java五子棋全代码—可实现悔棋功能

用Java编写简单的五子棋——可悔棋!

前言

  最近有网友仔细参考了我上一期的五子棋代码,发现了我偷懒没有做悔棋功能,并通过私信的方式找到了我,对我进行了狠狠地批评,说我不讲武德,来欺骗他们这些老同志。嗷,我一问,他们是有备而来,我大意了啊,没闪,就连夜补写了这篇文章。
  

测试类


public class Test {
    public static void main(String[] args) {
        MyJFrame mj = new MyJFrame();
        mj.myJFrame();
    }
}

  

MyJFrame类代码


import jdk.nashorn.internal.scripts.JO;

import javax.imageio.ImageIO;
import javax.swing.*;
import java.awt.*;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;

public class MyJFrame extends JFrame implements MouseListener {
    int qx = 20, qy = 40, qw = 490, qh = 490; //棋盘位置、宽高
    int bw = 150, bh = 50, bx = 570, by = 150; //按钮宽高、位置
    int x = 0, y = 0; //保存棋子坐标
    int[][] SaveGame = new int[15][15]; //保存每个棋子
    int qc = 1;//记录白棋=2,黑棋=1
    int qn = 0;//判断棋子是否重复
    boolean canplay = true; //判断游戏是否开始和结束
    String go = "黑子先行"; //游戏信息
    int bq = 0, hq = 0;


    //---------------------------------------------------------------------------------------------------------------------
    //窗体
    public void myJFrame() {

        this.setTitle("五子棋"); //标题
        this.setSize(800, 550); //窗口大小
        this.setResizable(false); //窗口是否可以改变大小=否
        this.setDefaultCloseOperation(MyJFrame.EXIT_ON_CLOSE); //窗口关闭方式为关闭窗口同时结束程序

        int width = Toolkit.getDefaultToolkit().getScreenSize().width; //获取屏幕宽度
        int height = Toolkit.getDefaultToolkit().getScreenSize().height; //获取屏幕高度
//        System.out.println("宽度:"+width);//测试
//        System.out.println("高度:"+height);//测试

        this.setLocation((width - 800) / 2, (height - 600) / 2); //设置窗口默认位置以屏幕居中

        this.addMouseListener(this);

        this.setVisible(true); //窗口是否显示=是
    }

    public class Position {
        int listx;
        int listy;
    }

    public class chessUI extends JPanel {
        public Position[] ps = new Position[300];
        int i;
    }

    chessUI ui = new chessUI();
    Position p = new Position();


    //---------------------------------------------------------------------------------------------------------------------
    //覆写paint方法,绘制界面
    public void paint(Graphics g) {

        //双缓冲技术防止屏幕闪烁
        BufferedImage bi = new BufferedImage(800, 550, BufferedImage.TYPE_INT_ARGB);
        Graphics g2 = bi.createGraphics();

        //获取图片路径
        BufferedImage image = null;
        try {
            //获取项目文件夹路径
            File directory = new File("");
            //路径拼接
            image = ImageIO.read(new File(directory.getAbsolutePath() + "/tp/wzqbj.jpg"));
        } catch (IOException e) {
            e.printStackTrace();
        }
        g2.drawImage(image, 10, 10, this); //显示图片

        g2.setColor(Color.BLACK);//设置画笔颜色
        g2.setFont(new Font("华文行楷", 10, 50)); //设置字体
        g2.drawString("晓时五子棋", 525, 100); //绘制字符

        //棋盘
        g2.setColor(Color.getHSBColor(30, (float) 0.10, (float) 0.90)); //设置画笔颜色
        g2.fillRect(qx, qy, qw, qh); //绘制棋盘背景矩形

        //开始按钮
        g2.setColor(Color.WHITE); //设置画笔颜色
        g2.fillRect(bx, by, bw, bh); //绘制开始按钮
        g2.setFont(new Font("华文行楷", 10, 30)); //设置字体
        g2.setColor(Color.black); //设置画笔颜色
        g2.drawString("开始", 615, 185); //绘制字符

        //悔棋按钮
        g2.setColor(Color.LIGHT_GRAY); //设置画笔颜色
        g2.fillRect(bx, by + 60, bw, bh); //绘制悔棋按钮
        g2.setFont(new Font("华文行楷", 10, 30)); //设置字体
        g2.setColor(Color.WHITE); //设置画笔颜色
        g2.drawString("悔棋", 615, 245); //绘制字符

        //认输按钮
        g2.setColor(Color.GRAY); //设置画笔颜色
        g2.fillRect(bx, by + 120, bw, bh); //绘制认输按钮
        g2.setFont(new Font("华文行楷", 10, 30)); //设置字体
        g2.setColor(Color.WHITE); //设置画笔颜色
        g2.drawString("认输", 615, 305); //绘制字符

        //游戏信息栏
        g2.setColor(Color.getHSBColor(30, (float) 0.10, (float) 0.90)); //设置画笔颜色
        g2.fillRect(550, 350, 200, 150); //绘制游戏状态区域
        g2.setColor(Color.black); //设置画笔颜色
        g2.setFont(new Font("黑体", 10, 20)); //设置字体
        g2.drawString("游戏信息", 610, 380); //绘制字符
        g2.drawString(go, 610, 410); //绘制字符
        g2.drawString("作者:晓时谷雨", 560, 440); //绘制字符
        g2.drawString("联系方式:", 560, 465); //绘制字符
        g2.drawString("qq 717535996", 560, 490); //绘制字符


        g2.setColor(Color.BLACK); //设置画笔颜色

        //绘制棋盘格线
        for (int x = 0; x <= qw; x += 35) {
            g2.drawLine(qx, x + qy, qw + qx, x + qy); //绘制一条横线
            g2.drawLine(x + qx, qy, x + qx, qh + qy); //绘制一条竖线
        }

        //绘制标注点
        for (int i = 3; i <= 11; i += 4) {
            for (int y = 3; y <= 11; y += 4) {
                g2.fillOval(35 * i + qx - 3, 35 * y + qy - 3, 6, 6); //绘制实心圆
            }
        }


        //绘制棋子
        for (int i = 0; i < 15; i++) {
            for (int j = 0; j < 15; j++) {
                if (SaveGame[i][j] == 1) //黑子
                {
                    int sx = i * 35 + qx;
                    int sy = j * 35 + qy;
                    g2.setColor(Color.BLACK);
                    g2.fillOval(sx - 13, sy - 13, 26, 26); //绘制实心圆
                    hq++;
                }
                if (SaveGame[i][j] == 2) //白子
                {
                    int sx = i * 35 + qx;
                    int sy = j * 35 + qy;
                    g2.setColor(Color.WHITE);
                    g2.fillOval(sx - 13, sy - 13, 26, 26); //绘制实心圆
                    g2.setColor(Color.BLACK);
                    g2.drawOval(sx - 13, sy - 13, 26, 26); //绘制空心圆
                    bq++;
                }
            }
        }
        g.drawImage(bi, 0, 0, this);


//        g.drawRect(20, 20, 20, 20);//绘制空心矩形
    }


    //---------------------------------------------------------------------------------------------------------------------
    //判断输赢
    private boolean WinLose() {
        boolean flag = false; //输赢
        int count = 1; //相连数
        int color = SaveGame[x][y]; //记录棋子颜色

        //判断横向棋子是否相连
        int i = 1; //迭代数
        while (color == SaveGame[x + i][y]) {
            count++;
            i++;
        }

        i = 1; //迭代数
        while (color == SaveGame[x - i][y]) {
            count++;
            i++;
        }
        if (count >= 5) {
            flag = true;
        }


        //判断纵向棋子是否相连
        count = 1;
        i = 1; //迭代数
        while (color == SaveGame[x][y + i]) {
            count++;
            i++;
        }

        i = 1; //迭代数
        while (color == SaveGame[x][y - i]) {
            count++;
            i++;
        }
        if (count >= 5) {
            flag = true;
        }


        //判断斜向棋子是否相连(左上右下)
        count = 1;
        i = 1; //迭代数
        while (color == SaveGame[x - i][y - i]) {
            count++;
            i++;
        }

        i = 1; //迭代数
        while (color == SaveGame[x + i][y + i]) {
            count++;
            i++;
        }
        if (count >= 5) {
            flag = true;
        }


        //判断斜向棋子是否相连(左下右上)
        count = 1;
        i = 1; //迭代数
        while (color == SaveGame[x + i][y - i]) {
            count++;
            i++;
        }

        i = 1; //迭代数
        while (color == SaveGame[x - i][y + i]) {
            count++;
            i++;
        }
        if (count >= 5) {
            flag = true;
        }

        return flag;
    }


    //---------------------------------------------------------------------------------------------------------------------
    //初始化游戏
    public void Initialize() {
        //遍历并初始化数组
        for (int i = 0; i < 15; i++) {
            for (int j = 0; j < 15; j++) {
                SaveGame[i][j] = 0;
            }
        }

        //黑子先行
        qc = 1;
        go = "轮到黑子";
    }


    //---------------------------------------------------------------------------------------------------------------------
    @Override //鼠标点击
    public void mouseClicked(MouseEvent e) {

    }

    @Override //鼠标按下
    public void mousePressed(MouseEvent e) {
        //判断是否已开始游戏
        if (canplay) {
            //获取鼠标点击位置
            x = e.getX();
            y = e.getY();

            ui.ps[ui.i] = p;
            //判断点击是否为棋盘内
            if (x > qx && x < qx + qw && y > qy && y < qy + qh) {
                //计算点击位置最近的点
                if ((x - qx) % 35 > 17) {
                    x = (x - qx) / 35 + 1;
                } else {
                    x = (x - qx) / 35;
                }
                if ((y - qy) % 35 > 17) {
                    y = (y - qy) / 35 + 1;
                } else {
                    y = (y - qy) / 35;
                }

                ui.ps[ui.i].listx = x;
                ui.ps[ui.i].listy = y;
                ui.i++;

                //判断当前位置有没有棋子
                if (SaveGame[x][y] == 0) {
                    SaveGame[x][y] = qc;
                    qn = 0;
                } else {
                    qn = 1;
                }

                //切换棋子
                if (qn == 0) {
                    if (qc == 1) {
                        qc = 2;
                        go = "轮到白子";
                    } else {
                        qc = 1;
                        go = "轮到黑子";
                    }
                }

                this.repaint(); //重新执行一次paint方法

//                弹出胜利对话框
                boolean wl = this.WinLose();
                if (wl) {
                    JOptionPane.showMessageDialog(this, "游戏结束," + (SaveGame[x][y] == 1 ? "黑方赢了" : "白方赢了")); //弹出提示对话框
                    canplay = false;
                }

                //弹出平局对话框
                if (bq + hq == 255) {
                    JOptionPane.showMessageDialog(this, "游戏结束,平局!"); //弹出提示对话框
                    canplay = false;
                }


//            System.out.println(1); //测试
            } else {
//            System.out.println(0); //测试
            }
        }


        //实现开始按钮
        //判断是否点击开始按钮
        if (e.getX() > bx && e.getX() < bx + bw && e.getY() > by && e.getY() < by + bh) {
            //判断游戏是否开始
            if (!canplay) {
                //如果游戏结束,则开始游戏
                canplay = true;
                JOptionPane.showMessageDialog(this, "游戏开始");
                //初始化游戏
                Initialize();

                this.repaint(); //重新执行一次paint方法

            } else {
                //如果游戏进行中,则重新开始
                JOptionPane.showMessageDialog(this, "重新开始");
                //初始化游戏
                Initialize();

                this.repaint(); //重新执行一次paint方法

            }
        }


        //实现悔棋按钮
        //判断是否点击悔棋按钮
        if (e.getX() > bx && e.getX() < bx + bw && e.getY() > by + 60 && e.getY() < by + 60 + bh) {
            //判断游戏是否开始
            if (canplay) {
                //遍历棋盘上是否有棋子
                int z = 0;
                for (int i = 0; i < 15; i++) {
                    for (int j = 0; j < 15; j++) {
                        if (SaveGame[i][j] != 0) {
                            z++;
                        }
                    }
                }
                //判断是否有棋子
                if (z != 0) {
                    int result = JOptionPane.showConfirmDialog(this, "确认要悔棋吗?");
                    if (result == 0) {
                        int x = ui.ps[ui.i - 1].listx;
                        int y = ui.ps[ui.i - 1].listy;

                        if (SaveGame[x][y] == 0){
                            JOptionPane.showMessageDialog(this, "已悔过一次棋了!");
                        }else{
                            if (SaveGame[x][y] == 1) {
                                qc = 1;
                                go = "轮到黑子";
                            } else if (SaveGame[x][y] == 2){
                                qc = 2;
                                go = "轮到白子";
                            }
                            SaveGame[x][y] = 0;
                            ui.i--;
                            this.repaint();
                        }

                    }
                } else {
                    JOptionPane.showMessageDialog(this, "棋盘上已无棋子");
                }

            } else {
                JOptionPane.showMessageDialog(this, "请先开始游戏");
            }
        }


        //实现认输按钮
        //判断是否点击认输按钮
        if (e.getX() > bx && e.getX() < bx + bw && e.getY() > by + 120 && e.getY() < by + 120 + bh) {
            //判断游戏是否开始
            if (canplay) {
                //判断是谁认输
                if (qc == 1) {
                    JOptionPane.showMessageDialog(this, "黑方认输,白方获胜");
                    canplay = false;
                } else if (qc == 2) {
                    JOptionPane.showMessageDialog(this, "白方认输,黑方获胜");
                    canplay = false;
                }
            } else {
                JOptionPane.showMessageDialog(this, "请先开始游戏");
            }
        }


    }


    @Override//鼠标抬起
    public void mouseReleased(MouseEvent e) {

    }

    @Override//鼠标进入
    public void mouseEntered(MouseEvent e) {

    }

    @Override//鼠标离开
    public void mouseExited(MouseEvent e) {

    }
}

  

结束语

  里面修改的一些地方,大家可以对照着我上一期的五子棋代码进行了解。
  作为程序猿,希望大家能以和为贵,不要再来批评我这个小博主(手动狗头)。
  我一直坚持“分享知识”的原则,免费透明的将全部代码公开展示,如果帮到了你,请顺手点个赞吧(#.#)。

更新了!

2022-02-04
   增加了人机对战功能
   收到大家反馈需要这个功能,趁着年假有时间,花了一下午将这个功能做了出来,送给大家作为新年礼物。

好的,以下是Java实现五子棋游戏的示例代码,包括可开始、认输、悔棋功能: ```java import java.awt.*; import java.awt.event.*; import javax.swing.*; public class Gobang extends JFrame implements ActionListener, MouseListener { private static final long serialVersionUID = 1L; private JPanel mainPanel; private int[][] chessboard; private int currentPlayer; private JLabel statusLabel; private JButton restartButton; private JButton backButton; private int currentX; private int currentY; private int winner; public Gobang() { super("五子棋游戏"); mainPanel = new JPanel(new GridLayout(15, 15)); chessboard = new int[15][15]; currentPlayer = 1; winner = 0; for (int i = 0; i < 15; i++) { for (int j = 0; j < 15; j++) { JPanel panel = new JPanel(); panel.setBorder(BorderFactory.createLineBorder(Color.BLACK)); mainPanel.add(panel); panel.addMouseListener(this); } } statusLabel = new JLabel("当前玩家: " + currentPlayer); restartButton = new JButton("重新开始"); backButton = new JButton("悔棋"); JPanel bottomPanel = new JPanel(new GridLayout(1, 3)); bottomPanel.add(statusLabel); bottomPanel.add(restartButton); bottomPanel.add(backButton); restartButton.addActionListener(this); backButton.addActionListener(this); add(mainPanel, BorderLayout.CENTER); add(bottomPanel, BorderLayout.SOUTH); pack(); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); setLocationRelativeTo(null); setVisible(true); } public void actionPerformed(ActionEvent e) { if (e.getSource() == restartButton) { restart(); } else if (e.getSource() == backButton) { if (currentPlayer != winner) { undo(); } } } public void mouseClicked(MouseEvent e) { if (winner != 0) { return; } JPanel panel = (JPanel) e.getSource(); int index = mainPanel.getComponentZOrder(panel); int x = index % 15; int y = index / 15; if (chessboard[x][y] != 0) { return; } currentX = x; currentY = y; chessboard[x][y] = currentPlayer; panel.setBackground(currentPlayer == 1 ? Color.BLACK : Color.WHITE); if (checkWin(x, y)) { winner = currentPlayer; statusLabel.setText("玩家 " + winner + " 获胜"); } else { currentPlayer = currentPlayer == 1 ? 2 : 1; statusLabel.setText("当前玩家: " + currentPlayer); } } public void mousePressed(MouseEvent e) {} public void mouseReleased(MouseEvent e) {} public void mouseEntered(MouseEvent e) {} public void mouseExited(MouseEvent e) {} private boolean checkWin(int x, int y) { int count = 1; // 横向 for (int i = x - 1; i >= 0; i--) { if (chessboard[i][y] == currentPlayer) { count++; } else { break; } } for (int i = x + 1; i < 15; i++) { if (chessboard[i][y] == currentPlayer) { count++; } else { break; } } if (count >= 5) { return true; } count = 1; // 纵向 for (int i = y - 1; i >= 0; i--) { if (chessboard[x][i] == currentPlayer) { count++; } else { break; } } for (int i = y + 1; i < 15; i++) { if (chessboard[x][i] == currentPlayer) { count++; } else { break; } } if (count >= 5) { return true; } count = 1; // 斜向 for (int i = x - 1, j = y - 1; i >= 0 && j >= 0; i--, j--) { if (chessboard[i][j] == currentPlayer) { count++; } else { break; } } for (int i = x + 1, j = y + 1; i < 15 && j < 15; i++, j++) { if (chessboard[i][j] == currentPlayer) { count++; } else { break; } } if (count >= 5) { return true; } count = 1; // 反斜向 for (int i = x - 1, j = y + 1; i >= 0 && j < 15; i--, j++) { if (chessboard[i][j] == currentPlayer) { count++; } else { break; } } for (int i = x + 1, j = y - 1; i < 15 && j >= 0; i++, j--) { if (chessboard[i][j] == currentPlayer) { count++; } else { break; } } if (count >= 5) { return true; } return false; } private void undo() { chessboard[currentX][currentY] = 0; Component component = mainPanel.getComponent(currentY * 15 + currentX); component.setBackground(null); currentPlayer = currentPlayer == 1 ? 2 : 1; statusLabel.setText("当前玩家: " + currentPlayer); } private void restart() { for (int i = 0; i < 15; i++) { for (int j = 0; j < 15; j++) { chessboard[i][j] = 0; Component component = mainPanel.getComponent(j * 15 + i); component.setBackground(null); } } currentPlayer = 1; winner = 0; statusLabel.setText("当前玩家: " + currentPlayer); } public static void main(String[] args) { new Gobang(); } } ``` 这个代码会创建一个15x15的棋盘,玩家点击棋盘上的格子可以下棋。当有一方获胜时,会显示胜利信息;玩家可以点击“重新开始”按钮重新开始游戏,也可以点击“悔棋”按钮悔棋
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