结对项目—五子棋

 

 五子棋Github托管地址:

 https://github.com/sunyuanyuan/test/blob/master/Game

分工:

负责写代码:赵存存

负责调试程序:孙媛媛

一、实践目的

1.掌握Java常用基础类API。

2.掌握输入输出流常用类API。

3.掌握Java异常处理。

二、实践要求

利用Java常用基础类API、输入输出流常用类API、Java异常处理等完成所选项目的程序设计。

三、项目需求

所选项目名称:五子棋游戏

现在各大软件公司都有自己的、各种的程序,但是这些公司都有自己的版权,我们也不可能得到这些源代码!而且这些公司的程序也相当复杂,仅从日常应用方面来说,对于初学java的我们也无法理解,就需要我们开发一个简单易懂的五子棋游戏程序。

四、核心算法详细设计     

本程序实现的是一单机双人对战五子棋游戏

本程序由五个java源程序文件组成,Game.java、GameFrame.java、GamePanel.java、 ChessMan.java、Player.java

Game.java
import javax.swing.*;


public class Game {


public static void main(String[] args) {

GameFrame GFrame=new GameFrame();
GFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
GFrame.setVisible(true);
}

}

GameFrame.java
import java.awt.*;
import javax.swing.*;


class GameFrame extends JFrame {

private static final int Width=570;
private static final int Height=470;

GameFrame(){
setTitle("五子棋游戏");
CenteredFrame();
setSize(Width,Height); 
GamePanel Gpanel=new GamePanel();
add(Gpanel); 
}

void CenteredFrame(){
Toolkit kit=Toolkit.getDefaultToolkit();
Dimension screenSize=kit.getScreenSize();
int screenHeight=screenSize.height;
int screenWidth=screenSize.width;

int Xposition=(screenWidth-Width)/2;
int Yposition=(screenHeight-Height)/2;
setLocation(Xposition,Yposition);
}
}

GamePanel.java

import java.awt.*;
import java.awt.event.*;
import javax.swing.*;

 


class GamePanel extends JPanel {

private Point cursor=new Point(40,60); //棋盘坐标
private int[][] ChessState=new int[18][18];//棋盘状态 
private int i=0;//横坐标   
private int j=0;//纵坐标
private final static int testnum=5;//五子棋的规定棋子数
private Player Black=new Player(1,Color.BLACK,"黑方");//黑方棋子
private Player White=new Player(2,Color.WHITE,"白方");//白方棋子
private Player Cplayer=null;//当前用户的引用
private JTextField textBlack=new JTextField("",5);//黑方文本提示框对象和文本长度设置
private JTextField textWhite=new JTextField("",5);//白方文本提示框对象和文本长度设置
private String Nothing="";
private String textblack="请黑方下子";//黑方提示文本
private String textwhite="请白方下子";//白方提示文本


GamePanel(){
setLayout(null);
Initialization();
setFocusable(true);

JButton Rutton=new JButton("重新开局");
Rutton.setBounds(20,14,100,26);
RestartListener restart=new RestartListener();
Rutton.addActionListener(restart);
add(Rutton);


textBlack.setHorizontalAlignment(JTextField.CENTER);
textBlack.setBounds(150,14,110,26);
textBlack.setEditable(false);
add(textBlack);

textWhite.setHorizontalAlignment(JTextField.CENTER);+ textWhite.setBounds(290,14,110,26);
textWhite.setEditable(false);
add(textWhite);

JTextArea gInstruction=new JTextArea();
gInstruction.setSelectedTextColor(new Color(238,238,238));
String gSInstruction=
"Play1(黑方) Key \nup--------W \ndown----S \nleft--------A \nright------F \n\n"+
"Play2(白方) Key \nup--------up \ndown----down \nleft--------left \nright------right \n\n"+
"Exit game: \nPress Esc";
gInstruction.setText(gSInstruction);
gInstruction.setEditable(false);
gInstruction.setBounds(440,60,100,340);
add(gInstruction);

ChessManPerformListener Perform=new ChessManPerformListener();
addKeyListener(Perform);

}

// 设置第一个JTextField输出"请黑方下棋",坐标为(40,60)
void Initialization(){ 
for(int i=0,j;i<18;i++)
for(j=0;j<18;j++){
ChessState[i][j]=0; 
}
cursor.setLocation(40,60);
Cplayer=Black;
textBlack.setText(textblack);
textWhite.setText(Nothing);
}


//画棋盘和初始化棋局状态
protected void paintComponent(Graphics g){
super.paintComponent(g);
Graphics2D g2=(Graphics2D) g;

for(int i=60;i<=400;i+=20){
g2.drawLine(40,i,380,i);
}
for(int j=40;j<=380;j+=20){
g2.drawLine(j,60,j,400);
}
g2.drawString("_",cursor.x-6,cursor.y);
g2.drawString("_",cursor.x,cursor.y);

for(i=0;i<18;i++)
for(j=0;j<18;j++){
if(ChessState[i][j]!=0){
if(ChessState[i][j]==1){
g2.setPaint(Black.getplayerChessManColor()); 
}
if(ChessState[i][j]==2){
g2.setPaint(White.getplayerChessManColor());
}
g2.fillOval(j*20+40-10, i*20+60-10, ChessMan.getChessManSize(), ChessMan.getChessManSize());
}
}
}



//判断棋盘的当前位置是否已有棋子
boolean isChessState(){ 
this.j=(cursor.x-40)/20;
this.i=(cursor.y-60)/20;
if(ChessState[this.i][this.j]!=0)
return true;
else
return false; 
}




//记录落子后棋盘的当前位置的状态
void RecordChessState(){
this.j=(cursor.x-40)/20;
this.i=(cursor.y-60)/20;
ChessState[this.i][this.j]=Cplayer.getCurrentIdentify();
}






//判断当前玩家落子后是否赢了
void JudgeWin(){
for(int i=0;i<4;i++)
if(JudgeWinLine(i)){
//提示当前玩家已经获得胜利
try{
String Ginformation="GameInformation";
String Message="恭喜玩家"+Cplayer.getsIdentify()+"获胜!"+"\n"+"继续游戏还是退出游戏?";
String[] options = {"继续","退出"};
int selection=JOptionPane.showOptionDialog(null,Message,Ginformation,
JOptionPane.YES_NO_OPTION,JOptionPane.INFORMATION_MESSAGE ,null,options,options[0]);//throws HeadlessException
if(selection==JOptionPane.OK_OPTION){ 
Initialization();
repaint();
return;
}
if(selection==JOptionPane.NO_OPTION){
System.exit(0);//退出程序
}

}catch(HeadlessException e){
e.printStackTrace();
}
}
//如果当前方没有赢棋则双方轮换
ChangeCurrentPlayer();
}





//在当前方向上是否有连续的五只棋子
boolean JudgeWinLine(int direction){
int i,j,di,dj,count;
i=j=di=dj=count=0;
switch(direction){
case 0:
j=this.j-(testnum-1);
i=this.i;
dj=1;
di=0;
break;
case 1:
j=this.j;
i=this.i-(testnum-1);
dj=0;
di=1;
break;
case 2:
j=this.j-(testnum-1);
i=this.i+(testnum-1);
dj=1;
di=-1;
break;
case 3:
j=this.j-(testnum-1);
i=this.i-(testnum-1);
dj=1;
di=1;
break;
}

for(int k=0;k<testnum*2+1;k++){
if(j>=0&&j<18&&i>=0&&i<18){
if(ChessState[i][j]==Cplayer.getCurrentIdentify()){
count++;
if(count>=testnum)
return true;
}
else
count=0;
}
j+=dj;
i+=di;
} 
return false;
}




//更换当前玩家
void ChangeCurrentPlayer(){
if(Cplayer==Black){
Cplayer=White;
textBlack.setText(Nothing);
textWhite.setText(textwhite);
}
else{
Cplayer=Black;
textBlack.setText(textblack);
textWhite.setText(Nothing);
}
}






//重新开局监听器
private class RestartListener implements ActionListener{

public void actionPerformed(ActionEvent arg0) {

Initialization();
repaint();
requestFocus();
} 
}





//棋盘、棋局状态监听器
private class ChessManPerformListener implements KeyListener{


//玩家2的按键
public void keyPressed(KeyEvent event) {
int keyCode=event.getKeyCode();
if(keyCode==KeyEvent.VK_ESCAPE)
System.exit(0);
if(Cplayer.getCurrentIdentify()==2){//判别当前玩家
if(keyCode==KeyEvent.VK_LEFT){
if(cursor.x>40)
cursor.x-=20;
}
else if(keyCode==KeyEvent.VK_RIGHT){
if(cursor.x<380)
cursor.x+=20;
}
else if(keyCode==KeyEvent.VK_UP){
if(cursor.y>60)
cursor.y-=20;
}
else if(keyCode==KeyEvent.VK_DOWN){
if(cursor.y<400)
cursor.y+=20;
}
else if(keyCode==KeyEvent.VK_ENTER){
if(!isChessState()){
Cplayer.PerformChessMan();
RecordChessState();
repaint();
JudgeWin();//判定当前落子后是否赢棋

}

} 
repaint(); 
}
}






public void keyReleased(KeyEvent event) {}




//玩家1的按键
public void keyTyped(KeyEvent event) {

char keyChar=event.getKeyChar();
if(Cplayer.getCurrentIdentify()==1){//判别当前玩家
if(keyChar=='a'){
if(cursor.x>40)//对移动光标超界现象做判别
cursor.x-=20;
}
else if(keyChar=='d'){
if(cursor.x<380) 
cursor.x+=20;
}
else if(keyChar=='w'){
if(cursor.y>60)
cursor.y-=20;
}
else if(keyChar=='s'){
if(cursor.y<400)
cursor.y+=20;
} 
else if(keyChar==' '){
if(!isChessState()){ //落子前先判断当前位置上是否已有棋子
Cplayer.PerformChessMan();//落子 
RecordChessState();//记录当前落子后棋盘状态
repaint();
JudgeWin();//判定当前落子后是否赢棋

} 
}

}
repaint(); 
}

}

}

ChessMan.java
import java.awt.Color;

class ChessMan {

private static final int ChessManSize=20;
private Color ChessManColor;

ChessMan(Color c){
ChessManColor=c;
}



static int getChessManSize(){
return ChessManSize;
}


Color getChessManColor(){
return ChessManColor;
}


}

Player.java 
import java.awt.Color;


class Player {

private int identify;
private ChessMan pChessMan;
private String PlayerStringIdentify;


Player(int identify,Color c,String sIdentify){
this.identify=identify;
pChessMan=new ChessMan(c);
this.PlayerStringIdentify=sIdentify;
}


int getCurrentIdentify(){
return identify;
}



String getsIdentify(){
return PlayerStringIdentify;
}

void PerformChessMan(){}


Color getplayerChessManColor(){
return pChessMan.getChessManColor();
}
}

五、程序运行结果

结对项目—五子棋_第1张图片

结对项目—五子棋_第2张图片

六 、心得体会

过这次的结对实验,我从书本上学习到的理论知识用到了实践上,从而进一步巩固和丰富了我所学过的知识,让我更深层次地认识到Java及其强大的功能。同时,做这门课程设计也进一步加强了我的动手能力与合作能力。

赵存存代码写的很清楚,我们交流的非常愉快。

附上一张我们一起做代码的照片

结对项目—五子棋_第3张图片

 

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