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Java實(shí)現(xiàn)經(jīng)典大富翁游戲的示例詳解

 更新時間:2022年02月07日 10:30:47   作者:小虛竹and掘金  
大富翁,又名地產(chǎn)大亨。是一種多人策略圖版游戲。參與者分得游戲金錢,憑運(yùn)氣(擲骰子)及交易策略,買地、建樓以賺取租金。本文將通過Java實(shí)現(xiàn)這一經(jīng)典游戲,感興趣的可以跟隨小編一起學(xué)習(xí)一下

前言

大富翁,又名地產(chǎn)大亨。是一種多人策略圖版游戲。參與者分得游戲金錢,憑運(yùn)氣(擲骰子)及交易策略,買地、建樓以賺取租金。英文原名monopoly意為“壟斷”,因?yàn)樽詈笾坏靡粋€勝利者,其余均破產(chǎn)收場。

《大富翁》游戲是用java語言實(shí)現(xiàn),采用了swing技術(shù)進(jìn)行了界面化處理,設(shè)計(jì)思路用了面向?qū)ο笏枷搿?/p>

主要需求

可多人參與的大富翁游戲,玩家有初始資金,通過擲骰子,玩家移動指定骰子點(diǎn)數(shù)步驟,根據(jù)對應(yīng)格子上的交易策略,來決定是賺錢還是虧錢,其他玩家破產(chǎn),即唯一玩家勝利。

主要設(shè)計(jì)

1、用戶數(shù)據(jù)設(shè)定-人物設(shè)置:設(shè)置兩個玩家的角色頭像和用戶名

2、用戶數(shù)據(jù)設(shè)定-場景設(shè)置:選擇不同的地圖

3、用戶數(shù)據(jù)設(shè)定-游戲設(shè)置:游戲天數(shù),勝利金錢,玩家初始金錢

4、設(shè)置默認(rèn)勝利條件:破產(chǎn)為失敗

5、擲骰子效果

6、角色移動的步數(shù)效果

7、不同地圖的策略設(shè)計(jì)算法:不同的格子,效果不同

功能截圖

用戶數(shù)據(jù)設(shè)定頁面-人物設(shè)置

用戶數(shù)據(jù)設(shè)定頁面-場景設(shè)置

用戶數(shù)據(jù)設(shè)定頁面-游戲設(shè)置

開始游戲界面

擲骰子

移動效果

觸發(fā)策略效果

金幣不足時提示

游戲結(jié)束

代碼實(shí)現(xiàn)

游戲配置窗口

/**
 * 
 * 讀取用戶配置
 * 
 * */
public class FrameConfig extends JFrame {

	private JButton jbnStart = new JButton("開始游戲");
	//private JButton jbnradom = new JButton("隨機(jī)");
	private JButton jbnCancel = new JButton("重置設(shè)定");

	private JButton jbnPlayer01 = new JButton("1P確認(rèn)角色");
	private JLabel jbnPlayerNameLabel01 = new JLabel("名字:");
	private JTextField jbnPlayerNameField01 = new JTextField(12);
	private JButton jbnPlayerName01 = new JButton("1P確認(rèn)名字");

	private JButton jbnPlayer02 = new JButton("2P確認(rèn)角色");
	private JLabel jbnPlayerNameLabel02 = new JLabel("名字:");
	private JTextField jbnPlayerNameField02 = new JTextField(12);
	private JButton jbnPlayerName02 = new JButton("2P確認(rèn)名字");

	/**
	 * 選項(xiàng)卡
	 * */
	private JTabbedPane tabs;

	/**
	 * 可選圖片
	 * */
	private ImageIcon[] img = Photo.PLAYER_CHOOSE;
	/**
	 * 人物1
	 **/
	private JLabel jlPlayer01Choose = null;
	private final JLabel jlPlayer01Selected = new JLabel(
			Photo.PLAYER_01_SELECTED);
	private JButton leftButton01;
	private JButton rightButton01;

	/**
	 * 人物2
	 **/
	private JLabel jlPlayer02Choose = null;
	private final JLabel jlPlayer02Selected = new JLabel(
			Photo.PLAYER_02_SELECTED);
	private JButton leftButton02;
	private JButton rightButton02;
	/**
	 * 1P 2P可選人物
	 */
	private int[] chooses = { 0, 0 };
	/**
	 * 1P 2P已選人物
	 */
	private int[] selected = { -1, -2 };
	/**
	 * 1P 2P已填名字
	 */
	private String[] selectedName = { "", "" };

	/**
	 * 
	 * 主面板
	 * 
	 * */
	private JFrameGame jFrameGame;

	public FrameConfig(WaitFrame wFrame,JFrameGame jFrameGame) {
		wFrame.setVisible(false);
		this.jFrameGame = jFrameGame;
		setTitle("用戶數(shù)據(jù)設(shè)定");
		this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
		// 設(shè)置布局管理器為邊界布局
		this.setLayout(new BorderLayout());
		// 添加主面板
		this.add(this.createMainPanel(), BorderLayout.CENTER);
		// 添加按鈕面板
		this.add(this.createButtonPanel(), BorderLayout.SOUTH);
		this.setResizable(false);
		this.setSize(380, 370);
		// 居中對齊
		FrameUtil.setFrameCenter(this);
		setVisible(true);
	}

	/**
	 * 添加主面板
	 */
	private JTabbedPane createMainPanel() {
		this.tabs = new JTabbedPane();
		this.tabs.setOpaque(false);
		this.tabs.add("人物設(shè)置", this.createPlayerSelectPanel());
		this.tabs.setToolTipTextAt(0, "完成人物設(shè)置");
		this.tabs.add("場景設(shè)置", this.createMapSelectPanel());
		this.tabs.setToolTipTextAt(1, "可以設(shè)置游戲場景");
		this.tabs.add("游戲設(shè)置", this.createGameSelectPanel());
		this.tabs.setToolTipTextAt(2, "可以設(shè)置游戲勝利條件等...");
		return tabs;
	}

	/**
	 * 
	 * 游戲勝利條件設(shè)置
	 * 
	 */
	private Component createGameSelectPanel() {
		JPanel panel = new JPanel(new GridLayout(0, 1));
		panel.setBackground(new Color(235,236,237));

		// --------------------------------
		final JPanel dayPanel = new JPanel();
		dayPanel.setBorder(BorderFactory.createTitledBorder(""));
		JLabel day = new JLabel("游戲天數(shù)");
		final String[] days = { "無限制", "20", "40", "80", "120", "240", "480" };
		final Choice daysChoice = new Choice();

		for (String a : days) {
			daysChoice.add(a);
		}
		daysChoice.addItemListener(new ItemListener() {

			@Override
			public void itemStateChanged(ItemEvent arg0) {
				String str = days[daysChoice.getSelectedIndex()];
				if (str.equals("無限制")) {
					GameRunning.GAME_DAY = -1;
				} else {
					GameRunning.GAME_DAY = Integer.parseInt(str);
				}
			}
		});
		dayPanel.add(day);
		dayPanel.add(daysChoice);

		// --------------------------------
		JPanel moneyPanel = new JPanel();
		moneyPanel.setBorder(BorderFactory.createTitledBorder(""));
		JLabel money = new JLabel("勝利金錢");
		final String[] money_ = { "無限制", "10000", "20000", "40000", "80000",
				"200000" };
		final Choice moneyChoice = new Choice();
		for (String a : money_) {
			moneyChoice.add(a);
		}
		moneyChoice.addItemListener(new ItemListener() {

			@Override
			public void itemStateChanged(ItemEvent arg0) {
				String str = money_[moneyChoice.getSelectedIndex()];
				if (str.equals("無限制")) {
					GameRunning.MONEY_MAX = -1;
				} else {
					GameRunning.MONEY_MAX = Integer.parseInt(str);
				}
			}
		});
		moneyPanel.add(money);
		moneyPanel.add(moneyChoice);
		// ---------------------------------
		// --------------------------------
		JPanel cashPanel = new JPanel();
		cashPanel.setBorder(BorderFactory.createTitledBorder(""));
		JLabel cash = new JLabel("玩家初始金錢");
		final String[] cash_ = { "1000", "2000", "5000", "7000", "10000",
				"20000" };
		final Choice cashChoice = new Choice();
		for (String a : cash_) {
			cashChoice.add(a);
		}
		cashChoice.addItemListener(new ItemListener() {

			@Override
			public void itemStateChanged(ItemEvent arg0) {
				String str = cash_[cashChoice.getSelectedIndex()];
					GameRunning.PLAYER_CASH = Integer.parseInt(str);
//					System.out.println(GameRunning.PLAYER_CASH);
				}
		});
		cashPanel.add(cash);
		cashPanel.add(cashChoice);

		JPanel infoPanel = new JPanel();
		infoPanel.setBorder(BorderFactory.createTitledBorder(""));
		JLabel info = new JLabel();
		info.setText("<html>可以改變游戲的勝利條件.<strong>(默認(rèn)破產(chǎn)為失敗)</strong></html>");
		infoPanel.add(info);

		panel.add(dayPanel);
		panel.add(moneyPanel);
		panel.add(cashPanel);
		panel.add(infoPanel);
		return panel;
	}

	/**
	 * 
	 * 地圖選擇面板
	 * 
	 */
	private JPanel createMapSelectPanel() {
		JPanel jp = new JPanel();
		jp.setLayout(new GridLayout());
		jp.setBackground(new Color(235,236,237));
		JPanel lPane = new JPanel(new BorderLayout());
		String[] maps = { "\"LOVE地圖\"", "\"鬼屋地圖\"", "\"好運(yùn)地圖\"" };
		final ImageIcon[] maps1 = {
				new ImageIcon("images/other/1.png"),
				new ImageIcon("images/other/2.png"),
				new ImageIcon("images/other/3.png") };
		final JList jlst = new JList(maps);
		jlst.setSelectedIndex(0);
		final JLabel mapV = new JLabel(maps1[0]);
		final JButton ok = new JButton("確定");
		ok.addActionListener(new ActionListener() {

			@Override
			public void actionPerformed(ActionEvent arg0) {
				GameRunning.MAP = jlst.getSelectedIndex() + 1;
				ok.setText("已選");
			}
		});
		jlst.addListSelectionListener(new ListSelectionListener() {
			@Override
			public void valueChanged(ListSelectionEvent e) {
				mapV.setIcon(maps1[jlst.getSelectedIndex()]);
				ok.setText("確定");
			}
		});
		lPane.add(jlst);
		lPane.add(ok, BorderLayout.SOUTH);
		JPanel rPane = new JPanel();
		rPane.add(mapV);
		JSplitPane jSplitPane = new JSplitPane(JSplitPane.HORIZONTAL_SPLIT,
				false, lPane, rPane);
		jp.add(jSplitPane);
		return jp;
	}

	/**
	 * 人物選擇面板
	 * */
	private JPanel createPlayerSelectPanel() {
		JPanel jp = new JPanel();
		jp.setLayout(null);
		jp.setBackground(new Color(235,236,237));
		// 增加1P面板
		addPlayer01Config(12, 0, jp);
		// 增加2P面板
		addPlayer02Config(212, 0, jp);
		// 增加重置按鈕
		addCancelButton(jp);
		return jp;
	}

	private void addCancelButton(JPanel panel) {
		jbnCancel.addActionListener(new ActionListener() {

			@Override
			public void actionPerformed(ActionEvent arg0) {
					reLoad();
			}

			/**
			 * 重新加載 人物選擇選項(xiàng)卡
			 */
			private void reLoad() {
				leftButton01.setEnabled(true);
				rightButton01.setEnabled(true);
				jbnPlayer01.setEnabled(true);
				jlPlayer01Selected.setVisible(false);
				jlPlayer01Choose.setIcon(img[0]);
				jbnPlayerNameField01.setText("");
				jbnPlayerNameField01.setEditable(true);
				jbnPlayerName01.setEnabled(true);
				selected[0] = -1;
				chooses[0] = 0;

				leftButton02.setEnabled(true);
				rightButton02.setEnabled(true);
				jbnPlayer02.setEnabled(true);
				jlPlayer02Selected.setVisible(false);
				jlPlayer02Choose.setIcon(img[0]);
				jbnPlayerNameField02.setText("");
				jbnPlayerNameField02.setEditable(true);
				jbnPlayerName02.setEnabled(true);
				selected[1] = -2;
				chooses[1] = 0;
				repaint();
			}
		});
		jbnCancel.setBounds(256 + 7, 235, 80, 30);
		panel.add(jbnCancel);
	}

	/**
	 * 增加1P面板
	 */
	private void addPlayer01Config(int x, int y, JPanel jp) {
		// 創(chuàng)建 人物圖像label
		jlPlayer01Choose = new JLabel(img[chooses[0]]);
		jlPlayer01Choose.setBounds(x + 8, y, 128, 128);
		// 創(chuàng)建人物圖像已選擇label
		jlPlayer01Selected.setBounds(x + 8, y, 128, 128);
		jlPlayer01Selected.setVisible(false);
		// 創(chuàng)建左按鈕
		leftButton01 = this.createButton(x, 92 + y, Photo.BUTTON_LEFT, 'a');
		// 添加監(jiān)聽事件
		leftButton01.addActionListener(new ActionListener() {

			@Override
			public void actionPerformed(ActionEvent e) {
				// 設(shè)置為循環(huán)
				if (chooses[0] <= 0) {
					chooses[0] = img.length;
				}
				jlPlayer01Choose.setIcon(img[--chooses[0]]);
			}
		});

		jp.add(leftButton01);
		// 創(chuàng)建右按鈕
		rightButton01 = this.createButton(128 + x, 92 + y, Photo.BUTTON_RIGHT,
				'd');
		// 添加監(jiān)聽事件
		rightButton01.addActionListener(new ActionListener() {
			@Override
			public void actionPerformed(ActionEvent arg0) {
				// 設(shè)置循環(huán)
				if (chooses[0] >= img.length - 1) {
					chooses[0] = -1;
				}
				jlPlayer01Choose.setIcon(img[++chooses[0]]);
			}
		});
		jp.add(rightButton01);
		// 增加確定框
		jbnPlayer01.setBounds(12 + x, 128 + y, 120, 30);
		// 增加事件監(jiān)聽
		jbnPlayer01.addActionListener(new ActionListener() {

			@Override
			public void actionPerformed(ActionEvent arg0) {
				if ((chooses[0] != selected[1])) {
					// 設(shè)置不能點(diǎn)擊
					leftButton01.setEnabled(false);
					rightButton01.setEnabled(false);
					jbnPlayer01.setEnabled(false);
					// 增加選擇圖片
					jlPlayer01Selected.setVisible(true);
					selected[0] = chooses[0];
				}
			}
		});
		jp.add(jbnPlayer01);
		jp.add(jlPlayer01Selected);
		jp.add(jlPlayer01Choose);
		// 增加名字框
		jbnPlayerNameLabel01.setBounds(x + 12, y + 128 + 36, 50, 30);
		jbnPlayerNameField01.setBounds(x + 12 + 30, y + 128 + 36, 120 - 30, 30);
		jbnPlayerName01.setBounds(x + 12, y + 128 + 36 + 36, 120, 30);
		// 按鈕添加監(jiān)聽
		jbnPlayerName01.addActionListener(new ActionListener() {
			@Override
			public void actionPerformed(ActionEvent e) {
				if (!jbnPlayerNameField01.getText().equals("")) {
					selectedName[0] = jbnPlayerNameField01.getText();
					jbnPlayerNameField01.setEditable(false);
					jbnPlayerName01.setEnabled(false);

				}

			}
		});
		jp.add(jbnPlayerNameLabel01);
		jp.add(jbnPlayerNameField01);
		jp.add(jbnPlayerName01);
	}

	/**
	 * 增加2P面板
	 */
	private void addPlayer02Config(int x, int y, JPanel jp) {
		// 創(chuàng)建 人物圖像label
		jlPlayer02Choose = new JLabel(img[chooses[1]]);
		jlPlayer02Choose.setBounds(x + 8, y, 128, 128);
		// 創(chuàng)建人物圖像已選擇label
		jlPlayer02Selected.setBounds(x + 8, y, 128, 128);
		jlPlayer02Selected.setVisible(false);
		// 創(chuàng)建左按鈕
		leftButton02 = this.createButton(x, 92 + y, Photo.BUTTON_LEFT, 'a');
		// 添加監(jiān)聽事件
		leftButton02.addActionListener(new ActionListener() {
			@Override
			public void actionPerformed(ActionEvent e) {
				// 設(shè)置為循環(huán)
				if (chooses[1] <= 0) {
					chooses[1] = img.length;
				}
				jlPlayer02Choose.setIcon(img[--chooses[1]]);
			}
		});

		jp.add(leftButton02);
		// 創(chuàng)建右按鈕
		rightButton02 = this.createButton(128 + x, 92 + y, Photo.BUTTON_RIGHT,
				'd');
		// 添加監(jiān)聽事件
		rightButton02.addActionListener(new ActionListener() {
			@Override
			public void actionPerformed(ActionEvent arg0) {
				// 設(shè)置循環(huán)
				if (chooses[1] >= img.length - 1) {
					chooses[1] = -1;
				}
				jlPlayer02Choose.setIcon(img[++chooses[1]]);
			}
		});

		jp.add(rightButton02);
		// 增加確定框
		jbnPlayer02.setBounds(12 + x, 128 + y, 120, 30);
		// 增加事件監(jiān)聽
		jbnPlayer02.addActionListener(new ActionListener() {

			@Override
			public void actionPerformed(ActionEvent arg0) {
				if (selected[0] != chooses[1]) {
					// 設(shè)置不能點(diǎn)擊
					leftButton02.setEnabled(false);
					rightButton02.setEnabled(false);
					jbnPlayer02.setEnabled(false);
					// 增加選擇圖片
					jlPlayer02Selected.setVisible(true);
					selected[1] = chooses[1];
				}
			}
		});
		jp.add(jbnPlayer02);
		jp.add(jlPlayer02Selected);
		jp.add(jlPlayer02Choose);
		// 增加名字框
		jbnPlayerNameLabel02.setBounds(x + 12, y + 128 + 36, 50, 30);
		jbnPlayerNameField02.setBounds(x + 12 + 30, y + 128 + 36, 120 - 30, 30);
		jbnPlayerName02.setBounds(x + 12, y + 128 + 36 + 36, 120, 30);
		// 按鈕添加監(jiān)聽
		jbnPlayerName02.addActionListener(new ActionListener() {
			@Override
			public void actionPerformed(ActionEvent e) {
				if (!jbnPlayerNameField02.getText().equals("")) {
					selectedName[1] = jbnPlayerNameField02.getText();
					jbnPlayerNameField02.setEditable(false);
					jbnPlayerName02.setEnabled(false);

				}

			}
		});
		jp.add(jbnPlayerNameLabel02);
		jp.add(jbnPlayerNameField02);
		jp.add(jbnPlayerName02);
	}

	/**
	 * 
	 * 圖標(biāo)按鈕
	 * 
	 * */
	public JButton createButton(int x, int y, ImageIcon[] img, char keyLinstenr) {
		JButton add = new JButton("", img[0]);
		add.setPressedIcon(img[3]);
		add.setRolloverIcon(img[2]);
		add.setMnemonic(keyLinstenr);
		add.setBounds(x, y, img[0].getIconWidth(), img[0].getIconHeight());
		return add;
	}

	/**
	 * 添加按鈕面板
	 */
	private JPanel createButtonPanel() {
		JPanel jp = new JPanel(new FlowLayout(FlowLayout.RIGHT));
		
		// 開始按鈕添加監(jiān)聽器
		jbnStart.addActionListener(new ActionListener() {

			@Override
			public void actionPerformed(ActionEvent e) {
				if (selected[0] < 0 || selected[1] < 0) {
					JOptionPane.showMessageDialog(null, "請完成人物設(shè)置!");
				} else if (selectedName[0].equals("")
						|| selectedName[1].equals("")) {
					JOptionPane.showMessageDialog(null, "請完成名字設(shè)置!");
				} else {
					int choose = JOptionPane.showConfirmDialog(null, "是否開始?");
					if (choose == JOptionPane.OK_OPTION) {
						// 開始游戲
						startGame();
					}
				}
			}

			/**
			 * 開始游戲
			 * */
			private void startGame() {
				setVisible(false);
				jFrameGame.setVisible(true);
				Control control = jFrameGame.getPanelGame().getControl();
				// 處理玩家數(shù)據(jù)配置
				dealPlayers(control);
				// 控制器啟動
				control.start();
			}

			/**
			 * 處理玩家數(shù)據(jù)配置
			 */
			private void dealPlayers(Control control) {
				List<PlayerModel> tempPlayer = control.getPlayers();
				// 傳入名字
				tempPlayer.get(0).setName(selectedName[0]);
				tempPlayer.get(1).setName(selectedName[1]);
				// 傳入使用角色編號
				tempPlayer.get(0).setPart(selected[0]);
				tempPlayer.get(1).setPart(selected[1]);
				// 傳入 角色對立角色
				tempPlayer.get(0).setOtherPlayer(tempPlayer.get(1));
				tempPlayer.get(1).setOtherPlayer(tempPlayer.get(0));
			}

		});

		jp.add(jbnStart);
		//jp.add(jbnradom);
		return jp;
	}
}

游戲總控制器


/**
 * 
 * 游戲總控制器
 * 
 * 
 * @author Administrator
 * 
 */
public class Control {
	/**
	 * 
	 * 游戲tick值
	 * 
	 */
	public static long tick;
	/**
	 * 
	 * 每秒畫面刷新頻率
	 * 
	 */
	public static int rate = 30;
	/**
	 * 
	 * 游戲主面板
	 * 
	 */
	private JPanelGame panel;
	/**
	 * 
	 * 游戲?qū)ο?
	 * 
	 */
	private GameRunning run = null;

	private List<Port> models = new ArrayList<Port>();
	private List<PlayerModel> players = null;
	private BuildingsModel building = null;
	private BackgroundModel background = null;
	private LandModel land = null;
	private TextTipModel textTip = null;
	private DiceModel dice = null;
	private EventsModel events = null;
	private EffectModel effect = null;

	private Music music = null;
	
	/**
	 * 
	 * 游戲計(jì)時器
	 * 
	 */
	private Timer gameTimer = null;

	public Control() {
		// 創(chuàng)建一個游戲狀態(tài)
		this.run = new GameRunning(this, players);
		// 初始化游戲?qū)ο?
		this.initClass();
		// 向游戲狀態(tài)中加入玩家模型
		this.run.setPlayers(players);
	}

	public void setPanel(JPanelGame panel) {
		this.panel = panel;
	}

	/**
	 * 
	 * 初始化游戲?qū)ο?
	 * 
	 */
	private void initClass() {
		// 創(chuàng)建一個新的事件模型
		this.events = new EventsModel();
		this.models.add(events);
		// 創(chuàng)建一個新的場景效果模型
		this.effect = new EffectModel();
		this.models.add(effect);
		// 創(chuàng)建新的背景模型
		this.background = new BackgroundModel();
		this.models.add(background);
		// 創(chuàng)建新的土地模型
		this.land = new LandModel();
		this.models.add(land);
		// 創(chuàng)建新的文本顯示模型
		this.textTip = new TextTipModel();
		this.models.add(textTip);
		// 創(chuàng)建一個新的建筑模型
		this.building = new BuildingsModel(land);
		this.models.add(building);
		// 創(chuàng)建一個新的玩家數(shù)組
		this.players = new ArrayList<PlayerModel>();
		this.players.add(new PlayerModel(1, this));
		this.players.add(new PlayerModel(2, this));
		this.models.add(players.get(0));
		this.models.add(players.get(1));
		// 創(chuàng)建一個新的骰子模型
		this.dice = new DiceModel(run);
		this.models.add(dice);
		
		// 創(chuàng)建一個播放器
		this.music = new Music();
	}

	/**
	 * 
	 * 游戲計(jì)時器
	 * 
	 */
	private void createGameTimer() {
		this.gameTimer = new Timer();
		this.gameTimer.schedule(new TimerTask() {
			@Override
			public void run() {
				tick++;
				// 更新各對象
				for (Port temp : models) {
					temp.updata(tick);
				}
				// UI更新
				panel.repaint();
			}
		}, 0, (1000 / rate));
	}

	/**
	 * 
	 * 控制器啟動
	 * 
	 */
	public void start() {
		// 創(chuàng)建一個計(jì)時器
		this.createGameTimer();
		// 刷新對象初始數(shù)據(jù)
		for (Port temp : this.models) {
			temp.startGameInit();
		}
		// 游戲環(huán)境開始
		this.run.startGameInit();
		// panel 初始化
		this.panel.startGamePanelInit();
		// 游戲背景音樂
		this.startMusic();
		// 游戲開始產(chǎn)生地圖效果
		this.effect.showImg("start");
	}

	
	/**
	 * 
	 * 游戲背景音樂
	 * 
	 */
	private void startMusic() {
		music.start();
	}

	public List<PlayerModel> getPlayers() {
		return players;
	}

	public BuildingsModel getBuilding() {
		return building;
	}

	public BackgroundModel getBackground() {
		return background;
	}

	public LandModel getLand() {
		return land;
	}

	public EffectModel getEffect() {
		return effect;
	}

	public TextTipModel getTextTip() {
		return textTip;
	}

	public GameRunning getRunning() {
		return run;
	}

	public DiceModel getDice() {
		return dice;
	}

	public EventsModel getEvents() {
		return events;
	}

	public JPanelGame getPanel() {
		return panel;
	}

	/**
	 * 
	 * 
	 * 按下骰子
	 * 
	 * 
	 */
	public void pressButton() {
		PlayerModel player = this.run.getNowPlayer();
		if (player.getInHospital() > 0 || player.getInPrison() > 0) {
			this.run.nextState();
			if (player.getInHospital() > 0) {
				this.textTip.showTextTip(player, player.getName() + "住院中.", 3);
			} else if (player.getInPrison() > 0) {
				this.textTip.showTextTip(player, player.getName() + "在監(jiān)獄.", 3);
			}
			this.run.nextState();
		} else {
			// 設(shè)置骰子對象開始轉(zhuǎn)動時間
			this.dice.setStartTick(Control.tick);
			// 設(shè)置骰子對象結(jié)束轉(zhuǎn)動時間
			this.dice.setNextTick(this.dice.getStartTick()
					+ this.dice.getLastTime());
			// 將運(yùn)行對象點(diǎn)數(shù)傳入骰子對象
			this.dice.setPoint(this.run.getPoint());
			// 轉(zhuǎn)換狀態(tài)至“移動狀態(tài)”
			this.run.nextState();
			// 骰子轉(zhuǎn)動完畢后玩家移動
			this.run.getNowPlayer().setStartTick(this.dice.getNextTick() + 10);
			this.run.getNowPlayer().setNextTick(
					this.run.getNowPlayer().getStartTick()
							+ this.run.getNowPlayer().getLastTime()
							* (this.run.getPoint() + 1));
		}
	}

	/**
	 * 
	 * 
	 * 玩家移動
	 * 
	 * 
	 */
	public void movePlayer() {
		// 人物運(yùn)動
		for (int i = 0; i < (60 / this.run.getNowPlayer().getLastTime()); i++) {
			// 移動玩家
			if (GameRunning.MAP == 1){
				this.move01();
			} else if (GameRunning.MAP == 2){
				this.move02();
			} else if (GameRunning.MAP == 3) {
				this.move03();
			}
		}
	}

	/**
	 * 
	 * 玩家中途路過建筑
	 * 
	 */
	public void prassBuilding() {
		// 當(dāng)前玩家
		PlayerModel player = this.run.getNowPlayer();
		// 該地點(diǎn)房屋
		Building building = this.building.getBuilding(player.getY() / 60,
				player.getX() / 60);
		if (building != null && player.getX() % 60 == 0
				&& player.getY() % 60 == 0) {
			// 經(jīng)過房屋發(fā)生事件
			int event = building.passEvent();
			// 進(jìn)入經(jīng)過房屋事件處理
			disposePassEvent(building, event, player);
		}
	}

	/**
	 * 
	 * 經(jīng)過房屋事件處理
	 * 
	 */
	private void disposePassEvent(Building b, int event, PlayerModel player) {
		switch (event) {
		case GameState.ORIGIN_PASS_EVENT:
			// 中途經(jīng)過原點(diǎn)
			passOrigin(b, player);
			break;
		default:
			break;
		}
	}

	/**
	 * 
	 * 中途經(jīng)過原點(diǎn)
	 * 
	 */
	private void passOrigin(Building b, PlayerModel player) {
		this.textTip.showTextTip(player, player.getName() + " 路過原點(diǎn),獎勵 "
				+ ((Origin) b).getPassReward() + "金幣.", 3);
		player.setCash(player.getCash() + ((Origin) b).getPassReward());
	}

	/**
	 * 
	 * 
	 * 玩家移動的方法
	 * 
	 * 
	 */
	private void move02() {
		int dice = this.run.getPoint() + 1;
		PlayerModel p = this.run.getNowPlayer();
		// 單位移動像素
		int movePixel = 1;
		if (p.getX() < 12 * 60 && p.getY() == 0) {
			p.setX(p.getX() + movePixel);
		} else if (p.getX() == 12 *60 && p.getY() < 2 * 60){
			p.setY(p.getY() + movePixel);
		} else if (p.getX() == 12 * 60 && p.getY() == 2 * 60){
			if ((int)(Math.random() * 2 ) == 0){
				p.setX(p.getX() - movePixel);
			} else {
				p.setY(p.getY() + movePixel);
			}
		} else if (p.getX() == 12 * 60 && p.getY() > 2 * 60 && p.getY() < 4 * 60){
			p.setY(p.getY() + movePixel);
		} else if (p.getX() > 8 * 60 && p.getX() <= 12 * 60 && p.getY() == 4 * 60){
			p.setX(p.getX() - movePixel);
		} else if (p.getX() == 8 * 60 && p.getY() == 4 * 60){
			if ((int)(Math.random() * 2 ) == 0){
				p.setX(p.getX() - movePixel);
			} else {
				p.setY(p.getY() + movePixel);
			}
		} else if (p.getX() > 4 * 60 && p.getX() < 8 * 60 && p.getY() == 4 * 60) {
			p.setX(p.getX() - movePixel);
		} else if (p.getX() == 8 * 60 && p.getY() > 4 * 60 && p.getY() < 7 * 60){
			p.setY(p.getY() + movePixel);
		} else if (p.getX() >  4 * 60 && p.getX() <= 8 * 60 && p.getY() == 7 * 60){
			p.setX(p.getX() - movePixel);
		} else if (p.getX() > 4 * 60 && p.getX() < 12 * 60 && p.getY() == 2 * 60){
			p.setX(p.getX() - movePixel);
		} else if (p.getX() == 4 * 60 && p.getY() >= 2 * 60 && p.getY() < 7 * 60){
			p.setY(p.getY() + movePixel);
		} else if (p.getX() > 0 && p.getX() <= 4 * 60 && p.getY() == 7 * 60){
			p.setX(p.getX() - movePixel);
		} else if (p.getX() == 0 && p.getY() > 0){
			p.setY(p.getY() - movePixel);
		}
	}
	
	/**
	 * 
	 * 
	 * 玩家移動的方法
	 * 
	 * 
	 */
	private void move01() {
		int dice = this.run.getPoint() + 1;
		PlayerModel p = this.run.getNowPlayer();
		// 單位移動像素
		int movePixel = 1;
		Boolean turn = dice % 2 != 0;
		if (p.getX() < 9 * 60 && p.getY() == 0) {
			// 上面
			if (p.getX() == 4 * 60 && turn) {
				// 分岔點(diǎn)情況
				p.setY(p.getY() + movePixel);
			} else {
				p.setX(p.getX() + movePixel);
			}
		} else if (p.getX() == 9 * 60 && p.getY() >= 0 && p.getY() < 60) {
			// [0,9]
			// ↓
			p.setY(p.getY() + movePixel);
		} else if (p.getX() >= 8 * 60 && p.getX() < 12 * 60
				&& p.getY() >= 1 * 60 && p.getY() <= 60 * 1.5) {
			// →
			p.setX(p.getX() + movePixel);
		} else if (p.getX() == 12 * 60 && p.getY() >= 1 * 60
				&& p.getY() < 7 * 60) {
			// ↓
			p.setY(p.getY() + movePixel);
		} else if (p.getX() > 0 && p.getY() == 7 * 60) {
			// ←
			p.setX(p.getX() - movePixel);
		} else if (p.getX() == 0 && p.getY() > 0) {
			// ↑
			p.setY(p.getY() - movePixel);
		} else if (p.getX() == 4 * 60 && p.getY() > 0 && p.getY() < 7 * 60) {
			// ↓
			p.setY(p.getY() + movePixel);
		}
	}
	/**
	 * 
	 * 
	 * 玩家移動的方法
	 * 
	 * 
	 */
	private void move03() {
		PlayerModel p = this.run.getNowPlayer();
		// 單位移動像素
		int movePixel = 1;
		if (p.getX() < 12 * 60 && p.getY() == 0) {
			p.setX(p.getX() + movePixel);
		} else if (p.getX() == 12 *60 && p.getY() < 7 * 60){
			p.setY(p.getY() + movePixel);
		} else if (p.getX() > 0 && p.getY() == 7 * 60){
			p.setX(p.getX() - movePixel);
		} else if (p.getX() == 0 && p.getY() > 0){
			p.setY(p.getY() - movePixel);
		}
	}
	/**
	 * 
	 * 玩家移動完畢,停下判斷
	 * 
	 */
	public void playerStopJudge() {
		// 當(dāng)前玩家
		PlayerModel player = this.run.getNowPlayer();
		if (player.getInHospital() > 0) {
			this.textTip.showTextTip(player, player.getName() + "當(dāng)前在醫(yī)院,不能移動.",
					2);
			// 更換玩家狀態(tài)
			this.run.nextState();
		} else if (player.getInPrison() > 0) {
			this.textTip.showTextTip(player, player.getName() + "當(dāng)前在監(jiān)獄,不能移動.",
					2);
			// 更換玩家狀態(tài)
			this.run.nextState();
		} else {
			// 進(jìn)行玩家操作(買房 事件等)
			this.playerStop();
		}
	}

	/**
	 * 
	 * 玩家移動完畢,停下操作
	 * 
	 */
	public void playerStop() {
		// 當(dāng)前玩家
		PlayerModel player = this.run.getNowPlayer();
		// 該地點(diǎn)房屋
		Building building = this.building.getBuilding(player.getY() / 60,
				player.getX() / 60);
		if (building != null) {// 獲取房屋
			int event = building.getEvent();
			// 觸發(fā)房屋信息
			disposeStopEvent(building, event, player);

		}
	}

	/**
	 * 
	 * 停留房屋事件處理
	 * 
	 * 
	 */
	private void disposeStopEvent(Building b, int event, PlayerModel player) {
		switch (event) {
		case GameState.HOSPITAL_EVENT:
			// 停留在醫(yī)院
			stopInHospital(b, player);
			break;
		case GameState.HUOSE_EVENT:
			// 停留在可操作土地
			stopInHouse(b, player);
			break;
		case GameState.LOTTERY_EVENT:
			// 停留在樂透點(diǎn)上
			stopInLottery(b, player);
			break;
		case GameState.NEWS_EVENT:
			// 停留在新聞點(diǎn)上
			stopInNews(b, player);
			break;
		case GameState.ORIGIN_EVENT:
			// 停留在原點(diǎn)
			stopInOrigin(b, player);
			break;
		case GameState.PARK_EVENT:
			// 停留在公園
			stopInPack(b, player);
			break;
		case GameState.POINT_EVENT:
			// 停留在點(diǎn)卷位
			stopInPoint(b, player);
			break;
		case GameState.PRISON_EVENT:
			// 停留在監(jiān)獄
			stopInPrison(b, player);
			break;
		case GameState.SHOP_EVENT:
			// 停留在商店
			stopInShop(b, player);
			break;
		}

	}

	/**
	 * 
	 * 停留在商店
	 * 
	 */
	private void stopInShop(Building b, PlayerModel player) {
		if (player.getNx() > 0){
		// 為商店的貨架從新生成商品
		((Shop_) b).createCards();
		// 為商店面板更新新的卡片商品
		this.panel.getShop().addCards((Shop_) b);
		// 將商店面板推送至頂
		this.panel.getShop().moveToFront();
		} else {
			this.run.nextState();
		}
	}

	/**
	 * 
	 * 停留在監(jiān)獄
	 * 
	 */
	private void stopInPrison(Building b, PlayerModel player) {
		int days = (int) (Math.random() * 3) + 2;
		player.setInPrison(days);
		int random = (int) (Math.random() * ((Prison) b).getEvents().length);
		String text = ((Prison) b).getEvents()[random];
		this.textTip.showTextTip(player, player.getName() + text + "停留"
				+ (days - 1) + "天.", 3);
		new Thread(new MyThread(run, 1)).start();
	}

	/**
	 * 
	 * 停留在點(diǎn)卷位
	 * 
	 */
	private void stopInPoint(Building b, PlayerModel player) {
		player.setNx(((Point) b).getPoint() + player.getNx());
		this.textTip.showTextTip(player, player.getName() + " 獲得 "
				+ ((Point) b).getPoint() + "點(diǎn)卷.", 3);
		new Thread(new MyThread(run, 1)).start();
	}

	/**
	 * 
	 * 停留在公園
	 * 
	 */
	private void stopInPack(Building b, PlayerModel player) {
		int random = (int) (Math.random() * ((Park) b).getImgageEvents().length);

		switch (random) {
		case 0:
		case 1:
			// 減一金幣
			player.setCash(player.getCash() - 1);
			break;
		case 2:
			// 減200金幣
			player.setCash(player.getCash() - 200);
			break;
		case 3:
			// 加200金幣
			player.setCash(player.getCash() + 200);
			break;
		}
		// 在事件層顯示事件
		this.events.showImg(((Park) b).getImgageEvents()[random], 3, new Point(
				320, 160, 0));
		new Thread(new MyThread(run, 3)).start();
	}

	/**
	 * 
	 * 停留在原點(diǎn)
	 * 
	 */
	private void stopInOrigin(Building b, PlayerModel player) {
		this.textTip.showTextTip(player, player.getName() + " 在起點(diǎn)停留,獎勵 "
				+ ((Origin) b).getReward() + "金幣.", 3);
		player.setCash(player.getCash() + ((Origin) b).getReward());
		new Thread(new MyThread(run, 1)).start();
	}

	/**
	 * 
	 * 停留在新聞點(diǎn)上
	 * 
	 */
	private void stopInNews(Building b, PlayerModel player) {
		int random = (int) (Math.random() * ((News) b).getImgageEvents().length);
		switch (random) {
		case 0:
		case 1:
			// 設(shè)置天數(shù)
			player.setInHospital(player.getInHospital() + 4);
			// 玩家位置切換到醫(yī)院位置
			if (LandModel.hospital != null) {
				player.setX(LandModel.hospital.x);
				player.setY(LandModel.hospital.y);
			}
			break;
		case 2:
		case 3:
			player.setCash(player.getCash() - 1000);
			break;
		case 4:
			player.setCash(player.getCash() - 1500);
			break;
		case 5:
			player.setCash(player.getCash() - 2000);
			break;
		case 6:
		case 7:
			player.setCash(player.getCash() - 300);
			break;
		case 8:
			player.setCash(player.getCash() - 400);
			break;
		case 9:
			// 點(diǎn)卷小于不能發(fā)生事件
			if (player.getNx() < 40) {
				stopInNews(b, player);
				return;
			}
			player.setNx(player.getNx() - 40);
			break;
		case 10:
			player.setCash(player.getCash() - 500);
			break;
		case 11:
			player.setCash(player.getCash() + 1000);
			break;
		case 12:
		case 13:
			player.setCash(player.getCash() + 2000);
			break;
		case 14:
			player.setCash(player.getCash() + 3999);
			player.setNx(player.getNx() + 100);
			break;
		case 15:
			player.setNx(player.getNx() + 300);
			break;
		case 16:
			for (int i = 0; i  < player.getCards().size();i++){
//				System.out.println(player.getCards().get(i).getcName());
				// 嫁禍卡
				if (player.getCards().get(i).getName().equals("CrossingCard")){
					player.getCards().remove(i);
					// 對手減少金錢.
					player.getOtherPlayer().setCash(player.getOtherPlayer().getCash() - 3000);
					this.textTip.showTextTip(player, player.getName() + "將一筆\"3000元\"嫁禍給 "+ player.getOtherPlayer().getName()+"。真是人算不如天算啊.", 6);
					this.events.showImg(((News) b).get3000(), 3, new Point(
							420, 160, 0));
					new Thread(new MyThread(run, 3)).start();
					return;
				}
			}
			player.setCash(player.getCash() - 3000);
			break;
		}
		// 在事件層顯示事件
		this.events.showImg(((News) b).getImgageEvents()[random], 3, new Point(
				420, 160, 0));
		new Thread(new MyThread(run, 3)).start();
	}

	/**
	 * 
	 * 停留在樂透點(diǎn)上
	 * 
	 */
	private void stopInLottery(Building b, PlayerModel player) {
		// 未制作
		new Thread(new MyThread(run, 1)).start();
	}

	/**
	 * 
	 * 
	 * 停留在可操作土地
	 * 
	 * 
	 */
	private void stopInHouse(Building b, PlayerModel player) {
		if (b.isPurchasability()) {// 玩家房屋
			if (b.getOwner() == null) { // 無人房屋
				// 執(zhí)行買房操作
				this.buyHouse(b, player);
			} else {// 有人房屋
				if (b.getOwner().equals(player)) {// 自己房屋
					// 執(zhí)行升級房屋操作
					this.upHouseLevel(b, player);
				} else {// 別人房屋
					// 執(zhí)行交稅操作
					this.giveTax(b, player);
				}
			}
		}
	}

	/**
	 * 
	 * 執(zhí)行交稅操作
	 * 
	 * 
	 */
	private void giveTax(Building b, PlayerModel player) {
		if (b.getOwner().getInHospital() > 0) {
			// 增加文本提示
			this.textTip.showTextTip(player, b.getOwner().getName()
					+ "正在住院,免交過路費(fèi).", 3);
		} else if (b.getOwner().getInPrison() > 0) {
			// 增加文本提示
			this.textTip.showTextTip(player, b.getOwner().getName()
					+ "正在監(jiān)獄,免交過路費(fèi).", 3);
		} else {
			int revenue = b.getRevenue();
			// 該玩家減少金幣
			player.setCash(player.getCash() - revenue);
			// 業(yè)主得到金幣
			b.getOwner().setCash(b.getOwner().getCash() + revenue);
			// 增加文本提示
			this.textTip.showTextTip(player, player.getName() + "經(jīng)過"
					+ b.getOwner().getName() + "的地盤,過路費(fèi):" + revenue + "金幣.", 3);

		}
		new Thread(new MyThread(run, 1)).start();
	}

	/**
	 * 
	 * 執(zhí)行升級房屋操作
	 * 
	 */
	private void upHouseLevel(Building b, PlayerModel player) {
		if (b.canUpLevel()) {
			// 升級房屋
			int price = b.getUpLevelPrice();
			String name = b.getName();
			String upName = b.getUpName();
			int choose = JOptionPane.showConfirmDialog(null,
					"親愛的:" + player.getName() + "\r\n" + "是否升級這塊地?\r\n" + name
							+ "→" + upName + "\r\n" + "價格:" + price + " 金幣.");
			if (choose == JOptionPane.OK_OPTION) {
				if (player.getCash() >= price) {
					b.setLevel(b.getLevel() + 1);
					// 減少需要的金幣
					player.setCash(player.getCash() - price);
					// 增加文本提示
					this.textTip.showTextTip(player, player.getName() + " 從 "
							+ name + " 升級成 " + upName + ".花費(fèi)了 " + price
							+ "金幣. ", 3);
				} else {
					// 增加文本提示
					this.textTip.showTextTip(player, player.getName()
							+ " 金幣不足,操作失敗. ", 3);
				}
			}
		}
		new Thread(new MyThread(run, 1)).start();
	}

	/**
	 * 
	 * 執(zhí)行買房操作
	 * 
	 * 
	 */
	private void buyHouse(Building b, PlayerModel player) {
		int price = b.getUpLevelPrice();
		int choose = JOptionPane.showConfirmDialog(
				null,
				"親愛的:" + player.getName() + "\r\n" + "是否購買下這塊地?\r\n"
						+ b.getName() + "→" + b.getUpName() + "\r\n" + "價格:"
						+ price + " 金幣.");

		if (choose == JOptionPane.OK_OPTION) {
			// 購買
			if (player.getCash() >= price) {
				b.setOwner(player);
				b.setLevel(1);
				// 將該房屋加入當(dāng)前玩家的房屋列表下
				player.getBuildings().add(b);
				// 減少需要的金幣
				player.setCash(player.getCash() - price);
				this.textTip.showTextTip(player, player.getName()
						+ " 買下了一塊空地.花費(fèi)了: " + price + "金幣. ", 3);
			} else {
				this.textTip.showTextTip(player, player.getName()
						+ " 金幣不足,操作失敗. ", 3);
			}
		}
		new Thread(new MyThread(run, 1)).start();
	}

	/**
	 * 
	 * 停留在醫(yī)院
	 * 
	 */
	private void stopInHospital(Building b, PlayerModel player) {
		int days = (int) (Math.random() * 4) + 2;
		player.setInHospital(days);
		int random = (int) (Math.random() * ((Hospital) b).getEvents().length);
		String text = ((Hospital) b).getEvents()[random];
		this.textTip.showTextTip(player, player.getName() + text + "停留"
				+ (days - 1) + "天.", 3);
		new Thread(new MyThread(run, 1)).start();
	}

	/**
	 * 
	 * 卡片效果作用
	 * 
	 */
	public void cardsBuff() {
		List<Card>delete = new ArrayList<Card>();
		for (Card a : this.run.getNowPlayer().getEffectCards()) {
			int buff = a.cardBuff();
			cardBuff(a, buff,delete);
		}
		this.run.getNowPlayer().getEffectCards().removeAll(delete);
		this.run.nextState();
	}

	/**
	 * 
	 * 卡片效果持續(xù)
	 * 
	 * 
	 */
	private void cardBuff(Card card, int buff,List<Card>delete) {
		switch (buff) {
		case GameState.CARD_BUFF_TORTOISE:
			// 烏龜卡BUff
			buffTortoiseCard((TortoiseCard) card,delete);
			break;
		case GameState.CARD_BUFF_STOP:
			// 停留卡Buff
			buffStopCard(card,delete);
			break;
		}
	}

	/**
	 * 
	 * 停留卡Buff
	 * 
	 * 
	 */
	private void buffStopCard(Card card,List<Card>delete) {
		// 增加文本提示
		this.textTip.showTextTip(card.geteOwner(), card.geteOwner().getName()
				+ " 受\"停留卡\" 作用,不能移動.. ", 2);
		// 移除卡片
		delete.add(card);
		this.run.nextState();
		new Thread(new MyThread(run, 1)).start();
	}
	

	/**
	 * 
	 * 烏龜卡BUff
	 * 
	 */

	private void buffTortoiseCard(TortoiseCard card,List<Card>delete) {
		if (card.getLife() <= 0) {
			delete.add(card);
			return;
		} else {
			card.setLife(card.getLife() - 1);
		}
		this.textTip.showTextTip(card.geteOwner(), card.geteOwner().getName()
				+ " 受\"烏龜卡\" 作用,只能移動一步.. ", 2);
		this.run.setPoint(0);
	}

	/**
	 * 
	 * 使用卡片
	 * 
	 */
	public void useCards() {
		PlayerModel p = this.run.getNowPlayer();
		while (true) {
			if (p.getCards().size() == 0) {
				// 無卡片,跳過階段
				this.run.nextState();
				break;
			} else {
				Object[] options = new Object[p.getCards().size() + 1];
				int i;
				for (i = 0; i < p.getCards().size(); i++) {
					options[i] = p.getCards().get(i).getcName() + "\r\n";
				}
				options[i] = "跳過,不使用";
				int response = JOptionPane.showOptionDialog(null,
						" " + p.getName() + ",選擇需要使用的卡片", "卡片使用階段.",
						JOptionPane.YES_OPTION, JOptionPane.PLAIN_MESSAGE,
						null, options, options[0]);
				if (response != i && response != -1) {
					// 獲得卡片
					int th = p.getCards().get(response).useCard();
					// 使用卡片
					useCard(p.getCards().get(response), th);
				} else {
					// 不使用,跳過階段.
					this.run.nextState();
					break;
				}
			}
		}
	}

	/**
	 * 
	 * 使用卡片
	 * 
	 */
	private void useCard(Card card, int th) {
		switch (th) {
		case GameState.CARD_ADDLEVEL:
			// 使用加蓋卡
			useAddLevelCard(card);
			break;
		case GameState.CARD_AVERAGERPOOR:
			// 使用均貧卡
			useAveragerPoorCard(card);
			break;
		case GameState.CARD_CHANGE:
			// 使用換屋卡
			useChangeCard(card);
			break;
		case GameState.CARD_CONTROLDICE:
			// 使用遙控骰子卡
			useControlDiceCard(card);
			break;
		case GameState.CARD_HAVE:
			// 使用購地卡
			useHaveCard(card);
			break;
		case GameState.CARD_REDUCELEVEL:
			// 使用降級卡
			useReduceLevelCard(card);
			break;
		case GameState.CARD_ROB:
			// 使用搶奪卡
			useRobCard(card);
			break;
		case GameState.CARD_STOP:
			// 使用停留卡
			useStopCard(card);
			break;
		case GameState.CARD_TALLAGE:
			// 使用查稅卡
			useTallageCard(card);
			break;
		case GameState.CARD_TORTOISE:
			// 使用烏龜卡
			useTortoiseCard(card);
			break;
		case GameState.CARD_TRAP:
			// 使用陷害卡
			useTrapCard(card);
			break;
		case GameState.CARD_CROSSING:
			// 使用嫁禍卡
			useCrossingCard(card);
			break;
		}
	}

	/**
	 * 
	 * 使用嫁禍卡
	 * 
	 */
	private void useCrossingCard(Card card) {
		Object[] options1 = { "重新選擇" };
		JOptionPane.showOptionDialog(null, " 嫁禍卡在大事件發(fā)生時會自動使用.",
				"卡片使用階段.", JOptionPane.YES_OPTION,
				JOptionPane.PLAIN_MESSAGE, null, options1,
				options1[0]);
	}

	/**
	 * 
	 * 使用陷害卡
	 * 
	 */
	private void useTrapCard(Card card) {
		Object[] options = { "確認(rèn)使用", "重新選擇" };
		int response = JOptionPane.showOptionDialog(null, "確認(rèn)使用\"陷害卡\"將 \""
				+ card.getOwner().getOtherPlayer().getName() + "\"入獄2天?",
				"卡片使用階段.", JOptionPane.YES_OPTION, JOptionPane.PLAIN_MESSAGE,
				null, options, options[0]);
		if (response == 0) {
			// 使用
			PlayerModel cPlayer = card.getOwner().getOtherPlayer();
			// 設(shè)置天數(shù)
			cPlayer.setInPrison(cPlayer.getInPrison() + 2);
			// 玩家位置切換到醫(yī)院位置
			if (LandModel.prison != null) {
				cPlayer.setX(LandModel.prison.x);
				cPlayer.setY(LandModel.prison.y);
			}
			// 增加文本提示
			this.textTip
					.showTextTip(card.getOwner(), card.getOwner().getName()
							+ " 使用了 \"陷害卡\",將 \""
							+ card.getOwner().getOtherPlayer().getName()
							+ "\"入獄2天.", 2);
			//  減去卡片
			card.getOwner().getCards().remove(card);
		}
	}

	/**
	 * 
	 * 使用烏龜卡
	 * 
	 * 
	 */
	private void useTortoiseCard(Card card) {
		Object[] options = { card.getOwner().getName(),
				card.getOwner().getOtherPlayer().getName(), "重新選擇" };
		int response = JOptionPane.showOptionDialog(null,
				" 請選擇目標(biāo)玩家,對其打出\"烏龜卡\".", "卡片使用階段.", JOptionPane.YES_OPTION,
				JOptionPane.PLAIN_MESSAGE, null, options, options[0]);
		if (response == 0) {
			card.getOwner().getEffectCards().add(card);
			card.seteOwner(card.getOwner());
			// 增加文本提示
			this.textTip.showTextTip(card.getOwner(), card.getOwner().getName()
					+ " 對自己使用了\"烏龜卡\". ", 2);
			card.getOwner().getCards().remove(card);
		} else if (response == 1) {
			card.getOwner().getOtherPlayer().getEffectCards().add(card);
			card.seteOwner(card.getOwner().getOtherPlayer());
			this.textTip.showTextTip(card.getOwner(), card.getOwner().getName()
					+ " 對\"" + card.getOwner().getOtherPlayer().getName()
					+ "\"使用了\"烏龜卡\". ", 2);
			card.getOwner().getCards().remove(card);
		}
	}

	/**
	 * 
	 * 使用查稅卡
	 * 
	 * 
	 */
	private void useTallageCard(Card card) {
		Object[] options = { "確認(rèn)使用", "重新選擇" };
		int response = JOptionPane.showOptionDialog(null, "確認(rèn)使用\"查稅卡\"從 \""
				+ card.getOwner().getOtherPlayer().getName() + "\"手中獲得 10%稅款?",
				"卡片使用階段.", JOptionPane.YES_OPTION, JOptionPane.PLAIN_MESSAGE,
				null, options, options[0]);
		if (response == 0) {
			// 使用
			int money = (int) (card.getOwner().getOtherPlayer().getCash() / 10);
			card.getOwner().setCash(card.getOwner().getCash() + money);
			card.getOwner()
					.getOtherPlayer()
					.setCash(card.getOwner().getOtherPlayer().getCash() - money);
			// 增加文本提示
			this.textTip.showTextTip(card.getOwner(), card.getOwner().getName()
					+ " 使用了 \"查稅卡\",從 \""
					+ card.getOwner().getOtherPlayer().getName()
					+ "\"手中獲得 10%稅款", 2);
			//  減去卡片
			card.getOwner().getCards().remove(card);
		}
	}

	/**
	 * 
	 * 
	 * 使用停留卡
	 * 
	 */
	private void useStopCard(Card card) {
		Object[] options = { card.getOwner().getName(),
				card.getOwner().getOtherPlayer().getName(), "重新選擇" };
		int response = JOptionPane.showOptionDialog(null,
				" 請選擇目標(biāo)玩家,對其打出\"停留卡\".", "卡片使用階段.", JOptionPane.YES_OPTION,
				JOptionPane.PLAIN_MESSAGE, null, options, options[0]);
		if (response == 0) {
			card.getOwner().getEffectCards().add(card);
			card.seteOwner(card.getOwner());
			// 增加文本提示
			this.textTip.showTextTip(card.getOwner(), card.getOwner().getName()
					+ " 對自己使用了\"停留卡\". ", 2);
			card.getOwner().getCards().remove(card);
		} else if (response == 1) {
			card.getOwner().getOtherPlayer().getEffectCards().add(card);
			card.seteOwner(card.getOwner().getOtherPlayer());
			this.textTip.showTextTip(card.getOwner(), card.getOwner().getName()
					+ " 對\"" + card.getOwner().getOtherPlayer().getName()
					+ "\"使用了\"停留卡\". ", 2);
			card.getOwner().getCards().remove(card);
		}
	}

	/**
	 * 
	 * 
	 * 使用搶奪卡
	 * 
	 * 
	 */
	private void useRobCard(Card card) {
		if (card.getOwner().getCards().size() >= PlayerModel.MAX_CAN_HOLD_CARDS) {
			// 無法使用
			Object[] options = { "重新選擇" };
			JOptionPane.showOptionDialog(null, " 您的卡片數(shù)量已經(jīng)達(dá)到上限,無法使用\"搶奪卡\"",
					"卡片使用階段.", JOptionPane.YES_OPTION,
					JOptionPane.PLAIN_MESSAGE, null, options, options[0]);
		} else if (card.getOwner().getOtherPlayer().getCards().size() == 0) {
			// 無法使用
			Object[] options = { "重新選擇" };
			JOptionPane.showOptionDialog(null, " \""
					+ card.getOwner().getOtherPlayer().getName()
					+ "\"沒有卡片,無法使用\"搶奪卡\"", "卡片使用階段.", JOptionPane.YES_OPTION,
					JOptionPane.PLAIN_MESSAGE, null, options, options[0]);
		} else {
			PlayerModel srcPlayer = card.getOwner().getOtherPlayer();
			// 隨機(jī)選取一張
//			System.out.println(srcPlayer.getCards().size() + "zhang");
			Card getCard = srcPlayer.getCards().get((int) (srcPlayer.getCards().size() * Math.random()));
			// 對手喪失卡片
			srcPlayer.getCards().remove(getCard);
			// 卡片擁有者獲得
			card.getOwner().getCards().add(getCard);
			// 更改獲得卡片擁有者
			getCard.setOwner(card.getOwner());
			// 增加文本提示
			this.textTip.showTextTip(card.getOwner(), card.getOwner().getName()
					+ " 使用了 \"搶奪卡\",搶奪了 \"" + srcPlayer.getName() + "\"的一張\""
					+ getCard.getcName() + ".\". ", 2);
			//  減去卡片
			card.getOwner().getCards().remove(card);
		}
	}

	/**
	 * 
	 * 使用降級卡
	 * 
	 */
	private void useReduceLevelCard(Card card) {
		Building building = this.building.getBuilding(
				card.getOwner().getY() / 60, card.getOwner().getX() / 60);
		if (building.getOwner() != null
				&& building.getOwner().equals(card.getOwner().getOtherPlayer())) {// 是對手的房屋
			if (building.getLevel() > 0) { // 可以降級
				// 降級
				building.setLevel(building.getLevel() - 1);
				// 增加文本提示
				this.textTip.showTextTip(card.getOwner(), card.getOwner()
						.getName()
						+ " 使用了 \"降級卡\",將\""
						+ card.getOwner().getOtherPlayer().getName()
						+ "\"的房屋等級降低一級. ", 2);
				//  減去卡片
				card.getOwner().getCards().remove(card);
			} else {
				// 無法使用,不可降級
				Object[] options = { "重新選擇" };
				JOptionPane.showOptionDialog(null, " 當(dāng)前房屋不可降級", "卡片使用階段.",
						JOptionPane.YES_OPTION, JOptionPane.PLAIN_MESSAGE,
						null, options, options[0]);
			}
		} else {
			// 無法使用.
			Object[] options = { "重新選擇" };
			JOptionPane.showOptionDialog(null, " 當(dāng)前房屋不能使用該卡片.", "卡片使用階段.",
					JOptionPane.YES_OPTION, JOptionPane.PLAIN_MESSAGE, null,
					options, options[0]);
		}
	}

	/**
	 * 
	 * 使用購地卡
	 * 
	 */
	private void useHaveCard(Card card) {
		// 該地點(diǎn)房屋
		Building building = this.building.getBuilding(
				card.getOwner().getY() / 60, card.getOwner().getX() / 60);
		if (building.getOwner() != null
				&& building.getOwner().equals(card.getOwner().getOtherPlayer())) {// 是對方的房屋
			Object[] options = { "確認(rèn)使用", "重新選擇" };
			int response = JOptionPane.showOptionDialog(null,
					"確認(rèn)使用\"購地卡\"將此地收購?需要花費(fèi):" + building.getAllPrice() + " 金幣.",
					"卡片使用階段.", JOptionPane.YES_OPTION,
					JOptionPane.PLAIN_MESSAGE, null, options, options[0]);
			if (response == 0) {
				if (card.getOwner().getCash() >= building.getAllPrice()) {
					// 金幣交換
					building.getOwner().setCash(
							building.getOwner().getCash()
									+ building.getAllPrice());
					card.getOwner().setCash(
							card.getOwner().getCash() - building.getAllPrice());
					building.setOwner(card.getOwner());
					// 增加文本提示
					this.textTip.showTextTip(card.getOwner(), card.getOwner()
							.getName() + " 使用了 \"購地卡\",收購獲得了該土地. ", 2);
					//  減去卡片
					card.getOwner().getCards().remove(card);
				} else {
					Object[] options1 = { "重新選擇" };
					JOptionPane.showOptionDialog(null, " 金幣不足,無法購買房屋!",
							"卡片使用階段.", JOptionPane.YES_OPTION,
							JOptionPane.PLAIN_MESSAGE, null, options1,
							options1[0]);
				}
			}
		} else {
			Object[] options1 = { "重新選擇" };
			JOptionPane.showOptionDialog(null, "此房屋無法使用該卡片.", "卡片使用階段.",
					JOptionPane.YES_OPTION, JOptionPane.PLAIN_MESSAGE, null,
					options1, options1[0]);
		}
	}

	/**
	 * 
	 * 
	 * 使用遙控骰子卡
	 * 
	 * 
	 */
	private void useControlDiceCard(Card card) {
		Object[] options = { "1點(diǎn)", "2點(diǎn)", "3點(diǎn)", "4點(diǎn)", "5點(diǎn)", "6點(diǎn)", "重新選擇" };
		int response = JOptionPane.showOptionDialog(null,
				"確認(rèn)使用\"遙控骰子卡\"遙控骰子點(diǎn)數(shù)?", "卡片使用階段.", JOptionPane.YES_OPTION,
				JOptionPane.PLAIN_MESSAGE, null, options, options[0]);
		if (response == -1 || response == 6) {
			return;
		} else {
			// 使用
			this.run.setPoint(response);
			// 增加文本提示
			this.textTip.showTextTip(card.getOwner(), card.getOwner().getName()
					+ " 使用了 \"遙控骰子卡\".", 2);
			//  減去卡片
			card.getOwner().getCards().remove(card);
		}
	}

	/**
	 * 
	 * 使用換屋卡
	 * 
	 */
	private void useChangeCard(Card card) {
		Building building = this.building.getBuilding(
				card.getOwner().getY() / 60, card.getOwner().getX() / 60);
		if (building.getOwner() != null
				&& building.getOwner().equals(card.getOwner().getOtherPlayer())) {// 是對手房屋
			Object[] options = { "確認(rèn)使用", "重新選擇" };
			int response = JOptionPane.showOptionDialog(null,
					"確認(rèn)使用\"換屋卡\"與對手交換一塊同類型的房屋(隨機(jī))", "卡片使用階段.",
					JOptionPane.YES_OPTION, JOptionPane.PLAIN_MESSAGE, null,
					options, options[0]);
			if (response == 0) {
				// 找尋相等級別房屋
				int thisBuildingLevel = building.getLevel();
				Building changeBuilding = null;
				for (Building a : card.getOwner().getBuildings()) {
					if (a.getLevel() == thisBuildingLevel) {
						changeBuilding = a;
						break;
					}
				}
				// 找到同類型房屋
				if (changeBuilding != null) {
					changeBuilding.setOwner(card.getOwner().getOtherPlayer());
					building.setOwner(card.getOwner());
					// 增加文本提示
					this.textTip.showTextTip(card.getOwner(), card.getOwner()
							.getName()
							+ " 使用了 \"換屋卡\",將某處房屋與"
							+ card.getOwner().getOtherPlayer().getName()
							+ "該地的房屋進(jìn)行交換.. ", 2);
					//  減去卡片
					card.getOwner().getCards().remove(card);
				} else {
					Object[] options1 = { "重新選擇" };
					JOptionPane.showOptionDialog(null, " 當(dāng)前房屋不可使用\"換屋卡\"",
							"卡片使用階段.", JOptionPane.YES_OPTION,
							JOptionPane.PLAIN_MESSAGE, null, options1,
							options1[0]);
				}
			}
		} else {
			Object[] options = { "重新選擇" };
			JOptionPane.showOptionDialog(null, " 當(dāng)前房屋不可使用\"換屋卡\"", "卡片使用階段.",
					JOptionPane.YES_OPTION, JOptionPane.PLAIN_MESSAGE, null,
					options, options[0]);
		}
	}

	/**
	 * 
	 * 使用均貧卡
	 * 
	 */
	private void useAveragerPoorCard(Card card) {
		Object[] options = { "確認(rèn)使用", "重新選擇" };
		int response = JOptionPane.showOptionDialog(null,
				"確認(rèn)使用\"均貧卡\"與對手平分現(xiàn)金?", "卡片使用階段.", JOptionPane.YES_OPTION,
				JOptionPane.PLAIN_MESSAGE, null, options, options[0]);
		if (response == 0) {
			// 使用
			int money = (int) (card.getOwner().getCash() + card.getOwner()
					.getOtherPlayer().getCash()) / 2;
			card.getOwner().setCash(money);
			card.getOwner().getOtherPlayer().setCash(money);
			// 增加文本提示
			this.textTip.showTextTip(card.getOwner(), card.getOwner().getName()
					+ " 使用了 \"均貧卡\",與對手平分了現(xiàn)金,現(xiàn)在雙方現(xiàn)金數(shù)為:" + money + " 金幣. ", 2);

			//  減去卡片
			card.getOwner().getCards().remove(card);
		}
	}

	/**
	 * 
	 * 使用加蓋卡
	 * 
	 */

	private void useAddLevelCard(Card card) {
		Building building = this.building.getBuilding(
				card.getOwner().getY() / 60, card.getOwner().getX() / 60);
		if (building.getOwner() != null
				&& building.getOwner().equals(card.getOwner())) {// 是自己的房屋
			if (building.canUpLevel()) { // 可升級
				// 升級
				building.setLevel(building.getLevel() + 1);
				// 增加文本提示
				this.textTip.showTextTip(card.getOwner(), card.getOwner()
						.getName() + " 使用了 \"加蓋卡\",將房屋等級提升一級. ", 2);
				//  減去卡片
				card.getOwner().getCards().remove(card);
			} else {
				// 無法使用,不可升級
				Object[] options = { "重新選擇" };
				JOptionPane.showOptionDialog(null, " 當(dāng)前房屋不可升級.", "卡片使用階段.",
						JOptionPane.YES_OPTION, JOptionPane.PLAIN_MESSAGE,
						null, options, options[0]);
			}
		} else {
			// 無法使用.
			Object[] options = { "重新選擇" };
			JOptionPane.showOptionDialog(null, " 當(dāng)前房屋不能使用該卡片.", "卡片使用階段.",
					JOptionPane.YES_OPTION, JOptionPane.PLAIN_MESSAGE, null,
					options, options[0]);
		}
	}

	/**
	 * 
	 * 退出商店
	 * 
	 */
	public void exitShop() {
		new Thread(new MyThread(run, 1)).start();
	}

	/**
	 * 
	 * 商店里買卡片操作
	 * 
	 * 
	 */
	public void buyCard(Shop_ shop) {
		int chooseCard = this.panel.getShop().getChooseCard();
		if (chooseCard >= 0
				&& this.panel.getShop().getCard().get(chooseCard) != null) {
			// 購買卡片 如果購買成功
			if (this.buyCard(shop, chooseCard)) {
				// UI消去卡片
				this.panel.getShop().getCard().get(chooseCard).setEnabled(false);
				// 初始化已選卡片
				this.panel.getShop().setChooseCard(-1);
			}
		}
	}

	/**
	 * 
	 * 購買卡片
	 * 
	 * 
	 */
	public boolean buyCard(Shop_ shop, int p) {
		if (this.panel.getShop().getCard().get(p) != null) {
			if (this.run.getNowPlayer().getCards().size() >= PlayerModel.MAX_CAN_HOLD_CARDS) {
				JOptionPane.showMessageDialog(null, "您最大可持有:"
						+ PlayerModel.MAX_CAN_HOLD_CARDS + "張卡片,目前已經(jīng)不能再購買了!");
				return false;
			}
			if (this.run.getNowPlayer().getNx() < shop.getCards().get(p)
					.getPrice()) {
				JOptionPane.showMessageDialog(null, "當(dāng)前卡片需要:"
						+ shop.getCards().get(p).getPrice() + "點(diǎn)卷,您的點(diǎn)卷不足.");
				return false;
			}
			// 設(shè)置卡片擁有者
			shop.getCards().get(p).setOwner(this.run.getNowPlayer());
			// 向玩家卡片庫中添加卡片
			this.run.getNowPlayer().getCards().add(shop.getCards().get(p));
			// 減去對應(yīng)點(diǎn)卷
			this.run.getNowPlayer().setNx(
					this.run.getNowPlayer().getNx()
							- shop.getCards().get(p).getPrice());
		}
		return true;
	}

	/**
	 * 
	 * 游戲結(jié)束~
	 * 
	 * 
	 * @param winer
	 */
	public void gameOver () {
		this.run.setNowPlayerState(GameRunning.GAME_STOP);
		this.panel.getBackgroundUI().moveToFront();
		this.panel.getRunning().moveToFront();
		this.panel.getPlayerInfo().moveToFront();
		this.panel.getEffect().moveToFront();
		this.music.gameOver();
		this.effect.showImg("timeover2");
		
	}
}

游戲運(yùn)轉(zhuǎn)處理


/**
 * 
 * 游戲運(yùn)轉(zhuǎn)處理
 * 
 * @author MOVELIGHTS
 * 
 */
public class GameRunning {

	/**
	 * 玩家列表
	 */
	private List<PlayerModel> players = null;

	/**
	 * 當(dāng)前操作玩家
	 */
	private PlayerModel nowPlayer = null;

	/**
	 * 骰子當(dāng)前點(diǎn)數(shù)
	 */
	private int point;

	/**
	 * 玩家使用卡片狀態(tài)
	 */
	public static int STATE_CARD = 1;
	/**
	 * 玩家卡片作用狀態(tài)
	 */
	public static int STATE_CARD_EFFECT = 2;
	/**
	 * 玩家擲點(diǎn)狀態(tài)
	 */
	public static int STATE_THROWDICE = 3;
	/**
	 * 玩家移動狀態(tài)
	 */
	public static int STATE_MOVE = 4;
	/**
	 * 
	 * 游戲終止?fàn)顟B(tài)
	 * 
	 */
	public static int GAME_STOP = 5;
	/**
	 * 
	 * 玩家目前狀態(tài)
	 * 
	 */
	private int nowPlayerState;

	/**
	 * 
	 * 游戲進(jìn)行天數(shù)
	 * 
	 */
	public static int day = 1;

	/**
	 * 
	 * 當(dāng)前地圖代碼
	 * 
	 */
	public static int MAP = 1;
	/**
	 * 
	 * 游戲上限天數(shù) - 1為無上限
	 * 
	 */
	public static int GAME_DAY = -1;
	/**
	 * 
	 * 游戲金錢上線(即勝利條件)-1為無上限
	 * 
	 */
	public static int MONEY_MAX = -1;

	/**
	 * 
	 * 初始化玩家初始金錢
	 * 
	 */
	public static int PLAYER_CASH = 1000;

	private Control control;

	public GameRunning(Control control, List<PlayerModel> players) {
		this.control = control;
		this.players = players;
	}

	/**
	 * 
	 * 獲得當(dāng)前玩家狀態(tài)
	 * 
	 */
	public int getNowPlayerState() {
		return this.nowPlayerState;
	}

	/**
	 * 
	 * 轉(zhuǎn)換玩家狀態(tài)
	 * 
	 */
	public void nextState() {
		// 判斷游戲是否得出結(jié)果
		if (gameContinue()) {
			if (this.nowPlayerState == STATE_CARD) {
				// “擲點(diǎn)狀態(tài)”
				this.nowPlayerState = STATE_CARD_EFFECT;
				// 卡片BUFF
				this.control.cardsBuff();
			} else if (this.nowPlayerState == STATE_CARD_EFFECT) {
				// “卡片生效狀態(tài)”
				this.nowPlayerState = STATE_THROWDICE;
			} else if (this.nowPlayerState == STATE_THROWDICE) {
				// 移動狀態(tài)
				this.nowPlayerState = STATE_MOVE;
			} else if (this.nowPlayerState == STATE_MOVE) {
				// 換人操作
				this.nowPlayerState = STATE_CARD;
				this.nextPlayer();
				// 產(chǎn)生一個點(diǎn)數(shù)
				this.setPoint((int) (Math.random() * 6));
				// 完畢后執(zhí)行下一個玩家的動作 - STATE_CARD
				this.control.useCards();
			}
		}
	}

	/**
	 * 
	 * 獲取當(dāng)前玩家
	 * 
	 */
	public PlayerModel getNowPlayer() {
		return this.nowPlayer;
	}

	public void setNowPlayerState(int nowPlayerState) {
		this.nowPlayerState = nowPlayerState;
	}

	/**
	 * 
	 * 獲取非當(dāng)前玩家
	 * 
	 */
	public PlayerModel getNotNowPlayer() {
		return this.nowPlayer.equals(this.players.get(0)) ? this.players.get(1)
				: this.players.get(0);
	}

	/**
	 * 換人操作
	 */
	private void nextPlayer() {
		// 減少時間
		if (this.nowPlayer.getInPrison() > 0) {
			this.nowPlayer.setInPrison(this.nowPlayer.getInPrison() - 1);
		}
		if (this.nowPlayer.getInHospital() > 0) {
			this.nowPlayer.setInHospital(this.nowPlayer.getInHospital() - 1);
		}
		// 換人
		if (this.nowPlayer.equals(this.players.get(0))) {
			this.nowPlayer = this.players.get(1);
		} else {
			this.nowPlayer = this.players.get(0);
			// 結(jié)束后游戲天數(shù)增加
			day++;
		}
	}

	/**
	 * 
	 * 判斷游戲是否結(jié)束
	 * 
	 * 
	 */
	public boolean gameContinue() {
		PlayerModel p1 = this.nowPlayer;
		PlayerModel p2 = this.nowPlayer.getOtherPlayer();
		// 天數(shù)
		if (GAME_DAY > 0 && day >= GAME_DAY) {
			this.control.gameOver();
			return false;
		}
		// 最大金錢
		if (MONEY_MAX > 0 && p1.getCash() >= MONEY_MAX) {
			this.control.gameOver();
			return false;
		} else if (MONEY_MAX > 0 && p2.getCash() >= MONEY_MAX) {
			this.control.gameOver();
			return false;
		}
		// 破產(chǎn)
		if (p1.getCash() < 0) {
			this.control.gameOver();
			return false;
		} else if (p2.getCash() < 0) {
			this.control.gameOver();
			return false;
		}
		return true;
	}

	public void setPlayers(List<PlayerModel> players) {
		this.players = players;
	}

	public int getPoint() {
		return point;
	}

	public void setPoint(int point) {
		this.point = point;
	}

	public int getDay() {
		return day;
	}

	/**
	 * 
	 * 開始游戲設(shè)置
	 * 
	 */
	public void startGameInit() {
		// 設(shè)定當(dāng)前游戲玩家
		this.nowPlayer = this.players.get(0);
		// 設(shè)定當(dāng)前玩家狀態(tài)為“使用卡片”
		this.nowPlayerState = STATE_CARD;
		// 隨機(jī)設(shè)定點(diǎn)數(shù)
		this.setPoint((int) (Math.random() * 6));
		// 首個玩家使用卡片
		this.control.useCards();
	}

}

總結(jié)

通過此次的《大富翁》游戲?qū)崿F(xiàn),讓我對swing的相關(guān)知識有了進(jìn)一步的了解,對java這門語言也有了比以前更深刻的認(rèn)識。

java的一些基本語法,比如數(shù)據(jù)類型、運(yùn)算符、程序流程控制和數(shù)組等,理解更加透徹。java最核心的核心就是面向?qū)ο笏枷?,對于這一個概念,終于悟到了一些。

以上就是Java實(shí)現(xiàn)經(jīng)典大富翁游戲的示例詳解的詳細(xì)內(nèi)容,更多關(guān)于Java大富翁游戲的資料請關(guān)注腳本之家其它相關(guān)文章!

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