Java編寫鬥地主的遊戲源碼

Java寫的鬥地主遊戲源碼

源碼下載在最後

 

 

       現在開始構架遊戲,爲了不讓代碼那麼難看,我們很有必要加入設計模式和麪向對象思想。
   首先,我們列出54張牌。

       大家可以看到,撲克數字相同時,有4種花色,桃心梅方

       利用這個特性,我們採用了數字間隔,0-3一組 , 4-7一組,如果想得到花色,取模就可以了,是不是很方便?

 /**
 2      * 背面牌都是負數
 3      */
 4     public static final int BG_NORMAL = -3;
 5     public static final int BG_NONGMING = -2;
 6     public static final int BG_DIZHU = -1;
 7 
 8     public static final int F_3 = 0;
 9     public static final int M_3 = 1;
10     public static final int X_3 = 2;
11     public static final int T_3 = 3;
12 
13     public static final int F_4 = 4;
14     public static final int M_4 = 5;
15     public static final int X_4 = 6;
16     public static final int T_4 = 7;
17 
18     public static final int F_5 = 8;
19     public static final int M_5 = 9;
20     public static final int X_5 = 10;
21     public static final int T_5 = 11;
22 
23     public static final int F_6 = 12;
24     public static final int M_6 = 13;
25     public static final int X_6 = 14;
26     public static final int T_6 = 15;
27 
28     public static final int F_7 = 16;
29     public static final int M_7 = 17;
30     public static final int X_7 = 18;
31     public static final int T_7 = 19;
32 
33     public static final int F_8 = 20;
34     public static final int M_8 = 21;
35     public static final int X_8 = 22;
36     public static final int T_8 = 23;
37 
38     public static final int F_9 = 24;
39     public static final int M_9 = 25;
40     public static final int X_9 = 26;
41     public static final int T_9 = 27;
42 
43     public static final int F_10 = 28;
44     public static final int M_10 = 29;
45     public static final int X_10 = 30;
46     public static final int T_10 = 31;
47 
48     public static final int F_J = 32;
49     public static final int M_J = 33;
50     public static final int X_J = 34;
51     public static final int T_J = 35;
52 
53     public static final int F_Q = 36;
54     public static final int M_Q = 37;
55     public static final int X_Q = 38;
56     public static final int T_Q = 39;
57 
58     public static final int F_K = 40;
59     public static final int M_K = 41;
60     public static final int X_K = 42;
61     public static final int T_K = 43;
62 
63     public static final int F_A = 44;
64     public static final int M_A = 45;
65     public static final int X_A = 46;
66     public static final int T_A = 47;
67 
68     public static final int F_2 = 56;
69     public static final int M_2 = 57;
70     public static final int X_2 = 58;
71     public static final int T_2 = 59;
72 
73     public static final int JOKER_XIAO = 60;
74     public static final int JOKER_DA = 64;
/** 
     洗牌
    */
    public final void xipai()
    {
            //
            reset();

            //
            int i = 0;
            int len = 0;
            int n = 0;

            //clone pai name
            java.util.ArrayList<String> p = PAI_NAME.GetList();

            //第一次發17張牌
            len = 17;

            //提高隨機數不重複概率的種子生成方法: 

            //Millisecond 取值範圍是 0 - 999
            //DateTime.Now.Ticks是指從1970年1月1日(具體哪年忘了哈,好像是1970)開始到目前所經過的毫秒數——刻度數。

            //54張牌的組合是 54!
            //是一個非常大的數,結果是: 2.3e + 71
            //因此我們的seed的取值範圍也應該非常大,也就是0到上面的結果,
            //Millisecond小了,導致只會出現999種牌的組合
            //guid方法不可取,每回都是一樣的

            //直接以Random做爲隨機數生成器因爲時鐘精度問題,
            //在一個小的時間段內會得到同樣的僞隨機數序列,
            //你shuffle後會得到同一個結果。
            //.net提供了RNGCryptoServiceProvider可以避免這種情況

            //GetRandSeed後的取值範圍是 0 - int32.MaxValue,雖然還差很遠,但是999要好很多
            java.util.Random r = new java.util.Random(RandomUtil.GetRandSeed());


            for (i = 0; i < len; i++)
            {
                    n = r.nextInt(p.size());

                    grid[0][i] = p.get(n);

                    p.remove(n);
            }




            for (i = 0; i < len; i++)
            {
                    n = r.nextInt(p.size());

                    grid[1][i] = p.get(n);

                    p.remove(n);
            }



            for (i = 0; i < len; i++)
            {
                    n = r.nextInt(p.size());

                    grid[2][i] = p.get(n);

                    p.remove(n);
            } //end for


            //底牌
            grid2[0] = p.get(0);
            grid2[1] = p.get(1);
            grid2[2] = p.get(2);

            //distory
            p.clear();

    }

 過Win7的紙牌遊戲的朋友,一定對於遊戲中的發牌動畫記憶深刻,現在我們自己來實現這個動畫過程。提到發牌動畫,90%的程序員肯定會想到利用位置(Location)的變化來刷新界面,可能需要啓用一些線程或者計時器之類的。但是Flash天生就是用來做動畫的,用Tween緩動可以很容易實現。

源碼

https://github.com/wdmir/521266750_qq_com.git

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