因为是用awt,swing的所做,是现在几乎被淘汰的java早期技术了,但是用来在开始学java时去串联其他知识点还是很好用的一个方式。
这个主要用了三个类,也是参考着现成的写的,不过优化了几个地方的代码,使得更符合逻辑一些,当然其中也可能会有更好的优化点,在用的时候可以自行优化。
三个类:棋盘类、棋子类、启动(设置)类
1.棋盘类(核心的设置类,先创建棋子类建议)
package com.sheng;
import javax.swing.*;
import java.awt.*;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;//鼠标监听类
import java.awt.event.MouseMotionListener;
import java.awt.geom.Ellipse2D;
//棋盘类
public class ChessBoard extends JPanel implements MouseListener {
//定义初始棋盘数据
public static final int MARGIN = 30; //边距
public static final int GRID_SPAN = 35; //网格间距
public static final int ROWS = 20; //行数(可以自行设置行列数,此处修改即可)
public static final int COLS = 20; //列数
//初始化数据
Point[] chessList = new Point[(ROWS+1)*(COLS+1)];//初始化每个棋盘元素为null
Boolean isBlack = true; //黑棋优先
Boolean gameOver = false; //判断是否结束
int chessCount; //当前棋盘上的棋子数
int xIndex,yIndex;//所下棋子位置
//棋子颜色
Color colortemp;
public ChessBoard(){//构造函数
addMouseListener(this);
addMouseMotionListener(new MouseMotionListener() {//对于鼠标移动与拖拽的设置
@Override
public void mouseDragged(MouseEvent e) {}
@Override
public void mouseMoved(MouseEvent e) { //移动
//将鼠标点击位置转成网格的索引
int x = (e.getX() - MARGIN + GRID_SPAN/2)/GRID_SPAN;
int y = (e.getY() - MARGIN + GRID_SPAN/2)/GRID_SPAN;
//对下棋位置进行判断(超界限,游戏结束,位置有棋)
if (x<0 || x>ROWS || y<0 || y>COLS || gameOver || findChess(x,y))
setCursor(new Cursor(Cursor.DEFAULT_CURSOR));
else//设置为默认状态
setCursor(new Cursor(Cursor.HAND_CURSOR));
}
});
}
public Boolean findChess(int x , int y){//查找该位置是否有棋子已经存在
for (Point p : chessList){
if ( p != null && p.getX() == x && p.getY() == y)
return true;
}
return false;
}
//绘制
@Override
public void paintComponent(Graphics g) {
super.paintComponent(g); //绘制棋盘
//得到窗口的宽高
int fWidth = getWidth();
int fHeight = getHeight();
g.drawImage(null, fWidth /2,fHeight/2,null);
for (int i = 0; i<=ROWS; i++)//画横线
g.drawLine(MARGIN,MARGIN+i*GRID_SPAN,MARGIN+COLS*GRID_SPAN,MARGIN+i*GRID_SPAN);
for (int i = 0; i<=ROWS; i++)//画竖线
g.drawLine(MARGIN+i*GRID_SPAN,MARGIN,MARGIN+i*GRID_SPAN,MARGIN+ROWS*GRID_SPAN);
//画棋子
for (int i = 0; i<chessCount; i++){
//网格交叉点x,y坐标
int xPos = (int) chessList[i].getX()*GRID_SPAN+MARGIN;
int yPos = (int) chessList[i].getY()*GRID_SPAN+MARGIN;
g.setColor(chessList[i].getColor());//设置颜色
colortemp = chessList[i].getColor();
RadialGradientPaint paint;
if (colortemp == Color.BLACK){
paint = new RadialGradientPaint(xPos-Point.DIAMETER/2+25, yPos-Point.DIAMETER/2+10,
20, new float[]{0f,1f}, new Color[]{Color.WHITE,Color.BLACK});
}else{
paint = new RadialGradientPaint(xPos-Point.DIAMETER/2+25, yPos-Point.DIAMETER/2+10,
70, new float[]{0f,1f}, new Color[]{Color.WHITE,Color.BLACK});
}
((Graphics2D) g).setPaint(paint);
((Graphics2D) g).setRenderingHint(RenderingHints.KEY_ANTIALIASING,RenderingHints.VALUE_ANTIALIAS_ON);
((Graphics2D) g).setRenderingHint(RenderingHints.KEY_ALPHA_INTERPOLATION,RenderingHints.VALUE_ALPHA_INTERPOLATION_DEFAULT);
Ellipse2D e = new Ellipse2D.Float(xPos - Point.DIAMETER/2,yPos - Point.DIAMETER/2,34,35);
((Graphics2D) g).fill(e);
if (i == chessCount - 1){//如果是最后一个棋子
g.setColor(Color.red);
g.drawRect(xPos - Point.DIAMETER/2,yPos - Point.DIAMETER/2,34,35);
}
}
}
//实现MouseListener中的方法
@Override
public void mousePressed(MouseEvent e) {//按下
//游戏结束,不能再下
if (gameOver) return;
String colorName = isBlack?"黑棋":"白棋";
//将鼠标点击的坐标位置转换为网格索引
xIndex = (e.getX() - MARGIN + GRID_SPAN/2)/GRID_SPAN;
yIndex = (e.getY() - MARGIN + GRID_SPAN/2)/GRID_SPAN;
//棋盘外不能下
if (xIndex<0 || xIndex>ROWS || yIndex<0 || yIndex>COLS)
return;
//如果该位置有棋,不可下
if (findChess(xIndex,yIndex))
return;
//符合条件是进行的处理
Point ch = new Point(xIndex,yIndex,isBlack?Color.BLACK:Color.WHITE);
chessList[chessCount++] = ch;
repaint();//通知系统重新绘制
//如果胜出则给出提示信息不能继续下棋
if (isWin()){
String msg = String.format("恭喜%s赢了",colorName);
JOptionPane.showMessageDialog(this,msg);
}
isBlack = !isBlack;
}
@Override
public void mouseClicked(MouseEvent e) {//点击
}
@Override
public void mouseReleased(MouseEvent e) {//释放
}
@Override
public void mouseEntered(MouseEvent e) {//进入
}
@Override
public void mouseExited(MouseEvent e) {//退出
}
private Boolean isWin(){
int continueCount = 1; //连续棋子的个数
//四种情况 水平 竖直 左上到右下 左下到右上
//横向
//横向向西寻找
for (int x=xIndex-1; x>=0; x--){
Color c = isBlack?Color.BLACK:Color.WHITE;
if (getChess(x,yIndex,c) != null){
continueCount++;
}else
break;
}
//横向向东寻找
for (int x=xIndex+1; x<=COLS; x++){
Color c = isBlack?Color.BLACK:Color.WHITE;
if (getChess(x,yIndex,c) != null){
continueCount++;
}else
break;
}
if (continueCount >= 5)//判断横向是否已经有结果,反之重置为1
return true;
else
continueCount = 1;
//纵向
// 向上查找
for (int y = yIndex-1; y>=0; y--){
Color c = isBlack?Color.BLACK:Color.WHITE;
if (getChess(xIndex,y,c) != null){
continueCount++;
}else
break;
}
//纵向向下查找
for (int y = yIndex+1; y<=ROWS; y++){
Color c = isBlack?Color.BLACK:Color.WHITE;
if (getChess(xIndex,y,c) != null){
continueCount++;
}else
break;
}
if (continueCount >= 5)//判断横向是否已经有结果,反之重置为1
return true;
else
continueCount = 1;
//斜向 左上到右下
//东北
for (int x = xIndex+1,y = yIndex-1; y>=0&&x<=COLS; x++,y--){
Color c = isBlack?Color.BLACK:Color.WHITE;
if (getChess(x,y,c) != null){
continueCount++;
}else
break;
}
//西南两向
for (int x = xIndex-1,y = yIndex+1; y<=ROWS&&x>=0; x--,y++){
Color c = isBlack?Color.BLACK:Color.WHITE;
if (getChess(x,y,c) != null){
continueCount++;
}else
break;
}
if (continueCount >= 5)//判断横向是否已经有结果,反之重置为1
return true;
else
continueCount = 1;
//斜向 左下到右上
//西北
for (int x = xIndex-1,y = yIndex-1; y>=0&&x>=0; x--,y--){
Color c = isBlack?Color.BLACK:Color.WHITE;
if (getChess(x,y,c) != null){
continueCount++;
}else
break;
}
//东南
for (int x = xIndex+1,y = yIndex+1; y<=ROWS&&x<=COLS; x++,y++){
Color c = isBlack?Color.BLACK:Color.WHITE;
if (getChess(x,y,c) != null){
continueCount++;
}else
break;
}
if (continueCount >= 5)//判断横向是否已经有结果,反之重置为1
return true;
else
return false;
}
private Point getChess(int xIndex, int yIndex, Color color){
for (Point p: chessList){
if (p!=null && p.getX()==xIndex && p.getY()==yIndex && p.getColor()==color){
return p;
}
}
return null;
}
public void restartGame(){//重新开始
//清空棋盘
for (int i = 0; i<chessList.length ;i++)
chessList[i] = null;
//恢复游戏初始变量
isBlack = true;
gameOver = false;
chessCount = 0;
repaint();
}
public void goBack(){//悔棋
if (chessCount == 0)
return;
chessList[chessCount-1] = null;
chessCount--;
if (chessCount > 0){
xIndex = chessList[chessCount-1].getX();
yIndex = chessList[chessCount-1].getY();
}
isBlack = !isBlack;
repaint();
}
//矩形Dimension
public Dimension getPreferredSize(){
return new Dimension(MARGIN*2+GRID_SPAN*COLS,MARGIN*2+GRID_SPAN*ROWS);
}
}
2.棋子类
package com.sheng;
import java.awt.*;
public class Point {
private int x;//横坐标
private int y;//纵坐标
private Color color;//颜色
public static final int DIAMETER = 30;//半径
public Point(int x, int y, Color color) {
this.x = x;
this.y = y;
this.color = color;
}
public int getX() {
return x;
}
public int getY() {
return y;
}
public Color getColor() {
return color;
}
}
3.启动(设置)类
package com.sheng;
import javax.swing.*;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
public class StartChessJFrame extends JFrame {
private ChessBoard chessBoard;
private JPanel toolbar;
private JButton startButton,backButton,exitButton;
private JMenuBar menuBar;
private JMenu sysMenu;
private JMenuItem startMenuItem,backMenuItem,exitMenuItem;
public StartChessJFrame(){
setTitle("单机版五子棋");
chessBoard = new ChessBoard();
Container contentPane = getContentPane();
contentPane.add(chessBoard);
chessBoard.setOpaque(true);
//创建和添加菜单
menuBar = new JMenuBar();//初始化菜单栏
sysMenu = new JMenu("系统");//初始化菜单
//初始化菜单项
startMenuItem = new JMenuItem("重新开始");
exitMenuItem = new JMenuItem("退出");
backMenuItem = new JMenuItem("悔棋");
//将三个菜单项添加到菜单上
sysMenu.add(startMenuItem);
sysMenu.add(exitMenuItem);
sysMenu.add(backMenuItem);
//初始化按钮事件监听内部类
MyItemListener myItemListener = new MyItemListener();
//将三个菜单栏添加到时间监听器上
this.startMenuItem.addActionListener(myItemListener);
this.backMenuItem.addActionListener(myItemListener);
this.exitMenuItem.addActionListener(myItemListener);
menuBar.add(sysMenu);//将系统菜单添加到菜单栏上
setJMenuBar(menuBar);//将menuBar设置为菜单栏
toolbar = new JPanel();//工具面板实例化
//三个按钮初始化
startButton = new JButton("重新开始");
backButton = new JButton("悔棋");
exitButton = new JButton("退出");
//将工具面板按钮用FlowLayout布局
toolbar.setLayout(new FlowLayout(FlowLayout.LEFT));
//将三个按钮添加到工具面板
toolbar.add(startButton);
toolbar.add(backButton);
toolbar.add(exitButton);
//将三个按钮注册监听事件
startButton.addActionListener(myItemListener);
backButton.addActionListener(myItemListener);
exitButton.addActionListener(myItemListener);
//将工具面板布局到界面的下方(南方)
add(toolbar,BorderLayout.SOUTH);
add(chessBoard);
//设置界面关闭事件
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
pack();//自适应大小
}
private class MyItemListener implements ActionListener{//内部类
@Override
public void actionPerformed(ActionEvent e) {
Object obj = e.getSource();
if (obj == StartChessJFrame.this.startMenuItem || obj == startButton){
//重新开始
//JFiveFrame.this 内部类引用外部类
System.out.println("重新开始");
chessBoard.restartGame();
}else if (obj == exitMenuItem || obj == exitButton){
System.exit(0);
}else if(obj == backMenuItem || obj == backButton){
System.out.println("悔棋");
chessBoard.goBack();
}
}
}
public static void main(String[] args) {
StartChessJFrame startChessJFrame = new StartChessJFrame();
startChessJFrame.setVisible(true);
}
}
最后运行后会出现java特有的窗口界面,然后就可以来与小伙伴愉快的下五子棋了。
结果展示: