Java实现斗地主最简代码实例

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Java实现斗地主最简代码实例

案例说明:使用java实现简单的斗地主洗牌发牌的操作;

具体规则:

共有54张牌,顺序打乱;

三个玩家参与游戏,三人交替摸牌,每人17张牌,最后留三张为底牌(地主牌)。

具体代码实现步骤:

扑克牌准备操作

import java.util.ArrayList;

import java.util.Collections;

import java.util.List;

public class PokerGame {

public static void main(String[] args) {

//定义扑克牌的花色以及数字的数组

String[] flower = {"♥️","♠️","♣️","♦️"};

String[] numbers = {"A","2","3","4","5","6","7","8","9","10","J","Q","K"};

//创建牌组集合

List poker = new ArrayList();

//组合扑克牌样式

//拿出每一个花色,然后跟每一个数字进行结合,储存在牌组中

for (int i = 0; i < flower.length; i++) {

for (int j = 0; j < numbers.length; j++) {

poker.add(flower[i].concat(numbers[j]));

}

}

//添加大小王到牌组集合中

poker.add("大王");

poker.add("小王");

//打印输出所有扑克牌测试

System.out.println(poker);

//定义三个玩家和地主牌的集合

List player1 = new ArrayList();

List player2 = new ArrayList();

List player3 = new ArrayList();

List dizhupai = new ArrayList();

//洗牌操作,使用shuffle方法

Collections.shuffle(poker);

System.out.println(poker); //测试牌有没有被打乱

//发牌操作

for (int k = 0; k

//留出三张牌存到底牌的集合中

if (k > 50) {

dizhupai.add(poker.get(k));

} else if (k % 3 == 0) {

player1.add(poker.get(k));

} else if (k % 3 == 1) {

player2.add(poker.get(k));

}omdcAYB else if (k % 3 == 2) {

player3.add(poker.get(k));

}

}

//最终看牌操作

System.out.println("玩家一的牌"+player1);

System.out.println("玩家二的牌"+player2);

System.out.println("玩家三的牌"+player3);

System.out.println("地主牌"+dizhupai);

}

}

结果展示

玩家一的牌:[♥️9, ♠️A, ♠️5, ♥️A, ♥️2, ♥️10, ♠️7, ♣️J, ♥️3, ♠️2, ♣️5, ♦️2, ♠️6, ♥️7, ♦️K, ♣️9, 大王]

玩家二的牌:[♦️9, ♠️4, ♣️4, ♣️10, ♥️J, ♦️4, ♥️8, ♥️5, ♦️A, ♣️A, ♦️7, ♦️3, ♦️Q, ♣️K, ♥️6, ♣️3, ♠️Q]

玩家三的牌:[♣️Q, ♣️2, ♣️8, ♣️7, ♥️Q, ♦️10, ♠️8, ♣️6, ♥️4, ♠️10, 小王, ♥️K, ♠️3, ♦️8, ♦️6, b24;️K, ♠️J]

地主牌:[♠️9,omdcAYB ♦️5, ♦️J]

实例补充:

package itcast.demo6;

import java.util.ArrayList;

import java.util.Collections;

import java.util.HashMap;

public class DouDiZhu {

public static void main(String[] args) {

//1、组合牌

//创建Map集合,键:编号 值:牌

HashMap pooker = new HashMap();

//创建List集合,存储编号

ArrayList pookerNumber = new ArrayList();

//定义13个点数的数组

String[] numbers = {"2","A","K","Q","J","10","9","8","7","6","5","4","3"};

//定义4个花色组合

String[] colors = {"♠","♣","♥","♦"};

//定义一个整数变量,作为Map的键

int index = 2;

//遍历数组,用花色+点数的组合,存储到Map集合中

for(String number : numbers) {

for(String color : colors) {

pooker.put(index, color + number);

pookerNumber.add(index);

index++;

}

}

//System.out.println(pooker);

//System.out.println(pookerNumber);

//单独存储大王和小王

pooker.put(0, "大王");

pookerNumber.add(0);

pooker.put(1, "小王");

pookerNumber.add(1);

//洗牌,将牌的编号打乱

Collections.shuffle(pookerNumber);

//System.out.println(pookerNumber);

//发牌,将牌编号,发给3个玩家集合+1个底牌集合

ArrayList player1 = new ArrayList();

ArrayList player2 = new ArrayList();

ArrayList player3 = new ArrayList();

ArrayList buttom = new ArrayList();

//发牌,采用的是集合的索引%3

for(int i = 0; i < pookerNumber.size();i++) {

//现将底牌做好

if(i<3) {

//存到底牌去

buttom.add(pookerNumber.get(i));

//对索引%3判断

}else if(i % 3 == 0) {

//索引上的编号,发给玩家1

player1.add(pookerNumber.get(i));

}else if(i % 3 == 1) {

//发给玩家2

player2.add(pookerNumber.get(i));

}else if(i % 3 == 2) {

//发给玩家3

player3.add(pookerNumber.get(i));

}

}

//对玩家手中的编号进行排序

Collections.sort(player1);

Collections.sort(player2);

Collections.sort(player3);

//看牌,就是将玩家手中的编号,到Map集合中查找,根据键找值

//定义实现方法

look("包身工 ",player1,pooker);

look("清洁工 ",player2,pooker);

look("洗碗工 ",player3,pooker);

look("底牌 ",buttom,pooker);

}

public static void look(String name,ArrayList player,HashMap pooker) {

//遍历ArrayList集合,获取元素,作为键,到集合Map中找值

System.out.print(name+" ");

for(Integer key : player) {

String value = pooker.get(key);

System.out.print(value+" ");

}

System.out.println();

}

}

包身工 大王 ♣2 ♥2 ♦2 ♦A ♦K ♣J ♥10 ♠9 ♣9 ♥9 ♦9 ♣5 ♦5 ♦4 ♠3 ♦3

清洁工 小王 ♠K ♥K ♠Q ♣Q ♦Q ♦J ♠10 ♦10 ♥8 ♠7 ♥7 ♦7 ♥5 ♠4 ♣3 ♥3

洗碗工 ♠2 ♥A ♣K ♥Q ♠J ♥J ♣10 ♠8 ♦8 ♣7 ♠6 ♣6 ♥6 ♦6 ♠5 ♣4 ♥4

底牌 ♠A ♣A ♣8

//留出三张牌存到底牌的集合中

if (k > 50) {

dizhupai.add(poker.get(k));

} else if (k % 3 == 0) {

player1.add(poker.get(k));

} else if (k % 3 == 1) {

player2.add(poker.get(k));

}omdcAYB else if (k % 3 == 2) {

player3.add(poker.get(k));

}

}

//最终看牌操作

System.out.println("玩家一的牌"+player1);

System.out.println("玩家二的牌"+player2);

System.out.println("玩家三的牌"+player3);

System.out.println("地主牌"+dizhupai);

}

}

结果展示

玩家一的牌:[♥️9, ♠️A, ♠️5, ♥️A, ♥️2, ♥️10, ♠️7, ♣️J, ♥️3, ♠️2, ♣️5, ♦️2, ♠️6, ♥️7, ♦️K, ♣️9, 大王]

玩家二的牌:[♦️9, ♠️4, ♣️4, ♣️10, ♥️J, ♦️4, ♥️8, ♥️5, ♦️A, ♣️A, ♦️7, ♦️3, ♦️Q, ♣️K, ♥️6, ♣️3, ♠️Q]

玩家三的牌:[♣️Q, ♣️2, ♣️8, ♣️7, ♥️Q, ♦️10, ♠️8, ♣️6, ♥️4, ♠️10, 小王, ♥️K, ♠️3, ♦️8, ♦️6, b24;️K, ♠️J]

地主牌:[♠️9,omdcAYB ♦️5, ♦️J]

实例补充:

package itcast.demo6;

import java.util.ArrayList;

import java.util.Collections;

import java.util.HashMap;

public class DouDiZhu {

public static void main(String[] args) {

//1、组合牌

//创建Map集合,键:编号 值:牌

HashMap pooker = new HashMap();

//创建List集合,存储编号

ArrayList pookerNumber = new ArrayList();

//定义13个点数的数组

String[] numbers = {"2","A","K","Q","J","10","9","8","7","6","5","4","3"};

//定义4个花色组合

String[] colors = {"♠","♣","♥","♦"};

//定义一个整数变量,作为Map的键

int index = 2;

//遍历数组,用花色+点数的组合,存储到Map集合中

for(String number : numbers) {

for(String color : colors) {

pooker.put(index, color + number);

pookerNumber.add(index);

index++;

}

}

//System.out.println(pooker);

//System.out.println(pookerNumber);

//单独存储大王和小王

pooker.put(0, "大王");

pookerNumber.add(0);

pooker.put(1, "小王");

pookerNumber.add(1);

//洗牌,将牌的编号打乱

Collections.shuffle(pookerNumber);

//System.out.println(pookerNumber);

//发牌,将牌编号,发给3个玩家集合+1个底牌集合

ArrayList player1 = new ArrayList();

ArrayList player2 = new ArrayList();

ArrayList player3 = new ArrayList();

ArrayList buttom = new ArrayList();

//发牌,采用的是集合的索引%3

for(int i = 0; i < pookerNumber.size();i++) {

//现将底牌做好

if(i<3) {

//存到底牌去

buttom.add(pookerNumber.get(i));

//对索引%3判断

}else if(i % 3 == 0) {

//索引上的编号,发给玩家1

player1.add(pookerNumber.get(i));

}else if(i % 3 == 1) {

//发给玩家2

player2.add(pookerNumber.get(i));

}else if(i % 3 == 2) {

//发给玩家3

player3.add(pookerNumber.get(i));

}

}

//对玩家手中的编号进行排序

Collections.sort(player1);

Collections.sort(player2);

Collections.sort(player3);

//看牌,就是将玩家手中的编号,到Map集合中查找,根据键找值

//定义实现方法

look("包身工 ",player1,pooker);

look("清洁工 ",player2,pooker);

look("洗碗工 ",player3,pooker);

look("底牌 ",buttom,pooker);

}

public static void look(String name,ArrayList player,HashMap pooker) {

//遍历ArrayList集合,获取元素,作为键,到集合Map中找值

System.out.print(name+" ");

for(Integer key : player) {

String value = pooker.get(key);

System.out.print(value+" ");

}

System.out.println();

}

}

包身工 大王 ♣2 ♥2 ♦2 ♦A ♦K ♣J ♥10 ♠9 ♣9 ♥9 ♦9 ♣5 ♦5 ♦4 ♠3 ♦3

清洁工 小王 ♠K ♥K ♠Q ♣Q ♦Q ♦J ♠10 ♦10 ♥8 ♠7 ♥7 ♦7 ♥5 ♠4 ♣3 ♥3

洗碗工 ♠2 ♥A ♣K ♥Q ♠J ♥J ♣10 ♠8 ♦8 ♣7 ♠6 ♣6 ♥6 ♦6 ♠5 ♣4 ♥4

底牌 ♠A ♣A ♣8


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