引言:
五子棋的代码实现很简单,难的是计算机的AI算法,在网上找了很多资料,费了好半天劲才弄明白其实现的原理,真的挺开阔思路的,很有意思!
思路:
1、创建主窗口,加载菜单及游戏面板。
2、在游戏面板中初始化各种参数,并建立各种功能组件。
3、利用paint()函数开始画棋盘,5个定位点,落子指示器,棋子(并标记最后一个棋子的红矩形框),五子成线。
4、利用mouseMoved()鼠标移动函数设置落子指示器的位置。
5、利用mouseClicked()鼠标单击函数来判断是否可以下棋,由哪方来下,判断是否平局或胜利。如果是人机对战要计算电脑要下棋的最佳位置。
6、游戏结束,收尾,准备下一局。
代码:
图片位置与包位置平齐,因为我装载图片时是从类路径开始取,取绝对路径是不认可的。
本游戏用的是JDK1.8,编码UTF-8;
共有4个类,Gobang.java是游戏入口类。GameFrame.java是主窗口类。GamePanel.java是游戏面板类。GameLogic.java是游戏逻辑类。先一口气把所有的代码贴上来再说。
1、Gobang.java 游戏入口类
package com.game.gobang;
/**
* 功能:五子棋<br>
* 作者:我是小木鱼(Lag)<br>
*/
public class Gobang
{
public static void main(String[] args)
{
new GameFrame();
}
}
2、GameFrame.java 主窗口类。
package com.game.gobang;
import javax.swing.JFrame;
import javax.swing.JMenu;
import javax.swing.JMenuBar;
import javax.swing.JMenuItem;
import javax.swing.JOptionPane;
import java.awt.Font;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
/**
* 功能:游戏窗口<br>
* 作者:我是小木鱼(Lag)<br>
*/
public class GameFrame extends JFrame implements ActionListener
{
private static final long serialVersionUID = 1L;
/** 游戏面板 */
private GamePanel gamePanel;
/**
* 功能:构造函数<br>
*/
public GameFrame()
{
try
{
//菜单
JMenuBar jmb_gobang = new JMenuBar();
JMenu jm_game = new JMenu("游戏");
jm_game.setFont(new Font("微软雅黑",Font.PLAIN,12));
JMenuItem jmi_game_new = jm_game.add("新游戏");
jmi_game_new.setFont(new Font("微软雅黑",Font.PLAIN,12));
jmi_game_new.addActionListener(this);
jmi_game_new.setActionCommand("new");
JMenuItem jmi_game_undo = jm_game.add("悔棋");
jmi_game_undo.setFont(new Font("微软雅黑",Font.PLAIN,12));
jmi_game_undo.addActionListener(this);
jmi_game_undo.setActionCommand("undo");
JMenuItem jmi_surrender = jm_game.add("认输");
jmi_surrender.setFont(new Font("微软雅黑",Font.PLAIN,12));
jmi_surrender.addActionListener(this);
jmi_surrender.setActionCommand("surrender");
jm_game.addSeparator();
JMenuItem jmi_game_exit = jm_game.add("退出");
jmi_game_exit.setFont(new Font("微软雅黑",Font.PLAIN,12));
jmi_game_exit.addActionListener(this);
jmi_game_exit.setActionCommand("exit");
jmb_gobang.add(jm_game);
JMenu jm_help = new JMenu("帮助");
jm_help.setFont(new Font("微软雅黑",Font.PLAIN,12));
JMenuItem jmi_help_about = jm_help.add("关于");
jmi_help_about.setFont(new Font("微软雅黑",Font.PLAIN,12));
jmi_help_about.addActionListener(this);
jmi_help_about.setActionCommand("about");
jmb_gobang.add(jm_help);
this.setJMenuBar(jmb_gobang);
//面板
this.gamePanel = new GamePanel();
this.add(this.gamePanel);
//显示
this.setTitle("五子棋");
this.setLayout(null);
this.setSize(760,680);
this.setResizable(false);
this.setLocationRelativeTo(null);
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
this.setVisible(true);
}
catch(Exception e)
{
JOptionPane.showMessageDialog(this,"程序出现异常错误,即将退出!\r\n\r\n"+e.toString(),"提示",JOptionPane.ERROR_MESSAGE);
System.exit(0);
}
}
/**
* 功能:事件监听<br>
*/
@Override
public void actionPerformed(ActionEvent e)
{
String command = e.getActionCommand();
if("new".equals(command))
{
this.gamePanel.newGame();
}
else if("undo".equals(command))
{
this.gamePanel.undo();
}
else if("surrender".equals(command))
{
this.gamePanel.surrender();
}
else if("exit".equals(command))
{
System.exit(0);
}
else if("about".equals(command))
{
JOptionPane.showMessageDialog(this,"我是小木鱼(Lag)","提示",JOptionPane.INFORMATION_MESSAGE);
}
}
}
3、GamePanel.java 游戏面板类。
package com.game.gobang;
import java.util.Map;
import java.util.HashMap;
import java.util.List;
import java.util.ArrayList;
import javax.swing.JButton;
import javax.swing.JComboBox;
import javax.swing.JLabel;
import javax.swing.JOptionPane;
import javax.swing.JPanel;
import javax.swing.BorderFactory;
import java.awt.Font;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.RadialGradientPaint;
import java.awt.RenderingHints;
import java.awt.BasicStroke;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import java.awt.event.MouseMotionListener;
import java.awt.geom.Ellipse2D;
/**
* 功能:游戏面板<br>
* 作者:我是小木鱼(Lag)<br>
*/
public class GamePanel extends JPanel implements MouseListener,MouseMotionListener,ActionListener
{
private static final long serialVersionUID = -7450693911538496165L;
/** 游戏逻辑 */
private GameLogic gameLogic;
/** 格子大小 */
final int spaceSize = 40;
/** 棋子大小(直径) */
final int chessSize = 30;
/** 棋盘X方向格数 */
final int chessBoradXGrids = 15;
/** 棋盘Y方向格数 */
final int chessBoradYGrids = 15;
/** 棋盘左上角X坐标 */
final int chessBoradX = 30;
/** 棋盘左上角Y坐标 */
final int chessBoradY = 30;
/** 棋盘宽度 */
final int chessBoradWidth = spaceSize * (chessBoradXGrids - 1);
/** 棋盘高度 */
final int chessBoradHeight = spaceSize * (chessBoradYGrids - 1);
/** 黑棋标识 */
final int BLACKCHESS = 1;
/** 白棋标识 */
final int WHITECHESS = 2;
/** 对战方式(0-人机对战,1-人人对战) */
int fightType ;
/** 先手选择(0-玩家先手,1-电脑先手) */
int playFirst ;
/** 黑白选择(0-玩家执黑,1-玩家执白) */
int chessColor ;
/** 电脑棋子颜色 */
int computerChess = -1 ;
/** 玩家棋子颜色 */
int playerChess = -1 ;
/** 白棋悔棋数 */
int whiteUndoNum = 3;
/** 黑棋悔棋数 */
int blackUndoNum = 3;
/** 全部下棋信息 */
List<Map<String,Integer>> listChess = new ArrayList<Map<String,Integer>>();
/** 白棋下棋信息 */
List<Map<String,Integer>> listChessWhite = new ArrayList<Map<String,Integer>>();
/** 黑棋下棋信息 */
List<Map<String,Integer>> listChessBlack = new ArrayList<Map<String,Integer>>();
/** 胜利下棋信息(胜利后要将五子成线的那五个棋子用红线连在一起显示) */
List<Map<String,Integer>> listChessWin = new ArrayList<Map<String,Integer>>();
/** 落子指示器 */
Map<String,Integer> mapPointer = new HashMap<String,Integer>();
/** 判断游戏是否结束(true-结束,false-未结束) */
boolean isGameOver = true;
/** 组合框控件 */
private JComboBox<String> jcb_fightType,jcb_playFirst,jcb_chessColor;
/** 按钮控件 */
private JButton jb_new,jb_undo,jb_surrender;
/** 标签控件 */
JLabel jlb_blackUndoText,jlb_blackStateText,jlb_whiteUndoText,jlb_whiteStateText;
/**
* 功能:构造函数<br>
*/
public GamePanel()
{
//与主窗口大小保持一致,并设置背景色(去掉菜单高度)
this.setSize(760,620);
this.setBackground(new Color(209,146,17));
//右边功能区布局
this.option();
//鼠标点击与移动监听
this.addMouseListener(this);
this.addMouseMotionListener(this);
//游戏逻辑
this.gameLogic = new GameLogic(this);
//初始化游戏
this.initGame();
}
/**
* 功能:右边功能区布局<br>
*/
private void option()
{
this.setLayout(null);
//对战方式
JLabel jlb_fightType = new JLabel("对战方式:");
jlb_fightType.setFont(new Font("微软雅黑",Font.PLAIN,12));
jlb_fightType.setForeground(Color.WHITE);
jlb_fightType.setBounds(this.chessBoradX + this.chessBoradWidth + 30,chessBoradY,100,24);
this.add(jlb_fightType);
this.jcb_fightType = new JComboBox<String>(new String[]{"人机对战","人人对战"});
this.jcb_fightType.setFont(new Font("微软雅黑",Font.PLAIN,12));
this.jcb_fightType.setBounds(this.chessBoradX + this.chessBoradWidth + 30,chessBoradY + 30,100,24);
this.add(this.jcb_fightType);
//谁先手
JLabel jlb_playFirst = new JLabel("先手选择:");
jlb_playFirst.setBounds(this.chessBoradX + this.chessBoradWidth + 30,chessBoradY + 70,100,24);
jlb_playFirst.setFont(new Font("微软雅黑",Font.PLAIN,12));
jlb_playFirst.setForeground(Color.WHITE);
this.add(jlb_playFirst);
this.jcb_playFirst = new JComboBox<String>(new String[]{"玩家先手","电脑先手"});
this.jcb_playFirst.setFont(new Font("微软雅黑",Font.PLAIN,12));
this.jcb_playFirst.setBounds(this.chessBoradX + this.chessBoradWidth + 30,chessBoradY + 100,100,24);
this.add(this.jcb_playFirst);
//谁执黑
JLabel jlb_chessColor = new JLabel("黑白选择:");
jlb_chessColor.setBounds(this.chessBoradX + this.chessBoradWidth + 30,chessBoradY + 140,100,24);
jlb_chessColor.setFont(new Font("微软雅黑",Font.PLAIN,12));
jlb_chessColor.setForeground(Color.WHITE);
this.add(jlb_chessColor);
this.jcb_chessColor = new JComboBox<String>(new String[]{"玩家执黑","玩家执白"});
this.jcb_chessColor.setFont(new Font("微软雅黑",Font.PLAIN,12));
this.jcb_chessColor.setBounds(this.chessBoradX + this.chessBoradWidth + 30,chessBoradY + 170,100,24);
this.add(this.jcb_chessColor);
//按钮
this.jb_new = new JButton("开始游戏");
this.jb_new.setFont(new Font("微软雅黑",Font.PLAIN,12));
this.jb_new.setBounds(this.chessBoradX + this.chessBoradWidth + 30, chessBoradY + 230,100,30);
this.jb_new.setActionCommand("newGame");
this.jb_new.addActionListener(this);
this.add(this.jb_new);
this.jb_undo = new JButton("我要悔棋");
this.jb_undo.setFont(new Font("微软雅黑",Font.PLAIN,12));
this.jb_undo.setBounds(this.chessBoradX + this.chessBoradWidth + 30, chessBoradY + 280,100,30);
this.jb_undo.setActionCommand("undo");
this.jb_undo.addActionListener(this);
this.jb_undo.setEnabled(false);
this.add(this.jb_undo);
this.jb_surrender = new JButton("我认输了");
this.jb_surrender.setFont(new Font("微软雅黑",Font.PLAIN,12));
this.jb_surrender.setBounds(this.chessBoradX + this.chessBoradWidth + 30, chessBoradY + 330,100,30);
this.jb_surrender.setActionCommand("surrender");
this.jb_surrender.addActionListener(this);
this.jb_surrender.setEnabled(false);
this.add(this.jb_surrender);
//黑棋提示
JPanel groupBoxBlack = new JPanel();
groupBoxBlack.setLayout(null);
groupBoxBlack.setBackground(this.getBackground());
groupBoxBlack.setBounds(this.chessBoradX + this.chessBoradWidth + 30, chessBoradY + 380,100,80);
groupBoxBlack.setBorder(BorderFactory.createTitledBorder("黑棋"));
this.add(groupBoxBlack);
JLabel jlb_blackUndo = new JLabel("悔棋:");
jlb_blackUndo.setFont(new Font("微软雅黑",Font.PLAIN,12));
jlb_blackUndo.setForeground(Color.WHITE);
jlb_blackUndo.setBounds(10,16,40,30);
groupBoxBlack.add(jlb_blackUndo);
this.jlb_blackUndoText = new JLabel("剩"+Integer.toString(this.blackUndoNum)+"次");
this.jlb_blackUndoText.setFont(new Font("微软雅黑",Font.BOLD,12));
this.jlb_blackUndoText.setForeground(Color.darkGray);
this.jlb_blackUndoText.setBounds(44,16,50,30);
groupBoxBlack.add(this.jlb_blackUndoText);
JLabel jlb_blackState = new JLabel("状态:");
jlb_blackState.setFont(new Font("微软雅黑",Font.PLAIN,12));
jlb_blackState.setForeground(Color.WHITE);
jlb_blackState.setBounds(10,44,40,30);
groupBoxBlack.add(jlb_blackState);
this.jlb_blackStateText = new JLabel("未开始");
this.jlb_blackStateText.setFont(new Font("微软雅黑",Font.BOLD,12));
this.jlb_blackStateText.setForeground(Color.darkGray);
this.jlb_blackStateText.setBounds(44,44,50,30);
groupBoxBlack.add(this.jlb_blackStateText);
//白棋提示
JPanel groupBoxWhite = new JPanel();
groupBoxWhite.setLayout(null);
groupBoxWhite.setBackground(this.getBackground());
groupBoxWhite.setBounds(this.chessBoradX + this.chessBoradWidth + 30, chessBoradY + 480,100,80);
groupBoxWhite.setBorder(BorderFactory.createTitledBorder("白棋"));
this.add(groupBoxWhite);
JLabel jlb_whiteUndo = new JLabel("悔棋:");
jlb_whiteUndo.setFont(new Font("微软雅黑",Font.PLAIN,12));
jlb_whiteUndo.setForeground(Color.WHITE);
jlb_whiteUndo.setBounds(10,16,40,30);
groupBoxWhite.add(jlb_whiteUndo);
this.jlb_whiteUndoText = new JLabel("剩"+Integer.toString(this.whiteUndoNum)+"次");
this.jlb_whiteUndoText.setFont(new Font("微软雅黑",Font.BOLD,12));
this.jlb_whiteUndoText.setForeground(Color.darkGray);
this.jlb_whiteUndoText.setBounds(44,16,50,30);
groupBoxWhite.add(this.jlb_whiteUndoText);
JLabel jlb_whiteState = new JLabel("状态:");
jlb_whiteState.setFont(new Font("微软雅黑",Font.PLAIN,12));
jlb_whiteState.setForeground(Color.WHITE);
jlb_whiteState.setBounds(10,44,40,30);
groupBoxWhite.add(jlb_whiteState);
this.jlb_whiteStateText = new JLabel("未开始");
this.jlb_whiteStateText.setFont(new Font("微软雅黑",Font.BOLD,12));
this.jlb_whiteStateText.setForeground(Color.darkGray);
this.jlb_whiteStateText.setBounds(44,44,50,30);
groupBoxWhite.add(this.jlb_whiteStateText);
}
/**
* 功能:初始化游戏<br>
*/
public void initGame()
{
this.isGameOver = true;
//清空下棋列表
this.listChess.clear();
this.listChessBlack.clear();
this.listChessWhite.clear();
this.listChessWin.clear();
//落子指示器初始化
this.mapPointer.put("x",-1);
this.mapPointer.put("y",-1);
this.mapPointer.put("show",0); //0-不显示,1-显示
//对战方式
if("人人对战".equals(this.jcb_fightType.getSelectedItem().toString()))
{
this.fightType = 1;
}
else
{
this.fightType = 0;
}
//先手选择
if("电脑先手".equals(this.jcb_playFirst.getSelectedItem().toString()))
{
this.playFirst = 1;
}
else
{
this.playFirst = 0;
}
//黑白选择
if("玩家执白".equals(this.jcb_chessColor.getSelectedItem().toString()))
{
this.chessColor = 1;
}
else
{
this.chessColor = 0;
}
//电脑与玩家棋子颜色
if(this.fightType == 0)
{
if(this.chessColor == 1)
{
this.playerChess = this.WHITECHESS;
this.computerChess = this.BLACKCHESS;
}
else
{
this.computerChess = this.WHITECHESS;
this.playerChess = this.BLACKCHESS;
}
}
//悔棋数初始化
this.whiteUndoNum = 3;
this.blackUndoNum = 3;
//设置控件状态
this.setComponentState(false);
}
/**
* 功能:设置控件状态<br>
* 参数:true-新开局;false-未开局<br>
*/
public void setComponentState(boolean _flag)
{
if(_flag) //新游戏已经开始了
{
this.jcb_fightType.setEnabled(false);
this.jcb_playFirst.setEnabled(false);
this.jcb_chessColor.setEnabled(false);
this.jb_new.setEnabled(false);
this.jb_undo.setEnabled(true);
this.jb_surrender.setEnabled(true);
}
else //新游戏还未开始
{
this.jcb_fightType.setEnabled(true);
this.jcb_playFirst.setEnabled(true);
this.jcb_chessColor.setEnabled(true);
this.jb_new.setEnabled(true);
this.jb_undo.setEnabled(false);
this.jb_surrender.setEnabled(false);
}
}
/**
* 功能:绘图<br>
*/
@Override
public void paint(Graphics g)
{
//调用父类,让其做一些事前的工作,如刷新屏幕等
super.paint(g);
//清屏
g.setColor(this.getBackground());
g.fillRect(this.chessBoradX,this.chessBoradY,this.chessBoradWidth,this.chessBoradHeight);
//因为要画一些特殊效果,所以要用Graphics2D
Graphics2D g2D = (Graphics2D)g;
//开始画棋盘(五子棋盘由15条横线与15条竖线交叉形成,共225个点)
//String[] tip = {" 0"," 1"," 2"," 3"," 4"," 5"," 6"," 7"," 8"," 9","10","11","12","13","14"}; //横竖线的坐标,有利于编程是查看定位
g2D.setColor(Color.BLACK);
g.setFont(new Font("微软雅黑",Font.PLAIN,14));
for(int i=0;i<this.chessBoradXGrids;i++)
{
g2D.drawLine(this.chessBoradX,this.chessBoradY + i * this.spaceSize,this.chessBoradX + this.chessBoradWidth,this.chessBoradY + i * this.spaceSize);
g2D.drawLine(this.chessBoradX + i * this.spaceSize,this.chessBoradY,this.chessBoradX + i * this.spaceSize,this.chessBoradY + this.chessBoradHeight);
//g2D.drawString(tip[i],this.chessBoradX - 20,this.chessBoradY + 4 + i * this.spaceSize);
//g2D.drawString(tip[i],this.chessBoradX - 2 + i * this.spaceSize,this.chessBoradY - 10);
}
//画5个定位点
g2D.fillArc(this.chessBoradX + 3 * this.spaceSize - 4,this.chessBoradY + 3 * this.spaceSize - 4,8,8,0,360);
g2D.fillArc(this.chessBoradX + 11 * this.spaceSize - 4,this.chessBoradY + 3 * this.spaceSize - 4,8,8,0,360);
g2D.fillArc(this.chessBoradX + 7 * this.spaceSize - 4,this.chessBoradY + 7 * this.spaceSize - 4,8,8,0,360);
g2D.fillArc(this.chessBoradX + 3 * this.spaceSize - 4,this.chessBoradY + 11 * this.spaceSize - 4,8,8,0,360);
g2D.fillArc(this.chessBoradX + 11 * this.spaceSize - 4,this.chessBoradY + 11 * this.spaceSize - 4,8,8,0,360);
//画落子指示器
if(this.mapPointer.get("show") == 1)
{
g2D.setColor(Color.RED);
g2D.setStroke(new BasicStroke(2.5f));
//先以交叉点为中心取到指示器周围的4个角坐标
//中心点坐标
int x = this.chessBoradX + this.mapPointer.get("x") * this.spaceSize;
int y = this.chessBoradY + this.mapPointer.get("y") * this.spaceSize;
//左上角坐标,并向下向右画线
int x1 = x - this.chessSize / 2;
int y1 = y - this.chessSize / 2;
g2D.drawLine(x1,y1,x1,y1 + this.chessSize / 4);
g2D.drawLine(x1,y1,x1 + this.chessSize / 4,y1);
//右上角坐标,并向下向左画线
x1 = x + this.chessSize / 2;
y1 = y - this.chessSize / 2;
g2D.drawLine(x1,y1,x1,y1 + this.chessSize / 4);
g2D.drawLine(x1,y1,x1 - this.chessSize / 4,y1);
//左下角坐标,并向上向右画线
x1 = x - this.chessSize / 2;
y1 = y + this.chessSize / 2;
g2D.drawLine(x1,y1,x1,y1 - this.chessSize / 4);
g2D.drawLine(x1,y1,x1 + this.chessSize / 4,y1);
//右下角坐标,并向上向左画线
x1 = x + this.chessSize / 2;
y1 = y + this.chessSize / 2;
g2D.drawLine(x1,y1,x1,y1 - this.chessSize / 4);
g2D.drawLine(x1,y1,x1 - this.chessSize / 4,y1);
//System.out.println("("+this.mapPointer.get("x")+","+this.mapPointer.get("y")+")");
}
//画棋子(就是一个黑色的圆,里面在接近圆心的位置上画一个由白到黑的渐变内圆)
for(int i=0;i<this.listChess.size();i++)
{
Map<String,Integer> map = this.listChess.get(i);
int lineX = map.get("x");
int lineY = map.get("y");
int flag = map.get("flag");
//将垂直与水平线的数目转化为像素
int x = this.chessBoradX + lineX * this.spaceSize;
int y = this.chessBoradY + lineY * this.spaceSize;
//做一个由白到黑渐变的圆绘画
RadialGradientPaint paint = null;
if(flag == this.WHITECHESS)
{
paint = new RadialGradientPaint(x + 5,y + 5,90, new float[]{0f,1f},new Color[]{Color.WHITE,Color.BLACK});
}
else
{
paint = new RadialGradientPaint(x + 3,y + 3,10, new float[]{0f,1f},new Color[]{Color.WHITE,Color.BLACK});
}
g2D.setPaint(paint);
//着色微调
g2D.setRenderingHint(RenderingHints.KEY_ANTIALIASING,RenderingHints.VALUE_ANTIALIAS_ON); //消除画图锯齿
g2D.setRenderingHint(RenderingHints.KEY_ALPHA_INTERPOLATION, RenderingHints.VALUE_ALPHA_INTERPOLATION_DEFAULT); //追求速度或质量
//画圆,里面套一个白到黑渐变的圆
Ellipse2D e = new Ellipse2D.Float(x - this.chessSize/2,y - this.chessSize/2,this.chessSize,this.chessSize);
g2D.fill(e);
//标记最后一个棋子的红矩形框
if(i == this.listChess.size() - 1)
{
g2D.setColor(Color.RED);
g2D.setStroke(new BasicStroke(2.5f));
g2D.drawRect(x - 5,y - 5,10,10);
}
}
//画五子成线
if(this.listChessWin.size() > 4)
{
g2D.setColor(Color.RED);
g2D.setStroke(new BasicStroke(2.5f));
int x1 = 0;
int y1 = 0;
for(int i=0;i<this.listChessWin.size();i++)
{
Map<String,Integer> map = this.listChessWin.get(i);
if(i == 0) //先得到第一个点
{
x1 = map.get("x");
y1 = map.get("y");
}
else //再用第一个点与其他的点连线
{
g2D.drawLine(this.chessBoradX + x1 * this.spaceSize,this.chessBoradY + y1 * this.spaceSize,this.chessBoradX + map.get("x") * this.spaceSize,this.chessBoradY +map.get("y") * this.spaceSize);
}
}
}
}
/**
* 功能:开始新游戏<br>
*/
public void newGame()
{
//初始化游戏
this.initGame();
//设置控件状态
this.setComponentState(true);
//设置游戏结束标识
this.isGameOver = false;
//电脑先手
if(this.fightType == 0 && this.playFirst == 1)
{
this.gameLogic.computerPlay();
}
}
/**
* 功能:悔棋<br>
*/
public void undo()
{
if(this.gameLogic.undo()){this.repaint();}
}
/**
* 功能:投降<br>
*/
public void surrender()
{
if(this.isGameOver){return;}
JOptionPane.showMessageDialog(null,"啥,认输了,还能再有点出息不!");
this.isGameOver = true;
this.setComponentState(false);
this.jlb_blackStateText.setText("已结束");
this.jlb_whiteStateText.setText("已结束");
}
/**
* 功能:鼠标移动监听<br>
*/
@Override
public void mouseMoved(MouseEvent e)
{
this.gameLogic.mouseMoved(e);
}
/**
* 功能:鼠标单击监听<br>
*/
@Override
public void mouseClicked(MouseEvent e)
{
this.gameLogic.mouseClicked(e);
}
/**
* 功能:功能监听<br>
*/
@Override
public void actionPerformed(ActionEvent e)
{
String command = e.getActionCommand();
if("newGame".equals(command))
{
this.newGame();
}
else if("undo".equals(command))
{
this.undo();
}
else if("surrender".equals(command))
{
this.surrender();
}
}
@Override
public void mousePressed(MouseEvent e) {}
@Override
public void mouseReleased(MouseEvent e) {}
@Override
public void mouseEntered(MouseEvent e) {}
@Override
public void mouseExited(MouseEvent e) {}
@Override
public void mouseDragged(MouseEvent e) {}
}
4、GameLogic.java 游戏逻辑类。
package com.game.gobang;
import java.util.Map;
import java.util.HashMap;
import java.util.List;
import java.util.ArrayList;
import java.awt.event.MouseEvent;
import javax.swing.JOptionPane;
/**
* 功能:游戏逻辑<br>
* 作者:我是小木鱼(Lag)<br>
*/
public class GameLogic
{
/** 游戏面板 */
private GamePanel gamePanel;
/**
* 功能:构造函数<br>
*/
public GameLogic(GamePanel _gamePanel)
{
this.gamePanel = _gamePanel;
}
/**
* 功能:判断下一步是白棋下还是黑棋下<br>
*/
private int getNextChessColor()
{
int chessColor = -1;
//得到上一步信息
if(this.gamePanel.listChess.size() > 0)
{
Map<String,Integer> mapLast = this.gamePanel.listChess.get(this.gamePanel.listChess.size() - 1);
if(mapLast.get("flag") == this.gamePanel.BLACKCHESS)
{
chessColor = this.gamePanel.WHITECHESS;
}
else
{
chessColor = this.gamePanel.BLACKCHESS;
}
}
else
{
if(this.gamePanel.fightType == 0) //人机对战
{
if(this.gamePanel.playFirst == 0) //玩家先手
{
if(this.gamePanel.chessColor == 0)
{
chessColor = this.gamePanel.BLACKCHESS;
}
else
{
chessColor = this.gamePanel.WHITECHESS;
}
}
else //电脑先手(这是不想赢啊)
{
if(this.gamePanel.chessColor == 0)
{
chessColor = this.gamePanel.WHITECHESS;
}
else
{
chessColor = this.gamePanel.BLACKCHESS;
}
}
}
else //人人对战
{
if(this.gamePanel.chessColor == 0)
{
chessColor = this.gamePanel.BLACKCHESS;
}
else
{
chessColor = this.gamePanel.WHITECHESS;
}
}
}
return chessColor;
}
/**
* 功能:得到X像素所对应的竖线下标<br>
*/
private int getLineX(int x)
{
//先判断靠哪条竖线近些
int lineX = (x - this.gamePanel.chessBoradX + this.gamePanel.spaceSize / 2) / this.gamePanel.spaceSize;
//再判断是否在有效范围内
int posX = this.gamePanel.chessBoradX + lineX * this.gamePanel.spaceSize;
if(x > (posX - this.gamePanel.chessSize / 2) && x < (posX + this.gamePanel.chessSize / 2)){}
else
{
lineX = -1;
}
return lineX;
}
/**
* 功能:得到Y像素所对应的横线下标<br>
*/
private int getLineY(int y)
{
//先判断靠哪条竖线近些
int lineY = (y - this.gamePanel.chessBoradY + this.gamePanel.spaceSize / 2) / this.gamePanel.spaceSize;
//再判断是否在有效范围内
int posY = this.gamePanel.chessBoradY + lineY * this.gamePanel.spaceSize;
if(y > (posY - this.gamePanel.chessSize / 2) && y < (posY + this.gamePanel.chessSize / 2)){}
else
{
lineY = -1;
}
return lineY;
}
/**
* 功能:对五元组进行评分<br>
*/
private int getTupleScore(int _computerChessNum,int _playerChessNum)
{
//1、该五元组中既有电脑的棋子又有玩家的棋子,大家一起完蛋,得0分。
if(_computerChessNum > 0 && _playerChessNum > 0){return 0;}
//2、该五元组为空,没有棋子,得7分。
if(_computerChessNum == 0 && _playerChessNum == 0){return 7;}
//3、该五元组中只有1个机器的棋子,其他为空,得35分。(电脑才下一个棋子,可以先看看。【优先级第七】)
if(_computerChessNum == 1){return 35;}
//4、该五元组中只有2个机器的棋子,其他为空,得800分。(电脑下两个棋子了。【优先级第五】)
if(_computerChessNum == 2){return 800;}
//5、该五元组中只有3个机器的棋子,其他为空,得15000分。(电脑看到赢的希望了,可以下这个点上,进攻进攻。【优先级第三】)
if(_computerChessNum == 3){return 15000;}
//6、该五元组中只有4个机器的棋子,其他为空,得800000分。(电脑马上就要赢了,无论如何也必须下这个点上,进攻进攻再进攻。【优先级第一】)
if(_computerChessNum == 4){return 800000;}
//7、该五元组中只有1个玩家的棋子,其他为空,得15分。(玩家才下一个棋子,别理他。【没优先级】)
if(_playerChessNum == 1){return 15;}
//8、该五元组中只有2个玩家的棋子,其他为空,得400分。(玩家下两个棋子了。【优先级第六】)
if(_playerChessNum == 2){return 800;}
//9、该五元组中只有3个玩家的棋子,其他为空,得1800分。(玩家看到赢的希望了,如果电脑没有类似的情况就得堵住这个点,防守防守。【优先级第四】)
if(_playerChessNum == 3){return 1800;}
//10、该五元组中只有4个玩家的棋子,其他为空,得100000分。(玩家马上就要赢了,如果电脑要是不能立刻赢的话就必须下在这个点上,快防守啊,黑山老妖要来了。【优先级第二】)
if(_playerChessNum == 4){return 100000;}
return 0;
}
/**
* 功能:得到电脑要下棋的位置<br>
*/
private Map<String,Integer> getComputerLocation()
{
//= = = = = = = = = = = = = = = = = = = = 原理 = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =//
//五子棋要赢,必然要有五个棋子在一起成线,那么我们就把这五格相连的线称之为五元组。 //
//一般情况下棋盘是15×15的,那么应该共有572个五元组。 //
//同时,针对五元组中黑子和白子的数量(可以不考虑相对位置)的不同,给每个五元组评不同的分(每组中的5个点都是同样分数)。 //
//然后每一个位置的得分就是包含这个位置的所有五元组的得分之和。 //
//理论上每个落子点最多被包含在20个五元组中,最少被包含在3个五元组中。然后我们循环整个棋盘,找到评分最多且空的那个点, //
//就是电脑要落子的那个点。该点可能用于进攻,也可能用于防守。当然以进攻为主,进攻的评分能更高些。 //
//在本函数中我要对15×15这225个点进行循环,以这个点为龙头,向右、下、45度斜下、135度斜下共4个方向寻找4个五元组 //
//(边角的点可能在某些方向不构成五元组),并将这些五元组的评分累计到每个五元组中的5个点里。 //
//由于只是以这个点为龙头去寻找五元组,因此这个点的累计评分不是最终评分,当再以其他点为龙头时可能会包含这个点,会再给这个 //
//点累计加分,这样全部循环后该点的评分就准了。再循环整个棋盘,找到评分最高且处于空位的那个点就是电脑要下的点。 //
//问:一共不是有8个方向吗,为什么只找4个方向就行了? //
//答:因为那4个方向是重复计算了。比如说当你以A点为龙头向右寻找五元组时是(A,A+1,A+2,A+3,A+4)这样的五元组。 //
// 但当你以A+4这个点位龙头向左寻找五元组时是(A+4,A+3,A+2,A+1,A)这样的五元组,这不就是重复了嘛。 //
// 因此我们总结出寻找规律,向右找就别向左找,向下找就别向上找...。 //
//= = = = = = = = = = = = = = = = = = = = 结束 = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = //
Map<String,Integer> mapComputer = new HashMap<String,Integer>();
int computerChessNum; //五元组中电脑棋子数目累计
int playerChessNum ; //五元组中玩家棋子数目累计
int tupleScore; //五元组评分值
int[][] score = new int[this.gamePanel.chessBoradXGrids][this.gamePanel.chessBoradYGrids]; //棋盘中每个落子交叉点的评分数组
int[][] chess = new int[this.gamePanel.chessBoradXGrids][this.gamePanel.chessBoradYGrids]; //棋盘中每个落子交叉点的棋子数组
//初始化评分与棋子数组
for(int i=0;i<this.gamePanel.chessBoradXGrids;i++)
{
for(int j=0;j<this.gamePanel.chessBoradYGrids;j++)
{
score[i][j] = 0;
chess[i][j] = 0;
}
}
//为棋子数组赋值,有利于计算且观察。
for(int i=0;i<this.gamePanel.listChess.size();i++)
{
Map<String,Integer> map = this.gamePanel.listChess.get(i);
chess[ map.get("x")][ map.get("y")] = map.get("flag");
}
//开始循环
for(int i=0;i<this.gamePanel.chessBoradXGrids;i++)
{
for(int j=0;j<this.gamePanel.chessBoradYGrids;j++)
{
//1、以该点为龙头向右寻找五元组
if(i + 4 <= 14) //这个五元组真的有
{
//初始化变量
computerChessNum = 0;
playerChessNum = 0;
tupleScore = 0;
//得到该五元组中电脑与玩家的棋子数目
for(int k=0;k<5;k++)
{
if(chess[i+k][j] == this.gamePanel.computerChess){computerChessNum++;}
if(chess[i+k][j] == this.gamePanel.playerChess){playerChessNum++;}
}
//得到该五元组的评分
tupleScore = this.getTupleScore(computerChessNum,playerChessNum);
//将该评分赋值给五元组中的5个点
for(int k=0;k<5;k++)
{
score[i+k][j] = score[i+k][j] + tupleScore;
}
}
//2、以该点为龙头向下寻找五元组
if(j + 4 <= 14) //这个五元组真的有
{
//初始化变量
computerChessNum = 0;
playerChessNum = 0;
tupleScore = 0;
//得到该五元组中电脑与玩家的棋子数目
for(int k=0;k<5;k++)
{
if(chess[i][j+k] == this.gamePanel.computerChess){computerChessNum++;}
if(chess[i][j+k] == this.gamePanel.playerChess){playerChessNum++;}
}
//得到该五元组的评分
tupleScore = this.getTupleScore(computerChessNum,playerChessNum);
//将该评分赋值给五元组中的5个点
for(int k=0;k<5;k++)
{
score[i][j+k] = score[i][j+k] + tupleScore;
}
}
//3、以该点为龙头135度斜下寻找五元组
if(i + 4 <= 14 && j + 4 <= 14) //这个五元组真的有
{
//初始化变量
computerChessNum = 0;
playerChessNum = 0;
tupleScore = 0;
//得到该五元组中电脑与玩家的棋子数目
for(int k=0;k<5;k++)
{
if(chess[i+k][j+k] == this.gamePanel.computerChess){computerChessNum++;}
if(chess[i+k][j+k] == this.gamePanel.playerChess){playerChessNum++;}
}
//得到该五元组的评分
tupleScore = this.getTupleScore(computerChessNum,playerChessNum);
//将该评分赋值给五元组中的5个点
for(int k=0;k<5;k++)
{
score[i+k][j+k] = score[i+k][j+k] + tupleScore;
}
}
//4、以该点为龙头45度斜下寻找五元组
if(i - 4 >= 0 && j + 4 <= 14) //这个五元组真的有
{
//初始化变量
computerChessNum = 0;
playerChessNum = 0;
tupleScore = 0;
//得到该五元组中电脑与玩家的棋子数目
for(int k=0;k<5;k++)
{
if(chess[i-k][j+k] == this.gamePanel.computerChess){computerChessNum++;}
if(chess[i-k][j+k] == this.gamePanel.playerChess){playerChessNum++;}
}
//得到该五元组的评分
tupleScore = this.getTupleScore(computerChessNum,playerChessNum);
//将该评分赋值给五元组中的5个点
for(int k=0;k<5;k++)
{
score[i-k][j+k] = score[i-k][j+k] + tupleScore;
}
}
}
}
//从空位置中找到得分最大的位置
int maxScore = 0;
int maxX = -1;
int maxY = -1;
for(int i=0;i<this.gamePanel.chessBoradXGrids;i++)
{
for(int j=0;j<this.gamePanel.chessBoradYGrids;j++)
{
if(chess[i][j] == 0)
{
if(maxScore < score[i][j])
{
maxScore = score[i][j];
maxX = i;
maxY = j;
}
}
}
}
mapComputer.put("x",maxX);
mapComputer.put("y",maxY);
return mapComputer;
}
/**
* 功能:轮到电脑下棋了br>
*/
public void computerPlay()
{
Map<String,Integer> mapComputer = this.getComputerLocation();
mapComputer.put("flag",this.gamePanel.computerChess);
//棋盘下满了,电脑无棋可下了
if(mapComputer.get("x") == -1 || mapComputer.get("y") == -1)
{
JOptionPane.showMessageDialog(null,"牛批,你们竟然打平了!");
this.gamePanel.isGameOver = true;
this.gamePanel.initGame();
return;
}
if(this.gamePanel.computerChess == this.gamePanel.WHITECHESS)
{
this.gamePanel.listChessWhite.add(mapComputer);
}
else
{
this.gamePanel.listChessBlack.add(mapComputer);
}
this.gamePanel.listChess.add(mapComputer);
//延时一会再刷新,要不显得电脑太厉害了。
try
{
Thread.sleep(50);
}
catch(Exception e1)
{
e1.printStackTrace();
}
this.gamePanel.repaint();
}
/**
* 功能:判断游戏是否结束<br>
*/
private boolean gameOver()
{
int hCount = 0; //水平计数
int vCount = 0; //垂直计数
int a45Count = 0; //斜45度计数
int a135Count = 0; //斜135度计数
boolean isFind = false; //是否找到
List<Map<String,Integer>> hChessWin = new ArrayList<Map<String,Integer>>(); //记录水平方向上的5个点连成线
List<Map<String,Integer>> vChessWin = new ArrayList<Map<String,Integer>>(); //记录垂直方向上的5个点连成线
List<Map<String,Integer>> a45ChessWin = new ArrayList<Map<String,Integer>>(); //记录斜45度方向上的5个点连成线
List<Map<String,Integer>> a135ChessWin = new ArrayList<Map<String,Integer>>(); //记录斜135度方向上的5个点连成线
if(this.gamePanel.listChess.size() < 1){return false;}
//得到最后一步下棋信息
Map<String,Integer> mapLast = this.gamePanel.listChess.get(this.gamePanel.listChess.size() - 1);
int x = mapLast.get("x");
int y = mapLast.get("y");
int flag = mapLast.get("flag");
List<Map<String,Integer>> listTmp ;
if(flag == this.gamePanel.WHITECHESS)
{
listTmp = this.gamePanel.listChessWhite;
}
else
{
listTmp = this.gamePanel.listChessBlack;
}
//水平(先向右数4个)
for(int i=1;i<5;i++)
{
isFind = false;
for(int j=0;j<listTmp.size();j++)
{
Map<String,Integer> map = listTmp.get(j);
if(map.get("x") == (x + i) && map.get("y") == y)
{
hChessWin.add(map);
isFind = true;
}
}
if(isFind)
{
hCount++;
}
else
{
break;
}
}
//水平(向左数4个)
for(int i=1;i<5;i++)
{
isFind = false;
for(int j=0;j<listTmp.size();j++)
{
Map<String,Integer> map = listTmp.get(j);
if(map.get("x") == (x - i) && map.get("y") == y)
{
hChessWin.add(map);
isFind = true;
}
}
if(isFind)
{
hCount++;
}
else
{
break;
}
}
//垂直(向上数4个)
for(int i=1;i<5;i++)
{
isFind = false;
for(int j=0;j<listTmp.size();j++)
{
Map<String,Integer> map = listTmp.get(j);
if(map.get("x") == x && map.get("y") == (y - i))
{
vChessWin.add(map);
isFind = true;
}
}
if(isFind)
{
vCount++;
}
else
{
break;
}
}
//垂直(向下数4个)
for(int i=1;i<5;i++)
{
isFind = false;
for(int j=0;j<listTmp.size();j++)
{
Map<String,Integer> map = listTmp.get(j);
if(map.get("x") == x && map.get("y") == (y + i))
{
vChessWin.add(map);
isFind = true;
}
}
if(isFind)
{
vCount++;
}
else
{
break;
}
}
//45度斜线(向右上方数4个)
for(int i=1;i<5;i++)
{
isFind = false;
for(int j=0;j<listTmp.size();j++)
{
Map<String,Integer> map = listTmp.get(j);
if(map.get("x") == (x + i) && map.get("y") == (y - i))
{
a45ChessWin.add(map);
isFind = true;
}
}
if(isFind)
{
a45Count++;
}
else
{
break;
}
}
//45度斜线(向左下方数4个)
for(int i=1;i<5;i++)
{
isFind = false;
for(int j=0;j<listTmp.size();j++)
{
Map<String,Integer> map = listTmp.get(j);
if(map.get("x") == (x - i) && map.get("y") == (y + i))
{
a45ChessWin.add(map);
isFind = true;
}
}
if(isFind)
{
a45Count++;
}
else
{
break;
}
}
//135度斜线(向左上方数4个)
for(int i=1;i<5;i++)
{
isFind = false;
for(int j=0;j<listTmp.size();j++)
{
Map<String,Integer> map = listTmp.get(j);
if(map.get("x") == (x - i) && map.get("y") == (y - i))
{
a135ChessWin.add(map);
isFind = true;
}
}
if(isFind)
{
a135Count++;
}
else
{
break;
}
}
//135度斜线(向右下方数4个)
for(int i=1;i<5;i++)
{
isFind = false;
for(int j=0;j<listTmp.size();j++)
{
Map<String,Integer> map = listTmp.get(j);
if(map.get("x") == (x + i) && map.get("y") == (y + i))
{
a135ChessWin.add(map);
isFind = true;
}
}
if(isFind)
{
a135Count++;
}
else
{
break;
}
}
//开始判断
if(hCount >= 4 || vCount >= 4 || a45Count >= 4 || a135Count >= 4)
{
//记录五子连线
if(hChessWin.size() == 4)
{
hChessWin.add(mapLast);
this.gamePanel.listChessWin = hChessWin;
}
else if(vChessWin.size() == 4)
{
vChessWin.add(mapLast);
this.gamePanel.listChessWin = vChessWin;
}
else if(a45ChessWin.size() == 4)
{
a45ChessWin.add(mapLast);
this.gamePanel.listChessWin = a45ChessWin;
}
else if(a135ChessWin.size() == 4)
{
a135ChessWin.add(mapLast);
this.gamePanel.listChessWin = a135ChessWin;
}
if(this.gamePanel.fightType == 0) //人机对战
{
if(flag == this.gamePanel.computerChess)
{
JOptionPane.showMessageDialog(null,"我去,你怎么连电脑都输啊!","提示",JOptionPane.ERROR_MESSAGE);
}
else
{
JOptionPane.showMessageDialog(null,"恭喜,你终于赢电脑一把了!");
}
return true;
}
else //人人对战
{
if(flag == this.gamePanel.WHITECHESS)
{
JOptionPane.showMessageDialog(null,"恭喜,白棋赢了!");
}
else
{
JOptionPane.showMessageDialog(null,"恭喜,黑棋赢了!");
}
return true;
}
}
return false;
}
/**
* 功能:悔棋<br>
*/
public boolean undo()
{
if(this.gamePanel.isGameOver){return false;}
if(this.gamePanel.listChess.size() < 1){return false;}
//得到最后一步棋信息
Map<String,Integer> mapLast = this.gamePanel.listChess.get(this.gamePanel.listChess.size() - 1);
int flag = mapLast.get("flag");
if(this.gamePanel.fightType == 0) //人机对战(只有玩家才会悔棋,电脑才不会这么耍赖)
{
if(this.gamePanel.chessColor == 0)
{
if(this.gamePanel.blackUndoNum == 0)
{
JOptionPane.showMessageDialog(null,"悔棋次数已经全部用完了!","提示",JOptionPane.INFORMATION_MESSAGE);
return false;
}
this.gamePanel.listChessBlack.remove(this.gamePanel.listChessBlack.size() - 1);
this.gamePanel.listChess.remove(this.gamePanel.listChess.size() - 1);
this.gamePanel.listChess.remove(this.gamePanel.listChess.size() - 1);
this.gamePanel.blackUndoNum--;
}
else
{
if(this.gamePanel.whiteUndoNum == 0)
{
JOptionPane.showMessageDialog(null,"悔棋次数已经全部用完了!","提示",JOptionPane.INFORMATION_MESSAGE);
return false;
}
this.gamePanel.listChessWhite.remove(this.gamePanel.listChessWhite.size() - 1);
this.gamePanel.listChess.remove(this.gamePanel.listChess.size() - 1);
this.gamePanel.listChess.remove(this.gamePanel.listChess.size() - 1);
this.gamePanel.whiteUndoNum--;
}
}
else
{
if(flag == this.gamePanel.WHITECHESS)
{
if(this.gamePanel.whiteUndoNum == 0)
{
JOptionPane.showMessageDialog(null,"白棋的悔棋次数已经全部用完了!","提示",JOptionPane.INFORMATION_MESSAGE);
return false;
}
this.gamePanel.listChessWhite.remove(this.gamePanel.listChessWhite.size() - 1);
this.gamePanel.listChess.remove(this.gamePanel.listChess.size() - 1);
this.gamePanel.whiteUndoNum--;
}
else
{
if(this.gamePanel.blackUndoNum == 0)
{
JOptionPane.showMessageDialog(null,"黑棋的悔棋次数已经全部用完了!","提示",JOptionPane.INFORMATION_MESSAGE);
return false;
}
this.gamePanel.listChessBlack.remove(this.gamePanel.listChessBlack.size() - 1);
this.gamePanel.listChess.remove(this.gamePanel.listChess.size() - 1);
this.gamePanel.blackUndoNum--;
}
}
this.gamePanel.jlb_blackUndoText.setText("剩"+gamePanel.blackUndoNum+"次");
this.gamePanel.jlb_whiteUndoText.setText("剩"+gamePanel.whiteUndoNum+"次");
return true;
}
/**
* 功能:鼠标移动事件<br>
*/
public void mouseMoved(MouseEvent e)
{
//判断鼠标位置是否在棋盘内
int x = e.getX();
int y = e.getY();
if(x > (this.gamePanel.chessBoradX - this.gamePanel.spaceSize / 2) && x < (this.gamePanel.chessBoradX + this.gamePanel.chessBoradWidth + this.gamePanel.spaceSize/2) && y > (this.gamePanel.chessBoradY - this.gamePanel.spaceSize / 2) && y < (this.gamePanel.chessBoradY + this.gamePanel.chessBoradHeight + this.gamePanel.spaceSize / 2))
{
if(this.gamePanel.isGameOver){return;}
//清除落子指示器(先不显示)
this.gamePanel.mapPointer.put("show",0);
//将x,y由像素改为相应的水平与垂直线的数目(0~14)
int lineX = this.getLineX(x);
int lineY = this.getLineY(y);
if(lineX >= 0 && lineX < 15 && lineY >= 0 && lineY < 15)
{
//判断该位置是否有棋子
boolean isChess = false;
for(int i=0;i<this.gamePanel.listChess.size();i++)
{
Map<String,Integer> map = this.gamePanel.listChess.get(i);
if(map.get("x") == lineX && map.get("y") == lineY)
{
isChess = true;
break;
}
}
if(!isChess) //可以显示了
{
this.gamePanel.mapPointer.put("x",lineX);
this.gamePanel.mapPointer.put("y",lineY);
this.gamePanel.mapPointer.put("show",1);
}
}
this.gamePanel.repaint();
}
else
{
if(this.gamePanel.mapPointer.get("show") == 1)
{
this.gamePanel.mapPointer.put("show",0);
this.gamePanel.repaint();
}
}
}
/**
* 功能:鼠标单击事件<br>
*/
public void mouseClicked(MouseEvent e)
{
if(e.getButton() == MouseEvent.BUTTON1) //鼠标左键点击
{
//判断鼠标位置是否在棋盘内
int x = e.getX();
int y = e.getY();
if(x > (this.gamePanel.chessBoradX - this.gamePanel.spaceSize / 2) && x < (this.gamePanel.chessBoradX + this.gamePanel.chessBoradWidth + this.gamePanel.spaceSize/2) && y > (this.gamePanel.chessBoradY - this.gamePanel.spaceSize / 2) && y < (this.gamePanel.chessBoradY + this.gamePanel.chessBoradHeight + this.gamePanel.spaceSize / 2))
{
if(this.gamePanel.isGameOver){return;}
//将x,y由像素改为相应的水平与垂直线的数目(0~14)
int lineX = this.getLineX(x);
int lineY = this.getLineY(y);
if(lineX >= 0 && lineX < 15 && lineY >= 0 && lineY < 15)
{
//判断该位置是否有棋子
boolean isChess = false;
for(int i=0;i<this.gamePanel.listChess.size();i++)
{
Map<String,Integer> map = this.gamePanel.listChess.get(i);
if(map.get("x") == lineX && map.get("y") == lineY)
{
isChess = true;
break;
}
}
if(!isChess) //玩家可以下棋了
{
//清除落子指示器
this.gamePanel.mapPointer.put("show",0);
//得到下一步是白棋下还是黑棋
int chessColor = this.getNextChessColor();
//记录玩家下棋
Map<String,Integer> mapMan = new HashMap<String,Integer>();
mapMan.put("x",lineX);
mapMan.put("y",lineY);
mapMan.put("flag",chessColor);
if(chessColor == this.gamePanel.WHITECHESS)
{
this.gamePanel.listChessWhite.add(mapMan);
this.gamePanel.jlb_whiteStateText.setText("已下完");
this.gamePanel.jlb_blackStateText.setText("思考中");
}
else
{
this.gamePanel.listChessBlack.add(mapMan);
this.gamePanel.jlb_blackStateText.setText("已下完");
this.gamePanel.jlb_whiteStateText.setText("思考中");
}
this.gamePanel.listChess.add(mapMan);
this.gamePanel.repaint();
//判断游戏是否结束
if(this.gameOver())
{
this.gamePanel.isGameOver = true;
this.gamePanel.setComponentState(false);
this.gamePanel.jlb_blackStateText.setText("已结束");
this.gamePanel.jlb_whiteStateText.setText("已结束");
return;
}
//判断双方是否战平(棋盘下满了)
if(this.gamePanel.listChess.size() >= 225)
{
JOptionPane.showMessageDialog(null,"牛屁,你们竟然打平了!");
this.gamePanel.isGameOver = true;
this.gamePanel.initGame();
return;
}
//如果是人机对战,机器要回应啊
if(this.gamePanel.fightType == 0) //人机对战
{
this.computerPlay();
if(this.gamePanel.computerChess == this.gamePanel.BLACKCHESS)
{
this.gamePanel.jlb_blackStateText.setText("已下完");
this.gamePanel.jlb_whiteStateText.setText("思考中");
}
else
{
this.gamePanel.jlb_whiteStateText.setText("已下完");
this.gamePanel.jlb_blackStateText.setText("思考中");
}
//判断游戏是否结束
if(this.gameOver())
{
this.gamePanel.isGameOver = true;
this.gamePanel.setComponentState(false);
this.gamePanel.jlb_blackStateText.setText("已结束");
this.gamePanel.jlb_whiteStateText.setText("已结束");
return;
}
}
}
}
}
}
}
}
详解:
待续...
运行:
做一个DOS批处理文件,gobang.bat,内容如下:
@echo off
start javaw com.game.gobang.Gobang
下载:
百度网盘链接:https://pan.baidu.com/s/1jMU7es839gLtW6XXVFNMqw 提取码:ibkq
感言:
待续...