我正在开展Tic-Tac-Toe游戏。我已经添加了9个带有ActionListeners的JButtons。每个按钮都可以正确监听动作事件。最后,我正在研究游戏的逻辑组件,但我仍然坚持如何去做。
如果看一下我的TicTacToeButton类,我决定给TicTacToeButton对象扩展JButton两个实例变量:一个整数变量,表示按钮的数量(所以我知道按下了哪个按钮#。数字零是第一个数字)和一个字符变量,它将为角色数组分配一个'o'字符,称为boardLogic为播放器1,'x'为播放器2。
问题是我不知道如何在我的TicTacToeBoard类的TicTacToeButton数组中引用我的元素来执行游戏中实际按下的JButton。 Java对象中是否有一个方法可以告诉您是否按下了编号为0的JButton,或者按下了我在下面描述的代码时按下了编号为1的JButton。
import java.awt.BorderLayout;
import java.awt.Container;
import java.awt.Dimension;
import java.awt.GridLayout;
import java.awt.Point;
import javax.swing.JFrame;
import javax.swing.JPanel;
/*
* The TicTacToeBoard is an object that has characterisitics of a JFrame
*/
public class TicTacToeBoard extends JFrame {
/* create an array of characters that holds 9 elements
* to create a model for the tic-tac-toe board logic since the board has 9 boxes
* create the board from a separate class to minimize bugs and for easier debugging
* simulate the game's logic by creating an array of characters
*/
public static char[] boardLogic = {};
// number of buttons in the game
static int numOfButtons = 9;
// TicTacToeButton is an object that extends JButton
static TicTacToeButton[] buttons;
public TicTacToeBoard() {
// setTitle to the frame
setTitle("TicTacToe Game");
/* call this method to the GameFrame object if you do not call this
* method the JFrame subclass will not actually close
*/
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
/* set size to an appropriate size create a dimension object
* notice my Dimension object does not have a variable this is
* a prefer way to create this object since no further
* operations will be perform on this object besides this operation
*/
setSize(new Dimension(1000, 1000));
// upon creating the object set the location of the frame to the center of the screen
setLocation(new Point(0, 0));
// prevent the user from resizing the GameFrame object
// uncomment bottom to prevent window maximumization
//setResizable(false);
}
public void printButtons(Container contentPane) {
JPanel gamePanel = new JPanel();
gamePanel.setLayout(new GridLayout(3, 3));
// the idea of boardLogic is creating a 9 element character array to simulate the game's logic
boardLogic = new char[numOfButtons];
// creates the objects of the type JButtons
buttons = new TicTacToeButton[numOfButtons];
// create 9 buttons for the game using a for loop
for (int i = 0; i < buttons.length; i++) {
// create a new JButton object every loop
buttons[i] = new TicTacToeButton(i);
// set a default value. I use '-' for simplicity.
boardLogic[i] = buttons[i].getButtonChar();
// and add it to the frame
gamePanel.add(buttons[i]);
}
contentPane.add(gamePanel, BorderLayout.CENTER);
}
}
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.ImageIcon;
import javax.swing.JButton;
/* the class design is that we will create a class that has characteristics
* of what a JButton can do but can also hear for action events
*/
public class TicTacToeButton extends JButton implements ActionListener {
/* referring my Buttons with names denoted as String type
* set it empty for now. I will name the JButtons using a for loop
* the program will use buttonNumber assigned to each button
* to create the game's logic
*/
private int buttonNumber = 0;
// Each character assigned to each button is assigned a hyphen by default
private char buttonChar = '-';
public TicTacToeButton(int buttonNumber) {
// call the JButton super class constructor to initialize the JButtons
super();
// set the name of the parameter to the data member of the JButton object
this.buttonNumber = buttonNumber;
// upon creating of the JButton the button will add ActionListener to itself
addActionListener(this);
}
// a get method that retrieves the button's object data member
public int getButtonNumber() {
return buttonNumber;
}
// everytime the user press a button set the number 10 as the button number
public void setButtonChar(char buttonChar) {
if (buttonChar == 'O' || buttonChar == 'X') {
this.buttonChar = buttonChar;
}
}
public static void printArray() {
for (int i = 0; i < TicTacToeBoard.boardLogic.length; i++) {
System.out.println(TicTacToeBoard.boardLogic[i]);
}
}
public char getButtonChar() {
return buttonChar;
}
public void actionPerformed(ActionEvent e) {
/* both cases must be true before this code can happen
* After Player A turn, then is Player B turn
*/
if (e.getSource() instanceof JButton && TicTacToeBoard.currentPlayerTurn.equals(TicTacToeMain.firstPlayerName)) {
// Player A uses circle
/* the state of the image for the Buttons will change depending on the player's turn
* Player A will use the cross sign , Player B will use Circle Sign
*/
ImageIcon icon = new ImageIcon("buttonImages/circle-sign.png");
TicTacToeBoard.currentPlayerTurn = TicTacToeMain.secondPlayerName;
// set the appropriate picture as the JButton icon
setIcon(icon);
// prevent user from clicking the button more than once
setEnabled(false);
//increment buttonClick variable by one for each mouse click
TicTacToeBoard.buttonClicks += 1;
//notify both players whose turn is it
TicTacToeMain.contentPane.remove(TicTacToeBoard.currentPlayerTurnLabel);
TicTacToeBoard.printCurrentPlayerTurnLabel(TicTacToeMain.contentPane);
// Tests the Winning conditions of the player's
TicTacToeBoardLogic boardLogic = new TicTacToeBoardLogic();
boardLogic.checksWinningConditions();
} else {// After Player B turn, then is Player A turn
// Player B uses cross
/* the state of the image for the Buttons will change depending on the player's turn
* Player A will use the cross sign , Player B will use Circle Sign
*/
ImageIcon icon = new ImageIcon("buttonImages/x-sign.jpg");
TicTacToeBoard.currentPlayerTurn = TicTacToeMain.firstPlayerName;
// set the appropriate picture as the JButton icon
setIcon(icon);
// prevent user from clicking the button more than once
setEnabled(false);
//increment buttonClick variable by one for each mouse click
TicTacToeBoard.buttonClicks += 1;
//notify both players whose turn is it
TicTacToeMain.contentPane.remove(TicTacToeBoard.currentPlayerTurnLabel);
TicTacToeBoard.printCurrentPlayerTurnLabel(TicTacToeMain.contentPane);
}
// if all buttons been pressed, the game makes a decision
// Tests the Winning conditions of the player's
TicTacToeBoardLogic boardLogic = new TicTacToeBoardLogic();
boardLogic.checksWinningConditions();
}
}
答案 0 :(得分:3)
你的胜利者是稍微扩展这个方法:
public TicTacToeButton(int buttonNumber) {
// call the JButton super class constructor to initialize the JButtons
super();
// set the name of the parameter to the data member of the JButton object
this.buttonNumber = buttonNumber;
// upon creating of the JButton the button will add ActionListener to itself
addActionListener(this);
setActionCommand(Integer.toString(buttonNumber));*************
}
(我的加法后缀为星星)
这将“命名”与按钮关联的动作事件。
然后在Actionperformed(ActionEvent e)中,您可以使用e.getActionCommand()获取ActionCommand。 九个最简单的可能是一个switch语句。请记住使用varName.equals(e.getActionCommand())来比较它。
HTH
答案 1 :(得分:2)
要知道在TicTacBoard类中按下了哪个按钮,我建议在TicTacToe类中实现动作侦听器而不是TicTacToeButton类。
这是一个Window类的小演示代码,在你的情况下是TicTacToeBoard。
import java.awt.GridLayout;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class Window implements ActionListener{
static Buttons[] buttons = new Buttons[2];
public Window(){
JFrame f = new JFrame();
f.setSize(400,400);
JPanel p = new JPanel();
GridLayout gl = new GridLayout(1,2);
p.setLayout(gl);
for(int i = 0; i<2; i++){
buttons[i] = new Buttons(i);
buttons[i].addActionListener(this);
p.add(buttons[i]);
}
f.add(p);
f.setVisible(true);
}
public static void main(String... args){
new Window();
}
@Override
public void actionPerformed(ActionEvent e) {
// TODO Auto-generated method stub
if(e.getSource() == buttons[0] ){
System.out.println("0");
}
}
}
以下是按钮类的演示,在您的情况下是TicTacToeButton。
import javax.swing.JButton;
public class Buttons extends JButton{
int num = 0;
public Buttons(int num){
this.num = num;
}
}
答案 2 :(得分:1)
您可能需要考虑从视图(JButtons)中分离出模型(带有X和O的tictactoe板)。这将允许您将游戏的当前状态传递给您希望的任何方法,而无需Swing组件的开销。