Java Perfect implementation of 2048 small games _java

Source: Internet
Author: User

Perfect imitation of the 2048 game, is based on a netizen's 2048 change.

Block.java

Import javax.swing.*;
Import java.awt.*;
  public class Block extends JLabel {private int value; The public block () {value = 0;//initialization value is 0 setfont (new font ("Font", Font.plain, 40);/Set Font SetBackground (color.gr
  AY)//Set initial color to gray} public int getValue ()//Get value {return value;
    public void SetValue (int value) {this.value = value;
    String Text = string.valueof (value);
    if (value!= 0) setText (text);
  else SetText ("");//If the value is 0, SetColor () is not displayed; SetColor ()///////////////////////////////////////////
      Or.gray);
    Break
      Case 2:setbackground (New Color (238, 228, 218));
    Break
      Case 4:setbackground (New Color (238, 224, 198));
    Break
      Case 8:setbackground (New Color (243, 177, 116));
    Break
      Case 16:setbackground (New Color (243, 177, 116));
    Break
   Case 32:setbackground (New Color (248, 149, 90));   Break
      Case 64:setbackground (New Color (249, 94, 50));
    Break
      Case 128:setbackground (New Color (239, 207, 108));
    Break
      Case 256:setbackground (New Color (239, 207, 99));
    Break
      Case 512:setbackground (New Color (239, 203, 82));
    Break
      Case 1024:setbackground (New Color (239, 199, 57));
    Break
      Case 2048:setbackground (New Color (239, 195, 41));
    Break
      Case 4096:setbackground (New Color (255, 60, 57));
      Break }
  }
}

My2048.java

Import java.awt.*;
Import javax.swing.*;
public class My2048 extends JFrame 
{public 
  My2048 ()//constructor 
  {
    settitle ("2048");//Set
    title SetSize ( 400, 400);/Set window size
    setlocation (500, 200);//Set window start position
    setdefaultcloseoperation (jframe.exit_on_close);
    Getcontentpane (). setlayout (New GridLayout (4, 4, 5, 5));//Set layout mode is GridLayout type
    new Operation (this);
    This.setvisible (TRUE);//Set to Visual
  } public
 
  static void Main (String args[])//Program entry point
  {
    try
    {
      Uimanager.setlookandfeel ("Org.jvnet.substance.skin.SubstanceRavenGraphiteLookAndFeel");//Set UI
    } Accept thrown exception
    catch (ClassNotFoundException | instantiationexception| illegalaccessexception | Unsupportedlookandfeelexception e)
    {
      e.printstacktrace ();
    }
    Jframe.setdefaultlookandfeeldecorated (TRUE);//sets the default appearance of the frame
    new My2048 ();
  }
 

Operation.java

Import java.awt.event.*;
Import javax.swing.*;
  The public class Operation implements KeyListener {block[] block;//is used to store 16 data JPanel panel;
  public Boolean up,down,left,right; The number of times the int moveflag;//is used for cumulative movement Boolean numflag;//is used to determine whether a new digital public Operation (JFrame frame) {This.panel = (JPanel
    ) Frame.getcontentpane ()//construct the panel block = new block[16];//construct an array with a length of 16 Numflag = true;//Initialize moveflag = 0;
    Up=true;down=true;left=true;right=true;
    Addblock ();
    for (int i = 0; i < 2; i++) Appearblock ();
  Frame.addkeylistener (this); private void Addblock () {for (int i = 0; i < i++)//Add block {block[i to panel = new Block ()
      ;
      Block[i].sethorizontalalignment (jlabel.center);/Opaque label block[i].setopaque (true);  
    Panel.add (Block[i]); } public void Appearblock () {while (Numflag)//When it is also possible to add a random new worth of time {int index = (int) (Math.random) ( ) * 16)//Take a random integer of 0 to 15, which is used as a random addition to the position of 2 or 4 in the disk if (block[Index].getvalue () = 0)//If the value of the block array in which the number is 0, that is, when empty, add a 2 or 4 number {if (Math.random () < 0.5) {
        Block[index].setvalue (2);
        else {block[index].setvalue (4);
    break;//out of While}} The public void Judgeappear ()//statistical block array contains elements with a value of 0, and if not, the Numflag becomes false {
    int sum = 0;
      for (int i = 0; i < i++) {if (Block[i].getvalue ()!= 0) {sum++;
 
  } if (sum = = Numflag = false; public int find (int i,int j,int A,int b) {while (i<b&&i>=a) {if Block[i].getvalue ()!
       =0) {return i;
    } i=i+j;
  } return-1;
    public void Upblock () {int i=0,j=0;int t=0;int valuej=0;int valuei=0;int index=0;
      for (i=0;i<4;i++) {index=i;
        for (j=i+4;j<16;j+=4) {valuej=0; valuei=0; if (Block[index].getvalue () ==0) {T=find (index,4,0,16);
            if (t!=-1) {Block[index].setvalue (Block[t].getvalue ());
          Block[t].setvalue (0);
          } else {break;
        } valuei=block[index].getvalue ();
          if (Block[j].getvalue () ==0) {t=find (j,4,0,16);
            if (t!=-1) {Block[j].setvalue (Block[t].getvalue ());
          Block[t].setvalue (0);
          } else {break;
        } valuej=block[j].getvalue ();
          if (valuei==valuej&&valuei!=0&&valuej!=0) {block[index].setvalue (Valuei+valuej);
          Block[j].setvalue (0);
        Numflag = true;
      } index=j;
    }} public void Downblock () {int i=0,j=0;int t=0;int valuej=0;int valuei=0;int index=0;
      for (i=12;i<16;i++) {index=i; for (j=i-4;j>=0;j-=4) {valuej=0; valuei=0;
          if (Block[index].getvalue () ==0) {t=find (index,-4,0,16);
            if (t!=-1) {Block[index].setvalue (Block[t].getvalue ());
          Block[t].setvalue (0);
          } else {break;
        } valuei=block[index].getvalue ();
          if (Block[j].getvalue () ==0) {t=find (j,-4,0,16);
            if (t!=-1) {Block[j].setvalue (Block[t].getvalue ());
          Block[t].setvalue (0);
          } else {break;
        } valuej=block[j].getvalue ();
          if (valuei==valuej&&valuei!=0&&valuej!=0) {block[index].setvalue (Valuei+valuej);
          Block[j].setvalue (0);
        Numflag = true;
      } index=j;
    }} public void Rightblock () {int i=0,j=0;int t=0;int valuej=0;int valuei=0;int index=0;
    for (i=3;i<16;i+=4){index=i;
        for (j=i-1;j>i-4;j--) {valuej=0; valuei=0;
          if (Block[index].getvalue () ==0) {t=find (index,-1,i-3,index+1);
            if (t!=-1) {Block[index].setvalue (Block[t].getvalue ());
          Block[t].setvalue (0);
          } else {break;
        } valuei=block[index].getvalue ();
          if (Block[j].getvalue () ==0) {t=find (j,-1,i-3,j+1);
            if (t!=-1) {Block[j].setvalue (Block[t].getvalue ());
          Block[t].setvalue (0);
          } else {break;
        } valuej=block[j].getvalue ();
          if (valuei==valuej&&valuei!=0&&valuej!=0) {block[index].setvalue (Valuei+valuej);
          Block[j].setvalue (0);
        Numflag = true;
      } index=j; }} public void Leftblock () {intI=0,j=0;int t=0;int valuej=0;int valuei=0;int index=0;
      for (i=0;i<16;i+=4) {index=i;
        for (j=i+1;j<i+4;j++) {valuej=0; valuei=0;
          if (Block[index].getvalue () ==0) {t=find (index,1,index,i+4);
            if (t!=-1) {Block[index].setvalue (Block[t].getvalue ());
          Block[t].setvalue (0);
          } else {break;
        } valuei=block[index].getvalue ();
          if (Block[j].getvalue () ==0) {t=find (j,1,j,i+4);
            if (t!=-1) {Block[j].setvalue (Block[t].getvalue ());
          Block[t].setvalue (0);
          } else {break;
        } valuej=block[j].getvalue ();
          if (valuei==valuej&&valuei!=0&&valuej!=0) {block[index].setvalue (Valuei+valuej);
          Block[j].setvalue (0);
        Numflag = true;
   }     Index=j; }} public void over () {if (Numflag ==false&& up==false&&down==false&&le
      Ft==false&&right==false///When the element cannot be added, and the number of steps that cannot be moved exceeds 36, the loss is lost and the Gameover {block[4].settext ("G") is shown in the center of the disk when the loss is lost;
      Block[5].settext ("A");
      Block[6].settext ("M");
      Block[7].settext ("E");
      Block[8].settext ("O");
      Block[9].settext ("V");
      Block[10].settext ("E"); 
      Block[11].settext ("R");
    Block[11].addmouselistener (New Mouseadapter () {public void mousepressed (MouseEvent e) {restart ();}});
    } public void Win ()///same over {Block[0].settext ("Y");
    Block[1].settext ("O");
    Block[2].settext ("U");
    Block[13].settext ("W");
    Block[14].settext ("I");
    Block[15].settext ("N");
      Block[15].addmouselistener (New Mouseadapter () {public void mousepressed (MouseEvent e) {restart ();
  }
    });
    public void restart ()//restart game, similar to constructor, not numflag=true; moveflag=0;
    Up=true;down=true;left=true;right=true;
    for (int i=0;i<16;i++) block[i].setvalue (0);
  for (int i = 0; i < 2; i++) Appearblock (); The public void keypressed (KeyEvent e)//judgment is pressed up and down key, and then calls the move function, the judgment function, adds the function, the judgment whether loses the function {switch (E.getkeycode ()) {CAs
      e KeyEvent.VK_UP:if (UP) {Upblock ();}
      Judgeappear ();
      Appearblock ();
       
      Over ();
      if (numflag==false) {up=false;
      else {up=true;down=true;left=true;right=true;
    } break;
      Case KeyEvent.VK_DOWN:if (down) {Downblock ();}
      Judgeappear ();
      Appearblock ();
      Over ();
      if (numflag==false) {down=false;
      else {up=true;down=true;left=true;right=true;
    } break;
      Case KeyEvent.VK_LEFT:if (left) {Leftblock ();}
      Judgeappear ();
      Appearblock ();
       
      Over ();
      if (numflag==false) {left=false;
 }     else {up=true;down=true;left=true;right=true;
    } break;
      Case KeyEvent.VK_RIGHT:if (right) {Rightblock ();}
      Judgeappear ();
      Appearblock ();
       
      Over ();
      if (numflag==false) {right=false;
      else {up=true;down=true;left=true;right=true;
    } break; keytyped (KeyEvent e) {} public void keyreleased (KeyEvent e) {}}}

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