本文目录一览:
- 1、java扫雷游戏代码
- 2、java扫雷递归算法
- 3、求高手帮忙一个“扫雷”游戏的JAVA的程序代码
- 4、用java做扫雷。有几个问题没想到怎么做。 1.每个方块,怎么判定周围八
- 5、运行在Eclipse环境下的java扫雷游戏的初级代码是什么?
java扫雷游戏代码
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
public class Frame
extends JFrame {
JTextField text;
JLabel nowBomb, setBomb;
int BombNum, BlockNum; // 当前雷数,当前方块数
int rightBomb, restBomb, restBlock; // 找到的地雷数,剩余雷数,剩余方块数
JButton start = new JButton(" 开始 ");
JPanel MenuPamel = new JPanel();
JPanel bombPanel = new JPanel();
Bomb[][] bombButton;
JPanel c;
BorderLayout borderLayout1 = new BorderLayout();
GridLayout gridLayout1 = new GridLayout();
public Frame() {
try {
setDefaultCloseOperation(EXIT_ON_CLOSE);
jbInit();
}
catch (Exception exception) {
exception.printStackTrace();
}
}
private void jbInit() throws Exception {
c = (JPanel) getContentPane();
setTitle("扫雷");
c.setBackground(Color.WHITE);
MenuPamel.setBackground(Color.GRAY);
c.setLayout(borderLayout1);
setSize(new Dimension(600, 600));
setResizable(false);
BlockNum = 144;
BombNum = 10;
text = new JTextField("10 ", 3);
nowBomb = new JLabel("当前雷数" + ":" + BombNum);
setBomb = new JLabel("设置地雷数");
start.addActionListener(new Frame1_start_actionAdapter(this));
MenuPamel.add(setBomb);
MenuPamel.add(text);
MenuPamel.add(start);
MenuPamel.add(nowBomb);
c.add(MenuPamel, java.awt.BorderLayout.SOUTH);
bombPanel.setLayout(gridLayout1);
gridLayout1.setColumns( (int) Math.sqrt(BlockNum));
gridLayout1.setRows( (int) Math.sqrt(BlockNum));
bombButton = new Bomb[ (int) Math.sqrt(BlockNum)][ (int) Math.sqrt(BlockNum)];
for (int i = 0; i (int) Math.sqrt(BlockNum); i++) {
for (int j = 0; j (int) Math.sqrt(BlockNum); j++) {
bombButton[i][j] = new Bomb(i, j);
//bombButton[i][j].setSize(10, 10);
bombButton[i][j].setFont(new Font("", Font.PLAIN, 14));//设置字体大小
bombButton[i][j].setForeground(Color.white);
bombButton[i][j].addMouseListener(new Bomb_mouseAdapter(this));
bombButton[i][j].addActionListener(new Bomb_actionAdapter(this));
bombPanel.add(bombButton[i][j]);
}
}
c.add(bombPanel, java.awt.BorderLayout.CENTER);
startBomb();
}
/* 开始按钮 */
public void start_actionPerformed(ActionEvent e) {
int num=Integer.parseInt(text.getText().trim());
if (num = 5 num 50) {
BombNum = num;
startBomb();
}
else if (num 5) {
JOptionPane.showMessageDialog(null, "您设置的地雷数太少了,请重设!", "错误",
JOptionPane.ERROR_MESSAGE);
num=10;
BombNum = num;
}
else {
JOptionPane.showMessageDialog(null, "您设置的地雷数太多了,请重设!", "错误",
JOptionPane.ERROR_MESSAGE);
num=10;
BombNum = num;
}
}
/* 开始,布雷 */
public void startBomb() {
nowBomb.setText("当前雷数" + ":" + BombNum);
for (int i = 0; i (int) Math.sqrt(BlockNum); i++) {
for (int j = 0; j (int) Math.sqrt(BlockNum); j++) {
bombButton[i][j].isBomb = false;
bombButton[i][j].isClicked = false;
bombButton[i][j].isRight = false;
bombButton[i][j].BombFlag = 0;
bombButton[i][j].BombRoundCount = 9;
bombButton[i][j].setEnabled(true);
bombButton[i][j].setText("");
bombButton[i][j].setFont(new Font("", Font.PLAIN, 14));//设置字体大小
bombButton[i][j].setForeground(Color.BLUE);
rightBomb = 0;
restBomb = BombNum;
restBlock = BlockNum - BombNum;
}
}
for (int i = 0; i BombNum; ) {
int x = (int) (Math.random() * (int) (Math.sqrt(BlockNum) - 1));
int y = (int) (Math.random() * (int) (Math.sqrt(BlockNum) - 1));
if (bombButton[x][y].isBomb != true) {
bombButton[x][y].isBomb = true;
i++;
}
}
CountRoundBomb();
}
/* 计算方块周围雷数 */
public void CountRoundBomb() {
for (int i = 0; i (int) Math.sqrt(BlockNum); i++) {
for (int j = 0; j (int) Math.sqrt(BlockNum); j++) {
int count = 0;
// 当需要检测的单元格本身无地雷的情况下,统计周围的地雷个数
if (bombButton[i][j].isBomb != true) {
for (int x = i - 1; x i + 2; x++) {
for (int y = j - 1; y j + 2; y++) {
if ( (x = 0) (y = 0)
(x ( (int) Math.sqrt(BlockNum)))
(y ( (int) Math.sqrt(BlockNum)))) {
if (bombButton[x][y].isBomb == true) {
count++;
}
}
}
}
bombButton[i][j].BombRoundCount = count;
}
}
}
}
/* 是否挖完了所有的雷 */
public void isWin() {
restBlock = BlockNum - BombNum;
for (int i = 0; i (int) Math.sqrt(BlockNum); i++) {
for (int j = 0; j (int) Math.sqrt(BlockNum); j++) {
if (bombButton[i][j].isClicked == true) {
restBlock--;
}
}
}
if (rightBomb == BombNum || restBlock == 0) {
JOptionPane.showMessageDialog(this, "您挖完了所有的雷,您胜利了!", "胜利",
JOptionPane.INFORMATION_MESSAGE);
startBomb();
}
}
/** 当选中的位置为空,则翻开周围的地图* */
public void isNull(Bomb ClickedButton) {
int i, j;
i = ClickedButton.num_x;
j = ClickedButton.num_y;
for (int x = i - 1; x i + 2; x++) {
for (int y = j - 1; y j + 2; y++) {
if ( ( (x != i) || (y != j)) (x = 0) (y = 0)
(x ( (int) Math.sqrt(BlockNum)))
(y ( (int) Math.sqrt(BlockNum)))) {
if (bombButton[x][y].isBomb == false
bombButton[x][y].isClicked == false
bombButton[x][y].isRight == false) {
turn(bombButton[x][y]);
}
}
}
}
}
/* 翻开 */
public void turn(Bomb ClickedButton) {
ClickedButton.setEnabled(false);
ClickedButton.isClicked = true;
if (ClickedButton.BombRoundCount 0) {
ClickedButton.setText(ClickedButton.BombRoundCount + "");
}
else {
isNull(ClickedButton);
}
}
/* 左键点击 */
public void actionPerformed(ActionEvent e) {
if ( ( (Bomb) e.getSource()).isClicked == false
( (Bomb) e.getSource()).isRight == false) {
if ( ( (Bomb) e.getSource()).isBomb == false) {
turn( ( (Bomb) e.getSource()));
isWin();
}
else {
for (int i = 0; i (int) Math.sqrt(BlockNum); i++) {
for (int j = 0; j (int) Math.sqrt(BlockNum); j++) {
if (bombButton[i][j].isBomb == true) {
bombButton[i][j].setText("b");
}
}
}
( (Bomb) e.getSource()).setForeground(Color.RED);
( (Bomb) e.getSource()).setFont(new Font("", Font.BOLD, 20));
( (Bomb) e.getSource()).setText("X");
JOptionPane.showMessageDialog(this, "你踩到地雷了,按确定重来", "踩到地雷", 2);
startBomb();
}
}
}
/* 右键点击 */
public void mouseClicked(MouseEvent e) {
Bomb bombSource = (Bomb) e.getSource();
boolean right = SwingUtilities.isRightMouseButton(e);
if ( (right == true) (bombSource.isClicked == false)) {
bombSource.BombFlag = (bombSource.BombFlag + 1) % 3;
if (bombSource.BombFlag == 1) {
if (restBomb 0) {
bombSource.setForeground(Color.RED);
bombSource.setText("F");
bombSource.isRight = true;
restBomb--;
}
else {
bombSource.BombFlag = 0;
}
}
else if (bombSource.BombFlag == 2) {
restBomb++;
bombSource.setText("Q");
bombSource.isRight = false;
}
else {
bombSource.setText("");
}
if (bombSource.isBomb == true) {
if (bombSource.BombFlag == 1) {
rightBomb++;
}
else if (bombSource.BombFlag == 2) {
rightBomb--;
}
}
nowBomb.setText("当前雷数" + ":" + restBomb);
isWin();
}
}
public static void main(String[] args) {
Frame frame = new Frame();
frame.setVisible(true);
}
}
class Frame1_start_actionAdapter
implements ActionListener {
private Frame adaptee;
Frame1_start_actionAdapter(Frame adaptee) {
this.adaptee = adaptee;
}
public void actionPerformed(ActionEvent e) {
adaptee.start_actionPerformed(e);
}
}
////////////////////////////
class Bomb
extends JButton {
int num_x, num_y; // 第几号方块
int BombRoundCount; // 周围雷数
boolean isBomb; // 是否为雷
boolean isClicked; // 是否被点击
int BombFlag; // 探雷标记
boolean isRight; // 是否点击右键
public Bomb(int x, int y) {
num_x = x;
num_y = y;
BombFlag = 0;
BombRoundCount = 9;
isBomb = false;
isClicked = false;
isRight = false;
}
}
class Bomb_actionAdapter
implements ActionListener {
private Frame adaptee;
Bomb_actionAdapter(Frame adaptee) {
this.adaptee = adaptee;
}
public void actionPerformed(ActionEvent e) {
adaptee.actionPerformed(e);
}
}
class Bomb_mouseAdapter
extends MouseAdapter {
private Frame adaptee;
Bomb_mouseAdapter(Frame adaptee) {
this.adaptee = adaptee;
}
public void mouseClicked(MouseEvent e) {
adaptee.mouseClicked(e);
}
}
java扫雷递归算法
根据规则,应该有个 “打开没有空白方格时递归打开周围空白或数字方格” 的方法;
还要有个 “点击数字方格时,判断周围8个方格标记地雷数量与数字是否相同,相同打开未标记地雷的方块” 的方法。
方格类的思路应该是
class fangGe{
//标记是数字空白还是地雷
int type;
void daKai (){
//判断是否已经打开
//判断类型
//如果是空白 循环周围8个方格 调用其打开方法
//如果是数字,打开自己
//如果是地雷GameOver
}
}
只写了问题相关的,希望对你有帮助。
求高手帮忙一个“扫雷”游戏的JAVA的程序代码
import javax.swing.ImageIcon; //程序入口
public class Block {
String name; //名字,比如"雷"或数字
int aroundMineNumber; //周围雷的数目
ImageIcon mineIcon; //雷的图标
boolean isMine=false; //是否是雷
boolean isMark=false; //是否被标记
boolean isOpen=false; //是否被挖开
public void setName(String name) {
this.name=name;
}
//设置周围的雷数
public void setAroundMineNumber(int n) {
aroundMineNumber=n;
}
//获得周围的雷数
public int getAroundMineNumber() {
return aroundMineNumber;
}
public String getName() {
return name;
}
//判断是否是雷
public boolean isMine() {
return isMine;
}
//设置是否为雷
public void setIsMine(boolean b) {
isMine=b;
}
//设置雷的图标
public void setMineIcon(ImageIcon icon){
mineIcon=icon;
}
//获得雷的图标
public ImageIcon getMineicon(){
return mineIcon;
}
//确定雷是否被挖开
public boolean getIsOpen() {
return isOpen;
}
//设置为已经被挖开
public void setIsOpen(boolean p) {
isOpen=p;
}
//返回此处是否已经被标记
public boolean getIsMark() {
return isMark;
}
//设置此处是否已经被标记
public void setIsMark(boolean m) {
isMark=m;
}
import javax.swing.*;
import java.awt.*;
public class BlockView extends JPanel{
JLabel blockNameOrIcon; //用来显示Block对象的name、number和mineIcon属性
JButton blockCover; //用来遮挡blockNameOrIcon.
CardLayout card; //卡片式布局
BlockView(){
card=new CardLayout();
setLayout(card);
blockNameOrIcon=new JLabel("",JLabel.CENTER);
blockNameOrIcon.setHorizontalTextPosition(AbstractButton.CENTER);
blockNameOrIcon.setVerticalTextPosition(AbstractButton.CENTER);
blockCover=new JButton();
add("cover",blockCover);
add("view",blockNameOrIcon);
}
//给出视觉效果变化
public void giveView(Block block){
// 如果是雷,将对应的图标和文字更改
if(block.isMine){
blockNameOrIcon.setText(block.getName());
blockNameOrIcon.setIcon(block.getMineicon());
}
else {
int n=block.getAroundMineNumber();
if(n=1)
blockNameOrIcon.setText(""+n);
else
blockNameOrIcon.setText(" ");
}
}
public void seeBlockNameOrIcon(){
card.show(this,"view");
validate();
}
public void seeBlockCover(){
card.show(this,"cover");
validate();
}
public JButton getBlockCover(){
return blockCover;
}
}
用java做扫雷。有几个问题没想到怎么做。 1.每个方块,怎么判定周围八
没做过,就是说点啥想法。
是不是可以用二维数组来定义每个格子,这样判断周围8个格子的时候就可以[i][j]
i和j+-1来查看有没有雷,雷也可以存在一个二维数组里,有雷存1,没雷存0,你再把它也保存起来,存档的话可以添加一个初始化判断,有存档就调出二维数组,去布局显示。^^
运行在Eclipse环境下的java扫雷游戏的初级代码是什么?
import java.awt.Button;\x0d\x0aimport java.util.Set;\x0d\x0a// 每一个小方块类\x0d\x0apublic class Diamond extends Button {\x0d\x0aprivate Diamond[] diamonds;\x0d\x0a\x0d\x0a// 该小方块周围的八个方向上的小方块\x0d\x0aprivate Diamond east;\x0d\x0aprivate Diamond north;\x0d\x0aprivate Diamond northEast;\x0d\x0aprivate Diamond northWest;\x0d\x0aprivate Diamond south;\x0d\x0aprivate Diamond southEast;\x0d\x0aprivate Diamond southWest;\x0d\x0aprivate Diamond west;\x0d\x0a\x0d\x0aprivate boolean isBomb;// 是否是雷\x0d\x0aprivate boolean isChange;// 又没有被翻过\x0d\x0aprivate int no;// 产生的方块的编号\x0d\x0a\x0d\x0a// 持有所有小方块的引用,方便进行操作\x0d\x0apublic Diamond(Diamond[] diamonds) {\x0d\x0athis.diamonds = diamonds;\x0d\x0a}\x0d\x0a\x0d\x0a// 按键时方块发生改变\x0d\x0apublic boolean change() {\x0d\x0athis.isChange = true;// 说明已经翻过了\x0d\x0aif(isBomb) {// 触雷\x0d\x0a//this.setBackground(Color.red);\x0d\x0areturn true;\x0d\x0a} else {// 不是雷,就显示周围雷的数目\x0d\x0a//this.setLabel(this.getNearBombNo() + "");\x0d\x0athis.setLabel(this.getNearBombNo() + "");\x0d\x0a//if(this.getNearBombNo() == 0) {\x0d\x0a//this.moveon();\x0d\x0a//}\x0d\x0areturn false;\x0d\x0a}\x0d\x0a}\x0d\x0a\x0d\x0a// 获得该小方块周围雷的数量\x0d\x0apublic int getNearBombNo() {\x0d\x0aint no = 0;\x0d\x0aif(this.northWest != null this.northWest.isBomb) no++;\x0d\x0aif(this.north != null this.north.isBomb) no++;\x0d\x0aif(this.northEast != null this.northEast.isBomb) no++;\x0d\x0aif(this.east != null this.east.isBomb) no++;\x0d\x0aif(this.southEast != null this.southEast.isBomb) no++;\x0d\x0aif(this.south != null this.south.isBomb) no++;\x0d\x0aif(this.southWest != null this.southWest.isBomb) no++;\x0d\x0aif(this.west != null this.west.isBomb) no++;\x0d\x0a\x0d\x0areturn no;\x0d\x0a}\x0d\x0a\x0d\x0a// 获得该小方块周围的小方块\x0d\x0apublic Diamond getNearDimaond(int i) {\x0d\x0aint index = -1;\x0d\x0aswitch (i) {\x0d\x0acase 1:// 1表示西北,2,表示北,以此类推\x0d\x0aindex = no - 10;\x0d\x0aif(index return null;\x0d\x0a} else {\x0d\x0areturn diamonds[index];\x0d\x0a}\x0d\x0acase 2:\x0d\x0aindex = no - 9;\x0d\x0aif(index return null;\x0d\x0a} else {\x0d\x0areturn diamonds[index];\x0d\x0a}\x0d\x0acase 3:\x0d\x0aindex = no - 8;\x0d\x0aif(index return null;\x0d\x0a} else {\x0d\x0areturn diamonds[index];\x0d\x0a}\x0d\x0acase 4:\x0d\x0aindex = no + 1;\x0d\x0aif(no == 9 || no == 18 || no == 27 || no == 36 || no == 45 || no == 54 || no == 63 || no == 72 || no == 81) {\x0d\x0areturn null;\x0d\x0a} else {\x0d\x0areturn diamonds[index];\x0d\x0a}\x0d\x0acase 5:\x0d\x0aindex = no + 10;\x0d\x0aif(index = 81 ||no == 9 || no == 18 || no == 27 || no == 36 || no == 45 || no == 54 || no == 63 || no == 72 || no == 81) {\x0d\x0areturn null;\x0d\x0a} else {\x0d\x0areturn diamonds[index];\x0d\x0a}\x0d\x0acase 6:\x0d\x0aindex = no + 9;\x0d\x0aif(index 81) {\x0d\x0areturn null;\x0d\x0a} else {\x0d\x0areturn diamonds[index];\x0d\x0a}\x0d\x0acase 7:\x0d\x0aindex = no + 8;\x0d\x0aif(index = 81 || no==1 || no == 10 || no == 19 || no == 28 || no == 37 || no == 46 || no == 55 || no == 64 || no == 73) {\x0d\x0areturn null;\x0d\x0a} else {\x0d\x0areturn diamonds[index];\x0d\x0a}\x0d\x0acase 8:\x0d\x0aindex = no - 1;\x0d\x0aif(no==1 || no==10 || no == 19 || no == 28 || no == 37 || no == 46 || no == 55 || no == 64 || no == 73) {\x0d\x0areturn null;\x0d\x0a} else {\x0d\x0areturn diamonds[index];\x0d\x0a}\x0d\x0a}\x0d\x0areturn null;\x0d\x0a}\x0d\x0a\x0d\x0a// 递归,set是用来装已经翻过的小方块的,不然会死循环,为什么用set,因为set是不重复的\x0d\x0apublic void moveon(Set set) {\x0d\x0a\x0d\x0aset.add(this);// 先把自己加上\x0d\x0aif(this.getNorthWest() != null this.getNorthWest().isBomb == false) {\x0d\x0athis.getNorthWest().change();\x0d\x0a\x0d\x0aif(this.getNorthWest().getNearBombNo() == 0) {\x0d\x0aif(set.contains(this.getNorthWest()) == false)\x0d\x0athis.getNorthWest().moveon(set);\x0d\x0a}\x0d\x0a\x0d\x0aset.add(this.getNorthWest());\x0d\x0a}\x0d\x0a\x0d\x0aif(this.getNorth() != null this.getNorth().isBomb == false) {\x0d\x0athis.getNorth().change();\x0d\x0aif(this.getNorth().getNearBombNo() == 0) {\x0d\x0aif(set.contains(this.getNorth()) == false)\x0d\x0athis.getNorth().moveon(set);\x0d\x0a}\x0d\x0a\x0d\x0aset.add(this.getNorth());\x0d\x0a} \x0d\x0a\x0d\x0aif(this.getNorthEast() != null this.getNorthEast().isBomb == false) {\x0d\x0athis.getNorthEast().change();\x0d\x0aif(this.getNorthEast().getNearBombNo() == 0) {\x0d\x0aif(set.contains(this.getNorthEast()) == false)\x0d\x0athis.getNorthEast().moveon(set);\x0d\x0a}\x0d\x0a\x0d\x0aset.add(this.getNorthEast());\x0d\x0a} \x0d\x0a\x0d\x0aif(this.getEast() != null this.getEast().isBomb == false) {\x0d\x0athis.getEast().change();\x0d\x0aif(this.getEast().getNearBombNo() == 0) {\x0d\x0aif(set.contains(this.getEast()) == false)\x0d\x0athis.getEast().moveon(set);\x0d\x0a}\x0d\x0a\x0d\x0aset.add(this.getEast());\x0d\x0a} \x0d\x0a\x0d\x0aif(this.getSouthEast() != null this.getSouthEast().isBomb == false) {\x0d\x0athis.getSouthEast().change();\x0d\x0aif(this.getSouthEast().getNearBombNo() == 0) {\x0d\x0aif(set.contains(this.getSouthEast()) == false)\x0d\x0athis.getSouthEast().moveon(set);\x0d\x0a}\x0d\x0a\x0d\x0aset.add(this.getSouthEast());\x0d\x0a} \x0d\x0a\x0d\x0aif(this.getSouth() != null this.getSouth().isBomb == false) {\x0d\x0athis.getSouth().change();\x0d\x0aif(this.getSouth().getNearBombNo() == 0) {\x0d\x0aif(set.contains(this.getSouth()) == false)\x0d\x0athis.getSouth().moveon(set);\x0d\x0a}\x0d\x0a\x0d\x0aset.add(this.getSouth());\x0d\x0a} \x0d\x0a\x0d\x0aif(this.getSouthWest() != null this.getSouthWest().isBomb == false) {\x0d\x0athis.getSouthWest().change();\x0d\x0aif(this.getSouthWest().getNearBombNo() == 0) {\x0d\x0aif(set.contains(this.getSouthWest()) == false)\x0d\x0athis.getSouthWest().moveon(set);\x0d\x0a}\x0d\x0a\x0d\x0aset.add(this.getSouthWest());\x0d\x0a} \x0d\x0a\x0d\x0aif(this.getWest() != null this.getWest().isBomb == false) {\x0d\x0athis.getWest().change();\x0d\x0aif(this.getWest().getNearBombNo() == 0) {\x0d\x0aif(set.contains(this.getWest()) == false)\x0d\x0athis.getWest().moveon(set);\x0d\x0a}\x0d\x0a\x0d\x0aset.add(this.getWest());\x0d\x0a} \x0d\x0a}\x0d\x0a\x0d\x0a/*public Diamond[] getDiamonds() {\x0d\x0areturn diamonds;\x0d\x0a}*/\x0d\x0a\x0d\x0apublic Diamond getEast() {\x0d\x0areturn east;\x0d\x0a}\x0d\x0a\x0d\x0apublic int getNo() {\x0d\x0areturn no;\x0d\x0a}\x0d\x0a\x0d\x0apublic Diamond getNorth() {\x0d\x0areturn north;\x0d\x0a}\x0d\x0a\x0d\x0apublic Diamond getNorthEast() {\x0d\x0areturn northEast;\x0d\x0a}\x0d\x0a\x0d\x0apublic Diamond getNorthWest() {\x0d\x0areturn northWest;\x0d\x0a}\x0d\x0a\x0d\x0apublic Diamond getSouth() {\x0d\x0areturn south;\x0d\x0a}\x0d\x0a\x0d\x0apublic Diamond getSouthEast() {\x0d\x0areturn southEast;\x0d\x0a}\x0d\x0a\x0d\x0apublic Diamond getSouthWest() {\x0d\x0areturn southWest;\x0d\x0a}\x0d\x0a\x0d\x0apublic Diamond getWest() {\x0d\x0areturn west;\x0d\x0a}\x0d\x0a\x0d\x0apublic boolean isBomb() {\x0d\x0areturn isBomb;\x0d\x0a}\x0d\x0a\x0d\x0apublic boolean isChange() {\x0d\x0areturn isChange;\x0d\x0a}\x0d\x0a\x0d\x0apublic void setBomb(boolean isBomb) {\x0d\x0athis.isBomb = isBomb;\x0d\x0a}\x0d\x0a\x0d\x0apublic void setChange(boolean isChange) {\x0d\x0athis.isChange = isChange;\x0d\x0a}\x0d\x0a\x0d\x0apublic void setDiamonds(Diamond[] diamonds) {\x0d\x0athis.diamonds = diamonds;\x0d\x0a}\x0d\x0a\x0d\x0apublic void setEast(Diamond east) {\x0d\x0athis.east = east;\x0d\x0a}\x0d\x0a\x0d\x0apublic void setNo(int no) {\x0d\x0athis.no = no;\x0d\x0a}\x0d\x0a\x0d\x0apublic void setNorth(Diamond north) {\x0d\x0athis.north = north;\x0d\x0a}\x0d\x0a\x0d\x0apublic void setNorthEast(Diamond northEast) {\x0d\x0athis.northEast = northEast;\x0d\x0a}\x0d\x0a\x0d\x0apublic void setNorthWest(Diamond northWest) {\x0d\x0athis.northWest = northWest;\x0d\x0a}\x0d\x0a\x0d\x0apublic void setSouth(Diamond south) {\x0d\x0athis.south = south;\x0d\x0a}\x0d\x0a\x0d\x0apublic void setSouthEast(Diamond southEast) {\x0d\x0athis.southEast = southEast;\x0d\x0a}\x0d\x0a\x0d\x0apublic void setSouthWest(Diamond southWest) {\x0d\x0athis.southWest = southWest;\x0d\x0a}\x0d\x0a\x0d\x0apublic void setWest(Diamond west) {\x0d\x0athis.west = west;\x0d\x0a}\x0d\x0a\x0d\x0a}