Java+Swing實現(xiàn)五子棋游戲的示例代碼
更新時間:2022年02月15日 15:48:22 作者:水堅石青
本文將通過Java語言實現(xiàn)經(jīng)典游戲—五子棋游戲,文中采用了Swing制作游戲界面,具有開始游戲,悔棋,認輸,退出等功能。感興趣的可以跟隨小編一起動手試一試
一、系統(tǒng)介紹
1.開發(fā)環(huán)境
開發(fā)工具:Eclipse2021
JDK版本:jdk1.8
Mysql版本:8.0.13
2.技術(shù)選型
Java+Swing
3.系統(tǒng)功能
實現(xiàn)五子棋游戲,開始游戲,悔棋,認輸,退出功能。
二、系統(tǒng)展示
1.首頁
2.黑棋走
3.白棋走
三、部分代碼
AI.java
package com.sjsq; import java.util.HashMap; public class AI implements Gobang { static HashMap<String, Integer> map = new HashMap<String, Integer>(); static { /** * 權(quán)值 */ // 防守權(quán)值 // 活1連 map.put("010", 20); //map.put(key,value) key=鍵 value=值 map.put("0-10", 10); // 眠1連 map.put("-110", 1); map.put("1-10", 1); // 活2連 map.put("0110", 200); map.put("0-1-10", 100); // 眠2連 map.put("-1110", 20); map.put("1-1-10", 10); // 活3連 map.put("01110", 7000); map.put("0-1-1-10", 5000); // 眠3連 map.put("-11110", 50); map.put("1-1-1-10", 30); // 活4連 map.put("011110", 10000); map.put("0-1-1-1-10", 10000); // 眠4連 map.put("-111110", 10000); map.put("1-1-1-1-10", 10000); // 碰壁眠4連 map.put("11110", 10000); map.put("-1-1-1-10", 10000); //進攻權(quán)值 //活1連 map.put("010",10); map.put("0-10",20); //眠1連 map.put("-110",1); map.put("1-10",1); //活2連 map.put("0110", 100); map.put("0-1-10",200); //眠2連 map.put("-1110",10); map.put("1-1-10",20); //活3連 map.put("01110", 5000); map.put("0-1-1-10",7000); //眠3連 map.put("-11110",30); map.put("1-1-1-10",50); //活4連 map.put("011110", 10000); map.put("0-1-1-1-10",10000); //眠4連 map.put("-111110",10000); map.put("1-1-1-1-10",10000); //碰壁眠4連 map.put("11110", 10000); map.put("-1-1-1-10", 15000); } static String code; static Integer weight; public static void Quan() { for (int r = 0; r < array1.length; r++) { for (int c = 0; c < array1[r].length; c++) { if (array1[r][c] == 0) {// 如果該位置沒有棋子則開始統(tǒng)計 code = countHL(r, c);// 調(diào)用水平向左統(tǒng)計的方法 weight = map.get(code);// 根據(jù)棋子相連情況獲取對應(yīng)的權(quán)值 if (weight != null) {// 判斷是否有該種棋子相連的情況 weightArray[r][c] += weight;// 累加權(quán)值 } // 把另外七個方向統(tǒng)計完畢后,就完成權(quán)值統(tǒng)計 code = countHR(r, c);// 調(diào)用水平向右統(tǒng)計的方法 weight = map.get(code);// 根據(jù)棋子相連情況獲取對應(yīng)的權(quán)值 if (weight != null) {// 判斷是否有該種棋子相連的情況 weightArray[r][c] += weight;// 累加權(quán)值 } code = countHT(r, c);// 調(diào)用水平向左統(tǒng)計的方法 weight = map.get(code);// 根據(jù)棋子相連情況獲取對應(yīng)的權(quán)值 if (weight != null) {// 判斷是否有該種棋子相連的情況 weightArray[r][c] += weight;// 累加權(quán)值 } code = countHB(r, c);// 調(diào)用水平向左統(tǒng)計的方法 weight = map.get(code);// 根據(jù)棋子相連情況獲取對應(yīng)的權(quán)值 if (weight != null) {// 判斷是否有該種棋子相連的情況 weightArray[r][c] += weight;// 累加權(quán)值 } code = countHZXS(r, c);// 調(diào)用水平向左統(tǒng)計的方法 weight = map.get(code);// 根據(jù)棋子相連情況獲取對應(yīng)的權(quán)值 if (weight != null) {// 判斷是否有該種棋子相連的情況 weightArray[r][c] += weight;// 累加權(quán)值 } code = countHYXS(r, c);// 調(diào)用水平向左統(tǒng)計的方法 weight = map.get(code);// 根據(jù)棋子相連情況獲取對應(yīng)的權(quán)值 if (weight != null) {// 判斷是否有該種棋子相連的情況 weightArray[r][c] += weight;// 累加權(quán)值 } code = countHZXX(r, c);// 調(diào)用水平向左統(tǒng)計的方法 weight = map.get(code);// 根據(jù)棋子相連情況獲取對應(yīng)的權(quán)值 if (weight != null) {// 判斷是否有該種棋子相連的情況 weightArray[r][c] += weight;// 累加權(quán)值 } code = countHYXX(r, c);// 調(diào)用水平向左統(tǒng)計的方法 weight = map.get(code);// 根據(jù)棋子相連情況獲取對應(yīng)的權(quán)值 if (weight != null) {// 判斷是否有該種棋子相連的情況 weightArray[r][c] += weight;// 累加權(quán)值 } // 針對每種情況都進行權(quán)值分析,保證五子棋規(guī)則的完善 // 判斷兩個2連在一條直線但中間有一個空位的情況 if ((countHL(r, c) + countHR(r, c) == "01100110") || (countHL(r, c) + countHR(r, c) == "0-1-100-1-10") || (countHL(r, c) + countHR(r, c) == "-11100110") || (countHL(r, c) + countHR(r, c) == "1-1-100-1-10") || (countHL(r, c) + countHR(r, c) == "0110-1110") || (countHL(r, c) + countHR(r, c) == "0-1-101-1-10") || (countHL(r, c) + countHR(r, c) == "-1110-1110") || (countHL(r, c) + countHR(r, c) == "1-1-101-1-10")) { weightArray[r][c] = weightArray[r][c] + 5000; } if ((countHT(r, c) + countHB(r, c) == "01100110") || (countHT(r, c) + countHB(r, c) == "0-1-100-1-10") || (countHT(r, c) + countHB(r, c) == "-11100110") || (countHT(r, c) + countHB(r, c) == "1-1-100-1-10") || (countHT(r, c) + countHB(r, c) == "0110-1110") || (countHT(r, c) + countHB(r, c) == "0-1-101-1-10") || (countHT(r, c) + countHB(r, c) == "-1110-1110") || (countHT(r, c) + countHB(r, c) == "1-1-101-1-10")) { weightArray[r][c] = weightArray[r][c] + 5000; } if ((countHZXS(r, c) + countHYXX(r, c) == "01100110") || (countHZXS(r, c) + countHYXX(r, c) == "0-1-100-1-10") || (countHZXS(r, c) + countHYXX(r, c) == "-11100110") || (countHZXS(r, c) + countHYXX(r, c) == "1-1-100-1-10") || (countHZXS(r, c) + countHYXX(r, c) == "0110-1110") || (countHZXS(r, c) + countHYXX(r, c) == "0-1-101-1-10") || (countHZXS(r, c) + countHYXX(r, c) == "-1110-1110") || (countHZXS(r, c) + countHYXX(r, c) == "1-1-101-1-10")) { weightArray[r][c] = weightArray[r][c] + 5000; } if ((countHYXS(r, c) + countHZXX(r, c) == "01100110") || (countHYXS(r, c) + countHZXX(r, c) == "0-1-100-1-10") || (countHYXS(r, c) + countHZXX(r, c) == "-11100110") || (countHYXS(r, c) + countHZXX(r, c) == "1-1-100-1-10") || (countHYXS(r, c) + countHZXX(r, c) == "0110-1110") || (countHYXS(r, c) + countHZXX(r, c) == "0-1-101-1-10") || (countHYXS(r, c) + countHZXX(r, c) == "-1110-1110") || (countHYXS(r, c) + countHZXX(r, c) == "1-1-101-1-10")) { weightArray[r][c] = weightArray[r][c] + 5000; } // 判斷一個活2連和一個活1連在一條直線上但中間有一個空位的情況 if ((countHL(r, c) + countHR(r, c) == "0100110") || (countHL(r, c) + countHR(r, c) == "0-100-1-10") || (countHL(r, c) + countHR(r, c) == "0110010") || (countHL(r, c) + countHR(r, c) == "0-1-100-10")) { weightArray[r][c] = weightArray[r][c] + 3000; } if ((countHT(r, c) + countHB(r, c) == "0100110") || (countHT(r, c) + countHB(r, c) == "0-100-1-10") || (countHT(r, c) + countHB(r, c) == "0110010") || (countHT(r, c) + countHB(r, c) == "0-1-100-10")) { weightArray[r][c] = weightArray[r][c] + 3000; } if ((countHZXS(r, c) + countHYXX(r, c) == "0100110") || (countHZXS(r, c) + countHYXX(r, c) == "0-100-1-10") || (countHZXS(r, c) + countHYXX(r, c) == "0110010") || (countHZXS(r, c) + countHYXX(r, c) == "0-1-100-10")) { weightArray[r][c] = weightArray[r][c] + 3000; } if ((countHYXS(r, c) + countHZXX(r, c) == "0100110") || (countHYXS(r, c) + countHZXX(r, c) == "0-100-1-10") || (countHYXS(r, c) + countHZXX(r, c) == "0110010") || (countHYXS(r, c) + countHZXX(r, c) == "0-1-100-10")) { weightArray[r][c] = weightArray[r][c] + 3000; } // 眠3連的一端被堵了 // "1-1-1-10"&"010" "0-1-1-10"&"010" if ((countHL(r, c) + countHR(r, c) == "1-1-1-10010") || (countHL(r, c) + countHR(r, c) == "0101-1-1-10") || (countHL(r, c) + countHR(r, c) == "1-1-1-100") || (countHL(r, c) + countHR(r, c) == "01-1-1-10") || (countHL(r, c) + countHR(r, c) == "1-1-1-100110") || (countHL(r, c) + countHR(r, c) == "01101-1-1-10")) { weightArray[r][c] = 1; } if ((countHT(r, c) + countHB(r, c) == "1-1-1-10010") || (countHT(r, c) + countHB(r, c) == "0101-1-1-10") || (countHT(r, c) + countHB(r, c) == "1-1-1-100") || (countHT(r, c) + countHB(r, c) == "01-1-1-10") || (countHT(r, c) + countHB(r, c) == "1-1-1-100110") || (countHT(r, c) + countHB(r, c) == "01101-1-1-10")) { weightArray[r][c] = 1; ; } if ((countHZXS(r, c) + countHYXX(r, c) == "1-1-1-10010") || (countHZXS(r, c) + countHYXX(r, c) == "0101-1-1-10") || (countHZXS(r, c) + countHYXX(r, c) == "1-1-1-100") || (countHZXS(r, c) + countHYXX(r, c) == "01-1-1-10") || (countHZXS(r, c) + countHYXX(r, c) == "1-1-1-100110") || (countHZXS(r, c) + countHYXX(r, c) == "01101-1-1-10")) { weightArray[r][c] = 1; } if ((countHYXS(r, c) + countHZXX(r, c) == "1-1-1-10010") || (countHYXS(r, c) + countHZXX(r, c) == "0101-1-1-10") || (countHYXS(r, c) + countHZXX(r, c) == "1-1-1-100") || (countHYXS(r, c) + countHZXX(r, c) == "01-1-1-10") || (countHYXS(r, c) + countHZXX(r, c) == "1-1-1-100110") || (countHYXS(r, c) + countHZXX(r, c) == "01101-1-1-10")) { weightArray[r][c] = 1; } // 3連和1連在一條線上差一個棋位 if ((countHL(r, c) + countHR(r, c) == "0-1-1-100-10") || (countHL(r, c) + countHR(r, c) == "0-101-1-1-10") || (countHL(r, c) + countHR(r, c) == "01110010") || (countHL(r, c) + countHR(r, c) == "010-11110") || (countHL(r, c) + countHR(r, c) == "0-100-1-1-10") || (countHL(r, c) + countHR(r, c) == "1-1-1-100-10") || (countHL(r, c) + countHR(r, c) == "01001110") || (countHL(r, c) + countHR(r, c) == "-11110010")) { weightArray[r][c] = weightArray[r][c] + 4000; } if ((countHT(r, c) + countHB(r, c) == "0-1-1-100-10") || (countHT(r, c) + countHB(r, c) == "0-101-1-1-10") || (countHT(r, c) + countHB(r, c) == "01110010") || (countHT(r, c) + countHB(r, c) == "010-11110") || (countHT(r, c) + countHB(r, c) == "0-100-1-1-10") || (countHT(r, c) + countHB(r, c) == "1-1-1-100-10") || (countHT(r, c) + countHB(r, c) == "01001110") || (countHT(r, c) + countHB(r, c) == "-11110010")) { weightArray[r][c] = weightArray[r][c] + 4000; } if ((countHZXS(r, c) + countHYXX(r, c) == "0-1-1-100-10") || (countHZXS(r, c) + countHYXX(r, c) == "0-101-1-1-10") || (countHZXS(r, c) + countHYXX(r, c) == "01110010") || (countHZXS(r, c) + countHYXX(r, c) == "010-11110") || (countHZXS(r, c) + countHYXX(r, c) == "0-100-1-1-10") || (countHZXS(r, c) + countHYXX(r, c) == "1-1-1-100-10") || (countHZXS(r, c) + countHYXX(r, c) == "01001110") || (countHZXS(r, c) + countHYXX(r, c) == "-11110010")) { weightArray[r][c] = weightArray[r][c] + 4000; } if ((countHYXS(r, c) + countHZXX(r, c) == "0-1-1-100-10") || (countHYXS(r, c) + countHZXX(r, c) == "0-101-1-1-10") || (countHYXS(r, c) + countHZXX(r, c) == "01110010") || (countHYXS(r, c) + countHZXX(r, c) == "010-11110") || (countHYXS(r, c) + countHZXX(r, c) == "0-100-1-1-10") || (countHYXS(r, c) + countHZXX(r, c) == "1-1-1-100-10") || (countHYXS(r, c) + countHZXX(r, c) == "01001110") || (countHYXS(r, c) + countHZXX(r, c) == "-11110010")) { weightArray[r][c] = weightArray[r][c] + 4000; } } } } } // 水平向左統(tǒng)計的方法 public static String countHL(int r, int c) { String code = "0"; int chess = 0;// 存儲第一顆出現(xiàn)的棋子 // 循環(huán)遍歷 for (int r1 = r - 1; r1 >= 0; r1--) { if (array1[r1][c] == 0) {// 表示空位沒有棋子 if (r1 + 1 == r) {// 相鄰 break; } else { code = array1[r1][c] + code;// 記錄棋子相連情況 break; } } else {// 表示該位置有棋子 if (chess == 0) {// 第一次出現(xiàn)棋子 chess = array1[r1][c];// 記錄棋子 code = array1[r1][c] + code;// 記錄棋子相連情況 } else if (chess == array1[r1][c]) { code = array1[r1][c] + code;// 記錄棋子相連情況 } else { code = array1[r1][c] + code;// 記錄棋子相連情況 break; } } } return code; } // 水平向右統(tǒng)計的方法 public static String countHR(int r, int c) { String code = "0"; int chess = 0;// 存儲第一顆出現(xiàn)的棋子 // 循環(huán)遍歷 for (int r1 = r + 1; r1 < coloum; r1++) { if (array1[r1][c] == 0) {// 表示空位沒有棋子 if (r1 - 1 == r) {// 相鄰 break; } else { code = array1[r1][c] + code;// 記錄棋子相連情況 break; } } else {// 表示該位置有棋子 if (chess == 0) {// 第一次出現(xiàn)棋子 chess = array1[r1][c];// 記錄棋子 code = array1[r1][c] + code;// 記錄棋子相連情況 } else if (chess == array1[r1][c]) { code = array1[r1][c] + code;// 記錄棋子相連情況 } else { code = array1[r1][c] + code;// 記錄棋子相連情況 break; } } } return code; } // 豎直向上統(tǒng)計的方法 public static String countHT(int r, int c) { String code = "0"; int chess = 0;// 存儲第一顆出現(xiàn)的棋子 // 循環(huán)遍歷 for (int c1 = c - 1; c1 >= 0; c1--) { if (array1[r][c1] == 0) {// 表示空位沒有棋子 if (c1 + 1 == r) {// 相鄰 break; } else { code = array1[r][c1] + code;// 記錄棋子相連情況 break; } } else {// 表示該位置有棋子 if (chess == 0) {// 第一次出現(xiàn)棋子 chess = array1[r][c1];// 記錄棋子 code = array1[r][c1] + code;// 記錄棋子相連情況 } else if (chess == array1[r][c1]) { code = array1[r][c1] + code;// 記錄棋子相連情況 } else { code = array1[r][c1] + code;// 記錄棋子相連情況 break; } } } return code; } // 豎直向下統(tǒng)計的方法 public static String countHB(int r, int c) { String code = "0"; int chess = 0;// 存儲第一顆出現(xiàn)的棋子 // 循環(huán)遍歷 for (int c1 = c + 1; c1 < row; c1++) { if (array1[r][c1] == 0) {// 表示空位沒沒有棋子 if (c1 - 1 == c) {// 相鄰 break; } else { code = array1[r][c1] + code;// 記錄棋子相連情況 break; } } else {// 表示該位置有棋子 if (chess == 0) {// 第一次出現(xiàn)棋子 chess = array1[r][c1];// 記錄棋子 code = array1[r][c1] + code;// 記錄棋子相連情況 } else if (chess == array1[r][c1]) { code = array1[r][c1] + code;// 記錄棋子相連情況 } else { code = array1[r][c1] + code;// 記錄棋子相連情況 break; } } } return code; } // 左斜向上統(tǒng)計的方法 public static String countHZXS(int r, int c) { String code = "0"; int chess = 0;// 存儲第一顆出現(xiàn)的棋子 // 循環(huán)遍歷 for (int r1 = r - 1, c1 = c - 1; r1 >= 0 && c1 >= 0; r1--, c1--) { if (array1[r1][c1] == 0) {// 表示空位沒有棋子 if (c1 + 1 == c && r1 + 1 == r) {// 相鄰 break; } else { code = array1[r1][c1] + code;// 記錄棋子相連情況 break; } } else {// 表示該位置有棋子 if (chess == 0) {// 第一次出現(xiàn)棋子 chess = array1[r1][c1];// 記錄棋子 code = array1[r1][c1] + code;// 記錄棋子相連情況 } else if (chess == array1[r1][c1]) { code = array1[r1][c1] + code;// 記錄棋子相連情況 } else { code = array1[r1][c1] + code;// 記錄棋子相連情況 break; } } } return code; } // 右斜向上統(tǒng)計的方法 public static String countHYXS(int r, int c) { String code = "0"; int chess = 0;// 存儲第一顆出現(xiàn)的棋子 // 循環(huán)遍歷 for (int r1 = r + 1, c1 = c - 1; c1 >= 0 && r1 < coloum; r1++, c1--) { if (array1[r1][c1] == 0) {// 表示空位沒有棋子 if (r1 - 1 == r && c1 + 1 == c) {// 相鄰 break; } else { code = array1[r1][c1] + code;// 記錄棋子相連情況 break; } } else {// 表示該位置有棋子 if (chess == 0) {// 第一次出現(xiàn)棋子 chess = array1[r1][c1];// 記錄棋子 code = array1[r1][c1] + code;// 記錄棋子相連情況 } else if (chess == array1[r1][c1]) { code = array1[r1][c1] + code;// 記錄棋子相連情況 } else { code = array1[r1][c1] + code;// 記錄棋子相連情況 break; } } } return code; } // 左斜向下統(tǒng)計的方法 public static String countHZXX(int r, int c) { String code = "0"; int chess = 0;// 存儲第一顆出現(xiàn)的棋子 // 循環(huán)遍歷 for (int r1 = r - 1, c1 = c + 1; c1 < row && r1 >= 0; c1++, r1--) { if (array1[r1][c1] == 0) {// 表示空位沒有棋子 if (c1 - 1 == c && r1 + 1 == r) {// 相鄰 break; } else { code = array1[r1][c1] + code;// 記錄棋子相連情況 break; } } else {// 表示該位置有棋子 if (chess == 0) {// 第一次出現(xiàn)棋子 chess = array1[r1][c1];// 記錄棋子 code = array1[r1][c1] + code;// 記錄棋子相連情況 } else if (chess == array1[r1][c1]) { code = array1[r1][c1] + code;// 記錄棋子相連情況 } else { code = array1[r1][c1] + code;// 記錄棋子相連情況 break; } } } return code; } // 右斜向下統(tǒng)計的方法 public static String countHYXX(int r, int c) { String code = "0"; int chess = 0;// 存儲第一顆出現(xiàn)的棋子 // 循環(huán)遍歷 for (int r1 = r + 1, c1 = c + 1; r1 < coloum && c1 < row; r1++, c1++) { if (array1[r1][c1] == 0) {// 表示空位沒有棋子 if (c1 - 1 == c && r1 - 1 == r) {// 相鄰 break; } else { code = array1[r1][c1] + code;// 記錄棋子相連情況 break; } } else {// 表示該位置有棋子 if (chess == 0) {// 第一次出現(xiàn)棋子 chess = array1[r1][c1];// 記錄棋子 code = array1[r1][c1] + code;// 記錄棋子相連情況 } else if (chess == array1[r1][c1]) { code = array1[r1][c1] + code;// 記錄棋子相連情況 } else { code = array1[r1][c1] + code;// 記錄棋子相連情況 break; } } } return code; } }
Chess.java
package com.sjsq; import java.awt.Color;//設(shè)置棋子顏色和棋子的落子位置 public class Chess extends Object implements Gobang{ int coloum,row; //輸入列數(shù),行數(shù) Color color; //棋盤顏色的設(shè)置 public Chess(int coloum,int row,Color color) { this.coloum=coloum; this.row=row; this.color=color; } }
Gobang.java
package com.sjsq; public interface Gobang { //接口 申明全局變量 public static final int size = 40; // 設(shè)置格子大小為40 public static final int X = 20, Y = 20; // 設(shè)置棋盤右上角的位置 public static final int coloum = 15; //設(shè)置行數(shù) public static final int row = 15; //設(shè)置列數(shù) public static final int[][] array1 = new int[coloum][row]; //記錄棋子位置的數(shù)組 public static final int[][] weightArray = new int[coloum][row]; //記錄棋盤每個位置的權(quán)值 public static final boolean flag[] = new boolean[2]; //記錄選擇的模式 public static final boolean co[] = new boolean[2]; //記錄選擇的棋色 }
GobangListener.java
package com.sjsq; import java.awt.Color; import java.awt.Graphics; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.MouseAdapter; import java.awt.event.MouseEvent; import java.util.Arrays; import javax.swing.JOptionPane; public class GobangListener extends MouseAdapter implements ActionListener,Gobang{ private GobangMain gm; // 棋盤面板對象 private Graphics g; // 畫筆對象 boolean cco=true; //記錄玩家下棋還是電腦下棋 boolean fff=true; //記錄是否能悔棋 boolean ggg=true; //記錄是否能認輸 private MyArrayList<Chess> array; int coloum1,row1; int xx,yy,max; public GobangListener(GobangMain gm,MyArrayList<Chess> array) { //從GobangMain傳窗體對象和記錄棋子的數(shù)組 this.gm = gm; this.array=array; } public void actionPerformed(ActionEvent e) { if (e.getActionCommand().equals("悔棋")) { if(flag[0]) { //人人對戰(zhàn)悔棋 if(fff) { if(array.getSize()>1) { array1[coloum1][row1]=0; Chess aaa=array.get(array.getSize()-2); coloum1=aaa.coloum; row1=aaa.row; array.Delete(); cco=!cco; gm.repaint(); } } } if(flag[1]) { //人機對戰(zhàn)悔棋 if(fff) { if(cco) { if(array.getSize()>2) { array1[xx][yy]=0; Chess aaa=array.get(array.getSize()-2); coloum1=aaa.coloum; row1=aaa.row; array.Delete(); array1[coloum1][row1]=0; Chess bbb=array.get(array.getSize()-2); xx=bbb.coloum; yy=bbb.row; array.Delete(); gm.repaint(); } } } } } if (e.getActionCommand().equals("認輸")) { if(ggg) { if(flag[0]){ if(cco) { JOptionPane.showMessageDialog(gm, "白棋獲勝"); }else { JOptionPane.showMessageDialog(gm, "黑棋獲勝"); } gm.removeMouseListener(this); fff=false; ggg=false; } if(flag[1]) { if(co[0]) { if(cco) { JOptionPane.showMessageDialog(gm, "黑棋獲勝"); }else { JOptionPane.showMessageDialog(gm, "白棋獲勝"); } gm.removeMouseListener(this); fff=false; ggg=false; } if(co[1]) { if(cco) { JOptionPane.showMessageDialog(gm, "白棋獲勝"); }else { JOptionPane.showMessageDialog(gm, "黑棋獲勝"); } gm.removeMouseListener(this); fff=false; ggg=false; array.Reset(); } } } } if (e.getActionCommand().equals("退出")) { //退出游戲 System.exit(0); } if (e.getActionCommand().equals("人人對戰(zhàn)")) { //選擇人人對戰(zhàn)模式 flag[0]為true,flag[1]為false flag[0]=true; flag[1]=false; for(int i=0;i<array1.length;i++) { Arrays.fill(array1[i], 0); } cco=true; fff=true; ggg=true; array.Reset(); gm.repaint(); } if (e.getActionCommand().equals("人機對戰(zhàn)")) { //選擇人機對戰(zhàn)模式 flag[0]為false,flag[1]為true flag[0]=false; flag[1]=true; for(int i=0;i<array1.length;i++) { Arrays.fill(array1[i], 0); } cco=true; fff=true; ggg=true; array.Reset(); gm.repaint(); } if (e.getActionCommand().equals("黑子(先手)")) { co[0]=false; co[1]=true; for(int i=0;i<array1.length;i++) { Arrays.fill(array1[i], 0); } cco=true; fff=true; ggg=true; array.Reset(); gm.repaint(); } if (e.getActionCommand().equals("白子(后手)")) { co[0]=true; co[1]=false; for(int i=0;i<array1.length;i++) { Arrays.fill(array1[i], 0); } cco=false; fff=true; ggg=true; array.Reset(); gm.repaint(); } if (e.getActionCommand().equals("開始新游戲")) { if(flag[1]) { if (co[1]){ for(int i=0;i<array1.length;i++) { Arrays.fill(array1[i], 0); } gm.addMouseListener(this); array.Reset(); gm.repaint(); } if(co[0]) { for(int i=0;i<array1.length;i++) { Arrays.fill(array1[i], 0); } // cco=false; gm.addMouseListener(this); array.Reset(); gm.repaint(); // g.setColor(Color.BLACK); // g.fillOval(X+8*size-size/2, Y+8*size-size/2, size, size); array1[7][7]=-1; //AI先手第一個子落點 Chess sh=new Chess(7,7,Color.BLACK); array.add(sh); cco=true; fff=true; ggg=true; } } if(flag[0]) { for(int i=0;i<array1.length;i++) { Arrays.fill(array1[i], 0); } cco=true; fff=true; ggg=true; gm.addMouseListener(this); array.Reset(); gm.repaint(); } } } public void mouseReleased(MouseEvent e) { //鼠標松開的時候進行的操作 if(flag[0]) { //選擇人人對戰(zhàn)模式進行的操作 if (g == null) g = gm.getGraphics(); int x = e.getX(); int y = e.getY(); coloum1 = (x-X+size/2)/size; row1 = (y-Y+size/2)/size; if(coloum1<coloum&&row1<row) { if(array1[coloum1][row1]==0) { if(cco) { g.setColor(Color.BLACK); g.fillOval(X+coloum1*size-size/2, Y+row1*size-size/2, size, size); array1[coloum1][row1]=1; Chess sh=new Chess(coloum1,row1,Color.BLACK); array.add(sh); } else { g.setColor(Color.WHITE); g.fillOval(X+coloum1*size-size/2, Y+row1*size-size/2, size, size); array1[coloum1][row1]=-1; Chess sh=new Chess(coloum1,row1,Color.WHITE); array.add(sh); } Judge jd=new Judge(coloum1,row1); if(jd.judge()) { if(cco) { JOptionPane.showMessageDialog(gm, "黑棋獲勝"); }else { JOptionPane.showMessageDialog(gm, "白棋獲勝"); } gm.removeMouseListener(this); fff=false; ggg=false; array.Reset(); } cco=!cco; } } } if(flag[1]) { //選擇人機對戰(zhàn)進行的操作 if (g == null) g = gm.getGraphics(); if(co[1]) { if(cco) { //若cco為true,則人下棋 int x = e.getX(); int y = e.getY(); coloum1 = (x-X+size/2)/size; row1 = (y-Y+size/2)/size; if(coloum1<coloum&&row1<row) { if(array1[coloum1][row1]==0) { g.setColor(Color.BLACK); g.fillOval(X+coloum1*size-size/2, Y+row1*size-size/2, size, size); array1[coloum1][row1]=1; Chess sh=new Chess(coloum1,row1,Color.BLACK); array.add(sh); Judge jd=new Judge(coloum1,row1); if(jd.judge()) { if(cco) { JOptionPane.showMessageDialog(gm, "黑棋獲勝"); }else { JOptionPane.showMessageDialog(gm, "白棋獲勝"); } gm.removeMouseListener(this); fff=false; ggg=false; array.Reset(); cco=!cco; } cco=!cco; } } } if(!cco) { //若cco為false,則機器下棋 AIX(); } } if(co[0]) { if(cco) { //若cco為true,則人下棋 int x = e.getX(); int y = e.getY(); coloum1 = (x-X+size/2)/size; row1 = (y-Y+size/2)/size; if(coloum1<coloum&&row1<row) { if(array1[coloum1][row1]==0) { g.setColor(Color.WHITE); g.fillOval(X+coloum1*size-size/2, Y+row1*size-size/2, size, size); array1[coloum1][row1]=1; Chess sh=new Chess(coloum1,row1,Color.WHITE); array.add(sh); Judge jd=new Judge(coloum1,row1); if(jd.judge()) { if(cco) { JOptionPane.showMessageDialog(gm, "白棋獲勝"); }else { JOptionPane.showMessageDialog(gm, "黑棋獲勝"); } gm.removeMouseListener(this); fff=false; ggg=false; array.Reset(); cco=!cco; } cco=!cco; } } } if(!cco) { //若cco為false,則機器下棋 AIX(); } } } } //調(diào)用AI進行下棋 public void AIX() { if(co[1]) { for(int i=0;i<weightArray.length;i++) { for(int j=0;j<weightArray[i].length;j++) { weightArray[i][j]=0; } } max=-1; AI.Quan(); for(int i=0;i<weightArray.length;i++) { for(int j=0;j<weightArray[i].length;j++) { if(i<5&&j<5) { if(max<=weightArray[i][j]&&array1[i][j]==0) { max=weightArray[i][j]; xx=i;yy=j; } }else { if(max<weightArray[i][j]&&array1[i][j]==0) { max=weightArray[i][j]; xx=i;yy=j; } } } } if(array1[xx][yy]==0) { g.setColor(Color.WHITE); g.fillOval(X+xx*size-size/2, Y+yy*size-size/2, size, size); array1[xx][yy]=-1; Chess sh=new Chess(xx,yy,Color.WHITE); array.add(sh); Judge jd=new Judge(xx,yy); if(jd.judge()) { if(cco) { JOptionPane.showMessageDialog(gm, "黑棋獲勝"); }else { JOptionPane.showMessageDialog(gm, "白棋獲勝"); } gm.removeMouseListener(this); //移除監(jiān)聽,這時將不能對棋盤進行操作 fff=false; //設(shè)置不能進行悔棋 ggg=false; //設(shè)置不能進行認輸 array.Reset(); } cco=!cco; } } if(co[0]) { for(int i=0;i<weightArray.length;i++) { for(int j=0;j<weightArray[i].length;j++) { weightArray[i][j]=0; } } max=-1; AI.Quan(); for(int i=0;i<weightArray.length;i++) { for(int j=0;j<weightArray[i].length;j++) { if(i<5&&j<5) { if(max<=weightArray[i][j]&&array1[i][j]==0) { max=weightArray[i][j]; xx=i;yy=j; } }else { if(max<weightArray[i][j]&&array1[i][j]==0) { max=weightArray[i][j]; xx=i;yy=j; } } } } if(array1[xx][yy]==0) { g.setColor(Color.BLACK); g.fillOval(X+xx*size-size/2, Y+yy*size-size/2, size, size); array1[xx][yy]=-1; Chess sh=new Chess(xx,yy,Color.BLACK); array.add(sh); Judge jd=new Judge(xx,yy); if(jd.judge()) { if(cco) { JOptionPane.showMessageDialog(gm, "白棋獲勝"); }else { JOptionPane.showMessageDialog(gm, "黑棋獲勝"); } gm.removeMouseListener(this); //移除監(jiān)聽,這時將不能對棋盤進行操作 fff=false; //設(shè)置不能進行悔棋 ggg=false; //設(shè)置不能進行認輸 array.Reset(); } cco=!cco; } } } }
以上就是Java+Swing實現(xiàn)五子棋游戲的示例代碼的詳細內(nèi)容,更多關(guān)于Java Swing五子棋的資料請關(guān)注腳本之家其它相關(guān)文章!
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