Java实现小程序简单五子棋

本程序适用于java初学者巩固类与对象、事件响应、awt包中各种工具的相关概念以及对逻辑能力的锻炼

需要注意的有:

  • ①要加入java界面的重绘(基本原则)
  • ②由于玩家需要通过鼠标点击,计算机响应出棋子的位置,但却不能保证每次点击都正中棋盘点位,所以要有一定的误差范围
  • ③要保存更新棋盘上的棋子信息,因为棋盘格数是固定的故本例中采取最简单的数组
直接上代码:

【Java实现小程序简单五子棋】分为三个类,同一包下:
package Study0326; public interface WZQConfig { /** 起始位置X*/ public static final int START_X = 60; /** 起始位置Y*/ public static final int START_Y = 60; /** 五子棋盘线条数*/ public static final int H_LINE = 15; /** 五子棋盘竖线条数*/ public static final int V_LINE = 15; /** 五子棋盘格子大小*/ public static final int SIZE = 60; /** 储存棋子的x位置信息*/ public static final int[][] bx = new int[17][17]; }

package Study0326; import java.awt.Color; import java.awt.Font; import java.awt.Graphics; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.MouseEvent; import java.awt.event.MouseListener; import javax.swing.JButton; import javax.swing.JOptionPane; public class LoginListener implements MouseListener, WZQConfig, ActionListener { private int x, y; // 鼠标点击的位置 private int x1, y1, xx, yy; // 鼠标点击附近格子交点的坐标 private Graphics g; private int a = 0, i = 0, j = 0, count1 = 0; // count统计当前下的棋子数 private String Str; // 定义全局变量获取按钮上的字符串 private JButton jbu1, jbu2; private int GetX[] = new int[256]; private int GetY[] = new int[256]; WZQFrame ui; public void setG(Graphics g) {this.g = g; } public void setT(JButton b) {jbu1 = b; } public void setU(WZQFrame u) {ui = u; } public void mouseClicked(MouseEvent e) { } public void mousePressed(MouseEvent e) { } public void mouseReleased(MouseEvent e) {x = e.getX(); y = e.getY(); x1 = Math.abs(x - START_X); y1 = Math.abs(y - START_Y); xx = x1 % SIZE; if (xx >= SIZE / 2) {x1 = (x1 / SIZE) + 2; } else {x1 = (x1 / SIZE) + 1; } yy = y1 % SIZE; // 判断横坐标是否超过格子长度的一半(防止玩家点偏)if (yy >= SIZE / 2) {y1 = (y1 / SIZE) + 2; } else {y1 = (y1 / SIZE) + 1; } if ((count1 + 1) % 2 == 1) {// 单数步数时下黑棋,双数时下白棋g.setColor(Color.BLACK); if (bx[x1][y1] == 0) {bx[x1][y1] = 1; // 表示黑棋g.fillOval(Math.abs(x1 * SIZE - 25), Math.abs(y1 * SIZE - 25),50, 50); count1++; // 所下棋子数加一GetX[count1] = x1; // 记录第count1步的棋子x值GetY[count1] = y1; // 记录第count1步的棋子y值if (CheckRow(x1, y1) >= 5) {JOptionPane.showMessageDialog(null, "BLACKWIN!!"); }if (CheckList(x1, y1) >= 5) {JOptionPane.showMessageDialog(null, "BLACKWIN!!"); }if (UpperRight(x1, y1) >= 5) {JOptionPane.showMessageDialog(null, "BLACKWIN!!"); }if (UpperLeft(x1, y1) >= 5) {JOptionPane.showMessageDialog(null, "BLACKWIN!!"); }}} else {g.setColor(Color.WHITE); if (bx[x1][y1] == 0) {bx[x1][y1] = 2; // 表示白棋g.fillOval(Math.abs(x1 * SIZE - 25), Math.abs(y1 * SIZE - 25),50, 50); count1++; // 所下棋子数加一GetX[count1] = x1; // 记录第count1步的棋子x值GetY[count1] = y1; // 记录第count1步的棋子y值if (CheckRow(x1, y1) >= 5) {JOptionPane.showMessageDialog(null, "WHITEWIN!!"); }if (CheckList(x1, y1) >= 5) {JOptionPane.showMessageDialog(null, "WHITEWIN!!"); }if (UpperRight(x1, y1) >= 5) {JOptionPane.showMessageDialog(null, "WHITEWIN!!"); }if (UpperLeft(x1, y1) >= 5) {JOptionPane.showMessageDialog(null, "WHITEWIN!!"); }}} } public void actionPerformed(ActionEvent e) {setT(jbu1); Str = e.getActionCommand(); // 读取点击按钮上的字符串if ("悔棋".equals(Str)) {if (g.getColor() == Color.BLACK) {g.setColor(Color.WHITE); }if (g.getColor() == Color.WHITE) {g.setColor(Color.BLACK); }Regret(); ui.repaint(); } else if ("重新开始".equals(Str)) {Restart(); ui.repaint(); } } public void mouseEntered(MouseEvent e) { } public void mouseExited(MouseEvent e) { } public int CheckRow(int x, int y)// 横着五子连成一条直线 {int count = 0; for (int i = x + 1; i < bx.length; i++)// 向右判断是否棋子一样{if (bx[i][y] == bx[x][y])count++; elsebreak; }for (int i = x; i >= 0; i--)// 向右判断是否棋子一样{if (bx[i][y] == bx[x][y])count++; elsebreak; }return count; } public int CheckList(int x, int y)// 竖着五子连成一条直线 {int count = 0; for (int i = y + 1; i < bx.length; i++)// 向下判断是否棋子一样{if (bx[x][i] == bx[x][y])count++; elsebreak; }for (int i = y; i >= 0; i--)// 向上判断是否棋子一样{if (bx[x][i] == bx[x][y])count++; elsebreak; }return count; } public int UpperRight(int x, int y)// 右上到左下五子连成一条直线 {int count = 0; for (int i = x + 1, j = y - 1; i < bx.length && j >= 0; i++, j--)// 向下判断是否棋子一样{if (bx[i][j] == bx[x][y])count++; elsebreak; }for (int i = x, j = y; i >= 0 && j < bx.length; i--, j++)// 向上判断是否棋子一样{if (bx[i][j] == bx[x][y])count++; elsebreak; }return count; } public int UpperLeft(int x, int y)// 左上到右下五子连成一条直线 {int count = 0; for (int i = x - 1, j = y - 1; i >= 0 && j >= 0; i--, j--)// 向下判断是否棋子一样{if (bx[i][j] == bx[x][y])count++; elsebreak; }for (int i = x, j = y; i < bx.length && j < bx.length; i++, j++)// 向上判断是否棋子一样{if (bx[i][j] == bx[x][y])count++; elsebreak; }return count; } public void Regret() {// 悔棋bx[GetX[count1]][GetY[count1]] = 0; if (count1 > 0) {count1--; } } public void Restart() {//重新开始{for (int k = 0; k <= count1; k++) {bx[GetX[k]][GetY[k]] = 0; }} }}

package Study0326; import java.awt.BasicStroke; import java.awt.Color; import java.awt.Dimension; import java.awt.FlowLayout; import java.awt.Font; import java.awt.Graphics; import java.awt.Graphics2D; import javax.swing.ImageIcon; import javax.swing.JButton; import javax.swing.JFrame; import javax.swing.JLabel; import javax.swing.JOptionPane; /* * 五子棋的界面类,该类继承JFrame,然后实现WZQConfig接口 */import javax.swing.JPanel; public class WZQFrame extends JPanel implements WZQConfig { public void WZQFrame() {// WZQFrame ui = new WZQFrame(); JFrame jf = new javax.swing.JFrame(); jf.setTitle("五子棋"); jf.setDefaultCloseOperation(3); jf.setSize(1246, 1080); jf.setLocationRelativeTo(null); jf.setResizable(false); jf.setLayout(new FlowLayout()); this.setLayout(new FlowLayout()); this.setPreferredSize(new Dimension(1030, 1080)); // this.setBackground(Color.CYAN); // 把面板对象添加到窗体上jf.add(this); JPanel jp1 = new JPanel(); jp1.setPreferredSize(new Dimension(200, 1080)); jp1.setLayout(new FlowLayout()); jf.add(jp1); LoginListener ll = new LoginListener(); String[] str = { "悔棋", "重新开始" }; for (int i = 0; i < str.length; i++) {JButton jbu1 = new JButton(str[i]); jbu1.setPreferredSize(new Dimension(150, 80)); jbu1.setFont(new Font("楷体", Font.BOLD,20)); //设置字体jp1.add(jbu1); jbu1.addActionListener(ll); }jf.setVisible(true); Graphics g = this.getGraphics(); this.addMouseListener(ll); ll.setG(g); ll.setU(this); } /** 重写窗体绘制容器的方法*/ public void paint(Graphics g) {super.paint(g); ImageIcon im2 = new ImageIcon(this.getClass().getResource("2.jpg")); g.drawImage(im2.getImage(), 0, 0, 1030, 1080, null); for (int i = 1; i < 17; i++) {Graphics2D g2 = (Graphics2D) g; g2.setStroke(new BasicStroke(4)); g2.drawLine(START_X, START_Y * i, START_X + SIZE * V_LINE, START_Y* i); // 横线g2.drawLine(START_X * i, START_Y, START_X * i, START_Y + SIZE* V_LINE); // 竖线 g2.setStroke(new BasicStroke(8)); // 画边框g2.drawLine(35, 35, 990, 35); g2.drawLine(35, 990, 990, 990); g2.drawLine(35, 35, 35, 990); g2.drawLine(990, 35, 990, 990); }for (int k = 0; k < 17; k++) {for (int k1 = 0; k1 < 17; k1++) {if (bx[k][k1] == 1) {g.setColor(Color.BLACK); g.fillOval(Math.abs(k * SIZE - 25),Math.abs(k1 * SIZE - 25), 50, 50); } else if (bx[k][k1] == 2) {g.setColor(Color.WHITE); g.fillOval(Math.abs(k * SIZE - 25),Math.abs(k1 * SIZE - 25), 50, 50); } } } } public static void main(String[] args) {WZQFrame l = new WZQFrame(); l.WZQFrame(); } }

Java实现小程序简单五子棋
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