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Java+Swing实现五子棋游戏的示例代码

作者:水坚石青  发布时间:2022-06-27 11:56:22 

标签:Java,Swing,五子棋

一、系统介绍

1.开发环境

开发工具:Eclipse2021

JDK版本:jdk1.8

Mysql版本:8.0.13

2.技术选型

Java+Swing

3.系统功能

实现五子棋游戏,开始游戏,悔棋,认输,退出功能。

二、系统展示

1.首页

Java+Swing实现五子棋游戏的示例代码

2.黑棋走

Java+Swing实现五子棋游戏的示例代码

3.白棋走

Java+Swing实现五子棋游戏的示例代码

三、部分代码

AI.java

package com.sjsq;

import java.util.HashMap;

public class AI implements Gobang {
static HashMap<String, Integer> map = new HashMap<String, Integer>();
static {

/**
* 权值
*/
// 防守权值
// 活1连
map.put("010", 20);  //map.put(key,value) key=键 value=值
map.put("0-10", 10);
// 眠1连
map.put("-110", 1);
map.put("1-10", 1);
// 活2连
map.put("0110", 200);
map.put("0-1-10", 100);
// 眠2连
map.put("-1110", 20);
map.put("1-1-10", 10);
// 活3连
map.put("01110", 7000);
map.put("0-1-1-10", 5000);
// 眠3连
map.put("-11110", 50);
map.put("1-1-1-10", 30);
// 活4连
map.put("011110", 10000);
map.put("0-1-1-1-10", 10000);
// 眠4连
map.put("-111110", 10000);
map.put("1-1-1-1-10", 10000);
// 碰壁眠4连
map.put("11110", 10000);
map.put("-1-1-1-10", 10000);

//进攻权值
//活1连
map.put("010",10);
map.put("0-10",20);
//眠1连
map.put("-110",1);
map.put("1-10",1);
//活2连
map.put("0110", 100);
map.put("0-1-10",200);
//眠2连
map.put("-1110",10);
map.put("1-1-10",20);
//活3连
map.put("01110", 5000);
map.put("0-1-1-10",7000);
//眠3连
map.put("-11110",30);
map.put("1-1-1-10",50);
//活4连
map.put("011110", 10000);
map.put("0-1-1-1-10",10000);
//眠4连
map.put("-111110",10000);
map.put("1-1-1-1-10",10000);
//碰壁眠4连
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) {// 如果该位置没有棋子则开始统计
code = countHL(r, c);// 调用水平向左统计的方法
weight = map.get(code);// 根据棋子相连情况获取对应的权值
if (weight != null) {// 判断是否有该种棋子相连的情况
weightArray[r][c] += weight;// 累加权值
}
// 把另外七个方向统计完毕后,就完成权值统计
code = countHR(r, c);// 调用水平向右统计的方法
weight = map.get(code);// 根据棋子相连情况获取对应的权值
if (weight != null) {// 判断是否有该种棋子相连的情况
weightArray[r][c] += weight;// 累加权值
}

code = countHT(r, c);// 调用水平向左统计的方法
weight = map.get(code);// 根据棋子相连情况获取对应的权值
if (weight != null) {// 判断是否有该种棋子相连的情况
weightArray[r][c] += weight;// 累加权值
}

code = countHB(r, c);// 调用水平向左统计的方法
weight = map.get(code);// 根据棋子相连情况获取对应的权值
if (weight != null) {// 判断是否有该种棋子相连的情况
weightArray[r][c] += weight;// 累加权值
}

code = countHZXS(r, c);// 调用水平向左统计的方法
weight = map.get(code);// 根据棋子相连情况获取对应的权值
if (weight != null) {// 判断是否有该种棋子相连的情况
weightArray[r][c] += weight;// 累加权值
}

code = countHYXS(r, c);// 调用水平向左统计的方法
weight = map.get(code);// 根据棋子相连情况获取对应的权值
if (weight != null) {// 判断是否有该种棋子相连的情况
weightArray[r][c] += weight;// 累加权值
}

code = countHZXX(r, c);// 调用水平向左统计的方法
weight = map.get(code);// 根据棋子相连情况获取对应的权值
if (weight != null) {// 判断是否有该种棋子相连的情况
weightArray[r][c] += weight;// 累加权值
}

code = countHYXX(r, c);// 调用水平向左统计的方法
weight = map.get(code);// 根据棋子相连情况获取对应的权值
if (weight != null) {// 判断是否有该种棋子相连的情况
weightArray[r][c] += weight;// 累加权值
}
// 针对每种情况都进行权值分析,保证五子棋规则的完善
// 判断两个2连在一条直线但中间有一个空位的情况
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;
}

// 判断一个活2连和一个活1连在一条直线上但中间有一个空位的情况
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连的一端被堵了
// "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连和1连在一条线上差一个棋位
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;
}
}
}
}
}

// 水平向左统计的方法
public static String countHL(int r, int c) {
String code = "0";
int chess = 0;// 存储第一颗出现的棋子
// 循环遍历
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) {// 相邻
break;
} else {
code = array1[r1][c] + code;// 记录棋子相连情况
break;
}
} else {// 表示该位置有棋子
if (chess == 0) {// 第一次出现棋子
chess = array1[r1][c];// 记录棋子
code = array1[r1][c] + code;// 记录棋子相连情况
} else if (chess == array1[r1][c]) {
code = array1[r1][c] + code;// 记录棋子相连情况
} else {
code = array1[r1][c] + code;// 记录棋子相连情况
break;
}
}
}
return code;
}

// 水平向右统计的方法
public static String countHR(int r, int c) {
String code = "0";
int chess = 0;// 存储第一颗出现的棋子
// 循环遍历
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) {// 相邻
break;
} else {
code = array1[r1][c] + code;// 记录棋子相连情况
break;
}
} else {// 表示该位置有棋子
if (chess == 0) {// 第一次出现棋子
chess = array1[r1][c];// 记录棋子
code = array1[r1][c] + code;// 记录棋子相连情况
} else if (chess == array1[r1][c]) {
code = array1[r1][c] + code;// 记录棋子相连情况
} else {
code = array1[r1][c] + code;// 记录棋子相连情况
break;
}
}
}
return code;
}

// 竖直向上统计的方法
public static String countHT(int r, int c) {
String code = "0";
int chess = 0;// 存储第一颗出现的棋子
// 循环遍历
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) {// 相邻
break;
} else {
code = array1[r][c1] + code;// 记录棋子相连情况
break;
}
} else {// 表示该位置有棋子
if (chess == 0) {// 第一次出现棋子
chess = array1[r][c1];// 记录棋子
code = array1[r][c1] + code;// 记录棋子相连情况
} else if (chess == array1[r][c1]) {
code = array1[r][c1] + code;// 记录棋子相连情况
} else {
code = array1[r][c1] + code;// 记录棋子相连情况
break;
}
}
}
return code;
}

// 竖直向下统计的方法
public static String countHB(int r, int c) {
String code = "0";
int chess = 0;// 存储第一颗出现的棋子
// 循环遍历
for (int c1 = c + 1; c1 < row; c1++) {
if (array1[r][c1] == 0) {// 表示空位沒没有棋子
if (c1 - 1 == c) {// 相邻
break;
} else {
code = array1[r][c1] + code;// 记录棋子相连情况
break;
}
} else {// 表示该位置有棋子
if (chess == 0) {// 第一次出现棋子
chess = array1[r][c1];// 记录棋子
code = array1[r][c1] + code;// 记录棋子相连情况
} else if (chess == array1[r][c1]) {
code = array1[r][c1] + code;// 记录棋子相连情况
} else {
code = array1[r][c1] + code;// 记录棋子相连情况
break;
}
}
}
return code;
}

// 左斜向上统计的方法
public static String countHZXS(int r, int c) {
String code = "0";
int chess = 0;// 存储第一颗出现的棋子
// 循环遍历
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) {// 相邻
break;
} else {
code = array1[r1][c1] + code;// 记录棋子相连情况
break;
}
} else {// 表示该位置有棋子
if (chess == 0) {// 第一次出现棋子
chess = array1[r1][c1];// 记录棋子
code = array1[r1][c1] + code;// 记录棋子相连情况
} else if (chess == array1[r1][c1]) {
code = array1[r1][c1] + code;// 记录棋子相连情况
} else {
code = array1[r1][c1] + code;// 记录棋子相连情况
break;
}
}
}
return code;
}

// 右斜向上统计的方法
public static String countHYXS(int r, int c) {
String code = "0";
int chess = 0;// 存储第一颗出现的棋子
// 循环遍历
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) {// 相邻
break;
} else {
code = array1[r1][c1] + code;// 记录棋子相连情况
break;
}
} else {// 表示该位置有棋子
if (chess == 0) {// 第一次出现棋子
chess = array1[r1][c1];// 记录棋子
code = array1[r1][c1] + code;// 记录棋子相连情况
} else if (chess == array1[r1][c1]) {
code = array1[r1][c1] + code;// 记录棋子相连情况
} else {
code = array1[r1][c1] + code;// 记录棋子相连情况
break;
}
}
}
return code;
}

// 左斜向下统计的方法
public static String countHZXX(int r, int c) {
String code = "0";
int chess = 0;// 存储第一颗出现的棋子
// 循环遍历
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) {// 相邻
break;
} else {
code = array1[r1][c1] + code;// 记录棋子相连情况
break;
}
} else {// 表示该位置有棋子
if (chess == 0) {// 第一次出现棋子
chess = array1[r1][c1];// 记录棋子
code = array1[r1][c1] + code;// 记录棋子相连情况
} else if (chess == array1[r1][c1]) {
code = array1[r1][c1] + code;// 记录棋子相连情况
} else {
code = array1[r1][c1] + code;// 记录棋子相连情况
break;
}
}
}
return code;
}

// 右斜向下统计的方法
public static String countHYXX(int r, int c) {
String code = "0";
int chess = 0;// 存储第一颗出现的棋子
// 循环遍历
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) {// 相邻
break;
} else {
code = array1[r1][c1] + code;// 记录棋子相连情况
break;
}
} else {// 表示该位置有棋子
if (chess == 0) {// 第一次出现棋子
chess = array1[r1][c1];// 记录棋子
code = array1[r1][c1] + code;// 记录棋子相连情况
} else if (chess == array1[r1][c1]) {
code = array1[r1][c1] + code;// 记录棋子相连情况
} else {
code = array1[r1][c1] + code;// 记录棋子相连情况
break;
}
}
}
return code;
}
}

Chess.java

package com.sjsq;

import java.awt.Color;//设置棋子颜色和棋子的落子位置

public class Chess extends Object implements Gobang{
int coloum,row; //输入列数,行数
Color color; //棋盘颜色的设置

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  申明全局变量
public static final int size = 40; // 设置格子大小为40
public static final int X = 20, Y = 20; // 设置棋盘右上角的位置
public static final int coloum = 15;    //设置行数
public static final int row = 15;       //设置列数
public static final int[][] array1 = new int[coloum][row];   //记录棋子位置的数组
public static final int[][] weightArray = new int[coloum][row];    //记录棋盘每个位置的权值
public static final boolean flag[] = new boolean[2];    //记录选择的模式
public static final boolean co[] = new boolean[2];    //记录选择的棋色
}

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;   // 棋盘面板对象
private Graphics g;     // 画笔对象
boolean cco=true;      //记录玩家下棋还是电脑下棋
boolean fff=true;     //记录是否能悔棋
boolean ggg=true;    //记录是否能认输
private MyArrayList<Chess> array;
int coloum1,row1;
int xx,yy,max;

public GobangListener(GobangMain gm,MyArrayList<Chess> array) {  //从GobangMain传窗体对象和记录棋子的数组
this.gm = gm;
this.array=array;
}

public void actionPerformed(ActionEvent e) {
   if (e.getActionCommand().equals("悔棋")) {
   if(flag[0]) {           //人人对战悔棋
   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]) {      //人机对战悔棋
   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("认输")) {
   if(ggg) {
   if(flag[0]){
   if(cco) {
   JOptionPane.showMessageDialog(gm, "白棋获胜");
   }else {
   JOptionPane.showMessageDialog(gm, "黑棋获胜");
   }
   gm.removeMouseListener(this);
   fff=false;
   ggg=false;
   }
   if(flag[1]) {
   if(co[0]) {
       if(cco) {
       JOptionPane.showMessageDialog(gm, "黑棋获胜");
       }else {
       JOptionPane.showMessageDialog(gm, "白棋获胜");
       }
       gm.removeMouseListener(this);
       fff=false;
       ggg=false;
   }
   if(co[1]) {
       if(cco) {
       JOptionPane.showMessageDialog(gm, "白棋获胜");
       }else {
       JOptionPane.showMessageDialog(gm, "黑棋获胜");
       }
       gm.removeMouseListener(this);
       fff=false;
       ggg=false;
           array.Reset();
   }
   }
   }
   }
   if (e.getActionCommand().equals("退出")) {   //退出游戏
   System.exit(0);
}
   if (e.getActionCommand().equals("人人对战")) {  //选择人人对战模式 flag[0]为true,flag[1]为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("人机对战")) {  //选择人机对战模式 flag[0]为false,flag[1]为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("开始新游戏")) {
   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先手第一个子落点
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) {     //鼠标松开的时候进行的操作
if(flag[0]) {  //选择人人对战模式进行的操作
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, "黑棋获胜");
}else {
JOptionPane.showMessageDialog(gm, "白棋获胜");
}
gm.removeMouseListener(this);
fff=false;
ggg=false;
   array.Reset();
}
cco=!cco;

}

}
}

if(flag[1]) { //选择人机对战进行的操作
if (g == null)
g = gm.getGraphics();
if(co[1]) {
if(cco) { //若cco为true,则人下棋
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, "黑棋获胜");
}else {
JOptionPane.showMessageDialog(gm, "白棋获胜");
}
gm.removeMouseListener(this);
fff=false;
ggg=false;
   array.Reset();
cco=!cco;
}
cco=!cco;

}

}
}
if(!cco) {  //若cco为false,则机器下棋
AIX();
}
}
if(co[0]) {
if(cco) { //若cco为true,则人下棋
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, "白棋获胜");
}else {
JOptionPane.showMessageDialog(gm, "黑棋获胜");
}
gm.removeMouseListener(this);
fff=false;
ggg=false;
   array.Reset();
cco=!cco;
}
cco=!cco;

}

}
}
if(!cco) {  //若cco为false,则机器下棋
AIX();
}
}
}

}

//调用AI进行下棋
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, "黑棋获胜");
}else {
JOptionPane.showMessageDialog(gm, "白棋获胜");
}
gm.removeMouseListener(this);  //移除监听,这时将不能对棋盘进行操作
fff=false;         //设置不能进行悔棋
ggg=false;         //设置不能进行认输
   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, "白棋获胜");
}else {
JOptionPane.showMessageDialog(gm, "黑棋获胜");
}
gm.removeMouseListener(this);  //移除监听,这时将不能对棋盘进行操作
fff=false;         //设置不能进行悔棋
ggg=false;         //设置不能进行认输
   array.Reset();
}
cco=!cco;
}
}
}

}

来源:https://blog.csdn.net/helongqiang/article/details/122849465

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