Java模擬實現(xiàn)斗地主發(fā)牌
本文實例為大家分享了Java模擬實現(xiàn)斗地主發(fā)牌的具體代碼,供大家參考,具體內(nèi)容如下
題目:模擬斗地主的發(fā)牌實現(xiàn),54張牌,每張牌不同的花色(紅心,黑桃,方塊,梅花),牌的點數(shù)(3,4,5,6,7,8,9,10,J,Q,K,A,2,King,Queen),另有三名玩家,要求(使用面向?qū)ο蟮姆绞綄崿F(xiàn)):
1、隨機(jī)產(chǎn)生一名地主2、隨機(jī)向三名玩家發(fā)牌,最后的底牌自動發(fā)給地主3、顯示出每名玩家手中的牌4、要求根據(jù)點數(shù)自動對玩家手中的牌排序?qū)崿F(xiàn)(*)
提示:玩家類,牌類,游戲類(算法)
步驟分析:1.牌類:有點數(shù)和花色的差別,其中大王和小王只有點數(shù)沒有花色
2.玩家類:玩家姓名,是否是地主,手中的牌(牌類集合)
3.游戲類(實現(xiàn)):(首先知道發(fā)牌規(guī)則,總共54張撲克牌,每人17張,剩下3張撲克給到地主手中。)
設(shè)置一個初始化塊默認(rèn)一副撲克牌,初始化三名玩家,隨機(jī)一名玩家為地主,三名玩家隨機(jī)獲得17張牌,已獲得的牌要從集合中刪除。
代碼實現(xiàn):牌類(Poker):
public class Poker { /**點數(shù)*/ private String point; /**花色*/ private String flower; public Poker() { } public Poker(String point, String flower) {this.point = point;this.flower = flower; } public String getPoint() {return point; } public void setPoint(String point) {this.point = point; } public String getFlower() {return flower; } public void setFlower(String flower) {this.flower = flower; } @Override public String toString() {if (Objects.isNull(flower)){return point;}return flower+''+point; }}
玩家類(Player):
public class Player { /**玩家昵稱*/ private String nickname; private boolean boss; /**手中的牌*/ private List<Poker>pokers = new ArrayList<>(); public Player() { } public Player(String nickname) {this.nickname = nickname; } public String getNickname() {return nickname; } public void setNickname(String nickname) {this.nickname = nickname; } public boolean isBoss() {return boss; } public void setBoss(boolean boss) {this.boss = boss; } public List<Poker> getPokers() {return pokers; } public void setPokers(List<Poker> pokers) {this.pokers = pokers; } @Override public String toString() {return nickname+(boss?'(地主)':'(農(nóng)民)')+pokers; }}
游戲類(Game):
public class Game { /**存儲所有牌的集合*/ private List<Poker> list = new ArrayList<>(); private String[] points = {'3','4','5','6','7','8','9','10','J','Q','K','A','2'}; private String[] flowers = {'❤','♣','♦','♠'}; private List<Player> players = new ArrayList<>(); private Scanner sc = new Scanner(System.in); private static Random randomUtils = new Random(); //一副牌(笛卡爾積) {for (int i = 0; i<points.length; i++){ for (int j = 0; j < flowers.length; j++) {//將帶花色的撲克牌加入集合list.add(new Poker(points[i],flowers[j])); }}//加入大小王list.add(new Poker('Queen',null));list.add(new Poker('King',null)); } /** * 初始化三名玩家 */ public void playerJoin(){System.out.println('請輸入玩家昵稱1');String p1 = sc.nextLine();System.out.println('請輸入玩家昵稱2');String p2 = sc.nextLine();System.out.println('請輸入玩家昵稱3');String p3 = sc.nextLine();players.add(new Player(p1));players.add(new Player(p2));players.add(new Player(p3)); } private void startGame(){//玩家加入playerJoin();//隨機(jī)一個地主索引//nextInt(int bound)//返回偽隨機(jī)的,均勻分布 int值介于0(含)和指定值(不包括),從該隨機(jī)數(shù)生成器的序列繪制。int index = randomUtils.nextInt(players.size());//設(shè)置指定位的玩家為地主Player boss = players.get(index);boss.setBoss(true);System.out.println(boss.getNickname()+'是地主!');//開始發(fā)牌for (int i = 0; i < players.size(); i++) { //獲取當(dāng)前遍歷到的玩家對象 Player player = players.get(i); for (int j = 0; j < 17; j++) {//隨機(jī)獲取一張牌給當(dāng)前玩家int n = randomUtils.nextInt(list.size());//將隨機(jī)到的牌存儲到玩家的牌集合中player.getPokers().add(list.get(n));//將已經(jīng)被取走的牌從原集合中刪除list.remove(n); }}//將剩余三張牌給地主boss.getPokers().addAll(list);showPoker(); } private void showPoker(){for (Player player : players) { System.out.println(player);} } public static void main(String[] args) {new Game().startGame(); }}排序:
以上實現(xiàn)了基礎(chǔ)的發(fā)牌功能,但沒有對牌進(jìn)行排序。java集合框架出現(xiàn)的同時,由于實際開發(fā)的數(shù)據(jù)的排序要求,所以JDK引入用于排序的兩個接口:
Comparable<T>:自然排序
Comparator<T>:排序比較器
使用Comparable<T>:自然排序進(jìn)行排序:
排序需要從三開始到大小王結(jié)束,所以需要新增一個進(jìn)行排序比較的元素。
牌類:
//實現(xiàn)Comparable接口,實現(xiàn)其comparaTo(T t)方法public class Poker implements Comparable<Poker>/**用于排序的屬性*/ private int sort; public Poker(String point, String flower, int sort) {this.point = point;this.flower = flower;this.sort = sort; } public int getSort() {return sort; } public void setSort(int sort) {this.sort = sort; } //實現(xiàn)方法進(jìn)行排序@Override public int compareTo(Poker p) {return this.sort-p.sort;}
游戲類:
//一副牌(笛卡爾積) { int sort = 0;for (int i = 0; i<points.length; i++){ for (int j = 0; j < flowers.length; j++) {Poker p = new Poker(points[i],flowers[j],sort);//將帶花色的撲克牌加入集合list.add(p); } sort++;}//加入大小王 list.add(new Poker('Queen', null,13)); list.add(new Poker('King', null,14)); } private void showPoker(){//排序?qū)崿F(xiàn)Collections.sort(players.get(0).getPokers());Collections.sort(players.get(1).getPokers());Collections.sort(players.get(2).getPokers());for (Player player : players) { System.out.println(player);}}
使用Comparator<T>:排序比較器進(jìn)行排序:
牌類:
public class Poker { /**點數(shù)*/ private String point; /**花色*/ private String flower; /**用于排序的屬性*/ private int size; public Poker() { } public Poker(String point, String flower) {this.point = point;this.flower = flower; } public Poker(String point, String flower, int size) {this.point = point;this.flower = flower;this.size = size; } public String getPoint() {return point; } public void setPoint(String point) {this.point = point; } public String getFlower() {return flower; } public void setFlower(String flower) {this.flower = flower; } public int getSize() {return size; } public void setSize(int size) {this.size = size; } @Override public String toString() {if (Objects.isNull(flower)){return point;}return flower+''+point; } }
游戲類:
//一副牌(笛卡爾積) { int size = 0;for (int i = 0; i<points.length; i++){ for (int j = 0; j < flowers.length; j++) {Poker p = new Poker(points[i],flowers[j],size);//將帶花色的撲克牌加入集合list.add(p); } //加入點數(shù) size++;}//加入大小王 list.add(new Poker('Queen', null,13));list.add(new Poker('King', null,14)); } private void showPoker(){//排序?qū)崿F(xiàn)for (int i = 0; i < players.size(); i++) { players.get(i).getPokers().sort(new Comparator<Poker>() {@Overridepublic int compare(Poker p1, Poker p2) { return p1.getSize()-p2.getSize();} }); System.out.println(players.get(i));} }
實現(xiàn)效果:
以上代碼實現(xiàn)發(fā)牌原理是給每名玩家一次性隨機(jī)17張牌,與現(xiàn)實發(fā)牌邏輯不符;按照現(xiàn)實發(fā)牌邏輯,需要先進(jìn)行洗牌,打亂牌的順序,然后輪流給每名玩家發(fā)牌,直到剩余三張牌發(fā)給地主。
實現(xiàn)原理:在jdk1.2集合框架出現(xiàn)的同時,新增用于對集合處理的工具類 java.util.Collections,這個類與java.util.Arrays同一時間出現(xiàn);Collections中提供的所有方法都是靜態(tài)的,方法包括,對集合:查找,排序,洗牌,轉(zhuǎn)換,拷貝,查找最大值/最小值,集合反轉(zhuǎn),安全集合的獲取等一系列靜態(tài)方法。
這里用到洗牌方法,Collections.shuffle(List<?> list) (使用默認(rèn)的隨機(jī)源隨機(jī)排列指定的列表)。
代碼實現(xiàn):(將游戲類中發(fā)牌的方法進(jìn)行修改)
private void startGame() {//玩家加入playerJoin();//隨機(jī)一個地主索引int index = randomUtils.nextInt(players.size());//設(shè)置指定位的玩家為地主Player boss = players.get(index);boss.setBoss(true);System.out.println(boss.getNickname() + '是地主!');//洗牌Collections.shuffle(list);//開始發(fā)牌//for (int i = 0; i < players.size(); i++) {// //獲取當(dāng)前遍歷到的玩家對象// Player player = players.get(i);// for (int j = 0; j < 17; j++) {////隨機(jī)獲取一張牌給當(dāng)前玩家//int n = randomUtils.nextInt(list.size());////將隨機(jī)到的牌存儲到玩家的牌集合中//player.getPokers().add(list.get(n));////將已經(jīng)被取走的牌從原集合中刪除//list.remove(n);// }//}for (int i = 0; i < list.size(); i++) { if (i < 51) {switch (i % 3) { case 0:players.get(0).getPokers().add(list.get(i));break; case 1:players.get(1).getPokers().add(list.get(i));break; case 2:players.get(2).getPokers().add(list.get(i));break; default:break;} } else {//將剩余三張牌給地主boss.getPokers().add(list.get(i)); }}showPoker(); }
以上就是本文的全部內(nèi)容,希望對大家的學(xué)習(xí)有所幫助,也希望大家多多支持好吧啦網(wǎng)。
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