首先要写一个UI,也就是操作界面,使用java.swing.*内的东西就可以搞定;
其次写一个hander,也就是具体的按钮响应,UI的初始化(哪里有雷),怎么触发雷和其他的;
一般来说简单的扫雷模型就好了,如果需要更有意思点,可以写一些数据库的操作内容的tool类具体的就是处理历史操作记录,场均数据或多人竞技的特点.
如果你是说你没有设计思路,我可以给你个提示:递归算法是触发扫雷的方法,初始化用随机数来做.
import java.awt.BorderLayout;
import java.awt.Container;
import java.awt.Font;
import java.awt.GridLayout;
import java.awt.Insets;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JMenu;
import javax.swing.JMenuBar;
import javax.swing.JMenuItem;
import javax.swing.JPanel;
import javax.swing.Timer;
public class ScanLei1 extends JFrame implements ActionListener{
private static final long serialVersionUID = 1L;
private Container contentPane;
private JButton btn;
private JButton[] btns;
private JLabel b1;
private Timer timer;
private int bon=10;
private int[][] a;
private int b;
private int[] a1;
public ScanLei1(String title){
super(title);
contentPane=getContentPane();
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
timer =new Timer(1000,(ActionListener) this);
initGUI();
}
public void initGUI(){
b=bon;
JMenuBar menuBar=new JMenuBar();
JMenu menu1=new JMenu("游戏");
JMenuItem mi1=new JMenuItem("初级");
mi1.addActionListener(this);
menu1.add(mi1);
menuBar.add(menu1);
b1=new JLabel(bon+"");
a1=new int[bon];
btn =new JButton("开始");
btn.addActionListener(this);
btns=new JButton[row*col];
p=new JPanel();
p.setLayout(new BorderLayout());
contentPane.add(p);
//combo=new JComboBox(new Object[]{"初级","中级","高级"} );
//加监听
/*combo.addItemListener(new ItemListener(){
}});*/
p1=new JPanel();
//在那个位置
//(( FlowLayout)p1.getLayout()).setAlignment( FlowLayout.RIGHT);
p1.add(b1);
p1.add(btn);
p.add(p1,BorderLayout.CENTER);
for(int i=0;irow*col;i++){
btns[i]=new JButton("");
btns[i].setMargin(new Insets(0,0,0,0));
btns[i].addActionListener(this);
btns[i].addMouseListener(new NormoreMouseEvent());
contentPane.add(p,BorderLayout.NORTH);
public void go(){
setVisible(true);
public static void main(String[] args){
new ScanLei1("扫雷").go();
public void out(int[][] a,JButton[] btns,ActionEvent e,int i,int x,int y){
int p=1;
if(a[x][y]==0){
a[x][y]=10;
for(int l=y-1;l=y+1;l++){
int m=x-1-1;
int n=l-1;
p=1;
if(n-1ncolm-1mrow)
{
for(int q=0;qrowp==1;q++){//col--row;
if(((n+col*q)=(m*col))((n+col*q)(m+1)*col)){
if(a[x-1][l]!=0a[x-1][l]!=10){
btns[n+col*q].setText(a[x-1][l]+"");
a[x-1][l]=10;
btns[n+col*q].setEnabled(false);
else if(a[x-1][l]==0){
//a[x-1][l]=10;
p=0;
m=x;
if(n-1ncolm-1mcol)
for(int q=0;qrowp==1;q++){
if(a[x+1][l]!=0a[x+1][l]!=10){
btns[n+col*q].setText(a[x+1][l]+"");
a[x+1][l]=10;
else if(a[x+1][l]==0){
int m=x-1;
int n=y-1-1;
if(a[x][y-1]!=0a[x][y-1]!=10){
btns[n+col*q].setText(a[x][y-1]+"");
a[x][y-1]=10;
else if(a[x][y-1]==0){
out(a,btns,e,n+col*q,x,y-1);
m=x-1;
n=y+1-1;
if(a[x][y+1]!=0a[x][y+1]!=10){
btns[n+col*q].setText(a[x][y+1]+"");
a[x][y+1]=10;
else if(a[x][y+1]==0){
out(a,btns,e,n+col*q,x,y+1);
public void actionPerformed(ActionEvent e) {
if(e.getActionCommand()=="初级"){
bon=10;
timer.stop();
b1.setText("10");
btns[i]=new JButton(" ");
this.pack();
btns[i].setText(" ");
btns[i].setEnabled(true);
a[i][j]=0;
}else if(e.getActionCommand()=="中级"){
btns[i]=new JButton(" ");
btns[i].setText("");
}else if(e.getActionCommand()=="高级"){
if(e.getSource()==btn){
timer.start();
//System.out.println(bon);
//清空
//产生随机数
for(int i=0;ibon;i++)
{ int p=1;
int m=(int)(Math.random()*row*col);
while(p==1){
int l=1;
int j;
for( j=0;jil==1;j++){
if(a1[j]==m){
m=(int)(Math.random()*row*col);
l=0;
if(j==i){
a1[i]=m;
b1.setText(bon+"");
//布雷
for(int i=0;ibon;i++){
int x=(a1[i]/col+1);
int y=(a1[i]%col+1);
a[x][y]=100;
if(i==0||j==0||i==row+1||j==col+1){
for(int i=1;i=row;i++){
for(int j=1;j=col;j++){
if(a[i][j]!=100){
for(int l=j-1;l=j+1;l++){
if(a[i-1][l]==100){
a[i][j]++;
if(a[i+1][l]==100){
if(a[i][j-1]==100){
if(a[i][j+1]==100){
if(e.getSource()==timer)
int t=Integer.parseInt(time);
//System.out.println(t);
}else{
t++;
for(int i=0;icol*row;i++){
if(btns[i].getText()!="★")
int x=i/col+1;
int y=i%col+1;
if(e.getSource()==btns[i]a[x][y]==100){
btns[i].setText("★");
btns[i].setEnabled(false);
for(int k=0;kcol*row;k++){
int m1=k/col+1;
int n1=k%col+1;
if(a[m1][n1]!=10btns[k].getText()=="★"){
btns[k].setText("*o*");
for(int j=0;jcol*row;j++){
int m=j/col+1;
int n=j%col+1;
if(a[m][n]==100){
btns[j].setText("★");
btns[j].setEnabled(false);
a[m][n]=10;
else if(e.getSource()==btns[i]){
out(a,btns,e,i,x,y);
if(a[x][y]!=0a[x][y]!=10){
btns[i].setText(a[x][y]+"");
}else if(btns[i].getText()=="★"){
class NormoreMouseEvent extends MouseAdapter{
public void mouseClicked(MouseEvent e) {
System.out.println(b);
int x1=i/col+1;
int y1=i%col+1;
if(e.getSource()==btns[i]btns[i].getText()!="★"a[x1][y1]!=10)
b--;
if(b==0){
int flag=0;
int x=j/col+1;
int y=j%col+1;
if(a[x][y]==100btns[j].getText()=="★"){
flag++;
if(flag==bon){
b1.setText(b+"");
}else if(e.getSource()==btns[i]btns[i].getText()=="★"a[x1][y1]!=-1){
b++;
if(bbon){
else{
import java.awt.*;
import javax.swing.*;
import java.util.Random;
import java.awt.event.*;
class Min extends JPanel //雷的类
//flag = 0 不是雷 ; flag = 1是雷
private int but,count = 0; //but:哪一个鼠标键被按下去了 count:这个区域周围有多少个雷
private int mx = 0,my = 0,mw = 10; //定义雷的坐标和宽度
public Min() //构造函数
statu = 0;
public Min(int f,int x,int y,int w)
//构造函数
flag = f;
mx = x;
my = y;
mw = w;
public int getFlag(){return flag;}
public int getStatu(){return statu;}
public int getMx(){return mx;}
public int getMy(){return my;}
public int getMw(){return mw;}
public int getCount(){return count;}
public void setFlag(int f){flag = f;}
public void setCount(int c){count = c;}
public void setData(int f,int x,int y,int w,int s)
//传递值
mx = (x-1)*w;
my = (y-1)*w;
mw = w-1;
statu = s;
public int sendKey(int key)
//返回值,如果游戏结束则返回-1
int rtn = 1;
switch(statu)
case 1:
break;
case 0:
rtn = 1;
if(key == 1 statu == 0)
switch(flag)
statu = 1;
rtn = -1;
return rtn;
class DrawPanel extends JPanel
private int i,j;
private int chx = 0,chy = 0; //专门记录坐标x,y的值
public Min board[][] = {
{new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min()},
{new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min()},{new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min(),new Min()},
};
// 画坐标为ax,ay区域的雷的状态
public void draw(Graphics g,int ax,int ay)
int x,y,w; // 坐标x,y;和宽度:w
int s,c,flag; //状态;雷的个数;
x = board[ax][ay].getMx();
y = board[ax][ay].getMy();
w = board[ax][ay].getMw();
s = board[ax][ay].getStatu();
c = board[ax][ay].getCount();
flag= board[ax][ay].getFlag();
switch(s)
case 0: //没有打开状态
g.setColor(Color.black);
g.fillRect(x,y,w,w);
case 1: //打开状态
g.setColor(Color.blue);
if(c != 0 flag == 0) //此处没有雷
g.setColor(Color.red);
g.drawString(String.valueOf(c),x + cx,y + cy);
if(flag == 1) //此处有雷
g.drawString(" 雷",x + cx,y + cy);
g.setColor(Color.green);
g.drawString(" 旗",x + cx,y + cy);
g.drawString("?",x + cx,y + cy);
default:
// 没有图形器的绘图函数:画出坐标ax,ay的雷的状态和图形
public void draw(int ax,int ay)
Graphics g;
g = this.getGraphics();
draw(g,ax,ay);
public int openNoMin(int ax,int ay)
int i,j;
if(board[ax][ay].getStatu() != 0) return 0; //如果此区域打开了,返回
board[ax][ay].sendKey(1); //如果返回值等于-1,就说明游戏结束
draw(ax,ay);
if(board[ax][ay].getFlag() == 1)
//如果游戏结束,把所有的雷都显示出来
for(i = 1;i=bx;i++)
for(j = 1;j = by;j++)
if(board[i][j].getFlag() == 1)
board[i][j].sendKey(1);
draw(i,j);
return -1;
//如果游戏没有结束
if(board[ax][ay].getCount() 0)
ksum ++;
return 1; //周围有雷,就不用打开周围地区
if(board[ax][ay].getCount() == 0 board[ax][ay].getFlag() == 0)
//周围没有雷,打开周围地区,直到有雷的地区
openNoMin(ax-1,ay-1);openNoMin(ax,ay-1);openNoMin(ax+1,ay-1);
openNoMin(ax-1,ay ); openNoMin(ax+1,ay );
openNoMin(ax-1,ay+1);openNoMin(ax,ay+1);openNoMin(ax+1,ay+1);
return 1;
//计算坐标x,y的周围雷的个数
public int getCount(int ai,int aj)
int sum = 0;
if(board[ai][aj].getFlag() == 1)
return sum;
if(ai1aj1aibxajby)
sum = board[ai-1][aj-1].getFlag()+ board[ai][aj-1].getFlag()+ board[ai+1][aj-1].getFlag()+
board[ai-1][aj ].getFlag()+ board[ai+1][aj ].getFlag()+
board[ai-1][aj+1].getFlag()+ board[ai][aj+1].getFlag()+ board[ai+1][aj+1].getFlag();
if(ai==1aj==1)
sum = board[ai+1][aj ].getFlag()+
board[ai][aj+1].getFlag()+ board[ai+1][aj+1].getFlag();
if(ai==1aj==by)
sum = board[ai][aj-1].getFlag()+ board[ai+1][aj-1].getFlag()+
board[ai+1][aj ].getFlag();
if(ai==bxaj==1)
sum = board[ai-1][aj ].getFlag()+
board[ai-1][aj+1].getFlag()+ board[ai][aj+1].getFlag();
if(ai==bxaj==by)
sum = board[ai-1][aj-1].getFlag()+ board[ai][aj-1].getFlag()+
board[ai-1][aj ].getFlag();
if(ai==1aj1ajby)
board[ai+1][aj ].getFlag()+
if(ai==bxaj1ajby)
board[ai-1][aj ].getFlag()+
if(ai1aibxaj==1)
sum = board[ai-1][aj ].getFlag()+ board[ai+1][aj ].getFlag()+
if(ai1aibxaj==by)
board[ai-1][aj ].getFlag()+ board[ai+1][aj ].getFlag();
// 传入参数:几列,几行,宽度,雷数
public void initMin(int ax,int ay,int aw,int as)
int k = 1; //表明产生的第几个雷
Random r; //随机数
f = 0; //f=0表示游戏还没有结束
ksum = 0;
bx = ax;
by = ay;
bw = aw;
msum = as;
r = new Random();
//初始化底盘的值
for(i = 1;i = bx;i++)
for(j=1;j=by;j++)
board[i][j].setData(0,i,j,bw,0);
// 随机产生雷
while(k = msum)
i = r.nextInt(bx)+1;
j = r.nextInt(by)+1;
if(board[i][j].getFlag() != 1)
board[i][j].setFlag(1);
k++;
// 非雷区的周围有几个雷,初始化其值
board[i][j].setCount(getCount(i,j));
setBackground(Color.white);
repaint();
// 构造函数
public DrawPanel(int ax,int ay,int aw,int as)
initMin(ax,ay,aw,as);
addMouseListener(new MouseAdapter()
public void mousePressed(MouseEvent me)
int r;
if(f != 0) return; //如果游戏结束,返回
chx = me.getX();
chy = me.getY();
if(me.getButton() != 1)
board[chx/bw+1][chy/bw+1].sendKey(me.getButton());
draw(chx/bw+1,chy/bw+1);
else if(me.getButton() == 1)
if(openNoMin(chx/bw+1,chy/bw+1) == -1)
f = 1;
else if ( ksum + msum == bx*by )
);
// 重画所有的图形,包括一些修饰的图形
public void paint(Graphics g)
int x,y,w;
int s;
for(i=1;i=bx;i++)
draw(g,i,j);
if(f == 1)
Font fo = g.getFont();
g.setColor(Color.white);
g.setFont(f);
//g.setSize();
g.setFont(fo);
// 主类和程序的入口
public class Mine extends JFrame implements ActionListener
Container cp = getContentPane();
JButton bt = new JButton("开局");
Label l1 = new Label("列:");
DrawPanel dp = new DrawPanel(x,y,w,sum);
public Mine()
cp.setLayout(null);
cp.add(dp);
cp.add(bt);
cp.add(tf1);
cp.add(l1);
setResizable(false);
setTitle(" 扫雷");
show();
bt.addActionListener(this);
addWindowListener(new WindowAdapter()
{ public void windowClosing(WindowEvent e)
{System.exit(0);}
public void actionPerformed(ActionEvent e)
if(e.getSource() == bt)
//x = Integer.parseInt(tf1.getText());
dp.initMin(x,y,w,sum);
public static void main(String args[])
new Mine();
import java.awt.Button;
import java.util.Set;
// 每一个小方块类
public class Diamond extends Button {
private Diamond[] diamonds;
// 该小方块周围的八个方向上的小方块
private Diamond east;
private Diamond north;
private Diamond northEast;
private Diamond northWest;
private Diamond south;
private Diamond southEast;
private Diamond southWest;
private Diamond west;
private boolean isBomb;// 是否是雷
private boolean isChange;// 又没有被翻过
private int no;// 产生的方块的编号
// 持有所有小方块的引用,方便进行操作
public Diamond(Diamond[] diamonds) {
this.diamonds = diamonds;
// 按键时方块发生改变
public boolean change() {
this.isChange = true;// 说明已经翻过了
if(isBomb) {// 触雷
//this.setBackground(Color.red);
return true;
} else {// 不是雷,就显示周围雷的数目
//this.setLabel(this.getNearBombNo() + "");
this.setLabel(this.getNearBombNo() + "");
//if(this.getNearBombNo() == 0) {
//this.moveon();
//}
return false;
// 获得该小方块周围雷的数量
public int getNearBombNo() {
int no = 0;
if(this.northWest != null this.northWest.isBomb) no++;
if(this.north != null this.north.isBomb) no++;
if(this.northEast != null this.northEast.isBomb) no++;
if(this.east != null this.east.isBomb) no++;
if(this.southEast != null this.southEast.isBomb) no++;
if(this.south != null this.south.isBomb) no++;
if(this.southWest != null this.southWest.isBomb) no++;
if(this.west != null this.west.isBomb) no++;
return no;
// 获得该小方块周围的小方块
public Diamond getNearDimaond(int i) {
int index = -1;
switch (i) {
index = no - 10;
return null;
} else {
return diamonds[index];
if(index 1) {
index = no + 1;
index = no + 10;
index = no - 1;
// 递归,set是用来装已经翻过的小方块的,不然会死循环,为什么用set,因为set是不重复的
public void moveon(SetDiamond set) {
set.add(this);// 先把自己加上
if(this.getNorthWest() != null this.getNorthWest().isBomb == false) {
this.getNorthWest().change();
if(this.getNorthWest().getNearBombNo() == 0) {
if(set.contains(this.getNorthWest()) == false)
this.getNorthWest().moveon(set);
set.add(this.getNorthWest());
if(this.getNorth() != null this.getNorth().isBomb == false) {
this.getNorth().change();
if(this.getNorth().getNearBombNo() == 0) {
if(set.contains(this.getNorth()) == false)
this.getNorth().moveon(set);
set.add(this.getNorth());
if(this.getNorthEast() != null this.getNorthEast().isBomb == false) {
this.getNorthEast().change();
if(this.getNorthEast().getNearBombNo() == 0) {
if(set.contains(this.getNorthEast()) == false)
this.getNorthEast().moveon(set);
set.add(this.getNorthEast());
if(this.getEast() != null this.getEast().isBomb == false) {
this.getEast().change();
if(this.getEast().getNearBombNo() == 0) {
if(set.contains(this.getEast()) == false)
this.getEast().moveon(set);
set.add(this.getEast());
if(this.getSouthEast() != null this.getSouthEast().isBomb == false) {
this.getSouthEast().change();
if(this.getSouthEast().getNearBombNo() == 0) {
if(set.contains(this.getSouthEast()) == false)
this.getSouthEast().moveon(set);
set.add(this.getSouthEast());
if(this.getSouth() != null this.getSouth().isBomb == false) {
this.getSouth().change();
if(this.getSouth().getNearBombNo() == 0) {
if(set.contains(this.getSouth()) == false)
this.getSouth().moveon(set);
set.add(this.getSouth());
if(this.getSouthWest() != null this.getSouthWest().isBomb == false) {
this.getSouthWest().change();
if(this.getSouthWest().getNearBombNo() == 0) {
if(set.contains(this.getSouthWest()) == false)
this.getSouthWest().moveon(set);
set.add(this.getSouthWest());
if(this.getWest() != null this.getWest().isBomb == false) {
this.getWest().change();
if(this.getWest().getNearBombNo() == 0) {
if(set.contains(this.getWest()) == false)
this.getWest().moveon(set);
set.add(this.getWest());
/*public Diamond[] getDiamonds() {
return diamonds;
}*/
public Diamond getEast() {
return east;
public int getNo() {
public Diamond getNorth() {
return north;
public Diamond getNorthEast() {
return northEast;
public Diamond getNorthWest() {
return northWest;
public Diamond getSouth() {
return south;
public Diamond getSouthEast() {
return southEast;
public Diamond getSouthWest() {
return southWest;
public Diamond getWest() {
return west;
public boolean isBomb() {
return isBomb;
public boolean isChange() {
return isChange;
public void setBomb(boolean isBomb) {
this.isBomb = isBomb;
public void setChange(boolean isChange) {
this.isChange = isChange;
public void setDiamonds(Diamond[] diamonds) {
public void setEast(Diamond east) {
this.east = east;
public void setNo(int no) {
this.no = no;
public void setNorth(Diamond north) {
this.north = north;
public void setNorthEast(Diamond northEast) {
this.northEast = northEast;
public void setNorthWest(Diamond northWest) {
this.northWest = northWest;
public void setSouth(Diamond south) {
this.south = south;
public void setSouthEast(Diamond southEast) {
this.southEast = southEast;
public void setSouthWest(Diamond southWest) {
this.southWest = southWest;
public void setWest(Diamond west) {
this.west = west;
public class Frame
extends JFrame {
JTextField text;
JLabel nowBomb, setBomb;
int BombNum, BlockNum; // 当前雷数,当前方块数
int rightBomb, restBomb, restBlock; // 找到的地雷数,剩余雷数,剩余方块数
JButton start = new JButton(" 开始 ");
JPanel MenuPamel = new JPanel();
JPanel bombPanel = new JPanel();
Bomb[][] bombButton;
JPanel c;
BorderLayout borderLayout1 = new BorderLayout();
GridLayout gridLayout1 = new GridLayout();
public Frame() {
try {
setDefaultCloseOperation(EXIT_ON_CLOSE);
jbInit();
catch (Exception exception) {
exception.printStackTrace();
private void jbInit() throws Exception {
c = (JPanel) getContentPane();
setTitle("扫雷");
c.setBackground(Color.WHITE);
MenuPamel.setBackground(Color.GRAY);
c.setLayout(borderLayout1);
BombNum = 10;
nowBomb = new JLabel("当前雷数" + ":" + BombNum);
setBomb = new JLabel("设置地雷数");
start.addActionListener(new Frame1_start_actionAdapter(this));
MenuPamel.add(setBomb);
MenuPamel.add(text);
MenuPamel.add(start);
MenuPamel.add(nowBomb);
c.add(MenuPamel, java.awt.BorderLayout.SOUTH);
bombPanel.setLayout(gridLayout1);
gridLayout1.setColumns( (int) Math.sqrt(BlockNum));
gridLayout1.setRows( (int) Math.sqrt(BlockNum));
bombButton = new Bomb[ (int) Math.sqrt(BlockNum)][ (int) Math.sqrt(BlockNum)];
for (int i = 0; i (int) Math.sqrt(BlockNum); i++) {
for (int j = 0; j (int) Math.sqrt(BlockNum); j++) {
bombButton[i][j] = new Bomb(i, j);
//bombButton[i][j].setSize(10, 10);
bombButton[i][j].setForeground(Color.white);
bombButton[i][j].addMouseListener(new Bomb_mouseAdapter(this));
bombButton[i][j].addActionListener(new Bomb_actionAdapter(this));
bombPanel.add(bombButton[i][j]);
c.add(bombPanel, java.awt.BorderLayout.CENTER);
startBomb();
/* 开始按钮 */
public void start_actionPerformed(ActionEvent e) {
int num=Integer.parseInt(text.getText().trim());
BombNum = num;
JOptionPane.showMessageDialog(null, "您设置的地雷数太少了,请重设!", "错误",
JOptionPane.ERROR_MESSAGE);
num=10;
else {
JOptionPane.showMessageDialog(null, "您设置的地雷数太多了,请重设!", "错误",
/* 开始,布雷 */
public void startBomb() {
nowBomb.setText("当前雷数" + ":" + BombNum);
bombButton[i][j].isBomb = false;
bombButton[i][j].isClicked = false;
bombButton[i][j].isRight = false;
bombButton[i][j].BombFlag = 0;
bombButton[i][j].setEnabled(true);
bombButton[i][j].setText("");
bombButton[i][j].setForeground(Color.BLUE);
rightBomb = 0;
restBomb = BombNum;
restBlock = BlockNum - BombNum;
for (int i = 0; i BombNum; ) {
int x = (int) (Math.random() * (int) (Math.sqrt(BlockNum) - 1));
int y = (int) (Math.random() * (int) (Math.sqrt(BlockNum) - 1));
if (bombButton[x][y].isBomb != true) {
bombButton[x][y].isBomb = true;
i++;
CountRoundBomb();
/* 计算方块周围雷数 */
public void CountRoundBomb() {
int count = 0;
// 当需要检测的单元格本身无地雷的情况下,统计周围的地雷个数
if (bombButton[i][j].isBomb != true) {
if ( (x = 0) (y = 0)
(x ( (int) Math.sqrt(BlockNum)))
(y ( (int) Math.sqrt(BlockNum)))) {
if (bombButton[x][y].isBomb == true) {
count++;
bombButton[i][j].BombRoundCount = count;
/* 是否挖完了所有的雷 */
public void isWin() {
if (bombButton[i][j].isClicked == true) {
restBlock--;
if (rightBomb == BombNum || restBlock == 0) {
JOptionPane.showMessageDialog(this, "您挖完了所有的雷,您胜利了!", "胜利",
JOptionPane.INFORMATION_MESSAGE);
/** 当选中的位置为空,则翻开周围的地图* */
public void isNull(Bomb ClickedButton) {
int i, j;
i = ClickedButton.num_x;
j = ClickedButton.num_y;
if ( ( (x != i) || (y != j)) (x = 0) (y = 0)
if (bombButton[x][y].isBomb == false
bombButton[x][y].isClicked == false
bombButton[x][y].isRight == false) {
turn(bombButton[x][y]);
/* 翻开 */
public void turn(Bomb ClickedButton) {
ClickedButton.setEnabled(false);
ClickedButton.isClicked = true;
if (ClickedButton.BombRoundCount 0) {
ClickedButton.setText(ClickedButton.BombRoundCount + "");
isNull(ClickedButton);
if ( ( (Bomb) e.getSource()).isClicked == false
( (Bomb) e.getSource()).isRight == false) {
if ( ( (Bomb) e.getSource()).isBomb == false) {
turn( ( (Bomb) e.getSource()));
isWin();
if (bombButton[i][j].isBomb == true) {
bombButton[i][j].setText("b");
( (Bomb) e.getSource()).setForeground(Color.RED);
( (Bomb) e.getSource()).setText("X");
Bomb bombSource = (Bomb) e.getSource();
boolean right = SwingUtilities.isRightMouseButton(e);
if ( (right == true) (bombSource.isClicked == false)) {
if (bombSource.BombFlag == 1) {
if (restBomb 0) {
bombSource.setForeground(Color.RED);
bombSource.setText("F");
bombSource.isRight = true;
restBomb--;
bombSource.BombFlag = 0;
restBomb++;
bombSource.setText("Q");
bombSource.isRight = false;
bombSource.setText("");
if (bombSource.isBomb == true) {
rightBomb++;
rightBomb--;
nowBomb.setText("当前雷数" + ":" + restBomb);
public static void main(String[] args) {
Frame frame = new Frame();
frame.setVisible(true);
class Frame1_start_actionAdapter
implements ActionListener {
private Frame adaptee;
Frame1_start_actionAdapter(Frame adaptee) {
this.adaptee = adaptee;
adaptee.start_actionPerformed(e);
////////////////////////////
class Bomb
extends JButton {
int num_x, num_y; // 第几号方块
int BombRoundCount; // 周围雷数
boolean isBomb; // 是否为雷
int BombFlag; // 探雷标记
public Bomb(int x, int y) {
num_x = x;
num_y = y;
BombFlag = 0;
isBomb = false;
isClicked = false;
isRight = false;
class Bomb_actionAdapter
Bomb_actionAdapter(Frame adaptee) {
adaptee.actionPerformed(e);
class Bomb_mouseAdapter
extends MouseAdapter {
Bomb_mouseAdapter(Frame adaptee) {
adaptee.mouseClicked(e);
private?int?countNeighbours(int?row,?int?col)//参数是当前行和列
int?numNei=0;//定义numNei变量?用于在记雷数
if?(i=0?||?j=0?||?i=boardSize?||?j=boardSize)//这个是如果越界了
break;//就跳出内循环?不做检查
if(board[i][j]==true)//如果这个格子有雷?为true
numNei++;//就将雷数+1?注意:循环不会排除自身?所以自身是雷也会加?所以后面有一个判断减去
if(board[row][col]==true)//如果当前格是雷
numNei--;//还要减去一个自身
return?numNei;//最后返回
以上就是土嘎嘎小编为大家整理的尚学堂java扫雷代码相关主题介绍,如果您觉得小编更新的文章只要能对粉丝们有用,就是我们最大的鼓励和动力,不要忘记讲本站分享给您身边的朋友哦!!