Java实现五子棋(附详细源码)

网友投稿 435 2022-12-11


Java实现五子棋(附详细源码)

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

学习目的:熟悉java中swing类与java基础知识的巩固.(文末有源代码文件和打包的jar文件)

效果图:

思路:**1.首先构建一个Frame框架,来设置菜单选项与按钮点击事件。

MyFrame.java文件代码如下

package StartGame;

import javax.swing.ButtonGroup;

import javax.swing.Icon;

import javax.swing.JButton;

import javax.swing.JFrame;

import javax.swing.JMenu;

import javax.swing.JMenuBar;

import javax.swing.JMenuItem;

import javax.swing.JOptionPane;

import javax.swing.JRadioButtonMenuItem;

import java.awt.Color;

import java.awt.Component;

import java.awt.Container;

import java.awt.Graphics;

import java.awt.Toolkit;

import java.awt.event.ActionListener;

import java.awt.event.MouseEvent;

import java.awt.event.MouseListener;

//窗体框架类

public class MyFrame extends JFrame {

// static boolean canPlay1 = false;判断是否可以开始游戏

final MyPanel panel = new MyPanel();

public MyFrame() {

// 设置窗体的大小并居中

this.setSize(500, 600); // 设置窗体大小

this.setTitle("五子棋游戏"); // 设置窗体标题

int width = Toolkit.getDefaultToolkit().getScreenSize().width;// 获取屏幕的宽度

int height = Toolkit.getDefaultToolkit().getScreenSize().height;// 获取屏幕的高度

this.setLocation((width - 500) / 2, (height - 500) / 2); // 设置窗体的位置(居中)

this.setResizable(false); // 设置窗体不可以放大

// this.setLocationRelativeTo(null);//这句话也可以设置窗体居中

/*

* 菜单栏的目录设置

*/

// 设置菜单栏

JMenuBar bar = new JMenuBar();

this.setJMenuBar(bar);

// 添加菜单栏目录

JMenu menu1 = new JMenu("游戏菜单"); // 实例化菜单栏目录

JMenu menu2 = new JMenu("设置");

JMenu menu3 = new JMenu("帮助");

bar.add(menu1); // 将目录添加到菜单栏

bar.add(menu2);

bar.add(menu3);

JMenu menu4 = new JMenu("博弈模式"); // 将“模式”菜单添加到“设置”里面

menu2.add(menu4);

// JMenuItem item1=new JMenuItem("人人博弈");

// JMenuItem item2=new JMenuItem("人机博弈");

// 设置“”目录下面的子目录

JRadioButtonMenuItem item1 = new JRadioButtonMenuItem("人人博弈");

JRadioButtonMenuItem item2 = new JRadioButtonMenuItem("人机博弈");

// item1按钮添加时间并且为匿名类

item1.addMouseListener(new MouseListener() {

@Override

public void mouseReleased(MouseEvent e) {

// TODO Auto-generated method stub

}

@Override

public void mousePressed(MouseEvent e) {

// TODO Auto-generated method stub

Icon icon = new Icon() {

@Override

public void paintIcon(Component c, Graphics g, int x, int y) {

// TODO Auto-generated method stub

}

@Override

public int getIconWidth() {

// TODO Auto-generated method stub

return 0;

}

@Override

public int getIconHeight() {

// TODO Auto-generated method stub

return 0;

}

};

Object[] options = { "保存并重新开始游戏", "不,谢谢" };

int n = JOptionPane.showOptionDialog(null, "是否保存设置并重新开始", "人机博弈设置", 0, 1, icon, options, "保存并重新开始游戏");

if (n == 0) {

panel.setIsManAgainst(true);

panel.Start();

item1.setSelected(true);

}

}

@Override

public void mouseExited(MouseEvent e) {

// TODO Auto-generated method stub

}

@Override

public void mouseEntered(MouseEvent e) {

// TODO Auto-generated method stub

}

@Override

public void mouseClicked(MouseEvent e) {

// TODO Auto-generated method stub

}

});

// 设置item2按钮的事件监听事件,也就是设置人机博弈

item2.addMouseListener(new MouseListener() {

@Override

public void mouseReleased(MouseEvent e) {

// TODO Auto-generated method stub

}

@Override

public void mousePressed(MouseEvent e) {

// TODO Auto-generated method stub

Icon icon = new Icon() {

@Override

public void paintIcon(Component c, Graphics g, int x, int y) {

// TODO Auto-generated method stub

}

@Override

public int getIconWidth() {

// TODO Auto-generated method stub

return 0;

}

@Override

public int getIconHeight() {

// TODO Auto-generated method stub

return 0;

}

};

Object[] options = { "保存并重新开始游戏", "不,谢谢" };

int n = JOptionPane.showOptionDialog(null, "是否保存设置并重新开始", "人机博弈设置", 0, 1, icon, options, "保存并重新开始游戏");

if (n == 0) {

panel.setIsManAgainst(false);

panel.Start();

item2.setSelected(true);

}

}

@Override

public void mouseExited(MouseEvent e) {

// TODO Auto-generated method stub

}

@Override

public void mouseEntered(MouseEvent e) {

// TODO Auto-generated method stub

}

@Override

public void mouseClicked(http://MouseEvent e) {

// TODO Auto-generated method stub

}

});

// 设置按钮组并把人机博弈与人人博弈添加到一个按钮组里面

ButtonGroup bg = new ButtonGroup();

bg.add(item1);

bg.add(item2);

// 将按钮组添加到菜单里面

menu4.add(item1);

menu4.add(item2);

item2.setSelected(true);

// 先行设置

JMenu menu5 = new JMenu("先行设置"); // 将“先行设置”菜单添加到“设置”里面

menu2.add(menu5);

// 设置黑子先行还是白字先行的按钮

JRadioButtonMenuItem item3 = new JRadioButtonMenuItem("黑方先行");

JRadioButtonMenuItem item4 = new JRadioButtonMenuItem("白字先行");

// 设置item3的鼠标点击事件,设置黑方先行

item3.addMouseListener(new MouseListener() {

@Override

public void mouseReleased(MouseEvent e) {

// TODO Auto-generated method stub

}

@Override

public void mousePressed(MouseEvent e) {

// TODO Auto-generated method stub

Icon icon = new Icon() {

@Override

public void paintIcon(Component c, Graphics g, int x, int y) {

// TODO Auto-generated method stub

}

@Override

public int getIconWidth() {

// TODO Auto-generated method stub

return 0;

}

@Override

public int getIconHeight() {

// TODO Auto-generated method stub

return 0;

}

};

Object[] options = { "保存并重新开始游戏", "不,谢谢" };

int n = JOptionPane.showOptionDialog(null, "是否保存设置并重新开始", "人机博弈设置", 0, 1, icon, options, "保存并重新开始游戏");

if (n == 0) {

panel.setIsBlack(true);

panel.Start();

item3.setSelected(true);

}

}

@Override

public void mouseExited(MouseEvent e) {

// TODO Auto-generated method stub

}

@Override

public void mouseEntered(MouseEvent e) {

// TODO Auto-generated method stub

}

@Override

public void mouseClicked(MouseEvent e) {

// TODO Auto-generated method stub

}

});

// 设置item4的鼠标点击事件

item4.addMouseListener(new MouseListener() {

@Override

public void mouseReleased(MouseEvent e) {

// TODO Auto-generated method stub

}

@Override

public void mousePressed(MouseEvent e) {

// TODO Auto-generated method stub

Icon icon = new Icon() {

@Override

public void paintIcon(Component c, Graphics g, int x, int y) {

// TODO Auto-generated method stub

}

@Override

public int getIconWidth() {

// TODO Auto-generated method stub

return 0;

}

@Override

public int getIconHeight() {

// TODO Auto-generated method stub

return 0;

}

};

Object[] options = { "保存并重新开始游戏", "不,谢谢" };

int n = JOptionPane.showOptionDialog(null, "是否保存设置并重新开始", "人机博弈设置", 0, 1, icon, options, "保存并重新开始游戏");

if (n == 0) {

panel.setIsBlack(false);

panel.Start();

item4.setSelected(true);

}

}

@Override

public void mouseExited(MouseEvent e) {

// TODO Auto-generated method stub

}

@Override

public void mouseEntered(MouseEvent e) {

// TODO Auto-generated method stub

}

@Override

public void mouseClicked(MouseEvent e) {

// TODO Auto-generated method stub

}

});

// 设置按钮组并把人机博弈与人人博弈添加到一个按钮组里面

ButtonGroup bg1 = new ButtonGroup();

bg1.add(item3);

bg1.add(item4);

// 将按钮组添加到菜单里面

menu5.add(item3);

menu5.add(item4);

item3.setSelected(true);

// 设置“帮助”下面的子目录

JMenuItem menu6 = new JMenuItem("帮助");

menu3.add(menu6);

/*

* 菜单栏的目录设置完毕

*/

// 开始游戏菜单设置

JMenuItem menu7 = new JMenuItem("开始游戏");

menu1.add(menu7);

JMenuItem menu8 = new JMenuItem("重新开始");

menu1.add(menu8);

menu7.addMouseListener(new MouseListener() {

@Override

public void mouseReleased(MouseEvent e) {

// TODO Auto-generated method stub

}

@Override

public void mousePressed(MouseEvent e) {

// TODO Auto-generated method stub

panel.Start();

// panel.repaint();

}

@Override

public void mouseExited(MouseEvent e) {

// TODO Auto-generated method stub

}

@Override

public void mouseClicked(MouseEvent e) {

// TODO Auto-generated method stub

}

@Override

public void mouseEntered(MouseEvent e) {

// TODO Auto-generated method stub

}

});

menu8.addMouseListener(new MouseListener() {

@Override

public void mouseReleased(MouseEvent e) {

// TODO Auto-generated method stub

}

@Override

public void mousePressed(MouseEvent e) {

// TODO Auto-generated method stub

Icon icon = new Icon() {

@Override

public void paintIcon(Component c, Graphics g, int x, int y) {

// TODO Auto-generated method stub

}

@Override

public int getIconWidth() {

// TODO Auto-generated method stub

return 0;

}

@Override

public int getIconHeight() {

// TODO Auto-generated method stub

return 0;

}

};

Object[] options = { "重新开始游戏", "不,谢谢" };

int n = JOptionPane.showOptionDialog(null, "是否重新开始", "消息", 0, 1, icon, options, "保存并重新开始游戏");

if (n == 0) {

panel.Start();

}

// panel.repaint();

}

@Override

public void mouseExited(MouseEvent e) {

// TODO Auto-generated method stub

}

@Override

public void mouseClicked(MouseEvent e) {

// TODO Auto-generated method stub

}

@Override

public void mouseEntered(MouseEvent e) {

// TODO Auto-generated method stub

}

});

// 退出游戏选项设置

JMenuItem menu9 = new JMenuItem("退出游戏");

menu1.add(menu9);

menu9.addMouseListener(new MouseListener() {

@Override

public void mouseReleased(MouseEvent e) {

// TODO Auto-generated method stub

}

@Override

public void mousePressed(MouseEvent e) {

// TODO Auto-generated method stub

Icon icon = new Icon() {

@Override

public void paintIcon(Component c, Graphics g, int x, int y) {

// TODO Auto-generated method stub

}

@Override

public int getIconWidth() {

// TODO Auto-generated method stub

return 0;

}

@Override

public int getIconHeight() {

// TODO Auto-generated method stub

return 0;

}

};

Object[] options = { "退出游戏", "不,谢谢" };

int n = JOptionPane.showOptionDialog(null, "是否退出游戏", "消息", 0, 1, icon, options, "保存并重新开始游戏");

if (n == 0) {

System.exit(0);// 退出程序

}

// panel.repaint();

}

@Override

public void mouseExited(MouseEvent e) {

// TODO Auto-generated method stub

}

@Override

public void mouseClicked(MouseEvent e) {

// TODO Auto-generated method stub

}

@Override

public void mouseEntered(MouseEvent e) {

// TODO Auto-generated method stub

}

});

// 游戏难度设置

JRadioButtonMenuItem item5 = new JRadioButtonMenuItem("傻瓜");// 添加按钮

JRadioButtonMenuItem item6 = new JRadioButtonMenuItem("简单");

JRadioButtonMenuItem item7 = new JRadioButtonMenuItem("普通");

// JRadioButtonMenuItem item8= new JRadioButtonMenuItem("困难");

ButtonGroup bg3 = new ButtonGroup();// 设置按钮组

bg3.add(item5);

bg3.add(item6);

bg3.add(item7);

// bg3.add(item8);

JMenu menu10 = new JMenu("游戏难度设置");// 添加菜单到主菜单

menu2.add(menu10);

menu10.add(item5);// 添加选项到难度设置菜单

menu10.add(item6);

menu10.add(item7);

// menu2.add(item8);

item5.setSelected(true);// 默认选项按钮

// 傻瓜难度设置的鼠标点击事件

item5.addMouseListener(new MouseListener() {

@Override

public void mouseReleased(MouseEvent e) {

// TODO Auto-generated method stub

}

@Override

public void mousePressed(MouseEvent e) {

// TODO Auto-generated method stub

Icon icon = new Icon() {

@Override

public void paintIcon(Component c, Graphics g, int x, int y) {

// TODO Auto-generated method stub

}

@Override

public int getIconWidth() {

// TODO Auto-generated method stub

return 0;

}

@Override

public int getIconHeight() {

// TODO Auto-generated method stub

return 0;

}

};

Object[] options = { "保存并重新开始游戏", "不,谢谢" };

int n = JOptionPane.showOptionDialog(null, "是否保存设置并重新开始", "人机博弈设置", 0, 1, icon, options, "保存并重新开始游戏");

if (n == 0) {

panel.setGameDifficulty(0);

panel.Start();

item5.setSelected(true);

}

}

@Override

public void mouseExited(MouseEvent e) {

// TODO Auto-generated method stub

}

@Override

public void mouseEntered(MouseEvent e) {

// TODO Auto-generated method stub

}

@Override

public void mouseClicked(MouseEvent e) {

// TODO Auto-generated method stub

}

});

// 简单难度设置模式

item6.addMouseListener(new MouseListener() {

@Override

public void mouseReleased(MouseEvent e) {

// TODO Auto-generated method stub

}

@Override

public void mousePressed(MouseEvent e) {

// TODO Auto-generated method stub

Icon icon = new Icon() {

@Override

public void paintIcon(Component c, Graphics g, int x, int y) {

// TODO Auto-generated method stub

}

@Override

public int getIconWidth() {

// TODO Auto-generated method stub

return 0;

}

@Override

public int getIconHeight() {

// TODO Auto-generated method stub

return 0;

}

};

Objecthttp://[] options = { "保存并重新开始游戏", "不,谢谢" };

int n = JOptionPane.showOptionDialog(null, "是否保存设置并重新开始", "难度设置", 0, 1, icon, options, "保存并重新开始游戏");

if (n == 0) {

panel.setGameDifficulty(1);

panel.Start();

item6.setSelected(true);

}

}

@Override

public void mouseExited(MouseEvent e) {

// TODO Auto-generated method stub

}

@Override

public void mouseEntered(MouseEvent e) {

// TODO Auto-generated method stub

}

@Override

public void mouseClicked(MouseEvent e) {

// TODO Auto-generated method stub

}

});

// 普通难度设置

item7.addMouseListener(new MouseListener() {

@Override

public void mouseReleased(MouseEvent e) {

// TODO Auto-generated method stub

}

@Override

public void mousePressed(MouseEvent e) {

// TODO Auto-generated method stub

Icon icon = new Icon() {

@Override

public void paintIcon(Component c, Graphics g, int x, int y) {

// TODO Auto-generated method stub

}

@Override

public int getIconWidth() {

// TODO Auto-generated method stub

return 0;

}

@Override

public int getIconHeight() {

// TODO Auto-generated method stub

return 0;

}

};

Object[] options = { "保存并重新开始游戏", "不,谢谢" };

int n = JOptionPane.showOptionDialog(null, "是否保存设置并重新开始", "人机博弈设置", 0, 1, icon, options, "保存并重新开始游戏");

if (n == 0) {

panel.setGameDifficulty(2);

panel.Start();

item7.setSelected(true);

}

}

@Override

public void mouseExited(MouseEvent e) {

// TODO Auto-generated method stub

}

@Override

public void mouseEntered(MouseEvent e) {

// TODO Auto-generated method stub

}

@Override

public void mouseClicked(MouseEvent e) {

// TODO Auto-generated method stub

}

});

//游戏帮助提示信息

menu6.addMouseListener(new MouseListener() {

@Override

public void mouseReleased(MouseEvent e) {

// TODO Auto-generated method stub

}

@Override

public void mousePressed(MouseEvent e) {

// TODO Auto-generated method stub

Icon icon = new Icon() {

@Override

public void paintIcon(Component c, Graphics g, int x, int y) {

// TODO Auto-generated method stub

}

@Override

public int getIconWidth() {

// TODO Auto-generated method stub

return 0;

}

@Override

public int getIconHeight() {

// TODO Auto-generated method stub

return 0;

}

};

JOptionPane.showMessageDialog(null, "制作人员:韩红剑");

}

@Override

public void mouseExited(MouseEvent e) {

// TODO Auto-generated method stub

}

@Override

public void mouseEntered(MouseEvent e) {

// TODO Auto-generated method stub

}

@Override

public void mouseClicked(MouseEvent e) {

// TODO Auto-generated method stub

}

});

/*

* 窗口里面的容器设置

*/

Container con = this.getContentPane(); // 实例化一个容器父类

con.add(panel); // 将容器添加到父类

/*

* 窗口里面的容器设置完毕

*/

}

}

2.第二步,设置显示棋盘的容器,文件源代码为MyPanel.java

package StartGame;

import java.awt.Color;

import java.awt.Font;

import java.awt.Graphics;

import java.awt.Image;

import java.awt.Panel;

import java.awt.Toolkit;

import java.awt.event.MouseEvent;

import java.awt.event.MouseListener;

import java.awt.event.MouseMotionListener;

import java.awt.image.*;

import java.io.File;

import java.net.URL;

import java.util.Arrays;

import java.util.Random;

import javax.swing.ImageIcon;

import javax.swing.JOptionPane;

import javax.swing.JPanel;

//设置窗体里面的容器操作

public class MyPanel extends JPanel implements MouseListener, Runnable {

private static final Toolkit ResourceUtil = null;

public Image boardImg; // 定义背景图片

static int[][] allChess = new int[15][15]; // 棋盘数组

static int[][] temporaryChess = new int[15][15];

int x;// 保存棋子的横坐标

int y;// 保存棋子的纵坐标

Boolean canPlay = false; // 游戏是否继续,默认为继续

Boolean isBlack = true;// 是否是黑子,默认为黑子

Boolean isManAgainst = false; // 判断是否是人人对战

String message = "用户下棋";

Thread t = new Thread(this);

int maxTime = 120;

int blackTime = 120;

int whiGBofsNIlHmteTime = 120;

String blackMessage = "无限制";

String whiteMessage = "无限制";

static int gameDifficulty = 0;// 设置游戏难度,0为傻瓜模式,1为简单,2为普通,3为困难

// 获取isBlack的值

public boolean getIsBlack() {

return this.isBlack;

}

// 设置isBlack的值

public void setIsBlack(boolean isBlack) {

this.isBlack = isBlack;

}

// 获取isManAgainst的值

public boolean getIsManAgainst() {

return this.isManAgainst;

}

// 获取isManAgainst的值

public void setIsManAgainst(boolean isManAgainst) {

this.isManAgainst = isManAgainst;

}

// 获取isManAgainst的值

public int getGameDifficulty() {

return this.gameDifficulty;

}

// 设置setGameDifficulty的值

public void setGameDifficulty(int gameDifficulty) {

this.gameDifficulty = gameDifficulty;

}

// 构造函数

public MyPanel() {

boardImg = Toolkit.getDefaultToolkit().getImage("./src/StartGame/fiveCHessBourd.jpg");

this.repaint();

// 添加鼠标监视器

addMouseListener((MouseListener) this);

// addMouseMotionListener((MouseMotionListener) this);

// this.requestFocus();

t.start();

t.suspend();// 线程挂起

// t.resume();

}

// 数据初始化

@Override

public void paint(Graphics g) {

super.paint(g);

int imgWidth = boardImg.getWidth(this); // 获取图片的宽度

int imgHeight = boardImg.getHeight(this); // 获取图片的高度

int FWidth = getWidth();

int FHeight = getHeight();

String message; // 标记谁下棋

int x = (FWidth - imgWidth) / 2;

int y = (FHeight - imgHeight) / 2;

g.drawImage(boardImg, x, y, null); // 添加背景图片到容器里面

g.setFont(new Font("宋体", 0, 14));

g.drawString("黑方时间:" + blackTime, 30, 470);

g.drawString("白方时间:" + whiteTime, 260, 470);

// 绘制棋盘

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

g.drawLine(30, 30 + 30 * i, 450, 30 + 30 * i);

g.drawLine(30 + 30 * i, 30, 30 + 30 * i, 450);

}

// 绘制五个中心点

g.fillRect(240 - 5, 240 - 5, 10, 10); // 绘制最中心的正方形

g.fillRect(360 - 5, 360 - 5, 10, 10); // 绘制右下的正方形

g.fillRect(360 - 5, 120 - 5, 10, 10); // 绘制右上的正方形

g.fillRect(120 - 5, 360 - 5, 10, 10);// 绘制左下的正方形

g.fillRect(120 - 5, 120 - 5, 10, 10);// 绘制左上的正方形

// 定义棋盘数组

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

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

// if (allChess[i][j] == 1) {

// // 黑子

// int tempX = i * 30 + 30;

// int tempY = j * 30 + 30;

// g.fillOval(tempX - 7, tempY - 7, 14, 14);

// }

// if (allChess[i][j] == 2) {

// // 白子

// int tempX = i * 30 + 30;

// int tempY = j * 30 + 30;

// g.setColor(Color.WHITE);

// g.fillOval(tempX - 7, tempY - 7, 14, 14);

// g.setColor(Color.BLACK);

// g.drawOval(tempX - 7, tempY - 7, 14, 14);

// }

draw(g, i, j); // 调用下棋子函数

}

}

}

// 鼠标点击时发生的函数

@Override

public void mousePressed(MouseEvent e) {

// x = e.getX();// 获取鼠标点击坐标的横坐标

// y = e.getY();// 获取鼠标点击坐标的纵坐标

// if (x >= 29 && x <= 451 && y >= 29 && y <= 451) { // 鼠标点击在棋子框里面才有效

//

// }

if (canPlay == true) {// 判断是否可以开始游戏

x = e.getX(); // 获取鼠标的焦点

y = e.getY();

if (isManAgainst == true) {// 判断是否是人人对战

manToManChess();

} else { // 否则是人机对战,人机下棋

manToMachine();

}

}

}

// 判断是否输赢的函数

private boolean checkWin(int x, int y) {

// TODO Auto-generated method stub

boolean flag = false;

// 保存共有多少相同颜色棋子相连

int count = 1;

// 判断横向 特点:allChess[x][y]中y值相同

int color = allChess[x][y];

// 判断横向

count = this.checkCount(x, y, 1, 0, color);

if (count >= 5) {

flag = true;

} else {

// 判断纵向

count = this.checkCount(x, y, 0, 1, color);

if (count >= 5) {

flag = true;

} else {

// 判断右上左下

count = this.checkCount(x, y, 1, -1, color);

if (count >= 5) {

flag = true;

} else {

// 判断左下右上

count = this.checkCount(x, y, 1, 1, color);

if (count >= 5) {

flag = true;

}

}

}

}

return flag;

}

// 判断相同棋子连接的个数

private int checkCount(int x, int y, int xChange, int yChange, int color) {

// TODO Auto-generated method stub

int count = 1;

int tempX = xChange;

int tempY = yChange;

while (x + xChange >= 0 && x + xChange <= 14 && y + yChange >= 0 && y + yChange <= 14

&& color == allChess[x + xChange][y + yChange]) {

count++;

if (xChange != 0) {

xChange++;

}

if (yChange != 0) {

if (yChange > 0) {

yChange++;

} else {

yChange--;

}

}

}

xChange = tempX;

yChange = tempY;

while (x - xChange >= 0 && x - xChange <= 14 && y - yChange >= 0 && y - yChange <= 14

&& color == allChess[x - xChange][y - yChange]) {

count++;

if (xChange != 0) {

xChange++;

}

if (yChange != 0) {

if (yChange > 0) {

yChange++;

} else {

yChange--;

}

}

}

return count;

}

// 机器人判断黑棋相连的数量

private int checkCountMachine(int x, int y, int xChange, int yChange, int color) {

// TODO Auto-generated method stub

int count = 0;

int tempX = xChange;

int tempY = yChange;

while (x + xChange >= 0 && x + xChange <= 14 && y + yChange >= 0 && y + yChange <= 14

&& color == allChess[x + xChange][y + yChange]) {

count++;

if (xChange != 0) {

xChange++;

}

if (yChange != 0) {

if (yChange > 0) {

yChange++;

} else {

yChange--;

}

}

}

xChange = tempX;

yChange = tempY;

while (x - xChange >= 0 && x - xChange <= 14 && y - yChange >= 0 && y - yChange <= 14

&& color == allChess[x - xChange][y - yChange]) {

count++;

if (xChange != 0) {

xChange++;

}

if (yChange != 0) {

if (yChange > 0) {

yChange++;

} else {

yChange--;

}

}

}

return count;

}

public void paintConmponents(Graphics g) {

super.paintComponents(g);

}

// 绘制黑白棋子

public void draw(Graphics g, int i, int j) {

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

g.setColor(Color.black);// 黑色棋子

g.fillOval(30 * i + 30 - 7, 30 * j + 30 - 7, 14, 14);

g.drawString(message, 230, 20);

}

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

g.setColor(Color.white);// 白色棋子

g.fillOval(30 * i + 30 - 7, 30 * j + 30 - 7, 14, 14);

g.drawString(message, 230, 20);

}

}

@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

}

@Override

public void run() {

// TODO Auto-generated method stub

// 判断是否有时间限制

if (maxTime > 0) {

while (true) {

// System.out.println(canPlay + "11");

if (isManAgainst) {

if (isBlack) {

blackTime--;

if (blackTime == 0) {

JOptiGBofsNIlHmonPane.showMessageDialog(this, "黑方超时,游戏结束!");

}

} else {

whiteTime--;

if (whiteTime == 0) {

JOptionPane.showMessageDialog(this, "白方超时,游戏结束!");

}

}

} else {

// 监控黑子下棋的时间,也就是用户下棋的时间

blackTime--;

if (blackTime == 0) {

JOptionPane.showMessageDialog(this, "用户超时,游戏结束!");

}

// 不监控电脑白字下棋

}

blackMessage = blackTime / 3600 + ":" + (blackTime / 60 - blackTime / 3600 * 60) + ":"

+ (blackTime - blackTime / 60 * 60);

whiteMessage = whiteTime / 3600 + ":" + (whiteTime / 60 - whiteTime / 3600 * 60) + ":"

+ (whiteTime - whiteTime / 60 * 60);

this.repaint();

try {

Thread.sleep(1000);

} catch (InterruptedException e) {

e.printStackTrace();

}

}

}

}

// 点击开始游戏设置属性,游戏开始

public void Start() {

this.canPlay = true;

for (int i = 0; i < 14; i++) {

for (int j = 0; j < 14; j++) {

allChess[i][j] = 0;

}

}

if (canPlay == true) {

t.resume();

}

this.repaint();

JOptionPane.showMessageDialog(this, "游戏开始了,请开始下棋");

if (isBlack == false && isManAgainst == false) {

machineChess(gameDifficulty);

}

// 另一种方式 allChess=new int[19][19]

// message = "黑方先行";

//

// isBlack = true;

// blackTime = maxTime;

// whiteTime = maxTime;

// if (maxTime > 0) {

// blackMessage = maxTime / 3600 + ":" + (maxTime / 60 - maxTime / 3600

// * 60) + ":"

// + (maxTime - maxTime / 60 * 60);

// whiteMessage = maxTime / 3600 + ":" + (maxTime / 60 - maxTime / 3600

// * 60) + ":"

// + (maxTime - maxTime / 60 * 60);

// t.resume();

// } else {

// blackMessage = "无限制";

// whiteMessage = "无限制";

// }

// this.repaint();// 如果不重新调用,则界面不会刷新

}

// 人人对战下棋函数

public void manToManChess() {

if (x >= 29 && x <= 451 && y >= 29 && y <= 451) {

// System.out.println("在棋盘范围内:"+x+"--"+y);

x = (x + 15) / 30 - 1; // 是为了取得交叉点的坐标

y = (y + 15) / 30 - 1;

if (allChess[x][y] == 0) {

// 判断当前要下的是什么棋子

if (isBlack == true) {

allChess[x][y] = 1;

isBlack = false;

blackTime = 120;

message = "轮到白方";

} else {

allChess[x][y] = 2;

isBlack = true;

whiteTime = 120;

message = "轮到黑方";

}

}

// 判断这个棋子是否和其他棋子连成5个

boolean winFlag = this.checkWin(x, y);

this.repaint(); // 绘制棋子

if (winFlag == true) {

JOptionPane.showMessageDialog(this, "游戏结束," + (allChess[x][y] == 1 ? "黑方" : "白方") + "获胜!");

canPlay = false;

}

} else {

// JOptionPane.showMessageDialog(this,

// "当前位子已经有棋子,请重新落子!!!");

}

}

// 人机对战下棋函数

public void manToMachine() {

if (x >= 29 && x <= 451 && y >= 29 && y <= 451) {

// System.out.println("在棋盘范围内:"+x+"--"+y);

x = (x + 15) / 30 - 1; // 是为了取得交叉点的坐标

y = (y + 15) / 30 - 1;

if (allChess[x][y] == 0) {

// 判断当前要下的是什么棋子

if (isBlack == true) {

allChess[x][y] = 1;

this.repaint(); // 绘制棋子

machineChess(gameDifficulty);

isBlack = true;

blackTime = 120;

message = "用户下棋";

whiteTime = 120;

boolean winFlag = this.checkWin(x, y);

this.repaint(); // 绘制棋子

if (winFlag == true) {

JOptionPane.showMessageDialog(this, "游戏结束," + (allChess[x][y] == 1 ? "黑方" : "白方") + "获胜!");

canPlay = false;

}

} else {

allChess[x][y] = 1;

// allChess[x][y] = 2;

this.repaint();

isBlack = false;

whiteTime = 120;

blackTime = 120;

boolean winFlag = this.checkWin(x, y);

this.repaint(); // 绘制棋子

if (winFlag == true) {

JOptionPane.showMessageDialog(this, "游戏结束," + (allChess[x][y] == 1 ? "黑方" : "白方") + "获胜!");

canPlay = false;

}

machineChess(gameDifficulty);

}

}

// 判断这个棋子是否和其他棋子连成5个

// boolean winFlag = this.checkWin(x, y);

// this.repaint(); // 绘制棋子

//

// if (winFlag == true) {

// JOptionPane.showMessageDialog(this, "游戏结束," + (allChess[x][y] ==

// 1 ? "黑方" : "白方") + "获胜!");

// canPlay = false;

// }

}

}

// 机器人下棋算法

public void machineChess(int gameDifficulty) {

if (gameDifficulty == 0) {

int i, j;

boolean chessSucceed = true;// 下棋成功的标志

while (chessSucceed) {

i = (int) (Math.random() * 15);

j = (int) (Math.random() * 15);

if (allChess[i][j] == 0) {

allChess[i][j] = 2;

chessSucceed = false;

}

}

} else if (gameDifficulty == 1) {

int max = 0;

int m = 0, n = 0;

int figureSort[] = new int[4];// 对棋子的四个方向进行打分

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

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

if (allChess[i][j] == 0) {

figureSort[0] = checkCountMachine(i, j, 0, 1, 1);

figureSort[1] = checkCountMachine(i, j, 1, 0, 1);

figureSort[2] = checkCountMachine(i, j, 1, -1, 1);

figureSort[3] = checkCountMachine(i, j, 1, 1, 1);

sortFourFigure(figureSort);

temporaryChess[i][j] = figureSort[0] * 12 + figureSort[1] * 25 + figureSort[2] * 50// 算出空白棋子的最大分

+ figureSort[3] * 100;

}

// System.out.print(temporaryChess[i][j] + " ");

}

// System.out.print("\n");

}

// System.out.print("=============================\n");

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

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

if (temporaryChess[i][j] > max && allChess[i][j] != 2 && allChess[i][j] != 1) {

m = i;

n = j;

max = temporaryChess[i][j];

}

}

}

allChess[m][n] = 2;

} else if (gameDifficulty == 2) {

} else {

}

this.repaint();

}

// 对数组排序

public void sortFourFigure(int n[]) {

Arrays.sort(n);// 正序排序

}

}

3.最后设置整个游戏的入口主函数StartEntrance.java

package StartGame;

import javax.swing.JFrame;

public class StartEntrance {

//public static boolean canPlay =false;

public static void main(String[] args) {

// 实例化一个窗口

MyFrame myFrame = new MyFrame();

myFrame.setVisible(true); // 设置窗口为可见

myFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); // 设置窗口关闭操作属性

}

}

以上所有代码均调试通过,人机算法较为简单,可实现简单的防守功能。

java源代码:链接

打包的jar文件:链接


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