多平台统一管理软件接口,如何实现多平台统一管理软件接口
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2022-08-28
Java+Swing实现五子棋游戏的示例代码
目录一、系统介绍1.开发环境2.技术选型3.系统功能二、系统展示三、部分代码AI.javaChess.javaGobang.javaGobangListener.java
一、系统介绍
1.开发环境
开发工具:Eclipse2021
JDK版本:jdk1.8
mysql版本:8.0.13
2.技术选型
Java+Swing
3.系统功能
实现五子棋游戏,开始游戏,悔棋,认输,退出功能。
二、系统展示
1.首页
2.黑棋走
3.白棋走
三、部分代码
AI.java
package com.sjsq;
import java.util.HashMap;
public class AI implements Gobang {
static HashMap
static {
/**
* 权值
*/
// 防守权值
// 活1连
map.put("010", 20); //map.put(key,value) key=键 value=值
map.put("0-10", 10);
// 眠1连
map.put("-110", 1);
map.put("1-10", 1);
// 活2连
map.put("0110", 200);
map.put("0-1-10", 100);
// 眠2连
map.put("-1110", 20);
map.put("1-1-10", 10);
// 活3连
map.put("01110", 7000);
map.put("0-1-1-10", 5000);
// 眠3连
map.put("-11110", 50);
map.put("1-1-1-10", 30);
// 活4连
map.put("011110", 10000);
map.put("0-1-1-1-10", 10000);
// 眠4连
map.put("-111110", 10000);
map.put("1-1-1-1-10", 10000);
// 碰壁眠4连
map.put("11110", 10000);
map.put("-1-1-1-10", 10000);
//进攻权值
//活1连
map.put("010",10);
map.put("0-10",20);
//眠1连
map.put("-110",1);
map.put("1-10",1);
//活2连
map.put("0110", 100);
map.put("0-1-10",200);
//眠2连
map.put("-1110",10);
map.put("1-1-10",20);
//活3连
map.put("01110", 5000);
map.put("0-1-1-10",7000);
//眠3连
map.put("-11110",30);
map.put("1-1-1-10",50);
//活4连
map.put("011110", 10000);
map.put("0-1-1-1-10",10000);
//眠4连
map.put("-111110",10000);
map.put("1-1-1-1-10",10000);
//碰壁眠4连
map.put("11110", 10000);
map.put("-1-1-1-10", 15000);
}
static String code;
static Integer weight;
public static void Quan() {
for (int r = 0; r < array1.length; r++) {
for (int c = 0; c < array1[r].length; c++) {
if (array1[r][c] == 0) {// 如果该位置没有棋子则开始统计
code = countHL(r, c);// 调用水平向左统计的方法
weight = map.get(code);// 根据棋子相连情况获取对应的权值
if (weight != null) {// 判断是否有该种棋子相连的情况
weightArray[r][c] += weight;// 累加权值
}
// 把另外七个方向统计完毕后,就完成权值统计
code = countHR(r, c);// 调用水平向右统计的方法
weight = map.get(code);// 根据棋子相连情况获取对应的权值
if (weight != null) {// 判断是否有该种棋子相连的情况
weightArray[r][c] += weight;// 累加权值
}
code = countHT(r, c);// 调用水平向左统计的方法
weight = map.get(code);// 根据棋子相连情况获取对应的权值
ihttp://f (weight != null) {// 判断是否有该种棋子相连的情况
weightArray[r][c] += weight;// 累加权值
}
code = countHB(r, c);// 调用水平向左统计的方法
weight = map.get(code);// 根据棋子相连情况获取对应的权值
if (weight != null) {// 判断是否有该种棋子相连的情况
weightArray[r][c] += weight;// 累加权值
}
code = countHZXS(r, c);// 调用水平向左统计的方法
weight = map.get(code);// 根据棋子相连情况获取对应的权值
if (weight != null) {// 判断是否有该种棋子相连的情况
weightArray[r][c] += weight;// 累加权值
}
code = countHYXS(r, c);// 调用水平向左统计的方法
weight = map.get(code);// 根据棋子相连情况获取对应的权值
if (weight != null) {// 判断是否有该种棋子相连的情况
weightArray[r][c] += weight;// 累加权值
}
code = countHZXX(r, c);// 调用水平向左统计的方法
weight = map.get(code);// 根据棋子相连情况获取对应的权值
if (weight != null) {// 判断是否有该种棋子相连的情况
weightArray[r][c] += weight;// 累加权值
}
code = countHYXX(r, c);// 调用水平向左统计的方法
weight = map.get(code);// 根据棋子相连情况获取对应的权值
if (weight != null) {// 判断是否有该种棋子相连的情况
weightArray[r][c] += weight;// 累加权值
}
// 针对每种情况都进行权值分析,保证五子棋规则的完善
// 判断两个2连在一条直线但中间有一个空位的情况
if ((countHL(r, c) + countHR(r, c) == "01100110")
|| (countHL(r, c) + countHR(r, c) == "0-1-100-1-10")
|| (countHL(r, c) + countHR(r, c) == "-11100110")
|| (countHL(r, c) + countHR(r, c) == "1-1-100-1-10")
|| (countHL(r, c) + countHR(r, c) == "0110-1110")
|| (countHL(r, c) + countHR(r, c) == "0-1-101-1-10")
|| (countHL(r, c) + countHR(r, c) == "-1110-1110")
|| (countHL(r, c) + countHR(r, c) == "1-1-101-1-10")) {
weightArray[r][c] = weightArray[r][c] + 5000;
}
if ((countHT(r, c) + countHB(r, c) == "01100110")
|| (countHT(r, c) + countHB(r, c) == "0-1-100-1-10")
|| (countHT(r, c) + countHB(r, c) == "-11100110")
|| (countHT(r, c) + countHB(r, c) == "1-1-100-1-10")
|| (countHT(r, c) + countHB(r, c) == "0110-1110")
|| (countHT(r, c) + countHB(r, c) == "0-1-101-1-10")
|| (countHT(r, c) + countHB(r, c) == "-1110-1110")
|| (countHT(r, c) + countHB(r, c) == "1-1-101-1-10")) {
weightArray[r][c] = weightArray[r][c] + 5000;
}
if ((countHZXS(r, c) + countHYXX(r, c) == "01100110")
|| (countHZXS(r, c) + countHYXX(r, c) == "0-1-100-1-10")
|| (countHZXS(r, c) + countHYXX(r, c) == "-11100110")
|| (countHZXS(r, c) + countHYXX(r, c) == "1-1-100-1-10")
|| (countHZXS(r, c) + countHYXX(r, c) == "0110-1110")
|| (countHZXS(r, c) + countHYXX(r, c) == "0-1-101-1-10")
|| (countHZXS(r, c) + countHYXX(r, c) == "-1110-1110")
|| (countHZXS(r, c) + countHYXX(r, c) == "1-1-101-1-10")) {
weightArray[r][c] = weightArray[r][c] + 5000;
}
if ((countHYXS(r, c) + countHZXX(r, c) == "01100110")
|| (countHYXS(r, c) + countHZXX(r, c) == "0-1-100-1-10")
|| (countHYXS(r, c) + countHZXX(r, c) == "-11100110")
|| (countHYXS(r, c) + countHZXX(r, c) == "1-1-100-1-10")
|| (countHYXS(r, c) + countHZXX(r, c) == "0110-1110")
|| (countHYXS(r, c) + countHZXX(r, c) == "0-1-101-1-10")
|| (countHYXS(r, c) + countHZXX(r, c) == "-1110-1110")
|| (countHYXS(r, c) + countHZXX(r, c) == "1-1-101-1-10")) {
weightArray[r][c] = weightArray[r][c] + 5000;
}
// 判断一个活2连和一个活1连在一条直线上但中间有一个空位的情况
if ((countHL(r, c) + countHR(r, c) == "0100110") || (countHL(r, c) + countHR(r, c) == "0-100-1-10")
|| (countHL(r, c) + countHR(r, c) == "0110010")
|| (countHL(r, c) + countHR(r, c) == "0-1-100-10")) {
weightArray[r][c] = weightArray[r][c] + 3000;
}
if ((countHT(r, c) + countHB(r, c) == "0100110") || (countHT(r, c) + countHB(r, c) == "0-100-1-10")
|| (countHT(r, c) + countHB(r, c) == "0110010")
|| (countHT(r, c) + countHB(r, c) == "0-1-100-10")) {
weightArray[r][c] = weightArray[r][c] + 3000;
}
if ((countHZXS(r, c) + countHYXX(r, c) == "0100110")
|| (countHZXS(r, c) + countHYXX(r, c) == "0-100-1-10")
|| (countHZXS(r, c) + countHYXX(r, c) == "0110010")
|| (countHZXS(r, c) + countHYXX(r, c) == "0-1-100-10")) {
weightArray[r][c] = weightArray[r][c] + 3000;
}
if ((countHYXS(r, c) + countHZXX(r, c) == "0100110")
|| (countHYXS(r, c) + countHZXX(r, c) == "0-100-1-10")
|| (countHYXS(r, c) + countHZXX(r, c) == "0110010")
|| (countHYXS(r, c) + countHZXX(r, c) == "0-1-100-10")) {
weightArray[r][c] = weightArray[r][c] + 3000;
}
// 眠3连的一端被堵了
// "1-1-1-10"&"010" "0-1-1-10"&"010"
if ((countHL(r, c) + countHR(r, c) == "1-1-1-10010")
|| (countHL(r, c) + countHR(r, c) == "0101-1-1-10")
|| (countHL(r, c) + countHR(r, c) == "1-1-1-100")
|| (countHL(r, c) + countHR(r, c) == "01-1-1-10")
|| (countHL(r, c) + countHR(r, c) == "1-1-1-100110")
|| (countHL(r, c) + countHR(r, c) == "01101-1-1-10")) {
weightArray[r][c] = 1;
}
if ((countHT(r, c) + countHB(r, c) == "1-1-1-10010")
|| (countHT(r, c) + countHB(r, c) == "0101-1-1-10")
|| (countHT(r, c) + countHB(r, c) == "1-1-1-100")
|| (countHT(r, c) + countHB(r, c) == "01-1-1-10")
|| (countHT(r, c) + countHB(r, c) == "1-1-1-100110")
|| (countHT(r, c) + countHB(r, c) == "01101-1-1-10")) {
weightArray[r][c] = 1;
;
}
if ((countHZXS(r, c) + countHYXX(r, c) == "1-1-1-10010")
|| (countHZXS(r, c) + countHYXX(r, c) == "0101-1-1-10")
|| (countHZXS(r, c) + countHYXX(r, c) == "1-1-1-100")
|| (countHZXS(r, c) + countHYXX(r, c) == "01-1-1-10")
|| (countHZXS(r, c) + countHYXX(r, c) == "1-1-1-100110")
|| (countHZXS(r, c) + countHYXX(r, c) == "01101-1-1-10")) {
weightArray[r][c] = 1;
}
if ((countHYXS(r, c) + countHZXX(r, c) == "1-1-1-10010")
|| (countHYXS(r, c) + countHZXX(r, c) == "0101-1-1-10")
|| (countHYXS(r, c) + countHZXX(r, c) == "1-1-1-100")
|| (countHYXS(r, c) + countHZXX(r, c) == "01-1-1-10")
|| (countHYXS(r, c) + countHZXX(r, c) == "1-1-1-100110")
|| (countHYXS(r, c) + countHZXX(r, c) == "01101-1-1-10")) {
weightArray[r][c] = 1;
}
// 3连和1连在一条线上差一个棋位
if ((countHL(r, c) + countHR(r, c) == "0-1-1-100-10")
|| (countHL(r, c) + countHR(r, c) == "0-101-1-1-10")
|| (countHL(r, c) + countHR(r, c) == "01110010")
|| (countHL(r, c) + countHR(r, c) == "010-11110")
|| (countHL(r, c) + countHR(r, c) == "0-100-1-1-10")
|| (countHL(r, c) + countHR(r, c) == "1-1-1-100-10")
|| (countHL(r, c) + countHR(r, c) == "01001110")
|| (countHL(r, c) + countHR(r, c) == "-11110010")) {
weightArray[r][c] = weightArray[r][c] + 4000;
}
if ((countHT(r, c) + countHB(r, c) == "0-1-1-100-10")
|| (countHT(r, c) + countHB(r, c) == "0-101-1-1-10")
|| (countHT(r, c) + countHB(r, c) == "01110010")
|| (countHT(r, c) + countHB(r, c) == "010-11110")
|| (countHT(r, c) + countHB(r, c) == "0-100-1-1-10")
|| (countHT(r, c) + countHB(r, c) == "1-1-1-100-10")
|| (countHT(r, c) + countHB(r, c) == "01001110")
|| (countHT(r, c) + countHB(r, c) == "-11110010")) {
weightArray[r][c] = weightArray[r][c] + 4000;
}
if ((countHZXS(r, c) + countHYXX(r, c) == "0-1-1-100-10")
|| (countHZXS(r, c) + countHYXX(r, c) == "0-101-1-1-10")
|| (countHZXS(r, c) + countHYXX(r, c) == "01110010")
|| (countHZXS(r, c) + countHYXX(r, c) == "010-11110")
|| (countHZXS(r, c) + countHYXX(r, c) == "0-100-1-1-10")
|| (countHZXS(r, c) + countHYXX(r, c) == "1-1-1-100-10")
|| (countHZXS(r, c) + countHYXX(r, c) == "01001110")
|| (countHZXS(r, c) + countHYXX(r, c) == "-11110010")) {
weightArray[r][c] = weightArray[r][c] + 4000;
}
if ((countHYXS(r, c) + countHZXX(r, c) == "0-1-1-100-10")
|| (countHYXS(r, c) + countHZXX(r, c) == "0-101-1-1-10")
|| (countHYXS(r, c) + countHZXX(r, c) == "01110010")
|| (countHYXS(r, c) + countHZXX(r, c) == "010-11110")
|| (countHYXS(r, c) + countHZXX(r, c) == "0-100-1-1-10")
|| (countHYXS(r, c) + countHZXX(r, c) == "1-1-1-100-10")
|| (countHYXS(r, c) + countHZXX(r, c) == "01001110")
|| (countHYXS(r, c) + countHZXX(r, c) == "-11110010")) {
weightArray[r][c] = weightArray[r][c] + 4000;
}
}
}
}
}
// 水平向左统计的方法
public static String countHL(int r, int c) {
String code = "0";
int chess = 0;// 存储第一颗出现的棋子
// 循环遍历
for (int r1 = r - 1; r1 >= 0; r1--) {
if (array1[r1][c] == 0) {// 表示空位沒有棋子
if (r1 + 1 == r) {// 相邻
break;
} else {
code = array1[r1][c] + code;// 记录棋子相连情况
break;
}
} else {// 表示该位置有棋子
if (chess == 0) {// 第一次出现棋子
chess = array1[r1][c];// 记录棋子
code = array1[r1][c] + code;// 记录棋子相连情况
} else if (chess == array1[r1][c]) {
code = array1[r1][c] + code;// 记录棋子相连情况
} else {
code = array1[r1][c] + code;// 记录棋子相连情况
break;
}
}
}
return code;
}
// 水平向右统计的方法
public static String countHR(int r, int c) {
String code = "0";
int chess = 0;// 存储第一颗出现的棋子
// 循环遍历
for (int r1 = r + 1; r1 < coloum; r1++) {
if (array1[r1][c] == 0) {// 表示空位沒有棋子
if (r1 - 1 == r) {// 相邻
break;
} else {
code = array1[r1][c] + code;// 记录棋子相连情况
break;
}
} else {// 表示该位置有棋子
if (chess == 0) {// 第一次出现棋子
chess = array1[r1][c];// 记录棋子
code = array1[r1][c] + code;// 记录棋子相连情况
} else if (chess == array1[r1][c]) {
code = array1[r1][c] + code;// 记录棋子相连情况
} else {
code = array1[r1][c] + code;// 记录棋子相连情况
break;
}
}
}
return code;
}
// 竖直向上统计的方法
public static String countHT(int r, int c) {
String code = "0";
int chess = 0;// 存储第一颗出现的棋子
// 循环遍历
for (int c1 = c - 1; c1 >= 0; c1--) {
if (array1[r][c1] == 0) {// 表示空位沒有棋子
if (c1 + 1 == r) {// 相邻
break;
} else {
code = array1[r][c1] + code;// 记录棋子相连情况
break;
}
} else {// 表示该位置有棋子
if (chess == 0) {// 第一次出现棋子
chess = array1[r][c1];// 记录棋子
code = array1[r][c1] + code;// 记录棋子相连情况
} else if (chess == array1[r][c1]) {
code = array1[r][c1] + code;// 记录棋子相连情况
} else {
code = array1[r][c1] + code;// 记录棋子相连情况
break;
}
}
}
return code;
}
// 竖直向下统计的方法
public static String countHB(int r, int c) {
String code = "0";
int chess = 0;// 存储第一颗出现的棋子
// 循环遍历
for (int c1 = c + 1; c1 < row; c1++) {
if (array1[r][c1] == 0) {// 表示空位沒没有棋子
if (c1 - 1 == c) {// 相邻
break;
} else {
code = array1[r][c1] + code;// 记录棋子相连情况
break;
}
} else {// 表示该位置有棋子
if (chess == 0) {// 第一次出现棋子
chess = array1[r][c1];// 记录棋子
code = array1[r][c1] + code;// 记录棋子相连情况
} else if (chess == array1[r][c1]) {
code = array1[r][c1] + code;// 记录棋子相连情况
} else {
code = array1[r][c1] + code;// 记录棋子相连情况
break;
}
}
}
return code;
}
// 左斜向上统计的方法
public static String countHZXS(int r, int c) {
String code = "0";
int chess = 0;// 存储第一颗出现的棋子
// 循环遍历
for (int r1 = r - 1, c1 = c - 1; r1 >= 0 && c1 >= 0; r1--, c1--) {
if (array1[r1][c1] == 0) {// 表示空位沒有棋子
if (c1 + 1 == c && r1 + 1 == r) {// 相邻
break;
} else {
code = array1[r1][c1] + code;// 记录棋子相连情况
break;
}
} else {// 表示该位置有棋子
if (chess == 0) {// 第一次出现棋子
chess = array1[r1][c1];// 记录棋子
code = array1[r1][c1] + code;// 记录棋子相连情况
} else if (chess == array1[r1][c1]) {
code = array1[r1][c1] + code;// 记录棋子相连情况
} else {
code = array1[r1][c1] + code;// 记录棋子相连情况
break;
}
}
}
return code;
}
// 右斜向上统计的方法
public static String countHYXS(int r, int c) {
String code = "0";
int chess = 0;// 存储第一颗出现的棋子
// 循环遍历
for (int r1 = r + 1, c1 = c - 1; c1 >= 0 && r1 < coloum; r1++, c1--) {
if (array1[r1][c1] == 0) {// 表示空位沒有棋子
if (r1 - 1 == r && c1 + 1 == c) {// 相邻
break;
} else {
code = array1[r1][c1] + code;// 记录棋子相连情况
break;
}
} else {// 表示该位置有棋子
if (chess == 0) {// 第一次出现棋子
chess = array1[r1][c1];// 记录棋子
code = array1[r1][c1] + code;// 记录棋子相连情况
} else if (chess == array1[r1][c1]) {
code = array1[r1][c1] + code;// 记录棋子相连情况
} else {
code = array1[r1][c1] + code;// 记录棋子相连情况
break;
}
}
}
return code;
}
// 左斜向下统计的方法
public static String countHZXX(int r, int c) {
String code = "0";
int chess = 0;// 存储第一颗出现的棋子
// 循环遍历
for (int r1 = r - 1, c1 = c + 1; c1 < row && r1 >= 0; c1++, r1--) {
if (array1[r1][c1] == 0) {// 表示空位沒有棋子
if (c1 - 1 == c && r1 + 1 == r) {// 相邻
break;
} else {
code = array1[r1][c1] + code;// 记录棋子相连情况
break;
}
} else {// 表示该位置有棋子
if (chess == 0) {// 第一次出现棋子
chess = array1[r1][c1];// 记录棋子
code = array1[r1][c1] + code;// 记录棋子相连情况
} else if (chess == array1[r1][c1]) {
code = array1[r1][c1] + code;// 记录棋子相连情况
} else {
code = array1[r1][c1] + code;// 记录棋子相连情况
break;
}
}
}
return code;
}
// 右斜向下统计的方法
public static String countHYXX(int r, int c) {
String code = "0";
int chess = 0;// 存储第一颗出现的棋子
// 循环遍历
for (int r1 = r + 1, c1 = c + 1; r1 < coloum && c1 < row; r1++, c1++) {
if (array1[r1][c1] == 0) {// 表示空位沒有棋子
if (c1 - 1 == c && r1 - 1 == r) {// 相邻
break;
} else {
code = array1[r1][c1] + code;// 记录棋子相连情况
break;
}
} else {// 表示该位置有棋子
if (chess == 0) {// 第一次出现棋子
chess = array1[r1][c1];// 记录棋子
code = array1[r1][c1] + code;// 记录棋子相连情况
} else if (chess == array1[r1][c1]) {
code = array1[r1][c1] + code;// 记录棋子相连情况
} else {
code = array1[r1][c1] + code;// 记录棋子相连情况
break;
}
}
}
return code;
}
}
Chess.java
package com.sjsq;
import java.awt.Color;//设置棋子颜色和棋子的落子位置
public class Chess extends Object implements Gobang{
int coloum,row; //输入列数,行数
Color color; //棋盘颜色的设置
public Chess(int coloum,int row,Color color) {
this.coloum=coloum;
this.row=row;
this.color=color;
}
}
Gobang.java
package com.sjsq;
public interface Gobang { //接口 申明全局变量
public static final int size = 40; // 设置格子大小为40
public static final int X = 20, Y = 20; // 设置棋盘右上角的位置
public static final int coloum = 15; //设置行数
public static final int row = 15; //设置列数
public static final int[][] array1 = new int[coloum][row]; //记录棋子位置的数组
public static final int[][] weightArray = new int[coloum][row]; //记录棋盘每个位置的权值
public static final boolean flag[] = new boolean[2]; //记录选择的模式
public static final boolean co[] = new boolean[2]; //记录选择的棋色
}
GobangListener.java
package com.sjsq;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.util.Arrays;
import javax.swing.JOptionPane;
public class GobangListener extends MouseAdapter implements ActionListener,Gobang{
private GobangMain gm; // 棋盘面板对象
private Graphics g; // 画笔对象
boolean cco=true; //记录玩家下棋还是电脑下棋
boolean fff=true; //记录是否能悔棋
boolean ggg=true; //记录是否能认输
private MyArrayList
int coloum1,row1;
int xx,yy,max;
public GobangListener(GobangMain gm,MyArrayList
this.gm = gm;
this.array=array;
}
public void actionPerformed(ActionEvent e) {
if (e.getActionCommand().equals("悔棋")) {
if(flag[0]) { //人人对战悔棋
if(fff) {
if(array.getSize()>1) {
array1[coloum1][row1]=0;
Chess aaa=array.get(array.getSize()-2);
coloum1=aaa.coloum;
row1=aaa.row;
array.Delete();
cco=!cco;
gm.repaint();
}
}
}
if(flag[1]) { //人机对战悔棋
if(fff) {
if(cco) {
if(array.getSize()>2) {
array1[xx][yy]=0;
Chess aaa=array.get(array.getSize()-2);
coloum1=aaa.coloum;
row1=aaa.row;
array.Delete();
array1[coloum1][row1]=0;
Chess bbb=array.get(array.getSize()-2);
xx=bbb.coloum;
yy=bbb.row;
array.Delete();
gm.repaint();
}
}
}
}
}
if (e.getActionCommand().equals("认输")) {
if(ggg) {
if(flag[0]){
if(cco) {
JOptionPane.showMessageDialog(gm, "白棋获胜");
}else {
JOptionPane.showMessageDialog(gm, "黑棋获胜");
}
gm.removeMouseListener(this);
fff=false;
ggg=false;
}
if(flag[1]) {
if(co[0]) {
if(cco) {
JOptionPane.showMessageDialog(gm, "黑棋获胜");
}else {
JOptionPane.showMessageDialog(gm, "白棋获胜");
}
gm.removeMouseListener(this);
fff=false;
ggg=false;
}
if(co[1]) {
if(cco) {
JOptionPane.showMessageDialog(gm, "白棋获胜");
}else {
JOptionPane.showMessageDialog(gm, "黑棋获胜");
}
gm.removeMouseListener(this);
fff=false;
ggg=false;
array.Reset();
}
}
}
}
if (e.getActionCommand().equals("退出")) { //退出游戏
System.exit(0);
}
if (e.getActionCommand().equals("人人对战")) { //选择人人对战模式 flag[0]为true,flag[1]为false
flag[0]=true;
flag[1]=false;
for(int i=0;i Arrays.fill(array1[i], 0); } cco=true; fff=true; ggg=true; array.Reset(); gm.repaint(); } if (e.getActionCommand().equaFwJyuVls("人机对战")) { //选择人机对战模式 flag[0]为false,flag[1]为true flag[0]=false; flag[1]=true; for(int i=0;i Arrays.fill(array1[i], 0); } cco=true; fff=true; ggg=true; array.Reset(); gm.repaint(); } if (e.getActionCommand().equals("黑子(先手)")) { co[0]=false; co[1]=true; for(int i=0;i Arrays.fill(array1[i], 0); } cco=true; fff=true; ggg=true; array.Reset(); gm.repaint(); } if (e.getActionCommand().equals("白子(后手)")) { co[0]=true; co[1]=false; for(int i=0;i Arrays.fill(array1[i], 0); } cco=false; fff=true; ggg=true; array.Reset(); gm.repaint(); } if (e.getActionCommand().equals("开始新游戏")) { if(flag[1]) { if (co[1]){ for(int i=0;i Arrays.fill(array1[i], 0); } gm.addMouseListener(this); array.Reset(); gm.repaint(); } if(co[0]) { for(int i=0;i Arrays.fill(array1[i], 0); } // cco=false; gm.addMouseListener(this); array.Reset(); gm.repaint(); // g.setColor(Color.BLACK); // g.fillOval(X+8*size-size/2, Y+8*size-size/2, size, size); array1[7][7]=-1; //AI先手第一个子落点 Chess sh=new Chess(7,7,Color.BLACK); array.add(sh); cco=true; fff=true; ggg=true; } } if(flag[0]) { for(int i=0;i Arrays.fill(array1[i], 0); } cco=true; fff=true; ggg=true; gm.addMouseListener(this); array.Reset(); gm.repaint(); } } } public void mouseReleased(MouseEvent e) { //鼠标松开的时候进行的操作 if(flag[0]) { //选择人人对战模式进行的操作 if (g == null) g = gm.getGraphics(); int x = e.getX(); int y = e.getY(); coloum1 = (x-X+size/2)/size; row1 = (y-Y+size/2)/size; if(coloum1 if(array1[coloum1][row1]==0) { if(cco) { g.setColor(Color.BLACK); g.fillOval(X+coloum1*size-size/2, Y+row1*size-size/2, size, size); array1[coloum1][row1]=1; Chess sh=new Chess(coloum1,row1http://,Color.BLACK); array.add(sh); } else { g.setColor(Color.WHITE); g.fillOval(X+coloum1*size-size/2, Y+row1*size-size/2, size, size); array1[coloum1][row1]=-1; Chess sh=new Chess(coloum1,row1,Color.WHITE); array.add(sh); } Judge jd=new Judge(coloum1,row1); if(jd.judge()) { if(cco) { JOptionPane.showMessageDialog(gm, "黑棋获胜"); }else { JOptionPane.showMessageDialog(gm, "白棋获胜"); } gm.removeMouseListener(this); fff=false; ggg=false; array.Reset(); } cco=!cco; } } } if(flag[1]) { //选择人机对战进行的操作 if (g == null) g = gm.getGraphics(); if(co[1]) { if(cco) { //若cco为true,则人下棋 int x = e.getX(); int y = e.getY(); coloum1 = (x-X+size/2)/size; row1 = (y-Y+size/2)/size; if(coloum1 if(array1[coloum1][row1]==0) { g.setColor(Color.BLACK); g.fillOval(X+coloum1*size-size/2, Y+row1*size-size/2, size, size); array1[coloum1][row1]=1; Chess sh=new Chess(coloum1,row1,Color.BLACK); array.add(sh); Judge jd=new Judge(coloum1,row1); if(jd.judge()) { if(cco) { JOptionPane.showMessageDialog(gm, "黑棋获胜"); }else { JOptionPane.showMessageDialog(gm, "白棋获胜"); } gm.removeMouseListener(this); fff=false; ggg=false; array.Reset(); cco=!cco; } cco=!cco; } } } if(!cco) { //若cco为false,则机器下棋 AIX(); } } if(co[0]) { if(cco) { //若cco为true,则人下棋 int x = e.getX(); int y = e.getY(); coloum1 = (x-X+size/2)/size; row1 = (y-Y+size/2)/size; if(coloum1<coloum&&row1 if(array1[coloum1][row1]==0) { g.setColor(Color.WHITE); g.fillOval(X+coloum1*size-size/2, Y+row1*size-size/2, size, size); array1[coloum1][row1]=1; Chess sh=new Chess(coloum1,row1,Color.WHITE); array.add(sh); Judge jd=new Judge(coloum1,row1); if(jd.judge()) { if(cco) { JOptionPane.showMessageDialog(gm, "白棋获胜"); }else { JOptionPane.showMessageDialog(gm, "黑棋获胜"); } gm.removeMouseListener(this); fff=false; ggg=false; array.Reset(); cco=!cco; } cco=!cco; } } } if(!cco) { //若cco为false,则机器下棋 AIX(); } } } } //调用AI进行下棋 public void AIX() { if(co[1]) { for(int i=0;i for(int j=0;j weightArray[i][j]=0; } } max=-1; AI.Quan(); for(int i=0;i for(int j=0;j if(i<5&&j<5) { if(max<=weightArray[i][j]&&array1[i][j]==0) { max=weightArray[i][j]; xx=i;yy=j; } }else { if(max max=weightArray[i][j]; xx=i;yy=j; } } } } if(array1[xx][yy]==0) { g.setColor(Color.WHITE); g.fillOval(X+xx*size-size/2, Y+yy*size-size/2, size, size); array1[xx][yy]=-1; Chess sh=new Chess(xx,yy,Color.WHITE); array.add(sh); Judge jd=new Judge(xx,yy); if(jd.judge()) { if(cco) { JOptionPane.showMessageDialog(gm, "黑棋获胜"); }else { JOptionPane.showMessageDialog(gm, "白棋获胜"); } gm.removeMouseListener(this); //移除监听,这时将不能对棋盘进行操作 fff=false; //设置不能进行悔棋 ggg=false; //设置不能进行认输 array.Reset(); } cco=!cco; } } if(co[0]) { for(int i=0;i for(int j=0;j weightArray[i][j]=0; } } max=-1; AI.Quan(); for(int i=0;i for(int j=0;j if(i<5&&j<5) { if(max<=weightArray[i][j]&&array1[i][j]==0) { max=weightArray[i][j]; xx=i;yy=j; } }else { if(max max=weightArray[i][j]; xx=i;yy=j; } } } } if(array1[xx][yy]==0) { g.setColor(Color.BLACK); g.fillOval(X+xx*size-size/2, Y+yy*size-size/2, size, size); array1[xx][yy]=-1; Chess sh=new Chess(xx,yy,Color.BLACK); array.add(sh); Judge jd=new Judge(xx,yy); if(jd.judge()) { if(cco) { JOptionPane.showMessageDialog(gm, "白棋获胜"); }else { JOptionPane.showMessageDialog(gm, "黑棋获胜"); } gm.removeMouseListener(this); //移除监听,这时将不能对棋盘进行操作 fff=false; //设置不能进行悔棋 ggg=false; //设置不能进行认输 array.Reset(); } cco=!cco; } } } } 以上就是Java+Swing实现五子棋游戏的示例代码的详细内容,更多关于Java Swing五子棋的资料请关注我们其它相关文章!
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