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Java实现小程序简单五子棋_java(java编程小游戏五子棋)
2022-03-01

本程序适用于java初学者巩固类与对象、事件响应、awt包中各种工具的相关概念以及对逻辑能力的锻炼

需要注意的有:

  • ①要加入java界面的重绘(基本原则)
  • ②由于玩家需要通过鼠标点击,计算机响应出棋子的位置,但却不能保证每次点击都正中棋盘点位,所以要有一定的误差范围
  • ③要保存更新棋盘上的棋子信息,因为棋盘格数是固定的故本例中采取最简单的数组

直接上代码:

分为三个类,同一包下:

package Study0326;
 
public interface WZQConfig {
 /*
  * 起始位置X
  */
 public static final int START_X = 60;
 /*
  * 起始位置Y
  */
 public static final int START_Y = 60;
 /*
  * 五子棋盘线条数
  */
 public static final int H_LINE = 15;
 /*
  * 五子棋盘竖线条数
  */
 public static final int V_LINE = 15;
 /*
  * 五子棋盘格子大小
  */
 public static final int SIZE = 60;
 /*
  * 储存棋子的x位置信息
  */
 public static final int[][] bx = new int[17][17];
}


package Study0326;
 
import java.awt.Color;
import java.awt.Font;
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.JOptionPane;
 
public class LoginListener implements MouseListener, WZQConfig, ActionListener {
 private int x, y;// 鼠标点击的位置
 private int x1, y1, xx, yy;// 鼠标点击附近格子交点的坐标
 private Graphics g;
 private int a = 0, i = 0, j = 0, count1 = 0;// count统计当前下的棋子数
 private String Str;// 定义全局变量获取按钮上的字符串
 private JButton jbu1, jbu2;
 private int GetX[] = new int[256];
 private int GetY[] = new int[256];
 WZQFrame ui;
 
 public void setG(Graphics g) {
  this.g = g;
 }
 
 public void setT(JButton b) {
  jbu1 = b;
 }
 
 public void setU(WZQFrame u) {
  ui = u;
 }
 
 public void mouseClicked(MouseEvent e) {
 
 }
 
 public void mousePressed(MouseEvent e) {
 
 }
 
 public void mouseReleased(MouseEvent e) {
  x = e.getX();
  y = e.getY();
  x1 = Math.abs(x - START_X);
  y1 = Math.abs(y - START_Y);
  xx = x1 % SIZE;
  if (xx >= SIZE / 2) {
   x1 = (x1 / SIZE) + 2;
  } else {
   x1 = (x1 / SIZE) + 1;
  }
 
  yy = y1 % SIZE;// 判断横坐标是否超过格子长度的一半(防止玩家点偏)
  if (yy >= SIZE / 2) {
   y1 = (y1 / SIZE) + 2;
  } else {
   y1 = (y1 / SIZE) + 1;
  }
 
  if ((count1 + 1) % 2 == 1) {// 单数步数时下黑棋,双数时下白棋
   g.setColor(Color.BLACK);
   if (bx[x1][y1] == 0) {
    bx[x1][y1] = 1;// 表示黑棋
    g.fillOval(Math.abs(x1 * SIZE - 25), Math.abs(y1 * SIZE - 25),
      50, 50);
    count1++;// 所下棋子数加一
    GetX[count1] = x1;// 记录第count1步的棋子x值
    GetY[count1] = y1;// 记录第count1步的棋子y值
    if (CheckRow(x1, y1) >= 5) {
     JOptionPane.showMessageDialog(null, "BLACK   WIN!!");
    }
    if (CheckList(x1, y1) >= 5) {
     JOptionPane.showMessageDialog(null, "BLACK   WIN!!");
    }
    if (UpperRight(x1, y1) >= 5) {
     JOptionPane.showMessageDialog(null, "BLACK   WIN!!");
    }
    if (UpperLeft(x1, y1) >= 5) {
     JOptionPane.showMessageDialog(null, "BLACK   WIN!!");
    }
   }
  } else {
   g.setColor(Color.WHITE);
   if (bx[x1][y1] == 0) {
    bx[x1][y1] = 2;// 表示白棋
    g.fillOval(Math.abs(x1 * SIZE - 25), Math.abs(y1 * SIZE - 25),
      50, 50);
    count1++;// 所下棋子数加一
    GetX[count1] = x1;// 记录第count1步的棋子x值
    GetY[count1] = y1;// 记录第count1步的棋子y值
    if (CheckRow(x1, y1) >= 5) {
     JOptionPane.showMessageDialog(null, "WHITE   WIN!!");
    }
    if (CheckList(x1, y1) >= 5) {
     JOptionPane.showMessageDialog(null, "WHITE   WIN!!");
    }
    if (UpperRight(x1, y1) >= 5) {
     JOptionPane.showMessageDialog(null, "WHITE   WIN!!");
    }
    if (UpperLeft(x1, y1) >= 5) {
     JOptionPane.showMessageDialog(null, "WHITE   WIN!!");
    }
   }
  }
 }
 
 public void actionPerformed(ActionEvent e) {
  setT(jbu1);
  Str = e.getActionCommand();// 读取点击按钮上的字符串
  if ("悔棋".equals(Str)) {
   if (g.getColor() == Color.BLACK) {
    g.setColor(Color.WHITE);
   }
   if (g.getColor() == Color.WHITE) {
    g.setColor(Color.BLACK);
   }
   Regret();
   ui.repaint();
  } else if ("重新开始".equals(Str)) {
   Restart();
   ui.repaint();
  }
 }
 
 public void mouseEntered(MouseEvent e) {
 
 }
 
 public void mouseExited(MouseEvent e) {
 
 }
 
 public int CheckRow(int x, int y)// 横着五子连成一条直线
 {
  int count = 0;
  for (int i = x + 1; i < bx.length; i++)// 向右判断是否棋子一样
  {
   if (bx[i][y] == bx[x][y])
    count++;
   else
    break;
  }
  for (int i = x; i >= 0; i--)// 向右判断是否棋子一样
  {
   if (bx[i][y] == bx[x][y])
    count++;
   else
    break;
  }
  return count;
 }
 
 public int CheckList(int x, int y)// 竖着五子连成一条直线
 {
  int count = 0;
  for (int i = y + 1; i < bx.length; i++)// 向下判断是否棋子一样
  {
   if (bx[x][i] == bx[x][y])
    count++;
   else
    break;
  }
  for (int i = y; i >= 0; i--)// 向上判断是否棋子一样
  {
   if (bx[x][i] == bx[x][y])
    count++;
   else
    break;
  }
  return count;
 }
 
 public int UpperRight(int x, int y)// 右上到左下五子连成一条直线
 {
  int count = 0;
  for (int i = x + 1, j = y - 1; i < bx.length && j >= 0; i++, j--)// 向下判断是否棋子一样
  {
   if (bx[i][j] == bx[x][y])
    count++;
   else
    break;
  }
  for (int i = x, j = y; i >= 0 && j < bx.length; i--, j++)// 向上判断是否棋子一样
  {
   if (bx[i][j] == bx[x][y])
    count++;
   else
    break;
  }
  return count;
 }
 
 public int UpperLeft(int x, int y)// 左上到右下五子连成一条直线
 {
  int count = 0;
  for (int i = x - 1, j = y - 1; i >= 0 && j >= 0; i--, j--)// 向下判断是否棋子一样
  {
   if (bx[i][j] == bx[x][y])
    count++;
   else
    break;
  }
  for (int i = x, j = y; i < bx.length && j < bx.length; i++, j++)// 向上判断是否棋子一样
  {
   if (bx[i][j] == bx[x][y])
    count++;
   else
    break;
  }
  return count;
 }
 
 public void Regret() {// 悔棋
  bx[GetX[count1]][GetY[count1]] = 0;
  if (count1 > 0) {
   count1--;
  }
 }
 
 public void Restart() {//重新开始
  {
   for (int k = 0; k <= count1; k++) {
    bx[GetX[k]][GetY[k]] = 0;
   }
  }
 }
}
 

package Study0326;
 
import java.awt.BasicStroke;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.FlowLayout;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.Graphics2D;
 
import javax.swing.ImageIcon;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JOptionPane;
/*
 * 五子棋的界面类,该类继承JFrame,然后实现WZQConfig接口
 */
import javax.swing.JPanel;
 
public class WZQFrame extends JPanel implements WZQConfig {
 public void WZQFrame() {
  // WZQFrame ui = new WZQFrame();
  JFrame jf = new javax.swing.JFrame();
  jf.setTitle("五子棋");
  jf.setDefaultCloseOperation(3);
  jf.setSize(1246, 1080);
  jf.setLocationRelativeTo(null);
  jf.setResizable(false);
 
  jf.setLayout(new FlowLayout());
  this.setLayout(new FlowLayout());
 
  this.setPreferredSize(new Dimension(1030, 1080));
 
  // this.setBackground(Color.CYAN);
  // 把面板对象添加到窗体上
  jf.add(this);
  JPanel jp1 = new JPanel();
  jp1.setPreferredSize(new Dimension(200, 1080));
  jp1.setLayout(new FlowLayout());
  jf.add(jp1);
  LoginListener ll = new LoginListener();
  String[] str = { "悔棋", "重新开始" };
  for (int i = 0; i < str.length; i++) {
   JButton jbu1 = new JButton(str[i]);
   jbu1.setPreferredSize(new Dimension(150, 80));
   jbu1.setFont(new Font("楷体", Font.BOLD,20));//设置字体
   jp1.add(jbu1);
   jbu1.addActionListener(ll);
  }
  
  jf.setVisible(true);
 
  Graphics g = this.getGraphics();
 
  this.addMouseListener(ll);
 
  ll.setG(g);
  ll.setU(this);
 }
 
 /*
  * 重写窗体绘制容器的方法
  */
 public void paint(Graphics g) {
  super.paint(g);
 
  ImageIcon im2 = new ImageIcon(this.getClass().getResource("2.jpg"));
 
  g.drawImage(im2.getImage(), 0, 0, 1030, 1080, null);
 
  for (int i = 1; i < 17; i++) {
   Graphics2D g2 = (Graphics2D) g;
   g2.setStroke(new BasicStroke(4));
   g2.drawLine(START_X, START_Y * i, START_X + SIZE * V_LINE, START_Y
     * i);// 横线
   g2.drawLine(START_X * i, START_Y, START_X * i, START_Y + SIZE
     * V_LINE);// 竖线
 
   g2.setStroke(new BasicStroke(8));
   // 画边框
   g2.drawLine(35, 35, 990, 35);
   g2.drawLine(35, 990, 990, 990);
   g2.drawLine(35, 35, 35, 990);
   g2.drawLine(990, 35, 990, 990);
  }
  for (int k = 0; k < 17; k++) {
   for (int k1 = 0; k1 < 17; k1++) {
    if (bx[k][k1] == 1) {
     g.setColor(Color.BLACK);
     g.fillOval(Math.abs(k * SIZE - 25),
       Math.abs(k1 * SIZE - 25), 50, 50);
 
    } else if (bx[k][k1] == 2) {
     g.setColor(Color.WHITE);
     g.fillOval(Math.abs(k * SIZE - 25),
       Math.abs(k1 * SIZE - 25), 50, 50);
    }
 
   }
 
  }
 
 }
 
 public static void main(String[] args) {
  WZQFrame l = new WZQFrame();
  l.WZQFrame();
 
 }
 
}
 

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