Java五子棋手把手教你写

五子棋手把手教你写:

写在前面的话:

回想起从前初学代码的五子棋简直写的不像样子。今天闲来无事就写了个五子棋的小程序。

一来呢回忆一下很久以前写代码时的感觉。

二来呢顺便帮下诸位有需求的学生,顺利的Ctrl+C。

五子棋的运行效果如下。

 

开发环境:

这个小程序是基于Java实现的。因此呢需要提前安装JDK环境。(老油条忽略此条信息)

开发环境jdk1.8 + eclipse

eclipse 目录结构如下所示

 

 

棋盘数据结构核心:

无论你做数据库开发还是做一些小程序,第一时间考虑的必须是需求+建模。把核心设计出来。

此次我们用一个二维数组作为棋盘,每条线交叉的地方设为二维数组的值,并约定:

0=空

1=白棋

2=黑棋

然后对应的把下棋,悔棋,判断输赢(横竖斜)和清盘的算法都实现出来。

具体展现如下:

悔棋时候我们需要用一个栈来保存我们之前下棋的信息:

/**
     * 在该位置下棋  1:white 2:black 
     * @param x 横坐标
     * @param y 纵坐标
     * @param var 棋子种类
     * @return 1:white 赢   2:black赢
     */
    public int ChessIt(int x,int y,int var) {
        if(__CanInput(x,y)) {
            core[x][y] =var;
            Chess chess = new Chess(x,y);
            stack.push(chess);
            return checkVictory(x, y, var);
        }
        else return -1;
    }

//悔棋
    public boolean RetChess() {
        if(stack.isEmpty()) return false;
        Chess chess = stack.pop();
        core[chess.x][chess.y]= 0;
        return true;
    }

 

判断输赢:

private int checkVictory(int x,int y,int var) {
        //横向判断
        int trans = 0;
        for(int i=x-4;i<x+5;i++) {
            if(i<0||i>=this.x) continue;
            if(core[i][y]==var) {
                trans++;
            }
            else {
                trans=0;
            }
            if(trans==5) return var;
        }
        //纵向判断
        int longitudinal = 0;
        for(int i=y-4;i<y+5;i++) {
            if(i<0||i>=this.y) continue;
            if(core[x][i]==var) {
                longitudinal++;
            }
            else {
                longitudinal=0;
            }
            if(longitudinal==5) return var;
        }
        //从左上到右下
        int leftUPToDown = 0;
        for(int i=x-4,j=y+4;i<x+5&&j>y-5;i++,j--) {
            if(i<0||i>=this.x||j<0||j>=this.y) continue;
            if(core[i][j]==var) {
                leftUPToDown++;
            }else {
                leftUPToDown=0;
            }
            if(leftUPToDown==5) return var;
        }
        //从左下到右上
        int leftDownToUP = 0;
        for(int i=x+4,j=y+4;i>x-5&&j>y-5;i--,j--) {
            if(i<0||i>=this.x||j<0||j>=this.y) continue;
            if(core[i][j]==var) {
                leftDownToUP++;
            }else {
                leftDownToUP=0;
            }
            if(leftDownToUP==5) return var;
        }
        return 0;
    }

 

总体:Core.java 的代码如下·:

 

package main;

import java.util.Stack;

/**
 * @author GodofOrange
 *    棋盘数据结构
 */
public class Core {
    //棋盘大小
    private int[][] core;
    private int x;
    private int y;
    //记录下棋的类
    class Chess{
        int x;
        int y;
        public Chess(int x,int y) {
            this.x=x;
            this.y=y;
        }
    }
    //栈
    Stack<Chess> stack;
    //构造方法
    public Core(int x,int y) {
        stack = new Stack<>();
        core = new int[x][y];
        this.x=x;
        this.y=y;
    }
    //检查该地是否有空位置
    private boolean __CanInput(int x,int y) {
        if(core[x][y]==0) return true;
        else return false;
    }
    //判断输赢
    private int checkVictory(int x,int y,int var) {
        //横向判断
        int trans = 0;
        for(int i=x-4;i<x+5;i++) {
            if(i<0||i>=this.x) continue;
            if(core[i][y]==var) {
                trans++;
            }
            else {
                trans=0;
            }
            if(trans==5) return var;
        }
        //纵向判断
        int longitudinal = 0;
        for(int i=y-4;i<y+5;i++) {
            if(i<0||i>=this.y) continue;
            if(core[x][i]==var) {
                longitudinal++;
            }
            else {
                longitudinal=0;
            }
            if(longitudinal==5) return var;
        }
        //从左上到右下
        int leftUPToDown = 0;
        for(int i=x-4,j=y+4;i<x+5&&j>y-5;i++,j--) {
            if(i<0||i>=this.x||j<0||j>=this.y) continue;
            if(core[i][j]==var) {
                leftUPToDown++;
            }else {
                leftUPToDown=0;
            }
            if(leftUPToDown==5) return var;
        }
        //从左下到右上
        int leftDownToUP = 0;
        for(int i=x+4,j=y+4;i>x-5&&j>y-5;i--,j--) {
            if(i<0||i>=this.x||j<0||j>=this.y) continue;
            if(core[i][j]==var) {
                leftDownToUP++;
            }else {
                leftDownToUP=0;
            }
            if(leftDownToUP==5) return var;
        }
        return 0;
    }
    /**
     * 在该位置下棋  1:white 2:black 
     * @param x 横坐标
     * @param y 纵坐标
     * @param var 棋子种类
     * @return 1:white 赢   2:black赢
     */
    public int ChessIt(int x,int y,int var) {
        if(__CanInput(x,y)) {
            core[x][y] =var;
            Chess chess = new Chess(x,y);
            stack.push(chess);
            return checkVictory(x, y, var);
        }
        else return -1;
    }
    //悔棋
    public boolean RetChess() {
        if(stack.isEmpty()) return false;
        Chess chess = stack.pop();
        core[chess.x][chess.y]= 0;
        return true;
    }
    //获得棋盘状态
    public int[][] getCore(){
        return this.core;
    }
    //重新开始
    public void Restart() {
        for(int i=0;i<this.x;i++) {
            for(int j=0;j<this.y;j++) {
                this.core[i][j]=0;
            }
        }
        this.stack.clear();
    }
}

Windows的前端代码

 

在上一步我们把一个五子棋的数据结构实现了之后,我们下一步就需要用JavaSwing的知识来画前端。

首先我们定义一个类来继承JFrame,从而包含JFrame的所有功能。

以下是JFrame常用的方法。

jFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);//关闭JFrame时运行System.exit(0)
jFrame.setLocationRelativeTo(null);//屏幕中央显示
jFrame.setVisible(true);//可见

 

其次我们需要单击屏幕进行下棋,所以我们需要符合鼠标单击事件的接口。因此我们去接上MouseListener的接口。

关于MouseListener接口的介绍如下:

鼠标监听器MouseListener
监听鼠标事件MouseEvent。

相应事件和处理方法
鼠标事件         处理方法
MOUSE_CLICKED    MouseClicked (MouseEvent)    鼠标点击(单或双)
MOUSE_PRESSED    MousePressed (MouseEvent)    鼠标按下
MOUSE_RELEASED   MouseReleased(MouseEvent)    鼠标松开
MOUSE_ENTERED    MouseEntered (MouseEvent)    鼠标进入(某组件区域)
MOUSE_EXITED     MouseExited  (MouseEvent)    鼠标离开(某组件区域)
鼠标事件MouseEvent常用方法
int getClickCount()      得到点击次数1 OR 2;
int getX(), int getY()   得到鼠标的(象素)位置。

鼠标监听器MouseMotionListener
对于鼠标的移动和拖放,另外用鼠标运动监听器MouseMotionListener。
因为许多程序不需要监听鼠标运动,把两者分开可简化程序。
相应事件和处理方法
鼠标事件          处理方法
MOUSE_MOVED      MouseMoved  (MouseEvent)    鼠标在移动
MOUSE_DRAGGED    MouseDragged(MouseEvent)    鼠标被拖动

 

再然后我们重写JFrame里的paint方法来画画。

具体体现:如下

其中横线和竖线都是调用的Graphics中的drawLine方法。

画圈圈用的是drawOval和fillOval分别是画空心圆和画实心圆。

@Override
    public void paint(Graphics g) {
        // TODO Auto-generated method stub
        super.paint(g);
        // 横
        for (int i = 0; i < 19; i++)
            g.drawLine(30, 30 + i * 30, 570, 30 + i * 30);
        // 竖线
        for (int i = 0; i < 19; i++)
            g.drawLine(30 + i * 30, 60, 30 + i * 30, 570);

        int[][] board = core.getCore();
        for (int i = 0; i < 19; i++) {
            for (int j = 0; j < 19; j++) {
                if (board[i][j] == 1)
                    g.drawOval(20 + i * 30, 50 + j * 30, 20, 20);
                if(board[i][j]==2)
                    g.fillOval(20+i*30, 50+j*30, 20, 20);
            }
        }
        g.drawRect(690,60, 50, 30);
        g.drawString("悔棋",700,80);
        g.drawRect(690,120,50, 30);
        g.drawString("开始",700,140);
        g.drawRect(690,180,50, 30);
        g.drawString("设置",700,200);
        g.drawString("Code by 秃桔子 QQ:1243137612", 600,260);
    }

 

再然后我们需要确定每次鼠标单击的事件和信息。

具体实现如下:

@Override
    public void mousePressed(MouseEvent e) {
        // TODO Auto-generated method stub
        if (e.getX() < 570 && e.getY() < 570) {
            int a = core.ChessIt(_CgetX(e.getX()), (_CgetY(e.getY())), var);
            this.repaint();
            if (a == 1) {
                JOptionPane.showMessageDialog(null,"白的赢了", "恭喜", JOptionPane.DEFAULT_OPTION);;
            }
            if(a==2) {
                JOptionPane.showMessageDialog(null,"黑的赢了", "恭喜", JOptionPane.DEFAULT_OPTION);;
            }
            if(a!=-1) {
                if(var==1) var=2;
                else if(var==2) var=1;
            }
        }
        else if(e.getX()>690&&e.getX()<760&&e.getY()>60&&e.getY()<90) {
            core.RetChess();
            if(var==1) var=2;
            else if(var==2) var=1;
            this.repaint();
        }
        if(e.getX()>690&&e.getX()<760&&e.getY()>120&&e.getY()<150) {
            core.Restart();
            this.repaint();
        }
        if(e.getX()>690&&e.getX()<760&&e.getY()>180&&e.getY()<210) {
            Object[] options = {"白先","黑先"};
            int n = JOptionPane.showOptionDialog(null,"红先还是黑先?","游戏设置",JOptionPane.YES_NO_OPTION,JOptionPane.QUESTION_MESSAGE, null,options,options[0]);
            if(n==0) this.var=1;
            if(n==1) this.var=2;
            this.core.Restart();
            this.repaint();
        }
    }

这里面我调用了一个JOptionPane的组件。该组件的使用的方法一般如下

JOptionPane.showMessageDialog(null, "消息");  
JOptionPane.showMessageDialog(null, "消息", "标题",JOptionPane.WARNING_MESSAGE);  
JOptionPane.showMessageDialog(null, "消息.", "标题",JOptionPane.ERROR_MESSAGE);  
JOptionPane.showMessageDialog(null, "消息.", "标题",JOptionPane.PLAIN_MESSAGE);  

 

再然后每次单击的时候进行repaint重绘将代码重写出来。

 

这些东西我也不记得,看api就好了。

下面是总体源码:

package main;

import java.awt.Graphics;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;

import javax.swing.JFrame;
import javax.swing.JOptionPane;
/**
 * 
 * @author GodofOrange
 * @see 图形界面
 */
public class Windows extends JFrame implements MouseListener {
    public Core core;
    private static final long serialVersionUID = 1L;
    private int var = 1;
    public Windows(String title) {
        super(title);
        core = new Core(19, 19);
        this.setSize(800, 600);
        this.setLocation(800, 300);
        this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
        this.setVisible(true);
        this.setResizable(false);
        this.addMouseListener(this);
    }

    @Override
    public void paint(Graphics g) {
        // TODO Auto-generated method stub
        super.paint(g);
        // 横
        for (int i = 0; i < 19; i++)
            g.drawLine(30, 30 + i * 30, 570, 30 + i * 30);
        // 竖线
        for (int i = 0; i < 19; i++)
            g.drawLine(30 + i * 30, 60, 30 + i * 30, 570);

        int[][] board = core.getCore();
        for (int i = 0; i < 19; i++) {
            for (int j = 0; j < 19; j++) {
                if (board[i][j] == 1)
                    g.drawOval(20 + i * 30, 50 + j * 30, 20, 20);
                if(board[i][j]==2)
                    g.fillOval(20+i*30, 50+j*30, 20, 20);
            }
        }
        g.drawRect(690,60, 50, 30);
        g.drawString("悔棋",700,80);
        g.drawRect(690,120,50, 30);
        g.drawString("开始",700,140);
        g.drawRect(690,180,50, 30);
        g.drawString("设置",700,200);
        g.drawString("Code by 秃桔子 QQ:1243137612", 600,260);
    }

    @Override
    public void mouseClicked(MouseEvent arg0) {

    }

    @Override
    public void mouseEntered(MouseEvent e) {
        // TODO Auto-generated method stub

    }

    @Override
    public void mouseExited(MouseEvent e) {
        // TODO Auto-generated method stub

    }

    @Override
    public void mousePressed(MouseEvent e) {
        // TODO Auto-generated method stub
        if (e.getX() < 570 && e.getY() < 570) {
            int a = core.ChessIt(_CgetX(e.getX()), (_CgetY(e.getY())), var);
            this.repaint();
            if (a == 1) {
                JOptionPane.showMessageDialog(null,"白的赢了", "恭喜", JOptionPane.DEFAULT_OPTION);;
            }
            if(a==2) {
                JOptionPane.showMessageDialog(null,"黑的赢了", "恭喜", JOptionPane.DEFAULT_OPTION);;
            }
            if(a!=-1) {
                if(var==1) var=2;
                else if(var==2) var=1;
            }
        }
        else if(e.getX()>690&&e.getX()<760&&e.getY()>60&&e.getY()<90) {
            core.RetChess();
            if(var==1) var=2;
            else if(var==2) var=1;
            this.repaint();
        }
        if(e.getX()>690&&e.getX()<760&&e.getY()>120&&e.getY()<150) {
            core.Restart();
            this.repaint();
        }
        if(e.getX()>690&&e.getX()<760&&e.getY()>180&&e.getY()<210) {
            Object[] options = {"白先","黑先"};
            int n = JOptionPane.showOptionDialog(null,"红先还是黑先?","游戏设置",JOptionPane.YES_NO_OPTION,JOptionPane.QUESTION_MESSAGE, null,options,options[0]);
            if(n==0) this.var=1;
            if(n==1) this.var=2;
            this.core.Restart();
            this.repaint();
        }
    }

    @Override
    public void mouseReleased(MouseEvent e) {
        // TODO Auto-generated method stub

    }

    private int _CgetX(int x) {
        x -= 30;
        if (x % 15 <= 7)
            return x / 30;
        else
            return x / 30 + 1;
    }

    private int _CgetY(int y) {
        y -= 60;
        if (y % 15 <= 7)
            return y / 30;
        else
            return y / 30 + 1;
    }
}

然后就是启动函数了

这个函数放哪都行-.-。。。。。一看就懂吧?

package main;

public class Main {
    /** 启动函数
     * @param args
     */
    public static void main(String[] args) {
        new Windows("五子棋");
    }
}

 

 

总结:

其实五子棋的小程序对于初学者来说并不简单。不适合做练手项目,不过当代码量积累到一定程度,写这个小程序简直不要太轻松。完成起来分分钟钟。一定要打好数据结构的基础并加大代码量。

 

简单 五子棋的客户端部分程序 //chessClient.java:客户端主程序。 //userPad.java:客户端的界面。 //chessPad.java:棋盘的绘制。 //chessServer.java:服务器端。 //可同时容纳50个人同时在线下棋,聊天。 import java.awt.*; import java.awt.event.*; import java.io.*; import java.net.*; import java.util.*; class clientThread extends Thread{ chessClient chessclient; clientThread(chessClient chessclient){ this.chessclient=chessclient; } public void acceptMessage(String recMessage){ if(recMessage.startsWith("/userlist ")){ StringTokenizer userToken=new StringTokenizer(recMessage," "); int userNumber=0; chessclient.userpad.userList.removeAll(); chessclient.inputpad.userChoice.removeAll(); chessclient.inputpad.userChoice.addItem("所有人"); while(userToken.hasMoreTokens()){ String user=(String)userToken.nextToken(" "); if(userNumber>0 && !user.startsWith("[inchess]")){ chessclient.userpad.userList.add(user); chessclient.inputpad.userChoice.addItem(user); } userNumber++; } chessclient.inputpad.userChoice.select("所有人"); } else if(recMessage.startsWith("/yourname ")){ chessclient.chessClientName=recMessage.substring(10); chessclient.setTitle("Java五子棋客户端 "+"用户名:"+chessclient.chessClientName); } else if(recMessage.equals("/reject")){ try{ chessclient.chesspad.statusText.setText("不能加入游戏"); chessclient.controlpad.cancelGameButton.setEnabled(false); chessclient.controlpad.joinGameButton.setEnabled(true); chessclient.controlpad.creatGameButton.setEnabled(true); } catch(Exception ef){ chessclient.chatpad.chatLineArea.setText("chessclient.chesspad.chessSocket.close无法关闭"); } chessclient.controlpad.joinGameButton.setEnabled(true); } else if(recMessage.startsWith("/peer ")){ chessclient.chesspad.chessPeerName=recMessage.substring(6); if(chessclient.isServer){ chessclient.chesspad.chessColor=1; chessclient.chesspad.isMouseEnabled=true; chessclient.chesspad.statusText.setText("请黑棋下子"); } else if(chessclient.isClient){ chessclient.chesspad.chessColor=-1; chessclient.chesspad.statusText.setText("已加入游戏,等待对方下子..."); } } else if(recMessage.equals("/youwin")){ chessclient.isOnChess=false; chessclient.chesspad.chessVictory(chessclient.chesspad.chessColor); chessclient.chesspad.statusText.setText("对方退出,请点放弃游戏退出连接"); chessclient.chesspad.isMouseEnabled=false; } else if(recMessage.equals("/OK")){ chessclient.chesspad.statusText.setText("创建游戏成功,等待别人加入..."); } else if(recMessage.equals("/error")){ chessclient.chatpad.chatLineArea.append("传输错误:请退出程序,重新加入 \n"); } else{ chessclient.chatpad.chatLineArea.append(recMessage+"\n"); chessclient.chatpad.chatLineArea.setCaretPosition( chessclient.chatpad.chatLineArea.getText().length()); } } public void run(){ String message=""; try{ while(true){ message=chessclient.in.readUTF(); acceptMessage(message); } } catch(IOException es){ } } } public class chessClient extends Frame implements ActionListener,KeyListener{ userPad userpad=new userPad(); chatPad chatpad=new chatPad(); controlPad controlpad=new controlPad(); chessPad chesspad=new chessPad(); inputPad inputpad=new inputPad(); Socket chatSocket; DataInputStream in; DataOutputStream out; String chessClientName=null; String host=null; int port=4331; boolean isOnChat=false; //在聊天? boolean isOnChess=false; //在下棋? boolean isGameConnected=false; //下棋的客户端连接? boolean isServer=false; //如果是下棋的主机 boolean isClient=false; //如果是下棋的客户端 Panel southPanel=new Panel(); Panel northPanel=new Panel(); Panel centerPanel=new Panel(); Panel westPanel=new Panel(); Panel eastPanel=new Panel(); chessClient( ){ super("Java五子棋客户端"); setLayout(new BorderLayout()); host=controlpad.inputIP.getText(); westPanel.setLayout(new BorderLayout()); westPanel.add(userpad,BorderLayout.NORTH); westPanel.add(chatpad,BorderLayout.CENTER); westPanel.setBackground(Color.pink); inputpad.inputwords.addKeyListener(this); chesspad.host=controlpad.inputIP.getText(); centerPanel.add(chesspad,BorderLayout.CENTER); centerPanel.add(inputpad,BorderLayout.SOUTH); centerPanel.setBackground(Color.pink); controlpad.connectButton.addActionListener(this); controlpad.creatGameButton.addActionListener(this); controlpad.joinGameButton.addActionListener(this); controlpad.cancelGameButton.addActionListener(this); controlpad.exitGameButton.addActionListener(this); controlpad.creatGameButton.setEnabled(false); controlpad.joinGameButton.setEnabled(false); controlpad.cancelGameButton.setEnabled(false); southPanel.add(controlpad,BorderLayout.CENTER); southPanel.setBackground(Color.pink); addWindowListener(new WindowAdapter(){ public void windowClosing(WindowEvent e){ if(isOnChat){ try{ chatSocket.close(); }catch(Exception ed){ } } if(isOnChess || isGameConnected){ try{ chesspad.chessSocket.close(); }catch(Exception ee){ } } System.exit(0); } public void windowActivated(WindowEvent ea){ } }); add(westPanel,BorderLayout.WEST); add(centerPanel,BorderLayout.CENTER); add(southPanel,BorderLayout.SOUTH); pack(); setSize(670,548); setVisible(true); setResizable(false); validate(); } public boolean connectServer(String serverIP,int serverPort) throws Exception{ try{ chatSocket=new Socket(serverIP,serverPort); in=new DataInputStream(chatSocket.getInputStream()); out=new DataOutputStream(chatSocket.getOutputStream()); clientThread clientthread=new clientThread(this); clientthread.start(); isOnChat=true; return true; } catch(IOException ex){ chatpad.chatLineArea.setText("chessClient:connectServer:无法连接,建议重新启动程序 \n"); } return false; } public void actionPerformed(ActionEvent e){ if(e.getSource()==controlpad.connectButton){ host=chesspad.host=controlpad.inputIP.getText(); try{ if(connectServer(host,port)){ chatpad.chatLineArea.setText(""); controlpad.connectButton.setEnabled(false); controlpad.creatGameButton.setEnabled(true); controlpad.joinGameButton.setEnabled(true); chesspad.statusText.setText("连接成功,请创建游戏或加入游戏"); } } catch(Exception ei){ chatpad.chatLineArea.setText("controlpad.connectButton:无法连接,建议重新启动程序 \n"); } } if(e.getSource()==controlpad.exitGameButton){ if(isOnChat){ try{ chatSocket.close(); } catch(Exception ed){ } } if(isOnChess || isGameConnected){ try{ chesspad.chessSocket.close(); } catch(Exception ee){ } } System.exit(0); } if(e.getSource()==controlpad.joinGameButton){ String selectedUser=userpad.userList.getSelectedItem(); if(selectedUser==null || selectedUser.startsWith("[inchess]") || selectedUser.equals(chessClientName)){ chesspad.statusText.setText("必须先选定一个有效用户"); } else{ try{ if(!isGameConnected){ if(chesspad.connectServer(chesspad.host,chesspad.port)){ isGameConnected=true; isOnChess=true; isClient=true; controlpad.creatGameButton.setEnabled(false); controlpad.joinGameButton.setEnabled(false); controlpad.cancelGameButton.setEnabled(true); chesspad.chessthread.sendMessage("/joingame "+userpad.userList.getSelectedItem()+" "+chessClientName); } }else{ isOnChess=true; isClient=true; controlpad.creatGameButton.setEnabled(false); controlpad.joinGameButton.setEnabled(false); controlpad.cancelGameButton.setEnabled(true); chesspad.chessthread.sendMessage("/joingame "+userpad.userList.getSelectedItem()+" "+chessClientName); } } catch(Exception ee){ isGameConnected=false; isOnChess=false; isClient=false; controlpad.creatGameButton.setEnabled(true); controlpad.joinGameButton.setEnabled(true); controlpad.cancelGameButton.setEnabled(false); chatpad.chatLineArea.setText("chesspad.connectServer无法连接 \n"+ee); } } } if(e.getSource()==controlpad.creatGameButton){ try{ if(!isGameConnected){ if(chesspad.connectServer(chesspad.host,chesspad.port)){ isGameConnected=true; isOnChess=true; isServer=true; controlpad.creatGameButton.setEnabled(false); controlpad.joinGameButton.setEnabled(false); controlpad.cancelGameButton.setEnabled(true); chesspad.chessthread.sendMessage("/creatgame "+"[inchess]"+chessClientName); } }else{ isOnChess=true; isServer=true; controlpad.creatGameButton.setEnabled(false); controlpad.joinGameButton.setEnabled(false); controlpad.cancelGameButton.setEnabled(true); chesspad.chessthread.sendMessage("/creatgame "+"[inchess]"+chessClientName); } } catch(Exception ec){ isGameConnected=false; isOnChess=false; isServer=false; controlpad.creatGameButton.setEnabled(true); controlpad.joinGameButton.setEnabled(true); controlpad.cancelGameButton.setEnabled(false); ec.printStackTrace(); chatpad.chatLineArea.setText("chesspad.connectServer无法连接 \n"+ec); } } if(e.getSource()==controlpad.cancelGameButton){ if(isOnChess){ chesspad.chessthread.sendMessage("/giveup "+chessClientName); chesspad.chessVictory(-1*chesspad.chessColor); controlpad.creatGameButton.setEnabled(true); controlpad.joinGameButton.setEnabled(true); controlpad.cancelGameButton.setEnabled(false); chesspad.statusText.setText("请建立游戏或者加入游戏"); } if(!isOnChess){ controlpad.creatGameButton.setEnabled(true); controlpad.joinGameButton.setEnabled(true); controlpad.cancelGameButton.setEnabled(false); chesspad.statusText.setText("请建立游戏或者加入游戏"); } isClient=isServer=false; } } public void keyPressed(KeyEvent e){ TextField inputwords=(TextField)e.getSource(); if(e.getKeyCode()==KeyEvent.VK_ENTER){ if(inputpad.userChoice.getSelectedItem().equals("所有人")){ try{ out.writeUTF(inputwords.getText()); inputwords.setText(""); } catch(Exception ea){ chatpad.chatLineArea.setText("chessClient:KeyPressed无法连接,建议重新连接 \n"); userpad.userList.removeAll(); inputpad.userChoice.removeAll(); inputwords.setText(""); controlpad.connectButton.setEnabled(true); } } else{ try{ out.writeUTF("/"+inputpad.userChoice.getSelectedItem()+" "+inputwords.getText()); inputwords.setText(""); } catch(Exception ea){ chatpad.chatLineArea.setText("chessClient:KeyPressed无法连接,建议重新连接 \n"); userpad.userList.removeAll(); inputpad.userChoice.removeAll(); inputwords.setText(""); controlpad.connectButton.setEnabled(true); } } } } public void keyTyped(KeyEvent e){} public void keyReleased(KeyEvent e){} public static void main(String args[]){ chessClient chessClient=new chessClient(); } }
java五子棋 五子棋 java 五子棋代码直接和电脑下对战 Public class FiveChessAI { public int data_a[][] = new int[5][3];// 用于储存进攻值 public int data_d[][] = new int[5][3];// 用于储存防守值 FiveChessAI() { // 进攻值的初始化 data_a[1][1] = 2; data_a[1][2] = 3; data_a[2][1] = 10; data_a[2][2] = 110; data_a[3][1] = 2500; data_a[3][2] = 3000; data_a[4][1] = 99999; data_a[4][2] = 99999; // 防守值的初始化 data_d[1][1] = 1; data_d[1][2] = 2; data_d[2][1] = 1; data_d[2][2] = 100; data_d[3][1] = 100; data_d[3][2] = 500; data_d[4][1] = 20000; data_d[4][2] = 50000; } public FiveChessMap g1 = new FiveChessMap(); public int x, y; void find()// 查找最大值 { int max = 0; for (int i = 0; i < 15; ++i) { for (int j = 0; j < 15; ++j) { if (max < g1.data[i][j]) { max = g1.data[i][j]; } } } for (int i = 0; i < 15; ++i) { for (int j = 0; j < 15; ++j) { if (max == g1.data[i][j]) { x = i; y = j; return; } } } } int getx()// 返回x坐标值 { return x; } int gety()// 返回y坐标值 { return y; } boolean judge_result(int x, int y, int who, FiveChessMap gm)// 判断胜负 { int m, n, i, lianzi = 0; for (m = -1; m <= 1; m++) for (n = -1; n <= 1; n++) { if (m != 0 || n != 0) { for (i = 1; i <= 4; i++) { if (x + i * m >= 0 && x + i * m < 15 && y + i * n >= 0 && y + i * n < 15 && gm.data[x + i * m][y + i * n] == who) { lianzi++; } else { break; } } for (i = -1; i >= -4; i--) { if (x + i * m >= 0 && x + i * m < 15 && y + i * n >= 0 && y + i * n < 15 && gm.data[x + i * m][y + i * n] == who) { lianzi++; } else { break; } } if (lianzi >= 4) { return true; } else { lianzi = 0; } } } return false; }
评论 4
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值