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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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。
本文名称:Javaswing五子棋的实现方法
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