你的程序有多少个课程?希望它有一个驱动 GUI 的非 GUI 模型,并且应该是这个完全相同的模型来决定游戏的控制。我不会像此线程中的一位海报所建议的那样抛出错误,而是使用游戏控制器模型只允许正确的玩家玩。GUI 将通过禁用所有不应按下的按钮并仅启用应按下的按钮来反映这一点。这如何在代码中实现取决于您当前程序的代码和整体结构。
编辑:除了回答
不确定你是否还在,但这里有一个快速拼凑的例子来说明我的意思。GamePlayer 类(显然)代表游戏的玩家,并且有一个字段 myTurn,仅当轮到该玩家时才为真,并且该字段具有关联的 void setMyTurn(boolean) 方法和 boolean isMyTurn() 方法。
GameModel 类有一个名为 player 的 GamePlayer 数组,一个 getPlayer(int) 方法,允许其他类获取数组中的每个 Player,一个 playerTurnIndex 表示当前轮到的玩家的数组中的索引,以及一个 advancePlay( ) 方法,该方法会增加此索引(根据玩家数组的长度进行修改,使其环绕),然后循环遍历玩家数组,根据 playerTurnIndex 值为每个玩家设置 myTurn 字段。
GameGui 类有一个名为 gameModel 的 GameModel 字段,并拥有一个 JButton 集合(实际上是一个 HashMap),并且在每个按钮的 ActionPerformed 方法中,调用了模型的 AdvancePlay() 方法,并调用了一个名为 enablePlayerTurns() 的私有方法来启用或禁用播放器 JButtons 取决于模型中对应播放器的值:
import java.awt.BorderLayout;
import java.awt.GridLayout;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.HashMap;
import java.util.Map;
import javax.swing.*;
public class GamePlayMain {
private static void createAndShowUI() {
String[] players = {"John", "Bill", "Frank", "Henry"};
GameModel model = new GameModel(players);
GameGui gui = new GameGui(model);
JFrame frame = new JFrame("GamePlayMain");
frame.getContentPane().add(gui);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
public static void main(String[] args) {
java.awt.EventQueue.invokeLater(new Runnable() {
public void run() {
createAndShowUI();
}
});
}
}
class GamePlayer {
private String name;
private boolean myTurn = false;
public GamePlayer(String name) {
this.name = name;
}
public String getName() {
return name;
}
public boolean isMyTurn() {
return myTurn;
}
public void setMyTurn(boolean myTurn) {
this.myTurn = myTurn;
}
@Override
public String toString() {
return name;
}
}
class GameModel {
private String[] playerNames;
private GamePlayer[] players;
private int playerTurnIndex = 0;
public GameModel(String[] playerNames) {
this.playerNames = playerNames;
players = new GamePlayer[playerNames.length];
for (int i = 0; i < playerNames.length; i++) {
players[i] = new GamePlayer(playerNames[i]);
}
players[0].setMyTurn(true);
}
public int getPlayerTurnIndex() {
return playerTurnIndex;
}
public GamePlayer getCurrentPlayer() {
return players[playerTurnIndex];
}
public String[] getPlayerNames() {
return playerNames;
}
public void advancePlay() {
playerTurnIndex++;
playerTurnIndex %= players.length;
for (GamePlayer player : players) {
if (player != getCurrentPlayer()) {
player.setMyTurn(false);
} else {
player.setMyTurn(true);
}
}
}
public int getPlayerCount() {
return players.length;
}
public GamePlayer getPlayer(int i) {
return players[i];
}
}
@SuppressWarnings("serial")
class GameGui extends JPanel {
private GameModel gameModel;
private JTextArea textArea = new JTextArea(14, 30);
private Map<GamePlayer, JButton> playerButtonMap = new HashMap<GamePlayer, JButton>();
public GameGui(GameModel gameModel) {
this.gameModel = gameModel;
JPanel buttonPanel = new JPanel(new GridLayout(1, 0, 5, 0));
for (int i = 0; i < gameModel.getPlayerCount(); i++) {
GamePlayer player = gameModel.getPlayer(i);
JButton playerButton = new JButton(player.getName());
playerButton.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
playerButtonActionPerformed(e);
}
});
buttonPanel.add(playerButton);
playerButtonMap.put(player, playerButton);
}
textArea.setEditable(false);
textArea.setFocusable(false);
setBorder(BorderFactory.createEmptyBorder(5, 5, 5, 5));
setLayout(new BorderLayout(5, 5));
add(buttonPanel, BorderLayout.NORTH);
JScrollPane scrollPane = new JScrollPane(textArea);
scrollPane.setVerticalScrollBarPolicy(JScrollPane.VERTICAL_SCROLLBAR_ALWAYS);
add(scrollPane, BorderLayout.CENTER);
enablePlayerTurns();
}
private void playerButtonActionPerformed(ActionEvent e) {
GamePlayer currentPlayer = gameModel.getCurrentPlayer();
// TODO: have player "play"
textArea.append("Player " + currentPlayer + " has just played\n");
gameModel.advancePlay();
enablePlayerTurns();
currentPlayer = gameModel.getCurrentPlayer();
textArea.append("It is now player " + currentPlayer + "'s turn\n");
}
private void enablePlayerTurns() {
for (int i = 0; i < gameModel.getPlayerCount(); i++) {
GamePlayer player = gameModel.getPlayer(i);
JButton playerButton = playerButtonMap.get(player);
playerButton.setEnabled(player.isMyTurn());
if (player.isMyTurn()) {
playerButton.requestFocusInWindow();
}
}
}
}