Java swing五子棋的實(shí)現(xiàn)方法
今天給大家介紹一下如何用Java swing實(shí)現(xiàn)五子棋的開(kāi)發(fā)即用Java開(kāi)發(fā)圖形界面程序五子棋,代碼由于太多,只貼部分,最下面會(huì)附上下載地址,廢話不多說(shuō),下面我們先看一下運(yùn)行結(jié)果:

接下來(lái)我們看代碼:
首先是創(chuàng)建主frame框架界面:
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 {
// 取得屏幕的寬度
int width = Toolkit.getDefaultToolkit().getScreenSize().width;
// 取得屏幕的高度
int height = Toolkit.getDefaultToolkit().getScreenSize().height;
// 背景圖片
BufferedImage bgImage = null;
// 保存棋子的坐標(biāo)
int x = 0;
int y = 0;
// 保存之前下過(guò)的全部棋子的坐標(biāo)
// 其中數(shù)據(jù)內(nèi)容 0: 表示這個(gè)點(diǎn)并沒(méi)有棋子, 1: 表示這個(gè)點(diǎn)是黑子, 2:表示這個(gè)點(diǎn)是白子
int[][] allChess = new int[19][19];
// 標(biāo)識(shí)當(dāng)前應(yīng)該黑棋還是白棋下下一步
boolean isBlack = true;
// 標(biāo)識(shí)當(dāng)前游戲是否可以繼續(xù)
boolean canPlay = true;
// 保存顯示的提示信息
String message = "黑方先行";
// 保存最多擁有多少時(shí)間(秒)
int maxTime = 0;
// 做倒計(jì)時(shí)的線程類
Thread t = new Thread(this);
// 保存黑方與白方的剩余時(shí)間
int blackTime = 0;
int whiteTime = 0;
// 保存雙方剩余時(shí)間的顯示信息
String blackMessage = "無(wú)限制";
String whiteMessage = "無(wú)限制";
public FiveChessFrame() {
// 設(shè)置標(biāo)題
this.setTitle("五子棋");
// 設(shè)置窗體大小
this.setSize(500, 500);
// 設(shè)置窗體出現(xiàn)位置
this.setLocation((width - 500) / 2, (height - 500) / 2);
// 將窗體設(shè)置為大小不可改變
this.setResizable(false);
// 將窗體的關(guān)閉方式設(shè)置為默認(rèn)關(guān)閉后程序結(jié)束
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
// 為窗體加入監(jiān)聽(tīng)器
this.addMouseListener(this);
// 將窗體顯示出來(lái)
this.setVisible(true);
t.start();
t.suspend();
// 刷新屏幕,防止開(kāi)始游戲時(shí)出現(xiàn)無(wú)法顯示的情況.
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) {
// 雙緩沖技術(shù)防止屏幕閃爍
BufferedImage bi = new BufferedImage(500, 500,
BufferedImage.TYPE_INT_RGB);
Graphics g2 = bi.createGraphics();
g2.setColor(Color.BLACK);
// 繪制背景
g2.drawImage(bgImage, 1, 20, this);
// 輸出標(biāo)題信息
g2.setFont(new Font("黑體", Font.BOLD, 20));
g2.drawString("游戲信息:" + message, 130, 60);
// 輸出時(shí)間信息
g2.setFont(new Font("宋體", 0, 14));
g2.drawString("黑方時(shí)間:" + blackMessage, 30, 470);
g2.drawString("白方時(shí)間:" + whiteMessage, 260, 470);
// 繪制棋盤
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);
}
// 標(biāo)注點(diǎn)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);
/*
* //繪制棋子 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);
*/
// 繪制全部棋子
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) {
// 判斷當(dāng)前要下的是什么顏色的棋子
if (isBlack == true) {
allChess[x][y] = 1;
isBlack = false;
message = "輪到白方";
} else {
allChess[x][y] = 2;
isBlack = true;
message = "輪到黑方";
}
// 判斷這個(gè)棋子是否和其他的棋子連成5連,即判斷游戲是否結(jié)束
boolean winFlag = this.checkWin();
if (winFlag == true) {
JOptionPane.showMessageDialog(this, "游戲結(jié)束,"
+ (allChess[x][y] == 1 ? "黑方" : "白方") + "獲勝!");
canPlay = false;
}
} else {
JOptionPane.showMessageDialog(this, "當(dāng)前位置已經(jīng)有棋子,請(qǐng)重新落子!");
}
this.repaint();
}
}
/* System.out.println(e.getX() + " -- " + e.getY()); */
// 點(diǎn)擊 開(kāi)始游戲 按鈕
if (e.getX() >= 400 && e.getX() <= 470 && e.getY() >= 70
&& e.getY() <= 100) {
int result = JOptionPane.showConfirmDialog(this, "是否重新開(kāi)始游戲?");
if (result == 0) {
// 現(xiàn)在重新開(kāi)始游戲
// 重新開(kāi)始所要做的操作: 1)把棋盤清空,allChess這個(gè)數(shù)組中全部數(shù)據(jù)歸0.
// 2) 將 游戲信息: 的顯示改回到開(kāi)始位置
// 3) 將下一步下棋的改為黑方
for (int i = 0; i < 19; i++) {
for (int j = 0; j < 19; j++) {
allChess[i][j] = 0;
}
}
// 另一種方式 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 = "無(wú)限制";
whiteMessage = "無(wú)限制";
}
this.canPlay = true;
this.repaint();
}
}
// 點(diǎn)擊 游戲設(shè)置 按鈕
if (e.getX() >= 400 && e.getX() <= 470 && e.getY() >= 120
&& e.getY() <= 150) {
String input = JOptionPane
.showInputDialog("請(qǐng)輸入游戲的最大時(shí)間(單位:分鐘),如果輸入0,表示沒(méi)有時(shí)間限制:");
try {
maxTime = Integer.parseInt(input) * 60;
if (maxTime < 0) {
JOptionPane.showMessageDialog(this, "請(qǐng)輸入正確信息,不允許輸入負(fù)數(shù)!");
}
if (maxTime == 0) {
int result = JOptionPane.showConfirmDialog(this,
"設(shè)置完成,是否重新開(kāi)始游戲?");
if (result == 0) {
for (int i = 0; i < 19; i++) {
for (int j = 0; j < 19; j++) {
allChess[i][j] = 0;
}
}
// 另一種方式 allChess = new int[19][19];
message = "黑方先行";
isBlack = true;
blackTime = maxTime;
whiteTime = maxTime;
blackMessage = "無(wú)限制";
whiteMessage = "無(wú)限制";
this.canPlay = true;
this.repaint();
}
}
if (maxTime > 0) {
int result = JOptionPane.showConfirmDialog(this,
"設(shè)置完成,是否重新開(kāi)始游戲?");
if (result == 0) {
for (int i = 0; i < 19; i++) {
for (int j = 0; j < 19; j++) {
allChess[i][j] = 0;
}
}
// 另一種方式 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, "請(qǐng)正確輸入信息!");
}
}
// 點(diǎn)擊 游戲說(shuō)明 按鈕
if (e.getX() >= 400 && e.getX() <= 470 && e.getY() >= 170
&& e.getY() <= 200) {
JOptionPane.showMessageDialog(this,
"這個(gè)一個(gè)五子棋游戲程序,黑白雙方輪流下棋,當(dāng)某一方連到五子時(shí),游戲結(jié)束。");
}
// 點(diǎn)擊 認(rèn)輸 按鈕
if (e.getX() >= 400 && e.getX() <= 470 && e.getY() >= 270
&& e.getY() <= 300) {
int result = JOptionPane.showConfirmDialog(this, "是否確認(rèn)認(rèn)輸?");
if (result == 0) {
if (isBlack) {
JOptionPane.showMessageDialog(this, "黑方已經(jīng)認(rèn)輸,游戲結(jié)束!");
} else {
JOptionPane.showMessageDialog(this, "白方已經(jīng)認(rèn)輸,游戲結(jié)束!");
}
canPlay = false;
}
}
// 點(diǎn)擊 關(guān)于 按鈕
if (e.getX() >= 400 && e.getX() <= 470 && e.getY() >= 320
&& e.getY() <= 350) {
JOptionPane.showMessageDialog(this,
"本游戲由MLDN制作,有相關(guān)問(wèn)題可以訪問(wèn)www.mldn.cn");
}
// 點(diǎn)擊 退出 按鈕
if (e.getX() >= 400 && e.getX() <= 470 && e.getY() >= 370
&& e.getY() <= 400) {
JOptionPane.showMessageDialog(this, "游戲結(jié)束");
System.exit(0);
}
}
public void mouseReleased(MouseEvent e) {
// TODO Auto-generated method stub
}
private boolean checkWin() {
boolean flag = false;
// 保存共有相同顏色多少棋子相連
int count = 1;
// 判斷橫向是否有5個(gè)棋子相連,特點(diǎn) 縱坐標(biāo) 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++; } } }
*/
// 通過(guò)循環(huán)來(lái)做棋子相連的判斷
/*
* 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; } // 縱向的判斷 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 ; } // 斜方向的判斷(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 ; } // 斜方向的判斷(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 ; }
*/
// 判斷橫向
count = this.checkCount(1, 0, color);
if (count >= 5) {
flag = true;
} else {
// 判斷縱向
count = this.checkCount(0, 1, color);
if (count >= 5) {
flag = true;
} else {
// 判斷右上、左下
count = this.checkCount(1, -1, color);
if (count >= 5) {
flag = true;
} else {
// 判斷右下、左上
count = this.checkCount(1, 1, color);
if (count >= 5) {
flag = true;
}
}
}
}
return flag;
}
// 判斷棋子連接的數(shù)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
// 判斷是否有時(shí)間限制
if (maxTime > 0) {
while (true) {
if (isBlack) {
blackTime--;
if (blackTime == 0) {
JOptionPane.showMessageDialog(this, "黑方超時(shí),游戲結(jié)束!");
}
} else {
whiteTime--;
if (whiteTime == 0) {
JOptionPane.showMessageDialog(this, "白方超時(shí),游戲結(jié)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);
}
}
}
}
然后再創(chuàng)建子框架界面:
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("寬度為: "+width);
System.out.println("高度為: "+height);*/
this.setLocation((width - 200)/2, (height-100)/2);
this.addMouseListener(this);
this.setVisible(true);
}
public void paint(Graphics g) {
/*g.drawString("五子棋游戲", 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("宋體",40,40));
g.drawString("五子棋游戲", 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
}
}
以上就是本文的全部?jī)?nèi)容,希望對(duì)大家的學(xué)習(xí)有所幫助,也希望大家多多支持腳本之家。
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