Java 五子棋游戏源代码(人机对战)

ayona333 贡献于2012-10-26

作者 微软用户  创建于2010-11-06 06:57:00   修改者MC SYSTEM  修改于2010-11-06 06:57:00字数12690

文档摘要:Java编程:五子棋游戏源代码
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 //Java编程:五子棋游戏源代码 import java.awt.*; import java.awt.event.*; import java.applet.*; import javax.swing.*; import java.io.PrintStream; import javax.swing.JComponent; import javax.swing.JPanel; /* *main方法创建了ChessFrame类的一个实例对象(cf), *并启动屏幕显示显示该实例对象。 **/ public class FiveChessAppletDemo { public static void main(String args[]){ ChessFrame cf = new ChessFrame(); cf.show(); } } /* *类ChessFrame主要功能是创建五子棋游戏主窗体和菜单 **/ class ChessFrame extends JFrame implements ActionListener { private String[] strsize={"20x15","30x20","40x30"}; private String[] strmode={"人机对弈","人人对弈"}; public static boolean iscomputer=true,checkcomputer=true; private int width,height; private ChessModel cm; private MainPanel mp; //构造五子棋游戏的主窗体 public ChessFrame() { this.setTitle("五子棋游戏"); cm=new ChessModel(1); mp=new MainPanel(cm); Container con=this.getContentPane(); con.add(mp,"Center"); this.setResizable(false); this.addWindowListener(new ChessWindowEvent()); MapSize(20,15); JMenuBar mbar = new JMenuBar(); this.setJMenuBar(mbar); JMenu gameMenu = new JMenu("游戏"); mbar.add(makeMenu(gameMenu, new Object[] { "开局", "棋盘","模式", null, "退出" }, this)); JMenu lookMenu =new JMenu("视图"); mbar.add(makeMenu(lookMenu,new Object[] { "Metal","Motif","Windows" },this)); JMenu helpMenu = new JMenu("帮助"); mbar.add(makeMenu(helpMenu, new Object[] { "关于" }, this)); } //构造五子棋游戏的主菜单 public JMenu makeMenu(Object parent, Object items[], Object target){ JMenu m = null; if(parent instanceof JMenu) m = (JMenu)parent; else if(parent instanceof String) m = new JMenu((String)parent); else return null; for(int i = 0; i < items.length; i++) if(items[i] == null) m.addSeparator(); else if(items[i] == "棋盘"){ JMenu jm = new JMenu("棋盘"); ButtonGroup group=new ButtonGroup(); JRadioButtonMenuItem rmenu; for (int j=0;j= 1){ cm = new ChessModel(modeChess); MapSize(cm.getWidth(),cm.getHeight()); }else{ System.out.println("\u81EA\u5B9A\u4E49"); } } public void actionPerformed(ActionEvent e){ String arg=e.getActionCommand(); try{ if (arg.equals("Windows")) UIManager.setLookAndFeel( "com.sun.java.swing.plaf.windows.WindowsLookAndFeel"); else if(arg.equals("Motif")) UIManager.setLookAndFeel( "com.sun.java.swing.plaf.motif.MotifLookAndFeel"); else UIManager.setLookAndFeel( "javax.swing.plaf.metal.MetalLookAndFeel" ); SwingUtilities.updateComponentTreeUI(this); }catch(Exception ee){} if(arg.equals("20x15")){ this.width=20; this.height=15; cm=new ChessModel(1); MapSize(this.width,this.height); SwingUtilities.updateComponentTreeUI(this); } if(arg.equals("30x20")){ this.width=30; this.height=20; cm=new ChessModel(2); MapSize(this.width,this.height); SwingUtilities.updateComponentTreeUI(this); } if(arg.equals("40x30")){ this.width=40; this.height=30; cm=new ChessModel(3); MapSize(this.width,this.height); SwingUtilities.updateComponentTreeUI(this); } if(arg.equals("人机对弈")){ this.checkcomputer=true; this.iscomputer=true; cm=new ChessModel(cm.getModeChess()); MapSize(cm.getWidth(),cm.getHeight()); SwingUtilities.updateComponentTreeUI(this); } if(arg.equals("人人对弈")){ this.checkcomputer=false; this.iscomputer=false; cm=new ChessModel(cm.getModeChess()); MapSize(cm.getWidth(),cm.getHeight()); SwingUtilities.updateComponentTreeUI(this); } if(arg.equals("开局")){ restart(); } if(arg.equals("关于")) JOptionPane.showMessageDialog(this, "五子棋游戏测试版本", "关于", 0); if(arg.equals("退出")) System.exit(0); } } /* *类ChessModel实现了整个五子棋程序算法的核心 */ class ChessModel { //棋盘的宽度、高度、棋盘的模式(如20×15) private int width,height,modeChess; //棋盘方格的横向、纵向坐标 private int x=0,y=0; //棋盘方格的横向、纵向坐标所对应的棋子颜色, //数组arrMapShow只有3个值:1,2,3,-5, //其中1代表该棋盘方格上下的棋子为黑子, //2代表该棋盘方格上下的棋子为白子, //3代表为该棋盘方格上没有棋子, //-5代表该棋盘方格不能够下棋子 private int[][] arrMapShow; //交换棋手的标识,棋盘方格上是否有棋子的标识符 private boolean isOdd,isExist; public ChessModel() {} //该构造方法根据不同的棋盘模式(modeChess)来构建对应大小的棋盘 public ChessModel(int modeChess){ this.isOdd=true; if(modeChess == 1){ PanelInit(20, 15, modeChess); } if(modeChess == 2){ PanelInit(30, 20, modeChess); } if(modeChess == 3){ PanelInit(40, 30, modeChess); } } //按照棋盘模式构建棋盘大小 private void PanelInit(int width, int height, int modeChess){ this.width = width; this.height = height; this.modeChess = modeChess; arrMapShow = new int[width+1][height+1]; for(int i = 0; i <= width; i++){ for(int j = 0; j <= height; j++){ arrMapShow[i][j] = -5; } } } //获取是否交换棋手的标识符 public boolean getisOdd(){ return this.isOdd; } //设置交换棋手的标识符 public void setisOdd(boolean isodd){ if(isodd) this.isOdd=true; else this.isOdd=false; } //获取某棋盘方格是否有棋子的标识值 public boolean getisExist(){ return this.isExist; } //获取棋盘宽度 public int getWidth(){ return this.width; } //获取棋盘高度 public int getHeight(){ return this.height; } //获取棋盘模式 public int getModeChess(){ return this.modeChess; } //获取棋盘方格上棋子的信息 public int[][] getarrMapShow(){ return arrMapShow; } //判断下子的横向、纵向坐标是否越界 private boolean badxy(int x, int y){ if(x >= width+20 || x < 0) return true; return y >= height+20 || y < 0; } //计算棋盘上某一方格上八个方向棋子的最大值, //这八个方向分别是:左、右、上、下、左上、左下、右上、右下 public boolean chessExist(int i,int j){ if(this.arrMapShow[i][j]==1 || this.arrMapShow[i][j]==2) return true; return false; } //判断该坐标位置是否可下棋子 public void readyplay(int x,int y){ if(badxy(x,y)) return; if (chessExist(x,y)) return; this.arrMapShow[x][y]=3; } //在该坐标位置下棋子 public void play(int x,int y){ if(badxy(x,y)) return; if(chessExist(x,y)){ this.isExist=true; return; }else this.isExist=false; if(getisOdd()){ setisOdd(false); this.arrMapShow[x][y]=1; }else{ setisOdd(true); this.arrMapShow[x][y]=2; } } //计算机走棋 /* *说明:用穷举法判断每一个坐标点的四个方向的的最大棋子数, *最后得出棋子数最大值的坐标,下子 **/ public void computerDo(int width,int height){ int max_black,max_white,max_temp,max=0; setisOdd(true); System.out.println("计算机走棋 ..."); for(int i = 0; i <= width; i++){ for(int j = 0; j <= height; j++){ if(!chessExist(i,j)){//算法判断是否下子 max_white=checkMax(i,j,2);//判断白子的最大值 max_black=checkMax(i,j,1);//判断黑子的最大值 max_temp=Math.max(max_white,max_black); if(max_temp>max){ max=max_temp; this.x=i; this.y=j; } } } } setX(this.x); setY(this.y); this.arrMapShow[this.x][this.y]=2; } //记录电脑下子后的横向坐标 public void setX(int x){ this.x=x; } //记录电脑下子后的纵向坐标 public void setY(int y){ this.y=y; } //获取电脑下子的横向坐标 public int getX(){ return this.x; } //获取电脑下子的纵向坐标 public int getY(){ return this.y; } //计算棋盘上某一方格上八个方向棋子的最大值, //这八个方向分别是:左、右、上、下、左上、左下、右上、右下 public int checkMax(int x, int y,int black_or_white){ int num=0,max_num,max_temp=0; int x_temp=x,y_temp=y; int x_temp1=x_temp,y_temp1=y_temp; //judge right for(int i=1;i<5;i++){ x_temp1+=1; if(x_temp1>this.width) break; if(this.arrMapShow[x_temp1][y_temp1]==black_or_white) num++; else break; } //judge left x_temp1=x_temp; for(int i=1;i<5;i++){ x_temp1-=1; if(x_temp1<0) break; if(this.arrMapShow[x_temp1][y_temp1]==black_or_white) num++; else break; } if(num<5) max_temp=num; //judge up x_temp1=x_temp; y_temp1=y_temp; num=0; for(int i=1;i<5;i++){ y_temp1-=1; if(y_temp1<0) break; if(this.arrMapShow[x_temp1][y_temp1]==black_or_white) num++; else break; } //judge down y_temp1=y_temp; for(int i=1;i<5;i++){ y_temp1+=1; if(y_temp1>this.height) break; if(this.arrMapShow[x_temp1][y_temp1]==black_or_white) num++; else break; } if(num>max_temp&&num<5) max_temp=num; //judge left_up x_temp1=x_temp; y_temp1=y_temp; num=0; for(int i=1;i<5;i++){ x_temp1-=1; y_temp1-=1; if(y_temp1<0 || x_temp1<0) break; if(this.arrMapShow[x_temp1][y_temp1]==black_or_white) num++; else break; } //judge right_down x_temp1=x_temp; y_temp1=y_temp; for(int i=1;i<5;i++){ x_temp1+=1; y_temp1+=1; if(y_temp1>this.height || x_temp1>this.width) break; if(this.arrMapShow[x_temp1][y_temp1]==black_or_white) num++; else break; } if(num>max_temp&&num<5) max_temp=num; //judge right_up x_temp1=x_temp; y_temp1=y_temp; num=0; for(int i=1;i<5;i++){ x_temp1+=1; y_temp1-=1; if(y_temp1<0 || x_temp1>this.width) break; if(this.arrMapShow[x_temp1][y_temp1]==black_or_white) num++; else break; } //judge left_down x_temp1=x_temp; y_temp1=y_temp; for(int i=1;i<5;i++){ x_temp1-=1; y_temp1+=1; if(y_temp1>this.height || x_temp1<0) break; if(this.arrMapShow[x_temp1][y_temp1]==black_or_white) num++; else break; } if(num>max_temp&&num<5) max_temp=num; max_num=max_temp; return max_num; } //判断胜负 public boolean judgeSuccess(int x,int y,boolean isodd){ int num=1; int arrvalue; int x_temp=x,y_temp=y; if(isodd) arrvalue=2; else arrvalue=1; int x_temp1=x_temp,y_temp1=y_temp; //判断右边 for(int i=1;i<6;i++){ x_temp1+=1; if(x_temp1>this.width) break; if(this.arrMapShow[x_temp1][y_temp1]==arrvalue) num++; else break; } //判断左边 x_temp1=x_temp; for(int i=1;i<6;i++){ x_temp1-=1; if(x_temp1<0) break; if(this.arrMapShow[x_temp1][y_temp1]==arrvalue) num++; else break; } if(num==5) return true; //判断上方 x_temp1=x_temp; y_temp1=y_temp; num=1; for(int i=1;i<6;i++){ y_temp1-=1; if(y_temp1<0) break; if(this.arrMapShow[x_temp1][y_temp1]==arrvalue) num++; else break; } //判断下方 y_temp1=y_temp; for(int i=1;i<6;i++){ y_temp1+=1; if(y_temp1>this.height) break; if(this.arrMapShow[x_temp1][y_temp1]==arrvalue) num++; else break; } if(num==5) return true; //判断左上 x_temp1=x_temp; y_temp1=y_temp; num=1; for(int i=1;i<6;i++){ x_temp1-=1; y_temp1-=1; if(y_temp1<0 || x_temp1<0) break; if(this.arrMapShow[x_temp1][y_temp1]==arrvalue) num++; else break; } //判断右下 x_temp1=x_temp; y_temp1=y_temp; for(int i=1;i<6;i++){ x_temp1+=1; y_temp1+=1; if(y_temp1>this.height || x_temp1>this.width) break; if(this.arrMapShow[x_temp1][y_temp1]==arrvalue) num++; else break; } if(num==5) return true; //判断右上 x_temp1=x_temp; y_temp1=y_temp; num=1; for(int i=1;i<6;i++){ x_temp1+=1; y_temp1-=1; if(y_temp1<0 || x_temp1>this.width) break; if(this.arrMapShow[x_temp1][y_temp1]==arrvalue) num++; else break; } //判断左下 x_temp1=x_temp; y_temp1=y_temp; for(int i=1;i<6;i++){ x_temp1-=1; y_temp1+=1; if(y_temp1>this.height || x_temp1<0) break; if(this.arrMapShow[x_temp1][y_temp1]==arrvalue) num++; else break; } if(num==5) return true; return false; } //赢棋后的提示 public void showSuccess(JPanel jp){ JOptionPane.showMessageDialog(jp,"你赢了,好厉害!","win", JOptionPane.INFORMATION_MESSAGE); } //输棋后的提示 public void showDefeat(JPanel jp){ JOptionPane.showMessageDialog(jp,"你输了,请重新开始!","lost", JOptionPane.INFORMATION_MESSAGE); } } /* *类MainPanel主要完成如下功能: *1、构建一个面板,在该面板上画上棋盘; *2、处理在该棋盘上的鼠标事件(如鼠标左键点击、鼠标右键点击、鼠标拖动等) **/ class MainPanel extends JPanel implements MouseListener,MouseMotionListener{ private int width,height;//棋盘的宽度和高度 private ChessModel cm; //根据棋盘模式设定面板的大小 MainPanel(ChessModel mm){ cm=mm; width=cm.getWidth(); height=cm.getHeight(); addMouseListener(this); } //根据棋盘模式设定棋盘的宽度和高度 public void setModel(ChessModel mm){ cm = mm; width = cm.getWidth(); height = cm.getHeight(); } //根据坐标计算出棋盘方格棋子的信息(如白子还是黑子), //然后调用draw方法在棋盘上画出相应的棋子 public void paintComponent(Graphics g){ super.paintComponent(g); for(int j = 0; j <= height; j++){ for(int i = 0; i <= width; i++){ int v = cm.getarrMapShow()[i][j]; draw(g, i, j, v); } } } //根据提供的棋子信息(颜色、坐标)画棋子 public void draw(Graphics g, int i, int j, int v){ int x = 20 * i+20; int y = 20 * j+20; //画棋盘 if(i!=width && j!=height){ g.setColor(Color.white); g.drawRect(x,y,20,20); } //画黑色棋子 if(v == 1 ){ g.setColor(Color.gray); g.drawOval(x-8,y-8,16,16); g.setColor(Color.black); g.fillOval(x-8,y-8,16,16); } //画白色棋子 if(v == 2 ){ g.setColor(Color.gray); g.drawOval(x-8,y-8,16,16); g.setColor(Color.white); g.fillOval(x-8,y-8,16,16); } if(v ==3){ g.setColor(Color.cyan); g.drawOval(x-8,y-8,16,16); } } //响应鼠标的点击事件,根据鼠标的点击来下棋, //根据下棋判断胜负等 public void mousePressed(MouseEvent evt){ int x = (evt.getX()-10) / 20; int y = (evt.getY()-10) / 20; System.out.println(x+" "+y); if (evt.getModifiers()==MouseEvent.BUTTON1_MASK){ cm.play(x,y); System.out.println(cm.getisOdd()+" "+cm.getarrMapShow()[x][y]); repaint(); if(cm.judgeSuccess(x,y,cm.getisOdd())){ cm.showSuccess(this); evt.consume(); ChessFrame.iscomputer=false; } //判断是否为人机对弈 if(ChessFrame.iscomputer&&!cm.getisExist()){ cm.computerDo(cm.getWidth(),cm.getHeight()); repaint(); if(cm.judgeSuccess(cm.getX(),cm.getY(),cm.getisOdd())){ cm.showDefeat(this); evt.consume(); } } } } public void mouseClicked(MouseEvent evt){} public void mouseReleased(MouseEvent evt){} public void mouseEntered(MouseEvent mouseevt){} public void mouseExited(MouseEvent mouseevent){} public void mouseDragged(MouseEvent evt){} //响应鼠标的拖动事件 public void mouseMoved(MouseEvent moveevt){ int x = (moveevt.getX()-10) / 20; int y = (moveevt.getY()-10) / 20; cm.readyplay(x,y); repaint(); } } class ChessWindowEvent extends WindowAdapter{ public void windowClosing(WindowEvent e){ System.exit(0); } ChessWindowEvent() { } }

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