基于java的雷电游戏GUI_swing游戏的设计与实现--源代码--【毕业设计】

简介: 基于java的雷电游戏GUI_swing游戏的设计与实现--源代码--【毕业设计】

本系列校训

互相伤害互相卷,玩命学习要你管,天生我才必有用,我命由我不由天!

毕业论文不怕难,毕业设计来铺垫!打磨技术精心写,拿证之后尽开颜!

毕设的技术铺垫

环境及工具:

本系列环境

环境 win11
工具 idea 2017
jdk 1.8
数据库
maven
项目导入方式 打开目录
数据库前端工具

项目说明

总体设计

总体功能

毕业设计功能如图1所示

代码部分

文件编码问题。

项目文件目录如下:

关键核心代码:

应用软件的核心代码是指这个程序最关键部分的代码。例如WinRAR,它的核心代码就是压缩算法部分,而诸如用户界面、操作系统移植等部分就无足轻重了。

商城类的核心代码是指业务层的代码,比如你商城的核心代码就是:商品、购物车、创建订单、支付这些代码就是核心代码。

作为程序员,我们经常需要看懂别人的代码。特别是在开源社区中,我们需要理解许多优秀的开源项目的代码。而在Gitee这样的代码托管平台上,我们如何快速有效地看懂别人的代码呢?本文将为大家介绍一些方法。

1.阅读README和项目介绍

在Gitee上,许多开源项目都会有自己的README文件或项目介绍。这些文件一般会介绍项目的背景、功能、使用方法等内容,可以帮助我们快速了解这个开源项目的基本情况。如果我们能够从这些文件中找到与自己相关的内容,就可以快速入手这个开源项目的代码。

2.了解项目结构和代码组织

在阅读代码之前,我们需要先了解这个开源项目的代码结构和代码组织方式。通常,开源项目会将不同的功能模块封装到不同的代码文件中,并按照一定的目录结构组织起来。如果我们能够了解这个开源项目的代码组织方式,就能更加快速地找到所需的代码。

3.利用IDE和工具

IDE和一些代码阅读工具可以帮助我们更快速、更高效地阅读代码。例如,Java开发者可以使用Eclipse或IntelliJ IDEA这样的IDE,可以快速打开代码文件、查看类、方法和变量等信息。另外,一些代码阅读工具,如Source Insight、CodeCompare等,可以帮助我们更方便地查看代码的结构和关系,以及快速跳转到相关代码。

4.关注代码注释和文档

良好的代码注释和文档可以帮助我们更快速地理解代码。因此,在阅读别人的代码时,我们可以将注意力放在代码注释和文档上。有些开源项目会提供详细的文档,有些则注重代码注释。如果我们能够针对代码注释和文档有一个系统的阅读和理解,就能更快速地掌握别人的代码。

5.跑通测试和运行项目

如果我们想更深入地了解别人的代码,可以试着跑通相关的测试,或者直接运行这个开源项目。通过跑测试和运行项目,我们可以更加直观地了解代码的实现细节和具体的业务逻辑。

总结:

以上就是在Gitee上快速理解他人代码的一些方法,希望对大家有所帮助。当然,阅读代码是一件需要耐心和细心的事情,需要我们多花一点时间和心思。只有沉下心来,慢慢阅读每一行代码,才能真正理解它们的含义和作用。

package com.ideabobo.game.leidian;
import java.awt.Image;
abstract class Enemy extends Role {
  protected int tamaIntCount;
  protected Battle _battle;
  protected int power;
  protected int counter;
  protected int pattern;
  protected float vx;
  protected float vy;
  protected final int pattern0 = 0;
  protected final int pattern1 = 1;
  protected final int pattern2 = 2;
  protected final int pattern3 = 3;
  protected final int pattern4 = 4;
  protected final int pattern5 = 5;
  protected final int pattern6 = 6;
  protected final int pattern7 = 7;
  public Enemy(Battle battle, Image enemyImage) {
    super(enemyImage);
    this._battle = battle;
    tamaIntCount = 0;
    counter = 0;
  }
  public abstract void move();
  public void checkOutOfScreen() {
    if (y - 100F > (float) app.getHeight() || x + WIDTH + 100F < 0.0F
        || x - 100F > (float) app.getWidth()
        || y + HEIGHT + 100F < 0.0F)
      dead();
  }
  protected boolean checkHit(Role chara) {
    if ((chara instanceof BattleShot) && super.checkHit(chara)) {
      chara.dead();
      power--;
      if (power <= 0) {
        GamePanel.burst = new Burst(x, y);
        dead();
      }
      return true;
    } else {
      return false;
    }
  }
}

主面板

package com.ideabobo.game.leidian;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Font;
import java.awt.FontMetrics;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.Panel;
import java.awt.Toolkit;
import java.io.ByteArrayOutputStream;
import java.io.IOException;
import java.io.InputStream;
import java.util.LinkedList;
import java.util.Random;
public class GamePanel extends Panel implements Runnable {
  static final int WIDTH = 450;
  static final int HEIGHT = 500;
  private Thread gameThread;
  public static int gameMode;
  private Image offImage;
  //g_off在背景上面作画的画笔
  private Graphics g_off;
  public static Image heroImage;
  public static Image enemyImageA;
  public static Image enemyImageB;
  public static Image enemyImageC;
  public static Image enemyImageD;
  public static Image bossImageA;
  public static Image bossImageB;
  public static Image bossImageC;
  public static Image flagImage;
  public static Image zikiBeamImage;
  public static Image enemyBeamImage;
  public static Image enemyTamaImage;
  public static Image burstImage[] = new Image[16];
  public static Image largeBurstImage[] = new Image[16];
  public static Image splitBulletImage;
  public static Image HomingBulletImage;
  public static LinkedList list;
  public static LinkedList listTmp;
  public static final int STARTSCENE = 0;
  public static final int STAGE1 = 1;
  public static final int Stage1Clear = 4;
  public static final int InitSTAGE2 = 8;
  public static final int STAGE2 = 2;
  public static final int Stage2Start = 5;
  public static final int Stage2Clear = 6;
  public static final int InitSTAGE3 = 7;
  public static final int STAGE3 = 3;
  public static final int Stage3Clear = 9;
  public static final int Congratulation = 10;
  public static final int GAMEOVERSCENE = 11;
  public static final int READY = 12;
  public static final int APPEARING = 13;
  public static final int CREAR = 14;
  public static final int DISAPPEARING = 15;
  public static final int BOSS_DEATH = 16;
  static boolean AppearingFlag = true;
  static boolean DeathSeenAFlag = true;
  static boolean DeathSeenBFlag = true;
  static boolean DeathSeenCFlag = true;
  public static Burst burst;
  public static BigBurst largeBurst;
  public int t_loon_framework;
  Battle battle;
  Boss boss;
  public static int time = 0;
  public static int skillCount = 10;
  public StageA stageA;
  public StageB stageB;
  public StageC stageC;
  int current;
  Start star[];
  Random random;
  private int stage;
  private float heroX;
  private float zikiY;
  private float bossX;
  private float bossY;
  private int bossDeathAnimeCount;
  public int skillAnimeCount;
  private static final long serialVersionUID = 1L;
  public GamePanel() {
    offImage = null;
    current = 0;
    //新建Start类型数组大小为20
    star = new Start[Start.num_Star];
    //调整窗口尺寸
    setPreferredSize(new Dimension(450, 500));
    Role.app = this;
    list = new LinkedList();
    listTmp = new LinkedList();
    heroImage = loadImage("image/this.gif");
    enemyImageA = loadImage("image/enemyA.gif");
    enemyImageB = loadImage("image/enemyB.gif");
    enemyImageC = loadImage("image/enemyC.gif");
    enemyImageD = loadImage("image/enemyD.gif");
    bossImageA = loadImage("image/bossA.gif");
    bossImageB = loadImage("image/bossB.gif");
    bossImageC = loadImage("image/bossC.gif");
    flagImage = loadImage("image/ballSilver.gif");
    zikiBeamImage = loadImage("image/beam2.gif");
    enemyBeamImage = loadImage("image/beam3.gif");
    enemyTamaImage = loadImage("image/ballRed.gif");
    //爆炸图片数组
    for (int i = 0; i < 16; i++)
      burstImage[i] = loadImage("image/burst" + i + ".gif");
    //蓝色圆形子弹
    splitBulletImage = loadImage("image/ballBlue.gif");
    //大型爆炸图片数组
    for (int i = 0; i < 16; i++)
      largeBurstImage[i] = loadImage("image/largeBurst" + i + ".gif");
    //绿色圆形子弹
    HomingBulletImage = loadImage("image/ballGreen.gif");
    gameMode = 0;
    stage = 1;
    random = new Random();
    for (int i = 0; i < Start.num_Star; i++){
      //Start(int x, int y, int vy, int width, Color color)
      star[i] = new Start(Math.abs(random.nextInt()) * 450, Math
          .abs(random.nextInt()) * 500, 5 * Math
          .abs(random.nextInt()), 5 * Math.abs(random.nextInt()),
          Color.white);
    }
    addKeyListener(new Key());
    setFocusable(true);
    requestFocus();
    setBackground(Color.black);
    setForeground(Color.white);
    gameThread = new Thread(this);
    gameThread.start();
  }
  public void run() {
    while (gameThread == Thread.currentThread()) {
      //画黑色的背景
      gameRender();
      //g_off在背景上面作画的画笔
      if (g_off != null) {
        long RefreshTime = System.currentTimeMillis();
        try {
          Thread.sleep(2L);
        } catch (InterruptedException e) {
          e.printStackTrace();
        }
        switch (gameMode) {
        case 0:
          title();
          break;
        case 1:
          stage1();
          break;
        case 12:
          ready();
          break;
        case 14:
          crear();
          break;
        case 13: 
          appearingAnime();
          break;
        case 2:
          stage2();
          break;
        case 3: 
          stage3();
          break;
        case 10: 
          congratulation();
          break;
        case 11: 
          gameOver();
          break;
        case 15: 
          disappearing();
          break;
        case 16: 
          bossDeathAnime();
          break;
        }
        paintScreen();
        current++;
        while (System.currentTimeMillis() - RefreshTime < 13L);
      }
    }
  }
  private void disappearing() {
    g_off.setColor(Color.white);
    Font font = new Font("宋体", 1, 28);
    g_off.setFont(font);
    g_off.drawString("关卡 " + stage + " 完结", 100, 250);
    battle.setPower(battle.getPowerMax());
    if (zikiY + battle.getHeight() > 0.0F) {
      g_off.drawImage(battle.getImage(), (int) heroX, (int) zikiY, null);
    } else {
      gameMode = 12;
      stage++;
    }
    if (stage == 4) {
      gameMode = 10;
    }
    //**//--///loonframewrk提供
    zikiY -= 2.0F;
  }
  private void crear() {
    if (stage == 1) {
      gameMode = 16;
    } else if (stage == 2) {
      gameMode = 16;
    } else if (stage == 3) {
      gameMode = 16;
    }
  }
  private void bossDeathAnime() {
    if (bossY + boss.getHeight() > 0.0F) {
      g_off.drawImage(boss.getImage(), (int) bossX, (int) bossY, null);
      if (bossDeathAnimeCount % 5 == 0) {
        burst = new Burst((float) ((double) bossX + (double) boss
            .getWidth()
            * Math.random()),
            (float) ((double) bossY + (double) boss.getHeight()
                * Math.random()));
        burst.draw(g_off);
      }
      g_off.drawImage(battle.getImage(), (int) heroX, (int) zikiY, null);
      bossDeathAnimeCount++;
      bossY--;
    } else {
      gameMode = 15;
    }
  }
  public  void skillAnime(){
    if (skillAnimeCount % 5 == 0) {
      burst = new Burst((float) (400* Math.random()),(float) (300* Math.random()));
      burst.draw(g_off);
    }
    skillAnimeCount++;
  }
  private void stage1() {
    StageA.start();
    gameMain();
  }
  private void stage2() {
    StageB.start();
    gameMain();
  }
  private void stage3() {
    StageC.start();
    gameMain();
  }
  private void congratulation() {
    g_off.setColor(Color.white);
    g_off.drawString("恭喜", 100, 250);
  }
//关卡开始的准备画面
  private void ready() {
    bossDeathAnimeCount = 0;
    skillAnimeCount = 0;
    time = 0;
    list.clear();
    listTmp.clear();
    battle = new Battle();
    heroX = battle.getX();
    zikiY = battle.getY() + battle.getHeight() * 4F;
    switch (stage) {
    case 1:
      stageA = new StageA(battle);
      break;
    case 2:
      stageB = new StageB(battle);
      break;
    case 3:
      stageC = new StageC(battle);
      break;
    }
    addList(battle);
    gameMode = 13;
  }
  private void appearingAnime() {
    g_off.setColor(Color.white);
    g_off.drawString("STAGE" + stage, 160, 250);
    if (zikiY < 500F - battle.getHeight() * 2.0F) {
      gameMode = stage;
    } else {
      g_off.drawImage(battle.getImage(), (int) heroX, (int) zikiY, null);
    }
    zikiY -= 2.0F;
  }
//显示第一个画面,按回车后进入关卡开始准备界面
  private void title() {
    if (Key.enter) {
      gameMode = 12;
    } else {
      g_off.setColor(Color.white);
      Font font = new Font("华文新魏",1, 45);
      g_off.setFont(font);
      FontMetrics fontMetrics = getFontMetrics(font);
      g_off.drawString("飞机大战", (450 - fontMetrics
          .stringWidth("飞机大战")) / 2, (500 + fontMetrics
          .getHeight()) / 2 - 50);
      if (15 <= current % 50)
        g_off.drawString("开始请按 ENTER", (450 - fontMetrics
            .stringWidth("开始请按 ENTER")) / 2,
            (500 + fontMetrics.getHeight()) / 2 + 100);
    }
  }
  private void gameOver() {
    GamePanel.skillCount = 10;
    if (Key.enter) {
      gameMode = 12;
      stage = 1;
    } else {
      g_off.setColor(Color.white);
      Font font = new Font("黑体", 1, 28);
      g_off.setFont(font);
      FontMetrics fontMetrics = getFontMetrics(font);
      g_off.drawString("Game Over", (450 - fontMetrics
          .stringWidth("Game Over")) / 2, (500 + fontMetrics
          .getHeight()) / 2 - 50);
      if (15 <= current % 50)
        g_off.drawString("请按 ENTER", (450 - fontMetrics
            .stringWidth("请按 ENTER")) / 2,
            (500 + fontMetrics.getHeight()) / 2 + 100);
    }
  }
//画黑色的背景
  private void gameRender() {
    if (offImage == null) {
      offImage = createImage(450, 500);
      if (offImage == null){
        return;
      }
      g_off = offImage.getGraphics();
    }
    g_off.setColor(Color.BLACK);
    g_off.fillRect(0, 0, 450, 500);
  }
  public void paintScreen() {
    try {
      Graphics g = getGraphics();
      if (g != null && offImage != null)
        g.drawImage(offImage, 0, 0, null);
      Toolkit.getDefaultToolkit().sync();
      if (g != null)
        g.dispose();
    } catch (Exception e) {
      e.printStackTrace();
    }
  }
//整个画面帧
  private void gameMain() {
    for (int i = 0; i < Start.num_Star; i++){
      //如果敌人死了随机产生一个
      if (star[i].death())
        star[i] = new Start((int) (450D * Math.random()),
            (int) (500D * Math.random()),
            (int) (4D * Math.random()) + 2, (int) (5D * Math
                .random()) + 1, Color.white);
    }
    for (int i = 0; i < Start.num_Star; i++){
      star[i].move();
    }
    for (int i = 0; i < Start.num_Star; i++){
      star[i].draw(g_off);
    }
    //画主角的血量
    battle.drawPower(g_off);
    battle.drawSkillCount(g_off);
    for (int i = 0; i < list.size(); i++) {
      Role chara1 = (Role) list.get(i);
      for (int j = 0; j < list.size(); j++) {
        Role chara2 = (Role) list.get(j);
        chara1.checkHit(chara2);
      }
    }
    for (int i = 0; i < list.size(); i++) {
      Role chara1 = (Role) list.get(i);
      if (chara1 instanceof Boss) {
        boss = (Boss) chara1;
        if (!boss.isDead()) {
          boss.drawPower(g_off);
        } else {
          bossX = boss.getX();
          bossY = boss.getY();
          heroX = battle.getX();
          zikiY = battle.getY();
          gameMode = 14;
        }
      }
    }
    for (int i = list.size() - 1; i >= 0; i--) {
      Role chara1 = (Role) list.get(i);
      chara1.move();
      chara1.draw(g_off);
    }
    if (burst != null)
      burst.draw(g_off);
    for (int i = 0; i < list.size(); i++) {
      Role chara1 = (Role) list.get(i);
      if (chara1.isDead()) {
        if (chara1 instanceof Enemy)
          chara1.drawBurst(g_off);
        list.remove(i);
      }
    }
    for (int i = 0; i < listTmp.size(); i++){
      list.add(listTmp.get(i));
    }
    if (battle.isDead()) {
      gameMode = 11;
    }
    listTmp.clear();
    time++;
  }
//添加对象到listTmp
  public static void addList(Role chara) {
    listTmp.add(chara);
  }
  public int getWidth() {
    return 450;
  }
  public int getHeight() {
    return 500;
  }
  public Image loadImage(String str) {
    InputStream is = null;
    try {
      is = GamePanel.class.getResourceAsStream(str);
    } catch (Exception e) {
      is = null;
    }
    // System.out.println("结果="+str);
    ByteArrayOutputStream byteArrayOutputStream = new ByteArrayOutputStream();
    byte[] arrayByte = null;
    try {
      byte[] bytes = new byte[4096];
      bytes = new byte[is.available()];
      int read;
      while ((read = is.read(bytes)) >= 0) {
        byteArrayOutputStream.write(bytes, 0, read);
      }
      arrayByte = byteArrayOutputStream.toByteArray();
    } catch (IOException e) {
      System.err.println("Image Loader IQ Exception " + e.getMessage());
      return null;
    } finally {
      try {
        if (byteArrayOutputStream != null) {
          byteArrayOutputStream.close();
          byteArrayOutputStream = null;
        }
        if (is != null) {
          is.close();
          is = null;
        }
      } catch (IOException e) {
        System.err
            .println("Image Close IQ Exception " + e.getMessage());
      }
    }
    Image result = Toolkit.getDefaultToolkit().createImage(arrayByte);
    if (result != null)
      waitImage(result);
    else
      System.out.println("File not found. ( " + str + " )");
    return result;
  }
  /**
   * 同步方法,使产生图像时间一致。
   * 
   * @param image
   */
  private final static void waitImage(Image image) {
    try {
      Toolkit toolkit = Toolkit.getDefaultToolkit();
      for (int i = 0; i < 100; i++) {
        if (toolkit.prepareImage(image, -1, -1, null))
          return;
        Thread.currentThread();
        Thread.sleep(100L);
      }
    } catch (Exception e) {
      e.printStackTrace();
    }
  }
}

控制的部分

package com.ideabobo.game.leidian;
import java.awt.Color;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.Image;
import com.ideabobo.game.leidian.Boss;
public class Battle extends Role {
  private static Battle battle = new Battle();
  private int tamaIntCount;
  private float speed;
  private float oldx;
  private float oldy;
  public static float vx;
  public static float vy;
  public static boolean keygo = false;
  private float tv[] = { -1F, -7F, 0.0F, -8F, 1.0F, -7F };
  public int power;
  public int powerMax;
  public Battle() {
    super(GamePanel.heroImage);
    speed = 3F;
    tamaIntCount = 0;
    x = ((float) app.getWidth() - WIDTH) / 2.0F;
    y = (float) app.getHeight() - HEIGHT * 2.0F;
    power = 600;
    powerMax = power;
  }
  public static Battle getInstance() {
    return battle;
  }
  public void move() {
    oldx = x;
    oldy = y;
    if (Key.left) {
      if (Key.xkey)
        x -= (double) speed / 4D;
      else
        x -= speed;
      if (x <= 0.0F)
        x = 0.0F;
    }
    if (Key.right) {
      if (Key.xkey)
        x += (double) speed / 4D;
      else
        x += speed;
      if (x + WIDTH >= (float) app.getWidth())
        x = (float) app.getWidth() - WIDTH;
    }
    if (Key.down) {
      if (Key.xkey)
        y += (double) speed / 4D;
      else
        y += speed;
      if (y + HEIGHT >= (float) app.getHeight())
        y = (float) app.getHeight() - HEIGHT;
    }
    if (Key.up) {
      if (Key.xkey)
        y -= (double) speed / 4D;
      else
        y -= speed;
      if (y <= 0.0F)
        y = 0.0F;
    }
    //**//--///loonframewrk提供
    vx = x - oldx;
    vy = y - oldy;
    if (tamaIntCount > 0)
      tamaIntCount--;
    if (Key.zkey && tamaIntCount <= 0) {
      for (int i = 0; i < tv.length; i += 2) {
        GamePanel.addList(new BattleBasic(x + WIDTH / 2.0F, y, tv[i],
            tv[i + 1]));
        tamaIntCount = 8;
      }
    }
    if (Key.xkey && !Key.zkey && tamaIntCount <= 0) {
      GamePanel.addList(new BattleBeam(x + WIDTH / 2.0F, y, 0.0F, -8F));
      tamaIntCount = 2;
    }
    if(Key.space){
      if(!keygo){
        GamePanel.skillCount--;
      }
      app.skillAnime();
      if(GamePanel.skillCount < 0){
        GamePanel.skillCount = 0;
      }
      if(GamePanel.skillCount>0){
        for (int i = 0; i < GamePanel.list.size(); i++) {
          Role chara1 = (Role) GamePanel.list.get(i);
          if(!(chara1 instanceof Battle) && chara1.x>0 && chara1.y>0 && !(chara1 instanceof BossA)  && !(chara1 instanceof BossB)  && !(chara1 instanceof BossC)){
            GamePanel.list.remove(i);
          }else if((chara1 instanceof BossA)  || (chara1 instanceof BossB)  || (chara1 instanceof BossC)){
            Boss cb = (Boss)chara1;
            cb.power-=50;
          }
        }
      }
      keygo = true;
    }
    if(!Key.space){
      keygo = false;
    }
  }
  public boolean checkHit(Role chara) {
    if ((chara instanceof EnemyA) || (chara instanceof EnemyB)|| (chara instanceof EnemyC) || (chara instanceof EnemyShot)) {
      if ((x + WIDTH) - 14F > chara.x && x + 14F < chara.x + chara.WIDTH
          && (y + HEIGHT) - 12F > chara.y
          && y + 12F < chara.y + chara.HEIGHT) {
        //如果碰到敌人,敌人死亡
        chara.dead();
        //如果碰到子弹血量减少
        if (chara instanceof EnemyBeam){
          power--;
        }
        power -= 50;
        if (power <= 0) {
          dead();
          //绘制爆炸图片
          GamePanel.burst = new Burst(x, y);
        }
        return true;
      }
    } else if ((chara instanceof Boss) && (x + WIDTH) - 14F > chara.x + 50F
        && x + 14F < (chara.x + chara.WIDTH) - 50F
        && (y + HEIGHT) - 12F > chara.y + 50F
        && y + 12F < (chara.y + chara.HEIGHT) - 80F) {
      power--;
      if (power <= 0) {
        dead();
        GamePanel.burst = new Burst(x, y);
      }
      return true;
    }
    return false;
  }
  public void setX(float x) {
    this.x = x;
  }
  public void setY(float y) {
    this.y = y;
  }
  public float getWidth() {
    return WIDTH;
  }
  public float getHeight() {
    return HEIGHT;
  }
  public float getX() {
    return x;
  }
  public float getY() {
    return y;
  }
  public Image getImage() {
    return img;
  }
  public int getPower() {
    return power;
  }
  public int getPowerMax() {
    return powerMax;
  }
  public void setPower(int power) {
    this.power = power;
  }
  public void drawPower(Graphics g) {
    g.setColor(Color.white);
    g.drawRect(380, 450, 50, 15);
    g.setColor(Color.red);
    g.fillRect(381, 451,
        (int) ((50D / (double) (float) powerMax) * (double) power) - 1,
        14);
  }
  public void drawSkillCount(Graphics g){
    g.setColor(Color.white);
    Font font = new Font("宋体", 1, 20);
    g.setFont(font);
    g.drawString("全屏爆破:" + GamePanel.skillCount, 0, 450);
  }
}

界面

BOSS关

玩家飞机子弹有两种方式,

散弹与激光模式

论文参考

基于java的坦克大战游戏的设计与实现–毕业论文–【毕业论文】

https://blog.csdn.net/dearmite/article/details/131962993

配套资源

基于java的坦克大战游戏的设计与实现–源代码–【毕业设计】

https://download.csdn.net/download/dearmite/88118051

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