简介
这个程序实现了单机版五子棋,目前无法联机,只能自己跟自己下。
棋盘是20*20的。
主要功能:下棋、认输、悔棋、重新开始、退出等功能
PS:目前设置只有显示游戏规则。
截图
完整代码
package Gobang;
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
import java.awt.image.*;
//import java.applet.*;
//import java.net.*;
//import java.io.*;
//import javax.imageio.*;
public class Frame extends JFrame implements MouseListener,ActionListener{
//JFrame的扩展类
private static final long serialVersionUID = 1L;
JPanel panel1;//用于安放按钮;
JButton RestartButton,SetButton,AdmitDefeatButton,RegretButton,ExitButton;//五个按钮,各有其功能。
Graphics g;//画笔
BufferedImage buf;
int x;//鼠标的坐标
int y;
int[][] Chess = new int[20][20]; // 保存棋子,1表示黑子,2表示白子
boolean IsBlack = true; //表示当前要下的是黑子还是白子,true表示黑子,false表示白子
boolean IsFinish = false; //表示当前游戏是否结束
int xRange;
int yRange;
int[] chessX = new int[400];//用来保存从开始到当前的所有棋子,用于悔棋;
int[] chessY = new int[400];
int countX = 0;
int countY = 0;
/*本来想用于播放背景音乐,但是没有成功,,,先暂时放弃 //File f; //URI uri; //URL url; //@SuppressWarnings("deprecation") */
//
public Frame() {
//设置标题、大小、排列方式等
this.setTitle("五子棋");
this.setSize(500,550);
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
this.setVisible(true);
this.setLayout(null);
//五个按钮:重新开始、设置、认输、悔棋、退出。
RestartButton = new JButton("重新开始");
RestartButton.setSize(20,40);
SetButton = new JButton("设置");
SetButton.setSize(20,40);
AdmitDefeatButton = new JButton("认输");
AdmitDefeatButton.setSize(20,40);
RegretButton = new JButton("悔棋" );
RegretButton.setSize(20,40);
ExitButton = new JButton("退出");
ExitButton.setSize(20,40);
//五个按钮添加到中间容器;
panel1 = new JPanel();
panel1.setBorder(BorderFactory.createLoweredBevelBorder()); //设置边框
panel1.setLayout(new GridLayout(1,5));
panel1.add(RestartButton);
panel1.add(SetButton);
panel1.add(AdmitDefeatButton);
panel1.add(RegretButton);
panel1.add(ExitButton);
this.add(panel1);
panel1.setSize(460,20);
panel1.setLocation(0, 460);
this.repaint();//表示重新绘制画布,可以自动调用paint函数;
//本类作为监听类,包括鼠标监听和按钮动作监听;
this.addMouseListener(this);
RestartButton.addActionListener(this);
SetButton.addActionListener(this);
AdmitDefeatButton.addActionListener(this);
RegretButton.addActionListener(this);
ExitButton.addActionListener(this);
/*音频播放部分 try { f = new File(""); uri = f.toURI(); url = uri.toURL(); AudioClip aau; aau = Applet.newAudioClip(url); aau.loop(); //循环播放 } catch (Exception e) { e.printStackTrace(); } */
}
//画布绘制
public void paint(Graphics g)
{
if(g == null)//如果第一次绘制,新建一个图片,并且创建画布。
{
buf = new BufferedImage(450, 450, BufferedImage.TYPE_INT_RGB);
g = buf.createGraphics();
}
if(g != null)//
{
super.paint(g);//表示在原来图像的基础上,再画图
g.setColor(new Color(249,205,173));//画笔颜色调成褐色;
g.fill3DRect(20, 40, 400, 400,true);//用画笔画一个边长为400的正方形;边距为20,40
for(int i = 0; i <= 20; i++)//用画笔横竖各画19条线
{
g.setColor(Color.BLACK);//画笔颜色调为黑色;
g.drawLine(20,40+i*20,420,40+i*20);
g.drawLine(20+i*20,40,20+i*20,440);
}
}
for(int i=0; i<20; i++){
for (int j = 0; j < 20; j++) {
//画实心黑子,直径16
if(Chess[i][j] == 1){
int tempX = i*20+12;
int tempY = j*20+32;
g.setColor(Color.BLACK);
g.fillOval(tempX, tempY, 16, 16);
g.setColor(Color.BLACK);
g.drawOval(tempX, tempY, 16, 16);
}
//画实心白子,直径16
if(Chess[i][j] == 2){
int tempX = i*20+12;
int tempY = j*20+32;
g.setColor(Color.WHITE);
g.fillOval(tempX, tempY, 16, 16);
g.setColor(Color.WHITE);
g.drawOval(tempX, tempY, 16, 16);
}
}
}
g.drawImage(buf, 0, 0,this);
}
public void mousePressed(MouseEvent e) {
// TODO Auto-generated method stub
if(!IsFinish) //判断棋局是否结束
{
x = e.getX(); //获取当前鼠标点击位置
y = e.getY();
if(x >= 20 && x < 420 && y >= 40 && y<= 440)//判断鼠标是否在棋局内
{
xRange = (x-20)%20;
if(xRange > 10 && xRange < 20) //如果在交叉点的边长为10的范围内,就把棋子下在这;
{
x = (x - 20) / 20 + 1;
}
else
{
x = (x - 20) / 20;
}
yRange = (y-40)%20;
if(yRange > 10 && yRange < 20)
{
y = (y - 40) / 20 + 1;
}
else
{
y = (y - 40) / 20;
}
if(Chess[x][y] == 0) //如果该交叉点没有被下过;
{
chessX[countX++] = x; //存储当前棋子的位置;
chessY[countY++] = y;
if(IsBlack) //如果是黑子
{
Chess[x][y] = 1;
IsBlack = false;
}
else
{
Chess[x][y] = 2;
IsBlack = true;
}
this.repaint();//重新绘制画布
}
if(this.isWin())//如果下棋之后赢了,弹出对话框
{
if(Chess[x][y] == 1)
{
JOptionPane.showMessageDialog(this, "黑方胜利");
}
else
{
JOptionPane.showMessageDialog(this, "白方胜利");
}
this.IsFinish = true; //游戏结束
}
}
}
}
public boolean isWin(){
boolean flag = false;
int count = 1;
int color = Chess[x][y];
//判断横向是否有5个棋子相连
count = this.checkCount(1,0,color);
if(count >= 5){
flag = true;
}else {
//判断纵向
count = this.checkCount(0,1,color);
if(count >= 5){
flag = true;
}else {
//判断右上,左下
count = this.checkCount(1,-1,color);
if(count >= 5){
flag = true;
}else {
//判断右下,左上
count = this.checkCount(1,1,color);
if(count >= 5){
flag = true;
}
}
}
}
return flag;
}
// 检查棋盘中的五子棋是否连成五子,xChange,yChange为相对于当前棋子位置的变化量
public int checkCount(int xChange , int yChange ,int color){
int count = 1;//统计总共有几个连着的棋子;
int tempX = xChange;
int tempy = yChange;
//判断棋子右边有没有相同颜色的棋子;
while(x + xChange >=0 && x+xChange <20 && y+yChange >=0 &&
y+yChange < 20 && color == Chess[x+xChange][y+yChange])
{
count++; //如果有,棋子数加一
if(xChange != 0)
xChange++; //如果横向方向变化,x相对位置加一
if(yChange != 0 )
{
if(yChange != 0)
{
if(yChange > 0) //如果纵向方向增加,y相对位置加一
{
yChange++;
}
else //如果纵向方向减小,y相对位置减一
{
yChange--;
}
}
}
}
xChange = tempX;
yChange = tempy;
//判断棋子左边有没有相同颜色的棋子;
while(x-xChange >=0 && x-xChange <20 && y-yChange >=0 &&
y-yChange <20 && color == Chess[x-xChange][y-yChange])
{
count++;
if(xChange != 0)
{
xChange++;
}
if(yChange != 0)
{
if (yChange > 0)
{
yChange++;
}
else
{
yChange--;
}
}
}
return count;
}
//监听动作函数
public void actionPerformed(ActionEvent e) {
// TODO Auto-generated method stub
if(e.getSource() == RestartButton)//如果点击的按钮是RestartButton,清空画板,还原设置
{
if(JOptionPane.showConfirmDialog(this, "Do you want to restart the game?") == 0)
{
for (int i = 0; i < 15; i++)
{
for (int j = 0; j < 15; j++)
{
Chess[i][j] = 0; //清空棋盘的棋子
}
}
//清空下棋棋子坐标的记录
for (int i = 0; i < 15; i++)
{
chessX[i] = 0;
chessY[i] = 0;
}
countX =0;
countY =0;
IsBlack = true;
IsFinish = false;
this.repaint();
}
}
if(e.getSource() == AdmitDefeatButton)//如果点击的按钮是AdmitDefeatButton,结束游戏,并提示
{
if(!IsFinish) //判断棋局是否结束
{
if(JOptionPane.showConfirmDialog(this, "Are you sure you want to give up?") == 0)
{
if(IsBlack == true)
{
JOptionPane.showMessageDialog(this,"白方获胜");
}
else
{
JOptionPane.showMessageDialog(this,"黑方获胜");
}
IsFinish = true;
}
}
}
if(e.getSource() == ExitButton)//如果点击的按钮是ExitButton,退出程序
{
if(JOptionPane.showConfirmDialog(this, "Do you want to exit?") == 0)
{
System.exit(0);
}
}
if(e.getSource() == RegretButton)///如果点击的按钮是RegretButton,悔棋一步
{
if(!IsFinish) //判断棋局是否结束
{
if(IsBlack == true) //如果现在是黑子要下,表示悔棋的是白子
{
if(JOptionPane.showConfirmDialog(this, "The white want to regret,do you agree?") == 0)
{
int tempX = chessX[--countX]; //获取上一步白子下的位置;
int tempY = chessY[--countY];
Chess[tempX][tempY] = 0; //撤回白子
IsBlack = false; //当前要下的变为白方
}
}
else
{
if(JOptionPane.showConfirmDialog(this, "The black want to regret,do you agree?") == 0)
{
int tempX = chessX[--countX];
int tempY = chessY[--countY];
Chess[tempX][tempY] = 0;
IsBlack = true;
}
}
this.repaint(); //重新绘制画布
}
}
if(e.getSource() == SetButton) //设置按钮,现在只显示游戏规则
{
JDialog frame1 = new JDialog();//新建对话框
frame1.setBounds( //设置对话框边界
new Rectangle(
0,
260,
600,
200
)
);
JTextField tf = new JTextField();//新建文本框
frame1.setTitle("Play Rule");
frame1.getContentPane().add(tf); //添加文本框
tf.setText("The two sides use black and white pieces respectively.\n At the intersection of the straight line and horizontal line of the chessboard, \nthe one who forms a five piece line first wins.");
frame1.setModalityType(Dialog.ModalityType.APPLICATION_MODAL); // 设置模式类型
frame1.setVisible(true);
}
}
public static void main(String[] args) {
new Frame();
}
@Override
public void mouseClicked(MouseEvent e) {
// TODO Auto-generated method stub
}
@Override
public void mouseReleased(MouseEvent e) {
// TODO Auto-generated method stub
}
@Override
public void mouseEntered(MouseEvent e) {
// TODO Auto-generated method stub
}
@Override
public void mouseExited(MouseEvent e) {
// TODO Auto-generated method stub
}
}
今天的文章五子棋1.0(Java单机版)分享到此就结束了,感谢您的阅读。
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