYER_02_SELECTED);private JButton leftButton02;private JButton rightButton02;/** * 1P 2P可选人物 */private int[] chooses = { 0, 0 };/** * 1P 2P已选人物 */private int[] selected = { -1, -2 };/** * 1P 2P已填名字 */private String[] selectedName = { "", "" };/** *  * 主面板 *  * */private JFrameGame jFrameGame;public FrameConfig(WaitFrame wFrame,JFrameGame jFrameGame) {wFrame.setVisible(false);this.jFrameGame = jFrameGame;setTitle("用户数据设定");this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);// 设置布局管理器为边界布局this.setLayout(new BorderLayout());// 添加主面板this.add(this.createMainPanel(), BorderLayout.CENTER);// 添加按钮面板this.add(this.createButtonPanel(), BorderLayout.SOUTH);this.setResizable(false);this.setSize(380, 370);// 居中对齐FrameUtil.setFrameCenter(this);setVisible(true);}/** * 添加主面板 */private JTabbedPane createMainPanel() {this.tabs = new JTabbedPane();this.tabs.setOpaque(false);this.tabs.add("人物设置", this.createPlayerSelectPanel());this.tabs.setToolTipTextAt(0, "完成人物设置");this.tabs.add("场景设置", this.createMapSelectPanel());this.tabs.setToolTipTextAt(1, "可以设置游戏场景");this.tabs.add("游戏设置", this.createGameSelectPanel());this.tabs.setToolTipTextAt(2, "可以设置游戏胜利条件等...");return tabs;}/** *  * 游戏胜利条件设置 *  */private Component createGameSelectPanel() {JPanel panel = new JPanel(new GridLayout(0, 1));panel.setBackground(new Color(235,236,237));// --------------------------------final JPanel dayPanel = new JPanel();dayPanel.setBorder(BorderFactory.createTitledBorder(""));JLabel day = new JLabel("游戏天数");final String[] days = { "无限制", "20", "40", "80", "120", "240", "480" };final Choice daysChoice = new Choice();for (String a : days) {daysChoice.add(a);}daysChoice.addItemListener(new ItemListener() {@Overridepublic void itemStateChanged(ItemEvent arg0) {String str = days[daysChoice.getSelectedIndex()];if (str.equals("无限制")) {GameRunning.GAME_DAY = -1;} else {GameRunning.GAME_DAY = Integer.parseInt(str);}}});dayPanel.add(day);dayPanel.add(daysChoice);// --------------------------------JPanel moneyPanel = new JPanel();moneyPanel.setBorder(BorderFactory.createTitledBorder(""));JLabel money = new JLabel("胜利金钱");final String[] money_ = { "无限制", "10000", "20000", "40000", "80000","200000" };final Choice moneyChoice = new Choice();for (String a : money_) {moneyChoice.add(a);}moneyChoice.addItemListener(new ItemListener() {@Overridepublic void itemStateChanged(ItemEvent arg0) {String str = money_[moneyChoice.getSelectedIndex()];if (str.equals("无限制")) {GameRunning.MONEY_MAX = -1;} else {GameRunning.MONEY_MAX = Integer.parseInt(str);}}});moneyPanel.add(money);moneyPanel.add(moneyChoice);// ---------------------------------// --------------------------------JPanel cashPanel = new JPanel();cashPanel.setBorder(BorderFactory.createTitledBorder(""));JLabel cash = new JLabel("玩家初始金钱");final String[] cash_ = { "1000", "2000", "5000", "7000", "10000","20000" };final Choice cashChoice = new Choice();for (String a : cash_) {cashChoice.add(a);}cashChoice.addItemListener(new ItemListener() {@Overridepublic void itemStateChanged(ItemEvent arg0) {String str = cash_[cashChoice.getSelectedIndex()];GameRunning.PLAYER_CASH = Integer.parseInt(str);//System.out.println(GameRunning.PLAYER_CASH);}});cashPanel.add(cash);cashPanel.add(cashChoice);JPanel infoPanel = new JPanel();infoPanel.setBorder(BorderFactory.createTitledBorder(""));JLabel info = new JLabel();info.setText("可以改变游戏的胜利条件.(默认破产为失败)");infoPanel.add(info);panel.add(dayPanel);panel.add(moneyPanel);panel.add(cashPanel);panel.add(infoPanel);return panel;}/** *  * 地图选择面板 *  */private JPanel createMapSelectPanel() {JPanel jp = new JPanel();jp.setLayout(new GridLayout());jp.setBackground(new Color(235,236,237));JPanel lPane = new JPanel(new BorderLayout());String[] maps = { "\"LOVE地图\"", "\"鬼屋地图\"", "\"好运地图\"" };final ImageIcon[] maps1 = {new ImageIcon("images/other/1.png"),new ImageIcon("images/other/2.png"),new ImageIcon("images/other/3.png") };final JList jlst = new JList(maps);jlst.setSelectedIndex(0);final JLabel mapV = new JLabel(maps1[0]);final JButton ok = new JButton("确定");ok.addActionListener(new ActionListener() {@Overridepublic void actionPerformed(ActionEvent arg0) {GameRunning.MAP = jlst.getSelectedIndex() + 1;ok.setText("已选");}});jlst.addListSelectionListener(new ListSelectionListener() {@Overridepublic void valueChanged(ListSelectionEvent e) {mapV.setIcon(maps1[jlst.getSelectedIndex()]);ok.setText("确定");}});lPane.add(jlst);lPane.add(ok, BorderLayout.SOUTH);JPanel rPane = new JPanel();rPane.add(mapV);JSplitPane jSplitPane = new JSplitPane(JSplitPane.HORIZONTAL_SPLIT,false, lPane, rPane);jp.add(jSplitPane);return jp;}/** * 人物选择面板 * */private JPanel createPlayerSelectPanel() {JPanel jp = new JPanel();jp.setLayout(null);jp.setBackground(new Color(235,236,237));// 增加1P面板addPlayer01Config(12, 0, jp);// 增加2P面板addPlayer02Config(212, 0, jp);// 增加重置按钮addCancelButton(jp);return jp;}private void addCancelButton(JPanel panel) {jbnCancel.addActionListener(new ActionListener() {@Overridepublic void actionPerformed(ActionEvent arg0) {reLoad();}/** * 重新加载 人物选择选项卡 */private void reLoad() {leftButton01.setEnabled(true);rightButton01.setEnabled(true);jbnPlayer01.setEnabled(true);jlPlayer01Selected.setVisible(false);jlPlayer01Choose.setIcon(img[0]);jbnPlayerNameField01.setText("");jbnPlayerNameField01.setEditable(true);jbnPlayerName01.setEnabled(true);selected[0] = -1;chooses[0] = 0;leftButton02.setEnabled(true);rightButton02.setEnabled(true);jbnPlayer02.setEnabled(true);jlPlayer02Selected.setVisible(false);jlPlayer02Choose.setIcon(img[0]);jbnPlayerNameField02.setText("");jbnPlayerNameField02.setEditable(true);jbnPlayerName02.setEnabled(true);selected[1] = -2;chooses[1] = 0;repaint();}});jbnCancel.setBounds(256 + 7, 235, 80, 30);panel.add(jbnCancel);}/** * 增加1P面板 */private void addPlayer01Config(int x, int y, JPanel jp) {// 创建 人物图像labeljlPlayer01Choose = new JLabel(img[chooses[0]]);jlPlayer01Choose.setBounds(x + 8, y, 128, 128);// 创建人物图像已选择labeljlPlayer01Selected.setBounds(x + 8, y, 128, 128);jlPlayer01Selected.setVisible(false);// 创建左按钮leftButton01 = this.createButton(x, 92 + y, Photo.BUTTON_LEFT, 'a');// 添加监听事件leftButton01.addActionListener(new ActionListener() {@Overridepublic void actionPerformed(ActionEvent e) {// 设置为循环if (chooses[0] <= 0) {chooses[0] = img.length;}jlPlayer01Choose.setIcon(img[--chooses[0]]);}});jp.add(leftButton01);// 创建右按钮rightButton01 = this.createButton(128 + x, 92 + y, Photo.BUTTON_RIGHT,'d');// 添加监听事件rightButton01.addActionListener(new ActionListener() {@Overridepublic void actionPerformed(ActionEvent arg0) {// 设置循环if (chooses[0] >= img.length - 1) {chooses[0] = -1;}jlPlayer01Choose.setIcon(img[++chooses[0]]);}});jp.add(rightButton01);// 增加确定框jbnPlayer01.setBounds(12 + x, 128 + y, 120, 30);// 增加事件监听jbnPlayer01.addActionListener(new ActionListener() {@Overridepublic void actionPerformed(ActionEvent arg0) {if ((chooses[0] != selected[1])) {// 设置不能点击leftButton01.setEnabled(false);rightButton01.setEnabled(false);jbnPlayer01.setEnabled(false);// 增加选择图片jlPlayer01Selected.setVisible(true);selected[0] = chooses[0];}}});jp.add(jbnPlayer01);jp.add(jlPlayer01Selected);jp.add(jlPlayer01Choose);// 增加名字框jbnPlayerNameLabel01.setBounds(x + 12, y + 128 + 36, 50, 30);jbnPlayerNameField01.setBounds(x + 12 + 30, y + 128 + 36, 120 - 30, 30);jbnPlayerName01.setBounds(x + 12, y + 128 + 36 + 36, 120, 30);// 按钮添加监听jbnPlayerName01.addActionListener(new ActionListener() {@Overridepublic void actionPerformed(ActionEvent e) {if (!jbnPlayerNameField01.getText().equals("")) {selectedName[0] = jbnPlayerNameField01.getText();jbnPlayerNameField01.setEditable(false);jbnPlayerName01.setEnabled(false);}}});jp.add(jbnPlayerNameLabel01);jp.add(jbnPlayerNameField01);jp.add(jbnPlayerName01);}/** * 增加2P面板 */private void addPlayer02Config(int x, int y, JPanel jp) {// 创建 人物图像labeljlPlayer02Choose = new JLabel(img[chooses[1]]);jlPlayer02Choose.setBounds(x + 8, y, 128, 128);// 创建人物图像已选择labeljlPlayer02Selected.setBounds(x + 8, y, 128, 128);jlPlayer02Selected.setVisible(false);// 创建左按钮leftButton02 = this.createButton(x, 92 + y, Photo.BUTTON_LEFT, 'a');// 添加监听事件leftButton02.addActionListener(new ActionListener() {@Overridepublic void actionPerformed(ActionEvent e) {// 设置为循环if (chooses[1] <= 0) {chooses[1] = img.length;}jlPlayer02Choose.setIcon(img[--chooses[1]]);}});jp.add(leftButton02);// 创建右按钮rightButton02 = this.createButton(128 + x, 92 + y, Photo.BUTTON_RIGHT,'d');// 添加监听事件rightButton02.addActionListener(new ActionListener() {@Overridepublic void actionPerformed(ActionEvent arg0) {// 设置循环if (chooses[1] >= img.length - 1) {chooses[1] = -1;}jlPlayer02Choose.setIcon(img[++chooses[1]]);}});jp.add(rightButton02);// 增加确定框jbnPlayer02.setBounds(12 + x, 128 + y, 120, 30);// 增加事件监听jbnPlayer02.addActionListener(new ActionListener() {@Overridepublic void actionPerformed(ActionEvent arg0) {if (selected[0] != chooses[1]) {// 设置不能点击leftButton02.setEnabled(false);rightButton02.setEnabled(false);jbnPlayer02.setEnabled(false);// 增加选择图片jlPlayer02Selected.setVisible(true);selected[1] = chooses[1];}}});jp.add(jbnPlayer02);jp.add(jlPlayer02Selected);jp.add(jlPlayer02Choose);// 增加名字框jbnPlayerNameLabel02.setBounds(x + 12, y + 128 + 36, 50, 30);jbnPlayerNameField02.setBounds(x + 12 + 30, y + 128 + 36, 120 - 30, 30);jbnPlayerName02.setBounds(x + 12, y + 128 + 36 + 36, 120, 30);// 按钮添加监听jbnPlayerName02.addActionListener(new ActionListener() {@Overridepublic void actionPerformed(ActionEvent e) {if (!jbnPlayerNameField02.getText().equals("")) {selectedName[1] = jbnPlayerNameField02.getText();jbnPlayerNameField02.setEditable(false);jbnPlayerName02.setEnabled(false);}}});jp.add(jbnPlayerNameLabel02);jp.add(jbnPlayerNameField02);jp.add(jbnPlayerName02);}/** *  * 图标按钮 *  * */public JButton createButton(int x, int y, ImageIcon[] img, char keyLinstenr) {JButton add = new JButton("", img[0]);add.setPressedIcon(img[3]);add.setRolloverIcon(img[2]);add.setMnemonic(keyLinstenr);add.setBounds(x, y, img[0].getIconWidth(), img[0].getIconHeight());return add;}/** * 添加按钮面板 */private JPanel createButtonPanel() {JPanel jp = new JPanel(new FlowLayout(FlowLayout.RIGHT));// 开始按钮添加监听器jbnStart.addActionListener(new ActionListener() {@Overridepublic void actionPerformed(ActionEvent e) {if (selected[0] < 0 || selected[1] < 0) {JOptionPane.showMessageDialog(null, "请完成人物设置!");} else if (selectedName[0].equals("")|| selectedName[1].equals("")) {JOptionPane.showMessageDialog(null, "请完成名字设置!");} else {int choose = JOptionPane.showConfirmDialog(null, "是否开始?");if (choose == JOptionPane.OK_OPTION) {// 开始游戏startGame();}}}/** * 开始游戏 * */private void startGame() {setVisible(false);jFrameGame.setVisible(true);Control control = jFrameGame.getPanelGame().getControl();// 处理玩家数据配置dealPlayers(control);// 控制器启动control.start();}/** * 处理玩家数据配置 */private void dealPlayers(Control control) {List<PlayerModel> tempPlayer = control.getPlayers();// 传入名字tempPlayer.get(0).setName(selectedName[0]);tempPlayer.get(1).setName(selectedName[1]);// 传入使用角色编号tempPlayer.get(0).setPart(selected[0]);tempPlayer.get(1).setPart(selected[1]);// 传入 角色对立角色tempPlayer.get(0).setOtherPlayer(tempPlayer.get(1));tempPlayer.get(1).setOtherPlayer(tempPlayer.get(0));}});jp.add(jbnStart);//jp.add(jbnradom);return jp;}}

游戏总控制器

/** *  * 游戏总控制器 *  *  * @author Administrator *  */public class Control {/** *  * 游戏tick值 *  */public static long tick;/** *  * 每秒画面刷新频率 *  */public static int rate = 30;/** *  * 游戏主面板 *  */private JPanelGame panel;/** *  * 游戏对象 *  */private GameRunning run = null;private List<Port> models = new ArrayList<Port>();private List<PlayerModel> players = null;private BuildingsModel building = null;private BackgroundModel background = null;private LandModel land = null;private TextTipModel textTip = null;private DiceModel dice = null;private EventsModel events = null;private EffectModel effect = null;private Music music = null;/** *  * 游戏计时器 *  */private Timer gameTimer = null;public Control() {// 创建一个游戏状态this.run = new GameRunning(this, players);// 初始化游戏对象this.initClass();// 向游戏状态中加入玩家模型this.run.setPlayers(players);}public void setPanel(JPanelGame panel) {this.panel = panel;}/** *  * 初始化游戏对象 *  */private void initClass() {// 创建一个新的事件模型this.events = new EventsModel();this.models.add(events);// 创建一个新的场景效果模型this.effect = new EffectModel();this.models.add(effect);// 创建新的背景模型this.background = new BackgroundModel();this.models.add(background);// 创建新的土地模型this.land = new LandModel();this.models.add(land);// 创建新的文本显示模型this.textTip = new TextTipModel();this.models.add(textTip);// 创建一个新的建筑模型this.building = new BuildingsModel(land);this.models.add(building);// 创建一个新的玩家数组this.players = new ArrayList<PlayerModel>();this.players.add(new PlayerModel(1, this));this.players.add(new PlayerModel(2, this));this.models.add(players.get(0));this.models.add(players.get(1));// 创建一个新的骰子模型this.dice = new DiceModel(run);this.models.add(dice);// 创建一个播放器this.music = new Music();}/** *  * 游戏计时器 *  */private void createGameTimer() {this.gameTimer = new Timer();this.gameTimer.schedule(new TimerTask() {@Overridepublic void run() {tick++;// 更新各对象for (Port temp : models) {temp.updata(tick);}// UI更新panel.repaint();}}, 0, (1000 / rate));}/** *  * 控制器启动 *  */public void start() {// 创建一个计时器this.createGameTimer();// 刷新对象初始数据for (Port temp : this.models) {temp.startGameInit();}// 游戏环境开始this.run.startGameInit();// panel 初始化this.panel.startGamePanelInit();// 游戏背景音乐this.startMusic();// 游戏开始产生地图效果this.effect.showImg("start");}/** *  * 游戏背景音乐 *  */private void startMusic() {music.start();}public List<PlayerModel> getPlayers() {return players;}public BuildingsModel getBuilding() {return building;}public BackgroundModel getBackground() {return background;}public LandModel getLand() {return land;}public EffectModel getEffect() {return effect;}public TextTipModel getTextTip() {return textTip;}public GameRunning getRunning() {return run;}public DiceModel getDice() {return dice;}public EventsModel getEvents() {return events;}public JPanelGame getPanel() {return panel;}/** *  *  * 按下骰子 *  *  */public void pressButton() {PlayerModel player = this.run.getNowPlayer();if (player.getInHospital() > 0 || player.getInPrison() > 0) {this.run.nextState();if (player.getInHospital() > 0) {this.textTip.showTextTip(player, player.getName() + "住院中.", 3);} else if (player.getInPrison() > 0) {this.textTip.showTextTip(player, player.getName() + "在监狱.", 3);}this.run.nextState();} else {// 设置骰子对象开始转动时间this.dice.setStartTick(Control.tick);// 设置骰子对象结束转动时间this.dice.setNextTick(this.dice.getStartTick()+ this.dice.getLastTime());// 将运行对象点数传入骰子对象this.dice.setPoint(this.run.getPoint());// 转换状态至“移动状态”this.run.nextState();// 骰子转动完毕后玩家移动this.run.getNowPlayer().setStartTick(this.dice.getNextTick() + 10);this.run.getNowPlayer().setNextTick(this.run.getNowPlayer().getStartTick()+ this.run.getNowPlayer().getLastTime()* (this.run.getPoint() + 1));}}/** *  *  * 玩家移动 *  *  */public void movePlayer() {// 人物运动for (int i = 0; i < (60 / this.run.getNowPlayer().getLastTime()); i++) {// 移动玩家if (GameRunning.MAP == 1){this.move01();} else if (GameRunning.MAP == 2){this.move02();} else if (GameRunning.MAP == 3) {this.move03();}}}/** *  * 玩家中途路过建筑 *  */public void prassBuilding() {// 当前玩家PlayerModel player = this.run.getNowPlayer();// 该地点房屋Building building = this.building.getBuilding(player.getY() / 60,player.getX() / 60);if (building != null && player.getX() % 60 == 0&& player.getY() % 60 == 0) {// 经过房屋发生事件int event = building.passEvent();// 进入经过房屋事件处理disposePassEvent(building, event, player);}}/** *  * 经过房屋事件处理 *  */private void disposePassEvent(Building b, int event, PlayerModel player) {switch (event) {case GameState.ORIGIN_PASS_EVENT:// 中途经过原点passOrigin(b, player);break;default:break;}}/** *  * 中途经过原点 *  */private void passOrigin(Building b, PlayerModel player) {this.textTip.showTextTip(player, player.getName() + " 路过原点,奖励 "+ ((Origin) b).getPassReward() + "金币.", 3);player.setCash(player.getCash() + ((Origin) b).getPassReward());}/** *  *  * 玩家移动的方法 *  *  */private void move02() {int dice = this.run.getPoint() + 1;PlayerModel p = this.run.getNowPlayer();// 单位移动像素int movePixel = 1;if (p.getX() < 12 * 60 && p.getY() == 0) {p.setX(p.getX() + movePixel);} else if (p.getX() == 12 *60 && p.getY() < 2 * 60){p.setY(p.getY() + movePixel);} else if (p.getX() == 12 * 60 && p.getY() == 2 * 60){if ((int)(Math.random() * 2 ) == 0){p.setX(p.getX() - movePixel);} else {p.setY(p.getY() + movePixel);}} else if (p.getX() == 12 * 60 && p.getY() > 2 * 60 && p.getY() < 4 * 60){p.setY(p.getY() + movePixel);} else if (p.getX() > 8 * 60 && p.getX() <= 12 * 60 && p.getY() == 4 * 60){p.setX(p.getX() - movePixel);} else if (p.getX() == 8 * 60 && p.getY() == 4 * 60){if ((int)(Math.random() * 2 ) == 0){p.setX(p.getX() - movePixel);} else {p.setY(p.getY() + movePixel);}} else if (p.getX() > 4 * 60 && p.getX() < 8 * 60 && p.getY() == 4 * 60) {p.setX(p.getX() - movePixel);} else if (p.getX() == 8 * 60 && p.getY() > 4 * 60 && p.getY() < 7 * 60){p.setY(p.getY() + movePixel);} else if (p.getX() >  4 * 60 && p.getX() <= 8 * 60 && p.getY() == 7 * 60){p.setX(p.getX() - movePixel);} else if (p.getX() > 4 * 60 && p.getX() < 12 * 60 && p.getY() == 2 * 60){p.setX(p.getX() - movePixel);} else if (p.getX() == 4 * 60 && p.getY() >= 2 * 60 && p.getY() < 7 * 60){p.setY(p.getY() + movePixel);} else if (p.getX() > 0 && p.getX() <= 4 * 60 && p.getY() == 7 * 60){p.setX(p.getX() - movePixel);} else if (p.getX() == 0 && p.getY() > 0){p.setY(p.getY() - movePixel);}}/** *  *  * 玩家移动的方法 *  *  */private void move01() {int dice = this.run.getPoint() + 1;PlayerModel p = this.run.getNowPlayer();// 单位移动像素int movePixel = 1;Boolean turn = dice % 2 != 0;if (p.getX() < 9 * 60 && p.getY() == 0) {// 上面if (p.getX() == 4 * 60 && turn) {// 分岔点情况p.setY(p.getY() + movePixel);} else {p.setX(p.getX() + movePixel);}} else if (p.getX() == 9 * 60 && p.getY() >= 0 && p.getY() < 60) {// [0,9]// ↓p.setY(p.getY() + movePixel);} else if (p.getX() >= 8 * 60 && p.getX() < 12 * 60&& p.getY() >= 1 * 60 && p.getY() <= 60 * 1.5) {// →p.setX(p.getX() + movePixel);} else if (p.getX() == 12 * 60 && p.getY() >= 1 * 60&& p.getY() < 7 * 60) {// ↓p.setY(p.getY() + movePixel);} else if (p.getX() > 0 && p.getY() == 7 * 60) {// ←p.setX(p.getX() - movePixel);} else if (p.getX() == 0 && p.getY() > 0) {// ↑p.setY(p.getY() - movePixel);} else if (p.getX() == 4 * 60 && p.getY() > 0 && p.getY() < 7 * 60) {// ↓p.setY(p.getY() + movePixel);}}/** *  *  * 玩家移动的方法 *  *  */private void move03() {PlayerModel p = this.run.getNowPlayer();// 单位移动像素int movePixel = 1;if (p.getX() < 12 * 60 && p.getY() == 0) {p.setX(p.getX() + movePixel);} else if (p.getX() == 12 *60 && p.getY() < 7 * 60){p.setY(p.getY() + movePixel);} else if (p.getX() > 0 && p.getY() == 7 * 60){p.setX(p.getX() - movePixel);} else if (p.getX() == 0 && p.getY() > 0){p.setY(p.getY() - movePixel);}}/** *  * 玩家移动完毕,停下判断 *  */public void playerStopJudge() {// 当前玩家PlayerModel player = this.run.getNowPlayer();if (player.getInHospital() > 0) {this.textTip.showTextTip(player, player.getName() + "当前在医院,不能移动.",2);// 更换玩家状态this.run.nextState();} else if (player.getInPrison() > 0) {this.textTip.showTextTip(player, player.getName() + "当前在监狱,不能移动.",2);// 更换玩家状态this.run.nextState();} else {// 进行玩家操作(买房 事件等)this.playerStop();}}/** *  * 玩家移动完毕,停下操作 *  */public void playerStop() {// 当前玩家PlayerModel player = this.run.getNowPlayer();// 该地点房屋Building building = this.building.getBuilding(player.getY() / 60,player.getX() / 60);if (building != null) {// 获取房屋int event = building.getEvent();// 触发房屋信息disposeStopEvent(building, event, player);}}/** *  * 停留房屋事件处理 *  *  */private void disposeStopEvent(Building b, int event, PlayerModel player) {switch (event) {case GameState.HOSPITAL_EVENT:// 停留在医院stopInHospital(b, player);break;case GameState.HUOSE_EVENT:// 停留在可操作土地stopInHouse(b, player);break;case GameState.LOTTERY_EVENT:// 停留在乐透点上stopInLottery(b, player);break;case GameState.NEWS_EVENT:// 停留在新闻点上stopInNews(b, player);break;case GameState.ORIGIN_EVENT:// 停留在原点stopInOrigin(b, player);break;case GameState.PARK_EVENT:// 停留在公园stopInPack(b, player);break;case GameState.POINT_EVENT:// 停留在点卷位stopInPoint(b, player);break;case GameState.PRISON_EVENT:// 停留在监狱stopInPrison(b, player);break;case GameState.SHOP_EVENT:// 停留在商店stopInShop(b, player);break;}}/** *  * 停留在商店 *  */private void stopInShop(Building b, PlayerModel player) {if (player.getNx() > 0){// 为商店的货架从新生成商品((Shop_) b).createCards();// 为商店面板更新新的卡片商品this.panel.getShop().addCards((Shop_) b);// 將商店面板推送至頂this.panel.getShop().moveToFront();} else {this.run.nextState();}}/** *  * 停留在监狱 *  */private void stopInPrison(Building b, PlayerModel player) {int days = (int) (Math.random() * 3) + 2;player.setInPrison(days);int random = (int) (Math.random() * ((Prison) b).getEvents().length);String text = ((Prison) b).getEvents()[random];this.textTip.showTextTip(player, player.getName() + text + "停留"+ (days - 1) + "天.", 3);new Thread(new MyThread(run, 1)).start();}/** *  * 停留在点卷位 *  */private void stopInPoint(Building b, PlayerModel player) {player.setNx(((Point) b).getPoint() + player.getNx());this.textTip.showTextTip(player, player.getName() + " 获得 "+ ((Point) b).getPoint() + "点卷.", 3);new Thread(new MyThread(run, 1)).start();}/** *  * 停留在公园 *  */private void stopInPack(Building b, PlayerModel player) {int random = (int) (Math.random() * ((Park) b).getImgageEvents().length);switch (random) {case 0:case 1:// 减一金币player.setCash(player.getCash() - 1);break;case 2:// 减200金币player.setCash(player.getCash() - 200);break;case 3:// 加200金币player.setCash(player.getCash() + 200);break;}// 在事件层显示事件this.events.showImg(((Park) b).getImgageEvents()[random], 3, new Point(320, 160, 0));new Thread(new MyThread(run, 3)).start();}/** *  * 停留在原点 *  */private void stopInOrigin(Building b, PlayerModel player) {this.textTip.showTextTip(player, player.getName() + " 在起点停留,奖励 "+ ((Origin) b).getReward() + "金币.", 3);player.setCash(player.getCash() + ((Origin) b).getReward());new Thread(new MyThread(run, 1)).start();}/** *  * 停留在新闻点上 *  */private void stopInNews(Building b, PlayerModel player) {int random = (int) (Math.random() * ((News) b).getImgageEvents().length);switch (random) {case 0:case 1:// 设置天数player.setInHospital(player.getInHospital() + 4);// 玩家位置切换到医院位置if (LandModel.hospital != null) {player.setX(LandModel.hospital.x);player.setY(LandModel.hospital.y);}break;case 2:case 3:player.setCash(player.getCash() - 1000);break;case 4:player.setCash(player.getCash() - 1500);break;case 5:player.setCash(player.getCash() - 2000);break;case 6:case 7:player.setCash(player.getCash() - 300);break;case 8:player.setCash(player.getCash() - 400);break;case 9:// 点卷小于不能发生事件if (player.getNx() < 40) {stopInNews(b, player);return;}player.setNx(player.getNx() - 40);break;case 10:player.setCash(player.getCash() - 500);break;case 11:player.setCash(player.getCash() + 1000);break;case 12:case 13:player.setCash(player.getCash() + 2000);break;case 14:player.setCash(player.getCash() + 3999);player.setNx(player.getNx() + 100);break;case 15:player.setNx(player.getNx() + 300);break;case 16:for (int i = 0; i  < player.getCards().size();i++){//System.out.println(player.getCards().get(i).getcName());// 嫁祸卡if (player.getCards().get(i).getName().equals("CrossingCard")){player.getCards().remove(i);// 对手减少金钱.player.getOtherPlayer().setCash(player.getOtherPlayer().getCash() - 3000);this.textTip.showTextTip(player, player.getName() + "将一笔\"3000元\"嫁祸给 "+ player.getOtherPlayer().getName()+"。真是人算不如天算啊.", 6);this.events.showImg(((News) b).get3000(), 3, new Point(420, 160, 0));new Thread(new MyThread(run, 3)).start();return;}}player.setCash(player.getCash() - 3000);break;}// 在事件层显示事件this.events.showImg(((News) b).getImgageEvents()[random], 3, new Point(420, 160, 0));new Thread(new MyThread(run, 3)).start();}/** *  * 停留在乐透点上 *  */private void stopInLottery(Building b, PlayerModel player) {// 未制作new Thread(new MyThread(run, 1)).start();}/** *  *  * 停留在可操作土地 *  *  */private void stopInHouse(Building b, PlayerModel player) {if (b.isPurchasability()) {// 玩家房屋if (b.getOwner() == null) { // 无人房屋// 执行买房操作this.buyHouse(b, player);} else {// 有人房屋if (b.getOwner().equals(player)) {// 自己房屋// 执行升级房屋操作this.upHouseLevel(b, player);} else {// 别人房屋// 执行交税操作this.giveTax(b, player);}}}}/** *  * 执行交税操作 *  *  */private void giveTax(Building b, PlayerModel player) {if (b.getOwner().getInHospital() > 0) {// 增加文本提示this.textTip.showTextTip(player, b.getOwner().getName()+ "正在住院,免交过路费.", 3);} else if (b.getOwner().getInPrison() > 0) {// 增加文本提示this.textTip.showTextTip(player, b.getOwner().getName()+ "正在监狱,免交过路费.", 3);} else {int revenue = b.getRevenue();// 该玩家减少金币player.setCash(player.getCash() - revenue);// 业主得到金币b.getOwner().setCash(b.getOwner().getCash() + revenue);// 增加文本提示this.textTip.showTextTip(player, player.getName() + "经过"+ b.getOwner().getName() + "的地盘,过路费:" + revenue + "金币.", 3);}new Thread(new MyThread(run, 1)).start();}/** *  * 执行升级房屋操作 *  */private void upHouseLevel(Building b, PlayerModel player) {if (b.canUpLevel()) {// 升级房屋int price = b.getUpLevelPrice();String name = b.getName();String upName = b.getUpName();int choose = JOptionPane.showConfirmDialog(null,"亲爱的:" + player.getName() + "\r\n" + "是否升级这块地?\r\n" + name+ "→" + upName + "\r\n" + "价格:" + price + " 金币.");if (choose == JOptionPane.OK_OPTION) {if (player.getCash() >= price) {b.setLevel(b.getLevel() + 1);// 减少需要的金币player.setCash(player.getCash() - price);// 增加文本提示this.textTip.showTextTip(player, player.getName() + " 从 "+ name + " 升级成 " + upName + ".花费了 " + price+ "金币. ", 3);} else {// 增加文本提示this.textTip.showTextTip(player, player.getName()+ " 金币不足,操作失败. ", 3);}}}new Thread(new MyThread(run, 1)).start();}/** *  * 执行买房操作 *  *  */private void buyHouse(Building b, PlayerModel player) {int price = b.getUpLevelPrice();int choose = JOptionPane.showConfirmDialog(null,"亲爱的:" + player.getName() + "\r\n" + "是否购买下这块地?\r\n"+ b.getName() + "→" + b.getUpName() + "\r\n" + "价格:"+ price + " 金币.");if (choose == JOptionPane.OK_OPTION) {// 购买if (player.getCash() >= price) {b.setOwner(player);b.setLevel(1);// 将该房屋加入当前玩家的房屋列表下player.getBuildings().add(b);// 减少需要的金币player.setCash(player.getCash() - price);this.textTip.showTextTip(player, player.getName()+ " 买下了一块空地.花费了: " + price + "金币. ", 3);} else {this.textTip.showTextTip(player, player.getName()+ " 金币不足,操作失败. ", 3);}}new Thread(new MyThread(run, 1)).start();}/** *  * 停留在医院 *  */private void stopInHospital(Building b, PlayerModel player) {int days = (int) (Math.random() * 4) + 2;player.setInHospital(days);int random = (int) (Math.random() * ((Hospital) b).getEvents().length);String text = ((Hospital) b).getEvents()[random];this.textTip.showTextTip(player, player.getName() + text + "停留"+ (days - 1) + "天.", 3);new Thread(new MyThread(run, 1)).start();}/** *  * 卡片效果作用 *  */public void cardsBuff() {List<Card>delete = new ArrayList<Card>();for (Card a : this.run.getNowPlayer().getEffectCards()) {int buff = a.cardBuff();cardBuff(a, buff,delete);}this.run.getNowPlayer().getEffectCards().removeAll(delete);this.run.nextState();}/** *  * 卡片效果持续 *  *  */private void cardBuff(Card card, int buff,List<Card>delete) {switch (buff) {case GameState.CARD_BUFF_TORTOISE:// 乌龟卡BUffbuffTortoiseCard((TortoiseCard) card,delete);break;case GameState.CARD_BUFF_STOP:// 停留卡BuffbuffStopCard(card,delete);break;}}/** *  * 停留卡Buff *  *  */private void buffStopCard(Card card,List<Card>delete) {// 增加文本提示this.textTip.showTextTip(card.geteOwner(), card.geteOwner().getName()+ " 受\"停留卡\" 作用,不能移动.. ", 2);// 移除卡片delete.add(card);this.run.nextState();new Thread(new MyThread(run, 1)).start();}/** *  * 乌龟卡BUff *  */private void buffTortoiseCard(TortoiseCard card,List<Card>delete) {if (card.getLife() <= 0) {delete.add(card);return;} else {card.setLife(card.getLife() - 1);}this.textTip.showTextTip(card.geteOwner(), card.geteOwner().getName()+ " 受\"乌龟卡\" 作用,只能移动一步.. ", 2);this.run.setPoint(0);}/** *  * 使用卡片 *  */public void useCards() {PlayerModel p = this.run.getNowPlayer();while (true) {if (p.getCards().size() == 0) {// 无卡片,跳过阶段this.run.nextState();break;} else {Object[] options = new Object[p.getCards().size() + 1];int i;for (i = 0; i < p.getCards().size(); i++) {options[i] = p.getCards().get(i).getcName() + "\r\n";}options[i] = "跳过,不使用";int response = JOptionPane.showOptionDialog(null," " + p.getName() + ",选择需要使用的卡片", "卡片使用阶段.",JOptionPane.YES_OPTION, JOptionPane.PLAIN_MESSAGE,null, options, options[0]);if (response != i && response != -1) {// 获得卡片int th = p.getCards().get(response).useCard();// 使用卡片useCard(p.getCards().get(response), th);} else {// 不使用,跳过阶段.this.run.nextState();break;}}}}/** *  * 使用卡片 *  */private void useCard(Card card, int th) {switch (th) {case GameState.CARD_ADDLEVEL:// 使用加盖卡useAddLevelCard(card);break;case GameState.CARD_AVERAGERPOOR:// 使用均贫卡useAveragerPoorCard(card);break;case GameState.CARD_CHANGE:// 使用换屋卡useChangeCard(card);break;case GameState.CARD_CONTROLDICE:// 使用遥控骰子卡useControlDiceCard(card);break;case GameState.CARD_HAVE:// 使用购地卡useHaveCard(card);break;case GameState.CARD_REDUCELEVEL:// 使用降级卡useReduceLevelCard(card);break;case GameState.CARD_ROB:// 使用抢夺卡useRobCard(card);break;case GameState.CARD_STOP:// 使用停留卡useStopCard(card);break;case GameState.CARD_TALLAGE:// 使用查税卡useTallageCard(card);break;case GameState.CARD_TORTOISE:// 使用乌龟卡useTortoiseCard(card);break;case GameState.CARD_TRAP:// 使用陷害卡useTrapCard(card);break;case GameState.CARD_CROSSING:// 使用嫁祸卡useCrossingCard(card);break;}}/** *  * 使用嫁祸卡 *  */private void useCrossingCard(Card card) {Object[] options1 = { "重新选择" };JOptionPane.showOptionDialog(null, " 嫁祸卡在大事件发生时会自动使用.","卡片使用阶段.", JOptionPane.YES_OPTION,JOptionPane.PLAIN_MESSAGE, null, options1,options1[0]);}/** *  * 使用陷害卡 *  */private void useTrapCard(Card card) {Object[] options = { "确认使用", "重新选择" };int response = JOptionPane.showOptionDialog(null, "确认使用\"陷害卡\"将 \""+ card.getOwner().getOtherPlayer().getName() + "\"入狱2天?","卡片使用阶段.", JOptionPane.YES_OPTION, JOptionPane.PLAIN_MESSAGE,null, options, options[0]);if (response == 0) {// 使用PlayerModel cPlayer = card.getOwner().getOtherPlayer();// 设置天数cPlayer.setInPrison(cPlayer.getInPrison() + 2);// 玩家位置切换到医院位置if (LandModel.prison != null) {cPlayer.setX(LandModel.prison.x);cPlayer.setY(LandModel.prison.y);}// 增加文本提示this.textTip.showTextTip(card.getOwner(), card.getOwner().getName()+ " 使用了 \"陷害卡\",将 \""+ card.getOwner().getOtherPlayer().getName()+ "\"入狱2天.", 2);//  减去卡片card.getOwner().getCards().remove(card);}}/** *  * 使用乌龟卡 *  *  */private void useTortoiseCard(Card card) {Object[] options = { card.getOwner().getName(),card.getOwner().getOtherPlayer().getName(), "重新选择" };int response = JOptionPane.showOptionDialog(null," 请选择目标玩家,对其打出\"乌龟卡\".", "卡片使用阶段.", JOptionPane.YES_OPTION,JOptionPane.PLAIN_MESSAGE, null, options, options[0]);if (response == 0) {card.getOwner().getEffectCards().add(card);card.seteOwner(card.getOwner());// 增加文本提示this.textTip.showTextTip(card.getOwner(), card.getOwner().getName()+ " 对自己使用了\"乌龟卡\". ", 2);card.getOwner().getCards().remove(card);} else if (response == 1) {card.getOwner().getOtherPlayer().getEffectCards().add(card);card.seteOwner(card.getOwner().getOtherPlayer());this.textTip.showTextTip(card.getOwner(), card.getOwner().getName()+ " 对\"" + card.getOwner().getOtherPlayer().getName()+ "\"使用了\"乌龟卡\". ", 2);card.getOwner().getCards().remove(card);}}/** *  * 使用查税卡 *  *  */private void useTallageCard(Card card) {Object[] options = { "确认使用", "重新选择" };int response = JOptionPane.showOptionDialog(null, "确认使用\"查税卡\"从 \""+ card.getOwner().getOtherPlayer().getName() + "\"手中获得 10%税款?","卡片使用阶段.", JOptionPane.YES_OPTION, JOptionPane.PLAIN_MESSAGE,null, options, options[0]);if (response == 0) {// 使用int money = (int) (card.getOwner().getOtherPlayer().getCash() / 10);card.getOwner().setCash(card.getOwner().getCash() + money);card.getOwner().getOtherPlayer().setCash(card.getOwner().getOtherPlayer().getCash() - money);// 增加文本提示this.textTip.showTextTip(card.getOwner(), card.getOwner().getName()+ " 使用了 \"查税卡\",从 \""+ card.getOwner().getOtherPlayer().getName()+ "\"手中获得 10%税款", 2);//  减去卡片card.getOwner().getCards().remove(card);}}/** *  *  * 使用停留卡 *  */private void useStopCard(Card card) {Object[] options = { card.getOwner().getName(),card.getOwner().getOtherPlayer().getName(), "重新选择" };int response = JOptionPane.showOptionDialog(null," 请选择目标玩家,对其打出\"停留卡\".", "卡片使用阶段.", JOptionPane.YES_OPTION,JOptionPane.PLAIN_MESSAGE, null, options, options[0]);if (response == 0) {card.getOwner().getEffectCards().add(card);card.seteOwner(card.getOwner());// 增加文本提示this.textTip.showTextTip(card.getOwner(), card.getOwner().getName()+ " 对自己使用了\"停留卡\". ", 2);card.getOwner().getCards().remove(card);} else if (response == 1) {card.getOwner().getOtherPlayer().getEffectCards().add(card);card.seteOwner(card.getOwner().getOtherPlayer());this.textTip.showTextTip(card.getOwner(), card.getOwner().getName()+ " 对\"" + card.getOwner().getOtherPlayer().getName()+ "\"使用了\"停留卡\". ", 2);card.getOwner().getCards().remove(card);}}/** *  *  * 使用抢夺卡 *  *  */private void useRobCard(Card card) {if (card.getOwner().getCards().size() >= PlayerModel.MAX_CAN_HOLD_CARDS) {// 无法使用Object[] options = { "重新选择" };JOptionPane.showOptionDialog(null, " 您的卡片数量已经达到上限,无法使用\"抢夺卡\"","卡片使用阶段.", JOptionPane.YES_OPTION,JOptionPane.PLAIN_MESSAGE, null, options, options[0]);} else if (card.getOwner().getOtherPlayer().getCards().size() == 0) {// 无法使用Object[] options = { "重新选择" };JOptionPane.showOptionDialog(null, " \""+ card.getOwner().getOtherPlayer().getName()+ "\"没有卡片,无法使用\"抢夺卡\"", "卡片使用阶段.", JOptionPane.YES_OPTION,JOptionPane.PLAIN_MESSAGE, null, options, options[0]);} else {PlayerModel srcPlayer = card.getOwner().getOtherPlayer();// 随机选取一张//System.out.println(srcPlayer.getCards().size() + "zhang");Card getCard = srcPlayer.getCards().get((int) (srcPlayer.getCards().size() * Math.random()));// 对手丧失卡片srcPlayer.getCards().remove(getCard);// 卡片拥有者获得card.getOwner().getCards().add(getCard);// 更改获得卡片拥有者getCard.setOwner(card.getOwner());// 增加文本提示this.textTip.showTextTip(card.getOwner(), card.getOwner().getName()+ " 使用了 \"抢夺卡\",抢夺了 \"" + srcPlayer.getName() + "\"的一张\""+ getCard.getcName() + ".\". ", 2);//  减去卡片card.getOwner().getCards().remove(card);}}/** *  * 使用降级卡 *  */private void useReduceLevelCard(Card card) {Building building = this.building.getBuilding(card.getOwner().getY() / 60, card.getOwner().getX() / 60);if (building.getOwner() != null&& building.getOwner().equals(card.getOwner().getOtherPlayer())) {// 是对手的房屋if (building.getLevel() > 0) { // 可以降级// 降级building.setLevel(building.getLevel() - 1);// 增加文本提示this.textTip.showTextTip(card.getOwner(), card.getOwner().getName()+ " 使用了 \"降级卡\",将\""+ card.getOwner().getOtherPlayer().getName()+ "\"的房屋等级降低一级. ", 2);//  减去卡片card.getOwner().getCards().remove(card);} else {// 无法使用,不可降级Object[] options = { "重新选择" };JOptionPane.showOptionDialog(null, " 当前房屋不可降级", "卡片使用阶段.",JOptionPane.YES_OPTION, JOptionPane.PLAIN_MESSAGE,null, options, options[0]);}} else {// 无法使用.Object[] options = { "重新选择" };JOptionPane.showOptionDialog(null, " 当前房屋不能使用该卡片.", "卡片使用阶段.",JOptionPane.YES_OPTION, JOptionPane.PLAIN_MESSAGE, null,options, options[0]);}}/** *  * 使用购地卡 *  */private void useHaveCard(Card card) {// 该地点房屋Building building = this.building.getBuilding(card.getOwner().getY() / 60, card.getOwner().getX() / 60);if (building.getOwner() != null&& building.getOwner().equals(card.getOwner().getOtherPlayer())) {// 是对方的房屋Object[] options = { "确认使用", "重新选择" };int response = JOptionPane.showOptionDialog(null,"确认使用\"购地卡\"将此地收购?需要花费:" + building.getAllPrice() + " 金币.","卡片使用阶段.", JOptionPane.YES_OPTION,JOptionPane.PLAIN_MESSAGE, null, options, options[0]);if (response == 0) {if (card.getOwner().getCash() >= building.getAllPrice()) {// 金币交换building.getOwner().setCash(building.getOwner().getCash()+ building.getAllPrice());card.getOwner().setCash(card.getOwner().getCash() - building.getAllPrice());building.setOwner(card.getOwner());// 增加文本提示this.textTip.showTextTip(card.getOwner(), card.getOwner().getName() + " 使用了 \"购地卡\",收购获得了该土地. ", 2);//  减去卡片card.getOwner().getCards().remove(card);} else {Object[] options1 = { "重新选择" };JOptionPane.showOptionDialog(null, " 金币不足,无法购买房屋!","卡片使用阶段.", JOptionPane.YES_OPTION,JOptionPane.PLAIN_MESSAGE, null, options1,options1[0]);}}} else {Object[] options1 = { "重新选择" };JOptionPane.showOptionDialog(null, "此房屋无法使用该卡片.", "卡片使用阶段.",JOptionPane.YES_OPTION, JOptionPane.PLAIN_MESSAGE, null,options1, options1[0]);}}/** *  *  * 使用遥控骰子卡 *  *  */private void useControlDiceCard(Card card) {Object[] options = { "1点", "2点", "3点", "4点", "5点", "6点", "重新选择" };int response = JOptionPane.showOptionDialog(null,"确认使用\"遥控骰子卡\"遥控骰子点数?", "卡片使用阶段.", JOptionPane.YES_OPTION,JOptionPane.PLAIN_MESSAGE, null, options, options[0]);if (response == -1 || response == 6) {return;} else {// 使用this.run.setPoint(response);// 增加文本提示this.textTip.showTextTip(card.getOwner(), card.getOwner().getName()+ " 使用了 \"遥控骰子卡\".", 2);//  减去卡片card.getOwner().getCards().remove(card);}}/** *  * 使用换屋卡 *  */private void useChangeCard(Card card) {Building building = this.building.getBuilding(card.getOwner().getY() / 60, card.getOwner().getX() / 60);if (building.getOwner() != null&& building.getOwner().equals(card.getOwner().getOtherPlayer())) {// 是对手房屋Object[] options = { "确认使用", "重新选择" };int response = JOptionPane.showOptionDialog(null,"确认使用\"换屋卡\"与对手交换一块同类型的房屋(随机)", "卡片使用阶段.",JOptionPane.YES_OPTION, JOptionPane.PLAIN_MESSAGE, null,options, options[0]);if (response == 0) {// 找寻相等级别房屋int thisBuildingLevel = building.getLevel();Building changeBuilding = null;for (Building a : card.getOwner().getBuildings()) {if (a.getLevel() == thisBuildingLevel) {changeBuilding = a;break;}}// 找到同类型房屋if (changeBuilding != null) {changeBuilding.setOwner(card.getOwner().getOtherPlayer());building.setOwner(card.getOwner());// 增加文本提示this.textTip.showTextTip(card.getOwner(), card.getOwner().getName()+ " 使用了 \"换屋卡\",将某处房屋与"+ card.getOwner().getOtherPlayer().getName()+ "该地的房屋进行交换.. ", 2);//  减去卡片card.getOwner().getCards().remove(card);} else {Object[] options1 = { "重新选择" };JOptionPane.showOptionDialog(null, " 当前房屋不可使用\"换屋卡\"","卡片使用阶段.", JOptionPane.YES_OPTION,JOptionPane.PLAIN_MESSAGE, null, options1,options1[0]);}}} else {Object[] options = { "重新选择" };JOptionPane.showOptionDialog(null, " 当前房屋不可使用\"换屋卡\"", "卡片使用阶段.",JOptionPane.YES_OPTION, JOptionPane.PLAIN_MESSAGE, null,options, options[0]);}}/** *  * 使用均贫卡 *  */private void useAveragerPoorCard(Card card) {Object[] options = { "确认使用", "重新选择" };int response = JOptionPane.showOptionDialog(null,"确认使用\"均贫卡\"与对手平分现金?", "卡片使用阶段.", JOptionPane.YES_OPTION,JOptionPane.PLAIN_MESSAGE, null, options, options[0]);if (response == 0) {// 使用int money = (int) (card.getOwner().getCash() + card.getOwner().getOtherPlayer().getCash()) / 2;card.getOwner().setCash(money);card.getOwner().getOtherPlayer().setCash(money);// 增加文本提示this.textTip.showTextTip(card.getOwner(), card.getOwner().getName()+ " 使用了 \"均贫卡\",与对手平分了现金,现在双方现金数为:" + money + " 金币. ", 2);//  减去卡片card.getOwner().getCards().remove(card);}}/** *  * 使用加盖卡 *  */private void useAddLevelCard(Card card) {Building building = this.building.getBuilding(card.getOwner().getY() / 60, card.getOwner().getX() / 60);if (building.getOwner() != null&& building.getOwner().equals(card.getOwner())) {// 是自己的房屋if (building.canUpLevel()) { // 可升级// 升级building.setLevel(building.getLevel() + 1);// 增加文本提示this.textTip.showTextTip(card.getOwner(), card.getOwner().getName() + " 使用了 \"加盖卡\",将房屋等级提升一级. ", 2);//  减去卡片card.getOwner().getCards().remove(card);} else {// 无法使用,不可升级Object[] options = { "重新选择" };JOptionPane.showOptionDialog(null, " 当前房屋不可升级.", "卡片使用阶段.",JOptionPane.YES_OPTION, JOptionPane.PLAIN_MESSAGE,null, options, options[0]);}} else {// 无法使用.Object[] options = { "重新选择" };JOptionPane.showOptionDialog(null, " 当前房屋不能使用该卡片.", "卡片使用阶段.",JOptionPane.YES_OPTION, JOptionPane.PLAIN_MESSAGE, null,options, options[0]);}}/** *  * 退出商店 *  */public void exitShop() {new Thread(new MyThread(run, 1)).start();}/** *  * 商店里买卡片操作 *  *  */public void buyCard(Shop_ shop) {int chooseCard = this.panel.getShop().getChooseCard();if (chooseCard >= 0&& this.panel.getShop().getCard().get(chooseCard) != null) {// 购买卡片 如果购买成功if (this.buyCard(shop, chooseCard)) {// UI消去卡片this.panel.getShop().getCard().get(chooseCard).setEnabled(false);// 初始化已选卡片this.panel.getShop().setChooseCard(-1);}}}/** *  * 购买卡片 *  *  */public boolean buyCard(Shop_ shop, int p) {if (this.panel.getShop().getCard().get(p) != null) {if (this.run.getNowPlayer().getCards().size() >= PlayerModel.MAX_CAN_HOLD_CARDS) {JOptionPane.showMessageDialog(null, "您最大可持有:"+ PlayerModel.MAX_CAN_HOLD_CARDS + "张卡片,目前已经不能再购买了!");return false;}if (this.run.getNowPlayer().getNx() < shop.getCards().get(p).getPrice()) {JOptionPane.showMessageDialog(null, "当前卡片需要:"+ shop.getCards().get(p).getPrice() + "点卷,您的点卷不足.");return false;}// 设置卡片拥有者shop.getCards().get(p).setOwner(this.run.getNowPlayer());// 向玩家卡片库中添加卡片this.run.getNowPlayer().getCards().add(shop.getCards().get(p));// 减去对应点卷this.run.getNowPlayer().setNx(this.run.getNowPlayer().getNx()- shop.getCards().get(p).getPrice());}return true;}/** *  * 游戏结束~ *  *  * @param winer */public void gameOver () {this.run.setNowPlayerState(GameRunning.GAME_STOP);this.panel.getBackgroundUI().moveToFront();this.panel.getRunning().moveToFront();this.panel.getPlayerInfo().moveToFront();this.panel.getEffect().moveToFront();this.music.gameOver();this.effect.showImg("timeover2");}}

游戏运转处理

/** *  * 游戏运转处理 *  * @author MOVELIGHTS *  */public class GameRunning {/** * 玩家列表 */private List<PlayerModel> players = null;/** * 当前操作玩家 */private PlayerModel nowPlayer = null;/** * 骰子当前点数 */private int point;/** * 玩家使用卡片状态 */public static int STATE_CARD = 1;/** * 玩家卡片作用状态 */public static int STATE_CARD_EFFECT = 2;/** * 玩家掷点状态 */public static int STATE_THROWDICE = 3;/** * 玩家移动状态 */public static int STATE_MOVE = 4;/** *  * 游戏终止状态 *  */public static int GAME_STOP = 5;/** *  * 玩家目前状态 *  */private int nowPlayerState;/** *  * 游戏进行天数 *  */public static int day = 1;/** *  * 当前地图代码 *  */public static int MAP = 1;/** *  * 游戏上限天数 - 1为无上限 *  */public static int GAME_DAY = -1;/** *  * 游戏金钱上线(即胜利条件)-1为无上限 *  */public static int MONEY_MAX = -1;/** *  * 初始化玩家初始金钱 *  */public static int PLAYER_CASH = 1000;private Control control;public GameRunning(Control control, List<PlayerModel> players) {this.control = control;this.players = players;}/** *  * 获得当前玩家状态 *  */public int getNowPlayerState() {return this.nowPlayerState;}/** *  * 转换玩家状态 *  */public void nextState() {// 判断游戏是否得出结果if (gameContinue()) {if (this.nowPlayerState == STATE_CARD) {// “掷点状态”this.nowPlayerState = STATE_CARD_EFFECT;// 卡片BUFFthis.control.cardsBuff();} else if (this.nowPlayerState == STATE_CARD_EFFECT) {// “卡片生效状态”this.nowPlayerState = STATE_THROWDICE;} else if (this.nowPlayerState == STATE_THROWDICE) {// 移动状态this.nowPlayerState = STATE_MOVE;} else if (this.nowPlayerState == STATE_MOVE) {// 换人操作this.nowPlayerState = STATE_CARD;this.nextPlayer();// 产生一个点数this.setPoint((int) (Math.random() * 6));// 完毕后执行下一个玩家的动作 - STATE_CARDthis.control.useCards();}}}/** *  * 获取当前玩家 *  */public PlayerModel getNowPlayer() {return this.nowPlayer;}public void setNowPlayerState(int nowPlayerState) {this.nowPlayerState = nowPlayerState;}/** *  * 获取非当前玩家 *  */public PlayerModel getNotNowPlayer() {return this.nowPlayer.equals(this.players.get(0)) ? this.players.get(1): this.players.get(0);}/** * 换人操作 */private void nextPlayer() {// 减少时间if (this.nowPlayer.getInPrison() > 0) {this.nowPlayer.setInPrison(this.nowPlayer.getInPrison() - 1);}if (this.nowPlayer.getInHospital() > 0) {this.nowPlayer.setInHospital(this.nowPlayer.getInHospital() - 1);}// 换人if (this.nowPlayer.equals(this.players.get(0))) {this.nowPlayer = this.players.get(1);} else {this.nowPlayer = this.players.get(0);// 结束后游戏天数增加day++;}}/** *  * 判断游戏是否结束 *  *  */public boolean gameContinue() {PlayerModel p1 = this.nowPlayer;PlayerModel p2 = this.nowPlayer.getOtherPlayer();// 天数if (GAME_DAY > 0 && day >= GAME_DAY) {this.control.gameOver();return false;}// 最大金钱if (MONEY_MAX > 0 && p1.getCash() >= MONEY_MAX) {this.control.gameOver();return false;} else if (MONEY_MAX > 0 && p2.getCash() >= MONEY_MAX) {this.control.gameOver();return false;}// 破产if (p1.getCash() < 0) {this.control.gameOver();return false;} else if (p2.getCash() < 0) {this.control.gameOver();return false;}return true;}public void setPlayers(List<PlayerModel> players) {this.players = players;}public int getPoint() {return point;}public void setPoint(int point) {this.point = point;}public int getDay() {return day;}/** *  * 开始游戏设置 *  */public void startGameInit() {// 设定当前游戏玩家this.nowPlayer = this.players.get(0);// 设定当前玩家状态为“使用卡片”this.nowPlayerState = STATE_CARD;// 随机设定点数this.setPoint((int) (Math.random() * 6));// 首个玩家使用卡片this.control.useCards();}}

总结

通过此次的《大富翁》游戏实现,让我对swing的相关知识有了进一步的了解,对java这门语言也有了比以前更深刻的认识。

java的一些基本语法,比如数据类型、运算符、程序流程控制和数组等,理解更加透彻。java最核心的核心就是面向对象思想,对于这一个概念,终于悟到了一些。

源码获取

源码下载地址:传送门------->

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今天是持续写作的第 7 / 100 天。
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