1)选择棋子
目标
2)画棋子
✔️
3)判断胜负
4)交换行棋方
前面,我们已经画好的棋盘和棋子,接下来,我们要通过鼠标点击屏幕获取落子位置并落子(先不考虑行棋方和胜负判断)。
步骤:
1)捕捉鼠标按下的位置
2)经过坐标变换(由像素位置->0-19的棋盘位置)
3)更新记录棋盘状态的二维数组
4)重新渲染绘制棋盘。
-----------------------------------------------------落子动作代码示例如下-----------------------------------------------------
一个棋子类Chessman.java
package xchen.test.simpleGobang;
public class Chessman {
private int color;//1-white,0-black
private boolean placed = false;
public Chessman(int color,boolean placed){
this.color=color;
this.placed=placed;
}
public boolean getPlaced() {
return placed;
}
public void setPlaced(boolean placed) {
this.placed = placed;
}
public int getColor() {
return color;
}
public void setColor(int color) {
this.color = color;
}
}
DrawChessBoard.java
package xchen.test.simpleGobang;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.RadialGradientPaint;
import java.awt.Image;
import java.awt.Toolkit;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import java.awt.Color;
import javax.swing.JPanel;
public class DrawChessBoard extends JPanel implements MouseListener{
final static int BLACK=0;
final static int WHITE=1;
public int chessColor = BLACK;
int chessman_width=30;
public Image boardImg;
final private int ROWS = 19;
Chessman[][] chessStatus=new Chessman[ROWS+1][ROWS+1];
public DrawChessBoard() {
boardImg = Toolkit.getDefaultToolkit().getImage("res/drawable/chessboard2.png");
if(boardImg == null)
System.err.println("png do not exist");
addMouseListener(this);
}
@Override
protected void paintComponent(Graphics g) {
// TODO Auto-generated method stub
System.out.println("DRAW!!");
super.paintComponent(g);
int imgWidth = boardImg.getHeight(this);
int imgHeight = boardImg.getWidth(this);
int FWidth = getWidth();
int FHeight= getHeight();
int x=(FWidth-imgWidth)/2;
int y=(FHeight-imgHeight)/2;
int span_x=imgWidth/ROWS;
int span_y=imgHeight/ROWS;
g.drawImage(boardImg, x, y, null);
//画横线
for(int i=0;i=x && point_x<=x+imgWidth && point_y>=y && point_y <= y+imgHeight)
{
System.out.println("合法");
for(int i=0;i=x-chessman_width/2+1+i*span_x)
{
if(point_x<=x+chessman_width/2-1+i*span_x)//如果是width/2会在中间点出现两个匹配值
{
System.out.println("point x "+i+" "+point_x+" "+(x-chessman_width/2+i*span_x)+" "+(x+chessman_width/2+i*span_x));
status_x = i;
}
}
}
for(int i=0;i=y-chessman_width/2+1+i*span_y)
{
if(point_y <= y+chessman_width/2-1+i*span_y)
{
System.out.println("point y "+i+" "+point_y+" "+(y-chessman_width/2+1+i*span_y)+" "+(y+chessman_width/2-1+i*span_y));
status_y = i;
}
}
}
Chessman chessman = new Chessman(BLACK, true);
chessStatus[status_x][status_y]=chessman;
repaint();
}
System.out.println(status_x+" "+status_y+" "+chessStatus[status_x][status_y].getColor()+" "+chessStatus[status_x][status_y].getPlaced());
}
@Override
//当用户按下并松开鼠标按钮时发生
public void mouseClicked(MouseEvent e) {
// TODO Auto-generated method stub
}
@Override
public void mouseReleased(MouseEvent e) {
// TODO Auto-generated method stub
}
@Override
public void mouseEntered(MouseEvent e) {
// TODO Auto-generated method stub
}
@Override
public void mouseExited(MouseEvent e) {
// TODO Auto-generated method stub
}
}
主模块代码不变
package xchen.test.simpleGobang;
import java.awt.Container;
import javax.swing.JFrame;
import xchen.test.simpleGobang.DrawChessBoard;
public class Main extends JFrame{
private DrawChessBoard drawChessBoard;
public Main() {
drawChessBoard = new DrawChessBoard();
//Frame标题
setTitle("单机五子棋");
Container containerPane =getContentPane();
containerPane.add(drawChessBoard);
}
public static void main(String[] args) {
Main m = new Main();
m.setSize(800, 800);
m.setVisible(true);
}
}
运行一下