一、系统介绍
本系统实现扑克的分发,抢地主,电脑自动出牌等功能。
二、系统展示
1.扑克分发
2.抢地主
3.出牌
4.游戏胜利
三、系统实现
Card.java
package com.sjsq; import java.awt.Point; import java.awt.event.MouseEvent; import java.awt.event.MouseListener; import javax.swing.ImageIcon; import javax.swing.JLabel; /** * * 扑克管理类 * * @author shuijianshiqing * * @date 2020-09-09 20:41 * */ public class Card extends JLabel implements MouseListener { Main main;// Main类的引用 String name;// 图片url名字 boolean up;// 是否正反面 boolean canClick = false;// 是否可被点击 boolean clicked = false;// 是否点击过 public Card(Main m, String name, boolean up) { this.main = m; this.name = name; this.up = up; if (this.up) this.turnFront(); else { this.turnRear(); } this.setSize(71, 96); this.setVisible(true); this.addMouseListener(this); } // 正面 public void turnFront() { this.setIcon(new ImageIcon("images/" + name + ".gif")); this.up = true; } // 反面 public void turnRear() { this.setIcon(new ImageIcon("images/rear.gif")); this.up = false; } @Override public void mouseClicked(MouseEvent e) { if (canClick) { Point from = this.getLocation(); int step; // 移动的距离 if (clicked) step = -30; else { step = 30; } clicked = !clicked; // 反向 // 当被选中的时候,向前移动一步/后退一步 Common.move(this, from, new Point(from.x, from.y - step), 10); } } public void mouseEntered(MouseEvent arg0) { } public void mouseExited(MouseEvent arg0) { } public void mousePressed(MouseEvent arg0) { } public void mouseReleased(MouseEvent arg0) { } }
CardType.java
package com.sjsq; /** * * 出牌类型 * * @author shuijianshiqing * * @date 2020-09-09 20:44 * */ public enum CardType { c1,//单牌。 c2,//对子。 c3,//3不带。 c4,//炸弹。 c31,//3带1。 c32,//3带2。 c411,//4带2个单,或者一对 c422,//4带2对 c123,//连子。 c1122,//连队。 c111222,//飞机。 c11122234,//飞机带单排. c1112223344,//飞机带对子. c0//不能出牌 }
Common.java
package com.sjsq; import java.awt.Point; import java.util.ArrayList; import java.util.Collections; import java.util.Comparator; import java.util.List; /** * * 各类判断函数 * * @author shuijianshiqing * * @date 2020-09-09 20:52 * */ public class Common { // 判断牌型 public static CardType jugdeType(List<Card> list) { // 因为之前排序过所以比较好判断 int len = list.size(); // 单牌,对子,3不带,4个一样炸弹 if (len <= 4) { // 如果第一个和最后个相同,说明全部相同 if (list.size() > 0 && Common.getValue(list.get(0)) == Common.getValue(list.get(len - 1))) { switch (len) { case 1: return CardType.c1; case 2: return CardType.c2; case 3: return CardType.c3; case 4: return CardType.c4; } } // 双王,炸弹 if (len == 2 && Common.getColor(list.get(1)) == 5 && Common.getColor(list.get(0)) == 5) return CardType.c4; // 当第一个和最后个不同时,3带1 if (len == 4 && ((Common.getValue(list.get(0)) == Common.getValue(list.get(len - 2))) || Common.getValue(list.get(1)) == Common.getValue(list.get(len - 1)))) return CardType.c31; else { return CardType.c0; } } // 当5张以上时,连字,3带2,飞机,2顺,4带2等等 if (len >= 5) {// 现在按相同数字最大出现次数 Card_index card_index = new Card_index(); for (int i = 0; i < 4; i++) card_index.a[i] = new ArrayList<Integer>(); // 求出各种数字出现频率 Common.getMax(card_index, list); // a[0,1,2,3]分别表示重复1,2,3,4次的牌 // 3带2 -----必含重复3次的牌 if (card_index.a[2].size() == 1 && card_index.a[1].size() == 1 && len == 5) return CardType.c32; // 4带2(单,双) if (card_index.a[3].size() == 1 && len == 6) return CardType.c411; // 4带2对 if (card_index.a[3].size() == 1 && card_index.a[1].size() == 2 && len == 8) return CardType.c422; // 顺子,保证不存在王 if ((Common.getColor(list.get(0)) != 5) && (card_index.a[0].size() == len) && (Common.getValue(list.get(0)) - Common.getValue(list.get(len - 1)) == len - 1)) return CardType.c123; // 连队 if (card_index.a[1].size() == len / 2 && len % 2 == 0 && len / 2 >= 3 && (Common.getValue(list.get(0)) - Common.getValue(list.get(len - 1)) == (len / 2 - 1))) return CardType.c1122; // 飞机 if (card_index.a[2].size() == len / 3 && (len % 3 == 0) && (Common.getValue(list.get(0)) - Common.getValue(list.get(len - 1)) == (len / 3 - 1))) return CardType.c111222; // 飞机带n单,n/2对 if (card_index.a[2].size() == len / 4 && ((Integer) (card_index.a[2].get(len / 4 - 1)) - (Integer) (card_index.a[2].get(0)) == len / 4 - 1)) return CardType.c11122234; // 飞机带n双 if (card_index.a[2].size() == len / 5 && card_index.a[2].size() == len / 5 && ((Integer) (card_index.a[2].get(len / 5 - 1)) - (Integer) (card_index.a[2].get(0)) == len / 5 - 1)) return CardType.c1112223344; } return CardType.c0; } // 移动效果的函数,用于发牌 public static void move(Card card, Point from, Point to, int t) { if (to.x != from.x) { double k = (1.0) * (to.y - from.y) / (to.x - from.x); double b = to.y - to.x * k; int flag = 0;// 判断向左还是向右移动步幅 if (from.x < to.x) { if (t % 3 == 2) { flag = 3; } else { flag = 10; } } else { if (t % 3 == 2) { flag = -3; } else { flag = -10; } } for (int i = from.x; Math.abs(i - to.x) > 20; i += flag) { double y = k * i + b;// 这里主要用的数学中的线性函数 System.out.println(y + "=" + k + "*" + i + "+" + b); card.setLocation(i, (int) y); try { Thread.sleep(20); // 延迟,可自己设置 } catch (InterruptedException e) { e.printStackTrace(); } } } // 位置校准 card.setLocation(to); } // 对list排序 public static void order(List<Card> list) { Collections.sort(list, new Comparator<Card>() { public int compare(Card o1, Card o2) { // TODO Auto-generated method stub int a1 = Integer.parseInt(o1.name.substring(0, 1));// 花色 int a2 = Integer.parseInt(o2.name.substring(0, 1)); int b1 = Integer.parseInt(o1.name.substring(2, o1.name.length()));// 数值 int b2 = Integer.parseInt(o2.name.substring(2, o2.name.length())); int flag = 0; // 如果是王的话 if (a1 == 5) b1 += 100; if (a1 == 5 && b1 == 1) b1 += 50; if (a2 == 5) b2 += 100; if (a2 == 5 && b2 == 1) b2 += 50; // 如果是A或者2 if (b1 == 1) b1 += 20; if (b2 == 1) b2 += 20; if (b1 == 2) b1 += 30; if (b2 == 2) b2 += 30; flag = b2 - b1; if (flag == 0) { return a2 - a1; } else { return flag; } } }); } // 重新定位 flag代表电脑1 ,2 或者是我 public static void rePosition(Main m, List<Card> list, int flag) { Point p = new Point(); if (flag == 0) { p.x = 50; p.y = (450 / 2) - (list.size() + 1) * 15 / 2; } if (flag == 1) {// 我的排序 _y=450 width=830 p.x = (800 / 2) - (list.size() + 1) * 21 / 2; p.y = 450; } if (flag == 2) { p.x = 700; p.y = (450 / 2) - (list.size() + 1) * 15 / 2; } int len = list.size(); for (int i = 0; i < len; i++) { Card card = list.get(i); Common.move(card, card.getLocation(), p, 10); m.container.setComponentZOrder(card, 0); if (flag == 1) p.x += 21; else p.y += 15; } } // 地主牌权值,看是否抢地主 public static int getScore(List<Card> list) { int count = 0; for (int i = 0, len = list.size(); i < len; i++) { Card card = list.get(i); if (card.name.substring(0, 1).equals("5")) { // System.out.println(card.name.substring(0, 1)); count += 5; } if (card.name.substring(2, card.name.length()).equals("2")) { // System.out.println(2); count += 2; } } return count; } // 返回花色 public static int getColor(Card card) { return Integer.parseInt(card.name.substring(0, 1)); } // 返回值 public static int getValue(Card card) { int i = Integer.parseInt(card.name.substring(2, card.name.length())); if (card.name.substring(2, card.name.length()).equals("2")) i += 13; if (card.name.substring(2, card.name.length()).equals("1")) i += 13; if (Common.getColor(card) == 5) i += 2;// 是王 return i; } // 得到最大相同数 public static void getMax(Card_index card_index, List<Card> list) { int count[] = new int[14];// 1-13各算一种,王算第14种 for (int i = 0; i < 14; i++) count[i] = 0; for (int i = 0; i < list.size(); i++) { if (Common.getColor(list.get(i)) == 5) count[13]++; else count[Common.getValue(list.get(i)) - 1]++; } for (int i = 0; i < 14; i++) { switch (count[i]) { case 1: card_index.a[0].add(i + 1); break; case 2: card_index.a[1].add(i + 1); break; case 3: card_index.a[2].add(i + 1); break; case 4: card_index.a[3].add(i + 1); break; } } } // 拆牌 public static Model getModel(List<Card> list) { // 先复制一个list List<Card> list2 = new ArrayList<Card>(list); Model model = new Model(); // ------先拆炸弹 Common.getBoomb(list2, model); // ok // ------拆3带 Common.getThree(list2, model); // 拆飞机 Common.getPlane(list2, model); // ------拆对子 Common.getTwo(list2, model); // 拆连队 Common.getTwoTwo(list2, model); // 拆顺子 Common.get123(list2, model); // 拆单 Common.getSingle(list2, model); return model; } // 拆连子 public static void get123(List<Card> list, Model model) { List<Card> del = new ArrayList<Card>();// 要删除的Cards if (list.size() > 0 && (Common.getValue(list.get(0)) < 7 || Common.getValue(list.get(list.size() - 1)) > 10)) return; if (list.size() < 5) return; for (int i = 0, len = list.size(); i < len; i++) { int k = i; for (int j = i; j < len; j++) { if (Common.getValue(list.get(i)) - Common.getValue(list.get(j)) == j - i) { k = j; } } if (k - i >= 4) { String s = ""; for (int j = i; j < k; j++) { s += list.get(j).name + ","; del.add(list.get(j)); } s += list.get(k).name; del.add(list.get(k)); model.a123.add(s); i = k; } } list.removeAll(del); } // 拆双顺 public static void getTwoTwo(List<Card> list, Model model) { List<String> del = new ArrayList<String>();// 要删除的Cards // 从model里面的对子找 List<String> l = model.a2; if (l.size() < 3) return; Integer s[] = new Integer[l.size()]; for (int i = 0, len = l.size(); i < len; i++) { String[] name = l.get(i).split(","); s[i] = Integer.parseInt(name[0].substring(2, name[0].length())); } // s0,1,2,3,4 13,9,8,7,6 for (int i = 0, len = l.size(); i < len; i++) { int k = i; for (int j = i; j < len; j++) { if (s[i] - s[j] == j - i) k = j; } if (k - i >= 2)// k=4 i=1 {// 说明从i到k是连队 String ss = ""; for (int j = i; j < k; j++) { ss += l.get(j) + ","; del.add(l.get(j)); } ss += l.get(k); model.a112233.add(ss); del.add(l.get(k)); i = k; } } l.removeAll(del); } // 拆飞机 public static void getPlane(List<Card> list, Model model) { List<String> del = new ArrayList<String>();// 要删除的Cards // 从model里面的3带找 List<String> l = model.a3; if (l.size() < 2) return; Integer s[] = new Integer[l.size()]; for (int i = 0, len = l.size(); i < len; i++) { String[] name = l.get(i).split(","); s[i] = Integer.parseInt(name[0].substring(2, name[0].length())); } for (int i = 0, len = l.size(); i < len; i++) { int k = i; for (int j = i; j < len; j++) { if (s[i] - s[j] == j - i) k = j; } if (k != i) {// 说明从i到k是飞机 String ss = ""; for (int j = i; j < k; j++) { ss += l.get(j) + ","; del.add(l.get(j)); } ss += l.get(k); model.a111222.add(ss); del.add(l.get(k)); i = k; } } l.removeAll(del); } // 拆炸弹 public static void getBoomb(List<Card> list, Model model) { List<Card> del = new ArrayList<Card>();// 要删除的Cards // 王炸 if (list.size() >= 2 && Common.getColor(list.get(0)) == 5 && Common.getColor(list.get(1)) == 5) { model.a4.add(list.get(0).name + "," + list.get(1).name); // 按名字加入 del.add(list.get(0)); del.add(list.get(1)); } // 如果王不构成炸弹咋先拆单 if (Common.getColor(list.get(0)) == 5 && Common.getColor(list.get(1)) != 5) { del.add(list.get(0)); model.a1.add(list.get(0).name); } list.removeAll(del); // 一般的炸弹 for (int i = 0, len = list.size(); i < len; i++) { if (i + 3 < len && Common.getValue(list.get(i)) == Common.getValue(list.get(i + 3))) { String s = list.get(i).name + ","; s += list.get(i + 1).name + ","; s += list.get(i + 2).name + ","; s += list.get(i + 3).name; model.a4.add(s); for (int j = i; j <= i + 3; j++) del.add(list.get(j)); i = i + 3; } } list.removeAll(del); } // 拆3带 public static void getThree(List<Card> list, Model model) { List<Card> del = new ArrayList<Card>();// 要删除的Cards // 连续3张相同 for (int i = 0, len = list.size(); i < len; i++) { if (i + 2 < len && Common.getValue(list.get(i)) == Common.getValue(list.get(i + 2))) { String s = list.get(i).name + ","; s += list.get(i + 1).name + ","; s += list.get(i + 2).name; model.a3.add(s); for (int j = i; j <= i + 2; j++) del.add(list.get(j)); i = i + 2; } } list.removeAll(del); } // 拆对子 public static void getTwo(List<Card> list, Model model) { List<Card> del = new ArrayList<Card>();// 要删除的Cards // 连续2张相同 for (int i = 0, len = list.size(); i < len; i++) { if (i + 1 < len && Common.getValue(list.get(i)) == Common.getValue(list.get(i + 1))) { String s = list.get(i).name + ","; s += list.get(i + 1).name; model.a2.add(s); for (int j = i; j <= i + 1; j++) del.add(list.get(j)); i = i + 1; } } list.removeAll(del); } // 拆单牌 public static void getSingle(List<Card> list, Model model) { List<Card> del = new ArrayList<Card>();// 要删除的Cards // 1 for (int i = 0, len = list.size(); i < len; i++) { model.a1.add(list.get(i).name); del.add(list.get(i)); } list.removeAll(del); } // 隐藏之前出过的牌 public static void hideCards(List<Card> list) { for (int i = 0, len = list.size(); i < len; i++) { list.get(i).setVisible(false); } } // 检查牌的是否能出 public static int checkCards(List<Card> c, List<Card>[] current) { // 找出当前最大的牌是哪个电脑出的,c是点选的牌 List<Card> currentlist = (current[0].size() > 0) ? current[0] : current[2]; CardType cType = Common.jugdeType(c); // 如果张数不同直接过滤 if (cType != CardType.c4 && c.size() != currentlist.size()) return 0; // 比较我的出牌类型 if (Common.jugdeType(c) != Common.jugdeType(currentlist)) { return 0; } // 比较出的牌是否要大 // 王炸弹 if (cType == CardType.c4) { if (c.size() == 2) return 1; if (currentlist.size() == 2) return 0; } // 单牌,对子,3带,4炸弹 if (cType == CardType.c1 || cType == CardType.c2 || cType == CardType.c3 || cType == CardType.c4) { if (Common.getValue(c.get(0)) <= Common.getValue(currentlist.get(0))) { return 0; } else { return 1; } } // 顺子,连队,飞机裸 if (cType == CardType.c123 || cType == CardType.c1122 || cType == CardType.c111222) { if (Common.getValue(c.get(0)) <= Common.getValue(currentlist.get(0))) return 0; else return 1; } // 按重复多少排序 // 3带1,3带2 ,飞机带单,双,4带1,2,只需比较第一个就行,独一无二的 if (cType == CardType.c31 || cType == CardType.c32 || cType == CardType.c411 || cType == CardType.c422 || cType == CardType.c11122234 || cType == CardType.c1112223344) { List<Card> a1 = Common.getOrder2(c); // 我出的牌 List<Card> a2 = Common.getOrder2(currentlist);// 当前最大牌 if (Common.getValue(a1.get(0)) < Common.getValue(a2.get(0))) return 0; } return 1; } // 按照重复次数排序 public static List getOrder2(List<Card> list) { List<Card> list2 = new ArrayList<Card>(list); List<Card> list3 = new ArrayList<Card>(); // List<Integer> list4=new ArrayList<Integer>(); int len = list2.size(); int a[] = new int[20];// 记录数 for (int i = 0; i < 20; i++) a[i] = 0; for (int i = 0; i < len; i++) { a[Common.getValue(list2.get(i))]++; } int max = 0; for (int i = 0; i < 20; i++) { max = 0; for (int j = 19; j >= 0; j--) { if (a[j] > a[max]) max = j; } for (int k = 0; k < len; k++) { if (Common.getValue(list2.get(k)) == max) { list3.add(list2.get(k)); } } list2.remove(list3); a[max] = 0; } return list3; } } class Card_index { List a[] = new ArrayList[4];// 单张 }
Model.java
package com.sjsq; import java.util.ArrayList; import java.util.List; /** * * 扑克类型List类 * * @author shuijianshiqing * * @date 2020-09-09 20:47 * */ public class Model { //一组牌 int value; //权值 int num;// 手数 (几次能够走完,没有挡的情况下) List<String> a1=new ArrayList<String>(); //单张 List<String> a2=new ArrayList<String>(); //对子 List<String> a3=new ArrayList<String>(); //3带 List<String> a123=new ArrayList<String>(); //连子 List<String> a112233=new ArrayList<String>(); //连牌 List<String> a111222=new ArrayList<String>(); //飞机 List<String> a4=new ArrayList<String>(); //炸弹 }
NewSwing.java
package com.sjsq; import javax.swing.SwingUtilities; public class NewSwing { }
Time.java
package com.sjsq; import java.awt.Point; import java.util.ArrayList; import java.util.List; import javax.swing.JOptionPane; import javax.swing.SwingUtilities; public class Time extends Thread { Main main; boolean isRun = true; int i = 10; public Time(Main m, int i) { this.main = m; this.i = i; } @Override public void run() { while (i > -1 && isRun) { main.time[1].setText("倒计时:" + i--); second(1);// 等一秒 } if (i == -1)// 正常终结,说明超时 main.time[1].setText("不抢"); main.landlord[0].setVisible(false); main.landlord[1].setVisible(false); for (Card card2 : main.playerList[1]) card2.canClick = true;// 可被点击 // 如果自己抢到地主 if (main.time[1].getText().equals("抢地主")) { // 得到地主牌 main.playerList[1].addAll(main.lordList); openlord(true); second(2);// 等待五秒 Common.order(main.playerList[1]); Common.rePosition(main, main.playerList[1], 1); setlord(1); } else { // 电脑选地主 if (Common.getScore(main.playerList[0]) < Common.getScore(main.playerList[2])) { main.time[2].setText("抢地主"); main.time[2].setVisible(true); setlord(2);// 设定地主 openlord(true);// 把地主牌翻开 second(3); main.playerList[2].addAll(main.lordList); Common.order(main.playerList[2]); Common.rePosition(main, main.playerList[2], 2); openlord(false); } else { main.time[0].setText("抢地主"); main.time[0].setVisible(true); setlord(0);// 设定地主 openlord(true); second(3); main.playerList[0].addAll(main.lordList); Common.order(main.playerList[0]); Common.rePosition(main, main.playerList[0], 0); // openlord(false); } } // 选完地主后 关闭地主按钮 main.landlord[0].setVisible(false); main.landlord[1].setVisible(false); turnOn(false); for (int i = 0; i < 3; i++) { main.time[i].setText("不要"); main.time[i].setVisible(false); } // 开始游戏 根据地主不同顺序不同 main.turn = main.dizhuFlag; while (true) { if (main.turn == 1) // 我 { turnOn(true);// 出牌按钮 --我出牌 timeWait(30, 1);// 我自己的定时器 System.out.println("我出牌"); turnOn(false);// 选完关闭 main.turn = (main.turn + 1) % 3; if (win())// 判断输赢 break; } if (main.turn == 0) { computer0(); main.turn = (main.turn + 1) % 3; if (win())// 判断输赢 break; } if (main.turn == 2) { computer2(); main.turn = (main.turn + 1) % 3; if (win())// 判断输赢 break; } } } // 等待i秒 public void second(int i) { try { Thread.sleep(i * 1000); } catch (InterruptedException e) { // TODO Auto-generated catch block e.printStackTrace(); } } // 地主牌翻看 public void openlord(boolean is) { for (int i = 0; i < 3; i++) { if (is) main.lordList.get(i).turnFront(); // 地主牌翻看 else { main.lordList.get(i).turnRear(); // 地主牌闭合 } main.lordList.get(i).canClick = true;// 可被点击 } } // 设定地主 public void setlord(int i) { Point point = new Point(); if (i == 1)// 我是地主 { point.x = 80; point.y = 430; main.dizhuFlag = 1;// 设定地主 } if (i == 0) { point.x = 80; point.y = 20; main.dizhuFlag = 0; } if (i == 2) { point.x = 700; point.y = 20; main.dizhuFlag = 2; } main.dizhu.setLocation(point); main.dizhu.setVisible(true); } // 打开出牌按钮 public void turnOn(boolean flag) { main.publishCard[0].setVisible(flag); main.publishCard[1].setVisible(flag); } // 电脑0走牌(我代表1) public void computer0() { timeWait(3, 0); // 定时 ShowCard(0); // 出牌 } // 电脑2走牌(我代表1) public void computer2() { timeWait(3, 2); // 定时 ShowCard(2); // 出牌 } // 走牌 public void ShowCard(int role) { Model model = Common.getModel(main.playerList[role]); // 待走的牌 List<String> list = new ArrayList<String>(); // 如果是主动出牌 if (main.time[(role + 1) % 3].getText().equals("不要") && main.time[(role + 2) % 3].getText().equals("不要")) { // 有单出单 (除开3带,飞机能带的单牌) if (model.a1.size() > (model.a111222.size() * 2 + model.a3.size())) { list.add(model.a1.get(model.a1.size() - 1)); } // 有对子出对子 (除开3带,飞机) else if (model.a2.size() > (model.a111222.size() * 2 + model.a3.size())) { list.add(model.a2.get(model.a2.size() - 1)); } // 有顺子出顺子 else if (model.a123.size() > 0) { list.add(model.a123.get(model.a123.size() - 1)); } // 有3带就出3带,没有就出光3 else if (model.a3.size() > 0) { // 3带单,且非关键时刻不能带王,2 if (model.a1.size() > 0) { list.add(model.a1.get(model.a1.size() - 1)); } // 3带对 else if (model.a2.size() > 0) { list.add(model.a2.get(model.a2.size() - 1)); } list.add(model.a3.get(model.a3.size() - 1)); } // 有双顺出双顺 else if (model.a112233.size() > 0) { list.add(model.a112233.get(model.a112233.size() - 1)); } // 有飞机出飞机 else if (model.a111222.size() > 0) { String name[] = model.a111222.get(0).split(","); // 带单 if (name.length / 3 <= model.a1.size()) { list.add(model.a111222.get(model.a111222.size() - 1)); for (int i = 0; i < name.length / 3; i++) list.add(model.a1.get(i)); } else if (name.length / 3 <= model.a2.size())// 带双 { list.add(model.a111222.get(model.a111222.size() - 1)); for (int i = 0; i < name.length / 3; i++) list.add(model.a2.get(i)); } // 有炸弹出炸弹 } else if (model.a4.size() > 0) { // 4带2,1 int sizea1 = model.a1.size(); int sizea2 = model.a2.size(); if (sizea1 >= 2) { list.add(model.a1.get(sizea1 - 1)); list.add(model.a1.get(sizea1 - 2)); list.add(model.a4.get(0)); } else if (sizea2 >= 2) { list.add(model.a2.get(sizea1 - 1)); list.add(model.a2.get(sizea1 - 2)); list.add(model.a4.get(0)); } else {// 直接炸 list.add(model.a4.get(0)); } } } // 如果是跟牌 else { List<Card> player = main.currentList[(role + 2) % 3].size() > 0 ? main.currentList[(role + 2) % 3] : main.currentList[(role + 1) % 3];// 当前出的牌 CardType cType = Common.jugdeType(player);// 桌面别人出的牌 // 如果是单牌 if (cType == CardType.c1) { AI_1(model.a1, player, list, role); } // 如果是对子 else if (cType == CardType.c2) { AI_1(model.a2, player, list, role); } // 3带 else if (cType == CardType.c3) { AI_1(model.a3, player, list, role); } // 炸弹 else if (cType == CardType.c4) { AI_1(model.a4, player, list, role); } // 如果是3带1 else if (cType == CardType.c31) { // 偏家 涉及到拆牌 // if((role+1)%3==main.dizhuFlag) AI_2(model.a3, model.a1, player, list, role); } // 如果是3带2 else if (cType == CardType.c32) { // 偏家 // if((role+1)%3==main.dizhuFlag) AI_2(model.a3, model.a2, player, list, role); } // 如果是4带11 else if (cType == CardType.c411) { AI_5(model.a4, model.a1, player, list, role); } // 如果是4带22 else if (cType == CardType.c422) { AI_5(model.a4, model.a2, player, list, role); } // 顺子 else if (cType == CardType.c123) { AI_3(model.a123, player, list, role); } // 双顺 else if (cType == CardType.c1122) { AI_3(model.a112233, player, list, role); } // 飞机带单 else if (cType == CardType.c11122234) { AI_4(model.a111222, model.a1, player, list, role); } // 飞机带对 else if (cType == CardType.c1112223344) { AI_4(model.a111222, model.a2, player, list, role); } // 炸弹 if (list.size() == 0) { int len4 = model.a4.size(); if (len4 > 0) list.add(model.a4.get(len4 - 1)); } } // 定位出牌 main.currentList[role].clear(); if (list.size() > 0) { Point point = new Point(); if (role == 0) point.x = 200; if (role == 2) point.x = 550; point.y = (400 / 2) - (list.size() + 1) * 15 / 2;// 屏幕中部 // 将name转换成Card for (int i = 0, len = list.size(); i < len; i++) { List<Card> cards = getCardByName(main.playerList[role], list.get(i)); for (Card card : cards) { Common.move(card, card.getLocation(), point, 10); point.y += 15; main.currentList[role].add(card); main.playerList[role].remove(card); } } Common.rePosition(main, main.playerList[role], role); } else { main.time[role].setVisible(true); main.time[role].setText("不要"); } for (Card card : main.currentList[role]) card.turnFront(); } // 按name获得Card,方便从Model取出 public List<Card> getCardByName(List<Card> list, String n) { String[] name = n.split(","); List<Card> cardsList = new ArrayList<Card>(); int j = 0; for (int i = 0, len = list.size(); i < len; i++) { if (j < name.length && list.get(i).name.equals(name[j])) { cardsList.add(list.get(i)); i = 0; j++; } } return cardsList; } // 顺子 public void AI_3(List<String> model, List<Card> player, List<String> list, int role) { for (int i = 0, len = model.size(); i < len; i++) { String[] s = model.get(i).split(","); if (s.length == player.size() && getValueInt(model.get(i)) > Common.getValue(player.get(0))) { list.add(model.get(i)); return; } } } // 飞机带单,双 public void AI_4(List<String> model1, List<String> model2, List<Card> player, List<String> list, int role) { // 排序按重复数 player = Common.getOrder2(player); int len1 = model1.size(); int len2 = model2.size(); if (len1 < 1 || len2 < 1) return; for (int i = 0; i < len1; i++) { String[] s = model1.get(i).split(","); String[] s2 = model2.get(0).split(","); if ((s.length / 3 <= len2) && (s.length * (3 + s2.length) == player.size()) && getValueInt(model1.get(i)) > Common.getValue(player.get(0))) { list.add(model1.get(i)); for (int j = 1; j <= s.length / 3; j++) list.add(model2.get(len2 - j)); } } } // 4带1,2 public void AI_5(List<String> model1, List<String> model2, List<Card> player, List<String> list, int role) { // 排序按重复数 player = Common.getOrder2(player); int len1 = model1.size(); int len2 = model2.size(); if (len1 < 1 || len2 < 2) return; for (int i = 0; i < len1; i++) { if (getValueInt(model1.get(i)) > Common.getValue(player.get(0))) { list.add(model1.get(i)); for (int j = 1; j <= 2; j++) list.add(model2.get(len2 - j)); } } } // 单牌,对子,3个,4个,通用 public void AI_1(List<String> model, List<Card> player, List<String> list, int role) { // 顶家 if ((role + 1) % 3 == main.dizhuFlag) { for (int i = 0, len = model.size(); i < len; i++) { if (getValueInt(model.get(i)) > Common.getValue(player.get(0))) { list.add(model.get(i)); break; } } } else {// 偏家 for (int len = model.size(), i = len - 1; i >= 0; i--) { if (getValueInt(model.get(i)) > Common.getValue(player.get(0))) { list.add(model.get(i)); break; } } } } // 3带1,2,4带1,2 public void AI_2(List<String> model1, List<String> model2, List<Card> player, List<String> list, int role) { // model1是主牌,model2是带牌,player是玩家出的牌,,list是准备回的牌 // 排序按重复数 player = Common.getOrder2(player); int len1 = model1.size(); int len2 = model2.size(); // 如果有王直接炸了 if (len1 > 0 && model1.get(0).length() < 10) { list.add(model1.get(0)); System.out.println("王炸"); return; } if (len1 < 1 || len2 < 1) return; for (int len = len1, i = len - 1; i >= 0; i--) { if (getValueInt(model1.get(i)) > Common.getValue(player.get(0))) { list.add(model1.get(i)); break; } } list.add(model2.get(len2 - 1)); if (list.size() < 2) list.clear(); } // 延时,模拟时钟 public void timeWait(int n, int player) { if (main.currentList[player].size() > 0) Common.hideCards(main.currentList[player]); if (player == 1)// 如果是我,10秒到后直接下一家出牌 { int i = n; while (main.nextPlayer == false && i >= 0) { // main.container.setComponentZOrder(main.time[player], 0); main.time[player].setText("倒计时:" + i); main.time[player].setVisible(true); second(1); i--; } if (i == -1) { main.time[player].setText("超时"); } main.nextPlayer = false; } else { for (int i = n; i >= 0; i--) { second(1); // main.container.setComponentZOrder(main.time[player], 0); main.time[player].setText("倒计时:" + i); main.time[player].setVisible(true); } } main.time[player].setVisible(false); } // 通过name估值 public int getValueInt(String n) { String name[] = n.split(","); String s = name[0]; int i = Integer.parseInt(s.substring(2, s.length())); if (s.substring(0, 1).equals("5")) i += 3; if (s.substring(2, s.length()).equals("1") || s.substring(2, s.length()).equals("2")) i += 13; return i; } // 判断输赢 public boolean win() { for (int i = 0; i < 3; i++) { if (main.playerList[i].size() == 0) { String s; if (i == 1) { s = "恭喜你,胜利了!"; } else { s = "恭喜电脑" + i + ",赢了! 你的智商有待提高哦"; } JOptionPane.showMessageDialog(main, s); return true; } } return false; } }
四、其他
1.其他系统实现
JavaWeb系统系列实现
Java+JSP实现学生图书管理系统
Java+JSP实现学生信息管理系统
Java+JSP实现用户信息管理系统
Java+Servlet+JSP实现航空订票系统
Java+Servlet+JSP实现房屋租赁管理系统
Java+Servlet+JSP实现学生选课管理系统
Java+Servlet+JSP实现宠物诊所管理系统
Java+Servlet+JSP实现学生成绩管理系统1
Java+Servlet+JSP实现学生成绩管理系统2
Java+SSM+Easyui实现网上考试系统
Java+SSH+Bootstrap实现在线考试系统
Java+Springboot+H-ui实现营销管理系统
Java+Springboot+Mybatis+Bootstrap实现网上商城系统
JavaSwing系统系列实现
Java+Swing实现斗地主游戏
Java+Swing实现图书管理系统
Java+Swing实现医院管理系统
Java+Swing实现考试管理系统
Java+Swing实现仓库管理系统1
Java+Swing实现仓库管理系统2
Java+Swing实现通讯录管理系统
Java+Swing实现停车场管理系统
Java+Swing实现学生信息管理系统
Java+Swing实现学生宿舍管理系统
Java+Swing实现学生选课管理系统
Java+Swing实现学生成绩管理系统
Java+Swing实现学校教材管理系统
Java+Swing实现学校教务管理系统
Java+Swing实现企业人事管理系统
Java+Swing实现电子相册管理系统
Java+Swing实现自助取款机(ATM)系统
Java+Swing实现超市管理系统-TXT存储信息
Java+Swing实现宠物商店管理系统-TXT存储信息
Java+Swing实现自助取款机(ATM)系统-TXT存储信息