java小游戏程序?java做小游戏
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用JAVA编一个小游戏或者其他程序
贪吃蛇程序:
GreedSnake.java(也是程序入口):
import java.awt.BorderLayout;
import java.awt.Canvas;
import java.awt.Color;
import java.awt.Container;
import java.awt.Graphics;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.util.Iterator;
import java.util.LinkedList;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
public class GreedSnake implements KeyListener{
JFrame mainFrame;
Canvas paintCanvas;
JLabel labelScore;//计分牌
SnakeModel snakeModel= null;//蛇
public static final int canvasWidth= 200;
public static final int canvasHeight= 300;
public static final int nodeWidth= 10;
public static final int nodeHeight= 10;
//----------------------------------------------------------------------
// GreedSnake():初始化游戏界面
//----------------------------------------------------------------------
public GreedSnake(){
//设置界面元素
mainFrame= new JFrame("GreedSnake");
Container cp= mainFrame.getContentPane();
labelScore= new JLabel("Score:");
cp.add(labelScore, BorderLayout.NORTH);
paintCanvas= new Canvas();
paintCanvas.setSize(canvasWidth+ 1, canvasHeight+ 1);
paintCanvas.addKeyListener(this);
cp.add(paintCanvas, BorderLayout.CENTER);
JPanel panelButtom= new JPanel();
panelButtom.setLayout(new BorderLayout());
JLabel labelHelp;//帮助信息
labelHelp= new JLabel("PageUp, PageDown for speed;", JLabel.CENTER);
panelButtom.add(labelHelp, BorderLayout.NORTH);
labelHelp= new JLabel("ENTER or R or S for start;", JLabel.CENTER);
panelButtom.add(labelHelp, BorderLayout.CENTER);
labelHelp= new JLabel("SPACE or P for pause", JLabel.CENTER);
panelButtom.add(labelHelp, BorderLayout.SOUTH);
cp.add(panelButtom, BorderLayout.SOUTH);
mainFrame.addKeyListener(this);
mainFrame.pack();
mainFrame.setResizable(false);
mainFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
mainFrame.setVisible(true);
begin();
}
//----------------------------------------------------------------------
// keyPressed():按键检测
//----------------------------------------------------------------------
public void keyPressed(KeyEvent e){
int keyCode= e.getKeyCode();
if(snakeModel.running)
switch(keyCode){
case KeyEvent.VK_UP:
snakeModel.changeDirection(SnakeModel.UP);
break;
case KeyEvent.VK_DOWN:
snakeModel.changeDirection(SnakeModel.DOWN);
break;
case KeyEvent.VK_LEFT:
snakeModel.changeDirection(SnakeModel.LEFT);
break;
case KeyEvent.VK_RIGHT:
snakeModel.changeDirection(SnakeModel.RIGHT);
break;
case KeyEvent.VK_ADD:
case KeyEvent.VK_PAGE_UP:
snakeModel.speedUp();//加速
break;
case KeyEvent.VK_SUBTRACT:
case KeyEvent.VK_PAGE_DOWN:
snakeModel.speedDown();//减速
break;
case KeyEvent.VK_SPACE:
case KeyEvent.VK_P:
snakeModel.changePauseState();//暂停或继续
break;
default:
}
//重新开始
if(keyCode== KeyEvent.VK_R|| keyCode== KeyEvent.VK_S
|| keyCode== KeyEvent.VK_ENTER){
snakeModel.running= false;
begin();
}
}
//----------------------------------------------------------------------
// keyReleased():空函数
//----------------------------------------------------------------------
public void keyReleased(KeyEvent e){
}
//----------------------------------------------------------------------
// keyTyped():空函数
//----------------------------------------------------------------------
public void keyTyped(KeyEvent e){
}
//----------------------------------------------------------------------
// repaint():绘制游戏界面(包括蛇和食物)
//----------------------------------------------------------------------
void repaint(){
Graphics g= paintCanvas.getGraphics();
// draw background
g.setColor(Color.WHITE);
g.fillRect(0, 0, canvasWidth, canvasHeight);
// draw the snake
g.setColor(Color.BLACK);
LinkedList na= snakeModel.nodeArray;
Iterator it= na.iterator();
while(it.hasNext()){
Node n=(Node) it.next();
drawNode(g, n);
}
// draw the food
g.setColor(Color.RED);
Node n= snakeModel.food;
drawNode(g, n);
updateScore();
}
//----------------------------------------------------------------------
// drawNode():绘画某一结点(蛇身或食物)
//----------------------------------------------------------------------
private void drawNode(Graphics g, Node n){
g.fillRect(n.x* nodeWidth, n.y* nodeHeight, nodeWidth- 1,
nodeHeight- 1);
}
//----------------------------------------------------------------------
// updateScore():改变计分牌
//----------------------------------------------------------------------
public void updateScore(){
String s="Score:"+ snakeModel.score;
labelScore.setText(s);
}
//----------------------------------------------------------------------
// begin():游戏开始,放置贪吃蛇
//----------------------------------------------------------------------
void begin(){
if(snakeModel== null||!snakeModel.running){
snakeModel= new SnakeModel(this, canvasWidth/ nodeWidth,
this.canvasHeight/ nodeHeight);
(new Thread(snakeModel)).start();
}
}
//----------------------------------------------------------------------
// main():主函数
//----------------------------------------------------------------------
public static void main(String[] args){
GreedSnake gs= new GreedSnake();
}
}
Node.java:
public class Node{
int x;
int y;
Node(int x, int y){
this.x= x;
this.y= y;
}
}
SnakeModel.java:
import java.util.Arrays;
import java.util.LinkedList;
import java.util.Random;
import javax.swing.JOptionPane;
public class SnakeModel implements Runnable{
GreedSnake gs;
boolean[][] matrix;//界面数据保存在数组里
LinkedList nodeArray= new LinkedList();
Node food;
int maxX;//最大宽度
int maxY;//最大长度
int direction= 2;//方向
boolean running= false;
int timeInterval= 200;//间隔时间(速度)
double speedChangeRate= 0.75;//速度改变程度
boolean paused= false;//游戏状态
int score= 0;
int countMove= 0;
// UP和DOWN是偶数,RIGHT和LEFT是奇数
public static final int UP= 2;
public static final int DOWN= 4;
public static final int LEFT= 1;
public static final int RIGHT= 3;
//----------------------------------------------------------------------
// GreedModel():初始化界面
//----------------------------------------------------------------------
public SnakeModel(GreedSnake gs, int maxX, int maxY){
this.gs= gs;
this.maxX= maxX;
this.maxY= maxY;
matrix= new boolean[maxX][];
for(int i= 0; i< maxX;++i){
matrix[i]= new boolean[maxY];
Arrays.fill(matrix[i], false);//没有蛇和食物的地区置false
}
//初始化贪吃蛇
int initArrayLength= maxX> 20? 10: maxX/ 2;
for(int i= 0; i< initArrayLength;++i){
int x= maxX/ 2+ i;
int y= maxY/ 2;
nodeArray.addLast(new Node(x, y));
matrix[x][y]= true;//蛇身处置true
}
food= createFood();
matrix[food.x][food.y]= true;//食物处置true
}
//----------------------------------------------------------------------
// changeDirection():改变运动方向
//----------------------------------------------------------------------
public void changeDirection(int newDirection){
if(direction% 2!= newDirection% 2)//避免冲突
{
direction= newDirection;
}
}
//----------------------------------------------------------------------
// moveOn():贪吃蛇运动函数
//----------------------------------------------------------------------
public boolean moveOn(){
Node n=(Node) nodeArray.getFirst();
int x= n.x;
int y= n.y;
switch(direction){
case UP:
y--;
break;
case DOWN:
y++;
break;
case LEFT:
x--;
break;
case RIGHT:
x++;
break;
}
if((0<= x&& x< maxX)&&(0<= y&& y< maxY)){
if(matrix[x][y])//吃到食物或者撞到身体
{
if(x== food.x&& y== food.y)//吃到食物
{
nodeArray.addFirst(food);//在头部加上一结点
//计分规则与移动长度和速度有关
int scoreGet=(10000- 200* countMove)/ timeInterval;
score+= scoreGet> 0? scoreGet: 10;
countMove= 0;
food= createFood();
matrix[food.x][food.y]= true;
return true;
} else
return false;//撞到身体
} else//什么都没有碰到
{
nodeArray.addFirst(new Node(x, y));//加上头部
matrix[x][y]= true;
n=(Node) nodeArray.removeLast();//去掉尾部
matrix[n.x][n.y]= false;
countMove++;
return true;
}
}
return false;//越界(撞到墙壁)
}
//----------------------------------------------------------------------
// run():贪吃蛇运动线程
//----------------------------------------------------------------------
public void run(){
running= true;
while(running){
try{
Thread.sleep(timeInterval);
} catch(Exception e){
break;
}
if(!paused){
if(moveOn())//未结束
{
gs.repaint();
} else//游戏结束
{
JOptionPane.showMessageDialog(null,"GAME OVER",
"Game Over", JOptionPane.INFORMATION_MESSAGE);
break;
}
}
}
running= false;
}
//----------------------------------------------------------------------
// createFood():生成食物及放置地点
//----------------------------------------------------------------------
private Node createFood(){
int x= 0;
int y= 0;
do{
Random r= new Random();
x= r.nextInt(maxX);
y= r.nextInt(maxY);
} while(matrix[x][y]);
return new Node(x, y);
}
//----------------------------------------------------------------------
// speedUp():加快蛇运动速度
//----------------------------------------------------------------------
public void speedUp(){
timeInterval*= speedChangeRate;
}
//----------------------------------------------------------------------
// speedDown():放慢蛇运动速度
//----------------------------------------------------------------------
public void speedDown(){
timeInterval/= speedChangeRate;
}
//----------------------------------------------------------------------
// changePauseState():改变游戏状态(暂停或继续)
//----------------------------------------------------------------------
public void changePauseState(){
paused=!paused;
}
}
帮忙给个java小游戏源程序
这是一个贪食蛇的程序,仅供参考(多给点分吧,代码注释非常详细,给100分就很满足了):
/**************************************************************************
*要点分析:
*1)主要部分已经集成为一个对象SnakeModel,利用键盘控制实现操作。
*************************************************************************/
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
import java.util.*;
//=============================================
//Main Class
//=============================================
public class GreedSnake implements KeyListener
{
JFrame mainFrame;
Canvas paintCanvas;
JLabel labelScore;//计分牌
SnakeModel snakeModel=null;//蛇
public static final int canvasWidth=200;
public static final int canvasHeight=300;
public static final int nodeWidth=10;
public static final int nodeHeight=10;
//----------------------------------------------------------------------
//GreedSnake():初始化游戏界面
//----------------------------------------------------------------------
public GreedSnake()
{
//设置界面元素
mainFrame=new JFrame("GreedSnake");
Container cp=mainFrame.getContentPane();
labelScore=new JLabel("Score:");
cp.add(labelScore,BorderLayout.NORTH);
paintCanvas=new Canvas();
paintCanvas.setSize(canvasWidth+1,canvasHeight+1);
paintCanvas.addKeyListener(this);
cp.add(paintCanvas,BorderLayout.CENTER);
JPanel panelButtom=new JPanel();
panelButtom.setLayout(new BorderLayout());
JLabel labelHelp;//帮助信息
labelHelp=new JLabel("PageUp, PageDown for speed;",JLabel.CENTER);
panelButtom.add(labelHelp,BorderLayout.NORTH);
labelHelp=new JLabel("ENTER or R or S for start;",JLabel.CENTER);
panelButtom.add(labelHelp,BorderLayout.CENTER);
labelHelp=new JLabel("SPACE or P for pause",JLabel.CENTER);
panelButtom.add(labelHelp,BorderLayout.SOUTH);
cp.add(panelButtom,BorderLayout.SOUTH);
mainFrame.addKeyListener(this);
mainFrame.pack();
mainFrame.setResizable(false);
mainFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
mainFrame.setVisible(true);
begin();
}
//----------------------------------------------------------------------
//keyPressed():按键检测
//----------------------------------------------------------------------
public void keyPressed(KeyEvent e)
{
int keyCode=e.getKeyCode();
if(snakeModel.running) switch(keyCode)
{
case KeyEvent.VK_UP:
snakeModel.changeDirection(SnakeModel.UP);
break;
case KeyEvent.VK_DOWN:
snakeModel.changeDirection(SnakeModel.DOWN);
break;
case KeyEvent.VK_LEFT:
snakeModel.changeDirection(SnakeModel.LEFT);
break;
case KeyEvent.VK_RIGHT:
snakeModel.changeDirection(SnakeModel.RIGHT);
break;
case KeyEvent.VK_ADD:
case KeyEvent.VK_PAGE_UP:
snakeModel.speedUp();//加速
break;
case KeyEvent.VK_SUBTRACT:
case KeyEvent.VK_PAGE_DOWN:
snakeModel.speedDown();//减速
break;
case KeyEvent.VK_SPACE:
case KeyEvent.VK_P:
snakeModel.changePauseState();//暂停或继续
break;
default:
}
//重新开始
if(keyCode==KeyEvent.VK_R|| keyCode==KeyEvent.VK_S
|| keyCode==KeyEvent.VK_ENTER)
{
snakeModel.running=false;
begin();
}
}
//----------------------------------------------------------------------
//keyReleased():空函数
//----------------------------------------------------------------------
public void keyReleased(KeyEvent e)
{
}
//----------------------------------------------------------------------
//keyTyped():空函数
//----------------------------------------------------------------------
public void keyTyped(KeyEvent e)
{
}
//----------------------------------------------------------------------
//repaint():绘制游戏界面(包括蛇和食物)
//----------------------------------------------------------------------
void repaint()
{
Graphics g=paintCanvas.getGraphics();
//draw background
g.setColor(Color.WHITE);
g.fillRect(0,0,canvasWidth,canvasHeight);
//draw the snake
g.setColor(Color.BLACK);
LinkedList na=snakeModel.nodeArray;
Iterator it=na.iterator();
while(it.hasNext())
{
Node n=(Node)it.next();
drawNode(g,n);
}
// draw the food
g.setColor(Color.RED);
Node n=snakeModel.food;
drawNode(g,n);
updateScore();
}
//----------------------------------------------------------------------
//drawNode():绘画某一结点(蛇身或食物)
//----------------------------------------------------------------------
private void drawNode(Graphics g,Node n)
{
g.fillRect(n.x*nodeWidth,n.y*nodeHeight,nodeWidth-1,nodeHeight-1);
}
//----------------------------------------------------------------------
//updateScore():改变计分牌
//----------------------------------------------------------------------
public void updateScore()
{
String s="Score:"+snakeModel.score;
labelScore.setText(s);
}
//----------------------------------------------------------------------
//begin():游戏开始,放置贪吃蛇
//----------------------------------------------------------------------
void begin()
{
if(snakeModel==null||!snakeModel.running)
{
snakeModel=new SnakeModel(this,canvasWidth/nodeWidth,
this.canvasHeight/nodeHeight);
(new Thread(snakeModel)).start();
}
}
//----------------------------------------------------------------------
//main():主函数
//----------------------------------------------------------------------
public static void main(String[] args)
{
GreedSnake gs=new GreedSnake();
}
}
/**************************************************************************
*要点分析:
*1)数据结构:matrix[][]用来存储地图上面的信息,如果什么也没有设置为false,
*如果有食物或蛇,设置为true;nodeArray,一个LinkedList,用来保存蛇的每
*一节;food用来保存食物的位置;而Node类是保存每个位置的信息。
*2)重要函数:
* changeDirection(int newDirection),用来改变蛇前进的方向,而且只是
*保存头部的前进方向,因为其他的前进方向已经用位置来指明了。其中newDirection
*必须和原来的direction不是相反方向,所以相反方向的值用了同样的奇偶性。在测试
*的时候使用了direction%2!=newDirection%2进行判断。
* moveOn(),用来更新蛇的位置,对于当前方向,把头部位置进行相应改变。如果越界,
*结束;否则,检测是否遇到食物(加头部)或身体(结束);如果什么都没有,加上头部,
*去掉尾部。由于用了LinkedList数据结构,省去了相当多的麻烦。
*************************************************************************/
//----------------------------------------------------------------------
//Node:结点类
//----------------------------------------------------------------------
class Node
{
int x;
int y;
Node(int x,int y)
{
this.x=x;
this.y=y;
}
}
//----------------------------------------------------------------------
//SnakeModel:贪吃蛇模型
//----------------------------------------------------------------------
class SnakeModel implements Runnable
{
GreedSnake gs;
boolean[][] matrix;//界面数据保存在数组里
LinkedList nodeArray=new LinkedList();
Node food;
int maxX;//最大宽度
int maxY;//最大长度
int direction=2;//方向
boolean running=false;
int timeInterval=200;//间隔时间(速度)
double speedChangeRate=0.75;//速度改变程度
boolean paused=false;//游戏状态
int score=0;
int countMove=0;
// UP和DOWN是偶数,RIGHT和LEFT是奇数
public static final int UP=2;
public static final int DOWN=4;
public static final int LEFT=1;
public static final int RIGHT=3;
//----------------------------------------------------------------------
//GreedModel():初始化界面
//----------------------------------------------------------------------
public SnakeModel(GreedSnake gs,int maxX,int maxY)
{
this.gs=gs;
this.maxX=maxX;
this.maxY=maxY;
matrix=new boolean[maxX][];
for(int i=0;i<maxX;++i)
{
matrix[i]=new boolean[maxY];
Arrays.fill(matrix[i],false);//没有蛇和食物的地区置false
}
//初始化贪吃蛇
int initArrayLength=maxX>20? 10: maxX/2;
for(int i=0;i<initArrayLength;++i)
{
int x=maxX/2+i;
int y=maxY/2;
nodeArray.addLast(new Node(x,y));
matrix[x][y]=true;//蛇身处置true
}
food=createFood();
matrix[food.x][food.y]=true;//食物处置true
}
//----------------------------------------------------------------------
//changeDirection():改变运动方向
//----------------------------------------------------------------------
public void changeDirection(int newDirection)
{
if(direction%2!=newDirection%2)//避免冲突
{
direction=newDirection;
}
}
//----------------------------------------------------------------------
//moveOn():贪吃蛇运动函数
//----------------------------------------------------------------------
public boolean moveOn()
{
Node n=(Node)nodeArray.getFirst();
int x=n.x;
int y=n.y;
switch(direction)
{
case UP:
y--;
break;
case DOWN:
y++;
break;
case LEFT:
x--;
break;
case RIGHT:
x++;
break;
}
if((0<=x&&x<maxX)&&(0<=y&&y<maxY))
{
if(matrix[x][y])//吃到食物或者撞到身体
{
if(x==food.x&&y==food.y)//吃到食物
{
nodeArray.addFirst(food);//在头部加上一结点
//计分规则与移动长度和速度有关
int scoreGet=(10000-200*countMove)/timeInterval;
score+=scoreGet>0? scoreGet: 10;
countMove=0;
food=createFood();
matrix[food.x][food.y]=true;
return true;
}
else return false;//撞到身体
}
else//什么都没有碰到
{
nodeArray.addFirst(new Node(x,y));//加上头部
matrix[x][y]=true;
n=(Node)nodeArray.removeLast();//去掉尾部
matrix[n.x][n.y]=false;
countMove++;
return true;
}
}
return false;//越界(撞到墙壁)
}
//----------------------------------------------------------------------
//run():贪吃蛇运动线程
//----------------------------------------------------------------------
public void run()
{
running=true;
while(running)
{
try
{
Thread.sleep(timeInterval);
}catch(Exception e)
{
break;
}
if(!paused)
{
if(moveOn())//未结束
{
gs.repaint();
}
else//游戏结束
{
JOptionPane.showMessageDialog(null,"GAME OVER",
"Game Over",JOptionPane.INFORMATION_MESSAGE);
break;
}
}
}
running=false;
}
//----------------------------------------------------------------------
//createFood():生成食物及放置地点
//----------------------------------------------------------------------
private Node createFood()
{
int x=0;
int y=0;
do
{
Random r=new Random();
x=r.nextInt(maxX);
y=r.nextInt(maxY);
}while(matrix[x][y]);
return new Node(x,y);
}
//----------------------------------------------------------------------
//speedUp():加快蛇运动速度
//----------------------------------------------------------------------
public void speedUp()
{
timeInterval*=speedChangeRate;
}
//----------------------------------------------------------------------
//speedDown():放慢蛇运动速度
//----------------------------------------------------------------------
public void speedDown()
{
timeInterval/=speedChangeRate;
}
//----------------------------------------------------------------------
//changePauseState():改变游戏状态(暂停或继续)
//----------------------------------------------------------------------
public void changePauseState()
{
paused=!paused;
}
}
java小游戏
按照题目要求,人拿完火柴后计算机自动拿火柴,判断胜利者。鼠标点击ok或者键盘按enter键即可提交人拿的火柴个数。图形界面如下,
import java.awt.*;
import java.awt.event.ActionListener;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.sql.PreparedStatement;
import java.sql.ResultSet;
import java.util.Random;
import javax.swing.JOptionPane;
import javax.swing.JFrame;
import javax.swing.JButton;
import javax.swing.JLabel;
import javax.swing.JOptionPane;
import javax.swing.JPanel;
import javax.swing.JTextField;
import javax.swing.JPasswordField;
public class game extends javax.swing.JFrame implements ActionListener{
private JPanel frame;
private JTextField pwd;
private JTextField jLabel1;
private JTextField jLabel2;
private JButton bntOk;
private JLabel l1;
private JLabel l2;
private JLabel l3;
int total;
public static void main(String[] args)
{
game ff=new game();
}
public game(){
initGUI();
Random r=new Random();
total=r.nextInt(51);
while(total<20){
total=r.nextInt(51);
}
jLabel2.setText(String.valueOf(total));
this.setSize(500, 500);
this.setLocation(300, 400);
this.setLocationRelativeTo(null);
this.setVisible(true);
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
getRootPane().setDefaultButton(bntOk);
bntOk.addActionListener(this);
}
public void actionPerformed(java.awt.event.ActionEvent evt)
{
int a=Integer.parseInt(jLabel1.getText());
if((a>3)||(a==0)){
JOptionPane.showMessageDialog(game.this,"输入错误
请重新输入");
return;
}
total=total-a;
jLabel2.setText(String.valueOf(total));
if(total<=0){
JOptionPane.showMessageDialog(game.this,"恭喜你,胜利了!");
return;
}
Random r=new Random();
int b=r.nextInt(4);
while(b==0)
b=r.nextInt(4);
pwd.setText(String.valueOf(b));
total=total-b;
jLabel2.setText(String.valueOf(total));
if(total<=0){
JOptionPane.showMessageDialog(game.this,"很遗憾,你输了!");
}
}
private void initGUI(){
frame=new JPanel();
getContentPane().add(frame, BorderLayout.CENTER);
frame.setLayout(null);
bntOk=new JButton();
bntOk.setText("OK");
bntOk.setBounds(150, 200, 66, 30);
frame.add(bntOk);
jLabel2= new JTextField();
jLabel2.setBounds(150, 50, 100, 50);
frame.add(jLabel2);
l1=new JLabel();
l1.setText("火柴数量");
l1.setBounds(90, 50, 100, 50);
frame.add(l1);
jLabel1= new JTextField();
jLabel1.setText("");
jLabel1.setBounds(200,149, 77, 22);
frame.add(jLabel1);
l2=new JLabel();
l2.setText("我拿火柴");
l2.setBounds(100, 149, 77, 22);
frame.add(l2);
l3=new JLabel();
l3.setText("对方拿火柴");
l3.setBounds(100, 249, 77, 22);
frame.add(l3);
pwd= new JTextField();
pwd.setBounds(200, 249, 77, 22);
frame.add(pwd);
bntOk.addMouseListener(new MouseAdapter()
{
@Override
public void mouseClicked(MouseEvent e1){
int a=Integer.parseInt(jLabel1.getText());
if((a>3)||(a==0)){
JOptionPane.showMessageDialog(game.this,"输入错误
请重新输入");
return;
}
total=total-a;
jLabel2.setText(String.valueOf(total));
if(total<=0){
jLabel2.setText("0");
JOptionPane.showMessageDialog(game.this,"恭喜你,胜利了!");
return;
}
Random r=new Random();
int b=r.nextInt(4);
while(b==0)
b=r.nextInt(4);
pwd.setText(String.valueOf(b));
total=total-b;
jLabel2.setText(String.valueOf(total));
if(total<=0){
JOptionPane.showMessageDialog(game.this,"很遗憾,你输了!");
}
}
}
);
}
}
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