在三中實現了移動,我們在本篇博客實現成功判斷,重新開始,自動下一關等操作
1.成功判斷
檢查地圖中是否存在空箱子。沒有空箱子了不就是通關了嗎。
將其放到角色移動後。即沒移動一次判斷一次是否成功。成功的話打開下一關或者彈出提示闖關成功。
/**
* 檢查是否成功,即地圖上沒有空箱子
* @return
*/
boolean IsSuccess() {
for (int i = 0; i < MAP_WIDTH/SOUREC_WIDTH; i++) {
for (int j = 0; j < MAP_HEIGHT/SOUREC_HEIGHT; j++) {
if (map1[i][j][0]==2) {
return false;
}
}
}
return true;
}
2.讀取下一關與成功提示
與成功判斷方法搭配。若IsSuccess==true則下一關
/**
* 闖過本關,開啓下一關
*/
void GetNextMap() {
if (diy) {
if (Utils.IsExistence(PATH + "\\diy" + (level+1) + ".map")) {
JOptionPane.showMessageDialog(null, "下一關", "確定", JOptionPane.PLAIN_MESSAGE);
level++;
GetMAP(level, diy);
}else {
Success();
}
} else {
if (Utils.IsExistence(PATH + "\\" + (level+1) + ".map")) {
JOptionPane.showMessageDialog(null, "下一關", "確定", JOptionPane.PLAIN_MESSAGE);
level++;
GetMAP(level, diy);
}else {
Success();
}
}
}
/**
* 全部闖關成功,闖關成功即彈出提示且調到第一關或者其他操作
*/
void Success() {
JOptionPane.showMessageDialog(null, "恭喜你,全部闖關成功", "恭喜", JOptionPane.PLAIN_MESSAGE);
level=1;
GetMAP(level, diy);
}
3.重新開始
只需要重新讀取下地圖文件即可實現重玩
menuItem_1.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
// 重新開始
GetMAP(level,diy);
}
});
4.打開地圖編輯器
new一下CreatMap方法即可打開地圖編輯器界面
menuItem_3.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
new CreatMap();
}
});
整合代碼及最終效果
package cn.edu.caztc.sokobangame;
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.FlowLayout;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.io.BufferedInputStream;
import java.io.DataInputStream;
import java.io.FileInputStream;
import java.nio.file.Path;
import javax.swing.JFrame;
import javax.swing.JMenu;
import javax.swing.JMenuBar;
import javax.swing.JMenuItem;
import javax.swing.JOptionPane;
import javax.swing.JPanel;
/**
* 遊戲主體
*
* @author 莫言情難忘
*
*/
public class MainGame extends JFrame implements MapConfig {
int[][][] map1 = new int[18][18][1];// 地圖數組
int playerx = 0;// 玩家座標
int playery = 0;// 玩家座標
boolean diy = false;//
int level = 1;// 關卡
// 遊戲面板
JPanel panel;
public MainGame() {
// TODO Auto-generated constructor stub
this.setTitle("推箱子");
this.setSize(900, 950);
this.setLayout(new FlowLayout());
this.setDefaultCloseOperation(3);
// 設置窗體居中
this.setLocationRelativeTo(null);
// 不可拉伸
this.setResizable(false);
JMenuBar menuBar = new JMenuBar();
this.add(menuBar, BorderLayout.NORTH);
JMenu menu = new JMenu("菜單");
menuBar.add(menu);
JMenuItem menuItem = new JMenuItem("選關");
menuItem.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent arg0) {
// System.out.println("選關");
}
});
menu.add(menuItem);
JMenuItem menuItem_1 = new JMenuItem("重新開始");
menuItem_1.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
// 重新開始
GetMAP(level,diy);
}
});
menu.add(menuItem_1);
JMenuItem menuItem_2 = new JMenuItem("關於");
menuItem_2.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
// System.out.println("關於");
JOptionPane.showMessageDialog(null, "莫言情難忘開發,csdn:莫言情難忘,個人QQ:1179307527", "關於",
JOptionPane.PLAIN_MESSAGE);
}
});
JMenu menu_1 = new JMenu("\u81EA\u5B9A\u4E49");
menuBar.add(menu_1);
JMenuItem menuItem_3 = new JMenuItem("地圖編輯器");
menuItem_3.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
new CreatMap();
}
});
menu_1.add(menuItem_3);
menuBar.add(menuItem_2);
GetMAP(level, diy);
// 創建遊戲面板
panel = setpanel();
this.add(panel);
this.setVisible(true);
// 安裝鍵盤監聽器
PanelListenner plis = new PanelListenner();
this.addKeyListener(plis);
// 啓動刷新面板線程
UpdateThread ut = new UpdateThread(panel);
ut.start();
}
/**
* 讀取地圖數據
*
* @param level 關卡
* @param diy
*/
void GetMAP(int level, boolean diy) {
String stringdiy = "";
if (diy) {
stringdiy = "diy";
}
try {
DataInputStream in = new DataInputStream(
new BufferedInputStream(new FileInputStream(PATH + "\\" + stringdiy + level + ".map")));
int i = in.readInt();
int j = in.readInt();
for (int ii = 0; ii < i; ii++) {
for (int jj = 0; jj < j; jj++) {
map1[ii][jj][0] = in.readInt();
if (map1[ii][jj][0] == 5) {
playerx = ii;
playery = jj;
map1[ii][jj][0] = 1;
}
}
}
} catch (Exception e) {
// TODO: handle exception
}
}
/**
* 自定義內部遊戲面板類
*
* @author 莫言情難忘
*
*/
class MyPanel extends JPanel {
@Override
public void paint(Graphics g) {
super.paint(g);
for (int i = 0; i < MAP_HEIGHT / SOUREC_HEIGHT; i++) {
for (int j = 0; j < MAP_WIDTH / SOUREC_WIDTH; j++) {
g.drawImage(GetGameImage(map1[i][j][0]), getDrawX(j), getDrawY(i), SOUREC_WIDTH, SOUREC_HEIGHT,
null);
}
}
g.drawImage(icon106.getImage(), getDrawX(playery), getDrawY(playerx), SOUREC_WIDTH, SOUREC_HEIGHT, null);
}
// 將數組下標轉化成對應的圖片左上角座標
public int getDrawX(int j) {
int x = j * 50;
return x;
}
// 將數組下標轉化成對應的圖片左上角座標
public int getDrawY(int i) {
int y = i * 50;
return y;
}
}
/**
* 設置遊戲面板
*/
public JPanel setpanel() {
JPanel panel = new MyPanel();
panel.setPreferredSize(new Dimension(MAP_WIDTH, MAP_HEIGHT));
panel.setLayout(null);
panel.setBackground(Color.black);
return panel;
}
/**
* 獲取到數字對應的圖片
*
* @param i 數字
* @return
*/
Image GetGameImage(int i) {
if (i > 5) {
i = 0;
}
return allicons[i].getImage();
}
/**
* 內部遊戲按鍵監聽類
*/
class PanelListenner extends KeyAdapter {
// 當按鍵按下
public void keyPressed(KeyEvent e) {
int code = e.getKeyCode();
switch (code) {
case KeyEvent.VK_UP:
if (check(1)) {
Move(1);
}
break;
case KeyEvent.VK_DOWN:
if (check(3)) {
Move(3);
}
break;
case KeyEvent.VK_LEFT:
if (check(2)) {
Move(2);
}
break;
case KeyEvent.VK_RIGHT:
if (check(4)) {
Move(4);
}
break;
case 87:
if (check(1)) {
Move(1);
}
break;
case 65:
if (check(3)) {
Move(3);
}
break;
case 83:
if (check(2)) {
Move(2);
}
break;
case 68:
if (check(4)) {
Move(4);
}
break;
default:
break;
}
if (IsSuccess()) {
GetNextMap();
}
}
}
/**
* 檢查能不能走,前方有牆或者兩個箱子超界等
*
* @param direction 方向 1234wasd
* @return
*/
boolean check(int direction) {
switch (direction) {
case 1:
// 判斷1.超界 2.前面是牆 3.前面是箱子或者空箱子 再前面是箱子或者牆或者空箱子
if (playerx == 0) {
return false;
} else if (map1[playerx - 1][playery][0] == 0) {
return false;
} else if (map1[playerx - 1][playery][0] == 2 || map1[playerx - 1][playery][0] == 3) {
if (map1[playerx - 2][playery][0] == 2 || map1[playerx - 2][playery][0] == 3
|| map1[playerx - 2][playery][0] == 0) {
return false;
}
}
break;
case 2:
if (playery == 0) {
return false;
} else if (map1[playerx][playery - 1][0] == 0) {
return false;
} else if (map1[playerx][playery - 1][0] == 2 || map1[playerx][playery - 1][0] == 3) {
if (map1[playerx][playery - 2][0] == 2 || map1[playerx][playery - 2][0] == 3
|| map1[playerx][playery - 2][0] == 0) {
return false;
}
}
break;
case 3:
if (playerx == 17) {
return false;
} else if (map1[playerx + 1][playery][0] == 0) {
return false;
} else if (map1[playerx + 1][playery][0] == 2 || map1[playerx + 1][playery][0] == 3) {
if (map1[playerx + 2][playery][0] == 2 || map1[playerx + 2][playery][0] == 3
|| map1[playerx + 2][playery][0] == 0) {
return false;
}
}
break;
case 4:
if (playery == 17) {
return false;
} else if (map1[playerx][playery + 1][0] == 0) {
return false;
} else if (map1[playerx][playery + 1][0] == 2 || map1[playerx][playery + 1][0] == 3) {
if (map1[playerx][playery + 2][0] == 2 || map1[playerx][playery + 2][0] == 3
|| map1[playerx][playery + 2][0] == 0) {
return false;
}
}
break;
default:
break;
}
return true;
}
/**
* 角色移動
*
* @param direction 方向 1234wasd
*/
private void Move(int direction) {
// TODO Auto-generated method stub
switch (direction) {
// 0牆 1地板 2空箱子 3 箱子 4箱子點 5出生點
case 1:
if (map1[playerx - 1][playery][0] == 2) {
if (map1[playerx - 2][playery][0] == 4) {
map1[playerx - 1][playery][0] = 1;
map1[playerx - 2][playery][0] = 3;
} else {
map1[playerx - 1][playery][0] = 1;
map1[playerx - 2][playery][0] = 2;
}
} else if (map1[playerx - 1][playery][0] == 3) {
map1[playerx - 1][playery][0] = 4;
map1[playerx - 2][playery][0] = 2;
}
playerx -= 1;
break;
case 2:
if (map1[playerx][playery - 1][0] == 2) {
if (map1[playerx][playery - 2][0] == 4) {
map1[playerx][playery - 1][0] = 1;
map1[playerx][playery - 2][0] = 3;
} else {
map1[playerx][playery - 1][0] = 1;
map1[playerx][playery - 2][0] = 2;
}
} else if (map1[playerx][playery - 1][0] == 3) {
map1[playerx][playery - 1][0] = 4;
map1[playerx][playery - 2][0] = 2;
}
playery -= 1;
break;
case 3:
if (map1[playerx + 1][playery][0] == 2) {
if (map1[playerx + 2][playery][0] == 4) {
map1[playerx + 1][playery][0] = 1;
map1[playerx + 2][playery][0] = 3;
} else {
map1[playerx + 1][playery][0] = 1;
map1[playerx + 2][playery][0] = 2;
}
} else if (map1[playerx + 1][playery][0] == 3) {
map1[playerx + 1][playery][0] = 4;
map1[playerx + 2][playery][0] = 2;
}
playerx += 1;
break;
case 4:
if (map1[playerx][playery + 1][0] == 2) {
if (map1[playerx][playery + 2][0] == 4) {
map1[playerx][playery + 1][0] = 1;
map1[playerx][playery + 2][0] = 3;
} else {
map1[playerx][playery + 1][0] = 1;
map1[playerx][playery + 2][0] = 2;
}
} else if (map1[playerx][playery + 1][0] == 3) {
map1[playerx][playery + 1][0] = 4;
map1[playerx][playery + 2][0] = 2;
}
playery += 1;
break;
default:
break;
}
}
/**
* 檢查是否成功,即地圖上沒有空箱子
* @return
*/
boolean IsSuccess() {
for (int i = 0; i < MAP_WIDTH/SOUREC_WIDTH; i++) {
for (int j = 0; j < MAP_HEIGHT/SOUREC_HEIGHT; j++) {
if (map1[i][j][0]==2) {
return false;
}
}
}
return true;
}
/**
* 闖過本關,開啓下一關
*/
void GetNextMap() {
if (diy) {
if (Utils.IsExistence(PATH + "\\diy" + (level+1) + ".map")) {
JOptionPane.showMessageDialog(null, "下一關", "確定", JOptionPane.PLAIN_MESSAGE);
level++;
GetMAP(level, diy);
}else {
Success();
}
} else {
if (Utils.IsExistence(PATH + "\\" + (level+1) + ".map")) {
JOptionPane.showMessageDialog(null, "下一關", "確定", JOptionPane.PLAIN_MESSAGE);
level++;
GetMAP(level, diy);
}else {
Success();
}
}
}
/**
* 全部闖關成功,闖關成功即彈出提示且調到第一關或者其他操作
*/
void Success() {
JOptionPane.showMessageDialog(null, "恭喜你,全部闖關成功", "恭喜", JOptionPane.PLAIN_MESSAGE);
level=1;
GetMAP(level, diy);
}
}
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