Java棋類游戲理論之單機版五子棋。本站提示廣大學習愛好者:(Java棋類游戲理論之單機版五子棋)文章只能為提供參考,不一定能成為您想要的結果。以下是Java棋類游戲理論之單機版五子棋正文
本文實例講述了java完成的五子棋游戲代碼,分享給年夜家供年夜家參考,詳細代碼以下
1、理論目的
1.控制JavaGUI界面設計
2.控制鼠標事宜的監聽(MouseListener,MouseMotionListener)
2、理論內容
設計一個簡略的五子棋法式,可以或許完成五子棋下棋進程。以下圖所示
1.五子棋棋盤類
package cn.edu.ouc.fiveChess;
import java.awt.Color;
import java.awt.Cursor;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Image;
import java.awt.RadialGradientPaint;
import java.awt.RenderingHints;
import java.awt.Toolkit;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import java.awt.event.MouseMotionListener;
import java.awt.geom.Ellipse2D;
import javax.swing.*;
/**
* 五子棋--棋盤類
*/
public class ChessBoard extends JPanel implements MouseListener {
public static final int MARGIN=30;//邊距
public static final int GRID_SPAN=35;//網格間距
public static final int ROWS=15;//棋盤行數
public static final int COLS=15;//棋盤列數
Point[] chessList=new Point[(ROWS+1)*(COLS+1)];//初始每一個數組元素為null
boolean isBlack=true;//默許開端是黑棋先
boolean gameOver=false;//游戲能否停止
int chessCount;//以後棋盤棋子的個數
int xIndex,yIndex;//以後剛下棋子的索引
Image img;
Image shadows;
Color colortemp;
public ChessBoard(){
// setBackground(Color.blue);//設置配景色為橘黃色
img=Toolkit.getDefaultToolkit().getImage("board.jpg");
shadows=Toolkit.getDefaultToolkit().getImage("shadows.jpg");
addMouseListener(this);
addMouseMotionListener(new MouseMotionListener(){
public void mouseDragged(MouseEvent e){
}
public void mouseMoved(MouseEvent e){
int x1=(e.getX()-MARGIN+GRID_SPAN/2)/GRID_SPAN;
//將鼠標點擊的坐標地位轉成網格索引
int y1=(e.getY()-MARGIN+GRID_SPAN/2)/GRID_SPAN;
//游戲曾經停止不克不及下
//落在棋盤外不克不及下
//x,y地位曾經有棋子存在,不克不及下
if(x1<0||x1>ROWS||y1<0||y1>COLS||gameOver||findChess(x1,y1))
setCursor(new Cursor(Cursor.DEFAULT_CURSOR));
//設置成默許狀況
else setCursor(new Cursor(Cursor.HAND_CURSOR));
}
});
}
//繪制
public void paintComponent(Graphics g){
super.paintComponent(g);//畫棋盤
int imgWidth= img.getWidth(this);
int imgHeight=img.getHeight(this);//取得圖片的寬度與高度
int FWidth=getWidth();
int FHeight=getHeight();//取得窗口的寬度與高度
int x=(FWidth-imgWidth)/2;
int y=(FHeight-imgHeight)/2;
g.drawImage(img, x, y, null);
for(int i=0;i<=ROWS;i++){//畫橫線
g.drawLine(MARGIN, MARGIN+i*GRID_SPAN, MARGIN+COLS*GRID_SPAN, MARGIN+i*GRID_SPAN);
}
for(int i=0;i<=COLS;i++){//畫豎線
g.drawLine(MARGIN+i*GRID_SPAN, MARGIN, MARGIN+i*GRID_SPAN, MARGIN+ROWS*GRID_SPAN);
}
//畫棋子
for(int i=0;i<chessCount;i++){
//網格穿插點x,y坐標
int xPos=chessList[i].getX()*GRID_SPAN+MARGIN;
int yPos=chessList[i].getY()*GRID_SPAN+MARGIN;
g.setColor(chessList[i].getColor());//設置色彩
// g.fillOval(xPos-Point.DIAMETER/2, yPos-Point.DIAMETER/2,
//Point.DIAMETER, Point.DIAMETER);
//g.drawImage(shadows, xPos-Point.DIAMETER/2, yPos-Point.DIAMETER/2, Point.DIAMETER, Point.DIAMETER, null);
colortemp=chessList[i].getColor();
if(colortemp==Color.black){
RadialGradientPaint paint = new RadialGradientPaint(xPos-Point.DIAMETER/2+25, yPos-Point.DIAMETER/2+10, 20, new float[]{0f, 1f}
, new Color[]{Color.WHITE, Color.BLACK});
((Graphics2D) g).setPaint(paint);
((Graphics2D) g).setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
((Graphics2D) g).setRenderingHint(RenderingHints.KEY_ALPHA_INTERPOLATION, RenderingHints.VALUE_ALPHA_INTERPOLATION_DEFAULT);
}
else if(colortemp==Color.white){
RadialGradientPaint paint = new RadialGradientPaint(xPos-Point.DIAMETER/2+25, yPos-Point.DIAMETER/2+10, 70, new float[]{0f, 1f}
, new Color[]{Color.WHITE, Color.BLACK});
((Graphics2D) g).setPaint(paint);
((Graphics2D) g).setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
((Graphics2D) g).setRenderingHint(RenderingHints.KEY_ALPHA_INTERPOLATION, RenderingHints.VALUE_ALPHA_INTERPOLATION_DEFAULT);
}
Ellipse2D e = new Ellipse2D.Float(xPos-Point.DIAMETER/2, yPos-Point.DIAMETER/2, 34, 35);
((Graphics2D) g).fill(e);
//標志最初一個棋子的紅矩形框
if(i==chessCount-1){//假如是最初一個棋子
g.setColor(Color.red);
g.drawRect(xPos-Point.DIAMETER/2, yPos-Point.DIAMETER/2,
34, 35);
}
}
}
public void mousePressed(MouseEvent e){//鼠標在組件上按下時挪用
//游戲停止時,不再能下
if(gameOver) return;
String colorName=isBlack?"黑棋":"白棋";
//將鼠標點擊的坐標地位轉換成網格索引
xIndex=(e.getX()-MARGIN+GRID_SPAN/2)/GRID_SPAN;
yIndex=(e.getY()-MARGIN+GRID_SPAN/2)/GRID_SPAN;
//落在棋盤外不克不及下
if(xIndex<0||xIndex>ROWS||yIndex<0||yIndex>COLS)
return;
//假如x,y地位曾經有棋子存在,不克不及下
if(findChess(xIndex,yIndex))return;
//可以停止時的處置
Point ch=new Point(xIndex,yIndex,isBlack?Color.black:Color.white);
chessList[chessCount++]=ch;
repaint();//告訴體系從新繪制
//假如勝出則給出提醒信息,不克不及持續下棋
if(isWin()){
String msg=String.format("祝賀,%s贏了!", colorName);
JOptionPane.showMessageDialog(this, msg);
gameOver=true;
}
isBlack=!isBlack;
}
//籠罩mouseListener的辦法
public void mouseClicked(MouseEvent e){
//鼠標按鍵在組件上單擊時挪用
}
public void mouseEntered(MouseEvent e){
//鼠標進入到組件上時挪用
}
public void mouseExited(MouseEvent e){
//鼠標分開組件時挪用
}
public void mouseReleased(MouseEvent e){
//鼠標按鈕在組件上釋放時挪用
}
//在棋子數組中查找能否有索引為x,y的棋子存在
private boolean findChess(int x,int y){
for(Point c:chessList){
if(c!=null&&c.getX()==x&&c.getY()==y)
return true;
}
return false;
}
private boolean isWin(){
int continueCount=1;//持續棋子的個數
//橫向向西尋覓
for(int x=xIndex-1;x>=0;x--){
Color c=isBlack?Color.black:Color.white;
if(getChess(x,yIndex,c)!=null){
continueCount++;
}else
break;
}
//橫向向東尋覓
for(int x=xIndex+1;x<=COLS;x++){
Color c=isBlack?Color.black:Color.white;
if(getChess(x,yIndex,c)!=null){
continueCount++;
}else
break;
}
if(continueCount>=5){
return true;
}else
continueCount=1;
//持續另外一種搜刮縱向
//向上搜刮
for(int y=yIndex-1;y>=0;y--){
Color c=isBlack?Color.black:Color.white;
if(getChess(xIndex,y,c)!=null){
continueCount++;
}else
break;
}
//縱向向下尋覓
for(int y=yIndex+1;y<=ROWS;y++){
Color c=isBlack?Color.black:Color.white;
if(getChess(xIndex,y,c)!=null)
continueCount++;
else
break;
}
if(continueCount>=5)
return true;
else
continueCount=1;
//持續另外一種情形的搜刮:斜向
//西南尋覓
for(int x=xIndex+1,y=yIndex-1;y>=0&&x<=COLS;x++,y--){
Color c=isBlack?Color.black:Color.white;
if(getChess(x,y,c)!=null){
continueCount++;
}
else break;
}
//東北尋覓
for(int x=xIndex-1,y=yIndex+1;x>=0&&y<=ROWS;x--,y++){
Color c=isBlack?Color.black:Color.white;
if(getChess(x,y,c)!=null){
continueCount++;
}
else break;
}
if(continueCount>=5)
return true;
else continueCount=1;
//持續另外一種情形的搜刮:斜向
//東南尋覓
for(int x=xIndex-1,y=yIndex-1;x>=0&&y>=0;x--,y--){
Color c=isBlack?Color.black:Color.white;
if(getChess(x,y,c)!=null)
continueCount++;
else break;
}
//西北尋覓
for(int x=xIndex+1,y=yIndex+1;x<=COLS&&y<=ROWS;x++,y++){
Color c=isBlack?Color.black:Color.white;
if(getChess(x,y,c)!=null)
continueCount++;
else break;
}
if(continueCount>=5)
return true;
else continueCount=1;
return false;
}
private Point getChess(int xIndex,int yIndex,Color color){
for(Point p:chessList){
if(p!=null&&p.getX()==xIndex&&p.getY()==yIndex
&&p.getColor()==color)
return p;
}
return null;
}
public void restartGame(){
//消除棋子
for(int i=0;i<chessList.length;i++){
chessList[i]=null;
}
//恢復游戲相干的變量值
isBlack=true;
gameOver=false; //游戲能否停止
chessCount =0; //以後棋盤棋子個數
repaint();
}
//悔棋
public void goback(){
if(chessCount==0)
return ;
chessList[chessCount-1]=null;
chessCount--;
if(chessCount>0){
xIndex=chessList[chessCount-1].getX();
yIndex=chessList[chessCount-1].getY();
}
isBlack=!isBlack;
repaint();
}
//矩形Dimension
public Dimension getPreferredSize(){
return new Dimension(MARGIN*2+GRID_SPAN*COLS,MARGIN*2
+GRID_SPAN*ROWS);
}
}
2.棋子類
package cn.edu.ouc.fiveChess;
import java.awt.Color;
/**
* 棋子類
*/
public class Point {
private int x;//棋盤中的x索引
private int y;//棋盤中的y索引
private Color color;//色彩
public static final int DIAMETER=30;//直徑
public Point(int x,int y,Color color){
this.x=x;
this.y=y;
this.color=color;
}
public int getX(){//拿到棋盤中x的索引
return x;
}
public int getY(){
return y;
}
public Color getColor(){//取得棋子的色彩
return color;
}
}
3.五子棋主框架類
package cn.edu.ouc.fiveChess;
import java.awt.event.*;
import java.awt.*;
import javax.swing.*;
/*
五子棋主框架類,法式啟動類
*/
public class StartChessJFrame extends JFrame {
private ChessBoard chessBoard;
private JPanel toolbar;
private JButton startButton,backButton,exitButton;
private JMenuBar menuBar;
private JMenu sysMenu;
private JMenuItem startMenuItem,exitMenuItem,backMenuItem;
//從新開端,加入,和悔棋菜單項
public StartChessJFrame(){
setTitle("單機版五子棋");//設置題目
chessBoard=new ChessBoard();
Container contentPane=getContentPane();
contentPane.add(chessBoard);
chessBoard.setOpaque(true);
//創立和添加菜單
menuBar =new JMenuBar();//初始化菜單欄
sysMenu=new JMenu("體系");//初始化菜單
//初始化菜單項
startMenuItem=new JMenuItem("從新開端");
exitMenuItem =new JMenuItem("加入");
backMenuItem =new JMenuItem("悔棋");
//將三個菜單項添加到菜單上
sysMenu.add(startMenuItem);
sysMenu.add(exitMenuItem);
sysMenu.add(backMenuItem);
//初始化按鈕事宜監聽器外部類
MyItemListener lis=new MyItemListener();
//將三個菜單注冊到事宜監聽器上
this.startMenuItem.addActionListener(lis);
backMenuItem.addActionListener(lis);
exitMenuItem.addActionListener(lis);
menuBar.add(sysMenu);//將體系菜單添加到菜單欄上
setJMenuBar(menuBar);//將menuBar設置為菜單欄
toolbar=new JPanel();//對象面板實例化
//三個按鈕初始化
startButton=new JButton("從新開端");
exitButton=new JButton("加入");
backButton=new JButton("悔棋");
//將對象面板按鈕用FlowLayout結構
toolbar.setLayout(new FlowLayout(FlowLayout.LEFT));
//將三個按鈕添加到對象面板
toolbar.add(startButton);
toolbar.add(exitButton);
toolbar.add(backButton);
//將三個按鈕注冊監聽事宜
startButton.addActionListener(lis);
exitButton.addActionListener(lis);
backButton.addActionListener(lis);
//將對象面板結構到界面”南邊“也就是下方
add(toolbar,BorderLayout.SOUTH);
add(chessBoard);//將面板對象添加到窗體上
//設置界面封閉事宜
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
//setSize(800,800);
pack();//自順應年夜小
}
private class MyItemListener implements ActionListener{
public void actionPerformed(ActionEvent e){
Object obj=e.getSource();//取得事宜源
if(obj==StartChessJFrame.this.startMenuItem||obj==startButton){
//從新開端
//JFiveFrame.this外部類援用內部類
System.out.println("從新開端");
chessBoard.restartGame();
}
else if (obj==exitMenuItem||obj==exitButton)
System.exit(0);
else if (obj==backMenuItem||obj==backButton){
System.out.println("悔棋...");
chessBoard.goback();
}
}
}
public static void main(String[] args){
StartChessJFrame f=new StartChessJFrame();//創立主框架
f.setVisible(true);//顯示主框架
}
}
3、總結
1.菜單的設計與完成?
2.鼠標點擊棋盤後,若何繪制棋子?若何為剛下的棋子繪制一個白色框?
3.棋譜是若何一個數據構造?
以上就是本文的全體內容,願望對年夜家進修java法式設計有所贊助。