Java实现五子棋游戏单机版(1.0)

网友投稿 250 2022-08-02


本文实例为大家分享了java实现五子棋游戏单机版的具体代码,供大家参考,具体内容如下

简介

这个程序实现了单机版五子棋,目前无法联机,只能自己跟自己下。棋盘是20*20的。主要功能:下棋、认输、悔棋、重新开始、退出等功能

PS:目前设置只有显示游戏规则。

截图

完整代码

package Gobang;

import javax.swing.*;

import java.awt.*;

import java.awt.event.*;

import java.awt.image.*;

//import java.applet.*;

//import java.net.*;

//import java.io.*;

//import javax.imageio.*;

public class Frame extends JFrame implements MouseListener,ActionListener{//JFrame的扩展类

private static final long serialVersionUID = 1L;

JPanel panel1;//用于安放按钮;

JButton RestartButton,SetButton,AdmitDefeatButton,RegretButton,ExitButton;//五个按钮,各有其功能。

Graphics g;//画笔

BufferedImage buf;

int x;//鼠标的坐标

int y;

int[][] Chess = new int[20][20]; // 保存棋子,1表示黑子,2表示白子

boolean IsBlack = true; //表示当前要下的是黑子还是白子,true表示黑子,false表示白子

boolean IsFinish = false; //表示当前游戏是否结束

int xRange;

int yRange;

int[] chessX = new int[400];//用来保存从开始到当前的所有棋子,用于悔棋;

int[] chessY = new int[400];

int countX = 0;

int countY = 0;

/*本来想用于播放背景音乐,但是没有成功,,,先暂时放弃

//File f;

//URI uri;

//URL url;

//@SuppressWarnings("deprecation")

*/

//

public Frame() {

//设置标题、大小、排列方式等

this.setTitle("五子棋");

this.setSize(500,550);

this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);

this.setVisible(true);

this.setLayout(null);

//五个按钮:重新开始、设置、认输、悔棋、退出。

RestartButton = new JButton("重新开始");

RestartButton.setSize(20,40);

SetButton = new JButton("设置");

SetButton.setSize(20,40);

AdmitDefeatButton = new JButton("认输");

AdmitDefeatButton.setSize(20,40);

RegretButton = new JButton("悔棋" );

RegretButton.setSize(20,40);

ExitButton = new JButton("退出");

ExitButton.setSize(20,40);

//五个按钮添加到中间容器;

panel1 = new JPanel();

panel1.setBorder(BorderFactory.createLoweredBevelBorder()); //设置边框

panel1.setLayout(new GridLayout(1,5));

panel1.add(RestartButton);

panel1.add(SetButton);

panel1.add(AdmitDefeatButton);

panel1.add(RegretButton);

panel1.add(ExitButton);

this.add(panel1);

panel1.setSize(460,20);

panel1.setLocation(0, 460);

this.repaint();//表示重新绘制画布,可以自动调用paint函数;

//本类作为监听类,包括鼠标监听和按钮动作监听;

this.addMouseListener(this);

RestartButton.addActionListener(this);

SetButton.addActionListener(this);

AdmitDefeatButton.addActionListener(this);

RegretButton.addActionListener(this);

ExitButton.addActionListener(this);

/*音频播放部分

try {

f = new File("");

uri = f.toURI();

url = uri.toURL();

AudioClip aau;

aau = Applet.newAudioClip(url);

aau.loop(); //循环播放

} catch (Exception e)

{

e.printStackTrace();

}

*/

}

//画布绘制

public void paint(Graphics g)

{

if(g == null)//如果第一次绘制,新建一个图片,并且创建画布。

{

buf = new BufferedImage(450, 450, BufferedImage.TYPE_INT_RGB);

g = buf.createGraphics();

}

if(g != null)//

{

super.paint(g);//表示在原来图像的基础上,再画图

g.setColor(new Color(249,205,173));//画笔颜色调成褐色;

g.fill3DRect(20, 40, 400, 400,true);//用画笔画一个边长为400的正方形;边距为20,40

for(int i = 0; i <= 20; i++)//用画笔横竖各画19条线

{

g.setColor(Color.BLACK);//画笔颜色调为黑色;

g.drawLine(20,40+i*20,420,40+i*20);

g.drawLine(20+i*20,40,20+i*20,440);

}

}

for(int i=0; i<20; i++){

for (int j = 0; j < 20; j++) {

//画实心黑子,直径16

if(Chess[i][j] == 1){

int tempX = i*20+12;

int tempY = j*20+32;

g.setColor(Color.BLACK);

g.fillOval(tempX, tempY, 16, 16);

g.setColor(Color.BLACK);

g.drawOval(tempX, tempY, 16, 16);

}

//画实心白子,直径16

if(Chess[i][j] == 2){

int tempX = i*20+12;

int tempY = j*20+32;

g.setColor(Color.WHITE);

g.fillOval(tempX, tempY, 16, 16);

g.setColor(Color.WHITE);

g.drawOval(tempX, tempY, 16, 16);

}

}

}

g.drawImage(buf, 0, 0,this);

}

public void mousePressed(MouseEvent e) {

// TODO Auto-generated method stub

if(!IsFinish) //判断棋局是否结束

{

x = e.getX(); //获取当前鼠标点击位置

y = e.getY();

if(x >= 20 && x < 420 && y >= 40 && y<= 440)//判断鼠标是否在棋局内

{

xRange = (x-20)%20;

if(xRange > 10 && xRange < 20) //如果在交叉点的边长为10的范围内,就把棋子下在这;

{

x = (x - 20) / 20 + 1;

}

else

{

x = (x - 20) / 20;

}

yRange = (y-40)%20;

if(yRange > 10 && yRange < 20)

{

y = (y - 40) / 20 + 1;

}

else

{

y = (y - 40) / 20;

}

if(Chess[x][y] == 0) //如果该交叉点没有被下过;

{

chessX[countX++] = x; //存储当前棋子的位置;

chessY[countY++] = y;

if(IsBlack) //如果是黑子

{

Chess[x][y] = 1;

IsBlack = false;

}

else

{

Chess[x][y] = 2;

IsBlack = true;

}

this.repaint();//重新绘制画布

}

if(this.isWin())//如果下棋之后赢了,弹出对话框

{

if(Chess[x][y] == 1)

{

JOptionPane.showMessageDialog(this, "黑方胜利");

}

else

{

JOptionPane.showMessageDialog(this, "白方胜利");

}

this.IsFinish = true; //游戏结束

}

}

}

}

public boolean isWin(){

boolean flag = false;

int count = 1;

int color = Chess[x][y];

//判断横向是否有5个棋子相连

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,xChange,yChange为相对于当前棋子位置的变化量

public int checkCount(int xChange , int yChange ,int color){

int count = 1;//统计总共有几个连着的棋子;

int tempX = xChange;

int tempy = yChange;

//判断棋子右边有没有相同颜色的棋子;

while(x + xChange >=0 && x+xChange <20 && y+yChange >=0 &&

y+yChange < 20 && color == Chess[x+xChange][y+yChange])

{

count++; //如果有,棋子数加一

if(xChange != 0)

xChange++; //如果横向方向变化,x相对位置加一

if(yChange != 0 )

{

if(yChange != 0)

{

if(yChange > 0) //如果纵向方向增加,y相对位置加一

{

yChange++;

}

else //如果纵向方向减小,y相对位置减一

{

yChange--;

}

}

}

}

xChange = tempX;

yChange = tempy;

//判断棋子左边有没有相同颜色的棋子;

while(x-xChange >=0 && x-xChange <20 && y-yChange >=0 &&

y-yChange <20 && color == Chess[x-xChange][y-yChange])

{

count++;

if(xChange != 0)

{

xChange++;

}

if(yChange != 0)

{

if (yChange > 0)

{

yChange++;

}

else

{

yChange--;

}

}

}

return count;

}

//监听动作函数

public void actionPerformed(ActionEvent e) {

// TODO Auto-generated method stub

if(e.getSource() == RestartButton)//如果点击的按钮是RestartButton,清空画板,还原设置

{

if(JOptionPane.showConfirmDialog(this, "Do you want to restart the game?") == 0)

{

for (int i = 0; i < 15; i++)

{

for (int j = 0; j < 15; j++)

{

Chess[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;

IsBlack = true;

IsFinish = false;

this.repaint();

}

}

if(e.getSource() == AdmitDefeatButton)//如果点击的按钮是AdmitDefeatButton,结束游戏,并提示

{

if(!IsFinish) //判断棋局是否结束

{

if(JOptionPane.showConfirmDialog(this, "Are you sure you want to give up?") == 0)

{

if(IsBlack == true)

{

JOptionPane.showMessageDialog(this,"白方获胜");

}

else

{

JOptionPane.showMessageDialog(this,"黑方获胜");

}

IsFinish = true;

}

}

}

if(e.getSource() == ExitButton)//如果点击的按钮是ExitButton,退出程序

{

if(JOptionPane.showConfirmDialog(this, "Do you want to exit?") == 0)

{

System.exit(0);

}

}

if(e.getSource() == RegretButton)///如果点击的按钮是RegretButton,悔棋一步

{

if(!IsFinish) //判断棋局是否结束

{

if(IsBlack == true) //如果现在是黑子要下,表示悔棋的是白子

{

if(JOptionPane.showConfirmDialog(this, "The white want to regret,do you agree?") == 0)

{

int tempX = chessX[--countX]; //获取上一步白子下的位置;

int tempY = chessY[--countY];

Chess[tempX][tempY] = 0; //撤回白子

IsBlack = false; //当前要下的变为白方

}

}

else

{

if(JOptionPane.showConfirmDialog(this, "The black want to regret,do you agree?") == 0)

{

int tempX = chessX[--countX];

int tempY = chessY[--countY];

Chess[tempX][tempY] = 0;

IsBlack = true;

}

}

this.repaint(); //重新绘制画布

}

}

if(e.getSource() == SetButton) //设置按钮,现在只显示游戏规则

{

JDialog frame1 = new JDialog();//新建对话框

frame1.setBounds( //设置对话框边界

new Rectangle(

0,

260,

600,

200

)

);

JTextField tf = new JTextField();//新建文本框

frame1.setTitle("Play Rule");

frame1.getContentPane().add(tf); //添加文本框

tf.setText("The two sides use black and white pieces respectively.\n At the intersection of the straight line and horizontal line of the chessboard, \nthe one who forms a five piece line first wins.");

frame1.setModalityType(Dialog.ModalityType.APPLICATION_MODAL); // 设置模式类型

frame1.setVisible(true);

}

}

public static void main(String[] args) {

new Frame();

}

@Override

public void mouseClicked(MouseEvent e) {

// TODO Auto-generated method stub

}

@Override

public void mouseReleased(MouseEvent e) {

// TODO Auto-generated method stub

}

@Override

public void mouseEntered(MouseEvent e) {

// TODO Auto-generated method stub

}

@Override

public void mouseExited(MouseEvent e) {

// TODO Auto-generated method stub

}

}


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