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
简介
相比之前,做出了以下修改:
1.新增菜单栏,将重新开始和退出的按钮移到了菜单栏;
2.可以实时显示时间(多线程);
3.下棋时可以显示当前是哪一方在下棋;
4.可以更改背景颜色;
5.可以更改先行方(默认黑子)。
结果
完整代码
1.Frame.java(主界面)
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package Gobang; import javax.swing.*; import java.awt.*; import java.awt.event.*; import java.awt.image.*;
//import java.applet.*; //import java.net.*; //import java.io.*; //import javax.imageio.*; public class Frame extends JFrame implements MouseListener,ActionListener{ //JFrame的扩展类
//ImageIcon image; //JLayeredPane layeredPane; //JPanel jp; /*本来想用于播放背景音乐,但是没有成功,,,先暂时放弃 File f; URI uri; URL url; @SuppressWarnings("deprecation") */ private static final long serialVersionUID = 1L; public JButton AdmitDefeatButton,RegretButton; //两个按钮,各有其功能。 JLabel TimeLabel; //用来显示时间 JLabel jl1,jl2,jl3; //游戏信息 Graphics g; //画笔 BufferedImage buf;
int x; //鼠标的坐标 int y; int [][] Chess = new int [ 20 ][ 20 ]; // 保存棋子,1表示黑子,2表示白子 boolean IsBlack = true ; //表示当前要下的是黑子还是白子,true表示黑子,false表示白子 boolean IsFinish = false ; //表示当前游戏是否结束 int xRange; int yRange; int [] chessX = new int [ 400 ]; //用来保存从开始到当前的所有棋子,用于悔棋; int [] chessY = new int [ 400 ]; int countX = 0 ; int countY = 0 ;
//菜单栏 JMenuBar menubar; JMenu menu; JMenu setmenu; JMenuItem RestartItem,ExitItem,IntroItem,BackgroundItem,FirstItem;
//获取屏幕的宽度和高度 Toolkit kit = Toolkit.getDefaultToolkit(); Dimension screenSize = kit.getScreenSize(); int screenWidth = screenSize.width; int screenHeight = screenSize.height;
public Frame() { /*插入背景图片 //layeredPane=new JLayeredPane(); //image=new ImageIcon("F:\\JAVA\\eclipse-workspace\\Gobang\\src\\1.jpg");//随便找一张图就可以看到效果。 //jp=new JPanel(); //jp.setBounds(0,0,600,600); //jl=new JLabel(image); //jl.setBounds(0,0,image.getIconWidth(),image.getIconHeight()); //jp.add(jl); //layeredPane.add(jp,JLayeredPane.DEFAULT_LAYER); //this.setLayeredPane(layeredPane); */
/*音频播放部分 try { f = new File(""); uri = f.toURI(); url = uri.toURL(); AudioClip aau; aau = Applet.newAudioClip(url); aau.loop(); //循环播放 } catch (Exception e) { e.printStackTrace(); } */
//设置标题、大小、排列方式等 this .setTitle( "五子棋" ); this .setSize( 600 , 600 ); this .setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); this .setVisible( true ); this .setLayout( null ); int height = this .getHeight(); int width = this .getWidth(); this .setLocation(screenWidth/ 2 -width/ 2 , screenHeight/ 2 -height/ 2 );
//实时显示时间,用到多线程来实时显示。 jl1 = new JLabel( "北京时间" ); jl1.setLocation( 430 , 120 ); jl1.setSize( 80 , 20 ); this .add(jl1); TimeLabel = new JLabel(); new Thread( new Time(TimeLabel)).start(); //新建一个线程 TimeLabel.setLocation( 510 , 120 ); TimeLabel.setSize( 80 , 20 ); this .add(TimeLabel);
//显示游戏信息,当前是谁执子; jl2 = new JLabel( "游戏信息" ); jl2.setLocation( 430 , 150 ); jl2.setSize( 80 , 20 ); jl3 = new JLabel( "黑方先行" ); jl3.setLocation( 510 , 150 ); jl3.setSize( 80 , 20 ); this .add(jl2); this .add(jl3);
//设置背景颜色 this .getContentPane().setBackground( new Color( 255 , 239 , 213 )); this .getContentPane().setVisible( true );
//设置菜单栏 menubar = new JMenuBar(); //菜单栏 menu = new JMenu( "游戏操作" ); RestartItem = new JMenuItem( "重新开始" ); ExitItem = new JMenuItem( "退出" ); menu.add(RestartItem); menu.add(ExitItem); menubar.add(menu); setmenu = new JMenu( "设置" ); IntroItem = new JMenuItem( "游戏说明" ); BackgroundItem = new JMenuItem( "背景颜色" ); FirstItem = new JMenuItem( "先行方" ); setmenu.add(IntroItem); setmenu.add(BackgroundItem); setmenu.add(FirstItem); menubar.add(setmenu); menubar.setBackground( new Color( 249 , 205 , 173 )); menubar.setVisible( true ); this .setJMenuBar(menubar);
//两个按钮,认输和悔棋; AdmitDefeatButton = new JButton( "认输" ); AdmitDefeatButton.setSize( 80 , 40 ); AdmitDefeatButton.setLocation( 120 , 480 ); RegretButton = new JButton( "悔棋" ); RegretButton.setSize( 80 , 40 ); RegretButton.setLocation( 240 , 480 ); this .add(AdmitDefeatButton); this .add(RegretButton);
/* 五个按钮添加到中间容器; panel1 = new JPanel(); panel1.setBorder(BorderFactory.createLoweredBevelBorder()); //设置边框 panel1.setLayout(new GridLayout(1,5)); panel1.add(RestartButton); panel1.add(SetButton); panel1.add(AdmitDefeatButton); panel1.add(RegretButton); panel1.add(ExitButton); this.add(panel1); panel1.setSize(460,30); panel1.setLocation(0, 460); */
this .repaint(); //表示重新绘制画布,可以自动调用paint函数; //本类作为监听类,包括鼠标监听和按钮动作监听; this .addMouseListener( this ); IntroItem.addActionListener( this ); BackgroundItem.addActionListener( this ); FirstItem.addActionListener( this ); RestartItem.addActionListener( this ); AdmitDefeatButton.addActionListener( this ); RegretButton.addActionListener( this ); ExitItem.addActionListener( this ); } //画布绘制 public void paint(Graphics g) { if (g == null ) //如果第一次绘制,新建一个图片,并且创建画布。 { buf = new BufferedImage( 450 , 450 , BufferedImage.TYPE_INT_RGB); g = buf.createGraphics(); } if (g != null ) // { super .paint(g); //表示在原来图像的基础上,再画图 g.setColor( new Color( 249 , 205 , 173 )); //画笔颜色调成褐色; g.fill3DRect( 20 , 130 , 400 , 400 , true ); //用画笔画一个边长为400的正方形;边距为20,130 for ( int i = 0 ; i <= 20 ; i++) //用画笔横竖各画19条线 { g.setColor(Color.BLACK); //画笔颜色调为黑色; g.drawLine( 20 , 130 +i* 20 , 420 , 130 +i* 20 ); g.drawLine( 20 +i* 20 , 130 , 20 +i* 20 , 530 ); } } for ( int i= 0 ; i< 20 ; i++){ for ( int j = 0 ; j < 20 ; j++) { //画实心黑子,直径16 if (Chess[i][j] == 1 ){ int tempX = i* 20 + 12 ; int tempY = j* 20 + 122 ; g.setColor(Color.BLACK); g.fillOval(tempX, tempY, 16 , 16 ); g.setColor(Color.BLACK); g.drawOval(tempX, tempY, 16 , 16 ); }
//画实心白子,直径16 if (Chess[i][j] == 2 ){ int tempX = i* 20 + 12 ; int tempY = j* 20 + 122 ; g.setColor(Color.WHITE); g.fillOval(tempX, tempY, 16 , 16 ); g.setColor(Color.WHITE); g.drawOval(tempX, tempY, 16 , 16 ); } } } g.drawImage(buf, 0 , 0 , this );
}
public void mousePressed(MouseEvent e) { // TODO Auto-generated method stub
if (!IsFinish) //判断棋局是否结束 { x = e.getX(); //获取当前鼠标点击位置 y = e.getY(); if (x >= 20 && x < 420 && y >= 130 && y<= 530 ) //判断鼠标是否在棋局内 { xRange = (x- 20 )% 20 ; if (xRange > 10 && xRange < 20 ) //如果在交叉点的边长为10的范围内,就把棋子下在这; { x = (x - 20 ) / 20 + 1 ; } else { x = (x - 20 ) / 20 ; } yRange = (y- 130 )% 20 ; if (yRange > 10 && yRange < 20 ) { y = (y - 130 ) / 20 + 1 ; } else { y = (y - 130 ) / 20 ; }
if (Chess[x][y] == 0 ) //如果该交叉点没有被下过; { chessX[countX++] = x; //存储当前棋子的位置; chessY[countY++] = y; if (jl3.getText().equals( "黑方先行" )) //如果是黑子 { Chess[x][y] = 1 ; IsBlack = false ; jl3.setText( "白方先行" ); } else if (jl3.getText().equals( "白方先行" )) { Chess[x][y] = 2 ; IsBlack = true ; jl3.setText( "黑方先行" ); } this .repaint(); //重新绘制画布 }
if ( this .isWin()) //如果下棋之后赢了,弹出对话框 { if (Chess[x][y] == 1 ) { JOptionPane.showMessageDialog( this , "黑方胜利" ); } else { JOptionPane.showMessageDialog( this , "白方胜利" ); } this .IsFinish = true ; //游戏结束 }
}
} }
public boolean isWin(){ boolean flag = false ; int count = 1 ; int color = Chess[x][y]; //判断横向是否有5个棋子相连 count = this .checkCount( 1 , 0 ,color); if (count >= 5 ){ flag = true ; } else { //判断纵向 count = this .checkCount( 0 , 1 ,color); if (count >= 5 ){ flag = true ; } else { //判断右上,左下 count = this .checkCount( 1 ,- 1 ,color); if (count >= 5 ){ flag = true ; } else { //判断右下,左上 count = this .checkCount( 1 , 1 ,color); if (count >= 5 ){ flag = true ; } } } } return flag; } // 检查棋盘中的五子棋是否连成五子,xChange,yChange为相对于当前棋子位置的变化量 public int checkCount( int xChange , int yChange , int color){ int count = 1 ; //统计总共有几个连着的棋子; int tempX = xChange; int tempy = yChange; //判断棋子右边有没有相同颜色的棋子; while (x + xChange >= 0 && x+xChange < 20 && y+yChange >= 0 && y+yChange < 20 && color == Chess[x+xChange][y+yChange]) { count++; //如果有,棋子数加一 if (xChange != 0 ) xChange++; //如果横向方向变化,x相对位置加一 if (yChange != 0 ) { if (yChange != 0 ) { if (yChange > 0 ) //如果纵向方向增加,y相对位置加一 { yChange++; } else //如果纵向方向减小,y相对位置减一 { yChange--; } } }
} xChange = tempX; yChange = tempy; //判断棋子左边有没有相同颜色的棋子; while (x-xChange >= 0 && x-xChange < 20 && y-yChange >= 0 && y-yChange < 20 && color == Chess[x-xChange][y-yChange]) { count++; if (xChange != 0 ) { xChange++; } if (yChange != 0 ) { if (yChange > 0 ) { yChange++; } else { yChange--; } } } return count; } //监听动作函数 //@SuppressWarnings("deprecation") public void actionPerformed(ActionEvent e) { // TODO Auto-generated method stub
if (e.getActionCommand()== "重新开始" ) //如果点击的按钮是RestartButton,清空画板,还原设置 { if (JOptionPane.showConfirmDialog( this , "是否重新开始游戏?" ) == 0 ) { for ( int i = 0 ; i < 20 ; i++) { for ( int j = 0 ; j < 20 ; j++) { Chess[i][j] = 0 ; //清空棋盘的棋子 }
}
//清空下棋棋子坐标的记录 for ( int i = 0 ; i < 400 ; i++) { chessX[i] = 0 ; chessY[i] = 0 ; } countX = 0 ; countY = 0 ; IsBlack = true ; jl3.setText( "黑方先行" ); IsFinish = false ; this .repaint(); } } if (e.getSource() == AdmitDefeatButton) //如果点击的按钮是AdmitDefeatButton,结束游戏,并提示 { if (!IsFinish) //判断棋局是否结束 { if (JOptionPane.showConfirmDialog( this , "是否确定认输?" ) == 0 ) { if (IsBlack == true ) { JOptionPane.showMessageDialog( this , "白方获胜" ); } else { JOptionPane.showMessageDialog( this , "黑方获胜" ); } IsFinish = true ; } } } if (e.getActionCommand()== "退出" ) //如果点击的按钮是ExitButton,退出程序 { if (JOptionPane.showConfirmDialog( this , "是否确定退出?" ) == 0 ) { System.exit( 0 ); } } if (e.getSource() == RegretButton) ///如果点击的按钮是RegretButton,悔棋一步 { if (!IsFinish) //判断棋局是否结束 { if (IsBlack == true ) //如果现在是黑子要下,表示悔棋的是白子 { if (JOptionPane.showConfirmDialog( this , "白方想要悔棋,是否同意?" ) == 0 ) { int tempX = chessX[--countX]; //获取上一步白子下的位置; int tempY = chessY[--countY]; Chess[tempX][tempY] = 0 ; //撤回白子 IsBlack = false ; //当前要下的变为白方 jl3.setText( "白方先行" ); } } else { if (JOptionPane.showConfirmDialog( this , "黑方想要悔棋?" ) == 0 ) { int tempX = chessX[--countX]; int tempY = chessY[--countY]; Chess[tempX][tempY] = 0 ; IsBlack = true ; jl3.setText( "黑方先行" ); } } this .repaint(); //重新绘制画布 } } if (e.getActionCommand()== "游戏说明" ) { JDialog frame1 = new JDialog(); //新建对话框 frame1.setSize( 200 , 200 ); int height = frame1.getHeight(); int width = frame1.getWidth(); frame1.setLocation(screenWidth/ 2 -width/ 2 , screenHeight/ 2 -height/ 2 ); JTextArea ta = new JTextArea(); //新建文本框 ta.setText( "双方分别使用黑白两色的棋子,下在棋盘直线与横线的交叉点上,先形成五子连线者获胜。" ); ta.setEditable( false ); JScrollPane jsp = new JScrollPane(ta); frame1.setTitle( "规则" ); frame1.getContentPane().add(jsp); //添加文本框 frame1.setModalityType(Dialog.ModalityType.APPLICATION_MODAL); // 设置模式类型 frame1.setVisible( true ); } if (e.getActionCommand()== "背景颜色" ) { JDialog frame2 = new JDialog(); //新建对话框 frame2.setSize( 150 , 200 ); int height = frame2.getHeight(); int width = frame2.getWidth(); frame2.setLocation(screenWidth/ 2 -width/ 2 , screenHeight/ 2 -height/ 2 ); frame2.setLayout( new GridLayout( 3 , 2 , 10 , 10 )); //三个文本框; JLabel label1 = new JLabel( "Red" ); JLabel label2 = new JLabel( "Green" ); JLabel label3 = new JLabel( "Blue" ); JTextField tf1 = new JTextField( "255" ); //tf1.setSize(80, 20); JTextField tf2 = new JTextField( "239" ); //tf2.setBounds(10, 40, 80, 20); JTextField tf3 = new JTextField( "213" ); //tf3.setBounds(10, 70, 80, 20); frame2.setTitle( "设置背景颜色" ); frame2.getContentPane().add(label1); frame2.getContentPane().add(tf1); // frame2.getContentPane().add(label2); frame2.getContentPane().add(tf2); frame2.getContentPane().add(label3); frame2.getContentPane().add(tf3); frame2.setModalityType(Dialog.ModalityType.APPLICATION_MODAL); // 设置模式类型 frame2.setVisible( true );
//改变背景颜色 int Red =Integer.parseInt(tf1.getText()); int Green =Integer.parseInt(tf2.getText()); int Blue =Integer.parseInt(tf3.getText()); this .getContentPane().setBackground( new Color(Red,Green,Blue)); this .repaint(); } if (e.getActionCommand() == "先行方" ) { new FirstDialog(IsBlack,jl3); //新建对话框,改变先行方
} } public static void main(String[] args) { new Frame(); } @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
} } //改变先行方 class FirstDialog extends JDialog implements ItemListener{
/** * */ private static final long serialVersionUID = 1L; Toolkit kit = Toolkit.getDefaultToolkit(); Dimension screenSize = kit.getScreenSize(); int screenWidth = screenSize.width; int screenHeight = screenSize.height; Boolean IsBlack; JLabel jl = new JLabel(); JRadioButton rbWhite,rbBlack;
FirstDialog(Boolean IsBlack,JLabel jl) { this .IsBlack = IsBlack; this .jl = jl; this .setSize( 150 , 200 ); int height = this .getHeight(); int width = this .getWidth(); this .setLocation(screenWidth/ 2 -width/ 2 , screenHeight/ 2 -height/ 2 ); this .setTitle( "先行方" );
//一个单选组合; rbWhite = new JRadioButton( "白子" ); rbBlack = new JRadioButton( "黑子" ); this .setLayout( new FlowLayout()); this .getContentPane().add(rbWhite); this .getContentPane().add(rbBlack); // ButtonGroup bgroup = new ButtonGroup(); bgroup.add(rbWhite); bgroup.add(rbBlack);
//本类做监听类 rbWhite.addItemListener( this ); rbBlack.addItemListener( this ); this .setModalityType(Dialog.ModalityType.APPLICATION_MODAL); // 设置模式类型 this .setVisible( true ); } public void itemStateChanged(ItemEvent e) { if (rbWhite.isSelected()) //选中白子时,将先行方设为白子; { IsBlack = false ; jl.setText( "白方先行" ); } else if (rbBlack.isSelected()) { IsBlack = true ; jl.setText( "黑方先行" ); } }
} |
2.Time.java(实时显示时间)
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package Gobang; import java.awt.*; import javax.swing.*; import java.util.*; import java.text.*; public class Time implements Runnable{ private JLabel lab = new JLabel(); public Time(JLabel lab) { this .lab = lab; } public void run() { while ( true ) { SimpleDateFormat simpleFormat = new SimpleDateFormat( "HH:mm:ss" ); Calendar c = Calendar.getInstance(); lab.setText(simpleFormat.format(c.getTime())); lab.setForeground(Color.RED); try { Thread.sleep( 1000 ); } catch (Exception e) { e.printStackTrace(); } } } } |
以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持。
原文链接:https://blog.csdn.net/qq_43533435/article/details/109764861
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