import java.awt.*;
import javax.swing.*;
import java.awt.event.*;
import java.awt.image.*;
import javax.imageio.*;
import java.io.*;
public class Gobang
{
// 下面三个位图分别代表棋盘、黑子、白子
BufferedImage table;
BufferedImage black;
BufferedImage white;
// 当鼠标移动时候的选择框
BufferedImage selected;
// 最后获胜时
BufferedImage shengli;
// 定义棋盘的大小
private static int BOARD_SIZE = 15;
// 定义棋盘宽、高多少个像素
private final int TABLE_WIDTH = 535;
private final int TABLE_HETGHT = 536;
// 定义棋盘坐标的像素值和棋盘数组之间的比率。
private final int RATE = TABLE_WIDTH / BOARD_SIZE;
// 定义棋盘坐标的像素值和棋盘数组之间的偏移距。
private final int X_OFFSET = 5;
private final int Y_OFFSET = 6;
// 定义一个二维数组来充当棋盘
private String[][] board = new String[BOARD_SIZE][BOARD_SIZE];
// 五子棋游戏的窗口
JFrame f = new JFrame("五子棋游戏");
// 五子棋游戏棋盘对应的Canvas组件
ChessBoard chessBoard = new ChessBoard();
// 当前选中点的坐标
private int selectedX = -1;
private int selectedY = -1;
//定义是否该黑色棋子,true代表是
private boolean flag = true;
//定义获胜方棋子,未分胜负时用"╋"表示
private String qizi = "╋";
public void init()throws Exception
{
f.setLocation(415,95);
f.setResizable(false);
table = ImageIO.read(new File("image/board.jpg"));
black = ImageIO.read(new File("image/black.gif"));
white = ImageIO.read(new File("image/white.gif"));
selected = ImageIO.read(new File("image/selected.gif"));
// 把每个元素赋为"╋","╋"代表没有棋子
for (int i = 0 ; i < BOARD_SIZE ; i++)
{
for ( int j = 0 ; j < BOARD_SIZE ; j++)
{
board[i][j] = "╋";
}
}
chessBoard.setPreferredSize(new Dimension(
TABLE_WIDTH , TABLE_HETGHT));
chessBoard.addMouseListener(new MouseAdapter()
{
public void mouseClicked(MouseEvent e)
{
// 将用户鼠标事件的坐标转换成棋子数组的坐标。
int xPos = (int)((e.getX() - X_OFFSET) / RATE);
int yPos = (int)((e.getY() - Y_OFFSET ) / RATE);
//判断对应位置有没有棋子
if (board[xPos][yPos].equals("╋"))
{
if (true == flag)
{
board[xPos][yPos] = "●";
flag = false;
}
else
{
board[xPos][yPos] = "○";
flag = true;
}
}
chessBoard.repaint();
//判断是否出现胜负
judge();
}
// 当鼠标退出棋盘区后,复位选中点坐标
public void mouseExited(MouseEvent e)
{
selectedX = -1;
selectedY = -1;
chessBoard.repaint();
}
});
chessBoard.addMouseMotionListener(new MouseMotionAdapter()
{
// 当鼠标移动时,改变选中点的坐标
public void mouseMoved(MouseEvent e)
{
selectedX = (e.getX() - X_OFFSET) / RATE;
selectedY = (e.getY() - Y_OFFSET) / RATE;
chessBoard.repaint();
}
});
f.add(chessBoard);
f.pack();
f.setVisible(true);
}
public static void main(String[] args)throws Exception
{
Gobang gb = new Gobang();
gb.init();
}
class ChessBoard extends JPanel
{
// 重写JPanel的paint方法,实现绘画
public void paint(Graphics g)
{
// 将绘制五子棋棋盘
g.drawImage(table , 0 , 0 , null);
// 绘制选中点的红框
if (selectedX >= 0 && selectedY >= 0)
g.drawImage(selected , selectedX * RATE + X_OFFSET ,
selectedY * RATE + Y_OFFSET, null);
// 遍历数组,绘制棋子。
for (int i = 0 ; i < BOARD_SIZE ; i++)
{
for ( int j = 0 ; j < BOARD_SIZE ; j++)
{
// 绘制黑棋
if (board[i][j].equals("●"))
{
g.drawImage(black , i * RATE + X_OFFSET
, j * RATE + Y_OFFSET, null);
}
// 绘制白棋
if (board[i][j].equals("○"))
{
g.drawImage(white, i * RATE + X_OFFSET
, j * RATE + Y_OFFSET, null);
}
}
}
if (!"╋".equals(qizi))
{
try
{
System.out.println("-------------------------------------------");
switch (qizi)
{
case "●":
{
System.out.println("-----------------------------------黑棋获胜");
shengli = ImageIO.read(new File("image/黑子获胜.png"));
break;
}
case "○":
{
System.out.println("-----------------------------------白棋获胜");
shengli = ImageIO.read(new File("image/白子获胜.png"));
break;
}
default:
{
System.out.println("------------------------------------系统Bug");
break;
}
}
}
catch (Exception e)
{
}
g.drawImage(shengli,105,120,null);
}
}
}
private boolean judge()
{
String temp = null; //记录当前位置
int x,y; //记录当前坐标
for (int i = 0 ; i < BOARD_SIZE ; i++) //横向遍历棋盘
{
for ( int j = 0 ; j < BOARD_SIZE ; j++)//纵向遍历棋盘
{
temp = board[i][j]; //
if (!temp.equals("╋")) //判断是否有棋子
{
for (int k=0;k<4 ;k++ ) //按向右、向下、右下、左下四个方向判断
{
x = i;
y = j;
switch (k)
{
case 0: //向右判断
{
for (int t=0;t<5 ;t++ )//判断另外四个棋子
{
if (4 == t)//t值等于4说明前面四个子和
{
qizi = temp;
return true;
}
if (BOARD_SIZE == ++y||!temp.equals(board[x][y]))//y值等于BOARD_SIZE表明已超出棋盘边界
{
break;
}
}
break;
}
case 1: //向下判断
{
for (int t=0;t<5 ;t++ )//判断另外四个棋子
{
if (4 == t)//t值等于4说明前面四个子
{
qizi = temp;
return true;
}
if (BOARD_SIZE == ++x||!temp.equals(board[x][y]))//y值等于BOARD_SIZE表明已超出棋盘边界
{
break;
}
}
break;
}
case 2: //向右下方向判断
{
for (int t=0;t<5 ;t++ )//判断另外四个棋子
{
if (4 == t)//t值等于4说明前面四个子
{
qizi = temp;
return true;
}
if (BOARD_SIZE == ++x||BOARD_SIZE == ++y||!temp.equals(board[x][y]))//x、y值等于BOARD_SIZE表明已超出棋盘边界
{
break;
}
}
break;
}
case 3: //向左下放下判断
{
for (int t=0;t<5 ;t++ )//判断另外四个棋子
{
if (4 == t)//t值等于4说明前面四个子
{
qizi = temp;
return true;
}
if (BOARD_SIZE == ++x||-1 == --y||!temp.equals(board[x][y]))//x等于BOARD_SIZE或者y值等于-1表明已超出棋盘边界
{
break;
}
}
break;
}
default:
{
break;
}
}
}
}
}
}
return false;
}
}