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java五子棋代码 java五子棋小游戏实现代码

為什麼不问问神奇海螺呢 人气:0
想了解java五子棋小游戏实现代码的相关内容吗,為什麼不问问神奇海螺呢在本文为您仔细讲解java五子棋代码的相关知识和一些Code实例,欢迎阅读和指正,我们先划重点:java,五子棋,下面大家一起来学习吧。

前言

之前学完java基础课程,试着简单做了一下java的一个五子棋小游戏,记录下来。

界面

由于直接用的java库中的一些基本控件写的一个GUI,并没有做过多优化,感觉比较丑
下面是界面展示:

黑子先行,但是我这边简化规则,并没有考虑黑子先行的一些禁手。

下面直接贴代码

接口类

我把五子棋界面的一些常量都定义在了这个接口类中,包括棋盘的起始坐标,棋盘线的间距和棋子半径

public interface constant {

    int[][] chessLocation = new int[15][15];
    static final int x = 50;   //左上角位置
    static final int y = 50;
    static final int LN = 15;  //棋盘一些常量
    static final int R = 45;
}

实现类

接口

这个类中继承了 constant、MouseListener、ActionListener三个接口

其中:

函数

show()绘制窗口基本框架
paint()绘制棋盘网格线和棋子
IsWin()判断输赢的基本逻辑
mouseClicked()获取鼠标位置,判断棋子落点等
actionPerformed()判断鼠标点击哪个按钮(开始游戏or认输or悔棋)执行相应操作

import java.awt.Color;
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JOptionPane;
import javax.swing.JPanel;

public class game_logic extends JPanel implements constant, MouseListener, ActionListener {
    int chess_x = 0, chess_y = 0;
    int X = 0, Y = 0;
    boolean IsBlack = true; //判断黑白
    boolean flag = false;  //是否已经开始游戏
 //生成三个响应按钮
    JFrame frame = new JFrame();
    JButton start = new JButton("开始游戏");
    JButton regret = new JButton("悔棋");
    JButton Lost = new JButton("认输");
 
    public void ShowUI() {
        frame.setSize(740, 800);
        frame.setTitle("五子棋");
        frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);//点击关闭结束程序
        frame.setLocationRelativeTo(null);//窗口居中
        frame.setVisible(true);//窗体可视化
        frame.setResizable(false);//窗体大小不可调整
        frame.add(this);

        this.setBackground(Color.LIGHT_GRAY);//设置背景颜色
        this.addMouseListener(this);//窗体中添加鼠标监听器

        start.setSize(50, 80);//设置按钮大小
        start.addActionListener(this);//按钮添加事件监听器
        Lost.setSize(50, 80);
        Lost.addActionListener(this);
        regret.setSize(50, 80);
        regret.addActionListener(this);

        this.add(start);//添加按钮到棋盘上
        this.add(Lost);
        this.add(regret);

    }

    /**
     * 绘制方法
     * 绘制五子棋棋盘
     * @param g
     */
    @Override
    public void paint(Graphics g) {
        super.paint(g);

        for (int i = 0; i < LN; i++) {       //画棋盘
            g.drawLine(x, y + i * R, x + (LN - 1) * R, y + i * R);//行*15
            g.drawLine(x + i * R, y, x + i * R, y + (LN - 1) * R);//列*15
        }

        for (int i = 0; i < LN; i++) {       //画棋子
            for (int j = 0; j < LN; j++) {

                if (chessLocation[i][j] == 1) {
                    g.setColor(Color.BLACK);//黑棋先行
                    g.fillOval(50 + i * R - 23, 50 + j * R - 23, R, R);
                }
                if (chessLocation[i][j] == 2) {
                    g.setColor(Color.WHITE);
                    g.fillOval(50 + i * R - 23, 50 + j * R - 23, R, R);
                }
                repaint();
            }
        }
    }

    /**
    *判断输赢
    *
    */
    public int IsWin() {
        int k = 0;
        for (int f = 2; f < 12; f++) {
            for (int g = 2; g < 12; g++) {
                if (chessLocation[f][g] == 1) {
                    if (chessLocation[f][g] == chessLocation[f - 1][g] && chessLocation[f - 1][g] == chessLocation[f - 2][g] && chessLocation[f - 2][g] == chessLocation[f + 1][g] && chessLocation[f + 1][g] == chessLocation[f + 2][g]) {
                        k = 1;
                        break;
                    }
                    if (chessLocation[f][g] == chessLocation[f][g - 1] && chessLocation[f][g - 1] == chessLocation[f][g - 2] && chessLocation[f][g - 2] == chessLocation[f][g + 1] && chessLocation[f][g + 1] == chessLocation[f][g + 2]) {
                        k = 1;
                        break;
                    }
                    if (chessLocation[f][g] == chessLocation[f - 1][g - 1] && chessLocation[f - 1][g - 1] == chessLocation[f - 2][g - 2] && chessLocation[f - 2][g - 2] == chessLocation[f + 1][g + 1] && chessLocation[f + 1][g + 1] == chessLocation[f + 2][g + 2]) {
                        k = 1;
                        break;
                    }
                    if (chessLocation[f][g] == chessLocation[f - 1][g + 1] && chessLocation[f - 1][g + 1] == chessLocation[f - 2][g + 2] && chessLocation[f - 2][g + 2] == chessLocation[f + 1][g - 1] && chessLocation[f + 1][g - 1] == chessLocation[f + 2][g - 2]) {
                        k = 1;
                        break;
                    }
                }
                if (chessLocation[f][g] == 2) {
                    if (chessLocation[f][g] == chessLocation[f - 1][g] && chessLocation[f - 1][g] == chessLocation[f - 2][g] && chessLocation[f - 2][g] == chessLocation[f + 1][g] && chessLocation[f + 1][g] == chessLocation[f + 2][g]) {
                        k = 2;
                        break;
                    }
                    if (chessLocation[f][g] == chessLocation[f][g - 1] && chessLocation[f][g - 1] == chessLocation[f][g - 2] && chessLocation[f][g - 2] == chessLocation[f][g + 1] && chessLocation[f][g + 1] == chessLocation[f][g + 2]) {
                        k = 2;
                        break;
                    }
                    if (chessLocation[f][g] == chessLocation[f - 1][g - 1] && chessLocation[f - 1][g - 1] == chessLocation[f - 2][g - 2] && chessLocation[f - 2][g - 2] == chessLocation[f + 1][g + 1] && chessLocation[f + 1][g + 1] == chessLocation[f + 2][g + 2]) {
                        k = 2;
                        break;
                    }
                    if (chessLocation[f][g] == chessLocation[f - 1][g + 1] && chessLocation[f - 1][g + 1] == chessLocation[f - 2][g + 2] && chessLocation[f - 2][g + 2] == chessLocation[f + 1][g - 1] && chessLocation[f + 1][g - 1] == chessLocation[f + 2][g - 2]) {
                        k = 2;
                        break;
                    }
                }
            }
        }
        return k;

    }

    @Override
    public void mouseClicked(MouseEvent e) {

        X = e.getX();
        Y = e.getY();                          //获取鼠标位置
        if (flag == true) {
            if (X >= 25 && X <= 705 && Y >= 25 && Y <= 705) {   //比棋盘稍微大一点的落子判定范围,即棋盘边缘位置
                //应该安放的棋子的位置
                chess_x = (X - 20) / R;
                chess_y = (Y - 20) / R;

                if (chessLocation[chess_x][chess_y] == 0) {   //存储棋子状态,转换棋子颜色
                    if (IsBlack == true) {
                        chessLocation[chess_x][chess_y] = 1;
                        IsBlack = false;
                    } else {
                        chessLocation[chess_x][chess_y] = 2;
                        IsBlack = true;
                    }

                    if (IsWin() == 1) {
                        JOptionPane.showMessageDialog(this, "黑棋获胜");
                        flag = false;

                    }
                    if (IsWin() == 2) {
                        JOptionPane.showMessageDialog(this, "白棋获胜");
                        flag = false;
                    }
                    repaint();
                }
            }
        }
    }

    @Override
    public void mousePressed(MouseEvent e) {
    }

    @Override
    public void mouseReleased(MouseEvent e) {
    }

    @Override
    public void mouseEntered(MouseEvent e) {
    }

    @Override
    public void mouseExited(MouseEvent e) {
    }

    @Override
    public void actionPerformed(ActionEvent e) {
        String buttonName = e.getActionCommand();

        if (buttonName.equals("开始游戏") && flag == false) {//开始游戏,棋盘清空
            flag = true;
            for (int i = 0; i < LN; i++) {
                for (int j = 0; j < LN; j++) {
                    chessLocation[i][j] = 0;
                }
            }
            IsBlack = true;
            repaint();
        }

        if (buttonName.equals("认输") && flag == true) {
            flag = false;
            if (IsBlack) {
                JOptionPane.showMessageDialog(this, ",白棋认输,黑棋获胜");
            } else {
                JOptionPane.showMessageDialog(this, ",黑棋认输,白棋获胜");
            }
        }

        if (buttonName.equals("悔棋") && flag == true) {
            if (chessLocation[chess_x][chess_y] == 1) {
                JOptionPane.showMessageDialog(this, "黑方悔棋");
            }
            if (chessLocation[chess_x][chess_y] == 2) {
                JOptionPane.showMessageDialog(this, "白方悔棋");
            }
            chessLocation[chess_x][chess_y] = 0;
            IsBlack = !IsBlack;
            repaint();
        }
    }
}

其中比较有趣的是五子棋判赢方式,假设棋盘大小15*15,则我只需要判断正中间的13*13d的格子,向两边扩展,判断是否五子连珠。

具体说明代码里都有注释,不多赘述。

主函数类

public class Main_game {
    public static void main(String[] args) {
        game_logic start=new game_logic();
        start.ShowUI();
    }
}

总结

实现了五子棋小游戏的基本功能,但是略感粗糙,细节不足。对于基本控件调用一学就会,做一个小的游戏demo这是对流程控制和操作逻辑的训练很有效的一种方式。之前看了别人的代码觉得简单,但是自己写的时候往往逻辑流程难以连续,思维混乱,有些过程只有自己写了才知道其中的坑。

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