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Javaswing五子棋的实现方法

今天给大家介绍一下如何用Java swing实现五子棋的开发即用Java开发图形界面程序五子棋,代码由于太多,只贴部分,最下面会附上下载地址,废话不多说,下面我们先看一下运行结果: 

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Java swing五子棋的实现方法

接下来我们看代码:

首先是创建主frame框架界面:

package org.liky.game.frame;

import java.awt.Color;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.Toolkit;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;

import javax.imageio.ImageIO;
import javax.swing.JFrame;
import javax.swing.JOptionPane;

public class FiveChessFrame extends JFrame implements MouseListener, Runnable {

 // 取得屏幕的宽度
 int width = Toolkit.getDefaultToolkit().getScreenSize().width;
 // 取得屏幕的高度
 int height = Toolkit.getDefaultToolkit().getScreenSize().height;
 // 背景图片
 BufferedImage bgImage = null;
 // 保存棋子的坐标
 int x = 0;
 int y = 0;
 // 保存之前下过的全部棋子的坐标
 // 其中数据内容 0: 表示这个点并没有棋子, 1: 表示这个点是黑子, 2:表示这个点是白子
 int[][] allChess = new int[19][19];
 // 标识当前应该黑棋还是白棋下下一步
 boolean isBlack = true;
 // 标识当前游戏是否可以继续
 boolean canPlay = true;
 // 保存显示的提示信息
 String message = "黑方先行";
 // 保存最多拥有多少时间(秒)
 int maxTime = 0;
 // 做倒计时的线程类
 Thread t = new Thread(this);
 // 保存黑方与白方的剩余时间
 int blackTime = 0;
 int whiteTime = 0;
 // 保存双方剩余时间的显示信息
 String blackMessage = "无限制";
 String whiteMessage = "无限制";

 public FiveChessFrame() {
 // 设置标题
 this.setTitle("五子棋");
 // 设置窗体大小
 this.setSize(500, 500);
 // 设置窗体出现位置
 this.setLocation((width - 500) / 2, (height - 500) / 2);
 // 将窗体设置为大小不可改变
 this.setResizable(false);
 // 将窗体的关闭方式设置为默认关闭后程序结束
 this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
 // 为窗体加入监听器
 this.addMouseListener(this);
 // 将窗体显示出来
 this.setVisible(true);

 t.start();
 t.suspend();

 // 刷新屏幕,防止开始游戏时出现无法显示的情况.
 this.repaint();
 String imagePath = "" ;
 try {
  imagePath = System.getProperty("user.dir")+"/src/image/background.jpg" ;
  bgImage = ImageIO.read(new File(imagePath.replaceAll("\\\\", "/")));
 } catch (IOException e) {
  // TODO Auto-generated catch block
  e.printStackTrace();
 }
 }

 public void paint(Graphics g) {
 // 双缓冲技术防止屏幕闪烁
 BufferedImage bi = new BufferedImage(500, 500,
  BufferedImage.TYPE_INT_RGB);
 Graphics g2 = bi.createGraphics();
 g2.setColor(Color.BLACK);
 // 绘制背景
 g2.drawImage(bgImage, 1, 20, this);
 // 输出标题信息
 g2.setFont(new Font("黑体", Font.BOLD, 20));
 g2.drawString("游戏信息:" + message, 130, 60);
 // 输出时间信息
 g2.setFont(new Font("宋体", 0, 14));
 g2.drawString("黑方时间:" + blackMessage, 30, 470);
 g2.drawString("白方时间:" + whiteMessage, 260, 470);

 // 绘制棋盘
 for (int i = 0; i < 19; i++) {
  g2.drawLine(10, 70 + 20 * i, 370, 70 + 20 * i);
  g2.drawLine(10 + 20 * i, 70, 10 + 20 * i, 430);
 }

 // 标注点位
 g2.fillOval(68, 128, 4, 4);
 g2.fillOval(308, 128, 4, 4);
 g2.fillOval(308, 368, 4, 4);
 g2.fillOval(68, 368, 4, 4);
 g2.fillOval(308, 248, 4, 4);
 g2.fillOval(188, 128, 4, 4);
 g2.fillOval(68, 248, 4, 4);
 g2.fillOval(188, 368, 4, 4);
 g2.fillOval(188, 248, 4, 4);

 /*
  * //绘制棋子 x = (x - 10) / 20 * 20 + 10 ; y = (y - 70) / 20 * 20 + 70 ;
  * //黑子 g.fillOval(x - 7, y - 7, 14, 14); //白子 g.setColor(Color.WHITE) ;
  * g.fillOval(x - 7, y - 7, 14, 14); g.setColor(Color.BLACK) ;
  * g.drawOval(x - 7, y - 7, 14, 14);
  */

 // 绘制全部棋子
 for (int i = 0; i < 19; i++) {
  for (int j = 0; j < 19; j++) {
  if (allChess[i][j] == 1) {
   // 黑子
   int tempX = i * 20 + 10;
   int tempY = j * 20 + 70;
   g2.fillOval(tempX - 7, tempY - 7, 14, 14);
  }
  if (allChess[i][j] == 2) {
   // 白子
   int tempX = i * 20 + 10;
   int tempY = j * 20 + 70;
   g2.setColor(Color.WHITE);
   g2.fillOval(tempX - 7, tempY - 7, 14, 14);
   g2.setColor(Color.BLACK);
   g2.drawOval(tempX - 7, tempY - 7, 14, 14);
  }
  }
 }
 g.drawImage(bi, 0, 0, this);
 }

 public void mouseClicked(MouseEvent e) {
 // TODO Auto-generated method stub

 }

 public void mouseEntered(MouseEvent e) {
 // TODO Auto-generated method stub

 }

 public void mouseExited(MouseEvent e) {
 // TODO Auto-generated method stub

 }

 public void mousePressed(MouseEvent e) {
 // TODO Auto-generated method stub
 /*
  * System.out.println("X:"+e.getX()); System.out.println("Y:"+e.getY());
  */
 if (canPlay == true) {
  x = e.getX();
  y = e.getY();
  if (x >= 10 && x <= 370 && y >= 70 && y <= 430) {
  x = (x - 10) / 20;
  y = (y - 70) / 20;
  if (allChess[x][y] == 0) {
   // 判断当前要下的是什么颜色的棋子
   if (isBlack == true) {
   allChess[x][y] = 1;
   isBlack = false;
   message = "轮到白方";
   } else {
   allChess[x][y] = 2;
   isBlack = true;
   message = "轮到黑方";
   }
   // 判断这个棋子是否和其他的棋子连成5连,即判断游戏是否结束
   boolean winFlag = this.checkWin();
   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, "当前位置已经有棋子,请重新落子!");
  }
  this.repaint();
  }
 }
 /* System.out.println(e.getX() + " -- " + e.getY()); */
 // 点击 开始游戏 按钮
 if (e.getX() >= 400 && e.getX() <= 470 && e.getY() >= 70
  && e.getY() <= 100) {
  int result = JOptionPane.showConfirmDialog(this, "是否重新开始游戏?");
  if (result == 0) {
  // 现在重新开始游戏
  // 重新开始所要做的操作: 1)把棋盘清空,allChess这个数组中全部数据归0.
  // 2) 将 游戏信息: 的显示改回到开始位置
  // 3) 将下一步下棋的改为黑方
  for (int i = 0; i < 19; i++) {
   for (int j = 0; j < 19; j++) {
   allChess[i][j] = 0;
   }
  }
  // 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.canPlay = true; 
  this.repaint();

  }
 }
 // 点击 游戏设置 按钮
 if (e.getX() >= 400 && e.getX() <= 470 && e.getY() >= 120
  && e.getY() <= 150) {
  String input = JOptionPane
   .showInputDialog("请输入游戏的最大时间(单位:分钟),如果输入0,表示没有时间限制:");
  try {
  maxTime = Integer.parseInt(input) * 60;
  if (maxTime < 0) {
   JOptionPane.showMessageDialog(this, "请输入正确信息,不允许输入负数!");
  }
  if (maxTime == 0) {
   int result = JOptionPane.showConfirmDialog(this,
    "设置完成,是否重新开始游戏?");
   if (result == 0) {
   for (int i = 0; i < 19; i++) {
    for (int j = 0; j < 19; j++) {
    allChess[i][j] = 0;
    }
   }
   // 另一种方式 allChess = new int[19][19];
   message = "黑方先行";
   isBlack = true;
   blackTime = maxTime;
   whiteTime = maxTime;
   blackMessage = "无限制";
   whiteMessage = "无限制";
   this.canPlay = true; 
   this.repaint();
   }
  }
  if (maxTime > 0) {
   int result = JOptionPane.showConfirmDialog(this,
    "设置完成,是否重新开始游戏?");
   if (result == 0) {
   for (int i = 0; i < 19; i++) {
    for (int j = 0; j < 19; j++) {
    allChess[i][j] = 0;
    }
   }
   // 另一种方式 allChess = new int[19][19];
   message = "黑方先行";
   isBlack = true;
   blackTime = maxTime;
   whiteTime = maxTime;
   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();
   this.canPlay = true; 
   this.repaint();
   }
  }
  } catch (NumberFormatException e1) {
  // TODO Auto-generated catch block
  JOptionPane.showMessageDialog(this, "请正确输入信息!");
  }
 }
 // 点击 游戏说明 按钮
 if (e.getX() >= 400 && e.getX() <= 470 && e.getY() >= 170
  && e.getY() <= 200) {
  JOptionPane.showMessageDialog(this,
   "这个一个五子棋游戏程序,黑白双方轮流下棋,当某一方连到五子时,游戏结束。");
 }
 // 点击 认输 按钮
 if (e.getX() >= 400 && e.getX() <= 470 && e.getY() >= 270
  && e.getY() <= 300) {
  int result = JOptionPane.showConfirmDialog(this, "是否确认认输?");
  if (result == 0) {
  if (isBlack) {
   JOptionPane.showMessageDialog(this, "黑方已经认输,游戏结束!");
  } else {
   JOptionPane.showMessageDialog(this, "白方已经认输,游戏结束!");
  }
  canPlay = false;
  }
 }
 // 点击 关于 按钮
 if (e.getX() >= 400 && e.getX() <= 470 && e.getY() >= 320
  && e.getY() <= 350) {
  JOptionPane.showMessageDialog(this,
   "本游戏由MLDN制作,有相关问题可以访问www.mldn.cn");
 }
 // 点击 退出 按钮
 if (e.getX() >= 400 && e.getX() <= 470 && e.getY() >= 370
  && e.getY() <= 400) {
  JOptionPane.showMessageDialog(this, "游戏结束");
  System.exit(0);
 }
 }

 public void mouseReleased(MouseEvent e) {
 // TODO Auto-generated method stub

 }

 private boolean checkWin() {
 boolean flag = false;
 // 保存共有相同颜色多少棋子相连
 int count = 1;
 // 判断横向是否有5个棋子相连,特点 纵坐标 是相同, 即allChess[x][y]中y值是相同
 int color = allChess[x][y];
 /*
  * if (color == allChess[x+1][y]) { count++; if (color ==
  * allChess[x+2][y]) { count++; if (color == allChess[x+3][y]) {
  * count++; } } }
  */
 // 通过循环来做棋子相连的判断
 /*
  * int i = 1; while (color == allChess[x + i][y + 0]) { count++; i++; }
  * i = 1; while (color == allChess[x - i][y - 0]) { count++; i++; } if
  * (count >= 5) { flag = true; } // 纵向的判断 int i2 = 1 ; int count2 = 1 ;
  * while (color == allChess[x + 0][y + i2]) { count2++; i2++; } i2 = 1;
  * while (color == allChess[x - 0][y - i2]) { count2++; i2++; } if
  * (count2 >= 5) { flag = true ; } // 斜方向的判断(右上 + 左下) int i3 = 1 ; int
  * count3 = 1 ; while (color == allChess[x + i3][y - i3]) { count3++;
  * i3++; } i3 = 1; while (color == allChess[x - i3][y + i3]) { count3++;
  * i3++; } if (count3 >= 5) { flag = true ; } // 斜方向的判断(右下 + 左上) int i4 =
  * 1 ; int count4 = 1 ; while (color == allChess[x + i4][y + i4]) {
  * count4++; i4++; } i4 = 1; while (color == allChess[x - i4][y - i4]) {
  * count4++; i4++; } if (count4 >= 5) { flag = true ; }
  */

 // 判断横向
 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;
 }

 // 判断棋子连接的数量
 private int checkCount(int xChange, int yChange, int color) {
 int count = 1;
 int tempX = xChange;
 int tempY = yChange;
 while (x + xChange >= 0 && x + xChange <= 18 && y + yChange >= 0
  && y + yChange <= 18
  && 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 <= 18 && y - yChange >= 0
  && y - yChange <= 18
  && color == allChess[x - xChange][y - yChange]) {
  count++;
  if (xChange != 0)
  xChange++;
  if (yChange != 0) {
  if (yChange > 0)
   yChange++;
  else {
   yChange--;
  }
  }
 }
 return count;
 }

 public void run() {
 // TODO Auto-generated method stub
 // 判断是否有时间限制
 if (maxTime > 0) {
  while (true) {
  if (isBlack) {
   blackTime--;
   if (blackTime == 0) {
   JOptionPane.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!");
   }
  }
  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) {
   // TODO Auto-generated catch block
   e.printStackTrace();
  }
  System.out.println(blackTime + " -- " + whiteTime);
  }
 }
 }

}

然后再创建子框架界面:

package org.liky.game.frame;

import java.awt.Color;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.Toolkit;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;

import javax.imageio.ImageIO;
import javax.swing.JFrame;

public class MyChessFrame extends JFrame implements MouseListener {
 public MyChessFrame() {
 this.setTitle("五子");
 this.setSize(1000, 700);
 this.setResizable(false) ;
 this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
 int width = Toolkit.getDefaultToolkit().getScreenSize().width;
 int height = Toolkit.getDefaultToolkit().getScreenSize().height;
 /*System.out.println("宽度为: "+width);
 System.out.println("高度为: "+height);*/
 this.setLocation((width - 200)/2, (height-100)/2);
 
 this.addMouseListener(this);
 
 this.setVisible(true);
 }
 
 public void paint(Graphics g) {
 /*g.drawString("五子棋游戏", 20, 40);*/
 /*g.drawOval(20, 40, 40, 40);*/
 /*g.fillOval(20, 40, 40, 40);*/
 /*g.drawLine(20, 40, 80, 40);*/
 /* g.drawRect(20, 40, 40, 20);
 g.fillRect(80, 40, 40, 20);*/
 BufferedImage image = null;
 try {
  image = ImageIO.read(new File("E:/image/MLDN文字01.jpg"));
 } catch (IOException e) {
  // TODO Auto-generated catch block
  e.printStackTrace();
 }
 g.drawImage(image,0,0,this);
 g.drawOval(20, 40, 40, 40);
 g.setColor(Color.BLUE);
 g.fillRect(80, 40, 40, 20);
 g.setFont(new Font("宋体",40,40)); 
 g.drawString("五子棋游戏", 20, 100);
 }

 public void mouseClicked(MouseEvent arg0) {
 // TODO Auto-generated method stub
 
 }

 public void mouseEntered(MouseEvent arg0) {
 // TODO Auto-generated method stub
 
 }

 public void mouseExited(MouseEvent arg0) {
 // TODO Auto-generated method stub
 
 }

 public void mousePressed(MouseEvent arg0) {
 // TODO Auto-generated method stub
 
 }

 public void mouseReleased(MouseEvent arg0) {
 // TODO Auto-generated method stub
 
 }
 

}


以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持创新互联。


标题名称:Javaswing五子棋的实现方法
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