简单的java黑白棋代码 简单的java黑白棋代码怎么写

求例如俄罗斯方块,五子棋,黑白棋等小游戏的JAVA版俄罗斯方块——java源代码提供
import java.awt.*;
import java.awt.event.*;
//俄罗斯方块类
public class ERS_Block extends Frame{
public static boolean isPlay=false;
public static int level=1,score=0;
public static TextField scoreField,levelField;
public static MyTimer timer;
GameCanvas gameScr;
public static void main(String[] argus){
ERS_Block ers = new ERS_Block("俄罗斯方块游戏 V1.0 Author:Vincent");
WindowListener win_listener = new WinListener();
ers.addWindowListener(win_listener);
}
//俄罗斯方块类简单的java黑白棋代码的构造方法
ERS_Block(String title){
super(title);
setSize(600,480);
setLayout(new GridLayout(1,2));
gameScr = new GameCanvas();
gameScr.addKeyListener(gameScr);
timer = new MyTimer(gameScr);
timer.setDaemon(true);
timer.start();
timer.suspend();
add(gameScr);
Panel rightScr = new Panel();
rightScr.setLayout(new GridLayout(2,1,0,30));
rightScr.setSize(120,500);
add(rightScr);
//右边信息窗体简单的java黑白棋代码的布局
MyPanel infoScr = new MyPanel();
infoScr.setLayout(new GridLayout(4,1,0,5));
infoScr.setSize(120,300);
rightScr.add(infoScr);
//定义标签和初始值
Label scorep = new Label("分数:",Label.LEFT);
Label levelp = new Label("级数:",Label.LEFT);
scoreField = new TextField(8);
levelField = new TextField(8);
scoreField.setEditable(false);
levelField.setEditable(false);
infoScr.add(scorep);
infoScr.add(scoreField);
infoScr.add(levelp);
infoScr.add(levelField);
scorep.setSize(new Dimension(20,60));
scoreField.setSize(new Dimension(20,60));
levelp.setSize(new Dimension(20,60));
levelField.setSize(new Dimension(20,60));
scoreField.setText("0");
levelField.setText("1");
//右边控制按钮窗体的布局
MyPanel controlScr = new MyPanel();
controlScr.setLayout(new GridLayout(5,1,0,5));
rightScr.add(controlScr);
//定义按钮play
Button play_b = new Button("开始游戏");
play_b.setSize(new Dimension(50,200));
play_b.addActionListener(new Command(Command.button_play,gameScr));
//定义按钮Level UP
Button level_up_b = new Button("提高级数");
level_up_b.setSize(new Dimension(50,200));
level_up_b.addActionListener(new Command(Command.button_levelup,gameScr));
//定义按钮Level Down
Button level_down_b =new Button("降低级数");
level_down_b.setSize(new Dimension(50,200));
level_down_b.addActionListener(new Command(Command.button_leveldown,gameScr));
//定义按钮Level Pause
Button pause_b =new Button("游戏暂停");
pause_b.setSize(new Dimension(50,200));
pause_b.addActionListener(new Command(Command.button_pause,gameScr));
//定义按钮Quit
Button quit_b = new Button("退出游戏");
quit_b.setSize(new Dimension(50,200));
quit_b.addActionListener(new Command(Command.button_quit,gameScr));
controlScr.add(play_b);
controlScr.add(level_up_b);
controlScr.add(level_down_b);
controlScr.add(pause_b);
controlScr.add(quit_b);
setVisible(true);
gameScr.requestFocus();
}
}
//重写MyPanel类,使Panel的四周留空间
class MyPanel extends Panel{
public Insets getInsets(){
return new Insets(30,50,30,50);
}
}
//游戏画布类
class GameCanvas extends Canvas implements KeyListener{
final int unitSize = 30; //小方块边长
int rowNum; //正方格的行数
int columnNum; //正方格的列数
int maxAllowRowNum; //允许有多少行未削
int blockInitRow; //新出现块的起始行坐标
int blockInitCol; //新出现块的起始列坐标
int [][] scrArr; //屏幕数组
Block b; //对方快的引用
//画布类的构造方法
GameCanvas(){
rowNum = 15;
columnNum = 10;
maxAllowRowNum = rowNum - 2;
b = new Block(this);
blockInitRow = rowNum - 1;
blockInitCol = columnNum/2 - 2;
scrArr = new int [32][32];
}
//初始化屏幕,并将屏幕数组清零的方法
void initScr(){
for(int i=0;irowNum;i)
for (int j=0; jcolumnNum;j)
scrArr[j]=0;
b.reset();
repaint();
}
//重新刷新画布方法
public void paint(Graphics g){
for(int i = 0; irowNum; i)
for(int j = 0; jcolumnNum; j)
drawUnit(i,j,scrArr[j]);
}
//画方块的方法
public void drawUnit(int row,int col,int type){
scrArr[row][col] = type;
Graphics g = getGraphics();
tch(type){ //表示画方快的方法
case 0: g.setColor(Color.black);break; //以背景为颜色画
case 1: g.setColor(Color.blue);break; //画正在下落的方块
case 2: g.setColor(Color.magenta);break; //画已经落下的方法
}
g.fill3DRect(col*unitSize,getSize().height-(row 1)*unitSize,unitSize,unitSize,true);
g.dispose();
}
public Block getBlock(){
【简单的java黑白棋代码 简单的java黑白棋代码怎么写】return b; //返回block实例的引用
}
//返回屏幕数组中(row,col)位置的属性值
public int getScrArrXY(int row,int col){
if (row0 || row = rowNum || col0 || col = columnNum)
return(-1);
else
return(scrArr[row][col]);
}
//返回新块的初始行坐标方法
public int getInitRow(){
return(blockInitRow); //返回新块的初始行坐标
}
//返回新块的初始列坐标方法
public int getInitCol(){
return(blockInitCol); //返回新块的初始列坐标
}
//满行删除方法
void deleteFullLine(){
int full_line_num = 0;
int k = 0;
for (int i=0;irowNum;i){
boolean isfull = true;
L1:for(int j=0;jcolumnNum;j)
if(scrArr[j] == 0){
k;
isfull = false;
break L1;
}
if(isfull) full_line_num;
if(k!=0k-1!=i!isfull)
for(int j = 0; jcolumnNum; j){
if (scrArr[j] == 0)
drawUnit(k-1,j,0);
else
drawUnit(k-1,j,2);
scrArr[k-1][j] = scrArr[j];
}
}
for(int i = k-1 ;irowNum; i){
for(int j = 0; jcolumnNum; j){
drawUnit(i,j,0);
scrArr[j]=0;
}
}
ERS_Block.score= full_line_num;
ERS_Block.scoreField.setText("" ERS_Block.score);
}
//判断游戏是否结束方法
boolean isGameEnd(){
for (int col = 0 ; col columnNum; col){
if(scrArr[maxAllowRowNum][col] !=0)
return true;
}
return false;
}
public void keyTyped(KeyEvent e){
}
public void keyReleased(KeyEvent e){
}
//处理键盘输入的方法
public void keyPressed(KeyEvent e){
if(!ERS_Block.isPlay)
return;
tch(e.getKeyCode()){
case KeyEvent.VK_DOWN:b.fallDown();break;
case KeyEvent.VK_LEFT:b.leftMove();break;
case KeyEvent.VK_RIGHT:b.rightMove();break;
case KeyEvent.VK_SPACE:b.leftTurn();break;
}
}
}
//处理控制类
class Command implements ActionListener{
static final int button_play = 1; //给按钮分配编号
static final int button_levelup = 2;
static final int button_leveldown = 3;
static final int button_quit = 4;
static final int button_pause = 5;
static boolean pause_resume = true;
int curButton; //当前按钮
GameCanvas scr;
//控制按钮类的构造方法
Command(int button,GameCanvas scr){
curButton = button;
this.scr=scr;
}
//按钮执行方法
public void actionPerformed (ActionEvent e){
tch(curButton){
case button_play:if(!ERS_Block.isPlay){
scr.initScr();
ERS_Block.isPlay = true;
ERS_Block.score = 0;
ERS_Block.scoreField.setText("0");
ERS_Block.timer.resume();
}
scr.requestFocus();
break;
case button_levelup:if(ERS_Block.level10){
ERS_Block.level;
ERS_Block.levelField.setText("" ERS_Block.level);
ERS_Block.score = 0;
ERS_Block.scoreField.setText("" ERS_Block.score);
}
scr.requestFocus();
break;
case button_leveldown:if(ERS_Block.level1){
ERS_Block.level--;
ERS_Block.levelField.setText("" ERS_Block.level);
ERS_Block.score = 0;
ERS_Block.scoreField.setText("" ERS_Block.score);
}
scr.requestFocus();
break;
case button_pause:if(pause_resume){
ERS_Block.timer.suspend();
pause_resume = false;
}else{
ERS_Block.timer.resume();
pause_resume = true;
}
scr.requestFocus();
break;
case button_quit:System.exit(0);
}
}
}
//方块类
class Block {
static int[][] pattern = {
{0x0f00,0x4444,0x0f00,0x4444},//用十六进至表示,本行表示长条四种状态
{0x04e0,0x0464,0x00e4,0x04c4},
{0x4620,0x6c00,0x4620,0x6c00},
{0x2640,0xc600,0x2640,0xc600},
{0x6220,0x1700,0x2230,0x0740},
{0x6440,0x0e20,0x44c0,0x8e00},
{0x0660,0x0660,0x0660,0x0660}
};
int blockType; //块的模式号(0-6)
int turnState; //块的翻转状态(0-3)
int blockState; //快的下落状态
int row,col; //块在画布上的坐标
GameCanvas scr;
//块类的构造方法
Block(GameCanvas scr){
this.scr = scr;
blockType = (int)(Math.random() * 1000)%7;
turnState = (int)(Math.random() * 1000)%4;
blockState = 1;
row = scr.getInitRow();
col = scr.getInitCol();
}
//重新初始化块,并显示新块
public void reset(){
blockType = (int)(Math.random() * 1000)%7;
turnState = (int)(Math.random() * 1000)%4;
blockState = 1;
row = scr.getInitRow();
col = scr.getInitCol();
dispBlock(1);
}
//实现“块”翻转的方法
public void leftTurn(){
if(assertValid(blockType,(turnState1)%4,row,col)){
dispBlock(0);
turnState = (turnState1)%4;
dispBlock(1);
}
}
//实现“块”的左移的方法
public void leftMove(){
if(assertValid(blockType,turnState,row,col-1)){
dispBlock(0);
col--;
dispBlock(1);
}
}
//实现块的右移
public void rightMove(){
if(assertValid(blockType,turnState,row,col 1)){
dispBlock(0);
col;
dispBlock(1);
}
}
//实现块落下的操作的方法
public boolean fallDown(){
if(blockState == 2)
return(false);
if(assertValid(blockType,turnState,row-1,col)){
dispBlock(0);
row--;
dispBlock(1);
return(true);
}else{
blockState = 2;
dispBlock(2);
return(false);
}
}
//判断是否正确的方法
boolean assertValid(int t,int s,int row,int col){
int k = 0x8000;
for(int i = 0; i4; i){
for(int j = 0; j4; j){
if((int)(pattern[t][s]k) != 0){
int temp = scr.getScrArrXY(row-i,col j);
if (temp0||temp==2)
return false;
}
k = k1;
}
}
return true;
}
//同步显示的方法
public synchronized void dispBlock(int s){
int k = 0x8000;
for (int i = 0; i4; i){
for(int j = 0; j4; j){
if(((int)pattern[blockType][turnState]k) != 0){
scr.drawUnit(row-i,col j,s);
}
k=k1;
}
}
}
}
//定时线程
class MyTimer extends Thread{
GameCanvas scr;
public MyTimer(GameCanvas scr){
this.scr = scr;
}
public void run(){
while(true){
try{
sleep((10-ERS_Block.level1)*100);
}
catch(InterruptedException e){}
if(!scr.getBlock().fallDown()){
scr.deleteFullLine();
if(scr.isGameEnd()){
ERS_Block.isPlay = false;
suspend();
}else
scr.getBlock().reset();
}
}
}
}
class WinListener extends WindowAdapter{
public void windowClosing (WindowEvent l){
System.exit(0);
}
}
参考;bs=JAVA版俄罗斯方块,五子棋,黑白棋sr=z=cl=3f=8wd=JAVA俄罗斯方块,五子棋,黑白棋ct=0
求java黑白棋搜索算法 。。。。public boolean fanqi(int x, int y) {
boolean a = false;
if (qi[x][y] == 0) {
if (flag) {// 黑吃白
if (y - 10qi[x][y - 1] == -1) {
for (int i = 2; y - i = 0; i) {
if (qi[x][y - i] == 1) {
for (int n = 1; ni; n) {
qi[x][y - n] = 1;
}
a = true;
if (qi[x][y - i] == 0)
i = 9;
}
}
}
if (y18qi[x][y1] == -1) {
for (int i = 2; yi8; i) {
if (qi[x][yi] == 1) {
for (int n = 1; ni; n) {
qi[x][yn] = 1;
}
a = true;
if (qi[x][yi] == 0)
i = 9;
}
}
}
if (x18qi[x1][y] == -1) {
for (int i = 2; xi8; i) {
if (qi[xi][y] == 1) {
for (int n = 1; ni; n) {
qi[xn][y] = 1;
}
a = true;
if (qi[xi][y] == 0)
i = 9;
}
}
}
if (x - 1 = 0qi[x - 1][y] == -1) {
for (int i = 2; x - i = 0; i) {
if (qi[x - i][y] == 1) {
for (int n = 1; ni; n) {
qi[x - n][y] = 1;
}
a = true;
if (qi[x - i][y] == 0)
i = 9;
}
}
}
if (x - 1 = 0y - 1 = 0qi[x - 1][y - 1] == -1) {
for (int i = 2; x - i = 0y - i = 0; i) {
if (qi[x - i][y - i] == 1) {
for (int n = 1; ni; n) {
qi[x - n][y - n] = 1;
}
a = true;
if (qi[x - i][y - i] == 0)
i = 9;
}
}
}
if (x18y - 1 = 0qi[x1][y - 1] == -1) {
for (int i = 2; xi8y - i = 0; i) {
if (qi[xi][y - i] == 1) {
for (int n = 1; ni; n) {
qi[xn][y - n] = 1;
}
a = true;
if (qi[xi][y - i] == 0)
i = 9;
}
}
}
if (x - 1 = 0y18qi[x - 1][y1] == -1) {
for (int i = 2; x - i = 0yi8; i) {
if (qi[x - i][yi] == 1) {
for (int n = 1; ni; n) {
qi[x - n][yn] = 1;
}
a = true;
if (qi[x - i][yi] == 0)
i = 9;
}
}
}
if (x18y18qi[x1][y1] == -1) {
for (int i = 2; xi8yi8; i) {
if (qi[xi][yi] == 1) {
for (int n = 1; ni; n) {
qi[xn][yn] = 1;
}
a = true;
if (qi[xi][yi] == 0)
i = 9;
}
}
}
}
else {// 白吃黑
if (y - 10qi[x][y - 1] == 1) {
for (int i = 2; y - i = 0; i) {
if (qi[x][y - i] == -1) {
for (int n = 1; ni; n) {
qi[x][y - n] = -1;
}
a = true;
if (qi[x][y - i] == 0)
i = 9;
}
}
}
if (y18qi[x][y1] == 1) {
for (int i = 2; yi8; i) {
if (qi[x][yi] == -1) {
for (int n = 1; ni; n) {
qi[x][yn] = -1;
}
a = true;
if (qi[x][yi] == 0)
i = 9;
}
}
}
if (x18qi[x1][y] == 1) {
for (int i = 2; xi8; i) {
if (qi[xi][y] == -1) {
for (int n = 1; ni; n) {
qi[xn][y] = -1;
}
a = true;
if (qi[xi][y] == 0)
i = 9;
}
}
}
if (x - 1 = 0qi[x - 1][y] == 1) {
for (int i = 2; x - i = 0; i) {
if (qi[x - i][y] == -1) {
for (int n = 1; ni; n) {
qi[x - n][y] = -1;
}
a = true;
if (qi[x - i][y] == 0)
i = 9;
}
}
}
if (x - 1 = 0y - 1 = 0qi[x - 1][y - 1] == 1) {
for (int i = 2; x - i = 0y - i = 0; i) {
if (qi[x - i][y - i] == -1) {
for (int n = 1; ni; n) {
qi[x - n][y - n] = -1;
}
a = true;
if (qi[x - i][y - i] == 0)
i = 9;
}
}
}
if (x18y - 1 = 0qi[x1][y - 1] == 1) {
for (int i = 2; xi8y - i = 0; i) {
if (qi[xi][y - i] == -1) {
for (int n = 1; ni; n) {
qi[xn][y - n] = -1;
}
a = true;
if (qi[xi][y - i] == 0)
i = 9;
}
}
}
if (x - 1 = 0y18qi[x - 1][y1] == 1) {
for (int i = 2; x - i = 0yi8; i) {
if (qi[x - i][yi] == -1) {
for (int n = 1; ni; n) {
qi[x - n][yn] = -1;
}
a = true;
if (qi[x - i][yi] == 0)
i = 9;
}
}
}
if (x18y18qi[x1][y1] == 1) {
for (int i = 2; xi8yi8; i) {
if (qi[xi][yi] == -1) {
for (int n = 1; ni; n) {
qi[xn][yn] = -1;
}
a = true;
if (qi[xi][yi] == 0)
i = 9;
}
}
}
}
}
if (a)
return true;
else
return false;
}
急求Java黑白棋设计源代码importjava.awt.*;
importjava.awt.event.*;
importjavax.swing.*;
importjava.awt.geom.*;
importjavax.swing.JOptionPane.*;
publicclassFiveChess
{
publicstaticvoidmain(String[]args)
{
JFramemyFrame=newJFrame("快乐五子棋");
myFrame.getContentPane().add(newMyPanel());
Toolkitmykit=myFrame.getToolkit();
Dimensionmysize=mykit.getScreenSize();
myFrame.setBounds(0,0,mysize.width,mysize.height-40);
myFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
myFrame.show();
}
}
classMyPanelextendsJPanelimplementsMouseListener
{
privatePointstart=newPoint(0,0);
privatePointnext=newPoint(0,0);
boolean[][]chessBo=newboolean[19][19];
booleanchessCo=true; //判断颜色的简单的java黑白棋代码,true黑
booleanwinchess=true; //true,为胜利
MyPanel(){
addMouseListener(this);
setBackground(Color.blue);
}
publicbooleanwinkill(intx,inty) //win?
{
intcountBlack=0,countWhite=0;
booleanwinchess01=false;
//x,y取到r01,r02的值
for(inti=0;i5;i)//判断纵向下
{
if((xi)20)
break;
if(chessCochessBo[xi][y])
countBlack;
elseif(chessBo[xi][y](chessCo==false))
countWhite;
}
for(inti=0;i5;i)//判断纵向上
{
if((x-i)=0)
break;
if(chessCochessBo[x-i][y])
countBlack;
elseif(chessBo[x-i][y](chessCo==false))
countWhite;
}
if((countBlack==5)||(countWhite==5))
winchess01=true;
returnwinchess01;
}
publicvoidpaint(Graphicsg)//画棋盘
{
Graphics2Dg2D=(Graphics2D)g;
g2D.setPaint(Color.black);
floatpay=60.0f,pbx=60.0f;
floatlett=25.0f;
Point2D.Floatp1=newPoint2D.Float(60.0f,pay);
Point2D.Floatp2=newPoint2D.Float(510.0f,pay);
Point2D.Floatp3=newPoint2D.Float(pbx,60.0f);
Point2D.Floatp4=newPoint2D.Float(pbx,510.0f);
for(inti=0;i19;i){
Line2D.FloatlineH=newLine2D.Float(p1,p2);
Line2D.FloatlineV=newLine2D.Float(p3,p4);
pay=lett;
p1=newPoint2D.Float(60.0f,pay);
p2=newPoint2D.Float(510.0f,pay);
pbx=lett;
p3=newPoint2D.Float(pbx,60.0f);
p4=newPoint2D.Float(pbx,510.0f);
g2D.draw(lineH);
g2D.draw(lineV);
}
}
publicvoidmousePressed(MouseEventevt)
{
}
publicvoidmouseClicked(MouseEventevt)
{
intx=evt.getX();
inty=evt.getY();
intclickCount=evt.getClickCount();
if(clickCount=1){
if((x48x522)(y48y522))
draw(x,y);
}
}
publicvoiddraw(intdx,intdy)
{
intr01=0,r02=0;
Graphicsg=getGraphics();
start.x=dx;
start.y=dy;
r01=(start.x13-60)/25; //r01、r02当前的格子
r02=(start.y13-60)/25;
//System.out.println(r01"-"r02);
next.x=25*r0160-11;
next.y=25*r0260-11;
//System.out.println(next.x"-"next.y);
if(chessCo){
chessCo=false;
g.setColor(Color.black);
g.fillOval(next.x,next.y,20,20);
chessBo[next.x][next.y]=true;//用这个时,黑白子可交替出现,
//chessBo[r01][r02]=true;//用这个代替上面那个时黑白子不可交替简单的java黑白棋代码了,不知道为什么会这样
//加入判断胜负的方法winkill()
if(winchess==winkill(r01,r02))
showMessage();
}
if(!chessCo){
chessCo=true;
g.setColor(Color.white);
g.fillOval(next.x,next.y,20,20);
chessBo[r01][r02]=true;
}
//g.drawOval(next.x,next.y,20,20);
g.dispose();
}
publicvoidmouseReleased(MouseEventevt)
{
}
publicvoidmouseEntered(MouseEventevt)
{
}
publicvoidmouseExited(MouseEventevt)
{
}
publicvoidshowMessage()
{
JOptionPane.showMessageDialog(null,
"Youarewin.",
"wide288toMessage!",
JOptionPane.INFORMATION_MESSAGE);
}
}
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