目录

java 五子棋

目录
注意
本文最后更新于 2022-06-24,文中内容可能已过时。
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import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
import javax.swing.JPanel;

/*
 *main方法创建了ChessFrame类的一个实例对象(cf),
 *并启动屏幕显示显示该实例对象。
 **/
@SuppressWarnings("serial")
public class FiveChessAppletDemo {
      @SuppressWarnings( "deprecation")
       public static void main(String args[]){
            ChessFrame cf = new ChessFrame();
            cf.show();
      }
}

/*
 *类ChessFrame主要功能是创建五子棋游戏主窗体和菜单
 **/
class ChessFrame extends JFrame implements ActionListener {
       private String[] strsize={"20x15","30x20", "40x30"};
       private String[] strmode={"人机对弈 "," 人人对弈 "};
       public static boolean iscomputer=true,checkcomputer= true;
       private int width,height;
       private ChessModel cm;
       private MainPanel mp;
      
       //构造五子棋游戏的主窗体
       public ChessFrame() {
             this.setTitle( "五子棋游戏");
            cm= new ChessModel(1);
            mp= new MainPanel(cm);
            Container con= this.getContentPane();
            con.add(mp, "Center");
             this.setResizable( false);
             this.addWindowListener( new ChessWindowEvent());
            MapSize( 20,15 );
            JMenuBar mbar = new JMenuBar();
             this.setJMenuBar(mbar);
            JMenu gameMenu = new JMenu("游戏 ");
            mbar.add(makeMenu(gameMenu, new Object[] {
                   "开局", "棋盘" ,"模式 ", null , "退出 "
                  }, this));
            JMenu lookMenu = new JMenu("视图 ");
            mbar.add(makeMenu(lookMenu, new Object[] {
                   "Metal","Motif" ,"Windows"
                  }, this));
            JMenu helpMenu = new JMenu("帮助 ");
            mbar.add(makeMenu(helpMenu, new Object[] {
                   "关于"
            }, this));
      }

       //构造五子棋游戏的主菜单
       public  JMenu makeMenu(Object parent, Object items[], Object target){
            JMenu m = null;
             if(parent instanceof JMenu)
                  m = (JMenu)parent;
             else if (parent instanceof String)
                  m = new JMenu((String)parent);
             else
                   return null ;
             for(int i = 0; i < items.length; i++)
                   if(items[i] == null)
                        m.addSeparator();
                   else if (items[i] == "棋盘" ){
                        JMenu jm = new JMenu("棋盘 ");
                        ButtonGroup group= new ButtonGroup();
                        JRadioButtonMenuItem rmenu;
                         for (int j=0;j<strsize.length;j++){
                              rmenu=makeRadioButtonMenuItem(strsize[j],target);
                               if (j==0 )
                                    rmenu.setSelected( true);
                              jm.add(rmenu);
                              group.add(rmenu);
                        }
                        m.add(jm);
                  } else if (items[i] == "模式" ){
                        JMenu jm = new JMenu("模式 ");
                        ButtonGroup group= new ButtonGroup();
                        JRadioButtonMenuItem rmenu;
                         for (int h=0;h<strmode.length;h++){
                              rmenu=makeRadioButtonMenuItem(strmode[h],target);
                               if(h==0 )
                                    rmenu.setSelected( true);
                              jm.add(rmenu);
                              group.add(rmenu);
                        }
                        m.add(jm);
                  } else
                        m.add(makeMenuItem(items[i], target));
             return m;
      }
      
       //构造五子棋游戏的菜单项
       public  JMenuItem makeMenuItem(Object item, Object target){
            JMenuItem r = null;
             if(item instanceof String)
                  r = new JMenuItem((String)item);
             else if (item instanceof JMenuItem)
                  r = (JMenuItem)item;
             else
                   return null ;
             if(target instanceof ActionListener)
                  r.addActionListener((ActionListener)target);
             return r;
      }
      
       //构造五子棋游戏的单选按钮式菜单项
       public  JRadioButtonMenuItem makeRadioButtonMenuItem(
      Object item, Object target){
      JRadioButtonMenuItem r = null;
      if(item instanceof String)
            r = new JRadioButtonMenuItem((String)item);
      else if(item instanceof JRadioButtonMenuItem)
            r = (JRadioButtonMenuItem)item;
      else
             return null ;
      if(target instanceof ActionListener)
            r.addActionListener((ActionListener)target);
      return r;
    }
   
    public void MapSize(int w,int h){
      setSize(w * 20+50 , h * 20+ 100 );
      if( this.checkcomputer)
             this.iscomputer= true;
      else
             this.iscomputer= false;
      mp.setModel(cm);
      mp.repaint();
    }
   
    public boolean getiscomputer(){
      return this.iscomputer;
    }
   
    public void restart(){
      int modeChess = cm.getModeChess();
      if(modeChess <= 3 && modeChess >= 1){
            cm = new ChessModel(modeChess);
            MapSize(cm.getWidth(),cm.getHeight());
      }else{
            System.out.println( "\u81EA\u5B9A\u4E49" );
      }
    }
   
    public void actionPerformed(ActionEvent e){
      String arg=e.getActionCommand();
      try{
             if (arg.equals("Windows"))
                  UIManager.setLookAndFeel(
                         "com.sun.java.swing.plaf.windows.WindowsLookAndFeel" );
             else if (arg.equals("Motif"))
                        UIManager.setLookAndFeel(
                               "com.sun.java.swing.plaf.motif.MotifLookAndFeel" );
                   else
                        UIManager.setLookAndFeel(
                               "javax.swing.plaf.metal.MetalLookAndFeel" );
                  SwingUtilities.updateComponentTreeUI( this);
            } catch(Exception ee){}
             if(arg.equals("20x15")){
                   this.width= 20;
                   this.height= 15;
                  cm= new ChessModel(1);
                  MapSize( this.width, this.height);
                  SwingUtilities.updateComponentTreeUI( this);
            }
             if(arg.equals("30x20")){
                   this.width= 30;
                   this.height= 20;
                  cm= new ChessModel(2);
                  MapSize( this.width, this.height);
                  SwingUtilities.updateComponentTreeUI( this);
            }
             if(arg.equals("40x30")){
                   this.width= 40;
                   this.height= 30;
                  cm= new ChessModel(3);
                  MapSize( this.width, this.height);
                  SwingUtilities.updateComponentTreeUI( this);
            }
             if(arg.equals("人机对弈 ")){
                   this.checkcomputer= true;
                   this.iscomputer= true;
                  cm= new ChessModel(cm.getModeChess());
                  MapSize(cm.getWidth(),cm.getHeight());
                  SwingUtilities.updateComponentTreeUI( this);
            }
             if(arg.equals("人人对弈 ")){
                   this.checkcomputer= false;
                   this.iscomputer= false;
                  cm= new ChessModel(cm.getModeChess());
                  MapSize(cm.getWidth(),cm.getHeight());
                  SwingUtilities.updateComponentTreeUI( this);
            }
             if(arg.equals("开局 ")){
                  restart();
            }
             if(arg.equals("关于 "))
                  JOptionPane.showMessageDialog( this, " 五子棋游戏测试版本 ", " 关于", 0);
             if(arg.equals("退出 "))
                  System.exit( 0);
      }
}

/*
 *类ChessModel实现了整个五子棋程序算法的核心
 */
class ChessModel {
       //棋盘的宽度、高度、棋盘的模式(如 20×15)
       private int width,height,modeChess;
       //棋盘方格的横向、纵向坐标
       private int x=0,y= 0;
       //棋盘方格的横向、纵向坐标所对应的棋子颜色,
       //数组arrMapShow只有 3个值:1, 2,3, -5,
       //其中1代表该棋盘方格上下的棋子为黑子,
       //2代表该棋盘方格上下的棋子为白子,
       //3代表为该棋盘方格上没有棋子,
       //-5代表该棋盘方格不能够下棋子
       private int [][] arrMapShow;
       //交换棋手的标识,棋盘方格上是否有棋子的标识符
       private boolean isOdd,isExist;

       public ChessModel() {}
      
       //该构造方法根据不同的棋盘模式( modeChess)来构建对应大小的棋盘
       public ChessModel(int modeChess){
             this.isOdd= true;
             if(modeChess == 1){
                  PanelInit( 20, 15 , modeChess);
            }
             if(modeChess == 2){
                  PanelInit( 30, 20 , modeChess);
            }
             if(modeChess == 3){
                  PanelInit( 40, 30 , modeChess);
            }
      }
      
       //按照棋盘模式构建棋盘大小
       private void PanelInit(int width, int height, int modeChess){
             this.width = width;
             this.height = height;
             this.modeChess = modeChess;
            arrMapShow = new int [width+1][height+ 1];
             for(int i = 0; i <= width; i++){
                   for(int j = 0; j <= height; j++){
                        arrMapShow[i][j] = - 5;
                  }
            }
      }
      
       //获取是否交换棋手的标识符
       public boolean getisOdd(){
             return this .isOdd;
      }

       //设置交换棋手的标识符
       public void setisOdd(boolean isodd){
             if(isodd)
                   this.isOdd= true;
             else
                   this.isOdd= false;
      }
      
       //获取某棋盘方格是否有棋子的标识值
       public boolean getisExist(){
             return this .isExist;
      }
      
       //获取棋盘宽度
       public int getWidth(){
             return this .width;
      }
      
       //获取棋盘高度
       public int getHeight(){
             return this .height;
      }
      
       //获取棋盘模式
       public int getModeChess(){
             return this .modeChess;
      }

       //获取棋盘方格上棋子的信息
       public int [][] getarrMapShow(){
             return arrMapShow;
      }

       //判断下子的横向、纵向坐标是否越界
       private boolean badxy(int x, int y){
             if(x >= width+20 || x < 0)
                   return true ;
             return y >= height+20 || y < 0;
      }

       //计算棋盘上某一方格上八个方向棋子的最大值,
       //这八个方向分别是:左、右、上、下、左上、左下、右上、右下
       public boolean chessExist(int i, int j){
             if(this .arrMapShow[i][j]==1 || this.arrMapShow[i][j]==2)
                   return true ;
             return false ;
      }

       //判断该坐标位置是否可下棋子
       public void readyplay(int x, int y){
             if(badxy(x,y))
                   return;
             if (chessExist(x,y))
                   return;
             this.arrMapShow[x][y]= 3;
      }

       //在该坐标位置下棋子
       public void play(int x, int y){
             if(badxy(x,y))
                   return;
             if(chessExist(x,y)){
                   this.isExist= true;
                   return;
            } else
                   this.isExist= false;
             if(getisOdd()){
                  setisOdd( false);
             this.arrMapShow[x][y]= 1;
            } else{
                  setisOdd( true);
                   this.arrMapShow[x][y]= 2;
            }
      }

       //计算机走棋
       /*
       * 说明:用穷举法判断每一个坐标点的四个方向的的最大棋子数,
       * 最后得出棋子数最大值的坐标,下子
       **/
       public void computerDo(int width, int height){
             int max_black,max_white,max_temp,max=0;
            setisOdd( true);
            System.out.println( "计算机走棋 ...");
             for(int i = 0; i <= width; i++){
                   for(int j = 0; j <= height; j++){
                         if(!chessExist(i,j)){//算法判断是否下子
                              max_white=checkMax(i,j, 2);// 判断白子的最大值
                              max_black=checkMax(i,j, 1);// 判断黑子的最大值
                              max_temp=Math.max(max_white,max_black);
                               if(max_temp>max){
                                    max=max_temp;
                                     this.x=i;
                                     this.y=j;
                              }
                        }
                  }
            }
            setX( this.x);
            setY( this.y);
             this.arrMapShow[ this.x][ this.y]= 2;
      }
      
       //记录电脑下子后的横向坐标
       public void setX(int x){
             this.x=x;
      }
      
       //记录电脑下子后的纵向坐标
       public void setY(int y){
             this.y=y;
      }
      
       //获取电脑下子的横向坐标
       public int getX(){
             return this .x;
      }
      
       //获取电脑下子的纵向坐标
       public int getY(){
             return this .y;
      }

       //计算棋盘上某一方格上八个方向棋子的最大值,
       //这八个方向分别是:左、右、上、下、左上、左下、右上、右下
       public int checkMax(int x, int y,int black_or_white){
             int num=0 ,max_num,max_temp=0;
             int x_temp=x,y_temp=y;
             int x_temp1=x_temp,y_temp1=y_temp;
             //judge right
             for(int i=1;i< 5;i++){
                  x_temp1+= 1;
                   if(x_temp1>this.width)
                         break;
                   if(this .arrMapShow[x_temp1][y_temp1]==black_or_white)
                        num++;
                   else
                         break;
            }
             //judge left
            x_temp1=x_temp;
             for(int i=1;i< 5;i++){
                  x_temp1-= 1;
                   if(x_temp1<0)
                         break;
                   if(this .arrMapShow[x_temp1][y_temp1]==black_or_white)
                        num++;
                   else
                         break;
            }
             if(num<5)
                  max_temp=num;

             //judge up
            x_temp1=x_temp;
            y_temp1=y_temp;
            num= 0;
             for(int i=1;i< 5;i++){
                  y_temp1-= 1;
                   if(y_temp1<0)
                         break;
                   if(this .arrMapShow[x_temp1][y_temp1]==black_or_white)
                        num++;
                   else
                         break;
            }
             //judge down
            y_temp1=y_temp;
             for(int i=1;i< 5;i++){
                  y_temp1+= 1;
                   if(y_temp1>this.height)
                         break;
                   if(this .arrMapShow[x_temp1][y_temp1]==black_or_white)
                        num++;
                   else
                         break;
            }
             if(num>max_temp&&num<5)
                  max_temp=num;

             //judge left_up
            x_temp1=x_temp;
            y_temp1=y_temp;
            num= 0;
             for(int i=1;i< 5;i++){
                  x_temp1-= 1;
                  y_temp1-= 1;
                   if(y_temp1<0 || x_temp1<0)
                         break;
                   if(this .arrMapShow[x_temp1][y_temp1]==black_or_white)
                        num++;
                   else
                         break;
            }
             //judge right_down
            x_temp1=x_temp;
            y_temp1=y_temp;
             for(int i=1;i< 5;i++){
                  x_temp1+= 1;
                  y_temp1+= 1;
                   if(y_temp1>this.height || x_temp1>this.width)
                         break;
                   if(this .arrMapShow[x_temp1][y_temp1]==black_or_white)
                        num++;
                   else
                         break;
            }
             if(num>max_temp&&num<5)
                  max_temp=num;

             //judge right_up
            x_temp1=x_temp;
            y_temp1=y_temp;
            num= 0;
             for(int i=1;i< 5;i++){
                  x_temp1+= 1;
                  y_temp1-= 1;
                   if(y_temp1<0 || x_temp1>this.width)
                         break;
                   if(this .arrMapShow[x_temp1][y_temp1]==black_or_white)
                        num++;
                   else
                         break;
            }
             //judge left_down
            x_temp1=x_temp;
            y_temp1=y_temp;
             for(int i=1;i< 5;i++){
                  x_temp1-= 1;
                  y_temp1+= 1;
                   if(y_temp1>this.height || x_temp1<0)
                         break;
                   if(this .arrMapShow[x_temp1][y_temp1]==black_or_white)
                        num++;
                   else
                         break;
            }
             if(num>max_temp&&num<5)
                  max_temp=num;
            max_num=max_temp;
             return max_num;
      }

       //判断胜负
       public boolean judgeSuccess(int x, int y,boolean isodd){
             int num=1 ;
             int arrvalue;
             int x_temp=x,y_temp=y;
             if(isodd)
                  arrvalue= 2;
             else
                  arrvalue= 1;
             int x_temp1=x_temp,y_temp1=y_temp;
             //判断右边
             for(int i=1;i< 6;i++){
                  x_temp1+= 1;
                   if(x_temp1>this.width)
                         break;
                   if(this .arrMapShow[x_temp1][y_temp1]==arrvalue)
                        num++;
                   else
                         break;
            }
             //判断左边
            x_temp1=x_temp;
             for(int i=1;i< 6;i++){
                  x_temp1-= 1;
                   if(x_temp1<0)
                         break;
                   if(this .arrMapShow[x_temp1][y_temp1]==arrvalue)
                        num++;
                   else
                         break;
            }
             if(num==5 )
                   return true ;

             //判断上方
            x_temp1=x_temp;
            y_temp1=y_temp;
            num= 1;
             for(int i=1;i< 6;i++){
                  y_temp1-= 1;
                   if(y_temp1<0)
                         break;
                   if(this .arrMapShow[x_temp1][y_temp1]==arrvalue)
                        num++;
                   else
                         break;
            }
             //判断下方
            y_temp1=y_temp;
             for(int i=1;i< 6;i++){
                  y_temp1+= 1;
                   if(y_temp1>this.height)
                         break;
                   if(this .arrMapShow[x_temp1][y_temp1]==arrvalue)
                        num++;
                   else
                         break;
            }
             if(num==5 )
                   return true ;

             //判断左上
            x_temp1=x_temp;
            y_temp1=y_temp;
            num= 1;
             for(int i=1;i< 6;i++){
                  x_temp1-= 1;
                  y_temp1-= 1;
                   if(y_temp1<0 || x_temp1<0)
                         break;
                   if(this .arrMapShow[x_temp1][y_temp1]==arrvalue)
                        num++;
                   else
                         break;
            }
             //判断右下
            x_temp1=x_temp;
            y_temp1=y_temp;
             for(int i=1;i< 6;i++){
            x_temp1+= 1;
            y_temp1+= 1;
             if(y_temp1>this.height || x_temp1>this.width)
                   break;
                   if(this .arrMapShow[x_temp1][y_temp1]==arrvalue)
                        num++;
                   else
                         break;
            }
             if(num==5 )
                   return true ;

             //判断右上
            x_temp1=x_temp;
            y_temp1=y_temp;
            num= 1;
             for(int i=1;i< 6;i++){
                  x_temp1+= 1;
                  y_temp1-= 1;
                   if(y_temp1<0 || x_temp1>this.width)
                         break;
                   if(this .arrMapShow[x_temp1][y_temp1]==arrvalue)
                        num++;
                   else
                         break;
            }
             //判断左下
            x_temp1=x_temp;
            y_temp1=y_temp;
             for(int i=1;i< 6;i++){
                  x_temp1-= 1;
                  y_temp1+= 1;
                   if(y_temp1>this.height || x_temp1<0)
                         break;
                   if(this .arrMapShow[x_temp1][y_temp1]==arrvalue)
                        num++;
                   else
                         break;
            }
             if(num==5 )
                   return true ;
             return false ;
      }

       //赢棋后的提示
       public void showSuccess(JPanel jp){
            JOptionPane.showMessageDialog(jp, "你赢了,好厉害!", "win",
                  JOptionPane.INFORMATION_MESSAGE);
      }
      
       //输棋后的提示
       public void showDefeat(JPanel jp){
            JOptionPane.showMessageDialog(jp, "你输了,请重新开始!", "lost",
                  JOptionPane.INFORMATION_MESSAGE);
      }
}

/*
 *类MainPanel主要完成如下功能:
 *1、构建一个面板,在该面板上画上棋盘;
 *2、处理在该棋盘上的鼠标事件(如鼠标左键点击、鼠标右键点击、鼠标拖动等)
 **/
class MainPanel extends JPanel
       implements MouseListener,MouseMotionListener{
       private int width,height;//棋盘的宽度和高度
       private ChessModel cm;
      
       //根据棋盘模式设定面板的大小
      MainPanel(ChessModel mm){
            cm=mm;
            width=cm.getWidth();
            height=cm.getHeight();
            addMouseListener( this);
      }
   
    //根据棋盘模式设定棋盘的宽度和高度
       public void setModel(ChessModel mm){
            cm = mm;
            width = cm.getWidth();
            height = cm.getHeight();
      }

       //根据坐标计算出棋盘方格棋子的信息(如白子还是黑子),
       //然后调用draw方法在棋盘上画出相应的棋子
       public void paintComponent(Graphics g){
             super.paintComponent(g);
             for(int j = 0; j <= height; j++){
                   for(int i = 0; i <= width; i++){
                         int v = cm.getarrMapShow()[i][j];
                        draw(g, i, j, v);
                  }
            }
      }

       //根据提供的棋子信息(颜色、坐标)画棋子
       public void draw(Graphics g, int i, int j, int v){
             int x = 20 * i+20;
             int y = 20 * j+20;
             //画棋盘
             if(i!=width && j!=height){
                  g.setColor(Color.white);
                  g.drawRect(x,y, 20,20 );
            }
             //画黑色棋子
             if(v == 1 ){
                  g.setColor(Color.gray);
                  g.drawOval(x- 8,y-8 ,16,16);
                  g.setColor(Color.black);
                  g.fillOval(x- 8,y-8 ,16,16);
            }
             //画白色棋子
             if(v == 2 ){
                  g.setColor(Color.gray);
                  g.drawOval(x- 8,y-8 ,16,16);
                  g.setColor(Color.white);
                  g.fillOval(x- 8,y-8 ,16,16);
            }
             if(v ==3 ){
                  g.setColor(Color.cyan);
                  g.drawOval(x- 8,y-8 ,16,16);
            }
      }

       //响应鼠标的点击事件,根据鼠标的点击来下棋,
       //根据下棋判断胜负等
       public void mousePressed(MouseEvent evt){
             int x = (evt.getX()-10) / 20;
             int y = (evt.getY()-10) / 20;
            System.out.println(x+ " "+y);
             if (evt.getModifiers()==MouseEvent.BUTTON1_MASK){
                  cm.play(x,y);
                  System.out.println(cm.getisOdd()+ " "+cm.getarrMapShow()[x][y]);
                  repaint();
                   if(cm.judgeSuccess(x,y,cm.getisOdd())){
                        cm.showSuccess( this);
                        evt.consume();
                        ChessFrame.iscomputer= false;
                  }
                   //判断是否为人机对弈
                   if(ChessFrame.iscomputer&&!cm.getisExist()){
                        cm.computerDo(cm.getWidth(),cm.getHeight());
                        repaint();
                         if(cm.judgeSuccess(cm.getX(),cm.getY(),cm.getisOdd())){
                              cm.showDefeat( this);
                              evt.consume();
                        }
                  }
            }
      }

       public void mouseClicked(MouseEvent evt){}
       public void mouseReleased(MouseEvent evt){}
       public void mouseEntered(MouseEvent mouseevt){}
       public void mouseExited(MouseEvent mouseevent){}
       public void mouseDragged(MouseEvent evt){}
   
    //响应鼠标的拖动事件
       public void mouseMoved(MouseEvent moveevt){
             int x = (moveevt.getX()-10) / 20;
             int y = (moveevt.getY()-10) / 20;
            cm.readyplay(x,y);
            repaint();
      }
}

class ChessWindowEvent extends WindowAdapter{
       public void windowClosing(WindowEvent e){
            System.exit( 0);
      }

      ChessWindowEvent(){}
}