Java五子棋的实现(附源码)

学习目的:熟悉java中swing类与java基础知识的巩固.(文末有源代码文件和打包的jar文件)
效果图:这里写图片描述
思路:**1.首先构建一个Frame框架,来设置菜单选项与按钮点击事件。
MyFrame.java文件代码如下

package StartGame;

import javax.swing.ButtonGroup;
import javax.swing.Icon;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JMenu;
import javax.swing.JMenuBar;
import javax.swing.JMenuItem;
import javax.swing.JOptionPane;
import javax.swing.JRadioButtonMenuItem;

import java.awt.Color;
import java.awt.Component;
import java.awt.Container;
import java.awt.Graphics;
import java.awt.Toolkit;
import java.awt.event.ActionListener;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;

//窗体框架类
public class MyFrame extends JFrame {
    // static boolean canPlay1 = false;判断是否可以开始游戏
    final MyPanel panel = new MyPanel();

    public MyFrame() {

        // 设置窗体的大小并居中
        this.setSize(500, 600); // 设置窗体大小
        this.setTitle("五子棋游戏"); // 设置窗体标题

        int width = Toolkit.getDefaultToolkit().getScreenSize().width;// 获取屏幕的宽度
        int height = Toolkit.getDefaultToolkit().getScreenSize().height;// 获取屏幕的高度
        this.setLocation((width - 500) / 2, (height - 500) / 2); // 设置窗体的位置(居中)
        this.setResizable(false); // 设置窗体不可以放大
        // this.setLocationRelativeTo(null);//这句话也可以设置窗体居中
        /*
         * 菜单栏的目录设置
         */
        // 设置菜单栏
        JMenuBar bar = new JMenuBar();
        this.setJMenuBar(bar);
        // 添加菜单栏目录
        JMenu menu1 = new JMenu("游戏菜单"); // 实例化菜单栏目录
        JMenu menu2 = new JMenu("设置");
        JMenu menu3 = new JMenu("帮助");
        bar.add(menu1); // 将目录添加到菜单栏
        bar.add(menu2);
        bar.add(menu3);

        JMenu menu4 = new JMenu("博弈模式"); // 将“模式”菜单添加到“设置”里面
        menu2.add(menu4);

        // JMenuItem item1=new JMenuItem("人人博弈");
        // JMenuItem item2=new JMenuItem("人机博弈");
        // 设置“”目录下面的子目录
        JRadioButtonMenuItem item1 = new JRadioButtonMenuItem("人人博弈");
        JRadioButtonMenuItem item2 = new JRadioButtonMenuItem("人机博弈");
        // item1按钮添加时间并且为匿名类
        item1.addMouseListener(new MouseListener() {

            @Override
            public void mouseReleased(MouseEvent e) {
                // TODO Auto-generated method stub

            }

            @Override
            public void mousePressed(MouseEvent e) {
                // TODO Auto-generated method stub
                Icon icon = new Icon() {

                    @Override
                    public void paintIcon(Component c, Graphics g, int x, int y) {
                        // TODO Auto-generated method stub

                    }

                    @Override
                    public int getIconWidth() {
                        // TODO Auto-generated method stub
                        return 0;
                    }

                    @Override
                    public int getIconHeight() {
                        // TODO Auto-generated method stub
                        return 0;
                    }
                };
                Object[] options = { "保存并重新开始游戏", "不,谢谢" };
                int n = JOptionPane.showOptionDialog(null, "是否保存设置并重新开始", "人机博弈设置", 0, 1, icon, options, "保存并重新开始游戏");
                if (n == 0) {
                    panel.setIsManAgainst(true);
                    panel.Start();
                    item1.setSelected(true);
                }

            }

            @Override
            public void mouseExited(MouseEvent e) {
                // TODO Auto-generated method stub

            }

            @Override
            public void mouseEntered(MouseEvent e) {
                // TODO Auto-generated method stub

            }

            @Override
            public void mouseClicked(MouseEvent e) {
                // TODO Auto-generated method stub

            }
        });
        // 设置item2按钮的事件监听事件,也就是设置人机博弈
        item2.addMouseListener(new MouseListener() {

            @Override
            public void mouseReleased(MouseEvent e) {
                // TODO Auto-generated method stub

            }

            @Override
            public void mousePressed(MouseEvent e) {
                // TODO Auto-generated method stub

                Icon icon = new Icon() {

                    @Override
                    public void paintIcon(Component c, Graphics g, int x, int y) {
                        // TODO Auto-generated method stub

                    }

                    @Override
                    public int getIconWidth() {
                        // TODO Auto-generated method stub
                        return 0;
                    }

                    @Override
                    public int getIconHeight() {
                        // TODO Auto-generated method stub
                        return 0;
                    }
                };
                Object[] options = { "保存并重新开始游戏", "不,谢谢" };
                int n = JOptionPane.showOptionDialog(null, "是否保存设置并重新开始", "人机博弈设置", 0, 1, icon, options, "保存并重新开始游戏");
                if (n == 0) {
                    panel.setIsManAgainst(false);
                    panel.Start();
                    item2.setSelected(true);
                }
            }

            @Override
            public void mouseExited(MouseEvent e) {
                // TODO Auto-generated method stub

            }

            @Override
            public void mouseEntered(MouseEvent e) {
                // TODO Auto-generated method stub

            }

            @Override
            public void mouseClicked(MouseEvent e) {
                // TODO Auto-generated method stub

            }
        });
        // 设置按钮组并把人机博弈与人人博弈添加到一个按钮组里面
        ButtonGroup bg = new ButtonGroup();
        bg.add(item1);
        bg.add(item2);
        // 将按钮组添加到菜单里面
        menu4.add(item1);
        menu4.add(item2);
        item2.setSelected(true);

        // 先行设置
        JMenu menu5 = new JMenu("先行设置"); // 将“先行设置”菜单添加到“设置”里面
        menu2.add(menu5);
        // 设置黑子先行还是白字先行的按钮
        JRadioButtonMenuItem item3 = new JRadioButtonMenuItem("黑方先行");
        JRadioButtonMenuItem item4 = new JRadioButtonMenuItem("白字先行");
        // 设置item3的鼠标点击事件,设置黑方先行
        item3.addMouseListener(new MouseListener() {

            @Override
            public void mouseReleased(MouseEvent e) {
                // TODO Auto-generated method stub

            }

            @Override
            public void mousePressed(MouseEvent e) {
                // TODO Auto-generated method stub
                Icon icon = new Icon() {

                    @Override
                    public void paintIcon(Component c, Graphics g, int x, int y) {
                        // TODO Auto-generated method stub

                    }

                    @Override
                    public int getIconWidth() {
                        // TODO Auto-generated method stub
                        return 0;
                    }

                    @Override
                    public int getIconHeight() {
                        // TODO Auto-generated method stub
                        return 0;
                    }
                };
                Object[] options = { "保存并重新开始游戏", "不,谢谢" };
                int n = JOptionPane.showOptionDialog(null, "是否保存设置并重新开始", "人机博弈设置", 0, 1, icon, options, "保存并重新开始游戏");
                if (n == 0) {
                    panel.setIsBlack(true);
                    panel.Start();
                    item3.setSelected(true);
                }

            }

            @Override
            public void mouseExited(MouseEvent e) {
                // TODO Auto-generated method stub

            }

            @Override
            public void mouseEntered(MouseEvent e) {
                // TODO Auto-generated method stub

            }

            @Override
            public void mouseClicked(MouseEvent e) {
                // TODO Auto-generated method stub

            }
        });
        // 设置item4的鼠标点击事件
        item4.addMouseListener(new MouseListener() {

            @Override
            public void mouseReleased(MouseEvent e) {
                // TODO Auto-generated method stub

            }

            @Override
            public void mousePressed(MouseEvent e) {
                // TODO Auto-generated method stub
                Icon icon = new Icon() {

                    @Override
                    public void paintIcon(Component c, Graphics g, int x, int y) {
                        // TODO Auto-generated method stub

                    }

                    @Override
                    public int getIconWidth() {
                        // TODO Auto-generated method stub
                        return 0;
                    }

                    @Override
                    public int getIconHeight() {
                        // TODO Auto-generated method stub
                        return 0;
                    }
                };
                Object[] options = { "保存并重新开始游戏", "不,谢谢" };
                int n = JOptionPane.showOptionDialog(null, "是否保存设置并重新开始", "人机博弈设置", 0, 1, icon, options, "保存并重新开始游戏");
                if (n == 0) {
                    panel.setIsBlack(false);
                    panel.Start();
                    item4.setSelected(true);
                }

            }

            @Override
            public void mouseExited(MouseEvent e) {
                // TODO Auto-generated method stub

            }

            @Override
            public void mouseEntered(MouseEvent e) {
                // TODO Auto-generated method stub

            }

            @Override
            public void mouseClicked(MouseEvent e) {
                // TODO Auto-generated method stub

            }
        });
        // 设置按钮组并把人机博弈与人人博弈添加到一个按钮组里面
        ButtonGroup bg1 = new ButtonGroup();
        bg1.add(item3);
        bg1.add(item4);
        // 将按钮组添加到菜单里面
        menu5.add(item3);
        menu5.add(item4);
        item3.setSelected(true);
        // 设置“帮助”下面的子目录
        JMenuItem menu6 = new JMenuItem("帮助");
        menu3.add(menu6);
        /*
         * 菜单栏的目录设置完毕
         */
        // 开始游戏菜单设置
        JMenuItem menu7 = new JMenuItem("开始游戏");
        menu1.add(menu7);
        JMenuItem menu8 = new JMenuItem("重新开始");
        menu1.add(menu8);
        menu7.addMouseListener(new MouseListener() {

            @Override
            public void mouseReleased(MouseEvent e) {
                // TODO Auto-generated method stub

            }

            @Override
            public void mousePressed(MouseEvent e) {
                // TODO Auto-generated method stub

                panel.Start();
                // panel.repaint();

            }

            @Override
            public void mouseExited(MouseEvent e) {
                // TODO Auto-generated method stub

            }

            @Override
            public void mouseClicked(MouseEvent e) {
                // TODO Auto-generated method stub

            }

            @Override
            public void mouseEntered(MouseEvent e) {
                // TODO Auto-generated method stub

            }
        });
        menu8.addMouseListener(new MouseListener() {

            @Override
            public void mouseReleased(MouseEvent e) {
                // TODO Auto-generated method stub

            }

            @Override
            public void mousePressed(MouseEvent e) {
                // TODO Auto-generated method stub
                Icon icon = new Icon() {

                    @Override
                    public void paintIcon(Component c, Graphics g, int x, int y) {
                        // TODO Auto-generated method stub

                    }

                    @Override
                    public int getIconWidth() {
                        // TODO Auto-generated method stub
                        return 0;
                    }

                    @Override
                    public int getIconHeight() {
                        // TODO Auto-generated method stub
                        return 0;
                    }
                };
                Object[] options = { "重新开始游戏", "不,谢谢" };
                int n = JOptionPane.showOptionDialog(null, "是否重新开始", "消息", 0, 1, icon, options, "保存并重新开始游戏");
                if (n == 0) {
                    panel.Start();
                }

                // panel.repaint();

            }

            @Override
            public void mouseExited(MouseEvent e) {
                // TODO Auto-generated method stub

            }

            @Override
            public void mouseClicked(MouseEvent e) {
                // TODO Auto-generated method stub

            }

            @Override
            public void mouseEntered(MouseEvent e) {
                // TODO Auto-generated method stub

            }
        });
        // 退出游戏选项设置
        JMenuItem menu9 = new JMenuItem("退出游戏");
        menu1.add(menu9);
        menu9.addMouseListener(new MouseListener() {

            @Override
            public void mouseReleased(MouseEvent e) {
                // TODO Auto-generated method stub

            }

            @Override
            public void mousePressed(MouseEvent e) {
                // TODO Auto-generated method stub
                Icon icon = new Icon() {

                    @Override
                    public void paintIcon(Component c, Graphics g, int x, int y) {
                        // TODO Auto-generated method stub

                    }

                    @Override
                    public int getIconWidth() {
                        // TODO Auto-generated method stub
                        return 0;
                    }

                    @Override
                    public int getIconHeight() {
                        // TODO Auto-generated method stub
                        return 0;
                    }
                };
                Object[] options = { "退出游戏", "不,谢谢" };
                int n = JOptionPane.showOptionDialog(null, "是否退出游戏", "消息", 0, 1, icon, options, "保存并重新开始游戏");
                if (n == 0) {
                    System.exit(0);// 退出程序
                }

                // panel.repaint();

            }

            @Override
            public void mouseExited(MouseEvent e) {
                // TODO Auto-generated method stub

            }

            @Override
            public void mouseClicked(MouseEvent e) {
                // TODO Auto-generated method stub

            }

            @Override
            public void mouseEntered(MouseEvent e) {
                // TODO Auto-generated method stub

            }
        });
        // 游戏难度设置
        JRadioButtonMenuItem item5 = new JRadioButtonMenuItem("傻瓜");// 添加按钮
        JRadioButtonMenuItem item6 = new JRadioButtonMenuItem("简单");
        JRadioButtonMenuItem item7 = new JRadioButtonMenuItem("普通");
        // JRadioButtonMenuItem item8= new JRadioButtonMenuItem("困难");
        ButtonGroup bg3 = new ButtonGroup();// 设置按钮组
        bg3.add(item5);
        bg3.add(item6);
        bg3.add(item7);
        // bg3.add(item8);
        JMenu menu10 = new JMenu("游戏难度设置");// 添加菜单到主菜单
        menu2.add(menu10);
        menu10.add(item5);// 添加选项到难度设置菜单
        menu10.add(item6);
        menu10.add(item7);
        // menu2.add(item8);
        item5.setSelected(true);// 默认选项按钮
        // 傻瓜难度设置的鼠标点击事件
        item5.addMouseListener(new MouseListener() {

            @Override
            public void mouseReleased(MouseEvent e) {
                // TODO Auto-generated method stub

            }

            @Override
            public void mousePressed(MouseEvent e) {
                // TODO Auto-generated method stub

                Icon icon = new Icon() {

                    @Override
                    public void paintIcon(Component c, Graphics g, int x, int y) {
                        // TODO Auto-generated method stub

                    }

                    @Override
                    public int getIconWidth() {
                        // TODO Auto-generated method stub
                        return 0;
                    }

                    @Override
                    public int getIconHeight() {
                        // TODO Auto-generated method stub
                        return 0;
                    }
                };
                Object[] options = { "保存并重新开始游戏", "不,谢谢" };
                int n = JOptionPane.showOptionDialog(null, "是否保存设置并重新开始", "人机博弈设置", 0, 1, icon, options, "保存并重新开始游戏");
                if (n == 0) {
                    panel.setGameDifficulty(0);
                    panel.Start();
                    item5.setSelected(true);
                }
            }

            @Override
            public void mouseExited(MouseEvent e) {
                // TODO Auto-generated method stub

            }

            @Override
            public void mouseEntered(MouseEvent e) {
                // TODO Auto-generated method stub

            }

            @Override
            public void mouseClicked(MouseEvent e) {
                // TODO Auto-generated method stub

            }
        });
        // 简单难度设置模式
        item6.addMouseListener(new MouseListener() {

            @Override
            public void mouseReleased(MouseEvent e) {
                // TODO Auto-generated method stub

            }

            @Override
            public void mousePressed(MouseEvent e) {
                // TODO Auto-generated method stub

                Icon icon = new Icon() {

                    @Override
                    public void paintIcon(Component c, Graphics g, int x, int y) {
                        // TODO Auto-generated method stub

                    }

                    @Override
                    public int getIconWidth() {
                        // TODO Auto-generated method stub
                        return 0;
                    }

                    @Override
                    public int getIconHeight() {
                        // TODO Auto-generated method stub
                        return 0;
                    }
                };
                Object[] options = { "保存并重新开始游戏", "不,谢谢" };
                int n = JOptionPane.showOptionDialog(null, "是否保存设置并重新开始", "难度设置", 0, 1, icon, options, "保存并重新开始游戏");
                if (n == 0) {
                    panel.setGameDifficulty(1);
                    panel.Start();
                    item6.setSelected(true);
                }
            }

            @Override
            public void mouseExited(MouseEvent e) {
                // TODO Auto-generated method stub

            }

            @Override
            public void mouseEntered(MouseEvent e) {
                // TODO Auto-generated method stub

            }

            @Override
            public void mouseClicked(MouseEvent e) {
                // TODO Auto-generated method stub

            }
        });
        // 普通难度设置
        item7.addMouseListener(new MouseListener() {

            @Override
            public void mouseReleased(MouseEvent e) {
                // TODO Auto-generated method stub

            }

            @Override
            public void mousePressed(MouseEvent e) {
                // TODO Auto-generated method stub

                Icon icon = new Icon() {

                    @Override
                    public void paintIcon(Component c, Graphics g, int x, int y) {
                        // TODO Auto-generated method stub

                    }

                    @Override
                    public int getIconWidth() {
                        // TODO Auto-generated method stub
                        return 0;
                    }

                    @Override
                    public int getIconHeight() {
                        // TODO Auto-generated method stub
                        return 0;
                    }
                };
                Object[] options = { "保存并重新开始游戏", "不,谢谢" };
                int n = JOptionPane.showOptionDialog(null, "是否保存设置并重新开始", "人机博弈设置", 0, 1, icon, options, "保存并重新开始游戏");
                if (n == 0) {
                    panel.setGameDifficulty(2);
                    panel.Start();
                    item7.setSelected(true);
                }
            }

            @Override
            public void mouseExited(MouseEvent e) {
                // TODO Auto-generated method stub

            }

            @Override
            public void mouseEntered(MouseEvent e) {
                // TODO Auto-generated method stub

            }

            @Override
            public void mouseClicked(MouseEvent e) {
                // TODO Auto-generated method stub

            }
        });
        //游戏帮助提示信息
        menu6.addMouseListener(new MouseListener() {

            @Override
            public void mouseReleased(MouseEvent e) {
                // TODO Auto-generated method stub

            }

            @Override
            public void mousePressed(MouseEvent e) {
                // TODO Auto-generated method stub
                Icon icon = new Icon() {

                    @Override
                    public void paintIcon(Component c, Graphics g, int x, int y) {
                        // TODO Auto-generated method stub

                    }

                    @Override
                    public int getIconWidth() {
                        // TODO Auto-generated method stub
                        return 0;
                    }

                    @Override
                    public int getIconHeight() {
                        // TODO Auto-generated method stub
                        return 0;
                    }
                };
                JOptionPane.showMessageDialog(null, "制作人员:韩红剑");

            }

            @Override
            public void mouseExited(MouseEvent e) {
                // TODO Auto-generated method stub

            }

            @Override
            public void mouseEntered(MouseEvent e) {
                // TODO Auto-generated method stub

            }

            @Override
            public void mouseClicked(MouseEvent e) {
                // TODO Auto-generated method stub

            }
        });
        /*
         * 窗口里面的容器设置
         */
        Container con = this.getContentPane(); // 实例化一个容器父类
        con.add(panel); // 将容器添加到父类
        /*
         * 窗口里面的容器设置完毕
         */

    }

}

2.第二步,设置显示棋盘的容器,文件源代码为MyPanel.java

package StartGame;

import java.awt.Color;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.Panel;
import java.awt.Toolkit;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import java.awt.event.MouseMotionListener;
import java.awt.image.*;
import java.io.File;
import java.net.URL;
import java.util.Arrays;
import java.util.Random;

import javax.swing.ImageIcon;
import javax.swing.JOptionPane;
import javax.swing.JPanel;

//设置窗体里面的容器操作
public class MyPanel extends JPanel implements MouseListener, Runnable {
    private static final Toolkit ResourceUtil = null;
    public Image boardImg; // 定义背景图片
    static int[][] allChess = new int[15][15]; // 棋盘数组
    static int[][] temporaryChess = new int[15][15];
    int x;// 保存棋子的横坐标
    int y;// 保存棋子的纵坐标
    Boolean canPlay = false; // 游戏是否继续,默认为继续
    Boolean isBlack = true;// 是否是黑子,默认为黑子
    Boolean isManAgainst = false; // 判断是否是人人对战
    String message = "用户下棋";
    Thread t = new Thread(this);
    int maxTime = 120;
    int blackTime = 120;
    int whiteTime = 120;
    String blackMessage = "无限制";
    String whiteMessage = "无限制";
    static int gameDifficulty = 0;// 设置游戏难度,0为傻瓜模式,1为简单,2为普通,3为困难
    // 获取isBlack的值
public boolean getIsBlack() {
        return this.isBlack;
    }

    // 设置isBlack的值
    public void setIsBlack(boolean isBlack) {
        this.isBlack = isBlack;
    }

    // 获取isManAgainst的值
    public boolean getIsManAgainst() {
        return this.isManAgainst;
    }

    // 获取isManAgainst的值
    public void setIsManAgainst(boolean isManAgainst) {
        this.isManAgainst = isManAgainst;
    }

    // 获取isManAgainst的值
    public int getGameDifficulty() {
        return this.gameDifficulty;
    }

    // 设置setGameDifficulty的值
    public void setGameDifficulty(int gameDifficulty) {
        this.gameDifficulty = gameDifficulty;
    }

    // 构造函数
    public MyPanel() {

        boardImg = Toolkit.getDefaultToolkit().getImage("./src/StartGame/fiveCHessBourd.jpg");
        this.repaint();
        // 添加鼠标监视器
        addMouseListener((MouseListener) this);
        // addMouseMotionListener((MouseMotionListener) this);
        // this.requestFocus();
        t.start();
        t.suspend();// 线程挂起

        // t.resume();

    }

    // 数据初始化

    @Override
    public void paint(Graphics g) {

        super.paint(g);
        int imgWidth = boardImg.getWidth(this); // 获取图片的宽度
        int imgHeight = boardImg.getHeight(this); // 获取图片的高度
        int FWidth = getWidth();
        int FHeight = getHeight();
        String message; // 标记谁下棋
        int x = (FWidth - imgWidth) / 2;
        int y = (FHeight - imgHeight) / 2;
        g.drawImage(boardImg, x, y, null); // 添加背景图片到容器里面
        g.setFont(new Font("宋体", 0, 14));
        g.drawString("黑方时间:" + blackTime, 30, 470);
        g.drawString("白方时间:" + whiteTime, 260, 470);
        // 绘制棋盘
        for (int i = 0; i < 15; i++) {
            g.drawLine(30, 30 + 30 * i, 450, 30 + 30 * i);
            g.drawLine(30 + 30 * i, 30, 30 + 30 * i, 450);
        }

        // 绘制五个中心点
        g.fillRect(240 - 5, 240 - 5, 10, 10); // 绘制最中心的正方形
        g.fillRect(360 - 5, 360 - 5, 10, 10); // 绘制右下的正方形
        g.fillRect(360 - 5, 120 - 5, 10, 10); // 绘制右上的正方形
        g.fillRect(120 - 5, 360 - 5, 10, 10);// 绘制左下的正方形
        g.fillRect(120 - 5, 120 - 5, 10, 10);// 绘制左上的正方形

        // 定义棋盘数组

        for (int i = 0; i < 15; i++) {
            for (int j = 0; j < 15; j++) {
                // if (allChess[i][j] == 1) {
                // // 黑子
                // int tempX = i * 30 + 30;
                // int tempY = j * 30 + 30;
                // g.fillOval(tempX - 7, tempY - 7, 14, 14);
                // }
                // if (allChess[i][j] == 2) {
                // // 白子
                // int tempX = i * 30 + 30;
                // int tempY = j * 30 + 30;
                // g.setColor(Color.WHITE);
                // g.fillOval(tempX - 7, tempY - 7, 14, 14);
                // g.setColor(Color.BLACK);
                // g.drawOval(tempX - 7, tempY - 7, 14, 14);
                // }
                draw(g, i, j); // 调用下棋子函数
            }

        }
    }

    // 鼠标点击时发生的函数
    @Override
    public void mousePressed(MouseEvent e) {
        // x = e.getX();// 获取鼠标点击坐标的横坐标
        // y = e.getY();// 获取鼠标点击坐标的纵坐标
        // if (x >= 29 && x <= 451 && y >= 29 && y <= 451) { // 鼠标点击在棋子框里面才有效
        //
        // }

        if (canPlay == true) {// 判断是否可以开始游戏
            x = e.getX(); // 获取鼠标的焦点
            y = e.getY();
            if (isManAgainst == true) {// 判断是否是人人对战
                manToManChess();
            } else { // 否则是人机对战,人机下棋
                manToMachine();
            }
        }
    }

    // 判断是否输赢的函数
    private boolean checkWin(int x, int y) {
        // TODO Auto-generated method stub

        boolean flag = false;
        // 保存共有多少相同颜色棋子相连
        int count = 1;
        // 判断横向 特点:allChess[x][y]中y值相同
        int color = allChess[x][y];
        // 判断横向
        count = this.checkCount(x, y, 1, 0, color);
        if (count >= 5) {
            flag = true;
        } else {
            // 判断纵向
            count = this.checkCount(x, y, 0, 1, color);
            if (count >= 5) {
                flag = true;
            } else {
                // 判断右上左下
                count = this.checkCount(x, y, 1, -1, color);
                if (count >= 5) {
                    flag = true;
                } else {
                    // 判断左下右上
                    count = this.checkCount(x, y, 1, 1, color);
                    if (count >= 5) {
                        flag = true;
                    }
                }
            }
        }
        return flag;
    }

    // 判断相同棋子连接的个数
    private int checkCount(int x, int y, int xChange, int yChange, int color) {
        // TODO Auto-generated method stub
        int count = 1;
        int tempX = xChange;
        int tempY = yChange;
        while (x + xChange >= 0 && x + xChange <= 14 && y + yChange >= 0 && y + yChange <= 14
                && color == allChess[x + xChange][y + yChange]) {
            count++;
            if (xChange != 0) {
                xChange++;
            }
            if (yChange != 0) {
                if (yChange > 0) {
                    yChange++;
                } else {
                    yChange--;
                }
            }
        }
        xChange = tempX;
        yChange = tempY;
        while (x - xChange >= 0 && x - xChange <= 14 && y - yChange >= 0 && y - yChange <= 14
                && color == allChess[x - xChange][y - yChange]) {
            count++;
            if (xChange != 0) {
                xChange++;
            }
            if (yChange != 0) {
                if (yChange > 0) {
                    yChange++;
                } else {
                    yChange--;
                }
            }
        }
        return count;
    }

    // 机器人判断黑棋相连的数量
    private int checkCountMachine(int x, int y, int xChange, int yChange, int color) {
        // TODO Auto-generated method stub
        int count = 0;
        int tempX = xChange;
        int tempY = yChange;
        while (x + xChange >= 0 && x + xChange <= 14 && y + yChange >= 0 && y + yChange <= 14
                && color == allChess[x + xChange][y + yChange]) {
            count++;
            if (xChange != 0) {
                xChange++;
            }
            if (yChange != 0) {
                if (yChange > 0) {
                    yChange++;
                } else {
                    yChange--;
                }
            }
        }
        xChange = tempX;
        yChange = tempY;
        while (x - xChange >= 0 && x - xChange <= 14 && y - yChange >= 0 && y - yChange <= 14
                && color == allChess[x - xChange][y - yChange]) {
            count++;
            if (xChange != 0) {
                xChange++;
            }
            if (yChange != 0) {
                if (yChange > 0) {
                    yChange++;
                } else {
                    yChange--;
                }
            }
        }
        return count;
    }

    public void paintConmponents(Graphics g) {
        super.paintComponents(g);

    }

    // 绘制黑白棋子
    public void draw(Graphics g, int i, int j) {
        if (allChess[i][j] == 1) {
            g.setColor(Color.black);// 黑色棋子
            g.fillOval(30 * i + 30 - 7, 30 * j + 30 - 7, 14, 14);
            g.drawString(message, 230, 20);

        }
        if (allChess[i][j] == 2) {
            g.setColor(Color.white);// 白色棋子
            g.fillOval(30 * i + 30 - 7, 30 * j + 30 - 7, 14, 14);
            g.drawString(message, 230, 20);

        }

    }

    @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

    }

    @Override
    public void run() {
        // TODO Auto-generated method stub
        // 判断是否有时间限制

        if (maxTime > 0) {
            while (true) {
                // System.out.println(canPlay + "11");
                if (isManAgainst) {
                    if (isBlack) {
                        blackTime--;
                        if (blackTime == 0) {
                            JOptionPane.showMessageDialog(this, "黑方超时,游戏结束!");
                        }
                    } else {
                        whiteTime--;
                        if (whiteTime == 0) {
                            JOptionPane.showMessageDialog(this, "白方超时,游戏结束!");
                        }
                    }
                } else {
                    // 监控黑子下棋的时间,也就是用户下棋的时间
                    blackTime--;
                    if (blackTime == 0) {
                        JOptionPane.showMessageDialog(this, "用户超时,游戏结束!");
                    }

                    // 不监控电脑白字下棋

                }
                blackMessage = blackTime / 3600 + ":" + (blackTime / 60 - blackTime / 3600 * 60) + ":"
                        + (blackTime - blackTime / 60 * 60);
                whiteMessage = whiteTime / 3600 + ":" + (whiteTime / 60 - whiteTime / 3600 * 60) + ":"
                        + (whiteTime - whiteTime / 60 * 60);

                this.repaint();
                try {
                    Thread.sleep(1000);
                } catch (InterruptedException e) {
                    e.printStackTrace();
                }

            }
        }
    }

    // 点击开始游戏设置属性,游戏开始
    public void Start() {
        this.canPlay = true;
        for (int i = 0; i < 14; i++) {
            for (int j = 0; j < 14; j++) {
                allChess[i][j] = 0;
            }
        }
        if (canPlay == true) {
            t.resume();
        }
        this.repaint();
        JOptionPane.showMessageDialog(this, "游戏开始了,请开始下棋");

        if (isBlack == false && isManAgainst == false) {
            machineChess(gameDifficulty);
        }
        // 另一种方式 allChess=new int[19][19]
        // message = "黑方先行";
        //
        // isBlack = true;
        // blackTime = maxTime;
        // whiteTime = maxTime;
        // if (maxTime > 0) {
        // blackMessage = maxTime / 3600 + ":" + (maxTime / 60 - maxTime / 3600
        // * 60) + ":"
        // + (maxTime - maxTime / 60 * 60);
        // whiteMessage = maxTime / 3600 + ":" + (maxTime / 60 - maxTime / 3600
        // * 60) + ":"
        // + (maxTime - maxTime / 60 * 60);
        // t.resume();
        // } else {
        // blackMessage = "无限制";
        // whiteMessage = "无限制";
        // }
        // this.repaint();// 如果不重新调用,则界面不会刷新

    }

    // 人人对战下棋函数
    public void manToManChess() {
        if (x >= 29 && x <= 451 && y >= 29 && y <= 451) {
            // System.out.println("在棋盘范围内:"+x+"--"+y);
            x = (x + 15) / 30 - 1; // 是为了取得交叉点的坐标
            y = (y + 15) / 30 - 1;
            if (allChess[x][y] == 0) {
                // 判断当前要下的是什么棋子
                if (isBlack == true) {
                    allChess[x][y] = 1;
                    isBlack = false;
                    blackTime = 120;
                    message = "轮到白方";
                } else {
                    allChess[x][y] = 2;
                    isBlack = true;
                    whiteTime = 120;
                    message = "轮到黑方";
                }
            }

            // 判断这个棋子是否和其他棋子连成5个
            boolean winFlag = this.checkWin(x, y);
            this.repaint(); // 绘制棋子
            if (winFlag == true) {
                JOptionPane.showMessageDialog(this, "游戏结束," + (allChess[x][y] == 1 ? "黑方" : "白方") + "获胜!");
                canPlay = false;
            }
        } else {
            // JOptionPane.showMessageDialog(this,
            // "当前位子已经有棋子,请重新落子!!!");
        }
    }

    // 人机对战下棋函数
    public void manToMachine() {
        if (x >= 29 && x <= 451 && y >= 29 && y <= 451) {
            // System.out.println("在棋盘范围内:"+x+"--"+y);
            x = (x + 15) / 30 - 1; // 是为了取得交叉点的坐标
            y = (y + 15) / 30 - 1;
            if (allChess[x][y] == 0) {
                // 判断当前要下的是什么棋子
                if (isBlack == true) {
                    allChess[x][y] = 1;
                    this.repaint(); // 绘制棋子
                    machineChess(gameDifficulty);
                    isBlack = true;
                    blackTime = 120;
                    message = "用户下棋";
                    whiteTime = 120;
                    boolean winFlag = this.checkWin(x, y);
                    this.repaint(); // 绘制棋子

                    if (winFlag == true) {
                        JOptionPane.showMessageDialog(this, "游戏结束," + (allChess[x][y] == 1 ? "黑方" : "白方") + "获胜!");
                        canPlay = false;
                    }

                } else {

                    allChess[x][y] = 1;
                    // allChess[x][y] = 2;
                    this.repaint();
                    isBlack = false;

                    whiteTime = 120;
                    blackTime = 120;
                    boolean winFlag = this.checkWin(x, y);
                    this.repaint(); // 绘制棋子

                    if (winFlag == true) {
                        JOptionPane.showMessageDialog(this, "游戏结束," + (allChess[x][y] == 1 ? "黑方" : "白方") + "获胜!");
                        canPlay = false;
                    }
                    machineChess(gameDifficulty);
                }
            }

            // 判断这个棋子是否和其他棋子连成5个
            // boolean winFlag = this.checkWin(x, y);
            // this.repaint(); // 绘制棋子
            //
            // if (winFlag == true) {
            // JOptionPane.showMessageDialog(this, "游戏结束," + (allChess[x][y] ==
            // 1 ? "黑方" : "白方") + "获胜!");
            // canPlay = false;
            // }
        }
    }

    // 机器人下棋算法
    public void machineChess(int gameDifficulty) {
        if (gameDifficulty == 0) {
            int i, j;
            boolean chessSucceed = true;// 下棋成功的标志
            while (chessSucceed) {
                i = (int) (Math.random() * 15);
                j = (int) (Math.random() * 15);
                if (allChess[i][j] == 0) {
                    allChess[i][j] = 2;
                    chessSucceed = false;
                }
            }
        } else if (gameDifficulty == 1) {
            int max = 0;
            int m = 0, n = 0;
            int figureSort[] = new int[4];// 对棋子的四个方向进行打分
            for (int i = 0; i < 15; i++) {
                for (int j = 0; j < 15; j++) {
                    if (allChess[i][j] == 0) {
                        figureSort[0] = checkCountMachine(i, j, 0, 1, 1);
                        figureSort[1] = checkCountMachine(i, j, 1, 0, 1);
                        figureSort[2] = checkCountMachine(i, j, 1, -1, 1);
                        figureSort[3] = checkCountMachine(i, j, 1, 1, 1);
                        sortFourFigure(figureSort);
                        temporaryChess[i][j] = figureSort[0] * 12 + figureSort[1] * 25 + figureSort[2] * 50// 算出空白棋子的最大分
                                + figureSort[3] * 100;
                    }
                    // System.out.print(temporaryChess[i][j] + " ");
                }
                // System.out.print("\n");
            }
            // System.out.print("=============================\n");
            for (int i = 0; i < 15; i++) {
                for (int j = 0; j < 15; j++) {
                    if (temporaryChess[i][j] > max && allChess[i][j] != 2 && allChess[i][j] != 1) {
                        m = i;
                        n = j;
                        max = temporaryChess[i][j];
                    }
                }
            }
            allChess[m][n] = 2;

        } else if (gameDifficulty == 2) {

        } else {

        }
        this.repaint();
    }

    // 对数组排序
    public void sortFourFigure(int n[]) {
        Arrays.sort(n);// 正序排序
    }
}

3.最后设置整个游戏的入口主函数StartEntrance.java

package StartGame;

import javax.swing.JFrame;

public class StartEntrance {
    //public static boolean canPlay =false;
    public static void main(String[] args) {
        // 实例化一个窗口

        MyFrame myFrame = new MyFrame();
        myFrame.setVisible(true); // 设置窗口为可见
        myFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); // 设置窗口关闭操作属性

    }

}

以上所有代码均调试通过,人机算法较为简单,可实现简单的防守功能。
java源代码:链接:https://download.csdn.net/download/q651742112/10527151
打包的jar文件:链接:http://pan.baidu.com/s/1hs1OTXM 密码:jw84

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五子棋是一种非常经典的棋类游戏,而Java作为一种流行的编程语言,可以用来开发五子棋游戏。下面是一个简单的五子棋Java源码示例: ```java import java.util.Scanner; public class GobangGame { private static int[][] board = new int[15][15]; // 15*15的棋盘 private static final int EMPTY = 0; private static final int BLACK = 1; private static final int WHITE = 2; private static Scanner scanner = new Scanner(System.in); public static void main(String[] args) { boolean isBlackTurn = true; printBoard(); while (true) { int row, col; if (isBlackTurn) { System.out.println("轮到黑棋(●)落子,输入坐标(行 列):"); row = scanner.nextInt(); col = scanner.nextInt(); if (isValidMove(row, col)) { board[row][col] = BLACK; printBoard(); if (isWin(BLACK)) { System.out.println("黑棋获胜!"); break; } isBlackTurn = false; } else { System.out.println("无效落子!"); } } else { System.out.println("轮到白棋(○)落子,输入坐标(行 列):"); row = scanner.nextInt(); col = scanner.nextInt(); if (isValidMove(row, col)) { board[row][col] = WHITE; printBoard(); if (isWin(WHITE)) { System.out.println("白棋获胜!"); break; } isBlackTurn = true; } else { System.out.println("无效落子!"); } } } } private static boolean isValidMove(int row, int col) { return row >= 0 && row < 15 && col >= 0 && col < 15 && board[row][col] == EMPTY; } private static void printBoard() { for (int[] row : board) { for (int cell : row) { if (cell == EMPTY) { System.out.print(" "); } else if (cell == BLACK) { System.out.print("● "); } else { System.out.print("○ "); } } System.out.println(); } } private static boolean isWin(int player) { // 判断是否有五个棋子连成一线 // 请自行实现判断规则 return false; } } ``` 以上是一个简单的五子棋游戏的Java源码示例,游戏通过控制台输入坐标进行落子,然后判断是否获胜。实际上,五子棋的获胜判断规则比较复杂,需要判断横向、纵向、斜向等多个方向上是否有五个同色棋子连成一线,这部分功能需要根据具体规则进行实现

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