java 写五子棋

五子棋功能分析

步骤:1:使用二维数组存储五子棋棋盘功能(初始化,)

2:用黑星和白星表示输入(基本判断:棋子重复,棋子是否越界) 把基本判断定义成方法直接使用

2.1:一直下棋,黑白替换;while(flag)

3:判断输赢;

3.1:左右找 上下找 斜着找

*字符串的二维数组不可以用tostring打印

  1. 前期定义

棋盘的格子用十字来表示

白星星和黑星星用来代表棋子

static String[][] qp = new String[15][15]; //{{null,null},{null,null}}
    static String[] num = {"⒈","⒉","⒊","⒋","⒌","⒍","⒎","⒏","⒐","⒑","⒒","⒓","⒔","⒕","⒖"};
    static String line = "十";
    static String white = "☆";
    static String black = "★";
    static boolean flag = true;//白棋子是true
    static int[][] position = new int[14][14];//判断是否走过的路

主方法

  public static void main(String[] args) {
        ClassWork05.initialChess();
        ClassWork05.playChess();
    }
  1. 初始化棋盘

用两个for循环来放十字

  //初始化棋盘----------------------
    public static void initialChess(){
        for (int i = 0; i < qp.length; i++) {
            for (int j = 0; j < qp[i].length; j++) {
                if(i == qp.length - 1){//给最后一行放数字
                    qp[i][j] = num[j];
                }else if(j == qp[i].length - 1){//给最后一列放数字
                    qp[i][j] = num[i];
                }else{
                    qp[i][j] = line;
                }
            }
        }
    }
  1. 棋盘输出

遍历输出

 //输出棋盘----------------------------
    public static void printChess(){
        for (int i = 0; i < qp.length; i++) {
            for (int j = 0; j < qp[i].length; j++) {
                System.out.print(qp[i][j]);
            }
            System.out.println();
        }
    }
  1. 开始下棋

下棋是来回的所以肯定要循环

先判断下棋的位置是否合理

用flag表示黑白棋轮着下

下棋位置合理后,调用判断输赢的方法,判断是否胜利

  //开始下棋-------------------
    public static void playChess() {
        Scanner Myscanner = new Scanner(System.in);
        while (true) {
            //输出原始棋盘,并且开始下棋
            ClassWork05.printChess();
            //黑白轮着下棋
            if(flag == true){
                System.out.println("请白棋开始下棋~");
            }else{
                System.out.println("请黑棋开始下棋~");
            }
            //输入行数和列数
            System.out.println("请输入行数~");
            int x = Myscanner.nextInt() - 1;
            System.out.println("请输入列数~");
            int y = Myscanner.nextInt() - 1;
            //判断是否下棋范围是否合理---请注意两个判断有先后!!!(范围和重复走)
            if(x >= 14 || x < 0 || y >= 14 || y < 0){
                System.out.println("超出范围,请重新输出(1-14)~");
                continue;
            }
            //把位置存放在数组位置上 1表示走过
            //本人想法是用一个二维数组把走过的位置记录起来,然后看是否当前走的路是否是二维数组里存过1
            //老师想法:
            if(position[x][y] == 1){
                System.out.println("该位置已经走过,请重新输出~");
                continue;
            }else{
                position[x][y] = 1;
            }
            //赋值下棋 并且交换下棋
            if (flag) {
                qp[x][y] = white;
                boolean key = ClassWork05.iswin(x,y,white);
                if(key){
                    ClassWork05.printChess();
                    break;
                }
                flag = !flag;
            } else {
                qp[x][y] = black;
                boolean key = ClassWork05.iswin(x,y,black);
                if(key){
                    ClassWork05.printChess();
                    break;
                }
                flag = !flag;
            }
        }
        if (flag == true) {
            System.out.println("恭喜白棋胜利~");
        }else{
            System.out.println("恭喜黑棋胜利~");
        }
    }
  1. 判断输赢

四种情况

左右成五个

上下成五个

/斜着成五个

\斜着成五个

每判断一种计数count都要归零

遇到非相同棋子 直接退出循环

   //判断输赢
    public static boolean iswin(int x,int y,String star){
        //先判断左右是否可以能赢1
        int count = 0;
        //左右查,先向左查
        for (int i = y - 1; i >= 0; i--) {
            if(star.equals(qp[x][i])) {
                count++;
            }else break;
        }
        if(count == 4){
            return true;
        }
        //左不够那就向右查
        for (int i = y + 1; i < qp[y].length - 1; i++) {
            if(star.equals(qp[x][i])) {
                count++;
            }else break;
        }
        if(count == 4){
            return true;
        }



        //上下查,先向上
        count = 0;
        for (int i = x - 1; i >= 0; i--) {
            if(star.equals(qp[i][y])) {
                count++;
            }else break;
        }
        if(count == 4){
            return true;
        }
        //上不够那就向下查
        for (int i = x + 1; i < qp[x].length - 1; i++) {
            if(star.equals(qp[i][y])) {
                count++;
            }else break;
        }
        if(count == 4){
            return true;
        }


        //判断斜着 这样样式\ 先向左上 只用一个循环 给里面放两个变量
        count = 0;
        for (int i = x - 1, j = y - 1; i >= 0 && j >= 0; i--,j--) {
                if (star.equals(qp[i][j])) {
                    count++;
                }else break;
        }
        if(count == 4){
            return true;
        }
        //左上不够那就向右下查
        for (int i = x + 1,j = y + 1; i < qp.length - 1 && j < qp[i].length - 1; i++,j++) {
                if (star.equals(qp[i][j])) {
                    count++;
                }else break;
        }
        if(count == 4){
            return true;
        }


        //判断斜着 这样样式 / 先向右上
        count = 0;
        for (int i = x - 1, j = y + 1; i >= 0 && j < qp[i].length - 1; i--,j++) {
                if (star.equals(qp[i][j])) {
                    count++;
                }else break;
        }
        if(count == 4){
            return true;
        }
        //右上不够那就向左下查
        for (int i = x + 1, j = y - 1; i < qp.length - 1 && j >= 0; i++,j--) {
                if (star.equals(qp[i][j])) {
                    count++;
                }else break;
        }
        if(count == 4){
            return true;
        }



        return false;
    }

简单 五子棋的客户端部分程序 //chessClient.java:客户端主程序。 //userPad.java:客户端的界面。 //chessPad.java:棋盘的绘制。 //chessServer.java:服务器端。 //可同时容纳50个人同时在线下棋,聊天。 import java.awt.*; import java.awt.event.*; import java.io.*; import java.net.*; import java.util.*; class clientThread extends Thread{ chessClient chessclient; clientThread(chessClient chessclient){ this.chessclient=chessclient; } public void acceptMessage(String recMessage){ if(recMessage.startsWith("/userlist ")){ StringTokenizer userToken=new StringTokenizer(recMessage," "); int userNumber=0; chessclient.userpad.userList.removeAll(); chessclient.inputpad.userChoice.removeAll(); chessclient.inputpad.userChoice.addItem("所有人"); while(userToken.hasMoreTokens()){ String user=(String)userToken.nextToken(" "); if(userNumber>0 && !user.startsWith("[inchess]")){ chessclient.userpad.userList.add(user); chessclient.inputpad.userChoice.addItem(user); } userNumber++; } chessclient.inputpad.userChoice.select("所有人"); } else if(recMessage.startsWith("/yourname ")){ chessclient.chessClientName=recMessage.substring(10); chessclient.setTitle("Java五子棋客户端 "+"用户名:"+chessclient.chessClientName); } else if(recMessage.equals("/reject")){ try{ chessclient.chesspad.statusText.setText("不能加入游戏"); chessclient.controlpad.cancelGameButton.setEnabled(false); chessclient.controlpad.joinGameButton.setEnabled(true); chessclient.controlpad.creatGameButton.setEnabled(true); } catch(Exception ef){ chessclient.chatpad.chatLineArea.setText("chessclient.chesspad.chessSocket.close无法关闭"); } chessclient.controlpad.joinGameButton.setEnabled(true); } else if(recMessage.startsWith("/peer ")){ chessclient.chesspad.chessPeerName=recMessage.substring(6); if(chessclient.isServer){ chessclient.chesspad.chessColor=1; chessclient.chesspad.isMouseEnabled=true; chessclient.chesspad.statusText.setText("请黑棋下子"); } else if(chessclient.isClient){ chessclient.chesspad.chessColor=-1; chessclient.chesspad.statusText.setText("已加入游戏,等待对方下子..."); } } else if(recMessage.equals("/youwin")){ chessclient.isOnChess=false; chessclient.chesspad.chessVictory(chessclient.chesspad.chessColor); chessclient.chesspad.statusText.setText("对方退出,请点放弃游戏退出连接"); chessclient.chesspad.isMouseEnabled=false; } else if(recMessage.equals("/OK")){ chessclient.chesspad.statusText.setText("创建游戏成功,等待别人加入..."); } else if(recMessage.equals("/error")){ chessclient.chatpad.chatLineArea.append("传输错误:请退出程序,重新加入 \n"); } else{ chessclient.chatpad.chatLineArea.append(recMessage+"\n"); chessclient.chatpad.chatLineArea.setCaretPosition( chessclient.chatpad.chatLineArea.getText().length()); } } public void run(){ String message=""; try{ while(true){ message=chessclient.in.readUTF(); acceptMessage(message); } } catch(IOException es){ } } } public class chessClient extends Frame implements ActionListener,KeyListener{ userPad userpad=new userPad(); chatPad chatpad=new chatPad(); controlPad controlpad=new controlPad(); chessPad chesspad=new chessPad(); inputPad inputpad=new inputPad(); Socket chatSocket; DataInputStream in; DataOutputStream out; String chessClientName=null; String host=null; int port=4331; boolean isOnChat=false; //在聊天? boolean isOnChess=false; //在下棋? boolean isGameConnected=false; //下棋的客户端连接? boolean isServer=false; //如果是下棋的主机 boolean isClient=false; //如果是下棋的客户端 Panel southPanel=new Panel(); Panel northPanel=new Panel(); Panel centerPanel=new Panel(); Panel westPanel=new Panel(); Panel eastPanel=new Panel(); chessClient( ){ super("Java五子棋客户端"); setLayout(new BorderLayout()); host=controlpad.inputIP.getText(); westPanel.setLayout(new BorderLayout()); westPanel.add(userpad,BorderLayout.NORTH); westPanel.add(chatpad,BorderLayout.CENTER); westPanel.setBackground(Color.pink); inputpad.inputwords.addKeyListener(this); chesspad.host=controlpad.inputIP.getText(); centerPanel.add(chesspad,BorderLayout.CENTER); centerPanel.add(inputpad,BorderLayout.SOUTH); centerPanel.setBackground(Color.pink); controlpad.connectButton.addActionListener(this); controlpad.creatGameButton.addActionListener(this); controlpad.joinGameButton.addActionListener(this); controlpad.cancelGameButton.addActionListener(this); controlpad.exitGameButton.addActionListener(this); controlpad.creatGameButton.setEnabled(false); controlpad.joinGameButton.setEnabled(false); controlpad.cancelGameButton.setEnabled(false); southPanel.add(controlpad,BorderLayout.CENTER); southPanel.setBackground(Color.pink); addWindowListener(new WindowAdapter(){ public void windowClosing(WindowEvent e){ if(isOnChat){ try{ chatSocket.close(); }catch(Exception ed){ } } if(isOnChess || isGameConnected){ try{ chesspad.chessSocket.close(); }catch(Exception ee){ } } System.exit(0); } public void windowActivated(WindowEvent ea){ } }); add(westPanel,BorderLayout.WEST); add(centerPanel,BorderLayout.CENTER); add(southPanel,BorderLayout.SOUTH); pack(); setSize(670,548); setVisible(true); setResizable(false); validate(); } public boolean connectServer(String serverIP,int serverPort) throws Exception{ try{ chatSocket=new Socket(serverIP,serverPort); in=new DataInputStream(chatSocket.getInputStream()); out=new DataOutputStream(chatSocket.getOutputStream()); clientThread clientthread=new clientThread(this); clientthread.start(); isOnChat=true; return true; } catch(IOException ex){ chatpad.chatLineArea.setText("chessClient:connectServer:无法连接,建议重新启动程序 \n"); } return false; } public void actionPerformed(ActionEvent e){ if(e.getSource()==controlpad.connectButton){ host=chesspad.host=controlpad.inputIP.getText(); try{ if(connectServer(host,port)){ chatpad.chatLineArea.setText(""); controlpad.connectButton.setEnabled(false); controlpad.creatGameButton.setEnabled(true); controlpad.joinGameButton.setEnabled(true); chesspad.statusText.setText("连接成功,请创建游戏或加入游戏"); } } catch(Exception ei){ chatpad.chatLineArea.setText("controlpad.connectButton:无法连接,建议重新启动程序 \n"); } } if(e.getSource()==controlpad.exitGameButton){ if(isOnChat){ try{ chatSocket.close(); } catch(Exception ed){ } } if(isOnChess || isGameConnected){ try{ chesspad.chessSocket.close(); } catch(Exception ee){ } } System.exit(0); } if(e.getSource()==controlpad.joinGameButton){ String selectedUser=userpad.userList.getSelectedItem(); if(selectedUser==null || selectedUser.startsWith("[inchess]") || selectedUser.equals(chessClientName)){ chesspad.statusText.setText("必须先选定一个有效用户"); } else{ try{ if(!isGameConnected){ if(chesspad.connectServer(chesspad.host,chesspad.port)){ isGameConnected=true; isOnChess=true; isClient=true; controlpad.creatGameButton.setEnabled(false); controlpad.joinGameButton.setEnabled(false); controlpad.cancelGameButton.setEnabled(true); chesspad.chessthread.sendMessage("/joingame "+userpad.userList.getSelectedItem()+" "+chessClientName); } }else{ isOnChess=true; isClient=true; controlpad.creatGameButton.setEnabled(false); controlpad.joinGameButton.setEnabled(false); controlpad.cancelGameButton.setEnabled(true); chesspad.chessthread.sendMessage("/joingame "+userpad.userList.getSelectedItem()+" "+chessClientName); } } catch(Exception ee){ isGameConnected=false; isOnChess=false; isClient=false; controlpad.creatGameButton.setEnabled(true); controlpad.joinGameButton.setEnabled(true); controlpad.cancelGameButton.setEnabled(false); chatpad.chatLineArea.setText("chesspad.connectServer无法连接 \n"+ee); } } } if(e.getSource()==controlpad.creatGameButton){ try{ if(!isGameConnected){ if(chesspad.connectServer(chesspad.host,chesspad.port)){ isGameConnected=true; isOnChess=true; isServer=true; controlpad.creatGameButton.setEnabled(false); controlpad.joinGameButton.setEnabled(false); controlpad.cancelGameButton.setEnabled(true); chesspad.chessthread.sendMessage("/creatgame "+"[inchess]"+chessClientName); } }else{ isOnChess=true; isServer=true; controlpad.creatGameButton.setEnabled(false); controlpad.joinGameButton.setEnabled(false); controlpad.cancelGameButton.setEnabled(true); chesspad.chessthread.sendMessage("/creatgame "+"[inchess]"+chessClientName); } } catch(Exception ec){ isGameConnected=false; isOnChess=false; isServer=false; controlpad.creatGameButton.setEnabled(true); controlpad.joinGameButton.setEnabled(true); controlpad.cancelGameButton.setEnabled(false); ec.printStackTrace(); chatpad.chatLineArea.setText("chesspad.connectServer无法连接 \n"+ec); } } if(e.getSource()==controlpad.cancelGameButton){ if(isOnChess){ chesspad.chessthread.sendMessage("/giveup "+chessClientName); chesspad.chessVictory(-1*chesspad.chessColor); controlpad.creatGameButton.setEnabled(true); controlpad.joinGameButton.setEnabled(true); controlpad.cancelGameButton.setEnabled(false); chesspad.statusText.setText("请建立游戏或者加入游戏"); } if(!isOnChess){ controlpad.creatGameButton.setEnabled(true); controlpad.joinGameButton.setEnabled(true); controlpad.cancelGameButton.setEnabled(false); chesspad.statusText.setText("请建立游戏或者加入游戏"); } isClient=isServer=false; } } public void keyPressed(KeyEvent e){ TextField inputwords=(TextField)e.getSource(); if(e.getKeyCode()==KeyEvent.VK_ENTER){ if(inputpad.userChoice.getSelectedItem().equals("所有人")){ try{ out.writeUTF(inputwords.getText()); inputwords.setText(""); } catch(Exception ea){ chatpad.chatLineArea.setText("chessClient:KeyPressed无法连接,建议重新连接 \n"); userpad.userList.removeAll(); inputpad.userChoice.removeAll(); inputwords.setText(""); controlpad.connectButton.setEnabled(true); } } else{ try{ out.writeUTF("/"+inputpad.userChoice.getSelectedItem()+" "+inputwords.getText()); inputwords.setText(""); } catch(Exception ea){ chatpad.chatLineArea.setText("chessClient:KeyPressed无法连接,建议重新连接 \n"); userpad.userList.removeAll(); inputpad.userChoice.removeAll(); inputwords.setText(""); controlpad.connectButton.setEnabled(true); } } } } public void keyTyped(KeyEvent e){} public void keyReleased(KeyEvent e){} public static void main(String args[]){ chessClient chessClient=new chessClient(); } }
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