五子棋(极简版)

简单五子棋

棋盘棋子

public void paint(Graphics g) {
		super.paint(g);		//super 相当于是指向当前对象的父类
		//画棋盘
		for(int i=0;i<15;i++) {
				g.setColor(Color.blue);
				g.drawLine(30, 150+i*30, 450, 150+i*30);
				g.drawLine(30+i*30, 150, 30+i*30, 570);
				
			}
		//画棋子
		for(int i=0;i<15;i++)			//进行了一次遍历,遍历 chess[][]!=0.画下棋子
			for(int j=0;j<15;j++) {
			if(allChess[i][j]==1) {
				int ovalX=i*30+20;
				int ovalY=j*30+140;
				g.setColor(Color.black);
				g.fillOval(ovalX,ovalY , 20, 20);
				g.drawOval(ovalX,ovalY , 20, 20);
				
			} 
			
			if(allChess[i][j]==2) {
				int ovalX=i*30+20;
				int ovalY=j*30+140;
				g.setColor(Color.white);
				g.fillOval(ovalX,ovalY , 20, 20);
				g.drawOval(ovalX,ovalY , 20, 20);
			} 
		}
	}

鼠标监听

public void mousePressed(MouseEvent e) {
		if(canPlay) {
			x=e.getX();
			y=e.getY();
			if(x>=20 && x<=460 && y>=160 && y<=580) {//判断是否超出棋盘范围
				x=(int)(x/30.0-0.5);
				y=(int)((y-120)/30.0-0.5);//因为要下在相交处,四舍五入确定精度
				
				if(allChess[x][y]==0) {
					
					if(isblack) {
				                                                                                                    	allChess[x][y]=1;
						isblack=false;//判定是下哪个棋子
					}
					else {
						allChess[x][y]=2;
						isblack=true;
					}
					this.repaint();//重绘
					
					if(isWin()) {
						
						if(allChess[x][y]==1)	JOptionPane.showMessageDialog(this, "黑方获胜");
						else					JOptionPane.showMessageDialog(this, "白方获胜");
						this.canPlay=false;//不能下了
					}
					
				}
				
			}
				
			}
		}

判定


	public boolean isWin() {
		boolean flag=false;
		int count=1;
		//四种判定
		//1
		count=checkCount(0, 1, allChess[x][y]);
				if(count==5) flag=true;
				
				
				//2
		count=checkCount(1, 0, allChess[x][y]);
				if(count==5) flag=true;
				
				
				//3
		count=checkCount(1, 1, allChess[x][y]);
				if(count==5) flag=true;

				
				//4
		count=checkCount(1, -1, allChess[x][y]);
				if(count==5) flag=true;
				
				
	
		return flag;
	}
	
	public int checkCount(int xChange,int yChange,int color) {
		int count=1;
		
		int tX=xChange;
		int tY=yChange;
		
		while(x+xChange>=0&&x+xChange<=15&&y+yChange>=0&& 
				y+yChange<=15&& color==allChess[x+xChange][y+yChange]) //防止数组越界
		{
			count++;
			if(xChange!=0) 	xChange++;
			if(yChange!=0) {
				if(yChange>0)	yChange++;
				else	yChange--;
			}		//半边的判断
		}
		xChange=tX;
		yChange=tY;//之所以不用传过来的数据又定义了一个,是防止自加自减出现错误
		while(x-xChange>=0&& x-xChange<15&&y-yChange>=0&&
				y-yChange<15&&color==allChess[x-xChange][y-yChange])
		{
			count++;
			if(xChange!=0) 	xChange++;
			if(yChange!=0) {
				if(yChange>0)	yChange++;
				else	yChange--;
			}		//半边的判断
		}
		
		
		return count;
	}
	
	

这是一个极简版的五子棋,不能人人,无悔棋,认输等按钮,只能下棋,以后或许会改进的,接下来上源码

package chess;
import java.awt.Color;

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

import javax.swing.JFrame;
import javax.swing.JOptionPane;




//界面
public class MyChess extends JFrame implements MouseListener{
	/**
	 * 
	 */
	private static final long serialVersionUID = 1L;
	int [][] allChess=new int [15][15];	//把棋子放进数组中
	int x,y;						//用getX()获得 鼠标点击的坐标
	boolean canPlay=true;	//判断是否能下
	boolean isblack=true;	//判断是否应该改下黑棋子
	int i,j;
	
	public MyChess(){
		this.setTitle("五子棋");
		this.setSize(600,600);
		this.setLocation(300, 300);
		this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
		this.setResizable(false);					//设置窗口不可改变
		this.getContentPane().setBackground(Color.orange);	//设置窗口的背景颜色
		this.setVisible(true);
		
		this.repaint();
		
		this.addMouseListener(this);
	}
	
	public void paint(Graphics g) {
		super.paint(g);		//super 相当于是指向当前对象的父类
		//画棋盘
		for(int i=0;i<15;i++) {
				g.setColor(Color.blue);
				g.drawLine(30, 150+i*30, 450, 150+i*30);
				g.drawLine(30+i*30, 150, 30+i*30, 570);
				
			}
		//画棋子
		for(int i=0;i<15;i++)			//进行了一次遍历,遍历 chess[][]!=0.画下棋子
			for(int j=0;j<15;j++) {
			if(allChess[i][j]==1) {
				int ovalX=i*30+20;
				int ovalY=j*30+140;
				g.setColor(Color.black);
				g.fillOval(ovalX,ovalY , 20, 20);
				g.drawOval(ovalX,ovalY , 20, 20);
				
			} 
			
			if(allChess[i][j]==2) {
				int ovalX=i*30+20;
				int ovalY=j*30+140;
				g.setColor(Color.white);
				g.fillOval(ovalX,ovalY , 20, 20);
				g.drawOval(ovalX,ovalY , 20, 20);
			} 
		}
	}
	public void mousePressed(MouseEvent e) {
		if(canPlay) {
			x=e.getX();
			y=e.getY();
			if(x>=20 && x<=460 && y>=160 && y<=580) {//判断是否超出棋盘范围
				x=(int)(x/30.0-0.5);
				y=(int)((y-120)/30.0-0.5);//因为要下在相交处,四舍五入确定精度
				
				if(allChess[x][y]==0) {
					
					if(isblack) {
				                                                                                                    	allChess[x][y]=1;
						isblack=false;//判定是下哪个棋子
					}
					else {
						allChess[x][y]=2;
						isblack=true;
					}
					this.repaint();//重绘
					
					if(isWin()) {
						
						if(allChess[x][y]==1)	JOptionPane.showMessageDialog(this, "黑方获胜");
						else					JOptionPane.showMessageDialog(this, "白方获胜");
						this.canPlay=false;//不能下了
					}
					
				}
				
			}
				
			}
		}
	
	public boolean isWin() {
		boolean flag=false;
		int count=1;
		//四种判定
		//1
		count=checkCount(0, 1, allChess[x][y]);
				if(count==5) flag=true;
				
				
				//2
		count=checkCount(1, 0, allChess[x][y]);
				if(count==5) flag=true;
				
				
				//3
		count=checkCount(1, 1, allChess[x][y]);
				if(count==5) flag=true;

				
				//4
		count=checkCount(1, -1, allChess[x][y]);
				if(count==5) flag=true;
				
				
	
		return flag;
	}
	
	public int checkCount(int xChange,int yChange,int color) {
		int count=1;
		
		int tX=xChange;
		int tY=yChange;
		
		while(x+xChange>=0&&x+xChange<=15&&y+yChange>=0&& 
				y+yChange<=15&& color==allChess[x+xChange][y+yChange]) //防止数组越界
		{
			count++;
			if(xChange!=0) 	xChange++;
			if(yChange!=0) {
				if(yChange>0)	yChange++;
				else	yChange--;
			}		//半边的判断
		}
		xChange=tX;
		yChange=tY;//之所以不用传过来的数据又定义了一个,是防止自加自减出现错误
		while(x-xChange>=0&& x-xChange<15&&y-yChange>=0&&
				y-yChange<15&&color==allChess[x-xChange][y-yChange])
		{
			count++;
			if(xChange!=0) 	xChange++;
			if(yChange!=0) {
				if(yChange>0)	yChange++;
				else	yChange--;
			}		//半边的判断
		}
		
		
		return count;
	}
	
	
	@Override
	public void mouseClicked(MouseEvent e) {
		// TODO Auto-generated method stub
		
	}

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

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

	@Override
	public void mouseExited(MouseEvent e) {
		// TODO Auto-generated method stub
		
	}
	
		
	public static void main(String[] args) {
		new MyChess();
	}

	

}

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