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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(){}
}
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