java编程

Java编程:五子棋游戏源代码

import java.awt.*;                                                     

import java.awt.event.*;

import java.applet.*;

import javax.swing.*;

import java.io.PrintStream;

import javax.swing.JComponent;

import javax.swing.JPanel;

 

/*

*main方法创建了ChessFrame类的一个实例对象(cf),

*并启动屏幕显示显示该实例对象。

**/

public class FiveChessAppletDemo {

public static void main(String args[]){

   ChessFrame cf = new ChessFrame();

   cf.show();

}

}

 

/*

*类ChessFrame主要功能是创建五子棋游戏主窗体和菜单

**/

class ChessFrame extends JFrame implements ActionListener {

private String[] strsize={"20x15","30x20","40x30"};

private String[] strmode={"人机对弈","人人对弈"};

public static boolean iscomputer=true,checkcomputer=true;

private int width,height;

private ChessModel cm;

private MainPanel mp;

 

//构造五子棋游戏的主窗体

public ChessFrame() {

   this.setTitle("五子棋游戏");

   cm=new ChessModel(1);

   mp=new MainPanel(cm);

   Container con=this.getContentPane();

   con.add(mp,"Center");

   this.setResizable(false);

   this.addWindowListener(new ChessWindowEvent());

   MapSize(20,15);

   JMenuBar mbar = new JMenuBar();

   this.setJMenuBar(mbar);

   JMenu gameMenu = new JMenu("游戏");

   mbar.add(makeMenu(gameMenu, new Object[] {

    "开局", "棋盘","模式", null, "退出"

    }, this));

   JMenu lookMenu =new JMenu("视图");

   mbar.add(makeMenu(lookMenu,new Object[] {

    "Metal","Motif","Windows"

    },this));

   JMenu helpMenu = new JMenu("帮助");

   mbar.add(makeMenu(helpMenu, new Object[] {

    "关于"

   }, this));

}

 

//构造五子棋游戏的主菜单

public JMenu makeMenu(Object parent, Object items[], Object target){

   JMenu m = null;

   if(parent instanceof JMenu)

    m = (JMenu)parent;

   else if(parent instanceof String)

    m = new JMenu((String)parent);

   else

    return null;

   for(int i = 0; i < items.length; i++)

    if(items[i] == null)

     m.addSeparator();

    else if(items[i] == "棋盘"){

     JMenu jm = new JMenu("棋盘");

     ButtonGroup group=new ButtonGroup();

     JRadioButtonMenuItem rmenu;

     for (int j=0;j<strsize.length;j++){

      rmenu=makeRadioButtonMenuItem(strsize[j],target);

      if (j==0)

       rmenu.setSelected(true);

      jm.add(rmenu);

      group.add(rmenu);

     }

     m.add(jm);

    }else if(items[i] == "模式"){

     JMenu jm = new JMenu("模式");

     ButtonGroup group=new ButtonGroup();

     JRadioButtonMenuItem rmenu;

     for (int h=0;h<strmode.length;h++){

      rmenu=makeRadioButtonMenuItem(strmode[h],target);

      if(h==0)

       rmenu.setSelected(true);

      jm.add(rmenu);

      group.add(rmenu);

     }

     m.add(jm);

    }else

     m.add(makeMenuItem(items[i], target));

   return m;

}

 

//构造五子棋游戏的菜单项

public JMenuItem makeMenuItem(Object item, Object target){

   JMenuItem r = null;

   if(item instanceof String)

    r = new JMenuItem((String)item);

   else if(item instanceof JMenuItem)

    r = (JMenuItem)item;

   else

    return null;

   if(target instanceof ActionListener)

    r.addActionListener((ActionListener)target);

   return r;

}

 

//构造五子棋游戏的单选按钮式菜单项

public JRadioButtonMenuItem makeRadioButtonMenuItem(

    Object item, Object target){

    JRadioButtonMenuItem r = null;

    if(item instanceof String)

       r = new JRadioButtonMenuItem((String)item);

    else if(item instanceof JRadioButtonMenuItem)

       r = (JRadioButtonMenuItem)item;

    else

       return null;

    if(target instanceof ActionListener)

       r.addActionListener((ActionListener)target);

    return r;

    }

   

    public void MapSize(int w,int h){

    setSize(w * 20+50 , h * 20+100 );

    if(this.checkcomputer)

       this.iscomputer=true;

    else

       this.iscomputer=false;

    mp.setModel(cm);

    mp.repaint();

    }

   

    public boolean getiscomputer(){

    return this.iscomputer;

    }

   

    public void restart(){

    int modeChess = cm.getModeChess();

    if(modeChess <= 3 && modeChess >= 1){

       cm = new ChessModel(modeChess);

       MapSize(cm.getWidth(),cm.getHeight());

    }else{

       System.out.println("\u81EA\u5B9A\u4E49");

    }

    }

   

    public void actionPerformed(ActionEvent e){

    String arg=e.getActionCommand();

    try{

       if (arg.equals("Windows"))

        UIManager.setLookAndFeel(

         "com.sun.java.swing.plaf.windows.WindowsLookAndFeel");

       else if(arg.equals("Motif"))

     UIManager.setLookAndFeel(

      "com.sun.java.swing.plaf.motif.MotifLookAndFeel");

    else

     UIManager.setLookAndFeel(

      "javax.swing.plaf.metal.MetalLookAndFeel" );

    SwingUtilities.updateComponentTreeUI(this);

   }catch(Exception ee){}

   if(arg.equals("20x15")){

    this.width=20;

    this.height=15;

    cm=new ChessModel(1);

    MapSize(this.width,this.height);

    SwingUtilities.updateComponentTreeUI(this);

   }

   if(arg.equals("30x20")){

    this.width=30;

    this.height=20;

    cm=new ChessModel(2);

    MapSize(this.width,this.height);

    SwingUtilities.updateComponentTreeUI(this);

   }

   if(arg.equals("40x30")){

    this.width=40;

    this.height=30;

    cm=new ChessModel(3);

    MapSize(this.width,this.height);

    SwingUtilities.updateComponentTreeUI(this);

   }

   if(arg.equals("人机对弈")){

    this.checkcomputer=true;

    this.iscomputer=true;

    cm=new ChessModel(cm.getModeChess());

    MapSize(cm.getWidth(),cm.getHeight());

    SwingUtilities.updateComponentTreeUI(this);

   }

   if(arg.equals("人人对弈")){

    this.checkcomputer=false;

    this.iscomputer=false;

    cm=new ChessModel(cm.getModeChess());

    MapSize(cm.getWidth(),cm.getHeight());

    SwingUtilities.updateComponentTreeUI(this);

   }

   if(arg.equals("开局")){

    restart();

   }

   if(arg.equals("关于"))

    JOptionPane.showMessageDialog(this, "五子棋游戏测试版本", "关于", 0);

   if(arg.equals("退出"))

    System.exit(0);

}

}

 

/*

*类ChessModel实现了整个五子棋程序算法的核心

*/

class ChessModel {

//棋盘的宽度、高度、棋盘的模式(如20×15)

private int width,height,modeChess;

//棋盘方格的横向、纵向坐标

private int x=0,y=0;

//棋盘方格的横向、纵向坐标所对应的棋子颜色,

//数组arrMapShow只有3个值:1,2,3,-5,

//其中1代表该棋盘方格上下的棋子为黑子,

//2代表该棋盘方格上下的棋子为白子,

//3代表为该棋盘方格上没有棋子,

//-5代表该棋盘方格不能够下棋子

private int[][] arrMapShow;

//交换棋手的标识,棋盘方格上是否有棋子的标识符

private boolean isOdd,isExist;

 

public ChessModel() {}

 

//该构造方法根据不同的棋盘模式(modeChess)来构建对应大小的棋盘

public ChessModel(int modeChess){

   this.isOdd=true;

   if(modeChess == 1){

    PanelInit(20, 15, modeChess);

   }

   if(modeChess == 2){

    PanelInit(30, 20, modeChess);

   }

   if(modeChess == 3){

    PanelInit(40, 30, modeChess);

   }

}

 

//按照棋盘模式构建棋盘大小

private void PanelInit(int width, int height, int modeChess){

   this.width = width;

   this.height = height;

   this.modeChess = modeChess;

   arrMapShow = new int[width+1][height+1];

   for(int i = 0; i <= width; i++){

    for(int j = 0; j <= height; j++){

     arrMapShow[i][j] = -5;

    }

   }

}

 

//获取是否交换棋手的标识符

public boolean getIsOdd(){

   return this.isOdd;

}

 

//设置交换棋手的标识符

public void setisOdd(boolean isodd){

   if(isodd)

    this.isOdd=true;

   else

    this.isOdd=false;

}

 

//获取某棋盘方格是否有棋子的标识值

public boolean getisExist(){

   return this.isExist;

}

 

//获取棋盘宽度

public int getWidth(){

   return this.width;

}

 

//获取棋盘高度

public int getHeight(){

   return this.height;

}

 

//获取棋盘模式

public int getModeChess(){

   return this.modeChess;

}

 

//获取棋盘方格上棋子的信息

public int[][] getarrMapShow(){

   return arrMapShow;

}

 

//判断下子的横向、纵向坐标是否越界

private boolean badxy(int x, int y){

   if(x >= width+20 || x < 0)

    return true;

   return y >= height+20 || y < 0;

}

 

//计算棋盘上某一方格上八个方向棋子的最大值,

//这八个方向分别是:左、右、上、下、左上、左下、右上、右下

public boolean chessExist(int i,int j){

   if(this.arrMapShow[i][j]==1 || this.arrMapShow[i][j]==2)

    return true;

   return false;

}

 

//判断该坐标位置是否可下棋子

public void readyplay(int x,int y){

   if(badxy(x,y))

    return;

   if (chessExist(x,y))

    return;

   this.arrMapShow[x][y]=3;

}

 

//在该坐标位置下棋子

public void play(int x,int y){

   if(badxy(x,y))

    return;

   if(chessExist(x,y)){

    this.isExist=true;

    return;

   }else

    this.isExist=false;

   if(getIsOdd()){

    setisOdd(false);

   this.arrMapShow[x][y]=1;

   }else{

    setisOdd(true);

    this.arrMapShow[x][y]=2;

   }

}

 

//计算机走棋

/*

*说明:用穷举法判断每一个坐标点的四个方向的的最大棋子数,

*最后得出棋子数最大值的坐标,下子

**/

public void computerDo(int width,int height){

   int max_black,max_white,max_temp,max=0;

   setisOdd(true);

   System.out.println("计算机走棋 ...");

   for(int i = 0; i <= width; i++){

    for(int j = 0; j <= height; j++){

     if(!chessExist(i,j)){//算法判断是否下子

      max_white=checkMax(i,j,2);//判断白子的最大值

      max_black=checkMax(i,j,1);//判断黑子的最大值

      max_temp=Math.max(max_white,max_black);

      if(max_temp>max){

       max=max_temp;

       this.x=i;

       this.y=j;

      }

     }

    }

   }

   setX(this.x);

   setY(this.y);

   this.arrMapShow[this.x][this.y]=2;

}

 

//记录电脑下子后的横向坐标

public void setX(int x){

   this.x=x;

}

 

//记录电脑下子后的纵向坐标

public void setY(int y){

   this.y=y;

}

 

//获取电脑下子的横向坐标

public int getX(){

   return this.x;

}

 

//获取电脑下子的纵向坐标

public int getY(){

   return this.y;

}

 

//计算棋盘上某一方格上八个方向棋子的最大值,

//这八个方向分别是:左、右、上、下、左上、左下、右上、右下

public int checkMax(int x, int y,int black_or_white){

   int num=0,max_num,max_temp=0;

   int x_temp=x,y_temp=y;

   int x_temp1=x_temp,y_temp1=y_temp;

   //judge right

   for(int i=1;i<5;i++){

    x_temp1+=1;

    if(x_temp1>this.width)

     break;

    if(this.arrMapShow[x_temp1][y_temp1]==black_or_white)

     num++;

    else

     break;

   }

   //judge left

   x_temp1=x_temp;

   for(int i=1;i<5;i++){

    x_temp1-=1;

    if(x_temp1<0)

     break;

    if(this.arrMapShow[x_temp1][y_temp1]==black_or_white)

     num++;

    else

     break;

   }

   if(num<5)

    max_temp=num;

 

   //judge up

   x_temp1=x_temp;

   y_temp1=y_temp;

   num=0;

   for(int i=1;i<5;i++){

    y_temp1-=1;

    if(y_temp1<0)

     break;

    if(this.arrMapShow[x_temp1][y_temp1]==black_or_white)

     num++;

    else

     break;

   }

   //judge down

   y_temp1=y_temp;

   for(int i=1;i<5;i++){

    y_temp1+=1;

    if(y_temp1>this.height)

     break;

    if(this.arrMapShow[x_temp1][y_temp1]==black_or_white)

     num++;

    else

     break;

   }

   if(num>max_temp&&num<5)

    max_temp=num;

 

   //judge left_up

   x_temp1=x_temp;

   y_temp1=y_temp;

   num=0;

   for(int i=1;i<5;i++){

    x_temp1-=1;

    y_temp1-=1;

    if(y_temp1<0 || x_temp1<0)

     break;

    if(this.arrMapShow[x_temp1][y_temp1]==black_or_white)

     num++;

    else

     break;

   }

   //judge right_down

   x_temp1=x_temp;

   y_temp1=y_temp;

   for(int i=1;i<5;i++){

    x_temp1+=1;

    y_temp1+=1;

    if(y_temp1>this.height || x_temp1>this.width)

     break;

    if(this.arrMapShow[x_temp1][y_temp1]==black_or_white)

     num++;

    else

     break;

   }

   if(num>max_temp&&num<5)

    max_temp=num;

 

   //judge right_up

   x_temp1=x_temp;

   y_temp1=y_temp;

   num=0;

   for(int i=1;i<5;i++){

    x_temp1+=1;

    y_temp1-=1;

    if(y_temp1<0 || x_temp1>this.width)

     break;

    if(this.arrMapShow[x_temp1][y_temp1]==black_or_white)

     num++;

    else

     break;

   }

   //judge left_down

   x_temp1=x_temp;

   y_temp1=y_temp;

   for(int i=1;i<5;i++){

    x_temp1-=1;

    y_temp1+=1;

    if(y_temp1>this.height || x_temp1<0)

     break;

    if(this.arrMapShow[x_temp1][y_temp1]==black_or_white)

     num++;

    else

     break;

   }

   if(num>max_temp&&num<5)

    max_temp=num;

   max_num=max_temp;

   return max_num;

}

 

//判断胜负

public boolean judgeSuccess(int x,int y,boolean isodd){

   int num=1;

   int arrvalue;

   int x_temp=x,y_temp=y;

   if(isodd)

    arrvalue=2;

   else

    arrvalue=1;

   int x_temp1=x_temp,y_temp1=y_temp;

   //判断右边

   for(int i=1;i<6;i++){

    x_temp1+=1;

    if(x_temp1>this.width)

     break;

    if(this.arrMapShow[x_temp1][y_temp1]==arrvalue)

     num++;

    else

     break;

   }

   //判断左边

   x_temp1=x_temp;

   for(int i=1;i<6;i++){

    x_temp1-=1;

    if(x_temp1<0)

     break;

    if(this.arrMapShow[x_temp1][y_temp1]==arrvalue)

     num++;

    else

     break;

   }

   if(num==5)

    return true;

 

   //判断上方

   x_temp1=x_temp;

   y_temp1=y_temp;

   num=1;

   for(int i=1;i<6;i++){

    y_temp1-=1;

    if(y_temp1<0)

     break;

    if(this.arrMapShow[x_temp1][y_temp1]==arrvalue)

     num++;

    else

     break;

   }

   //判断下方

   y_temp1=y_temp;

   for(int i=1;i<6;i++){

    y_temp1+=1;

    if(y_temp1>this.height)

     break;

    if(this.arrMapShow[x_temp1][y_temp1]==arrvalue)

     num++;

    else

     break;

   }

   if(num==5)

    return true;

 

   //判断左上

   x_temp1=x_temp;

   y_temp1=y_temp;

   num=1;

   for(int i=1;i<6;i++){

    x_temp1-=1;

    y_temp1-=1;

    if(y_temp1<0 || x_temp1<0)

     break;

    if(this.arrMapShow[x_temp1][y_temp1]==arrvalue)

     num++;

    else

     break;

   }

   //判断右下

   x_temp1=x_temp;

   y_temp1=y_temp;

   for(int i=1;i<6;i++){

   x_temp1+=1;

   y_temp1+=1;

   if(y_temp1>this.height || x_temp1>this.width)

    break;

    if(this.arrMapShow[x_temp1][y_temp1]==arrvalue)

     num++;

    else

     break;

   }

   if(num==5)

    return true;

 

   //判断右上

   x_temp1=x_temp;

   y_temp1=y_temp;

   num=1;

   for(int i=1;i<6;i++){

    x_temp1+=1;

    y_temp1-=1;

    if(y_temp1<0 || x_temp1>this.width)

     break;

    if(this.arrMapShow[x_temp1][y_temp1]==arrvalue)

     num++;

    else

     break;

   }

   //判断左下

   x_temp1=x_temp;

   y_temp1=y_temp;

   for(int i=1;i<6;i++){

    x_temp1-=1;

    y_temp1+=1;

    if(y_temp1>this.height || x_temp1<0)

     break;

    if(this.arrMapShow[x_temp1][y_temp1]==arrvalue)

     num++;

    else

     break;

   }

   if(num==5)

    return true;

   return false;

}

 

//赢棋后的提示

public void showSuccess(JPanel jp){

   JOptionPane.showMessageDialog(jp,"你赢了,好厉害!","win",

    JOptionPane.INFORMATION_MESSAGE);

}

 

//输棋后的提示

public void showDefeat(JPanel jp){

   JOptionPane.showMessageDialog(jp,"你输了,请重新开始!","lost",

    JOptionPane.INFORMATION_MESSAGE);

}

}

 

/*

*类MainPanel主要完成如下功能:

*1、构建一个面板,在该面板上画上棋盘;

*2、处理在该棋盘上的鼠标事件(如鼠标左键点击、鼠标右键点击、鼠标拖动等)

**/

class MainPanel extends JPanel

implements MouseListener,MouseMotionListener{

private int width,height;//棋盘的宽度和高度

private ChessModel cm;

 

//根据棋盘模式设定面板的大小

MainPanel(ChessModel mm){

   cm=mm;

   width=cm.getWidth();

   height=cm.getHeight();

   addMouseListener(this);

}

   

    //根据棋盘模式设定棋盘的宽度和高度

public void setModel(ChessModel mm){

   cm = mm;

   width = cm.getWidth();

   height = cm.getHeight();

}

 

//根据坐标计算出棋盘方格棋子的信息(如白子还是黑子),

//然后调用draw方法在棋盘上画出相应的棋子

public void paintComponent(Graphics g){

   super.paintComponent(g);

   for(int j = 0; j <= height; j++){

    for(int i = 0; i <= width; i++){

     int v = cm.getarrMapShow()[i][j];

     draw(g, i, j, v);

    }

   }

}

 

//根据提供的棋子信息(颜色、坐标)画棋子

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

   int x = 20 * i+20;

   int y = 20 * j+20;

   //画棋盘

   if(i!=width && j!=height){

    g.setColor(Color.white);

    g.drawRect(x,y,20,20);

   }

   //画黑色棋子

   if(v == 1 ){

    g.setColor(Color.gray);

    g.drawOval(x-8,y-8,16,16);

    g.setColor(Color.black);

    g.fillOval(x-8,y-8,16,16);

   }

   //画白色棋子

   if(v == 2 ){

    g.setColor(Color.gray);

    g.drawOval(x-8,y-8,16,16);

    g.setColor(Color.white);

    g.fillOval(x-8,y-8,16,16);

   }

   if(v ==3){

    g.setColor(Color.cyan);

    g.drawOval(x-8,y-8,16,16);

   }

}

 

//响应鼠标的点击事件,根据鼠标的点击来下棋,

//根据下棋判断胜负等

public void mousePressed(MouseEvent evt){

   int x = (evt.getX()-10) / 20;

   int y = (evt.getY()-10) / 20;

   System.out.println(x+" "+y);

   if (evt.getModifiers()==MouseEvent.BUTTON1_MASK){

    cm.play(x,y);

    System.out.println(cm.getIsOdd()+" "+cm.getarrMapShow()[x][y]);

    repaint();

    if(cm.judgeSuccess(x,y,cm.getIsOdd())){

     cm.showSuccess(this);

     evt.consume();

     ChessFrame.iscomputer=false;

    }

    //判断是否为人机对弈

    if(ChessFrame.iscomputer&&!cm.getisExist()){

     cm.computerDo(cm.getWidth(),cm.getHeight());

     repaint();

     if(cm.judgeSuccess(cm.getX(),cm.getY(),cm.getIsOdd())){

      cm.showDefeat(this);

      evt.consume();

     }

    }

   }

}

 

public void mouseClicked(MouseEvent evt){}

public void mouseReleased(MouseEvent evt){}

public void mouseEntered(MouseEvent mouseevt){}

public void mouseExited(MouseEvent mouseevent){}

public void mouseDragged(MouseEvent evt){}

   

    //响应鼠标的拖动事件

public void mouseMoved(MouseEvent moveevt){

   int x = (moveevt.getX()-10) / 20;

   int y = (moveevt.getY()-10) / 20;

   cm.readyplay(x,y);

   repaint();

}

}

 

class ChessWindowEvent extends WindowAdapter{

public void windowClosing(WindowEvent e){

   System.exit(0);

}

 

ChessWindowEvent()

 

{

}

}

posted @ 2015-06-13 19:30  四傻大闹齐工大  阅读(234)  评论(7编辑  收藏  举报