课程设计说明书 NO.15
public void showEnableOperator(){ int x = 0; out: while (true){ Point point = null; PKCard card = null; do{ if (point != null){ } n++; point = this.getLastCardLocation(n); while (point == null){ point = this.getLastCardLocation(++n); if (n == 10) n = 0; x++; if (x == 10) break out; } card = (PKCard) this.table.get(point); } while (!card.isCardCanMove()); while (this.getPreviousCard(card)!= null&& this.getPreviousCard(card).isCardCanMove()){ card = this.getPreviousCard(card); } if (a == 10){ } for (; a < 10; a++){ if (a != n){
a = 0; 沈 阳 大 学 课程设计说明书 NO.16
Point p = null; PKCard c = null; do{ if (p != null){ } p = this.getLastCardLocation(a); a++; int z = 0; while (p == null){ p = this.getLastCardLocation(++a); if (a == 10) a = 0; if (a == n) a++; z++; if (z == 10) break out; } c = (PKCard) this.table.get(p); } while (!c.isCardCanMove()); if (c.getCardValue() == card.getCardValue() + 1){ card.flashCard(card); try{ Thread.sleep(800); } catch (InterruptedException e){ e.printStackTrace(); } c.flashCard(c);
沈 阳 大 学 课程设计说明书 NO.17
a++; if (a == 10){ } n++; break out; } } } n++; if (n == 10){ } n = 0; x++; if (x == 10){ } break out; } } 通过调用如下代码实现图片的调用: public void setNextCardLocation(Point point){ PKCard card = main.getNextCard(this); if (card != null){ if (point == null){ card.setNextCardLocation(null); main.table.remove(card.getLocation()); card.setLocation(card.initPoint); main.table.put(card.initPoint, card);
沈 阳 大 学 课程设计说明书 NO.18
} } (8)进入游戏之后能对游戏的难度进行选择,难度分为三种,分别为简单,较难,困难,简单为单一花色的纸牌进行游戏,而较难和困难的纸牌花色相应的增多。在设计时首先在SpiderMenuBar类中,将三种难度的菜单实现,然后通过调用PKcard的方法实现各难度的功能,如图11,12所示。 } else{ } point = new Point(point); point.y += 20; card.setNextCardLocation(point); point.y -= 20; main.table.remove(card.getLocation()); card.setLocation(point); main.table.put(card.getLocation(), card); card.initPoint = card.getLocation();
沈 阳 大 学 课程设计说明书 NO.19
图11 难度选择 图12 选择困难