java实现中国象棋

JAVA实现中国象棋

1.效果图

在这里插入图片描述

2.main程序创建JFrame并将JPanel添加到JFrame中
    public static void main(String[] args) {
        JFrame jFrame = new JFrame("中国象棋");
        jFrame.setResizable(false);
        jFrame.setSize(900,1000); //窗口大小
        jFrame.setLocationRelativeTo(null);
        jFrame.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);

        ChessJPanel ch =new ChessJPanel();
        jFrame.add(ch);

        jFrame.setVisible(true);
    }
3.添加素材元素
//------------------------- //载入棋盘和棋子图片 // --------------------------//
import javax.swing.*;
import java.net.URL;

public class Data {
    public static URL qipanUrl = Data.class.getResource("./static/qipan.png");  //棋盘

    //黑棋
    public static URL b_juUrl = Data.class.getResource("./static/b-ju.png");  //車
    public static URL b_maUrl = Data.class.getResource("./static/b-ma.png");  //馬
    public static URL b_xiangUrl = Data.class.getResource("./static/b-xiang.png");  //象
    public static URL b_shiUrl = Data.class.getResource("./static/b-shi.png");  //士
    public static URL b_paoUrl = Data.class.getResource("./static/b-pao.png");  //炮
    public static URL b_zuUrl = Data.class.getResource("./static/b-zu.png");  //卒
    public static URL b_jiangUrl = Data.class.getResource("./static/b-jiang.png");  //將


    //红棋
    public static URL r_juUrl = Data.class.getResource("./static/r-ju.png");  //車
    public static URL r_maUrl = Data.class.getResource("./static/r-ma.png");  //馬
    public static URL r_xiangUrl = Data.class.getResource("./static/r-xiang.png");  //象
    public static URL r_shiUrl = Data.class.getResource("./static/r-shi.png");  //士
    public static URL r_paoUrl = Data.class.getResource("./static/r-pao.png");  //炮
    public static URL r_bingUrl = Data.class.getResource("./static/r-bing.png");  //卒
    public static URL r_shuaiUrl = Data.class.getResource("./static/r-shuai.png");  //將

    public static ImageIcon qipan = new ImageIcon(qipanUrl);  //棋盘
    //黑棋
    public static ImageIcon b_ju = new ImageIcon(b_juUrl);
    public static ImageIcon b_ma = new ImageIcon(b_maUrl);
    public static ImageIcon b_xiang = new ImageIcon(b_xiangUrl);
    public static ImageIcon b_shi = new ImageIcon(b_shiUrl);
    public static ImageIcon b_pao = new ImageIcon(b_paoUrl);
    public static ImageIcon b_zu = new ImageIcon(b_zuUrl);
    public static ImageIcon b_jiang = new ImageIcon(b_jiangUrl);

    //红棋
    public static ImageIcon r_ju = new ImageIcon(r_juUrl);
    public static ImageIcon r_ma = new ImageIcon(r_maUrl);
    public static ImageIcon r_xiang = new ImageIcon(r_xiangUrl);
    public static ImageIcon r_shi = new ImageIcon(r_shiUrl);
    public static ImageIcon r_pao = new ImageIcon(r_paoUrl);
    public static ImageIcon r_bing = new ImageIcon(r_bingUrl);
    public static ImageIcon r_shuai = new ImageIcon(r_shuaiUrl);
}

4.将棋子图片添加到jLabel中
//------------------------- //将棋子和棋盘格子加入Jlable组件 // --------------------------//
import javax.swing.*;

public class BlackRedLabel extends JLabel {
    JLabel[] jLabel = {
            new JLabel(Data.r_shuai), //红棋
            new JLabel(Data.r_ju),
            new JLabel(Data.r_ju),
            new JLabel(Data.r_ma),
            new JLabel(Data.r_ma),
            new JLabel(Data.r_xiang),
            new JLabel(Data.r_xiang),
            new JLabel(Data.r_shi),
            new JLabel(Data.r_shi),
            new JLabel(Data.r_pao),
            new JLabel(Data.r_pao),
            new JLabel(Data.r_bing),
            new JLabel(Data.r_bing),
            new JLabel(Data.r_bing),
            new JLabel(Data.r_bing),
            new JLabel(Data.r_bing),

            new JLabel(Data.b_jiang), //黑棋
            new JLabel(Data.b_ju),
            new JLabel(Data.b_ju),
            new JLabel(Data.b_ma),
            new JLabel(Data.b_ma),
            new JLabel(Data.b_xiang),
            new JLabel(Data.b_xiang),
            new JLabel(Data.b_shi),
            new JLabel(Data.b_shi),
            new JLabel(Data.b_pao),
            new JLabel(Data.b_pao),
            new JLabel(Data.b_zu),
            new JLabel(Data.b_zu),
            new JLabel(Data.b_zu),
            new JLabel(Data.b_zu),
            new JLabel(Data.b_zu),
    };

    JLabel[][] route = new JLabel[9][10];             //将棋盘坐标划分为二维JLable数组

    public BlackRedLabel(){
        for (int i = 0; i < 9; i++) {
            for (int j = 0; j < 10; j++) {
                route[i][j] = new JLabel();
            }
        }
    }
}
5.将素材展现到到画板中
@Override
protected void paintComponent(Graphics g) {
    super.paintComponent(g);  //清屏
    this.setBackground(Color.lightGray);
    this.setBounds(0,0,900,1000);

    this.add(winner);
    winner.setBounds(button[1][0],button[1][1],500,200);

    for (int i = 0; i < 4; i++) {
        this.add(jButton[i]);
    }

    Data.qipan.paintIcon(this,g,94,70);      // 画棋盘

    for (int i = 0; i < 32; i++) {              //画棋子
        this.add(brl.jLabel[i]);
        brl.jLabel[i].setBackground(Color.blue);
        brl.jLabel[i].setBounds(brData.blackRedChess[i][0],brData.blackRedChess[i][1],80,80);
    }

    for (int i = 0; i < 9; i++) {             //画棋格
        for (int j = 0; j < 10; j++) {
            this.add(brl.route[i][j]);
            brl.route[i][j].setBounds(54 + i * 89,40 + j * 88,80,80);
        }
    }

        jButton[0].setBounds(200,5,150,30);
        jButton[1].setBounds(450,5,300,30);
        jButton[2].setBounds(button[2][0],button[2][1],200,100);
        jButton[3].setBounds(button[3][0],button[3][1],200,100);
}
6.属性变量初始化
//------------------------- //定义并初始化数据 // --------------------------//
public class BlackRedData {
    //定义并初始化数据     Y轴差距88,X轴差距89
    int[][] blackRedChess = {
            {410,832}, //帅   0
            {54,832},  //車   1
            {766,832}, //車   2
            {143,832}, //馬   3
            {677,832}, //馬   4
            {232,832}, //相   5
            {588,832}, //相   6
            {321,832}, //仕   7
            {499,832}, //仕   8
            {143,656}, //炮   9
            {677,656}, //炮   10
            {54,568},  //兵   11
            {232,568}, //兵   12
            {410,568}, //兵   13
            {588,568}, //兵   14
            {766,568}, //兵   15

            //黑棋
            {410,40}, //将   16
            {54,40},  //車   17
            {766,40}, //車   18
            {143,40}, //馬   19
            {677,40}, //馬   20
            {232,40}, //象   21
            {588,40}, //象   22
            {321,40}, //士   23
            {499,40}, //士   24
            {143,216}, //炮  25
            {677,216}, //炮  26
            {54,304},  //卒  27
            {232,304}, //卒  28
            {410,304}, //卒  29
            {588,304}, //卒  30
            {766,304}, //卒  31
    };
    }
7.棋子的移动规则
  • 帅,将移动规则

        public boolean shuaiMove(int X, int Y, BlackRedData blackRedData, int Num) {
            boolean isSuccess = false;
            if (Num == 0) {                            //红帅
                if (X >= 321 && X <= 499 && Y >= 656 && Y <= 832) {
                    if (Math.abs(X - blackRedData.blackRedChess[Num][0]) == 89 && blackRedData.blackRedChess[Num][1] == Y) {
                        blackRedData.blackRedChess[Num][0] = X;
                        isSuccess = true;
                    } else if (Math.abs(Y - blackRedData.blackRedChess[Num][1]) == 88 && blackRedData.blackRedChess[Num][0] == X) {
                        blackRedData.blackRedChess[Num][1] = Y;
                        isSuccess = true;
                    }
                }
            } else if (Num == 16) {                      //黑将
                if (X >= 321 && X <= 499 && Y >= 40 && Y <= 216) {
                    if (Math.abs(X - blackRedData.blackRedChess[Num][0]) == 89 && blackRedData.blackRedChess[Num][1] == Y) {
                        blackRedData.blackRedChess[Num][0] = X;
                        isSuccess = true;
                    } else if (Math.abs(Y - blackRedData.blackRedChess[Num][1]) == 88 && blackRedData.blackRedChess[Num][0] == X) {
                        blackRedData.blackRedChess[Num][1] = Y;
                        isSuccess = true;
                    }
                }
            }
            return isSuccess;
        }
    
  • 車,炮移动规则

        public boolean juMove(int X, int Y, BlackRedData blackRedData, int Num) {
            boolean isSuccess = false;
            boolean isMove = true;
            if (X >= 54 && X <= 766 && Y >= 40 && Y <= 832) {
                if (Num == 1 || Num == 2 || Num == 17 || Num == 18 || Num == 9 || Num == 10 || Num == 25 || Num == 26) {                           //红車
                    if (Y == blackRedData.blackRedChess[Num][1]) {
                        for (int i = 0; i < 32; i++) {
                            if (X < blackRedData.blackRedChess[Num][0]){
                                if (blackRedData.blackRedChess[i][1] == Y && blackRedData.blackRedChess[i][0] > X && blackRedData.blackRedChess[i][0] < blackRedData.blackRedChess[Num][0]){
                                    isMove = false;
                                }
                            }else if (X > blackRedData.blackRedChess[Num][0]){
                                if (blackRedData.blackRedChess[i][1] == Y && blackRedData.blackRedChess[i][0] < X && blackRedData.blackRedChess[i][0] > blackRedData.blackRedChess[Num][0]){
                                    isMove = false;
                                }
                            }
                        }
                        if (isMove){
                            blackRedData.blackRedChess[Num][0] = X;
                            isSuccess = true;
                        }
                    } else if (X == blackRedData.blackRedChess[Num][0]) {
                        for (int i = 0; i < 32; i++) {
                            if (Y < blackRedData.blackRedChess[Num][1]){
                                if (blackRedData.blackRedChess[i][0] == X && blackRedData.blackRedChess[i][1] > Y && blackRedData.blackRedChess[i][1] < blackRedData.blackRedChess[Num][1]){
                                    isMove = false;
                                }
                            }else if (Y > blackRedData.blackRedChess[Num][1]){
                                if (blackRedData.blackRedChess[i][0] == X && blackRedData.blackRedChess[i][1] < Y && blackRedData.blackRedChess[i][1] > blackRedData.blackRedChess[Num][1]){
                                    isMove = false;
                                }
                            }
                        }
                        if (isMove){
                            blackRedData.blackRedChess[Num][1] = Y;
                            isSuccess = true;
                        }
                    }
                }
            }
            return isSuccess;
        }
    
  • 兵,卒移动规则

        //兵,卒移动规则
        public boolean zuMove(int X, int Y, BlackRedData blackRedData, int Num) {
            boolean isSuccess = false;
            if (Num >= 11 && Num <= 15) {                  //红兵
                if (Y <= 568 && Y >= 54 && X >= 54 && X <= 766) {
                    if (Y >= 480) {                         //未过河之前只能向前
                        if (X == blackRedData.blackRedChess[Num][0] && Math.abs(Y - blackRedData.blackRedChess[Num][1]) == 88 && Y < blackRedData.blackRedChess[Num][1]) {
                            blackRedData.blackRedChess[Num][1] = Y;
                            isSuccess = true;
                        }
                    } else {                                   //过河后可横可向前
                        if (X == blackRedData.blackRedChess[Num][0] && Math.abs(Y - blackRedData.blackRedChess[Num][1]) == 88 && Y < blackRedData.blackRedChess[Num][1]) {
                            blackRedData.blackRedChess[Num][1] = Y;
                            isSuccess = true;
                        } else if (Y == blackRedData.blackRedChess[Num][1] && Math.abs(X - blackRedData.blackRedChess[Num][0]) == 89) {
                            blackRedData.blackRedChess[Num][0] = X;
                            isSuccess = true;
                        }
                    }
                }
            } else if (Num >= 27 && Num <= 31) {             //黑卒
                if (Y >= 304 && Y <= 832 && X >= 54 && X <= 766) {
                    if (Y <= 392) {                         //未过河之前只能向前
                        if (X == blackRedData.blackRedChess[Num][0] && Math.abs(Y - blackRedData.blackRedChess[Num][1]) == 88 && Y > blackRedData.blackRedChess[Num][1]) {
                            blackRedData.blackRedChess[Num][1] = Y;
                            isSuccess = true;
                        }
                    } else {                                   //过河后可横可向前
                        if (X == blackRedData.blackRedChess[Num][0] && Math.abs(Y - blackRedData.blackRedChess[Num][1]) == 88 && Y > blackRedData.blackRedChess[Num][1]) {
                            blackRedData.blackRedChess[Num][1] = Y;
                            isSuccess = true;
                        } else if (Y == blackRedData.blackRedChess[Num][1] && Math.abs(X - blackRedData.blackRedChess[Num][0]) == 89) {
                            blackRedData.blackRedChess[Num][0] = X;
                            isSuccess = true;
                        }
                    }
                }
            }
            return isSuccess;
        }
    
  • 馬移动规则

        //馬移动规则
        public boolean maMove(int X, int Y, BlackRedData blackRedData, int Num) {
            boolean isSuccess = false;
            boolean isMove = true;  //判断有没有别马脚,马能不能走
            if (X >= 54 && X <= 766 && Y >= 40 && Y <= 832) {
                if (Num == 3 || Num == 4) {                       //红马
                    if (Math.abs(X - blackRedData.blackRedChess[Num][0]) == 89 && Math.abs(Y - blackRedData.blackRedChess[Num][1]) == 176) {
                        for (int i = 0; i < 32; i++) {
                            if (blackRedData.blackRedChess[i][0] == blackRedData.blackRedChess[Num][0] && blackRedData.blackRedChess[i][1] == ((blackRedData.blackRedChess[Num][1] + Y) / 2)) {
                                isMove = false;
                                break;
                            }
                        }
                        if (isMove) {
                            blackRedData.blackRedChess[Num][0] = X;
                            blackRedData.blackRedChess[Num][1] = Y;
                            isSuccess = true;
                        }
                    } else if (Math.abs(Y - blackRedData.blackRedChess[Num][1]) == 88 && Math.abs(X - blackRedData.blackRedChess[Num][0]) == 178) {
                        for (int i = 0; i < 32; i++) {
                            if (blackRedData.blackRedChess[i][1] == blackRedData.blackRedChess[Num][1] && (blackRedData.blackRedChess[Num][0] + X) / 2 == blackRedData.blackRedChess[i][0]) {
                                isMove = false;
                                break;
                            }
                        }
                        if (isMove) {
                            blackRedData.blackRedChess[Num][0] = X;
                            blackRedData.blackRedChess[Num][1] = Y;
                            isSuccess = true;
                        }
                    }
                } else if (Num == 19 || Num == 20) {                       //黑马
                if (Math.abs(X - blackRedData.blackRedChess[Num][0]) == 89 && Math.abs(Y - blackRedData.blackRedChess[Num][1]) == 176) {
                    for (int i = 0; i < 32; i++) {
                        if (blackRedData.blackRedChess[i][0] == blackRedData.blackRedChess[Num][0] && (blackRedData.blackRedChess[Num][1] + Y) / 2 == blackRedData.blackRedChess[i][1]) {
                            isMove = false;
                        }
                    }
                    if (isMove) {
                        blackRedData.blackRedChess[Num][0] = X;
                        blackRedData.blackRedChess[Num][1] = Y;
                        isSuccess = true;
                    }
                } else if (Math.abs(Y - blackRedData.blackRedChess[Num][1]) == 88 && Math.abs(X - blackRedData.blackRedChess[Num][0]) == 178) {
                    for (int i = 0; i < 32; i++) {
                        if (blackRedData.blackRedChess[i][1] == blackRedData.blackRedChess[Num][1] && (blackRedData.blackRedChess[Num][0] + X) / 2 == blackRedData.blackRedChess[i][0]) {
                            isMove = false;
                            break;
                        }
                    }
                    if (isMove) {
                        blackRedData.blackRedChess[Num][0] = X;
                        blackRedData.blackRedChess[Num][1] = Y;
                        isSuccess = true;
                    }
                }
            }
            }
            return isSuccess;
        }
    
  • 象,相移动规则

        //相,象移动规则
        public boolean xiangMove(int X, int Y, BlackRedData blackRedData, int Num) {
            boolean isSuccess = false;
            boolean isMove = true;                   //判断有没有别阻象心,能不能移动
            if (Num == 5 || Num == 6 && Y >= 480) {
                if (Math.abs(blackRedData.blackRedChess[Num][0] - X) == 178 && Math.abs(blackRedData.blackRedChess[Num][1] - Y) == 176) {
                    for (int i = 0; i < 32; i++) {
                        if (blackRedData.blackRedChess[i][0] == ((X + blackRedData.blackRedChess[Num][0]) / 2) && blackRedData.blackRedChess[i][1] == ((Y + blackRedData.blackRedChess[Num][1]) / 2)) {
                            isMove = false;
                            break;
                        }
                    }
                    if (isMove) {
                        blackRedData.blackRedChess[Num][0] = X;
                        blackRedData.blackRedChess[Num][1] = Y;
                        isSuccess = true;
                    }
                }
            } else if (Num == 22 || Num == 21 && Y <= 392) {              //黑象
                if (Math.abs(blackRedData.blackRedChess[Num][0] - X) == 178 && Math.abs(blackRedData.blackRedChess[Num][1] - Y) == 176) {
                    for (int i = 0; i < 32; i++) {
                        if (blackRedData.blackRedChess[i][0] == (X + blackRedData.blackRedChess[Num][0]) / 2 && blackRedData.blackRedChess[i][1] == (Y + blackRedData.blackRedChess[Num][1]) / 2) {
                            isMove = false;
                            break;
                        }
                    }
                    if (isMove) {
                        blackRedData.blackRedChess[Num][0] = X;
                        blackRedData.blackRedChess[Num][1] = Y;
                        isSuccess = true;
                    }
                }
            }
            return isSuccess;
        }
    
  • 士,仕移动规则

        //士移动规则
        public boolean shiMove(int X, int Y, BlackRedData blackRedData, int Num){
            boolean isSuccess = false;
            if (X >= 321 && X <= 499){
                if (Num == 7 || Num == 8 && Y >= 656 && Y <= 832){
                    if (Math.abs(X - blackRedData.blackRedChess[Num][0]) == 89 && Math.abs(Y - blackRedData.blackRedChess[Num][1]) == 88 ){
                        blackRedData.blackRedChess[Num][0] = X;
                        blackRedData.blackRedChess[Num][1] = Y;
                        isSuccess = true;
                    }
                }else if (Num == 23 || Num == 24 && Y >= 40 && Y <= 216){
                    if (Math.abs(X - blackRedData.blackRedChess[Num][0]) == 89 && Math.abs(Y - blackRedData.blackRedChess[Num][1]) == 88 ){
                        blackRedData.blackRedChess[Num][0] = X;
                        blackRedData.blackRedChess[Num][1] = Y;
                        isSuccess = true;
                    }
                }
            }
            return isSuccess;
        }
    
    8. 棋子吃子规则

    棋子吃子规则即被吃棋子在符合该棋子移动规则的路径下(炮除外),所以除炮外其他棋子只需要目标坐标满足棋子移动规则即可

    MoveRule mr = new MoveRule();
    public boolean eat(int X, int Y, BlackRedData blackRedData, int Num){
        boolean isEat = false;
        switch (Num){
            case 0:       //帅,将
            case 16:
                isEat = mr.shuaiMove(X,Y,blackRedData,Num);
                break;
    
            case 1:        //車
            case 2:
            case 17:
            case 18:
                isEat = mr.juMove(X,Y,blackRedData,Num);
                break;
    
            case 9:       //炮
            case 10:
            case 25:
            case 26:
                isEat = paoEatRule(X,Y,blackRedData,Num);
                break;
    
            case 11:    //卒,兵
            case 12:
            case 13:
            case 14:
            case 15:
            case 27:
            case 28:
            case 29:
            case 30:
            case 31:
                isEat = mr.zuMove(X,Y,blackRedData,Num);
                break;
    
            case 3:
            case 4:
            case 19:
            case 20:
                isEat = mr.maMove(X,Y,blackRedData,Num);
                break;
    
            case 5:
            case 6:
            case 21:
            case 22:
                isEat = mr.xiangMove(X,Y,blackRedData,Num);
                break;
    
            case 7:
            case 8:
            case 23:
            case 24:
                isEat = mr.shiMove(X,Y,blackRedData,Num);
                break;
        }
        return isEat;
    }
    
  • 炮吃子规则

        //炮吃子规则
        public boolean paoEatRule(int X, int Y, BlackRedData blackRedData, int Num){
            boolean isPaoEat = false;
            int num = 0;
            if (X >= 54 && X <= 766 && Y >= 40 && Y <= 832){
                if (blackRedData.blackRedChess[Num][0] == X){
                     if (Y > blackRedData.blackRedChess[Num][1]){
                         for (int i = 0; i < 32; i++) {
                             if (blackRedData.blackRedChess[i][0] == X && blackRedData.blackRedChess[i][1] < Y && blackRedData.blackRedChess[i][1] > blackRedData.blackRedChess[Num][1]){
                                 num ++;
                             }
                         }
                         if (num == 1){
                             blackRedData.blackRedChess[Num][1] = Y;
                             isPaoEat = true;
                         }
                     }else if (Y < blackRedData.blackRedChess[Num][1]){
                         for (int i = 0; i < 32; i++) {
                             if (blackRedData.blackRedChess[i][0] == X && blackRedData.blackRedChess[i][1] > Y && blackRedData.blackRedChess[i][1] < blackRedData.blackRedChess[Num][1]){
                                 num ++;
                             }
                         }
                         if (num == 1){
                             blackRedData.blackRedChess[Num][1] = Y;
                             isPaoEat = true;
                         }
                     }
                }else if (blackRedData.blackRedChess[Num][1] == Y){
                    if (X > blackRedData.blackRedChess[Num][0]){
                        for (int i = 0; i < 32; i++) {
                            if (blackRedData.blackRedChess[i][1] == Y && blackRedData.blackRedChess[i][0] < X && blackRedData.blackRedChess[i][0] > blackRedData.blackRedChess[Num][0]){
                                num ++;
                            }
                        }
                        if (num == 1){
                            blackRedData.blackRedChess[Num][0] = X;
                            isPaoEat = true;
                        }
                    }else if (X < blackRedData.blackRedChess[Num][0]){
                        for (int i = 0; i < 32; i++) {
                            if (blackRedData.blackRedChess[i][1] == Y && blackRedData.blackRedChess[i][0] > X && blackRedData.blackRedChess[i][0] < blackRedData.blackRedChess[Num][0]){
                                num ++;
                            }
                        }
                        if (num == 1){
                            blackRedData.blackRedChess[Num][1] = Y;
                            isPaoEat = true;
                        }
                    }
                }
            }
            return isPaoEat;
        }
    
8.判军
  • 将军即为将或帅的坐标满足对方棋子的吃子规则(除双王见面)
public boolean isGeneral(boolean isBlackOrRed,int[][] copyData){   //判断是否被将军
    BlackRedData bed = new BlackRedData();
    boolean isGen = false;
    copyBrdata(bed,copyData);

    if (isBlackOrRed){
        for (int i = 16; i < 32; i++) {
            if (eat(bed.blackRedChess[0][0],bed.blackRedChess[0][1],bed,i)){
                isGen = true;
                break;
            }
        }
    }else{
        for (int i = 0; i < 16; i++) {
            if (eat(bed.blackRedChess[16][0],bed.blackRedChess[16][1],bed,i)){
                isGen = true;
                break;
            }
        }
    }

    if (isMeet(bed)){
        isGen = true;
    }
    return isGen;
}
  • 双王见面

        public boolean isMeet(BlackRedData blackRedData){                  //判断是否双王见面
            boolean ismeet = true;
            if (blackRedData.blackRedChess[0][0] == blackRedData.blackRedChess[16][0]){
                for (int i = 0; i < 32; i++) {
                    if (blackRedData.blackRedChess[i][0] == blackRedData.blackRedChess[0][0] && blackRedData.blackRedChess[i][1] > blackRedData.blackRedChess[16][1] && blackRedData.blackRedChess[i][1] < blackRedData.blackRedChess[0][1]){
                        ismeet = false;
                    }
                }
            }else{
                ismeet = false;
            }
            return ismeet;
        }
    
9.判断是否绝杀
    public boolean isKillGen(boolean isBlackOrRed,int[][] copyData){
        boolean isKill = true;
        BlackRedData blackRedData = new BlackRedData();
        copyBrdata(blackRedData,copyData);

        if (isBlackOrRed){                           //红棋是否被绝杀
            for (int i = 0; i < 16; i++) {
                for (int x = 0; x < 9; x++) {
                    for (int y = 0; y < 10; y++) {
                        if (!Consistent(blackRedData,(54 + x * 89),(40 + y * 88),isBlackOrRed)){
                            if (eat((54 + x * 89),(40 + y * 88),blackRedData,i)){
                                if (!isGeneral(isBlackOrRed,blackRedData.blackRedChess)){
                                    isKill = false;
                                    break;
                                }else{
                                    copyBrdata(blackRedData,copyData);
                                }
                            }
                        }
                    }
                }
            }
        }else{                                      //黑棋是否被绝杀
            for (int i = 16; i < 32; i++) {
                for (int x = 0; x < 9; x++) {
                    for (int y = 0; y < 10; y++) {
                        if (!Consistent(blackRedData,(54 + x * 89),(40 + y * 88),isBlackOrRed)){
                            if (eat((54 + x * 89),(40 + y * 88),blackRedData,i)){
                                if (!isGeneral(isBlackOrRed,blackRedData.blackRedChess)){
                                    isKill = false;
                                    break;
                                }else{
                                    copyBrdata(blackRedData,copyData);
                                }
                            }
                        }
                    }
                }
            }
        }

         return isKill;
    }
10.创建棋子的监听事件,并将棋子的吃子,是否将军,绝杀等情况
private void selectChess(){   //点击选中棋子
            for (int i = 0; i < 32; i++) {
                int num = i;
                brl.jLabel[i].addMouseListener(new MouseAdapter() {
                    @Override
                    public void mouseClicked(MouseEvent e) {
                        if (isBlackOrRed){
                            if (!isSelectChess){  //没有选中棋子
                                if (num < 16){
                                    chessNum = num;
                                    isSelectChess = true;
                                }else{
                                    System.out.println("该红棋落子");
                                }
                            }else {                  //已选中棋子
                                if (num < 16){
                                    chessNum = num;
                                }else{
                                    aboveX = brData.blackRedChess[chessNum][0];
                                    aboveY = brData.blackRedChess[chessNum][1];

                                    if (er.eat(brData.blackRedChess[num][0],brData.blackRedChess[num][1],brData,chessNum)){
                                        brData.blackRedChess[num][0] = -100;
                                        brData.blackRedChess[num][1] = -100;
                                        if (general.isGeneral(isBlackOrRed,brData.blackRedChess)){
                                            System.out.println("红棋将会送将!");
                                            brData.blackRedChess[num][0] = brData.blackRedChess[chessNum][0];
                                            brData.blackRedChess[num][1] = brData.blackRedChess[chessNum][1];
                                            brData.blackRedChess[chessNum][0] = aboveX;
                                            brData.blackRedChess[chessNum][1] = aboveY;
                                        }else{
                                            isBlackOrRed = false;
                                            isSelectChess = false;
                                        }
                                    }
                                    if (general.isGeneral(isBlackOrRed,brData.blackRedChess)){
                                        if (general.isKillGen(isBlackOrRed,brData.blackRedChess)){
                                            button[1][0] = 250;
                                            button[1][1] = 350;
                                            winner.setText("绝杀!红棋获胜!");
                                        }else{
                                            System.out.println("将军");
                                        }
                                    }
                                }
                            }
                        }else {
                            if (!isSelectChess){  //没有选中棋子
                                if (num >= 16){
                                    chessNum = num;
                                    isSelectChess = true;
                                }else{
                                    System.out.println("该黑棋落子");
                                }
                            }else {                  //已选中棋子
                                if (num >= 16){
                                    chessNum = num;
                                }else{
                                    aboveX = brData.blackRedChess[chessNum][0];
                                    aboveY = brData.blackRedChess[chessNum][1];

                                    if (er.eat(brData.blackRedChess[num][0],brData.blackRedChess[num][1],brData,chessNum)){
                                        brData.blackRedChess[num][0] = -200;
                                        brData.blackRedChess[num][1] = -200;
                                        if (general.isGeneral(isBlackOrRed,brData.blackRedChess)){
                                            System.out.println("黑棋将会送将!");
                                            brData.blackRedChess[num][0] = brData.blackRedChess[chessNum][0];
                                            brData.blackRedChess[num][1] = brData.blackRedChess[chessNum][1];
                                            brData.blackRedChess[chessNum][0] = aboveX;
                                            brData.blackRedChess[chessNum][1] = aboveY;
                                        }else{
                                            isBlackOrRed = true;
                                            isSelectChess = false;
                                        }
                                    }
                                    if (general.isGeneral(isBlackOrRed,brData.blackRedChess)){
                                        if (general.isKillGen(isBlackOrRed,brData.blackRedChess)){
                                            button[1][0] = 250;
                                            button[1][1] = 350;
                                            winner.setText("绝杀!黑棋获胜!");
                                        }else{
                                            System.out.println("将军");
                                        }
                                    }
                                }
                            }
                        }
                        repaint();
                    }
                });
            }
        }
11.在选中棋子的情况下移动棋子,并对将军和绝杀情况做出判定
private void selectRoute(){       //点击选择移动的位置
            for (int i = 0; i < 9; i++) {
                for (int j = 0; j < 10; j++) {
                    int x = i,y = j;
                    brl.route[i][j].addMouseListener(new MouseAdapter() {
                        @Override
                        public void mouseClicked(MouseEvent e) {
                                if (isSelectChess) {
                                    int X = 54 + x * 89;
                                    int Y = 40 + y * 88;
                                    aboveX = brData.blackRedChess[chessNum][0];
                                    aboveY = brData.blackRedChess[chessNum][1];

                                    switch (chessNum){
                                        case 0:
                                        case 16:
                                            if (mr.shuaiMove(X,Y,brData,chessNum)){
                                                isBlackOrRed = !isBlackOrRed;
                                            }
                                            break;

                                        case 1:
                                        case 2:
                                        case 17:
                                        case 18:
                                        case 9:
                                        case 10:
                                        case 25:
                                        case 26:
                                            if (mr.juMove(X,Y,brData,chessNum)){
                                                isBlackOrRed = !isBlackOrRed;
                                            }
                                            break;

                                        case 11:
                                        case 12:
                                        case 13:
                                        case 14:
                                        case 15:
                                        case 27:
                                        case 28:
                                        case 29:
                                        case 30:
                                        case 31:
                                            if (mr.zuMove(X,Y,brData,chessNum)){
                                                isBlackOrRed = !isBlackOrRed;
                                            }
                                            break;

                                        case 3:
                                        case 4:
                                        case 19:
                                        case 20:
                                            if (mr.maMove(X,Y,brData,chessNum)){
                                            isBlackOrRed = !isBlackOrRed;
                                        }
                                            break;

                                        case 5:
                                        case 6:
                                        case 21:
                                        case 22:
                                            if(mr.xiangMove(X,Y,brData,chessNum)){
                                                isBlackOrRed = !isBlackOrRed;
                                            }
                                            break;

                                        case 7:
                                        case 8:
                                        case 23:
                                        case 24:
                                            if (mr.shiMove(X,Y,brData,chessNum)){
                                                isBlackOrRed = !isBlackOrRed;
                                            }
                                            break;
                                    }
                                    if (general.isGeneral(isBlackOrRed,brData.blackRedChess)){
                                        if (general.isKillGen(isBlackOrRed,brData.blackRedChess)){
                                            button[1][0] = 250;
                                            button[1][1] = 350;
                                            if (!isBlackOrRed){
                                                winner.setText("绝杀!红棋获胜!");
                                            }else{
                                                winner.setText("绝杀!黑棋获胜!");
                                            }
                                        }else{
                                            System.out.println("将军!-----------------------------------------------------");
                                        }
                                    }
                                    if (general.isGeneral(!isBlackOrRed,brData.blackRedChess)){
                                            brData.blackRedChess[chessNum][0] = aboveX;
                                            brData.blackRedChess[chessNum][1] = aboveY;
                                            System.out.println("将会送将!");
                                            isBlackOrRed = !isBlackOrRed;
                                    }else{
                                        isSelectChess = false;
                                    }
                                    repaint();
                                }
                            }
                    });
                }
        }
    }
12.添加认输,再来一局等按钮的鼠标监听事件
private void selectStart(){
            jButton[0].addMouseListener(new MouseAdapter() {
                @Override
                public void mouseClicked(MouseEvent e) {
                    button[1][0] = 300;
                    button[1][1] = 350;
                    winner.setFont(new java.awt.Font("华文行楷",0,65));
                    if (!isBlackOrRed){
                        winner.setText("红棋获胜!");
                    }else{
                        winner.setText("黑棋获胜!");
                    }
                }
            });

            jButton[1].addMouseListener(new MouseAdapter() {
                @Override
                public void mouseClicked(MouseEvent e) {
                    button[1][0] = 250;
                    button[1][1] = 350;
                    button[2][0] = 300;
                    button[3][0] = 460;
                    button[2][1] = button[3][1] = 550;
                    winner.setFont(new java.awt.Font("华文行楷",0,50));
                    winner.setText("对方邀请您再来一局!");
                }
            });

            jButton[2].addMouseListener(new MouseAdapter() {
                @Override
                public void mouseClicked(MouseEvent e) {
                    System.exit(0);
                }
            });

            jButton[3].addMouseListener(new MouseAdapter() {
                @Override
                public void mouseClicked(MouseEvent e) {
                    for (int i = 0; i < 32; i++) {
                        brData.blackRedChess[i][0] = aaa[i][0];
                        brData.blackRedChess[i][1] = aaa[i][1];
                    }
                    for (int i = 1; i < 4; i++) {
                        for (int j = 0; j < 2; j++) {
                            button[i][j] = -200;
                        }
                    }
                    isSelectChess = false;
                    isBlackOrRed = true;
                }
            });

        repaint();
    }
         }
        });

        jButton[2].addMouseListener(new MouseAdapter() {
            @Override
            public void mouseClicked(MouseEvent e) {
                System.exit(0);
            }
        });

        jButton[3].addMouseListener(new MouseAdapter() {
            @Override
            public void mouseClicked(MouseEvent e) {
                for (int i = 0; i < 32; i++) {
                    brData.blackRedChess[i][0] = aaa[i][0];
                    brData.blackRedChess[i][1] = aaa[i][1];
                }
                for (int i = 1; i < 4; i++) {
                    for (int j = 0; j < 2; j++) {
                        button[i][j] = -200;
                    }
                }
                isSelectChess = false;
                isBlackOrRed = true;
            }
        });

    repaint();
}

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