今天给大家介绍一下如何用Java swing实现五子棋的开发即用Java开发图形界面程序五子棋,代码由于太多,只贴部分,最下面会附上下载地址,废话不多说,下面我们先看一下运行结果:
接下来我们看代码:
首先是创建主frame框架界面:
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package org.liky.game.frame;
import java.awt.Color;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.Toolkit;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.JFrame;
import javax.swing.JOptionPane;
public class FiveChessFrame extends JFrame implements MouseListener, Runnable {
// 取得屏幕的宽度
int width = Toolkit.getDefaultToolkit().getScreenSize().width;
// 取得屏幕的高度
int height = Toolkit.getDefaultToolkit().getScreenSize().height;
// 背景图片
BufferedImage bgImage = null ;
// 保存棋子的坐标
int x = 0 ;
int y = 0 ;
// 保存之前下过的全部棋子的坐标
// 其中数据内容 0: 表示这个点并没有棋子, 1: 表示这个点是黑子, 2:表示这个点是白子
int [][] allChess = new int [ 19 ][ 19 ];
// 标识当前应该黑棋还是白棋下下一步
boolean isBlack = true ;
// 标识当前游戏是否可以继续
boolean canPlay = true ;
// 保存显示的提示信息
String message = "黑方先行" ;
// 保存最多拥有多少时间(秒)
int maxTime = 0 ;
// 做倒计时的线程类
Thread t = new Thread( this );
// 保存黑方与白方的剩余时间
int blackTime = 0 ;
int whiteTime = 0 ;
// 保存双方剩余时间的显示信息
String blackMessage = "无限制" ;
String whiteMessage = "无限制" ;
public FiveChessFrame() {
// 设置标题
this .setTitle( "五子棋" );
// 设置窗体大小
this .setSize( 500 , 500 );
// 设置窗体出现位置
this .setLocation((width - 500 ) / 2 , (height - 500 ) / 2 );
// 将窗体设置为大小不可改变
this .setResizable( false );
// 将窗体的关闭方式设置为默认关闭后程序结束
this .setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
// 为窗体加入监听器
this .addMouseListener( this );
// 将窗体显示出来
this .setVisible( true );
t.start();
t.suspend();
// 刷新屏幕,防止开始游戏时出现无法显示的情况.
this .repaint();
String imagePath = "" ;
try {
imagePath = System.getProperty( "user.dir" )+ "/src/image/background.jpg" ;
bgImage = ImageIO.read( new File(imagePath.replaceAll( "\\\\" , "/" )));
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
public void paint(Graphics g) {
// 双缓冲技术防止屏幕闪烁
BufferedImage bi = new BufferedImage( 500 , 500 ,
BufferedImage.TYPE_INT_RGB);
Graphics g2 = bi.createGraphics();
g2.setColor(Color.BLACK);
// 绘制背景
g2.drawImage(bgImage, 1 , 20 , this );
// 输出标题信息
g2.setFont( new Font( "黑体" , Font.BOLD, 20 ));
g2.drawString( "游戏信息:" + message, 130 , 60 );
// 输出时间信息
g2.setFont( new Font( "宋体" , 0 , 14 ));
g2.drawString( "黑方时间:" + blackMessage, 30 , 470 );
g2.drawString( "白方时间:" + whiteMessage, 260 , 470 );
// 绘制棋盘
for ( int i = 0 ; i < 19 ; i++) {
g2.drawLine( 10 , 70 + 20 * i, 370 , 70 + 20 * i);
g2.drawLine( 10 + 20 * i, 70 , 10 + 20 * i, 430 );
}
// 标注点位
g2.fillOval( 68 , 128 , 4 , 4 );
g2.fillOval( 308 , 128 , 4 , 4 );
g2.fillOval( 308 , 368 , 4 , 4 );
g2.fillOval( 68 , 368 , 4 , 4 );
g2.fillOval( 308 , 248 , 4 , 4 );
g2.fillOval( 188 , 128 , 4 , 4 );
g2.fillOval( 68 , 248 , 4 , 4 );
g2.fillOval( 188 , 368 , 4 , 4 );
g2.fillOval( 188 , 248 , 4 , 4 );
/*
* //绘制棋子 x = (x - 10) / 20 * 20 + 10 ; y = (y - 70) / 20 * 20 + 70 ;
* //黑子 g.fillOval(x - 7, y - 7, 14, 14); //白子 g.setColor(Color.WHITE) ;
* g.fillOval(x - 7, y - 7, 14, 14); g.setColor(Color.BLACK) ;
* g.drawOval(x - 7, y - 7, 14, 14);
*/
// 绘制全部棋子
for (int i = 0; i < 19; i++) {
for (int j = 0; j < 19; j++) {
if (allChess[i][j] == 1) {
// 黑子
int tempX = i * 20 + 10;
int tempY = j * 20 + 70;
g2.fillOval(tempX - 7, tempY - 7, 14, 14);
}
if (allChess[i][j] == 2) {
// 白子
int tempX = i * 20 + 10;
int tempY = j * 20 + 70;
g2.setColor(Color.WHITE);
g2.fillOval(tempX - 7, tempY - 7, 14, 14);
g2.setColor(Color.BLACK);
g2.drawOval(tempX - 7, tempY - 7, 14, 14);
}
}
}
g.drawImage(bi, 0, 0, this);
}
public void mouseClicked(MouseEvent e) {
// TODO Auto-generated method stub
}
public void mouseEntered(MouseEvent e) {
// TODO Auto-generated method stub
}
public void mouseExited(MouseEvent e) {
// TODO Auto-generated method stub
}
public void mousePressed(MouseEvent e) {
// TODO Auto-generated method stub
/*
* System.out.println("X:"+e.getX()); System.out.println("Y:"+e.getY());
*/
if (canPlay == true) {
x = e.getX();
y = e.getY();
if (x >= 10 && x <= 370 && y >= 70 && y <= 430) {
x = (x - 10) / 20;
y = (y - 70) / 20;
if (allChess[x][y] == 0) {
// 判断当前要下的是什么颜色的棋子
if (isBlack == true) {
allChess[x][y] = 1;
isBlack = false;
message = "轮到白方";
} else {
allChess[x][y] = 2;
isBlack = true;
message = "轮到黑方";
}
// 判断这个棋子是否和其他的棋子连成5连,即判断游戏是否结束
boolean winFlag = this.checkWin();
if (winFlag == true) {
JOptionPane.showMessageDialog(this, "游戏结束,"
+ (allChess[x][y] == 1 ? "黑方" : "白方") + "获胜!");
canPlay = false;
}
} else {
JOptionPane.showMessageDialog(this, "当前位置已经有棋子,请重新落子!");
}
this.repaint();
}
}
/* System.out.println(e.getX() + " -- " + e.getY()); */
// 点击 开始游戏 按钮
if (e.getX() >= 400 && e.getX() <= 470 && e.getY() >= 70
&& e.getY() <= 100) {
int result = JOptionPane.showConfirmDialog(this, "是否重新开始游戏?");
if (result == 0) {
// 现在重新开始游戏
// 重新开始所要做的操作: 1)把棋盘清空,allChess这个数组中全部数据归0.
// 2) 将 游戏信息: 的显示改回到开始位置
// 3) 将下一步下棋的改为黑方
for (int i = 0; i < 19; i++) {
for (int j = 0; j < 19; j++) {
allChess[i][j] = 0;
}
}
// 另一种方式 allChess = new int[19][19];
message = "黑方先行";
isBlack = true;
blackTime = maxTime;
whiteTime = maxTime;
if (maxTime > 0) {
blackMessage = maxTime / 3600 + ":"
+ (maxTime / 60 - maxTime / 3600 * 60) + ":"
+ (maxTime - maxTime / 60 * 60);
whiteMessage = maxTime / 3600 + ":"
+ (maxTime / 60 - maxTime / 3600 * 60) + ":"
+ (maxTime - maxTime / 60 * 60);
t.resume();
} else {
blackMessage = "无限制";
whiteMessage = "无限制";
}
this.canPlay = true;
this.repaint();
}
}
// 点击 游戏设置 按钮
if (e.getX() >= 400 && e.getX() <= 470 && e.getY() >= 120
&& e.getY() <= 150) {
String input = JOptionPane
.showInputDialog("请输入游戏的最大时间(单位:分钟),如果输入0,表示没有时间限制:");
try {
maxTime = Integer.parseInt(input) * 60;
if (maxTime < 0) {
JOptionPane.showMessageDialog(this, "请输入正确信息,不允许输入负数!");
}
if (maxTime == 0) {
int result = JOptionPane.showConfirmDialog(this,
"设置完成,是否重新开始游戏?");
if (result == 0) {
for (int i = 0; i < 19; i++) {
for (int j = 0; j < 19; j++) {
allChess[i][j] = 0;
}
}
// 另一种方式 allChess = new int[19][19];
message = "黑方先行";
isBlack = true;
blackTime = maxTime;
whiteTime = maxTime;
blackMessage = "无限制";
whiteMessage = "无限制";
this.canPlay = true;
this.repaint();
}
}
if (maxTime > 0) {
int result = JOptionPane.showConfirmDialog(this,
"设置完成,是否重新开始游戏?");
if (result == 0) {
for (int i = 0; i < 19; i++) {
for (int j = 0; j < 19; j++) {
allChess[i][j] = 0;
}
}
// 另一种方式 allChess = new int[19][19];
message = "黑方先行";
isBlack = true;
blackTime = maxTime;
whiteTime = maxTime;
blackMessage = maxTime / 3600 + ":"
+ (maxTime / 60 - maxTime / 3600 * 60) + ":"
+ (maxTime - maxTime / 60 * 60);
whiteMessage = maxTime / 3600 + ":"
+ (maxTime / 60 - maxTime / 3600 * 60) + ":"
+ (maxTime - maxTime / 60 * 60);
t.resume();
this.canPlay = true;
this.repaint();
}
}
} catch (NumberFormatException e1) {
// TODO Auto-generated catch block
JOptionPane.showMessageDialog(this, "请正确输入信息!");
}
}
// 点击 游戏说明 按钮
if (e.getX() >= 400 && e.getX() <= 470 && e.getY() >= 170
&& e.getY() <= 200) {
JOptionPane.showMessageDialog(this,
"这个一个五子棋游戏程序,黑白双方轮流下棋,当某一方连到五子时,游戏结束。");
}
// 点击 认输 按钮
if (e.getX() >= 400 && e.getX() <= 470 && e.getY() >= 270
&& e.getY() <= 300) {
int result = JOptionPane.showConfirmDialog(this, "是否确认认输?");
if (result == 0) {
if (isBlack) {
JOptionPane.showMessageDialog(this, "黑方已经认输,游戏结束!");
} else {
JOptionPane.showMessageDialog(this, "白方已经认输,游戏结束!");
}
canPlay = false;
}
}
// 点击 关于 按钮
if (e.getX() >= 400 && e.getX() <= 470 && e.getY() >= 320
&& e.getY() <= 350) {
JOptionPane.showMessageDialog(this,
"本游戏由MLDN制作,有相关问题可以访问www.mldn.cn");
}
// 点击 退出 按钮
if (e.getX() >= 400 && e.getX() <= 470 && e.getY() >= 370
&& e.getY() <= 400) {
JOptionPane.showMessageDialog(this, "游戏结束");
System.exit(0);
}
}
public void mouseReleased(MouseEvent e) {
// TODO Auto-generated method stub
}
private boolean checkWin() {
boolean flag = false;
// 保存共有相同颜色多少棋子相连
int count = 1;
// 判断横向是否有5个棋子相连,特点 纵坐标 是相同, 即allChess[x][y]中y值是相同
int color = allChess[x][y];
/*
* if (color == allChess[x+1][y]) { count++; if (color ==
* allChess[x+2][y]) { count++; if (color == allChess[x+3][y]) {
* count++; } } }
*/
// 通过循环来做棋子相连的判断
/*
* int i = 1; while (color == allChess[x + i][y + 0]) { count++; i++; }
* i = 1; while (color == allChess[x - i][y - 0]) { count++; i++; } if
* (count >= 5) { flag = true; } // 纵向的判断 int i2 = 1 ; int count2 = 1 ;
* while (color == allChess[x + 0][y + i2]) { count2++; i2++; } i2 = 1;
* while (color == allChess[x - 0][y - i2]) { count2++; i2++; } if
* (count2 >= 5) { flag = true ; } // 斜方向的判断(右上 + 左下) int i3 = 1 ; int
* count3 = 1 ; while (color == allChess[x + i3][y - i3]) { count3++;
* i3++; } i3 = 1; while (color == allChess[x - i3][y + i3]) { count3++;
* i3++; } if (count3 >= 5) { flag = true ; } // 斜方向的判断(右下 + 左上) int i4 =
* 1 ; int count4 = 1 ; while (color == allChess[x + i4][y + i4]) {
* count4++; i4++; } i4 = 1; while (color == allChess[x - i4][y - i4]) {
* count4++; i4++; } if (count4 >= 5) { flag = true ; }
*/
// 判断横向
count = this .checkCount( 1 , 0 , color);
if (count >= 5 ) {
flag = true ;
} else {
// 判断纵向
count = this .checkCount( 0 , 1 , color);
if (count >= 5 ) {
flag = true ;
} else {
// 判断右上、左下
count = this .checkCount( 1 , - 1 , color);
if (count >= 5 ) {
flag = true ;
} else {
// 判断右下、左上
count = this .checkCount( 1 , 1 , color);
if (count >= 5 ) {
flag = true ;
}
}
}
}
return flag;
}
// 判断棋子连接的数量
private int checkCount( int xChange, int yChange, int color) {
int count = 1 ;
int tempX = xChange;
int tempY = yChange;
while (x + xChange >= 0 && x + xChange <= 18 && y + yChange >= 0
&& y + yChange <= 18
&& color == allChess[x + xChange][y + yChange]) {
count++;
if (xChange != 0 )
xChange++;
if (yChange != 0 ) {
if (yChange > 0 )
yChange++;
else {
yChange--;
}
}
}
xChange = tempX;
yChange = tempY;
while (x - xChange >= 0 && x - xChange <= 18 && y - yChange >= 0
&& y - yChange <= 18
&& color == allChess[x - xChange][y - yChange]) {
count++;
if (xChange != 0 )
xChange++;
if (yChange != 0 ) {
if (yChange > 0 )
yChange++;
else {
yChange--;
}
}
}
return count;
}
public void run() {
// TODO Auto-generated method stub
// 判断是否有时间限制
if (maxTime > 0 ) {
while ( true ) {
if (isBlack) {
blackTime--;
if (blackTime == 0 ) {
JOptionPane.showMessageDialog( this , "黑方超时,游戏结束!" );
}
} else {
whiteTime--;
if (whiteTime == 0 ) {
JOptionPane.showMessageDialog( this , "白方超时,游戏结束!" );
}
}
blackMessage = blackTime / 3600 + ":"
+ (blackTime / 60 - blackTime / 3600 * 60 ) + ":"
+ (blackTime - blackTime / 60 * 60 );
whiteMessage = whiteTime / 3600 + ":"
+ (whiteTime / 60 - whiteTime / 3600 * 60 ) + ":"
+ (whiteTime - whiteTime / 60 * 60 );
this .repaint();
try {
Thread.sleep( 1000 );
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
System.out.println(blackTime + " -- " + whiteTime);
}
}
}
}
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然后再创建子框架界面:
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package org.liky.game.frame;
import java.awt.Color;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.Toolkit;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.JFrame;
public class MyChessFrame extends JFrame implements MouseListener {
public MyChessFrame() {
this .setTitle( "五子" );
this .setSize( 1000 , 700 );
this .setResizable( false ) ;
this .setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
int width = Toolkit.getDefaultToolkit().getScreenSize().width;
int height = Toolkit.getDefaultToolkit().getScreenSize().height;
/*System.out.println("宽度为: "+width);
System.out.println("高度为: "+height);*/
this.setLocation((width - 200)/2, (height-100)/2);
this.addMouseListener(this);
this.setVisible(true);
}
public void paint(Graphics g) {
/*g.drawString("五子棋游戏", 20, 40);*/
/*g.drawOval(20, 40, 40, 40);*/
/*g.fillOval(20, 40, 40, 40);*/
/*g.drawLine(20, 40, 80, 40);*/
/* g.drawRect(20, 40, 40, 20);
g.fillRect(80, 40, 40, 20);*/
BufferedImage image = null ;
try {
image = ImageIO.read( new File( "E:/image/MLDN文字01.jpg" ));
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
g.drawImage(image, 0 , 0 , this );
g.drawOval( 20 , 40 , 40 , 40 );
g.setColor(Color.BLUE);
g.fillRect( 80 , 40 , 40 , 20 );
g.setFont( new Font( "宋体" , 40 , 40 ));
g.drawString( "五子棋游戏" , 20 , 100 );
}
public void mouseClicked(MouseEvent arg0) {
// TODO Auto-generated method stub
}
public void mouseEntered(MouseEvent arg0) {
// TODO Auto-generated method stub
}
public void mouseExited(MouseEvent arg0) {
// TODO Auto-generated method stub
}
public void mousePressed(MouseEvent arg0) {
// TODO Auto-generated method stub
}
public void mouseReleased(MouseEvent arg0) {
// TODO Auto-generated method stub
}
}
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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。