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Swing源代碼

我寫的石頭剪子布的代碼,有圖形界面。我可以將我選擇的圖片命名為。jpg並作為背景圖片放在項目目錄中。////////////////包作業;

導入Java . awt . *;

導入Java . awt . event . *;

導入javax . swing . *;

導入Java . io . *;

導入Java . util . *;

公共類StoneShearsSack { /**

* @param args

*/

公共靜態void main(String[] args) {

// TODO自動生成的方法存根

新StoneWindow(《樣本遊戲》);

}

}

最終類StoneWindow擴展JFrame實現ActionListener,ItemListener{

JLabel贏、平、輸、得分、計數;

JTextArea文本;

JComboBox列表;

JButton戰鬥,清場;

int swin,sdraw,slose,sscore

JPanel panel 1 = new JPanel();

JPanel panel 2 = new JPanel();

字符串str1,str2,str3

Random RDM = new Random();

int flag,random,flag1,count 1;

//final image icon con = new image icon(" a . jpg ");

公共StoneWindow(字符串){

setTitle(“樣本遊戲”);

Fight = new JButton("推");

clear = new JButton(" clear score ");

//final image icon con = new image icon(" b . jpg ");

text = new JTextArea(){

最終image icon con = new image icon(" a . jpg ");

image mg = con . get image();

{setOpaque(假);}

public void paint component(Graphics g){

g.drawImage(mg,0,0,this);

super . paint component(g);

}

};

text . set foreground(color . black);

字體f =新字體(“中文刻字”,字體。粗體,50);

text . set font(f);

list = new JComboBox();

list . additem(" stone ");

List.addItem("剪刀");

list . additem(" cloth ");

panel 2 . set background(color . blue);

panel2.add(列表);

panel2.add(打架);

panel2.add(清除);

panel2.setPreferredSize(新維度(900,50));

list . additem listener(this);

fight . addactionlistener(this);

clear . addactionlistener(this);

Win = new JLabel(" Win:"+swin);

draw = new JLabel(" and:"+sdraw);

lost = new jlabel(" lose:"+slose);

score = new JLabel(" score:"+ss core);

Count = new JLabel("總局:"+count 1);

字體f1 =新字體("ì",1,30);

win . set font(f 1);

draw . set font(f 1);

lose . set font(f 1);

score . set font(f 1);

count . set font(f 1);

win . set foreground(color . cyan);

draw . set foreground(color . green);

lose . set foreground(color . blue);

score . set foreground(color . black);

count . set foreground(color . pink);

panel 1 . set background(color . red);

panel 1 . add(win);

panel 1 . add(draw);

panel 1 . add(lose);

panel1.add(分數);

panel1.add(計數);

panel1.setPreferredSize(新維度(900,50));

add(panel1,BorderLayout。北);

添加(text,BorderLayout。中心);

添加(panel2,BorderLayout。南);

setBounds(100,100,900,450);

validate();

set visible(true);

setDefaultCloseOperation(JFrame。DISPOSE _ ON _ CLOSE);

}

public void action performed(action event e){

if(e.getSource() == fight){

if(list . getselecteditem()= = " stone "){

flag = 0;

}

Elseif(列表。getSelecteditem () = = "剪刀"){

flag = 1;

}

Elseif(列表。getselecteditem () = = "cloth") {

flag = 2;

}

str 1 =(String)list . getselecteditem();

text . settext(" ");

text . append(" \ n ");

Text.append("妳出去了:"+str 1+" \ n ");

Text.append("計算機輸出:"+this . random()+" \ n ");

text . append(" Result:"+this . Result()+" \ n ");

this . final result();

}

if(e.getSource() == clear){

swin = 0;

sdraw = 0;

slose = 0;

ss core = 0;

count 1 = 0;

text . settext(" ");

win . settext(" win:"+swin);

draw . settext(" and:"+sdraw);

lose . settext(" lose:"+slose);

score . settext(" score:"+ss core);

Count.setText("壹般管理:"+count 1);

}

}

公共字符串random(){

random = RDM . nextint(3);

if(random == 0)

Str2 = "石頭";

else if(random == 1)

Str2 = "剪刀";

else if(random == 2)

Str2 = " cloth

返回str2

}

公共字符串結果(){

if(random == flag){

Str3 = " draw

flag 1 = 0;

}

else if(random & lt;旗幟& amp& ampflag == 1){

Str3 = "妳輸了";

flag 1 = 1;

}

else if(random & lt;旗幟& amp& amprandom ==1){

Str3 = "妳輸了";

flag 1 = 1;

}

else if(random = = 2 & amp;& ampflag == 0){

Str3 = "妳輸了";

flag 1 = 1;

}

否則{

Str3 = "妳贏了";

flag 1 = 2;

}

返回str3

}

public void finalresult(){

if(flag1 == 0){

sdraw++;

draw . settext(" Ping:"+sdraw);

score . settext(" score:"+ss core);

}

if(flag1 == 1){

slose++;

ss core = ss core-10;

lose . settext(" lose:"+slose);

score . settext(" score:"+ss core);

}

if(flag1 == 2) {

swin++;

ss core = ss core+10;

win . settext(" win:"+swin);

score . settext(" score:"+ss core);

}

count 1 = swin+slose+sdraw;

Count.setText("壹般管理:"+count 1);

}

public void itemStateChanged(item event e){

}

}

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