游戏规则
棋盘:游戏使用一个9x9的棋盘,棋盘由横线和竖线组成的网格表示。
棋子:围棋分为黑棋和白棋,两名玩家轮流下子。黑棋先行。
落子:玩家点击棋盘上的某个点,棋子会被放置在最近的格子上。棋盘的格子大小为40像素,每个棋子的半径为15像素。
提子规则:每个棋子有“气”,即它上下左右相邻的空位。如果一组同色棋子被对方的棋子围住,所有的“气”都被封死,这组棋子会被提走,也就是从棋盘上移除。
胜负判定:程序目前未实现围棋的胜负判定,主要展示基本的围棋下子和提子的逻辑。
游戏的核心是通过点击棋盘进行下子,同时遵循围棋的基本规则,如提子。
代码
import javax.swing.*;
import java.awt.*;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.util.HashSet;
import java.util.Set;
public class GoGame extends JFrame {
private static final int BOARD_SIZE = 9; // 棋盘尺寸 9x9
private static final int CELL_SIZE = 40; // 每个格子的大小
private static final int STONE_RADIUS = 15; // 棋子的半径
private static final Color BOARD_COLOR = new Color(222, 184, 135); // 棋盘颜色
private static final Color BLACK_STONE_COLOR = Color.BLACK; // 黑棋颜色
private static final Color WHITE_STONE_COLOR = Color.WHITE; // 白棋颜色
private int[][] board = new int[BOARD_SIZE][BOARD_SIZE]; // 0: 空, 1: 黑棋, 2: 白棋
private boolean isBlackTurn = true; // 黑棋先行
public GoGame() {
setTitle("围棋游戏");
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setResizable(false); // 设置窗口不可拉伸
GoPanel panel = new GoPanel();
panel.setPreferredSize(new Dimension(BOARD_SIZE * CELL_SIZE, BOARD_SIZE * CELL_SIZE));
add(panel);
pack(); // 自动调整窗口大小以适应面板
setLocationRelativeTo(null); // 窗口居中显示
}
private class GoPanel extends JPanel {
public GoPanel() {
addMouseListener(new MouseAdapter() {
@Override
public void mousePressed(MouseEvent e) {
int mouseX = e.getX();
int mouseY = e.getY();
// 将鼠标点击位置吸附到最近的网格点上
int x = mouseX / CELL_SIZE;
int y = mouseY / CELL_SIZE;
if (x >= 0 && x < BOARD_SIZE && y >= 0 && y < BOARD_SIZE && board[x][y] == 0) {
// 进行落子
board[x][y] = isBlackTurn ? 1 : 2;
// 检查并提子
captureStones(x, y, isBlackTurn ? 2 : 1);
// 切换玩家
isBlackTurn = !isBlackTurn;
repaint();
}
}
});
}
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(BOARD_COLOR);
g.fillRect(0, 0, getWidth(), getHeight());
// 绘制棋盘网格
g.setColor(Color.BLACK);
for (int i = 0; i <= BOARD_SIZE; i++) {
g.drawLine(0, i * CELL_SIZE, BOARD_SIZE * CELL_SIZE, i * CELL_SIZE); // 绘制横线
g.drawLine(i * CELL_SIZE, 0, i * CELL_SIZE, BOARD_SIZE * CELL_SIZE); // 绘制纵线
}
// 绘制棋子
for (int i = 0; i < BOARD_SIZE; i++) {
for (int j = 0; j < BOARD_SIZE; j++) {
if (board[i][j] == 1) {
g.setColor(BLACK_STONE_COLOR);
g.fillOval(i * CELL_SIZE + (CELL_SIZE - STONE_RADIUS * 2) / 2,
j * CELL_SIZE + (CELL_SIZE - STONE_RADIUS * 2) / 2,
STONE_RADIUS * 2, STONE_RADIUS * 2);
} else if (board[i][j] == 2) {
g.setColor(WHITE_STONE_COLOR);
g.fillOval(i * CELL_SIZE + (CELL_SIZE - STONE_RADIUS * 2) / 2,
j * CELL_SIZE + (CELL_SIZE - STONE_RADIUS * 2) / 2,
STONE_RADIUS * 2, STONE_RADIUS * 2);
}
}
}
}
}
private void captureStones(int x, int y, int opponent) {
// 查找被提子的棋子
boolean[][] visited = new boolean[BOARD_SIZE][BOARD_SIZE];
Set<Point> stonesToRemove = new HashSet<>();
for (int i = 0; i < BOARD_SIZE; i++) {
for (int j = 0; j < BOARD_SIZE; j++) {
if (board[i][j] == opponent && !visited[i][j] && !hasLiberties(i, j, visited)) {
stonesToRemove.add(new Point(i, j));
}
}
}
// 移除被提子的棋子
for (Point p : stonesToRemove) {
board[p.x][p.y] = 0;
}
}
private boolean hasLiberties(int x, int y, boolean[][] visited) {
if (visited[x][y]) return false;
visited[x][y] = true;
int color = board[x][y];
boolean hasLiberty = false;
// 四个方向的相邻位置
int[] dx = {-1, 1, 0, 0};
int[] dy = {0, 0, -1, 1};
for (int d = 0; d < 4; d++) {
int nx = x + dx[d];
int ny = y + dy[d];
if (nx >= 0 && nx < BOARD_SIZE && ny >= 0 && ny < BOARD_SIZE) {
if (board[nx][ny] == 0) {
hasLiberty = true;
} else if (board[nx][ny] == color && !visited[nx][ny]) {
hasLiberty = hasLiberties(nx, ny, visited);
}
}
}
return hasLiberty;
}
public static void main(String[] args) {
SwingUtilities.invokeLater(() -> {
GoGame game = new GoGame();
game.setVisible(true);
});
}
}