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; k50) { 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)); } 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, ♠️k, ♠️j]
地主牌:[♠️9, ♦️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 hashmappooker = 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