跳转到主内容
极星编程网:以代码为星,赴技术山海!

Java实现小程序简单五子棋

本程序适用于java初学者巩固类与对象、事件响应、awt包中各种工具的相关概念以及对逻辑能力的锻炼

需要注意的有:

①要加入java界面的重绘(基本原则)

②由于玩家需要通过鼠标点击,计算机响应出棋子的位置,但却不能保证每次点击都正中棋盘点位,所以要有一定的误差范围③要保存更新棋盘上的棋子信息,因为棋盘格数是固定的故本例中采取最简单的数组

直接上代码:

分为三个类,同一包下:

package Study0326;

public interface WZQConfig {/** 起始位置X*/ public static final int START_X = 60;/** 起始位置Y*/ public static final int START_Y = 60;/** 五子棋盘线条数*/ public static final int H_LINE = 15;/** 五子棋盘竖线条数*/ public static final int V_LINE = 15;/** 五子棋盘格子大小*/ public static final int SIZE = 60;/** 储存棋子的x位置信息*/ public static final int[][] bx = new int[17][17];}

package Study0326;

import java.awt.Color;import java.awt.Font;import java.awt.Graphics;import java.awt.event.ActionEvent;import java.awt.event.ActionListener;import java.awt.event.MouseEvent;import java.awt.event.MouseListener;

import javax.swing.JButton;import javax.swing.JOptionPane;

public class LoginListener implements MouseListener, WZQConfig, ActionListener {private int x, y;// 鼠标点击的位置private int x1, y1, xx, yy;// 鼠标点击附近格子交点的坐标private Graphics g;private int a = 0, i = 0, j = 0, count1 = 0;// count统计当前下的棋子数private String Str;// 定义全局变量获取按钮上的字符串private JButton jbu1, jbu2;private int GetX[] = new int[256];private int GetY[] = new int[256];WZQFrame ui;

public void setG(Graphics g) {this.g = g;}

public void setT(JButton b) {jbu1 = b;}

public void setU(WZQFrame u) {ui = u;}

public void mouseClicked(MouseEvent e) {

}

public void mousePressed(MouseEvent e) {

}

public void mouseReleased(MouseEvent e) {x = e.getX();y = e.getY();x1 = Math.abs(x - START_X);y1 = Math.abs(y - START_Y);xx = x1 % SIZE;if (xx >= SIZE / 2) {x1 = (x1 / SIZE) + 2;} else {x1 = (x1 / SIZE) + 1;}

yy = y1 % SIZE;// 判断横坐标是否超过格子长度的一半(防止玩家点偏)

if (yy >= SIZE / 2) {y1 = (y1 / SIZE) + 2;} else {y1 = (y1 / SIZE) + 1;}

if ((count1 + 1) % 2 == 1) {// 单数步数时下黑棋,双数时下白棋g.setColor(Color.BLACK);if (bx[x1][y1] == 0) {bx[x1][y1] = 1;// 表示黑棋g.fillOval(Math.abs(x1 * SIZE - 25), Math.abs(y1 * SIZE - 25),50, 50);count1++;// 所下棋子数加一GetX[count1] = x1;// 记录第count1步的棋子x值GetY[count1] = y1;// 记录第count1步的棋子y值if (CheckRow(x1, y1) >= 5) {JOptionPane.showMessageDialog(null, "BLACK WIN!!");}if (CheckList(x1, y1) >= 5) {JOptionPane.showMessageDialog(null, "BLACK WIN!!");}if (UpperRight(x1, y1) >= 5) {JOptionPane.showMessageDialog(null, "BLACK WIN!!");}if (UpperLeft(x1, y1) >= 5) {JOptionPane.showMessageDialog(null, "BLACK WIN!!");}}} else {g.setColor(Color.WHITE);if (bx[x1][y1] == 0) {bx[x1][y1] = 2;// 表示白棋g.fillOval(Math.abs(x1 * SIZE - 25), Math.abs(y1 * SIZE - 25),50, 50);count1++;// 所下棋子数加一GetX[count1] = x1;// 记录第count1步的棋子x值GetY[count1] = y1;// 记录第count1步的棋子y值if (CheckRow(x1, y1) >= 5) {JOptionPane.showMessageDialog(null, "WHITE WIN!!");}if (CheckList(x1, y1) >= 5) {JOptionPane.showMessageDialog(null, "WHITE WIN!!");}if (UpperRight(x1, y1) >= 5) {JOptionPane.showMessageDialog(null, "WHITE WIN!!");}if (UpperLeft(x1, y1) >= 5) {JOptionPane.showMessageDialog(null, "WHITE WIN!!");}}}}

public void actionPerformed(ActionEvent e) {setT(jbu1);Str = e.getActionCommand();// 读取点击按钮上的字符串if ("悔棋".equals(Str)) {if (g.getColor() == Color.BLACK) {g.setColor(Color.WHITE);}if (g.getColor() == Color.WHITE) {g.setColor(Color.BLACK);}Regret();ui.repaint();} else if ("重新开始".equals(Str)) {Restart();ui.repaint();}}

public void mouseEntered(MouseEvent e) {

}

public void mouseExited(MouseEvent e) {

}

public int CheckRow(int x, int y)// 横着五子连成一条直线{int count = 0;for (int i = x + 1; i < bx.length; i++)// 向右判断是否棋子一样{if (bx[i][y] == bx[x][y]) count++;else break;}for (int i = x; i >= 0; i--)// 向右判断是否棋子一样{if (bx[i][y] == bx[x][y]) count++;else break;}return count;}

public int CheckList(int x, int y)// 竖着五子连成一条直线{int count = 0;for (int i = y + 1; i < bx.length; i++)// 向下判断是否棋子一样{if (bx[x][i] == bx[x][y]) count++;else break;}for (int i = y; i >= 0; i--)// 向上判断是否棋子一样{if (bx[x][i] == bx[x][y]) count++;else break;}return count;}

public int UpperRight(int x, int y)// 右上到左下五子连成一条直线{int count = 0;for (int i = x + 1, j = y - 1; i < bx.length && j >= 0; i++, j--)// 向下判断是否棋子一样{if (bx[i][j] == bx[x][y]) count++;else break;}for (int i = x, j = y; i >= 0 && j < bx.length; i--, j++)// 向上判断是否棋子一样{if (bx[i][j] == bx[x][y]) count++;else break;}return count;}

public int UpperLeft(int x, int y)// 左上到右下五子连成一条直线{int count = 0;for (int i = x - 1, j = y - 1; i >= 0 && j >= 0; i--, j--)// 向下判断是否棋子一样{if (bx[i][j] == bx[x][y]) count++;else break;}for (int i = x, j = y; i < bx.length && j < bx.length; i++, j++)// 向上判断是否棋子一样{if (bx[i][j] == bx[x][y]) count++;else break;}return count;}

public void Regret() {// 悔棋bx[GetX[count1]][GetY[count1]] = 0;if (count1 > 0) {count1--;}}

public void Restart() {//重新开始{for (int k = 0; k <= count1; k++) {bx[GetX[k]][GetY[k]] = 0;}}}}

package Study0326;

import java.awt.BasicStroke;import java.awt.Color;import java.awt.Dimension;import java.awt.FlowLayout;import java.awt.Font;import java.awt.Graphics;import java.awt.Graphics2D;

import javax.swing.ImageIcon;import javax.swing.JButton;import javax.swing.JFrame;import javax.swing.JLabel;import javax.swing.JOptionPane;/** 五子棋的界面类,该类继承JFrame,然后实现WZQConfig接口*/ import javax.swing.JPanel;

public class WZQFrame extends JPanel implements WZQConfig {public void WZQFrame() {// WZQFrame ui = new WZQFrame();JFrame jf = new javax.swing.JFrame();jf.setTitle("五子棋");jf.setDefaultCloseOperation(3);jf.setSize(1246, 1080);jf.setLocationRelativeTo(null);jf.setResizable(false);

jf.setLayout(new FlowLayout());this.setLayout(new FlowLayout());

this.setPreferredSize(new Dimension(1030, 1080));

// this.setBackground(Color.CYAN);// 把面板对象添加到窗体上jf.add(this);JPanel jp1 = new JPanel();jp1.setPreferredSize(new Dimension(200, 1080));jp1.setLayout(new FlowLayout());jf.add(jp1);LoginListener ll = new LoginListener();String[] str = { "悔棋", "重新开始" };for (int i = 0; i < str.length; i++) {JButton jbu1 = new JButton(str[i]);jbu1.setPreferredSize(new Dimension(150, 80));jbu1.setFont(new Font("楷体", Font.BOLD,20));//设置字体jp1.add(jbu1);jbu1.addActionListener(ll);}

jf.setVisible(true);

Graphics g = this.getGraphics();

this.addMouseListener(ll);

ll.setG(g);ll.setU(this);}

/** 重写窗体绘制容器的方法*/ public void paint(Graphics g) {super.paint(g);

ImageIcon im2 = new ImageIcon(this.getClass().getResource("2.jpg"));

g.drawImage(im2.getImage(), 0, 0, 1030, 1080, null);

for (int i = 1; i < 17; i++) {Graphics2D g2 = (Graphics2D) g;g2.setStroke(new BasicStroke(4));g2.drawLine(START_X, START_Y * i, START_X + SIZE * V_LINE, START_Y* i);// 横线g2.drawLine(START_X * i, START_Y, START_X * i, START_Y + SIZE* V_LINE);// 竖线

g2.setStroke(new BasicStroke(8));// 画边框g2.drawLine(35, 35, 990, 35);g2.drawLine(35, 990, 990, 990);g2.drawLine(35, 35, 35, 990);g2.drawLine(990, 35, 990, 990);}for (int k = 0; k < 17; k++) {for (int k1 = 0; k1 < 17; k1++) {if (bx[k][k1] == 1) {g.setColor(Color.BLACK);g.fillOval(Math.abs(k * SIZE - 25),Math.abs(k1 * SIZE - 25), 50, 50);

} else if (bx[k][k1] == 2) {g.setColor(Color.WHITE);g.fillOval(Math.abs(k * SIZE - 25),Math.abs(k1 * SIZE - 25), 50, 50);}

}

}

}

public static void main(String[] args) {WZQFrame l = new WZQFrame();l.WZQFrame();

}

}

到此这篇关于Java实现小程序简单五子棋的文章就介绍到这了,更多相关Java实现简单五子棋内容请搜索脚本之家以前的文章或继续浏览下面的相关文章希望大家以后多多支持脚本之家!

您可能感兴趣的文章:Java初学者之五子棋游戏实现教程Java实现五子棋游戏(控制台版) java开发实现五子棋游戏java五子棋小游戏实现代码java实现简易的五子棋游戏Java实现五子棋游戏java swing实现简单的五子棋游戏

相关文章