我的玩家顺序有问题。我需要第一个玩家成为该轮的获胜者。所以我有四个按钮,有可能阻止错误玩家的移动,比如“不是你的回合,玩家二是第一个,因为是上一轮的获胜者”
我怎样才能控制它?最终验证的方法
我有四个牌标签,每个玩家手上有五张牌
对于每个按钮,设置我做的对应卡
//PLAYER1
//card1
ActionListener one = new ActionListener() {
public void actionPerformed(ActionEvent e) {
if (gr.getCounter1() < 5) {
gr.setCounter1(gr.getCounter1() + 1);
test1.setIcon(play1a);
pn1.setText(Integer.toString(play2a));
pn5.setText(play3a);
pn50.setText(play4a);
} else {
pn5.setText("No more cards");
}
}
};
arraybtn[1].addActionListener(one);
arraybtn[1].setPreferredSize(new Dimension(120, 20));
play1a = gr.GameRules1().getImage(); //image of card
play2a = gr.GameRules2(); // value
play3a = gr.GameRules3(); // king of hearts for exemple
play4a = gr.GameRules4(); // hearts
arraybtn[1].setText(gr.GameRules3()); // button name
最佳答案
你们的类(class)有多少个类(class)?希望它有一个驱动 GUI 的非 GUI 模型,并且应该是这个完全相同的模型来决定游戏的控制。我不会像本线程中的一位海报所建议的那样抛出错误,而是使用游戏 Controller 模型只允许正确的玩家玩。 GUI 将通过禁用所有不应按下的按钮并仅启用应按下的按钮来反射(reflect)这一点。如何在代码中实现这一点取决于您当前程序的代码和整体结构。
编辑:补充答案
不确定你是否还在,但这里有一个快速拼凑起来的例子来说明我的意思。 GamePlayer 类(显然)代表游戏的玩家,并且有一个字段 myTurn,仅当轮到该玩家时才为 true,并且该字段具有关联的 void setMyTurn(boolean) 方法和 boolean isMyTurn() 方法。/p>
GameModel 类有一个名为players 的 GamePlayer 数组,一个允许其他类获取数组中每个 Player 的 getPlayer(int) 方法,一个表示当前轮到的玩家数组中索引的playerTurnIndex 以及一个 advancePlay() 方法,该方法增加此索引(按玩家数组的长度进行修改,以便它环绕),然后循环遍历玩家数组,根据 playerTurnIndex 值为每个玩家设置 myTurn 字段。
GameGui 类有一个名为 gameModel 的 GameModel 字段,并保存 JButton 的集合(实际上是一个 HashMap),在每个按钮的 ActionPerformed 方法中,调用模型的 advancePlay() 方法,并调用一个名为 enablePlayerTurns() 的私有(private)方法根据模型中相应播放器的值启用或禁用播放器 JButton:
import java.awt.BorderLayout;
import java.awt.GridLayout;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.HashMap;
import java.util.Map;
import javax.swing.*;
public class GamePlayMain {
private static void createAndShowUI() {
String[] players = {"John", "Bill", "Frank", "Henry"};
GameModel model = new GameModel(players);
GameGui gui = new GameGui(model);
JFrame frame = new JFrame("GamePlayMain");
frame.getContentPane().add(gui);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
public static void main(String[] args) {
java.awt.EventQueue.invokeLater(new Runnable() {
public void run() {
createAndShowUI();
}
});
}
}
class GamePlayer {
private String name;
private boolean myTurn = false;
public GamePlayer(String name) {
this.name = name;
}
public String getName() {
return name;
}
public boolean isMyTurn() {
return myTurn;
}
public void setMyTurn(boolean myTurn) {
this.myTurn = myTurn;
}
@Override
public String toString() {
return name;
}
}
class GameModel {
private String[] playerNames;
private GamePlayer[] players;
private int playerTurnIndex = 0;
public GameModel(String[] playerNames) {
this.playerNames = playerNames;
players = new GamePlayer[playerNames.length];
for (int i = 0; i < playerNames.length; i++) {
players[i] = new GamePlayer(playerNames[i]);
}
players[0].setMyTurn(true);
}
public int getPlayerTurnIndex() {
return playerTurnIndex;
}
public GamePlayer getCurrentPlayer() {
return players[playerTurnIndex];
}
public String[] getPlayerNames() {
return playerNames;
}
public void advancePlay() {
playerTurnIndex++;
playerTurnIndex %= players.length;
for (GamePlayer player : players) {
if (player != getCurrentPlayer()) {
player.setMyTurn(false);
} else {
player.setMyTurn(true);
}
}
}
public int getPlayerCount() {
return players.length;
}
public GamePlayer getPlayer(int i) {
return players[i];
}
}
@SuppressWarnings("serial")
class GameGui extends JPanel {
private GameModel gameModel;
private JTextArea textArea = new JTextArea(14, 30);
private Map<GamePlayer, JButton> playerButtonMap = new HashMap<GamePlayer, JButton>();
public GameGui(GameModel gameModel) {
this.gameModel = gameModel;
JPanel buttonPanel = new JPanel(new GridLayout(1, 0, 5, 0));
for (int i = 0; i < gameModel.getPlayerCount(); i++) {
GamePlayer player = gameModel.getPlayer(i);
JButton playerButton = new JButton(player.getName());
playerButton.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
playerButtonActionPerformed(e);
}
});
buttonPanel.add(playerButton);
playerButtonMap.put(player, playerButton);
}
textArea.setEditable(false);
textArea.setFocusable(false);
setBorder(BorderFactory.createEmptyBorder(5, 5, 5, 5));
setLayout(new BorderLayout(5, 5));
add(buttonPanel, BorderLayout.NORTH);
JScrollPane scrollPane = new JScrollPane(textArea);
scrollPane.setVerticalScrollBarPolicy(JScrollPane.VERTICAL_SCROLLBAR_ALWAYS);
add(scrollPane, BorderLayout.CENTER);
enablePlayerTurns();
}
private void playerButtonActionPerformed(ActionEvent e) {
GamePlayer currentPlayer = gameModel.getCurrentPlayer();
// TODO: have player "play"
textArea.append("Player " + currentPlayer + " has just played\n");
gameModel.advancePlay();
enablePlayerTurns();
currentPlayer = gameModel.getCurrentPlayer();
textArea.append("It is now player " + currentPlayer + "'s turn\n");
}
private void enablePlayerTurns() {
for (int i = 0; i < gameModel.getPlayerCount(); i++) {
GamePlayer player = gameModel.getPlayer(i);
JButton playerButton = playerButtonMap.get(player);
playerButton.setEnabled(player.isMyTurn());
if (player.isMyTurn()) {
playerButton.requestFocusInWindow();
}
}
}
}
关于java - 纸牌游戏中的玩家顺序,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/4870165/