Java最全Java+Swing实现五子棋游戏,基于SpringCloud微服务化开发平台项目

总结

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三面蚂蚁金服成功拿到offer后,他说他累了

三面蚂蚁金服成功拿到offer后,他说他累了

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if (array1[r][c] == 0) {// 如果该位置没有棋子则开始统计

code = countHL(r, c);// 调用水平向左统计的方法

weight = map.get(code);// 根据棋子相连情况获取对应的权值

if (weight != null) {// 判断是否有该种棋子相连的情况

weightArray[r][c] += weight;// 累加权值

}

// 把另外七个方向统计完毕后,就完成权值统计

code = countHR(r, c);// 调用水平向右统计的方法

weight = map.get(code);// 根据棋子相连情况获取对应的权值

if (weight != null) {// 判断是否有该种棋子相连的情况

weightArray[r][c] += weight;// 累加权值

}

code = countHT(r, c);// 调用水平向左统计的方法

weight = map.get(code);// 根据棋子相连情况获取对应的权值

if (weight != null) {// 判断是否有该种棋子相连的情况

weightArray[r][c] += weight;// 累加权值

}

code = countHB(r, c);// 调用水平向左统计的方法

weight = map.get(code);// 根据棋子相连情况获取对应的权值

if (weight != null) {// 判断是否有该种棋子相连的情况

weightArray[r][c] += weight;// 累加权值

}

code = countHZXS(r, c);// 调用水平向左统计的方法

weight = map.get(code);// 根据棋子相连情况获取对应的权值

if (weight != null) {// 判断是否有该种棋子相连的情况

weightArray[r][c] += weight;// 累加权值

}

code = countHYXS(r, c);// 调用水平向左统计的方法

weight = map.get(code);// 根据棋子相连情况获取对应的权值

if (weight != null) {// 判断是否有该种棋子相连的情况

weightArray[r][c] += weight;// 累加权值

}

code = countHZXX(r, c);// 调用水平向左统计的方法

weight = map.get(code);// 根据棋子相连情况获取对应的权值

if (weight != null) {// 判断是否有该种棋子相连的情况

weightArray[r][c] += weight;// 累加权值

}

code = countHYXX(r, c);// 调用水平向左统计的方法

weight = map.get(code);// 根据棋子相连情况获取对应的权值

if (weight != null) {// 判断是否有该种棋子相连的情况

weightArray[r][c] += weight;// 累加权值

}

// 针对每种情况都进行权值分析,保证五子棋规则的完善

// 判断两个2连在一条直线但中间有一个空位的情况

if ((countHL(r, c) + countHR(r, c) == “01100110”)

|| (countHL(r, c) + countHR(r, c) == “0-1-100-1-10”)

|| (countHL(r, c) + countHR(r, c) == “-11100110”)

|| (countHL(r, c) + countHR(r, c) == “1-1-100-1-10”)

|| (countHL(r, c) + countHR(r, c) == “0110-1110”)

|| (countHL(r, c) + countHR(r, c) == “0-1-101-1-10”)

|| (countHL(r, c) + countHR(r, c) == “-1110-1110”)

|| (countHL(r, c) + countHR(r, c) == “1-1-101-1-10”)) {

weightArray[r][c] = weightArray[r][c] + 5000;

}

if ((countHT(r, c) + countHB(r, c) == “01100110”)

|| (countHT(r, c) + countHB(r, c) == “0-1-100-1-10”)

|| (countHT(r, c) + countHB(r, c) == “-11100110”)

|| (countHT(r, c) + countHB(r, c) == “1-1-100-1-10”)

|| (countHT(r, c) + countHB(r, c) == “0110-1110”)

|| (countHT(r, c) + countHB(r, c) == “0-1-101-1-10”)

|| (countHT(r, c) + countHB(r, c) == “-1110-1110”)

|| (countHT(r, c) + countHB(r, c) == “1-1-101-1-10”)) {

weightArray[r][c] = weightArray[r][c] + 5000;

}

if ((countHZXS(r, c) + countHYXX(r, c) == “01100110”)

|| (countHZXS(r, c) + countHYXX(r, c) == “0-1-100-1-10”)

|| (countHZXS(r, c) + countHYXX(r, c) == “-11100110”)

|| (countHZXS(r, c) + countHYXX(r, c) == “1-1-100-1-10”)

|| (countHZXS(r, c) + countHYXX(r, c) == “0110-1110”)

|| (countHZXS(r, c) + countHYXX(r, c) == “0-1-101-1-10”)

|| (countHZXS(r, c) + countHYXX(r, c) == “-1110-1110”)

|| (countHZXS(r, c) + countHYXX(r, c) == “1-1-101-1-10”)) {

weightArray[r][c] = weightArray[r][c] + 5000;

}

if ((countHYXS(r, c) + countHZXX(r, c) == “01100110”)

|| (countHYXS(r, c) + countHZXX(r, c) == “0-1-100-1-10”)

|| (countHYXS(r, c) + countHZXX(r, c) == “-11100110”)

|| (countHYXS(r, c) + countHZXX(r, c) == “1-1-100-1-10”)

|| (countHYXS(r, c) + countHZXX(r, c) == “0110-1110”)

|| (countHYXS(r, c) + countHZXX(r, c) == “0-1-101-1-10”)

|| (countHYXS(r, c) + countHZXX(r, c) == “-1110-1110”)

|| (countHYXS(r, c) + countHZXX(r, c) == “1-1-101-1-10”)) {

weightArray[r][c] = weightArray[r][c] + 5000;

}

// 判断一个活2连和一个活1连在一条直线上但中间有一个空位的情况

if ((countHL(r, c) + countHR(r, c) == “0100110”) || (countHL(r, c) + countHR(r, c) == “0-100-1-10”)

|| (countHL(r, c) + countHR(r, c) == “0110010”)

|| (countHL(r, c) + countHR(r, c) == “0-1-100-10”)) {

weightArray[r][c] = weightArray[r][c] + 3000;

}

if ((countHT(r, c) + countHB(r, c) == “0100110”) || (countHT(r, c) + countHB(r, c) == “0-100-1-10”)

|| (countHT(r, c) + countHB(r, c) == “0110010”)

|| (countHT(r, c) + countHB(r, c) == “0-1-100-10”)) {

weightArray[r][c] = weightArray[r][c] + 3000;

}

if ((countHZXS(r, c) + countHYXX(r, c) == “0100110”)

|| (countHZXS(r, c) + countHYXX(r, c) == “0-100-1-10”)

|| (countHZXS(r, c) + countHYXX(r, c) == “0110010”)

|| (countHZXS(r, c) + countHYXX(r, c) == “0-1-100-10”)) {

weightArray[r][c] = weightArray[r][c] + 3000;

}

if ((countHYXS(r, c) + countHZXX(r, c) == “0100110”)

|| (countHYXS(r, c) + countHZXX(r, c) == “0-100-1-10”)

|| (countHYXS(r, c) + countHZXX(r, c) == “0110010”)

|| (countHYXS(r, c) + countHZXX(r, c) == “0-1-100-10”)) {

weightArray[r][c] = weightArray[r][c] + 3000;

}

// 眠3连的一端被堵了

// “1-1-1-10”&“010” “0-1-1-10”&“010”

if ((countHL(r, c) + countHR(r, c) == “1-1-1-10010”)

|| (countHL(r, c) + countHR(r, c) == “0101-1-1-10”)

|| (countHL(r, c) + countHR(r, c) == “1-1-1-100”)

|| (countHL(r, c) + countHR(r, c) == “01-1-1-10”)

|| (countHL(r, c) + countHR(r, c) == “1-1-1-100110”)

|| (countHL(r, c) + countHR(r, c) == “01101-1-1-10”)) {

weightArray[r][c] = 1;

}

if ((countHT(r, c) + countHB(r, c) == “1-1-1-10010”)

|| (countHT(r, c) + countHB(r, c) == “0101-1-1-10”)

|| (countHT(r, c) + countHB(r, c) == “1-1-1-100”)

|| (countHT(r, c) + countHB(r, c) == “01-1-1-10”)

|| (countHT(r, c) + countHB(r, c) == “1-1-1-100110”)

|| (countHT(r, c) + countHB(r, c) == “01101-1-1-10”)) {

weightArray[r][c] = 1;

;

}

if ((countHZXS(r, c) + countHYXX(r, c) == “1-1-1-10010”)

|| (countHZXS(r, c) + countHYXX(r, c) == “0101-1-1-10”)

|| (countHZXS(r, c) + countHYXX(r, c) == “1-1-1-100”)

|| (countHZXS(r, c) + countHYXX(r, c) == “01-1-1-10”)

|| (countHZXS(r, c) + countHYXX(r, c) == “1-1-1-100110”)

|| (countHZXS(r, c) + countHYXX(r, c) == “01101-1-1-10”)) {

weightArray[r][c] = 1;

}

if ((countHYXS(r, c) + countHZXX(r, c) == “1-1-1-10010”)

|| (countHYXS(r, c) + countHZXX(r, c) == “0101-1-1-10”)

|| (countHYXS(r, c) + countHZXX(r, c) == “1-1-1-100”)

|| (countHYXS(r, c) + countHZXX(r, c) == “01-1-1-10”)

|| (countHYXS(r, c) + countHZXX(r, c) == “1-1-1-100110”)

|| (countHYXS(r, c) + countHZXX(r, c) == “01101-1-1-10”)) {

weightArray[r][c] = 1;

}

// 3连和1连在一条线上差一个棋位

if ((countHL(r, c) + countHR(r, c) == “0-1-1-100-10”)

|| (countHL(r, c) + countHR(r, c) == “0-101-1-1-10”)

|| (countHL(r, c) + countHR(r, c) == “01110010”)

|| (countHL(r, c) + countHR(r, c) == “010-11110”)

|| (countHL(r, c) + countHR(r, c) == “0-100-1-1-10”)

|| (countHL(r, c) + countHR(r, c) == “1-1-1-100-10”)

|| (countHL(r, c) + countHR(r, c) == “01001110”)

|| (countHL(r, c) + countHR(r, c) == “-11110010”)) {

weightArray[r][c] = weightArray[r][c] + 4000;

}

if ((countHT(r, c) + countHB(r, c) == “0-1-1-100-10”)

|| (countHT(r, c) + countHB(r, c) == “0-101-1-1-10”)

|| (countHT(r, c) + countHB(r, c) == “01110010”)

|| (countHT(r, c) + countHB(r, c) == “010-11110”)

|| (countHT(r, c) + countHB(r, c) == “0-100-1-1-10”)

|| (countHT(r, c) + countHB(r, c) == “1-1-1-100-10”)

|| (countHT(r, c) + countHB(r, c) == “01001110”)

|| (countHT(r, c) + countHB(r, c) == “-11110010”)) {

weightArray[r][c] = weightArray[r][c] + 4000;

}

if ((countHZXS(r, c) + countHYXX(r, c) == “0-1-1-100-10”)

|| (countHZXS(r, c) + countHYXX(r, c) == “0-101-1-1-10”)

|| (countHZXS(r, c) + countHYXX(r, c) == “01110010”)

|| (countHZXS(r, c) + countHYXX(r, c) == “010-11110”)

|| (countHZXS(r, c) + countHYXX(r, c) == “0-100-1-1-10”)

|| (countHZXS(r, c) + countHYXX(r, c) == “1-1-1-100-10”)

|| (countHZXS(r, c) + countHYXX(r, c) == “01001110”)

|| (countHZXS(r, c) + countHYXX(r, c) == “-11110010”)) {

weightArray[r][c] = weightArray[r][c] + 4000;

}

if ((countHYXS(r, c) + countHZXX(r, c) == “0-1-1-100-10”)

|| (countHYXS(r, c) + countHZXX(r, c) == “0-101-1-1-10”)

|| (countHYXS(r, c) + countHZXX(r, c) == “01110010”)

|| (countHYXS(r, c) + countHZXX(r, c) == “010-11110”)

|| (countHYXS(r, c) + countHZXX(r, c) == “0-100-1-1-10”)

|| (countHYXS(r, c) + countHZXX(r, c) == “1-1-1-100-10”)

|| (countHYXS(r, c) + countHZXX(r, c) == “01001110”)

|| (countHYXS(r, c) + countHZXX(r, c) == “-11110010”)) {

weightArray[r][c] = weightArray[r][c] + 4000;

}

}

}

}

}

// 水平向左统计的方法

public static String countHL(int r, int c) {

String code = “0”;

int chess = 0;// 存储第一颗出现的棋子

// 循环遍历

for (int r1 = r - 1; r1 >= 0; r1–) {

if (array1[r1][c] == 0) {// 表示空位沒有棋子

if (r1 + 1 == r) {// 相邻

break;

} else {

code = array1[r1][c] + code;// 记录棋子相连情况

break;

}

} else {// 表示该位置有棋子

if (chess == 0) {// 第一次出现棋子

chess = array1[r1][c];// 记录棋子

code = array1[r1][c] + code;// 记录棋子相连情况

} else if (chess == array1[r1][c]) {

code = array1[r1][c] + code;// 记录棋子相连情况

} else {

code = array1[r1][c] + code;// 记录棋子相连情况

break;

}

}

}

return code;

}

// 水平向右统计的方法

public static String countHR(int r, int c) {

String code = “0”;

int chess = 0;// 存储第一颗出现的棋子

// 循环遍历

for (int r1 = r + 1; r1 < coloum; r1++) {

if (array1[r1][c] == 0) {// 表示空位沒有棋子

if (r1 - 1 == r) {// 相邻

break;

} else {

code = array1[r1][c] + code;// 记录棋子相连情况

break;

}

} else {// 表示该位置有棋子

if (chess == 0) {// 第一次出现棋子

chess = array1[r1][c];// 记录棋子

code = array1[r1][c] + code;// 记录棋子相连情况

} else if (chess == array1[r1][c]) {

code = array1[r1][c] + code;// 记录棋子相连情况

} else {

code = array1[r1][c] + code;// 记录棋子相连情况

break;

}

}

}

return code;

}

// 竖直向上统计的方法

public static String countHT(int r, int c) {

String code = “0”;

int chess = 0;// 存储第一颗出现的棋子

// 循环遍历

for (int c1 = c - 1; c1 >= 0; c1–) {

if (array1[r][c1] == 0) {// 表示空位沒有棋子

if (c1 + 1 == r) {// 相邻

break;

} else {

code = array1[r][c1] + code;// 记录棋子相连情况

break;

}

} else {// 表示该位置有棋子

if (chess == 0) {// 第一次出现棋子

chess = array1[r][c1];// 记录棋子

code = array1[r][c1] + code;// 记录棋子相连情况

} else if (chess == array1[r][c1]) {

code = array1[r][c1] + code;// 记录棋子相连情况

} else {

code = array1[r][c1] + code;// 记录棋子相连情况

break;

}

}

}

return code;

}

// 竖直向下统计的方法

public static String countHB(int r, int c) {

String code = “0”;

int chess = 0;// 存储第一颗出现的棋子

// 循环遍历

for (int c1 = c + 1; c1 < row; c1++) {

if (array1[r][c1] == 0) {// 表示空位沒没有棋子

if (c1 - 1 == c) {// 相邻

break;

} else {

code = array1[r][c1] + code;// 记录棋子相连情况

break;

}

} else {// 表示该位置有棋子

if (chess == 0) {// 第一次出现棋子

chess = array1[r][c1];// 记录棋子

code = array1[r][c1] + code;// 记录棋子相连情况

} else if (chess == array1[r][c1]) {

code = array1[r][c1] + code;// 记录棋子相连情况

} else {

code = array1[r][c1] + code;// 记录棋子相连情况

break;

}

}

}

return code;

}

// 左斜向上统计的方法

public static String countHZXS(int r, int c) {

String code = “0”;

int chess = 0;// 存储第一颗出现的棋子

// 循环遍历

for (int r1 = r - 1, c1 = c - 1; r1 >= 0 && c1 >= 0; r1–, c1–) {

if (array1[r1][c1] == 0) {// 表示空位沒有棋子

if (c1 + 1 == c && r1 + 1 == r) {// 相邻

break;

} else {

code = array1[r1][c1] + code;// 记录棋子相连情况

break;

}

} else {// 表示该位置有棋子

if (chess == 0) {// 第一次出现棋子

chess = array1[r1][c1];// 记录棋子

code = array1[r1][c1] + code;// 记录棋子相连情况

} else if (chess == array1[r1][c1]) {

code = array1[r1][c1] + code;// 记录棋子相连情况

} else {

code = array1[r1][c1] + code;// 记录棋子相连情况

break;

}

}

}

return code;

}

// 右斜向上统计的方法

public static String countHYXS(int r, int c) {

String code = “0”;

int chess = 0;// 存储第一颗出现的棋子

// 循环遍历

for (int r1 = r + 1, c1 = c - 1; c1 >= 0 && r1 < coloum; r1++, c1–) {

if (array1[r1][c1] == 0) {// 表示空位沒有棋子

if (r1 - 1 == r && c1 + 1 == c) {// 相邻

break;

} else {

code = array1[r1][c1] + code;// 记录棋子相连情况

break;

}

} else {// 表示该位置有棋子

if (chess == 0) {// 第一次出现棋子

chess = array1[r1][c1];// 记录棋子

code = array1[r1][c1] + code;// 记录棋子相连情况

} else if (chess == array1[r1][c1]) {

code = array1[r1][c1] + code;// 记录棋子相连情况

} else {

code = array1[r1][c1] + code;// 记录棋子相连情况

break;

}

}

}

return code;

}

// 左斜向下统计的方法

public static String countHZXX(int r, int c) {

String code = “0”;

int chess = 0;// 存储第一颗出现的棋子

// 循环遍历

for (int r1 = r - 1, c1 = c + 1; c1 < row && r1 >= 0; c1++, r1–) {

if (array1[r1][c1] == 0) {// 表示空位沒有棋子

if (c1 - 1 == c && r1 + 1 == r) {// 相邻

break;

} else {

code = array1[r1][c1] + code;// 记录棋子相连情况

break;

}

} else {// 表示该位置有棋子

if (chess == 0) {// 第一次出现棋子

chess = array1[r1][c1];// 记录棋子

code = array1[r1][c1] + code;// 记录棋子相连情况

} else if (chess == array1[r1][c1]) {

code = array1[r1][c1] + code;// 记录棋子相连情况

} else {

code = array1[r1][c1] + code;// 记录棋子相连情况

break;

}

}

}

return code;

}

// 右斜向下统计的方法

public static String countHYXX(int r, int c) {

String code = “0”;

int chess = 0;// 存储第一颗出现的棋子

// 循环遍历

for (int r1 = r + 1, c1 = c + 1; r1 < coloum && c1 < row; r1++, c1++) {

if (array1[r1][c1] == 0) {// 表示空位沒有棋子

if (c1 - 1 == c && r1 - 1 == r) {// 相邻

break;

} else {

code = array1[r1][c1] + code;// 记录棋子相连情况

break;

}

} else {// 表示该位置有棋子

if (chess == 0) {// 第一次出现棋子

chess = array1[r1][c1];// 记录棋子

code = array1[r1][c1] + code;// 记录棋子相连情况

} else if (chess == array1[r1][c1]) {

code = array1[r1][c1] + code;// 记录棋子相连情况

} else {

code = array1[r1][c1] + code;// 记录棋子相连情况

break;

}

}

}

return code;

}

}

Chess.java


package com.sjsq;

import java.awt.Color;//设置棋子颜色和棋子的落子位置

public class Chess extends Object implements Gobang{

int coloum,row; //输入列数,行数

Color color; //棋盘颜色的设置

public Chess(int coloum,int row,Color color) {

this.coloum=coloum;

this.row=row;

this.color=color;

}

}

Gobang.java


package com.sjsq;

public interface Gobang { //接口 申明全局变量

public static final int size = 40; // 设置格子大小为40

public static final int X = 20, Y = 20; // 设置棋盘右上角的位置

public static final int coloum = 15; //设置行数

public static final int row = 15; //设置列数

public static final int[][] array1 = new int[coloum][row]; //记录棋子位置的数组

public static final int[][] weightArray = new int[coloum][row]; //记录棋盘每个位置的权值

public static final boolean flag[] = new boolean[2]; //记录选择的模式

public static final boolean co[] = new boolean[2]; //记录选择的棋色

}

GobangListener.java


package com.sjsq;

import java.awt.Color;

import java.awt.Graphics;

import java.awt.event.ActionEvent;

import java.awt.event.ActionListener;

import java.awt.event.MouseAdapter;

import java.awt.event.MouseEvent;

import java.util.Arrays;

import javax.swing.JOptionPane;

public class GobangListener extends MouseAdapter implements ActionListener,Gobang{

private GobangMain gm; // 棋盘面板对象

private Graphics g; // 画笔对象

boolean cco=true; //记录玩家下棋还是电脑下棋

boolean fff=true; //记录是否能悔棋

boolean ggg=true; //记录是否能认输

private MyArrayList array;

int coloum1,row1;

int xx,yy,max;

public GobangListener(GobangMain gm,MyArrayList array) { //从GobangMain传窗体对象和记录棋子的数组

this.gm = gm;

this.array=array;

}

public void actionPerformed(ActionEvent e) {

if (e.getActionCommand().equals(“悔棋”)) {

if(flag[0]) { //人人对战悔棋

if(fff) {

if(array.getSize()>1) {

array1[coloum1][row1]=0;

Chess aaa=array.get(array.getSize()-2);

coloum1=aaa.coloum;

row1=aaa.row;

array.Delete();

cco=!cco;

gm.repaint();

}

}

}

if(flag[1]) { //人机对战悔棋

if(fff) {

if(cco) {

if(array.getSize()>2) {

array1[xx][yy]=0;

Chess aaa=array.get(array.getSize()-2);

coloum1=aaa.coloum;

row1=aaa.row;

array.Delete();

array1[coloum1][row1]=0;

Chess bbb=array.get(array.getSize()-2);

xx=bbb.coloum;

yy=bbb.row;

array.Delete();

gm.repaint();

}

}

}

}

}

if (e.getActionCommand().equals(“认输”)) {

if(ggg) {

if(flag[0]){

if(cco) {

JOptionPane.showMessageDialog(gm, “白棋获胜”);

}else {

JOptionPane.showMessageDialog(gm, “黑棋获胜”);

}

gm.removeMouseListener(this);

fff=false;

ggg=false;

}

if(flag[1]) {

if(co[0]) {

if(cco) {

JOptionPane.showMessageDialog(gm, “黑棋获胜”);

}else {

JOptionPane.showMessageDialog(gm, “白棋获胜”);

}

gm.removeMouseListener(this);

fff=false;

ggg=false;

}

if(co[1]) {

if(cco) {

JOptionPane.showMessageDialog(gm, “白棋获胜”);

}else {

JOptionPane.showMessageDialog(gm, “黑棋获胜”);

}

gm.removeMouseListener(this);

fff=false;

ggg=false;

array.Reset();

}

}

}

}

if (e.getActionCommand().equals(“退出”)) { //退出游戏

System.exit(0);

}

if (e.getActionCommand().equals(“人人对战”)) { //选择人人对战模式 flag[0]为true,flag[1]为false

flag[0]=true;

flag[1]=false;

for(int i=0;i<array1.length;i++) {

Arrays.fill(array1[i], 0);

}

cco=true;

fff=true;

ggg=true;

array.Reset();

gm.repaint();

}

if (e.getActionCommand().equals(“人机对战”)) { //选择人机对战模式 flag[0]为false,flag[1]为true

flag[0]=false;

flag[1]=true;

for(int i=0;i<array1.length;i++) {

Arrays.fill(array1[i], 0);

}

cco=true;

fff=true;

ggg=true;

array.Reset();

gm.repaint();

}

if (e.getActionCommand().equals(“黑子(先手)”)) {

co[0]=false;

co[1]=true;

for(int i=0;i<array1.length;i++) {

Arrays.fill(array1[i], 0);

}

cco=true;

fff=true;

ggg=true;

array.Reset();

gm.repaint();

}

if (e.getActionCommand().equals(“白子(后手)”)) {

co[0]=true;

co[1]=false;

for(int i=0;i<array1.length;i++) {

Arrays.fill(array1[i], 0);

}

cco=false;

fff=true;

ggg=true;

array.Reset();

gm.repaint();

}

if (e.getActionCommand().equals(“开始新游戏”)) {

if(flag[1]) {

if (co[1]){

for(int i=0;i<array1.length;i++) {

Arrays.fill(array1[i], 0);

}

gm.addMouseListener(this);

array.Reset();

gm.repaint();

}

if(co[0]) {

for(int i=0;i<array1.length;i++) {

Arrays.fill(array1[i], 0);

}

// cco=false;

gm.addMouseListener(this);

array.Reset();

gm.repaint();

// g.setColor(Color.BLACK);

// g.fillOval(X+8size-size/2, Y+8size-size/2, size, size);

array1[7][7]=-1; //AI先手第一个子落点

Chess sh=new Chess(7,7,Color.BLACK);

array.add(sh);

cco=true;

fff=true;

ggg=true;

}

}

if(flag[0]) {

for(int i=0;i<array1.length;i++) {

Arrays.fill(array1[i], 0);

}

cco=true;

fff=true;

ggg=true;

gm.addMouseListener(this);

array.Reset();

gm.repaint();

}

}

}

public void mouseReleased(MouseEvent e) { //鼠标松开的时候进行的操作

if(flag[0]) { //选择人人对战模式进行的操作

if (g == null)

g = gm.getGraphics();

int x = e.getX();

int y = e.getY();

coloum1 = (x-X+size/2)/size;

row1 = (y-Y+size/2)/size;

if(coloum1<coloum&&row1<row) {

if(array1[coloum1][row1]==0) {

if(cco) {

g.setColor(Color.BLACK);

g.fillOval(X+coloum1size-size/2, Y+row1size-size/2, size, size);

array1[coloum1][row1]=1;

Chess sh=new Chess(coloum1,row1,Color.BLACK);

array.add(sh);

}

else {

g.setColor(Color.WHITE);

g.fillOval(X+coloum1size-size/2, Y+row1size-size/2, size, size);

array1[coloum1][row1]=-1;

Chess sh=new Chess(coloum1,row1,Color.WHITE);

array.add(sh);

}

Judge jd=new Judge(coloum1,row1);

if(jd.judge()) {

if(cco) {

JOptionPane.showMessageDialog(gm, “黑棋获胜”);

}else {

JOptionPane.showMessageDialog(gm, “白棋获胜”);

}

gm.removeMouseListener(this);

fff=false;

ggg=false;

array.Reset();

}

cco=!cco;

}

}

}

if(flag[1]) { //选择人机对战进行的操作

if (g == null)

g = gm.getGraphics();

if(co[1]) {

if(cco) { //若cco为true,则人下棋

int x = e.getX();

int y = e.getY();

coloum1 = (x-X+size/2)/size;

row1 = (y-Y+size/2)/size;

if(coloum1<coloum&&row1<row) {

if(array1[coloum1][row1]==0) {

g.setColor(Color.BLACK);

Kafka进阶篇知识点

image

Kafka高级篇知识点

image

44个Kafka知识点(基础+进阶+高级)解析如下

image

由于篇幅有限,小编已将上面介绍的**《Kafka源码解析与实战》、Kafka面试专题解析、复习学习必备44个Kafka知识点(基础+进阶+高级)都整理成册,全部都是PDF文档**

本文已被CODING开源项目:【一线大厂Java面试题解析+核心总结学习笔记+最新讲解视频+实战项目源码】收录

需要这份系统化的资料的朋友,可以点击这里获取

1size-size/2, Y+row1size-size/2, size, size);

array1[coloum1][row1]=1;

Chess sh=new Chess(coloum1,row1,Color.BLACK);

array.add(sh);

}

else {

g.setColor(Color.WHITE);

g.fillOval(X+coloum1size-size/2, Y+row1size-size/2, size, size);

array1[coloum1][row1]=-1;

Chess sh=new Chess(coloum1,row1,Color.WHITE);

array.add(sh);

}

Judge jd=new Judge(coloum1,row1);

if(jd.judge()) {

if(cco) {

JOptionPane.showMessageDialog(gm, “黑棋获胜”);

}else {

JOptionPane.showMessageDialog(gm, “白棋获胜”);

}

gm.removeMouseListener(this);

fff=false;

ggg=false;

array.Reset();

}

cco=!cco;

}

}

}

if(flag[1]) { //选择人机对战进行的操作

if (g == null)

g = gm.getGraphics();

if(co[1]) {

if(cco) { //若cco为true,则人下棋

int x = e.getX();

int y = e.getY();

coloum1 = (x-X+size/2)/size;

row1 = (y-Y+size/2)/size;

if(coloum1<coloum&&row1<row) {

if(array1[coloum1][row1]==0) {

g.setColor(Color.BLACK);

Kafka进阶篇知识点

[外链图片转存中…(img-o3NUIqCk-1715307336675)]

Kafka高级篇知识点

[外链图片转存中…(img-iXFYe7fJ-1715307336675)]

44个Kafka知识点(基础+进阶+高级)解析如下

[外链图片转存中…(img-lhm8gNCb-1715307336676)]

由于篇幅有限,小编已将上面介绍的**《Kafka源码解析与实战》、Kafka面试专题解析、复习学习必备44个Kafka知识点(基础+进阶+高级)都整理成册,全部都是PDF文档**

本文已被CODING开源项目:【一线大厂Java面试题解析+核心总结学习笔记+最新讲解视频+实战项目源码】收录

需要这份系统化的资料的朋友,可以点击这里获取

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