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Java实现五子棋(附详细源码)

作者:q651742112  发布时间:2023-10-19 15:20:54 

标签:java,五子棋

本文实例为大家分享了Java实现五子棋游戏的具体代码,供大家参考,具体内容如下

学习目的:熟悉java中swing类与java基础知识的巩固.(文末有源代码文件和打包的jar文件)

效果图:

Java实现五子棋(附详细源码)

思路:**1.首先构建一个Frame框架,来设置菜单选项与按钮点击事件。

MyFrame.java文件代码如下


package StartGame;

import javax.swing.ButtonGroup;
import javax.swing.Icon;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JMenu;
import javax.swing.JMenuBar;
import javax.swing.JMenuItem;
import javax.swing.JOptionPane;
import javax.swing.JRadioButtonMenuItem;

import java.awt.Color;
import java.awt.Component;
import java.awt.Container;
import java.awt.Graphics;
import java.awt.Toolkit;
import java.awt.event.ActionListener;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;

//窗体框架类
public class MyFrame extends JFrame {
// static boolean canPlay1 = false;判断是否可以开始游戏
final MyPanel panel = new MyPanel();

public MyFrame() {

// 设置窗体的大小并居中
this.setSize(500, 600); // 设置窗体大小
this.setTitle("五子棋游戏"); // 设置窗体标题

int width = Toolkit.getDefaultToolkit().getScreenSize().width;// 获取屏幕的宽度
int height = Toolkit.getDefaultToolkit().getScreenSize().height;// 获取屏幕的高度
this.setLocation((width - 500) / 2, (height - 500) / 2); // 设置窗体的位置(居中)
this.setResizable(false); // 设置窗体不可以放大
// this.setLocationRelativeTo(null);//这句话也可以设置窗体居中
/*
* 菜单栏的目录设置
*/
// 设置菜单栏
JMenuBar bar = new JMenuBar();
this.setJMenuBar(bar);
// 添加菜单栏目录
JMenu menu1 = new JMenu("游戏菜单"); // 实例化菜单栏目录
JMenu menu2 = new JMenu("设置");
JMenu menu3 = new JMenu("帮助");
bar.add(menu1); // 将目录添加到菜单栏
bar.add(menu2);
bar.add(menu3);

JMenu menu4 = new JMenu("博弈模式"); // 将“模式”菜单添加到“设置”里面
menu2.add(menu4);

// JMenuItem item1=new JMenuItem("人人博弈");
// JMenuItem item2=new JMenuItem("人机博弈");
// 设置“”目录下面的子目录
JRadioButtonMenuItem item1 = new JRadioButtonMenuItem("人人博弈");
JRadioButtonMenuItem item2 = new JRadioButtonMenuItem("人机博弈");
// item1按钮添加时间并且为匿名类
item1.addMouseListener(new MouseListener() {

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

}

@Override
public void mousePressed(MouseEvent e) {
// TODO Auto-generated method stub
Icon icon = new Icon() {

@Override
 public void paintIcon(Component c, Graphics g, int x, int y) {
 // TODO Auto-generated method stub

}

@Override
 public int getIconWidth() {
 // TODO Auto-generated method stub
 return 0;
 }

@Override
 public int getIconHeight() {
 // TODO Auto-generated method stub
 return 0;
 }
};
Object[] options = { "保存并重新开始游戏", "不,谢谢" };
int n = JOptionPane.showOptionDialog(null, "是否保存设置并重新开始", "人机博弈设置", 0, 1, icon, options, "保存并重新开始游戏");
if (n == 0) {
 panel.setIsManAgainst(true);
 panel.Start();
 item1.setSelected(true);
}

}

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

}

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

}

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

}
});
// 设置item2按钮的事件监听事件,也就是设置人机博弈
item2.addMouseListener(new MouseListener() {

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

}

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

Icon icon = new Icon() {

@Override
 public void paintIcon(Component c, Graphics g, int x, int y) {
 // TODO Auto-generated method stub

}

@Override
 public int getIconWidth() {
 // TODO Auto-generated method stub
 return 0;
 }

@Override
 public int getIconHeight() {
 // TODO Auto-generated method stub
 return 0;
 }
};
Object[] options = { "保存并重新开始游戏", "不,谢谢" };
int n = JOptionPane.showOptionDialog(null, "是否保存设置并重新开始", "人机博弈设置", 0, 1, icon, options, "保存并重新开始游戏");
if (n == 0) {
 panel.setIsManAgainst(false);
 panel.Start();
 item2.setSelected(true);
}
}

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

}

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

}

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

}
});
// 设置按钮组并把人机博弈与人人博弈添加到一个按钮组里面
ButtonGroup bg = new ButtonGroup();
bg.add(item1);
bg.add(item2);
// 将按钮组添加到菜单里面
menu4.add(item1);
menu4.add(item2);
item2.setSelected(true);

// 先行设置
JMenu menu5 = new JMenu("先行设置"); // 将“先行设置”菜单添加到“设置”里面
menu2.add(menu5);
// 设置黑子先行还是白字先行的按钮
JRadioButtonMenuItem item3 = new JRadioButtonMenuItem("黑方先行");
JRadioButtonMenuItem item4 = new JRadioButtonMenuItem("白字先行");
// 设置item3的鼠标点击事件,设置黑方先行
item3.addMouseListener(new MouseListener() {

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

}

@Override
public void mousePressed(MouseEvent e) {
// TODO Auto-generated method stub
Icon icon = new Icon() {

@Override
 public void paintIcon(Component c, Graphics g, int x, int y) {
 // TODO Auto-generated method stub

}

@Override
 public int getIconWidth() {
 // TODO Auto-generated method stub
 return 0;
 }

@Override
 public int getIconHeight() {
 // TODO Auto-generated method stub
 return 0;
 }
};
Object[] options = { "保存并重新开始游戏", "不,谢谢" };
int n = JOptionPane.showOptionDialog(null, "是否保存设置并重新开始", "人机博弈设置", 0, 1, icon, options, "保存并重新开始游戏");
if (n == 0) {
 panel.setIsBlack(true);
 panel.Start();
 item3.setSelected(true);
}

}

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

}

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

}

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

}
});
// 设置item4的鼠标点击事件
item4.addMouseListener(new MouseListener() {

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

}

@Override
public void mousePressed(MouseEvent e) {
// TODO Auto-generated method stub
Icon icon = new Icon() {

@Override
 public void paintIcon(Component c, Graphics g, int x, int y) {
 // TODO Auto-generated method stub

}

@Override
 public int getIconWidth() {
 // TODO Auto-generated method stub
 return 0;
 }

@Override
 public int getIconHeight() {
 // TODO Auto-generated method stub
 return 0;
 }
};
Object[] options = { "保存并重新开始游戏", "不,谢谢" };
int n = JOptionPane.showOptionDialog(null, "是否保存设置并重新开始", "人机博弈设置", 0, 1, icon, options, "保存并重新开始游戏");
if (n == 0) {
 panel.setIsBlack(false);
 panel.Start();
 item4.setSelected(true);
}

}

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

}

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

}

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

}
});
// 设置按钮组并把人机博弈与人人博弈添加到一个按钮组里面
ButtonGroup bg1 = new ButtonGroup();
bg1.add(item3);
bg1.add(item4);
// 将按钮组添加到菜单里面
menu5.add(item3);
menu5.add(item4);
item3.setSelected(true);
// 设置“帮助”下面的子目录
JMenuItem menu6 = new JMenuItem("帮助");
menu3.add(menu6);
/*
* 菜单栏的目录设置完毕
*/
// 开始游戏菜单设置
JMenuItem menu7 = new JMenuItem("开始游戏");
menu1.add(menu7);
JMenuItem menu8 = new JMenuItem("重新开始");
menu1.add(menu8);
menu7.addMouseListener(new MouseListener() {

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

}

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

panel.Start();
// panel.repaint();

}

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

}

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

}

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

}
});
menu8.addMouseListener(new MouseListener() {

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

}

@Override
public void mousePressed(MouseEvent e) {
// TODO Auto-generated method stub
Icon icon = new Icon() {

@Override
 public void paintIcon(Component c, Graphics g, int x, int y) {
 // TODO Auto-generated method stub

}

@Override
 public int getIconWidth() {
 // TODO Auto-generated method stub
 return 0;
 }

@Override
 public int getIconHeight() {
 // TODO Auto-generated method stub
 return 0;
 }
};
Object[] options = { "重新开始游戏", "不,谢谢" };
int n = JOptionPane.showOptionDialog(null, "是否重新开始", "消息", 0, 1, icon, options, "保存并重新开始游戏");
if (n == 0) {
 panel.Start();
}

// panel.repaint();

}

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

}

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

}

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

}
});
// 退出游戏选项设置
JMenuItem menu9 = new JMenuItem("退出游戏");
menu1.add(menu9);
menu9.addMouseListener(new MouseListener() {

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

}

@Override
public void mousePressed(MouseEvent e) {
// TODO Auto-generated method stub
Icon icon = new Icon() {

@Override
 public void paintIcon(Component c, Graphics g, int x, int y) {
 // TODO Auto-generated method stub

}

@Override
 public int getIconWidth() {
 // TODO Auto-generated method stub
 return 0;
 }

@Override
 public int getIconHeight() {
 // TODO Auto-generated method stub
 return 0;
 }
};
Object[] options = { "退出游戏", "不,谢谢" };
int n = JOptionPane.showOptionDialog(null, "是否退出游戏", "消息", 0, 1, icon, options, "保存并重新开始游戏");
if (n == 0) {
 System.exit(0);// 退出程序
}

// panel.repaint();

}

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

}

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

}

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

}
});
// 游戏难度设置
JRadioButtonMenuItem item5 = new JRadioButtonMenuItem("傻瓜");// 添加按钮
JRadioButtonMenuItem item6 = new JRadioButtonMenuItem("简单");
JRadioButtonMenuItem item7 = new JRadioButtonMenuItem("普通");
// JRadioButtonMenuItem item8= new JRadioButtonMenuItem("困难");
ButtonGroup bg3 = new ButtonGroup();// 设置按钮组
bg3.add(item5);
bg3.add(item6);
bg3.add(item7);
// bg3.add(item8);
JMenu menu10 = new JMenu("游戏难度设置");// 添加菜单到主菜单
menu2.add(menu10);
menu10.add(item5);// 添加选项到难度设置菜单
menu10.add(item6);
menu10.add(item7);
// menu2.add(item8);
item5.setSelected(true);// 默认选项按钮
// 傻瓜难度设置的鼠标点击事件
item5.addMouseListener(new MouseListener() {

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

}

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

Icon icon = new Icon() {

@Override
 public void paintIcon(Component c, Graphics g, int x, int y) {
 // TODO Auto-generated method stub

}

@Override
 public int getIconWidth() {
 // TODO Auto-generated method stub
 return 0;
 }

@Override
 public int getIconHeight() {
 // TODO Auto-generated method stub
 return 0;
 }
};
Object[] options = { "保存并重新开始游戏", "不,谢谢" };
int n = JOptionPane.showOptionDialog(null, "是否保存设置并重新开始", "人机博弈设置", 0, 1, icon, options, "保存并重新开始游戏");
if (n == 0) {
 panel.setGameDifficulty(0);
 panel.Start();
 item5.setSelected(true);
}
}

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

}

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

}

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

}
});
// 简单难度设置模式
item6.addMouseListener(new MouseListener() {

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

}

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

Icon icon = new Icon() {

@Override
 public void paintIcon(Component c, Graphics g, int x, int y) {
 // TODO Auto-generated method stub

}

@Override
 public int getIconWidth() {
 // TODO Auto-generated method stub
 return 0;
 }

@Override
 public int getIconHeight() {
 // TODO Auto-generated method stub
 return 0;
 }
};
Object[] options = { "保存并重新开始游戏", "不,谢谢" };
int n = JOptionPane.showOptionDialog(null, "是否保存设置并重新开始", "难度设置", 0, 1, icon, options, "保存并重新开始游戏");
if (n == 0) {
 panel.setGameDifficulty(1);
 panel.Start();
 item6.setSelected(true);
}
}

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

}

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

}

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

}
});
// 普通难度设置
item7.addMouseListener(new MouseListener() {

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

}

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

Icon icon = new Icon() {

@Override
 public void paintIcon(Component c, Graphics g, int x, int y) {
 // TODO Auto-generated method stub

}

@Override
 public int getIconWidth() {
 // TODO Auto-generated method stub
 return 0;
 }

@Override
 public int getIconHeight() {
 // TODO Auto-generated method stub
 return 0;
 }
};
Object[] options = { "保存并重新开始游戏", "不,谢谢" };
int n = JOptionPane.showOptionDialog(null, "是否保存设置并重新开始", "人机博弈设置", 0, 1, icon, options, "保存并重新开始游戏");
if (n == 0) {
 panel.setGameDifficulty(2);
 panel.Start();
 item7.setSelected(true);
}
}

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

}

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

}

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

}
});
//游戏帮助提示信息
menu6.addMouseListener(new MouseListener() {

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

}

@Override
public void mousePressed(MouseEvent e) {
// TODO Auto-generated method stub
Icon icon = new Icon() {

@Override
 public void paintIcon(Component c, Graphics g, int x, int y) {
 // TODO Auto-generated method stub

}

@Override
 public int getIconWidth() {
 // TODO Auto-generated method stub
 return 0;
 }

@Override
 public int getIconHeight() {
 // TODO Auto-generated method stub
 return 0;
 }
};
JOptionPane.showMessageDialog(null, "制作人员:韩红剑");

}

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

}

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

}

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

}
});
/*
* 窗口里面的容器设置
*/
Container con = this.getContentPane(); // 实例化一个容器父类
con.add(panel); // 将容器添加到父类
/*
* 窗口里面的容器设置完毕
*/

}

}

2.第二步,设置显示棋盘的容器,文件源代码为MyPanel.java


package StartGame;

import java.awt.Color;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.Panel;
import java.awt.Toolkit;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import java.awt.event.MouseMotionListener;
import java.awt.image.*;
import java.io.File;
import java.net.URL;
import java.util.Arrays;
import java.util.Random;

import javax.swing.ImageIcon;
import javax.swing.JOptionPane;
import javax.swing.JPanel;

//设置窗体里面的容器操作
public class MyPanel extends JPanel implements MouseListener, Runnable {
private static final Toolkit ResourceUtil = null;
public Image boardImg; // 定义背景图片
static int[][] allChess = new int[15][15]; // 棋盘数组
static int[][] temporaryChess = new int[15][15];
int x;// 保存棋子的横坐标
int y;// 保存棋子的纵坐标
Boolean canPlay = false; // 游戏是否继续,默认为继续
Boolean isBlack = true;// 是否是黑子,默认为黑子
Boolean isManAgainst = false; // 判断是否是人人对战
String message = "用户下棋";
Thread t = new Thread(this);
int maxTime = 120;
int blackTime = 120;
int whiteTime = 120;
String blackMessage = "无限制";
String whiteMessage = "无限制";
static int gameDifficulty = 0;// 设置游戏难度,0为傻瓜模式,1为简单,2为普通,3为困难
// 获取isBlack的值
public boolean getIsBlack() {
return this.isBlack;
}

// 设置isBlack的值
public void setIsBlack(boolean isBlack) {
this.isBlack = isBlack;
}

// 获取isManAgainst的值
public boolean getIsManAgainst() {
return this.isManAgainst;
}

// 获取isManAgainst的值
public void setIsManAgainst(boolean isManAgainst) {
this.isManAgainst = isManAgainst;
}

// 获取isManAgainst的值
public int getGameDifficulty() {
return this.gameDifficulty;
}

// 设置setGameDifficulty的值
public void setGameDifficulty(int gameDifficulty) {
this.gameDifficulty = gameDifficulty;
}

// 构造函数
public MyPanel() {

boardImg = Toolkit.getDefaultToolkit().getImage("./src/StartGame/fiveCHessBourd.jpg");
this.repaint();
// 添加鼠标监视器
addMouseListener((MouseListener) this);
// addMouseMotionListener((MouseMotionListener) this);
// this.requestFocus();
t.start();
t.suspend();// 线程挂起

// t.resume();

}

// 数据初始化

@Override
public void paint(Graphics g) {

super.paint(g);
int imgWidth = boardImg.getWidth(this); // 获取图片的宽度
int imgHeight = boardImg.getHeight(this); // 获取图片的高度
int FWidth = getWidth();
int FHeight = getHeight();
String message; // 标记谁下棋
int x = (FWidth - imgWidth) / 2;
int y = (FHeight - imgHeight) / 2;
g.drawImage(boardImg, x, y, null); // 添加背景图片到容器里面
g.setFont(new Font("宋体", 0, 14));
g.drawString("黑方时间:" + blackTime, 30, 470);
g.drawString("白方时间:" + whiteTime, 260, 470);
// 绘制棋盘
for (int i = 0; i < 15; i++) {
g.drawLine(30, 30 + 30 * i, 450, 30 + 30 * i);
g.drawLine(30 + 30 * i, 30, 30 + 30 * i, 450);
}

// 绘制五个中心点
g.fillRect(240 - 5, 240 - 5, 10, 10); // 绘制最中心的正方形
g.fillRect(360 - 5, 360 - 5, 10, 10); // 绘制右下的正方形
g.fillRect(360 - 5, 120 - 5, 10, 10); // 绘制右上的正方形
g.fillRect(120 - 5, 360 - 5, 10, 10);// 绘制左下的正方形
g.fillRect(120 - 5, 120 - 5, 10, 10);// 绘制左上的正方形

// 定义棋盘数组

for (int i = 0; i < 15; i++) {
for (int j = 0; j < 15; j++) {
// if (allChess[i][j] == 1) {
// // 黑子
// int tempX = i * 30 + 30;
// int tempY = j * 30 + 30;
// g.fillOval(tempX - 7, tempY - 7, 14, 14);
// }
// if (allChess[i][j] == 2) {
// // 白子
// int tempX = i * 30 + 30;
// int tempY = j * 30 + 30;
// g.setColor(Color.WHITE);
// g.fillOval(tempX - 7, tempY - 7, 14, 14);
// g.setColor(Color.BLACK);
// g.drawOval(tempX - 7, tempY - 7, 14, 14);
// }
draw(g, i, j); // 调用下棋子函数
}

}
}

// 鼠标点击时发生的函数
@Override
public void mousePressed(MouseEvent e) {
// x = e.getX();// 获取鼠标点击坐标的横坐标
// y = e.getY();// 获取鼠标点击坐标的纵坐标
// if (x >= 29 && x <= 451 && y >= 29 && y <= 451) { // 鼠标点击在棋子框里面才有效
//
// }

if (canPlay == true) {// 判断是否可以开始游戏
x = e.getX(); // 获取鼠标的焦点
y = e.getY();
if (isManAgainst == true) {// 判断是否是人人对战
manToManChess();
} else { // 否则是人机对战,人机下棋
manToMachine();
}
}
}

// 判断是否输赢的函数
private boolean checkWin(int x, int y) {
// TODO Auto-generated method stub

boolean flag = false;
// 保存共有多少相同颜色棋子相连
int count = 1;
// 判断横向 特点:allChess[x][y]中y值相同
int color = allChess[x][y];
// 判断横向
count = this.checkCount(x, y, 1, 0, color);
if (count >= 5) {
flag = true;
} else {
// 判断纵向
count = this.checkCount(x, y, 0, 1, color);
if (count >= 5) {
flag = true;
} else {
// 判断右上左下
count = this.checkCount(x, y, 1, -1, color);
if (count >= 5) {
 flag = true;
} else {
 // 判断左下右上
 count = this.checkCount(x, y, 1, 1, color);
 if (count >= 5) {
 flag = true;
 }
}
}
}
return flag;
}

// 判断相同棋子连接的个数
private int checkCount(int x, int y, int xChange, int yChange, int color) {
// TODO Auto-generated method stub
int count = 1;
int tempX = xChange;
int tempY = yChange;
while (x + xChange >= 0 && x + xChange <= 14 && y + yChange >= 0 && y + yChange <= 14
&& 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 <= 14 && y - yChange >= 0 && y - yChange <= 14
&& color == allChess[x - xChange][y - yChange]) {
count++;
if (xChange != 0) {
xChange++;
}
if (yChange != 0) {
if (yChange > 0) {
 yChange++;
} else {
 yChange--;
}
}
}
return count;
}

// 机器人判断黑棋相连的数量
private int checkCountMachine(int x, int y, int xChange, int yChange, int color) {
// TODO Auto-generated method stub
int count = 0;
int tempX = xChange;
int tempY = yChange;
while (x + xChange >= 0 && x + xChange <= 14 && y + yChange >= 0 && y + yChange <= 14
&& 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 <= 14 && y - yChange >= 0 && y - yChange <= 14
&& color == allChess[x - xChange][y - yChange]) {
count++;
if (xChange != 0) {
xChange++;
}
if (yChange != 0) {
if (yChange > 0) {
 yChange++;
} else {
 yChange--;
}
}
}
return count;
}

public void paintConmponents(Graphics g) {
super.paintComponents(g);

}

// 绘制黑白棋子
public void draw(Graphics g, int i, int j) {
if (allChess[i][j] == 1) {
g.setColor(Color.black);// 黑色棋子
g.fillOval(30 * i + 30 - 7, 30 * j + 30 - 7, 14, 14);
g.drawString(message, 230, 20);

}
if (allChess[i][j] == 2) {
g.setColor(Color.white);// 白色棋子
g.fillOval(30 * i + 30 - 7, 30 * j + 30 - 7, 14, 14);
g.drawString(message, 230, 20);

}

}

@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

}

@Override
public void run() {
// TODO Auto-generated method stub
// 判断是否有时间限制

if (maxTime > 0) {
while (true) {
// System.out.println(canPlay + "11");
if (isManAgainst) {
 if (isBlack) {
 blackTime--;
 if (blackTime == 0) {
 JOptionPane.showMessageDialog(this, "黑方超时,游戏结束!");
 }
 } else {
 whiteTime--;
 if (whiteTime == 0) {
 JOptionPane.showMessageDialog(this, "白方超时,游戏结束!");
 }
 }
} else {
 // 监控黑子下棋的时间,也就是用户下棋的时间
 blackTime--;
 if (blackTime == 0) {
 JOptionPane.showMessageDialog(this, "用户超时,游戏结束!");
 }

// 不监控电脑白字下棋

}
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) {
 e.printStackTrace();
}

}
}
}

// 点击开始游戏设置属性,游戏开始
public void Start() {
this.canPlay = true;
for (int i = 0; i < 14; i++) {
for (int j = 0; j < 14; j++) {
allChess[i][j] = 0;
}
}
if (canPlay == true) {
t.resume();
}
this.repaint();
JOptionPane.showMessageDialog(this, "游戏开始了,请开始下棋");

if (isBlack == false && isManAgainst == false) {
machineChess(gameDifficulty);
}
// 另一种方式 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 = "无限制";
// whiteMessage = "无限制";
// }
// this.repaint();// 如果不重新调用,则界面不会刷新

}

// 人人对战下棋函数
public void manToManChess() {
if (x >= 29 && x <= 451 && y >= 29 && y <= 451) {
// System.out.println("在棋盘范围内:"+x+"--"+y);
x = (x + 15) / 30 - 1; // 是为了取得交叉点的坐标
y = (y + 15) / 30 - 1;
if (allChess[x][y] == 0) {
// 判断当前要下的是什么棋子
if (isBlack == true) {
 allChess[x][y] = 1;
 isBlack = false;
 blackTime = 120;
 message = "轮到白方";
} else {
 allChess[x][y] = 2;
 isBlack = true;
 whiteTime = 120;
 message = "轮到黑方";
}
}

// 判断这个棋子是否和其他棋子连成5个
boolean winFlag = this.checkWin(x, y);
this.repaint(); // 绘制棋子
if (winFlag == true) {
JOptionPane.showMessageDialog(this, "游戏结束," + (allChess[x][y] == 1 ? "黑方" : "白方") + "获胜!");
canPlay = false;
}
} else {
// JOptionPane.showMessageDialog(this,
// "当前位子已经有棋子,请重新落子!!!");
}
}

// 人机对战下棋函数
public void manToMachine() {
if (x >= 29 && x <= 451 && y >= 29 && y <= 451) {
// System.out.println("在棋盘范围内:"+x+"--"+y);
x = (x + 15) / 30 - 1; // 是为了取得交叉点的坐标
y = (y + 15) / 30 - 1;
if (allChess[x][y] == 0) {
// 判断当前要下的是什么棋子
if (isBlack == true) {
 allChess[x][y] = 1;
 this.repaint(); // 绘制棋子
 machineChess(gameDifficulty);
 isBlack = true;
 blackTime = 120;
 message = "用户下棋";
 whiteTime = 120;
 boolean winFlag = this.checkWin(x, y);
 this.repaint(); // 绘制棋子

if (winFlag == true) {
 JOptionPane.showMessageDialog(this, "游戏结束," + (allChess[x][y] == 1 ? "黑方" : "白方") + "获胜!");
 canPlay = false;
 }

} else {

allChess[x][y] = 1;
 // allChess[x][y] = 2;
 this.repaint();
 isBlack = false;

whiteTime = 120;
 blackTime = 120;
 boolean winFlag = this.checkWin(x, y);
 this.repaint(); // 绘制棋子

if (winFlag == true) {
 JOptionPane.showMessageDialog(this, "游戏结束," + (allChess[x][y] == 1 ? "黑方" : "白方") + "获胜!");
 canPlay = false;
 }
 machineChess(gameDifficulty);
}
}

// 判断这个棋子是否和其他棋子连成5个
// boolean winFlag = this.checkWin(x, y);
// this.repaint(); // 绘制棋子
//
// if (winFlag == true) {
// JOptionPane.showMessageDialog(this, "游戏结束," + (allChess[x][y] ==
// 1 ? "黑方" : "白方") + "获胜!");
// canPlay = false;
// }
}
}

// 机器人下棋算法
public void machineChess(int gameDifficulty) {
if (gameDifficulty == 0) {
int i, j;
boolean chessSucceed = true;// 下棋成功的标志
while (chessSucceed) {
i = (int) (Math.random() * 15);
j = (int) (Math.random() * 15);
if (allChess[i][j] == 0) {
 allChess[i][j] = 2;
 chessSucceed = false;
}
}
} else if (gameDifficulty == 1) {
int max = 0;
int m = 0, n = 0;
int figureSort[] = new int[4];// 对棋子的四个方向进行打分
for (int i = 0; i < 15; i++) {
for (int j = 0; j < 15; j++) {
 if (allChess[i][j] == 0) {
 figureSort[0] = checkCountMachine(i, j, 0, 1, 1);
 figureSort[1] = checkCountMachine(i, j, 1, 0, 1);
 figureSort[2] = checkCountMachine(i, j, 1, -1, 1);
 figureSort[3] = checkCountMachine(i, j, 1, 1, 1);
 sortFourFigure(figureSort);
 temporaryChess[i][j] = figureSort[0] * 12 + figureSort[1] * 25 + figureSort[2] * 50// 算出空白棋子的最大分
 + figureSort[3] * 100;
 }
 // System.out.print(temporaryChess[i][j] + " ");
}
// System.out.print("\n");
}
// System.out.print("=============================\n");
for (int i = 0; i < 15; i++) {
for (int j = 0; j < 15; j++) {
 if (temporaryChess[i][j] > max && allChess[i][j] != 2 && allChess[i][j] != 1) {
 m = i;
 n = j;
 max = temporaryChess[i][j];
 }
}
}
allChess[m][n] = 2;

} else if (gameDifficulty == 2) {

} else {

}
this.repaint();
}

// 对数组排序
public void sortFourFigure(int n[]) {
Arrays.sort(n);// 正序排序
}
}

3.最后设置整个游戏的入口主函数StartEntrance.java


package StartGame;

import javax.swing.JFrame;

public class StartEntrance {
//public static boolean canPlay =false;
public static void main(String[] args) {
// 实例化一个窗口

MyFrame myFrame = new MyFrame();
myFrame.setVisible(true); // 设置窗口为可见
myFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); // 设置窗口关闭操作属性

}

}

以上所有代码均调试通过,人机算法较为简单,可实现简单的防守功能。

java源代码:链接

打包的jar文件:链接

来源:https://blog.csdn.net/q651742112/article/details/75807446

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