Java實現2048小遊戲(可直接運行)

運行效果:

1.項目結構

2.代碼

BaseData接口

package com.hsy.game;

import java.awt.*;

public interface BaseData {
 Font topicFont = new Font("微軟雅黑", Font.BOLD, 50);
 Font scoreFont = new Font("微軟雅黑", Font.BOLD, 28);
 Font normalFont = new Font("宋體", Font.PLAIN, 20);
 Font font1 = new Font("宋體", Font.BOLD, 46);
 Font font2 = new Font("宋體", Font.BOLD, 40);
 Font font3 = new Font("宋體", Font.BOLD, 34);
 Font font4 = new Font("宋體", Font.BOLD, 28);
 Font font5 = new Font("宋體", Font.BOLD, 22);
 int normalFontData = 20;
 int topicFontData = 30;

 void init();
 void showView();
}

GameView類

package com.hsy.game;

import java.awt.Color;
import java.awt.FlowLayout;
import java.awt.FontMetrics;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.RenderingHints;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.util.ArrayList;
import java.util.List;
import java.util.Random;

import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;


public class GameView implements BaseData{
 private static final int jFrameWidth = 400;
 private static final int jFrameHeight = 530;
 private static int score = 0;

 private JFrame jFrameMain;
 private JLabel jLblTitle;
 private JLabel jLblScoreName;
 private JLabel jLblScore;
 private GameBoard gameBoard;


 private JLabel jlblTip;

 public GameView() {
  init();
 }

 @Override
 public void init() {
  jFrameMain = new JFrame("2048小遊戲");
  jFrameMain.setSize(jFrameWidth, jFrameHeight);
  jFrameMain.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
  jFrameMain.setLocationRelativeTo(null);
  jFrameMain.setResizable(false);
  jFrameMain.setLayout(null);

  jLblTitle = new JLabel("2048", JLabel.CENTER);
  jLblTitle.setFont(topicFont);
  jLblTitle.setForeground(Color.BLACK);
  jLblTitle.setBounds(50, 0, 150, 60);
  jFrameMain.add(jLblTitle);


  // 分數區
  jLblScoreName = new JLabel("得 分", JLabel.CENTER);
  jLblScoreName.setFont(scoreFont);
  jLblScoreName.setForeground(Color.WHITE);
  jLblScoreName.setOpaque(true);
  jLblScoreName.setBackground(Color.GRAY);
  jLblScoreName.setBounds(250, 0, 120, 30);
  jFrameMain.add(jLblScoreName);

  jLblScore = new JLabel("0", JLabel.CENTER);
  jLblScore.setFont(scoreFont);
  jLblScore.setForeground(Color.WHITE);
  jLblScore.setOpaque(true);
  jLblScore.setBackground(Color.GRAY);
  jLblScore.setBounds(250, 30, 120, 30);
  jFrameMain.add(jLblScore);

  // 說明:
  jlblTip = new JLabel("操作: ↑ ↓ ← →, 按esc鍵重新開始 ",
    JLabel.CENTER);
  jlblTip.setFont(normalFont);
  jlblTip.setForeground(Color.DARK_GRAY);
  jlblTip.setBounds(0, 60, 400, 40);
  jFrameMain.add(jlblTip);

  gameBoard = new GameBoard();
  gameBoard.setBounds(0, 100, 400, 400);
  gameBoard.setBackground(Color.GRAY);
  gameBoard.setFocusable(true);
  gameBoard.setLayout(new FlowLayout());
  jFrameMain.add(gameBoard);
 }

 // 遊戲面板需要對鍵值實現偵聽,
 // 這裡采用內部類來繼承 JPanel 類,
 // 並實現接口 KeyListener 中的 keyPressed 方法,
 // 方格是通過
 @SuppressWarnings("serial")
 class GameBoard extends JPanel implements KeyListener {
  private static final int CHECK_GAP = 10;
  private static final int CHECK_ARC = 20;
  private static final int CHECK_SIZE = 86;

  private Check[][] checks = new Check[4][4];
  private boolean isAdd = true;

  public GameBoard() {
   initGame();
   addKeyListener(this);
  }

  @Override
  public void keyPressed(KeyEvent e) {
   switch (e.getKeyCode()) {
    case KeyEvent.VK_ESCAPE:
     initGame();
     break;
    case KeyEvent.VK_LEFT:
     moveLeft();
     createCheck();
     judgeGameOver();
     break;
    case KeyEvent.VK_RIGHT:
     moveRight();
     createCheck();
     judgeGameOver();
     break;
    case KeyEvent.VK_UP:
     moveUp();
     createCheck();
     judgeGameOver();
     break;
    case KeyEvent.VK_DOWN:
     moveDown();
     createCheck();
     judgeGameOver();
     break;
    default:
     break;
   }
   repaint();
  }

  private void initGame() {
   score = 0;
   for (int indexRow = 0; indexRow < 4; indexRow++) {
    for (int indexCol = 0; indexCol < 4; indexCol++) {
     checks[indexRow][indexCol] = new Check();
    }
   }
   // 生成兩個數
   isAdd = true;
   createCheck();
   isAdd = true;
   createCheck();
  }

  private void createCheck() {
   List<Check> list = getEmptyChecks();

   if (!list.isEmpty() && isAdd) {
    Random random = new Random();
    int index = random.nextInt(list.size());
    Check check = list.get(index);
    // 2, 4出現概率3:1
    check.value = (random.nextInt(4) % 3 == 0) ? 2 : 4;
    isAdd = false;
   }
  }

  // 獲取空白方格
  private List<Check> getEmptyChecks() {
   List<Check> checkList = new ArrayList<>();
   for (int i = 0; i < 4; i++) {
    for (int j = 0; j < 4; j++) {
     if (checks[i][j].value == 0) {
      checkList.add(checks[i][j]);
     }
    }
   }

   return checkList;
  }

  private boolean judgeGameOver() {
   jLblScore.setText(score + "");

   if (!getEmptyChecks().isEmpty()) {
    return false;
   }

   for (int i = 0; i < 3; i++) {
    for (int j = 0; j < 3; j++) {
     //判斷是否存在可合並的方格
     if (checks[i][j].value == checks[i][j + 1].value
       || checks[i][j].value == checks[i + 1][j].value) {
      return false;
     }
    }
   }

   return true;
  }

  private boolean moveLeft() {
   for (int i = 0; i < 4; i++) {
    for (int j = 1, index = 0; j < 4; j++) {
     if (checks[i][j].value > 0) {
      if (checks[i][j].value == checks[i][index].value) {
       score += checks[i][index++].value <<= 1;
       checks[i][j].value = 0;
       isAdd = true;
      } else if (checks[i][index].value == 0) {
       checks[i][index].value = checks[i][j].value;
       checks[i][j].value = 0;
       isAdd = true;
      } else if (checks[i][++index].value == 0) {
       checks[i][index].value = checks[i][j].value;
       checks[i][j].value = 0;
       isAdd = true;
      }
     }
    }
   }
   return isAdd;
  }

  private boolean moveRight() {
   for (int i = 0; i < 4; i++) {
    for (int j = 2, index = 3; j >= 0; j--) {
     if (checks[i][j].value > 0) {
      if (checks[i][j].value == checks[i][index].value) {
       score += checks[i][index--].value <<= 1;
       checks[i][j].value = 0;
       isAdd = true;
      } else if (checks[i][index].value == 0) {
       checks[i][index].value = checks[i][j].value;
       checks[i][j].value = 0;
       isAdd = true;
      } else if (checks[i][--index].value == 0) {
       checks[i][index].value = checks[i][j].value;
       checks[i][j].value = 0;
       isAdd = true;
      }
     }
    }
   }

   return isAdd;
  }

  private boolean moveUp() {
   for (int i = 0; i < 4; i++) {
    for (int j = 1, index = 0; j < 4; j++) {
     if (checks[j][i].value > 0) {
      if (checks[j][i].value == checks[index][i].value) {
       score += checks[index++][i].value <<= 1;
       checks[j][i].value = 0;
       isAdd = true;
      } else if (checks[index][i].value == 0) {
       checks[index][i].value = checks[j][i].value;
       checks[j][i].value = 0;
       isAdd = true;
      } else if (checks[++index][i].value == 0){
       checks[index][i].value = checks[j][i].value;
       checks[j][i].value = 0;
       isAdd = true;
      }
     }
    }
   }

   return isAdd;
  }

  private boolean moveDown() {
   for (int i = 0; i < 4; i++) {
    for (int j = 2, index = 3; j >= 0; j--) {
     if (checks[j][i].value > 0) {
      if (checks[j][i].value == checks[index][i].value) {
       score += checks[index--][i].value <<= 1;
       checks[j][i].value = 0;
       isAdd = true;
      } else if (checks[index][i].value == 0) {
       checks[index][i].value = checks[j][i].value;
       checks[j][i].value = 0;
       isAdd = true;
      } else if (checks[--index][i].value == 0) {
       checks[index][i].value = checks[j][i].value;
       checks[j][i].value = 0;
       isAdd = true;
      }
     }
    }
   }

   return isAdd;
  }

  @Override
  public void paint(Graphics g) {
   super.paint(g);
   for (int i = 0; i < 4; i++) {
    for (int j = 0; j < 4; j++) {
     drawCheck(g, i, j);
    }
   }

   // GameOver
   if (judgeGameOver()) {
    g.setColor(new Color(64, 64, 64, 150));
    g.fillRect(0, 0, getWidth(), getHeight());
    g.setColor(Color.WHITE);
    g.setFont(topicFont);
    FontMetrics fms = getFontMetrics(topicFont);
    String value = "Game Over!";
    g.drawString(value,
      (getWidth()-fms.stringWidth(value)) / 2,
      getHeight() / 2);
   }
  }

  // 繪制方格
  // Graphics2D 類擴展瞭 Graphics 類,
  // 提供瞭對幾何形狀、坐標轉換、顏色管理和文本佈局更為復雜的控制
  private void drawCheck(Graphics g, int i, int j) {
   Graphics2D gg = (Graphics2D) g;
   gg.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
     RenderingHints.VALUE_ANTIALIAS_ON);
   gg.setRenderingHint(RenderingHints.KEY_STROKE_CONTROL,
     RenderingHints.VALUE_STROKE_NORMALIZE);
   Check check = checks[i][j];
   gg.setColor(check.getBackground());
   // 繪制圓角
   // x - 要填充矩形的 x 坐標。
   // y - 要填充矩形的 y 坐標。
   // width - 要填充矩形的寬度。
   // height - 要填充矩形的高度。
   // arcwidth - 4 個角弧度的水平直徑。
   // archeight - 4 個角弧度的垂直直徑。
   gg.fillRoundRect(CHECK_GAP + (CHECK_GAP + CHECK_SIZE) * j,
     CHECK_GAP + (CHECK_GAP + CHECK_SIZE) * i,
     CHECK_SIZE, CHECK_SIZE, CHECK_ARC, CHECK_ARC);
   gg.setColor(check.getForeground());
   gg.setFont(check.getCheckFont());

   // 對文字的長寬高測量。
   FontMetrics fms = getFontMetrics(check.getCheckFont());
   String value = String.valueOf(check.value);
   //使用此圖形上下文的當前顏色繪制由指定迭代器給定的文本。
   //getAscent()是FontMetrics中的一個方法,
   //它返回某字體的基線(baseline)到該字體中大多數字符的升部(ascender)之間的距離
   //getDescent 為降部
   gg.drawString(value,
     CHECK_GAP + (CHECK_GAP + CHECK_SIZE) * j +
       (CHECK_SIZE - fms.stringWidth(value)) / 2,
     CHECK_GAP + (CHECK_GAP + CHECK_SIZE) * i +
       (CHECK_SIZE - fms.getAscent() - fms.getDescent()) / 2
       + fms.getAscent());
  }

  @Override
  public void keyReleased(KeyEvent e) {
  }

  @Override
  public void keyTyped(KeyEvent e) {
  }

 }

 @Override
 public void showView() {
  jFrameMain.setVisible(true);
 }

}

Check類

package com.hsy.game;

import java.awt.Color;
import java.awt.Font;


public class Check {
 public int value;

 public Check() {
  clear();
 }

 public void clear() {
  value = 0;
 }

 public Color getForeground() {
  switch (value) {
   case 0:
    return new Color(0xcdc1b4);
   case 2:
   case 4:
    return Color.BLACK;
   default:
    return Color.WHITE;
  }
 }

 public Color getBackground() {
  switch (value) {
   case 0:
    return new Color(0xcdc1b4);
   case 2:
    return new Color(0xeee4da);
   case 4:
    return new Color(0xede0c8);
   case 8:
    return new Color(0xf2b179);
   case 16:
    return new Color(0xf59563);
   case 32:
    return new Color(0xf67c5f);
   case 64:
    return new Color(0xf65e3b);
   case 128:
    return new Color(0xedcf72);
   case 256:
    return new Color(0xedcc61);
   case 512:
    return new Color(0xedc850);
   case 1024:
    return new Color(0xedc53f);
   case 2048:
    return new Color(0xedc22e);
   case 4096:
    return new Color(0x65da92);
   case 8192:
    return new Color(0x5abc65);
   case 16384:
    return new Color(0x248c51);
   default:
    return new Color(0x248c51);
  }
 }

 public Font getCheckFont() {
  if (value < 10) {
   return BaseData.font1;
  }
  if (value < 100) {
   return BaseData.font2;
  }
  if (value < 1000) {
   return BaseData.font3;
  }
  if (value < 10000) {
   return BaseData.font4;
  }

  return BaseData.font5;
 }

}

Test類

package com.hsy.game;

public class Test {
 public static void main(String[] args) {
  new GameView().showView();
 }
}

運行Test即可

總結

到此這篇關於Java實現2048小遊戲的文章就介紹到這瞭,更多相關Java 2048小遊戲內容請搜索WalkonNet以前的文章或繼續瀏覽下面的相關文章希望大傢以後多多支持WalkonNet!

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