本文为大家分享了Java实现五子棋游戏的具体代码,供大家参考,具体内容如下
1.图形化界面的创建
1.1创建JFrame窗体容器
1)JFrame窗体需要设置基本的大小、布局、默认的关闭方式,以及最重要的设置可见。
1.2在JFrame上添加组件,用来绘制棋盘棋子和游戏操作。
1)棋盘棋子的绘制:自定义一个类去继承JPanel,把绘制棋盘和棋子的方法重写进入paint()方法里,这样当窗体发生变化(放大、缩小、移动等操作时,棋盘棋子不会消失,棋局得以保存)。
2)悔棋、认输等操作通过JButton按钮添加鼠标监听来实现。
2.关键点的实现
(使用六个类实现背后逻辑,UI类,DrawChessBoard类,GameMouse类,QiZi类,Location类以及AI类)。
2.1在棋盘点击的位置绘制棋子
1)给棋盘添加鼠标监听,获取点击位置的坐标
UI类负责初始化1中的图形化界面,并给DrawChessBoard类添加GameMouse类的监听。这样在鼠标点击棋盘时通过重写GameMouse类的mouseClicked(),就可以获取鼠标在棋盘上点击的像素坐标。
2)坐标转化成二位数组中的坐标
保存棋盘上所有棋子位置用到QiZi类中的int[][] memory二维数组,这样把像素坐标转化为二维数组中的坐标,并附上棋子颜色对应的值,就可以保存棋盘上所有棋子的位置。
3)在棋盘上画出棋子
在DrawChessBoard类paint()方法中遍历QiZi类中的int[][] memory二维数组非零值,就可以在相应位置调用画笔方法画出黑白棋子。
2.2判断输赢
1)下完棋子后,将下棋位置保存到QiZi类的int[][] memory二维数组中后,就可以以该点为中心计算其四个方向上连续棋子的数目,达到五个则通过JOptionPane类生成弹窗确定赢家。
2.2悔棋功能和提示最后落子位置功能的实现
1)每次成功下一颗棋子,就可以创建一个保存了棋子坐标的Location对象,并将该对象添加到 QiZi类的ArrayList或者Stack容器当中,当鼠标点击悔棋Button后,清除QiZi类的int[][] memory二维数组相应位置的数值(将之改为0即可),然后棋盘重绘棋子,就可以完成悔棋的效果。
2)同时可以找到容器中最后落子的位置,并在棋盘相应的坐标出画出最后落子提示。
2.3开始、认输的实现
1)开始游戏,即重置游戏,将棋子类的相应属性清零即可,比如int[][] memory二维数组(即棋谱),owener=1(重置为白色),以及清楚棋盘上面的棋子。
2)认输就可以判断当前QiZi.owner的值,来判断输的一方并给出提示即可。
2.4AI的实现
1)默认AI为黑方的情况下,需要在白色方落子之后调用AI下黑色棋子,所以在需要在GameMouse中下白棋的if分支中调用AI方法
2)AI的厉害与否取决于其设计,在这里提供一个思路:设置一个棋型对照表,给不同棋型赋值(如1111,代表白子四连,权重较高),轮到AI时,可以根据该表计算棋盘上每一个空位在八个方向总的权重大小,在权重最大处落子即可。棋型对照表中不同棋的权重设置,可以通过python等分析大量棋局来获取,以此来训练AI,当权重设置越合理,AI就越强。
3.其他功能
下子的动画效果音效等可以通过开辟不同的线程来实现,而网络对战则可增加网络通信相关模块即可。
4.源码
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package wuziqi925;
import javax.swing.*;
import java.awt.*;
public class GameUI {
public static void main(String[] args) {
GameUI gameUI= new GameUI();
gameUI.showUI();
}
public void showUI(){
//创建棋子对象
QiZi qizi= new QiZi();
//获取窗体
JFrame jFrame= new JFrame();
jFrame.setSize( 1000 , 795 );
jFrame.setDefaultCloseOperation( 3 );
jFrame.setLocationRelativeTo( null );
jFrame.setLayout( null );
jFrame.setTitle( "五子棋" );
jFrame.setResizable( false );
//窗体添加棋盘面板
DrawChessBoard chessBoard= new DrawChessBoard(qizi);
jFrame.add(chessBoard);
chessBoard.setSize( 760 , 760 );
chessBoard.setBackground(Color.ORANGE);
//测试JFrame框架像素大小,Insets[top=32,left=3,bottom=3,right=3]
//System.out.println(jFrame.getInsets());
//窗体添加选项面板,用来画棋盘
JPanel bp= new JPanel();
bp.setSize( 236 , 760 );
bp.setBackground(Color.lightGray);
bp.setLocation( 760 , 0 );
bp.setLayout( null );
jFrame.add(bp);
//选项面板添加按钮
JButton start= new JButton( "开始" );
start.setBackground(Color.white);
start.setFont( new Font( "华文行楷" ,Font.BOLD, 20 ));
start.setBounds( 40 , 350 , 150 , 50 );
JButton quit= new JButton( "认输" );
quit.setBackground(Color.white);
quit.setFont( new Font( "华文行楷" ,Font.BOLD, 20 ));
quit.setBounds( 40 , 440 , 150 , 50 );
JButton undo= new JButton( "悔棋" );
undo.setBackground(Color.white);
undo.setFont( new Font( "华文行楷" ,Font.BOLD, 20 ));
undo.setBounds( 40 , 530 , 150 , 50 );
bp.add(start);
bp.add(quit);
bp.add(undo);
//选择模式选项
ButtonGroup bg= new ButtonGroup();
JRadioButton rrdz= new JRadioButton( "玩家对战" );
JRadioButton rjdz= new JRadioButton( "人机对战" );
rrdz.setSize( 120 , 30 );
rrdz.setLocation( 55 , 60 );
rrdz.setFont( new Font( "华文行楷" ,Font.BOLD, 20 ));
rrdz.setVisible( true );
rjdz.setSize( 120 , 30 );
rjdz.setLocation( 55 , 90 );
rjdz.setFont( new Font( "华文行楷" ,Font.BOLD, 20 ));
rjdz.setVisible( true );
bg.add(rjdz);
bg.add(rrdz);
bp.add(rjdz);
bp.add(rrdz);
bp.setVisible( true );
//设置窗体可见
jFrame.setVisible( true );
AI ai= new AI(qizi,chessBoard);
//获取棋盘的鼠标监听和画笔并将该画笔添加给鼠标
Graphics g1=chessBoard.getGraphics();
GameMouse gameMouse= new GameMouse(qizi,chessBoard,ai);
chessBoard.addMouseListener(gameMouse);
start.addActionListener(gameMouse);
quit.addActionListener(gameMouse);
undo.addActionListener(gameMouse);
rrdz.addActionListener(gameMouse);
rjdz.addActionListener(gameMouse);
}
}
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package wuziqi925;
import javax.swing.*;
import java.awt.*;
public class DrawChessBoard extends JPanel {
QiZi qiZi;
private static int LINE_NUM = 15 ;
private static int MARGIN_WIDTH = 30 ;
public static int CELL_SIZE = 50 ;
public DrawChessBoard(QiZi qiZi) {
this .qiZi = qiZi;
}
@Override
public void paint(Graphics g) {
super .paint(g);
//画棋盘
for ( int i = 0 ; i < LINE_NUM; i++) {
g.drawLine(MARGIN_WIDTH, MARGIN_WIDTH + i * CELL_SIZE, MARGIN_WIDTH + (LINE_NUM - 1 ) * CELL_SIZE, MARGIN_WIDTH + i * CELL_SIZE);
g.drawLine(MARGIN_WIDTH + i * CELL_SIZE, MARGIN_WIDTH, MARGIN_WIDTH + i * CELL_SIZE, MARGIN_WIDTH + (LINE_NUM - 1 ) * CELL_SIZE);
}
//画棋盘上的点
g.fillOval(CELL_SIZE* 3 + 22 ,CELL_SIZE* 3 + 22 , 16 , 16 );
g.fillOval(CELL_SIZE* 11 + 22 ,CELL_SIZE* 3 + 22 , 16 , 16 );
g.fillOval(CELL_SIZE* 3 + 22 ,CELL_SIZE* 11 + 22 , 16 , 16 );
g.fillOval(CELL_SIZE* 11 + 22 ,CELL_SIZE* 11 + 22 , 16 , 16 );
//画棋子
int [][] a = qiZi.memory;
for ( int i = 0 ; i < a.length; i++) {
for ( int j = 0 ; j < a[i].length; j++) {
if (a[i][j] == 1 ) {
g.setColor(Color.white);
g.fillOval(CELL_SIZE * i + 7 , CELL_SIZE * j + 7 , 46 , 46 );
} else if (a[i][j] == 2 ) {
g.setColor(Color.black);
g.fillOval(CELL_SIZE * i + 7 , CELL_SIZE * j + 7 , 46 , 46 );
}
}
}
//画出最后一步棋子的位置上的十字架
if (qiZi.arr.size() > 0 ) {
Graphics2D g1=(Graphics2D)g;
g1.setColor(Color.red);
g1.setStroke( new BasicStroke( 3 .0f));
Location l = qiZi.arr.get(qiZi.arr.size() - 1 );
g1.drawLine(CELL_SIZE * l.x + MARGIN_WIDTH - 8 , CELL_SIZE * l.y + MARGIN_WIDTH, CELL_SIZE * l.x + MARGIN_WIDTH + 8 , CELL_SIZE * l.y + MARGIN_WIDTH);
g1.drawLine(CELL_SIZE * l.x + MARGIN_WIDTH, CELL_SIZE * l.y + MARGIN_WIDTH - 8 , CELL_SIZE * l.x + MARGIN_WIDTH, CELL_SIZE * l.y + MARGIN_WIDTH + 8 );
}
}
}
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package wuziqi925;
import javax.swing.*;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
public class GameMouse implements MouseListener, ActionListener {
QiZi qizi;
DrawChessBoard drawChessBoard;
AI ai;
public GameMouse() {
}
public GameMouse( QiZi qiZi, DrawChessBoard drawChessBoard,AI ai) {
this .qizi = qiZi;
this .drawChessBoard=drawChessBoard;
this .ai=ai;
}
@Override
public void mouseClicked(MouseEvent e) {
int cellSize= DrawChessBoard.CELL_SIZE;
int x=e.getX();
int xx= 0 ;
int y=e.getY();
int yy= 0 ;
//在点击位置画棋子,并将下子位置转换成棋子在二维数组中的坐标
if (qizi.owner== 1 ) {
if ((x - 30 ) % cellSize > 25 & (y - 30 ) % cellSize > 25 ) {
xx=(x - 30 ) / cellSize + 1 ;
yy=(y - 30 ) / cellSize + 1 ;
} else if ((x - 30 ) % cellSize > 25 & (y - 30 ) % cellSize < 25 ) {
xx=(x - 30 ) / cellSize + 1 ;
yy=(y - 30 ) / cellSize;
} else if ((x - 30 ) % cellSize < 25 & (y - 30 ) % cellSize > 25 ) {
xx=(x - 30 ) / cellSize;
yy=(y - 30 ) / cellSize + 1 ;
} else if ((x - 30 ) % cellSize < 25 & (y - 30 ) % cellSize < 25 ) {
xx=(x - 30 ) / cellSize;
yy=(y - 30 ) / cellSize;
}
if (qizi.memory[xx][yy]== 0 ) { //判断无子
qizi.x=xx;
qizi.y=yy;
qizi.memory[qizi.x][qizi.y] = qizi.owner; //下棋子并将棋子放入容器
Location location= new Location(qizi); //记录刚下的棋子位置顺序
qizi.arr.add(location);
drawChessBoard.repaint(); //绘制刚下的棋子
qizi.judgeWinner(); //判断输赢
qizi.owner= 2 ; //交换棋权
}
if (ai.state){
ai.initiateAI();
}
} else {
qizi.owner= 2 ;
if ((x - 30 ) % cellSize > 25 & (y - 30 ) % cellSize > 25 ) {
xx=(x - 30 ) / cellSize + 1 ;
yy=(y - 30 ) / cellSize + 1 ;
} else if ((x - 30 ) % cellSize > 25 & (y - 30 ) % cellSize < 25 ) {
xx=(x - 30 ) / cellSize + 1 ;
yy=(y - 30 ) / cellSize;
} else if ((x - 30 ) % cellSize < 25 & (y - 30 ) % cellSize > 25 ) {
xx=(x - 30 ) / cellSize;
yy=(y - 30 ) / cellSize + 1 ;
} else if ((x - 30 ) % cellSize < 25 & (y - 30 ) % cellSize < 25 ) {
xx=(x - 30 ) / cellSize;
yy=(y - 30 ) / cellSize;
}
if (qizi.memory[xx][yy]== 0 ) {
qizi.x=xx;
qizi.y=yy;
qizi.memory[qizi.x][qizi.y] = qizi.owner; //下棋子并将棋子放入容器
Location location= new Location(qizi); //记录刚下的棋子位置顺序
qizi.arr.add(location);
drawChessBoard.repaint(); //绘制刚下的棋子
qizi.judgeWinner(); //判断输赢
qizi.owner= 1 ; //交换棋权
}
}
}
@Override
public void actionPerformed(ActionEvent e) {
int cellSize= DrawChessBoard.CELL_SIZE;
String s=e.getActionCommand();
JOptionPane tc= new JOptionPane();
//悔棋功能的实现
if (s.equals( "悔棋" )){
if (qizi.arr.size()> 0 ) {
Location l = qizi.arr.get(qizi.arr.size() - 1 );
qizi.memory[l.x][l.y] = 0 ;
qizi.arr.remove(qizi.arr.size() - 1 );
if (qizi.owner == 1 ) {
qizi.owner = 2 ;
} else if (qizi.owner == 2 ) {
qizi.owner = 1 ;
}
} else {
tc.showMessageDialog( null , "无棋可毁,请下棋!" );
}
//刷新棋盘
drawChessBoard.repaint();
}
if (s.equals( "开始" )){
qizi.owner= 1 ;
qizi.memory= new int [ 15 ][ 15 ];
qizi.arr.clear();
qizi.win= false ;
drawChessBoard.repaint();
}
if (s.equals( "认输" )){
int whiteCount= 0 ;
int blackCount= 0 ;
for ( int i = 0 ; i < qizi.memory.length; i++) {
for ( int j = 0 ; j < qizi.memory[i].length; j++) {
if (qizi.memory[i][j]== 1 ){
whiteCount++;
} else if (qizi.memory[i][j]== 2 ){
blackCount++;
}
}
}
if (whiteCount==blackCount){
tc.showMessageDialog( null ,qizi.owner== 1 ? "黑方投降,白方胜!" : "白方投降,黑方胜!" );
} else if (whiteCount>blackCount){
tc.showMessageDialog( null , "黑方投降,白方胜!" );
} else {
tc.showMessageDialog( null , "白方投降,黑方胜!" );
}
}
if (s.equals( "人机对战" )){
ai.state= true ;
}
if (s.equals( "玩家对战" )){
ai.state= false ;
}
}
@Override
public void mousePressed(MouseEvent e) {
}
@Override
public void mouseReleased(MouseEvent e) {
}
@Override
public void mouseEntered(MouseEvent e) {
}
@Override
public void mouseExited(MouseEvent e) {
}
}
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package wuziqi925;
import javax.swing.*;
import java.util.ArrayList;
public class QiZi {
int x;
int y;
int owner= 1 ; //1 代表白色,2代表黑色
int [][] memory;
ArrayList <Location>arr;
boolean win= false ;
public QiZi() {
memory= new int [ 15 ][ 15 ];
arr= new ArrayList<>( 50 );
}
public void judgeWinner() {
JOptionPane tc= new JOptionPane();
int count1= 0 ;
int count2= 0 ;
int count3= 0 ;
int count4= 0 ;
//竖直方向检测
for ( int i = y- 1 ; i >- 1 ; i--) {
if (memory[x][i]==owner){
count1++;
} else {
break ;
}
}
for ( int i = y+ 1 ; i < 15 ; i++) {
if (memory[x][i]==owner){
count1++;
} else {
break ;
}
}
if (count1 > 3 ){
tc.showMessageDialog( null ,owner== 1 ? "白方胜" : "黑方胜" );
win= true ;
return ;
}
//水平方向检测
for ( int i = x- 1 ; i >- 1 ; i--) {
if (memory[i][y]==owner){
count2++;
} else {
break ;
}
}
for ( int i = x+ 1 ; i < 15 ; i++) {
if (memory[i][y]==owner){
count2++;
} else {
break ;
}
}
if (count2 > 3 ){
tc.showMessageDialog( null ,owner== 1 ? "白方胜" : "黑方胜" );
win= true ;
return ;
}
//在\方向上检测
int yy=y;
for ( int i = x+ 1 ; i < 15 ; i++) {
if (yy== 14 ){
break ;
}
yy++;
if (memory[i][yy]==owner){
count3++;
} else {
break ;
}
}
yy=y;
for ( int i = x- 1 ; i >- 1 ; i--) {
if (yy== 0 ){
break ;
}
yy--;
if (memory[i][yy]==owner){
count3++;
} else {
break ;
}
}
if (count3 > 3 ){
tc.showMessageDialog( null ,owner== 1 ? "白方胜" : "黑方胜" );
win= true ;
return ;
}
//在/方向上检测
yy=y;
for ( int i = x+ 1 ; i < 15 ; i++) {
if (yy== 0 ){
break ;
}
yy--;
if (memory[i][yy]==owner){
count4++;
} else {
break ;
}
}
yy=y;
for ( int i = x- 1 ; i >- 1 ; i--) {
if (yy== 14 ){
break ;
}
yy++;
if (memory[i][yy]==owner){
count4++;
} else {
break ;
}
}
if (count4 > 3 ){
tc.showMessageDialog( null ,owner== 1 ? "白方胜" : "黑方胜" );
win= true ;
return ;
}
}
}
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package wuziqi925;
public class Location {
QiZi qiZi;
int x;
int y;
public Location(QiZi qiZi) {
//记录棋谱
x=qiZi.x;
y=qiZi.y;
}
public Location( int x, int y) {
this .x = x;
this .y = y;
}
}
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package wuziqi925;
import java.util.*;
public class AI {
boolean state= false ; //true为on false为off
QiZi qiZi;
//存储棋型权值
private HashMap<String,Integer> playValueTable= new HashMap<>();
//存储每个可下点的权重大小
private HashMap<Location,Integer> locationsAndValues= new HashMap<>();
DrawChessBoard drawChessBoard;
int AIDO= 0 ;
public AI(QiZi qiZi,DrawChessBoard drawChessBoard){
this .drawChessBoard=drawChessBoard;
this .qiZi=qiZi;
//1代表该方向为白方棋子(玩家),2代表该方向为黑方棋子(AI)
playValueTable.put( "22221" , 100 );
playValueTable.put( "2222" , 100 );
playValueTable.put( "11112" , 99 );
playValueTable.put( "1111" , 0 );
playValueTable.put( "2221" , 40 );
playValueTable.put( "222" , 45 );
playValueTable.put( "1112" , 35 );
playValueTable.put( "111" , 46 );
playValueTable.put( "22" , 25 );
playValueTable.put( "221" , 20 );
playValueTable.put( "11" , 15 );
playValueTable.put( "112" , 10 );
playValueTable.put( "21" , 5 );
playValueTable.put( "2" , 10 );
playValueTable.put( "1" , 8 );
playValueTable.put( "12" , 2 );
}
public void initiateAI(){
if (qiZi.win){
return ;
}
int chessValue= 0 ;
//遍历棋盘找到空点
for ( int i = 0 ; i <qiZi.memory.length; i++) {
for ( int j = 0 ; j < qiZi.memory[i].length; j++) {
//计算qiZi.memory[i][j](空点)位置的权值,保存ij位点
if (qiZi.memory[i][j]== 0 ){
Location l= new Location(i,j);
chessValue=countValue(i,j);
locationsAndValues.put(l,chessValue);
}
}
}
//System.out.println(chessValue);
//判断权值最大的点,获取该点的坐标值并传入qiZi.memory
//按照value对HashMap<Location,Integer> locationsAndValues进行排序找到最大值
Set<Map.Entry<Location,Integer>> set=locationsAndValues.entrySet();
List<Map.Entry<Location,Integer>> list= new ArrayList<>(set);
list.sort( new Comparator<Map.Entry<Location, Integer>>() {
@Override
public int compare(Map.Entry<Location, Integer> o1, Map.Entry<Location, Integer> o2) {
return o2.getValue()-o1.getValue();
}
});
//排序完毕取最大//获取最大权重值对应的空点坐标
Map.Entry<Location,Integer> maxSet=list.get( 0 );
Location toDo=maxSet.getKey();
qiZi.x= toDo.x;
qiZi.y= toDo.y;
qiZi.memory[qiZi.x][qiZi.y]=qiZi.owner;
Location location= new Location(qiZi); //记录刚下的棋子位置顺序
qiZi.arr.add(location);
drawChessBoard.repaint(); //绘制刚下的棋子
qiZi.judgeWinner(); //判断输赢
qiZi.owner= 1 ; //交换棋权
System.out.println(++AIDO);
locationsAndValues.clear();
}
private int countValue( int i, int j) {
int totalValue= 0 ;
StringBuilder s1= new StringBuilder();
StringBuilder s2= new StringBuilder();
StringBuilder s3= new StringBuilder();
StringBuilder s4= new StringBuilder();
StringBuilder s5= new StringBuilder();
StringBuilder s6= new StringBuilder();
StringBuilder s7= new StringBuilder();
StringBuilder s8= new StringBuilder();
//八个方向去去判定
//North
for ( int k = j- 1 ; k >- 1 ; k--) {
if (qiZi.memory[i][k]== 1 ){
s1.append( 1 );
} else if (qiZi.memory[i][k]== 2 ) {
s1.append( 2 );
} else {
break ;
}
}
int count1=playValueTable.get(s1.toString())== null ? 0 :playValueTable.get(s1.toString());
totalValue+=count1;
//South
for ( int k = j+ 1 ; k < 15 ; k++) {
if (qiZi.memory[i][k]== 1 ){
s2.append( 1 );
} else if (qiZi.memory[i][k]== 2 ) {
s2.append( 2 );
} else {
break ;
}
}
int count2=playValueTable.get(s2.toString())== null ? 0 :playValueTable.get(s2.toString());
totalValue+=count2;
//West
for ( int k = i- 1 ; k >- 1 ; k--) {
if (qiZi.memory[k][j]== 1 ){
s3.append( 1 );
} else if (qiZi.memory[k][j]== 2 ) {
s3.append( 2 );
} else {
break ;
}
}
int count3=playValueTable.get(s3.toString())== null ? 0 :playValueTable.get(s3.toString());
totalValue+=count3;
//East
for ( int k = i+ 1 ; k < 15 ; k++) {
if (qiZi.memory[k][j]== 1 ){
s4.append( 1 );
} else if (qiZi.memory[k][j]== 2 ) {
s4.append( 2 );
} else {
break ;
}
}
int count4=playValueTable.get(s4.toString())== null ? 0 :playValueTable.get(s4.toString());
totalValue+=count4;
//SE
int yy=j;
for ( int k = i+ 1 ; k < 15 ; k++) {
if (yy== 14 ){
break ;
}
yy++;
if (qiZi.memory[k][yy]== 1 ){
s5.append( 1 );
} else if (qiZi.memory[k][yy]== 2 ) {
s5.append( 2 );
} else {
break ;
}
}
int count5=playValueTable.get(s5.toString())== null ? 0 :playValueTable.get(s5.toString());
totalValue+=count5;
//NW
yy=j;
for ( int k = i- 1 ; k >- 1 ; k--) {
if (yy== 0 ){
break ;
}
yy--;
if (qiZi.memory[k][yy]== 1 ){
s6.append( 1 );
} else if (qiZi.memory[k][yy]== 2 ) {
s6.append( 2 );
} else {
break ;
}
}
int count6=playValueTable.get(s6.toString())== null ? 0 :playValueTable.get(s6.toString());
totalValue+=count6;
//NE
yy=j;
for ( int k = i+ 1 ; k < 15 ; k++) {
if (yy== 0 ){
break ;
}
yy--;
if (qiZi.memory[k][yy]== 1 ){
s7.append( 1 );
} else if (qiZi.memory[k][yy]== 2 ) {
s7.append( 2 );
} else {
break ;
}
}
int count7=playValueTable.get(s7.toString())== null ? 0 :playValueTable.get(s7.toString());
totalValue+=count6;
//SW
yy=j;
for ( int k = i- 1 ; k >- 1 ; k--) {
if (yy== 14 ){
break ;
}
yy++;
if (qiZi.memory[k][yy]== 1 ){
s8.append( 1 );
} else if (qiZi.memory[k][yy]== 2 ) {
s8.append( 2 );
} else {
break ;
}
}
int count8=playValueTable.get(s8.toString())== null ? 0 :playValueTable.get(s8.toString());
totalValue+=count8;
return totalValue;
}
}
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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服务器之家。
原文链接:https://blog.csdn.net/m0_59619576/article/details/120624760