基本上我创造的是一个简单的游戏,用户定义网格大小和点击框来收集点数,有三个选项奖励= 200分,强盗= -100分和炸弹= -10000(这将是结束比赛)。
我得到的问题是当用户选择一个炸弹出现的盒子时它只会减去100分,就像用户选择强盗一样
BlockHop:
import java.util.*;
public class BlockHop{
Random rand = new Random();
private GameItems[][] board;
public static int score = 0;
public BlockHop(){
board = new GameItems[1][1];
board[0][0] = new Prize(0, 0, 'P');
}
public BlockHop(int gridSize) {
board = new GameItems[gridSize][gridSize];
int end = 10;
int start = 1;
for (int row = 0; row < board.length; row++){
for (int col = 0; col < board[row].length; col++){
int num = rand.nextInt(end - start + 1) + start;
switch (num){
case 1:
case 2:
case 3:
case 4:
case 5:
case 6:
board[row][col] = new Prize(row, col, 'P');
break;
case 7:
board[row][col] = new Bomb(row, col, 'X');
break;
case 8:
case 9:
case 10:
board[row][col] = new Bandit(row, col, 'B');
break;
}
}
}
}
public void play(int row, int col){
String newID = getLabel(row, col);
board[row][col].adjustScore(newID.charAt(0));
}
public int getScore(){
return score;
}
public String getLabel(int row, int col){
if ((board[row][col]).equals('P')){
return "PRIZE!";
}
else if ((board[row][col]).equals('X')){
return "Bomb!";
}
else{
return "Bandit!";
}
}
public boolean isGameOver(){
return getScore() < 0;
}
}
GameItems:
public abstract class GameItems {
private final char ID;
private final int row;
private final int col;
public GameItems(){
row = 0;
col = 0;
ID = ' ';
}
public GameItems(int newRow, int newCol, char newId){
row = newRow;
col = newCol;
ID = newId;
}
boolean equals(char c){
return c == ID;
}
public int adjustScore(char input){
switch (input){
case 'P':
BlockHop.score += 200;
break;
case 'X':
BlockHop.score -= -10000;
break;
case 'B':
BlockHop.score -= 100;
break;
}
return BlockHop.score;
}
}
BlockHopGUI:
import java.util.*;
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
public class BlockHopGUI extends JFrame{
private BlockHop bh;
private JButton [][] board;
private JLabel scorePoints;
private PlayHandler ph; // listener for buttons
public BlockHopGUI( int gridSize ) {
super( "Click to uncover prizes" );
bh = new BlockHop( gridSize );
System.out.println( "gridsize: " + gridSize );
Container c = getContentPane( );
JPanel p = new JPanel( );
board = new JButton[gridSize][gridSize];
p.setLayout( new GridLayout( gridSize, gridSize ) );
ph = new PlayHandler( );
for ( int row = 0; row < board.length; row++ )
for ( int col = 0; col < board.length; col++ ) {
board[row][col] = new JButton( "" );
board[row][col].addActionListener(ph);
p.add( board[row][col] );
}
c.add( p, BorderLayout.CENTER );
JPanel scorePanel = new JPanel( );
JLabel scoreLabel = new JLabel( "Score: " );
scorePoints = new JLabel( Integer.toString( bh.getScore( ) ) );
scorePanel.add( scoreLabel );
scorePanel.add( scorePoints );
c.add( scorePanel, BorderLayout.SOUTH );
setSize( 500, 500 );
setVisible( true );
}
private class PlayHandler implements ActionListener {
public void actionPerformed( ActionEvent ae ) {
for ( int row = 0; row < board.length; row++ )
for ( int col = 0; col < board[0].length; col++ ) {
if ( ae.getSource( ) == board[row][col] ) {
bh.play( row, col );
board[row][col].setText( bh.getLabel( row, col ) );
board[row][col].removeActionListener( ph );
break;
}
}
scorePoints.setText( Integer.toString( bh.getScore( ) ) );
if ( bh.isGameOver( ) ) {
JOptionPane.showMessageDialog( null, "Game over! Final points: "
+ bh.getScore( ) );
System.exit( 1 );
}
}
}
public static void main( String [] args ) {
int gridSize = Integer.parseInt(
JOptionPane.showInputDialog( null, "Enter the grid size" ) );
BlockHopGUI bhg = new BlockHopGUI( gridSize );
bhg.setDefaultCloseOperation( JFrame.EXIT_ON_CLOSE );
}
}
答案 0 :(得分:1)
你的adjustScore()函数接受一个字符,并期望它是标记该对象在地图中的字符,即用于炸弹的X,用于强盗的B等等。但是如果你看看你在哪里在play()中调用它并不是你实际发送的内容,你从广场的标签中取出第一个字符。通常这会完全失败,但是因为强盗和炸弹都是以B开头而B是你期待的其中一个角色,它将两者视为强盗。你需要修复它,以便你调用一个返回你期望的char的函数,或者改变你的adjustScore函数来接受整个String标签。
调试的一些常规技巧是查看与问题相关的功能,并仔细检查他们是否正在按照您的预期进行操作,尝试逐步完成程序的操作并记下变量。更改。
希望这有帮助!