Java---阶段项目----五子棋

Java---阶段项目----五子棋

  • 需求说明
  • 技术实现
  • 棋盘制作
  • 完整代码

Java---阶段项目----五子棋_第1张图片

需求说明

五子棋棋盘为一个10×10的方格,五子棋玩家共为两个(A,B),A在棋盘上落子后,B再落子,依次往复,直到一方胜利或者棋盘空间用完为止,判断胜利的条件就是一条线或者斜线上同时存在A或者B的连续的5颗棋子
如图:
Java---阶段项目----五子棋_第2张图片

技术实现

静态变量:

  • 语法:
public static 数据类型 变量名 = 变量值;

不加static的就是非静态变量

  • 解释说明
    静态变量只能定义在类中,不能定义在方法中。
    静态变量可以在static修饰的方法中使用,也可以在非静态的方法中访问
    主要解决在静态方法中不能访问非静态的变量。
public class study {      //类
    //静态变量只能定义在类中,不能定义在方法中
    public static  String  name = "张三";
    public static void main(String[] args) {    //方法
        System.out.println(name);	//可以调用
    }
}

静态方法:

  • 语法
public static 返回值类型 方法名(){

}
  • 解释说明
    静态方法就相当于一个箱子,只是箱子里面放的是代码,需要用这些代码的时候,直接把箱子放在指定位置即可
public class study {      //类
    public static void main(String[] args) {    //方法
        show();
    }
    public static void show(){
        System.out.println("张三");
        System.out.println("男");
        System.out.println("20");
    }
}

输出:

张三

20

棋盘制作

1.制作棋盘

  • 使用输入法中的制表符在控制台直接打印出棋盘,然后寻找落子位置的特征
  • 利用二维数组重新制作棋盘
public class study {
    public static char[][] chess_map={
            {'┌','┬','┬','┬','┬','┬','┬','┬','┬','┐'},
            {'├','┼','┼','┼','┼','┼','┼','┼','┼','┤'},
            {'├','┼','┼','┼','┼','┼','┼','┼','┼','┤'},
            {'├','┼','┼','┼','┼','┼','┼','┼','┼','┤'},
            {'├','┼','┼','┼','┼','┼','┼','┼','┼','┤'},
            {'├','┼','┼','┼','┼','┼','┼','┼','┼','┤'},
            {'├','┼','┼','┼','┼','┼','┼','┼','┼','┤'},
            {'├','┼','┼','┼','┼','┼','┼','┼','┼','┤'},
            {'├','┼','┼','┼','┼','┼','┼','┼','┼','┤'},
            {'└','┴','┴','┴','┴','┴','┴','┴','┴','┘'}

    };
    public static String row = "────";
    public static void main(String[] args) {
        System.out.println(" 0    1    2    3    4    5    6    7    8    9");
        for(int i=0;i<chess_map.length;i++) {//外层循环控制行
            System.out.print(i);
            for(int j=0;j<chess_map[i].length;j++){//内层循环控制列
                if(j==chess_map[i].length-1){//最后一行不打印——
                    System.out.print(chess_map[i][j]);
                }else{
                    System.out.print(chess_map[i][j]+row);
                }
            }
            System.out.println();
            if(i<chess_map.length-1){//排除最后一行
                System.out.println(" │    │    │    │    │    │    │    │    │    │");
            }
        }
    }
}
  • 棋盘在玩家使用过程中会反复展示,需要使用方法来优化
    把棋盘放在一个方法内,直接调用

2.落子

  • 玩家A,B会交替落子
  • 落子的位置必须是0~100之间的整数,且不能使用已经存在的棋子
    public static char pieceA = '○';//玩家A的棋子
    public static char pieceB = '■';//玩家B的棋子
    public static void main(String[] args) {
        draw_map();
        int sum = chess_map.length*chess_map[0].length;
        Scanner sc = new Scanner(System.in);
        for(int i=0;i<sum;i++){
            System.out.println(i%2==0 ? "玩家A落子:":"玩家B落子:");
            int position;
            while(true){
                //保证落子成功
                if(sc.hasNextInt()){//判断Scanner中是否有输入的数据
                    position = sc.nextInt();
                    if(position >= 0 && position < sum){
                        char currentpiece = (i%2==0) ? pieceA : pieceB;
                        int row = position / chess_map.length;//位置除以棋盘数组长度得到行号
                        int col = position % chess_map[0].length;//位置取模棋盘数组的总列数得到列号
                        if(chess_map[row][col]==pieceA || chess_map[row][col]==pieceB) {
                            System.out.println("该位置已经有棋子,请重新输入:");
                            continue;
                        }else {
                            chess_map[row][col] = currentpiece;
                            break;
                        }
                    }else{
                        System.out.println("非法输入");
                    }
                }else{
                    System.out.println("非法输入");
                    sc.next();//将Scanner中的数据取出来,防止死循环
                }
            }
            //落子成功后棋盘需要重新打印
            draw_map();
        }
    }
  • 落子完成后,需要校验是否获胜
  • 棋盘使用完毕还未分出胜负,需要提示
            for (int m = 0; m < chess_map.length; m++) {
                for (int j = 0; j < chess_map[0].length; j++) {
                    //第一种,水平方向
                    boolean case1 = (j + 4 < chess_map[0].length)
                            && chess_map[m][j] == currentpiece
                            && chess_map[m][j + 1] == currentpiece
                            && chess_map[m][j + 2] == currentpiece
                            && chess_map[m][j + 3] == currentpiece
                            && chess_map[m][j + 4] == currentpiece;
                    //第二种,垂直方向
                    boolean case2 = (m + 4 < chess_map.length)
                            && chess_map[m][j] == currentpiece
                            && chess_map[m + 1][j] == currentpiece
                            && chess_map[m + 2][j] == currentpiece
                            && chess_map[m + 3][j] == currentpiece
                            && chess_map[m + 4][j] == currentpiece;
                    //第三种,135°角
                    boolean case3 = (i + 4 < chess_map.length)
                            && (j + 4 < chess_map[0].length)
                            && chess_map[m][j] == currentpiece
                            && chess_map[m + 1][j + 1] == currentpiece
                            && chess_map[m + 2][j + 2] == currentpiece
                            && chess_map[m + 3][j + 3] == currentpiece
                            && chess_map[m + 4][j + 4] == currentpiece;
                    //第四种,45°角
                    boolean case4 = (m > 4) && (j + 4 < chess_map[0].length)
                            && chess_map[m][j] == currentpiece
                            && chess_map[m - 1][j + 1] == currentpiece
                            && chess_map[m - 2][j + 2] == currentpiece
                            && chess_map[m - 3][j + 3] == currentpiece
                            && chess_map[m - 4][j + 4] == currentpiece;
                    if (case1 || case2 || case3 || case4) {
                        System.out.println(m % 2 == 0 ? "玩家A胜利" : "玩家B胜利");
                        break outer;
                    }
                }
            }
            i++;
        }
        if(i==100){
            System.out.println("平局");
        }

3.声音特效

  • 为落子,非法落子及其获胜添加音效

需要准备文件
Java---阶段项目----五子棋_第3张图片

    public static void playAudio(String fileName){
        URl url = Gobang.class.getResource(fileName);
        AudioClip clip = Applet.newAudioClip(url);
        clip.play();
        try{
            Thread.sleep(50L);
        }catch (InterruptedException e){}
    }

完整代码

import java.util.Scanner;

public class study {
    public static char[][] chess_map={
            {'┌','┬','┬','┬','┬','┬','┬','┬','┬','┐'},
            {'├','┼','┼','┼','┼','┼','┼','┼','┼','┤'},
            {'├','┼','┼','┼','┼','┼','┼','┼','┼','┤'},
            {'├','┼','┼','┼','┼','┼','┼','┼','┼','┤'},
            {'├','┼','┼','┼','┼','┼','┼','┼','┼','┤'},
            {'├','┼','┼','┼','┼','┼','┼','┼','┼','┤'},
            {'├','┼','┼','┼','┼','┼','┼','┼','┼','┤'},
            {'├','┼','┼','┼','┼','┼','┼','┼','┼','┤'},
            {'├','┼','┼','┼','┼','┼','┼','┼','┼','┤'},
            {'└','┴','┴','┴','┴','┴','┴','┴','┴','┘'}

    };
    public static String ro = "────";
    public static char pieceA = '○';//玩家A的棋子
    public static char pieceB = '■';//玩家B的棋子
    public static int i = 0;//总次数
    public static void main(String[] args) {
        draw_map();
        int sum = chess_map.length * chess_map[0].length;
        Scanner sc = new Scanner(System.in);
        outer:
        while(i<sum){
            System.out.println(i % 2 == 0 ? "玩家A落子:" : "玩家B落子:");
            char currentpiece = (i % 2 == 0) ? pieceA : pieceB;
//            int position_row,position_col;
            int position;
            while (true) {
                //保证落子成功
                if (sc.hasNextInt()) {//判断Scanner中是否有输入的数据
//                    System.out.println("请输入行:");
//                    position_row = sc.nextInt();
//                    System.out.println("请输入列:");
//                    position_col = sc.nextInt();
                    position = sc.nextInt();
//                    if(position_row >= 0 && position_row < chess_map.length && position_col>=0 && position_col < chess_map[0].length){
                    if (position >= 0 && position < sum) {
                        int row = position / chess_map.length;//位置除以棋盘数组长度得到行号
                        int col = position % chess_map[0].length;//位置取模棋盘数组的总列数得到列号
//                        int row = position_row;
//                        int col = position_col;
                        if (chess_map[row][col] == pieceA || chess_map[row][col] == pieceB) {
                            System.out.println("该位置已经有棋子,请重新输入:");
                            continue;
                        } else {
                            chess_map[row][col] = currentpiece;
                            break;
                        }
                    } else {
                        System.out.println("非法输入");
                    }
                } else {
                    System.out.println("非法输入");
                    sc.next();//将Scanner中的数据取出来,防止死循环
                }
            }
            //落子成功后棋盘需要重新打印
            draw_map();
            for (int m = 0; m < chess_map.length; m++) {
                for (int j = 0; j < chess_map[0].length; j++) {
                    //第一种,水平方向
                    boolean case1 = (j + 4 < chess_map[0].length)
                            && chess_map[m][j] == currentpiece
                            && chess_map[m][j + 1] == currentpiece
                            && chess_map[m][j + 2] == currentpiece
                            && chess_map[m][j + 3] == currentpiece
                            && chess_map[m][j + 4] == currentpiece;
                    //第二种,垂直方向
                    boolean case2 = (m + 4 < chess_map.length)
                            && chess_map[m][j] == currentpiece
                            && chess_map[m + 1][j] == currentpiece
                            && chess_map[m + 2][j] == currentpiece
                            && chess_map[m + 3][j] == currentpiece
                            && chess_map[m + 4][j] == currentpiece;
                    //第三种,135°角
                    boolean case3 = (i + 4 < chess_map.length)
                            && (j + 4 < chess_map[0].length)
                            && chess_map[m][j] == currentpiece
                            && chess_map[m + 1][j + 1] == currentpiece
                            && chess_map[m + 2][j + 2] == currentpiece
                            && chess_map[m + 3][j + 3] == currentpiece
                            && chess_map[m + 4][j + 4] == currentpiece;
                    //第四种,45°角
                    boolean case4 = (m > 4) && (j + 4 < chess_map[0].length)
                            && chess_map[m][j] == currentpiece
                            && chess_map[m - 1][j + 1] == currentpiece
                            && chess_map[m - 2][j + 2] == currentpiece
                            && chess_map[m - 3][j + 3] == currentpiece
                            && chess_map[m - 4][j + 4] == currentpiece;
                    if (case1 || case2 || case3 || case4) {
                        System.out.println(m % 2 == 0 ? "玩家A胜利" : "玩家B胜利");
                        break outer;
                    }
                }
            }
            i++;
        }
        if(i==100){
            System.out.println("平局");
        }
    }
    public static void draw_map () {
        System.out.println(" 0    1    2    3    4    5    6    7    8    9");
        for (int i = 0; i < chess_map.length; i++) {//外层循环控制行
            System.out.print(i);
            for (int j = 0; j < chess_map[i].length; j++) {//内层循环控制列
                if (j == chess_map[i].length - 1) {//最后一行不打印——
                    System.out.print(chess_map[i][j]);
                } else {
                    System.out.print(chess_map[i][j] + ro);
                }
            }
            System.out.println();
            if (i < chess_map.length - 1) {//排除最后一行
                System.out.println(" │    │    │    │    │    │    │    │    │    │");
            }
        }
    }
    
}

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