@Override /** AbstractAction listener which updates the player status labels */ public void actionPerformed(ActionEvent e) { // Update the player object if (pane.getPlayerNumber() == 1) { player = Main.playerOne; } else { player = Main.playerTwo; } // Check to make sure the player is not currently // loggin in, creating a userName, or null // prior to changing the status. if (!FrameDriver.getLoginVisibility() && !FrameDriver.getCreateVisibility()) { if (pane.playerStatus.getText().equals("NOT READY")) { if (!player.getClass().getName().equals("user.NullPlayer")) { pane.playerStatus.setText("READY"); pane.playerStatus.setForeground(Color.GREEN); } } else { pane.playerStatus.setText("NOT READY"); pane.playerStatus.setForeground(Color.RED); } } }
@Override public void actionPerformed(ActionEvent e) { // TODO 自动生成的方法存根 if (game.getReminder().getLineCount() >= 6) { game.getReminder().setText(""); } point = Dice.getNum(dice); // 擦除旧位置的名字 game.getHost() .get(current.getPosition()) .setText( new StringBuffer(game.getHost().get(current.getPosition()).getText()) .delete(0, 1) .toString()); // 当前位置 System.out.println(current.getPosition() + "---------"); int location = current.getPosition() + point; System.out.println(location + "+++===="); if (location > 37) { boolean flag = false; for (int i = current.getPosition() + 1; i <= 37; i++) { // 37之前路段 if (flag) { break; } House nextHouse = game.getMapHouses().get(i); if (nextHouse.isFence()) { // 前面的路上有路障 location = i; current.setPosition(location); // 设置玩家投掷骰子后的位置 nextHouse.setIcon(new ImageIcon(GetHousePicturel.getPicture().get(nextHouse.getLever()))); nextHouse.setFence(false); game.getReminder().append(current.getName() + "踩到了路障\r\n"); flag = true; // 找到了路障 } } if (!flag) { location -= 38; for (int i = 0; i <= location; i++) { // 0和后面的路段 if (flag) { break; } House nextHouse = game.getMapHouses().get(i); if (nextHouse.isFence()) { // 前面的路上有路障 location = i; // 设置新location current.setPosition(location); // 设置玩家投掷骰子后的位置 nextHouse.setIcon( new ImageIcon(GetHousePicturel.getPicture().get(nextHouse.getLever()))); nextHouse.setFence(false); game.getReminder().append(current.getName() + "踩到了路障\r\n"); flag = true; // 找到了路障 break; } } } } else { boolean flag = false; for (int i = current.getPosition() + 1; i <= location; i++) { // 0和后面的路段 if (flag) { break; } House nextHouse = game.getMapHouses().get(i); if (nextHouse.isFence()) { // 前面的路上有路障 location = i; // 设置新location current.setPosition(location); // 设置玩家投掷骰子后的位置 nextHouse.setIcon(new ImageIcon(GetHousePicturel.getPicture().get(nextHouse.getLever()))); nextHouse.setFence(false); game.getReminder().append(current.getName() + "踩到了路障\r\n"); flag = true; // 找到了路障 break; } } } // 判断当前位置房子的类型 House current_house = game.getMapHouses().get(location); current.setPosition(location); // 是监狱 if (current_house.isPrison()) { current.setStayRound(3); current.setToPrison(true); // 关进监狱 game.getReminder().append(current.getName() + "在监狱停留三天\r\n"); game.getHost() .get(current.getPosition()) .setText( game.getHost().get(current.getPosition()).getText() + SetPlayers.getNames().get(current.getName())); } // 设置有炸弹道具 else if (current_house.isBomb()) { current.setStayRound(2); current.setPosition(29); current.setToHospotal(true); // 住进医院 current_house.setBomb(false); game.getReminder().append(current.getName() + "踩到炸弹,住院2天\r\n"); current_house.setIcon( new ImageIcon(GetHousePicturel.getPicture().get(current_house.getLever()))); // 改变图片 game.getHost() .get(current.getPosition()) .setText( game.getHost().get(current.getPosition()).getText() + SetPlayers.getNames().get(current.getName())); } // 是道具屋 else if (current_house.isDaoju()) { new DaojuHouse(current, game); game.getHost() .get(current.getPosition()) .setText( game.getHost().get(current.getPosition()).getText() + SetPlayers.getNames().get(current.getName())); } // 是能提供点券的矿地 else if (current_house.isTicket()) { current.setTicket(current_house.getTicket() + current.getTicket()); game.getReminder().append(current.getName() + "获得了" + current_house.getTicket() + "点劵\r\n"); game.flushPlayeInfo(current); game.getHost() .get(current.getPosition()) .setText( game.getHost().get(current.getPosition()).getText() + SetPlayers.getNames().get(current.getName())); } else if (current_house.isHospital()) { // 医院 game.getHost() .get(current.getPosition()) .setText( game.getHost().get(current.getPosition()).getText() + SetPlayers.getNames().get(current.getName())); } else if (current_house.isStart()) { // 起点 game.getHost() .get(current.getPosition()) .setText( game.getHost().get(current.getPosition()).getText() + SetPlayers.getNames().get(current.getName())); } // 普通房屋, else { game.getHost() .get(current.getPosition()) .setText( game.getHost().get(current.getPosition()).getText() + SetPlayers.getNames().get(current.getName())); if (current_house.getBelongTo() == null) { // 空地 int select = JOptionPane.showConfirmDialog( null, "是否花费" + current_house.getPrice() + "购买房子", "房地产", JOptionPane.YES_NO_OPTION); // 0:是,1:否 if (select == 0) { // 购买此地 if (current.getMoney() < current_house.getPrice()) { // 资金不够 String[] options = {"确定"}; JOptionPane.showOptionDialog( null, "你的资金不足!", "Warning", JOptionPane.DEFAULT_OPTION, JOptionPane.WARNING_MESSAGE, null, options, options[0]); } else { // 购买成功 0级 current.setMoney(current.getMoney() - current_house.getPrice()); // 付款 current.getMyHouses().add(current_house); current_house.setLever(current_house.getLever() + 1); current_house.setIcon( new ImageIcon( GetHousePicturel.getPicture().get(current_house.getLever()))); // 设置地的级数图片 current_house.setBelongTo(current); game.getHost() .get(current_house.getPosition()) .setBackground(SetPlayers.getColor().get(current.getName())); game.flushPlayeInfo(current); game.getReminder() .append(current.getName() + "成功购买一块空地,花费" + current_house.getPrice() + "\r\n"); } } } else { // 地盘有所属人 if (current_house.getBelongTo().equals(current)) { // 属于自己的地盘 if (current_house.getLever() < 3) // 房子最大级别为3 { int select = JOptionPane.showConfirmDialog( null, "是否花费" + current_house.getPrice() + "升级房子", "房地产", JOptionPane.YES_NO_OPTION); if (select == 0) { // 升级此地 if (current.getMoney() < current_house.getPrice()) { // 资金不够 String[] options = {"确定"}; JOptionPane.showOptionDialog( null, "你的资金不足!", "Warning", JOptionPane.DEFAULT_OPTION, JOptionPane.WARNING_MESSAGE, null, options, options[0]); } else { // 升级成功 current.setMoney(current.getMoney() - (current_house.getPrice())); // 付款 current_house.setLever(current_house.getLever() + 1); // 升级 current_house.setIcon( new ImageIcon( GetHousePicturel.getPicture().get(current_house.getLever()))); // 设置地的级数图片 game.getHost() .get(current_house.getPosition()) .setBackground(SetPlayers.getColor().get(current.getName())); game.flushPlayeInfo(current); // 刷新财富榜 game.getReminder() .append( current.getName() + "成功升级房子,花费" + current_house.getPrice() + "\r\n"); // 公告 } } } else { game.getReminder().append(current.getName() + "的房子已达顶级!!!不可以在升级\r\n"); } } else { // 踩在别人的地盘上 if (current_house.getBelongTo().getStayRound() == 0) // 如果地主人没被关进监狱或者住进医院 { int pay = (current_house.getLever() + 1) * current_house.getPrice() / 2; if (current.getMoney() < pay) // 付钱给别人但不够,退出游戏 { String[] options = {"确定"}; JOptionPane.showOptionDialog( null, "很遗憾," + current.getName() + "玩家资金不足!退出游戏", "Warning", JOptionPane.DEFAULT_OPTION, JOptionPane.WARNING_MESSAGE, null, options, options[0]); for (House house : current.getMyHouses()) { // 把当前该玩家的所有房产设置成不属于任何玩家的空地状态 house.setLever(-1); house.setBelongTo(null); house.setIcon(new ImageIcon(GetHousePicturel.getPicture().get(house.getLever()))); game.getHost().get(house.getPosition()).setBackground(Color.WHITE); // 所属者颜色为白色 } StringBuffer sb = new StringBuffer(game.getHost().get(current.getPosition()).getText()); game.getHost() .get(current.getPosition()) .setText(sb.delete(sb.length() - 1, sb.length()).toString()); game.deletePlayer(current); int which = currentPlayer.getPlayerLocation(); game.getPlayers().remove(current); // game.getPlayerMoney().remove(which); // game.getPlayerTicket().remove(which); System.out.println(game.getPlayers().size() + "haahhahh"); currentPlayer = new CurrentPlayer(game.getPlayers()); // 重新设置当前玩家人数 currentPlayer.setWhich(which - 1); // current=currentPlayer.getCurrentPlayer(); if (game.getPlayers().size() < 2) { new Victory(game.getPlayers().get(0), game); } } else // 付钱给别人钱够,就付款 { current.setMoney(current.getMoney() - pay); // 付款给对方 current_house .getBelongTo() .setMoney(current_house.getBelongTo().getMoney() + pay); // 收钱 game.getReminder() .append( current.getName() + "向" + current_house.getBelongTo().getName() + "支付过路费" + pay + "\r\n"); // 通知 game.flushPlayeInfo(current); // 刷新显示栏 System.out.println(current.getName() + "付款人"); game.flushPlayeInfo(current_house.getBelongTo()); System.out.println(current_house.getBelongTo().getName() + "收款人"); } } else { // 地主人住进监狱或者医院 game.getReminder().append(current.getName() + "真幸运,房子主人不在家,免除过路费\r\n"); } } } } current = currentPlayer.getCurrentPlayer(); // 当前玩家 while (true) { if (current.getStayRound() > 0) { ok: if (current.isToHospotal()) { current.setStayRound(current.getStayRound() - 1); if (current.getStayRound() == 0) { current.setToHospotal(false); game.getReminder().append("玩家" + current.getName() + "出院了\r\n"); break ok; } game.getReminder() .append("玩家" + current.getName() + "因炸伤住院还剩" + current.getStayRound() + "回合\r\n"); } out: if (current.isToPrison()) { current.setStayRound(current.getStayRound() - 1); if (current.getStayRound() == 0) { current.setToPrison(false); game.getReminder().append("玩家" + current.getName() + "出狱了\r\n"); break out; } game.getReminder() .append( "玩家" + current.getName() + "被关进监狱,剩余释放回合:" + current.getStayRound() + "天\r\n"); } current = currentPlayer.getCurrentPlayer(); // 玩家停留,下一个玩家 } if (current.getStayRound() == 0) break; } game.getRound().setText("当前回合:" + current.getName()); game.getUseProp().setText("(" + SetPlayers.getNames().get(current.getName()) + ")道具"); System.out.println("which" + CurrentPlayer.getPlayerLocation()); }