Java+Swing实现五子棋游戏的示例代码
目录
- 一、系统介绍
- 1.开发环境
- 2.技术选型
- 3.系统功能
- 二、系统展示
- 三、部分代码
- AI.java
- Chess.java
- Gobang.java
- GobangListener.java
一、系统介绍
1.开发环境
开发工具:Eclipse2021
JDK版本:jdk1.8
Mysql版本:8.0.13
2.技术选型
Java+Swing
3.系统功能
实现五子棋游戏,开始游戏,悔棋,认输,退出功能。
二、系统展示
1.首页
2.黑棋走
3.白棋走
三、部分代码
AI.java
package com.sjsq; import java.util.HashMap; public class AI implements Gobang { static HashMap<String, Integer> map = new HashMap<String, Integer>(); static { /** * 权值 */ // 防守权值 // 活1连 map.put("010", 20); //map.put(key,value) key=键 value=值 map.put("0-10", 10); // 眠1连 map.put("-110", 1); map.put("1-10", 1); // 活2连 map.put("0110", 200); map.put("0-1-10", 100); // 眠2连 map.put("-1110", 20); map.put("1-1-10", 10); // 活3连 map.put("01110", 7000); map.put("0-1-1-10", 5000); // 眠3连 map.put("-11110", 50); map.put("1-1-1-10", 30); // 活4连 map.put("011110", 10000); map.put("0-1-1-1-10", 10000); // 眠4连 map.put("-111110", 10000); map.put("1-1-1-1-10", 10000); // 碰壁眠4连 map.put("11110", 10000); map.put("-1-1-1-10", 10000); //进攻权值 //活1连 map.put("010",10); map.put("0-10",20); //眠1连 map.put("-110",1); map.put("1-10",1); //活2连 map.put("0110", 100); map.put("0-1-10",200); //眠2连 map.put("-1110",10); map.put("1-1-10",20); //活3连 map.put("01110", 5000); map.put("0-1-1-10",7000); //眠3连 map.put("-11110",30); map.put("1-1-1-10",50); //活4连 map.put("011110", 10000); map.put("0-1-1-1-10",10000); //眠4连 map.put("-111110",10000); map.put("1-1-1-1-10",10000); //碰壁眠4连 map.put("11110", 10000); map.put("-1-1-1-10", 15000); } static String code; static Integer weight; public static void Quan() { for (int r = 0; r < array1.length; r++) { for (int c = 0; c < array1[r].length; c++) { if (array1[r][c] == 0) {// 如果该位置没有棋子则开始统计 code = countHL(r, c);// 调用水平向左统计的方法 weight = map.get(code);// 根据棋子相连情况获取对应的权值 if (weight != null) {// 判断是否有该种棋子相连的情况 weightArray[r][c] += weight;// 累加权值 } // 把另外七个方向统计完毕后,就完成权值统计 code = countHR(r, c);// 调用水平向右统计的方法 weight = map.get(code);// 根据棋子相连情况获取对应的权值 if (weight != null) {// 判断是否有该种棋子相连的情况 weightArray[r][c] += weight;// 累加权值 } code = countHT(r, c);// 调用水平向左统计的方法 weight = map.get(code);// 根据棋子相连情况获取对应的权值 if (weight != null) {// 判断是否有该种棋子相连的情况 weightArray[r][c] += weight;// 累加权值 } code = countHB(r, c);// 调用水平向左统计的方法 weight = map.get(code);// 根据棋子相连情况获取对应的权值 if (weight != null) {// 判断是否有该种棋子相连的情况 weightArray[r][c] += weight;// 累加权值 } code = countHZXS(r, c);// 调用水平向左统计的方法 weight = map.get(code);// 根据棋子相连情况获取对应的权值 if (weight != null) {// 判断是否有该种棋子相连的情况 weightArray[r][c] += weight;// 累加权值 } code = countHYXS(r, c);// 调用水平向左统计的方法 weight = map.get(code);// 根据棋子相连情况获取对应的权值 if (weight != null) {// 判断是否有该种棋子相连的情况 weightArray[r][c] += weight;// 累加权值 } code = countHZXX(r, c);// 调用水平向左统计的方法 weight = map.get(code);// 根据棋子相连情况获取对应的权值 if (weight != null) {// 判断是否有该种棋子相连的情况 weightArray[r][c] += weight;// 累加权值 } code = countHYXX(r, c);// 调用水平向左统计的方法 weight = map.get(code);// 根据棋子相连情况获取对应的权值 if (weight != null) {// 判断是否有该种棋子相连的情况 weightArray[r][c] += weight;// 累加权值 } // 针对每种情况都进行权值分析,保证五子棋规则的完善 // 判断两个2连在一条直线但中间有一个空位的情况 if ((countHL(r, c) + countHR(r, c) == "01100110") || (countHL(r, c) + countHR(r, c) == "0-1-100-1-10") || (countHL(r, c) + countHR(r, c) == "-11100110") || (countHL(r, c) + countHR(r, c) == "1-1-100-1-10") || (countHL(r, c) + countHR(r, c) == "0110-1110") || (countHL(r, c) + countHR(r, c) == "0-1-101-1-10") || (countHL(r, c) + countHR(r, c) == "-1110-1110") || (countHL(r, c) + countHR(r, c) == "1-1-101-1-10")) { weightArray[r][c] = weightArray[r][c] + 5000; } if ((countHT(r, c) + countHB(r, c) == "01100110") || (countHT(r, c) + countHB(r, c) == "0-1-100-1-10") || (countHT(r, c) + countHB(r, c) == "-11100110") || (countHT(r, c) + countHB(r, c) == "1-1-100-1-10") || (countHT(r, c) + countHB(r, c) == "0110-1110") || (countHT(r, c) + countHB(r, c) == "0-1-101-1-10") || (countHT(r, c) + countHB(r, c) == "-1110-1110") || (countHT(r, c) + countHB(r, c) == "1-1-101-1-10")) { weightArray[r][c] = weightArray[r][c] + 5000; } if ((countHZXS(r, c) + countHYXX(r, c) == "01100110") || (countHZXS(r, c) + countHYXX(r, c) == "0-1-100-1-10") || (countHZXS(r, c) + countHYXX(r, c) == "-11100110") || (countHZXS(r, c) + countHYXX(r, c) == "1-1-100-1-10") || (countHZXS(r, c) + countHYXX(r, c) == "0110-1110") || (countHZXS(r, c) + countHYXX(r, c) == "0-1-101-1-10") || (countHZXS(r, c) + countHYXX(r, c) == "-1110-1110") || (countHZXS(r, c) + countHYXX(r, c) == "1-1-101-1-10")) { weightArray[r][c] = weightArray[r][c] + 5000; } if ((countHYXS(r, c) + countHZXX(r, c) == "01100110") || (countHYXS(r, c) + countHZXX(r, c) == "0-1-100-1-10") || (countHYXS(r, c) + countHZXX(r, c) == "-11100110") || (countHYXS(r, c) + countHZXX(r, c) == "1-1-100-1-10") || (countHYXS(r, c) + countHZXX(r, c) == "0110-1110") || (countHYXS(r, c) + countHZXX(r, c) == "0-1-101-1-10") || (countHYXS(r, c) + countHZXX(r, c) == "-1110-1110") || (countHYXS(r, c) + countHZXX(r, c) == "1-1-101-1-10")) { weightArray[r][c] = weightArray[r][c] + 5000; } // 判断一个活2连和一个活1连在一条直线上但中间有一个空位的情况 if ((countHL(r, c) + countHR(r, c) == "0100110") || (countHL(r, c) + countHR(r, c) == "0-100-1-10") || (countHL(r, c) + countHR(r, c) == "0110010") || (countHL(r, c) + countHR(r, c) == "0-1-100-10")) { weightArray[r][c] = weightArray[r][c] + 3000; } if ((countHT(r, c) + countHB(r, c) == "0100110") || (countHT(r, c) + countHB(r, c) == "0-100-1-10") || (countHT(r, c) + countHB(r, c) == "0110010") || (countHT(r, c) + countHB(r, c) == "0-1-100-10")) { weightArray[r][c] = weightArray[r][c] + 3000; } if ((countHZXS(r, c) + countHYXX(r, c) == "0100110") || (countHZXS(r, c) + countHYXX(r, c) == "0-100-1-10") || (countHZXS(r, c) + countHYXX(r, c) == "0110010") || (countHZXS(r, c) + countHYXX(r, c) == "0-1-100-10")) { weightArray[r][c] = weightArray[r][c] + 3000; } if ((countHYXS(r, c) + countHZXX(r, c) == "0100110") || (countHYXS(r, c) + countHZXX(r, c) == "0-100-1-10") || (countHYXS(r, c) + countHZXX(r, c) == "0110010") || (countHYXS(r, c) + countHZXX(r, c) == "0-1-100-10")) { weightArray[r][c] = weightArray[r][c] + 3000; } // 眠3连的一端被堵了 // "1-1-1-10"&"010" "0-1-1-10"&"010" if ((countHL(r, c) + countHR(r, c) == "1-1-1-10010") || (countHL(r, c) + countHR(r, c) == "0101-1-1-10") || (countHL(r, c) + countHR(r, c) == "1-1-1-100") || (countHL(r, c) + countHR(r, c) == "01-1-1-10") || (countHL(r, c) + countHR(r, c) == "1-1-1-100110") || (countHL(r, c) + countHR(r, c) == "01101-1-1-10")) { weightArray[r][c] = 1; } if ((countHT(r, c) + countHB(r, c) == "1-1-1-10010") || (countHT(r, c) + countHB(r, c) == "0101-1-1-10") || (countHT(r, c) + countHB(r, c) == "1-1-1-100") || (countHT(r, c) + countHB(r, c) == "01-1-1-10") || (countHT(r, c) + countHB(r, c) == "1-1-1-100110") || (countHT(r, c) + countHB(r, c) == "01101-1-1-10")) { weightArray[r][c] = 1; ; } if ((countHZXS(r, c) + countHYXX(r, c) == "1-1-1-10010") || (countHZXS(r, c) + countHYXX(r, c) == "0101-1-1-10") || (countHZXS(r, c) + countHYXX(r, c) == "1-1-1-100") || (countHZXS(r, c) + countHYXX(r, c) == "01-1-1-10") || (countHZXS(r, c) + countHYXX(r, c) == "1-1-1-100110") || (countHZXS(r, c) + countHYXX(r, c) == "01101-1-1-10")) { weightArray[r][c] = 1; } if ((countHYXS(r, c) + countHZXX(r, c) == "1-1-1-10010") || (countHYXS(r, c) + countHZXX(r, c) == "0101-1-1-10") || (countHYXS(r, c) + countHZXX(r, c) == "1-1-1-100") || (countHYXS(r, c) + countHZXX(r, c) == "01-1-1-10") || (countHYXS(r, c) + countHZXX(r, c) == "1-1-1-100110") || (countHYXS(r, c) + countHZXX(r, c) == "01101-1-1-10")) { weightArray[r][c] = 1; } // 3连和1连在一条线上差一个棋位 if ((countHL(r, c) + countHR(r, c) == "0-1-1-100-10") || (countHL(r, c) + countHR(r, c) == "0-101-1-1-10") || (countHL(r, c) + countHR(r, c) == "01110010") || (countHL(r, c) + countHR(r, c) == "010-11110") || (countHL(r, c) + countHR(r, c) == "0-100-1-1-10") || (countHL(r, c) + countHR(r, c) == "1-1-1-100-10") || (countHL(r, c) + countHR(r, c) == "01001110") || (countHL(r, c) + countHR(r, c) == "-11110010")) { weightArray[r][c] = weightArray[r][c] + 4000; } if ((countHT(r, c) + countHB(r, c) == "0-1-1-100-10") || (countHT(r, c) + countHB(r, c) == "0-101-1-1-10") || (countHT(r, c) + countHB(r, c) == "01110010") || (countHT(r, c) + countHB(r, c) == "010-11110") || (countHT(r, c) + countHB(r, c) == "0-100-1-1-10") || (countHT(r, c) + countHB(r, c) == "1-1-1-100-10") || (countHT(r, c) + countHB(r, c) == "01001110") || (countHT(r, c) + countHB(r, c) == "-11110010")) { weightArray[r][c] = weightArray[r][c] + 4000; } if ((countHZXS(r, c) + countHYXX(r, c) == "0-1-1-100-10") || (countHZXS(r, c) + countHYXX(r, c) == "0-101-1-1-10") || (countHZXS(r, c) + countHYXX(r, c) == "01110010") || (countHZXS(r, c) + countHYXX(r, c) == "010-11110") || (countHZXS(r, c) + countHYXX(r, c) == "0-100-1-1-10") || (countHZXS(r, c) + countHYXX(r, c) == "1-1-1-100-10") || (countHZXS(r, c) + countHYXX(r, c) == "01001110") || (countHZXS(r, c) + countHYXX(r, c) == "-11110010")) { weightArray[r][c] = weightArray[r][c] + 4000; } if ((countHYXS(r, c) + countHZXX(r, c) == "0-1-1-100-10") || (countHYXS(r, c) + countHZXX(r, c) == "0-101-1-1-10") || (countHYXS(r, c) + countHZXX(r, c) == "01110010") || (countHYXS(r, c) + countHZXX(r, c) == "010-11110") || (countHYXS(r, c) + countHZXX(r, c) == "0-100-1-1-10") || (countHYXS(r, c) + countHZXX(r, c) == "1-1-1-100-10") || (countHYXS(r, c) + countHZXX(r, c) == "01001110") || (countHYXS(r, c) + countHZXX(r, c) == "-11110010")) { weightArray[r][c] = weightArray[r][c] + 4000; } } } } } // 水平向左统计的方法 public static String countHL(int r, int c) { String code = "0"; int chess = 0;// 存储第一颗出现的棋子 // 循环遍历 for (int r1 = r - 1; r1 >= 0; r1--) { if (array1[r1][c] == 0) {// 表示空位沒有棋子 if (r1 + 1 == r) {// 相邻 break; } else { code = array1[r1][c] + code;// 记录棋子相连情况 break; } } else {// 表示该位置有棋子 if (chess == 0) {// 第一次出现棋子 chess = array1[r1][c];// 记录棋子 code = array1[r1][c] + code;// 记录棋子相连情况 } else if (chess == array1[r1][c]) { code = array1[r1][c] + code;// 记录棋子相连情况 } else { code = array1[r1][c] + code;// 记录棋子相连情况 break; } } } return code; } // 水平向右统计的方法 public static String countHR(int r, int c) { String code = "0"; int chess = 0;// 存储第一颗出现的棋子 // 循环遍历 for (int r1 = r + 1; r1 < coloum; r1++) { if (array1[r1][c] == 0) {// 表示空位沒有棋子 if (r1 - 1 == r) {// 相邻 break; } else { code = array1[r1][c] + code;// 记录棋子相连情况 break; } } else {// 表示该位置有棋子 if (chess == 0) {// 第一次出现棋子 chess = array1[r1][c];// 记录棋子 code = array1[r1][c] + code;// 记录棋子相连情况 } else if (chess == array1[r1][c]) { code = array1[r1][c] + code;// 记录棋子相连情况 } else { code = array1[r1][c] + code;// 记录棋子相连情况 break; } } } return code; } // 竖直向上统计的方法 public static String countHT(int r, int c) { String code = "0"; int chess = 0;// 存储第一颗出现的棋子 // 循环遍历 for (int c1 = c - 1; c1 >= 0; c1--) { if (array1[r][c1] == 0) {// 表示空位沒有棋子 if (c1 + 1 == r) {// 相邻 break; } else { code = array1[r][c1] + code;// 记录棋子相连情况 break; } } else {// 表示该位置有棋子 if (chess == 0) {// 第一次出现棋子 chess = array1[r][c1];// 记录棋子 code = array1[r][c1] + code;// 记录棋子相连情况 } else if (chess == array1[r][c1]) { code = array1[r][c1] + code;// 记录棋子相连情况 } else { code = array1[r][c1] + code;// 记录棋子相连情况 break; } } } return code; } // 竖直向下统计的方法 public static String countHB(int r, int c) { String code = "0"; int chess = 0;// 存储第一颗出现的棋子 // 循环遍历 for (int c1 = c + 1; c1 < row; c1++) { if (array1[r][c1] == 0) {// 表示空位沒没有棋子 if (c1 - 1 == c) {// 相邻 break; } else { code = array1[r][c1] + code;// 记录棋子相连情况 break; } } else {// 表示该位置有棋子 if (chess == 0) {// 第一次出现棋子 chess = array1[r][c1];// 记录棋子 code = array1[r][c1] + code;// 记录棋子相连情况 } else if (chess == array1[r][c1]) { code = array1[r][c1] + code;// 记录棋子相连情况 } else { code = array1[r][c1] + code;// 记录棋子相连情况 break; } } } return code; } // 左斜向上统计的方法 public static String countHZXS(int r, int c) { String code = "0"; int chess = 0;// 存储第一颗出现的棋子 // 循环遍历 for (int r1 = r - 1, c1 = c - 1; r1 >= 0 && c1 >= 0; r1--, c1--) { if (array1[r1][c1] == 0) {// 表示空位沒有棋子 if (c1 + 1 == c && r1 + 1 == r) {// 相邻 break; } else { code = array1[r1][c1] + code;// 记录棋子相连情况 break; } } else {// 表示该位置有棋子 if (chess == 0) {// 第一次出现棋子 chess = array1[r1][c1];// 记录棋子 code = array1[r1][c1] + code;// 记录棋子相连情况 } else if (chess == array1[r1][c1]) { code = array1[r1][c1] + code;// 记录棋子相连情况 } else { code = array1[r1][c1] + code;// 记录棋子相连情况 break; } } } return code; } // 右斜向上统计的方法 public static String countHYXS(int r, int c) { String code = "0"; int chess = 0;// 存储第一颗出现的棋子 // 循环遍历 for (int r1 = r + 1, c1 = c - 1; c1 >= 0 && r1 < coloum; r1++, c1--) { if (array1[r1][c1] == 0) {// 表示空位沒有棋子 if (r1 - 1 == r && c1 + 1 == c) {// 相邻 break; } else { code = array1[r1][c1] + code;// 记录棋子相连情况 break; } } else {// 表示该位置有棋子 if (chess == 0) {// 第一次出现棋子 chess = array1[r1][c1];// 记录棋子 code = array1[r1][c1] + code;// 记录棋子相连情况 } else if (chess == array1[r1][c1]) { code = array1[r1][c1] + code;// 记录棋子相连情况 } else { code = array1[r1][c1] + code;// 记录棋子相连情况 break; } } } return code; } // 左斜向下统计的方法 public static String countHZXX(int r, int c) { String code = "0"; int chess = 0;// 存储第一颗出现的棋子 // 循环遍历 for (int r1 = r - 1, c1 = c + 1; c1 < row && r1 >= 0; c1++, r1--) { if (array1[r1][c1] == 0) {// 表示空位沒有棋子 if (c1 - 1 == c && r1 + 1 == r) {// 相邻 break; } else { code = array1[r1][c1] + code;// 记录棋子相连情况 break; } } else {// 表示该位置有棋子 if (chess == 0) {// 第一次出现棋子 chess = array1[r1][c1];// 记录棋子 code = array1[r1][c1] + code;// 记录棋子相连情况 } else if (chess == array1[r1][c1]) { code = array1[r1][c1] + code;// 记录棋子相连情况 } else { code = array1[r1][c1] + code;// 记录棋子相连情况 break; } } } return code; } // 右斜向下统计的方法 public static String countHYXX(int r, int c) { String code = "0"; int chess = 0;// 存储第一颗出现的棋子 // 循环遍历 for (int r1 = r + 1, c1 = c + 1; r1 < coloum && c1 < row; r1++, c1++) { if (array1[r1][c1] == 0) {// 表示空位沒有棋子 if (c1 - 1 == c && r1 - 1 == r) {// 相邻 break; } else { code = array1[r1][c1] + code;// 记录棋子相连情况 break; } } else {// 表示该位置有棋子 if (chess == 0) {// 第一次出现棋子 chess = array1[r1][c1];// 记录棋子 code = array1[r1][c1] + code;// 记录棋子相连情况 } else if (chess == array1[r1][c1]) { code = array1[r1][c1] + code;// 记录棋子相连情况 } else { code = array1[r1][c1] + code;// 记录棋子相连情况 break; } } } return code; } }
Chess.java
package com.sjsq; import java.awt.Color;//设置棋子颜色和棋子的落子位置 public class Chess extends Object implements Gobang{ int coloum,row; //输入列数,行数 Color color; //棋盘颜色的设置 public Chess(int coloum,int row,Color color) { this.coloum=coloum; this.row=row; this.color=color; } }
Gobang.java
package com.sjsq; public interface Gobang { //接口 申明全局变量 public static final int size = 40; // 设置格子大小为40 public static final int X = 20, Y = 20; // 设置棋盘右上角的位置 public static final int coloum = 15; //设置行数 public static final int row = 15; //设置列数 public static final int[][] array1 = new int[coloum][row]; //记录棋子位置的数组 public static final int[][] weightArray = new int[coloum][row]; //记录棋盘每个位置的权值 public static final boolean flag[] = new boolean[2]; //记录选择的模式 public static final boolean co[] = new boolean[2]; //记录选择的棋色 }
GobangListener.java
package com.sjsq; import java.awt.Color; import java.awt.Graphics; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.MouseAdapter; import java.awt.event.MouseEvent; import java.util.Arrays; import javax.swing.JOptionPane; public class GobangListener extends MouseAdapter implements ActionListener,Gobang{ private GobangMain gm; // 棋盘面板对象 private Graphics g; // 画笔对象 boolean cco=true; //记录玩家下棋还是电脑下棋 boolean fff=true; //记录是否能悔棋 boolean ggg=true; //记录是否能认输 private MyArrayList<Chess> array; int coloum1,row1; int xx,yy,max; public GobangListener(GobangMain gm,MyArrayList<Chess> array) { //从GobangMain传窗体对象和记录棋子的数组 this.gm = gm; this.array=array; } public void actionPerformed(ActionEvent e) { if (e.getActionCommand().equals("悔棋")) { if(flag[0]) { //人人对战悔棋 if(fff) { if(array.getSize()>1) { array1[coloum1][row1]=0; Chess aaa=array.get(array.getSize()-2); coloum1=aaa.coloum; row1=aaa.row; array.Delete(); cco=!cco; gm.repaint(); } } } if(flag[1]) { //人机对战悔棋 if(fff) { if(cco) { if(array.getSize()>2) { array1[xx][yy]=0; Chess aaa=array.get(array.getSize()-2); coloum1=aaa.coloum; row1=aaa.row; array.Delete(); array1[coloum1][row1]=0; Chess bbb=array.get(array.getSize()-2); xx=bbb.coloum; yy=bbb.row; array.Delete(); gm.repaint(); } } } } } if (e.getActionCommand().equals("认输")) { if(ggg) { if(flag[0]){ if(cco) { JOptionPane.showMessageDialog(gm, "白棋获胜"); }else { JOptionPane.showMessageDialog(gm, "黑棋获胜"); } gm.removeMouseListener(this); fff=false; ggg=false; } if(flag[1]) { if(co[0]) { if(cco) { JOptionPane.showMessageDialog(gm, "黑棋获胜"); }else { JOptionPane.showMessageDialog(gm, "白棋获胜"); } gm.removeMouseListener(this); fff=false; ggg=false; } if(co[1]) { if(cco) { JOptionPane.showMessageDialog(gm, "白棋获胜"); }else { JOptionPane.showMessageDialog(gm, "黑棋获胜"); } gm.removeMouseListener(this); fff=false; ggg=false; array.Reset(); } } } } if (e.getActionCommand().equals("退出")) { //退出游戏 System.exit(0); } if (e.getActionCommand().equals("人人对战")) { //选择人人对战模式 flag[0]为true,flag[1]为false flag[0]=true; flag[1]=false; for(int i=0;i<array1.length;i++) { Arrays.fill(array1[i], 0); } cco=true; fff=true; ggg=true; array.Reset(); gm.repaint(); } if (e.getActionCommand().equals("人机对战")) { //选择人机对战模式 flag[0]为false,flag[1]为true flag[0]=false; flag[1]=true; for(int i=0;i<array1.length;i++) { Arrays.fill(array1[i], 0); } cco=true; fff=true; ggg=true; array.Reset(); gm.repaint(); } if (e.getActionCommand().equals("黑子(先手)")) { co[0]=false; co[1]=true; for(int i=0;i<array1.length;i++) { Arrays.fill(array1[i], 0); } cco=true; fff=true; ggg=true; array.Reset(); gm.repaint(); } if (e.getActionCommand().equals("白子(后手)")) { co[0]=true; co[1]=false; for(int i=0;i<array1.length;i++) { Arrays.fill(array1[i], 0); } cco=false; fff=true; ggg=true; array.Reset(); gm.repaint(); } if (e.getActionCommand().equals("开始新游戏")) { if(flag[1]) { if (co[1]){ for(int i=0;i<array1.length;i++) { Arrays.fill(array1[i], 0); } gm.addMouseListener(this); array.Reset(); gm.repaint(); } if(co[0]) { for(int i=0;i<array1.length;i++) { Arrays.fill(array1[i], 0); } // cco=false; gm.addMouseListener(this); array.Reset(); gm.repaint(); // g.setColor(Color.BLACK); // g.fillOval(X+8*size-size/2, Y+8*size-size/2, size, size); array1[7][7]=-1; //AI先手第一个子落点 Chess sh=new Chess(7,7,Color.BLACK); array.add(sh); cco=true; fff=true; ggg=true; } } if(flag[0]) { for(int i=0;i<array1.length;i++) { Arrays.fill(array1[i], 0); } cco=true; fff=true; ggg=true; gm.addMouseListener(this); array.Reset(); gm.repaint(); } } } public void mouseReleased(MouseEvent e) { //鼠标松开的时候进行的操作 if(flag[0]) { //选择人人对战模式进行的操作 if (g == null) g = gm.getGraphics(); int x = e.getX(); int y = e.getY(); coloum1 = (x-X+size/2)/size; row1 = (y-Y+size/2)/size; if(coloum1<coloum&&row1<row) { if(array1[coloum1][row1]==0) { if(cco) { g.setColor(Color.BLACK); g.fillOval(X+coloum1*size-size/2, Y+row1*size-size/2, size, size); array1[coloum1][row1]=1; Chess sh=new Chess(coloum1,row1,Color.BLACK); array.add(sh); } else { g.setColor(Color.WHITE); g.fillOval(X+coloum1*size-size/2, Y+row1*size-size/2, size, size); array1[coloum1][row1]=-1; Chess sh=new Chess(coloum1,row1,Color.WHITE); array.add(sh); } Judge jd=new Judge(coloum1,row1); if(jd.judge()) { if(cco) { JOptionPane.showMessageDialog(gm, "黑棋获胜"); }else { JOptionPane.showMessageDialog(gm, "白棋获胜"); } gm.removeMouseListener(this); fff=false; ggg=false; array.Reset(); } cco=!cco; } } } if(flag[1]) { //选择人机对战进行的操作 if (g == null) g = gm.getGraphics(); if(co[1]) { if(cco) { //若cco为true,则人下棋 int x = e.getX(); int y = e.getY(); coloum1 = (x-X+size/2)/size; row1 = (y-Y+size/2)/size; if(coloum1<coloum&&row1<row) { if(array1[coloum1][row1]==0) { g.setColor(Color.BLACK); g.fillOval(X+coloum1*size-size/2, Y+row1*size-size/2, size, size); array1[coloum1][row1]=1; Chess sh=new Chess(coloum1,row1,Color.BLACK); array.add(sh); Judge jd=new Judge(coloum1,row1); if(jd.judge()) { if(cco) { JOptionPane.showMessageDialog(gm, "黑棋获胜"); }else { JOptionPane.showMessageDialog(gm, "白棋获胜"); } gm.removeMouseListener(this); fff=false; ggg=false; array.Reset(); cco=!cco; } cco=!cco; } } } if(!cco) { //若cco为false,则机器下棋 AIX(); } } if(co[0]) { if(cco) { //若cco为true,则人下棋 int x = e.getX(); int y = e.getY(); coloum1 = (x-X+size/2)/size; row1 = (y-Y+size/2)/size; if(coloum1<coloum&&row1<row) { if(array1[coloum1][row1]==0) { g.setColor(Color.WHITE); g.fillOval(X+coloum1*size-size/2, Y+row1*size-size/2, size, size); array1[coloum1][row1]=1; Chess sh=new Chess(coloum1,row1,Color.WHITE); array.add(sh); Judge jd=new Judge(coloum1,row1); if(jd.judge()) { if(cco) { JOptionPane.showMessageDialog(gm, "白棋获胜"); }else { JOptionPane.showMessageDialog(gm, "黑棋获胜"); } gm.removeMouseListener(this); fff=false; ggg=false; array.Reset(); cco=!cco; } cco=!cco; } } } if(!cco) { //若cco为false,则机器下棋 AIX(); } } } } //调用AI进行下棋 public void AIX() { if(co[1]) { for(int i=0;i<weightArray.length;i++) { for(int j=0;j<weightArray[i].length;j++) { weightArray[i][j]=0; } } max=-1; AI.Quan(); for(int i=0;i<weightArray.length;i++) { for(int j=0;j<weightArray[i].length;j++) { if(i<5&&j<5) { if(max<=weightArray[i][j]&&array1[i][j]==0) { max=weightArray[i][j]; xx=i;yy=j; } }else { if(max<weightArray[i][j]&&array1[i][j]==0) { max=weightArray[i][j]; xx=i;yy=j; } } } } if(array1[xx][yy]==0) { g.setColor(Color.WHITE); g.fillOval(X+xx*size-size/2, Y+yy*size-size/2, size, size); array1[xx][yy]=-1; Chess sh=new Chess(xx,yy,Color.WHITE); array.add(sh); Judge jd=new Judge(xx,yy); if(jd.judge()) { if(cco) { JOptionPane.showMessageDialog(gm, "黑棋获胜"); }else { JOptionPane.showMessageDialog(gm, "白棋获胜"); } gm.removeMouseListener(this); //移除监听,这时将不能对棋盘进行操作 fff=false; //设置不能进行悔棋 ggg=false; //设置不能进行认输 array.Reset(); } cco=!cco; } } if(co[0]) { for(int i=0;i<weightArray.length;i++) { for(int j=0;j<weightArray[i].length;j++) { weightArray[i][j]=0; } } max=-1; AI.Quan(); for(int i=0;i<weightArray.length;i++) { for(int j=0;j<weightArray[i].length;j++) { if(i<5&&j<5) { if(max<=weightArray[i][j]&&array1[i][j]==0) { max=weightArray[i][j]; xx=i;yy=j; } }else { if(max<weightArray[i][j]&&array1[i][j]==0) { max=weightArray[i][j]; xx=i;yy=j; } } } } if(array1[xx][yy]==0) { g.setColor(Color.BLACK); g.fillOval(X+xx*size-size/2, Y+yy*size-size/2, size, size); array1[xx][yy]=-1; Chess sh=new Chess(xx,yy,Color.BLACK); array.add(sh); Judge jd=new Judge(xx,yy); if(jd.judge()) { if(cco) { JOptionPane.showMessageDialog(gm, "白棋获胜"); }else { JOptionPane.showMessageDialog(gm, "黑棋获胜"); } gm.removeMouseListener(this); //移除监听,这时将不能对棋盘进行操作 fff=false; //设置不能进行悔棋 ggg=false; //设置不能进行认输 array.Reset(); } cco=!cco; } } } }
以上就是Java+Swing实现五子棋游戏的示例代码的详细内容,更多关于Java Swing五子棋的资料请关注我们其它相关文章!
赞 (0)