java小程序
本程序适用于java初学者巩固类与对象、事件响应、awt包中各种工具的相关概念以及对逻辑能力的锻炼
需要注意的有:
①要加入java界面的重绘(基本原则)
②由于玩家需要通过鼠标点击,计算机响应出棋子的位置,但却不能保证每次点击都正中棋盘点位,所以要有一定的误差范围
③要保存更新棋盘上的棋子信息,因为棋盘格数是固定的故本例中采取最简单的数组
直接上代码:
分为三个类,同一包下,相信大家都能明白
package Study0326;
public interface WZQConfig {
/*
* 起始位置X
*/
public static final int START_X = 60;
/*
* 起始位置Y
*/
public static final int START_Y = 60;
/*
* 五子棋盘线条数
*/
public static final int H_LINE = 15;
/*
* 五子棋盘竖线条数
*/
public static final int V_LINE = 15;
/*
* 五子棋盘格子大小
*/
public static final int SIZE = 60;
/*
* 储存棋子的x位置信息
*/
public static final int[][] bx = new int[17][17];
}
package Study0326;
import java.awt.color;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import java.awt.event.actionlistener;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import javax.swing.JButton;
import javax.swing.JOptionPane;
public class LoginListener implements MouseListener, WZQConfig, ActionListener {
private int x, y;// 鼠标点击的位置
private int x1, y1, xx, yy;// 鼠标点击附近格子交点的坐标
private Graphics g;
private int a = 0, i = 0, j = 0, count1 = 0;// count统计当前下的棋子数
private String Str;// 定义全局变量获取按钮上的字符串
private JButton jbu1, jbu2;
private int GetX[] = new int[256];
private int GetY[] = new int[256];
WZQFrame ui;
public void setG(Graphics g) {
this.g = g;
}
public void setT(JButton b) {
jbu1 = b;
}
public void setU(WZQFrame u) {
ui = u;
}
public void mouseClicked(MouseEvent e) {
}
public void mousePressed(MouseEvent e) {
}
public void mouseReleased(MouseEvent e) {
x = e.getX();
y = e.getY();
x1 = Math.abs(x - START_X);
y1 = Math.abs(y - START_Y);
xx = x1 % SIZE;
if (xx >= SIZE / 2) {
x1 = (x1 / SIZE) + 2;
} else {
x1 = (x1 / SIZE) + 1;
}
yy = y1 % SIZE;// 判断横坐标是否超过格子长度的一半(防止玩家点偏)
if (yy >= SIZE / 2) {
y1 = (y1 / SIZE) + 2;
} else {
y1 = (y1 / SIZE) + 1;
}
if ((count1 + 1) % 2 == 1) {// 单数步数时下黑棋,双数时下白棋
g.setColor(Color.BLACK);
if (bx[x1][y1] == 0) {
bx[x1][y1] = 1;// 表示黑棋
g.fillOval(Math.abs(x1 * SIZE - 25), Math.abs(y1 * SIZE - 25),
50, 50);
count1++;// 所下棋子数加一
GetX[count1] = x1;// 记录第count1步的棋子x值
GetY[count1] = y1;// 记录第count1步的棋子y值
if (CheckRow(x1, y1) >= 5) {
JOptionPane.showmessageDialog(null, "BLACK WIN!!");
}
if (checklist(x1, y1) >= 5) {
JOptionPane.showMessageDialog(null, "BLACK WIN!!");
}
if (UpperRight(x1, y1) >= 5) {
JOptionPane.showMessageDialog(null, "BLACK WIN!!");
}
if (UpperLeft(x1, y1) >= 5) {
JOptionPane.showMessageDialog(null, "BLACK WIN!!");
}
}
} else {
g.setColor(Color.WHITE);
if (bx[x1][y1] == 0) {
bx[x1][y1] = 2;// 表示白棋
g.fillOval(Math.abs(x1 * SIZE - 25), Math.abs(y1 * SIZE - 25),
50, 50);
count1++;// 所下棋子数加一
GetX[count1] = x1;// 记录第count1步的棋子x值
GetY[count1] = y1;// 记录第count1步的棋子y值
if (CheckRow(x1, y1) >= 5) {
JOptionPane.showMessageDialog(null, "WHITE WIN!!");
}
if (CheckList(x1, y1) >= 5) {
JOptionPane.showMessageDialog(null, "WHITE WIN!!");
}
if (UpperRight(x1, y1) >= 5) {
JOptionPane.showMessageDialog(null, "WHITE WIN!!");
}
if (UpperLeft(x1, y1) >= 5) {
JOptionPane.showMessageDialog(null, "WHITE WIN!!");
}
}
}
}
public void actionPerformed(ActionEvent e) {
setT(jbu1);
Str = e.getActioncommand();// 读取点击按钮上的字符串
if ("悔棋".equals(Str)) {
if (g.getColor() == Color.BLACK) {
g.setColor(Color.WHITE);
}
if (g.getColor() == Color.WHITE) {
g.setColor(Color.BLACK);
}
Regret();
ui.repaint();
} else if ("重新开始".equals(Str)) {
Restart();
ui.repaint();
}
}
public void mouseEntered(MouseEvent e) {
}
public void mouseExited(MouseEvent e) {
}
public int CheckRow(int x, int y)// 横着五子连成一条直线
{
int count = 0;
for (int i = x + 1; i < bx.length; i++)// 向右判断是否棋子一样
{
if (bx[i][y] == bx[x][y])
count++;
else
break;
}
for (int i = x; i >= 0; i--)// 向右判断是否棋子一样
{
if (bx[i][y] == bx[x][y])
count++;
else
break;
}
return count;
}
public int CheckList(int x, int y)// 竖着五子连成一条直线
{
int count = 0;
for (int i = y + 1; i < bx.length; i++)// 向下判断是否棋子一样
{
if (bx[x][i] == bx[x][y])
count++;
else
break;
}
for (int i = y; i >= 0; i--)// 向上判断是否棋子一样
{
if (bx[x][i] == bx[x][y])
count++;
else
break;
}
return count;
}
public int UpperRight(int x, int y)// 右上到左下五子连成一条直线
{
int count = 0;
for (int i = x + 1, j = y - 1; i < bx.length && j >= 0; i++, j--)// 向下判断是否棋子一样
{
if (bx[i][j] == bx[x][y])
count++;
else
break;
}
for (int i = x, j = y; i >= 0 && j < bx.length; i--, j++)// 向上判断是否棋子一样
{
if (bx[i][j] == bx[x][y])
count++;
else
break;
}
return count;
}
public int UpperLeft(int x, int y)// 左上到右下五子连成一条直线
{
int count = 0;
for (int i = x - 1, j = y - 1; i >= 0 && j >= 0; i--, j--)// 向下判断是否棋子一样
{
if (bx[i][j] == bx[x][y])
count++;
else
break;
}
for (int i = x, j = y; i < bx.length && j < bx.length; i++, j++)// 向上判断是否棋子一样
{
if (bx[i][j] == bx[x][y])
count++;
else
break;
}
return count;
}
public void Regret() {// 悔棋
bx[GetX[count1]][GetY[count1]] = 0;
if (count1 > 0) {
count1--;
}
}
public void Restart() {//重新开始
{
for (int k = 0; k <= count1; k++) {
bx[GetX[k]][GetY[k]] = 0;
}
}
}
}
package Study0326;
import java.awt.BasicStroke;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Flowlayout;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.Graphics2D;
import javax.swing.ImageIcon;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JOptionPane;
/*
* 五子棋的界面类,该类继承JFrame,然后实现WZQConfig接口
*/
import javax.swing.JPanel;
public class WZQFrame extends JPanel implements WZQConfig {
public void WZQFrame() {
// WZQFrame ui = new WZQFrame();
JFrame jf = new javax.swing.JFrame();
jf.settitle("五子棋");
jf.setDefaultCloseOperation(3);
jf.setSize(1246, 1080);
jf.setLocationRelativeTo(null);
jf.setResizable(false);
jf.setLayout(new FlowLayout());
this.setLayout(new FlowLayout());
this.setPreferredSize(new Dimension(1030, 1080));
// this.setBackground(Color.CYAN);
// 把面板对象添加到窗体上
jf.add(this);
JPanel jp1 = new JPanel();
jp1.setPreferredSize(new Dimension(200, 1080));
jp1.setLayout(new FlowLayout());
jf.add(jp1);
LoginListener ll = new LoginListener();
String[] str = { "悔棋", "重新开始" };
for (int i = 0; i < str.length; i++) {
JButton jbu1 = new JButton(str[i]);
jbu1.setPreferredSize(new Dimension(150, 80));
jbu1.setFont(new Font("楷体", Font.BOLD,20));//设置字体
jp1.add(jbu1);
jbu1.addActionListener(ll);
}
jf.setVisible(true);
Graphics g = this.getGraphics();
this.addMouseListener(ll);
ll.setG(g);
ll.setU(this);
}
/*
* 重写窗体绘制容器的方法
*/
public void paint(Graphics g) {
super.paint(g);
ImageIcon im2 = new ImageIcon(this.getClass().getResource("2.jpg"));
g.drawImage(im2.getImage(), 0, 0, 1030, 1080, null);
for (int i = 1; i < 17; i++) {
Graphics2D g2 = (Graphics2D) g;
g2.setStroke(new BasicStroke(4));
g2.drawLine(START_X, START_Y * i, START_X + SIZE * V_LINE, START_Y
* i);// 横线
g2.drawLine(START_X * i, START_Y, START_X * i, START_Y + SIZE
* V_LINE);// 竖线
g2.setStroke(new BasicStroke(8));
// 画边框
g2.drawLine(35, 35, 990, 35);
g2.drawLine(35, 990, 990, 990);
g2.drawLine(35, 35, 35, 990);
g2.drawLine(990, 35, 990, 990);
}
for (int k = 0; k < 17; k++) {
for (int k1 = 0; k1 < 17; k1++) {
if (bx[k][k1] == 1) {
g.setColor(Color.BLACK);
g.fillOval(Math.abs(k * SIZE - 25),
Math.abs(k1 * SIZE - 25), 50, 50);
} else if (bx[k][k1] == 2) {
g.setColor(Color.WHITE);
g.fillOval(Math.abs(k * SIZE - 25),
Math.abs(k1 * SIZE - 25), 50, 50);
}
}
}
}
public static void main(String[] args) {
WZQFrame l = new WZQFrame();
l.WZQFrame();
}
}
友情提示:本代码仅适用于或者双人对战(┬_┬),人机对战随后发布~~
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