如何让程序重新生成 "new game",其中以前的网格字母与新的网格字母交换
How to have the program regenerate a "new game" where previous grid letters get swapped with new grid letters
在这个程序中,我试图输入一个功能来开始游戏,如果我点击开始游戏 (MainMenu),一个新的 jpanel 打开 (MainGame),创建另一个在网格中创建 jbuttons 的 jpanel。如果我返回并再次单击开始游戏,应该会生成一个新的网格而不是之前的网格,从而有效地开始“新游戏”。问题是,如果我返回并再次单击新游戏,程序会创建 2 个网格。
我尝试使用 = null 删除网格面板的实例,但它不起作用
主要功能:
import javax.swing.*;
import java.awt.*;
import java.awt.CardLayout;
public class Game extends JFrame {
MainMenu mainMenu;
Settings settings;
MainGame mainGame;
CardLayout cl;
JPanel container;
public Game(){
setSize(900,900); //have all as seperate classes
setDefaultCloseOperation(3); //cl call container
container = new JPanel(); //container call menu1 and menu2
cl = new CardLayout();
mainMenu = new MainMenu();
settings = new Settings();
mainGame = new MainGame();
mainMenu.setSettings(settings);
settings.setMainMenu(mainMenu);
settings.setMainGame(mainGame);
mainMenu.setMainGame(mainGame);
mainGame.setMainMenu(mainMenu);
mainGame.setSettings(settings);
container.setLayout(cl); //this stays here i think
//add setter for main game here
container.add(mainMenu,"1");
container.add(settings,"2");
container.add(mainGame,"3");
mainMenu.setContainer(container);
mainMenu.setCl(cl);
settings.setContainer(container);
settings.setCl(cl);
mainGame.setContainer(container);
mainGame.setCl(cl);
cl.show(container, "1");
add(container,BorderLayout.CENTER);
}
public static void main(String[] args) {
Game game = new Game();
game.setVisible(true);
}
}
主游戏class:
import javax.swing.*;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
public class MainGame extends JPanel {
MainMenu mainMenu;
Settings settings;
CardLayout cl;
JPanel container;
String rows;
String columns;
public void setMainMenu(MainMenu mainMenu) {
this.mainMenu = mainMenu;
}
public void setSettings(Settings settings) {
this.settings = settings;
}
public void setCl(CardLayout cl) {
this.cl = cl;
}
public void setContainer(JPanel container) {
this.container = container;
}
public void setRows(String rows) {
this.rows = rows;
}
public void setColumns(String columns) {
this.columns = columns;
}
public MainGame(){
JPanel north = new JPanel();
north.setLayout(new FlowLayout());
ReturnAction returnAl = new ReturnAction();
JButton Return2 = new JButton("Return");
Return2.addActionListener(returnAl);
north.add(Return2);
add(north);
}
class ReturnAction implements ActionListener {
@Override
public void actionPerformed(ActionEvent e) {
cl.show(container,"1");
}
}
}
主菜单class(这个包含游戏生成部分):
import javax.swing.*;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.Random;
public class MainMenu extends JPanel {
JPanel grid = new JPanel();
MainGame mainGame;
Settings settings;
CardLayout cl;
JPanel container;
String rows;
String columns;
boolean checkexists = false;
int rownumber;
int columnnumber;
public void setMainGame(MainGame mainGame) {
this.mainGame = mainGame;
}
public void setCl(CardLayout cl) {
this.cl = cl;
}
public void setContainer(JPanel container) {
this.container = container;
}
public void setSettings(Settings settings) {
this.settings = settings;
}
public void setRows(String rows) {
this.rows = rows;
}
public void setColumns(String columns) {
this.columns = columns;
}
public MainMenu() {
setLayout(new GridLayout(3, 1));
JButton Newgame = new JButton("New Game");
JButton Cont = new JButton("Continue");
JButton Sett = new JButton("Settings");
add(Newgame);
add(Cont);
SwitchMenu1 switchMenu1 = new SwitchMenu1();
SwitchMenu2 switchMenu2 = new SwitchMenu2();
GenerateGame generateGame = new GenerateGame();
Newgame.addActionListener(switchMenu2);
Newgame.addActionListener(generateGame);
Sett.addActionListener(switchMenu1);
add(Sett);
}
class SwitchMenu1 implements ActionListener {
@Override
public void actionPerformed(ActionEvent e) {
cl.show(container, "2");
}
}
class SwitchMenu2 implements ActionListener {
@Override
public void actionPerformed(ActionEvent e) {
cl.show(container, "3");
}
}
class GenerateGame implements ActionListener {
@Override
public void actionPerformed(ActionEvent e) {
if (checkexists == true){
grid = null;
grid = new JPanel();
}
try {
rownumber = Integer.parseInt(rows);
} catch (NumberFormatException be) {
rownumber = 10;
}
try {
columnnumber = Integer.parseInt(columns);
} catch (NumberFormatException be) {
columnnumber = 10;
}
Random rand = new Random();
int randomnumber;
String Letters = "AAIIOOUUEEABCDEFGHIJKLMNOPQRSTUVWXYZ";
grid.setLayout(new GridLayout(rownumber, columnnumber));
JButton[][] gridbutton = new JButton[rownumber][columnnumber];
MainbuttonAL mainbuttonAL = new MainbuttonAL();
for (int i = 0; i < rownumber; i++) {
for (int j = 0; j < columnnumber; j++) {
if (checkexists == true){
gridbutton[i][j] = null;
}
randomnumber = rand.nextInt(Letters.length());
gridbutton[i][j] = new JButton("" + Letters.charAt(randomnumber));
gridbutton[i][j].addActionListener(mainbuttonAL);
grid.add(gridbutton[i][j]);
}
}
mainGame.add(grid);
checkexists = true;
}
}
class MainbuttonAL implements ActionListener {
@Override
public void actionPerformed(ActionEvent e) {
}
}
}
设置class:
import javax.swing.*;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.Random;
public class MainMenu extends JPanel {
JPanel grid = new JPanel();
MainGame mainGame;
Settings settings;
CardLayout cl;
JPanel container;
String rows;
String columns;
boolean checkexists = false;
int rownumber;
int columnnumber;
public void setMainGame(MainGame mainGame) {
this.mainGame = mainGame;
}
public void setCl(CardLayout cl) {
this.cl = cl;
}
public void setContainer(JPanel container) {
this.container = container;
}
public void setSettings(Settings settings) {
this.settings = settings;
}
public void setRows(String rows) {
this.rows = rows;
}
public void setColumns(String columns) {
this.columns = columns;
}
public MainMenu() {
setLayout(new GridLayout(3, 1));
JButton Newgame = new JButton("New Game");
JButton Cont = new JButton("Continue");
JButton Sett = new JButton("Settings");
add(Newgame);
add(Cont);
SwitchMenu1 switchMenu1 = new SwitchMenu1();
SwitchMenu2 switchMenu2 = new SwitchMenu2();
GenerateGame generateGame = new GenerateGame();
Newgame.addActionListener(switchMenu2);
Newgame.addActionListener(generateGame);
Sett.addActionListener(switchMenu1);
add(Sett);
}
class SwitchMenu1 implements ActionListener {
@Override
public void actionPerformed(ActionEvent e) {
cl.show(container, "2");
}
}
class SwitchMenu2 implements ActionListener {
@Override
public void actionPerformed(ActionEvent e) {
cl.show(container, "3");
}
}
class GenerateGame implements ActionListener {
@Override
public void actionPerformed(ActionEvent e) {
if (checkexists == true){
grid = null;
grid = new JPanel();
}
try {
rownumber = Integer.parseInt(rows);
} catch (NumberFormatException be) {
rownumber = 10;
}
try {
columnnumber = Integer.parseInt(columns);
} catch (NumberFormatException be) {
columnnumber = 10;
}
Random rand = new Random();
int randomnumber;
String Letters = "AAIIOOUUEEABCDEFGHIJKLMNOPQRSTUVWXYZ";
grid.setLayout(new GridLayout(rownumber, columnnumber));
JButton[][] gridbutton = new JButton[rownumber][columnnumber];
MainbuttonAL mainbuttonAL = new MainbuttonAL();
for (int i = 0; i < rownumber; i++) {
for (int j = 0; j < columnnumber; j++) {
if (checkexists == true){
gridbutton[i][j] = null;
}
randomnumber = rand.nextInt(Letters.length());
gridbutton[i][j] = new JButton("" + Letters.charAt(randomnumber));
gridbutton[i][j].addActionListener(mainbuttonAL);
grid.add(gridbutton[i][j]);
}
}
mainGame.add(grid);
checkexists = true;
}
}
class MainbuttonAL implements ActionListener {
@Override
public void actionPerformed(ActionEvent e) {
}
}
}
我可以使用什么方法重新生成网格?
一般来说,您应该研究将视图和数据分离的概念,这意味着您可以拥有一个可以应用于视图的“游戏模型”,然后视图将根据模型属性,这就是通常所说的“模型-视图-控制器”。
但是,问题是,当您创建新游戏时,您永远不会从它的父容器中删除 grid
if (checkexists == true){
grid = null;
grid = new JPanel();
}
相反,在您重新初始化 grid
之前,您应该从它的父容器中删除
if (grid != null) {
mainGame.remove(grid);
grid = null;
grid = new JPanel();
}
或者您可以直接从 grid
面板本身移除组件
grid.removeAll();
一种不同的方法...
在所有阶段,您都应该尝试将对象和工作流彼此分离,以便更容易更改任何一个部分,而不会对系统或工作流的其他部分产生不利影响。
例如,查看您的代码,导航决策与每个 panel/view 紧密耦合,但实际上,他们不应该知道或关心导航的工作方式(或者有其他观点),他们应该只做那里的工作。
您可以通过使用委托(由观察者支持)来解耦此工作流。这基本上意味着单个视图不关心导航“如何”工作,只关心当它请求执行某些操作时,它就会发生。
您应该花时间通读...
但这对您有何帮助?好吧,它会一直帮助你!
让我们从“游戏”本身开始。我们首先需要的是某种容器来保存游戏的数据库逻辑,因此根据您当前的代码,它可能类似于...
public interface GameModel {
public int getRows();
public int getColumns();
}
我知道,这不是很神奇,但是这个 interface
会增长以容纳 运行 您的游戏所需的逻辑。
现在,我们可以将其应用到 GamePanel
public class GamePane extends JPanel {
public interface Obsever {
public void back(GamePane source);
}
private GameModel model;
private Obsever obsever;
private JPanel contentPane;
private ActionListener buttonActionListener = new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
didTap(e.getActionCommand());
}
};
public GamePane(Obsever obsever) {
this.obsever = obsever;
setLayout(new BorderLayout());
contentPane = new JPanel();
add(new JScrollPane(contentPane));
JButton backButton = new JButton("<< Back");
backButton.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
obsever.back(GamePane.this);
}
});
JPanel bannerPane = new JPanel(new GridBagLayout());
GridBagConstraints gbc = new GridBagConstraints();
gbc.weightx = 1;
gbc.anchor = GridBagConstraints.LINE_END;
bannerPane.add(backButton, gbc);
add(bannerPane, BorderLayout.NORTH);
}
@Override
public Dimension getPreferredSize() {
// Bunch of things we could do here, but this basically
// acts as a stand in for CardLayout, otherwise the primary
// view will be to small
return new Dimension(800, 800);
}
public void setModel(GameModel model) {
if (this.model == model) {
// Do nothing, nothings changed
return;
}
this.model = model;
buildUI();
}
protected void buildUI() {
contentPane.removeAll();
if (model == null) {
return;
}
String Letters = "AAIIOOUUEEABCDEFGHIJKLMNOPQRSTUVWXYZ";
Random rnd = new Random();
JButton[][] gridbutton = new JButton[model.getRows()][model.getColumns()];
contentPane.setLayout(new GridLayout(model.getRows(), model.getColumns()));
//Game.MainMenu.MainbuttonAL mainbuttonAL = new Game.MainMenu.MainbuttonAL();
for (int i = 0; i < model.getRows(); i++) {
for (int j = 0; j < model.getColumns(); j++) {
int randomnumber = rnd.nextInt(Letters.length());
gridbutton[i][j] = new JButton("" + Letters.charAt(randomnumber));
//gridbutton[i][j].addActionListener(mainbuttonAL);
contentPane.add(gridbutton[i][j]);
}
}
}
protected void didTap(String action) {
}
}
现在,漂亮的“多汁”部分在模型更改时由 setModel
调用的 buildUI
中。这只是根据 GameModel
属性重新构建 UI。
至于导航概念,您可以通过 Observer
interface
在 GamePane
中看到它的一部分。我首先创建了一个单独的 class 来处理导航工作流。
这意味着“如何”或“实现细节”与系统的其他部分分离或隐藏。相反,它使用简单的 observer/delegation 工作流程。
每个视图都提供一个 Observer
(更好的名称)来描述它需要执行的导航操作。例如,SettingsPane
和 GamePane
都只有 back
。他们不关心前面发生了什么,这取决于导航控制器。
public class NavigationPane extends JPanel {
enum View {
MAIN_MENU, GAME, SETTINGS
}
private CardLayout cardLayout;
private GameModel model;
private GamePane gamePane;
// Just for testing...
private Random rnd = new Random();
public NavigationPane() {
cardLayout = new CardLayout();
setLayout(cardLayout);
add(new MainMenu(new MainMenu.Observer() {
@Override
public void newGame(MainMenu source) {
gamePane.setModel(createModel());
navigateTo(View.GAME);
}
@Override
public void continueGame(MainMenu source) {
// Because it's possible to push continue
// without starting a game
// It might be possible have a "menu" model
// which can be used to change the enabled state of
// the continue button based on the state of the
// game
gamePane.setModel(getOrCreateGameModel());
navigateTo(View.GAME);
}
@Override
public void settingsGame(MainMenu source) {
navigateTo(View.SETTINGS);
}
}), View.MAIN_MENU);
gamePane = new GamePane(new GamePane.Obsever() {
@Override
public void back(GamePane source) {
navigateTo(View.MAIN_MENU);
}
});
add(gamePane, View.GAME);
add(new SettingsPane(new SettingsPane.Obsever() {
@Override
public void back(SettingsPane source) {
navigateTo(View.MAIN_MENU);
}
}), View.SETTINGS);
navigateTo(View.MAIN_MENU);
}
protected GameModel createModel() {
model = new DefaultGameModel(rnd.nextInt(9) + 2, rnd.nextInt(9) + 2);
return model;
}
protected GameModel getOrCreateGameModel() {
if (model == null) {
model = createModel();
}
return model;
}
protected void add(Component component, View view) {
add(component, view.name());
}
protected void navigateTo(View view) {
cardLayout.show(this, view.name());
}
}
可运行示例...
所以,这是很多脱离上下文的代码。下面基本上是一种可能的方法的示例,您可以采取这种方法来进一步减少代码库中目前正在增长的一些混乱和耦合。
import java.awt.BorderLayout;
import java.awt.CardLayout;
import java.awt.Component;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.GridBagConstraints;
import java.awt.GridBagLayout;
import java.awt.GridLayout;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.Random;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
import javax.swing.JScrollPane;
public class Test {
public static void main(String[] args) {
new Test();
}
public Test() {
EventQueue.invokeLater(new Runnable() {
@Override
public void run() {
JFrame frame = new JFrame();
frame.add(new NavigationPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class NavigationPane extends JPanel {
enum View {
MAIN_MENU, GAME, SETTINGS
}
private CardLayout cardLayout;
private GameModel model;
private GamePane gamePane;
// Just for testing...
private Random rnd = new Random();
public NavigationPane() {
cardLayout = new CardLayout();
setLayout(cardLayout);
add(new MainMenu(new MainMenu.Observer() {
@Override
public void newGame(MainMenu source) {
gamePane.setModel(createModel());
navigateTo(View.GAME);
}
@Override
public void continueGame(MainMenu source) {
// Because it's possible to push continue
// without starting a game
// It might be possible have a "menu" model
// which can be used to change the enabled state of
// the continue button based on the state of the
// game
gamePane.setModel(getOrCreateGameModel());
navigateTo(View.GAME);
}
@Override
public void settingsGame(MainMenu source) {
navigateTo(View.SETTINGS);
}
}), View.MAIN_MENU);
gamePane = new GamePane(new GamePane.Obsever() {
@Override
public void back(GamePane source) {
navigateTo(View.MAIN_MENU);
}
});
add(gamePane, View.GAME);
add(new SettingsPane(new SettingsPane.Obsever() {
@Override
public void back(SettingsPane source) {
navigateTo(View.MAIN_MENU);
}
}), View.SETTINGS);
navigateTo(View.MAIN_MENU);
}
protected GameModel createModel() {
model = new DefaultGameModel(rnd.nextInt(9) + 2, rnd.nextInt(9) + 2);
return model;
}
protected GameModel getOrCreateGameModel() {
if (model == null) {
model = createModel();
}
return model;
}
protected void add(Component component, View view) {
add(component, view.name());
}
protected void navigateTo(View view) {
cardLayout.show(this, view.name());
}
}
public class MainMenu extends JPanel {
public interface Observer {
public void newGame(MainMenu source);
public void continueGame(MainMenu source);
public void settingsGame(MainMenu source);
}
private Observer observer;
public MainMenu(Observer observer) {
this.observer = observer;
setLayout(new GridBagLayout());
JButton newGameButton = new JButton("New Game");
JButton continueButton = new JButton("Continue");
JButton settingsButton = new JButton("Settings");
GridBagConstraints gbc = new GridBagConstraints();
gbc.fill = GridBagConstraints.HORIZONTAL;
gbc.gridwidth = GridBagConstraints.REMAINDER;
add(newGameButton, gbc);
add(continueButton, gbc);
add(settingsButton, gbc);
newGameButton.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
observer.newGame(MainMenu.this);
}
});
continueButton.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
observer.continueGame(MainMenu.this);
}
});
settingsButton.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
observer.settingsGame(MainMenu.this);
}
});
}
}
public class SettingsPane extends JPanel {
public interface Obsever {
public void back(SettingsPane source);
}
public SettingsPane(Obsever obsever) {
setLayout(new GridBagLayout());
GridBagConstraints gbc = new GridBagConstraints();
gbc.gridwidth = GridBagConstraints.REMAINDER;
add(new JLabel("All your setting belong to us"), gbc);
JButton backButton = new JButton("<< Back");
backButton.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
obsever.back(SettingsPane.this);
}
});
add(backButton, gbc);
}
}
public interface GameModel {
public int getRows();
public int getColumns();
}
public class DefaultGameModel implements GameModel {
private int rows;
private int columns;
public DefaultGameModel(int rows, int columns) {
this.rows = rows;
this.columns = columns;
}
@Override
public int getRows() {
return rows;
}
@Override
public int getColumns() {
return columns;
}
}
public class GamePane extends JPanel {
public interface Obsever {
public void back(GamePane source);
}
private GameModel model;
private Obsever obsever;
private JPanel contentPane;
private ActionListener buttonActionListener = new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
didTap(e.getActionCommand());
}
};
public GamePane(Obsever obsever) {
this.obsever = obsever;
setLayout(new BorderLayout());
contentPane = new JPanel();
add(new JScrollPane(contentPane));
JButton backButton = new JButton("<< Back");
backButton.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
obsever.back(GamePane.this);
}
});
JPanel bannerPane = new JPanel(new GridBagLayout());
GridBagConstraints gbc = new GridBagConstraints();
gbc.weightx = 1;
gbc.anchor = GridBagConstraints.LINE_END;
bannerPane.add(backButton, gbc);
add(bannerPane, BorderLayout.NORTH);
}
@Override
public Dimension getPreferredSize() {
// Bunch of things we could do here, but this basically
// acts as a stand in for CardLayout, otherwise the primary
// view will be to small
return new Dimension(800, 800);
}
public void setModel(GameModel model) {
if (this.model == model) {
// Do nothing, nothings changed
return;
}
this.model = model;
buildUI();
}
protected void buildUI() {
contentPane.removeAll();
if (model == null) {
return;
}
String Letters = "AAIIOOUUEEABCDEFGHIJKLMNOPQRSTUVWXYZ";
Random rnd = new Random();
JButton[][] gridbutton = new JButton[model.getRows()][model.getColumns()];
contentPane.setLayout(new GridLayout(model.getRows(), model.getColumns()));
//Game.MainMenu.MainbuttonAL mainbuttonAL = new Game.MainMenu.MainbuttonAL();
for (int i = 0; i < model.getRows(); i++) {
for (int j = 0; j < model.getColumns(); j++) {
int randomnumber = rnd.nextInt(Letters.length());
gridbutton[i][j] = new JButton("" + Letters.charAt(randomnumber));
//gridbutton[i][j].addActionListener(mainbuttonAL);
contentPane.add(gridbutton[i][j]);
}
}
}
protected void didTap(String action) {
}
}
}
在这个程序中,我试图输入一个功能来开始游戏,如果我点击开始游戏 (MainMenu),一个新的 jpanel 打开 (MainGame),创建另一个在网格中创建 jbuttons 的 jpanel。如果我返回并再次单击开始游戏,应该会生成一个新的网格而不是之前的网格,从而有效地开始“新游戏”。问题是,如果我返回并再次单击新游戏,程序会创建 2 个网格。
我尝试使用 = null 删除网格面板的实例,但它不起作用
主要功能:
import javax.swing.*;
import java.awt.*;
import java.awt.CardLayout;
public class Game extends JFrame {
MainMenu mainMenu;
Settings settings;
MainGame mainGame;
CardLayout cl;
JPanel container;
public Game(){
setSize(900,900); //have all as seperate classes
setDefaultCloseOperation(3); //cl call container
container = new JPanel(); //container call menu1 and menu2
cl = new CardLayout();
mainMenu = new MainMenu();
settings = new Settings();
mainGame = new MainGame();
mainMenu.setSettings(settings);
settings.setMainMenu(mainMenu);
settings.setMainGame(mainGame);
mainMenu.setMainGame(mainGame);
mainGame.setMainMenu(mainMenu);
mainGame.setSettings(settings);
container.setLayout(cl); //this stays here i think
//add setter for main game here
container.add(mainMenu,"1");
container.add(settings,"2");
container.add(mainGame,"3");
mainMenu.setContainer(container);
mainMenu.setCl(cl);
settings.setContainer(container);
settings.setCl(cl);
mainGame.setContainer(container);
mainGame.setCl(cl);
cl.show(container, "1");
add(container,BorderLayout.CENTER);
}
public static void main(String[] args) {
Game game = new Game();
game.setVisible(true);
}
}
主游戏class:
import javax.swing.*;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
public class MainGame extends JPanel {
MainMenu mainMenu;
Settings settings;
CardLayout cl;
JPanel container;
String rows;
String columns;
public void setMainMenu(MainMenu mainMenu) {
this.mainMenu = mainMenu;
}
public void setSettings(Settings settings) {
this.settings = settings;
}
public void setCl(CardLayout cl) {
this.cl = cl;
}
public void setContainer(JPanel container) {
this.container = container;
}
public void setRows(String rows) {
this.rows = rows;
}
public void setColumns(String columns) {
this.columns = columns;
}
public MainGame(){
JPanel north = new JPanel();
north.setLayout(new FlowLayout());
ReturnAction returnAl = new ReturnAction();
JButton Return2 = new JButton("Return");
Return2.addActionListener(returnAl);
north.add(Return2);
add(north);
}
class ReturnAction implements ActionListener {
@Override
public void actionPerformed(ActionEvent e) {
cl.show(container,"1");
}
}
}
主菜单class(这个包含游戏生成部分):
import javax.swing.*;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.Random;
public class MainMenu extends JPanel {
JPanel grid = new JPanel();
MainGame mainGame;
Settings settings;
CardLayout cl;
JPanel container;
String rows;
String columns;
boolean checkexists = false;
int rownumber;
int columnnumber;
public void setMainGame(MainGame mainGame) {
this.mainGame = mainGame;
}
public void setCl(CardLayout cl) {
this.cl = cl;
}
public void setContainer(JPanel container) {
this.container = container;
}
public void setSettings(Settings settings) {
this.settings = settings;
}
public void setRows(String rows) {
this.rows = rows;
}
public void setColumns(String columns) {
this.columns = columns;
}
public MainMenu() {
setLayout(new GridLayout(3, 1));
JButton Newgame = new JButton("New Game");
JButton Cont = new JButton("Continue");
JButton Sett = new JButton("Settings");
add(Newgame);
add(Cont);
SwitchMenu1 switchMenu1 = new SwitchMenu1();
SwitchMenu2 switchMenu2 = new SwitchMenu2();
GenerateGame generateGame = new GenerateGame();
Newgame.addActionListener(switchMenu2);
Newgame.addActionListener(generateGame);
Sett.addActionListener(switchMenu1);
add(Sett);
}
class SwitchMenu1 implements ActionListener {
@Override
public void actionPerformed(ActionEvent e) {
cl.show(container, "2");
}
}
class SwitchMenu2 implements ActionListener {
@Override
public void actionPerformed(ActionEvent e) {
cl.show(container, "3");
}
}
class GenerateGame implements ActionListener {
@Override
public void actionPerformed(ActionEvent e) {
if (checkexists == true){
grid = null;
grid = new JPanel();
}
try {
rownumber = Integer.parseInt(rows);
} catch (NumberFormatException be) {
rownumber = 10;
}
try {
columnnumber = Integer.parseInt(columns);
} catch (NumberFormatException be) {
columnnumber = 10;
}
Random rand = new Random();
int randomnumber;
String Letters = "AAIIOOUUEEABCDEFGHIJKLMNOPQRSTUVWXYZ";
grid.setLayout(new GridLayout(rownumber, columnnumber));
JButton[][] gridbutton = new JButton[rownumber][columnnumber];
MainbuttonAL mainbuttonAL = new MainbuttonAL();
for (int i = 0; i < rownumber; i++) {
for (int j = 0; j < columnnumber; j++) {
if (checkexists == true){
gridbutton[i][j] = null;
}
randomnumber = rand.nextInt(Letters.length());
gridbutton[i][j] = new JButton("" + Letters.charAt(randomnumber));
gridbutton[i][j].addActionListener(mainbuttonAL);
grid.add(gridbutton[i][j]);
}
}
mainGame.add(grid);
checkexists = true;
}
}
class MainbuttonAL implements ActionListener {
@Override
public void actionPerformed(ActionEvent e) {
}
}
}
设置class:
import javax.swing.*;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.Random;
public class MainMenu extends JPanel {
JPanel grid = new JPanel();
MainGame mainGame;
Settings settings;
CardLayout cl;
JPanel container;
String rows;
String columns;
boolean checkexists = false;
int rownumber;
int columnnumber;
public void setMainGame(MainGame mainGame) {
this.mainGame = mainGame;
}
public void setCl(CardLayout cl) {
this.cl = cl;
}
public void setContainer(JPanel container) {
this.container = container;
}
public void setSettings(Settings settings) {
this.settings = settings;
}
public void setRows(String rows) {
this.rows = rows;
}
public void setColumns(String columns) {
this.columns = columns;
}
public MainMenu() {
setLayout(new GridLayout(3, 1));
JButton Newgame = new JButton("New Game");
JButton Cont = new JButton("Continue");
JButton Sett = new JButton("Settings");
add(Newgame);
add(Cont);
SwitchMenu1 switchMenu1 = new SwitchMenu1();
SwitchMenu2 switchMenu2 = new SwitchMenu2();
GenerateGame generateGame = new GenerateGame();
Newgame.addActionListener(switchMenu2);
Newgame.addActionListener(generateGame);
Sett.addActionListener(switchMenu1);
add(Sett);
}
class SwitchMenu1 implements ActionListener {
@Override
public void actionPerformed(ActionEvent e) {
cl.show(container, "2");
}
}
class SwitchMenu2 implements ActionListener {
@Override
public void actionPerformed(ActionEvent e) {
cl.show(container, "3");
}
}
class GenerateGame implements ActionListener {
@Override
public void actionPerformed(ActionEvent e) {
if (checkexists == true){
grid = null;
grid = new JPanel();
}
try {
rownumber = Integer.parseInt(rows);
} catch (NumberFormatException be) {
rownumber = 10;
}
try {
columnnumber = Integer.parseInt(columns);
} catch (NumberFormatException be) {
columnnumber = 10;
}
Random rand = new Random();
int randomnumber;
String Letters = "AAIIOOUUEEABCDEFGHIJKLMNOPQRSTUVWXYZ";
grid.setLayout(new GridLayout(rownumber, columnnumber));
JButton[][] gridbutton = new JButton[rownumber][columnnumber];
MainbuttonAL mainbuttonAL = new MainbuttonAL();
for (int i = 0; i < rownumber; i++) {
for (int j = 0; j < columnnumber; j++) {
if (checkexists == true){
gridbutton[i][j] = null;
}
randomnumber = rand.nextInt(Letters.length());
gridbutton[i][j] = new JButton("" + Letters.charAt(randomnumber));
gridbutton[i][j].addActionListener(mainbuttonAL);
grid.add(gridbutton[i][j]);
}
}
mainGame.add(grid);
checkexists = true;
}
}
class MainbuttonAL implements ActionListener {
@Override
public void actionPerformed(ActionEvent e) {
}
}
}
我可以使用什么方法重新生成网格?
一般来说,您应该研究将视图和数据分离的概念,这意味着您可以拥有一个可以应用于视图的“游戏模型”,然后视图将根据模型属性,这就是通常所说的“模型-视图-控制器”。
但是,问题是,当您创建新游戏时,您永远不会从它的父容器中删除 grid
if (checkexists == true){
grid = null;
grid = new JPanel();
}
相反,在您重新初始化 grid
之前,您应该从它的父容器中删除
if (grid != null) {
mainGame.remove(grid);
grid = null;
grid = new JPanel();
}
或者您可以直接从 grid
面板本身移除组件
grid.removeAll();
一种不同的方法...
在所有阶段,您都应该尝试将对象和工作流彼此分离,以便更容易更改任何一个部分,而不会对系统或工作流的其他部分产生不利影响。
例如,查看您的代码,导航决策与每个 panel/view 紧密耦合,但实际上,他们不应该知道或关心导航的工作方式(或者有其他观点),他们应该只做那里的工作。
您可以通过使用委托(由观察者支持)来解耦此工作流。这基本上意味着单个视图不关心导航“如何”工作,只关心当它请求执行某些操作时,它就会发生。
您应该花时间通读...
但这对您有何帮助?好吧,它会一直帮助你!
让我们从“游戏”本身开始。我们首先需要的是某种容器来保存游戏的数据库逻辑,因此根据您当前的代码,它可能类似于...
public interface GameModel {
public int getRows();
public int getColumns();
}
我知道,这不是很神奇,但是这个 interface
会增长以容纳 运行 您的游戏所需的逻辑。
现在,我们可以将其应用到 GamePanel
public class GamePane extends JPanel {
public interface Obsever {
public void back(GamePane source);
}
private GameModel model;
private Obsever obsever;
private JPanel contentPane;
private ActionListener buttonActionListener = new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
didTap(e.getActionCommand());
}
};
public GamePane(Obsever obsever) {
this.obsever = obsever;
setLayout(new BorderLayout());
contentPane = new JPanel();
add(new JScrollPane(contentPane));
JButton backButton = new JButton("<< Back");
backButton.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
obsever.back(GamePane.this);
}
});
JPanel bannerPane = new JPanel(new GridBagLayout());
GridBagConstraints gbc = new GridBagConstraints();
gbc.weightx = 1;
gbc.anchor = GridBagConstraints.LINE_END;
bannerPane.add(backButton, gbc);
add(bannerPane, BorderLayout.NORTH);
}
@Override
public Dimension getPreferredSize() {
// Bunch of things we could do here, but this basically
// acts as a stand in for CardLayout, otherwise the primary
// view will be to small
return new Dimension(800, 800);
}
public void setModel(GameModel model) {
if (this.model == model) {
// Do nothing, nothings changed
return;
}
this.model = model;
buildUI();
}
protected void buildUI() {
contentPane.removeAll();
if (model == null) {
return;
}
String Letters = "AAIIOOUUEEABCDEFGHIJKLMNOPQRSTUVWXYZ";
Random rnd = new Random();
JButton[][] gridbutton = new JButton[model.getRows()][model.getColumns()];
contentPane.setLayout(new GridLayout(model.getRows(), model.getColumns()));
//Game.MainMenu.MainbuttonAL mainbuttonAL = new Game.MainMenu.MainbuttonAL();
for (int i = 0; i < model.getRows(); i++) {
for (int j = 0; j < model.getColumns(); j++) {
int randomnumber = rnd.nextInt(Letters.length());
gridbutton[i][j] = new JButton("" + Letters.charAt(randomnumber));
//gridbutton[i][j].addActionListener(mainbuttonAL);
contentPane.add(gridbutton[i][j]);
}
}
}
protected void didTap(String action) {
}
}
现在,漂亮的“多汁”部分在模型更改时由 setModel
调用的 buildUI
中。这只是根据 GameModel
属性重新构建 UI。
至于导航概念,您可以通过 Observer
interface
在 GamePane
中看到它的一部分。我首先创建了一个单独的 class 来处理导航工作流。
这意味着“如何”或“实现细节”与系统的其他部分分离或隐藏。相反,它使用简单的 observer/delegation 工作流程。
每个视图都提供一个 Observer
(更好的名称)来描述它需要执行的导航操作。例如,SettingsPane
和 GamePane
都只有 back
。他们不关心前面发生了什么,这取决于导航控制器。
public class NavigationPane extends JPanel {
enum View {
MAIN_MENU, GAME, SETTINGS
}
private CardLayout cardLayout;
private GameModel model;
private GamePane gamePane;
// Just for testing...
private Random rnd = new Random();
public NavigationPane() {
cardLayout = new CardLayout();
setLayout(cardLayout);
add(new MainMenu(new MainMenu.Observer() {
@Override
public void newGame(MainMenu source) {
gamePane.setModel(createModel());
navigateTo(View.GAME);
}
@Override
public void continueGame(MainMenu source) {
// Because it's possible to push continue
// without starting a game
// It might be possible have a "menu" model
// which can be used to change the enabled state of
// the continue button based on the state of the
// game
gamePane.setModel(getOrCreateGameModel());
navigateTo(View.GAME);
}
@Override
public void settingsGame(MainMenu source) {
navigateTo(View.SETTINGS);
}
}), View.MAIN_MENU);
gamePane = new GamePane(new GamePane.Obsever() {
@Override
public void back(GamePane source) {
navigateTo(View.MAIN_MENU);
}
});
add(gamePane, View.GAME);
add(new SettingsPane(new SettingsPane.Obsever() {
@Override
public void back(SettingsPane source) {
navigateTo(View.MAIN_MENU);
}
}), View.SETTINGS);
navigateTo(View.MAIN_MENU);
}
protected GameModel createModel() {
model = new DefaultGameModel(rnd.nextInt(9) + 2, rnd.nextInt(9) + 2);
return model;
}
protected GameModel getOrCreateGameModel() {
if (model == null) {
model = createModel();
}
return model;
}
protected void add(Component component, View view) {
add(component, view.name());
}
protected void navigateTo(View view) {
cardLayout.show(this, view.name());
}
}
可运行示例...
所以,这是很多脱离上下文的代码。下面基本上是一种可能的方法的示例,您可以采取这种方法来进一步减少代码库中目前正在增长的一些混乱和耦合。
import java.awt.BorderLayout;
import java.awt.CardLayout;
import java.awt.Component;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.GridBagConstraints;
import java.awt.GridBagLayout;
import java.awt.GridLayout;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.Random;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
import javax.swing.JScrollPane;
public class Test {
public static void main(String[] args) {
new Test();
}
public Test() {
EventQueue.invokeLater(new Runnable() {
@Override
public void run() {
JFrame frame = new JFrame();
frame.add(new NavigationPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class NavigationPane extends JPanel {
enum View {
MAIN_MENU, GAME, SETTINGS
}
private CardLayout cardLayout;
private GameModel model;
private GamePane gamePane;
// Just for testing...
private Random rnd = new Random();
public NavigationPane() {
cardLayout = new CardLayout();
setLayout(cardLayout);
add(new MainMenu(new MainMenu.Observer() {
@Override
public void newGame(MainMenu source) {
gamePane.setModel(createModel());
navigateTo(View.GAME);
}
@Override
public void continueGame(MainMenu source) {
// Because it's possible to push continue
// without starting a game
// It might be possible have a "menu" model
// which can be used to change the enabled state of
// the continue button based on the state of the
// game
gamePane.setModel(getOrCreateGameModel());
navigateTo(View.GAME);
}
@Override
public void settingsGame(MainMenu source) {
navigateTo(View.SETTINGS);
}
}), View.MAIN_MENU);
gamePane = new GamePane(new GamePane.Obsever() {
@Override
public void back(GamePane source) {
navigateTo(View.MAIN_MENU);
}
});
add(gamePane, View.GAME);
add(new SettingsPane(new SettingsPane.Obsever() {
@Override
public void back(SettingsPane source) {
navigateTo(View.MAIN_MENU);
}
}), View.SETTINGS);
navigateTo(View.MAIN_MENU);
}
protected GameModel createModel() {
model = new DefaultGameModel(rnd.nextInt(9) + 2, rnd.nextInt(9) + 2);
return model;
}
protected GameModel getOrCreateGameModel() {
if (model == null) {
model = createModel();
}
return model;
}
protected void add(Component component, View view) {
add(component, view.name());
}
protected void navigateTo(View view) {
cardLayout.show(this, view.name());
}
}
public class MainMenu extends JPanel {
public interface Observer {
public void newGame(MainMenu source);
public void continueGame(MainMenu source);
public void settingsGame(MainMenu source);
}
private Observer observer;
public MainMenu(Observer observer) {
this.observer = observer;
setLayout(new GridBagLayout());
JButton newGameButton = new JButton("New Game");
JButton continueButton = new JButton("Continue");
JButton settingsButton = new JButton("Settings");
GridBagConstraints gbc = new GridBagConstraints();
gbc.fill = GridBagConstraints.HORIZONTAL;
gbc.gridwidth = GridBagConstraints.REMAINDER;
add(newGameButton, gbc);
add(continueButton, gbc);
add(settingsButton, gbc);
newGameButton.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
observer.newGame(MainMenu.this);
}
});
continueButton.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
observer.continueGame(MainMenu.this);
}
});
settingsButton.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
observer.settingsGame(MainMenu.this);
}
});
}
}
public class SettingsPane extends JPanel {
public interface Obsever {
public void back(SettingsPane source);
}
public SettingsPane(Obsever obsever) {
setLayout(new GridBagLayout());
GridBagConstraints gbc = new GridBagConstraints();
gbc.gridwidth = GridBagConstraints.REMAINDER;
add(new JLabel("All your setting belong to us"), gbc);
JButton backButton = new JButton("<< Back");
backButton.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
obsever.back(SettingsPane.this);
}
});
add(backButton, gbc);
}
}
public interface GameModel {
public int getRows();
public int getColumns();
}
public class DefaultGameModel implements GameModel {
private int rows;
private int columns;
public DefaultGameModel(int rows, int columns) {
this.rows = rows;
this.columns = columns;
}
@Override
public int getRows() {
return rows;
}
@Override
public int getColumns() {
return columns;
}
}
public class GamePane extends JPanel {
public interface Obsever {
public void back(GamePane source);
}
private GameModel model;
private Obsever obsever;
private JPanel contentPane;
private ActionListener buttonActionListener = new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
didTap(e.getActionCommand());
}
};
public GamePane(Obsever obsever) {
this.obsever = obsever;
setLayout(new BorderLayout());
contentPane = new JPanel();
add(new JScrollPane(contentPane));
JButton backButton = new JButton("<< Back");
backButton.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
obsever.back(GamePane.this);
}
});
JPanel bannerPane = new JPanel(new GridBagLayout());
GridBagConstraints gbc = new GridBagConstraints();
gbc.weightx = 1;
gbc.anchor = GridBagConstraints.LINE_END;
bannerPane.add(backButton, gbc);
add(bannerPane, BorderLayout.NORTH);
}
@Override
public Dimension getPreferredSize() {
// Bunch of things we could do here, but this basically
// acts as a stand in for CardLayout, otherwise the primary
// view will be to small
return new Dimension(800, 800);
}
public void setModel(GameModel model) {
if (this.model == model) {
// Do nothing, nothings changed
return;
}
this.model = model;
buildUI();
}
protected void buildUI() {
contentPane.removeAll();
if (model == null) {
return;
}
String Letters = "AAIIOOUUEEABCDEFGHIJKLMNOPQRSTUVWXYZ";
Random rnd = new Random();
JButton[][] gridbutton = new JButton[model.getRows()][model.getColumns()];
contentPane.setLayout(new GridLayout(model.getRows(), model.getColumns()));
//Game.MainMenu.MainbuttonAL mainbuttonAL = new Game.MainMenu.MainbuttonAL();
for (int i = 0; i < model.getRows(); i++) {
for (int j = 0; j < model.getColumns(); j++) {
int randomnumber = rnd.nextInt(Letters.length());
gridbutton[i][j] = new JButton("" + Letters.charAt(randomnumber));
//gridbutton[i][j].addActionListener(mainbuttonAL);
contentPane.add(gridbutton[i][j]);
}
}
}
protected void didTap(String action) {
}
}
}