转自:http://www.cnblogs.com/pains/archive/2007/10/07/915966.html
两年前做的,程序在玩家胜利后会有一点问题,有些棋子还在原来的位置上,那时候没找出来是什么原因,现在也不想管它了,拿上来也许对有些朋友有用。不过要 事先说明的是:要在j2sdk1.4.0下才能编译通过,在更高的版本上就要修改下程序才行,这可不是我的错,是java的版本兼容有问题;最好用个工具 编译执行它,如:EditPlus(它虽然是个文本编辑工具,但可以编译执行源程序的,要在工具菜单参数选择里设置下,当然要有java的sdk了),如 果直接在dos下执行可能图片加载不上来。
与本博客中的用flash实现的五子棋的实现原理不同,这个要简单很多,这个10×10的,标准应该是15×15。
贴个图(比较丑,不过我想你关心的是程序实现原理。):
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
import java.util.*;
import javax.swing.event.*;
public class wuziqi
{
public static void main(String[] args)
{
SimpleFrame frame=new SimpleFrame();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.show();
}
}
class AboutFrame extends JFrame
{
public AboutFrame()
{
setSize(400,300);
setResizable(false);
setTitle("关于");
Toolkit tk=Toolkit.getDefaultToolkit();
Image ff=tk.getImage("false.gif");
setIconImage(ff);
Dimension screenSize=tk.getScreenSize();
setLocation((screenSize.width-400)/2,(screenSize.height-300)/2);
FontPanel fpanel=new FontPanel();
Container con=getContentPane();
con.add(fpanel);
}
}
class FontPanel extends JPanel
{
public void paintComponent(Graphics g)
{
super.paintComponent(g);
Font f=new Font("宋体",Font.BOLD,22);
g.setFont(f);
g.drawString("五子棋)",10,30);
f=new Font("楷体_GB2312",Font.PLAIN,18);
g.setFont(f);
g.drawString("设计者:Rick carter",10,120);
g.drawString("本程序仅供大家参考及学习,",10,225);
g.drawString("未经本人允许请勿用于任何商业活动!",10,250);
}
}
class SimpleFrame extends JFrame
{
public SimpleFrame()
{
setSize(WIDTH,HEIGHT);
setResizable(false);
setTitle("五子棋(10*10)");
Toolkit tk=Toolkit.getDefaultToolkit();
Image img=tk.getImage("map.gif");
setIconImage(img);
Dimension screenSize=tk.getScreenSize();
setLocation((screenSize.width-WIDTH)/2,(screenSize.height-HEIGHT)/2);
final AboutFrame aboutFrame=new AboutFrame();
ImagePanel panel=new ImagePanel();
Container contentPane=getContentPane();
contentPane.add(panel);
JMenuBar menuBar=new JMenuBar();
setJMenuBar(menuBar);
JMenu gameMenu=new JMenu("游戏(G)"); //创建游戏菜单
gameMenu.setMnemonic('G');
//创建游戏子菜单及监听器
JMenuItem replayItem=new JMenuItem("重玩",'R');
replayItem.setAccelerator(KeyStroke.getKeyStroke(KeyEvent.VK_R,InputEvent.CTRL_MASK));
replayItem.addActionListener(new AbstractAction("重玩")
{
public void actionPerformed(ActionEvent event)
{
ImagePanel.restart();
}
} );
JMenuItem optionItem=new JMenuItem("选项",'O');
optionItem.setAccelerator(KeyStroke.getKeyStroke(KeyEvent.VK_O,InputEvent.CTRL_MASK));
optionItem.addActionListener(new AbstractAction("选项")
{
public void actionPerformed(ActionEvent event)
{
}
} );
JMenuItem exitItem=new JMenuItem("退出",'E');
exitItem.setAccelerator(KeyStroke.getKeyStroke(KeyEvent.VK_E,InputEvent.CTRL_MASK));
exitItem.addActionListener(new AbstractAction("退出")
{
public void actionPerformed(ActionEvent event)
{
System.exit(0);
}
} );
gameMenu.add(replayItem);
gameMenu.add(optionItem);
gameMenu.addSeparator();
gameMenu.add(exitItem);
menuBar.add(gameMenu);
JMenu helpMenu=new JMenu("帮助(H)"); //创建帮助菜单
helpMenu.setMnemonic('H');
//创建帮助子菜单及监听器
JMenuItem aboutItem=new JMenuItem("关于",'A');
aboutItem.setAccelerator(KeyStroke.getKeyStroke(KeyEvent.VK_A,InputEvent.CTRL_MASK));
aboutItem.addActionListener(new AbstractAction("关于")
{
public void actionPerformed(ActionEvent event)
{
aboutFrame.show();
}
});
helpMenu.add(aboutItem);
menuBar.add(helpMenu);
}
public static final int WIDTH=560;
public static final int HEIGHT=450;
}
final class ImagePanel extends JPanel
{
public ImagePanel()
{
image=Toolkit.getDefaultToolkit().getImage("map.gif");
green=Toolkit.getDefaultToolkit().getImage("green.gif");
red=Toolkit.getDefaultToolkit().getImage("red.gif");
position=Toolkit.getDefaultToolkit().getImage("position.gif");
ired=Toolkit.getDefaultToolkit().getImage("ired.gif");
MediaTracker tracker=new MediaTracker(this);
tracker.addImage(image,1); //棋盘
tracker.addImage(green,2); //绿棋子
tracker.addImage(red,3); //红棋子
tracker.addImage(position,4); //鼠标位置
tracker.addImage(ired,5);
try
{
tracker.waitForID(1);
tracker.waitForID(2);
tracker.waitForID(3);
tracker.waitForID(4);
tracker.waitForID(5);
}
catch(InterruptedException exception)
{}
//注册监听器
addMouseListener(new MouseHandler());
addMouseMotionListener(new MouseMotionHandler());
for(i=0;i<10;i++) //初始化棋盘状态
for(j=0;j<10;j++)
ball[i][j] = 0;
for(i=0;i<10;i++) //设定水平方向的获胜位置
for(j=0;j<6;j++)
{
for(k=0;k<5;k++)
{
ptable[j+k][i][count] = true;
ctable[j+k][i][count] = true;
}
count++;
}
for(i=0;i<10;i++) //设定垂直方向的获胜位置
for(j=0;j<6;j++)
{
for(k=0;k<5;k++)
{
ptable[i][j+k][count] = true;
ctable[i][j+k][count] = true;
}
count++;
}
for(i=0;i<6;i++) //设定正对角线方向的获胜位置
for(j=0;j<6;j++)
{
for(k=0;k<5;k++)
{
ptable[j+k][i+k][count] = true;
ctable[j+k][i+k][count] = true;
}
count++;
}
for(i=0;i<6;i++) //设定反对角线方向的获胜位置
for(j=9;j>=4;j--)
{
for(k=0;k<5;k++)
{
ptable[j-k][i+k][count] = true;
ctable[j-k][i+k][count] = true;
}
count++;
}
computer = false;
player = true;
}
//绘制窗体面板
public void paintComponent(Graphics g)
{
super.paintComponent(g);
int FrameWidth=getWidth();
int FrameHeight=getHeight();
int x=(FrameWidth-400)/2;
int y=FrameHeight-400;
int px=mousex-(mousex-x)%40;
int py=mousey-(mousey-y)%40;
if(px<x)
px=x;
if(py<y)
py=y;
if(px>(x+360))
px=x+360;
if(py>(y+360))
py=y+360;
g.drawImage(image,x,y,null);
g.drawImage(position,px,py,null);
Font f=new Font("楷体_GB2312",Font.BOLD,20);
g.setFont(f);
g.setColor(new Color(204,66,204));
g.drawString("计算机",5,60);
g.setColor(new Color(00,99,00));
g.drawString("玩家",495,60);
g.drawImage(red,20,75,null);
g.drawImage(green,500,75,null);
g.setColor(Color.black);
switch(str)
{
case 0:
g.drawString("你先下!",480,140);
break;
case 1:
g.drawString("等待!",480,140);
break;
case 2:
g.drawString("该你了.",480,140);
break;
case 3:
g.drawString("你嬴了!",480,140);
break;
case 4:
g.drawString("你输了!",480,140);
break;
case 5:
g.drawString("平 局!",480,140);
break;
}
for(i=0;i<10;i++)
for(j=0;j<10;j++)
{
if(ball[i][j]==1)
{
px=i*40+3+x;
py=j*40+3+y;
g.drawImage(green,px,py,null);
}
if(ball[i][j]==2)
{
px=i*40+3+x;
py=j*40+3+y;
g.drawImage(red,px,py,null);
}
}
g.drawImage(ired,a*40+x+3,b*40+y+3,null);
}
//变量
private Image image;
private Image position;
private Image green;
private Image red;
private Image ired;
private int mousex,mousey;
private JButton replayButton;
private static int ball[][]=new int [10][10];
private static boolean ptable[][][]=new boolean [10][10][192],ctable[][][]=new boolean [10][10][192];
private static int pgrades[][]=new int [10][10],cgrades[][]=new int [10][10],cgrade,pgrade;
private static int win[][]=new int [2][192];
private static int pcount,ccount; //记录计算机与玩家各下了多少棋子
private static boolean player,computer,start=true,over=false,pwin,cwin,tie;
private static int i,j,k,n,m,count,a=50,b=50;
private static int mat,nat,mde,nde;
private static int str=0;
private class replayAction implements ActionListener
{
public void actionPerformed(ActionEvent event)
{
restart();
}
}
//鼠标移动事件
private class MouseMotionHandler implements MouseMotionListener
{
public void mouseMoved(MouseEvent event)
{
mousex=event.getX();
mousey=event.getY();
repaint();
}
public void mouseDragged(MouseEvent event) {}
}
//鼠标点击事件
private class MouseHandler extends MouseAdapter
{
public void mousePressed(MouseEvent event)
{
mousex=event.getX();
mousey=event.getY();
if(!over)
if(player)
{
int FrameWidth=getWidth();
int FrameHeight=getHeight();
int x=(FrameWidth-400)/2;
int y=FrameHeight-400-5;
if(mousex>x&&mousex<(x+400)&&mousey>y&&mousey<(y+400))
{ m=(int)((mousex-x)/40);
n=(int)((mousey-y)/40);
while(ball[m][n]==0) //如果该棋子为空
{ ball[m][n]=1; //设为玩家的棋子
pcount++;
str=1;
if((ccount==50)&&(pcount==50))
{ tie=true;
over=true;
str=5;
}
for(i=0;i<192;i++)
{
if(ptable[m][n][i]&&win[0][i]!=7)
win[0][i]++;
if(ctable[m][n][i])
{
ctable[m][n][i]=false;
win[1][i]=7; //计算机在第i种获胜可能中不可能再获胜,就置为7
}
}
if(!over)
{
for(i=0;i<=1;i++)
for(j=0;j<192;j++)
{
if(win[i][j] == 5)
if(i==0) //玩家获胜
{
pwin=true;
cwin=false;
over=true;
str=3;
break;
}
else //计算机获胜
{
cwin=true;
pwin=false;
over=true;
str=4;
break;
}
if(over)
break;
}
}
player=false;
computer=true;
repaint();
if(over)
{
if(tie)
JOptionPane.showConfirmDialog(
ImagePanel.this,
"平局!","确认信息",
JOptionPane.DEFAULT_OPTION,
JOptionPane.INFORMATION_MESSAGE);
else
if(pwin)
JOptionPane.showConfirmDialog(
ImagePanel.this,
"恭喜你!你嬴了。","确认信息",
JOptionPane.DEFAULT_OPTION,
JOptionPane.INFORMATION_MESSAGE);
else
if(cwin)
JOptionPane.showConfirmDialog(
ImagePanel.this,
"你输了!","确认信息",
JOptionPane.DEFAULT_OPTION,
JOptionPane.INFORMATION_MESSAGE);
restart();
}
}
}
}
//电脑下
computerdo();
}
}
public void computerdo()
{
if(!over)
if(computer)
{
for(i=0;i<=9;i++) //计算玩家在空格子上的获胜分数
for(j=0;j<=9;j++)
{
pgrades[i][j]=0;
if(ball[i][j]==0)
for(k=0;k<192;k++)
if(ptable[i][j][k])
{
switch(win[0][k])
{
case 1:
pgrades[i][j]+=5;
break;
case 2:
pgrades[i][j]+=50;
break;
case 3:
pgrades[i][j]+=100;
break;
case 4:
pgrades[i][j]+=400;
break;
}
}
}
for(i=0;i<=9;i++) //计算计算机在空格子上的获胜分数
for(j=0;j<=9;j++)
{
cgrades[i][j]=0;
if(ball[i][j]==0)
for(k=0;k<192;k++)
if(ctable[i][j][k])
{
switch(win[1][k])
{
case 1:
cgrades[i][j]+=5;
break;
case 2:
cgrades[i][j]+=50;
break;
case 3:
cgrades[i][j]+=100;
break;
case 4:
cgrades[i][j]+=400;
break;
}
}
}
if(start) //游戏开始
{
if(ball[4][4]==0)
{
m = 4;
n = 4;
}
else
{
m = 5;
n = 5;
}
start = false;
}
else
{
for(i=0;i<10;i++)
for(j=0;j<10;j++)
if(ball[i][j]==0)
{
if(cgrades[i][j]>=cgrade)
{
cgrade = cgrades[i][j];
mat = i;
nat = j;
}
if(pgrades[i][j]>=pgrade)
{
pgrade = pgrades[i][j];
mde = i;
nde = j;
}
}
if(pgrade>=cgrade&&pgrade>100) //防守
{
m = mde;
n = nde;
}
else //攻击
{
m = mat;
n = nat;
}
}
cgrade = 0;
pgrade = 0;
ball[m][n] = 2; //设定为计算机的棋子
a=m;
b=n;
ccount++;
str=2;
if((ccount==50)&&(pcount==50))
{
tie = true;
over = true;
}
for(i=0;i<192;i++)
{
if(ctable[m][n][i] && win[1][i] != 7)
win[1][i]++;
if(ptable[m][n][i])
{
ptable[m][n][i] = false;
win[0][i]=7;
}
}
if(!over)
{
for(i=0;i<=1;i++)
for(j=0;j<192;j++)
{
if(win[i][j]==5)
if(i==0) //玩家获胜
{
pwin=true;
cwin=false;
over=true;
str=3;
break;
}
else //计算机获胜
{
cwin=true;
pwin=false;
over=true;
str=4;
break;
}
if(over)
break;
}
}
player=true; //换玩家下
computer=false;
repaint();
if(over)
{
if(tie)
JOptionPane.showConfirmDialog(
ImagePanel.this,
"平局!","确认信息",
JOptionPane.DEFAULT_OPTION,
JOptionPane.INFORMATION_MESSAGE);
else
if(pwin)
JOptionPane.showConfirmDialog(
ImagePanel.this,
"恭喜你!你嬴了。","确认信息",
JOptionPane.DEFAULT_OPTION,
JOptionPane.INFORMATION_MESSAGE);
else
if(cwin)
JOptionPane.showConfirmDialog(
ImagePanel.this,
"你输了!","确认信息",
JOptionPane.DEFAULT_OPTION,
JOptionPane.INFORMATION_MESSAGE);
restart();
}
}
}
public static void restart()
{
for(i=0;i<10;i++)
for(j=0;j<10;j++)
{
pgrades[i][j]=0;
cgrades[i][j]=0;
ball[i][j]=0;
}
count=0;
for(i=0;i<10;i++) //设定水平方向的获胜位置
for(j=0;j<6;j++)
{
for(k=0;k<5;k++)
{
ptable[j+k][i][count] = true;
ctable[j+k][i][count] = true;
}
count++;
}
for(i=0;i<10;i++) //设定垂直方向的获胜位置
for(j=0;j<6;j++)
{
for(k=0;k<5;k++)
{
ptable[i][j+k][count] = true;
ctable[i][j+k][count] = true;
}
count++;
}
for(i=0;i<6;i++) //设定正对角线方向的获胜位置
for(j=0;j<6;j++)
{
for(k=0;k<5;k++)
{
ptable[j+k][i+k][count] = true;
ctable[j+k][i+k][count] = true;
}
count++;
}
for(i=0;i<6;i++) //设定反对角线方向的获胜位置
for(j=9;j>=4;j--)
{
for(k=0;k<5;k++)
{
ptable[j-k][i+k][count] = true;
ctable[j-k][i+k][count] = true;
}
count++;
}
for(i=0;i<=1;i++)
for(j=0;j<192;j++)
win[i][j]=0;
computer=false;
player=true;
str=0;
count=0;
ccount=0;
pcount=0;
start=true;
over=false;
pwin=false;
cwin=false;
tie=false;
a=b=50;
}
}