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java完成五子棋小游戲
package Gomoku; import java.awt.Toolkit; import javax.swing.JFrame; public class GomokuFrame extends JFrame { //界說一個操作面板 OperatorPane op=null; public GomokuFrame() { //設置稱號 this.setTitle("五子棋"); //設置窗口年夜小 this.setSize(510,510); //設置窗口地位 //獲得電腦屏幕年夜小 int computer_width=Toolkit.getDefaultToolkit().getScreenSize().width; int computer_height=Toolkit.getDefaultToolkit().getScreenSize().height; System.out.println("電腦屏幕的寬度:\n"+computer_width+"\n電腦屏幕的高度:\n"+computer_height); //居中 this.setLocation((computer_width-510)/2, (computer_height-510)/2); //實例化幕布 op=new OperatorPane(); //導入幕布 this.add(op); //添加鼠標監聽 this.addMouseListener(op); //設置窗口的顯示 this.setVisible(true); //設置窗口的正常封閉 this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); } //履行測試 public static void main(String[] args) { new GomokuFrame(); } }
package Gomoku; import java.awt.Color; import java.awt.Font; import java.awt.Graphics; import java.awt.Image; import java.awt.event.MouseEvent; import java.awt.event.MouseListener; import java.awt.image.BufferedImage; import java.awt.image.BufferedImageFilter; import javax.swing.ImageIcon; import javax.swing.JOptionPane; import javax.swing.JPanel; public class OperatorPane extends JPanel implements MouseListener,Runnable { //界說配景圖片對象 Image imageBackground = null; //界說棋盤的格子的行數 int boardrows=18; //界說棋盤的格子的列數 int boardcols=18; //界說棋盤的格子的年夜小 int boardsize=20; //保留棋子坐標 int x=0,y=0; //保留之前下過的全體棋子坐標 // 個中數據內容 0: 表現這個點並沒有棋子, 1: 表現這個點是黑子, 2:表現這個點是白子 int allchess[][]=new int [19][19]; //標志下一步下黑棋照樣白棋 boolean isBlack=true; //斷定游戲能否可以或許持續 boolean canPlay=true; //保留顯示信息 String message="黑方先行"; // 保留最多具有若干時光(秒) int maxTime = 0; // 做倒計時的線程類 Thread t = new Thread(this); // 保留黑方與白方的殘剩時光 int blackTime = 0; int whiteTime = 0; // 保留兩邊殘剩時光的顯示信息 String blackMessage = "無窮制"; String whiteMessage = "無窮制"; @SuppressWarnings("deprecation") public OperatorPane() { t.start(); t.suspend(); imageBackground=new ImageIcon("image/background.jpg").getImage(); } public void paint(Graphics g) { //雙緩沖技巧 BufferedImage b1=new BufferedImage(495,475,BufferedImage.TYPE_INT_ARGB); Graphics g2=b1.createGraphics(); // 畫出配景圖片 g2.drawImage(imageBackground, 0, 0,495,475,null); //畫出棋盤線 Color c=g2.getColor(); g2.setColor(Color.BLACK); for(int i=0;i<=boardrows;i++) { g2.drawLine(10,50+boardsize*i,10+boardsize*boardrows,50+boardsize*i); } for(int i=0;i<=boardcols;i++) { g2.drawLine(10+boardsize*i,50,10+boardsize*i,50+boardsize*boardcols); } //畫出三三地位 g2.fillOval(67, 107, 6, 6); g2.fillOval(67, 347, 6, 6); g2.fillOval(307, 107, 6, 6); g2.fillOval(307, 347, 6, 6); //畫出附點 g2.fillOval(67, 227, 6, 6); g2.fillOval(307, 227, 6, 6); g2.fillOval(187, 107, 6, 6); g2.fillOval(187, 347, 6, 6); //畫出天元 g2.fillOval(187, 227, 6, 6); //畫出文字提醒 /*Font f=new Font("黑體", Font.BOLD, 24); g.setFont(f);*/ g2.setFont(new Font("黑體", Font.BOLD, 20)); g2.setColor(Color.BLACK); g2.drawString("游戲信息:"+message, 130, 40); g2.setFont(new Font("宋體", Font.ITALIC, 15)); g2.drawString("黑方時光:"+blackMessage,25, 445); g2.drawString("白方時光:"+whiteMessage,245, 445); //繪制全體棋子 for(int i=0;i<=boardrows;i++) { for(int j=0;j<=boardcols;j++) { //存儲黑棋 if(allchess[i][j]==1) { int tempX=i*20-10; int tempY=j*20+30; //畫出黑棋 g2.setColor(Color.BLACK); g2.fillOval(tempX+12, tempY+13, 15, 15); } //存儲白棋 if(allchess[i][j]==2) { int tempX=i*20-10; int tempY=j*20+30; //畫出白棋 g2.setColor(Color.BLACK); g2.drawOval(tempX+12, tempY+13, 15, 15); g2.setColor(Color.WHITE); g2.fillOval(tempX+12, tempY+13, 15, 15); } } } g2.setColor(c); g.drawImage(b1,0,0,this); } private boolean checkWin() { boolean flag=false; int color = allchess[x][y]; /*// 保留共有雷同色彩若干棋子相連 int count1=1; int count2=1; int count3=1; int count4=1; // 斷定橫向能否有5個棋子相連,特色 縱坐標 是雷同, 即allChess[x][y]中y值是雷同 // 經由過程輪回來做棋子相連的斷定 int i = 1; while (color == allchess[x+i][y]) { count1++; i++; } //將i值復位 i = 1; while (color == allchess[x-i][y]) { count1++; i++; } if(count1 >= 5) { flag = true; } //斷定縱向 ,即allChess[x][y]中x值是雷同 int j = 1; while (color == allchess[x][y+j]) { count2++; j++; } //將j值復位 j = 1; while (color == allchess[x][y-j]) { count2++; j++; } if(count2>= 5) { flag = true; } //斷定斜向"\" int m1=1; int n1=1; while (color == allchess[x+m1][y+n1]) { count3++; m1++; n1++; } m1=1; n1=1; while (color == allchess[x-m1][y-n1]) { count3++; m1++; n1++; } if(count3>= 5) { flag = true; } //斷定斜向"/" int m2=1; int n2=1; while (color == allchess[x+m2][y-n2]) { count4++; m2++; n2++; } m2=1; n2=1; while (color == allchess[x-m2][y+n2]) { count4++; m2++; n2++; } if(count4>= 5) { flag = true; } */ int count; //橫向斷定 count=this.checkCount(1, 0, color); if(count>=5) { flag = true; } else { //縱向斷定 count=this.checkCount(0, 1, color); if(count>=5) { flag = true; } else { //斜向“/” count=this.checkCount(1, 1, color); if(count>=5) { flag = true; } else { //斜向“\” count=this.checkCount(1, -1, color); if(count>=5) { flag = true; } } } } return flag; } private int checkCount(int xChange,int yChange,int color) { int count=1; int tempX=xChange; int tempY=yChange; while (color==allchess[x+xChange][y+yChange]) { count++; if(xChange!=0) { xChange++; } if(yChange!=0) { if(yChange<0) { yChange--; } else { yChange++; } } } //復位 xChange=tempX; yChange=tempY; while (color==allchess[x-xChange][y-yChange]) { count++; if(xChange!=0) { xChange++; } if(yChange!=0) { if(yChange<0) { yChange--; } else { yChange++; } } } return count; } public void mouseClicked(MouseEvent e) { System.out.println("x:"+e.getX()+"y:"+e.getY()); x=e.getX(); y=e.getY(); if(x>=10&&x<=(10+boardsize*boardrows+20)&&y>=50&&y<=(50+boardsize*boardcols+40)) { //System.out.println("點在棋盤內。"); x=(x-10)/20; y=(y-50-20)/20; if(canPlay==true) { //斷定以後要下甚麼色彩 if(allchess[x][y]==0) { if(isBlack==true) { allchess[x][y]=1; isBlack=false; message="輪到白方"; } else { allchess[x][y]=2; isBlack=true; message="輪到黑方"; } // 斷定這個棋子能否和其他的棋子連成5連,即斷定游戲能否停止 boolean winFlag=this.checkWin(); if(winFlag==true) { JOptionPane.showMessageDialog(this,"游戲停止!"+ (allchess[x][y]==1?"黑方":"白方")+"獲勝。"); canPlay=false; } } else { JOptionPane.showMessageDialog(this,"以後地位曾經有棋子,請從新落子!"); } } this.repaint(); } //點擊,游戲開端按鈕 //從新開端新的游戲 if(e.getX()>=400&&e.getX()<=470&&e.getY()>=80&&e.getY()<=110) { int result=JOptionPane.showConfirmDialog(this, "設置完成,能否從新開端游戲?"); if(result==0) { //從新開端的操作,allchess[][]數組中的信息全體為0 //清空棋盤 for (int i = 0; i < 19; i++) { for (int j = 0; j < 19; j++) { allchess[i][j] = 0; } } //另外一種方法 allChess = new int[19][19]; 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 = "無窮制"; whiteMessage = "無窮制"; } message = "黑方先行"; isBlack = true; this.canPlay = true; this.repaint(); } } //點擊 游戲設置按鈕 if(e.getX()>=400&&e.getX()<=470&&e.getY()>=130&&e.getY()<=160) { String input = JOptionPane .showInputDialog("請輸出游戲的最年夜時光(單元:分鐘),假如輸出0,表現沒有時光限制:"); try { maxTime = Integer.parseInt(input) * 60; if (maxTime < 0) { JOptionPane.showMessageDialog(this, "請輸出准確信息,不許可輸出正數!"); } if (maxTime == 0) { int result = JOptionPane.showConfirmDialog(this, "設置完成,能否從新開端游戲?"); if (result == 0) { for (int i = 0; i < 19; i++) { for (int j = 0; j < 19; j++) { allchess[i][j] = 0; } } // 另外一種方法 allChess = new int[19][19]; message = "黑方先行"; isBlack = true; blackTime = maxTime; whiteTime = maxTime; blackMessage = "無窮制"; whiteMessage = "無窮制"; this.canPlay = true; this.repaint(); } } if (maxTime > 0) { int result = JOptionPane.showConfirmDialog(this, "設置完成,能否從新開端游戲?"); if (result == 0) { for (int i = 0; i < 19; i++) { for (int j = 0; j < 19; j++) { allchess[i][j] = 0; } } // 另外一種方法 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, "請准確輸出信息!"); } } //點擊 游戲解釋按鈕 if(e.getX()>=400&&e.getX()<=470&&e.getY()>=180&&e.getY()<=210) { JOptionPane.showMessageDialog(this,"這個一個五子棋游戲法式,诟谇兩邊輪番下棋,當某一方連到五子時,游戲停止。"); } //點擊 認輸按鈕 if(e.getX()>=400&&e.getX()<=470&&e.getY()>=280&&e.getY()<=310) { int result=JOptionPane.showConfirmDialog(this,"能否肯定認輸?"); if (result == 0) { if (isBlack) { JOptionPane.showMessageDialog(this, "黑方曾經認輸,游戲停止!"); } else { JOptionPane.showMessageDialog(this, "白方曾經認輸,游戲停止!"); } canPlay = false; } } //點擊 關於按鈕 if(e.getX()>=400&&e.getX()<=470&&e.getY()>=330&&e.getY()<=360) { JOptionPane.showMessageDialog(this,"本游戲由南木匠作室制造,有相干成績可以拜訪www.yiyiinformation.com"); } //點擊 加入按鈕 if(e.getX()>=400&&e.getX()<=470&&e.getY()>=380&&e.getY()<=410) { JOptionPane.showMessageDialog(this, "游戲停止"); System.exit(0); } } //************************// @Override public void mouseEntered(MouseEvent arg0) { // TODO Auto-generated method stub } @Override public void mouseExited(MouseEvent arg0) { // TODO Auto-generated method stub } @Override public void mousePressed(MouseEvent arg0) { // TODO Auto-generated method stub } @Override public void mouseReleased(MouseEvent arg0) { // TODO Auto-generated method stub } @Override public void run() { if (maxTime > 0) { while (true) { if (isBlack) { blackTime--; if (blackTime == 0) { JOptionPane.showMessageDialog(this, "黑方超時,游戲停止!"); } } else { whiteTime--; if (whiteTime == 0) { JOptionPane.showMessageDialog(this, "白方超時,游戲停止!"); } } 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); } } } }
演示圖:
以上所述就是本文的全體內容了,願望可以或許對年夜家闇練控制java有所贊助。