首页编程java编程java小游戏程序?java做小游戏

java小游戏程序?java做小游戏

编程之家2026-05-261112次浏览

大家好,如果您还对java小游戏程序不太了解,没有关系,今天就由本站为大家分享java小游戏程序的知识,包括java做小游戏的问题都会给大家分析到,还望可以解决大家的问题,下面我们就开始吧!

java小游戏程序?java做小游戏

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;

java小游戏程序?java做小游戏

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;

java小游戏程序?java做小游戏

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!");

}

}

}

);

}

}

文章分享结束,java小游戏程序和java做小游戏的答案你都知道了吗?欢迎再次光临本站哦!

flash播放器及浏览器?狐猴浏览器app下载css 图片居中(CSS居中)