import javax.microedition.lcdui.Display;
import javax.microedition.midlet.MIDlet;
public class Game extends MIDlet {
GameCanvas game;//定义游戏界面的Canvas类GameCanvas的对象gobang
public Game() {
super();
game = new GameCanvas(this);//生成GameCanvas类的对象game
}
protected void startApp() {
Display.getDisplay(this).setCurrent(game);
//在屏幕上绘出游戏见面game
}
protected void pauseApp() {
}
protected void destroyApp(boolean arg0) {
}
}
import javax.microedition.lcdui.*;
import javax.microedition.midlet.*;
public class GameCanvas extends Canvas implements CommandListener {
protected Game game;
protected int empty;// 屏幕右侧留的空间
protected int x;// 棋盘输出的坐标
protected int cellWidth;// 每个棋格的边长
protected int mapWidth, canvasW;// 棋盘的宽度和画布的宽度
protected int a, b, c, d;// 这是画炮下面的那几个折线,没什么用
protected int chessR;// 棋子的半径
protected int selectedX, selectedY;// 选择框在棋盘格局上的x,y位置
protected static int i, j;
protected int m, n, p;// 记住开始的selectedX,selectedY和point[selectedX][selectedY]
protected String q;// 记住word[selectedX][selectedY]
protected int guard, guard1, guard2, g, g1;// 标记FIRE被按了多少次,g是用来判断走直线时前后的棋子,中间是否有其他棋子的累加器
protected static int g2, isRedWin, isWhiteWin;// g2表示该谁走了,后面那俩顾名思义了
protected Command exitCmd;
protected int point[][] = { { 1, 2, 3, 4, 5, 6, 7, 8, 9 },// 初始化INT数组
{ 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 10, 0, 0, 0, 0, 0, 11, 0 },
{ 12, 0, 13, 0, 14, 0, 15, 0, 16 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 28, 0, 29, 0, 30, 0, 31, 0, 32 },
{ 0, 26, 0, 0, 0, 0, 0, 27, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ 17, 18, 19, 20, 21, 22, 23, 24, 25 } };
protected String[][] word;
public GameCanvas() {
};
public GameCanvas(Game game)// 构造函数
{
this.game = game;
empty = getWidth() / 6;
x = empty * 1 / 3;
canvasW = getWidth() - empty;
mapWidth = canvasW - canvasW % 8;
cellWidth = mapWidth / 8;
a = cellWidth * 2 / 5;
b = cellWidth / 8;
c = cellWidth - a;
d = cellWidth - b;
chessR = cellWidth * 2 / 5;
selectedX = 0;
selectedY = 0;
guard = 0;
guard1 = selectedX;
guard2 = selectedY;
m = guard1;
n = guard2;
word = new String[10][9];
g2 = 1;
for (i = 0; i < 10; i++)// 初始化字符数组
{
for (j = 0; j < 9; j++) {
if (i == 0) {
if (j == 0) {
word[i][j] = "车";
}
if (j == 1) {
word[i][j] = "马";
}
if (j == 2) {
word[i][j] = "相";
}
if (j == 3) {
word[i][j] = "士";
}
if (j == 4) {
word[i][j] = "帅";
}
if (j == 8) {
word[i][j] = "车";
}
if (j == 7) {
word[i][j] = "马";
}
if (j == 6) {
word[i][j] = "相";
}
if (j == 5) {
word[i][j] = "士";
}
}
if (i == 1) {
word[i][j] = "空";
}
if (i == 2) {
if ((j != 1) & (j != 7)) {
word[i][j] = "空";
}
if (j == 1) {
word[i][j] = "炮";
}
if (j == 7) {
word[i][j] = "炮";
}
}
if (i == 3) {
if (j % 2 == 0) {
word[i][j] = "卒";
}
if (j % 2 == 1) {
word[i][j] = "空";
}
}
if (i == 4) {
word[i][j] = "空";
}
if (i == 5) {
word[i][j] = "空";
}
if (i == 6) {
if (j % 2 == 0) {
word[i][j] = "卒";
}
if (j % 2 == 1) {
word[i][j] = "空";
}
}
if (i == 7) {
if ((j != 1) & (j != 7)) {
word[i][j] = "空";
}
if (j == 1) {
word[i][j] = "炮";
}
if (j == 7) {
word[i][j] = "炮";
}
}
if (i == 8) {
word[i][j] = "空";
}
if (i == 9) {
if (j == 0) {
word[i][j] = "车";
}
if (j == 1) {
word[i][j] = "马";
}
if (j == 2) {
word[i][j] = "相";
}
if (j == 3) {
word[i][j] = "士";
}
if (j == 4) {
word[i][j] = "帅";
}
if (j == 8) {
word[i][j] = "车";
}
if (j == 7) {
word[i][j] = "马";
}
if (j == 6) {
word[i][j] = "相";
}
if (j == 5) {
word[i][j] = "士";
}
}
}
}
exitCmd = new Command("退出", Command.EXIT, 0);
addCommand(exitCmd);
setCommandListener(this);
}
protected void paintMapa(Graphics g)// 画河的上半部分的棋盘
{
for (int q = 0; q < 4; q++) {
for (int w = 0; w < 8; w++) {
g.setColor(128, 128, 128);
g.drawRect(x + w * cellWidth, x + q * cellWidth, cellWidth,
cellWidth);
}
}
g.setColor(128, 128, 128);
g.drawLine(x + 3 * cellWidth, x, x + 5 * cellWidth, x + 2 * cellWidth);
g.drawLine(x + 5 * cellWidth, x, x + 3 * cellWidth, x + 2 * cellWidth);
// 画左上方的炮
g.drawLine(x + d, x + cellWidth + c, x + d, x + cellWidth + d);// 左上竖
g.drawLine(x + c, x + cellWidth + d, x + d, x + cellWidth + d);// 左上横
g.drawLine(x + d + 2 * b, x + cellWidth + c, x + d + 2 * b, x
+ cellWidth + d);// 右上竖
g.drawLine(x + cellWidth + b, x + cellWidth + d, x + cellWidth + a, x
+ cellWidth + d);// 右上横
g.drawLine(x + d, x + 2 * cellWidth + b, x + d, x + 2 * cellWidth + a);// 左下竖
g.drawLine(x + c, x + cellWidth + d + 2 * b, x + d, x + cellWidth + d
+ 2 * b);// 左下横
g.drawLine(x + d + 2 * b, x + 2 * cellWidth + b, x + d + 2 * b, x + 2
* cellWidth + a);// 右下竖
g.drawLine(x + cellWidth + b, x + cellWidth + d + 2 * b, x + cellWidth
+ a, x + cellWidth + d + 2 * b);// 右下横
// 画右上方的炮
g.drawLine(x + d + 6 * cellWidth, x + cellWidth + c, x + d + 6
* cellWidth, x + cellWidth + d);
g.drawLine(x + c + 6 * cellWidth, x + cellWidth + d, x + d + 6
* cellWidth, x + cellWidth + d);
g.drawLine(x + d + 2 * b + 6 * cellWidth, x + cellWidth + c, x + d + 2
* b + 6 * cellWidth, x + cellWidth + 13 + 9);
g.drawLine(x + cellWidth + b + 6 * cellWidth, x + cellWidth + d, x
+ cellWidth + a + 6 * cellWidth, x + cellWidth + d);
g.drawLine(x + d + 6 * cellWidth, x + 2 * cellWidth + b, x + d + 6
* cellWidth, x + 2 * cellWidth + a);
g.drawLine(x + c + 6 * cellWidth, x + cellWidth + d + 2 * b, x + d + 6
* cellWidth, x + cellWidth + d + 2 * b);
g.drawLine(x + d + 2 * b + 6 * cellWidth, x + 2 * cellWidth + b, x + d
+ 2 * b + 6 * cellWidth, x + 2 * cellWidth + a);
g.drawLine(x + cellWidth + b + 6 * cellWidth,
x + cellWidth + d + 2 * b, x + cellWidth + a + 6 * cellWidth, x
+ cellWidth + d + 2 * b);
}
protected void paintMapb(Graphics g)// 画那条河--楚河,哈哈
{
g.setColor(128, 128, 128);
g.drawRect(x, x + 4 * cellWidth, mapWidth, cellWidth);
g.setFont(Font.getFont(Font.FACE_PROPORTIONAL, Font.STYLE_BOLD,
Font.SIZE_LARGE));
g.drawString("楚河 汉界", getWidth() / 2, x + 4 * cellWidth
+ cellWidth * 3 / 4, Graphics.HCENTER | Graphics.BASELINE);
}
protected void paintMapc(Graphics g)// 画河的下半部分的棋盘
{
for (int q = 0; q < 4; q++) {
for (int w = 0; w < 8; w++) {
g.setColor(128, 128, 128);
g.drawRect(x + w * cellWidth, x + (q + 5) * cellWidth,
cellWidth, cellWidth);
}
}
g.setColor(128, 128, 128);
g.drawLine(x + 3 * cellWidth, x + 7 * cellWidth, x + 5 * cellWidth, x
+ 9 * cellWidth);
g.drawLine(x + 5 * cellWidth, x + 7 * cellWidth, x + 3 * cellWidth, x
+ 9 * cellWidth);
// 画左上方的炮
g.drawLine(x + d, x + 6 * cellWidth + c, x + d, x + 6 * cellWidth + d);// 左上竖
g.drawLine(x + c, x + 6 * cellWidth + d, x + d, x + 6 * cellWidth + d);// 左上横
g.drawLine(x + d + 2 * b, x + 6 * cellWidth + c, x + d + 2 * b, x + 6
* cellWidth + d);// 右上竖
g.drawLine(x + cellWidth + b, x + 6 * cellWidth + d, x + cellWidth + a,
x + 6 * cellWidth + d);// 右上横
g.drawLine(x + d, x + 7 * cellWidth + b, x + d, x + 7 * cellWidth + a);// 左下竖
g.drawLine(x + c, x + 6 * cellWidth + d + 2 * b, x + d, x + 6
* cellWidth + d + 2 * b);// 左下横
g.drawLine(x + d + 2 * b, x + 7 * cellWidth + b, x + d + 2 * b, x + 7
* cellWidth + a);// 右下竖
g.drawLine(x + cellWidth + b, x + 6 * cellWidth + d + 2 * b, x
+ cellWidth + a, x + 6 * cellWidth + d + 2 * b);// 右下横
// 画右上方的炮
g.drawLine(x + d + 6 * cellWidth, x + 6 * cellWidth + c, x + d + 6
* cellWidth, x + 6 * cellWidth + d);
g.drawLine(x + c + 6 * cellWidth, x + 6 * cellWidth + d, x + d + 6
* cellWidth, x + 6 * cellWidth + d);
g.drawLine(x + d + 2 * b + 6 * cellWidth, x + 6 * cellWidth + c, x + d
+ 2 * b + 6 * cellWidth, x + 6 * cellWidth + d);
g.drawLine(x + cellWidth + b + 6 * cellWidth, x + 6 * cellWidth + d, x
+ cellWidth + a + 6 * cellWidth, x + 6 * cellWidth + d);
g.drawLine(x + d + 6 * cellWidth, x + 7 * cellWidth + b, x + d + 6
* cellWidth, x + 7 * cellWidth + a);
g.drawLine(x + c + 6 * cellWidth, x + 6 * cellWidth + d + 2 * b, x + d
+ 6 * cellWidth, x + 6 * cellWidth + d + 2 * b);
g.drawLine(x + d + 2 * b + 6 * cellWidth, x + 7 * cellWidth + b, x + d
+ 2 * b + 6 * cellWidth, x + 7 * cellWidth + a);
g.drawLine(x + cellWidth + b + 6 * cellWidth, x + 6 * cellWidth + d + 2
* b, x + cellWidth + a + 6 * cellWidth, x + 6 * cellWidth + d
+ 2 * b);
}
protected void paintAllChess(Graphics g)// 画出所有的棋子
{
for (i = 0; i < 10; i++) {
for (j = 0; j < 9; j++) {
if (point[i][j] != 0) {
if (point[i][j] < 17) {
g.setColor(255, 0, 0);
} else {
g.setColor(255, 255, 255);
}
g.fillArc(x - chessR + j * cellWidth, x - chessR + i
* cellWidth, 2 * chessR, 2 * chessR, 0, 360);
g.setColor(0x00000000);
g.setFont(Font.getFont(Font.FACE_PROPORTIONAL,
Font.STYLE_BOLD, Font.SIZE_LARGE));
g.drawString(word[i][j], x + j * cellWidth, x + chessR + i
* cellWidth, Graphics.HCENTER | Graphics.BOTTOM);
}
}
}
}
protected void chooseChess(Graphics g)// 选定棋子,实现的原理就是如果选择了就再按照指定的颜色
{
m = guard1;
n = guard2; // 再重新单独输出一个棋子
if (point[guard2][guard1] != 0) {
if (g2 % 2 == 1) {
if (point[guard2][guard1] <= 16) {
g.setColor(255, 255, 0);
g.fillArc(x - chessR + guard1 * cellWidth, x - chessR
+ guard2 * cellWidth, 2 * chessR, 2 * chessR, 0,
360);
g.setColor(0x00000000);
g.setFont(Font.getFont(Font.FACE_PROPORTIONAL,
Font.STYLE_BOLD, Font.SIZE_LARGE));
g.drawString(word[guard2][guard1], x + guard1 * cellWidth,
x + chessR + guard2 * cellWidth, Graphics.HCENTER
| Graphics.BOTTOM);
}
}
if (g2 % 2 == 0) {
if (point[guard2][guard1] > 16) {
g.setColor(0, 255, 0);
g.fillArc(x - chessR + guard1 * cellWidth, x - chessR
+ guard2 * cellWidth, 2 * chessR, 2 * chessR, 0,
360);
g.setColor(0x00000000);
g.setFont(Font.getFont(Font.FACE_PROPORTIONAL,
Font.STYLE_BOLD, Font.SIZE_LARGE));
g.drawString(word[guard2][guard1], x + guard1 * cellWidth,
x + chessR + guard2 * cellWidth, Graphics.HCENTER
| Graphics.BOTTOM);
}
}
}
}
protected void whoIsGoing(Graphics g)// 判断该谁走了
{
checkWin();
g.setFont(Font.getFont(Font.FACE_PROPORTIONAL, Font.STYLE_BOLD,
Font.SIZE_LARGE));
if (isRedWin != 0) {
if (g2 % 2 == 1) {
g.setColor(255, 0, 0);
g.drawString("该红方走了", x, x + chessR + 10 * cellWidth,
Graphics.LEFT | Graphics.BOTTOM);
}
} else {
g.setColor(255, 255, 255);
g.drawString("白方胜利", x, x + chessR + 10 * cellWidth, Graphics.LEFT
| Graphics.BOTTOM);
}
if (isWhiteWin != 0) {
if (g2 % 2 == 0) {
g.setColor(255, 255, 255);
g.drawString("该白方走了", x, x + chessR + 10 * cellWidth,
Graphics.LEFT | Graphics.BOTTOM);
}
} else {
g.setColor(255, 0, 0);
g.drawString("红方胜利", x, x + chessR + 10 * cellWidth, Graphics.LEFT
| Graphics.BOTTOM);
}
}
protected void checkWin()// 判断输赢
{
isRedWin = 0;
isWhiteWin = 0;
for (i = 0; i < 3; i++) {
for (j = 0; j < 3; j++) {
if (point[0 + i][3 + j] == 5) {
isRedWin++;
}
}
}
for (i = 0; i < 3; i++) {
for (j = 0; j < 3; j++) {
if (point[7 + i][3 + j] == 21) {
isWhiteWin++;
}
}
}
}
protected void paintSelected(Graphics g)// 画选择框
{
g.setColor(0, 0, 255);
g.drawRect(x - chessR + selectedX * cellWidth, x - chessR + selectedY
* cellWidth, 2 * chessR, 2 * chessR);
}
protected void paint(Graphics g) {
g.setColor(0x00000000);
g.fillRect(0, 0, getWidth(), getHeight());
paintMapa(g);
paintMapb(g);
paintMapc(g);
paintAllChess(g);
if (guard % 2 == 1) {
chooseChess(g);
}
paintSelected(g);
whoIsGoing(g);
}
protected void changTwoChessNum(int m, int n, int selectedX, int selectedY)// 改变两个格子的值
{
g2++;
p = point[selectedY][selectedX];
point[selectedY][selectedX] = point[n][m];
point[n][m] = 0;
q = word[selectedY][selectedX];
word[selectedY][selectedX] = word[n][m];
word[n][m] = "空";
}
protected void theRuleOfChe(int m, int n, int selectedX, int selectedY)// 车的规则
{
g = 0;
if (m == selectedX) {
if (n > selectedY) {
if (point[selectedY + i][m] != 0) {
g++;
}
} else {
if (point[n + i][m] != 0) {
g++;
}
}
if (g == 0) {
changTwoChessNum(m, n, selectedX, selectedY);
}
}
if (n == selectedY) {
if (m > selectedX) {
if (point[n][i + selectedX] != 0) {
g++;
}
} else {
if (point[n][m + i] != 0) {
g++;
}
}
if (g == 0) {
changTwoChessNum(m, n, selectedX, selectedY);
}
}
}
protected void theRuleOfMa(int m, int n, int selectedX, int selectedY)// 马的规则
{
if (n < 9) {
if (point[n + 1][m] == 0) {
if (selectedX - m == 1) {
if (selectedY - n == 2) {
changTwoChessNum(m, n, selectedX, selectedY);
}
}
}
}
if (n > 0) {
if (point[n - 1][m] == 0) {
if (m - selectedX == 1) {
if (n - selectedY == 2) {
changTwoChessNum(m, n, selectedX, selectedY);
}
}
}
}
if (n < 9) {
if (point[n + 1][m] == 0) {
if (selectedX - m == -1) {
if (selectedY - n == 2) {
changTwoChessNum(m, n, selectedX, selectedY);
}
}
}
}
if (n > 0) {
if (point[n - 1][m] == 0) {
if (m - selectedX == -1) {
if (n - selectedY == 2) {
changTwoChessNum(m, n, selectedX, selectedY);
}
}
}
}
if (m < 8) {
if (point[n][m + 1] == 0) {
if (selectedX - m == 2) {
if (selectedY - n == 1) {
changTwoChessNum(m, n, selectedX, selectedY);
}
}
}
}
if (m > 0) {
if (point[n][m - 1] == 0) {
if (m - selectedX == 2) {
if (n - selectedY == 1) {
changTwoChessNum(m, n, selectedX, selectedY);
}
}
}
}
if (m < 8) {
if (point[n][m + 1] == 0) {
if (selectedX - m == 2) {
if (selectedY - n == -1) {
changTwoChessNum(m, n, selectedX, selectedY);
}
}
}
}
if (m > 0) {
if (point[n][m - 1] == 0) {
if (m - selectedX == 2) {
if (n - selectedY == -1) {
changTwoChessNum(m, n, selectedX, selectedY);
}
}
}
}
}
protected void theRuleOfPao(int m, int n, int selectedX, int selectedY,
int g1)// 炮的规则
{
g = 0;
if (m == selectedX) {
if (n > selectedY) {
if (point[selectedY + i][m] != 0) {
g++;
}
} else {
if (point[n + i][m] != 0) {
g++;
}
}
if (g == g1) {
changTwoChessNum(m, n, selectedX, selectedY);
}
}
if (n == selectedY) {
if (m > selectedX) {
if (point[n][i + selectedX] != 0) {
g++;
}
} else {
if (point[n][m + i] != 0) {
g++;
}
}
if (g == g1) {
changTwoChessNum(m, n, selectedX, selectedY);
}
}
}
protected void theRuleOfXiang(int m, int n, int selectedX, int selectedY)// 相的规则
{
if (n < 9 & m < 8) {
if (point[n + 1][m + 1] == 0) {
if ((selectedX - m == 2) & (selectedY - n == 2)) {
changTwoChessNum(m, n, selectedX, selectedY);
}
}
}
if (n > 0 & m < 8) {
if (point[n - 1][m + 1] == 0) {
if ((selectedX - m == 2) & (selectedY - n == -2)) {
changTwoChessNum(m, n, selectedX, selectedY);
}
}
}
if (n < 9 & m > 0) {
if (point[n + 1][m - 1] == 0) {
if ((selectedX - m == -2) & (selectedY - n == 2)) {
changTwoChessNum(m, n, selectedX, selectedY);
}
}
}
if (n > 0 & m > 0) {
if (point[n - 1][m - 1] == 0) {
if ((selectedX - m == -2) & (selectedY - n == -2)) {
changTwoChessNum(m, n, selectedX, selectedY);
}
}
}
}
protected void theRuleOfShi(int m, int n, int selectedX, int selectedY)// 士的规则
{
if ((m > 2 & m < 6) & (selectedX > 2 & selectedX < 6)
& (n >= 7 & n <= 9) & (selectedY >= 7 & selectedY <= 9)) {
if ((selectedX - m == 1) & (selectedY - n == 1)) {
changTwoChessNum(m, n, selectedX, selectedY);
}
if ((selectedX - m == 1) & (selectedY - n == -1)) {
changTwoChessNum(m, n, selectedX, selectedY);
}
if ((selectedX - m == -1) & (selectedY - n == 1)) {
changTwoChessNum(m, n, selectedX, selectedY);
}
if ((selectedX - m == -1) & (selectedY - n == -1)) {
changTwoChessNum(m, n, selectedX, selectedY);
}
}
if ((m > 2 & m < 6) & (selectedX > 2 & selectedX < 6)
& (n >= 0 & n < 3) & (selectedY >= 0 & selectedY < 3)) {
if ((selectedX - m == 1) & (selectedY - n == 1)) {
changTwoChessNum(m, n, selectedX, selectedY);
}
if ((selectedX - m == 1) & (selectedY - n == -1)) {
changTwoChessNum(m, n, selectedX, selectedY);
}
if ((selectedX - m == -1) & (selectedY - n == 1)) {
changTwoChessNum(m, n, selectedX, selectedY);
}
if ((selectedX - m == -1) & (selectedY - n == -1)) {
changTwoChessNum(m, n, selectedX, selectedY);
}
}
}
protected void theRuleOfShuai(int m, int n, int selectedX, int selectedY)// 帅的规则
{
if ((m > 2 & m < 6) & (selectedX > 2 & selectedX < 6)
& (n >= 7 & n <= 9) & (selectedY >= 7 & selectedY <= 9)) {
if ((selectedX - m == 1) & (selectedY - n == 0)) {
changTwoChessNum(m, n, selectedX, selectedY);
}
if ((selectedX - m == -1) & (selectedY - n == 0)) {
changTwoChessNum(m, n, selectedX, selectedY);
}
if ((selectedX - m == 0) & (selectedY - n == 1)) {
changTwoChessNum(m, n, selectedX, selectedY);
}
if ((selectedX - m == 0) & (selectedY - n == -1)) {
changTwoChessNum(m, n, selectedX, selectedY);
}
}
if ((m > 2 & m < 6) & (selectedX > 2 & selectedX < 6)
& (n >= 0 & n < 3) & (selectedY >= 0 & selectedY < 3)) {
if ((selectedX - m == 1) & (selectedY - n == 0)) {
changTwoChessNum(m, n, selectedX, selectedY);
}
if ((selectedX - m == -1) & (selectedY - n == 0)) {
changTwoChessNum(m, n, selectedX, selectedY);
}
if ((selectedX - m == 0) & (selectedY - n == 1)) {
changTwoChessNum(m, n, selectedX, selectedY);
}
if ((selectedX - m == 0) & (selectedY - n == -1)) {
changTwoChessNum(m, n, selectedX, selectedY);
}
}
}
protected void theRuleOfZu(int m, int n, int selectedX, int selectedY)// 卒的规则
{
if (point[n][m] < 17) {
if (selectedY >= n) {
if (n < 5) {
if ((selectedY - n == 1) & (selectedX - m == 0)) {
changTwoChessNum(m, n, selectedX, selectedY);
}
} else {
if ((selectedY - n == 1) & (selectedX - m == 0)) {
changTwoChessNum(m, n, selectedX, selectedY);
}
if ((selectedY - n == 0) & (selectedX - m == 1)) {
changTwoChessNum(m, n, selectedX, selectedY);
}
if ((selectedY - n == 0) & (selectedX - m == -1)) {
changTwoChessNum(m, n, selectedX, selectedY);
}
}
}
} else {
if (selectedY <= n) {
if (n > 4) {
if ((selectedY - n == -1) & (selectedX - m == 0)) {
changTwoChessNum(m, n, selectedX, selectedY);
}
} else {
if ((selectedY - n == -1) & (selectedX - m == 0)) {
changTwoChessNum(m, n, selectedX, selectedY);
}
if ((selectedY - n == 0) & (selectedX - m == 1)) {
changTwoChessNum(m, n, selectedX, selectedY);
}
if ((selectedY - n == 0) & (selectedX - m == -1)) {
changTwoChessNum(m, n, selectedX, selectedY);
}
}
}
}
}
public void commandAction(Command c, Displayable d) {
if (c == exitCmd) {
game.destroyApp(false);
game.notifyDestroyed();
}
}
protected synchronized void keyPressed(int keyCode) // 处理按键
{
int action = getGameAction(keyCode);
if (action == Canvas.LEFT) {
selectedX = (--selectedX + 8 + 1) % (8 + 1);
} else if (action == Canvas.RIGHT) {
selectedX = (++selectedX) % (8 + 1);
} else if (action == Canvas.UP) {
selectedY = (--selectedY + 9 + 1) % (9 + 1);
} else if (action == Canvas.DOWN) {
selectedY = (++selectedY) % (9 + 1);
} else if (action == Canvas.FIRE)// 这里的FIRE键我分成了两种情况:一是选种棋子,
{ // 二是当选择了棋子后,让棋子走到下面选择的位置
guard = guard + 1;// 每按下FIRE一次,GUARD就加一,用来判断FIRE是被选种还是选种后走下不棋
if (guard % 2 == 1) // 这时是当选种某一个棋子时,调用choosChess函数,选择棋子
{
if (point[selectedY][selectedX] != 0) {
guard1 = selectedX;
guard2 = selectedY;
}
}
if (guard % 2 == 0)// 这种情况是当棋子被选种后
{
if (point[selectedY][selectedX] != point[n][m])// 当走的下一步不是自身,也就是玩家选过
{ // 一个棋子,又不想选了,这只需什么都不做
if ((point[n][m] == 1) | (point[n][m] == 9)
| (point[n][m] == 17) | (point[n][m] == 25))// 当选定的棋子是车的时候
{ // repaint就OK了
if (point[selectedY][selectedX] == 0)// 当下一步走的是空格,则改变选种的格子和下一步所
{ // 走的格子的point[][]和word[][]的植,然后repaint就OK
theRuleOfChe(m, n, selectedX, selectedY);
} else// 当下一步是想吃对方的子的,则把下一步格子的值变为刚才选定的格子的值,而
{ // 刚才选定的格子的值则便为零
if ((point[selectedY][selectedX] / 17) != (point[n][m] / 17))// 当然,想吃的子不能是自己的
{
theRuleOfChe(m, n, selectedX, selectedY);
}
}
}
if ((point[n][m] == 2) | (point[n][m] == 8)
| (point[n][m] == 18) | (point[n][m] == 24))// 当选定的棋子是马的时候
{
if (point[selectedY][selectedX] == 0) {
theRuleOfMa(m, n, selectedX, selectedY);
} else {
if ((point[selectedY][selectedX] / 17) != (point[n][m] / 17))// 当然,想吃的子不能是自己的
{
theRuleOfMa(m, n, selectedX, selectedY);
}
}
}
if ((point[n][m] == 10) | (point[n][m] == 11)
| (point[n][m] == 26) | (point[n][m] == 27))// 当选定的棋子是炮的时候
{
if (point[selectedY][selectedX] == 0) {
g1 = 0;
theRuleOfPao(m, n, selectedX, selectedY, g1);
} else {
g1 = 1;
if ((point[selectedY][selectedX] / 17) != (point[n][m] / 17))// 当然,想吃的子不能是自己的
{
theRuleOfPao(m, n, selectedX, selectedY, g1);
}
}
}
if ((point[n][m] == 3) | (point[n][m] == 7)
| (point[n][m] == 19) | (point[n][m] == 23))// 当选定的棋子是相的时候
{
if (point[selectedY][selectedX] == 0) {
theRuleOfXiang(m, n, selectedX, selectedY);
} else {
if ((point[selectedY][selectedX] / 17) != (point[n][m] / 17))// 当然,想吃的子不能是自己的
{
theRuleOfXiang(m, n, selectedX, selectedY);
}
}
}
if ((point[n][m] == 4) | (point[n][m] == 6)
| (point[n][m] == 20) | (point[n][m] == 22))// 当选定的棋子是士的时候
{
if (point[selectedY][selectedX] == 0) {
theRuleOfShi(m, n, selectedX, selectedY);
} else {
if ((point[selectedY][selectedX] / 17) != (point[n][m] / 17))// 当然,想吃的子不能是自己的
{
theRuleOfShi(m, n, selectedX, selectedY);
}
}
}
if ((point[n][m] == 5) | (point[n][m] == 21))// 当选定的棋子是帅的时候
{
if (point[selectedY][selectedX] == 0) {
theRuleOfShuai(m, n, selectedX, selectedY);
} else {
if ((point[selectedY][selectedX] / 17) != (point[n][m] / 17))// 当然,想吃的子不能是自己的
{
theRuleOfShuai(m, n, selectedX, selectedY);
}
}
}
if ((point[n][m] > 11 & point[n][m] < 17))// 当选定的棋子是红方卒的时候
{
if (point[selectedY][selectedX] == 0) {
theRuleOfZu(m, n, selectedX, selectedY);
} else {
if ((point[selectedY][selectedX] / 17) != (point[n][m] / 17))// 当然,想吃的子不能是自己的
{
theRuleOfZu(m, n, selectedX, selectedY);
}
}
}
if (point[n][m] > 27)// 当选定的棋子是白方卒的时候
{
if (point[selectedY][selectedX] == 0) {
theRuleOfZu(m, n, selectedX, selectedY);
} else {
if ((point[selectedY][selectedX] / 17) != (point[n][m] / 17))// 当然,想吃的子不能是自己的
{
theRuleOfZu(m, n, selectedX, selectedY);
}
}
}
}
}
}
repaint();
}
}