概述
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(); } }
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