五子棋游戏(Java)
作者:互联网
效果图:
代码实现:
import javax.swing.JFrame;
import javax.swing.JOptionPane;
import java.awt.*;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import java.awt.image.BufferedImage;
public class FiveGame extends JFrame implements MouseListener{
private static final long serialVersionUID = 1L;
//设置游戏界面
// 屏幕分辨率求法:
// int w = f.getToolkit().getScreenSize().width;//宽度
// int h = f.getToolkit().getScreenSize().height;//高度
int width = Toolkit.getDefaultToolkit().getScreenSize().width;
int height = Toolkit.getDefaultToolkit().getScreenSize().height;
int x,y; // 定义鼠标的坐标
int[][] allChess = new int[15][15]; // 用数组来保存棋子,0表示无子,1表示黑子,2表示白子
boolean isblack = true; //用来表示黑子还是白子, true表示黑子 false表示白子
boolean canPlay = true; // 用来表示当前游戏是否结束
String message = "黑方先行";
String blackMessage = "无限制";
String whiteMessage = "无限制";
//保存棋谱,记录双方每一步落子的位置
int[] chessX = new int[255];
int[] chessY = new int[255];
int countX,countY;
//默认设置无时间限制
int maxTime = 0; //保存最大时间
int blackTime = 0;
int whileTime = 0; //保存黑白方所剩余的时间
public FiveGame(){
this.setTitle("五子棋1.0");
this.setSize(500,500);
this.setLocation((width - 500) / 2 , (height - 500) / 2 );
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
this.setResizable(false); //设置窗口不可改变,固定窗口大小
this.setVisible(true);
this.repaint(); //java里repaint()是重绘component的方法;
this.addMouseListener(this);
}
//画棋盘界面
public void paint(Graphics g){
//双缓冲技术
BufferedImage buf = new BufferedImage(500, 500, BufferedImage.TYPE_INT_RGB);
Graphics g1 = buf.createGraphics(); // 创建画笔
g1.setColor(new Color(0,169,158));
g1.fill3DRect(43, 60, 375, 375, true);
for (int i = 0; i <= 15; i++) {
g1.setColor(Color.WHITE);
g1.drawLine(43, 60+i*25, 375+43, 60+i*25); //画棋盘横线
g1.drawLine(43+i*25, 60, 43+i*25, 375+60); //画棋盘竖线
}
g1.setFont(new Font("黑体",Font.BOLD,20));
g1.drawString("游戏信息:"+message,50,50);
g1.drawRect(30, 440, 180, 40);
g1.drawRect(250, 440, 180, 40); //画黑方时间与白方时间字符串的边框
g1.setFont(new Font("宋体",0,12));
g1.drawString("黑方时间: "+blackMessage,40,465);
g1.drawString("白方时间: "+whiteMessage,260,465);
g1.drawRect(430,66,55,20);
g1.drawString("重新开始",432,80); //重新开始按钮
g1.drawRect(430,106,55,20);
g1.drawString("游戏设置",432,120); //游戏设置按钮
g1.drawRect(430,146, 55, 20);
g1.drawString("游戏说明", 432, 160); // 游戏说明按钮
g1.drawRect(430, 186, 55, 20);
g1.drawString("退出游戏", 432, 200); // 退出游戏按钮
g1.drawRect(430, 246, 55, 20);
g1.drawString("悔棋", 442, 260); // 悔棋
g1.drawRect(430, 286, 55, 20);
g1.drawString("认输", 442, 300); // 认输
for(int i=0; i<15; i++){
for (int j = 0; j < 15; j++) {
//画实心黑子
if(allChess[i][j] == 1){
int tempX = i*25+47;
int tempY = j*25+64;
g1.setColor(Color.BLACK);
g1.fillOval(tempX, tempY, 16, 16);
g1.setColor(Color.BLACK);
g1.drawOval(tempX, tempY, 16, 16);
}
//画实心白子
if(allChess[i][j] == 2){
int tempX = i*25+47;
int tempY = j*25+64;
g1.setColor(Color.WHITE);
g1.fillOval(tempX, tempY, 16, 16);
g1.setColor(Color.WHITE);
g1.drawOval(tempX, tempY, 16, 16);
}
}
}
g.drawImage(buf, 0, 0,this);
}
public void mousePressed(MouseEvent e){
if(canPlay){
x=e.getX();
y=e.getY(); // 用来获取鼠标坐标
if(x>55 && x<= 405 && y>=72 && y<=420){
//让鼠标在棋盘范围内
if((x-55)%25>12){
x=(x-55)/25 + 1;
}else {
x = (x-55)/25;
}
if((y-72)%25>12){
y=(y-72)/25 + 1;
}else {
y=(y-72)/25;
}
//落子
if(allChess[x][y] == 0){
chessX[countX++] = x;
chessY[countY++] = y;
if(isblack){
allChess[x][y] = 1;
isblack = false;
message = "白方下子";
}else {
allChess[x][y] = 2;
isblack = true;
message = "黑方下子";
}
this.repaint();
if(this.isWin()){
if(allChess[x][y] == 1){
JOptionPane.showMessageDialog(this, "游戏结束,黑方胜利");
}else {
JOptionPane.showMessageDialog(this, "游戏结束,白方胜利");
}
this.canPlay = false; //表示游戏结束
}
}
}
}
//重新开始游戏
if(e.getX() >=430 && e.getY() <= (428+55) && e.getY() >= 66
&& e.getY() <= (66+20) ){
int result = JOptionPane.showConfirmDialog(this, "是否重新开始游戏?");
if(result == 0){
restarGame();
}
}
//游戏说明
if(e.getX() >= 430 && e.getY() <= (430+55) && e.getY() >=146
&& e.getY() <= (146+20) ){
JOptionPane.showMessageDialog(this, "规则:横竖斜先连成五子者获胜!");
}
//退出游戏
if(e.getX() >=430 && e.getX() <= (430+55) && e.getY() >=186
&& e.getY() <= (186+20)){
int result = JOptionPane.showConfirmDialog(this, "是否退出游戏?");
if(result == 0){
System.exit(0);
}
}
//悔棋
if(e.getX() >= 430 && e.getX() <= (430+55) && e.getY() >= 246
&& e.getY() <= (246+20)){
int result = JOptionPane.showConfirmDialog(this,
(isblack == true ? "白方悔棋,黑方是否同意?" :"黑方悔棋,白方是否同意?"));
// result = 0为悔棋
if(result == 0){
allChess[chessX[--countX]][chessY[--countY]]=0;
if(isblack == true ){
isblack = false;
}else {
isblack = true;
}
this.repaint(); //重绘棋盘
}
}
//认输
if(e.getX()>=430 && e.getX()<=(428+55) && e.getY()>=286
&& e.getY()<=(286+20)){
int result=JOptionPane.showConfirmDialog(this, "是否认输?");
if(result==0){
JOptionPane.showMessageDialog(this,
"游戏结束,"+(isblack==true ? "黑方认输,白方获胜!" : "白方认输,黑方获胜!"));
}
}
}
public void restarGame(){
for (int i = 0; i < 15; i++) {
for (int j = 0; j < 15; j++) {
allChess[i][j] = 0; //清空棋盘的棋子
}
}
//清空下棋棋子坐标的记录
for (int i = 0; i < 15; i++) {
chessX[i] = 0;
chessY[i] = 0;
}
countX =0;
countY =0;
message = "黑方先行";
blackMessage = "无限制";
whiteMessage = "无限制";
blackTime = maxTime;
whileTime = maxTime;
isblack = true;
canPlay = true;
this.repaint();
}
/**
* 判断输赢规则
* @return
*/
public boolean isWin(){
boolean flag = false;
int count = 1; //用来保存共有相同颜色多少棋子相连,初始值为1
int color = allChess[x][y]; //color = 1 (黑子) color = 2(白子)
//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
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;
}
/**
* 检查棋盘中的五子棋是否连城五子
* @param xChange
* @param yChenge
* @param color
* @return
*/
public int checkCount(int xChange , int yChenge ,int color){
int count = 1;
int tempX = xChange;
int tempy = yChenge; //保存初始值
//全局变量x,y最初为鼠标点击的坐标,
//经下棋方法已经将x,y的范围变成0-15(遍历整个棋盘,寻找相同颜色的棋子)
while(x + xChange >=0 && x+xChange <15 && y+yChenge >=0 &&
y+yChenge < 15 && color == allChess[x+xChange][y+yChenge]){
count++;
if(xChange != 0) xChange++;
if(yChenge != 0 ){
if(yChenge != 0){
if(yChenge > 0) {
yChenge++;
}else {
yChenge--;
}
}
}
}
xChange = tempX;
yChenge = tempy; // 恢复初始值
while(x-xChange >=0 && x-xChange <15 && y-yChenge >=0 &&
y-yChenge <15 && color == allChess[x-xChange][y-yChenge]){
count++;
if(xChange != 0){
xChange++;
}
if(yChenge != 0){
if (yChenge > 0) {
yChenge++;
}else {
yChenge--;
}
}
}
return count;
}
public void mouseClicked(MouseEvent e) {
// TODO Auto-generated method stub
}
public void mouseReleased(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 static void main(String[] args) {
new FiveGame();
}
}
标签:count,Java,游戏,int,五子棋,&&,xChange,true,yChenge 来源: https://blog.csdn.net/weixin_54702911/article/details/122136239