Java基础系列——基于spring的五子棋实战(2)互动部分

这一期讲一讲我五子棋的互动部分代码设计。做为准备,我们先写一个接口文件DataConfig来存储一些静态数据,如下所示:

// 静态资源
public interface DataConfig{
    int LEFT_X = 50;//棋盘左边缘宽度
    int LEFT_Y = 50;//棋盘右边缘宽度
    int SIZE = 35;//网格的间距 棋子的直径
    int ROW = 15;//行数
    int CLOUM= 15;//列数
}

随后,我构建了一个交互类GoListener来汇总所有点击方法及情况。先设置一些参数,Graphics g 为绘图必须的图像对象,ifRecord是是否在录制,isPlayback为是否在回放, isAutoversus为是否在人机对战,isAutoturn为在人机对战中是否轮到机器下。将它们设为私有变量,并写点获取方法。

与此同时,设置二维数组 chessArray用于存储棋盘,同时设置下棋标变量chessFlag与之对应,其中0为未下棋或不能下棋状态,1为黑棋,2为白棋。

public class GoListener extends MouseAdapter implements ActionListener, DataConfig{
    private Graphics g = null;
    private GoBangPanel goPanel;
    public void setGraphics(Graphics g){
        this.g = g;
    }
    private int chessFlag = 0;// 0禁止下棋  1黑 2白
    private boolean ifRecord = false;
    private boolean isPlayback = false;
    private boolean isAutoversus = false;
    private boolean isAutoturn = false;
    public boolean getPlayback(){return isPlayback;};
    public boolean getAutoversus(){return isAutoversus;};
    public boolean getisAutoturn(){return isAutoturn;};
    private int[][] chessArray = new int[ROW + 1][CLOUM + 1];
    public int[][] getChessArray(){
        return chessArray;
    }
    public void setChessArray(int[][] newArray){
        chessArray=newArray;
    }
    public void resetChessArray(){
        for (int i = 0; i < ROW; i++) {
            for (int j = 0; j < CLOUM; j++) {
                chessArray[i][j] = 0;
            }
        }
    }
}

 接下来,在继承集成书包动作的类MouseAdapter的基础上改写它actionPerformed的方法,即点击按钮后调用的方法。使用e.getActionCommand ()方法可以获取当前按钮的文本,针对每个按钮修改对于的变量,如下所示。

public class GoListener extends MouseAdapter implements ActionListener, DataConfig{
    @Override
    public void actionPerformed(ActionEvent e){
        String action = e.getActionCommand ();
        System.out.println ();
        JButton btn = (JButton) e.getSource ();
        if(action.equals ("开始对局")){
            chessFlag = 1;
            btn.setText ("结束对局");
        } else if(action.equals ("结束对局")){
            chessFlag = 0;
            btn.setText ("开始对局");
        }else if(action.equals ("悔棋")){
            goPanel.repaint(g);
        }else if(action.equals ("录制")){
            ifRecord = true;
            goPanel.setChessbefore();//记录当前棋局
        }else if(action.equals ("回放")){
            isPlayback=true;
            goPanel.playback(g);
            isPlayback = false;
            goPanel.paint(g);
        }else if(action.equals ("人机对战")){
//            chessFlag = 1;
//            resetChessArray();
            isAutoversus=true;
        }
    }

    

    public void setGoPanel(GoBangPanel goPanel){
        this.goPanel = goPanel;
    }
}

再使通过mousePressed(MouseEvent e)来撰写鼠标点击后使用的方法。通过e.getX ()、e.getY ()可以获取鼠标点击处的横纵坐标,可以通过取余来确定它们要下的位置r、c。这里可以创建一个ChessCheck类,调用vscheck用于判断棋局是否输赢。

public void mousePressed(MouseEvent e){
        ChessCheck presentCheck=new ChessCheck(chessArray,chessFlag);
        int x = e.getX ();
        int y = e.getY ();
        int r = (y - LEFT_Y + SIZE / 2) / SIZE;
        int c = (x - LEFT_X + SIZE / 2) / SIZE;
        // 获取坐标
        System.out.println (x + " " + y);
        // 检查是否可以下棋
        if(!presentCheck.goCheck (x, y)){//若当前棋局已有输赢
            return;
        }
        if(isAutoturn == true){
            JOptionPane.showMessageDialog (null, "电脑正在下棋,请等待!");
            return;
        }
        //存储棋子
        goPanel.laststep(r,c);
        chessArray[r][c] = chessFlag;
        if(ifRecord==true){goPanel.record(chessFlag);}
        //检查当前落子结果
        if(presentCheck.vsCheck (r, c,chessFlag)!=0){
            if(chessFlag == 1){
                goPanel.paint(g);
                JOptionPane.showMessageDialog (null, "比赛结束,黑棋胜!");
            } else{
                goPanel.paint(g);
                JOptionPane.showMessageDialog (null, "比赛结束,白棋胜!");
            }
            return;
        }
        if(chessFlag == 1){
//            g.setColor (Color.BLACK);
            chessFlag = 2;
        } else{
//            g.setColor (Color.WHITE);
            chessFlag = 1;
        }
        goPanel.paint(g);
        
    }

 如果当前状态为人机对战,则可以创建一个ManmachChess类用于电脑自动下棋,如下所示。

//人机对战模式打开,如果人下好,则轮到机器下,机器下:
        // 修改chessarray(运行paint绘图)
        // 机器下后改轮次变量,改颜色变量,完成。
        if(isAutoversus==true){
            isAutoturn = true;
            try {
                ManmachVersus presentVersus=new ManmachVersus(chessArray,chessFlag);
                presentVersus.autoVersus();
                goPanel.AutoChessarray=presentVersus.getAutoChessarray();
                ChessCheck presentautoCheck=new ChessCheck(chessArray,chessFlag);
                if(presentautoCheck.vsCheck (presentVersus.maxr, presentVersus.maxc,chessFlag)!=0){
                    if(chessFlag == 1){
                        Thread.sleep(1000);
                        goPanel.paint(g);
                        Thread.sleep(500);
                        JOptionPane.showMessageDialog (null, "比赛结束,黑棋胜!");
                    } else{
                        Thread.sleep(1000);
                        goPanel.paint(g);
                        Thread.sleep(500);
                        JOptionPane.showMessageDialog (null, "比赛结束,白棋胜!");
                    }
                    return;
                }
                if(chessFlag == 1){
                    chessFlag = 2;
                } else{
                    chessFlag = 1;
                }
                Thread.sleep(1000);
                goPanel.paint(g);
            } catch (InterruptedException i) {
                i.printStackTrace();
            }
            isAutoturn = false;
        }
//        // 根据行列值 还原标准坐标
//        int cx = c * SIZE + LEFT_X - SIZE / 2;
//        int cy = r * SIZE + LEFT_Y - SIZE / 2;
//        g.fillOval (cx, cy, 35, 35);

综上,该类全代码为:

public class GoListener extends MouseAdapter implements ActionListener, DataConfig{
    private Graphics g = null;
    private GoBangPanel goPanel;
    public void setGraphics(Graphics g){
        this.g = g;
    }
    private int chessFlag = 0;// 0禁止下棋  1黑 2白
    private boolean ifRecord = false;
    private boolean isPlayback = false;
    private boolean isAutoversus = false;
    private boolean isAutoturn = false;
    public boolean getPlayback(){return isPlayback;};
    public boolean getAutoversus(){return isAutoversus;};
    public boolean getisAutoturn(){return isAutoturn;};
    private int[][] chessArray = new int[ROW + 1][CLOUM + 1];
    public int[][] getChessArray(){
        return chessArray;
    }
    public void setChessArray(int[][] newArray){
        chessArray=newArray;
    }
    public void resetChessArray(){
        for (int i = 0; i < ROW; i++) {
            for (int j = 0; j < CLOUM; j++) {
                chessArray[i][j] = 0;
            }
        }
    }

    @Override
    public void actionPerformed(ActionEvent e){
        String action = e.getActionCommand ();
        System.out.println ();
        JButton btn = (JButton) e.getSource ();
        if(action.equals ("开始对局")){
            chessFlag = 1;
            btn.setText ("结束对局");
        } else if(action.equals ("结束对局")){
            chessFlag = 0;
            btn.setText ("开始对局");
        }else if(action.equals ("悔棋")){
            goPanel.repaint(g);
        }else if(action.equals ("录制")){
            ifRecord = true;
            goPanel.setChessbefore();//记录当前棋局
        }else if(action.equals ("回放")){
            isPlayback=true;
            goPanel.playback(g);
            isPlayback = false;
            goPanel.paint(g);
        }else if(action.equals ("人机对战")){
//            chessFlag = 1;
//            resetChessArray();
            isAutoversus=true;
        }
    }

    public void mousePressed(MouseEvent e){
        ChessCheck presentCheck=new ChessCheck(chessArray,chessFlag);
        int x = e.getX ();
        int y = e.getY ();
        int r = (y - LEFT_Y + SIZE / 2) / SIZE;
        int c = (x - LEFT_X + SIZE / 2) / SIZE;
        // 获取坐标
        System.out.println (x + " " + y);
        // 检查是否可以下棋
        if(!presentCheck.goCheck (x, y)){
            return;
        }
        if(isAutoturn == true){
            JOptionPane.showMessageDialog (null, "电脑正在下棋,请等待!");
            return;
        }
        //存储棋子
        goPanel.laststep(r,c);
        chessArray[r][c] = chessFlag;
        if(ifRecord==true){goPanel.record(chessFlag);}
        //检查当前落子结果
        if(presentCheck.vsCheck (r, c,chessFlag)!=0){
            if(chessFlag == 1){
                goPanel.paint(g);
                JOptionPane.showMessageDialog (null, "比赛结束,黑棋胜!");
            } else{
                goPanel.paint(g);
                JOptionPane.showMessageDialog (null, "比赛结束,白棋胜!");
            }
            return;
        }
        if(chessFlag == 1){
//            g.setColor (Color.BLACK);
            chessFlag = 2;
        } else{
//            g.setColor (Color.WHITE);
            chessFlag = 1;
        }
        goPanel.paint(g);
        //人机对战模式打开,如果人下好,则轮到机器下,机器下:
        // 修改chessarray(运行paint绘图)
        // 机器下后改轮次变量,改颜色变量,完成。
        if(isAutoversus==true){
            isAutoturn = true;
            try {
                ManmachVersus presentVersus=new ManmachVersus(chessArray,chessFlag);
                presentVersus.autoVersus();
                goPanel.AutoChessarray=presentVersus.getAutoChessarray();
                ChessCheck presentautoCheck=new ChessCheck(chessArray,chessFlag);
                if(presentautoCheck.vsCheck (presentVersus.maxr, presentVersus.maxc,chessFlag)!=0){
                    if(chessFlag == 1){
                        Thread.sleep(1000);
                        goPanel.paint(g);
                        Thread.sleep(500);
                        JOptionPane.showMessageDialog (null, "比赛结束,黑棋胜!");
                    } else{
                        Thread.sleep(1000);
                        goPanel.paint(g);
                        Thread.sleep(500);
                        JOptionPane.showMessageDialog (null, "比赛结束,白棋胜!");
                    }
                    return;
                }
                if(chessFlag == 1){
                    chessFlag = 2;
                } else{
                    chessFlag = 1;
                }
                Thread.sleep(1000);
                goPanel.paint(g);
            } catch (InterruptedException i) {
                i.printStackTrace();
            }
            isAutoturn = false;
        }
//        // 根据行列值 还原标准坐标
//        int cx = c * SIZE + LEFT_X - SIZE / 2;
//        int cy = r * SIZE + LEFT_Y - SIZE / 2;
//        g.fillOval (cx, cy, 35, 35);

    }

    public void setGoPanel(GoBangPanel goPanel){
        this.goPanel = goPanel;
    }
}

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