整理一下以前学习时找到的程序。
转载:https://blog.csdn.net/qq_40595913/article/details/81563301
一、框架
二、代码
import java.awt.*;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import java.awt.image.BufferedImage;
import javax.swing.JFrame;
import javax.swing.JOptionPane;
public class Gobang extends JFrame implements MouseListener {
private static final long serialVersionUID = 1L;
//设置游戏界面
//屏幕分辨率求法:
//int w = f.getToolkit().getScreenSize().width;//宽度
//int h = f.getToolkit().getScreenSize().height;//高度
int width = Toolkit.getDefaultToolkit().getScreenSize().width;
int height = Toolkit.getDefaultToolkit().getScreenSize().height;
int x; // 定义鼠标的坐标
int y; // 定义鼠标的坐标
int[][] allChess = new int[15][15]; // 用数组来保存棋子,0表示无子,1表示黑子,2表示白子
boolean isblack = true; //用来表示黑子还是白子, true表示黑子 false表示白子
boolean canPlay = true; // 用来表示当前游戏是否结束
String message = "黑方先行";
String blackMessage = "无限制";
String whiteMessage = "无限制";
//保存棋谱,记录双方每一步落子的位置
int[] chessX = new int[255];
int[] chessY = new int[255];
int countX;
int countY;
//默认设置无时间限制
int maxTime = 0; //保存最大时间
int blackTime = 0;
int whileTime = 0; //保存黑白方所剩余的时间
public Gobang() {
this.setTitle("五子棋1.0");
this.setSize(500, 500);
this.setLocation((width - 500) / 2, (height - 500) / 2);
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
this.setResizable(false); //设置窗口不可改变,固定窗口大小
this.setVisible(true);
this.repaint(); //java里repaint()是重绘component的方法;
this.addMouseListener(this);
}
//画棋盘界面
public void paint(Graphics g) {
//双缓冲技术
BufferedImage buf = new BufferedImage(500, 500,
BufferedImage.TYPE_INT_RGB);
Graphics g1 = buf.createGraphics(); // 创建画笔
g1.setColor(new Color(0, 169, 158));
g1.fill3DRect(43, 60, 375, 375, true);
for (int i = 0; i <= 15; i++) {
g1.setColor(Color.WHITE);
g1.drawLine(43, 60 + (i * 25), 375 + 43, 60 + (i * 25)); //画棋盘横线
g1.drawLine(43 + (i * 25), 60, 43 + (i * 25), 375 + 60); //画棋盘竖线
}
g1.setFont(new Font("黑体", Font.BOLD, 20));
g1.drawString("游戏信息:" + message, 50, 50);
g1.drawRect(30, 440, 180, 40);
g1.drawRect(250, 440, 180, 40); //画黑方时间与白方时间字符串的边框
g1.setFont(new Font("宋体", 0, 12));
g1.drawString("黑方时间: " + blackMessage, 40, 465);
g1.drawString("白方时间: " + whiteMessage, 260, 465);
g1.drawRect(430, 66, 55, 20);
g1.drawString("重新开始", 432, 80); //重新开始按钮
g1.drawRect(430, 106, 55, 20);
g1.drawString("游戏设置", 432, 120); //游戏设置按钮
g1.drawRect(430, 146, 55, 20);
g1.drawString("游戏说明", 432, 160); // 游戏说明按钮
g1.drawRect(430, 186, 55, 20);
g1.drawString("退出游戏", 432, 200); // 退出游戏按钮
g1.drawRect(430, 246, 55, 20);
g1.drawString("悔棋", 442, 260); // 悔棋
g1.drawRect(430, 286, 55, 20);
g1.drawString("认输", 442, 300); // 认输
for (int i = 0; i < 15; i++) {
for (int j = 0; j < 15; j++) {
//画实心黑子
if (allChess[i][j] == 1) {
int tempX = (i * 25) + 47;
int tempY = (j * 25) + 64;
g1.setColor(Color.BLACK);
g1.fillOval(tempX, tempY, 16, 16);
g1.setColor(Color.BLACK);
g1.drawOval(tempX, tempY, 16, 16);
}
//画实心白子
if (allChess[i][j] == 2) {
int tempX = (i * 25) + 47;
int tempY = (j * 25) + 64;
g1.setColor(Color.WHITE);
g1.fillOval(tempX, tempY, 16, 16);
g1.setColor(Color.WHITE);
g1.drawOval(tempX, tempY, 16, 16);
}
}
}
g.drawImage(buf, 0, 0, this);
}
public void mousePressed(MouseEvent e) {
if (canPlay) {
x = e.getX();
y = e.getY(); // 用来获取鼠标坐标
if ((x > 55) && (x <= 405) && (y >= 72) && (y <= 420)) {
//让鼠标在棋盘范围内
if (((x - 55) % 25) > 12) {
x = ((x - 55) / 25) + 1;
} else {
x = (x - 55) / 25;
}
if (((y - 72) % 25) > 12) {
y = ((y - 72) / 25) + 1;
} else {
y = (y - 72) / 25;
}
//落子
if (allChess[x][y] == 0) {
chessX[countX++] = x;
chessY[countY++] = y;
if (isblack) {
allChess[x][y] = 1;
isblack = false;
message = "白方下子";
} else {
allChess[x][y] = 2;
isblack = true;
message = "黑方下子";
}
this.repaint();
if (this.isWin()) {
if (allChess[x][y] == 1) {
JOptionPane.showMessageDialog(this, "游戏结束,黑方胜利");
} else {
JOptionPane.showMessageDialog(this, "游戏结束,白方胜利");
}
this.canPlay = false; //表示游戏结束
}
}
}
}
//重新开始游戏
if ((e.getX() >= 430) && (e.getY() <= (428 + 55)) && (e.getY() >= 66) &&
(e.getY() <= (66 + 20))) {
int result = JOptionPane.showConfirmDialog(this, "是否重新开始游戏?");
if (result == 0) {
restarGame();
}
}
//游戏说明
if ((e.getX() >= 430) && (e.getY() <= (430 + 55)) && (e.getY() >= 146) &&
(e.getY() <= (146 + 20))) {
JOptionPane.showMessageDialog(this, "规则:横竖斜先连成五子者获胜!");
}
//退出游戏
if ((e.getX() >= 430) && (e.getX() <= (430 + 55)) && (e.getY() >= 186) &&
(e.getY() <= (186 + 20))) {
int result = JOptionPane.showConfirmDialog(this, "是否退出游戏?");
if (result == 0) {
System.exit(0);
}
}
//悔棋
if ((e.getX() >= 430) && (e.getX() <= (430 + 55)) && (e.getY() >= 246) &&
(e.getY() <= (246 + 20))) {
int result = JOptionPane.showConfirmDialog(this,
((isblack == true) ? "白方悔棋,黑方是否同意?" : "黑方悔棋,白方是否同意?"));
// result = 0为悔棋
if (result == 0) {
allChess[chessX[--countX]][chessY[--countY]] = 0;
if (isblack == true) {
isblack = false;
} else {
isblack = true;
}
this.repaint(); //重绘棋盘
}
}
//认输
if ((e.getX() >= 430) && (e.getX() <= (428 + 55)) && (e.getY() >= 286) &&
(e.getY() <= (286 + 20))) {
int result = JOptionPane.showConfirmDialog(this, "是否认输?");
if (result == 0) {
JOptionPane.showMessageDialog(this,
"游戏结束," + ((isblack == true) ? "黑方认输,白方获胜!" : "白方认输,黑方获胜!"));
}
}
}
public void restarGame() {
for (int i = 0; i < 15; i++) {
for (int j = 0; j < 15; j++) {
allChess[i][j] = 0; //清空棋盘的棋子
}
}
//清空下棋棋子坐标的记录
for (int i = 0; i < 15; i++) {
chessX[i] = 0;
chessY[i] = 0;
}
countX = 0;
countY = 0;
message = "黑方先行";
blackMessage = "无限制";
whiteMessage = "无限制";
blackTime = maxTime;
whileTime = maxTime;
isblack = true;
canPlay = true;
this.repaint();
}
/*
* * 判断输赢规则
*/
public boolean isWin() {
boolean flag = false;
int count = 1; //用来保存共有相同颜色多少棋子相连,初始值为1
int color = allChess[x][y]; //color = 1 (黑子) color = 2(白子)
//判断横向是否有5个棋子相连,特点:纵坐标是相同,即allChess[x][y] 中y值是相同
count = this.checkCount(1, 0, color);
if (count >= 5) {
flag = true;
} else {
//判断纵向
count = this.checkCount(0, 1, color);
if (count >= 5) {
flag = true;
} else {
//判断右上,左下
count = this.checkCount(1, -1, color);
if (count >= 5) {
flag = true;
} else {
//判断右下,左上
count = this.checkCount(1, 1, color);
if (count >= 5) {
flag = true;
}
}
}
}
return flag;
}
/**
* 检查棋盘中的五子棋是否连成五子
* @param xChange
* @param yChenge
* @param color
* @return
*/
public int checkCount(int xChange, int yChenge, int color) {
int count = 1;
int tempX = xChange;
int tempy = yChenge; //保存初始值
//全局变量x,y最初为鼠标点击的坐标,
//经下棋方法已经将x,y的范围变成0-15(遍历整个棋盘,寻找相同颜色的棋子)
while (((x + xChange) >= 0) && ((x + xChange) < 15) &&
((y + yChenge) >= 0) && ((y + yChenge) < 15) &&
(color == allChess[x + xChange][y + yChenge])) {
count++;
if (xChange != 0) {
xChange++;
}
if (yChenge != 0) {
if (yChenge != 0) {
if (yChenge > 0) {
yChenge++;
} else {
yChenge--;
}
}
}
}
xChange = tempX;
yChenge = tempy; // 恢复初始值
while (((x - xChange) >= 0) && ((x - xChange) < 15) &&
((y - yChenge) >= 0) && ((y - yChenge) < 15) &&
(color == allChess[x - xChange][y - yChenge])) {
count++;
if (xChange != 0) {
xChange++;
}
if (yChenge != 0) {
if (yChenge > 0) {
yChenge++;
} else {
yChenge--;
}
}
}
return count;
}
public void mouseClicked(MouseEvent e) {
// TODO Auto-generated method stub
}
public void mouseReleased(MouseEvent e) {
// TODO Auto-generated method stub
}
public void mouseEntered(MouseEvent e) {
// TODO Auto-generated method stub
}
public void mouseExited(MouseEvent e) {
// TODO Auto-generated method stub
}
public static void main(String[] args) {
new Gobang();
}
}